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When i open merchant, gold text intertwined with buttons or other things fix it
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Now delete all merchant buttons, just keep the one on the right down
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Don't put anything as the background for the buttons!
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Dont use resourcebuttonbg when placing a button.
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Make a button with image "merchant" side down corner. And open merchant when tapped.
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Put another button Right side the image "merchant" and connect merchant page
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Remove the button a
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Create a button called "a"
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Make another button for merchant. Dont use resourcebutton
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Merchant button should be green
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Add sound "coin" when coin amount increases
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In the Merchant section, text, buttons etc. are intertwined. Fix it.
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Make merchant background little more bigger
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When we click sell button for long, sell all
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Put all of the five buttons on the merchant screen either and give us 2 coin for each of the wood, 1 coin for each of the fish, 3 coin for each of the cow, 4 coin for each of the ore and 1 coin for each of the wheat. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When clicked to the button on the right, the screen fades and a small box appears. In the box there should be a Merchant. We will sell our items to him in exchange for gold. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a yellow button Horizontal right, vertical center
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Start button also should be placed at the same place as pause button
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Play sound bg when game starts, stop the sound when game paused, and countie when continue to game.
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Asd cow sound to cow
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Add the sound fish to the fish button
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Add the sound wood to the wood button
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Add sound"ore" for ore clicking sound
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Use the sound "wheat" for wheat button click sound
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Remove inventory button and inventory, write the collected amounts of the items next to the buttons. 1 cm of gap would be enough
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // (InventoryPopup class removed) // ResourceButton: A button for collecting a resource with cooldown var ResourceButton = Container.expand(function () { var self = Container.call(this); // Properties to be set after creation: // self.resourceType (string) // self.iconId (string) // self.cooldown (ms) // self.onCollect (function) // State self.isCoolingDown = false; self.lastCollectTime = 0; // Button background var bg = self.attachAsset('resourceBtnBg', { anchorX: 0.5, anchorY: 0.5 }); // Icon // NOTE: Do not attach icon here, as iconId is not set yet. It will be attached after construction in Game Code. // Attach a placeholder (invisible) so children[1] exists for later replacement. var icon = self.attachAsset('cowIcon', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // invisible placeholder }); icon.y = 0; // Cooldown overlay (semi-transparent) // Attach a placeholder (invisible) so children[2] exists for later replacement. var cooldownOverlay = self.attachAsset('cooldownOverlay', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // invisible placeholder }); // Amount text (shows +1 when collected) var plusText = new Text2("+1", { size: 80, fill: 0xFFFFFF }); plusText.anchor.set(0.5, 0.5); plusText.alpha = 0; self.addChild(plusText); // Cooldown timer text var cdText = new Text2("", { size: 60, fill: 0xFFFFFF }); cdText.anchor.set(0.5, 0.5); cdText.y = 110; self.addChild(cdText); // Button press handler self.down = function (x, y, obj) { if (self.isCoolingDown) return; self.startCooldown(); if (typeof self.onCollect === "function") self.onCollect(); // Animate +1 plusText.alpha = 