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pour la lumiere centrale ajoute aussi une animation de rotation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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l'animation des lumière de la machine doit etre faite en boucle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Anime la CakeMachine en faisant changer la transparence des lumières en boucle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ajoute lightCentral et lightSide à CakeMachine
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stop le CakeRainManager quand on est pas en mode mini jeu 1
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dans toggleMiniGame; ajoute un flag pour empêcher un autre appel à toggleMiniGame tant que les animations de transition ne sont pas terminées
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Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'switchButtonMini.x = switchButtonThird.width * 0.5;' Line Number: 1736
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permet la découpe des gateaux 'confetti' dans le jeu principal sans altérer le mini-jeu. Reprend les memes éléments : - ajouter un CutEffect - crééer 2 minicakes
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permet la découpe des gateaux 'confetti' dans le jeu principal sans altérer le mini-jeu
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Change le nombre de nains à 20
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Joue le son youpi quand un nain attrape un minicake
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Le squashingSound doit être joué dés le début du squashing anim, pas à la fin
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Joue cut sound quand un gâteau est coupé en miniCakes
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Joue squashing sound quand un nain se fait écraser
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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, isMiniGameRunning: false }); /**** * 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) { // Use ConfettiManager to create confetti effect 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 = 1.2; cake.scaleY = 1.2; cake.x = Math.random() * 2048; cake.y = -cake.height / 2; cake.speedY = 5 + Math.random() * 5; cake.assetId = 'cake_' + cakeIndex; // Store asset ID for mini cakes cake.on('down', function () { var cutEffect = new CutEffect(); cutEffect.show(cake.x, cake.y); miniGameMiddlegroundContainer.addChild(cutEffect); var miniCake1 = new MiniCake(cake); var miniCake2 = new MiniCake(cake); miniCake1.x = cake.x - 20; miniCake1.y = cake.y; miniCake2.x = cake.x + 20; miniCake2.y = cake.y; miniGameMiniCakes.push(miniCake1, miniCake2); miniGameMiddlegroundContainer.addChild(miniCake1); miniGameMiddlegroundContainer.addChild(miniCake2); var index = miniGameCurrentCakes.indexOf(cake); if (index !== -1) { miniGameCurrentCakes.splice(index, 1); } cake.destroy(); }); var boundingBox = self.attachAsset('boundingBox', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); cake.borderBox = boundingBox; cake.addChild(boundingBox); 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 CutEffect = Container.expand(function () { var self = Container.call(this); var cutEffectGraphics = self.attachAsset('cutEffect', { anchorX: 0.5, anchorY: 0.5 }); cutEffectGraphics.alpha = 0; // Start with the effect invisible self.show = function (x, y) { self.x = x; self.y = y; cutEffectGraphics.alpha = 1; // Make the effect visible cutEffectGraphics.scaleX = 1.5; // Enlarge the effect horizontally cutEffectGraphics.scaleY = 1.5; // Enlarge the effect vertically cutEffectGraphics.rotation = (Math.random() - 0.5) * Math.PI / 2; // Randomize rotation within +/- 45 degrees tween(cutEffectGraphics, { alpha: 0 }, { duration: 500, // Fade out over 500ms easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); // Remove the effect after fading out } }); }; }); var Dwarf = Container.expand(function (dwarfIndex) { var self = Container.call(this); // Stocker l'index du nain self.dwarfIndex = dwarfIndex || 0; // Index du gâteau ciblé actuellement (-1 signifie aucun gâteau ciblé) self.targetCakeIndex = -1; // Attach assets for full and empty states var dwarfFullFrame1 = self.attachAsset('dwarf_full_frame_1', { anchorX: 0.5, anchorY: 1.0 }); var dwarfFullFrame2 = self.attachAsset('dwarf_full_frame_2', { anchorX: 