User prompt
make the character sprites look bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the character sprite last a few seconds longer when touched ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Could you remove the eyes and mouths from the characters and just leave the sprites
User prompt
Okay. Now make the characters the player clicks on have two sprites. One that shows when not touched, and another that only shows when the character is touched. This applies to all characters the player clicks on. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Okay. Now when the player presses the "Warning" button, a window should appear with a message saying, "This game is in beta, so it may have bugs." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The reset button doesn't work. Pressing it would require a complete restart of the game. Relocking unlocked characters and resetting the score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Now, add a main menu before starting the game. It should display the game title and three options: "Play," "Options," "Warning." In the "Options" section, add a red button that, when tapped, completely resets the game, erasing all saved data. ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Very good. Now the gameplay is more important. It adds animations every time a character is unlocked. And it adds many more characters to unlock. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Anime Clicker Paradise
Initial prompt
Make a clicker game with an anime theme. Each time you reach a certain number of clicks, unlock more characters to click on and earn more points faster.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AnimeCharacter = Container.expand(function (characterId, pointValue) { var self = Container.call(this); self.characterId = characterId; self.pointValue = pointValue; self.isActive = false; var characterGraphics = self.attachAsset('character' + characterId, { anchorX: 0.5, anchorY: 0.5 }); // Character face elements var leftEye = self.addChild(LK.getAsset('characterSlot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2 })); leftEye.x = -40; leftEye.y = -60; var rightEye = self.addChild(LK.getAsset('characterSlot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2 })); rightEye.x = 40; rightEye.y = -60; var mouth = self.addChild(LK.getAsset('characterSlot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.15 })); mouth.x = 0; mouth.y = 20; self.playClickAnimation = function () { tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut }); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); // Eye blink animation tween(leftEye, { scaleY: 0.1 }, { duration: 50 }); tween(leftEye, { scaleY: 0.2 }, { duration: 50 }); tween(rightEye, { scaleY: 0.1 }, { duration: 50 }); tween(rightEye, { scaleY: 0.2 }, { duration: 50 }); }; self.setActive = function (active) { self.isActive = active; if (active) { characterGraphics.alpha = 1.0; } else { characterGraphics.alpha = 0.7; } }; self.down = function (x, y, obj) { if (self.isActive) { totalClicks += self.pointValue; LK.setScore(totalClicks); scoreText.setText(totalClicks); clickValueText.setText('+' + self.pointValue); self.playClickAnimation(); LK.getSound('click').play(); checkUnlocks(); } }; return self; }); var CharacterSlot = Container.expand(function (characterId, unlockThreshold) { var self = Container.call(this); self.characterId = characterId; self.unlockThreshold = unlockThreshold; self.isUnlocked = false; var slotBackground = self.attachAsset('characterSlot', { anchorX: 0.5, anchorY: 0.5 }); var characterIcon = self.addChild(LK.getAsset('characterIcon' + characterId, { anchorX: 0.5, anchorY: 0.5 })); characterIcon.alpha = 0.3; var lockText = self.addChild(new Text2('?', { size: 40, fill: 0xFFFFFF })); lockText.anchor.set(0.5, 0.5); lockText.y = 60; self.unlock = function () { if (!self.isUnlocked) { self.isUnlocked = true; characterIcon.alpha = 1.0; lockText.setText(''); tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.bounceOut }); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.bounceIn }); LK.getSound('unlock').play(); } }; self.updateLockText = function () { if (!self.isUnlocked) { var remaining = self.unlockThreshold - totalClicks; if (remaining > 0) { lockText.setText(remaining); } } }; self.down = function (x, y, obj) { if (self.isUnlocked) { setActiveCharacter(self.characterId); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ var totalClicks = storage.totalClicks || 0; var currentCharacterId = storage.currentCharacterId || 1; var characters = []; var characterSlots = []; var unlockedCharacters = storage.unlockedCharacters || [1]; // Character data var characterData = [{ id: 1, points: 1, unlockAt: 0 }, { id: 2, points: 2, unlockAt: 50 }, { id: 3, points: 5, unlockAt: 200 }, { id: 4, points: 10, unlockAt: 500 }, { id: 5, points: 20, unlockAt: 1000 }]; // UI Elements var scoreText = new Text2(totalClicks.toString(), { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var clickValueText = new Text2('+1', { size: 60, fill: 0xF1C40F }); clickValueText.anchor.set(0.5, 0.5); clickValueText.x = 2048 / 2; clickValueText.y = 800; clickValueText.alpha = 0; game.addChild(clickValueText); var titleText = new Text2('Anime Clicker Paradise', { size: 50, fill: 0xE74C3C }); titleText.anchor.set(0.5, 0); titleText.y = 100; LK.gui.top.addChild(titleText); // Create characters for (var i = 0; i < characterData.length; i++) { var charData = characterData[i]; var character = new AnimeCharacter(charData.id, charData.points); character.x = 2048 / 2; character.y = 1200; character.visible = false; characters.push(character); game.addChild(character); } // Create character selection slots var slotStartX = (2048 - characterData.length * 140) / 2 + 70; for (var i = 0; i < characterData.length; i++) { var charData = characterData[i]; var slot = new CharacterSlot(charData.id, charData.unlockAt); slot.x = slotStartX + i * 140; slot.y = 2200; characterSlots.push(slot); game.addChild(slot); } function setActiveCharacter(characterId) { // Hide all characters for (var i = 0; i < characters.length; i++) { characters[i].visible = false; characters[i].setActive(false); } // Show and activate selected character var character = characters[characterId - 1]; character.visible = true; character.setActive(true); currentCharacterId = characterId; // Update click value display clickValueText.setText('+' + character.pointValue); // Save progress storage.currentCharacterId = currentCharacterId; } function checkUnlocks() { for (var i = 0; i < characterData.length; i++) { var charData = characterData[i]; if (totalClicks >= charData.unlockAt && unlockedCharacters.indexOf(charData.id) === -1) { unlockedCharacters.push(charData.id); characterSlots[i].unlock(); } } // Update lock text on all slots for (var i = 0; i < characterSlots.length; i++) { characterSlots[i].updateLockText(); } // Save progress storage.totalClicks = totalClicks; storage.unlockedCharacters = unlockedCharacters; } // Initialize unlocked characters for (var i = 0; i < unlockedCharacters.length; i++) { var charId = unlockedCharacters[i]; characterSlots[charId - 1].unlock(); } // Set initial active character setActiveCharacter(currentCharacterId); // Initialize score LK.setScore(totalClicks); // Click value text animation var clickValueAlpha = 0; var clickValueFadeTimer = 0; game.update = function () { // Animate click value text if (clickValueAlpha > 0) { clickValueFadeTimer--; if (clickValueFadeTimer <= 0) { clickValueAlpha -= 0.02; if (clickValueAlpha < 0) clickValueAlpha = 0; clickValueText.alpha = clickValueAlpha; } } // Check for new unlocks periodically if (LK.ticks % 60 === 0) { checkUnlocks(); } }; // Show click value when character is clicked var originalDown = game.down; game.down = function (x, y, obj) { clickValueAlpha = 1; clickValueFadeTimer = 30; clickValueText.alpha = clickValueAlpha; if (originalDown) { originalDown(x, y, obj); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,308 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var AnimeCharacter = Container.expand(function (characterId, pointValue) {
