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Auto clicker upgraded 10 200k para 0.09 saniyede tıklasın 11 upgraded 250k 0.08 saniyede tıklasın 12 500k para 0.07 saniyede tıklasın 13 1M 0.06 Tıklasın 14 upgraded 2.5M 0.05 15 upgraded 5M 0.05 saniyede tıklasın 16 upgraded 10M 0.04 17 upgraded 0.03 saniyede tıklasın fiyat 20M 18 upgraded 0.02 saniyede tıklasin 19 upgraded 0.01 saniyede tıklasın fiyat 50 milyon olsun
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Auto clicker upgraded case 8 40000 puan istiyorum 0.2 saniyede tıklasın sonun upgraded 100000 0.1 saniyede tıklasın
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Poinst 400K
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Auto clicker add 7 level 20000 score 0.3 saniyede tıkla level 8 40000 aldın zaman 0.2 125k para 0.1 hızla tıklasın
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Poins per tap 1
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POİNST 91M
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Poins per tap 1
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Poinst 999M
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Auto clicker cost 1000
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auto clicker appears normally when you reach that amount of money, it appears before you reach that amount of money.
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Poinst per tap 1
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Poinst per tap 999
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Score 999k
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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
/****
* 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
});
self.text = new Text2('Auto Click: 1000', {
size: 60,
fill: 0xFFFFFF
});
self.text.anchor.set(0.5, 0.5);
self.addChild(self.text);
// Properties
self.active = false;
self.timer = null;
self.clickInterval = 1000; // Default 1 second
self.level = 1;
self.updateText = function (cost) {
if (self.level >= 6) {
self.text.setText('Auto Click: MAX');
} else {
self.text.setText('Auto Click: ' + cost);
}
};
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 (!hasAutoClicker) {
attemptBuyAutoClicker();
} else if (self.level < 6) {
attemptUpgradeAutoClicker();
}
};
self.activate = function () {
self.active = true;
self.restartTimer();
};
self.restartTimer = function () {
if (self.timer) {
LK.clearInterval(self.timer);
}
self.timer = LK.setInterval(function () {
if (tapValue > 0) {
// Auto click adds points based on tap value
score += tapValue;
storage.score = score;
updateScoreDisplay();
}
}, self.clickInterval);
};
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 cost display
if (self.level < 6) {
self.updateText(getAutoClickerUpgradeCost());
} else {
self.updateText("MAX");
}
// Restart timer with new interval
if (self.active) {
self.restartTimer();
}
};
self.disable = function () {
buttonGraphic.alpha = 0.5;
};
self.enable = function () {
buttonGraphic.alpha = 1;
};
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 = 91000000; // 91M points per tap
var upgradeLevel = 1;
var upgradeCost = 10;
var autoClickerLevel = 1;
var autoClickerCost = 1000;
var hasAutoClicker = false;
// Save reset values to storage
storage.score = 0;
storage.tapValue = 91000000; // 91M points per tap
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 1000;
// First upgrade costs 1000
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(1000);
autoClickerButton.visible = false; // Hide by default, visibility will be controlled by updateAutoClickerVisibility()
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 >= autoClickerCost || 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();
updateAutoClickerVisibility();
// Play background music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -295,17 +295,17 @@
* Game Code
****/
// Reset game variables to initial state
var score = 0;
-var tapValue = 1; // 1 point per tap
+var tapValue = 91000000; // 91M points per tap
var upgradeLevel = 1;
var upgradeCost = 10;
var autoClickerLevel = 1;
var autoClickerCost = 1000;
var hasAutoClicker = false;
// Save reset values to storage
storage.score = 0;
-storage.tapValue = 1; // 1 point per tap
+storage.tapValue = 91000000; // 91M points per tap
storage.upgradeLevel = 1;
storage.upgradeCost = 10;
storage.autoClickerLevel = 1;
storage.hasAutoClicker = false;