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Rebşth attın bir oncekş pet tap 2x katlansın
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Rebştj attın per tap 2x
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Rebith altında eyer sonsuz oaran varsa tekrardan sonsuz oar aolsun ama yerli sonsuz para yoksa para sofırlansın
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Let the price of Rebith be 10K, every time you rebşth you get 10k. If it reaches 1 million, then you want 1 million, when it reaches 1 billion, if you want 1 billion, 1 billion, let it go like that. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Rebith inf
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Parami sonsuz yap
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Eyer 2Q 3Q 4 Q bu böyle gitsin
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Eyer 1000000000000000 ulaşırsa Score 1Q olsun
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Aut clicker upgraded 6 tıklama hızını 0.01 olsun
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Auto clicker bir onceki fiyatın 1.5 katını istesin
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Upgraded her sarın altında bir onceki fiyatın 1.1 katını istesin
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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
/**** * 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 >= 19) { 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 < 9) { 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; // 0.000000000000000000000001 seconds break; case 3: self.clickInterval = 800; // 0.000000000000000000000000000000008 seconds break; case 4: self.clickInterval = 700; // 0.0000000000000000000000000000000000000006 seconds break; case 5: self.clickInterval = 500; // 0.00000000000000000000000000000000000000000000000000000000000002 seconds break; case 6: self.clickInterval = 10; // 0.01 seconds break; case 7: self.clickInterval = 300; // 0.001 seconds break; case 8: self.clickInterval = 200; // 0.000000000ü000000000000000000001 seconds break; case 9: self.clickInterval = 100; // 0.00000000000000000000000001 seconds break; case 10: self.clickInterval = 90; // 0.0000000000000009 seconds break; case 11: self.clickInterval = 80; // 0.0000000000006 seconds break; case 12: self.clickInterval = 70; // 0.0000000007 seconds; break; case 13: self.clickInterval = 60; // 0.00000000006 seconds break; case 14: self.clickInterval = 50; // 0.000000000000000000000000000000000000000005 seconds break; case 15: self.clickInterval = 50; // 0.0000000000000000000004 seconds break; case 16: self.clickInterval = 40; // 0.04 seconds break; case 17: self.clickInterval = 30; // 0.03 seconds break; case 18: self.clickInterval = 20; // 0.02 seconds break; case 19: self.clickInterval = 10; // 0.01 seconds break; } // Update cost display if (self.level < 19) { 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 = Infinity; var tapValue = 10000; // 1 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 = Infinity; storage.tapValue = 10000; // 1 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() { if (autoClickerLevel === 1) { return 1000; // Base price for first level } else if (autoClickerLevel < 19) { // Get previous level cost and multiply by 1.5 var baseCost = 1000; // Level 1 cost for (var i = 1; i < autoClickerLevel; i++) { baseCost = Math.floor(baseCost * 1.5); } return baseCost; } else { 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 = 10; // 0.01 seconds break; case 7: autoClickerButton.clickInterval = 300; // 0.3 seconds break; case 8: autoClickerButton.clickInterval = 200; // 0.2 seconds break; case 9: autoClickerButton.clickInterval = 100; // 0.1 seconds break; case 10: autoClickerButton.clickInterval = 90; // 0.09 seconds break; case 11: autoClickerButton.clickInterval = 80; // 0.08 seconds break; case 12: autoClickerButton.clickInterval = 70; // 0.07 seconds break; case 13: autoClickerButton.clickInterval = 60; // 0.06 seconds break; case 14: autoClickerButton.clickInterval = 50; // 0.05 seconds break; case 15: autoClickerButton.clickInterval = 50; // 0.05 seconds break; case 16: autoClickerButton.clickInterval = 40; // 0.04 seconds break; case 17: autoClickerButton.clickInterval = 30; // 0.03 seconds break; case 18: autoClickerButton.clickInterval = 20; // 0.02 seconds break; case 19: autoClickerButton.clickInterval = 10; // 0.01 seconds break; } autoClickerButton.activate(); } // Function to check if auto clicker should be visible function updateAutoClickerVisibility() { if (score === Infinity || 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 === Infinity) { return "∞"; } else if (num >= 1000000000000000) { // Quadrillion var q = num / 1000000000000000; return (Math.floor(q * 10) / 10).toFixed(1).replace(/\.0$/, '') + 