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при повторном заходе в окно mine и клике по ассету "blueCristall" счетчик blue cristal обнуляется, исправь ошибку ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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при повторном заходе в mine счетчик blue cristal обнуляется, исправь ошибку ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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прогресс чисел доложен сохраняться в счетчике ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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при кликах название счетчика пропадает. исправь ошибку
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смести счетчик ниже
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уменьши размер символов в 3 раза
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смести счетчик bluecristal в левую часть экрана и дай ей название Blue Cristall
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'blueCristalCounter.y = growthRateText.height;' Line Number: 210
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'blueCristalCounter.y = growthRateText.height;' Line Number: 210
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'blueCristalCounter.y = growthRateText.height;' Line Number: 210
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назови счетчик bluecristal b помести в левую часть экрана к другим счетчикам
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreTxt.setText(LK.getScore());' Line Number: 81
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Please fix the bug: 'Uncaught ReferenceError: scoreTxt is not defined' in or related to this line: 'scoreTxt.setText(LK.getScore());' Line Number: 81
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добавь к ассету blueCristal функцию кликабильности и выведи счетчик в верхнюю часть экрана, за каждый клик в счетчике прибавляется +1
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при клике по ассету bluecristal в счетчике не прибавляется +1. исправь ошибку
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ассеты кристалов не кликабельны исправь ошибку
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'growthRateText.y = counterText.height;' Line Number: 215
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'blueCristalCounterText.y = growthRateText.height * 2;' Line Number: 215
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сделай ассеты blueCristal, greenCristal, redCristal кликабельными, добавь счетчики для них в столбик в верхней части экрана. прогресс накопления должен сохраняться при переходах между экранами ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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ассеты кристалов не исчезают при открытии gameScreenBackground после открытия mine, исправь ошибки, ин не должно быть там видно
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ассеты кристалов не исчезают при открытии gameScreenBackground, исправь ошибки, ин не должно быть там видно
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при нескольких кликах по map слои отображаются некорректно, исправь ошибки
Code edit (1 edits merged)
Please save this source code
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сделай ассет anvin полностью прозрачным
Code edit (1 edits merged)
Please save this source code
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
	forgingSkill: 0,
	growthRate: 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,
		alpha: 0.0 // Make the anvil fully transparent
	});
	// 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);
		// Persist the click counter
		storage.forgingSkill = 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 BlueCristal object
var BlueCristal = Container.expand(function () {
	var self = Container.call(this);
	// Attach 'blueCristal' asset to the 'BlueCristal' object
	var blueCristalGraphics = self.attachAsset('blueCristal', {
		anchorX: 0.5,
		anchorY: 0.5,
		interactive: true // Make the blueCristal interactive
	});
	// Define the 'down' event handler for blueCristal
	self.down = function (x, y, obj) {
		// Increment the score by 1
		LK.setScore(LK.getScore() + 1);