0.5, anchorY: 1.0 }); var dwarfEmptyFrame1 = self.attachAsset('dwarf_empty_frame_1', { anchorX: 0.5, anchorY: 1.0 }); var dwarfEmptyFrame2 = self.attachAsset('dwarf_empty_frame_2', { anchorX: 0.5, anchorY: 1.0 }); // Initial visibility dwarfEmptyFrame1.visible = false; dwarfEmptyFrame2.visible = true; dwarfFullFrame1.visible = false; dwarfFullFrame2.visible = false; // State and animation properties self.state = 'empty'; // Initial state self.jumpPlayed = false; // Flag to ensure jump animation is played only once 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 = 60; // 60 frames = 1 seconde à 60 FPS 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 || self.isSquashing) { return; } // Only update if the mini-game is active and not being squashed // Debug logs pour suivre l'état du nain if (self.x <= -290 && self.x >= -310 && self.state === 'full') { console.log("Nain approche de -300:", { x: self.x, y: self.y, state: self.state, speedX: self.speedX, lastX: self.lastX, visible: { emptyFrame1: dwarfEmptyFrame1.visible, emptyFrame2: dwarfEmptyFrame2.visible, fullFrame1: dwarfFullFrame1.visible, fullFrame2: dwarfFullFrame2.visible } }); } // Check if the dwarf reaches x = -300 and switch mode from full to empty if (self.x <= -300 && self.state === 'full') { console.log("TRANSITION: Nain passe de full à empty", { avant: { x: self.x, y: self.y, state: self.state, speedX: self.speedX, lastX: self.lastX, visible: { emptyFrame1: dwarfEmptyFrame1.visible, emptyFrame2: dwarfEmptyFrame2.visible, fullFrame1: dwarfFullFrame1.visible, fullFrame2: dwarfFullFrame2.visible } } }); self.state = 'empty'; self.x = 2348; self.y = 2732 - 180; // Réinitialiser la position Y dwarfEmptyFrame1.visible = true; dwarfEmptyFrame2.visible = false; dwarfFullFrame1.visible = false; dwarfFullFrame2.visible = false; self.jumpPlayed = false; // Reset jump animation flag self.targetCooldown = 0; // Forcer la recherche d'une nouvelle cible immédiatement self.speedX = 7; // Réinitialiser la vitesse console.log("TRANSITION: Nain après changement", { après: { x: self.x, y: self.y, state: self.state, speedX: self.speedX, lastX: self.lastX, visible: { emptyFrame1: dwarfEmptyFrame1.visible, emptyFrame2: dwarfEmptyFrame2.visible, fullFrame1: dwarfFullFrame1.visible, fullFrame2: dwarfFullFrame2.visible } } }); } // 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 (self.state === 'full') { self.searchForCakeInFullMode(); } else { self.searchForCakeInEmptyMode(); } // 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; } // Check for intersection with miniCakes miniGameMiniCakes.forEach(function (miniCake, index) { if (self.intersects(miniCake)) { // Enter 'full' mode self.state = 'full'; dwarfEmptyFrame1.visible = false; dwarfEmptyFrame2.visible = false; dwarfFullFrame1.visible = true; dwarfFullFrame2.visible = false; // Remove the miniCake miniCake.destroy(); miniGameMiniCakes.splice(index, 1); } }); // Check for intersection with non-miniCakes if (self.state === 'empty' && !self.isSquashing) { miniGameCurrentCakes.forEach(function (cake, index) { //self.x >= cake.borderBox.x - cake.borderBox.width / 2 && self.x <= cake.borderBox.x + cake.borderBox.width / 2 if (cake && cake.y < 2500 && !cake.hasSquashed && self.intersects(cake.borderBox)) { cake.hasSquashed = true; // Marquer le gâteau comme ayant déjà écrasé un nain self.squashAnimation(cake); return; } }); } // Animate frames self.animateFrames(); // Update lastX self.lastX = self.x; }; self.searchForCakeInEmptyMode = function () { // 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) { if (self.currentTarget && Math.abs(self.x - self.currentTarget.x) < threshold) { self.performImpatienceAnimation(); } self.currentTarget = self.findClosestMiniCake() || 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; } } } }; self.searchForCakeInFullMode = function () { if (!self.jumpPlayed) { var baseY = 2732 - 180; tween(self, { y: baseY - 150 }, { duration: 50, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { y: baseY }, { duration: 50, easing: tween.easeInOut, onFinish: function onFinish() { self.speedX = 14; // Increase speed to 10 when in full mode self.targetX = -300; self.jumpPlayed = true; // Mark the jump animation as played } }); } }); } }; self.findClosestFallingCake = function () { // Vérifier si le gâteau actuellement ciblé existe toujours if (self.targetCakeIndex !