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quand le nain passe en mode full reĢaliser une mini animation de saut rapide āŖš” Consider importing and using the following plugins: @upit/tween.v1
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quand le Nain est en mode full, met targetX aĢ 300
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quand le nain passe en mode full, il arreĢte de suivre les gateaux
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quand un Nain touche un miniCake, le miniCake disparait et le nain passe en mode full
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Change le comportement des Nains : ils cherche en prioriteĢ les miniCakes
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Ajoute les miniCakes dans miniGameMiniCakes quand ils sont creĢeĢs et supprime les quand ils disparaissent
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creĢe un nouveau tableau global pour miniGameMiiniCakes pour suivre les miniCakes
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change le comportement des Nains : - ils se dirigent vers les gateaux les plus proches si ils sont aĢ y < 1400 - mais ils s'eĢloignent des gateaux quand ils sont aĢ y > 1400 (pour ne pas se faire eĢcraser)
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donne aussi une rotation aux minicakes qui tombent
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agrandit le cutEffect et rend sa rotation aleĢatoire sur +/- 45°
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fait apparaitre subrepticement un 'cutEffect' quand on coupe un gateau dans le minijeu. creĢe un classe deĢdieĢe avant.
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fait apparaitre subrepticement un 'cutEffect' quand on coupe un gateau dans le minijeu
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augmente la vitesse vertical initiale des minicakes
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quand les miniCakes apparaissent il doivent aller un peu vers le haut ensuite tomber par graviteĢ āŖš” Consider importing and using the following plugins: @upit/tween.v1
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dans le mini-jeu, qu'on on tape sur un des gateaux du CakeRainManager, fait apparaitre 2 miniCake avec le meĢme asset mais 2 fois plus petits, comme si le gateau avait eĢteĢ coupeĢ en deux. creĢer en premier lieu la classe miniCake deĢdieĢe.
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dans le mini-jeu, qu'on on tape gateau, fait apparaitre 2 miniCake avec le meĢme asset mais 2 fois plus petits, comme si le gateau avait eĢteĢ coupeĢ en deux. creĢer en premier lieu la classe miniCake deĢdieĢe
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retire le chef et le code lieĢ
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'targetX')' in or related to this line: 'chef.targetX = x; // Set the targetX to the tap's x position' Line Number: 1247
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/**** * 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 } if (self.autoClickerCount > 1 && self.autoClickerCount < autoClicksPerSecond.length) { bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click currentScore += upgradeMultiplier[upgradeLevel] * autoClicksPerSecond[self.autoClickerCount]; // 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 } }, 1000); }; // Create a shadow effect by adding a black tinted, semi-transparent duplicate of autoClickerGraphics var shadowGraphics = self.attachAsset('autoClicker', { anchorX: 0.5, anchorY: 0.5 }); shadowGraphics.tint = 0x000000; // Tint the shadow black shadowGraphics.alpha = 0.5; // Make the shadow semi-transparent shadowGraphics.y = 10; // Position the shadow slightly below the autoClicker button self.addChild(shadowGraphics); var autoClickerGraphics = self.attachAsset('autoClicker', { anchorX: 0.5, anchorY: 0.5 }); // Add 'Worker' text above the auto clicker image var workerLabel = new Text2('Worker', { size: 60, fill: 0x1E90FF, // Match price text color fontWeight: '900', dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowDistance: 5 }); workerLabel.anchor.set(0.5, 1); // Center the text horizontally and align it to the bottom workerLabel.fill = 0x0000FF; // Change text color to blue workerLabel.y = autoClickerGraphics.y - autoClickerGraphics.height / 2 - 10; // Adjust text position to -10 above the auto clicker image self.addChild(workerLabel); // Attach the toque image on top of the auto clicker button var toqueGraphics = self.attachAsset('toque', { anchorX: 0.5, anchorY: 0.5 }); toqueGraphics.y = 0; // Move the toque slightly higher on the auto clicker self.addChild(toqueGraphics); self.cost = 100; // Initial cost of the auto clicker self.autoClickerCount = 0; self.stars = []; // Array to store the list of stars 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 + 0; // Position text below the auto clicker button self.addChild(priceText); self.updatePriceText = function () { priceText.setText(formatPrice(self.cost)); // Update the price text to reflect the current cost }; self.initStars = function () { // Clear existing stars self.stars.forEach(function (star) { star.destroy(); }); self.stars = []; // Create new stars based on autoClickerCount for (var i = 0; i < self.autoClickerCount; i++) { var star = self.attachAsset('etoile', { anchorX: 0.5, anchorY: 0.5 }); star.y = toqueGraphics.y + toqueGraphics.height / 2 + star.height / 2; self.stars.push(star); } self.displayStars(); // Update positions of all stars based on the current count }; self.displayStars = function () { // Update positions of all stars based on the current count self.stars.forEach(function (star, index) { if (self.autoClickerCount === 1) { star.x = 0; // Position the first star at x = 0 } else if (self.autoClickerCount === 2) { star.x = index === 0 ? -30 : 30; // Position the second star at x = -60 and the third at x = 60 } else if (self.autoClickerCount === 3) { star.x = index === 0 ? -70 : index === 1 ? 0 : 70; star.y = index === 0 ? 70 : index === 1 ? 100 : 70; } else if (self.autoClickerCount > 3) { var angle = index * (Math.PI * 2 / self.autoClickerCount); star.x = Math.cos(angle) * 100; // x varies between -100 and 100 star.y = Math.sin(angle) * 100; // y varies between -100 and 100 } }); }; self.onClick = function () { if (currentScore >= self.cost && self.autoClickerCount < 9) { 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 <= 9) { var star = self.attachAsset('etoile', { anchorX: 0.5, anchorY: 0.5 }); star.y = toqueGraphics.y + toqueGraphics.height / 2 + star.height / 2; // Position the star under the toque self.stars.push(star); // Add the star to the stars array } self.displayStars(); // Update positions of all stars based on the current count 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 = autoClickerPrices[Math.min(self.autoClickerCount, autoClickerPrices.length - 1)]; // Update the cost using the autoClickerPrices array storage.autoClickerCost = self.cost; // Save the updated auto clicker cost self.updatePriceText(); // Update the price text to reflect the new cost LK.getSound('buyAutoclickerSound').play(); // Play buyAutoclickerSound when an autoclicker is purchased // Animate the autoClicker button tween(autoClickerGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(autoClickerGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeInOut }); } }); // Animate the shadowGraphics in the same way tween(shadowGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(shadowGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeInOut }); } }); // Animate the toqueGraphics in the same way tween(toqueGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(toqueGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeInOut }); } }); } 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 two mini cakes when the big cake is tapped var miniCake1 = new MiniCake(); var miniCake2 = new MiniCake(); miniCake1.x = self.x - 50; // Position the first mini cake to the left miniCake1.y = self.y; miniCake2.x = self.x + 50; // Position the second mini cake to the right miniCake2.y = self.y; middleContainer.addChild(miniCake1); middleContainer.addChild(miniCake2); confettiManager.popCakes(self.x, self.y, 5); LK.getSound('clickSound').play(); currentScore += upgradeMultiplier[upgradeLevel]; // 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 }); }); // Board class var Board = Container.expand(function () { var self = Container.call(this); self.boardGraphics = self.attachAsset('board', { anchorX: 0.5, anchorY: 0.5 }); self.boardGraphics.alpha = 1; // Make the board fully opaque self.addChild(self.boardGraphics); }); // BonusCake class var BonusCake = Container.expand(function () { var self = Container.call(this); self.speedY = -10; // Initial upward speed self.gravity = 0.2; // Gravity effect self.