User prompt
has visible el boton de debug
User prompt
crea un fondo
User prompt
si no estas en el nivel 5 oculta el texto del bot
User prompt
quiero que pongas los textos en el cento de sus respectivos votones
User prompt
centra los textos
User prompt
pon el boton atras del texte
User prompt
pon el texto de los botones por encima de ellos
User prompt
has que el nivel maximo del click sea 10
User prompt
has que el nivel maximo de la roca sea 8
User prompt
al nivel maximo de la roca es 8
User prompt
añade un boton en debug menu un boton para consequir monedas infinitas
User prompt
elimina el boton de reset game del debug menu
User prompt
agranda el texto de los botones del debug menu
User prompt
al presionar el boton debug crear pestaña con las siquientes opciones
User prompt
pon el boton de debug encima de el de vender materiales
User prompt
añade un boton de debug mode
User prompt
Please fix the bug: 'botUpgradeBtn is not defined' in or related to this line: 'if (child === botUpgradeBtn) {' Line Number: 381
User prompt
añade un boton para subir de nivel al bot y por cada nivel disminuye su tiempo de espera para hacer click a la roca.tiene 5 niveles ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
elimina el boton de upgrade value
User prompt
elimina el boton de upgrade value
User prompt
haz que las particulas se creen fuere de la roca
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, materialPerClick: 1, coinValue: 1, clickUpgradeCost: 10, valueUpgradeCost: 50, clickUpgradeLevel: 0, valueUpgradeLevel: 0, evolutionUpgradeCost: 100, evolutionLevel: 0, botActive: false, botLevel: 1, botUpgradeCost: 100, debugMode: false, infiniteCoinsMode: false }); /**** * Classes ****/ var CoinParticle = Container.expand(function () { var self = Container.call(this); var coin = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.init = function (startX, startY) { self.x = startX; self.y = startY; // Animate coin floating up tween(self, { y: startY - 200, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Scale animation tween(self, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); } }); }; return self; }); var DebugMenu = Container.expand(function () { var self = Container.call(this); var panel = self.attachAsset('debugPanel', { anchorX: 0.5, anchorY: 0.5 }); var closeBtn = self.addChild(LK.getAsset('debugCloseButton', { anchorX: 0.5, anchorY: 0.5 })); closeBtn.y = -400; var addCoinsBtn = self.addChild(LK.getAsset('debugActionButton', { anchorX: 0.5, anchorY: 0.5 })); addCoinsBtn.y = -300; var addMaterialsBtn = self.addChild(LK.getAsset('debugActionButton', { anchorX: 0.5, anchorY: 0.5 })); addMaterialsBtn.y = -230; var maxUpgradesBtn = self.addChild(LK.getAsset('debugActionButton', { anchorX: 0.5, anchorY: 0.5 })); maxUpgradesBtn.y = -160; var infiniteCoinsBtn = self.addChild(LK.getAsset('debugInfiniteCoinsButton', { anchorX: 0.5, anchorY: 0.5 })); infiniteCoinsBtn.y = -90; var infoBtn = self.addChild(LK.getAsset('debugActionButton', { anchorX: 0.5, anchorY: 0.5 })); infoBtn.y = -20; var closeText = new Text2('Close', { size: 30, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeBtn.addChild(closeText); var addCoinsText = new Text2('Add 1000 Coins', { size: 40, fill: 0xFFFFFF }); addCoinsText.anchor.set(0.5, 0.5); addCoinsBtn.addChild(addCoinsText); var addMaterialsText = new Text2('Add Materials', { size: 40, fill: 0xFFFFFF }); addMaterialsText.anchor.set(0.5, 0.5); addMaterialsBtn.addChild(addMaterialsText); var infiniteCoinsText = new Text2('Infinite Coins: OFF', { size: 40, fill: 0xFFFFFF }); infiniteCoinsText.anchor.set(0.5, 0.5); infiniteCoinsBtn.addChild(infiniteCoinsText); var maxUpgradesText = new Text2('Max All Upgrades', { size: 40, fill: 0xFFFFFF }); maxUpgradesText.anchor.set(0.5, 0.5); maxUpgradesBtn.addChild(maxUpgradesText); var infoText = new Text2('Show Game Info', { size: 40, fill: 0xFFFFFF }); infoText.anchor.set(0.5, 0.5); infoBtn.addChild(infoText); closeBtn.down = function () { debugMenuOpen = false; self.visible = false; }; addCoinsBtn.down = function () { coins += 1000; storage.coins = coins; updateCoinDisplay(); console.log('Added 1000 coins. Total:', coins); }; addMaterialsBtn.down = function () { materials.stone += 100; materials.lava += 50; materials.crystal += 25; materials.magic += 10; materials.diamond += 5; materials.ancient += 3; materials.cosmic += 2; materials.ultimate += 1; updateMaterialDisplay(); console.log('Added materials to inventory'); }; maxUpgradesBtn.down = function () { storage.materialPerClick = 50; storage.clickUpgradeLevel = 10; storage.clickUpgradeCost = 1000000; storage.evolutionLevel = 8; storage.evolutionUpgradeCost = 1000000; storage.botLevel = 5; storage.botUpgradeCost = 1000000; updateRockAppearance(); if (upgradeMenu) { upgradeMenu.updateTexts(); } console.log('Maxed all upgrades'); }; infiniteCoinsBtn.down = function () { infiniteCoinsMode = !infiniteCoinsMode; storage.infiniteCoinsMode = infiniteCoinsMode; if (infiniteCoinsMode) { infiniteCoinsText.setText('Infinite Coins: ON'); infiniteCoinsBtn.tint = 0x00ff00; // Green when active console.log('Infinite coins mode activated'); } else { infiniteCoinsText.setText('Infinite Coins: OFF'); infiniteCoinsBtn.tint = 0xFFFFFF; // White when inactive console.log('Infinite coins mode deactivated'); } }; infoBtn.down = function () { console.log('=== GAME INFO ==='); console.log('Coins:', coins); console.log('Materials:', materials); console.log('Evolution Level:', storage.evolutionLevel); console.log('Bot Level:', storage.botLevel); console.log('Bot Active:', botActive); console.log('Material Per Click:', storage.materialPerClick); console.log('Click Upgrade Cost:', storage.clickUpgradeCost); console.log('Evolution Upgrade Cost:', storage.evolutionUpgradeCost); console.log('Bot Upgrade Cost:', storage.botUpgradeCost); console.log('Debug Mode:', debugMode); console.log('Infinite Coins Mode:', infiniteCoinsMode); }; return self; }); var MaterialParticle = Container.expand(function () { var self = Container.call(this); var particle; self.init = function (startX, startY, materialType) { // Create particle with specific material type var assetName = materialType || 'material_stone'; particle = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Start particles outside the rock perimeter (rock radius is approximately 200px) var angle = Math.random() * Math.PI * 2; var rockRadius = 220; // Slightly outside the rock edge var startDistance = rockRadius + Math.random() * 50; // 220-270px from center self.x = startX + Math.cos(angle) * startDistance; self.y = startY + Math.sin(angle) * startDistance; // Random direction for particle movement var moveDistance = 100 + Math.random() * 150; var targetX = self.x + Math.cos(angle) * moveDistance; var targetY = self.y + Math.sin(angle) * moveDistance; // Animate particle tween(self, { x: targetX, y: targetY, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var UpgradeMenu = Container.expand(function () { var self = Container.call(this); var panel = self.attachAsset('upgradePanel', { anchorX: 0.5, anchorY: 0.5 }); var clickUpgradeBtn = self.addChild(LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 })); clickUpgradeBtn.y = -200; var evolutionUpgradeBtn = self.addChild(LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 })); evolutionUpgradeBtn.y = 0; var botUpgradeBtn = self.addChild(LK.getAsset('botUpgradeButton', { anchorX: 0.5, anchorY: 0.5 })); botUpgradeBtn.y = 100; var resetBtn = self.addChild(LK.getAsset('resetButton', { anchorX: 0.5, anchorY: 0.5 })); resetBtn.y = 200; var closeBtn = self.addChild(LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, width: 100, height: 60 })); closeBtn.y = 300; var clickUpgradeText = new Text2('Upgrade Click\nCost: ' + storage.clickUpgradeCost, { size: 40, fill: 0xFFFFFF }); clickUpgradeText.anchor.set(0.5, 0.5); clickUpgradeBtn.addChild(clickUpgradeText); var evolutionUpgradeText = new Text2('Evolve Rock\nCost: ' + storage.evolutionUpgradeCost, { size: 40, fill: 0xFFFFFF }); evolutionUpgradeText.anchor.set(0.5, 0.5); evolutionUpgradeBtn.addChild(evolutionUpgradeText); var botUpgradeText = new Text2('Upgrade Bot\nCost: ' + storage.botUpgradeCost, { size: 40, fill: 0xFFFFFF }); botUpgradeText.anchor.set(0.5, 0.5); botUpgradeBtn.addChild(botUpgradeText); var resetText = new Text2('Reset Progress', { size: 36, fill: 0xFFFFFF }); resetText.anchor.set(0.5, 0.5); resetBtn.addChild(resetText); var closeText = new Text2('Close', { size: 36, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeBtn.addChild(closeText); self.updateTexts = function () { if (storage.clickUpgradeLevel >= 10) { clickUpgradeText.setText('Click MAX LEVEL'); } else { clickUpgradeText.setText('Upgrade Click (+' + storage.materialPerClick + ')\nCost: ' + storage.clickUpgradeCost); } if (storage.evolutionLevel >= 8) { evolutionUpgradeText.setText('Evolution MAX LEVEL'); } else { evolutionUpgradeText.setText('Evolve Rock (Lvl ' + (storage.evolutionLevel + 1) + ')\nCost: ' + storage.evolutionUpgradeCost); } if (storage.botLevel >= 5) { botUpgradeText.setText('Bot MAX LEVEL'); } else { botUpgradeText.setText('Upgrade Bot (Lvl ' + (storage.botLevel + 1) + ')\nCost: ' + storage.botUpgradeCost); } }; clickUpgradeBtn.down = function () { if ((infiniteCoinsMode || coins >= storage.clickUpgradeCost) && storage.clickUpgradeLevel < 10) { if (!infiniteCoinsMode) { coins -= storage.clickUpgradeCost; storage.coins = coins; } storage.materialPerClick += 1; storage.clickUpgradeLevel += 1; storage.clickUpgradeCost = Math.floor(storage.clickUpgradeCost * 1.5); LK.getSound('upgrade').play(); self.updateTexts(); updateCoinDisplay(); } }; evolutionUpgradeBtn.down = function () { if ((infiniteCoinsMode || coins >= storage.evolutionUpgradeCost) && storage.evolutionLevel < 8) { if (!infiniteCoinsMode) { coins -= storage.evolutionUpgradeCost; storage.coins = coins; } storage.evolutionLevel += 1; storage.evolutionUpgradeCost = Math.floor(storage.evolutionUpgradeCost * 3); LK.getSound('upgrade').play(); self.updateTexts(); updateCoinDisplay(); updateRockAppearance(); } }; botUpgradeBtn.down = function () { if ((infiniteCoinsMode || coins >= storage.botUpgradeCost) && storage.botLevel < 5) { if (!infiniteCoinsMode) { coins -= storage.botUpgradeCost; storage.coins = coins; } storage.botLevel += 1; storage.botUpgradeCost = Math.floor(storage.botUpgradeCost * 2); LK.getSound('upgrade').play(); self.updateTexts(); updateCoinDisplay(); // Restart bot with new timing if it's active if (botActive) { stopBot(); startBot(); } } }; resetBtn.down = function () { // Reset all storage values to defaults storage.coins = 0; storage.materialPerClick = 1; storage.coinValue = 1; storage.clickUpgradeCost = 10; storage.valueUpgradeCost = 50; storage.clickUpgradeLevel = 0; storage.valueUpgradeLevel = 0; storage.evolutionUpgradeCost = 100; storage.evolutionLevel = 0; storage.botActive = false; storage.botLevel = 1; storage.botUpgradeCost = 100; // Reset game variables coins = 0; materials = { stone: 0, lava: 0, crystal: 0, magic: 0, diamond: 0, ancient: 0, cosmic: 0, ultimate: 0 }; // Stop and reset bot if (botActive) { stopBot(); } // Update displays updateCoinDisplay(); updateMaterialDisplay(); updateRockAppearance(); self.updateTexts(); // Close menu upgradeMenuOpen = false; self.visible = false; }; closeBtn.down = function () { upgradeMenuOpen = false; self.visible = false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ var coins = storage.coins; var materials = { stone: 0, lava: 0, crystal: 0, magic: 0, diamond: 0, ancient: 0, cosmic: 0, ultimate: 0 }; var upgradeMenuOpen = false; var debugMenuOpen = false; var botActive = storage.botActive; var botTimer = null; var debugMode = storage.debugMode; var infiniteCoinsMode = storage.infiniteCoinsMode; // Debug button var debugBtn = game.addChild(LK.getAsset('debugButton', { anchorX: 0.5, anchorY: 0.5 })); debugBtn.x = 2048 / 2; debugBtn.y = 2732 - 350; var debugBtnText = new Text2('DEBUG', { size: 30, fill: 0xFFFFFF }); debugBtnText.anchor.set(0.5, 0.5); debugBtn.addChild(debugBtnText); // Create