User prompt
copia los buyable sde shop page a upgrade page
User prompt
Increase money by the amount of money/second gained each second
User prompt
haz que money por segundos aumente la cantidad de ganancia de money
User prompt
reinicia el codigo de money/sec
User prompt
agrega una nueva variable de money por segundos
User prompt
arregla la velocidad de la monedas ya que no van a la velocidad pedida
User prompt
cambia money por notación cientifica despues del millon
User prompt
cambia el text meters por travel
User prompt
cambia money por notación cientifica
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
User prompt
arregla el bug que hace que los buyables aunque tenga enables true, al inicial el juego se muestre como que aún se puede comprar pero enrealidad no
User prompt
arregla el bug que hace que los buyables aunque tenga enables true, al inicial el juego se muestre como que aún se puede comprar pero enrealidad no
User prompt
arregla el bug que hace que los buyables aunque tenga enables true, al inicial el juego se muestre como que aún se puede comprar pero enrealidad no. soluciona el error para que se compre automaticamente si enable is ture
User prompt
haz que el requrimiento para poder comprar los buyables sea igual al precio mencionado en text
User prompt
haz que al reiniciar el progreso reiniice tambien los enables
User prompt
arregla el fallo que aunque los enables esten verdaderos los buyables aun permiten comprarse
User prompt
variables no se guardaron
User prompt
haz que coinEnable, silvercoinEnabe y gold coin Enable se guarden en los dtos globales ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
haz que coinEnables se guarden en datos globales y se carguen al iniciar la partida
User prompt
optimiza los codigo
User prompt
golder coin buyable price 2400
User prompt
silver coin buyable price 700
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
meters: 0,
money: 0,
spin: 0
});
/****
* Classes
****/
// Create a BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a BronzeCoin class
var BronzeCoin = Container.expand(function () {
var self = Container.call(this);
// Attach the coin asset
var coinGraphics = self.attachAsset('coin0', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position off-screen to the right
self.x = 2048 + coinGraphics.width / 2;
self.y = Math.random() * (1400 - 590) + 590; // Random Y position within a range
// Set speed for moving left
self.speed = -8; // Set the correct speed for BronzeCoin
// Update function to move the coin
self.update = function () {
self.x += self.speed;
self.rotation -= 0.05; // Reverse rotation direction and slow down the rotation speed
// Check for collision with player
if (self.intersects(player)) {
money += 1; // Increase money by 1
LK.getSound('clutchedCoin').play(); // Play the 'clutchedCoin' sound
self.destroy();
return; // Exit the function to prevent further execution
}
// Remove the coin if it goes off-screen to the left
if (self.lastX >= -coinGraphics.width / 2 && self.x < -coinGraphics.width / 2) {
self.destroy();
// Set a timer to respawn the BronzeCoin every 5-8 seconds
var respawnTime = Math.floor(Math.random() * 3000) + 5000; // Random time between 5000ms and 8000ms
LK.setTimeout(function () {
var newBronzeCoin = new BronzeCoin();
// Set a random Y position for the new coin, within a range
newBronzeCoin.y = Math.random() * (1400 - 590) + 590;
midgroundContainer.addChild(newBronzeCoin);
}, respawnTime);
}
};
return self;
});
// Create a CosmeticPage class
var CosmeticPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the cosmetic page
var cosmeticBackground = self.attachAsset('menuCosmetic', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the cosmetic page
var titleText = new Text2('Cosmetic Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
// Add a cosmetic changer for rocks
var rockIndex = 0; // Start with the first rock
var Rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9', 'Rock10', 'Rock11', 'Rock12', 'Rock13', 'Rock14', 'Rock15', 'Rock16', 'Rock17', 'Rock18', 'Rock19'];
var cosmeticDisplay = self.attachAsset('Rock' + rockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 600 //{X} // Moved 100 pixels lower to avoid collision with bottom
});
self.addChild(cosmeticDisplay);
// Add left arrow button to change the rock cosmetic
var leftArrowButton = LK.getAsset('arrowleft', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 450,
y: 2732 / 2 - 300
});
self.addChild(leftArrowButton);
leftArrowButton.down = function () {
leftArrowButton.isPressed = true;
leftArrowButton.scaleX *= 1.1;
leftArrowButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
leftArrowButton.up = function () {
if (leftArrowButton.isPressed) {
leftArrowButton.scaleX /= 1.1;
leftArrowButton.scaleY /= 1.1;
leftArrowButton.isPressed = false;
// Change the rock cosmetic to the previous one
rockIndex = (rockIndex - 1 + Rock.length) % Rock.length; // Dynamically accommodate rock assets
self.removeChild(cosmeticDisplay);
cosmeticDisplay = self.attachAsset('Rock' + rockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 600
});
self.addChild(cosmeticDisplay);
}
};
// Add a 'Select' button between the left and right arrow buttons
var selectButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 300
});
self.addChild(selectButton);
var selectText = new Text2('Select', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