== -1) { // Parcourir le tableau pour trouver si le gâteau avec cet index existe encore var cakeStillExists = false; for (var i = 0; i < miniGameCurrentCakes.length; i++) { if (miniGameCurrentCakes[i].cakeIndex === self.targetCakeIndex) { cakeStillExists = true; return miniGameCurrentCakes[i]; // Continuer à cibler le même gâteau } } if (!cakeStillExists) { self.targetCakeIndex = -1; // Le gâteau n'existe plus, réinitialiser la cible } } // Chercher un nouveau gâteau à cibler var availableCakeIndices = []; // Parcourir tous les gâteaux disponibles for (var i = 0; i < miniGameCurrentCakes.length; i++) { var cake = miniGameCurrentCakes[i]; // Si le gâteau n'a pas d'index, lui en attribuer un if (cake.cakeIndex === undefined) { cake.cakeIndex = Math.floor(Math.random() * 10000); // Générer un index unique } // Vérifier si ce gâteau est déjà ciblé par un autre nain var isTargeted = false; var isTooCrowded = false; for (var j = 0; j < miniGameDwarfs.length; j++) { var otherDwarf = miniGameDwarfs[j]; // Ne pas vérifier le nain actuel if (otherDwarf.dwarfIndex !== self.dwarfIndex) { // Vérifier si le gâteau est déjà ciblé if (otherDwarf.targetCakeIndex === cake.cakeIndex) { isTargeted = true; break; } // Vérifier si un autre nain est déjà trop proche de ce gâteau if (otherDwarf.targetCakeIndex !== -1 && Math.abs(otherDwarf.x - cake.x) < 300) { isTooCrowded = true; break; } } } // Si le gâteau n'est pas ciblé et n'est pas trop proche d'un autre nain, l'ajouter aux gâteaux disponibles if (!isTargeted && !isTooCrowded) { availableCakeIndices.push(i); // Stocker l'index dans le tableau miniGameCurrentCakes } } // S'il y a des gâteaux disponibles, en choisir un AU HASARD if (availableCakeIndices.length > 0) { // Sélectionner un gâteau au hasard parmi les disponibles var randomIndex = Math.floor(Math.random() * availableCakeIndices.length); var selectedCakeIndex = availableCakeIndices[randomIndex]; var selectedCake = miniGameCurrentCakes[selectedCakeIndex]; self.targetCakeIndex = selectedCake.cakeIndex; return selectedCake; } // Si tous les gâteaux sont déjà ciblés ou trop proches d'autres nains, // essayer de trouver un gâteau qui n'est pas ciblé, même s'il est proche d'un autre nain availableCakeIndices = []; for (var i = 0; i < miniGameCurrentCakes.length; i++) { var cake = miniGameCurrentCakes[i]; var isTargeted = false; for (var j = 0; j < miniGameDwarfs.length; j++) { if (miniGameDwarfs[j].dwarfIndex !== self.dwarfIndex && miniGameDwarfs[j].targetCakeIndex === cake.cakeIndex) { isTargeted = true; break; } } if (!isTargeted) { availableCakeIndices.push(i); } } // S'il y a des gâteaux non ciblés, en choisir un au hasard if (availableCakeIndices.length > 0) { var randomIndex = Math.floor(Math.random() * availableCakeIndices.length); var selectedCakeIndex = availableCakeIndices[randomIndex]; var selectedCake = miniGameCurrentCakes[selectedCakeIndex]; self.targetCakeIndex = selectedCake.cakeIndex; return selectedCake; } // Si tous les gâteaux sont déjà ciblés, choisir le plus proche var closestCake = null; var minDistance = Infinity; miniGameCurrentCakes.forEach(function (cake) { 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; } }); if (closestCake) { // Si le gâteau n'a pas d'index, lui en attribuer un if (closestCake.cakeIndex === undefined) { closestCake.cakeIndex = Math.floor(Math.random() * 10000); } self.targetCakeIndex = closestCake.cakeIndex; } else { self.targetCakeIndex = -1; } return closestCake; }; self.findClosestMiniCake = function () { var closestMiniCake = null; var minDistance = Infinity; miniGameMiniCakes.forEach(function (miniCake) { // Ignore mini cakes that are within 50px of the screen edges if (miniCake.x < 50 || miniCake.x > 2048 - 50) { return; } var dx = self.x - miniCake.x; var dy = self.y - miniCake.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance) { minDistance = distance; closestMiniCake = miniCake; } }); return closestMiniCake; }; // Function to alternate frames for animation self.animateFrames = function () { if (self.x !== self.lastX && !self.isSquashing) { 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; }; self.squashAnimation = function (cake) { if (self.isSquashing) { return; } // Prevent re-triggering if already squashing self.isSquashing = true; // Set flag to indicate squash is in progress tween(self.currentFrame, { scaleY: 0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { // Repositionner le nain à droite de l'écran self.x = 2300 + Math.floor(Math.random() * 100); // Arrêter et faire disparaître le gâteau cake.speedY = 0; tween(cake, { alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { var index = miniGameCurrentCakes.indexOf(cake); if (index !