1; plusText.y = -40; tween(plusText, { y: -120, alpha: 0 }, { duration: 700, easing: tween.easeOut }); }; // Start cooldown self.startCooldown = function () { self.isCoolingDown = true; self.lastCollectTime = Date.now(); cooldownOverlay.alpha = 0.5; cdText.visible = true; }; // End cooldown self.endCooldown = function () { self.isCoolingDown = false; cooldownOverlay.alpha = 0; cdText.visible = false; }; // Update cooldown overlay and timer self.update = function () { if (!self.isCoolingDown) return; var elapsed = Date.now() - self.lastCollectTime; var left = Math.max(0, self.cooldown - elapsed); if (left <= 0) { self.endCooldown(); } else { // Show seconds left cdText.setText(Math.ceil(left / 1000) + "s"); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d2d2d }); /**** * Game Code ****/ // Resource definitions var resources = [{ type: "cow", iconId: "cowIcon", cooldown: 30000 // 30s }, { type: "fish", iconId: "fishIcon", cooldown: 30000 }, { type: "wheat", iconId: "wheatIcon", cooldown: 30000 }, { type: "ore", iconId: "oreIcon", cooldown: 30000 }, { type: "wood", iconId: "woodIcon", cooldown: 30000 }]; // Resource amounts (persisted) var resourceAmounts = { cow: storage.cow || 0, fish: storage.fish || 0, wheat: storage.wheat || 0, ore: storage.ore || 0, wood: storage.wood || 0 }; // Save resource amounts to storage function saveResources() { storage.cow = resourceAmounts.cow; storage.fish = resourceAmounts.fish; storage.wheat = resourceAmounts.wheat; storage.ore = resourceAmounts.ore; storage.wood = resourceAmounts.wood; } // Create resource buttons var resourceButtons = []; var btnSpacing = 350; var btnStartY = 900; var btnX = 2048 / 2; for (var i = 0; i < resources.length; i++) { var res = resources[i]; var btn = new ResourceButton(); btn.resourceType = res.type; btn.iconId = res.iconId; btn.cooldown = res.cooldown; btn.x = btnX; btn.y = btnStartY + i * btnSpacing; btn.onCollect = function (rtype, btnIdx) { return function () { resourceAmounts[rtype]++; saveResources(); // Update the corresponding amount text for (var j = 0; j < resourceAmountTexts.length; j++) { if (resourceAmountTexts[j].type === rtype) { resourceAmountTexts[j].text.setText(resourceAmounts[rtype] + ""); break; } } }; }(res.type, i); // Set up icon and overlay after iconId is set if (btn.children.length > 1) { btn.removeChild(btn.children[1]); // Remove placeholder icon if exists } var icon = btn.attachAsset(res.iconId, { anchorX: 0.5, anchorY: 0.5 }); icon.y = 0; if (btn.children.length > 1) { btn.removeChild(btn.children[1]); // Remove placeholder overlay if exists } var overlay = btn.attachAsset('cooldownOverlay', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Add to game game.addChild(btn); resourceButtons.push(btn); } // Add resource amount text next to each button (1cm = 40px gap) var resourceAmountTexts = []; for (var i = 0; i < resourceButtons.length; i++) { var btn = resourceButtons[i]; var resType = btn.resourceType; var amountText = new Text2(resourceAmounts[resType] + "", { size: 80, fill: "#fff" }); amountText.anchor.set(0, 0.5); // Place to the right of the button, 1cm (40px) gap amountText.x = btn.x + 200 + 40; amountText.y = btn.y; game.addChild(amountText); resourceAmountTexts.push({ type: resType, text: amountText }); } // Game update loop game.update = function () { // Update all resource buttons (for cooldowns) for (var i = 0; i < resourceButtons.length; i++) { resourceButtons[i].update(); } }; // --- Asset Initialization Section --- // Resource button background // Cooldown overlay (semi-transparent) // Inventory popup background // Inventory button (top right) // Close button for popup // Resource icons
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// (InventoryPopup class removed)
// ResourceButton: A button for collecting a resource with cooldown
var ResourceButton = Container.expand(function () {
var self = Container.call(this);
// Properties to be set after creation:
// self.resourceType (string)
// self.iconId (string)
// self.cooldown (ms)
// self.onCollect (function)
// State
self.isCoolingDown = false;
self.lastCollectTime = 0;
// Button background
var bg = self.attachAsset('resourceBtnBg', {
anchorX: 0.5,
anchorY: 0.5
});
// Icon
// NOTE: Do not attach icon here, as iconId is not set yet. It will be attached after construction in Game Code.
// Attach a placeholder (invisible) so children[1] exists for later replacement.
var icon = self.attachAsset('cowIcon', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // invisible placeholder
});
icon.y = 0;
// Cooldown overlay (semi-transparent)
// Attach a placeholder (invisible) so children[2] exists for later replacement.
