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Hey Upit, Please add clouds that move slowly across the top of the game screen. I want a cloud to appear every 10 seconds and move from one side to the other at a slow speed. Thanks! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Hey Upit, Please remove the shop completely from the game. Do not open or show the shop anymore. The shop system should be totally disabled or deleted. Thanks!
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Hey Upit, Please make the shop close and disappear when I click the “Close” button or after buying an item. The shop should be completely removed from the screen. Thanks!
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Step 1 — Close Button Fix Add a big red "Close" button inside the shop. When I click or tap this Close button: The shop must disappear. The player should stop moving. After the shop is closed, the player can move again. 🔹 Step 2 — Disable movement while shop is open While the shop is open: Player should not move. Don’t allow walk keys or joystick. Only allow button clicks. Let’s do these two steps first. After that, I’ll ask for the rest. Thank you!
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Hey Upit, I think I know the problem now. When I click the shop Close button, my character moves forward, so the game thinks I’m controlling movement — not clicking the UI. That’s probably why the button doesn’t work! Please fix it like this: Make sure the shop UI is blocking player controls while it is open. Disable movement input (WASD, joystick, etc.) Or make the UI use “UI input priority” so buttons work correctly The Close button must work when clicked: Shop should disappear. Player should regain movement after shop is closed. Please update this and make sure the button can be clicked properly. Thanks!
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ey Upit, The "Close" button is visible, but it does not work when I click it. The shop stays open. Please make sure the "Close" button works correctly. Here’s what I need: When I click or tap the Close button, the shop should disappear (close and hide completely). This must work on both PC and mobile. If possible, use a big button or a colored box instead of a small "X", so it's easy to click.
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Hey Upit, The shop still doesn't close when I click the "X". Maybe the "X" is too small or not working on mobile. Let’s change it to something more clear: Please add a big red “Close” button (like a box that says “Close”) at the top or bottom of the shop. When a player clicks or taps this "Close" button, the entire shop should disappear. Also don’t forget: The shop should also close after buying something. Buttons must work with both mouse click and mobile touch. Thanks!
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Hey Upit, Can you please make the shop UI work properly on both PC and mobile? Here’s what I need: Buttons should be big enough to tap easily on mobile. The UI should scale correctly on different screen sizes. All buttons (Buy and Exit) must work with: Mouse click (for PC) Touch tap (for mobile) Also, remember: When a player buys a scythe, give them the correct one and close the shop. Add a visible Exit (X) button that also works on mobile and closes the shop. Thanks a lot! İstersen bunun için bir örnek UI tasarımı önerisi veya Roblox Studio'da kullanılabilecek bir ScreenGui ayarı da verebilirim. Kodla yardım ister misin? Şunu dedin: yine olmadı artı olarak bu ekledigi shoptaki şeylere tıklayan buy yapan oyuncu parası yetiyorsa owned olur yani alır onuda ekle ChatGPT: Tamam! Tüm isteklerini kapsayan şekilde Upit’e yazabileceğin net ve sade bir İngilizce mesajı aşağıda hazırladım. Bu mesaj, sorunları ve eklenmesini istediğin tüm özellikleri anlatıyor: Hey Upit, The shop still isn't working fully. Here's everything I need — please fix all of this: The shop must work on both PC and mobile: Buttons should be easy to click or tap. UI should scale properly for different screen sizes. The shop opens correctly, but: It should close when I click the "X" button. It should also close automatically when a player buys something. Each item in the shop (like scythes): Should be clickable. When a player clicks "Buy": If they have enough money, they get that exact scythe in their hand. Their money should decrease. The item should now show as "Owned". The shop should close after buying. If they don’t have enough money, nothing should happen.
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Hey Upit, Can you please make the shop UI work properly on both PC and mobile? Here’s what I need: Buttons should be big enough to tap easily on mobile. The UI should scale correctly on different screen sizes. All buttons (Buy and Exit) must work with: Mouse click (for PC) Touch tap (for mobile) Also, remember: When a player buys a scythe, give them the correct one and close the shop. Add a visible Exit (X) button that also works on mobile and closes the shop. Thanks a lot!
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Hey Upit, I want to improve the shop system: When a player buys something, the shop should automatically close. Players use money to buy scythes (oraks). After buying: The shop closes. The player gets only the scythe they bought. Please add an exit button (X) to close the shop without buying anything. Can you help with this? Thanks!
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The shop opens, but it doesn't close when I click the close button ("X"). Please make sure the shop UI closes (disappears) when the X is clicked. Also, I want to customize the items inside the shop. For example: When the player clicks an item (like a scythe/orak), they should get a different version in their hand. So I want to add multiple scythes (different models), and when a player buys one, they get that exact version. Please help me with: Shop closing properly with X button. Customizable items inside the shop. When a player clicks to buy, the correct version should appear in their hand. Thanks!
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In the shop UI, the buy button is not working. Can you please fix it? Also, please add an exit button (a close "X" button) to the shop. When I click the "X" button, the shop should close and disappear again. Thanks!
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Create a "Shop" button fixed on the right side of the screen at mid-height. When clicked, it opens a panel centered on the screen showing 5 different sickles for sale, each with a "Buy" button. The panel must have a close button ("X") inside it at the top-right corner. When the close button is clicked, the panel must close immediately by hiding or removing itself. Clicking the "Shop" button again toggles the panel’s visibility (opens if closed, closes if open). Make sure the close button’s click event properly hides the panel every time. Keep the interface simple, with no side menus or extra UI elements.
