User prompt
Autofarmer is collecting more than 3 crops from a single soil at one harvest. It should be 3 at one harvest.
User prompt
The autofarmer should harvest 3 crops from 1 yield, not more than three at a single harvest.
User prompt
think there is a bug. Autofarmer can plant 1 seed at a soil. And should harvest 3 from a soil. He plants a lot of seeds in a single time right now. If there is something wrong, fix it.
User prompt
I think there is a bug. Autofarmer can plant 1 seed at a soil. And harvest 3 from a soil. If there is something wrong, fix it.
User prompt
Add the image "player" to the merchant screen and make it available for purchase. When someone purchases it, "player" image emerges on the sulama and does all the soil job for the gamer, also harvests it afterwards. This thing continues for 5 minutes, and then "player" disappears. Gamer must buy another "player" if he want another service. Make the transitions from sulama to soils and between orak and soils great.
User prompt
When amount entey popup opens, there is already number for entering amount. Delete the 1 and make it 0.
User prompt
Create a command button image and put it behind numbers on the popup
User prompt
Make all of the fonts Growtopia font.
User prompt
Take the numararka more down on the popup
/**** * 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, font: "'Growtopia', 'Arial', sans-serif" }); plusText.anchor.set(0.5, 0.5); plusText.alpha = 0; self.addChild(plusText); // Cooldown timer text var cdText = new Text2("", { size: 60, fill: 0xFFFFFF, font: "'Growtopia', 'Arial', sans-serif" }); 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; // Mark as pressed, but do not collect yet self._pressed = true; self._pressValid = true; // Optionally, you could store the press position if you want to check for drags/cancels }; // Collect on up event (tap release) self.up = function (x, y, obj) { if (self.isCoolingDown) return; if (!self._pressed) return; self._pressed = false; if (!self._pressValid) 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 }]; // --- Add 6 soil images to the left middle of the screen in a 2x3 grid, with a gap and vertically centered --- var soilImages = []; var soilCols = 2; var soilRows = 3; var soilGap = 48; // increased gap between soils // Get soil asset size (scaled) var soilSample = LK.getAsset('Soil', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); var soilW = soilSample.width; var soilH = soilSample.height; // Calculate total height of grid var totalSoilHeight = soilRows * soilH + (soilRows - 1) * soilGap; var soilStartY = (2732 - totalSoilHeight) / 2 + soilH / 2; // center grid vertically var soilStartX = 300; // left side, but not too close to the edge var soilSpacingX = soilW + soilGap; var soilSpacingY = soilH + soilGap; // --- Orak/Sulama state --- var orakActive = false; var sulamaActive = false; // --- Add Orak and Sulama buttons below the soils --- // Move both buttons further to the left (by 160px instead of 80px) var buttonY = soilStartY + soilRows * soilSpacingY + 120; var buttonX1 = soilStartX + soilW * 0.5 - 160; var buttonX2 = soilStartX + soilSpacingX + soilW * 0.5 - 100; var orakBtn = LK.getAsset('Orak', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); orakBtn.x = buttonX1; orakBtn.y = buttonY; orakBtn.interactive = true; game.addChild(orakBtn); var sulamaBtn = LK.getAsset('Sulama', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); sulamaBtn.x = buttonX2; sulamaBtn.y = buttonY; sulamaBtn.interactive = true; game.addChild(sulamaBtn); // Visual feedback for button selection function updateButtonStates() { orakBtn.alpha = orakActive ? 1 : 0.6; sulamaBtn.alpha = sulamaActive ? 