User prompt
Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'game.tick = function () {' Line Number: 363
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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'gibberishText.destroy();' Line Number: 358
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make button clickable
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make the coffee button clickable
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move the text for the buttons below the vutton
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upgrade button is still not functional
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make the upgrade button functional
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add upgrade buttons
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add progression mechanics
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Please fix the bug: 'Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'var currentIntersecting = coder.intersects(button);' Line Number: 77
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Please fix the bug: 'Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'var currentIntersecting = coder.intersects(button);' Line Number: 77
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Please fix the bug: 'Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'var currentIntersecting = coder.intersects(button);' Line Number: 77
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Please fix the bug: 'Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'var currentIntersecting = coder.intersects(buttonGraphics);' Line Number: 75
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lets try this
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remove all the upgrade functionaliity
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reset the button system and visibility, and rebuild it in a functional way because it is not functioning right now
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as new levels are achieved, create new upgrades on the sides of the screen, that are unlockable in different ways using the primary scoring system
User prompt
Please fix the bug: 'Uncaught ReferenceError: lastUnlockText is not defined' in or related to this line: 'if (lastUnlockText) {' Line Number: 256
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Button = Container.expand(function () { var self = Container.call(this); // Attach button asset var buttonGraphics = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); // Initialize counter self.counter = 0; // Create counter text self.counterText = new Text2(self.counter.toString(), { size: 50, fill: 0xFFFFFF }); self.counterText.anchor.set(0.5, 0); self.counterText.y = buttonGraphics.height / 2 + 10; // Position text below the button self.addChild(self.counterText); // Event handler for button press self.down = function () { self.counter = 0; // Reset the counter self.counter += 4; // Increase the counter by 4 self.counterText.setText(self.counter.toString()); // Add event listener for button press self.on('pointerdown', function () { console.log('Button pressed!'); }); }; }); var GibberishText = Container.expand(function () { var self = Container.call(this); // Create gibberish text var gibberishText = new Text2('var i = 0; while (i < 10) { console.log(i); i++; }', { size: 10, fill: 0x008000, alpha: 0.02 }); self.addChild(gibberishText); // Make the gibberish text appear word after word var words = gibberishText.text ? gibberishText.text.split(' ') : []; gibberishText.text = ''; var i = 0; var interval = LK.setInterval(function () { if (i < words.length) { gibberishText.text += words[i] + ' '; i++; } else { LK.clearInterval(interval); } }, 1000); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Removed main screen elements and start button var lastAchievementText = null; var lastUnlockText = null; var clickIncrement = 4; var unlockableFeatures = [{ name: "New Keyboard", cost: 100, effect: function effect() { clickIncrement += 2; } }, { name: "Faster Typing", cost: 500, effect: function effect() { clickIncrement += 5; } }, { name: "AI Assistant", cost: 1000, effect: function effect() { clickIncrement += 10; } }]; var buttonSpacing = 150; var buttonStartY = 2300; var buttonY = 2732 - 100; var buttonSpacing = 512; // Create upgrade buttons for each unlockable feature unlockableFeatures.forEach(function (feature, index) { var upgradeButton = new Button(); upgradeButton.x = 1024; upgradeButton.y = buttonStartY + index * buttonSpacing; upgradeButton.counterText.setText(feature.name + " ($" + feature.cost + ")"); upgradeButton.down = function () { if (code >= feature.cost && !feature.unlocked) { feature.effect(); feature.unlocked = true; console.log(feature.name + " unlocked!"); code -= feature.cost; // Deduct cost from code // Update button text to show unlocked status upgradeButton.counterText.setText(feature.name + " (Unlocked)"); // Update code display codeTxt.setText('Lines of Code written: ' + code.toString() + ' | Level: ' + level + ' | XP: ' + experience + '/' + experienceToNextLevel); // Add visual feedback for unlocking if (lastUnlockText) { lastUnlockText.y -= 70; } var unlockText = new Text2(feature.name + " Unlocked!", { size: 60, fill: 0xFFD700, font: "'Courier New', Courier, monospace" }); unlockText.anchor.set(0.5, 0.5); unlockText.x = 1024; unlockText.y = 700; game.addChild(unlockText); lastUnlockText = unlockText; tween(unlockText, { alpha: 0 }, { duration: 2000, onComplete: function onComplete() { unlockText.destroy(); } }); } }; game.addChild(upgradeButton); }); var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); var coder = game.attachAsset('coder', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); var code = 0; var level = 1; var experience = 0; var experienceToNextLevel = 100; var codeTxt = new Text2('Code written: ' + code.toString(), { size: 50, fill: 0xFFFFFF }); codeTxt.anchor.set(0.5, 0); LK.gui.top.addChild(codeTxt); coder.down = function () { // Play typing sound effect LK.getSound('typing').play(); // Increase code by clickIncrement every click code += clickIncrement; // Increase experience by clickIncrement experience += clickIncrement; // Check if experience has reached the threshold for leveling up if (experience >= experienceToNextLevel) { level++; experience -= experienceToNextLevel; experienceToNextLevel = Math.floor(experienceToNextLevel * 1.5); // Increase the threshold for the next level console.log("Level Up! You are now level " + level); // Display level up message var levelUpText = new Text2("Level Up! Level " + level, { size: 60, fill: 0x00FF00, font: "'Courier New', Courier, monospace" }); levelUpText.anchor.set(0.5, 0.5); levelUpText.x = 1024; levelUpText.y = 800; game.addChild(levelUpText); tween(levelUpText, { alpha: 0 }, { duration: 2000, onComplete: function onComplete() { levelUpText.destroy(); } }); } // Check for achievements var achievements = [{ name: "First 100 Lines", threshold: 100 }, { name: "Halfway to 500", threshold: 250 }, { name: "Code Master", threshold: 500 }]; achievements.forEach(function (achievement) { if (code >= achievement.threshold && !achievement.unlocked) { achievement.unlocked = true; console.log(achievement.name + " achieved!"); // Move previous achievement text up if it exists if (lastAchievementText) { lastAchievementText.y -= 70; } var achievementText = new Text2(achievement.name + " Achieved!", { size: 60, fill: 0xFFD700, font: "'Courier New', Courier, monospace" // Techy font }); achievementText.anchor.set(0.5, 0.5); achievementText.x = 1024; achievementText.y = 600; // Move higher game.addChild(achievementText); lastAchievementText = achievementText; tween(achievementText, { alpha: 0 }, { duration: 2000, onComplete: function onComplete() { achievementText.destroy(); } }); } }); // Check if the number of clicks is a multiple of 16 if (code % 16 === 0) { // List of coding terminology words var codingTerms = ["function", "variable", "loop", "array", "object", "class", "method", "event", "callback", "promise", "async", "await"]; // Select a random word from the list var randomWord = codingTerms[Math.floor(Math.random() * codingTerms.length)]; // Create a text object for the random word var wordText = new Text2(randomWord, { size: 50, fill: 0xFFFFFF, font: "'Courier New', Courier, monospace" // Techy font }); // Position the word text to the left of the coder wordText.x = coder.x - 200; wordText.y = coder.y; // Add the word text to the game game.addChild(wordText); // Animate the word text to move upwards and fade out tween(wordText, { y: wordText.y - 100, alpha: 0 }, { duration: 1000, onComplete: function onComplete() { wordText.destroy(); } }); } // Check and unlock features based on accumulated code unlockableFeatures.forEach(function (feature) { if (code >= feature.cost && !feature.unlocked) { feature.effect(); feature.unlocked = true; console.log(feature.name + " unlocked!"); // Add visual feedback for unlocking // Move previous unlock text up if it exists if (lastUnlockText) { lastUnlockText.y -= 70; } var unlockText = new Text2(feature.name + " Unlocked!", { size: 60, fill: 0xFFD700, font: "'Courier New', Courier, monospace" // Techy font }); unlockText.anchor.set(0.5, 0.5); unlockText.x = 1024; unlockText.y = 700; // Move higher game.addChild(unlockText); lastUnlockText = unlockText; tween(unlockText, { alpha: 0 }, { duration: 2000, onComplete: function onComplete() { unlockText.destroy(); } }); } }); // Update code display codeTxt.setText('Lines of Code written: ' + code.toString() + ' | Level: ' + level + ' | XP: ' + experience + '/' + experienceToNextLevel); // Create a pop effect on the coder when clicked tween(coder, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onComplete: function onComplete() { tween(coder, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Add a ripple effect around the coder var ripple = new LK.getAsset('circle', { anchorX: 0.5, anchorY: 0.5, x: coder.x, y: coder.y, scaleX: 0.1, scaleY: 0.1, alpha: 0.5 }); game.addChild(ripple); tween(ripple, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 500, onComplete: function onComplete() { ripple.destroy(); } }); // Return to normal size after a delay LK.setTimeout(function () { tween(coder, { scaleX: 1, scaleY: 1 }, { duration: 100 }); // Add gibberish text to the game for (var i = 0; i < 12; i++) { // Generate gibberish text randomly positioned var gibberishText = new GibberishText(); gibberishText.x = Math.random() * 2048; gibberishText.y = Math.random() * 2732; game.addChild(gibberishText); } // Remove gibberish text after 10 seconds LK.setTimeout(function () { for (var i = 0; i < 12; i++) { gibberishText.destroy(); } }, 10000); }, 100); }; game.tick = function () { // Introduce new challenges as code increases if (code >= 200 && !challengeIntroduced) { challengeIntroduced = true; console.log("New Challenge: Manage Multiple Tasks!"); var challengeText = new Text2("New Challenge: Manage Multiple Tasks!", { size: 40, fill: 0xFF4500 }); challengeText.anchor.set(0.5, 0.5); challengeText.x = 1024; challengeText.y = 1366; game.addChild(challengeText); tween(challengeText, { alpha: 0 }, { duration: 2000, onComplete: function onComplete() { challengeText.destroy(); } }); } };
===================================================================
--- original.js
+++ change.js
@@ -27,8 +27,12 @@
self.down = function () {
self.counter = 0; // Reset the counter
self.counter += 4; // Increase the counter by 4
self.counterText.setText(self.counter.toString());
+ // Add event listener for button press
+ self.on('pointerdown', function () {
+ console.log('Button pressed!');
+ });
};
});
var GibberishText = Container.expand(function () {
var self = Container.call(this);
@@ -63,24 +67,8 @@
/****
* Game Code
****/
// Removed main screen elements and start button
-// Attach coffee button and make it clickable
-var coffeeButton = game.attachAsset('coffee', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 1024,
- y: 2000
-});
-// Event handler for coffee button press
-coffeeButton.down = function () {
- // Increase code by a fixed amount when coffee button is clicked
- code += 10;
- // Update code display
- codeTxt.setText('Lines of Code written: ' + code.toString() + ' | Level: ' + level + ' | XP: ' + experience + '/' + experienceToNextLevel);
- // Play typing sound effect
- LK.getSound('typing').play();
-};
var lastAchievementText = null;
var lastUnlockText = null;
var clickIncrement = 4;
var unlockableFeatures = [{
a developer sitting on his laptop in his cubicle, typing on the keyboard. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
coffee mug. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
coffee cup 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows