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Poinst per tap 1
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Poinst per tap 999
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Score 999k
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'AutoClickerButton is not defined' in or related to this line: 'var autoClickerButton = new AutoClickerButton();' Line Number: 253
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Auto clicker class delete
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Poinst per tap 1
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Poinst per tap 99
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points per tap 20
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Auto clicker delete class
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Auto clicker class add
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Auto clciker class delete
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Upgraded points altına auto clicker ekle
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Auto clicker class add 25000 paraya satın alınsın ve bu auto clicker upgraded points ekle 0.5 saniye hızla tıklasın otomatik kendisi tıklasın
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Auto clicker class delete
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add auto click class to the game click faster with each purchase make it 6 upgraded in total the last one is 0.4 seconds 1. upraded make it 2000 clicks 0.9 fast 2. upraded make it 5000 clicks 0.8 clicks 10000 Score clicks in 0.7 seconds buy for money 20000 clicks 0.6 seconds next one upraded make it 0.5 clicks price is 80000 finally upgraded ask for money 125000 clicks 0.4 seconds this auto clicker class point should be under upgraded
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auto click class delete
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Upraded altına auto clicker class ekle
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add auto clicker class, wrap it for 1000 money, buy it, let it click automatically every 1 second, then get auto clicker upgraded, let it ask for 2000 money, let it click fast in 0.9 seconds, let it click automatically, 3rd upgraded, let it ask for 5000 Score, let it do it at 0.8 speed, let it ask for 10000, let it click fast in 0.7, let it ask for 20000, let it do it in 0.6 seconds, let it ask for 40000, let it do it in 0.5 seconds, let it ask for 125000 and let it do it fast in 0.4 seconds, let this auto clicker class live under the upgraded point
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reset game ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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restore the game
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Poins per tap 20
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Upgraded kaldir
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Make the Upgraded price 50
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Auto clicker 5. Upgraded 50000 para aldın zaman artık her 0.5 saniyede tıklasın 6. Upraded sonunda upgraded fiyatı 125000 0.4 saniyede tıklasın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { score: 0, tapValue: 1, upgradeLevel: 1, upgradeCost: 10, hasAutoClicker: false, autoClickerLevel: 1 }); /**** * Classes ****/ var AutoClickerButton = Container.expand(function () { var self = Container.call(this); var buttonGraphic = self.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, tint: 0xff9500 }); self.text = new Text2('Auto Clicker: 25000', { size: 60, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.active = false; self.timer = null; self.clickInterval = 1000; // Default interval (1 second) self.level = 1; // Auto clicker level self.updateText = function (cost) { if (self.active) { if (self.level === 1) { self.text.setText('Auto Clicker: Active'); } else { self.text.setText('Auto Clicker Lvl ' + self.level + ': ' + (self.level < 6 ? getAutoClickerUpgradeCost() : 'MAX')); } } else { self.text.setText('Auto Clicker: ' + (cost || 1000)); } }; self.down = function () { tween(buttonGraphic, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut }); }; self.up = function () { tween(buttonGraphic, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); if (self.active) { attemptUpgradeAutoClicker(); } else { attemptBuyAutoClicker(); } }; self.disable = function () { buttonGraphic.alpha = 0.5; }; self.enable = function () { buttonGraphic.alpha = 1; }; self.restartTimer = function () { // Clear existing timer if it exists if (self.timer) { LK.clearInterval(self.timer); self.timer = null; } // Don't start timer if tap value is 0 if (tapValue === 0) { return; } // Start auto clicking with new interval self.timer = LK.setInterval(function () { // Simulate a tap at a random position var randomX = Math.random() * 2048; var randomY = Math.random() * 2732; // Add points score += tapValue; storage.score = score; updateScoreDisplay(); // Create effects var shockWave = new ShockWave(); game.addChild(shockWave); shockWave.animate(randomX, randomY); createTapEffect(randomX, randomY); LK.getSound('tap').play(); }, self.clickInterval); }; self.activate = function () { self.active = true; buttonGraphic.tint = 0x00c853; self.updateText(); // Start auto clicking if (!self.timer) { self.restartTimer(); } }; self.upgrade = function () { self.level++; // Update click interval based on level switch (self.level) { case 2: self.clickInterval = 900; // 0.9 seconds break; case 3: self.clickInterval = 800; // 0.8 seconds break; case 4: self.clickInterval = 700; // 0.7 