User prompt
When i open merchant, gold text intertwined with buttons or other things fix it
User prompt
Now delete all merchant buttons, just keep the one on the right down
User prompt
Don't put anything as the background for the buttons!
User prompt
Dont use resourcebuttonbg when placing a button.
User prompt
Make a button with image "merchant" side down corner. And open merchant when tapped.
User prompt
Put another button Right side the image "merchant" and connect merchant page
User prompt
Remove the button a
User prompt
Create a button called "a"
User prompt
Make another button for merchant. Dont use resourcebutton
User prompt
Merchant button should be green
User prompt
Add sound "coin" when coin amount increases
User prompt
In the Merchant section, text, buttons etc. are intertwined. Fix it.
User prompt
Make merchant background little more bigger
User prompt
When we click sell button for long, sell all
User prompt
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
User prompt
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
User prompt
Add a yellow button Horizontal right, vertical center
User prompt
Start button also should be placed at the same place as pause button
User prompt
Play sound bg when game starts, stop the sound when game paused, and countie when continue to game.
User prompt
Asd cow sound to cow
User prompt
Add the sound fish to the fish button
User prompt
Add the sound wood to the wood button
User prompt
Add sound"ore" for ore clicking sound
User prompt
Use the sound "wheat" for wheat button click sound
User prompt
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; // Play cow sound if this is the cow button if (self.resourceType === "cow") { LK.getSound('Cow').play(); } // Play wheat sound if this is the wheat button if (self.resourceType === "wheat") { LK.getSound('Wheat').play(); } // Play ore sound if this is the ore button if (self.resourceType === "ore") { LK.getSound('Ore').play(); } // Play wood sound if this is the wood button if (self.resourceType === "wood") { LK.getSound('Wood').play(); } // Play fish sound if this is the fish button if (self.resourceType === "fish") { LK.getSound('Fish').play(); } 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 }); } // Place the start button at the same place as the pause button (top right corner) if (typeof LK.gui !== "undefined" && LK.gui.topRight) { // If there is a start button, place it at the top right if (typeof LK.startButton !== "undefined") { LK.gui.topRight.addChild(LK.startButton); } } // Add a yellow button horizontally right, vertically center var yellowBtn = LK.getAsset('resourceBtnBg', { anchorX: 0.5, anchorY: 0.5, color: 0xffff00 // yellow }); yellowBtn.x = 2048 - 300; // 300px from the right edge yellowBtn.y = 2732 / 2; game.addChild(yellowBtn); // --- Merchant Popup logic --- var merchantPopup = null; var merchantFade = null; // Handler for yellow button press yellowBtn.down = function (x, y, obj) { // Prevent multiple popups if (merchantPopup) return; // Fade overlay merchantFade = new Container(); var fadeBg = LK.getAsset('cooldownOverlay', { anchorX: 0, anchorY: 0, width: 2048, height: 2732, color: 0x000000, alpha: 0.0 }); merchantFade.addChild(fadeBg); merchantFade.interactive = true; // Block input to game behind merchantFade.zIndex = 1000; game.addChild(merchantFade); // Animate fade in tween(fadeBg, { alpha: 0.7 }, { duration: 350, easing: tween.easeOut }); // Popup box merchantPopup = new Container(); var boxW = 1000, boxH = 1400; var popupBg = LK.getAsset('inventoryBg', { anchorX: 0.5, anchorY: 0.5, width: boxW, height: boxH, color: 0x333333 }); merchantPopup.addChild(popupBg); merchantPopup.x = 2048 / 2; merchantPopup.y = 2732 / 2; merchantPopup.zIndex = 1001; // Merchant "avatar" (just a text for now) var merchantText = new Text2("Merchant", { size: 120, fill: 0xFFE066 }); merchantText.anchor.set(0.5, 0); merchantText.x = 0; merchantText.y = -boxH / 2 + 60; merchantPopup.addChild(merchantText); // Info text var infoText = new Text2("Sell your items for gold!", { size: 60, fill: "#fff" }); infoText.anchor.set(0.5, 0); infoText.x = 0; infoText.y = merchantText.y + 150; merchantPopup.addChild(infoText); // Gold display if (typeof storage.gold === "undefined") storage.gold = 0; var goldAmount = storage.gold || 0; var goldText = new Text2("Gold: " + goldAmount, { size: 80, fill: 0xFFD700 }); goldText.anchor.set(0.5, 0); goldText.x = 0; goldText.y = infoText.y + 100; merchantPopup.addChild(goldText); // Resource sell button definitions var sellDefs = [{ type: "wood", icon: "woodIcon", price: 2, label: "Wood" }, { type: "fish", icon: "fishIcon", price: 1, label: "Fish" }, { type: "cow", icon: "cowIcon", price: 3, label: "Cow" }, { type: "ore", icon: "oreIcon", price: 4, label: "Ore" }, { type: "wheat", icon: "wheatIcon", price: 1, label: "Wheat" }]; // Layout: vertical stack, centered, with clear horizontal separation for icon, label, amount, price, and button var sellBtnStartY = goldText.y + 120; var sellBtnSpacing = 180; var sellBtnW = 800, sellBtnH = 130; var merchantSellBtns = []; for (var i = 0; i < sellDefs.length; i++) { (function (i) { var def = sellDefs[i]; var btnY = sellBtnStartY + i * sellBtnSpacing; // Button background var btnBg = LK.getAsset('resourceBtnBg', { anchorX: 0.5, anchorY: 0.5, width: sellBtnW, height: sellBtnH, color: 0x555522 }); btnBg.x = 0; btnBg.y = btnY; merchantPopup.addChild(btnBg); // Icon var icon = LK.getAsset(def.icon, { anchorX: 0.5, anchorY: 0.5 }); icon.x = -sellBtnW / 2 + 90; icon.y = btnY; merchantPopup.addChild(icon); // Resource label var resLabel = new Text2(def.label, { size: 60, fill: "#fff" }); resLabel.anchor.set(0, 0.5); resLabel.x = -sellBtnW / 2 + 180; resLabel.y = btnY; merchantPopup.addChild(resLabel); // Amount owned var amt = resourceAmounts[def.type] || 0; var amtText = new Text2("x" + amt, { size: 60, fill: "#fff" }); amtText.anchor.set(0, 0.5); amtText.x = -sellBtnW / 2 + 380; amtText.y = btnY; merchantPopup.addChild(amtText); // Price var priceText = new Text2(def.price + " coins", { size: 50, fill: 0xFFD700 }); priceText.anchor.set(1, 0.5); priceText.x = sellBtnW / 2 - 200; priceText.y = btnY; merchantPopup.addChild(priceText); // Sell button var sellBtn = LK.getAsset('inventoryBtn', { anchorX: 0.5, anchorY: 0.5, color: 0xFFE066 }); sellBtn.x = sellBtnW / 2 - 80; sellBtn.y = btnY; merchantPopup.addChild(sellBtn); // Sell button label var sellLabel = new Text2("Sell", { size: 48, fill: "#333" }); sellLabel.anchor.set(0.5, 0.5); sellLabel.x = sellBtn.x; sellLabel.y = btnY; merchantPopup.addChild(sellLabel); // Sell logic var sellAllTimeout = null; var sellAllInterval = null; sellBtn.down = function (x, y, obj) { // Start a timeout to trigger sell all after 500ms if (resourceAmounts[def.type] > 0) { // Single sell immediately resourceAmounts[def.type]--; storage[def.type] = resourceAmounts[def.type]; goldAmount += def.price; storage.gold = goldAmount; LK.getSound('Coin').play(); amtText.setText("x" + resourceAmounts[def.type]); goldText.setText("Gold: " + goldAmount); // Also update main screen resource amount for (var j = 0; j < resourceAmountTexts.length; j++) { if (resourceAmountTexts[j].type === def.type) { resourceAmountTexts[j].text.setText(resourceAmounts[def.type] + ""); break; } } // Animate gold text goldText.scale.set(1.2, 1.2); tween(goldText.scale, { x: 1, y: 1 }, { duration: 300, easing: tween.easeOut }); } // Start long-press detection if (sellAllTimeout) LK.clearTimeout(sellAllTimeout); if (sellAllInterval) LK.clearInterval(sellAllInterval); sellAllTimeout = LK.setTimeout(function () { // Start selling all at a fast interval sellAllInterval = LK.setInterval(function () { if (resourceAmounts[def.type] > 0) { resourceAmounts[def.type]--; storage[def.type] = resourceAmounts[def.type]; goldAmount += def.price; storage.gold = goldAmount; LK.getSound('Coin').play(); amtText.setText("x" + resourceAmounts[def.type]); goldText.setText("Gold: " + goldAmount); // Also update main screen resource amount for (var j = 0; j < resourceAmountTexts.length; j++) { if (resourceAmountTexts[j].type === def.type) { resourceAmountTexts[j].text.setText(resourceAmounts[def.type] + ""); break; } } // Animate gold text goldText.scale.set(1.2, 1.2); tween(goldText.scale, { x: 1, y: 1 }, { duration: 300, easing: tween.easeOut }); } else { // Stop interval if nothing left to sell if (sellAllInterval) LK.clearInterval(sellAllInterval); sellAllInterval = null; } }, 50); // Sell every 50ms }, 500); // Long press threshold: 500ms }; // Stop selling on up sellBtn.up = function (x, y, obj) { if (sellAllTimeout) LK.clearTimeout(sellAllTimeout); sellAllTimeout = null; if (sellAllInterval) LK.clearInterval(sellAllInterval); sellAllInterval = null; }; merchantSellBtns.push({ btn: sellBtn, amtText: amtText }); })(i); } // Close button var closeBtn = LK.getAsset('closeBtn', { anchorX: 0.5, anchorY: 0.5 }); closeBtn.x = boxW / 2 - 60; closeBtn.y = -boxH / 2 + 60; merchantPopup.addChild(closeBtn); // Close logic closeBtn.down = function () { // Animate fade out if (merchantFade && merchantFade.children.length > 0) { tween(merchantFade.children[0], { alpha: 0 }, { duration: 250, easing: tween.easeIn, onFinish: function onFinish() { if (merchantFade && merchantFade.parent) merchantFade.parent.removeChild(merchantFade); merchantFade = null; } }); } else if (merchantFade && merchantFade.parent) { merchantFade.parent.removeChild(merchantFade); merchantFade = null; } if (merchantPopup && merchantPopup.parent) merchantPopup.parent.removeChild(merchantPopup); merchantPopup = null; }; // Add popup to game game.addChild(merchantPopup); }; // Play background music when the game starts LK.playMusic('Bg'); // 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 // Stop background music when the game is paused game.pause = function () { LK.stopMusic(); }; // Resume background music when the game continues game["continue"] = function () { LK.playMusic('Bg'); };
===================================================================
--- original.js
+++ change.js
@@ -434,8 +434,9 @@
resourceAmounts[def.type]--;
storage[def.type] = resourceAmounts[def.type];
goldAmount += def.price;
storage.gold = goldAmount;
+ LK.getSound('Coin').play();
amtText.setText("x" + resourceAmounts[def.type]);
goldText.setText("Gold: " + goldAmount);
// Also update main screen resource amount
for (var j = 0; j < resourceAmountTexts.length; j++) {
@@ -464,8 +465,9 @@
resourceAmounts[def.type]--;
storage[def.type] = resourceAmounts[def.type];
goldAmount += def.price;
storage.gold = goldAmount;
+ LK.getSound('Coin').play();
amtText.setText("x" + resourceAmounts[def.type]);
goldText.setText("Gold: " + goldAmount);
// Also update main screen resource amount
for (var j = 0; j < resourceAmountTexts.length; j++) {
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.