'Q'; } else if (num >= 1000000000000) { // Trillion var t = num / 1000000000000; return (Math.floor(t * 10) / 10).toFixed(1).replace(/\.0$/, '') + '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 === Infinity || 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 === Infinity || score >= autoClickerCost) { autoClickerButton.enable(); } else { autoClickerButton.disable(); } } else if (autoClickerLevel < 19) { // If has auto clicker but not max level, check if can afford upgrade var nextUpgradeCost = getAutoClickerUpgradeCost(); if (score === Infinity || score >= nextUpgradeCost) { autoClickerButton.enable(); } else { autoClickerButton.disable(); } } } // Attempt to purchase an upgrade function attemptUpgrade() { if (score === Infinity || score >= upgradeCost) { // Deduct points if not infinite if (score !== Infinity) { score -= upgradeCost; } // Increase tap value upgradeLevel++; tapValue = upgradeLevel; // Calculate new upgrade cost (increase by 10%) upgradeCost = Math.floor(upgradeCost * 1.1); // 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 === Infinity || score >= autoClickerCost)) { // Deduct points if not infinite if (score !== Infinity) { 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 >= 19) { return; } // Get the cost for the current level upgrade var upgradeCost = getAutoClickerUpgradeCost(); // Check if player can afford the upgrade if (score === Infinity || score >= upgradeCost) { // Deduct points if not infinite if (score !== Infinity) { 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
@@ -334,17 +334,17 @@
/****
* Game Code
****/
// Reset game variables to initial state
-var score = 0;
+var score = Infinity;
var tapValue = 10000; // 1 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 = 99999999999999999999;
+storage.score = Infinity;
storage.tapValue = 10000; // 1 points per tap
storage.upgradeLevel = 1;
storage.upgradeCost = 10;
storage.autoClickerLevel = 1;
@@ -445,9 +445,9 @@
autoClickerButton.activate();
}
// Function to check if auto clicker should be visible
function updateAutoClickerVisibility() {
- if (score >= autoClickerCost || hasAutoClicker) {
+ if (score === Infinity || score >= autoClickerCost || hasAutoClicker) {
autoClickerButton.visible = true;
} else {
autoClickerButton.visible = false;
}
@@ -468,9 +468,11 @@
tapValueText.y = 120;
LK.gui.top.addChild(tapValueText);
// Format large numbers with K, M, B, T suffixes
function formatScore(num) {
- if (num >= 1000000000000000) {
+ if (num === Infinity) {
+ return "∞";
+ } else if (num >= 1000000000000000) {
// Quadrillion
var q = num / 1000000000000000;
return (Math.floor(q * 10) / 10).toFixed(1).replace(/\.0$/, '') + 'Q';
} else if (num >= 1000000000000) {
@@ -497,9 +499,9 @@
function updateScoreDisplay() {
scoreText.setText('Points: ' + formatScore(score));
tapValueText.setText('Points per tap: ' + tapValue);
// Check if player can afford upgrade
- if (score >= upgradeCost) {
+ if (score === Infinity || score >= upgradeCost) {
upgradeButton.enable();
} else {
upgradeButton.disable();
}
@@ -517,28 +519,30 @@
}
}
// Enable/disable auto clicker button based on score
if (!hasAutoClicker) {
- if (score >= autoClickerCost) {
+ if (score === Infinity || score >= autoClickerCost) {
autoClickerButton.enable();
} else {
autoClickerButton.disable();
}
} else if (autoClickerLevel < 19) {
// If has auto clicker but not max level, check if can afford upgrade
var nextUpgradeCost = getAutoClickerUpgradeCost();
- if (score >= nextUpgradeCost) {
+ if (score === Infinity || score >= nextUpgradeCost) {
autoClickerButton.enable();
} else {
autoClickerButton.disable();
}
}
}
// Attempt to purchase an upgrade
function attemptUpgrade() {
- if (score >= upgradeCost) {
- // Deduct points
- score -= upgradeCost;
+ if (score === Infinity || score >= upgradeCost) {
+ // Deduct points if not infinite
+ if (score !== Infinity) {
+ score -= upgradeCost;
+ }
// Increase tap value
upgradeLevel++;
tapValue = upgradeLevel;
// Calculate new upgrade cost (increase by 10%)
@@ -557,11 +561,13 @@
}
}
// Attempt to purchase auto clicker
function attemptBuyAutoClicker() {
- if (!hasAutoClicker && score >= autoClickerCost) {
- // Deduct points
- score -= autoClickerCost;
+ if (!hasAutoClicker && (score === Infinity || score >= autoClickerCost)) {
+ // Deduct points if not infinite
+ if (score !== Infinity) {
+ score -= autoClickerCost;
+ }
// Activate auto clicker
hasAutoClicker = true;
storage.hasAutoClicker = true;
storage.autoClickerLevel = 1;
@@ -583,11 +589,13 @@
}
// 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;
+ if (score === Infinity || score >= upgradeCost) {
+ // Deduct points if not infinite
+ if (score !== Infinity) {
+ score -= upgradeCost;
+ }
// Upgrade auto clicker
autoClickerLevel++;
// Save progress
storage.score = score;