User prompt
добавь под картинкой фона на экране anvil следующие надписи в строчку Skill level: (зеленая надпись)- student. (Синяя надпить)- Аpprentice. (фиолетовая надпись) - Master. (оранжевая надпись)- GrandMaster. (красная надпись)- Legend
User prompt
цвет Forging skill должен стать красным при достижении 20000 кликов
User prompt
цвет Forging skill должен стать оранжевым при достижении 10000 коликов
User prompt
помести счетчик Forging skill над картинкой фона
User prompt
сдвинь счетчик на верх окна
User prompt
помести счетчик сверху экрана
User prompt
счетчик на экране new game все еще показывается, убери его, счетчик должень быть только на экране anvil
User prompt
Please fix the bug: 'Uncaught ReferenceError: counterText is not defined' in or related to this line: 'counterText.setText('Forging skill: ' + self.clickCounter);' Line Number: 39
User prompt
убери счетчик с окна new game
User prompt
Please fix the bug: 'Uncaught ReferenceError: counterText is not defined' in or related to this line: 'counterText.setText('Forging skill: ' + self.clickCounter);' Line Number: 39
User prompt
убери счетчик с начального экрана
Code edit (3 edits merged)
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User prompt
сделай текстуру обьекта anvil полностью прозрачной
User prompt
сделай текстуру обьекта anvil прозрачной
User prompt
спрячь текстуру anvil под ассет фона
User prompt
кнопку с ассетом new game смести еще ниже
User prompt
кнопку с ассетом new game смести ниже картинки фона
Code edit (1 edits merged)
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User prompt
star должны разлетаться в стороны
User prompt
удали обьекты door
User prompt
удали окно ForgeOfMatter
Code edit (1 edits merged)
Please save this source code
Initial prompt
Palaces of Creation
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Create a new class for the anvil object var Anvil = Container.expand(function () { var self = Container.call(this); // Attach 'anvil' asset to the 'Anvil' object var anvilGraphics = self.attachAsset('anvil', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the click counter self.clickCounter = 0; // Make the 'Anvil' object interactive self.interactive = true; // Define the 'down' event handler self.down = function (x, y, obj) { // Increment the click counter self.clickCounter++; // Update the text object with the click counter and label counterText.setText('Forging skill: ' + self.clickCounter); // Change the color of the counter text based on the click counter if (self.clickCounter >= 100 && self.clickCounter < 200) { counterText.tint = 0x00FF00; // Green } else if (self.clickCounter >= 200 && self.clickCounter < 300) { counterText.tint = 0x0000FF; // Blue } else if (self.clickCounter >= 300) { counterText.tint = 0x800080; // Purple } }; }); // Create a new class for the Door object var Door = Container.expand(function () { var self = Container.call(this); // Attach 'Door' asset to the 'Door' object var doorGraphics = self.attachAsset('Door', { anchorX: 0.5, anchorY: 0.5 }); // Make the 'Door' object interactive self.interactive = true; // Define the 'down' event handler self.down = function (x, y, obj) { // Remove the existing hammer hammer.destroy(); // Create a new screen game.magicNursery = game.addChild(new Container()); // Attach 'magicNurseryBackground' asset to the 'magicNursery' object var magicNurseryBackground = game.magicNursery.attachAsset('magicNurseryBackground', { anchorX: 0.5, anchorY: 0.5, interactive: false, // Disable interactivity to prevent blurring on click scaleX: 2, // Double the size horizontally scaleY: 2 // Double the size vertically }); // Recreate the hammer asset magicNurseryBackground.x = 2048 / 2; magicNurseryBackground.y = 2732 / 2; // Attach 'ForgeOfMatter' asset to the 'magicNursery' object var forgeOfMatter = game.magicNursery.attachAsset('ForgeOfMatter', { anchorX: 0.5, anchorY: 0.5, interactive: true, scaleX: 1, scaleY: 1 }); // Initialize the click counter for ForgeOfMatter forgeOfMatter.clickCounter = 0; // Define the 'down' event handler for ForgeOfMatter forgeOfMatter.down = function (x, y, obj) { // Increment the click counter forgeOfMatter.clickCounter++; // Update the text object with the click counter and label growthRateText.setText('Growth rate: ' + forgeOfMatter.clickCounter); }; forgeOfMatter.x = 2048 / 2; forgeOfMatter.y = 2732 / 1.35; // Add a new counter to the ForgeOfMatter object growthRateText = new Text2('Growth rate: 0', { size: 150, fill: 0xFFFFFF }); growthRateText.anchor.set(0.5, 0); LK.gui.top.addChild(growthRateText); growthRateText.y = counterText.height; // Hide the game screen gameScreen.visible = false; // Hide the counter display counterText.visible = false; // Add a new object 'Door2' var door2 = game.magicNursery.addChild(new Door2()); // Position 'Door2' to the right, between the center and the edge of the screen door2.x = 2048 * 0.75; door2.y = 2732 * 0.9; hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); }; }); // Create a new class for the Door2 object var Door2 = Container.expand(function () { var self = Container.call(this); // Attach 'Door' asset to the 'Door2' object var doorGraphics = self.attachAsset('Door', { anchorX: 0.5, anchorY: 0.5 }); // Make the 'Door2' object interactive self.interactive = true; // Define the 'down' event handler self.down = function (x, y, obj) { // Remove the existing hammer hammer.destroy(); // Show the Anvil screen gameScreen.visible = true; // Show the counter display counterText.visible = true; // Hide the Magic Nursery screen game.magicNursery.visible = false; // Hide the Growth rate counter growthRateText.visible = false; // Recreate the hammer asset hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); }; }); /**** * Initialize Game ****/ // Create a new text object to display the click counter var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create a new class for the Door object var growthRateText; var background = game.addChild(new Container()); background.width = 2048; background.height = 2732; background.x = 2048 / 2; background.y = 2732 / 2; var backgroundGraphics = background.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); var gameScreen; var newGame = game.addChild(new Container()); newGame.x = 2048 / 2; newGame.y = 2732 * 3 / 4; // Attach 'newGameText' asset to the 'New Game' object var newGameText = newGame.attachAsset('newGameText', { anchorX: 0.5, anchorY: 0.5, stroke: 0xFFFFFF, // White color strokeThickness: 5 // 5px thickness }); // Make the 'New Game' object clickable newGame.interactive = true; newGame.down = function (x, y, obj) { hammer.destroy(); // Create a new game screen gameScreen = game.addChild(new Container()); gameScreen.x = 2048 / 2; gameScreen.y = 2732 / 2; // Attach 'gameScreenBackground' asset to the 'gameScreen' object var gameScreenBackground = gameScreen.attachAsset('gameScreenBackground', { anchorX: 0.5, anchorY: 0.5 }); // Hide the main menu newGame.visible = false; // Disable the background background.visible = false; // Create a new instance of the Anvil class var anvil = gameScreen.addChild(new Anvil()); // Position 'The anvil' closer to the left center of the game screen anvil.x = 2048 / 10; anvil.y = 2732 / 9; // Add a new object 'Magic Nursery' var magicNursery = gameScreen.addChild(new Door()); // Position 'Magic Nursery' to the left and up magicNursery.x = 2048 / 4; magicNursery.y = 2732 / 2.5; hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); }; // Create a new text object to display the click counter var counterText = new Text2('Forging skill: 0', { size: 150, fill: 0xFFFFFF }); // Position the text object at the top right corner of the screen counterText.anchor.set(1, 0); LK.gui.topRight.addChild(counterText); counterText.y = 0; // Initialize hammer asset var hammer; hammer = game.addChild(LK.getAsset('hammer', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 })); // Function to make the hammer follow the mouse/touch position function updateHammerPosition(x, y) { if (hammer) { hammer.x = x; hammer.y = y; } } // Make the cursor follow the mouse/touch position game.move = function (x, y, obj) { updateHammerPosition(x, y); }; // Animate cursor rotation on click game.down = function (x, y, obj) { LK.getSound('hammer').play(); tween(hammer, { rotation: -Math.PI / 2 }, { duration: 125, easing: tween.easeInOut, onFinish: function onFinish() { // Create stars around the hammer for 0.25 seconds for (var i = 0; i < 5; i++) { var star = game.addChild(LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5 })); star.x = hammer.x - hammer.width / 2 + Math.random() * 100 - 25; star.y = hammer.y + hammer.height / 2 + Math.random() * 100 - 25; (function (star) { // Make the star move upwards star.update = function () { star.y -= 5; // Move the star upwards by 5 pixels per frame if (star.x < hammer.x) { star.x += 2; // Move the star slightly to the right if on the left side of the hammer } else { star.x -= 2; // Move the star slightly to the left if on the right side of the hammer } }; LK.setTimeout(function () { star.destroy(); }, 250); })(star); } tween(hammer, { rotation: 0 }, { duration: 125, easing: tween.easeInOut }); } }); };
===================================================================
--- original.js
+++ change.js
@@ -1,67 +1,274 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
* Classes
-****/
-//<Assets used in the game will automatically appear here>