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local shopButton = script.Parent:WaitForChild("ShopButton") local shopFrame = script.Parent:WaitForChild("ShopFrame") local closeButton = shopFrame:WaitForChild("CloseButton") shopFrame.Visible = false shopButton.MouseButton1Click:Connect(function() shopFrame.Visible = not shopFrame.Visible end) closeButton.MouseButton1Click:Connect(function() shopFrame.Visible = false end) Make sure the buttons and panel are in the same ScreenGui and the script is a LocalScript inside the ScreenGui.
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Create a "Shop" button on the right side of the screen at mid-height. When the player clicks it, show a panel in the center of the screen that displays 5 different sickles with "Buy" buttons. Add an "X" button at the top-right of the panel. When the player clicks the "X" button, the panel must close by setting its Visible property to false. When the player clicks the Shop button again, the panel should become visible again (Visible = true). Make sure the "X" button is connected with a MouseButton1Click event to close the panel.
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Create a simple "Shop" button placed on the right side of the screen at mid-height. When the player clicks the button, open a UI panel in the center of the screen showing 5 different sickles for sale, each with a name and a "Buy" button. Add a visible "X" button on the top-right corner of the shop panel. When the player clicks the "X" button, the shop panel should close and disappear. Make sure the close button works properly. Do not use any side menus. Keep the interface clean and simple.
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Create a simple "Shop" button placed on the right side of the screen. When the player clicks the button, open a panel in the center of the screen. This panel should contain 5 different sickles for sale, each with a name and a "Buy" button. Include a close button (like an "X") on the panel so the player can close it. The Shop button should stay on the right side at mid-height, not at the top. Do not use any side menus or extra UI — keep everything simple and clean.
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Create a simple "Shop" button on the right side of the screen. Do not use any side menu or extra UI elements, just a single "Shop" button. When the player clicks the button, it should open a small panel that lists 5 different sickles for sale. Each sickle should have a name and a "Buy" button. The panel should only appear when the Shop button is clicked, and disappear when closed. Keep the design simple and clean.
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'farmer.update();' Line Number: 1032
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'moveTo')' in or related to this line: 'farmer.moveTo(x, y);' Line Number: 1003
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Please fix the bug: 'Cannot read properties of null (reading 'setText')' in or related to this line: 'moneyTxt.setText('$' + money);' Line Number: 854
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1. Create a new scene for the main menu. 2. Set the background image to a farm-themed picture (like a barn, field, or sky). 3. Add a big "Start" button in the center of the screen. 4. When the player clicks the Start button, it goes to the game scene. 5. Make sure all parts (background, text, button image) can be changed later.
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1. Create a new scene for the main menu. 2. Set the background image to a farm-themed picture (like a barn, field, or sky). 3. Add a big "Start" button in the center of the screen. 4. When the player clicks the Start button, it goes to the game scene. 5. Make sure all parts (background, text, button image) can be changed later.
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1. Select the background or main canvas. 2. Change its color to a grass green, for example: #4CAF50. 3. Make sure the green color fills the entire background.
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1. Create square road tiles with small gaps between them. 2. Arrange tiles vertically to form a road. 3. Use the same image on all tiles. 4. Position road tiles in the center. 5. Player and objects should appear on top.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Animal = Container.expand(function () { var self = Container.call(this); self.animalAsset = null; self.setAnimalImage = function (imageId) { if (self.animalAsset) { self.animalAsset.destroy(); } self.animalAsset = self.attachAsset(imageId, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); // CarrotSlot class for area 2 var CarrotSlot = Container.expand(function () { var self = Container.call(this); self.slotAsset = self.attachAsset('carrot', { anchorX: 0.5, anchorY: 1 }); var sproutAsset = self.attachAsset('sprout', { anchorX: 0.5, anchorY: 1, alpha: 0, scaleX: 0.5, scaleY: 0.5 }); self.harvested = false; self.regrowTime = 1800; // 30 seconds at 60fps self.regrowCounter = 0; self.fieldIndex = 1; // Area 2 self.regrowing = false; // Show/hide carrot and handle regrow animation self.setHarvested = function (harvested) { self.harvested = harvested; if (harvested) { // Hide carrot with animation