User prompt
Show what level rod you have
User prompt
fx buttons
User prompt
make a invatory gui that showsthe fish
User prompt
and when you get to level 100 it resets
User prompt
make 100 levels
User prompt
when you upgrade make the fishing rod chang color and make it were you get more money ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
show how musch money you have
User prompt
Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.inventory = inventory;' Line Number: 238 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Tap Fisher Tycoon
Initial prompt
Make a game where you tap and you fish for fish and then you sell to upgrade your fishing rod to get better fish.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fish = Container.expand(function (fishType) { var self = Container.call(this); var fishTypes = { 'common': { asset: 'commonFish', value: 5, name: 'Sardine' }, 'uncommon': { asset: 'uncommonFish', value: 15, name: 'Bass' }, 'rare': { asset: 'rareFish', value: 50, name: 'Tuna' }, 'legendary': { asset: 'legendaryFish', value: 200, name: 'Golden Fish' } }; self.fishData = fishTypes[fishType] || fishTypes['common']; self.fishType = fishType || 'common'; var fishGraphics = self.attachAsset(self.fishData.asset, { anchorX: 0.5, anchorY: 0.5 }); self.getValue = function () { // Progressive multiplier that grows more reasonably for 100 levels // Levels 1-10: 10% bonus per level // Levels 11-50: 5% bonus per level // Levels 51-100: 2% bonus per level var multiplier = 1; if (rodLevel <= 10) { multiplier = 1 + (rodLevel - 1) * 0.1; } else if (rodLevel <= 50) { multiplier = 2 + (rodLevel - 10) * 0.05; // Start at 2x (level 10 bonus) + additional } else { multiplier = 4 + (rodLevel - 50) * 0.02; // Start at 4x (level 50 bonus) + additional } return Math.floor(self.fishData.value * multiplier); }; self.getName = function () { return self.fishData.name; }; return self; }); var FishingRod = Container.expand(function () { var self = Container.call(this); var rodGraphics = self.attachAsset('fishingRod', { anchorX: 0.5, anchorY: 0 }); var lineGraphics = self.attachAsset('fishingLine', { anchorX: 0.5, anchorY: 0 }); lineGraphics.y = 300; lineGraphics.visible = false; var hookGraphics = self.attachAsset('hook', { anchorX: 0.5, anchorY: 0 }); hookGraphics.y = 700; hookGraphics.visible = false; self.isCasting = false; self.castProgress = 0; self.cast = function () { if (self.isCasting) return; self.isCasting = true; self.castProgress = 0; lineGraphics.visible = true; hookGraphics.visible = true; tween(self, { castProgress: 1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { self.pullUp(); } }); }; self.pullUp = function () { tween(self, { castProgress: 0 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { lineGraphics.visible = false; hookGraphics.visible = false; self.isCasting = false; } }); }; self.update = function () { if (self.isCasting) { lineGraphics.height = 400 + self.castProgress * 300; hookGraphics.y = 700 + self.castProgress * 300; } }; return self; }); var UpgradeButton = Container.expand(function (upgradeType, cost, description) { var self = Container.call(this); var buttonGraphics = self.