var cooldownOverlay = self.attachAsset('cooldownOverlay', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // invisible placeholder
});
// Amount text (shows +1 when collected)
var plusText = new Text2("+1", {
size: 80,
fill: 0xFFFFFF
});
plusText.anchor.set(0.5, 0.5);
plusText.alpha = 0;
self.addChild(plusText);
// Cooldown timer text
var cdText = new Text2("", {
size: 60,
fill: 0xFFFFFF
});
cdText.anchor.set(0.5, 0.5);
cdText.y = 110;
self.addChild(cdText);
// Button press handler
self.down = function (x, y, obj) {
if (self.isCoolingDown) return;
self.startCooldown();
if (typeof self.onCollect === "function") self.onCollect();
// Animate +1
plusText.alpha = 1;
plusText.y = -40;
tween(plusText, {
y: -120,
alpha: 0
}, {
duration: 700,
easing: tween.easeOut
});
};
// Start cooldown
self.startCooldown = function () {
self.isCoolingDown = true;
self.lastCollectTime = Date.now();
cooldownOverlay.alpha = 0.5;
cdText.visible = true;
};
// End cooldown
self.endCooldown = function () {
self.isCoolingDown = false;
cooldownOverlay.alpha = 0;
cdText.visible = false;
};
// Update cooldown overlay and timer
self.update = function () {
if (!self.isCoolingDown) return;
var elapsed = Date.now() - self.lastCollectTime;
var left = Math.max(0, self.cooldown - elapsed);
if (left <= 0) {
self.endCooldown();
} else {
// Show seconds left
cdText.setText(Math.ceil(left / 1000) + "s");
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2d2d2d
});
/****
* Game Code
****/
// Resource definitions
var resources = [{
type: "cow",
iconId: "cowIcon",
cooldown: 30000 // 30s
}, {
type: "fish",
iconId: "fishIcon",
cooldown: 30000
}, {
type: "wheat",
iconId: "wheatIcon",
cooldown: 30000
}, {
type: "ore",
iconId: "oreIcon",
cooldown: 30000
}, {
type: "wood",
iconId: "woodIcon",
cooldown: 30000
}];
// Resource amounts (persisted)
var resourceAmounts = {
cow: storage.cow || 0,
fish: storage.fish || 0,
wheat: storage.wheat || 0,
ore: storage.ore || 0,
wood: storage.wood || 0
};
// Save resource amounts to storage
function saveResources() {
storage.cow = resourceAmounts.cow;
storage.fish = resourceAmounts.fish;
storage.wheat = resourceAmounts.wheat;
storage.ore = resourceAmounts.ore;
storage.wood = resourceAmounts.wood;
}
// Create resource buttons
var resourceButtons = [];
var btnSpacing = 350;
var btnStartY = 900;
var btnX = 2048 / 2;
for (var i = 0; i < resources.length; i++) {
var res = resources[i];
var btn = new ResourceButton();
btn.resourceType = res.type;
btn.iconId = res.iconId;
btn.cooldown = res.cooldown;
btn.x = btnX;
btn.y = btnStartY + i * btnSpacing;
btn.onCollect = function (rtype, btnIdx) {
return function () {
resourceAmounts[rtype]++;
saveResources();
// Update the corresponding amount text
for (var j = 0; j < resourceAmountTexts.length; j++) {
if (resourceAmountTexts[j].type === rtype) {
resourceAmountTexts[j].text.setText(resourceAmounts[rtype] + "");
break;
}
}
};
}(res.type, i);
// Set up icon and overlay after iconId is set
if (btn.children.length > 1) {
btn.removeChild(btn.children[1]); // Remove placeholder icon if exists
}
var icon = btn.attachAsset(res.iconId, {
anchorX: 0.5,
anchorY: 0.5
});
icon.y = 0;
if (btn.children.length > 1) {
btn.removeChild(btn.children[1]); // Remove placeholder overlay if exists
}
var overlay = btn.attachAsset('cooldownOverlay', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Add to game
game.addChild(btn);
resourceButtons.push(btn);
}
// Add resource amount text next to each button (1cm = 40px gap)
var resourceAmountTexts = [];
for (var i = 0; i < resourceButtons.length; i++) {
var btn = resourceButtons[i];
var resType = btn.resourceType;
var amountText = new Text2(resourceAmounts[resType] + "", {
size: 80,
fill: "#fff"
});
amountText.anchor.set(0, 0.5);
// Place to the right of the button, 1cm (40px) gap
amountText.x = btn.x + 200 + 40;
amountText.y = btn.y;
game.addChild(amountText);
resourceAmountTexts.push({
type: resType,
text: amountText
});
}
// Game update loop
game.update = function () {
// Update all resource buttons (for cooldowns)
for (var i = 0; i < resourceButtons.length; i++) {
resourceButtons[i].update();
}
};
// --- Asset Initialization Section ---
// Resource button background
// Cooldown overlay (semi-transparent)
// Inventory popup background
// Inventory button (top right)
// Close button for popup
// Resource icons
Merchant. In-Game asset. 2d. High contrast. No shadows
Coin, "m" sign. In-Game asset. 2d. High contrast. No shadows
Frame. In-Game asset. 2d. High contrast. No shadows
My farm, wheat, cow, ore, pickaxe. Starting screen style. In-Game asset. 2d. High contrast. No shadows
Movement button, item moving button. In-Game asset. 2d. High contrast. No shadows
A cute middle eastern farmer character. In-Game asset. 2d. High contrast. No shadows
Mowing sickle. In-Game asset. 2d. High contrast. No shadows
Watering waterdrops watering can. In-Game asset. 2d. High contrast. No shadows
Historical frame with beige interior.