User prompt
Make more ores appear over time in endless mode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make ores unable to appear on counters or the pause button
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Make the endless mode difficulty higher than normal and lower than hard
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Make the lives in endless mode 5 and regenerate over time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Create a text below the difficulty buttons that says Tap the ores to mine them
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Create a pickaxe that follows the player's touch, the pickaxe is decorative ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Increase the amount of points needed to win on each difficulty
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Separate the difficulty buttons a little more
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Change the text color of difficulties to black
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Create a black outline for texts
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Remove the text below the difficulty buttons
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Make all difficulties give the same points
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Make it so that only one life is spent per ore
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Add lives
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Separate the buttons a little
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Create a different image for the buttons
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Create an image for the background
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Change the size of the background image to the size of the screen
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Create an image for the background
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Create a menu with different difficulties, easy, normal and hard, the harder the more points and difficulty, also add an endless mode to the menu
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Make ores cannot appear on the counters and on the pause button.
User prompt
Rename the "collect" sound to "mine." Also remove the "rare_collect" sound and make the collect or mine sound play when mining an ore.
Code edit (1 edits merged)
Please save this source code
User prompt
Crystal Rush Miner
Initial prompt
Hi Ava, I would like to make a mining game. Make minerals appear every so often and if they are not mined in a while they disappear. Make each mineral have a different rarity, with different probabilities of appearing.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var MenuButton = Container.expand(function (text, difficulty, x, y) { var self = Container.call(this); self.difficulty = difficulty; // Create button background with difficulty-specific asset var buttonAsset = 'button_' + difficulty; var buttonBg = self.attachAsset(buttonAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.5 }); // Create button text var buttonText = new Text2(text, { size: 60, fill: 0x000000, stroke: 0x000000, strokeThickness: 2 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // Position button self.x = x; self.y = y; // Button press handler self.down = function (x, y, obj) { // Visual feedback tween(self, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); // Start game with selected difficulty startGameWithDifficulty(self.difficulty); }; return self; }); var Mineral = Container.expand(function (type) { var self = Container.call(this); self.type = type; self.mineralData = mineralTypes[type]; var mineralGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); // Initialize properties self.timeLeft = self.mineralData.duration; self.maxTime = self.mineralData.duration; self.isCollected = false; self.hasLostLife = false; // Add sparkle effect for rare minerals if (self.mineralData.rarity >= 3) { tween(mineralGraphics, { alpha: 0.7 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(mineralGraphics, { alpha: 1 }, { duration: 500, easing: tween.easeInOut }); } }); } self.update = function () { if (self.isCollected) return; self.timeLeft -= 16.67; // Roughly 60 FPS // Flash when time is running out if (self.timeLeft < 1000) { var flashAlpha = Math.sin(LK.ticks * 0.5) * 0.3 + 