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(description + '\n$' + cost, { size: 32, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.upgradeType = upgradeType; self.cost = cost; self.description = description; self.updateText = function (newCost) { self.cost = newCost; buttonText.setText(self.description + '\n$' + newCost); }; self.down = function (x, y, obj) { if (coins >= self.cost) { coins -= self.cost; LK.getSound('upgrade').play(); if (self.upgradeType === 'rod') { rodLevel++; // Reset to level 1 when reaching level 100 if (rodLevel > 100) { rodLevel = 1; } self.updateText(Math.floor(self.cost * 1.5)); updateRodAppearance(); // Update rod color when upgraded } updateUI(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game state variables var coins = storage.coins || 0; var rodLevel = storage.rodLevel || 1; // Reconstruct inventory from flattened storage var inventory = []; var storedTypes = storage.inventoryTypes || []; var storedValues = storage.inventoryValues || []; var storedNames = storage.inventoryNames || []; for (var i = 0; i < storedTypes.length; i++) { inventory.push({ type: storedTypes[i], value: storedValues[i], name: storedNames[i] }); } var totalFishCaught = storage.totalFishCaught || 0; // Create water background var water = game.attachAsset('water', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Create fishing rod var fishingRod = game.addChild(new FishingRod()); fishingRod.x = 1024; fishingRod.y = 200; // Function to update rod appearance based on level function updateRodAppearance() { var rodColors = [0x8b4513, 0x4a90e2, 0x9b59b6, 0xe74c3c, 0xf39c12, // Levels 1-5: Brown, Blue, Purple, Red, Orange 0x1abc9c, 0x34495e, 0xe67e22, 0x9c88ff, 0xff6b6b, // Levels 6-10: Turquoise, Dark Gray, Orange, Light Purple, Light Red 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xfeca57, 0xff9ff3, // Levels 11-15: Mint, Sky Blue, Sage, Yellow, Pink 0x54a0ff, 0x5f27cd, 0x00d2d3, 0xff9f43, 0xc44569, // Levels 16-20: Blue, Deep Purple, Cyan, Peach, Maroon 0x3d5a80, 0x98ddca, 0xd63031, 0x6c5ce7, 0xa29bfe // Levels 21-25: Navy, Mint Green, Crimson, Violet, Periwinkle ]; var rodGraphics = fishingRod.children[0]; // First child is the rod graphics if (rodGraphics) { var colorIndex; if (rodLevel <= 25) { colorIndex = rodLevel - 1; } else { // For levels 26-100, cycle through colors with slight variations var baseColorIndex = (rodLevel - 26) % 25; var variation = Math.floor((rodLevel - 26) / 25); var baseColor = rodColors[baseColorIndex]; // Add brightness variation for higher levels var brightnessFactor = 1 + variation * 0.15; var r = Math.min(255, Math.floor((baseColor >> 16 & 0xFF) * brightnessFactor)); var g = Math.min(255, Math.floor((baseColor >> 8 & 0xFF) * brightnessFactor)); var b = Math.min(255, Math.floor((baseColor & 0xFF) * brightnessFactor)); var finalColor = r << 16 | g << 8 | b; tween(rodGraphics, { tint: finalColor }, { duration: 500, easing: tween.easeOut }); return; } tween(rodGraphics, { tint: rodColors[colorIndex] }, { duration: 500, easing: tween.easeOut }); } } // Set initial rod color updateRodAppearance(); // Create UI elements var coinsText = new Text2('Coins: $' + coins, { size: 48, fill: 0xFFFFFF }); coinsText.anchor.set(0, 0); coinsText.x = 120; // Position away from top-left menu icon LK.gui.topLeft.addChild(coinsText); var rodLevelDisplayText = new Text2('Rod Level: ' + rodLevel, { size: 36, fill: 0xFFFFFF }); rodLevelDisplayText.anchor.set(0, 0); rodLevelDisplayText.x = 120; // Position away from top-left menu icon rodLevelDisplayText.y = 60; // Position below coins text LK.gui.topLeft.addChild(rodLevelDisplayText); var rodLevelText = new Text2('Rod Level: ' + rodLevel, { size: 36, fill: 0xFFFFFF }); rodLevelText.anchor.set(0, 0); LK.gui.topRight.addChild(rodLevelText); rodLevelText.y = 60; var inventoryText = new Text2('Fish Caught: ' + inventory.length, { size: 36, fill: 0xFFFFFF }); inventoryText.anchor.set(0, 0); LK.gui.topRight.addChild(inventoryText); inventoryText.y = 110; // Create upgrade button var rodUpgrade = game.addChild(new UpgradeButton('rod', 100, 'Upgrade Rod')); rodUpgrade.x = 1024; rodUpgrade.y = 2500; // Create sell button var sellButtonGraphics = game.attachAsset('sellButton', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2500 }); var sellButtonText = new Text2('Sell All Fish', { size: 32, fill: 0xFFFFFF }); sellButtonText.anchor.set(0.5, 0.5); sellButtonGraphics.addChild(sellButtonText); // Create inventory GUI button var inventoryButton = game.