-//<Write imports for supported plugins here>
-// Class for the Elf character
-var Elf = Container.expand(function () {
- var self = Container.call(this);
- var elfGraphics = self.attachAsset('elf', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.x = 1024; // Center horizontally
- self.y = 2400; // Near the bottom of the screen
- // Method to forge an item
- self.forge = function () {
- var newItem = new Item();
- newItem.x = self.x;
- newItem.y = self.y - 150; // Position above the elf
- game.addChild(newItem);
- items.push(newItem);
- };
+****/
+// Create a new class for the anvil object
+var Anvil = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach 'anvil' asset to the 'Anvil' object
+ var anvilGraphics = self.attachAsset('anvil', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Initialize the click counter
+ self.clickCounter = 0;
+ // Make the 'Anvil' object interactive
+ self.interactive = true;
+ // Define the 'down' event handler
+ self.down = function (x, y, obj) {
+ // Increment the click counter
+ self.clickCounter++;
+ // Update the text object with the click counter and label
+ counterText.setText('Forging skill: ' + self.clickCounter);
+ // Change the color of the counter text based on the click counter
+ if (self.clickCounter >= 100 && self.clickCounter < 200) {
+ counterText.tint = 0x00FF00; // Green
+ } else if (self.clickCounter >= 200 && self.clickCounter < 300) {
+ counterText.tint = 0x0000FF; // Blue
+ } else if (self.clickCounter >= 300) {
+ counterText.tint = 0x800080; // Purple
+ }
+ };
});
-// Class for the items forged by the Elf
-var Item = Container.expand(function () {
- var self = Container.call(this);
- var itemGraphics = self.attachAsset('item', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 2; // Speed at which the item moves upwards
- // Update method to move the item
- self.update = function () {
- self.y -= self.speed;
- if (self.y < -50) {
- self.destroy();
- items.splice(items.indexOf(self), 1);
- }
- };
+// Create a new class for the Door object
+var Door = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach 'Door' asset to the 'Door' object
+ var doorGraphics = self.attachAsset('Door', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Make the 'Door' object interactive
+ self.interactive = true;
+ // Define the 'down' event handler
+ self.down = function (x, y, obj) {
+ // Remove the existing hammer
+ hammer.destroy();
+ // Create a new screen
+ game.magicNursery = game.addChild(new Container());
+ // Attach 'magicNurseryBackground' asset to the 'magicNursery' object
+ var magicNurseryBackground = game.magicNursery.attachAsset('magicNurseryBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ interactive: false,
+ // Disable interactivity to prevent blurring on click
+ scaleX: 2,
+ // Double the size horizontally
+ scaleY: 2 // Double the size vertically
+ });
+ // Recreate the hammer asset
+ magicNurseryBackground.x = 2048 / 2;
+ magicNurseryBackground.y = 2732 / 2;
+ // Attach 'ForgeOfMatter' asset to the 'magicNursery' object
+ var forgeOfMatter = game.magicNursery.attachAsset('ForgeOfMatter', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ interactive: true,
+ scaleX: 1,
+ scaleY: 1
+ });
+ // Initialize the click counter for ForgeOfMatter
+ forgeOfMatter.clickCounter = 0;
+ // Define the 'down' event handler for ForgeOfMatter
+ forgeOfMatter.down = function (x, y, obj) {
+ // Increment the click counter
+ forgeOfMatter.clickCounter++;
+ // Update the text object with the click counter and label
+ growthRateText.setText('Growth rate: ' + forgeOfMatter.clickCounter);
+ };
+ forgeOfMatter.x = 2048 / 2;
+ forgeOfMatter.y = 2732 / 1.35;
+ // Add a new counter to the ForgeOfMatter object
+ growthRateText = new Text2('Growth rate: 0', {
+ size: 150,
+ fill: 0xFFFFFF
+ });
+ growthRateText.anchor.set(0.5, 0);
+ LK.gui.top.addChild(growthRateText);
+ growthRateText.y = counterText.height;
+ // Hide the game screen
+ gameScreen.visible = false;
+ // Hide the counter display
+ counterText.visible = false;
+ // Add a new object 'Door2'
+ var door2 = game.magicNursery.addChild(new Door2());
+ // Position 'Door2' to the right, between the center and the edge of the screen
+ door2.x = 2048 * 0.75;
+ door2.y = 2732 * 0.9;
+ hammer = game.addChild(LK.getAsset('hammer', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: -1
+ }));
+ };
});
+// Create a new class for the Door2 object
+var Door2 = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach 'Door' asset to the 'Door2' object
+ var doorGraphics = self.attachAsset('Door', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Make the 'Door2' object interactive
+ self.interactive = true;
