User prompt
c'est toujours faux
User prompt
c'est toujours faux : au chargement j'ai toujours $100
User prompt
C'est toujours faux : $100
User prompt
c'est toujours faux: Bouton price "Upgrade: $327680 Auto Clicker: $656100" => correct Bouton autoclicker $100 => faux
User prompt
Toujours faux! Quand j'appui sur buttonPrice cela affiche un texte avec le vrai prix de l'autoClicker alors que dans le bouton autoclicker le prix est faux. Vérifie qu'il n'y a pas 2 autockickers
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'autoClickerText.setText('Auto Clicker: $' + autoClicker.cost); // Ensure the auto clicker text is updated to reflect the current cost' Line Number: 415
User prompt
ça ne sert à rien de répéter la meme ligne de code, il faut analyse plus globalement pour comprendre pourquoi le pris sous le bouton est différent du prix de l'autoclicker
User prompt
c'est toujours faux, je vois encore $100 sous le bouton
User prompt
le prix affiché sous le bouton autoclicker n'est pas le bon. actuellement cela affiche le prix de base (ex: $100) alors que quand d'apuie sur le bouton price, je vrai prix affiché est différent (ex: $656100)
Code edit (1 edits merged)
Please save this source code
User prompt
quand on améliore l'autoclicker aujoute une étoile sous la toque (maximum 3 étoiles)
User prompt
essaye 800 ou 900
User prompt
toujours pas assez gras
User prompt
pas assez gras
User prompt
ok, est-ce que tu peux rendre le texte plus gras
User prompt
non trop sombre le bleu
User prompt
trop clair le bleu; fait le plus foncé mais vif
User prompt
ecrit le texte en bleu clair et ajoute lui une ombre
User prompt
enlève le texte "price:", ne garde que "$" et le prix
User prompt
ajoute dans l'autoclicker, en dessous du bouton, pour afficher son prix
User prompt
ok, remonte la toque un tout petit peu
User prompt
pardon, je veux dire, position la toque au centre du l'autoclicker
User prompt
ajoute la toque de chef sur le bouton autoclicker
User prompt
déplace l'autoclicker un peu plus bas
User prompt
ajouter ça au score bien sur
/**** * 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.setText('$' + self.cost); // Ensure the price text is updated to reflect the current cost priceText.anchor.set(0.5, 0); priceText.x = 0; priceText.y = autoClickerGraphics.height / 2 + 20; // Position text below the auto clicker button self.addChild(priceText); self.onClick = function () { if (currentScore >= self.cost) { currentScore -= self.cost; // Deduct the cost from the current score score.updateScore(currentScore); // Update the score display self.autoClickerCount += 1; // Increase the number of auto clickers // Add a star under the toque for each upgrade, up to 3 stars if (self.autoClickerCount <= 3) { var star = self.attachAsset('etoile', { anchorX: 0.5, anchorY: 0.5 }); star.y = toqueGraphics.y + 20 + (self.autoClickerCount - 1) * 15; // Position stars under the toque self.addChild(star); } storage.autoClickerCount = self.autoClickerCount; // Save the updated auto clicker count if (self.autoClickerCount === 1) { self.startAutoClicking(); // Start auto clicking only when the first auto clicker is purchased } self.cost *= 3; // Triple the cost for the next auto clicker storage.autoClickerCost = self.cost; // Save the updated auto clicker cost priceText.setText('$' + self.cost); // Update the price text to reflect the new cost autoClickerText.setText('Auto Clicker: $' + self.cost); // Ensure the auto clicker text is updated to reflect the new cost priceText.setText('$' + self.cost); // Update the price text to reflect the new cost autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability autoClickerGraphics.alpha = 1; // Always fully opaque } else { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut }); } }); } }); } }); autoClickerText.fill = currentScore >= self.cost ? 0x00FF00 : 0xFF0000; // Update text color based on affordability LK.getSound('errorsond').play(); // Play error sound } }; }); // 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 upgradeGraphics.alpha = 1; // Always fully opaque } else { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 0.2 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 100, easing: tween.easeInOut }); } }); } }); } }); LK.getSound('errorsond').play(); // Play error sound } upgradeGraphics.alpha = 1; // Always fully opaque }; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ // Add event listener for new cake purchase clicks if (typeof newCakeButton !== 'undefined' && newCakeButton.newCake) { newCakeButton.newCake.on('down', function (x, y, obj) { newCakeButton.newCake.onClick(); }); newCakeButton.newCake.on('down', function (x, y, obj) { newCakeButton.newCake.onClick(); }); } var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 2048 / 2; background.y = 2732 / 2; background.scaleX = 2048 / background.width; // Scale background to fit the game width background.scaleY = 2732 / background.height; // Scale background to fit the game height // Initialize 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 // Add event listener for price button clicks priceButton.on('down', function (x, y, obj) { priceButton.onClick(); }); // Initialize bigCake var bigCake = game.addChild(new BigCake()); bigCake.x = 2048 / 2; bigCake.y = 2732 / 2; // Initialize score var score = game.addChild(new Score()); score.x = 2048 / 2; score.y = 100; // Position score at the top center // Initialize game variables var currentScore = 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 var lastTimestamp = storage.timestamp || Date.now(); var timeElapsed = Date.now() - lastTimestamp; var 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 var 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 // Removed duplicate autoClickerText initialization if (autoClicker.autoClickerCount > 0) { autoClicker.startAutoClicking(); // Start auto-clicking if there are saved auto-clickers } var 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 auto clicker //var autoClicker = game.addChild(new AutoClicker()); // 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); 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 // Add 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 }); // Game logic goes here game.children.forEach(function (child) { if (child.update) { child.update(); } }); var resetButton = game.addChild(new ResetButton()); resetButton.x = 2048 - resetButton.width / 2; // Position reset button on the right side of the screen resetButton.y = 200; // Position reset button above the upgrade button upgrade.on('down', function (x, y, obj) { upgrade.onClick(); }); // bigCake.on('down', function (x, y, obj) { // bigCake.onClick(); // }); // Main game tick event LK.on('tick', function () { // Game logic goes here // In this simple game, the tick event is not used, but it's here for future game logic });
===================================================================
--- original.js
+++ change.js
@@ -396,11 +396,11 @@
upgrade.y = 2732 / 2 - upgrade.height; // Position upgrade button above the autoClicker button
// Initialize auto clicker
//var autoClicker = game.addChild(new AutoClicker());
// Initialize auto clicker text
-autoClickerText = new Text2('Auto Clicker: $' + (storage.autoClickerCost || autoClicker.cost), {
+autoClickerText = new Text2('Auto Clicker: $' + autoClicker.cost, {
size: 100,
- fill: currentScore >= (storage.autoClickerCost || autoClicker.cost) ? 0x00FF00 : 0xFF0000
+ 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
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