User prompt
It’s a secret you tap the white and shows key board
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'codeModalContainer.addChild')' in or related to this line: 'codeModalContainer.addChild(letterGuideText);' Line Number: 556
User prompt
Make a gui for the button code and it will have a text bar if you type LeBron it will give you 1 billion dollars
User prompt
Make code button bigger
User prompt
Make a button that says code and if you type bro it will make you go to level 99
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 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);
// 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);
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 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();
}
// 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) {
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();
LK.effects.flashScreen(0x00FF00, 500);
}
};
// 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);
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
@@ -138,8 +138,12 @@
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();
@@ -421,9 +425,12 @@
fishingRod.update();
}
// Update upgrade button cost display with progressive scaling for 100 levels
var targetCost;
- if (rodLevel <= 10) {
+ // 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));