selectText.anchor.set(0.5, 0.5);
selectText.x = selectButton.x;
selectText.y = selectButton.y;
self.addChild(selectText);
// Add interaction to the select button
selectButton.down = function () {
selectButton.isPressed = true;
selectButton.scaleX *= 1.1;
selectButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
selectButton.up = function () {
if (selectButton.isPressed) {
selectButton.scaleX /= 1.1;
selectButton.scaleY /= 1.1;
selectButton.isPressed = false;
// Change the rock to the selected cosmetic
// Ensure cosmeticDisplay is not removed when 'Select' is pressed
player.removeChild(player.playerGraphics);
player.playerGraphics = player.attachAsset('Rock' + rockIndex, {
anchorX: 0.5,
anchorY: 0.5
});
player.addChild(player.playerGraphics);
}
};
// Add right arrow button to change the rock cosmetic
var rightArrowButton = LK.getAsset('arrowright', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 450,
y: 2732 / 2 - 300
});
self.addChild(rightArrowButton);
rightArrowButton.down = function () {
rightArrowButton.isPressed = true;
rightArrowButton.scaleX *= 1.1;
rightArrowButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
rightArrowButton.up = function () {
if (rightArrowButton.isPressed) {
rightArrowButton.scaleX /= 1.1;
rightArrowButton.scaleY /= 1.1;
rightArrowButton.isPressed = false;
// Change the rock cosmetic to the next one
rockIndex = (rockIndex + 1) % Rock.length; // Dynamically accommodate rock assets
self.removeChild(cosmeticDisplay);
cosmeticDisplay = self.attachAsset('Rock' + rockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 600
});
self.addChild(cosmeticDisplay);
}
};
return self;
});
// Create a CreditsPage class
var CreditsPage = Container.expand(function () {
var self = Container.call(this);
// Add the Slimy asset to the credits page
var slimyAsset = self.attachAsset('Slimy', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add interaction to the Slimy asset
slimyAsset.down = function () {
// Logic to return to the extras page
game.showExtrasPage();
};
return self;
});
// Create an ExtrasPage class
var ExtrasPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the extras page
var extrasBackground = self.attachAsset('menuExtras', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the extras page
var titleText = new Text2('Extras Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
// Add a reset progress button
var resetButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 200
});
self.addChild(resetButton);
var resetText = new Text2('Reset Progress', {
size: 100,
fill: 0xFF0000,
font: "Medieval"
});
resetText.anchor.set(0.5, 0.5);
resetText.x = resetButton.x;
resetText.y = resetButton.y;
self.addChild(resetText);
// Add interaction to the reset button
resetButton.down = function () {
resetButton.isPressed = true;
resetButton.scaleX *= 1.1;
resetButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
resetButton.up = function () {
if (resetButton.isPressed) {
resetButton.scaleX /= 1.1;
resetButton.scaleY /= 1.1;
resetButton.isPressed = false;
// Custom confirmation dialog
var confirmReset = new Text2('Are you sure you want to reset your progress?', {
size: 100,
fill: 0xFFFFFF,
font: "Medieval"
});
confirmReset.anchor.set(0.5, 0.5);
confirmReset.x = 2048 / 2;
confirmReset.y = 2732 / 2;
self.addChild(confirmReset);
var yesButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 200,
y: 2732 / 2 + 150,
scaleX: 0.6,
// Further decrease size
scaleY: 0.6 // Further decrease size
});
self.addChild(yesButton);
var noButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 200,
y: 2732 / 2 + 150,
scaleX: 0.6,
// Further decrease size
scaleY: 0.6 // Further decrease size
});
self.addChild(noButton);
var yesText = new Text2('Yes', {
size: 100,
fill: 0x000000,
font: "Medieval"
});
yesText.anchor.set(0.5, 0.5);
yesText.x = yesButton.x;
yesText.y = yesButton.y;
self.addChild(yesText);
var noText = new Text2('No', {
size: 100,
fill: 0x000000,
font: "Medieval"
});
noText.anchor.set(0.5, 0.5);
noText.x = noButton.x;
noText.y = noButton.y;
self.addChild(noText);
yesButton.down = function () {
yesButton.isPressed = true;
yesButton.scaleX *= 1.1;
yesButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
yesButton.up = function () {
if (yesButton.isPressed) {
yesButton.scaleX /= 1.1;
yesButton.scaleY /= 1.1;
yesButton.isPressed = false;
// Logic to reset progress
storage.meters = 0;
storage.money = 0;
storage.coinEnable = false;
storage.SilvercoinEnable = false;
storage.goldcoinEnable = false;
meters = 0;
money = 0;
coinEnable = false;
SilvercoinEnable = false;
goldcoinEnable = false;
currentRockIndex = 0;
console.log("Progress reset");
background.removeChild(background.playerGraphics);
background.playerGraphics = background.attachAsset('Background0', {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone.removeChild(backgroundClone.playerGraphics);
backgroundClone.playerGraphics = backgroundClone.attachAsset('Background0', {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone2.removeChild(backgroundClone2.playerGraphics);
backgroundClone2.playerGraphics = backgroundClone2.attachAsset('Background0', {
anchorX: 0.5,
anchorY: 0.5
});
self.removeChild(confirmReset);
self.removeChild(yesButton);
self.removeChild(noButton);
self.removeChild(yesText);
self.removeChild(noText);
// Wait 1 second and then end the game
