/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { points: 0, totalClicks: 0, clickPower: 1, upgradeLevel: 1, upgradeCost: 100, totalSpent: 0 }); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var UltraRealisticButton = Container.expand(function () { var self = Container.call(this); // Create all button layers from bottom to top with enhanced 3D depth var outerGlow = self.attachAsset('buttonOuterGlow', { anchorX: 0.5, anchorY: 0.5, alpha: 0.15, y: 15, scaleX: 1.1, scaleY: 1.1 }); var baseShadow = self.attachAsset('buttonBaseShadow', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, y: 12, scaleX: 1.05, scaleY: 1.05 }); var deepShadow = self.attachAsset('buttonDeepShadow', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6, y: 8, scaleX: 1.02, scaleY: 1.02 }); var rim = self.attachAsset('buttonRim', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, y: -2 }); var base = self.attachAsset('buttonBase', { anchorX: 0.5, anchorY: 0.5, y: -5 }); var mainBody = self.attachAsset('buttonMainBody', { anchorX: 0.5, anchorY: 0.5, y: -8 }); var gradientTop = self.attachAsset('buttonGradientTop', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, y: -10 }); var gradientMid = self.attachAsset('buttonGradientMid', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6, y: -6 }); var innerGlow = self.attachAsset('buttonInnerGlow', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4, y: -12 }); var centerHighlight = self.attachAsset('buttonCenterHighlight', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, y: -15 }); var topReflection = self.attachAsset('buttonTopReflection', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, y: -65 }); var gloss = self.attachAsset('buttonGloss', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, y: -95 }); // Store references for animations self.layers = { outerGlow: outerGlow, baseShadow: baseShadow, deepShadow: deepShadow, rim: rim, base: base, mainBody: mainBody, gradientTop: gradientTop, gradientMid: gradientMid, innerGlow: innerGlow, centerHighlight: centerHighlight, topReflection: topReflection, gloss: gloss }; // Idle animation - subtle breathing effect self.startIdleAnimation = function () { var breatheIn = function breatheIn() { tween(self.layers.outerGlow, { alpha: 0.3, scaleX: 1.05, scaleY: 1.05 }, { duration: 2000, easing: tween.easeInOut, onFinish: breatheOut }); tween(self.layers.innerGlow, { alpha: 0.5 }, { duration: 2000, easing: tween.easeInOut }); }; var breatheOut = function breatheOut() { tween(self.layers.outerGlow, { alpha: 0.1, scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut, onFinish: breatheIn }); tween(self.layers.innerGlow, { alpha: 0.3 }, { duration: 2000, easing: tween.easeInOut }); }; breatheIn(); }; // Ultra-realistic press animation self.pressAnimation = function () { // Stop all current animations for (var key in self.layers) { tween.stop(self.layers[key]); } // Immediate press effects with enhanced 3D depth self.layers.outerGlow.y = 20; self.layers.baseShadow.y = 16; self.layers.deepShadow.y = 12; self.layers.rim.y = 6; self.layers.base.y = 2; self.layers.mainBody.y = 0; self.layers.gradientTop.y = -2; self.layers.gradientMid.y = 2; self.layers.innerGlow.y = -4; self.layers.centerHighlight.y = -6; self.layers.topReflection.y = -56; self.layers.gloss.y = -86; // Enhanced scale changes for dramatic depth self.layers.outerGlow.scaleX = 0.92; self.layers.outerGlow.scaleY = 0.92; self.layers.baseShadow.scaleX = 0.93; self.layers.baseShadow.scaleY = 0.93; self.layers.deepShadow.scaleX = 0.94; self.layers.deepShadow.scaleY = 0.94; self.layers.rim.scaleX = 0.96; self.layers.rim.scaleY = 0.96; self.layers.base.scaleX = 0.97; self.layers.base.scaleY = 0.97; self.layers.mainBody.scaleX = 0.98; self.layers.mainBody.scaleY = 0.98; // Enhanced lighting changes for 3D effect self.layers.outerGlow.alpha = 0.08; self.layers.innerGlow.alpha = 0.15; self.layers.centerHighlight.alpha = 0.15; self.layers.topReflection.alpha = 0.25; self.layers.gloss.alpha = 0.4; // Return animation with realistic physics LK.setTimeout(function () { // Enhanced shadow recovery to 3D positions tween(self.layers.outerGlow, { y: 15, scaleX: 1.1, scaleY: 1.1 }, { duration: 220, easing: tween.elasticOut }); tween(self.layers.baseShadow, { y: 12, scaleX: 1.05, scaleY: 1.05 }, { duration: 200, easing: tween.elasticOut }); tween(self.layers.deepShadow, { y: 8, scaleX: 1.02, scaleY: 1.02 }, { duration: 180, easing: tween.elasticOut }); // Enhanced button body recovery to 3D positions tween(self.layers.rim, { y: -2, scaleX: 1.0, scaleY: 1.0 }, { duration: 240, easing: tween.elasticOut }); tween(self.layers.base, { y: -5, scaleX: 1.0, scaleY: 1.0 }, { duration: 250, easing: tween.elasticOut }); tween(self.layers.mainBody, { y: -8, scaleX: 1.0, scaleY: 1.0 }, { duration: 220, easing: tween.elasticOut }); // Enhanced gradient layers recovery to 3D positions tween(self.layers.gradientTop, { y: -10 }, { duration: 200, easing: tween.elasticOut }); tween(self.layers.gradientMid, { y: -6 }, { duration: 210, easing: tween.elasticOut }); tween(self.layers.innerGlow, { y: -12 }, { duration: 190, easing: tween.elasticOut }); tween(self.layers.centerHighlight, { y: -15 }, { duration: 180, easing: tween.elasticOut }); // Enhanced reflection recovery to 3D positions tween(self.layers.topReflection, { y: -65 }, { duration: 300, easing: tween.elasticOut }); tween(self.layers.gloss, { y: -95 }, { duration: 280, easing: tween.elasticOut }); // Lighting recovery with overshoot tween(self.layers.outerGlow, { alpha: 0.4 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self.layers.outerGlow, { alpha: 0.1 }, { duration: 400, easing: tween.easeOut }); } }); tween(self.layers.innerGlow, { alpha: 0.6 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self.layers.innerGlow, { alpha: 0.3 }, { duration: 300, easing: tween.easeOut }); } }); tween(self.layers.centerHighlight, { alpha: 0.4 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self.layers.centerHighlight, { alpha: 0.2 }, { duration: 200, easing: tween.easeOut }); } }); tween(self.layers.topReflection, { alpha: 0.6 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self.layers.topReflection, { alpha: 0.4 }, { duration: 250, easing: tween.easeOut }); } }); tween(self.layers.gloss, { alpha: 0.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self.layers.gloss, { alpha: 0.6 }, { duration: 300, easing: tween.easeOut }); } }); }, 50); }; return self; }); var Upgrade = Container.expand(function (name, baseCost, multiplier) { var self = Container.call(this); var background = self.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); var nameText = new Text2(name, { size: 40, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -20; self.addChild(nameText); var costText = new Text2('', { size: 32, fill: 0xFFFF00 }); costText.anchor.set(0.5, 0.5); costText.y = 20; self.addChild(costText); self.name = name; self.level = 1; self.baseCost = baseCost; self.cost = baseCost; self.multiplier = multiplier; self.updateDisplay = function () { nameText.setText(self.name + ' (Lv.' + self.level + ')'); costText.setText('Cost: ' + formatNumber(self.cost)); background.tint = points >= self.cost ? 0x4CAF50 : 0x888888; }; self.down = function (x, y, obj) { if (points >= self.cost) { var spent = self.cost; points -= spent; storage.totalSpent = (storage.totalSpent || 0) + spent; self.level++; // Simple 1.25x (25%) cost increase each level self.cost = Math.floor(self.cost * 1.25); self.updateDisplay(); updatePointsDisplay(); saveGame(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E1065 }); /**** * Game Code ****/ // Game variables - Initialize from storage var points = Number(storage.points) || 0; var totalClicks = Number(storage.totalClicks) || 0; var clickPower = Number(storage.clickPower) || 1; // Helper functions function formatNumber(num) { if (num >= 1000000000) { return (num / 1000000000).toFixed(1) + 'B'; } else if (num >= 1000000) { return (num / 1000000).toFixed(1) + 'M'; } else if (num >= 1000) { return (num / 1000).toFixed(1) + 'K'; } return Math.floor(num).toString(); } function updatePointsDisplay() { pointsText.setText(formatNumber(points) + ' Points'); } function updateAllDisplays() { updatePointsDisplay(); if (upgradeButton) { upgradeButton.updateDisplay(); } } function saveGame() { storage.points = points; storage.totalClicks = totalClicks; storage.clickPower = clickPower; if (upgradeButton) { storage.upgradeLevel = upgradeButton.level; storage.upgradeCost = upgradeButton.cost; } } function loadGame() { points = Number(storage.points) || 0; totalClicks = Number(storage.totalClicks) || 0; clickPower = Number(storage.clickPower) || 1; if (upgradeButton) { upgradeButton.level = Number(storage.upgradeLevel) || 1; upgradeButton.cost = Number(storage.upgradeCost) || 100; } } // Variables are now initialized from storage, so we just need to load upgrade and auto-clicker data // Create ultra-realistic button var mainButton = game.addChild(new UltraRealisticButton()); mainButton.x = 1024; mainButton.y = 1366; // Start the subtle idle animation mainButton.startIdleAnimation(); // Create points display var pointsText = new Text2('0 Points', { size: 80, fill: 0xFFFFFF }); pointsText.anchor.set(0.5, 0.5); pointsText.x = 1024; pointsText.y = 600; game.addChild(pointsText); // Create upgrade button var upgradeButton = new Upgrade('Click Power', 100, 1.25); upgradeButton.x = 1024; upgradeButton.y = 1800; game.addChild(upgradeButton); // Load upgrade data from storage if (storage.upgradeLevel && storage.upgradeCost) { upgradeButton.level = Number(storage.upgradeLevel); upgradeButton.cost = Number(storage.upgradeCost); } // Click power calculation function getClickValue() { return clickPower * upgradeButton.level; } // Event handlers mainButton.down = function (x, y, obj) { var clickValue = getClickValue(); points += clickValue; totalClicks++; // Ultra-realistic button press animation mainButton.pressAnimation(); // Add flash effect for enhanced visual feedback LK.effects.flashObject(mainButton, 0xFFFFFF, 200); updatePointsDisplay(); saveGame(); // Save immediately after each click }; // Initialize display updatePointsDisplay(); upgradeButton.updateDisplay(); updateAllDisplays(); // Auto-save every 60 seconds to reduce performance impact game.update = function () { // Auto-save every 10 seconds to prevent data loss if (LK.ticks % 600 === 0) { saveGame(); } // Update upgrade button display less frequently if (LK.ticks % 60 === 0) { upgradeButton.updateDisplay(); } };
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
points: 0,
totalClicks: 0,
clickPower: 1,
upgradeLevel: 1,
upgradeCost: 100,
totalSpent: 0
});
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var UltraRealisticButton = Container.expand(function () {
var self = Container.call(this);
// Create all button layers from bottom to top with enhanced 3D depth
var outerGlow = self.attachAsset('buttonOuterGlow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.15,
y: 15,
scaleX: 1.1,
scaleY: 1.1
});
var baseShadow = self.attachAsset('buttonBaseShadow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
y: 12,
scaleX: 1.05,
scaleY: 1.05
});
var deepShadow = self.attachAsset('buttonDeepShadow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
y: 8,
scaleX: 1.02,
scaleY: 1.02
});
var rim = self.attachAsset('buttonRim', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9,
y: -2
});
var base = self.attachAsset('buttonBase', {
anchorX: 0.5,
anchorY: 0.5,
y: -5
});
var mainBody = self.attachAsset('buttonMainBody', {
anchorX: 0.5,
anchorY: 0.5,
y: -8
});
var gradientTop = self.attachAsset('buttonGradientTop', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
y: -10
});
var gradientMid = self.attachAsset('buttonGradientMid', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6,
y: -6
});
var innerGlow = self.attachAsset('buttonInnerGlow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.4,
y: -12
});
var centerHighlight = self.attachAsset('buttonCenterHighlight', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3,
y: -15
});
var topReflection = self.attachAsset('buttonTopReflection', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5,
y: -65
});
var gloss = self.attachAsset('buttonGloss', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7,
y: -95
});
// Store references for animations
self.layers = {
outerGlow: outerGlow,
baseShadow: baseShadow,
deepShadow: deepShadow,
rim: rim,
base: base,
mainBody: mainBody,
gradientTop: gradientTop,
gradientMid: gradientMid,
innerGlow: innerGlow,
centerHighlight: centerHighlight,
topReflection: topReflection,
gloss: gloss
};
