User prompt
corrige la visibilité du bouton price
User prompt
il faut pouvoirs voir le bouton price
User prompt
agrandis le fond d'écran
User prompt
déplace le bouton price plus en bas
User prompt
déplace le bouton price au couin en haut à gauche
User prompt
déplace le bouton price au couin gauche
User prompt
ajoute un bouton réctangulaire, quand il sera séléctionné par le joueur il affichera le prix pour les boutons
User prompt
le bouton autoclicker doit clignoter de la même façon que le bouton upgrade ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
le bouton autoclicker ne doit pas clignoter
User prompt
les boutons ne doivent plus être grisé si nous avons pas assez d'argents
User prompt
le bouton upgrade ne doit pas être grisé
User prompt
joue le son errorsond quand tu a trop peut d'argent pour upgrade et autoclicker
User prompt
Make the upgrade and autoclicker button flash red for 3 seconds if not enough money ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
si tu clique sur : updrade ) mais que tu a trop peut d'aregent le bouton dois clignoter longtemps ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
le bouton upgrade doit avoire la meme réaction que le bouton autoclicker mais seulment entre 0 et 9
User prompt
supprime le texte du bouton upgrade
User prompt
enleve le texte du bouton upgrade
User prompt
Please fix the bug: 'ReferenceError: upgradeText is not defined' in or related to this line: 'upgradeText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability' Line Number: 133
User prompt
quand le joueur a 1$ 2$ 3$ 4$ 5$ 6$ 7$ 8$ 9$ le bouton upgrade est gris
User prompt
le bouton upgrade doit être gris seulement quand le joueur a mouin de 10$
User prompt
eleve le texte du bouton upgrade
User prompt
Please fix the bug: 'ReferenceError: upgradeText is not defined' in or related to this line: 'upgradeText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability' Line Number: 130
User prompt
enleve le texte du bouton upgrade
User prompt
Please fix the bug: 'ReferenceError: upgradeText is not defined' in or related to this line: 'upgradeText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability' Line Number: 130
User prompt
Please fix the bug: 'ReferenceError: autoClickerText is not defined' in or related to this line: 'autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability' Line Number: 42
/**** * 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 autoClickerGraphics.alpha = currentScore >= self.cost ? 1 : 0.5; // Make button semi-transparent if not affordable } 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 } }; }); // 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 }); 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 }; self.updateUpgradeText = function () { // No text update needed for upgrade button }; 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 upgradeGraphics.alpha = currentScore >= 10 ? 1 : 0.5; // Make button semi-transparent if player has less than $10 if (currentScore >= 1 && currentScore <= 9) { upgradeGraphics.alpha = 0.5; // Make button semi-transparent if player has between $1 and $9 } } 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()); // Initialize auto clicker text var autoClickerText = new Text2('Auto Clicker: $' + autoClicker.cost, { size: 100, fill: currentScore >= autoClicker.cost ? 0x00FF00 : 0xFF0000 }); autoClickerText.anchor.set(0.5, 0); autoClickerText.x = autoClicker.x; autoClickerText.y = autoClicker.y - autoClicker.height / 2 - 50; // Position text above the auto clicker button game.addChild(autoClickerText); 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
@@ -174,17 +174,8 @@
// Add event listener for auto clicker clicks
autoClicker.on('down', function (x, y, obj) {
autoClicker.onClick();
});
-// Initialize upgrade text
-var upgradeText = new Text2('Upgrade: $' + upgrade.cost, {
- size: 100,
- fill: currentScore >= upgrade.cost ? 0x00FF00 : 0xFF0000
-});
-upgradeText.anchor.set(0.5, 0);
-upgradeText.x = upgrade.x;
-upgradeText.y = upgrade.y - upgrade.height / 2 - 50; // Position text above the upgrade button
-game.addChild(upgradeText);
// 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
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