central rock var rock = game.addChild(LK.getAsset('rock', { anchorX: 0.5, anchorY: 0.5 })); rock.x = 2048 / 2; rock.y = 2732 / 2; // Add visual improvements to rock based on upgrade levels function updateRockAppearance() { var totalUpgrades = storage.clickUpgradeLevel + storage.valueUpgradeLevel; var oldRock = rock; var newRockAsset; var newScale = 1; var newTint = 0xFFFFFF; // Evolution changes rock appearance dramatically if (storage.evolutionLevel >= 8) { newRockAsset = 'rock_ultimate'; newTint = 0xFFD700; newScale = 1.2; } else if (storage.evolutionLevel >= 7) { newRockAsset = 'rock_ultimate'; newTint = 0xFFFFFF; } else if (storage.evolutionLevel >= 6) { newRockAsset = 'rock_cosmic'; newTint = 0xFFFFFF; } else if (storage.evolutionLevel >= 5) { newRockAsset = 'rock_ancient'; newTint = 0xFFFFFF; } else if (storage.evolutionLevel >= 4) { newRockAsset = 'rock_diamond'; newTint = 0xFFFFFF; } else if (storage.evolutionLevel >= 3) { newRockAsset = 'rock_magical'; newTint = 0xFFFFFF; } else if (storage.evolutionLevel >= 2) { newRockAsset = 'rock_crystal'; newTint = 0xFFFFFF; } else if (storage.evolutionLevel >= 1) { newRockAsset = 'rock_lava'; newTint = 0xFFFFFF; } else { newRockAsset = 'rock'; if (totalUpgrades > 5) { newTint = 0xFFD700; // Golden color } else if (totalUpgrades > 2) { newTint = 0xC0C0C0; // Silver color } else { newTint = 0xFFFFFF; } } // Replace rock with new evolved version if needed var currentAssetId = rock._assetId || 'rock'; if (currentAssetId !== newRockAsset) { var newRock = game.addChild(LK.getAsset(newRockAsset, { anchorX: 0.5, anchorY: 0.5 })); newRock.x = rock.x; newRock.y = rock.y; newRock._assetId = newRockAsset; // Copy event handlers newRock.down = rock.down; // Remove old rock and replace reference game.removeChild(rock); rock = newRock; } // Apply visual effects - keep scale at 1.0 for all levels rock.scaleX = 1.0; rock.scaleY = 1.0; rock.tint = newTint; // Show/hide bot button based on evolution level if (storage.evolutionLevel >= 5) { botBtn.visible = true; if (upgradeMenu) { upgradeMenu.children.forEach(function (child) { if (child.children && child.children[0] && child.children[0].text && child.children[0].text.indexOf('Bot') !== -1) { child.visible = true; } }); } } else { botBtn.visible = false; if (upgradeMenu) { upgradeMenu.children.forEach(function (child) { if (child.children && child.children[0] && child.children[0].text && child.children[0].text.indexOf('Bot') !== -1) { child.visible = false; } }); } if (botActive) { // Stop bot if evolution level drops below 5 stopBot(); } } } // Create UI elements var coinText = new Text2('Coins: 0', { size: 80, fill: 0xFFD700 }); coinText.anchor.set(0.5, 0); LK.gui.top.addChild(coinText); var materialText = new Text2('Materials: 0', { size: 60, fill: 0xFFFFFF }); materialText.anchor.set(0, 0); materialText.x = 20; materialText.y = 120; LK.gui.topLeft.addChild(materialText); var upgradeBtn = game.addChild(LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 })); upgradeBtn.x = 2048 / 2; upgradeBtn.y = 2732 - 150; var upgradeBtnText = new Text2('UPGRADES', { size: 50, fill: 0xFFFFFF }); upgradeBtnText.anchor.set(0.5, 0.5); upgradeBtn.addChild(upgradeBtnText); var sellBtn = game.addChild(LK.getAsset('sellButton', { anchorX: 0.5, anchorY: 0.5 })); sellBtn.x = 2048 / 2; sellBtn.y = 2732 - 250; var sellBtnText = new Text2('SELL MATERIALS', { size: 40, fill: 0xFFFFFF }); sellBtnText.anchor.set(0.5, 0.5); sellBtn.addChild(sellBtnText); // Bot button (only visible from evolution level 5+) var botBtn = game.addChild(LK.getAsset('botButton', { anchorX: 0.5, anchorY: 0.5 })); botBtn.x = 2048 / 2; botBtn.y = 2732 - 450; var botBtnText = new Text2('BOT: OFF', { size: 40, fill: 0xFFFFFF }); botBtnText.anchor.set(0.5, 0.5); botBtn.addChild(botBtnText); // Create upgrade menu var upgradeMenu = game.addChild(new UpgradeMenu()); upgradeMenu.x = 2048 / 2; upgradeMenu.y = 2732 / 2; upgradeMenu.visible = false; // Create debug menu var debugMenu = game.addChild(new DebugMenu()); debugMenu.x = 2048 / 2; debugMenu.y = 2732 / 2; debugMenu.visible = false; // Arrays for particles var materialParticles = []; var coinParticles = []; // Update functions function updateCoinDisplay() { coinText.setText('Coins: ' + coins); } function updateMaterialDisplay() { var totalMaterials = materials.stone + materials.lava + materials.crystal + materials.magic + materials.diamond + materials.ancient + materials.cosmic + materials.ultimate; var displayText = 'Materials: ' + totalMaterials; if (materials.stone > 0) displayText += '\nStone: ' + materials.stone; if (materials.lava > 0) displayText += '\nLava: ' + materials.lava; if (materials.crystal > 0) displayText += '\nCrystal: ' + materials.crystal; if (materials.magic > 0) displayText += '\nMagic: ' + materials.magic; if (materials.diamond > 0) displayText += '\nDiamond: ' + materials.diamond; if (materials.ancient > 0) displayText += '\nAncient: ' + materials.ancient; if (materials.cosmic > 0) displayText += '\nCosmic: ' + materials.cosmic; if (materials.ultimate > 0) displayText += '\nUltimate: ' + materials.ultimate; materialText.setText(displayText); } function startBot() { if (botTimer) return; // Already running botActive = true; storage.botActive = true; botBtnText.setText('BOT: ON'); botBtn.tint = 0x00ff00; // Green when active // Calculate interval based on bot level - starts at 2000ms, reduces by 400ms per level (minimum 200ms) var interval = Math.max(200, 2000 - (storage.botLevel - 1) * 400); botTimer = LK.setInterval(function () { if (storage.evolutionLevel >= 5 && !upgradeMenuOpen) { // Simulate rock click rock.down(rock.x, rock.y, {}); } }, interval); } function stopBot() { if (botTimer) { LK.clearInterval(botTimer); botTimer = null; } botActive = false; storage.botActive = false; botBtnText.setText('BOT: OFF'); botBtn.tint = 0xFFFFFF; // White when inactive } // Initialize displays updateCoinDisplay(); updateMaterialDisplay(); updateRockAppearance(); // Initialize bot state if (storage.evolutionLevel >= 5) { botBtn.visible = true; if (botActive) { startBot(); } } else { botBtn.visible = false; } // Rock click handler rock.down = function (x, y, obj) { if (upgradeMenuOpen) return; // Calculate base materials per click var baseMaterials = storage.materialPerClick; // Apply evolution level multiplier to all materials var evolutionMultiplier = 1 + storage.evolutionLevel; var totalParticles = 0; // Generate materials based on evolution level - higher levels can produce multiple types if (storage.evolutionLevel >= 8) { // Ultimate level - produces all material types with ultimate bonus materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier; materials.crystal += baseMaterials * evolutionMultiplier; materials.magic += baseMaterials * evolutionMultiplier; materials.diamond += baseMaterials * evolutionMultiplier; materials.ancient += baseMaterials * evolutionMultiplier; materials.cosmic += baseMaterials * evolutionMultiplier; materials.ultimate += baseMaterials * evolutionMultiplier * 3; totalParticles += baseMaterials * 10; for (var i = 0; i < baseMaterials; i++) { var materialTypes = ['material_stone', 'material_lava', 'material_crystal', 'material_magic', 'material_diamond', 'material_ancient', 'material_cosmic']; for (var t = 0; t < materialTypes.length; t++) { var particle = new MaterialParticle(); materialParticles.push(particle); game.addChild(particle); particle.init(rock.x, rock.y, materialTypes[t]); } } for (var j = 0; j < baseMaterials * 3; j++) { var ultimateParticle = new MaterialParticle(); materialParticles.push(ultimateParticle); game.addChild(ultimateParticle); ultimateParticle.init(rock.x, rock.y, 'material_ultimate'); } } else if (storage.evolutionLevel >= 7) { // Ultimate level variant - produces all material types with high ultimate bonus materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier; materials.crystal += baseMaterials * evolutionMultiplier; materials.magic += baseMaterials * evolutionMultiplier; materials.diamond += baseMaterials * evolutionMultiplier; materials.ancient += baseMaterials * evolutionMultiplier; materials.cosmic += baseMaterials * evolutionMultiplier; materials.ultimate += baseMaterials * evolutionMultiplier * 2; totalParticles += baseMaterials * 9; for (var i = 0; i < baseMaterials; i++) { var materialTypes = ['material_stone', 'material_lava', 'material_crystal', 'material_magic', 'material_diamond', 'material_ancient', 'material_cosmic']; for (var t = 0; t < materialTypes.length; t++) { var particle = new MaterialParticle(); materialParticles.push(particle); game.addChild(particle); particle.init(rock.x, rock.y, materialTypes[t]); } } for (var j = 0; j < baseMaterials * 2; j++) { var ultimateParticle = new MaterialParticle(); materialParticles.push(ultimateParticle); game.addChild(ultimateParticle); ultimateParticle.init(rock.x, rock.y, 'material_ultimate'); } } else if (storage.evolutionLevel >= 6) { // Cosmic level - produces all previous materials plus cosmic materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier; materials.crystal += baseMaterials * evolutionMultiplier; materials.magic += baseMaterials * evolutionMultiplier; materials.diamond += baseMaterials * evolutionMultiplier; materials.ancient += baseMaterials * evolutionMultiplier; materials.cosmic += baseMaterials * evolutionMultiplier * 3; totalParticles += baseMaterials * 9; for (var k = 0; k < baseMaterials; k++) { var materialTypes2 = ['material_stone', 'material_lava', 'material_crystal', 'material_magic', 'material_diamond', 'material_ancient']; for (var u = 0; u < materialTypes2.length; u++) { var particle2 = new MaterialParticle(); materialParticles.push(particle2); game.addChild(particle2); particle2.init(rock.x, rock.y, materialTypes2[u]); } } for (var l = 0; l < baseMaterials * 3; l++) { var cosmicParticle = new MaterialParticle(); materialParticles.push(cosmicParticle); game.addChild(cosmicParticle); cosmicParticle.init(rock.x, rock.y, 'material_cosmic'); } } else if (storage.evolutionLevel >= 5) { // Ancient level - produces all previous materials plus ancient materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier; materials.crystal += baseMaterials * evolutionMultiplier; materials.magic += baseMaterials * evolutionMultiplier; materials.diamond += baseMaterials * evolutionMultiplier; materials.ancient += baseMaterials * evolutionMultiplier * 3; totalParticles += baseMaterials * 8; for (var m = 0; m < baseMaterials; m++) { var materialTypes3 = ['material_stone', 'material_lava', 'material_crystal', 'material_magic', 'material_diamond']; for (var v = 0; v < materialTypes3.length; v++) { var particle3 = new MaterialParticle(); materialParticles.push(particle3); game.addChild(particle3); particle3.init(rock.x, rock.y, materialTypes3[v]); } } for (var n = 0; n < baseMaterials * 3; n++) { var ancientParticle = new MaterialParticle(); materialParticles.push(ancientParticle); game.addChild(ancientParticle); ancientParticle.init(rock.x, rock.y, 'material_ancient'); } } else if (storage.evolutionLevel >= 4) { // Diamond level - produces all previous materials plus diamond materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier; materials.crystal += baseMaterials * evolutionMultiplier; materials.magic += baseMaterials * evolutionMultiplier; materials.diamond += baseMaterials * evolutionMultiplier * 3; totalParticles += baseMaterials * 7; for (var o = 0; o < baseMaterials; o++) { var materialTypes4 = ['material_stone', 'material_lava', 'material_crystal', 'material_magic']; for (var w = 0; w < materialTypes4.length; w++) { var particle4 = new MaterialParticle(); materialParticles.push(particle4); game.addChild(particle4); particle4.init(rock.x, rock.y, materialTypes4[w]); } } for (var p = 0; p < baseMaterials * 3; p++) { var diamondParticle = new MaterialParticle(); materialParticles.push(diamondParticle); game.addChild(diamondParticle); diamondParticle.init(rock.x, rock.y, 'material_diamond'); } } else if (storage.evolutionLevel >= 3) { // Magic level - produces all material types materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier; materials.crystal += baseMaterials * evolutionMultiplier; materials.magic += baseMaterials * evolutionMultiplier * 2; // More magic materials at highest level totalParticles += baseMaterials * 5; // Create particles for each type for (var i = 0; i < baseMaterials; i++) { var stoneParticle = new MaterialParticle(); materialParticles.push(stoneParticle); game.addChild(stoneParticle); stoneParticle.init(rock.x, rock.y, 'material_stone'); var lavaParticle = new MaterialParticle(); materialParticles.push(lavaParticle); game.addChild(lavaParticle); lavaParticle.init(rock.x, rock.y, 'material_lava'); var crystalParticle = new MaterialParticle(); materialParticles.push(crystalParticle); game.addChild(crystalParticle); crystalParticle.init(rock.x, rock.y, 'material_crystal'); } for (var j = 0; j < baseMaterials * 2; j++) { var magicParticle = new MaterialParticle(); materialParticles.push(magicParticle); game.addChild(magicParticle); magicParticle.init(rock.x, rock.y, 'material_magic'); } } else if (storage.evolutionLevel >= 2) { // Crystal level - produces stone, lava, and crystal materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier; materials.crystal += baseMaterials * evolutionMultiplier * 2; // More crystal materials totalParticles += baseMaterials * 4; for (var k = 0; k < baseMaterials; k++) { var stoneParticle2 = new MaterialParticle(); materialParticles.push(stoneParticle2); game.addChild(stoneParticle2); stoneParticle2.init(rock.x, rock.y, 'material_stone'); var lavaParticle2 = new MaterialParticle(); materialParticles.push(lavaParticle2); game.addChild(lavaParticle2); lavaParticle2.init(rock.x, rock.y, 'material_lava'); } for (var l = 0; l < baseMaterials * 2; l++) { var crystalParticle2 = new MaterialParticle(); materialParticles.push(crystalParticle2); game.addChild(crystalParticle2); crystalParticle2.init(rock.x, rock.y, 'material_crystal'); } } else if (storage.evolutionLevel >= 1) { // Lava level - produces stone and lava materials.stone += baseMaterials * evolutionMultiplier; materials.lava += baseMaterials * evolutionMultiplier * 2; // More lava materials totalParticles += baseMaterials * 3; for (var m = 0; m < baseMaterials; m++) { var stoneParticle3 = new MaterialParticle(); materialParticles.push(stoneParticle3); game.addChild(stoneParticle3); stoneParticle3.init(rock.x, rock.y, 'material_stone'); } for (var n = 0; n < baseMaterials * 2; n++) { var lavaParticle3 = new MaterialParticle(); materialParticles.push(lavaParticle3); game.addChild(lavaParticle3); lavaParticle3.init(rock.x, rock.y, 'material_lava'); } } else { // Basic level - only produces stone materials.stone += baseMaterials * evolutionMultiplier; totalParticles += baseMaterials; for (var o = 0; o < baseMaterials; o++) { var stoneParticle4 = new MaterialParticle(); materialParticles.push(stoneParticle4); game.addChild(stoneParticle4); stoneParticle4.init(rock.x, rock.y, 'material_stone'); } } updateMaterialDisplay(); // Rock animation tween(rock, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(rock, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); LK.getSound('mine').play(); }; // Upgrade button handler upgradeBtn.down = function () { upgradeMenuOpen = !upgradeMenuOpen; upgradeMenu.visible = upgradeMenuOpen; if (upgradeMenuOpen) { upgradeMenu.updateTexts(); // Bring upgrade menu to front game.removeChild(upgradeMenu); game.addChild(upgradeMenu); } }; // Sell button handler sellBtn.down = function () { var totalMaterials = materials.stone + materials.lava + materials.crystal + materials.magic + materials.diamond + materials.ancient + materials.cosmic + materials.ultimate; if (upgradeMenuOpen || totalMaterials <= 0) return; // Convert all materials to coins with different values per type var coinsToAdd = 0; coinsToAdd += materials.stone * storage.coinValue; coinsToAdd += materials.lava * storage.coinValue * 2; coinsToAdd += materials.crystal * storage.coinValue * 3; coinsToAdd += materials.magic * storage.coinValue * 5; coinsToAdd += materials.diamond * storage.coinValue * 8; coinsToAdd += materials.ancient * storage.coinValue * 12; coinsToAdd += materials.cosmic * storage.coinValue * 20; coinsToAdd += materials.ultimate * storage.coinValue * 50; coins += coinsToAdd; storage.coins = coins; // Create coin particles for visual feedback for (var i = 0; i < Math.min(totalMaterials, 5); i++) { var coinParticle = new CoinParticle(); coinParticles.push(coinParticle); game.addChild(coinParticle); coinParticle.init(rock.x + i * 20 - 40, rock.y); } materials = { stone: 0, lava: 0, crystal: 0, magic: 0, diamond: 0, ancient: 0, cosmic: 0, ultimate: 0 }; updateCoinDisplay(); updateMaterialDisplay(); LK.getSound('coin').play(); }; // Debug button handler debugBtn.down = function () { debugMenuOpen = !debugMenuOpen; debugMenu.visible = debugMenuOpen; if (debugMenuOpen) { // Bring debug menu to front game.removeChild(debugMenu); game.addChild(debugMenu); console.log('Debug panel opened'); } else { console.log('Debug panel closed'); } }; // Bot button handler botBtn.down = function () { if (storage.evolutionLevel < 5) return; if (botActive) { stopBot(); } else { startBot(); } }; game.update = function () { // Clean up destroyed particles for (var i = materialParticles.length - 1; i >= 0; i--) { if (materialParticles[i].destroyed) { materialParticles.splice(i, 1); } } for (var j = coinParticles.length - 1; j >= 0; j--) { if (coinParticles[j].destroyed) { coinParticles.splice(j, 1); } } // Update debug button appearance if (debugMode) { debugBtn.tint = 0x00ff00; // Keep green when debug mode is on debugBtnText.setText('DEBUG: ON'); } else { debugBtn.tint = 0xFFFFFF; // Keep white when debug mode is off debugBtnText.setText('DEBUG'); } // Update rock appearance updateRockAppearance(); };
===================================================================
--- original.js
+++ change.js
@@ -157,9 +157,9 @@
console.log('Added materials to inventory');
};
maxUpgradesBtn.down = function () {
storage.materialPerClick = 50;
- storage.clickUpgradeLevel = 20;
+ storage.clickUpgradeLevel = 10;
storage.clickUpgradeCost = 1000000;
storage.evolutionLevel = 8;
storage.evolutionUpgradeCost = 1000000;
storage.botLevel = 5;
@@ -297,9 +297,13 @@
});
closeText.anchor.set(0.5, 0.5);
closeBtn.addChild(closeText);
self.updateTexts = function () {
- clickUpgradeText.setText('Upgrade Click (+' + storage.materialPerClick + ')\nCost: ' + storage.clickUpgradeCost);
+ if (storage.clickUpgradeLevel >= 10) {
+ clickUpgradeText.setText('Click MAX LEVEL');
+ } else {
+ clickUpgradeText.setText('Upgrade Click (+' + storage.materialPerClick + ')\nCost: ' + storage.clickUpgradeCost);
+ }
if (storage.evolutionLevel >= 8) {
evolutionUpgradeText.setText('Evolution MAX LEVEL');
} else {
evolutionUpgradeText.setText('Evolve Rock (Lvl ' + (storage.evolutionLevel + 1) + ')\nCost: ' + storage.evolutionUpgradeCost);
@@ -310,9 +314,9 @@
botUpgradeText.setText('Upgrade Bot (Lvl ' + (storage.botLevel + 1) + ')\nCost: ' + storage.botUpgradeCost);
}
};
clickUpgradeBtn.down = function () {
- if (infiniteCoinsMode || coins >= storage.clickUpgradeCost) {
+ if ((infiniteCoinsMode || coins >= storage.clickUpgradeCost) && storage.clickUpgradeLevel < 10) {
if (!infiniteCoinsMode) {
coins -= storage.clickUpgradeCost;
storage.coins = coins;
}
saco de tierra. In-Game asset. 2d. High contrast. No shadows. pixelart
roca magma. In-Game asset. 2d. High contrast. No shadows. pixelart
roca con trozos de cristal. In-Game asset. 2d. High contrast. No shadows. pixelart
amatista. In-Game asset. 2d. High contrast. No shadows. pixelart
roca gris oscuro con diamantes. In-Game asset. 2d. High contrast. No shadows. pixelart
roca madre. In-Game asset. 2d. High contrast. No shadows. pixelart
lapizlazuli. In-Game asset. 2d. High contrast. No shadows. pixelart
mineral de oro con lapizlazuli incrustado. In-Game asset. 2d. High contrast. No shadows. pixelart
mina abandonada. In-Game asset. 2d. High contrast. No shadows. pixelart