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)
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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)
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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
/**** * 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()); // Add a new object and attach the 'map' asset to it var mapObject = gameScreen.addChild(new Container()); var mapGraphics = mapObject.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5 }); // Position the map object on the Anvil screen mapObject.x = 2048 / 2; mapObject.y = 2732 / 2; // 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
@@ -1,12 +1,8 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
-var storage = LK.import("@upit/storage.v1", {
- anvilClicks: 0,
- forgeClicks: 0
-});
/****
* Classes
****/
@@ -18,9 +14,9 @@
anchorX: 0.5,
anchorY: 0.5
});
// Initialize the click counter
- self.clickCounter = storage.anvilClicks || 0;
+ self.clickCounter = 0;
// Make the 'Anvil' object interactive
self.interactive = true;
// Define the 'down' event handler
self.down = function (x, y, obj) {
@@ -35,9 +31,8 @@
counterText.tint = 0x0000FF; // Blue
} else if (self.clickCounter >= 300) {
counterText.tint = 0x800080; // Purple
}
- storage.anvilClicks = self.clickCounter;
};
});
// Create a new class for the Door object
var Door = Container.expand(function () {
@@ -76,30 +71,26 @@
scaleX: 1,
scaleY: 1
});
// Initialize the click counter for ForgeOfMatter
- forgeOfMatter.clickCounter = storage.forgeClicks || 0;
+ 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);
- storage.forgeClicks = forgeOfMatter.clickCounter;
- storage.forgeClicks = forgeOfMatter.clickCounter;
};
forgeOfMatter.x = 2048 / 2;
forgeOfMatter.y = 2732 / 1.35;
- // Check if growthRateText already exists, if not, create it
- if (!growthRateText) {
- growthRateText = new Text2('Growth rate: 0', {
- size: 50,
- fill: 0xFFFFFF
- });
- growthRateText.anchor.set(0, 0);
- LK.gui.topLeft.addChild(growthRateText);
- growthRateText.y = counterText.height;
- }
+ // 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;
@@ -134,34 +125,18 @@
// Show the counter display
counterText.visible = true;
// Hide the Magic Nursery screen
game.magicNursery.visible = false;
- // Ensure both counters are visible
- counterText.visible = true;
- growthRateText.visible = true;
+ // 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
}));
};
});
-var Map = Container.expand(function () {
- var self = Container.call(this);
- // Attach 'Map' asset to the 'Map' object
- var mapGraphics = self.attachAsset('Map', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Make the 'Map' object interactive
- self.interactive = true;
- // Define the 'down' event handler
- self.down = function (x, y, obj) {
- // Define behavior when the map is clicked
- console.log("Map clicked at", x, y);
- };
-});
/****
* Initialize Game
****/
@@ -214,35 +189,39 @@
// Disable the background
background.visible = false;
// Create a new instance of the Anvil class
var anvil = gameScreen.addChild(new Anvil());
+ // Add a new object and attach the 'map' asset to it
+ var mapObject = gameScreen.addChild(new Container());
+ var mapGraphics = mapObject.attachAsset('Map', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Position the map object on the Anvil screen
+ mapObject.x = 2048 / 2;
+ mapObject.y = 2732 / 2;
// 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;
- // Add a new object 'Map'
- var map = gameScreen.addChild(new Map());
- // Position 'Map' at the bottom of the screen
- map.x = 2048 / 2;
- map.y = 2732 * 0.9;
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: 50,
+ size: 150,
fill: 0xFFFFFF
});
-// Position the text object at the top left corner of the screen
-counterText.anchor.set(0, 0);
-LK.gui.topLeft.addChild(counterText);
+// 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', {