seconds break; case 5: self.clickInterval = 500; // 0.5 seconds break; case 6: self.clickInterval = 400; // 0.4 seconds break; } // Update button text self.updateText(); // Restart timer with new interval self.restartTimer(); }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphic = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); // Pulse animation when active self.pulse = function () { // Stop any existing animation tween.stop(coinGraphic, { scaleX: true, scaleY: true }); // Scale up tween(coinGraphic, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { // Scale back down tween(coinGraphic, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.elasticOut }); } }); }; return self; }); var ShockWave = Container.expand(function () { var self = Container.call(this); // Create the shock wave circle var waveGraphic = self.attachAsset('tapEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); // Animation method for the shock wave self.animate = function (x, y) { // Set position self.x = x; self.y = y; // Start with small scale and high opacity waveGraphic.scaleX = 0.1; waveGraphic.scaleY = 0.1; waveGraphic.alpha = 0.8; // First expand the wave quickly tween(waveGraphic, { scaleX: 3, scaleY: 3, alpha: 0.6 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Then continue expanding and fade out tween(waveGraphic, { scaleX: 8, scaleY: 8, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Remove when done if (self.parent) { self.parent.removeChild(self); } } }); } }); }; return self; }); var TapEffect = Container.expand(function () { var self = Container.call(this); var effectGraphic = self.attachAsset('tapEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); self.animate = function (x, y, pointsEarned) { self.x = x; self.y = y; self.alpha = 1; effectGraphic.scaleX = 0.5; effectGraphic.scaleY = 0.5; // Create points text var pointsText = new Text2("+" + pointsEarned, { size: 60, fill: 0xFFFFFF }); pointsText.anchor.set(0.5, 0.5); self.addChild(pointsText); // Animate effect tween(effectGraphic, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 500, easing: tween.easeOut }); // Animate text floating up tween(pointsText, { y: -100, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.removeChild(pointsText); pointsText = null; } }); }; return self; }); var UpgradeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphic = self.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2('Upgrade: 10 points', { size: 60, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.updateText = function (cost) { self.text.setText('Upgrade: ' + cost + ' points'); }; self.down = function () { tween(buttonGraphic, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut }); }; self.up = function () { tween(buttonGraphic, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); attemptUpgrade(); }; self.disable = function () { buttonGraphic.alpha = 0.5; }; self.enable = function () { buttonGraphic.alpha = 1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Reset game variables to initial state var score = 0; var tapValue = 99; var upgradeLevel = 1; var upgradeCost = 10; var autoClickerLevel = 1; var autoClickerCost = 25000; var hasAutoClicker = false; // Save reset values to storage storage.score = 0; storage.tapValue = 99; storage.upgradeLevel = 1; storage.upgradeCost = 10; storage.autoClickerLevel = 1; storage.hasAutoClicker = false; var effects = []; // Function to get auto clicker upgrade cost based on level function getAutoClickerUpgradeCost() { switch (autoClickerLevel) { case 1: return 25000; // First upgrade costs 25000 case 2: return 2000; // Second upgrade costs 2000 case 3: return 5000; // Third upgrade costs 5000 case 4: return 10000; // Fourth upgrade costs 10000 case 5: return 80000; // Fifth upgrade costs 80000 case 6: return 125000; // Sixth upgrade costs 125000 default: return Infinity; // No more upgrades } } // Create upgrade button in top left (but not too close to the corner) var upgradeButton = new UpgradeButton(); upgradeButton.x = 400; upgradeButton.y = 150; upgradeButton.updateText(upgradeCost); game.addChild(upgradeButton); // Create auto clicker button below the upgrade button var autoClickerButton = new AutoClickerButton(); autoClickerButton.x = 400; autoClickerButton.y = 320; autoClickerButton.updateText(25000); autoClickerButton.visible = score >= autoClickerCost || hasAutoClicker; // Only show if can afford or already purchased game.addChild(autoClickerButton); // Auto clicker button position is maintained at y=320 // Don't activate auto clicker by default as game is reset if (hasAutoClicker) { // Set the correct level and interval for purchased auto clicker autoClickerButton.level = autoClickerLevel; // Set default interval autoClickerButton.clickInterval = 1000; // 1 second (default speed) // Update click interval based on level switch (autoClickerLevel) { case 2: autoClickerButton.clickInterval = 900; // 0.9 seconds break; case 3: autoClickerButton.clickInterval = 800; // 0.8 seconds break; case 4: autoClickerButton.clickInterval = 700; // 0.7 seconds break; case 5: autoClickerButton.clickInterval = 500; // 0.5 seconds break; case 6: autoClickerButton.clickInterval = 400; // 0.4 seconds break; } autoClickerButton.activate(); } // Function to check if auto clicker should be visible function updateAutoClickerVisibility() { if (score >= getAutoClickerUpgradeCost() || hasAutoClicker) { autoClickerButton.visible = true; } else { autoClickerButton.visible = false; } } // Create score display var scoreText = new Text2('Points: 0', { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create