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помести ассет recipes на страницу gameScreenBackground в центр экрана
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не вижу ассета recipes между ассетами map и door
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'recipes.x = (map.x + magicNursery.x) / 2;' Line Number: 516
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Please fix the bug: 'Uncaught ReferenceError: magicNursery is not defined' in or related to this line: 'recipes.x = (map.x + magicNursery.x) / 2;' Line Number: 515
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помести ассет recipes на страницу gameScreenBackground между map и door
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помести ассет recipes на страницу anvil с центр экрана
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Please fix the bug: 'Uncaught ReferenceError: anvil is not defined' in or related to this line: 'recipes.x = anvil.x;' Line Number: 515
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помести ассет recipes ниже ассета Anvil
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'recipes.x = (map.x + door.x) / 2;' Line Number: 516
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Please fix the bug: 'Uncaught ReferenceError: door is not defined' in or related to this line: 'recipes.x = (map.x + door.x) / 2;' Line Number: 515
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расположи ассет recipes между ассетами map и door
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выведи ассет recipes на страницу с центр ассета gameScreenBackground
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выведи ассет recipes на страницу gameScreen с центр экрана
Code edit (1 edits merged)
Please save this source code
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смести ассе growthRate левее
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перемести ассет growthRate в центр экрана magicNursery
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сделай так что если в счетчике Red cristall меньше 100, то при клике на ассет RedCrystalIngot не зачислялись +1
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выведи счетчик с названием "RedCrystalIngot" в верхнюю правую часть экрана под счетчик GreenCrystalIngot и сделай так что бы за каждый клик по ассету RedCrystalIngot в счетчике прибавлялось +1, а в счетчике RedCristal -100
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добавь новый ассет "рецепты" на страницу с gameScreenBackground по центру экрана
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при клике на ассет redCristall ничего не происходит
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перетащи счетчик red cristallingot выше под счетчик green cristalingot
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перетащи счетчик red cristall в левую часть экрана под счетчик green cristall
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сделай так что бы прогрессия уменьшения в счетчике redCristal сохранялась ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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сделай так что бы прогрессия счетчика redCrystalIngot сохранялась ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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сделай так что если в счетчике red cristall меньше 100, то при клике на ассет redCrystalIngot не зачислялись +1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { forgingSkill: 0, growthRate: 0, blueCristallScore: 0, greenCrystalIngotScore: 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 BlueCrystalIngot object var BlueCrystalIngot = Container.expand(function () { var self = Container.call(this); // Attach 'blueCrystalIngot' asset to the 'BlueCrystalIngot' object var blueCrystalIngotGraphics = self.attachAsset('blueCrystalIngot', { anchorX: 0.5, anchorY: 0.5, interactive: true // Make the blueCrystalIngot interactive }); // Define the 'down' event handler for blueCrystalIngot self.down = function (x, y, obj) { // Logic for what happens when the blueCrystalIngot is clicked if (blueCristallScore >= 100) { blueCrystalIngotScore += 1; //{y.1} blueCrystalIngotScoreTxt.setText('BlueCrystalIngot: ' + blueCrystalIngotScore); //{y.2} storage.blueCrystalIngotScore = blueCrystalIngotScore; blueCristallScore -= 100; if (blueCristallScore < 0) { blueCristallScore = 0; } storage.blueCristallScore = blueCristallScore; // Persist the decrement LK.setScore(blueCristallScore); scoreTxt.setText('Blue Cristall: ' + 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 }); // Create and add a new instance of the BlueCrystalIngot class var blueCrystalIngot = game.magicNursery.addChild(new BlueCrystalIngot()); //{P.1} // Position the blueCrystalIngot asset in the bottom-left corner blueCrystalIngot.x = 200 + blueCrystalIngot.width / 2; blueCrystalIngot.y = 2500 - blueCrystalIngot.height / 2; // Create and add a new instance of the RedCristalIngot class var redCristalIngot = game.magicNursery.addChild(LK.getAsset('redCristalIngot', { anchorX: 