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed var bonusCakeGraphics = self.attachAsset('bonusCake', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', function (x, y, obj) { LK.setTimeout(function () { LK.getSound('cheers').play(); // Play cheers sound after 1 second }, 1000); // Flash screen white for 500ms when bonus cake is clicked LK.effects.flashScreen(0xffffff, 500); LK.getSound('bonusSound').play(); // Play bonus sound // Define what happens when the bonus cake is clicked var clickCount = 0; var clickInterval = LK.setInterval(function () { if (clickCount < 100) { bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click clickCount++; } else { LK.clearInterval(clickInterval); } }, 100); // 100ms delay between each click LK.getSound('clickSound').play(); // Play click sound tween(self, { scaleX: 20, scaleY: 20, alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); // Remove the bonus cake after animation } }); }); self.update = function () { self.rotation += 0.1; // Rotate the bonus cake while it falls self.y += self.speedY; self.x += self.speedX; self.speedY += self.gravity; // Apply gravity if (self.y > 2732 + self.height / 2) { self.destroy(); // Remove the bonus cake if it goes off-screen } }; }); var BonusCakeManager = Container.expand(function () { var self = Container.call(this); self.popBonus = function () { LK.getSound('ohoh').play(); // Play 'ohoh' sound when BonusCake appears var bonusCake = new BonusCake(); bonusCake.x = bigCake.x; bonusCake.y = bigCake.y; foregroundContainer.addChild(bonusCake); }; self.start = function () { function triggerPopBonus() { self.popBonus(); var randomInterval = 120000 + Math.random() * 60000; // Random interval between 3min (180000ms) and 6min (360000ms) LK.setTimeout(triggerPopBonus, randomInterval); } triggerPopBonus(); }; }); var CakeRainManager = Container.expand(function () { var self = Container.call(this); self.cakes = []; self.spawnCake = function () { var cakeIndex = Math.floor(Math.random() * (upgradeLevel + 1)); // Randomly select a cake index based on upgrade level var cake = self.attachAsset('cake_' + cakeIndex, { anchorX: 0.5, anchorY: 0.5 }); cake.scaleX = 1.0; cake.scaleY = 1.0; cake.x = Math.random() * 2048; cake.y = -cake.height / 2; cake.speedY = 5 + Math.random() * 5; self.cakes.push(cake); miniGameCurrentCakes.push(cake); miniGameMiddlegroundContainer.addChild(cake); }; self.update = function () { for (var i = self.cakes.length - 1; i >= 0; i--) { var cake = self.cakes[i]; cake.y += cake.speedY; if (cake.y > 2732 + cake.height / 2) { // Trouver et retirer le gâteau du tableau miniGameCurrentCakes var index = miniGameCurrentCakes.indexOf(cake); if (index !== -1) { miniGameCurrentCakes.splice(index, 1); } cake.destroy(); self.cakes.splice(i, 1); } } }; self.start = function () { LK.setInterval(self.spawnCake, 1000); }; }); var Confetti = Container.expand(function (cakeIndex) { var self = Container.call(this); cakeIndex = cakeIndex ? cakeIndex : 0; var confettiGraphics = self.attachAsset('cake_' + Math.max(0, Math.min(cakeIndex, 9)), { anchorX: 0.5, anchorY: 0.5 }); confettiGraphics.visible = true; 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 (confettiGraphics && self.y > 2732 + confettiGraphics.height / 2) { self.destroy(); } }; }); var ConfettiManager = Container.expand(function () { var self = Container.call(this); self.popCakes = function (x, y, numConfetti) { for (var i = 0; i < numConfetti; i++) { var confetti = middleContainer.addChild(new Confetti(upgradeLevel)); confetti.x = x; confetti.y = y; confetti.speedY = -15; // Initial upward speed } }; }); var Dwarf = Container.expand(function () { var self = Container.call(this); // Attach assets for full and empty states var dwarfFullFrame1 = self.attachAsset('dwarf_full_frame_1', { anchorX: 0.5, anchorY: 0.5 }); var dwarfFullFrame2 = self.attachAsset('dwarf_full_frame_2', { anchorX: 0.5, anchorY: 0.5 }); var dwarfEmptyFrame1 = self.attachAsset('dwarf_empty_frame_1', { anchorX: 0.5, anchorY: 0.5 }); var dwarfEmptyFrame2 = self.attachAsset('dwarf_empty_frame_2', { anchorX: 0.5, anchorY: 0.5 }); // Initial visibility dwarfEmptyFrame1.visible = false; dwarfEmptyFrame2.visible = true; dwarfFullFrame1.visible = false; dwarfFullFrame2.visible = false; // State and animation properties self.state = 'empty'; // Initial state self.currentFrame = dwarfFullFrame1; self.animationCounter = 0; self.animationDelay = 3; // Movement properties var threshold = 50; var baseSpeed = 7; // Reduced base speed for smoother movement var edgeMargin = 100; // Margin from the edges to prevent trembling self.x = 1024; self.speedX = 7; self.targetX = self.x; self.lastX = self.x; self.targetCooldown = 0; // Cooldown counter for changing targets self.maxTargetCooldown = 15; // Réduit de 30 à 15 pour chercher des cibles plus souvent self.idleTime = 0; // Compteur pour le temps d'inactivité self.maxIdleTime = 30; // Temps maximum d'inactivité avant de chercher activement une cible // Update function for movement and animation self.update = function () { if (!isMiniGameRunning) { return; } // Only update if the mini-game is active // Decrement cooldown if active if (self.targetCooldown > 0) { self.targetCooldown--; } // Si le nain est immobile, incrémenter le compteur d'inactivité if (Math.abs(self.speedX) < 0.1) { self.idleTime++; } else { self.idleTime = 