User prompt
Auto clicker 5. Upgraded 50000 para aldın zaman artık her 0.5 saniyede tıklasın 6. Upraded sonunda upgraded fiyatı 125000 0.4 saniyede tıklasın
User prompt
Auto clicker satın aldın zaman auto clicker yanında hemen auto clicker upgraded yazsın 1000 para istesin aldın zaman artık 1 saniye yenirene 0.9 saniyede hızla tıklasın 2. Upgred 2000 para aldın zaman tıklama suresi 0.8 olsun 3. Upgraded fiyat 5000 0.7 saniyede tıklasın 10000 puana artık 0.6 saniyede tıklasın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
1K ulaşınca yani 1bine UpgRaded Altındaki auto clicker alalım her 1 saniyede bir kendisi otomatik tıklayınca satın aldık zaman
User prompt
1K 1M 1B 1T ulas tı zaman mesela 1100 oldu zaman Score 1.1K olsun böyle nokta koya bilsin milyonda milyarda trlionda bunlarda nokta koysun
User prompt
1000 ulaşınca Score 1K yazsın 1 Milyona ulaştı zaman 1M yazsın 1 milyara ulaştı zaman 1B yasasın 1 Triliona Ulaştı Zaman 1T yassın
User prompt
Ortadan Topu kaldır upgraded sol üste taşı Arka plan siyah olsun ekrana her tıklayınca şok dalgasını oluşsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Tap Upgrade Master
Initial prompt
Click games ekrana her tıkladımız zaman usteki Score yazısı 1 rer 1rer artsın uste solda updraded olsun her satın altında bir onceki fiyatın 1.5 katını istesin noktadan sonrasını göstermesin satın altında 2 şer 2 şer gelsin bidaha satın aldın zaman 3 şer 3 şer gelsin her satın altında böyle gitsin satın alma fiyatı 50 Score
/****
* 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
});
/****
* 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: 1000', {
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);
}
};
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;
}
// 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
****/
// Game variables
var score = storage.score || 0;
var tapValue = storage.tapValue || 1;
var upgradeLevel = storage.upgradeLevel || 1;
var upgradeCost = storage.upgradeCost || 10;
var hasAutoClicker = storage.hasAutoClicker || false;
var autoClickerLevel = storage.autoClickerLevel || 1;
var autoClickerCost = 1000;
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 50000;
// Fifth upgrade costs 50000
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(autoClickerCost);
game.addChild(autoClickerButton);
// If player already has auto clicker, activate it
if (hasAutoClicker) {
// Set the correct level and interval
autoClickerButton.level = autoClickerLevel;
// Set the correct 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;
default:
autoClickerButton.clickInterval = 1000;
// 1 second (default)
}
autoClickerButton.activate();
}
// Function to check if auto clicker should be visible
function updateAutoClickerVisibility() {
if (score >= 1000 || 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: 1', {
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();
// 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();
}
}
// 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
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) {
// Add points
score += tapValue;
// Save progress
storage.score = score;
// Update display
updateScoreDisplay();
// Create shock wave effect
var shockWave = new ShockWave();
game.addChild(shockWave);
shockWave.animate(x, y);
// Create visual effect for points
createTapEffect(x, y);
// Play tap sound
LK.getSound('tap').play();
};
// Initial setup
updateScoreDisplay();
// Play background music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -34,9 +34,9 @@
if (self.active) {
if (self.level === 1) {
self.text.setText('Auto Clicker: Active');
} else {
- self.text.setText('Auto Clicker Lvl ' + self.level + ': ' + (self.level < 5 ? getAutoClickerUpgradeCost() : 'MAX'));
+ self.text.setText('Auto Clicker Lvl ' + self.level + ': ' + (self.level < 6 ? getAutoClickerUpgradeCost() : 'MAX'));
}
} else {
self.text.setText('Auto Clicker: ' + cost);
}
@@ -115,10 +115,13 @@
case 4:
self.clickInterval = 700; // 0.7 seconds
break;
case 5:
- self.clickInterval = 600; // 0.6 seconds
+ 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
@@ -326,8 +329,14 @@
// Third upgrade costs 5000
case 4:
return 10000;
// Fourth upgrade costs 10000
+ case 5:
+ return 50000;
+ // Fifth upgrade costs 50000
+ case 6:
+ return 125000;
+ // Sixth upgrade costs 125000
default:
return Infinity;
// No more upgrades
}
@@ -359,10 +368,13 @@
case 4:
autoClickerButton.clickInterval = 700; // 0.7 seconds
break;
case 5:
- autoClickerButton.clickInterval = 600; // 0.6 seconds
+ autoClickerButton.clickInterval = 500; // 0.5 seconds
break;
+ case 6:
+ autoClickerButton.clickInterval = 400; // 0.4 seconds
+ break;
default:
autoClickerButton.clickInterval = 1000;
// 1 second (default)
}
@@ -431,9 +443,9 @@
autoClickerButton.enable();
} else {
autoClickerButton.disable();
}
- } else if (autoClickerLevel < 5) {
+ } 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();
@@ -485,9 +497,9 @@
}
// Attempt to upgrade auto clicker
function attemptUpgradeAutoClicker() {
// Don't proceed if already at max level
- if (autoClickerLevel >= 5) return;
+ 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) {