tween(self.slotAsset, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); // Show sprout with animation sproutAsset.alpha = 1; sproutAsset.scaleX = 0.1; sproutAsset.scaleY = 0.1; // Animate sprout appearing tween(sproutAsset, { scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); self.regrowCounter = self.regrowTime; self.regrowing = true; } else { // Show carrot with animation tween(self.slotAsset, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); // Hide sprout with animation tween(sproutAsset, { alpha: 0 }, { duration: 300, easing: tween.easeIn }); self.regrowing = false; } }; // Regrow logic self.update = function () { if (self.harvested && self.regrowing) { if (self.regrowCounter > 0) { // Animate sprout growing to carrot size var t = 1 - self.regrowCounter / self.regrowTime; sproutAsset.scaleX = 0.5 + 0.5 * t; sproutAsset.scaleY = 0.5 + 0.5 * t; self.regrowCounter--; } if (self.regrowCounter <= 0) { // Sprout is now full size, switch back to carrot and allow harvest again sproutAsset.scaleX = 1; sproutAsset.scaleY = 1; self.setHarvested(false); } } }; // For hit detection self.isHarvestable = function () { return !self.harvested; }; return self; }); // EggplantSlot class for area 4 var EggplantSlot = Container.expand(function () { var self = Container.call(this); self.slotAsset = self.attachAsset('eggplant', { anchorX: 0.5, anchorY: 1 }); var sproutAsset = self.attachAsset('sprout', { anchorX: 0.5, anchorY: 1, alpha: 0, scaleX: 0.5, scaleY: 0.5 }); self.harvested = false; self.regrowTime = 1800; // 30 seconds at 60fps self.regrowCounter = 0; self.fieldIndex = 3; // Area 4 self.regrowing = false; // Show/hide eggplant and handle regrow animation self.setHarvested = function (harvested) { self.harvested = harvested; if (harvested) { // Hide eggplant with animation tween(self.slotAsset, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); // Show sprout with animation sproutAsset.alpha = 1; sproutAsset.scaleX = 0.1; sproutAsset.scaleY = 0.1; // Animate sprout appearing tween(sproutAsset, { scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); self.regrowCounter = self.regrowTime; self.regrowing = true; } else { // Show eggplant with animation tween(self.slotAsset, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); // Hide sprout with animation tween(sproutAsset, { alpha: 0 }, { duration: 300, easing: tween.easeIn }); self.regrowing = false; } }; // Regrow logic self.update = function () { if (self.harvested && self.regrowing) { if (self.regrowCounter > 0) { // Animate sprout growing to eggplant size var t = 1 - self.regrowCounter / self.regrowTime; sproutAsset.scaleX = 0.5 + 0.5 * t; sproutAsset.scaleY = 0.5 + 0.5 * t; self.regrowCounter--; } if (self.regrowCounter <= 0) { // Sprout is now full size, switch back to eggplant and allow harvest again sproutAsset.scaleX = 1; sproutAsset.scaleY = 1; self.setHarvested(false); } } }; // For hit detection self.isHarvestable = function () { return !self.harvested; }; return self; }); // Farmer class var Farmer = Container.expand(function () { var self = Container.call(this); // Create animation frames var idleFrame = self.attachAsset('farmer', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); // Frame 2 (running) var runningFrame = self.attachAsset('farmer_walk', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Frame 3 (right step) var rightStepFrame = self.attachAsset('farmer_walk', { anchorX: 0.5, anchorY: 0.5, alpha: 0, rotation: 0.1 }); self.speed = 18; // px per move self.targetX = self.x; self.targetY = self.y; self.moving = false; self.lastMoving = false; self.animationTimer = 0; self.animationFrame = 0; self.frameTime = 18; // 0.3 seconds at 60fps // Animation frame switching self.switchToFrame = function (frameNum) { idleFrame.alpha = 0; runningFrame.alpha = 0; rightStepFrame.alpha = 0; if (frameNum === 0) { // Idle idleFrame.alpha = 1; } else if (frameNum === 1) { // Running runningFrame.alpha = 1; } else if (frameNum === 2) { // Right step rightStepFrame.alpha = 1; } }; // Move farmer towards target self.update = function () { // Track movement direction and update image if (self.moving) { var dx = self.targetX - self.x; // Check if moving right or left if (dx > 0) { // Moving right - use player_right asset idleFrame.scaleX = 1; runningFrame.scaleX = 1; rightStepFrame.scaleX = 1; // Switch to player_right image if (self.currentAsset !== idleFrame || idleFrame.texture !== LK.getAsset('player_right', {}).texture) { if (self.currentAsset) { self.currentAsset.alpha = 0; } var rightAsset = LK.getAsset('player_right', { anchorX: 0.5, anchorY: 0.5 }); rightAsset.alpha = 1; self.addChild(rightAsset); self.currentAsset = rightAsset; } } else if (dx < 0) { // Moving left - use player_left asset idleFrame.scaleX = -1; runningFrame.scaleX = -1; rightStepFrame.scaleX = -1; // Switch to player_left image if (self.currentAsset !== idleFrame || idleFrame.texture !== LK.getAsset('player_left', {}).texture) { if (self.currentAsset) { self.currentAsset.alpha = 0; } var leftAsset = LK.getAsset('player_left', { anchorX: 0.5, anchorY: 0.5 }); leftAsset.alpha = 1; self.addChild(leftAsset); self.currentAsset = leftAsset; } } // Animation handling self.animationTimer++; if (self.animationTimer >= self.frameTime) { self.animationTimer = 0; self.animationFrame = self.animationFrame === 1 ? 