== -1) { miniGameCurrentCakes.splice(index, 1); } cake.destroy(); // Remove the cake after it fades out // Réinitialiser l'état du nain self.state = 'empty'; self.targetCakeIndex = -1; self.targetCooldown = 0; self.animationCounter = 0; self.speedX = 7; // Réinitialiser les frames d'animation dwarfFullFrame1.visible = false; dwarfFullFrame2.visible = false; dwarfEmptyFrame1.visible = true; dwarfEmptyFrame2.visible = false; // Réinitialiser l'échelle du nain tween(self.currentFrame, { scaleY: 1 }, { duration: 10, easing: tween.easeInOut, onFinish: function onFinish() { // Réinitialiser le flag d'écrasement seulement après que l'animation soit complètement terminée self.isSquashing = false; } }); } }); } }); }; self.performImpatienceAnimation = function () { // Randomly set the direction of the Dwarf self.currentFrame.scale.x *= -1; if (!self.isImpatient) { self.isImpatient = true; var baseY = self.y; tween(self, { y: baseY - 20 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { self.currentFrame.scale.x *= -1; self.currentFrame.scaleX *= -1; tween(self, { y: baseY }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { self.isImpatient = false; } }); } }); } }; }); var MiniCake = Container.expand(function (originalCake) { var self = Container.call(this); var miniCakeGraphics = self.attachAsset(originalCake.assetId, { anchorX: 0.5, anchorY: 0.5 }); miniCakeGraphics.scaleX = 0.5; miniCakeGraphics.scaleY = 0.5; self.speedY = -5; self.speedX = (Math.random() - 0.5) * 10; self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } self.y += self.speedY; self.x += self.speedX; self.rotation += (Math.random() - 0.5) * 0.1; // Add random rotation to mini cakes self.speedY += 0.2; // Apply gravity if (self.lastY <= self.y - 20 && self.y > self.lastY - 20) { tween(self, { y: self.y - 20 }, { duration: 500, easing: tween.easeOut }); } if (self.y > 2732 + self.height / 2) { var index = miniGameMiniCakes.indexOf(self); if (index !== -1) { miniGameMiniCakes.splice(index, 1); } self.destroy(); } self.lastY = self.y; }; }); // 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 price text to reflect the new cost 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 miniGameDwarfs = []; // Variable globale pour stocker les nains var miniGameDwarfCount = 3; // Nombre de nains à créer var miniGameCurrentCakes = []; // Global array to store falling cakes var miniGameMiniCakes = []; // Global array to track mini cakes function toggleMiniGame() { if (isMiniGameRunning) { storage.isMiniGameRunning = false; // Update storage // 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; storage.isMiniGameRunning = true; // Update storage 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 }); // Check if the player was in mini-game mode and switch automatically after 1 second if (storage.isMiniGameRunning) { LK.setTimeout(function () { toggleMiniGame(); }, 500); } } 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 miniGameDwarfs = []; // Réinitialiser le tableau des nains for (var i = 0; i < miniGameDwarfCount; i++) { var dwarf = new Dwarf(i); // Répartir les nains sur toute la largeur de l'écran dwarf.x = 500 + Math.floor((2048 - 1000) * (i / (miniGameDwarfCount - 1 || 1))); dwarf.y = 2732 - 180; miniGameMiddlegroundContainer.addChild(dwarf); miniGameDwarfs.push(dwarf); } var cakeRainManager = new CakeRainManager(); miniGameMiddlegroundContainer.addChild(cakeRainManager); cakeRainManager.start(); } // Call the function to initialize game variables initializeGameVariables(); initializeminiGameVariables();
===================================================================
--- original.js
+++ change.js
@@ -901,9 +901,9 @@
});
};
self.performImpatienceAnimation = function () {
// Randomly set the direction of the Dwarf
- self.currentFrame.scale.x = Math.random() < 0.5 ? 1 : -1;
+ self.currentFrame.scale.x *= -1;
if (!self.isImpatient) {
self.isImpatient = true;
var baseY = self.y;
tween(self, {
@@ -911,8 +911,10 @@
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
+ self.currentFrame.scale.x *= -1;
+ self.currentFrame.scaleX *= -1;
tween(self, {
y: baseY
}, {
duration: 100,
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