		// Update the score text
		blueCristalCounter.setText(LK.getScore());
	};
});
// 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;
		// Initialize the growth rate click counter from the global growthRateCounter
		forgeOfMatter.clickCounter = growthRateCounter;
		growthRateText.setText('Growth rate: ' + forgeOfMatter.clickCounter);
		// 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);
			// Persist the click counter to the global growthRateCounter
			growthRateCounter = forgeOfMatter.clickCounter;
			storage.growthRate = growthRateCounter;
		};
		forgeOfMatter.x = 2048 / 2;
		forgeOfMatter.y = 2732 / 1.35;
		// Add a new counter to the ForgeOfMatter object
		growthRateText.setText('Growth rate: ' + forgeOfMatter.clickCounter);
		growthRateText.visible = true;
		// Hide the game screen
		gameScreen.visible = false;
		// Hide the counter display
		counterText.visible = false;
		// Hide the map when switching to the magic nursery screen
		map.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 map only on the anvil screen
		map.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
****/ 
var mineInsideBackground;
var blueCristalCounter = new Text2('0', {
	size: 50,
	fill: 0xFFFFFF
});
blueCristalCounter.anchor.set(0, 0);
LK.gui.topLeft.addChild(blueCristalCounter);
blueCristalCounter.y = growthRateText.height;
blueCristalCounter.x = 0;
var blueCristal; // Define blueCristal in the global scope to fix the reference error
var greenCristal; // Define greenCristal in the global scope to fix the reference error
var redCristal; // Define redCristal in the global scope to fix the reference error
var map = game.addChild(LK.getAsset('Map', {
	anchorX: 0.5,
	anchorY: 0.5
}));
map.x = 400;
map.y = 2450;
map.visible = true; // Initialize the map as visible
// Make the map interactive
map.interactive = true;
// Define the 'down' event handler for the map
map.down = function (x, y, obj) {
	//{1h.1}
	// Hide the mineInsideBackground if it exists
	if (mineInsideBackground) {
		mineInsideBackground.visible = false;
		mineInsideBackground.destroy(); // Ensure it is completely removed
	}
	if (redCristal) {
		redCristal.visible = false; //{1Z.1}
		redCristal.destroy(); // Ensure it is completely removed
	} //{1Z.3}
	if (blueCristal) {
		blueCristal.visible = false; //{1X.1}
		blueCristal.destroy(); // Ensure it is completely removed
	} //{1X.3}
	if (greenCristal) {
		greenCristal.visible = false; //{1Y.1}
		greenCristal.destroy(); // Ensure it is completely removed
	} //{1Y.3}
	var mapScreen = game.addChild(new Container());
	// Attach 'mapbackground' asset to the mapScreen
	var mapBackground = mapScreen.attachAsset('mapbackground', {
		anchorX: 0.5,
		//{1h.1}
		anchorY: 0.5,
		//{1h.2}
		interactive: false // Ensure mapbackground does not block cursor interaction
	}); //{1h.3}
	// Attach 'anvilmap' asset to the mapScreen on the top layer
	var anvilMap = mapScreen.attachAsset('anvilmap', {
		anchorX: 0.5,
		anchorY: 0.5,
		interactive: true
	});
	// Attach 'mine' asset to the mapScreen on the top layer
	var mine = mapScreen.attachAsset('mine', {
		anchorX: 0.5,
		anchorY: 0.5,
		interactive: true
	});
	mine.x -= 150; // Move the mine asset 150 pixels to the left
	mine.y -= 150; // Move the mine asset 150 pixels higher
	// Make mine interactive and define the 'down' event handler
	mine.down = function (x, y, obj) {
		// Create a new screen for the mine
		var mineScreen = game.addChild(new Container());
		// Hide the current map screen
		mapScreen.visible = false;
		// Disable the active background
		background.visible = false;
		// Attach 'mineinsidebackground' asset to the mineScreen on the bottom layer
		mineInsideBackground = mineScreen.attachAsset('mineinsidebackground', {
			anchorX: 0.5,
			anchorY: 0.5,
			interactive: false,
			zIndex: -1 // Ensure it is on the bottom layer
		});
		// Attach 'redCristal' asset to the mineScreen on the top layer
		var redCristal = mineScreen.attachAsset('redCristal', {
			anchorX: 0.5,
			anchorY: 0.5,
			interactive: false,
			zIndex: 1 // Ensure it is on the top layer
		});
		// Move the redCristal asset to the left and lower position
		redCristal.x -= 510; // Move 100 pixels to the left
