User prompt
quand un bouton n'est pas disponible, grise-le (semi-transpârent)
User prompt
enleve le texte Reset game
User prompt
enleve les cercles rouges
User prompt
décale beaucoup les cercle rouge vers la droite
User prompt
encore plus
User prompt
décale beaucoup plus mais pas trop les cercle rouge vers la droite
User prompt
montre le bouton autauclicker et upgrade et met les cercle ( rouge ) bien au bord droit
User prompt
déplace les cercle sur le bord droit
User prompt
décale les cercle vers la droite
User prompt
décale un peut les bouton : upgrade et autoClicker vers la gauche
User prompt
remplace les écriture de : autoClicker de upgrade ) par des ronds rouge
User prompt
déplace les boutons sur le bort droit
User prompt
quand le joueur peut acheter quelque chose la chose qu'il peut acheter est en vert
User prompt
fais que quand nous pouvons acheter quelque chose il soit en vert
User prompt
Migrate to the latest version of LK
User prompt
les chiffre doive être en bleu
User prompt
add the background asset like other ones, don't user game property
User prompt
fix the background
User prompt
add the background asset to the game
User prompt
ajoute un fond
User prompt
il faut que tout les texte sont rouge
User prompt
si tu clique sur : Auto clicker ) mais que tu a trop peut d'aregent le bouton dois clignoter
Remix started
Copy Pizza clicker
/**** * Classes ****/ // AutoClicker class var AutoClicker = Container.expand(function () { var self = Container.call(this); self.startAutoClicking = function () { LK.setInterval(function () { if (self.autoClickerCount > 0) { pizza.onClick(); // Simulate a pizza click } }, 1000 / self.autoClickerCount); // Click once per second per auto clicker }; var autoClickerGraphics = self.attachAsset('autoClicker', { anchorX: 0.5, anchorY: 0.5 }); self.cost = 100; // Initial cost of the auto clicker self.autoClickerCount = 0; self.onClick = function () { if (currentScore >= self.cost) { currentScore -= self.cost; // Deduct the cost from the current score score.updateScore(currentScore); // Update the score display self.autoClickerCount += 1; // Increase the number of auto clickers self.startAutoClicking(); // Start auto clicking self.cost *= 3; // Triple the cost for the next auto clicker autoClickerText.setText('Auto Clicker: $' + self.cost); // Update the auto clicker text autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability } else { LK.effects.flashObject(self, 0xff0000, 500); // Flash the auto clicker button red for 500ms autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability } }; var autoClickerText = new Text2('Auto Clicker: $' + self.cost, { size: 100, fill: 0xFF0000 }); autoClickerText.anchor.set(0.5, 0); self.addChild(autoClickerText); }); // Pizza class var Pizza = Container.expand(function () { var self = Container.call(this); var pizzaGraphics = self.attachAsset('pizza', { anchorX: 0.5, anchorY: 0.5 }); self.onClick = function () { LK.audio.play('clickSound'); var originalScale = self.scale.x; var scaleDown = 0.9; var scaleDuration = 5; // Duration of the scale animation in frames var currentFrame = 0; // Function to handle the scale animation each frame var animateScale = function animateScale() { if (currentFrame < scaleDuration) { // Scale down self.scale.x = self.scale.y = originalScale - (originalScale - scaleDown) * (currentFrame / scaleDuration); } else if (currentFrame < scaleDuration * 2) { // Scale up self.scale.x = self.scale.y = scaleDown + (originalScale - scaleDown) * ((currentFrame - scaleDuration) / scaleDuration); } else { // Reset to original scale self.scale.x = self.scale.y = originalScale; LK.removeListener('tick', animateScale); // Stop the scale animation } currentFrame++; }; // Start the scale animation LK.on('tick', animateScale); }; }); // ResetButton class var ResetButton = Container.expand(function () { var self = Container.call(this); var resetButtonGraphics = self.attachAsset('resetButton', { anchorX: 0.5, anchorY: 0.5 }); var resetButtonText = new Text2('Reset Game', { size: 100, fill: 0xFF0000 }); resetButtonText.anchor.set(0.5, 0); self.addChild(resetButtonText); self.on('down', function () { LK.showGameOver(); // Reset the game state }); }); // Score class var Score = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('0', { size: 150, fill: 0xFF0000 }); scoreText.anchor.set(0.5, 0); self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore.toString()); }; }); // Upgrade class var Upgrade = Container.expand(function () { var self = Container.call(this); var upgradeGraphics = self.attachAsset('upgrade', { anchorX: 0.5, anchorY: 0.5 }); self.cost = 10; // Initial cost of the upgrade self.multiplier = 1; // Score multiplier self.updateCost = function () { self.cost *= 2; // Double the cost for the next upgrade }; self.increaseMultiplier = function () { self.multiplier += 1; // Increase the multiplier by 1 }; var upgradeText = new Text2('Upgrade: $' + self.cost, { size: 100, fill: 0xFF0000 }); upgradeText.anchor.set(0.5, 0); self.addChild(upgradeText); self.updateUpgradeText = function () { upgradeText.setText('Upgrade: $' + self.cost); }; self.onClick = function () { if (currentScore >= self.cost) { currentScore -= self.cost; // Deduct the cost from the current score score.updateScore(currentScore); // Update the score display self.updateCost(); // Update the cost for the next upgrade self.increaseMultiplier(); // Increase