2 : 1; // Toggle between frames 1 and 2 self.switchToFrame(self.animationFrame); } } else if (!self.moving && self.lastMoving) { // Just stopped moving - switch to idle self.switchToFrame(0); } self.lastMoving = self.moving; if (!self.moving) return; var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.speed) { self.x = self.targetX; self.y = self.targetY; self.moving = false; // Switch to idle frame when stopping self.switchToFrame(0); } else { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; // Set movement target self.moveTo = function (x, y) { self.targetX = x; self.targetY = y; // Start movement if (!self.moving) { self.moving = true; self.animationFrame = 1; self.animationTimer = 0; self.switchToFrame(self.animationFrame); } }; return self; }); // Field class var Field = Container.expand(function () { var self = Container.call(this); self.index = 0; // 0-3 self.locked = false; self.lockCost = 0; self.lockNode = null; self.fenceNodes = []; self.wheats = []; self.unlockBtn = null; // Draw fences - Empty implementation to eliminate fences self.drawFences = function (x, y, w, h) { self.fenceNodes = []; // No fences or gates are created }; // Place wheat self.placeWheats = function (x, y, w, h, count) { self.wheats = []; // Define grid size var rows = 5; var cols = 10; // Choose vegetable asset per area var vegAssetId = 'wheat'; if (self.index === 1) vegAssetId = 'carrot'; if (self.index === 2) vegAssetId = 'tomato'; if (self.index === 3) vegAssetId = 'eggplant'; // Fallback if asset not found, use wheat if (!LK.assets || !LK.assets[vegAssetId]) vegAssetId = 'wheat'; // Calculate asset size for spacing (use wheat size as reference for all) var vegAsset = LK.getAsset('wheat', { anchorX: 0.5, anchorY: 1 }); var wheatW = vegAsset.width; var wheatH = vegAsset.height; // Padding from fences var padX = 60; var padY = 60; // Compute available area for wheat grid var gridW = w - 2 * padX; var gridH = h - 2 * padY; // Compute spacing between wheat plants var spacingX = (gridW - wheatW) / (cols - 1); var spacingY = (gridH - wheatH) / (rows - 1); // Place appropriate vegetable in grid based on field index for (var row = 0; row < rows; ++row) { for (var col = 0; col < cols; ++col) { var wx = x + padX + col * spacingX + wheatW / 2; var wy = y + padY + row * spacingY + wheatH; var veg; // Create appropriate vegetable based on area/field index if (self.index === 1) { veg = new CarrotSlot(); } else if (self.index === 2) { veg = new TomatoSlot(); } else if (self.index === 3) { veg = new EggplantSlot(); } else { veg = new Wheat(); veg.fieldIndex = self.index; veg.vegAssetId = vegAssetId; veg.setVegAsset && veg.setVegAsset(vegAssetId); } veg.x = wx; veg.y = wy; self.addChild(veg); self.wheats.push(veg); } } }; // Lock overlay self.showLock = function (centerX, centerY) { if (self.lockNode) return; self.lockNode = LK.getAsset('lock', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY }); self.addChild(self.lockNode); // Unlock text var unlockTxt = new Text2('Unlock\n$' + self.lockCost, { size: 60, fill: "#fff" }); unlockTxt.anchor.set(0.5, 0.5); unlockTxt.x = centerX; unlockTxt.y = centerY + 70; self.unlockBtn = unlockTxt; self.addChild(unlockTxt); }; self.hideLock = function () { if (self.lockNode) { self.lockNode.destroy(); self.lockNode = null; } if (self.unlockBtn) { self.unlockBtn.destroy(); self.unlockBtn = null; } }; return self; }); // ShopButton class for shop functionality var ShopButton = Container.expand(function () { var self = Container.call(this); // Create shop button var shopBtn = new Text2('Shop', { size: 80, fill: 0xFFFFFF }); shopBtn.anchor.set(0.5, 0.5); self.addChild(shopBtn); // Create background for button var btnBg = LK.getAsset('rect', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 100, tint: 0x3e8a2e }); self.addChildAt(btnBg, 0); // Panel elements self.panel = new Container(); self.panel.visible = false; self.panel.x = 1024; // Center horizontally on screen self.panel.y = 1366; // Center vertically on screen game.addChild(self.panel); // Panel background var panelBg = LK.getAsset('rect', { anchorX: 0.5, anchorY: 0.5, width: 1000, height: 800, tint: 0x3e8a2e }); self.panel.addChild(panelBg); // Panel title var title = new Text2('Sickle Shop', { size: 60, fill: 0xFFFFFF }); title.anchor.set(0.5, 0); title.y = -300; self.panel.addChild(title); // Close button var closeBtn = new Text2('X', { size: 60, fill: 0xFFFFFF }); closeBtn.anchor.set(0.5, 0.5); closeBtn.x = 450; closeBtn.y = -300; self.panel.addChild(closeBtn); // Close button background for better visibility var closeBtnBg = LK.getAsset('rect', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60, tint: 0x326b23, x: 450, y: -300 }); self.panel.addChildAt(closeBtnBg, self.panel.children.indexOf(closeBtn)); // Sickle items var sickleTypes = [{ name: "Basic Sickle", price: 0 }, { name: "Stone Sickle", price: 1000 }, { name: "Iron Sickle", price: 5000 }, { name: "Gold Sickle", price: 20000 }, { name: "Diamond Sickle", price: 50000 }]; // Create sickle items for (var i = 0; i < sickleTypes.length; i++) { var item = sickleTypes[i]; var y = -200 + i * 100; // Sickle image var sickleImg = LK.getAsset('sickle', { anchorX: 0.5, anchorY: 0.5, x: -200, y: y }); self.panel.addChild(sickleImg); // Sickle name var nameText = new Text2(item.name, { size: 40, fill: 0xFFFFFF }); nameText.anchor.set(0, 0.5); nameText.x = -150; nameText.y = y; self.panel.addChild(nameText); // Buy button var buyText = item.price === 0 ? "Owned" : "Buy $" + item.price; var buyBtn = new Text2(buyText, { size: 40, fill: 0xFFFFFF }); buyBtn.anchor.set(0.5, 0.5); buyBtn.x = 250; buyBtn.y = y; buyBtn.interactive = true; buyBtn.sickleIndex = i; buyBtn.price = item.price; self.panel.addChild(buyBtn); // Buy button background var buyBtnBg = LK.getAsset('rect', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 60, tint: item.price === 0 ? 