+ var self = Container.call(this);
+ self.characterId = characterId;
+ self.pointValue = pointValue;
+ self.isActive = false;
+ var characterGraphics = self.attachAsset('character' + characterId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Character face elements
+ var leftEye = self.addChild(LK.getAsset('characterSlot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.2,
+ scaleY: 0.2
+ }));
+ leftEye.x = -40;
+ leftEye.y = -60;
+ var rightEye = self.addChild(LK.getAsset('characterSlot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.2,
+ scaleY: 0.2
+ }));
+ rightEye.x = 40;
+ rightEye.y = -60;
+ var mouth = self.addChild(LK.getAsset('characterSlot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.3,
+ scaleY: 0.15
+ }));
+ mouth.x = 0;
+ mouth.y = 20;
+ self.playClickAnimation = function () {
+ tween(self, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 100,
+ easing: tween.easeOut
+ });
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 100,
+ easing: tween.easeIn
+ });
+ // Eye blink animation
+ tween(leftEye, {
+ scaleY: 0.1
+ }, {
+ duration: 50
+ });
+ tween(leftEye, {
+ scaleY: 0.2
+ }, {
+ duration: 50
+ });
+ tween(rightEye, {
+ scaleY: 0.1
+ }, {
+ duration: 50
+ });
+ tween(rightEye, {
+ scaleY: 0.2
+ }, {
+ duration: 50
+ });
+ };
+ self.setActive = function (active) {
+ self.isActive = active;
+ if (active) {
+ characterGraphics.alpha = 1.0;
+ } else {
+ characterGraphics.alpha = 0.7;
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (self.isActive) {
+ totalClicks += self.pointValue;
+ LK.setScore(totalClicks);
+ scoreText.setText(totalClicks);
+ clickValueText.setText('+' + self.pointValue);
+ self.playClickAnimation();
+ LK.getSound('click').play();
+ checkUnlocks();
+ }
+ };
+ return self;
+});
+var CharacterSlot = Container.expand(function (characterId, unlockThreshold) {
+ var self = Container.call(this);
+ self.characterId = characterId;
+ self.unlockThreshold = unlockThreshold;
+ self.isUnlocked = false;
+ var slotBackground = self.attachAsset('characterSlot', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var characterIcon = self.addChild(LK.getAsset('characterIcon' + characterId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ characterIcon.alpha = 0.3;
+ var lockText = self.addChild(new Text2('?', {
+ size: 40,
+ fill: 0xFFFFFF
+ }));
+ lockText.anchor.set(0.5, 0.5);
+ lockText.y = 60;
+ self.unlock = function () {
+ if (!self.isUnlocked) {
+ self.isUnlocked = true;
+ characterIcon.alpha = 1.0;
+ lockText.setText('');
+ tween(self, {
+ scaleX: 1.3,
+ scaleY: 1.3
+ }, {
+ duration: 200,
+ easing: tween.bounceOut
+ });
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.bounceIn
+ });
+ LK.getSound('unlock').play();
+ }
+ };
+ self.updateLockText = function () {
+ if (!self.isUnlocked) {
+ var remaining = self.unlockThreshold - totalClicks;
+ if (remaining > 0) {
+ lockText.setText(remaining);
+ }
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (self.isUnlocked) {
+ setActiveCharacter(self.characterId);
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2C3E50
+});
+
+/****
+* Game Code
+****/
+var totalClicks = storage.totalClicks || 0;
+var currentCharacterId = storage.currentCharacterId || 1;
+var characters = [];
+var characterSlots = [];
+var unlockedCharacters = storage.unlockedCharacters || [1];
+// Character data
+var characterData = [{
+ id: 1,
+ points: 1,
+ unlockAt: 0
+}, {
+ id: 2,
+ points: 2,
+ unlockAt: 50
+}, {
+ id: 3,
+ points: 5,
+ unlockAt: 200
+}, {
+ id: 4,
+ points: 10,
+ unlockAt: 500
