User prompt
Player should be able to move the items by holding down the item
User prompt
Delete the amount numbers and frames right next to the items on the main screen
User prompt
Please fix the bug: 'ReferenceError: resourceButtons is not defined' in or related to this line: 'for (var i = 0; i < resourceButtons.length; i++) {' Line Number: 737
User prompt
When game starts, show the image "start" first. Add some animations. Then open the main screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The amount should be increased only by tapping to the items themselves. Not by clicking to the amount indicator number.
User prompt
Add Frame image behind each resource amount number on the main screen
User prompt
Put the image "frame" behind the item images on the main screen
User prompt
Put a frame behind the amount numbers on main screen
User prompt
Put a little more gap between amount indicator and coins text also between coins text and coin images
User prompt
The amount indicator arrows and coins text on the merchant screen are intertwined. Fix this. Just put some more space Horizontal
User prompt
The amount indicator arrows and item names on the merchant screen are intertwined. Fix this. Just put some more space Horizontal
User prompt
The amount indicator arrows and item names on the merchant screen are intertwined. Fix this.
User prompt
Texts in the merchant screen are intertwined. Fix it
User prompt
Create up and down arrows on the merchant screen for each of the item in order to indicate the amount of the item to sell.
User prompt
The item images and seconds are intertwined fix it
User prompt
Make the item buttons bigger 2x
User prompt
Make the item sizes 70x...
User prompt
Make the item buttons bigger 2x
User prompt
Remove resourcebtnbg image from item buttons. The original item images are enough.
User prompt
Remove "sell" texts on the sell buttons
User prompt
When merchant screen opened, the item buttons at the back of merchant screen gets also triggered if i click on merchant screen. Fix this.
User prompt
Merchant shouldn't get closed as long as I click on the merchant screen.
User prompt
Merchant shouldn't get closed as long as I click on the merchant screen.
User prompt
When i open merchant i wanna be able to close the merchant screen when i tap anywhere but the merchant screen.
User prompt
Its intertwined with the "sell your items for gold" text, now. Put a little gap between them.
/**** * 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 removed (resourceBtnBg no longer used) // 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); // Place the cooldown text below the icon (icon is at y=0, icon is 2x scaled, so offset by icon height) cdText.y = 140; 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, scaleX: 2, scaleY: 2 }); 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, scaleX: 2, scaleY: 2 }); // 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 merchant button with image at the bottom right corner var merchantCornerBtn = LK.getAsset('Merchant', { anchorX: 0.5, anchorY: 0.5 }); merchantCornerBtn.x = 2048 - 180; merchantCornerBtn.y = 2732 - 180; merchantCornerBtn.scaleX = 0.8; merchantCornerBtn.scaleY = 0.8; game.addChild(merchantCornerBtn); // Open merchant popup when tapped merchantCornerBtn.down = function (x, y, obj) { if (merchantPopup) return; // Block input to resource buttons for (var i = 0; i < resourceButtons.length; i++) { resourceButtons[i].interactive = false; } // Directly open the merchant popup logic (copied from yellowBtn.down) 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); // Add a gap between gold text and info text goldText.x = 0; goldText.y = infoText.y + 80; 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 // Move sell buttons further down to avoid overlap with gold text var sellBtnStartY = goldText.y + 180; // Increased gap below gold text var sellBtnSpacing = 210; // Increased vertical spacing between rows var sellBtnW = 900, // Slightly wider for more space sellBtnH = 150; var merchantSellBtns = []; for (var i = 0; i < sellDefs.length; i++) { (function (i) { var def = sellDefs[i]; var btnY = sellBtnStartY + i * sellBtnSpacing; // Icon var icon = LK.getAsset(def.icon, { anchorX: 0.5, anchorY: 0.5 }); icon.x = -sellBtnW / 2 + 100; icon.y = btnY; merchantPopup.addChild(icon); // Resource label var resLabel = new Text2(def.label, { size: 64, fill: "#fff" }); resLabel.anchor.set(0, 0.5); resLabel.x = -sellBtnW / 2 + 200; resLabel.y = btnY - 40; // Move label up to make space below