User prompt
добавь новый обьект и прикрепи к нему ассет map, выведи его на экран game
User prompt
отцентруй экран anvin по экрану
User prompt
сдвинь ассет map между центром и левым краем экрана
User prompt
расположи ассет map в левой нижней части экрана, между центром и левым краем
User prompt
помести обьект map в левую часть экрана, между центром экрана и левым краем экрана
Code edit (1 edits merged)
Please save this source code
User prompt
сдвинь обьект map влево, между центром и левым краем экрана
User prompt
сдвинь обьект map впрво, между серединой и левым краем экрана
User prompt
сдвинь обьект map в лево, между серединой и левым краем экрана
User prompt
сдвинь map в левую чаться экрана
User prompt
сдвинь map в левую часть экрана
User prompt
расположи map напротив door, в левой части экрана
User prompt
добавь новый обьект и прикрепи к нему ассет map, выведи его на экран Anvil
User prompt
выведи обьект map на экран anvil, в нижнюю часть экрана
User prompt
добавь на экран anvil новый обьект "map" с ассетом, на место зеркальное обьекту door
User prompt
уменьши размер текста счетчиков в 2 раза
User prompt
счетчик Growth rate наслаивается сам на себя при каждом переходе в ForgeOfMatter, исправь ошибку
User prompt
Please fix the bug: 'Uncaught TypeError: storage.set is not a function' in or related to this line: 'storage.set('forgeClicks', forgeOfMatter.clickCounter);' Line Number: 102 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: storage.save is not a function' in or related to this line: 'storage.save();' Line Number: 102
User prompt
при переходе в ForgeOfMatter счетчик сбрасывается, а должен сохраняться, исправь ошибку
User prompt
оба счетчика должны показываться на экране anvil и сохранять прогресс кликов при переходах между окнами ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
уменьши размер текста счетчиков и выведи их оба в верхней части экрана с левой стороны, на экраны anvil и ForgeOfMatter
Code edit (1 edits merged)
Please save this source code
User prompt
счетчик Growth rate обнуляется при выходе с окна magicNursery, сделай так что бы прогресс счетчика сохранялся
User prompt
счетчик Growth rate обнуляется при переходе на окно anvil и обратно, сделай так что бы прогресс сохранялся при возвращении
/**** * 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) { // 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 }); 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: 100, fill: 0xFFFFFF }); growthRateText.anchor.set(0, 0); LK.gui.topLeft.addChild(growthRateText); growthRateText.y = counterText.height; // Hide the game screen gameScreen.visible = false; // Show the counter display counterText.visible = true; // 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; }; }); // 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) { // Store the current growth rate value var currentGrowthRate = growthRateText.text; // Show the Anvil screen gameScreen.visible = true; // Show the counter display counterText.visible = true; // Hide the Magic Nursery screen game.magicNursery.visible = false; // Show the Growth rate counter growthRateText.visible = true; // Restore the growth rate value growthRateText.setText(currentGrowthRate); }; }); /**** * 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 = new Text2('Growth rate: 0', { size: 100, fill: 0xFFFFFF }); 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 }); // Make the 'New Game' object clickable newGame.interactive = true; newGame.down = function (x, y, obj) { // 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; }; // Create a new text object to display the click counter var counterText = new Text2('Forging skill: 0', { size: 100, fill: 0xFFFFFF }); // Position the text object at the top left corner of the screen counterText.anchor.set(0, 0); LK.gui.topLeft.addChild(counterText); counterText.y = 0;
/****
* 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) {
// 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
});
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: 100,
fill: 0xFFFFFF
});
growthRateText.anchor.set(0, 0);
LK.gui.topLeft.addChild(growthRateText);
growthRateText.y = counterText.height;
// Hide the game screen
gameScreen.visible = false;
// Show the counter display
counterText.visible = true;
// 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;
};
});
// 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) {
// Store the current growth rate value
var currentGrowthRate = growthRateText.text;
// Show the Anvil screen
gameScreen.visible = true;
// Show the counter display
counterText.visible = true;
// Hide the Magic Nursery screen
game.magicNursery.visible = false;
// Show the Growth rate counter
growthRateText.visible = true;
// Restore the growth rate value
growthRateText.setText(currentGrowthRate);
};
});
/****
* 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 = new Text2('Growth rate: 0', {
size: 100,
fill: 0xFFFFFF
});
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
});
// Make the 'New Game' object clickable
newGame.interactive = true;
newGame.down = function (x, y, obj) {
// 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;
};
// Create a new text object to display the click counter
var counterText = new Text2('Forging skill: 0', {
size: 100,
fill: 0xFFFFFF
});
// Position the text object at the top left corner of the screen
counterText.anchor.set(0, 0);
LK.gui.topLeft.addChild(counterText);
counterText.y = 0;