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
};
noButton.down = function () {
noButton.isPressed = true;
noButton.scaleX *= 1.1;
noButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
noButton.up = function () {
if (noButton.isPressed) {
noButton.scaleX /= 1.1;
noButton.scaleY /= 1.1;
noButton.isPressed = false;
console.log("Reset canceled");
self.removeChild(confirmReset);
self.removeChild(yesButton);
self.removeChild(noButton);
self.removeChild(yesText);
self.removeChild(noText);
}
};
}
};
// Add a credits button
var creditsButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 550
});
self.addChild(creditsButton);
var creditsText = new Text2('Credits', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
creditsText.anchor.set(0.5, 0.5);
creditsText.x = creditsButton.x;
creditsText.y = creditsButton.y;
self.addChild(creditsText);
// Add interaction to the credits button
creditsButton.down = function () {
creditsButton.isPressed = true;
creditsButton.scaleX *= 1.1;
creditsButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
creditsButton.up = function () {
if (creditsButton.isPressed) {
creditsButton.scaleX /= 1.1;
creditsButton.scaleY /= 1.1;
creditsButton.isPressed = false;
// Logic to show credits
game.showCreditsPage();
}
};
return self;
});
// Create a ForegroundContainer class
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a GoldCoin class
var GoldCoin = Container.expand(function () {
var self = Container.call(this);
// Attach the gold coin asset
var coinGraphics = self.attachAsset('coin2', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position off-screen to the right
self.x = 2048 + coinGraphics.width / 2;
self.y = Math.random() * (1400 - 590) + 590; // Random Y position within a range
// Set speed for moving left
self.speed = -18; // Set the correct speed for GoldCoin
// Update function to move the coin
self.update = function () {
self.x += self.speed;
self.rotation -= 0.05;
// Check for collision with player
if (self.intersects(player)) {
money += 25; // Increase money by 25 for gold coin
LK.getSound('clutchedCoin').play();
self.destroy();
return;
}
// Remove the coin if it goes off-screen to the left
if (self.lastX >= -coinGraphics.width / 2 && self.x < -coinGraphics.width / 2) {
self.destroy();
}
};
return self;
});
// Create an IntroductionPage class
var IntroductionPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the introduction page
var introductionBackground = self.attachAsset('Introduction', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the introduction page
var titleText = new Text2('Introduction Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// Create a MidgroundContainer class
var MidgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Create a list named 'rock' and add the 'Rock0' asset to it
var player = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9', 'Rock10', 'Rock11', 'Rock12', 'Rock13', 'Rock14'];
self.playerGraphics = self.attachAsset(player[0], {
anchorX: 0.5,
anchorY: 0.5
});
// Set player speed
self.speed = 5;
// This is automatically called every game tick, if the player is attached!
self.update = function () {
self.y += self.speed;
// Add gravity to the player
if (self.y < 2732 / 2 - self.height / 2 + 50) {
self.speed += 0.5;
} else {
self.speed = 0;
self.y = 2732 / 2 - self.height / 2 + 50; // Ensure player lands correctly
jump = 2; // Reset jump count when player lands
}
// Add rotation to the player
self.rotation += 0.03;
// Play or pause rockmovement sound based on rock's position
if (self.y < 2732 / 2 - self.height / 2 + 50) {
LK.getSound('rockmovement').stop(); // Stop sound when rock is in the air
self.lastWasOnGround = false; // Track if the rock was on the ground
} else {
if (!self.lastWasOnGround) {
LK.getSound('rockFall').play(); // Play rockfall sound when rock lands
LK.setTimeout(function () {
LK.getSound('rockmovement').play({
loop: true
}); // Play sound when rock is on the ground after rockfall
}, 100); // Delay rockmovement sound by 100ms after rockfall
} else {
LK.getSound('rockmovement').play({
loop: true
}); // Ensure rockmovement sound loops continuously
}
self.lastWasOnGround = true; // Update the state to indicate rock is on the ground
}
};
});
// Create a RockPage class
var RockPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the rock page
var rockBackground = self.attachAsset('menuRock', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
return self;
});
// Create a ShopPage class
var ShopPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the shop page
var shopBackground = self.attachAsset('menuShop', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the shop page
var titleText = new Text2('Shop Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
// Add a purchasable item to the shop page
self.itemBackground = self.attachAsset('ItemShopMarco', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 600,
// Adjusted position to fit better
scaleX: 0.8,
// Reduced size to fit in menuShop
scaleY: 0.8 // Reduced size to fit in menuShop
});
self.addChild(self.itemBackground);
// Add item title
var itemTitle = new Text2('Bronze Coin', {
size: 80,
//{6d} // Decreased size
fill: 0xFFFFFF,
font: "Medieval"
});
itemTitle.anchor.set(0.5, 0.5);
itemTitle.x = self.itemBackground.x; // Centered horizontally
itemTitle.y = self.itemBackground.y - 150;
self.addChild(itemTitle);
// Add item description
var itemDescription = new Text2('A shiny bronze coin\nwith little value.', {
size: 60,
fill: 0xFFFFFF,
font: "Medieval"
});
itemDescription.anchor.set(0.5, 0.5);
itemDescription.x = self.itemBackground.x; // Centered horizontally
itemDescription.y = self.itemBackground.y;
self.addChild(itemDescription);
// Add item price
var itemPrice = new Text2('Price: Free', {
size: 70,
// Decreased size
fill: 0xFFD700,
font: "Medieval"
});
itemPrice.anchor.set(0.5, 0.5);
itemPrice.x = self.itemBackground.x; // Centered horizontally
itemPrice.y = self.itemBackground.y + 150;
self.addChild(itemPrice);
// Add interaction to the item background
self.itemBackground.down = function () {
self.itemBackground.isPressed = true;
self.itemBackground.scaleX *= 1.1;
self.itemBackground.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
self.itemBackground.up = function () {
if (self.itemBackground.isPressed) {
self.itemBackground.scaleX /= 1.1;
self.itemBackground.scaleY /= 1.1;
self.itemBackground.isPressed = false;
// Check if the BronzeCoin has already been purchased
if (!self.itemBackground.bronzeCoinPurchased && !coinEnable) {
// Enable coin spawning
coinEnable = true;
// Mark the BronzeCoin as purchased
self.itemBackground.bronzeCoinPurchased = true;
// Update item price to 'Purchased'
itemPrice.setText('Purchased');
// Disable touch for Bronze Coin
self.itemBackground.down = null;
self.itemBackground.up = null;
}
}
};
// Add item asset display
// Add a purchasable silver coin item to the shop page
self.silverItemBackground = self.attachAsset('ItemShopMarco', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 100,
// Adjusted position to fit better
scaleX: 0.8,
// Reduced size to fit in menuShop
scaleY: 0.8 // Reduced size to fit in menuShop
});
self.addChild(self.silverItemBackground);
// Add silver coin item title
var silverItemTitle = new Text2('Silver Coin', {
size: 80,
fill: 0xFFFFFF,
font: "Medieval"
});
silverItemTitle.anchor.set(0.5, 0.5);
silverItemTitle.x = self.silverItemBackground.x; // Centered horizontally
silverItemTitle.y = self.silverItemBackground.y - 100; // Adjusted top margin by 50 pixels
self.addChild(silverItemTitle);
// Add silver coin item description
var silverItemDescription = new Text2('A shiny silver coin\nwith moderate value.', {
size: 60,
fill: 0xFFFFFF,
font: "Medieval"
});
silverItemDescription.anchor.set(0.5, 0.5);
silverItemDescription.x = self.silverItemBackground.x; // Centered horizontally
silverItemDescription.y = self.silverItemBackground.y;
self.addChild(silverItemDescription);
// Add silver coin item price
var silverItemPrice = new Text2('Price: 700', {
size: 70,
fill: 0xFFD700,
font: "Medieval"
});
silverItemPrice.anchor.set(0.5, 0.5);
silverItemPrice.x = self.silverItemBackground.x; // Centered horizontally
silverItemPrice.y = self.silverItemBackground.y + 150;
self.addChild(silverItemPrice);
// Add interaction to the silver item background
self.silverItemBackground.down = function () {
self.silverItemBackground.isPressed = true;
self.silverItemBackground.scaleX *= 1.1;
self.silverItemBackground.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
self.silverItemBackground.up = function () {
if (self.silverItemBackground.isPressed) {
self.silverItemBackground.scaleX /= 1.1;
self.silverItemBackground.scaleY /= 1.1;
self.silverItemBackground.isPressed = false;
// Check if the SilverCoin has already been purchased
if (!self.silverItemBackground.silverCoinPurchased && !SilvercoinEnable && money >= 700) {
money -= 700;
SilvercoinEnable = true;
self.silverItemBackground.silverCoinPurchased = true;
silverItemPrice.setText('Purchased'); // Update item price to 'Purchased'
// Disable touch for Silver Coin
self.silverItemBackground.down = null;
self.silverItemBackground.up = null;
}
}
};
// Add a purchasable golden coin item to the shop page
self.goldenItemBackground = self.attachAsset('ItemShopMarco', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 400,
// Adjusted position to fit better
scaleX: 0.8,
// Reduced size to fit in menuShop
scaleY: 0.8 // Reduced size to fit in menuShop
});
self.addChild(self.goldenItemBackground);
// Add golden coin item title
var goldenItemTitle = new Text2('Golden Coin', {
size: 80,
fill: 0xFFFFFF,
font: "Medieval"
});
goldenItemTitle.anchor.set(0.5, 0.5);
goldenItemTitle.x = self.goldenItemBackground.x; // Centered horizontally
goldenItemTitle.y = self.goldenItemBackground.y - 100; // Adjusted top margin by 50 pixels
self.addChild(goldenItemTitle);
// Add golden coin item description
var goldenItemDescription = new Text2('A shiny golden coin\nwith high value.', {
size: 60,
fill: 0xFFFFFF,
font: "Medieval"
});
goldenItemDescription.anchor.set(0.5, 0.5);
goldenItemDescription.x = self.goldenItemBackground.x; // Centered horizontally
goldenItemDescription.y = self.goldenItemBackground.y;
self.addChild(goldenItemDescription);
// Add golden coin item price
var goldenItemPrice = new Text2('Price: 2400', {
size: 70,
fill: 0xFFD700,
font: "Medieval"
});
goldenItemPrice.anchor.set(0.5, 0.5);
goldenItemPrice.x = self.goldenItemBackground.x; // Centered horizontally
goldenItemPrice.y = self.goldenItemBackground.y + 150;
self.addChild(goldenItemPrice);
// Add interaction to the golden item background
self.goldenItemBackground.down = function () {
self.goldenItemBackground.isPressed = true;
self.goldenItemBackground.scaleX *= 1.1;
self.goldenItemBackground.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
self.goldenItemBackground.up = function () {
if (self.goldenItemBackground.isPressed) {
self.goldenItemBackground.scaleX /= 1.1;
self.goldenItemBackground.scaleY /= 1.1;
self.goldenItemBackground.isPressed = false;
// Check if the GoldenCoin has already been purchased
if (!self.goldenItemBackground.goldenCoinPurchased && !goldcoinEnable && money >= 2400) {
money -= 2400;
goldcoinEnable = true;
// Mark the GoldenCoin as purchased
self.goldenItemBackground.goldenCoinPurchased = true;
}
if (goldcoinEnable) {
// Update item price to 'Purchased'
goldenItemPrice.setText('Purchased');
// Disable touch for Golden Coin
self.goldenItemBackground.down = null;
self.goldenItemBackground.up = null;
}
}
};
return self;
});
// Create a SilverCoin class
var SilverCoin = Container.expand(function () {
var self = Container.call(this);
// Attach the silver coin asset
var coinGraphics = self.attachAsset('coin1', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial position off-screen to the right
self.x = 2048 + coinGraphics.width / 2;
self.y = Math.random() * (1400 - 590) + 590; // Random Y position within a range
// Set speed for moving left
self.speed = -15; // Set the correct speed for SilverCoin
// Update function to move the coin
self.update = function () {
self.x += self.speed;
self.rotation -= 0.05;
// Check for collision with player
if (self.intersects(player)) {
money += 5; // Increase money by 5 for silver coin
LK.getSound('clutchedCoin').play();
self.destroy();
return;
}
// Remove the coin if it goes off-screen to the left
if (self.lastX >= -coinGraphics.width / 2 && self.x < -coinGraphics.width / 2) {
self.destroy();
}
};
return self;
});
// Create an UpgradePage class
var UpgradePage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the upgrade page
var upgradeBackground = self.attachAsset('menuUpgrade', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the upgrade page
var titleText = new Text2('Upgrade Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// Create a Text class to display the meters covered
var MeterText = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 100,
fill: 0xFFFFFF
});
self.update = function () {
self.setText('Travel: ' + (meters / 1000).toFixed(2) + ' km');
};
});
// Adjusted Y position for MoneyText
// Create a MoneyPerSecondText class to display the money earned per second
var MoneyPerSecondText = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 100,
fill: 0xFFFFFF
});
self.update = function () {
self.setText('Money/Sec: ' + moneyPerSecond.toFixed(2));
};
});
// Create a MoneyPerSecondText instance and add it to the game
// Create a MoneyText class to display the amount of 'money'
var MoneyText = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 100,
fill: 0xFFFFFF
});
self.update = function () {
self.setText('Money: ' + (money >= 1000000 ? money.toExponential(2) : money));
};
});
/****
* Initialize Game
****/
// Initialize BackgroundContainer, MidgroundContainer, and ForegroundContainer
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var coinEnable = storage.coinEnable !== undefined ? storage.coinEnable : false;
var SilvercoinEnable = storage.SilvercoinEnable !== undefined ? storage.SilvercoinEnable : false;
var goldcoinEnable = storage.goldcoinEnable !== undefined ? storage.goldcoinEnable : false;
// Set a constant timer to respawn between 1 to 5 BronzeCoins every 6 seconds
var respawnInterval = 6000; // Constant time of 6000ms (6 seconds)
LK.setInterval(function () {
if (coinEnable) {
if (SilvercoinEnable && Math.random() < 0.5) {
// 50% chance
var numberOfSilverCoins = Math.floor(Math.random() * 2) + 1; // Random number between 1 and 2
for (var j = 0; j < numberOfSilverCoins; j++) {
(function (index) {
LK.setTimeout(function () {
var newSilverCoin = new SilverCoin();
newSilverCoin.y = Math.random() * (1400 - 590) + 590; // Random Y position within a range
midgroundContainer.addChild(newSilverCoin);
}, index * 200); // Delay each coin by 200ms multiplied by its index
})(j);
}
}
if (goldcoinEnable && Math.random() < 0.1) {
// 10% chance
var numberOfGoldCoins = Math.floor(Math.random() * 2) + 1; // Random number between 1 and 2
for (var k = 0; k < numberOfGoldCoins; k++) {
(function (index) {
LK.setTimeout(function () {
var newGoldCoin = new GoldCoin();
newGoldCoin.y = Math.random() * (1400 - 590) + 590; // Random Y position within a range
midgroundContainer.addChild(newGoldCoin);
}, index * 200); // Delay each coin by 200ms multiplied by its index
})(k);
}
}
var numberOfCoins = Math.floor(Math.random() * 5) + 1; // Random number between 1 and 5
for (var i = 0; i < numberOfCoins; i++) {
(function (index) {
LK.setTimeout(function () {
var newBronzeCoin = new BronzeCoin();
// Set a random Y position for each new coin, within a range
newBronzeCoin.y = Math.random() * (1400 - 590) + 590;
midgroundContainer.addChild(newBronzeCoin);
}, index * 200); // Delay each coin by 200ms multiplied by its index
})(i);
}
}
}, respawnInterval);
game.showIntroductionPage = function () {
// Logic to display the introduction page
foregroundContainer.visible = false;
introductionPage.visible = true;
// Hide all other game elements to ensure only the introduction page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the introduction page
};
// Initialize the introduction page
