User prompt
je penses que tu es malade.... on va essayer autrement : deĢplace le Event listener de upgrade 'down' juste avant le commentaire Initialize reset button
User prompt
mais arrete de le re-ecrire en bas! => A l'interieur de la fonction
User prompt
oheĢ ça va pas ???? IL EST TOUJOURS LA, DEPLACE LE DANS LA FONCTION
User prompt
il est toujours laĢ; deĢplace le dans la fonction
User prompt
non je parle de "Event listener for upgrade button clicks"
User prompt
et il reste un upgrade down en bas; il devrait etre dans la fonction d'initialisation lui aussi
User prompt
le jeu fonctionne toujours alors enleve laĢ
User prompt
tu peux commenter cette mise aĢ jour des enfants en bas du code pour voir
User prompt
ajoute lui une marge, laĢ il est trop colleĢ au bords
User prompt
ok mais pourquoi le bouton reset est passeĢ en bas au centre, je n'ai pas demandeĢ ça. Remet le en haut aĢ droite
User prompt
hey attention, il y a des deĢclarations aĢ l'interieur de la fonction d'initialisation! Les deĢclarations doivent etre globales et regrouppeĢes; seules les initialisations doivent eĢtre dans la fonction d'initialisation
User prompt
attention on ne voit plus le bouton reset ! j'ai dit de reorganiser, pas de supprimer
User prompt
c'est plus propre, il reste juste resetButton
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'updateScore')' in or related to this line: 'score.updateScore(currentScore);' Line Number: 157
User prompt
Please fix the bug: 'ReferenceError: score is not defined' in or related to this line: 'score.updateScore(currentScore);' Line Number: 157
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'emit')' in or related to this line: 'bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click' Line Number: 47
User prompt
Please fix the bug: 'Timeout.tick error: bigCake is not defined' in or related to this line: 'bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click' Line Number: 47
User prompt
c'est bien mais pas assez, il y a encore plusieurs choses qui sont deĢclareĢ et initialiseĢe aĢ la suite en dehors d'un fonction, comme background, priceButton, bigCake, score...
User prompt
ok mais c'est encore meĢlangeĢ; je preĢfeĢre que tout soit deĢclareĢ au meme endroit et que tout soit initialiseĢ dans une fonction aĢ part
User prompt
peut-tu reorganiser la code laĢ c'est tout meĢlangeĢ et ajout des commentaires pour des sections claires
User prompt
retire le si il ne fait rien
User prompt
nettoie le code
User prompt
ça n'a pas marcheĢ, je vois toujours $100 au lieu du meme prix que le bouton prix
User prompt
non pas quand on click mais apres le chargement
User prompt
je penses que tu dois mettre aĢ jour le texte du prix de l'autoclicker apreĢs un deĢlai
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { score: 0, autoClickerCount: 0, upgradeMultiplier: 1 }); /**** * Classes ****/ // AutoClicker class var AutoClicker = Container.expand(function () { var self = Container.call(this); self.startAutoClicking = function () { self.autoClickerInterval = LK.setInterval(function () { if (self.autoClickerCount > 0) { bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click } }, 1000); }; var autoClickerGraphics = self.attachAsset('autoClicker', { anchorX: 0.5, anchorY: 0.5 }); // Attach the chef's toque image on top of the auto clicker button var toqueGraphics = self.attachAsset('toque', { anchorX: 0.5, anchorY: 0.5 }); toqueGraphics.y = -10; // Move the toque slightly higher on the auto clicker self.addChild(toqueGraphics); self.cost = 100; // Initial cost of the auto clicker self.autoClickerCount = 0; var priceText = new Text2('$' + self.cost, { size: 80, fill: 0x1E90FF, fontWeight: '900', // Make the text bolder dropShadow: true, // Enable drop shadow dropShadowColor: 0x000000, // Set drop shadow color to black dropShadowBlur: 5, // Set drop shadow blur dropShadowDistance: 5 // Set drop shadow distance }); priceText.setText('$' + self.cost); // Update the price text to reflect the current cost priceText.anchor.set(0.5, 0); priceText.x = 0; priceText.y = autoClickerGraphics.height / 2 + 20; // Position text below the auto clicker button self.addChild(priceText); self.onClick = function () { if (currentScore >= self.cost) { currentScore -= self.cost; // Deduct the cost from the current score score.updateScore(currentScore); // Update the score display self.autoClickerCount += 1; // Increase the number of auto clickers // Add a star under the toque for each upgrade, up to 3 stars if (self.autoClickerCount <= 3) { var star = self.attachAsset('etoile', { anchorX: 0.5, anchorY: 0.5 }); star.y = toqueGraphics.y + 20 + (self.autoClickerCount - 1) * 15; // Position stars under the toque self.addChild(star); } storage.autoClickerCount = self.autoClickerCount; // Save