User prompt
copia los buyable sde shop page a upgrade page
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Increase money by the amount of money/second gained each second
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haz que money por segundos aumente la cantidad de ganancia de money
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reinicia el codigo de money/sec
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agrega una nueva variable de money por segundos
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arregla la velocidad de la monedas ya que no van a la velocidad pedida
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cambia money por notación cientifica despues del millon
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cambia el text meters por travel
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cambia money por notación cientifica
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Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
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Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
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Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
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Please fix the bug: 'Cannot read properties of undefined (reading 'itemBackground')' in or related to this line: 'shopPage.itemBackground.bronzeCoinPurchased = true;' Line Number: 1072
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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
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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
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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
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haz que al reiniciar el progreso reiniice tambien los enables
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arregla el fallo que aunque los enables esten verdaderos los buyables aun permiten comprarse
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variables no se guardaron
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haz que coinEnable, silvercoinEnabe y gold coin Enable se guarden en los dtos globales ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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haz que coinEnables se guarden en datos globales y se carguen al iniciar la partida
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optimiza los codigo
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golder coin buyable price 2400
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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