0x888888 : 0x326b23, x: 250, y: y }); self.panel.addChildAt(buyBtnBg, self.panel.children.indexOf(buyBtn)); } // Toggle panel visibility self.togglePanel = function () { self.panel.visible = !self.panel.visible; }; // Event handlers self.down = function (x, y, obj) { var localPos = self.toLocal({ x: x, y: y }); // Check if clicking the shop button if (!self.panel.visible) { // If panel is not visible, show it self.panel.visible = true; return; } // Check if clicking close button (X) var closePos = self.panel.toLocal({ x: localPos.x, y: localPos.y }); // The close button is at (450, -300) with a 30px radius if (Math.abs(closePos.x - 450) < 30 && Math.abs(closePos.y - -300) < 30) { self.panel.visible = false; return; } // Check if clicking on buy buttons for (var i = 0; i < sickleTypes.length; i++) { var yBtn = -200 + i * 100; // Buy button is at (250, yBtn) with a 75x30 area if (Math.abs(closePos.x - 250) < 75 && Math.abs(closePos.y - yBtn) < 30) { // Only allow buying if not already owned if (sickleTypes[i].price !== 0) { self.onBuy(i, sickleTypes[i].price); } return; } } }; // Buy sickle handler self.onBuy = function (index, price) { // Skip if already owned (price 0) if (price === 0) return; // Check if player has enough money if (money >= price) { // Subtract money money -= price; updateMoneyDisplay(); // Update button to "Owned" var btnCount = 0; for (var c = 0; c < self.panel.children.length; c++) { var child = self.panel.children[c]; if (child && child.setText && child.text && child.text.indexOf("Buy") === 0 || child.text === "Owned") { if (btnCount === index) { child.setText("Owned"); // Update button background // The background is always just before the button in children if (c > 0 && self.panel.children[c - 1] && self.panel.children[c - 1].tint !== undefined) { self.panel.children[c - 1].tint = 0x888888; } break; } btnCount++; } } // Set price to 0 (owned) sickleTypes[index].price = 0; // Flash screen green for successful purchase LK.effects.flashScreen(0x00ff00, 300); } else { // Not enough money, flash red LK.effects.flashScreen(0xff0000, 300); } }; return self; }); // TomatoSlot class for area 3 var TomatoSlot = Container.expand(function () { var self = Container.call(this); self.slotAsset = self.attachAsset('tomato', { anchorX: 0.5, anchorY: 1 }); var sproutAsset = self.attachAsset('sprout', { anchorX: 0.5, anchorY: 1, alpha: 0, scaleX: 0.5, scaleY: 0.5 }); self.harvested = false; self.regrowTime = 1800; // 30 seconds at 60fps self.regrowCounter = 0; self.fieldIndex = 2; // Area 3 self.regrowing = false; // Show/hide tomato and handle regrow animation self.setHarvested = function (harvested) { self.harvested = harvested; if (harvested) { // Hide tomato with animation tween(self.slotAsset, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); // Show sprout with animation sproutAsset.alpha = 1; sproutAsset.scaleX = 0.1; sproutAsset.scaleY = 0.1; // Animate sprout appearing tween(sproutAsset, { scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); self.regrowCounter = self.regrowTime; self.regrowing = true; } else { // Show tomato with animation tween(self.slotAsset, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); // Hide sprout with animation tween(sproutAsset, { alpha: 0 }, { duration: 300, easing: tween.easeIn }); self.regrowing = false; } }; // Regrow logic self.update = function () { if (self.harvested && self.regrowing) { if (self.regrowCounter > 0) { // Animate sprout growing to tomato size var t = 1 - self.regrowCounter / self.regrowTime; sproutAsset.scaleX = 0.5 + 0.5 * t; sproutAsset.scaleY = 0.5 + 0.5 * t; self.regrowCounter--; } if (self.regrowCounter <= 0) { // Sprout is now full size, switch back to tomato and allow harvest again sproutAsset.scaleX = 1; sproutAsset.scaleY = 1; self.setHarvested(false); } } }; // For hit detection self.isHarvestable = function () { return !self.harvested; }; return self; }); // Wheat class var Wheat = Container.expand(function () { var self = Container.call(this); self.vegAssetId = 'wheat'; self.wheatAsset = self.attachAsset('wheat', { anchorX: 0.5, anchorY: 1 }); var sproutAsset = self.attachAsset('sprout', { anchorX: 0.5, anchorY: 1, alpha: 0, scaleX: 0.5, scaleY: 0.5 }); self.harvested = false; self.regrowTime = 1800; // 30 seconds at 60fps self.regrowCounter = 0; self.fieldIndex = 0; // which field this wheat belongs to self.regrowing = false; self.removeAfter = 0; // Change vegetable asset if needed self.setVegAsset = function (assetId) { if (self.wheatAsset) { self.wheatAsset.destroy(); } self.vegAssetId = assetId || 'wheat'; // Only allow wheat, carrot, tomato, eggplant var validAssets = { wheat: 1, carrot: 1, tomato: 1, eggplant: 1 }; if (!validAssets[self.vegAssetId]) self.vegAssetId = 'wheat'; self.wheatAsset = self.attachAsset(self.vegAssetId, { anchorX: 0.5, anchorY: 1 }); // Make sure sprout is on top self.removeChild(sproutAsset); self.addChild(sproutAsset); }; // Show/hide wheat and handle regrow animation self.setHarvested = function (harvested) { self.harvested = harvested; if (harvested) { // Hide wheat, show sprout if (self.wheatAsset) { // Animate wheat harvesting with tween tween(self.wheatAsset, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); } // Show and animate sprout growing from nothing sproutAsset.alpha = 1; sproutAsset.scaleX = 0.1; sproutAsset.scaleY = 0.1; // Animate sprout appearing tween(sproutAsset, { scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut }); self.regrowCounter = self.regrowTime; self.regrowing = true; } else { // Show wheat/veg, hide sprout with animation if (self.wheatAsset) { tween(self.wheatAsset, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); } // Fade out sprout tween(sproutAsset, { alpha: 0 }, { duration: 300, easing: tween.easeIn }); self.regrowing = false; } }; // Regrow logic and removal after 5 seconds self.update = function () { if (self.harvested && self.regrowing) { if (self.regrowCounter > 0) { // Animate sprout growing to wheat/veg size var t = 1 - self.regrowCounter / self.regrowTime; sproutAsset.scaleX = 0.5 + 0.5 * t; sproutAsset.scaleY = 0.5 + 0.5 * t; self.regrowCounter--; } if (self.regrowCounter <= 0) { // Sprout is now full size, switch back to wheat/veg and allow harvest again sproutAsset.scaleX = 1; sproutAsset.scaleY = 1; self.setHarvested(false); } } }; // For hit detection self.isHarvestable = function () { return !self.harvested; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x4caf50 // Grass green }); /**** * Game Code ****/ // --- Game constants --- // Field fence (rectangle) // Wheat (ellipse) // Farmer (box) // House (box) // Sickle (ellipse, yellow) // Lock icon (ellipse, gray) // Area 2 // Area 3 // Area 4 var FIELD_W = 900; var FIELD_H = 900; var FIELD_GAP = 120; // Increased gap to move fences further from center var FIELD_COUNT = 4; var WHEAT_PER_FIELD = 10; // Area unlock prices and reward multipliers var FIELD_LOCK_COSTS = [0, 20000, 40000, 60000]; // Area 1 open, others locked var FIELD_REWARD_MULT = [1, 2, 3, 4]; // Area 1=1x, 2=2x, 3=3x, 4=4x // --- Area constants --- // Define the distance from center for all areas (equal distance) var AREA_DISTANCE = 600; // Create an array to hold the areas var areas = []; var animals = []; // --- Game state --- var fields = []; var farmer = null; var money = 0; var moneyTxt = null; var sickle = null; var dragging = false; var dragOffsetX = 0; var dragOffsetY = 0; var unlockFieldIndex = -1; // --- Layout calculation --- // Fields: 2x2 grid, with house in center // [0][1] // [2][3] var fieldPositions = [{ x: 0, y: 0 }, // top-left { x: FIELD_W + FIELD_GAP, y: 0 }, // top-right { x: 0, y: FIELD_H + FIELD_GAP }, // bottom-left { x: FIELD_W + FIELD_GAP, y: FIELD_H + FIELD_GAP } // bottom-right ]; // Center everything in game area var totalW = FIELD_W * 2 + FIELD_GAP; var totalH = FIELD_H * 2 + FIELD_GAP; var offsetX = Math.floor((2048 - totalW) / 2); var offsetY = Math.floor((2732 - totalH) / 2); // --- Create fields --- for (var i = 0; i < FIELD_COUNT; ++i) { var f = new Field(); f.index = i; f.locked = FIELD_LOCK_COSTS[i] > 0; f.lockCost = FIELD_LOCK_COSTS[i]; var pos = fieldPositions[i]; var fx = offsetX + pos.x; var fy = offsetY + pos.y; // Skip drawing fences f.placeWheats(fx, fy, FIELD_W, FIELD_H, WHEAT_PER_FIELD); if (f.locked) { // Center of field f.showLock(fx + FIELD_W / 2, fy + FIELD_H / 2); } game.addChild(f); fields.push(f); } // Center reference point for positions var centerX = offsetX + FIELD_W; var centerY = offsetY + FIELD_H - 250; // --- Create farmer --- farmer = new Farmer(); farmer.x = centerX; farmer.y = centerY - 120; // Start at center area game.addChild(farmer); // --- Create sickle (attached to farmer's hand) --- sickle = LK.getAsset('sickle', { anchorX: 0.2, // hand position, left side of ellipse anchorY: 0.7, // slightly below center x: 0, y: 30 }); sickle.alpha = 1; farmer.addChild(sickle); // --- Money display --- moneyTxt = new Text2('$0', { size: 100, fill: "#fff" }); moneyTxt.anchor.set(0.5, 0); LK.gui.top.addChild(moneyTxt); // --- Helper: update money display --- function updateMoneyDisplay() { moneyTxt.setText('$' + money); } // --- Helper: unlock field if enough money --- function tryUnlockField(fieldIdx) { var f = fields[fieldIdx]; if (!f.locked) return; if (money >= f.lockCost) { money -= f.lockCost; updateMoneyDisplay(); f.locked = false; f.hideLock(); // Flash field green for (var i = 0; i < f.fenceNodes.length; ++i) { LK.effects.flashObject(f.fenceNodes[i], 0x00ff00, 600); } } else { // Not enough money, flash red LK.effects.flashScreen(0xff0000, 400); } } // --- Touch/mouse handling --- var lastDownX = 0, lastDownY = 0; var harvestMode = false; var harvestWheat = null; // Helper: find harvestable vegetable under (x, y) in unlocked fields function findHarvestableWheat(x, y) { for (var i = 0; i < fields.length; ++i) { var f = fields[i]; if (f.locked) continue; for (var j = 0; j < f.wheats.length; ++j) { var w = f.wheats[j]; if (w.isHarvestable()) { // Use bounding box for hit var wx = w.x, wy = w.y; var ww = 60, wh = 80; if (x >= wx - ww / 2 && x <= wx + ww / 2 && y >= wy - wh && y <= wy) { return w; } } } } return null; } // Helper: find locked field under (x, y) function findLockedField(x, y) { for (var i = 0; i < fields.length; ++i) { var f = fields[i]; if (!f.locked) continue; // Use field area var pos = fieldPositions[i]; var fx = offsetX + pos.x; var fy = offsetY + pos.y; if (x >= fx && x <= fx + FIELD_W && y >= fy && y <= fy + FIELD_H) { return i; } } return -1; } // --- Game event handlers --- // Move farmer or harvest wheat game.down = function (x, y, obj) { lastDownX = x; lastDownY = y; // Check if tapping on locked field unlock button var lockedIdx = findLockedField(x, y); if (lockedIdx >= 0) { var f = fields[lockedIdx]; // If tap is near lock icon or unlock text var centerX = offsetX + fieldPositions[lockedIdx].x + FIELD_W / 2; var centerY = offsetY + fieldPositions[lockedIdx].y + FIELD_H / 2; var dist = Math.sqrt((x - centerX) * (x - centerX) + (y - centerY) * (y - centerY)); if (dist < 120) { tryUnlockField(lockedIdx); return; } } // Check for wheat var w = findHarvestableWheat(x, y); if (w) { harvestMode = true; harvestWheat = w; // Change player to face forward during harvest // Switch to player_down for harvesting if (farmer.currentAsset) { farmer.currentAsset.alpha = 0; } var playerDown = LK.getAsset('player_down', { anchorX: 0.5, anchorY: 0.5 }); playerDown.alpha = 1; farmer.addChild(playerDown); farmer.currentAsset = playerDown; // Animate sickle (in farmer's hand) tween(sickle, { rotation: Math.PI * 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { sickle.rotation = 0; // Show harvest animation effect var harvestEffect = LK.getAsset('sprout', { anchorX: 0.5, anchorY: 0.5, x: w.x, y: w.y - 50, alpha: 0.8, scaleX: 2, scaleY: 2 }); game.addChild(harvestEffect); // Animate the harvest effect tween(harvestEffect, { alpha: 0, y: harvestEffect.y - 100 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { harvestEffect.destroy(); } }); } }); // Harvest w.setHarvested(true); var reward = 100 * (FIELD_REWARD_MULT[w.fieldIndex] || 1); money += reward; updateMoneyDisplay(); // Flash wheat LK.effects.flashObject(w, 0xffff00, 300); // No setHarvested(false) here; regrow/removal handled in Wheat.update harvestMode = false; harvestWheat = null; return; } // Move farmer with animation farmer.moveTo(x, y); dragging = true; dragOffsetX = x - farmer.x; dragOffsetY = y - farmer.y; }; // Drag farmer game.move = function (x, y, obj) { if (dragging) { farmer.moveTo(x - dragOffsetX, y - dragOffsetY); } if (harvestMode && harvestWheat) { sickle.x = x; sickle.y = y; } }; // End drag/harvest game.up = function (x, y, obj) { dragging = false; harvestMode = false; harvestWheat = null; }; // --- Main update loop --- game.update = function () { // Update farmer farmer.update(); // Update wheat regrow for (var i = 0; i < fields.length; ++i) { var f = fields[i]; for (var j = 0; j < f.wheats.length; ++j) { f.wheats[j].update(); } } }; // --- Create areas and place animals --- // Calculate center of game screen var gameWidth = 2048; var gameHeight = 2732; var gameCenterX = gameWidth / 2; var gameCenterY = gameHeight / 2; // Create the four areas at equal distances from center // Area_Left var areaLeft = new Container(); areaLeft.x = gameCenterX - AREA_DISTANCE; areaLeft.y = gameCenterY; areaLeft.name = "Area_Left"; game.addChild(areaLeft); areas.push(areaLeft); // Area_Right var areaRight = new Container(); areaRight.x = gameCenterX + AREA_DISTANCE; areaRight.y = gameCenterY; areaRight.name = "Area_Right"; game.addChild(areaRight); areas.push(areaRight); // Area_Top var areaTop = new Container(); areaTop.x = gameCenterX; areaTop.y = gameCenterY - AREA_DISTANCE; areaTop.name = "Area_Top"; game.addChild(areaTop); areas.push(areaTop); // Area_Bottom var areaBottom = new Container(); areaBottom.x = gameCenterX; areaBottom.y = gameCenterY + AREA_DISTANCE; areaBottom.name = "Area_Bottom"; game.addChild(areaBottom); areas.push(areaBottom); // Place animals in the areas // Animal_Right at right edge of screen, centered vertically var animalRight = new Animal(); animalRight.setAnimalImage('animal_right'); animalRight.name = "Animal_Right"; animalRight.x = gameWidth; // Position at right edge animalRight.y = gameCenterY; // Center vertically game.addChild(animalRight); // Add directly to game instead of areaRight animals.push(animalRight); // Area_Bottom has no animal // --- Create shop button --- var shopButton = new ShopButton(); shopButton.x = 2048 - 150; // Position on right side of screen with spacing from edge shopButton.y = gameCenterY; // Position at vertical center game.addChild(shopButton); // --- Initial money display --- updateMoneyDisplay(); // --- Place trees at corners --- // Tree size var treeWidth = 400; var treeHeight = 532; // Top left corner tree var topLeftTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: offsetX / 2, y: offsetY / 2 }); game.addChild(topLeftTree); // Top right corner tree var topRightTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: 2048 - offsetX / 2, y: offsetY / 2 }); game.addChild(topRightTree); // Bottom left corner tree var bottomLeftTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: offsetX / 2, y: 2732 - offsetY / 2 }); game.addChild(bottomLeftTree); // Bottom right corner tree var bottomRightTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: 2048 - offsetX / 2, y: 2732 - offsetY / 2 }); game.addChild(bottomRightTree); // --- Place trees at middle sides aligned with corner trees --- // Tree to the left of center var leftCenterTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: offsetX / 2, y: topRightTree.y }); game.addChild(leftCenterTree); // Tree to the right of center var rightCenterTree = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: 2048 - offsetX / 2, y: topRightTree.y }); game.addChild(rightCenterTree);