the updated auto clicker count if (self.autoClickerCount === 1) { self.startAutoClicking(); // Start auto clicking only when the first auto clicker is purchased } self.cost *= 3; // Triple the cost for the next auto clicker storage.autoClickerCost = self.cost; // Save the updated auto clicker cost priceText.setText('$' + self.cost); // Update the price text to reflect the new cost autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability } 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 } }; }); // BigCake class var BigCake = Container.expand(function () { var self = Container.call(this); var bigCakeGraphics = self.attachAsset('bigCake', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', function (x, y, obj) { // Create confetti effect for (var i = 0; i < 5; i++) { // Reduced number of confetti var confetti = game.addChild(new Confetti()); confetti.x = self.x; confetti.y = self.y; confetti.speedY = -15; // Increased initial upward speed } LK.getSound('clickSound').play(); currentScore += upgrade.multiplier; // Increment score by the upgrade multiplier per click score.updateScore(currentScore); storage.score = currentScore; // Save the updated score storage.timestamp = Date.now(); // Save the current timestamp // Add a bump animation tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); // Removed the creation of falling cakes }); }); var Cake = Container.expand(function () { var self = Container.call(this); var cakeGraphics = self.attachAsset('cake', { anchorX: 0.5, anchorY: 0.5 }); // Add a growing and shrinking animation for a relaxing effect tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeInOut }); } }); self.speed = 5; // Speed at which the cake falls self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.y += self.speed; if (self.y > 2732 + cakeGraphics.height / 2) { self.lastY = self.y; // Update lastY after movement self.destroy(); } }; }); var Confetti = Container.expand(function () { var self = Container.call(this); var confettiGraphics = self.attachAsset('newCakePurchase', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = -10; // Initial upward speed self.gravity = 0.2; // Gravity effect self.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } self.y += self.speedY; self.x += self.speedX; self.speedY += self.gravity; // Apply gravity if (self.y > 2732 + confettiGraphics.height / 2) { self.destroy(); } }; }); // PriceButton class var PriceButton = Container.expand(function () { var self = Container.call(this); var priceButtonGraphics = self.attachAsset('buttonPrice', { 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: 0x0000FF }); priceText.anchor.set(0.5, 0.5); priceText.x = 2048 / 2; priceText.y = bigCake.y + bigCake.height / 2 + 150; 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: 200, fill: 0xFF0000, dropShadow: true, // Enable drop shadow dropShadowColor: 0x000000, // Set drop shadow color to black dropShadowBlur: 5, // Set drop shadow blur dropShadowDistance: 5 // Set drop shadow distance }); 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 storage.upgradeCost = self.cost; // Save the updated upgrade cost }; 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 storage.upgradeMultiplier = self.multiplier; // Save the updated multiplier self.increaseMultiplier(); // Increase the score multiplier self.updateUpgradeText(); // Update the upgrade text } 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 } }; }); /**** * Initialize Game ****/ /**** * Initialize Game * Set up the game environment and initial configurations ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Plugins * Import necessary plugins for tweening animations and storage management ****/ // Music // Sounds // Images /**** * Assets * Initialize all game assets including images, sounds, and music ****/ /**** * Game Code * Main game logic and event handling ****/ // Event listener for new cake purchase clicks if (typeof newCakeButton !== 'undefined' && newCakeButton.newCake) { newCakeButton.newCake.on('down', function (x, y, obj) { newCakeButton.newCake.onClick(); }); } // Declare game variables var currentScore; var score; var lastTimestamp; var timeElapsed; var clicksSinceLastSession; var autoClicker; var upgrade; var autoClickerText; var bigCake; var resetButton; // Initialize game variables function initializeGameVariables() { // Background setup 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 price button var priceButton = game.addChild(new PriceButton()); priceButton.x = priceButton.width / 2; // Position the price button at the left corner priceButton.y = 600; // Adjust the y-coordinate to move the button further down // Event listener for price button clicks priceButton.on('down', function (x, y, obj) { priceButton.onClick(); }); // Initialize