		redCristal.y += 490; // Move 100 pixels lower
		// Attach 'greenCristal' asset to the mineScreen on the top layer
		var greenCristal = mineScreen.attachAsset('greenCristal', {
			anchorX: 0.5,
			anchorY: 0.5,
			interactive: false,
			zIndex: 1 // Ensure it is on the top layer
		});
		// Position the greenCristal asset
		greenCristal.x -= 510; // Move 100 pixels to the left
		greenCristal.y += 90; // Move 100 pixels lower
		// Create and add a new instance of the BlueCristal class
		var blueCristal = mineScreen.addChild(new BlueCristal());
		// Position the blueCristal asset
		blueCristal.x -= 410; // Move 100 pixels to the left
		blueCristal.y -= 310; // Move 100 pixels lower
		// Position the blueCristal asset
		blueCristal.x -= 410; // Move 100 pixels to the left
		blueCristal.y -= 310; // Move 100 pixels lower
		// Position the mineScreen at the center
		mineScreen.x = 2048 / 2; //{1E.1}
		mineScreen.y = 2732 / 2; //{1E.2}
	};
	// Make anvilMap interactive and define the 'down' event handler
	anvilMap.down = function (x, y, obj) {
		// Show the Anvil screen
		gameScreen.visible = true;
		// Hide the mineinsidebackground when exiting the mine screen
		if (mineInsideBackground) {
			mineInsideBackground.visible = false;
			mineInsideBackground.destroy(); // Ensure it is completely removed
		}
		if (mineInsideBackground) {
			mineInsideBackground.visible = false;
			mineInsideBackground.destroy(); // Ensure it is completely removed
		}
		if (blueCristal) {
			blueCristal.visible = false; //{1X.1}
			blueCristal.destroy(); // Ensure it is completely removed
		} //{1X.3}
		if (greenCristal) {
			greenCristal.visible = false; //{1Y.1}
			greenCristal.destroy(); // Ensure it is completely removed
		} //{1Y.3}
		if (redCristal) {
			redCristal.visible = false; //{1Z.1}
			redCristal.destroy(); // Ensure it is completely removed
		} //{1Z.3}
		// Hide the map screen
		mapScreen.visible = false;
		// Show the counter display
		counterText.visible = true;
		// Hide the Growth rate counter
		growthRateText.visible = false;
	};
	// Hide the current game screen
	gameScreen.visible = false;
	// Disable the active background
	background.visible = false;
	// Attach a new background or asset to the mapScreen if needed
	// Example: mapScreen.attachAsset('newBackground', { anchorX: 0.5, anchorY: 0.5 });
	// Position the mapScreen at the center
	mapScreen.x = 2048 / 2;
	mapScreen.y = 2732 / 2;
};
var growthRateText = new Text2('Growth rate: 0', {
	size: 50,
	fill: 0xFFFFFF
});
var growthRateCounter = storage.growthRate; // Initialize growth rate counter from storage
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 = new Container(); //{1h.1}
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());
	// Initialize the anvil click counter from storage
	anvil.clickCounter = storage.forgingSkill;
	counterText.setText('Forging skill: ' + anvil.clickCounter);
	// Position 'The anvil' at the location of the anvil on the gameScreenBackground
	anvil.x = gameScreenBackground.x - -20; // Adjust x-coordinate based on the anvil's position on the background
	anvil.y = gameScreenBackground.y + 500; // Adjust y-coordinate based on the anvil's position on the background
	// 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: 50,
	fill: 0xFFFFFF
});
// Position the text object at the top right corner of the screen
counterText.anchor.set(0, 0);
LK.gui.topLeft.addChild(counterText);
counterText.y = 0;
counterText.x = 0;
growthRateText = new Text2('Growth rate: ' + growthRateCounter, {
	size: 50,
	fill: 0xFFFFFF
});
growthRateText.anchor.set(0, 0);
LK.gui.topLeft.addChild(growthRateText);
growthRateText.y = counterText.height;
growthRateText.x = 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
@@ -333,12 +333,8 @@
 var growthRateText = new Text2('Growth rate: 0', {
 	size: 50,
 	fill: 0xFFFFFF
 });
-growthRateText.anchor.set(0, 0);
-LK.gui.topLeft.addChild(growthRateText);
-growthRateText.y = 0;
-growthRateText.x = 0;
 var growthRateCounter = storage.growthRate; // Initialize growth rate counter from storage
 var background = game.addChild(new Container());
 background.width = 2048;
 background.height = 2732;