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помести его справа от ассета blueCrystalIngot
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смести его в один ряд с ассетом blueCrystalIngot
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добавь на экран "magicNursery" новый ассет "greenCristalIngot" в центр низа экрана
User prompt
добавь на экран magicNursery новый ассет "greenCristalIngot"
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добавь на экран magicNursery ассет GreenCristalIngot
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сделай так что бы прогрессия уменьшения в счетчике blueCristal сохранялась ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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сделай так что бы прогрессия счетчика blueCrystalIngot сохранялась ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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сделай так что если в счетчике blue cristall меньше 100, то при клике на ассет blueCrystalIngot не зачислялись +1
User prompt
выведи счетчик с названием "BlueCrystalIngot" в верхнюю правую часть экрана и сделай так что бы за каждый клик по ассету blueCrystalIngot в счетчике прибавлялось +1, а в счетчике blueCristal -100
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сдвинь ассет blueCrystalIngot выше и правее
Code edit (3 edits merged)
Please save this source code
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расположи ассет blueCrystalIngot в нижней левой части экрана не зависимо
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сдвинь ассет blueCrystalIngot немного правее
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'Uncaught ReferenceError: blueCrystalIngotGraphics is not defined' in or related to this line: 'blueCrystalIngot.x = 0 + blueCrystalIngotGraphics.width / 2;' Line Number: 144
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расположи ассет blueCrystalIngot в нижней левой части экрана
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на окне magicNursery создай новый ассет "blue crystal ingot"
Code edit (1 edits merged)
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опусти ассет newgame немного ниже
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опусти ассет new game ниже
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проблема не устранилась
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если кликать по ассету map несколько раз, то после перехода в anvill map перекрывает gameScreenBackground пока не кликнешь по экрану несколько раз, нужно исправить эту ошибку
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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"
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { forgingSkill: 0, growthRate: 0, blueCristallScore: 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 blueCristallScore += 1; LK.setScore(blueCristallScore); storage.blueCristallScore = blueCristallScore; // Update the score text scoreTxt.setText('Blue Cristall: ' + LK.getScore()); scoreTxt.visible = true; // Ensure the score text remains visible }; }); // 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 })); }; }); // Create a new class for the GreenCristal object var GreenCristal = Container.expand(function () { var self = Container.call(this); // Attach 'greenCristal' asset to the 'GreenCristal' object var greenCristalGraphics = self.attachAsset('greenCristal', { anchorX: 0.5, anchorY: 0.5, interactive: true // Make the greenCristal interactive }); // Define the 'down' event handler for greenCristal self.down = function (x, y, obj) { // Increment the score by 1 greenCristallScore += 1; LK.setScore(greenCristallScore); storage.greenCristallScore = greenCristallScore; // Update the score text greenScoreTxt.setText('Green Cristall: ' + greenCristallScore); greenScoreTxt.visible = true; // Ensure the score text remains visible }; }); // Create a new class for the RedCristal object var RedCristal = Container.expand(function () { var self = Container.call(this); // Attach 'redCristal' asset to the 'RedCristal' object var redCristalGraphics = self.attachAsset('redCristal', { anchorX: 0.5, anchorY: 0.5, interactive: true // Make the redCristal interactive }); // Define the 'down' event handler for redCristal self.down = function (x, y, obj) { // Increment the score by 1 redCristallScore += 1; LK.setScore(redCristallScore); storage.redCristallScore = redCristallScore; // Update the score text redScoreTxt.setText('Red Cristall: ' + redCristallScore); redScoreTxt.visible = true; // Ensure the score text remains visible }; }); /**** * Initialize Game ****/ // Create a new text object to display the click counter var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var mineInsideBackground; var blueCristallScore = storage.blueCristallScore || 0; var scoreTxt = new Text2('Blue Cristall: ' + blueCristallScore, { size: 50, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.y = 100; // Move the score text 100 pixels down LK.gui.topLeft.addChild(scoreTxt); var greenCristallScore = storage.greenCristallScore || 0; var greenScoreTxt = new Text2('Green Cristall: ' + greenCristallScore, { size: 50, fill: 0xFFFFFF }); greenScoreTxt.anchor.set(0, 0); greenScoreTxt.y = 150; // Position below the Blue Cristall score LK.gui.topLeft.addChild(greenScoreTxt); 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 redCristallScore = storage.redCristallScore || 0; var redScoreTxt = new Text2('Red Cristall: ' + redCristallScore, { size: 50, fill: 0xFFFFFF }); redScoreTxt.anchor.set(0, 0); redScoreTxt.y = 200; // Position below the Green Cristall score LK.gui.topLeft.addChild(redScoreTxt); var map = game.addChild(LK.getAsset('Map', { anchorX: 0.5, anchorY: 0.5 })); map.x = 400; map.y = 2450; map.visible = false; // Initialize the map as invisible // 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 }); // Create and add a new instance of the RedCristal class redCristal = mineScreen.addChild(new RedCristal()); // Position the redCristal asset redCristal.x -= 510; // Move 100 pixels to the left redCristal.y += 490; // Move 100 pixels lower // Create and add a new instance of the GreenCristal class greenCristal = mineScreen.addChild(new GreenCristal()); // 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 blueCristal = mineScreen.addChild(new BlueCristal()); // Position the blueCristal asset blueCristal.x += -40; // Move 100 pixels to the right blueCristal.y += 150; // 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; // Recreate the gameScreenBackground asset if (!gameScreenBackground || !gameScreenBackground.parent) { gameScreenBackground = gameScreen.attachAsset('gameScreenBackground', { anchorX: 0.5, anchorY: 0.5 }); } // 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 gameScreenBackground = gameScreen.attachAsset('gameScreenBackground', { anchorX: 0.5, anchorY: 0.5 }); // Make the map visible when 'New Game' is clicked map.visible = true; // 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
@@ -342,12 +342,14 @@
anvilMap.down = function (x, y, obj) {
// Show the Anvil screen
gameScreen.visible = true;
// Recreate the gameScreenBackground asset
- gameScreenBackground = gameScreen.attachAsset('gameScreenBackground', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ if (!gameScreenBackground || !gameScreenBackground.parent) {
+ gameScreenBackground = gameScreen.attachAsset('gameScreenBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
// Hide the mineinsidebackground when exiting the mine screen
if (mineInsideBackground) {
mineInsideBackground.visible = false;
mineInsideBackground.destroy(); // Ensure it is completely removed