0; } // Si le nain est inactif depuis trop longtemps, forcer la recherche d'une nouvelle cible if (self.idleTime >= self.maxIdleTime) { self.targetCooldown = 0; self.idleTime = 0; } // Move the dwarf towards the closest falling cake on the x-axis if (Math.abs(self.x - self.targetX) <= threshold || self.targetCooldown === 0) { // Chercher une nouvelle cible si le cooldown est terminé ou si la cible actuelle est invalide if (self.targetCooldown === 0 || !self.currentTarget || self.currentTarget.y > 2732 + self.currentTarget.height / 2) { self.currentTarget = self.findClosestFallingCake(); if (self.currentTarget) { self.targetCooldown = self.maxTargetCooldown; // Reset cooldown self.targetX = self.currentTarget.x; } else if (miniGameCurrentCakes.length > 0) { // S'il y a des gâteaux mais que findClosestFallingCake n'en a pas trouvé, // prendre le premier gâteau disponible comme cible de secours self.currentTarget = miniGameCurrentCakes[0]; self.targetX = self.currentTarget.x; self.targetCooldown = self.maxTargetCooldown; } else { // S'il n'y a vraiment aucun gâteau, faire bouger le nain aléatoirement // pour éviter qu'il ne reste immobile if (self.idleTime > self.maxIdleTime / 2) { self.targetX = Math.random() * (2048 - 2 * edgeMargin) + edgeMargin; } } } } // Calculate distance to target var distanceToTarget = self.targetX - self.x; var absDistance = Math.abs(distanceToTarget); if (absDistance > threshold) { // Gradually adjust speed based on distance for smoother movement var direction = distanceToTarget > 0 ? 1 : -1; var speedFactor = Math.min(1, absDistance / 200); // Scale speed based on distance self.speedX = direction * baseSpeed * speedFactor; self.x += self.speedX; } else if (absDistance > 0) { // Slow down as we approach the target var slowSpeed = baseSpeed * 0.5; self.speedX = distanceToTarget > 0 ? Math.min(slowSpeed, distanceToTarget) : Math.max(-slowSpeed, distanceToTarget); self.x += self.speedX; } else { // Si le nain est exactement à la position cible, réinitialiser le cooldown // pour qu'il cherche une nouvelle cible au prochain cycle self.targetCooldown = 0; } // Prevent going too close to screen edges /* if (self.x > 2048 - self.currentFrame.width / 2 - edgeMargin) { self.x = 2048 - self.currentFrame.width / 2 - edgeMargin; self.speedX = 0; self.targetCooldown = 0; // Forcer la recherche d'une nouvelle cible } else if (self.x < self.currentFrame.width / 2 + edgeMargin) { self.x = self.currentFrame.width / 2 + edgeMargin; self.speedX = 0; self.targetCooldown = 0; // Forcer la recherche d'une nouvelle cible } */ // Animate frames self.animateFrames(); // Update lastX self.lastX = self.x; }; self.findClosestFallingCake = function () { // Browse miniGameCurrentCakes var closestCake = null; var minDistance = Infinity; miniGameCurrentCakes.forEach(function (cake) { // Calcul de la distance euclidienne (distance réelle) entre le nain et le gâteau var dx = self.x - cake.x; var dy = self.y - cake.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance) { minDistance = distance; closestCake = cake; } }); return closestCake; }; // Function to alternate frames for animation self.animateFrames = function () { if (self.x !== self.lastX) { self.animationCounter++; if (self.animationCounter >= self.animationDelay) { if (self.state === 'full') { if (dwarfFullFrame1.visible) { dwarfFullFrame1.visible = false; dwarfFullFrame2.visible = true; } else { dwarfFullFrame2.visible = false; dwarfFullFrame1.visible = true; } } else { if (dwarfEmptyFrame1.visible) { dwarfEmptyFrame1.visible = false; dwarfEmptyFrame2.visible = true; } else { dwarfEmptyFrame2.visible = false; dwarfEmptyFrame1.visible = true; } } self.animationCounter = 0; } } self.currentFrame = dwarfFullFrame1.visible ? dwarfFullFrame1 : dwarfFullFrame2.visible ? dwarfFullFrame2 : dwarfEmptyFrame1.visible ? dwarfEmptyFrame1 : dwarfEmptyFrame2; self.currentFrame.scaleX = self.speedX ? Math.sign(self.speedX) : 1; }; }); // MiniCake class var MiniCake = Container.expand(function () { var self = Container.call(this); var miniCakeGraphics = self.attachAsset('bigCake', { anchorX: 0.5, anchorY: 0.5 }); miniCakeGraphics.scaleX = 0.5; // Scale down to half size miniCakeGraphics.scaleY = 0.5; // Scale down to half size self.update = function () { // Define any update logic for miniCake if needed }; }); // 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 (x, y, obj) { if (isResetConfirmationDisplayed) { return; } // Prevent re-clicking if confirmation is already displayed LK.getSound('resetSound').play(); // Play reset sound isResetConfirmationDisplayed = true; // Set to true when reset confirmation is shown // Create a mask to prevent clicking elsewhere during confirmation var mask = foregroundContainer.addChild(LK.getAsset('masque', { anchorX: 0.5, anchorY: 0.5 })); mask.x = 2048 / 2; mask.y = 2732 / 2; mask.alpha = 0.5; // Make the mask semi-transparent // Create a new board behind the yes and no buttons for confirmation var confirmationBoard = foregroundContainer.addChild(new Board()); confirmationBoard.x = 2048 / 2 - 80; confirmationBoard.y = 2732 / 2 - 100; confirmationBoard.scaleX = -1.5; // Mirror the board horizontally and make it wider confirmationBoard.alpha = 1; // Make the board opaque // Add a text above the yes and no buttons var restartText = new Text2('Restart from Zero?', { size: 120, // Increase the size of the text fill: 0xFF0000, // Change color to red fontWeight: 'bold', dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 10, // Increase shadow blur for more pronounced effect dropShadowDistance: 5 }); restartText.anchor.set(0.5, 1); // Center the text horizontally and align it to the bottom restartText.x = 2048 / 2; // Center horizontally restartText.y = 2732 / 2 - 500; // Position above the buttons foregroundContainer.addChild(restartText); // Create yes and no buttons for confirmation var yesButton = foregroundContainer.addChild(LK.getAsset('yesButton', { anchorX: 0.5, anchorY: 0.5 })); yesButton.x = 2048 / 3; // Position yes button one-third from the left yesButton.y = 2732 / 2; // Center vertically var noButton = foregroundContainer.addChild(LK.getAsset('noButton', { anchorX: 0.5, anchorY: 0.5 })); noButton.x = 2048 * 2 / 3; // Position no button two-thirds from the left noButton.y = 2732 / 2; // Center vertically // Event listener for yes button yesButton.on('down', function () { LK.getSound('clearedSound').play(); // Play cleared sound when yes is pressed currentScore = 0; // Reset the score to zero upgradeLevel = 0; // Reset the upgrade level to zero score.updateScore(currentScore); // Update the score display autoClicker.cost = 100; // Reset auto clicker cost to initial value autoClicker.autoClickerCount = 0; // Reset auto clicker count autoClicker.updatePriceText(); // Update the auto clicker price text autoClicker.initStars(); // Update stars when the game is reset upgrade.cost = 10; // Reset upgrade cost to initial value upgrade.multiplier = 1; // Reset upgrade multiplier upgrade.updateUpgradeText(); // Update the upgrade price text upgrade.updateCakeGraphics(); // Update cake graphics based on new upgrade level storage.score = currentScore; // Save the reset score storage.autoClickerCount = autoClicker.autoClickerCount; // Save the reset auto clicker count storage.autoClickerCost = autoClicker.cost; // Save the reset auto clicker cost storage.upgradeMultiplier = upgrade.multiplier; // Save the reset upgrade multiplier storage.upgradeCost = upgrade.cost; // Save the reset upgrade cost // Remove confirmation buttons yesButton.destroy(); mask.destroy(); // Remove the mask noButton.destroy(); confirmationBoard.destroy(); // Hide the confirmation board restartText.destroy(); // Remove the 'Restart from Zero?' text isResetConfirmationDisplayed = false; // Set to false when reset confirmation is dismissed }); // Event listener for no button noButton.on('down', function () { LK.getSound('resetSound').play(); // Play reset sound // Remove confirmation buttons without resetting yesButton.destroy(); mask.destroy(); // Remove the mask noButton.destroy(); confirmationBoard.destroy(); // Hide the confirmation board restartText.destroy(); // Remove the 'Restart from Zero?' text isResetConfirmationDisplayed = false; // Set to false when reset confirmation is dismissed }); }); }); // Score class var Score = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('0', { size: 200, fill: 0xFFFDD0, 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()); }; }); // SwitchButton class var SwitchButton = Container.expand(function () { var self = Container.call(this); var switchButtonGraphics = self.attachAsset('buttonSwitch', { anchorX: 0.5, anchorY: 0.5 }); // Add any additional properties or methods for the switch button here self.on('down', function (x, y, obj) { toggleMiniGame(); }); }); // Upgrade class var Upgrade = Container.expand(function () { var self = Container.call(this); // Create a shadow effect by adding a black tinted, semi-transparent duplicate of upgradeGraphics var shadowGraphics = self.attachAsset('upgrade', { anchorX: 0.5, anchorY: 0.5 }); shadowGraphics.tint = 0x000000; // Tint the shadow black shadowGraphics.alpha = 0.5; // Make the shadow semi-transparent shadowGraphics.y = 10; // Position the shadow slightly below the upgrade button self.addChild(shadowGraphics); var upgradeGraphics = self.attachAsset('upgrade', { anchorX: 0.5, anchorY: 0.5 }); // Attach the cake_1 image on top of the upgrade button self.cakeGraphics = self.attachAsset('cake_1', { anchorX: 0.5, anchorY: 0.5 }); self.cakeGraphics.y = -10; // Move the cake slightly higher on the upgrade button self.addChild(self.cakeGraphics); var upgradesLabel = new Text2('Upgrades', { size: 60, fill: 0x808080, // Gray color fontWeight: '900' }); upgradesLabel.anchor.set(0.5, 1); // Center the text horizontally and align it to the bottom upgradesLabel.y = self.cakeGraphics.y - self.cakeGraphics.height / 2 - 160; // Move text slightly higher above the cake image upgradesLabel.fill = 0x808080; // Change text color to gray self.addChild(upgradesLabel); var upgradeLabel = new Text2('Cake', { size: 60, fill: 0xFF8C00, // Dark orange color fontWeight: '900', dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowDistance: 5 }); upgradeLabel.anchor.set(0.5, 1); // Center the text horizontally and align it to the bottom upgradeLabel.y = self.cakeGraphics.y - self.cakeGraphics.height / 2 - 50; // Position text even higher above the cake image self.addChild(upgradeLabel); self.cost = 10; // Initial cost of the upgrade self.multiplier = 1; // Score multiplier self.updateCost = function () { self.cost = upgradePrices[Math.min(upgradeLevel + 1, upgradePrices.length - 1)]; // Update the cost using the upgradePrices array storage.upgradeCost = self.cost; // Save the updated upgrade cost }; self.increaseMultiplier = function () { self.multiplier += 1; // Increase the multiplier by 1 }; var upgradeText = new Text2('$' + self.cost, { size: 80, fill: 0xFFA500, // Orange color fontWeight: '900', dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowDistance: 5 }); upgradeText.anchor.set(0.5, 0); upgradeText.x = 0; upgradeText.y = upgradeGraphics.height / 2 + 20; // Position text below the upgrade button self.addChild(upgradeText); self.updateUpgradeText = function () { upgradeText.setText(formatPrice(self.cost)); }; self.updateCakeGraphics = function () { var cakeIndex = Math.min(upgradeLevel + 1, 9); tween(self.cakeGraphics, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.removeChild(self.cakeGraphics); self.cakeGraphics = self.attachAsset('cake_' + cakeIndex, { anchorX: 0.5, anchorY: 0.5 }); self.cakeGraphics.y = -10; self.cakeGraphics.alpha = 0; self.addChild(self.cakeGraphics); tween(self.cakeGraphics, { alpha: 1 }, { duration: 500, easing: tween.easeIn }); } }); }; 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 upgradeLevel = Math.min(upgradeLevel + 1, 9); // Increment upgrade level, max 9 storage.upgradeLevel = upgradeLevel; // Save the updated upgrade level self.updateCakeGraphics(); // Update cake graphics based on new upgrade level confettiManager.popCakes(bigCake.x, bigCake.y, 5); // Call popCakes using bigCake's coordinates LK.getSound('buySound').play(); // Play buy sound when upgrade is purchased // Animate the upgrade button tween(upgradeGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(upgradeGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeInOut }); } }); // Animate the shadowGraphics in the same way tween(shadowGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(shadowGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeInOut }); } }); // Animate the cakeGraphics in the same way tween(self.cakeGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self.cakeGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeInOut }); } }); } 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 ****/ // Global array for upgrade prices var upgradePrices = [10, // $10 100, // $100 1000, // $1,000 10000, // $10,000 100000, // $100,000 1000000, // $1,000,000 10000000, // $10,000,000 100000000, // $100,000,000 1000000000, // $1,000,000,000 10000000000 // $10,000,000,000 ]; // Global array for auto clicker prices var autoClickerPrices = [100, // $100 1000, // $1,000 20000, // $10,000 300000, // $100,000 4000000, // $1,000,000 50000000, // $10,000,000 600000000, // $100,000,000 7000000000, // $1,000,000,000 80000000000, // $10,000,000,000 900000000000 // $100,000,000,000 ]; // Global array for the number of auto clicks per second var autoClicksPerSecond = [1, // 0 10, // 1 50, // 2 150, // 3 500, // 4 1500, // 5 5000, // 6 20000, // 7 100000, // 8 500000 // 9 ]; // Global array for upgrade multipliers var upgradeMultiplier = [1, // Niveau 0 2, // Niveau 1 5, // Niveau 2 10, // Niveau 3 20, // Niveau 4 50, // Niveau 5 100, // Niveau 6 200, // Niveau 7 500, // Niveau 8 1000 // Niveau 9 ]; /**** * Game Code * Main game logic and event handling ****/ /**** * Assets * Initialize all game assets including images, sounds, and music ****/ // Declare game variables var bonusCakeManager; // Declare bonusCakeManager globally var cakeList = ['cake_0', 'cake_1', 'cake_2', 'cake_3', 'cake_4', 'cake_5', 'cake_6', 