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, x: 700, y: 2500 }); var inventoryButtonText = new Text2('View Inventory', { size: 32, fill: 0xFFFFFF }); inventoryButtonText.anchor.set(0.5, 0.5); inventoryButton.addChild(inventoryButtonText); // Create inventory display container (initially hidden) var inventoryContainer = new Container(); inventoryContainer.visible = false; game.addChild(inventoryContainer); // Inventory background var inventoryBg = inventoryContainer.attachAsset('water', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 0.8, scaleY: 0.6 }); inventoryBg.tint = 0x333333; inventoryBg.alpha = 0.9; // Inventory title var inventoryTitle = new Text2('Fish Inventory', { size: 48, fill: 0xFFFFFF }); inventoryTitle.anchor.set(0.5, 0.5); inventoryTitle.x = 1024; inventoryTitle.y = 900; inventoryContainer.addChild(inventoryTitle); // Close button for inventory var closeButton = inventoryContainer.attachAsset('sellButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1800 }); var closeButtonText = new Text2('Close', { size: 32, fill: 0xFFFFFF }); closeButtonText.anchor.set(0.5, 0.5); closeButton.addChild(closeButtonText); var isInventoryOpen = false; var inventoryFishDisplays = []; // Fish spawn area var fishSpawnArea = { x: 400, y: 1400, width: 1200, height: 800 }; // Arrays to track game objects var caughtFish = []; var fishingTimer = 0; function updateUI() { coinsText.setText('Coins: $' + coins); rodLevelText.setText('Rod Level: ' + rodLevel); rodLevelDisplayText.setText('Rod Level: ' + rodLevel); inventoryText.setText('Fish Caught: ' + inventory.length); // Save to storage - flatten inventory for storage compatibility storage.coins = coins; storage.rodLevel = rodLevel; // Store inventory as separate arrays var inventoryTypes = []; var inventoryValues = []; var inventoryNames = []; for (var i = 0; i < inventory.length; i++) { inventoryTypes.push(inventory[i].type); inventoryValues.push(inventory[i].value); inventoryNames.push(inventory[i].name); } storage.inventoryTypes = inventoryTypes; storage.inventoryValues = inventoryValues; storage.inventoryNames = inventoryNames; storage.totalFishCaught = totalFishCaught; } function updateInventoryDisplay() { // Clear existing fish displays for (var i = 0; i < inventoryFishDisplays.length; i++) { if (inventoryFishDisplays[i] && inventoryFishDisplays[i].destroy) { inventoryFishDisplays[i].destroy(); } } inventoryFishDisplays = []; // Count fish by type var fishCounts = {}; for (var i = 0; i < inventory.length; i++) { var fish = inventory[i]; if (!fishCounts[fish.type]) { fishCounts[fish.type] = { count: 0, value: fish.value, name: fish.name, type: fish.type }; } fishCounts[fish.type].count++; } // Display fish groups var fishTypes = Object.keys(fishCounts); var startX = 600; var startY = 1000; var columns = 3; for (var i = 0; i < fishTypes.length; i++) { var fishType = fishTypes[i]; var fishData = fishCounts[fishType]; var row = Math.floor(i / columns); var col = i % columns; var x = startX + col * 300; var y = startY + row * 200; // Create fish display container var fishDisplay = new Container(); fishDisplay.x = x; fishDisplay.y = y; inventoryContainer.addChild(fishDisplay); inventoryFishDisplays.push(fishDisplay); // Fish icon var fishIcon = new