merchantPopup.addChild(resLabel); // Amount owned var amt = resourceAmounts[def.type] || 0; // --- Amount selector state --- var sellAmount = 1; // Down arrow var downArrow = new Text2("▼", { size: 64, fill: "#fff" }); downArrow.anchor.set(0.5, 0.5); downArrow.x = -sellBtnW / 2 + 420 - 60; downArrow.y = btnY + 40; // Move arrows down to avoid overlap with label downArrow.interactive = true; merchantPopup.addChild(downArrow); // Up arrow var upArrow = new Text2("▲", { size: 64, fill: "#fff" }); upArrow.anchor.set(0.5, 0.5); upArrow.x = -sellBtnW / 2 + 420 + 60; upArrow.y = btnY + 40; // Move arrows down to avoid overlap with label upArrow.interactive = true; merchantPopup.addChild(upArrow); // Amount text (between arrows) var amtText = new Text2("x" + sellAmount, { size: 64, fill: "#fff" }); amtText.anchor.set(0.5, 0.5); amtText.x = -sellBtnW / 2 + 420; amtText.y = btnY + 40; // Move amount text down to align with arrows merchantPopup.addChild(amtText); // Arrow logic downArrow.down = function () { if (sellAmount > 1) { sellAmount--; amtText.setText("x" + sellAmount); } }; upArrow.down = function () { var maxSell = resourceAmounts[def.type]; if (sellAmount < maxSell) { sellAmount++; amtText.setText("x" + sellAmount); } }; // Price var priceText = new Text2(def.price + " coins", { size: 56, fill: 0xFFD700 }); priceText.anchor.set(1, 0.5); priceText.x = sellBtnW / 2 - 220; 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 (removed) // 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) { // Sell the selected amount (or as much as possible) var toSell = Math.min(sellAmount, resourceAmounts[def.type]); if (toSell > 0) { resourceAmounts[def.type] -= toSell; storage[def.type] = resourceAmounts[def.type]; goldAmount += def.price * toSell; storage.gold = goldAmount; LK.getSound('Coin').play(); amtText.setText("x" + Math.min(sellAmount, 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; } } // Clamp sellAmount to available if (resourceAmounts[def.type] < sellAmount) { sellAmount = Math.max(1, resourceAmounts[def.type]); amtText.setText("x" + sellAmount); } // 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) { // Sell the selected amount (or as much as possible) var toSell = Math.min(sellAmount, resourceAmounts[def.type]); if (toSell > 0) { resourceAmounts[def.type] -= toSell; storage[def.type] = resourceAmounts[def.type]; goldAmount += def.price * toSell; storage.gold = goldAmount; LK.getSound('Coin').play(); amtText.setText("x" + Math.min(sellAmount, 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; } } // Clamp sellAmount to available if (resourceAmounts[def.type] < sellAmount) { sellAmount = Math.max(1, resourceAmounts[def.type]); amtText.setText("x" + sellAmount); } // 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 () { // Restore input to resource buttons for (var i = 0; i < resourceButtons.length; i++) { resourceButtons[i].interactive = true; } // 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); }; // Only keep the merchant button at the bottom right corner // (Removed button "a" and its label) // --- Merchant Popup logic --- var merchantPopup = null; var merchantFade = null; // (yellowBtn and blueBtn handlers removed) // 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
@@ -380,9 +380,9 @@
fill: "#fff"
});
resLabel.anchor.set(0, 0.5);
resLabel.x = -sellBtnW / 2 + 200;
- resLabel.y = btnY;
+ resLabel.y = btnY - 40; // Move label up to make space below
merchantPopup.addChild(resLabel);
// Amount owned
var amt = resourceAmounts[def.type] || 0;
// --- Amount selector state ---
@@ -393,9 +393,9 @@
fill: "#fff"
});
downArrow.anchor.set(0.5, 0.5);
downArrow.x = -sellBtnW / 2 + 420 - 60;
- downArrow.y = btnY;
+ downArrow.y = btnY + 40; // Move arrows down to avoid overlap with label
downArrow.interactive = true;
merchantPopup.addChild(downArrow);
// Up arrow
var upArrow = new Text2("▲", {
@@ -403,9 +403,9 @@
fill: "#fff"
});
upArrow.anchor.set(0.5, 0.5);
upArrow.x = -sellBtnW / 2 + 420 + 60;
- upArrow.y = btnY;
+ upArrow.y = btnY + 40; // Move arrows down to avoid overlap with label
upArrow.interactive = true;
merchantPopup.addChild(upArrow);
// Amount text (between arrows)
var amtText = new Text2("x" + sellAmount, {
@@ -413,9 +413,9 @@
fill: "#fff"
});
amtText.anchor.set(0.5, 0.5);
amtText.x = -sellBtnW / 2 + 420;
- amtText.y = btnY;
+ amtText.y = btnY + 40; // Move amount text down to align with arrows
merchantPopup.addChild(amtText);
// Arrow logic
downArrow.down = function () {
if (sellAmount > 1) {
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.