User prompt
je penses que tu es malade.... on va essayer autrement : déplace le Event listener de upgrade 'down' juste avant le commentaire Initialize reset button
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mais arrete de le re-ecrire en bas! => A l'interieur de la fonction
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ohé ça va pas ???? IL EST TOUJOURS LA, DEPLACE LE DANS LA FONCTION
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il est toujours là; déplace le dans la fonction
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non je parle de "Event listener for upgrade button clicks"
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et il reste un upgrade down en bas; il devrait etre dans la fonction d'initialisation lui aussi
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le jeu fonctionne toujours alors enleve là
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tu peux commenter cette mise à jour des enfants en bas du code pour voir
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ajoute lui une marge, là il est trop collé au bords
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ok mais pourquoi le bouton reset est passé en bas au centre, je n'ai pas demandé ça. Remet le en haut à droite
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hey attention, il y a des déclarations à l'interieur de la fonction d'initialisation! Les déclarations doivent etre globales et regrouppées; seules les initialisations doivent être dans la fonction d'initialisation
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attention on ne voit plus le bouton reset ! j'ai dit de reorganiser, pas de supprimer
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c'est plus propre, il reste juste resetButton
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'updateScore')' in or related to this line: 'score.updateScore(currentScore);' Line Number: 157
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Please fix the bug: 'ReferenceError: score is not defined' in or related to this line: 'score.updateScore(currentScore);' Line Number: 157
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'emit')' in or related to this line: 'bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click' Line Number: 47
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Please fix the bug: 'Timeout.tick error: bigCake is not defined' in or related to this line: 'bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click' Line Number: 47
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c'est bien mais pas assez, il y a encore plusieurs choses qui sont déclaré et initialisée à la suite en dehors d'un fonction, comme background, priceButton, bigCake, score...
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ok mais c'est encore mélangé; je préfère que tout soit déclaré au meme endroit et que tout soit initialisé dans une fonction à part
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peut-tu reorganiser la code là c'est tout mélangé et ajout des commentaires pour des sections claires
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retire le si il ne fait rien
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nettoie le code
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ça n'a pas marché, je vois toujours $100 au lieu du meme prix que le bouton prix
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non pas quand on click mais apres le chargement
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je penses que tu dois mettre à jour le texte du prix de l'autoclicker après un délai
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { score: 0, autoClickerCount: 0, upgradeMultiplier: 1 }); /**** * Classes ****/ // AutoClicker class var AutoClicker = Container.expand(function () { var self = Container.call(this); self.startAutoClicking = function () { self.autoClickerInterval = LK.setInterval(function () { if (self.autoClickerCount > 0) { bigCake.emit('down'); // Trigger the 'down' event on bigCake to simulate a click } }, 1000); }; var autoClickerGraphics = self.attachAsset('autoClicker', { anchorX: 0.5, anchorY: 0.5 }); // Attach the chef's toque image on top of the auto clicker button var toqueGraphics = self.attachAsset('toque', { anchorX: 0.5, anchorY: 0.5 }); toqueGraphics.y = -10; // Move the toque slightly higher on the auto clicker self.addChild(toqueGraphics); self.cost = 100; // Initial cost of the auto clicker self.autoClickerCount = 0; var priceText = new Text2('$' + self.cost, { size: 80, fill: 0x1E90FF, fontWeight: '900', // Make the text bolder dropShadow: true, // Enable drop shadow dropShadowColor: 0x000000, // Set drop shadow color to black dropShadowBlur: 5, // Set drop shadow blur dropShadowDistance: 5 // Set drop shadow distance }); priceText.setText('$' + self.cost); // Update the price text to reflect the current cost priceText.anchor.set(0.5, 0); priceText.x = 0; priceText.y = autoClickerGraphics.height / 2 + 20; // Position text below the auto clicker button self.addChild(priceText); self.onClick = function () { if (currentScore >= self.cost) { currentScore -= self.cost; // Deduct the cost from the current score score.updateScore(currentScore); // Update the score display self.autoClickerCount += 1; // Increase the number of auto clickers // Add a star under the toque for each upgrade, up to 3 stars if (self.autoClickerCount <= 3) { var star = self.attachAsset('etoile', { anchorX: 0.5, anchorY: 0.5 }); star.y = toqueGraphics.y + 20 + (self.autoClickerCount - 1) * 15; // Position stars under the toque self.addChild(star); } storage.autoClickerCount = self.autoClickerCount; // Save the updated auto clicker count if (self.autoClickerCount === 1) { self.startAutoClicking(); // Start auto clicking only when the first auto clicker is purchased } self.cost *= 3; // Triple the cost for the next auto clicker storage.autoClickerCost = self.cost; // Save the updated auto clicker cost priceText.setText('$' + self.cost); // Update the price text to reflect the new cost autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability } else { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut }); } }); } }); } }); LK.getSound('errorsond').play(); // Play error sound } }; }); // BigCake class var BigCake = Container.expand(function () { var self = Container.call(this); var bigCakeGraphics = self.attachAsset('bigCake', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', function (x, y, obj) { // Create confetti effect for (var i = 0; i < 5; i++) { // Reduced number of confetti var confetti = game.addChild(new Confetti()); confetti.x = self.x; confetti.y = self.y; confetti.speedY = -15; // Increased initial upward speed } LK.getSound('clickSound').play(); currentScore += upgrade.multiplier; // Increment score by the upgrade multiplier per click score.updateScore(currentScore); storage.score = currentScore; // Save the updated score storage.timestamp = Date.now(); // Save the current timestamp // Add a bump animation tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); // Removed the creation of falling cakes }); }); var Cake = Container.expand(function () { var self = Container.call(this); var cakeGraphics = self.attachAsset('cake', { anchorX: 0.5, anchorY: 0.5 }); // Add a growing and shrinking animation for a relaxing effect tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeInOut }); } }); self.speed = 5; // Speed at which the cake falls self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.y += self.speed; if (self.y > 2732 + cakeGraphics.height / 2) { self.lastY = self.y; // Update lastY after movement self.destroy(); } }; }); var Confetti = Container.expand(function () { var self = Container.call(this); var confettiGraphics = self.attachAsset('newCakePurchase', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = -10; // Initial upward speed self.gravity = 0.2; // Gravity effect self.speedX = (Math.random() - 0.5) * 10; // Random horizontal speed self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } self.y += self.speedY; self.x += self.speedX; self.speedY += self.gravity; // Apply gravity if (self.y > 2732 + confettiGraphics.height / 2) { self.destroy(); } }; }); // PriceButton class var PriceButton = Container.expand(function () { var self = Container.call(this); var priceButtonGraphics = self.attachAsset('buttonPrice', { anchorX: 0.5, anchorY: 0.5 }); self.onClick = function () { // Display the prices for the buttons var priceText = new Text2('Upgrade: $' + upgrade.cost + '\nAuto Clicker: $' + autoClicker.cost, { size: 100, fill: 0x0000FF }); priceText.anchor.set(0.5, 0.5); priceText.x = 2048 / 2; priceText.y = bigCake.y + bigCake.height / 2 + 150; game.addChild(priceText); // Remove the text after a short delay LK.setTimeout(function () { game.removeChild(priceText); }, 2000); }; }); // ResetButton class var ResetButton = Container.expand(function () { var self = Container.call(this); var resetButtonGraphics = self.attachAsset('resetButton', { anchorX: 0.5, anchorY: 0.5 }); self.on('down', function () { LK.showGameOver(); // Reset the game state }); }); // Score class var Score = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('0', { size: 200, fill: 0xFF0000, dropShadow: true, // Enable drop shadow dropShadowColor: 0x000000, // Set drop shadow color to black dropShadowBlur: 5, // Set drop shadow blur dropShadowDistance: 5 // Set drop shadow distance }); scoreText.anchor.set(0.5, 0); self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore.toString()); }; }); // Upgrade class var Upgrade = Container.expand(function () { var self = Container.call(this); var upgradeGraphics = self.attachAsset('upgrade', { anchorX: 0.5, anchorY: 0.5 }); self.cost = 10; // Initial cost of the upgrade self.multiplier = 1; // Score multiplier self.updateCost = function () { self.cost *= 2; // Double the cost for the next upgrade storage.upgradeCost = self.cost; // Save the updated upgrade cost }; self.increaseMultiplier = function () { self.multiplier += 1; // Increase the multiplier by 1 }; self.updateUpgradeText = function () { // No text update needed for upgrade button }; self.onClick = function () { if (currentScore >= self.cost) { currentScore -= self.cost; // Deduct the cost from the current score score.updateScore(currentScore); // Update the score display self.updateCost(); // Update the cost for the next upgrade storage.upgradeMultiplier = self.multiplier; // Save the updated multiplier self.increaseMultiplier(); // Increase the score multiplier self.updateUpgradeText(); // Update the upgrade text } else { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut }); } }); } }); } }); LK.getSound('errorsond').play(); // Play error sound } }; }); /**** * Initialize Game ****/ /**** * Initialize Game * Set up the game environment and initial configurations ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Plugins * Import necessary plugins for tweening animations and storage management ****/ // Music // Sounds // Images /**** * Assets * Initialize all game assets including images, sounds, and music ****/ /**** * Game Code * Main game logic and event handling ****/ // Event listener for new cake purchase clicks if (typeof newCakeButton !== 'undefined' && newCakeButton.newCake) { newCakeButton.newCake.on('down', function (x, y, obj) { newCakeButton.newCake.onClick(); }); } // Declare game variables var currentScore; var score; var lastTimestamp; var timeElapsed; var clicksSinceLastSession; var autoClicker; var upgrade; var autoClickerText; var bigCake; var resetButton; // Initialize game variables function initializeGameVariables() { // Background setup background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 2048 / 2; background.y = 2732 / 2; background.scaleX = 2048 / background.width; // Scale background to fit the game width background.scaleY = 2732 / background.height; // Scale background to fit the game height // Initialize price button var priceButton = game.addChild(new PriceButton()); priceButton.x = priceButton.width / 2; // Position the price button at the left corner priceButton.y = 600; // Adjust the y-coordinate to move the button further down // Event listener for price button clicks priceButton.on('down', function (x, y, obj) { priceButton.onClick(); }); // Initialize bigCake bigCake = game.addChild(new BigCake()); bigCake.x = 2048 / 2; bigCake.y = 2732 / 2; // Initialize score score = game.addChild(new Score()); score.x = 2048 / 2; score.y = 100; // Position score at the top center currentScore = storage.score || 0; // Load saved score or default to 0 score.updateScore(currentScore); // Refresh the score display with the loaded score // Calculate the number of clicks since the last session lastTimestamp = storage.timestamp || Date.now(); timeElapsed = Date.now() - lastTimestamp; clicksSinceLastSession = Math.floor(timeElapsed / 1000); // Assuming 1 click per second as a baseline console.log("Clicks since last session: ", clicksSinceLastSession); currentScore += clicksSinceLastSession; // Add clicks since last session to the current score score.updateScore(currentScore); // Update the score display with the new score storage.score = currentScore; // Save the updated score // Initialize auto clicker autoClicker = game.addChild(new AutoClicker()); autoClicker.autoClickerCount = storage.autoClickerCount || 0; // Load saved auto clicker count or default to 0 autoClicker.cost = storage.autoClickerCost || 100; // Load saved auto clicker cost or default to initial cost if (autoClicker.autoClickerCount > 0) { autoClicker.startAutoClicking(); // Start auto-clicking if there are saved auto-clickers } // Initialize upgrade upgrade = game.addChild(new Upgrade()); upgrade.multiplier = storage.upgradeMultiplier || 1; // Load saved upgrade multiplier or default to 1 upgrade.cost = storage.upgradeCost || upgrade.cost; // Load saved upgrade cost or default to initial cost upgrade.x = 2048 - upgrade.width / 2; // Position upgrade button on the right side of the screen upgrade.y = 2732 / 2 - upgrade.height; // Position upgrade button above the autoClicker button // Initialize reset button resetButton = game.addChild(new ResetButton()); resetButton.x = 2048 - resetButton.width / 2 - 20; // Add margin to the right edge resetButton.y = resetButton.height / 2 + 20; // Add margin to the top edge // Initialize auto clicker text autoClickerText = new Text2('Auto Clicker: $' + autoClicker.cost, { size: 100, fill: currentScore >= autoClicker.cost ? 0x00FF00 : 0xFF0000 }); autoClickerText.anchor.set(0.5, 0); autoClickerText.x = autoClicker.x; autoClickerText.y = autoClicker.y - autoClicker.height / 2 - 50; // Position text above the auto clicker button game.addChild(autoClickerText); // Update autoClickerText immediately after loading the game autoClicker.x = 2048 - autoClicker.width / 2; // Position auto clicker button on the right side of the screen autoClicker.y = 2732 / 2 + 100; // Position auto clicker button slightly lower on the screen // Event listener for auto clicker clicks autoClicker.on('down', function (x, y, obj) { autoClicker.onClick(); }); } // Play bakery music in a loop throughout the game LK.playMusic('musiqueclicker', { loop: true }); // Call the function to initialize game variables initializeGameVariables(); // Initialize reset button resetButton = game.addChild(new ResetButton()); resetButton.x = 2048 - resetButton.width / 2 - 20; // Add margin to the right edge resetButton.y = resetButton.height / 2 + 20; // Add margin to the top edge // Event listener for upgrade button clicks upgrade.on('down', function (x, y, obj) { upgrade.onClick(); });
===================================================================
--- original.js
+++ change.js
@@ -447,8 +447,12 @@
loop: true
});
// Call the function to initialize game variables
initializeGameVariables();
+// Initialize reset button
+resetButton = game.addChild(new ResetButton());
+resetButton.x = 2048 - resetButton.width / 2 - 20; // Add margin to the right edge
+resetButton.y = resetButton.height / 2 + 20; // Add margin to the top edge
// Event listener for upgrade button clicks
upgrade.on('down', function (x, y, obj) {
upgrade.onClick();
});
\ No newline at end of file
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