var introductionPage = new IntroductionPage();
game.addChild(introductionPage);
introductionPage.visible = false; // Start with the introduction page hidden
// Initialize the extras page
var extrasPage = new ExtrasPage();
game.addChild(extrasPage);
extrasPage.visible = false; // Start with the extras page hidden
// Initialize the credits page
var creditsPage = new CreditsPage();
game.addChild(creditsPage);
creditsPage.visible = false; // Start with the credits page hidden
// Method to show the credits page
game.showCreditsPage = function () {
// Logic to display the credits page
foregroundContainer.visible = false;
creditsPage.visible = true;
// Hide all other game elements to ensure only the credits page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
extrasPage.visible = false; // Ensure the extras page is hidden when credits page is visible
jump = 0; // Set jump to 0 when on the credits page
};
// Method to show the extras page
game.showExtrasPage = function () {
// Logic to display the extras page
foregroundContainer.visible = false;
extrasPage.visible = true;
// Hide all other game elements to ensure only the extras page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
creditsPage.visible = false; // Ensure the credits page is hidden when extras page is visible
jump = 0; // Set jump to 0 when on the extras page
};
// Initialize the rock page
var rockPage = new RockPage();
game.addChild(rockPage);
rockPage.visible = false; // Start with the rock page hidden
// Initialize the shop page
var shopPage = new ShopPage();
game.addChild(shopPage);
shopPage.visible = false; // Start with the shop page hidden
// Method to show the main menu
game.showMainMenu = function () {
// Logic to display the main menu
foregroundContainer.visible = true;
upgradePage.visible = false;
rockPage.visible = false; // Ensure the rock page is hidden
cosmeticPage.visible = false; // Ensure the cosmetic page is hidden
extrasPage.visible = false; // Ensure the extras page is hidden
shopPage.visible = false; // Ensure the shop page is hidden
// Show all other game elements to ensure the main menu is fully visible
backgroundContainer.visible = true;
midgroundContainer.visible = true;
jump = 2; // Reset jump count when on the main menu
};
// Method to show the shop page
game.showShopPage = function () {
// Logic to display the shop page
foregroundContainer.visible = false;
shopPage.visible = true;
// Hide all other game elements to ensure only the shop page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the shop page
};
// Method to show the upgrade page
game.showUpgradePage = function () {
// Logic to display the upgrade page
foregroundContainer.visible = false;
upgradePage.visible = true;
// Hide all other game elements to ensure only the upgrade page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the upgrade page
};
// Method to show the cosmetic page
game.showCosmeticPage = function () {
// Logic to display the cosmetic page
foregroundContainer.visible = false;
cosmeticPage.visible = true;
// Hide all other game elements to ensure only the cosmetic page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
jump = 0; // Set jump to 0 when on the cosmetic page
};
// Initialize the upgrade page
var upgradePage = new UpgradePage();
game.addChild(upgradePage);
upgradePage.visible = false; // Start with the upgrade page hidden
// Initialize the cosmetic page
var cosmeticPage = new CosmeticPage();
game.addChild(cosmeticPage);
cosmeticPage.visible = false; // Start with the cosmetic page hidden
// Initialize BackgroundContainer, MidgroundContainer, and ForegroundContainer
var backgroundContainer = new BackgroundContainer();
var midgroundContainer = new MidgroundContainer();
var foregroundContainer = new ForegroundContainer();
// Add containers to the game in the correct order
game.addChild(backgroundContainer);
game.addChild(midgroundContainer);
game.addChild(foregroundContainer);
// Add the 'bottom' asset to the foreground container
var bottomAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 550,
y: 1870
});
foregroundContainer.addChild(bottomAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomAsset.down = function () {
bottomAsset.isPressed = true;
bottomAsset.scaleX *= 1.1;
bottomAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomAsset.up = function () {
if (bottomAsset.isPressed) {
bottomAsset.scaleX /= 1.1;
bottomAsset.scaleY /= 1.1;
bottomAsset.isPressed = false;
// Logic to switch to the Upgrade page
game.showUpgradePage();
}
};
// Add text to the bottom asset
var bottomText = new Text2('Upgrade', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomText.anchor.set(0.5, 0.5); // Centered on both axes
bottomText.x = bottomAsset.x;
bottomText.y = bottomAsset.y;
foregroundContainer.addChild(bottomText);
// Add the 'bottomRock' asset parallel to 'bottomUpgrade' on the right side
var bottomShopAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 1500,
// Positioned parallel to bottomUpgrade on the right side
y: 1870
});
foregroundContainer.addChild(bottomShopAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomShopAsset.down = function () {
bottomShopAsset.isPressed = true;
bottomShopAsset.scaleX *= 1.1;
bottomShopAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomShopAsset.up = function () {
if (bottomShopAsset.isPressed) {
bottomShopAsset.scaleX /= 1.1;
bottomShopAsset.scaleY /= 1.1;
bottomShopAsset.isPressed = false;
// Logic to switch to the Shop page
game.showShopPage();
}
};
// Add text to the bottomRock asset
var bottomShopText = new Text2('Shop', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomShopText.anchor.set(0.5, 0.5); // Centered on both axes
bottomShopText.x = bottomShopAsset.x;
bottomShopText.y = bottomShopAsset.y;
foregroundContainer.addChild(bottomShopText);
// Add the 'bottomCosmetic' asset 450 pixels below 'bottomUpgrade'
var bottomCosmeticAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 550,
y: 1870 + 430
});
foregroundContainer.addChild(bottomCosmeticAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomCosmeticAsset.down = function () {
bottomCosmeticAsset.isPressed = true;
bottomCosmeticAsset.scaleX *= 1.1;
bottomCosmeticAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomCosmeticAsset.up = function () {
if (bottomCosmeticAsset.isPressed) {
bottomCosmeticAsset.scaleX /= 1.1;
bottomCosmeticAsset.scaleY /= 1.1;
bottomCosmeticAsset.isPressed = false;
// Logic to switch to the Cosmetic page
game.showCosmeticPage();
}
};
// Add text to the bottomCosmetic asset
var bottomCosmeticText = new Text2('Cosmetic', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomCosmeticText.anchor.set(0.5, 0.5); // Centered on both axes
bottomCosmeticText.x = bottomCosmeticAsset.x;
bottomCosmeticText.y = bottomCosmeticAsset.y;
foregroundContainer.addChild(bottomCosmeticText);
// Add the 'bottomExtras' asset 430 pixels below 'bottomRock'
var bottomExtrasAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 1500,
y: 1870 + 430
});
foregroundContainer.addChild(bottomExtrasAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomExtrasAsset.down = function () {
bottomExtrasAsset.isPressed = true;
bottomExtrasAsset.scaleX *= 1.1;
bottomExtrasAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomExtrasAsset.up = function () {
if (bottomExtrasAsset.isPressed) {
bottomExtrasAsset.scaleX /= 1.1;
bottomExtrasAsset.scaleY /= 1.1;
bottomExtrasAsset.isPressed = false;
// Logic to switch to the Extras page
game.showExtrasPage();
}
};
// Add text to the bottomExtras asset
var bottomExtrasText = new Text2('Extras', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomExtrasText.anchor.set(0.5, 0.5); // Centered on both axes
bottomExtrasText.x = bottomExtrasAsset.x;
bottomExtrasText.y = bottomExtrasAsset.y;
foregroundContainer.addChild(bottomExtrasText);
var currentRockIndex = storage.currentRockIndex || 0; // Load saved background skin index or default to 0
var meters = storage.meters || 0; // Load saved meters or default to 0
var money = storage.money || 0; // Load saved money or default to 0
var moneyPerSecond = 0; // Initialize money per second variable
// Initialize a rock asset with a design
var Rock = LK.getAsset('Playera0', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
backgroundContainer.addChild(Rock);
// Make the rock jump when the screen is touched
game.down = function (x, y, obj) {
if (jump > 0 && y < 2732 / 2 + 200) {
LK.getSound('rockjump').play(); // Play rockjump sound when the rock jumps
player.speed = -18; // Give an initial upward speed for the jump
player.y -= 10; // Adjust position slightly to ensure jump effect
player.update(); // Ensure the update method is called to apply the jump
jump--; // Decrease jump count
}
};
// Create a background asset using the saved skin index
var background = LK.getAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add the background to the game
backgroundContainer.addChild(background);
// Create a clone of the background asset
var backgroundClone = LK.getAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + background.width,
y: 2732 / 2
});
// Add the clone to the game
backgroundContainer.addChild(backgroundClone);
// Create a second clone of the background asset
var backgroundClone2 = LK.getAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 2 * background.width,
y: 2732 / 2
});
// Add the second clone to the game
backgroundContainer.addChild(backgroundClone2);
// Create a player instance and add it to the game
var player = midgroundContainer.addChild(new Player());
// Position player more towards the center of the screen
player.x = 2048 / 4;
player.y = 2732 / 2 + 10;
// Initialize a variable to track 'meters'
// Initialize a variable to track available jumps
var jump = 2;
// Initialize a variable to track 'giros'
// Create a MeterText instance and add it to the game
var meterText = foregroundContainer.addChild(new MeterText());
// Position MeterText further down on the screen
meterText.x = 0;
meterText.y = 200; // Adjusted Y position for MeterText
// Create a GirosText instance and add it to the game
var moneyText = foregroundContainer.addChild(new MoneyText());
// Position MoneyText below the MeterText further down on the screen
moneyText.x = 0;
moneyText.y = meterText.y + meterText.height + 50;
// Create a MoneyPerSecondText instance and add it to the game
var moneyPerSecondText = foregroundContainer.addChild(new MoneyPerSecondText());
// Position MoneyPerSecondText below the MoneyText further down on the screen
moneyPerSecondText.x = 0;
moneyPerSecondText.y = moneyText.y + moneyText.height + 50; // Adjusted Y position for MoneyPerSecondText
// Initialize a variable to track 'money'
// Create a list named 'rock' and add all the 'rock<number>' assets to it