// Idle animation - subtle breathing effect
self.startIdleAnimation = function () {
var breatheIn = function breatheIn() {
tween(self.layers.outerGlow, {
alpha: 0.3,
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: breatheOut
});
tween(self.layers.innerGlow, {
alpha: 0.5
}, {
duration: 2000,
easing: tween.easeInOut
});
};
var breatheOut = function breatheOut() {
tween(self.layers.outerGlow, {
alpha: 0.1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: breatheIn
});
tween(self.layers.innerGlow, {
alpha: 0.3
}, {
duration: 2000,
easing: tween.easeInOut
});
};
breatheIn();
};
// Ultra-realistic press animation
self.pressAnimation = function () {
// Stop all current animations
for (var key in self.layers) {
tween.stop(self.layers[key]);
}
// Immediate press effects with enhanced 3D depth
self.layers.outerGlow.y = 20;
self.layers.baseShadow.y = 16;
self.layers.deepShadow.y = 12;
self.layers.rim.y = 6;
self.layers.base.y = 2;
self.layers.mainBody.y = 0;
self.layers.gradientTop.y = -2;
self.layers.gradientMid.y = 2;
self.layers.innerGlow.y = -4;
self.layers.centerHighlight.y = -6;
self.layers.topReflection.y = -56;
self.layers.gloss.y = -86;
// Enhanced scale changes for dramatic depth
self.layers.outerGlow.scaleX = 0.92;
self.layers.outerGlow.scaleY = 0.92;
self.layers.baseShadow.scaleX = 0.93;
self.layers.baseShadow.scaleY = 0.93;
self.layers.deepShadow.scaleX = 0.94;
self.layers.deepShadow.scaleY = 0.94;
self.layers.rim.scaleX = 0.96;
self.layers.rim.scaleY = 0.96;
self.layers.base.scaleX = 0.97;
self.layers.base.scaleY = 0.97;
self.layers.mainBody.scaleX = 0.98;
self.layers.mainBody.scaleY = 0.98;
// Enhanced lighting changes for 3D effect
self.layers.outerGlow.alpha = 0.08;
self.layers.innerGlow.alpha = 0.15;
self.layers.centerHighlight.alpha = 0.15;
self.layers.topReflection.alpha = 0.25;
self.layers.gloss.alpha = 0.4;
// Return animation with realistic physics
LK.setTimeout(function () {
// Enhanced shadow recovery to 3D positions
tween(self.layers.outerGlow, {
y: 15,
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 220,
easing: tween.elasticOut
});
tween(self.layers.baseShadow, {
y: 12,
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 200,
easing: tween.elasticOut
});
tween(self.layers.deepShadow, {
y: 8,
scaleX: 1.02,
scaleY: 1.02
}, {
duration: 180,
easing: tween.elasticOut
});
// Enhanced button body recovery to 3D positions
tween(self.layers.rim, {
y: -2,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 240,
easing: tween.elasticOut
});
tween(self.layers.base, {
y: -5,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 250,
easing: tween.elasticOut
});
tween(self.layers.mainBody, {
y: -8,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 220,
easing: tween.elasticOut
});
// Enhanced gradient layers recovery to 3D positions
tween(self.layers.gradientTop, {
y: -10
}, {
duration: 200,
easing: tween.elasticOut
});
tween(self.layers.gradientMid, {
y: -6
}, {
duration: 210,
easing: tween.elasticOut
});
tween(self.layers.innerGlow, {
y: -12
}, {
duration: 190,
easing: tween.elasticOut
});
tween(self.layers.centerHighlight, {
y: -15
}, {
duration: 180,
easing: tween.elasticOut
});
// Enhanced reflection recovery to 3D positions
tween(self.layers.topReflection, {
y: -65
}, {
duration: 300,
easing: tween.elasticOut
});
tween(self.layers.gloss, {
y: -95
}, {
duration: 280,
easing: tween.elasticOut
});
// Lighting recovery with overshoot
tween(self.layers.outerGlow, {
alpha: 0.4
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.layers.outerGlow, {
alpha: 0.1
}, {
duration: 400,
easing: tween.easeOut
});
}
});
tween(self.layers.innerGlow, {
alpha: 0.6
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.layers.innerGlow, {
alpha: 0.3
}, {
duration: 300,
easing: tween.easeOut
});
}
});
tween(self.layers.centerHighlight, {
alpha: 0.4
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.layers.centerHighlight, {
alpha: 0.2
}, {
duration: 200,
easing: tween.easeOut
});
}
});
tween(self.layers.topReflection, {
alpha: 0.6
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.layers.topReflection, {
alpha: 0.4
}, {
duration: 250,
easing: tween.easeOut
});
}
});
tween(self.layers.gloss, {
alpha: 0.8