+}, {
+ id: 5,
+ points: 20,
+ unlockAt: 1000
+}];
+// UI Elements
+var scoreText = new Text2(totalClicks.toString(), {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
+var clickValueText = new Text2('+1', {
+ size: 60,
+ fill: 0xF1C40F
+});
+clickValueText.anchor.set(0.5, 0.5);
+clickValueText.x = 2048 / 2;
+clickValueText.y = 800;
+clickValueText.alpha = 0;
+game.addChild(clickValueText);
+var titleText = new Text2('Anime Clicker Paradise', {
+ size: 50,
+ fill: 0xE74C3C
+});
+titleText.anchor.set(0.5, 0);
+titleText.y = 100;
+LK.gui.top.addChild(titleText);
+// Create characters
+for (var i = 0; i < characterData.length; i++) {
+ var charData = characterData[i];
+ var character = new AnimeCharacter(charData.id, charData.points);
+ character.x = 2048 / 2;
+ character.y = 1200;
+ character.visible = false;
+ characters.push(character);
+ game.addChild(character);
+}
+// Create character selection slots
+var slotStartX = (2048 - characterData.length * 140) / 2 + 70;
+for (var i = 0; i < characterData.length; i++) {
+ var charData = characterData[i];
+ var slot = new CharacterSlot(charData.id, charData.unlockAt);
+ slot.x = slotStartX + i * 140;
+ slot.y = 2200;
+ characterSlots.push(slot);
+ game.addChild(slot);
+}
+function setActiveCharacter(characterId) {
+ // Hide all characters
+ for (var i = 0; i < characters.length; i++) {
+ characters[i].visible = false;
+ characters[i].setActive(false);
+ }
+ // Show and activate selected character
+ var character = characters[characterId - 1];
+ character.visible = true;
+ character.setActive(true);
+ currentCharacterId = characterId;
+ // Update click value display
+ clickValueText.setText('+' + character.pointValue);
+ // Save progress
+ storage.currentCharacterId = currentCharacterId;
+}
+function checkUnlocks() {
+ for (var i = 0; i < characterData.length; i++) {
+ var charData = characterData[i];
+ if (totalClicks >= charData.unlockAt && unlockedCharacters.indexOf(charData.id) === -1) {
+ unlockedCharacters.push(charData.id);
+ characterSlots[i].unlock();
+ }
+ }
+ // Update lock text on all slots
+ for (var i = 0; i < characterSlots.length; i++) {
+ characterSlots[i].updateLockText();
+ }
+ // Save progress
+ storage.totalClicks = totalClicks;
+ storage.unlockedCharacters = unlockedCharacters;
+}
+// Initialize unlocked characters
+for (var i = 0; i < unlockedCharacters.length; i++) {
+ var charId = unlockedCharacters[i];
+ characterSlots[charId - 1].unlock();
+}
+// Set initial active character
+setActiveCharacter(currentCharacterId);
+// Initialize score
+LK.setScore(totalClicks);
+// Click value text animation
+var clickValueAlpha = 0;
+var clickValueFadeTimer = 0;
+game.update = function () {
+ // Animate click value text
+ if (clickValueAlpha > 0) {
+ clickValueFadeTimer--;
+ if (clickValueFadeTimer <= 0) {
+ clickValueAlpha -= 0.02;
+ if (clickValueAlpha < 0) clickValueAlpha = 0;
+ clickValueText.alpha = clickValueAlpha;
+ }
+ }
+ // Check for new unlocks periodically
+ if (LK.ticks % 60 === 0) {
+ checkUnlocks();
+ }
+};
+// Show click value when character is clicked
+var originalDown = game.down;
+game.down = function (x, y, obj) {
+ clickValueAlpha = 1;
+ clickValueFadeTimer = 30;
+ clickValueText.alpha = clickValueAlpha;
+ if (originalDown) {
+ originalDown(x, y, obj);
+ }
+};
\ No newline at end of file
Beautiful anime style girl, with white hair and gray eyes. In-Game asset. 2d. High contrast. No shadows. Pixel art
Make her blush and put on a shy expression
Beautiful anime-style girl with black hair and red eyes. Game image. 2D. High contrast. No shadows. Pixel art.. In-Game asset. 2d. High contrast. No shadows
Make her blush and put on a shy expression
Beautiful anime-style girl with gray hair and light blue eyes. Game image. 2D. High contrast. No shadows. Pixel art.. In-Game asset. 2d. High contrast. No shadows
Make her blush and put on a shy expression