0.5, anchorY: 0.5 })); // Center the redCristalIngot asset in the magicNursery screen redCristalIngot.x = 1300 / 2; redCristalIngot.y = 4930 / 2; // Create and add a new instance of the GreenCristalIngot class var greenCristalIngot = game.magicNursery.addChild(LK.getAsset('greenCristalIngot', { anchorX: 0.5, anchorY: 0.5 })); // Position the greenCristalIngot asset to the right of the blueCrystalIngot asset greenCristalIngot.x = blueCrystalIngot.x + blueCrystalIngot.width + greenCristalIngot.width / 2 + 40; //{Y.1} greenCristalIngot.y = blueCrystalIngot.y; // Create and add a new instance of the GreenCrystalIngot class var greenCrystalIngotInstance = game.magicNursery.addChild(new GreenCrystalIngot()); // Position the greenCrystalIngotInstance asset to the right of the blueCrystalIngot asset greenCrystalIngotInstance.x = blueCrystalIngot.x + blueCrystalIngot.width + greenCrystalIngotInstance.width / 2 + 40; greenCrystalIngotInstance.y = blueCrystalIngot.y; // 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 = 1100 / 1.5; forgeOfMatter.y = 2000 / 1.5; // 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 GreenCrystalIngot object var GreenCrystalIngot = Container.expand(function () { var self = Container.call(this); // Attach 'greenCrystalIngot' asset to the 'GreenCrystalIngot' object var greenCrystalIngotGraphics = self.attachAsset('greenCrystalIngot', { anchorX: 0.5, anchorY: 0.5, interactive: true // Make the greenCrystalIngot interactive }); // Define the 'down' event handler for greenCrystalIngot self.down = function (x, y, obj) { if (greenCristallScore >= 100) { // Increment the GreenCrystalIngot score by 1 greenCrystalIngotScore += 1; greenCrystalIngotScoreTxt.setText('GreenCrystalIngot: ' + greenCrystalIngotScore); storage.greenCrystalIngotScore = greenCrystalIngotScore; // Decrement the GreenCristal score by 100 greenCristallScore -= 100; if (greenCristallScore < 0) { greenCristallScore = 0; } storage.greenCristallScore = greenCristallScore; // Persist the decrement greenScoreTxt.setText('Green Cristall: ' + greenCristallScore); } }; }); // 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) { if (redCristallScore >= 100) { // Increment the RedCrystalIngot score by 1 redCrystalIngotScore += 1; redCrystalIngotScoreTxt.setText('RedCrystalIngot: ' + redCrystalIngotScore); storage.redCrystalIngotScore = redCrystalIngotScore; // Decrement the RedCristal score by 100 redCristallScore -= 100; if (redCristallScore < 0) { redCristallScore = 0; } storage.redCristallScore = redCristallScore; 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 ****/ //{0.1} 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 greenCrystalIngotScore = storage.greenCrystalIngotScore || 0; var greenCrystalIngotScoreTxt = new Text2('GreenCrystalIngot: ' + greenCrystalIngotScore, { size: 50, fill: 0xFFFFFF }); greenCrystalIngotScoreTxt.anchor.set(1, 0); greenCrystalIngotScoreTxt.y = 50; // Position below the BlueCrystalIngot score LK.gui.topRight.addChild(greenCrystalIngotScoreTxt); 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 blueCrystalIngotScore = storage.blueCrystalIngotScore || 0; //{1Z.1} var redCristallScore = storage.redCristallScore || 0; var blueCrystalIngotScoreTxt = new Text2('BlueCrystalIngot: ' + blueCrystalIngotScore, { size: 50, fill: 0xFFFFFF }); blueCrystalIngotScoreTxt.anchor.set(1, 0); blueCrystalIngotScoreTxt.y = 0; LK.gui.topRight.addChild(blueCrystalIngotScoreTxt); var redScoreTxt = new Text2('Red Cristall: ' + redCristallScore, { size: 50, fill: 0xFFFFFF }); redScoreTxt.anchor.set(1, 0); redScoreTxt.y = 100; // Position below the GreenCrystalIngot score LK.gui.topRight.addChild(redScoreTxt); var redCrystalIngotScore = storage.redCrystalIngotScore || 0; var redCrystalIngotScoreTxt = new Text2('RedCrystalIngot: ' + redCrystalIngotScore, { size: 50, fill: 0xFFFFFF }); redCrystalIngotScoreTxt.anchor.set(1, 0); redCrystalIngotScoreTxt.y = 150; // Position below the Red Cristall score LK.gui.topRight.addChild(redCrystalIngotScoreTxt); 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 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 = 2680 * 4.2 / 5; //{3d.1} // 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 }); } }); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
forgingSkill: 0,
growthRate: 0,
blueCristallScore: 0,
greenCrystalIngotScore: 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 BlueCrystalIngot object
var BlueCrystalIngot = Container.expand(function () {
var self = Container.call(this);
// Attach 'blueCrystalIngot' asset to the 'BlueCrystalIngot' object
var blueCrystalIngotGraphics = self.attachAsset('blueCrystalIngot', {
anchorX: 0.5,
anchorY: 0.5,
interactive: true // Make the blueCrystalIngot interactive
});
// Define the 'down' event handler for blueCrystalIngot
self.down = function (x, y, obj) {
// Logic for what happens when the blueCrystalIngot is clicked
if (blueCristallScore >= 100) {
blueCrystalIngotScore += 1; //{y.1}
blueCrystalIngotScoreTxt.setText('BlueCrystalIngot: ' + blueCrystalIngotScore); //{y.2}
