User prompt
le gâteau a acheter doit disparaître
User prompt
quand le bouton cake est séléctioné une fois re séléctioné la pizza réaparait et le gâteau a acheter disparait
User prompt
change l'écriture du gâteau a acheter met la en bleu
User prompt
fait un gâteau comme image pour le gâteau a acheter
User prompt
fait un nouvellle asset pour le gateau a acheter
User prompt
fais un petit carré gris pour l'aparrence du gâteau a acheter
User prompt
le gâteau a acheter doit avoir une nouvelle aparence
User prompt
le gâteau a acheter ne doit pas avoir la même aparence que son bouton
User prompt
quand nous séléctionons le bouton cake la pizza disparrait et des nouveaux gâteau a acheter aparaissent
User prompt
nous ne perdons pas d'argents quand nous séléctionons le bouton cake
User prompt
le bouton cake ne peut pas être indisponnible
User prompt
quand nous cliquons sur cake le gâteau disparait et un gateau a acheter aparait avec son prix
User prompt
encor
User prompt
plus mais pas trop
User prompt
un tout petit peut plus a droite
User prompt
un peut plus a gauche ( juste en dessou du bouton price )
User prompt
décale le bouton cake vers la droite
User prompt
change l'image du bouton pour les gâteaux
User prompt
ajoute un bouton en dessous du bouton price se bouton sevira a acheter de nouveau gâteau
User prompt
un peut plus
User prompt
met l'écriture du bouton price en dessous du gâteau
User prompt
déscends l'écriture du bouton price et met la en bleu
User prompt
crée le boutoon price apres le fond d'écran pour qu'il apparaisse au dessu
User prompt
un peut plus
User prompt
descends le bouton price
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* 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 = 1; // Always fully opaque
} else {
tween(self, {
alpha: 0.2
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0.2
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
}
});
}
});
autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability
LK.getSound('errorsond').play(); // Play error sound
}
};
});
// 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);
};
});
// PriceButton class
var PriceButton = Container.expand(function () {
var self = Container.call(this);
var priceButtonGraphics = self.attachAsset('circle', {
anchorX: 0.5,
anchorY: 0.5
});
self.onClick = function () {
// Display the prices for the buttons
var priceText = new Text2('Upgrade: $' + upgrade.cost + '\nAuto Clicker: $' + autoClicker.cost, {
size: 100,
fill: 0xFFFFFF
});
priceText.anchor.set(0.5, 0.5);
priceText.x = 2048 / 2;
priceText.y = 2732 / 2;
game.addChild(priceText);
// Remove the text after a short delay
LK.setTimeout(function () {
game.removeChild(priceText);
}, 2000);
};
});
// 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
upgradeGraphics.alpha = 1; // Always fully opaque
} else {
tween(self, {
alpha: 0.2
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0.2
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
}
});
}
});
LK.getSound('errorsond').play(); // Play error sound
}
upgradeGraphics.alpha = 1; // Always fully opaque
};
});
/****
* Initialize Game
****/
var game = new LK.Game();
/****
* Game Code
****/
// Initialize price button
var priceButton = game.addChild(new PriceButton());
priceButton.x = priceButton.width / 2; // Position the price button at the left corner
priceButton.y = 300; // Adjust the y-coordinate to move the button further down
// Add event listener for price button clicks
priceButton.on('down', function (x, y, obj) {
priceButton.onClick();
});
// Initialize background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 2048 / 2;
background.y = 2732 / 2;
background.scaleX = 2048 / background.width; // Scale background to fit the game width
background.scaleY = 2732 / background.height; // Scale background to fit the game height
// 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
});
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