'cake_8', 'cake_9']; var isResetConfirmationDisplayed = false; // Track if reset confirmation is displayed var upgradeLevel = storage.upgradeLevel || 0; // Load saved upgrade level or default to 0 var confettiManager; // Declare confettiManager globally // Sounds // Music /**** * Plugins * Import necessary plugins for tweening animations and storage management ****/ // Function to format prices function formatPrice(value) { if (value >= 1e18) { // Quintillion return '$' + (value / 1e18).toFixed(1) + 'Q'; } else if (value >= 1e15) { // Quadrillion return '$' + (value / 1e15).toFixed(1) + 'Qa'; } else if (value >= 1e12) { // Trillion return '$' + (value / 1e12).toFixed(1) + 'T'; } else if (value >= 1e9) { // Billion return '$' + (value / 1e9).toFixed(1) + 'B'; } else if (value >= 1e6) { // Million return '$' + (value / 1e6).toFixed(1) + 'M'; } else { return '$' + value; } } if (typeof newCakeButton !== 'undefined' && newCakeButton.newCake) { newCakeButton.newCake.on('down', function (x, y, obj) { newCakeButton.newCake.onClick(); }); } // Declare game variables var mainGameContainer; var backgroundContainer; var middleContainer; var foregroundContainer; var currentScore; var score; var lastTimestamp; var timeElapsed; var clicksSinceLastSession; var autoClicker; var upgrade; var bigCake; var resetButton; var switchButton; var board; //////////////////////////////////////////////////////////////////////// ////////////////////////// MINI GAME CODE ///////////////////////////// //////////////////////////////////////////////////////////////////////// var isMiniGameRunning = false; var miniGameContainer; var miniGameBackgroundContainer; var miniGameMiddlegroundContainer; var miniGameForegroundContainer; var miniGamebackground; var switchButtonMini; var chef; var dwarfs = []; var miniGameCurrentCakes = []; // Global array to store falling cakes function toggleMiniGame() { if (isMiniGameRunning) { // Back to Main game isMiniGameRunning = false; mainGameContainer.visible = true; tween(miniGameContainer, { y: 2732 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { miniGameContainer.visible = false; } }); tween(mainGameContainer, { y: 0 }, { duration: 1000, easing: tween.easeInOut }); } else { isMiniGameRunning = true; miniGameContainer.visible = true; tween(miniGameContainer, { y: 0 }, { duration: 1000, easing: tween.easeInOut }); tween(mainGameContainer, { y: -2732 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { mainGameContainer.visible = false; } }); } } game.down = function (x, y, obj) { if (isMiniGameRunning) {} }; //////////////////////////////////////////////////////////////////////// // Initialize game variables function initializeGameVariables() { mainGameContainer = new Container(); game.addChild(mainGameContainer); backgroundContainer = new Container(); mainGameContainer.addChild(backgroundContainer); // Initialize middleContainer middleContainer = new Container(); mainGameContainer.addChild(middleContainer); // Initialize foregroundContainer foregroundContainer = new Container(); mainGameContainer.addChild(foregroundContainer); background = backgroundContainer.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 board board = foregroundContainer.addChild(new Board()); board.x = 2240; board.y = 1230; // Center board vertically board.boardGraphics.alpha = 0.8; // Set transparency of the right board to 0.8 // Initialize bigCake bigCake = middleContainer.addChild(new BigCake()); bigCake.x = 2048 / 2; bigCake.y = 2732 / 2; // Initialize score score = foregroundContainer.addChild(new Score()); score.x = 2048 / 2; score.y = 30; // Position score even higher 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 = foregroundContainer.addChild(new AutoClicker()); autoClicker.autoClickerCount = storage.autoClickerCount || 0; // Load saved auto clicker count or default to 0 autoClicker.cost = storage.autoClickerCost || autoClickerPrices[0]; // Load saved auto clicker cost or default to initial cost from autoClickerPrices array autoClicker.updatePriceText(); // Update the price text to reflect the loaded cost autoClicker.initStars(); // Initialize and update the display of stars based on the current autoClickerCount if (autoClicker.autoClickerCount > 0) { autoClicker.startAutoClicking(); // Start auto-clicking if there are saved auto-clickers } // Initialize upgrade upgrade = foregroundContainer.addChild(new Upgrade()); upgrade.multiplier = storage.upgradeMultiplier || 1; // Load saved upgrade multiplier or default to 1 upgrade.cost = storage.upgradeCost || upgradePrices[0]; // Load saved upgrade cost or default to initial cost from upgradePrices array upgrade.updateUpgradeText(); // Update the upgrade price text to reflect the loaded cost