User prompt
Если выйти из магазина то кнопка магазина вернётся
User prompt
Если покупать двойной клик то у игрока тратиться 500 $
User prompt
С делай кнопку назад отдельной кнопкой
User prompt
При открытии меню появляются кно пки назад при нажатии возрощяет к биткоину покупка клика при нажатии сумма при клике увеличилась на один
User prompt
Добавь кнопку магазина при нажатии открываеться минюшка
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Сделай образование эффекта при клике
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Сделай эффект жимания у биткоина при нажатии
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Please fix the bug: 'Uncaught TypeError: bitcoin.replaceWith is not a function' in or related to this line: 'bitcoin.replaceWith('1', {' Line Number: 38
User prompt
Добавь при нажатии на биткоин он заменялся на другой белее маленький биткоин а потом возрощялься обратно
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Добавь эффект при нажатии на биткоин он уменьшается а потом возрощялься на обычный размер
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Добавь счётчик с верху
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При нажатии на биткоин даётся 1$
User prompt
Создай в центре биткоин
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Удали игру
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Migrate to the latest version of LK
Initial prompt
Minecliker
/**** * Classes ****/ // Class for the mine layer var Layer = Container.expand(function () { var self = Container.call(this); var layerGraphics = self.attachAsset('layer', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; // Initial health of the layer self.hit = function (damage) { self.health -= damage; if (self.health <= 0) { self.destroy(); // Remove layer when health is depleted } }; }); // Assets will be automatically created based on usage in the code. // Class for the mining pick var Pick = Container.expand(function () { var self = Container.call(this); var pickGraphics = self.attachAsset('pick', { anchorX: 0.5, anchorY: 0.5 }); self.upgradeLevel = 1; self.upgrade = function () { self.upgradeLevel++; // Upgrade pick appearance or effects based on level // This is a placeholder for upgrade logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Global variables var pick; var layers = []; var score = 0; var scoreTxt; // Initialize the pick function initPick() { pick = game.addChild(new Pick()); pick.x = game.width / 2; pick.y = game.height - 100; // Position the pick near the bottom } // Initialize the mine layers function initLayers() { for (var i = 0; i < 5; i++) { // Create 5 layers initially var layer = game.addChild(new Layer()); layer.x = game.width / 2; layer.y = 200 * i; // Stack layers vertically layers.push(layer); } } // Initialize score display function initScoreDisplay() { scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Position score at the top } // Handle tap events to mine layers function handleTap(obj) { var pos = obj.event.getLocalPosition(game); layers.forEach(function (layer) { if (layer.intersects({ x: pos.x, y: pos.y, width: 1, height: 1 })) { layer.hit(pick.upgradeLevel * 10); // Damage based on pick level score += pick.upgradeLevel; // Increase score scoreTxt.setText(score.toString()); // Update score display } }); } // Main game setup function setupGame() { initPick(); initLayers(); initScoreDisplay(); // Listen for taps on the game area game.on('down', handleTap); } // Call setupGame to initialize the game elements setupGame(); // Example of a tick function to add more layers or handle other periodic tasks LK.on('tick', function () { // This is a placeholder for any actions that need to happen every tick });
/****
* Classes
****/
// Class for the mine layer
var Layer = Container.expand(function () {
var self = Container.call(this);
var layerGraphics = self.attachAsset('layer', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100; // Initial health of the layer
self.hit = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.destroy(); // Remove layer when health is depleted
}
};
});
// Assets will be automatically created based on usage in the code.
// Class for the mining pick
var Pick = Container.expand(function () {
var self = Container.call(this);
var pickGraphics = self.attachAsset('pick', {
anchorX: 0.5,
anchorY: 0.5
});
self.upgradeLevel = 1;
self.upgrade = function () {
self.upgradeLevel++;
// Upgrade pick appearance or effects based on level
// This is a placeholder for upgrade logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Global variables
var pick;
var layers = [];
var score = 0;
var scoreTxt;
// Initialize the pick
function initPick() {
pick = game.addChild(new Pick());
pick.x = game.width / 2;
pick.y = game.height - 100; // Position the pick near the bottom
}
// Initialize the mine layers
function initLayers() {
for (var i = 0; i < 5; i++) {
// Create 5 layers initially
var layer = game.addChild(new Layer());
layer.x = game.width / 2;
layer.y = 200 * i; // Stack layers vertically
layers.push(layer);
}
}
// Initialize score display
function initScoreDisplay() {
scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt); // Position score at the top
}
// Handle tap events to mine layers
function handleTap(obj) {
var pos = obj.event.getLocalPosition(game);
layers.forEach(function (layer) {
if (layer.intersects({
x: pos.x,
y: pos.y,
width: 1,
height: 1
})) {
layer.hit(pick.upgradeLevel * 10); // Damage based on pick level
score += pick.upgradeLevel; // Increase score
scoreTxt.setText(score.toString()); // Update score display
}
});
}
// Main game setup
function setupGame() {
initPick();
initLayers();
initScoreDisplay();
// Listen for taps on the game area
game.on('down', handleTap);
}
// Call setupGame to initialize the game elements
setupGame();
// Example of a tick function to add more layers or handle other periodic tasks
LK.on('tick', function () {
// This is a placeholder for any actions that need to happen every tick
});
Пиксельная кнопка где нарисована телега на красном фоне. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Пиксельный биткоин золотой. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Пиксельная кнопка назад красно белая. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Пиксельная кнопка авто клик красно белая. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Сделай пиксельный фон голубой с задним фоном где $ строго размерами 2048 на 2732. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.