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я вижу ассет map при запуске игры, сделай так что бы его было видно только после нажатия new game
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ассет map должно быть видно только на экране anvil
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убери ассет map с экрана "new game"
User prompt
выведи счетчик с названием "Red Cristal"в верхнюю часть экрана под счетчик green Cristall и сделай так что бы за каждый клик по ассету redCristal в счетчике прибавлялось +1
User prompt
выведи счетчик с названием "Green Cristall"в верхнюю часть экрана под счетчик blue Cristall и сделай так что бы за каждый клик по ассету greenCristal в счетчике прибавлялось +1
User prompt
я кликаю по ассету greenCristall и в счетчик не прибавляется +1, исправь ошибку
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не работает исправь ошибки
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сделай так что бы за каждый клик по ассету greenCristall в счетчике "Green Cristall"прибавляется +1
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за каждый клик по ассету greenCristall в счетчике прибавляется +1
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за каждый клик в счетчике прибавляется +1
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добавь к ассету greenCristal функцию кликабильности и выведи счетчик с названием "Green Cristall"в верхнюю часть экрана под счетчик blue Cristall
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User prompt
смести ассет blueCristal ниже и правее
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при переходе из map в anvilmap пропадает ассет gameScreenBackground, исправь ошибки
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теперь при повторном заходе в mine ассет blue cristall проgадает, а так же пропадают ассеты gameScreenBackground при перереходе в anvilmap, исправь ошибки
User prompt
есди заходить несколько раз в mine, то при клике по bluecristall прибавляется больше чем +1, как будто ассеты наслаиваются, исправь проблему
User prompt
Сделай для счетчика blueCristall возможность сохранения прогресии как сделано на счетчике Forging skill ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
при повторном заходе в окно mine и клике по ассету "blueCristall" счетчик blue cristal обнуляется, исправь ошибку, он должен сохранять прошлую прогессию и прибавлять далее ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
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
User prompt
при повторном заходе в mine счетчик blue cristal обнуляется, исправь ошибку ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
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
/**** * 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 scoreTxt.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 scoreTxt = new Text2('Blue Cristall: 0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreTxt); 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; 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 }); } }); };
/****
* 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
scoreTxt.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 scoreTxt = new Text2('Blue Cristall: 0', {
size: 150,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreTxt);
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;
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
});
}
});
};