0.7; mineralGraphics.alpha = flashAlpha; } // Remove when time expires if (self.timeLeft <= 0) { self.expire(); } }; self.collect = function () { if (self.isCollected) return; self.isCollected = true; // Add score var points = self.mineralData.points * scoreMultiplier; LK.setScore(LK.getScore() + points); // Increase multiplier scoreMultiplier = Math.min(scoreMultiplier + 0.1, 5); consecutiveCollections++; // Play sound LK.getSound('mine').play(); // Animation tween(mineralGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Remove from minerals array for (var i = minerals.length - 1; i >= 0; i--) { if (minerals[i] === self) { minerals.splice(i, 1); break; } } // Update UI updateScoreDisplay(); }; self.expire = function () { // Only lose life if we haven't already lost one for this mineral if (!self.hasLostLife) { // Reset multiplier on missed mineral scoreMultiplier = 1; consecutiveCollections = 0; // Lose a life currentLives--; self.hasLostLife = true; updateScoreDisplay(); // Check game over if (currentLives <= 0) { LK.showGameOver(); return; } } // Fade out animation tween(mineralGraphics, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); // Remove from minerals array for (var i = minerals.length - 1; i >= 0; i--) { if (minerals[i] === self) { minerals.splice(i, 1); break; } } }; self.down = function (x, y, obj) { self.collect(); }; return self; }); var Pickaxe = Container.expand(function () { var self = Container.call(this); var pickaxeGraphics = self.attachAsset('pickaxe', { anchorX: 0.5, anchorY: 0.5 }); // Initialize position self.targetX = 1024; self.targetY = 1366; self.x = self.targetX; self.y = self.targetY; // Smooth following properties self.followSpeed = 0.15; self.update = function () { // Smooth movement towards target position var dx = self.targetX - self.x; var dy = self.targetY - self.y; self.x += dx * self.followSpeed; self.y += dy * self.followSpeed; // Add subtle swaying animation var sway = Math.sin(LK.ticks * 0.05) * 2; pickaxeGraphics.rotation = sway * 0.1; }; self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; // Add a little shake effect when moving to new position tween(pickaxeGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(pickaxeGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Add mining background var backgroundImage = game.attachAsset('mining_background', { x: 0, y: 0, anchorX: 0, anchorY: 0 }); // Game state var gameState = 'menu'; // 'menu' or 'playing' var currentDifficulty = 'normal'; // Game variables var minerals = []; var scoreMultiplier = 1; var consecutiveCollections = 0; var gameTime = 0; var targetScore = 10000; var currentLives = 3; var maxLives = 3; var lifeRegenTimer = 0; var lifeRegenInterval = 30000; // 30 seconds var spawnRateIncrease = 1; // Track spawn rate multiplier for endless mode // Pickaxe var pickaxe = new Pickaxe(); game.addChild(pickaxe); // Menu elements var menuContainer; var titleText; var menuButtons = []; // Difficulty configurations var difficultySettings = { easy: { name: 'Easy', targetScore: 8000, pointMultiplier: 1, spawnRateMultiplier: 1.5, durationMultiplier: 1.5, lives: 5 }, normal: { name: 'Normal', targetScore: 15000, pointMultiplier: 1, spawnRateMultiplier: 1, durationMultiplier: 1, lives: 3 }, hard: { name: 'Hard', targetScore: 30000, pointMultiplier: 1, spawnRateMultiplier: 0.7, durationMultiplier: 0.8, lives: 2 }, endless: { name: 'Endless', targetScore: -1, // No target score for endless pointMultiplier: 1, spawnRateMultiplier: 0.85, durationMultiplier: 0.9, lives: 5 } }; // Base mineral type definitions (will be modified by difficulty) var baseMineralTypes = { coal: { points: 10, duration: 5000, spawnRate: 2500, rarity: 1 }, copper: { points: 20, duration: 5000, spawnRate: 3000, rarity: 1 }, iron: { points: 50, duration: 4000, spawnRate: 6000, rarity: 2 }, silver: { points: 80, duration: 4000, spawnRate: 7000, rarity: 2 }, gold: { points: 200, duration: 3000, spawnRate: 12000, rarity: 3 }, emerald: { points: 300, duration: 3000, spawnRate: 15000, rarity: 3 }, diamond: { points: 800, duration: 2000, spawnRate: 25000, rarity: 4 }, ruby: { points: 1000, duration: 2000, spawnRate: 30000, rarity: 4 } }; // Current mineral types (adjusted for difficulty) var mineralTypes = {}; var mineralTypeArray = Object.keys(mineralTypes); // Spawn timers for each mineral type var spawnTimers = {}; for (var i = 0; i < mineralTypeArray.length; i++) { var type = mineralTypeArray[i]; spawnTimers[type] = 0; } // UI Elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var multiplierTxt = new Text2('x1.0', { size: 60, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2 }); multiplierTxt.anchor.set(1, 0); multiplierTxt.x = -20; multiplierTxt.y = 20; LK.gui.topRight.addChild(multiplierTxt); var targetTxt = new Text2('Target: ' + targetScore, { size: 50, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2 }); targetTxt.anchor.set(0, 0); targetTxt.x = 120; targetTxt.y = 20; LK.gui.topLeft.addChild(targetTxt); var livesTxt = new Text2('Lives: ' + currentLives, { size: 50, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 2 }); livesTxt.anchor.set(0, 0); livesTxt.x = 120; livesTxt.y = 80; LK.gui.topLeft.addChild(livesTxt); function spawnMineral(type) { var mineral = new Mineral(type); // Random position with margin from edges var margin = 100; mineral.x = margin + Math.random() * (2048 - 2 * margin); mineral.y = margin + Math.random() * (2732 - 2 * margin); // Ensure it doesn't overlap with existing minerals too much and avoid UI areas var attempts = 0; while (attempts < 10) { var tooClose = false; var inUIArea = false; // Check if mineral overlaps with UI areas // Top-left pause button area (expanded to 200x200 for safety) if (mineral.x < 200 && mineral.y < 200) { inUIArea = true; } // Top score area (center top) if (mineral.x > 700 && mineral.x < 1348 && mineral.y < 150) { inUIArea = true; } // Top-right multiplier area (expanded) if (mineral.x > 1700 && mineral.y < 150) { inUIArea = true; } // Top-left counters area (target score and lives) if (mineral.x < 500 && mineral.y < 200) { inUIArea = true; } // Check distance from existing minerals for (var i = 0; i < minerals.length; i++) { var existingMineral = minerals[i]; var dx = mineral.x - existingMineral.x; var dy = mineral.y - existingMineral.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 200) { tooClose = true; break; } } if (!tooClose && !inUIArea) break; mineral.x = margin + Math.random() * (2048 - 2 * margin); mineral.y = margin + Math.random() * (2732 - 2 * margin); attempts++; } minerals.push(mineral); game.addChild(mineral); // Spawn animation mineral.scaleX = 0; mineral.scaleY = 0; tween(mineral, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } function createMenu() { menuContainer = new Container(); game.addChild(menuContainer); // Title titleText = new Text2('Crystal Rush Miner', { size: 120, fill: 0x00CCFF, stroke: 0x000000, strokeThickness: 4 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 600; menuContainer.addChild(titleText); // Subtitle var subtitleText = new Text2('Select Difficulty', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 750; menuContainer.addChild(subtitleText); // Create difficulty buttons var buttonY = 1000; var buttonSpacing = 450; var easyBtn = new MenuButton('Easy\n8,000 pts', 'easy', 1024 - buttonSpacing * 1.5, buttonY); var normalBtn = new MenuButton('Normal\n15,000 pts', 'normal', 1024 - buttonSpacing * 0.5, buttonY); var hardBtn = new MenuButton('Hard\n30,000 pts', 'hard', 1024 + buttonSpacing * 0.5, buttonY); var endlessBtn = new MenuButton('Endless\nNo Limit', 'endless', 1024 + buttonSpacing * 1.5, buttonY); menuButtons.push(easyBtn, normalBtn, hardBtn, endlessBtn); menuContainer.addChild(easyBtn); menuContainer.addChild(normalBtn); menuContainer.addChild(hardBtn); menuContainer.addChild(endlessBtn); // Add instruction text below buttons var instructionText = new Text2('Tap the ores to mine them', { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = buttonY + 200; menuContainer.addChild(instructionText); } function startGameWithDifficulty(difficulty) { currentDifficulty = difficulty; gameState = 'playing'; // Hide menu if (menuContainer) { menuContainer.visible = false; } // Apply difficulty settings var settings = difficultySettings[difficulty]; targetScore = settings.targetScore; // Scale mineral types based on difficulty mineralTypes = {}; var baseTypes = Object.keys(baseMineralTypes); for (var i = 0; i < baseTypes.length; i++) { var type = baseTypes[i]; var base = baseMineralTypes[type]; mineralTypes[type] = { points: Math.floor(base.points * settings.pointMultiplier), duration: Math.floor(base.duration * settings.durationMultiplier), spawnRate: Math.floor(base.spawnRate * settings.spawnRateMultiplier), rarity: base.rarity }; } // Reset game variables minerals = []; scoreMultiplier = 1; consecutiveCollections = 0; gameTime = 0; currentLives = settings.lives; maxLives = settings.lives; lifeRegenTimer = 0; spawnRateIncrease = 1; // Reset spawn rate multiplier LK.setScore(0); // Initialize spawn timers mineralTypeArray = Object.keys(mineralTypes); spawnTimers = {}; for (var i = 0; i < mineralTypeArray.length; i++) { var type = mineralTypeArray[i]; spawnTimers[type] = 0; } // Update UI updateScoreDisplay(); // Start background music LK.playMusic('mining_ambient'); } function updateScoreDisplay() { scoreTxt.setText('Score: ' + LK.getScore()); multiplierTxt.setText('x' + scoreMultiplier.toFixed(1)); livesTxt.setText('Lives: ' + currentLives); // Update target display based on difficulty if (currentDifficulty === 'endless') { targetTxt.setText('Mode: Endless'); } else { targetTxt.setText('Target: ' + targetScore); } // Check win condition (only for non-endless modes) if (currentDifficulty !== 'endless' && LK.getScore() >= targetScore) { LK.showYouWin(); } } // Touch/Mouse movement handler game.move = function (x, y, obj) { if (gameState === 'playing' && pickaxe) { pickaxe.setTarget(x, y); } }; // Touch/Mouse down handler game.down = function (x, y, obj) { if (gameState === 'playing' && pickaxe) { pickaxe.setTarget(x, y); } }; // Initialize menu createMenu(); game.update = function () { // Only update game logic when playing if (gameState !== 'playing') return; gameTime += 16.67; // Roughly 60 FPS // Update spawn timers and spawn minerals for (var i = 0; i < mineralTypeArray.length; i++) { var type = mineralTypeArray[i]; var mineralData = mineralTypes[type]; spawnTimers[type] += 16.67; // Apply spawn rate increase for endless mode var effectiveSpawnRate = mineralData.spawnRate; if (currentDifficulty === 'endless') { effectiveSpawnRate = mineralData.spawnRate / spawnRateIncrease; } if (spawnTimers[type] >= effectiveSpawnRate) { spawnTimers[type] = 0; spawnMineral(type); } } // Gradually decrease multiplier if no collections for a while if (consecutiveCollections === 0 && gameTime % 3000 < 16.67) { scoreMultiplier = Math.max(scoreMultiplier - 0.1, 1); updateScoreDisplay(); } // Life regeneration for endless mode if (currentDifficulty === 'endless') { lifeRegenTimer += 16.67; if (lifeRegenTimer >= lifeRegenInterval && currentLives < maxLives) { currentLives++; lifeRegenTimer = 0; updateScoreDisplay(); // Flash the lives text green to indicate regeneration tween(livesTxt, { tint: 0x00FF00 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(livesTxt, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeInOut }); } }); } // Increase spawn rate over time in endless mode (every 30 seconds) if (gameTime % 30000 < 16.67) { spawnRateIncrease = Math.min(spawnRateIncrease + 0.1, 3); // Cap at 3x spawn rate } } };
===================================================================
--- original.js
+++ change.js
@@ -246,8 +246,9 @@
var currentLives = 3;
var maxLives = 3;
var lifeRegenTimer = 0;
var lifeRegenInterval = 30000; // 30 seconds
+var spawnRateIncrease = 1; // Track spawn rate multiplier for endless mode
// Pickaxe
var pickaxe = new Pickaxe();
game.addChild(pickaxe);
// Menu elements
@@ -525,8 +526,9 @@
gameTime = 0;
currentLives = settings.lives;
maxLives = settings.lives;
lifeRegenTimer = 0;
+ spawnRateIncrease = 1; // Reset spawn rate multiplier
LK.setScore(0);
// Initialize spawn timers
mineralTypeArray = Object.keys(mineralTypes);
spawnTimers = {};
@@ -576,9 +578,14 @@
for (var i = 0; i < mineralTypeArray.length; i++) {
var type = mineralTypeArray[i];
var mineralData = mineralTypes[type];
spawnTimers[type] += 16.67;
- if (spawnTimers[type] >= mineralData.spawnRate) {
+ // Apply spawn rate increase for endless mode
+ var effectiveSpawnRate = mineralData.spawnRate;
+ if (currentDifficulty === 'endless') {
+ effectiveSpawnRate = mineralData.spawnRate / spawnRateIncrease;
+ }
+ if (spawnTimers[type] >= effectiveSpawnRate) {
spawnTimers[type] = 0;
spawnMineral(type);
}
}
@@ -609,6 +616,10 @@
});
}
});
}
+ // Increase spawn rate over time in endless mode (every 30 seconds)
+ if (gameTime % 30000 < 16.67) {
+ spawnRateIncrease = Math.min(spawnRateIncrease + 0.1, 3); // Cap at 3x spawn rate
+ }
}
};
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