// Ensure rock array is initialized with all rock assets
var Rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9'];
// Create a list named 'SkinSelect'
var SkinSelect = [];
var assets = LK.assets;
if (assets) {
for (var i = 0; i < assets.length; i++) {
if (assets[i].id.startsWith('Playera')) {
playera.push(assets[i].id);
}
}
playera.sort(function (a, b) {
return parseInt(a.replace('Playera', '')) - parseInt(b.replace('Playera', ''));
});
}
game.update = function () {
background.x -= 5;
backgroundClone.x -= 5;
backgroundClone2.x -= 5;
// Update all BronzeCoins only if purchased
if (shopPage.itemBackground.bronzeCoinPurchased) {
midgroundContainer.children.forEach(function (child) {
if (child instanceof BronzeCoin) {
child.update();
// if (SilvercoinEnable && Math.random() < 0.33) {
// 33% chance
// child.destroy(); // Remove the BronzeCoin
// var newSilverCoin = new SilverCoin(); // Use SilverCoin class
// midgroundContainer.addChild(newSilverCoin);
// }
}
});
}
if (background.x + background.width < 0) {
background.x = backgroundClone2.x + background.width;
}
if (backgroundClone.x + backgroundClone.width < 0) {
backgroundClone.x = background.x + background.width;
}
if (backgroundClone2.x + backgroundClone2.width < 0) {
backgroundClone2.x = backgroundClone.x + backgroundClone.width;
}
// Increment 'meters' every second
if (LK.ticks % 60 == 0) {
meters += 1;
money += moneyPerSecond; // Increase money by the amount of money/second gained each second
// Log every time 1000 meters are advanced
if (meters % 1000 === 0) {
console.log('Advanced 1000 meters');
// Play the 'HoundreMeters' sound every 1000 meters
LK.getSound('HoundreMeters').play();
// money += 25; // Removed money increment when meters increase by 250
// Change background sprite
currentRockIndex = (currentRockIndex + 1) % 8; // Cycle through 0 to 7
background.removeChild(background.playerGraphics);
background.playerGraphics = background.attachAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone.removeChild(backgroundClone.playerGraphics);
backgroundClone.playerGraphics = backgroundClone.attachAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone2.removeChild(backgroundClone2.playerGraphics);
backgroundClone2.playerGraphics = backgroundClone2.attachAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5
});
}
// Play the 'HoundreMeters' sound at 250 meters
if (meters === 250) {
LK.getSound('HoundreMeters').play();
}
}
// Save progress every 1 second
if (LK.ticks % 60 == 0) {
storage.meters = meters;
storage.money = money;
storage.currentRockIndex = currentRockIndex; // Save current background skin index
storage.coinEnable = coinEnable;
storage.SilvercoinEnable = SilvercoinEnable;
storage.goldcoinEnable = goldcoinEnable;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1439,9 +1439,9 @@
}
// Increment 'meters' every second
if (LK.ticks % 60 == 0) {
meters += 1;
- moneyPerSecond += money; // Increase money per second by the amount of money gained each second
+ money += moneyPerSecond; // Increase money by the amount of money/second gained each second
// Log every time 1000 meters are advanced
if (meters % 1000 === 0) {
console.log('Advanced 1000 meters');
// Play the 'HoundreMeters' sound every 1000 meters
que no contenga sombras ni luces
una cabeza de moai redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de hierro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de oro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una piedra redonda musgosa. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
la bandera de argentina redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de cobre. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de silver. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de gold. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
diamante Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una rueda de carretilla medieval. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de basquetbal modelo Molten. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de futbol hecha de hielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Bola disco. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de voley de planta. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de pinchos. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de lana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Agrega una esfera que dentro contenga un cielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera con la via láctea. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
proporción 1000-2000, marios más robustos y sin tanto relieve
Un papel medieval con una enorme flecha hacia la izquierda de pintura en medio. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera del dragon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera demoniaca. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera de hada. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una manzana redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un capiraba redondo como una pelota. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un armadillo hecho bolita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una estrella redondita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Mejorar el diseños de lás casas para que sean más medievales y aumentar su calidad, más arboles y mejorar la calidad del cesped