===================================================================
--- original.js
+++ change.js
@@ -451,26 +451,9 @@
height: 100,
tint: 0x3e8a2e
});
self.addChildAt(btnBg, 0);
- // Define sickle types
- var sickleTypes = [{
- name: "Basic Sickle",
- price: 0
- }, {
- name: "Stone Sickle",
- price: 1000
- }, {
- name: "Iron Sickle",
- price: 5000
- }, {
- name: "Gold Sickle",
- price: 20000
- }, {
- name: "Diamond Sickle",
- price: 50000
- }];
- // Create shop panel (will be added to game directly to center it properly)
+ // Panel elements
self.panel = new Container();
self.panel.visible = false;
self.panel.x = 1024; // Center horizontally on screen
self.panel.y = 1366; // Center vertically on screen
@@ -491,9 +474,9 @@
});
title.anchor.set(0.5, 0);
title.y = -300;
self.panel.addChild(title);
- // Close button (X)
+ // Close button
var closeBtn = new Text2('X', {
size: 60,
fill: 0xFFFFFF
});
@@ -511,8 +494,25 @@
x: 450,
y: -300
});
self.panel.addChildAt(closeBtnBg, self.panel.children.indexOf(closeBtn));
+ // Sickle items
+ var sickleTypes = [{
+ name: "Basic Sickle",
+ price: 0
+ }, {
+ name: "Stone Sickle",
+ price: 1000
+ }, {
+ name: "Iron Sickle",
+ price: 5000
+ }, {
+ name: "Gold Sickle",
+ price: 20000
+ }, {
+ name: "Diamond Sickle",
+ price: 50000
+ }];
// Create sickle items
for (var i = 0; i < sickleTypes.length; i++) {
var item = sickleTypes[i];
var y = -200 + i * 100;
@@ -561,39 +561,40 @@
// Toggle panel visibility
self.togglePanel = function () {
self.panel.visible = !self.panel.visible;
};
- // Shop button click handler
+ // Event handlers
self.down = function (x, y, obj) {
- // First check if we're clicking on the shop button itself
var localPos = self.toLocal({
x: x,
y: y
});
- // Toggle panel when shop button is clicked
- if (Math.abs(localPos.x) < 100 && Math.abs(localPos.y) < 50) {
- self.togglePanel();
+ // Check if clicking the shop button
+ if (!self.panel.visible) {
+ // If panel is not visible, show it
+ self.panel.visible = true;
return;
}
- // Check if clicking close button (requires converting to panel coordinates)
- var panelPos = self.panel.toLocal({
- x: x,
- y: y
+ // Check if clicking close button (X)
+ var closePos = self.panel.toLocal({
+ x: localPos.x,
+ y: localPos.y
});
- if (Math.abs(panelPos.x - 450) < 30 && Math.abs(panelPos.y - -300) < 30) {
- // Close button clicked - hide panel
+ // The close button is at (450, -300) with a 30px radius
+ if (Math.abs(closePos.x - 450) < 30 && Math.abs(closePos.y - -300) < 30) {
self.panel.visible = false;
return;
}
- // Check if clicking on buy buttons (only if panel is visible)
- if (self.panel.visible) {
- for (var i = 0; i < sickleTypes.length; i++) {
- var y = -200 + i * 100;
- if (Math.abs(panelPos.x - 250) < 75 && Math.abs(panelPos.y - y) < 30) {
- // Clicked a buy button
+ // Check if clicking on buy buttons
+ for (var i = 0; i < sickleTypes.length; i++) {
+ var yBtn = -200 + i * 100;
+ // Buy button is at (250, yBtn) with a 75x30 area
+ if (Math.abs(closePos.x - 250) < 75 && Math.abs(closePos.y - yBtn) < 30) {
+ // Only allow buying if not already owned
+ if (sickleTypes[i].price !== 0) {
self.onBuy(i, sickleTypes[i].price);
- return;
}
+ return;
}
}
};
// Buy sickle handler
@@ -605,14 +606,24 @@
// Subtract money
money -= price;
updateMoneyDisplay();
// Update button to "Owned"
- var buyBtnIndex = 9 + index * 3; // Calculate index in panel children
- var buyBtn = self.panel.children[buyBtnIndex];
- buyBtn.setText("Owned");
- // Update button background
- var buyBtnBg = self.panel.children[buyBtnIndex - 1];
- buyBtnBg.tint = 0x888888;
+ var btnCount = 0;
+ for (var c = 0; c < self.panel.children.length; c++) {
+ var child = self.panel.children[c];
+ if (child && child.setText && child.text && child.text.indexOf("Buy") === 0 || child.text === "Owned") {
+ if (btnCount === index) {
+ child.setText("Owned");
+ // Update button background
+ // The background is always just before the button in children
+ if (c > 0 && self.panel.children[c - 1] && self.panel.children[c - 1].tint !== undefined) {
+ self.panel.children[c - 1].tint = 0x888888;
+ }
+ break;
+ }
+ btnCount++;
+ }
+ }
// Set price to 0 (owned)
sickleTypes[index].price = 0;
// Flash screen green for successful purchase
LK.effects.flashScreen(0x00ff00, 300);
@@ -842,18 +853,18 @@
/****
* Game Code
****/
-// Area 4
-// Area 3
-// Area 2
-// Lock icon (ellipse, gray)
-// Sickle (ellipse, yellow)
-// House (box)
-// Farmer (box)
-// Wheat (ellipse)
-// Field fence (rectangle)
// --- Game constants ---
+// Field fence (rectangle)
+// Wheat (ellipse)
+// Farmer (box)
+// House (box)
+// Sickle (ellipse, yellow)
+// Lock icon (ellipse, gray)
+// Area 2
+// Area 3
+// Area 4
var FIELD_W = 900;
var FIELD_H = 900;
var FIELD_GAP = 120; // Increased gap to move fences further from center
var FIELD_COUNT = 4;