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.layers.gloss, {
alpha: 0.6
}, {
duration: 300,
easing: tween.easeOut
});
}
});
}, 50);
};
return self;
});
var Upgrade = Container.expand(function (name, baseCost, multiplier) {
var self = Container.call(this);
var background = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
var nameText = new Text2(name, {
size: 40,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -20;
self.addChild(nameText);
var costText = new Text2('', {
size: 32,
fill: 0xFFFF00
});
costText.anchor.set(0.5, 0.5);
costText.y = 20;
self.addChild(costText);
self.name = name;
self.level = 1;
self.baseCost = baseCost;
self.cost = baseCost;
self.multiplier = multiplier;
self.updateDisplay = function () {
nameText.setText(self.name + ' (Lv.' + self.level + ')');
costText.setText('Cost: ' + formatNumber(self.cost));
background.tint = points >= self.cost ? 0x4CAF50 : 0x888888;
};
self.down = function (x, y, obj) {
if (points >= self.cost) {
var spent = self.cost;
points -= spent;
storage.totalSpent = (storage.totalSpent || 0) + spent;
self.level++;
// Simple 1.25x (25%) cost increase each level
self.cost = Math.floor(self.cost * 1.25);
self.updateDisplay();
updatePointsDisplay();
saveGame();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2E1065
});
/****
* Game Code
****/
// Game variables - Initialize from storage
var points = Number(storage.points) || 0;
var totalClicks = Number(storage.totalClicks) || 0;
var clickPower = Number(storage.clickPower) || 1;
// Helper functions
function formatNumber(num) {
if (num >= 1000000000) {
return (num / 1000000000).toFixed(1) + 'B';
} else if (num >= 1000000) {
return (num / 1000000).toFixed(1) + 'M';
} else if (num >= 1000) {
return (num / 1000).toFixed(1) + 'K';
}
return Math.floor(num).toString();
}
function updatePointsDisplay() {
pointsText.setText(formatNumber(points) + ' Points');
}
function updateAllDisplays() {
updatePointsDisplay();
if (upgradeButton) {
upgradeButton.updateDisplay();
}
}
function saveGame() {
storage.points = points;
storage.totalClicks = totalClicks;
storage.clickPower = clickPower;
if (upgradeButton) {
storage.upgradeLevel = upgradeButton.level;
storage.upgradeCost = upgradeButton.cost;
}
}
function loadGame() {
points = Number(storage.points) || 0;
totalClicks = Number(storage.totalClicks) || 0;
clickPower = Number(storage.clickPower) || 1;
if (upgradeButton) {
upgradeButton.level = Number(storage.upgradeLevel) || 1;
upgradeButton.cost = Number(storage.upgradeCost) || 100;
}
}
// Variables are now initialized from storage, so we just need to load upgrade and auto-clicker data
// Create ultra-realistic button
var mainButton = game.addChild(new UltraRealisticButton());
mainButton.x = 1024;
mainButton.y = 1366;
// Start the subtle idle animation
mainButton.startIdleAnimation();
// Create points display
var pointsText = new Text2('0 Points', {
size: 80,
fill: 0xFFFFFF
});
pointsText.anchor.set(0.5, 0.5);
pointsText.x = 1024;
pointsText.y = 600;
game.addChild(pointsText);
// Create upgrade button
var upgradeButton = new Upgrade('Click Power', 100, 1.25);
upgradeButton.x = 1024;
upgradeButton.y = 1800;
game.addChild(upgradeButton);
// Load upgrade data from storage
if (storage.upgradeLevel && storage.upgradeCost) {
upgradeButton.level = Number(storage.upgradeLevel);
upgradeButton.cost = Number(storage.upgradeCost);
}
// Click power calculation
function getClickValue() {
return clickPower * upgradeButton.level;
}
// Event handlers
mainButton.down = function (x, y, obj) {
var clickValue = getClickValue();
points += clickValue;
totalClicks++;
// Ultra-realistic button press animation
mainButton.pressAnimation();
// Add flash effect for enhanced visual feedback
LK.effects.flashObject(mainButton, 0xFFFFFF, 200);
updatePointsDisplay();
saveGame(); // Save immediately after each click
};
// Initialize display
updatePointsDisplay();
upgradeButton.updateDisplay();
updateAllDisplays();
// Auto-save every 60 seconds to reduce performance impact
game.update = function () {
// Auto-save every 10 seconds to prevent data loss
if (LK.ticks % 600 === 0) {
saveGame();
}
// Update upgrade button display less frequently
if (LK.ticks % 60 === 0) {
upgradeButton.updateDisplay();
}
};