tap value display var tapValueText = new Text2('Points per tap: ' + tapValue, { size: 60, fill: 0xFFFFFF }); tapValueText.anchor.set(0.5, 0); tapValueText.y = 120; LK.gui.top.addChild(tapValueText); // Format large numbers with K, M, B, T suffixes function formatScore(num) { if (num >= 1000000000000) { // Trillion var t = num / 1000000000000; return (Math.floor(t * 10) / 10).toFixed(1).replace(/\.0$/, '') + 'T'; } else if (num >= 1000000000) { // Billion var b = num / 1000000000; return (Math.floor(b * 10) / 10).toFixed(1).replace(/\.0$/, '') + 'B'; } else if (num >= 1000000) { // Million var m = num / 1000000; return (Math.floor(m * 10) / 10).toFixed(1).replace(/\.0$/, '') + 'M'; } else if (num >= 1000) { // Thousand var k = num / 1000; return (Math.floor(k * 10) / 10).toFixed(1).replace(/\.0$/, '') + 'K'; } else { return num.toString(); } } // Update score display function updateScoreDisplay() { scoreText.setText('Points: ' + formatScore(score)); tapValueText.setText('Points per tap: ' + tapValue); // Check if player can afford upgrade if (score >= upgradeCost) { upgradeButton.enable(); } else { upgradeButton.disable(); } // Check if auto clicker should be visible updateAutoClickerVisibility(); // Restart auto clicker if tap value changed from 0 if (tapValue > 0 && autoClickerButton.active && !autoClickerButton.timer) { autoClickerButton.restartTimer(); } // Disable auto clicker functionality if tap value is 0 if (tapValue === 0 && autoClickerButton.active) { if (autoClickerButton.timer) { LK.clearInterval(autoClickerButton.timer); autoClickerButton.timer = null; } } // Enable/disable auto clicker button based on score if (!hasAutoClicker) { if (score >= autoClickerCost) { autoClickerButton.enable(); } else { autoClickerButton.disable(); } } else if (autoClickerLevel < 6) { // If has auto clicker but not max level, check if can afford upgrade var nextUpgradeCost = getAutoClickerUpgradeCost(); if (score >= nextUpgradeCost) { autoClickerButton.enable(); } else { autoClickerButton.disable(); } } } // Attempt to purchase an upgrade function attemptUpgrade() { if (score >= upgradeCost) { // Deduct points score -= upgradeCost; // Increase tap value upgradeLevel++; tapValue = upgradeLevel; // Calculate new upgrade cost (increase by 50%) upgradeCost = Math.floor(upgradeCost * 1.5); // Update button text upgradeButton.updateText(upgradeCost); // Save progress storage.score = score; storage.tapValue = tapValue; storage.upgradeLevel = upgradeLevel; storage.upgradeCost = upgradeCost; // Update display updateScoreDisplay(); // Play upgrade sound LK.getSound('upgrade').play(); } } // Attempt to purchase auto clicker function attemptBuyAutoClicker() { if (!hasAutoClicker && score >= autoClickerCost) { // Deduct points score -= autoClickerCost; // Activate auto clicker hasAutoClicker = true; storage.hasAutoClicker = true; storage.autoClickerLevel = 1; storage.score = score; // Update display updateScoreDisplay(); // Activate auto clicker functionality autoClickerButton.activate(); // Play upgrade sound LK.getSound('upgrade').play(); } } // Removed resetAutoClicker function // Attempt to upgrade auto clicker function attemptUpgradeAutoClicker() { // Don't proceed if already at max level if (autoClickerLevel >= 6) return; // Get the cost for the current level upgrade var upgradeCost = getAutoClickerUpgradeCost(); // Check if player can afford the upgrade if (score >= upgradeCost) { // Deduct points score -= upgradeCost; // Upgrade auto clicker autoClickerLevel++; // Save progress storage.score = score; storage.autoClickerLevel = autoClickerLevel; // Update auto clicker button autoClickerButton.upgrade(); // Update display updateScoreDisplay(); // Play upgrade sound LK.getSound('upgrade').play(); } } // Create tap effect function createTapEffect(x, y) { var effect = new TapEffect(); game.addChild(effect); effect.animate(x, y, tapValue); // Remove effect after animation LK.setTimeout(function () { if (effect.parent) { game.removeChild(effect); } }, 1000); } // Handle tapping on the game game.down = function (x, y) { // Check if tap value is greater than 0 if (tapValue > 0) { // Add points score += tapValue; // Save progress storage.score = score; // Create visual effect for points createTapEffect(x, y); } // Update display updateScoreDisplay(); // Create shock wave effect var shockWave = new ShockWave(); game.addChild(shockWave); shockWave.animate(x, y); // Play tap sound LK.getSound('tap').play(); }; // Load values from storage if (storage.score !== undefined) { score = storage.score; } if (storage.tapValue !== undefined) { tapValue = storage.tapValue; } if (storage.upgradeLevel !== undefined) { upgradeLevel = storage.upgradeLevel; } if (storage.upgradeCost !== undefined) { upgradeCost = storage.upgradeCost; } if (storage.hasAutoClicker !== undefined) { hasAutoClicker = storage.hasAutoClicker; } if (storage.autoClickerLevel !== undefined) { autoClickerLevel = storage.autoClickerLevel; } // Initial setup updateScoreDisplay(); // Play background music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.3, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -312,17 +312,17 @@
* Game Code
****/
// Reset game variables to initial state
var score = 0;
-var tapValue = 20;
+var tapValue = 99;
var upgradeLevel = 1;
var upgradeCost = 10;
var autoClickerLevel = 1;
var autoClickerCost = 25000;
var hasAutoClicker = false;
// Save reset values to storage
storage.score = 0;
-storage.tapValue = 20;
+storage.tapValue = 99;
storage.upgradeLevel = 1;
storage.upgradeCost = 10;
storage.autoClickerLevel = 1;
storage.hasAutoClicker = false;