1 : 0.6; } updateButtonStates(); orakBtn.down = function () { // Toggle orakActive if already active, otherwise activate and deactivate sulama if (orakActive) { orakActive = false; } else { orakActive = true; sulamaActive = false; } updateButtonStates(); // Animate Orak button: scale up then back to normal tween.stop(orakBtn); // Stop any previous tweens orakBtn.scaleX = 1.7; orakBtn.scaleY = 1.7; tween(orakBtn, { scaleX: 1.5, scaleY: 1.5 }, { duration: 180, easing: tween.easeOut }); }; sulamaBtn.down = function () { // Toggle sulamaActive if already active, otherwise activate and deactivate orak if (sulamaActive) { sulamaActive = false; } else { sulamaActive = true; orakActive = false; } updateButtonStates(); // Animate Sulama button: scale up then back to normal tween.stop(sulamaBtn); // Stop any previous tweens sulamaBtn.scaleX = 1.7; sulamaBtn.scaleY = 1.7; tween(sulamaBtn, { scaleX: 1.5, scaleY: 1.5 }, { duration: 180, easing: tween.easeOut }); }; // Do not deactivate orak/sulama when using them on soil, only deactivate when another button is pressed // --- Soil logic --- for (var row = 0; row < soilRows; row++) { for (var col = 0; col < soilCols; col++) { // Create a container for each soil plot var soilContainer = new Container(); soilContainer.x = soilStartX + col * soilSpacingX; soilContainer.y = soilStartY + row * soilSpacingY; game.addChild(soilContainer); // State: 0 = soil, 1 = wheatfirst, 2 = wheatsec, 3 = wheatthird, 4 = wheatlast soilContainer.growthStage = 0; soilContainer.growthTimeout1 = null; soilContainer.growthTimeout2 = null; soilContainer.growthTimeout3 = null; soilContainer.sulamaUsed = false; // Track if sulama was used for this soil // Add the soil image (initial) var soilImg = LK.getAsset('Soil', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); soilContainer.addChild(soilImg); soilContainer.currentImg = soilImg; // Helper to set the growth stage and update image soilContainer.setGrowthStage = function (stage) { // Remove current image if (this.currentImg && this.currentImg.parent) { this.currentImg.parent.removeChild(this.currentImg); } this.growthStage = stage; var imgId = "Soil"; if (stage === 1) imgId = "Wheatfirst";else if (stage === 2) imgId = "Wheatsec";else if (stage === 3) imgId = "Wheatthird";else if (stage === 4) imgId = "Wheatlast"; var newImg = LK.getAsset(imgId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); this.addChild(newImg); this.currentImg = newImg; }; // Touch logic soilContainer.down = function (x, y, obj) { // Do nothing on down, only act on up }; soilContainer.up = function (x, y, obj) { var self = this; if (self.growthStage === 0) { // Planting only if sulama is active or not if (resourceAmounts.wheat > 0) { // If sulama is active, use it for this soil and set faster growth var useSulama = false; if (sulamaActive) { useSulama = true; self.sulamaUsed = true; // Do NOT deactivate sulamaActive here // sulamaActive = false; // updateButtonStates(); } else { self.sulamaUsed = false; } resourceAmounts.wheat -= 1; saveResources(); // Update wheat amount text if present for (var j = 0; j < resourceAmountTexts.length; j++) { if (resourceAmountTexts[j].type === "wheat") { resourceAmountTexts[j].text.setText(resourceAmounts.wheat + ""); break; } } // Play plant sound LK.getSound('Plant').play(); // Instantly become wheatfirst self.setGrowthStage(1); // Start timer to wheatsec after 15s or 10s if sulama if (self.growthTimeout1) LK.clearTimeout(self.growthTimeout1); if (self.growthTimeout2) LK.clearTimeout(self.growthTimeout2); if (self.growthTimeout3) LK.clearTimeout(self.growthTimeout3); var growTime = self.sulamaUsed ? 10000 : 15000; self.growthTimeout1 = LK.setTimeout(function () { self.setGrowthStage(2); // Start timer to wheatthird after 15s or 10s if sulama var growTime2 = self.sulamaUsed ? 