Fish(fishType); fishIcon.scaleX = 1.5; fishIcon.scaleY = 1.5; fishDisplay.addChild(fishIcon); // Fish info text var fishInfo = new Text2(fishData.name + '\nCount: ' + fishData.count + '\nValue: $' + fishData.value, { size: 24, fill: 0xFFFFFF }); fishInfo.anchor.set(0.5, 0); fishInfo.y = 50; fishDisplay.addChild(fishInfo); } } function getFishTypeByRodLevel() { var random = Math.random(); // Progressive legendary fish chance (starts at level 10, max 25% at level 100) var legendaryChance = Math.max(0, (rodLevel - 10) * 0.0025); legendaryChance = Math.min(0.25, legendaryChance); // Progressive rare fish chance (starts at level 5, max 40% at level 100) var rareChance = Math.max(0, (rodLevel - 5) * 0.004); rareChance = Math.min(0.4, rareChance); // Progressive uncommon fish chance (starts at level 2, max 50% at level 100) var uncommonChance = Math.max(0, (rodLevel - 2) * 0.005); uncommonChance = Math.min(0.5, uncommonChance); if (random < legendaryChance) return 'legendary'; if (random < legendaryChance + rareChance) return 'rare'; if (random < legendaryChance + rareChance + uncommonChance) return 'uncommon'; return 'common'; } function spawnFish() { var fishType = getFishTypeByRodLevel(); var fish = new Fish(fishType); fish.x = fishSpawnArea.x + Math.random() * fishSpawnArea.width; fish.y = fishSpawnArea.y + Math.random() * fishSpawnArea.height; game.addChild(fish); caughtFish.push(fish); inventory.push({ type: fishType, value: fish.getValue(), name: fish.getName() }); totalFishCaught++; // Animate fish jump var originalY = fish.y; tween(fish, { y: originalY - 100 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(fish, { y: originalY }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { tween(fish, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { fish.destroy(); var index = caughtFish.indexOf(fish); if (index > -1) { caughtFish.splice(index, 1); } } }); } }); } }); LK.getSound('catch').play(); updateUI(); if (isInventoryOpen) { updateInventoryDisplay(); } } // Game tap handler game.down = function (x, y, obj) { if (!fishingRod.isCasting) { fishingRod.cast(); LK.getSound('splash').play(); // Chance to catch fish based on rod level (scales to 100 levels, max 95%) var catchChance = 0.3 + Math.min(0.65, rodLevel * 0.0065); if (Math.random() < catchChance) { LK.setTimeout(function () { spawnFish(); }, 1200); } } }; // Sell button handler sellButtonGraphics.down = function (x, y, obj) { // Button press effect tween(sellButtonGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(sellButtonGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); if (inventory.length > 0) { var totalValue = 0; for (var i = 0; i < inventory.length; i++) { totalValue += inventory[i].value; } coins += totalValue; inventory = []; // Clear visible fish for (var j = 0; j < caughtFish.length; j++) { if (caughtFish[j] && caughtFish[j].destroy) { caughtFish[j].destroy(); } } caughtFish = []; updateUI(); updateInventoryDisplay(); LK.effects.flashScreen(0x00FF00, 500); } }; // Inventory button handler inventoryButton.down = function (x, y, obj) { // Button press effect tween(inventoryButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(inventoryButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); isInventoryOpen = !isInventoryOpen; inventoryContainer.visible = isInventoryOpen; if (isInventoryOpen) { updateInventoryDisplay(); } }; // Close inventory button handler closeButton.down = function (x, y, obj) { // Button press effect tween(closeButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(closeButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); isInventoryOpen = false; inventoryContainer.visible = false; }; // Auto-save every 5 seconds var autoSaveTimer = LK.setInterval(function () { storage.coins = coins; storage.rodLevel = rodLevel; // Store inventory as separate arrays var inventoryTypes = []; var inventoryValues = []; var inventoryNames = []; for (var i = 0; i < inventory.length; i++) { inventoryTypes.push(inventory[i].type); inventoryValues.push(inventory[i].value); inventoryNames.push(inventory[i].name); } storage.inventoryTypes = inventoryTypes; storage.inventoryValues = inventoryValues; storage.inventoryNames = inventoryNames; storage.totalFishCaught = totalFishCaught; }, 5000); // Add hover effects for buttons sellButtonGraphics.move = function (x, y, obj) { tween(sellButtonGraphics, { tint: 0xffcc00 }, { duration: 200, easing: tween.easeOut }); }; inventoryButton.move = function (x, y, obj) { tween(inventoryButton, { tint: 0x66bb6a }, { duration: 200, easing: tween.easeOut }); }; closeButton.move = function (x, y, obj) { tween(closeButton, { tint: 0xff7043 }, { duration: 200, easing: tween.easeOut }); }; // Reset button colors when not hovering game.move = function (x, y, obj) { // Reset sell button color if not hovering if (!sellButtonGraphics.getBounds().contains(x, y)) { tween(sellButtonGraphics, { tint: 0xff9800 }, { duration: 200, easing: tween.easeOut }); } // Reset inventory button color if not hovering if (!inventoryButton.getBounds().contains(x, y)) { tween(inventoryButton, { tint: 0x4caf50 }, { duration: 200, easing: tween.easeOut }); } // Reset close button color if not hovering and inventory is open if (isInventoryOpen && !closeButton.getBounds().contains(x, y)) { tween(closeButton, { tint: 0xff9800 }, { duration: 200, easing: tween.easeOut }); } }; game.update = function () { // Update fishing rod animation if (fishingRod && fishingRod.update) { fishingRod.update(); } // Update upgrade button cost display with progressive scaling for 100 levels var targetCost; // Hide upgrade button at level 100 since it will reset if (rodLevel >= 100) { targetCost = Math.floor(100 * Math.pow(1.5, 99)); // Cost for level 100 } else if (rodLevel <= 10) { targetCost = Math.floor(100 * Math.pow(1.5, rodLevel - 1)); } else if (rodLevel <= 50) { var baseCost = Math.floor(100 * Math.pow(1.5, 9)); // Cost at level 10 targetCost = Math.floor(baseCost * Math.pow(1.3, rodLevel - 10)); } else { var baseCost10 = Math.floor(100 * Math.pow(1.5, 9)); var baseCost50 = Math.floor(baseCost10 * Math.pow(1.3, 40)); targetCost = Math.floor(baseCost50 * Math.pow(1.2, rodLevel - 50)); } if (rodUpgrade && rodUpgrade.cost !== targetCost) { rodUpgrade.updateText(targetCost); } };
===================================================================
--- original.js
+++ change.js
@@ -242,8 +242,16 @@
});
coinsText.anchor.set(0, 0);
coinsText.x = 120; // Position away from top-left menu icon
LK.gui.topLeft.addChild(coinsText);
+var rodLevelDisplayText = new Text2('Rod Level: ' + rodLevel, {
+ size: 36,
+ fill: 0xFFFFFF
+});
+rodLevelDisplayText.anchor.set(0, 0);
+rodLevelDisplayText.x = 120; // Position away from top-left menu icon
+rodLevelDisplayText.y = 60; // Position below coins text
+LK.gui.topLeft.addChild(rodLevelDisplayText);
var rodLevelText = new Text2('Rod Level: ' + rodLevel, {
size: 36,
fill: 0xFFFFFF
});
@@ -338,8 +346,9 @@
var fishingTimer = 0;
function updateUI() {
coinsText.setText('Coins: $' + coins);
rodLevelText.setText('Rod Level: ' + rodLevel);
+ rodLevelDisplayText.setText('Rod Level: ' + rodLevel);
inventoryText.setText('Fish Caught: ' + inventory.length);
// Save to storage - flatten inventory for storage compatibility
storage.coins = coins;
storage.rodLevel = rodLevel;