storage.blueCrystalIngotScore = blueCrystalIngotScore;
blueCristallScore -= 100;
if (blueCristallScore < 0) {
blueCristallScore = 0;
}
storage.blueCristallScore = blueCristallScore; // Persist the decrement
LK.setScore(blueCristallScore);
scoreTxt.setText('Blue Cristall: ' + 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
});
// Create and add a new instance of the BlueCrystalIngot class
var blueCrystalIngot = game.magicNursery.addChild(new BlueCrystalIngot()); //{P.1}
// Position the blueCrystalIngot asset in the bottom-left corner
blueCrystalIngot.x = 200 + blueCrystalIngot.width / 2;
blueCrystalIngot.y = 2500 - blueCrystalIngot.height / 2;
// Create and add a new instance of the RedCristalIngot class
var redCristalIngot = game.magicNursery.addChild(LK.getAsset('redCristalIngot', {
anchorX: 0.5,
anchorY: 0.5
}));
// Center the redCristalIngot asset in the magicNursery screen
redCristalIngot.x = 1300 / 2;
redCristalIngot.y = 4930 / 2;
// Create and add a new instance of the GreenCristalIngot class
var greenCristalIngot = game.magicNursery.addChild(LK.getAsset('greenCristalIngot', {
anchorX: 0.5,
anchorY: 0.5
}));
// Position the greenCristalIngot asset to the right of the blueCrystalIngot asset
greenCristalIngot.x = blueCrystalIngot.x + blueCrystalIngot.width + greenCristalIngot.width / 2 + 40; //{Y.1}
greenCristalIngot.y = blueCrystalIngot.y;
// Create and add a new instance of the GreenCrystalIngot class
var greenCrystalIngotInstance = game.magicNursery.addChild(new GreenCrystalIngot());
// Position the greenCrystalIngotInstance asset to the right of the blueCrystalIngot asset
greenCrystalIngotInstance.x = blueCrystalIngot.x + blueCrystalIngot.width + greenCrystalIngotInstance.width / 2 + 40;
greenCrystalIngotInstance.y = blueCrystalIngot.y;
// 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 = 1100 / 1.5;
forgeOfMatter.y = 2000 / 1.5;
// 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 GreenCrystalIngot object
var GreenCrystalIngot = Container.expand(function () {
var self = Container.call(this);
// Attach 'greenCrystalIngot' asset to the 'GreenCrystalIngot' object
var greenCrystalIngotGraphics = self.attachAsset('greenCrystalIngot', {
anchorX: 0.5,
anchorY: 0.5,
interactive: true // Make the greenCrystalIngot interactive
});
// Define the 'down' event handler for greenCrystalIngot
self.down = function (x, y, obj) {
if (greenCristallScore >= 100) {
// Increment the GreenCrystalIngot score by 1
greenCrystalIngotScore += 1;
greenCrystalIngotScoreTxt.setText('GreenCrystalIngot: ' + greenCrystalIngotScore);
storage.greenCrystalIngotScore = greenCrystalIngotScore;
// Decrement the GreenCristal score by 100
greenCristallScore -= 100;
if (greenCristallScore < 0) {
greenCristallScore = 0;
}
storage.greenCristallScore = greenCristallScore; // Persist the decrement
greenScoreTxt.setText('Green Cristall: ' + greenCristallScore);
}
};
});
// 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) {
if (redCristallScore >= 100) {
// Increment the RedCrystalIngot score by 1
redCrystalIngotScore += 1;
redCrystalIngotScoreTxt.setText('RedCrystalIngot: ' + redCrystalIngotScore);
storage.redCrystalIngotScore = redCrystalIngotScore;
// Decrement the RedCristal score by 100
redCristallScore -= 100;
if (redCristallScore < 0) {
redCristallScore = 0;
}
storage.redCristallScore = redCristallScore;
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
****/
//{0.1}
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 greenCrystalIngotScore = storage.greenCrystalIngotScore || 0;
var greenCrystalIngotScoreTxt = new Text2('GreenCrystalIngot: ' + greenCrystalIngotScore, {
size: 50,
fill: 0xFFFFFF
});
greenCrystalIngotScoreTxt.anchor.set(1, 0);
greenCrystalIngotScoreTxt.y = 50; // Position below the BlueCrystalIngot score
LK.gui.topRight.addChild(greenCrystalIngotScoreTxt);
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 blueCrystalIngotScore = storage.blueCrystalIngotScore || 0; //{1Z.1}
var redCristallScore = storage.redCristallScore || 0;
var blueCrystalIngotScoreTxt = new Text2('BlueCrystalIngot: ' + blueCrystalIngotScore, {
size: 50,
fill: 0xFFFFFF
});
blueCrystalIngotScoreTxt.anchor.set(1, 0);
blueCrystalIngotScoreTxt.y = 0;
LK.gui.topRight.addChild(blueCrystalIngotScoreTxt);
var redScoreTxt = new Text2('Red Cristall: ' + redCristallScore, {
size: 50,
fill: 0xFFFFFF
});
redScoreTxt.anchor.set(1, 0);
redScoreTxt.y = 100; // Position below the GreenCrystalIngot score
LK.gui.topRight.addChild(redScoreTxt);
var redCrystalIngotScore = storage.redCrystalIngotScore || 0;
var redCrystalIngotScoreTxt = new Text2('RedCrystalIngot: ' + redCrystalIngotScore, {
size: 50,
fill: 0xFFFFFF
});
redCrystalIngotScoreTxt.anchor.set(1, 0);
redCrystalIngotScoreTxt.y = 150; // Position below the Red Cristall score
LK.gui.topRight.addChild(redCrystalIngotScoreTxt);
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
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 = 2680 * 4.2 / 5; //{3d.1}
// 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
});
}
});
};