10000 : 15000; self.growthTimeout2 = LK.setTimeout(function () { self.setGrowthStage(3); // Start timer to wheatlast after 15s or 10s if sulama var growTime3 = self.sulamaUsed ? 10000 : 15000; self.growthTimeout3 = LK.setTimeout(function () { self.setGrowthStage(4); }, growTime3); }, growTime2); }, growTime); } } else if (self.growthStage === 4) { // Only allow harvesting if orak is active if (orakActive) { resourceAmounts.wheat += 3; saveResources(); // Update wheat amount text if present for (var j = 0; j < resourceAmountTexts.length; j++) { if (resourceAmountTexts[j].type === "wheat") { resourceAmountTexts[j].text.setText(resourceAmounts.wheat + ""); break; } } self.setGrowthStage(0); if (self.growthTimeout1) LK.clearTimeout(self.growthTimeout1); if (self.growthTimeout2) LK.clearTimeout(self.growthTimeout2); if (self.growthTimeout3) LK.clearTimeout(self.growthTimeout3); self.sulamaUsed = false; // Do NOT deactivate orakActive here // orakActive = false; // updateButtonStates(); } } // Do nothing if in wheatfirst, wheatsec, or wheatthird }; // Make container interactive soilContainer.interactive = true; soilImages.push(soilContainer); } } // --- GLOBAL ARRAYS for resource buttons and amount texts --- var resourceButtons = []; var resourceAmountTexts = []; // 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; } // --- START SCREEN LOGIC --- var startScreenShown = false; var startImage = null; var startTween1 = null; var startTween2 = null; var startTween3 = null; var mainScreenInit = false; // Hide all main game UI until start screen is done function showMainScreen() { if (mainScreenInit) return; mainScreenInit = true; // Create resource buttons var btnSpacing = 350; var btnStartY = 900; var btnX = 2048 / 2; window.resourceButtons = []; 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) window.resourceAmountTexts = []; // Amount numbers and frames next to items on the main screen have been removed as requested. } // Show start image and animate, then show main screen function showStartScreen() { if (startScreenShown) return; startScreenShown = true; // Create start image centered startImage = LK.getAsset('Start', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); startImage.x = 2048 / 2; startImage.y = 2732 / 2; startImage.alpha = 0; startImage.scaleX = 0.7; startImage.scaleY = 0.7; game.addChild(startImage); // Fade in and scale up startTween1 = tween(startImage, { alpha: 1, scaleX: 1.1, scaleY: 1.1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Pulse scale startTween2 = tween(startImage, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { // Wait, then fade out and remove startTween3 = tween(startImage, { alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (startImage && startImage.parent) startImage.parent.removeChild(startImage); startImage = null; showMainScreen(); } }); } }); } }); } // Start the game with the start screen showStartScreen(); // 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(); // Expand width for more space var boxW = 1200, 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, font: "'Growtopia', 'Arial', sans-serif" }); 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", font: "'Growtopia', 'Arial', sans-serif" }); 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, font: "'Growtopia', 'Arial', sans-serif" }); 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 = 1100, // Expanded width 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; // Calculate horizontal layout: [amount owned] [icon] [label] [amount input] [price] [sell button] // All elements vertically centered at btnY // Amount owned (leftmost) var amtOwned = resourceAmounts[def.type] || 0; var amtOwnedText = new Text2(amtOwned + "", { size: 64, fill: "#fff", font: "'Growtopia', 'Arial', sans-serif" }); amtOwnedText.anchor.set(1, 0.5); amtOwnedText.x = -sellBtnW / 2 + 60; amtOwnedText.y = btnY; merchantPopup.addChild(amtOwnedText); // Icon var icon = LK.getAsset(def.icon, { anchorX: 0.5, anchorY: 0.5 }); icon.x = -sellBtnW / 2 + 160; icon.y = btnY; merchantPopup.addChild(icon); // Resource label var resLabel = new Text2(def.label, { size: 64, fill: "#fff", font: "'Growtopia', 'Arial', sans-serif" }); resLabel.anchor.set(0, 0.5); resLabel.x = -sellBtnW / 2 + 260; resLabel.y = btnY; merchantPopup.addChild(resLabel); // --- Amount selector state --- var sellAmount = 1; // --- Input field for direct amount entry, centered between label and price --- // Center input between label and price var amtInputCenterX = 0; // center of the row // Place input box in the middle of the row, with "x" to its left var amtText = new Text2("x", { size: 64, fill: "#fff", font: "'Growtopia', 'Arial', sans-serif" }); amtText.anchor.set(1, 0.5); amtText.x = amtInputCenterX - 70; amtText.y = btnY; merchantPopup.addChild(amtText); var amtInputBg = LK.getAsset('cooldownOverlay', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 80, color: 0x222222, alpha: 0.7 }); amtInputBg.x = amtInputCenterX + 10; amtInputBg.y = btnY; merchantPopup.addChild(amtInputBg); var amtInputText = new Text2(sellAmount + "", { size: 54, fill: "#fff", font: "'Growtopia', 'Arial', sans-serif" }); amtInputText.anchor.set(0.5, 0.5); amtInputText.x = amtInputBg.x; amtInputText.y = amtInputBg.y; merchantPopup.addChild(amtInputText); // Make input field interactive for tap-to-edit amtInputBg.interactive = true; amtInputText.interactive = true; // Helper: show a simple number input popup function showNumberInputPopup(currentValue, maxValue, onDone) { // Remove any existing popup if (merchantPopup._numberInputPopup) { merchantPopup.removeChild(merchantPopup._numberInputPopup); merchantPopup._numberInputPopup = null; } var popup = new Container(); popup.zIndex = 2000; // Add Numararka image as background behind the popup var numararkaBg = LK.getAsset('Numararka', { anchorX: 0.5, anchorY: 0.5, scaleX: 7, scaleY: 7, alpha: 1 }); // Move Numararka further down so number 6 is centered on it numararkaBg.y = 180; // Move image down by 180px (increased from 80px for better centering) // Place numararkaBg at the back of the popup popup.addChild(numararkaBg); // Removed black overlay background from number input popup popup.x = amtInputBg.x; popup.y = amtInputBg.y + 200; var prompt = new Text2("Enter amount", { size: 80, fill: "#fff", font: "'Growtopia', 'Arial', sans-serif" }); prompt.anchor.set(0.5, 0); prompt.y = -180; popup.addChild(prompt); var inputVal = currentValue + ""; var inputText = new Text2(inputVal, { size: 120, fill: "#fff", font: "'Growtopia', 'Arial', sans-serif" }); inputText.anchor.set(0.5, 0.5); inputText.y = -60; popup.addChild(inputText); // Add number buttons 1-9, 0, backspace, OK var btns = []; var btnSize = 120; var btnGap = 24; var nums = [[1, 2, 3], [4, 5, 6], [7, 8, 9], ["←", 0, "OK"]]; // Place all buttons and their labels above the numararka image (which is already at the back) // Add command button image behind number buttons var commandBtnImg = LK.getAsset('Movement', { anchorX: 0.5, anchorY: 0.5, scaleX: 5.5, scaleY: 5.5, alpha: 0.18 }); commandBtnImg.x = 0; commandBtnImg.y = 350; popup.addChild(commandBtnImg); for (var r = 0; r < 4; r++) { for (var c = 0; c < 3; c++) { (function (r, c) { var val = nums[r][c]; var btn = LK.getAsset('resourceBtnBg', { anchorX: 0.5, anchorY: 0.5, width: btnSize, height: btnSize, color: 0x333333, alpha: 0.95 }); btn.x = (c - 1) * (btnSize + btnGap); btn.y = 80 + r * (btnSize + btnGap); btn.interactive = true; popup.addChild(btn); var label = new Text2(val + "", { size: 72, fill: "#fff", font: "'Growtopia', 'Arial', sans-serif" }); label.anchor.set(0.5, 0.5); label.x = btn.x; label.y = btn.y; popup.addChild(label); btn.down = function () { if (val === "OK") { var n = parseInt(inputVal, 10); if (isNaN(n) || n < 1) n = 1; if (n > maxValue) n = maxValue; onDone(n); merchantPopup.removeChild(popup); merchantPopup._numberInputPopup = null; } else if (val === "←") { if (inputVal.length > 1) { inputVal = inputVal.slice(0, -1); } else { inputVal = "1"; } // Only clamp to 1, not to maxValue, so user can type any number var n = parseInt(inputVal, 10); if (isNaN(n) || n < 1) n = 1; inputVal = n + ""; inputText.setText(inputVal); } else { if (inputVal === "0") inputVal = ""; if (inputVal.length < 4) { inputVal += val + ""; var n = parseInt(inputVal, 10); if (isNaN(n) || n < 1) n = 1; inputVal = n + ""; inputText.setText(inputVal); } } }; btns.push(btn); })(r, c); } } // Add invisible overlay to catch outside clicks and close popup var closeOverlay = LK.getAsset('cooldownOverlay', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, alpha: 0, color: 0x000000 }); closeOverlay.x = 0; closeOverlay.y = 0; closeOverlay.zIndex = -100; // Ensure it's behind the popup content closeOverlay.interactive = true; closeOverlay.down = function (x, y, obj) { // Only close if the click is not on a number button or input if (merchantPopup && merchantPopup._numberInputPopup) { merchantPopup.removeChild(merchantPopup._numberInputPopup); merchantPopup._numberInputPopup = null; } }; // Insert overlay as first child so it sits behind popup content but above merchantPopup bg popup.addChildAt(closeOverlay, 0); merchantPopup.addChild(popup); merchantPopup._numberInputPopup = popup; } // When input field is tapped, show number input popup amtInputBg.down = amtInputText.down = function () { var maxSell = resourceAmounts[def.type]; showNumberInputPopup(sellAmount, maxSell, function (newVal) { sellAmount = newVal; amtText.setText("x" + sellAmount); amtInputText.setText(sellAmount + ""); }); }; // (Removed arrow logic for amount increase/decrease) // Price var priceText = new Text2(def.price + " coins", { size: 56, fill: 0xFFD700, font: "'Growtopia', 'Arial', sans-serif" }); priceText.anchor.set(1, 0.5); // Add more horizontal space between amount selector and coins text priceText.x = sellBtnW / 2 - 100; // was -120, now -100 for more gap after amount selector 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 - 30; // was -80, now -30 for more gap after coins text 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; } } // Update merchant popup amount demonstrator amtOwnedText.setText(resourceAmounts[def.type] + ""); // 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; } } // Update merchant popup amount demonstrator amtOwnedText.setText(resourceAmounts[def.type] + ""); // 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 // Set Growtopia font as default for all Text2 if (typeof Text2 !== "undefined") { Text2.defaultFont = "'Growtopia', 'Arial', sans-serif"; } // 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
@@ -771,8 +771,19 @@
var btnSize = 120;
var btnGap = 24;
var nums = [[1, 2, 3], [4, 5, 6], [7, 8, 9], ["←", 0, "OK"]];
// Place all buttons and their labels above the numararka image (which is already at the back)
+ // Add command button image behind number buttons
+ var commandBtnImg = LK.getAsset('Movement', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 5.5,
+ scaleY: 5.5,
+ alpha: 0.18
+ });
+ commandBtnImg.x = 0;
+ commandBtnImg.y = 350;
+ popup.addChild(commandBtnImg);
for (var r = 0; r < 4; r++) {
for (var c = 0; c < 3; c++) {
(function (r, c) {
var val = nums[r][c];
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.