+ // Define the 'down' event handler
+ self.down = function (x, y, obj) {
+ // Remove the existing hammer
+ hammer.destroy();
+ // Show the Anvil screen
+ gameScreen.visible = true;
+ // Show the counter display
+ counterText.visible = true;
+ // Hide the Magic Nursery screen
+ game.magicNursery.visible = false;
+ // Hide the Growth rate counter
+ growthRateText.visible = false;
+ // Recreate the hammer asset
+ hammer = game.addChild(LK.getAsset('hammer', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: -1
+ }));
+ };
+});
-/****
+/****
* Initialize Game
-****/
+****/
+// Create a new text object to display the click counter
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000
});
-/****
+/****
* Game Code
-****/
-// Array to keep track of items
-var items = [];
-// Create the Elf character and add to the game
-var elf = new Elf();
-game.addChild(elf);
-// Handle touch or mouse down event to forge items
-game.down = function (x, y, obj) {
- elf.forge();
+****/
+// Create a new class for the Door object
+var growthRateText;
+var background = game.addChild(new Container());
+background.width = 2048;
+background.height = 2732;
+background.x = 2048 / 2;
+background.y = 2732 / 2;
+var backgroundGraphics = background.attachAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+var gameScreen;
+var newGame = game.addChild(new Container());
+newGame.x = 2048 / 2;
+newGame.y = 2732 * 3 / 4;
+// Attach 'newGameText' asset to the 'New Game' object
+var newGameText = newGame.attachAsset('newGameText', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ stroke: 0xFFFFFF,
+ // White color
+ strokeThickness: 5 // 5px thickness
+});
+// Make the 'New Game' object clickable
+newGame.interactive = true;
+newGame.down = function (x, y, obj) {
+ hammer.destroy();
+ // Create a new game screen
+ gameScreen = game.addChild(new Container());
+ gameScreen.x = 2048 / 2;
+ gameScreen.y = 2732 / 2;
+ // Attach 'gameScreenBackground' asset to the 'gameScreen' object
+ var gameScreenBackground = gameScreen.attachAsset('gameScreenBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Hide the main menu
+ newGame.visible = false;
+ // Disable the background
+ background.visible = false;
+ // Create a new instance of the Anvil class
+ var anvil = gameScreen.addChild(new Anvil());
+ // Position 'The anvil' closer to the left center of the game screen
+ anvil.x = 2048 / 10;
+ anvil.y = 2732 / 9;
+ // Add a new object 'Magic Nursery'
+ var magicNursery = gameScreen.addChild(new Door());
+ // Position 'Magic Nursery' to the left and up
+ magicNursery.x = 2048 / 4;
+ magicNursery.y = 2732 / 2.5;
+ hammer = game.addChild(LK.getAsset('hammer', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: -1
+ }));
};
-// Update game logic
-game.update = function () {
- // Update all items
- for (var i = items.length - 1; i >= 0; i--) {
- items[i].update();
- }
+// Create a new text object to display the click counter
+var counterText = new Text2('Forging skill: 0', {
+ size: 150,
+ fill: 0xFFFFFF
+});
+// Position the text object at the top right corner of the screen
+counterText.anchor.set(1, 0);
+LK.gui.topRight.addChild(counterText);
+counterText.y = 0;
+// Initialize hammer asset
+var hammer;
+hammer = game.addChild(LK.getAsset('hammer', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: -1
+}));
+// Function to make the hammer follow the mouse/touch position
+function updateHammerPosition(x, y) {
+ if (hammer) {
+ hammer.x = x;
+ hammer.y = y;
+ }
+}
+// Make the cursor follow the mouse/touch position
+game.move = function (x, y, obj) {
+ updateHammerPosition(x, y);
+};
+// Animate cursor rotation on click
+game.down = function (x, y, obj) {
+ LK.getSound('hammer').play();
+ tween(hammer, {
+ rotation: -Math.PI / 2
+ }, {
+ duration: 125,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // Create stars around the hammer for 0.25 seconds
+ for (var i = 0; i < 5; i++) {
+ var star = game.addChild(LK.getAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ star.x = hammer.x - hammer.width / 2 + Math.random() * 100 - 25;
+ star.y = hammer.y + hammer.height / 2 + Math.random() * 100 - 25;
+ (function (star) {
+ // Make the star move upwards
+ star.update = function () {
+ star.y -= 5; // Move the star upwards by 5 pixels per frame
+ if (star.x < hammer.x) {
+ star.x += 2; // Move the star slightly to the right if on the left side of the hammer
+ } else {
+ star.x -= 2; // Move the star slightly to the left if on the right side of the hammer
+ }
+ };
+ LK.setTimeout(function () {
+ star.destroy();
+ }, 250);
+ })(star);
+ }
+ tween(hammer, {
+ rotation: 0
+ }, {
+ duration: 125,
+ easing: tween.easeInOut
+ });
+ }
+ });
};
\ No newline at end of file