upgrade.updateCakeGraphics(); // Update cake graphics based on new upgrade level upgrade.x = 2048 - upgrade.width / 2 - 10; // Position upgrade button on the right side of the screen upgrade.y = 2732 / 2 - upgrade.height + 140; // Position upgrade button slightly lower on the screen // Event listener for upgrade button clicks upgrade.on('down', function (x, y, obj) { upgrade.onClick(); }); // Initialize reset button resetButton = backgroundContainer.addChild(new ResetButton()); // Initialize confetti manager confettiManager = new ConfettiManager(); // Initialize bonus cake manager bonusCakeManager = new BonusCakeManager(); LK.setTimeout(function () { bonusCakeManager.start(); // Start the bonus cake manager after 1 minute }, 60000); resetButton.x = 2048 - resetButton.width / 2 - 40; // Add margin to the right edge resetButton.y = score.y + score.height / 2 + 10; // Adjust reset button position to be slightly higher autoClicker.x = 2048 - autoClicker.width / 2 - 10; // Position auto clicker button on the right side of the screen autoClicker.y = 2732 / 2 + 160; // Position auto clicker button slightly lower on the screen // Event listener for auto clicker clicks autoClicker.on('down', function (x, y, obj) { autoClicker.onClick(); }); switchButton = new SwitchButton(); switchButton.x = 1024; switchButton.y = 2732 - switchButton.height * 0.5; foregroundContainer.addChild(switchButton); // Play bakery music in a loop throughout the game LK.playMusic('musiqueclicker', { loop: true }); } function initializeminiGameVariables() { miniGameContainer = new Container(); miniGameContainer.y = 2732; game.addChild(miniGameContainer); miniGameContainer.visible = false; miniGameBackgroundContainer = new Container(); miniGameContainer.addChild(miniGameBackgroundContainer); miniGameMiddlegroundContainer = new Container(); miniGameContainer.addChild(miniGameMiddlegroundContainer); miniGameForegroundContainer = new Container(); miniGameContainer.addChild(miniGameForegroundContainer); miniGamebackground = miniGameBackgroundContainer.addChild(LK.getAsset('miniGameBackground', { anchorX: 0.5, anchorY: 0.5 })); miniGamebackground.x = 2048 / 2; miniGamebackground.y = 2732 / 2; miniGamebackground.scaleX = 2048 / miniGamebackground.width; // Scale background to fit the game width miniGamebackground.scaleY = 2732 / miniGamebackground.height; // Scale background to fit the game height switchButtonMini = new SwitchButton(); switchButtonMini.x = 1024; switchButtonMini.y = switchButtonMini.height * 0.5; switchButtonMini.scale.y = -1; miniGameForegroundContainer.addChild(switchButtonMini); // Dwarfs var dwarf1 = new Dwarf(); dwarf1.x = 2048 + 300; dwarf1.y = 2732 - 180; miniGameMiddlegroundContainer.addChild(dwarf1); dwarfs.push(dwarf1); var cakeRainManager = new CakeRainManager(); miniGameMiddlegroundContainer.addChild(cakeRainManager); cakeRainManager.start(); } // Call the function to initialize game variables initializeGameVariables(); initializeminiGameVariables();
===================================================================
--- original.js
+++ change.js
@@ -237,9 +237,17 @@
anchorX: 0.5,
anchorY: 0.5
});
self.on('down', function (x, y, obj) {
- // Use ConfettiManager to create confetti effect
+ // Create two mini cakes when the big cake is tapped
+ var miniCake1 = new MiniCake();
+ var miniCake2 = new MiniCake();
+ miniCake1.x = self.x - 50; // Position the first mini cake to the left
+ miniCake1.y = self.y;
+ miniCake2.x = self.x + 50; // Position the second mini cake to the right
+ miniCake2.y = self.y;
+ middleContainer.addChild(miniCake1);
+ middleContainer.addChild(miniCake2);
confettiManager.popCakes(self.x, self.y, 5);
LK.getSound('clickSound').play();
currentScore += upgradeMultiplier[upgradeLevel]; // Increment score by the upgrade multiplier per click
score.updateScore(currentScore);
@@ -578,8 +586,21 @@
self.currentFrame = dwarfFullFrame1.visible ? dwarfFullFrame1 : dwarfFullFrame2.visible ? dwarfFullFrame2 : dwarfEmptyFrame1.visible ? dwarfEmptyFrame1 : dwarfEmptyFrame2;
self.currentFrame.scaleX = self.speedX ? Math.sign(self.speedX) : 1;
};
});
+// MiniCake class
+var MiniCake = Container.expand(function () {
+ var self = Container.call(this);
+ var miniCakeGraphics = self.attachAsset('bigCake', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ miniCakeGraphics.scaleX = 0.5; // Scale down to half size
+ miniCakeGraphics.scaleY = 0.5; // Scale down to half size
+ self.update = function () {
+ // Define any update logic for miniCake if needed
+ };
+});
// ResetButton class
var ResetButton = Container.expand(function () {
var self = Container.call(this);
var resetButtonGraphics = self.attachAsset('resetButton', {
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