bigCake bigCake = game.addChild(new BigCake()); bigCake.x = 2048 / 2; bigCake.y = 2732 / 2; // Initialize score score = game.addChild(new Score()); score.x = 2048 / 2; score.y = 100; // Position score at the top center currentScore = storage.score || 0; // Load saved score or default to 0 score.updateScore(currentScore); // Refresh the score display with the loaded score // Calculate the number of clicks since the last session lastTimestamp = storage.timestamp || Date.now(); timeElapsed = Date.now() - lastTimestamp; clicksSinceLastSession = Math.floor(timeElapsed / 1000); // Assuming 1 click per second as a baseline console.log("Clicks since last session: ", clicksSinceLastSession); currentScore += clicksSinceLastSession; // Add clicks since last session to the current score score.updateScore(currentScore); // Update the score display with the new score storage.score = currentScore; // Save the updated score // Initialize auto clicker autoClicker = game.addChild(new AutoClicker()); autoClicker.autoClickerCount = storage.autoClickerCount || 0; // Load saved auto clicker count or default to 0 autoClicker.cost = storage.autoClickerCost || 100; // Load saved auto clicker cost or default to initial cost if (autoClicker.autoClickerCount > 0) { autoClicker.startAutoClicking(); // Start auto-clicking if there are saved auto-clickers } // Initialize upgrade upgrade = game.addChild(new Upgrade()); upgrade.multiplier = storage.upgradeMultiplier || 1; // Load saved upgrade multiplier or default to 1 upgrade.cost = storage.upgradeCost || upgrade.cost; // Load saved upgrade cost or default to initial cost 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 reset button resetButton = game.addChild(new ResetButton()); resetButton.x = 2048 / 2; // Center the reset button horizontally resetButton.y = 2732 - resetButton.height / 2 - 50; // Position reset button at the bottom center // Initialize auto clicker text 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); // Update autoClickerText immediately after loading the game autoClicker.x = 2048 - autoClicker.width / 2; // Position auto clicker button on the right side of the screen autoClicker.y = 2732 / 2 + 100; // Position auto clicker button slightly lower on the screen // Event listener for auto clicker clicks autoClicker.on('down', function (x, y, obj) { autoClicker.onClick(); }); } // Play bakery music in a loop throughout the game LK.playMusic('musiqueclicker', { loop: true }); // Main game loop for updating game logic game.children.forEach(function (child) { if (child.update) { child.update(); } }); // Call the function to initialize game variables initializeGameVariables(); // Event listener for upgrade button clicks upgrade.on('down', function (x, y, obj) { upgrade.onClick(); });
===================================================================
--- original.js
+++ change.js
@@ -361,20 +361,21 @@
});
}
// Declare game variables
var currentScore;
-var score; // Declare score in the global scope
+var score;
var lastTimestamp;
var timeElapsed;
var clicksSinceLastSession;
var autoClicker;
var upgrade;
var autoClickerText;
-var bigCake; // Declare bigCake in the global scope
+var bigCake;
+var resetButton;
// Initialize game variables
function initializeGameVariables() {
// Background setup
- var background = game.addChild(LK.getAsset('background', {
+ background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 2048 / 2;
@@ -420,9 +421,9 @@
upgrade.cost = storage.upgradeCost || upgrade.cost; // Load saved upgrade cost or default to initial cost
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 reset button
- var resetButton = game.addChild(new ResetButton());
+ resetButton = game.addChild(new ResetButton());
resetButton.x = 2048 / 2; // Center the reset button horizontally
resetButton.y = 2732 - resetButton.height / 2 - 50; // Position reset button at the bottom center
// Initialize auto clicker text
autoClickerText = new Text2('Auto Clicker: $' + autoClicker.cost, {
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.
gaĢteau ( pas reĢaliste ). Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
sparkles
gaĢteau. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gaĢteau. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gaĢteau. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
dessin de toque de chef
eĢtoile doreĢe toute simple comme dans les commentaires d'un site web
une patisserie (gaĢteau) 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 centreĢe d'une machine magique en forme de pieĢce monteĢe arc-en-ciel avec une petite entreĢe d'alimentation en bas au milieu, un treĢs grand hublot central et un tube transparent dirigeĢ 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