the score multiplier self.updateUpgradeText(); // Update the upgrade text upgradeText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability } else { upgradeText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability } }; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ // Initialize background var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 2048 / 2; background.y = 2732 / 2; // Initialize pizza var pizza = game.addChild(new Pizza()); pizza.x = 2048 / 2; pizza.y = 2732 / 2; // Initialize score var score = game.addChild(new Score()); score.x = 2048 / 2; score.y = 100; // Position score at the top center // Initialize game variables var currentScore = 0; // Update the score when the pizza is clicked pizza.onClick = function () { currentScore += upgrade.multiplier; // Increment score by the upgrade multiplier per click score.updateScore(currentScore); }; // Initialize upgrade var upgrade = game.addChild(new Upgrade()); upgrade.x = 2048 - upgrade.width / 2; // Position upgrade button on the right side of the screen upgrade.y = 2732 / 2 - upgrade.height; // Position upgrade button above the autoClicker button // Initialize auto clicker var autoClicker = game.addChild(new AutoClicker()); autoClicker.x = 2048 - autoClicker.width / 2; // Position auto clicker button on the right side of the screen autoClicker.y = 2732 / 2; // Position auto clicker button in the middle of the screen vertically // Add event listener for auto clicker clicks autoClicker.on('down', function (x, y, obj) { autoClicker.onClick(); }); // Add event listener for upgrade clicks // Initialize reset button var resetButton = game.addChild(new ResetButton()); resetButton.x = 2048 - resetButton.width / 2; // Position reset button on the right side of the screen resetButton.y = 2732 / 2 - resetButton.height * 2; // Position reset button above the upgrade button upgrade.on('down', function (x, y, obj) { upgrade.onClick(); }); pizza.on('down', function (x, y, obj) { pizza.onClick(); }); // Main game tick event LK.on('tick', function () { // Game logic goes here // In this simple game, the tick event is not used, but it's here for future game logic });
===================================================================
--- original.js
+++ change.js
@@ -168,23 +168,23 @@
currentScore += upgrade.multiplier; // Increment score by the upgrade multiplier per click
score.updateScore(currentScore);
}; // Initialize upgrade
var upgrade = game.addChild(new Upgrade());
-upgrade.x = 2048 / 2 - 300;
-upgrade.y = 2732 - 300; // Position upgrade button at the bottom center
+upgrade.x = 2048 - upgrade.width / 2; // Position upgrade button on the right side of the screen
+upgrade.y = 2732 / 2 - upgrade.height; // Position upgrade button above the autoClicker button
// Initialize auto clicker
var autoClicker = game.addChild(new AutoClicker());
-autoClicker.x = upgrade.x + upgrade.width + 200; // Position auto clicker button with increased distance to the right of the upgrade button
-autoClicker.y = upgrade.y;
+autoClicker.x = 2048 - autoClicker.width / 2; // Position auto clicker button on the right side of the screen
+autoClicker.y = 2732 / 2; // Position auto clicker button in the middle of the screen vertically
// Add event listener for auto clicker clicks
autoClicker.on('down', function (x, y, obj) {
autoClicker.onClick();
});
// Add event listener for upgrade clicks
// Initialize reset button
var resetButton = game.addChild(new ResetButton());
-resetButton.x = 2048 - resetButton.width / 2;
-resetButton.y = resetButton.height / 2 + 100; // Position reset button at the top right corner
+resetButton.x = 2048 - resetButton.width / 2; // Position reset button on the right side of the screen
+resetButton.y = 2732 / 2 - resetButton.height * 2; // Position reset button above the upgrade button
upgrade.on('down', function (x, y, obj) {
upgrade.onClick();
});
pizza.on('down', function (x, y, obj) {
a button saying 'reset'. In-Game asset. 2d. Blank background. High contrast.
enlève ça
interieure de patiserie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
gâteau ( pas réaliste ). Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
sparkles
gâteau. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gâteau. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gâteau. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
dessin de toque de chef
étoile dorée toute simple comme dans les commentaires d'un site web
une patisserie (gâteau) simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
interieure de patiserie vide avec uniquement le sol et les murs. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
trace blanche verticale d'un effet de coup de ninja
Vue de face centrée d'une machine magique en forme de pièce montée arc-en-ciel avec une petite entrée d'alimentation en bas au milieu, un très grand hublot central et un tube transparent dirigé vers le haut.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
errorsond
Sound effect
relaxsond
Sound effect
clickSound
Sound effect
musiqueclicker
Music
buySound
Sound effect
resetSound
Sound effect
buyAutoclickerSound
Sound effect
clearedSound
Sound effect
bonusSound
Sound effect
ohoh
Sound effect
cheers
Sound effect
squashingSound
Sound effect
CutSound
Sound effect
youpi
Sound effect
canonSound
Sound effect
yeahh
Sound effect
nooo
Sound effect
machineError
Sound effect
aspire
Sound effect