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Can you fix it so it actually works
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Please fix the bug: 'Script error.' in or related to this line: 'storage.save(); // Ensure storage is saved correctly after resetting progress' Line Number: 111 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Script error.' in or related to this line: 'storage.save(); // Ensure storage is saved correctly after resetting progress' Line Number: 111 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Script error.' in or related to this line: 'storage.save(); // Ensure storage is saved correctly after resetting progress' Line Number: 111 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save(); // Ensure storage is saved correctly after resetting progress' Line Number: 111 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Script error.' in or related to this line: 'storage.save(); // Ensure storage is saved correctly after resetting progress' Line Number: 108 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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PLEASE FIX IT
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Please fix the bug: 'Script error.' in or related to this line: 'storage.save(); // Ensure storage is saved correctly after resetting progress' Line Number: 108 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save();' Line Number: 108 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save();' Line Number: 108 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save();' Line Number: 182 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Script error.' in or related to this line: 'storage.save();' Line Number: 108
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When you reset your progress make the rate be reset too
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It didnt work
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That means the text should still say rate 0.9 because its saved ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Make so it also saves it if you bought the rate upgrade
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Make it so when you click on the rate asset, if you have 10 or more gold, it charges you 10 gold, and the firing rate of the slime's shoots increases from 1 second to 0.9 seconds, and uodate the rate text to say rate 0.9s
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Add a text under the rate text saying 10$
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It didnt work
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No when the wave = 5 the cubes get fatser by 25% not 0.5% every wave
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Found a glitch where when you reach level five the cube assets arent getting faster,
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Now make a button on the top right corner that has a red text saying reset progress, and when you click it, all your progress gets reset
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Now make it so when the wave = 5 the cube's speed goes up by 20%
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Found a glitch where everytime you refrsh the page, you go up a wave please fix that
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Make it so at the very start of your game (not including if you have played the game) so if you are just playing the game fir the first time, make the wave 1 and gold 10
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Create a new class for the cube asset var Cube = Container.expand(function () { var self = Container.call(this); // Attach the cube asset to the Cube class var cubeGraphics = self.attachAsset('Cube', { anchorX: 0.5, anchorY: 0.5 }); // Set the cube's speed self.speed = 3; // Increase cube's speed by 25% when wave equals 5 self.update = function () { if (waveText.wave === 5) { self.speed += self.speed * 0.25; waveText.wave++; // Increment wave to prevent speed increase in every tick } }; // Set the cube's health self.health = 1; // Set the cube's health self.health = 1; // Update the cube's position every game tick self.update = function () { // Calculate the distance between the cube and the slime var dx = slime.x - self.x; var dy = slime.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize the direction vector (dx and dy) dx /= distance; dy /= distance; // Move the cube towards the slime at a constant speed self.x += dx * self.speed; self.y += dy * self.speed; }; }); // Create a new class for the shoot asset var Shoot = Container.expand(function () { var self = Container.call(this); // Attach the shoot asset to the Shoot class var shootGraphics = self.attachAsset('Shoot', { anchorX: 0.5, anchorY: 0.5 }); // Set the shoot's speed self.speed = 5; // Set the shoot's damage self.damage = 1; // Set the shoot's damage self.damage = 1; // Update the shoot's position every game tick self.update = function () { // Move the shoot to the right at a constant speed self.x += self.speed; }; }); // Create a new class for the gold text var GoldText = Text2.expand(function () { var self = Text2.call(this, 'Gold: 0', { size: 100, fill: 0xFFFFFF }); self.anchor.set(0, 0); self.x = 50; self.y = 150; self.gold = storage.gold || 10; // Set initial gold to 10 self.update = function () { self.setText('Gold: ' + self.gold); }; }); // Create a new class for the reset button var ResetButton = Text2.expand(function () { var self = Text2.call(this, 'Reset Progress', { size: 100, fill: 0xFF0000 // Red color }); self.anchor.set(1, 0); // Anchor to top right self.x = 2048 - 50; // Position to top right with 50px padding self.y = 50; self.interactive = true; // Make the button clickable self.down = function () { // Reset progress storage.wave = 1; storage.gold = 10; waveText.wave = 1; goldText.gold = 10; firingRate = 1.0; storage.firingRate = firingRate; rateText.setText('Rate ' + firingRate + 's'); storage.wave = 1; storage.gold = 10; storage.firingRate = firingRate; storage.save(); // Ensure storage is saved correctly after resetting progress }; }); // Create a new class for the wave text var WaveText = Text2.expand(function () { var self = Text2.call(this, 'Wave: 0', { size: 100, fill: 0xFFFFFF }); self.anchor.set(0, 0); self.x = 50; self.y = 50; self.wave = storage.wave || 1; // Set initial wave to 1 self.update = function () { self.setText('Wave: ' + self.wave); }; }); /**** * Initialize Game ****/ // Spawn the cube asset from the cubestart asset every 60 game ticks //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x008000 //Init game with green background }); /**** * Game Code ****/ // Add slime asset to the game screen, make it 2x bigger and move it to the left // Spawn the cube asset from the cubestart asset every 60 game ticks //<Assets used in the game will automatically appear here> var slime = game.addChild(LK.getAsset('Slime', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 1350, // Adjusted y position to move the slime down a little scaleX: 2, scaleY: 2 })); // Add menu asset to the game screen var menu = game.addChild(LK.getAsset('Menu', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2766, scaleX: 25, scaleY: 25 })); // Add rate asset to the game screen and make it bigger var rate = game.addChild(LK.getAsset('Rate', { anchorX: 0.5, anchorY: 0.5, x: 250, // Moved a little to the right y: 1816, // Moved a little down scaleX: 4, scaleY: 4 })); // Make the rate asset interactive rate.interactive = true; rate.down = function () { if (goldText.gold >= 10) { goldText.gold -= 10; rateText.setText('Rate 0.9s'); firingRate = 0.9; storage.firingRate = firingRate; // Save the new firing rate to storage storage.save(); } }; // Add text to the rate asset var rateText = new Text2('Rate 1s', { size: 100, fill: 0xFFFFFF }); rateText.anchor.set(0.5, 0.5); rateText.x = rate.x; rateText.y = rate.y; game.addChild(rateText); // Add a text under the rate text saying 10$ var priceText = new Text2('10$', { size: 100, fill: 0xFFFFFF }); priceText.anchor.set(0.5, 0.5); priceText.x = rate.x; priceText.y = rate.y + 150; // Position it under the rate text game.addChild(priceText); // Add cubestart asset to the game screen var cubestart = game.addChild(LK.getAsset('Cubesstart', { anchorX: 0.5, anchorY: 0.5, x: 1800, // Moved to the right by a lot y: 1366, scaleX: 2, scaleY: 2 })); // Add the wave text to the game screen var waveText = game.addChild(new WaveText()); // Add the gold text to the game screen var goldText = game.addChild(new GoldText()); // Initialize firing rate variable from storage if available var firingRate = storage.firingRate || 1.0; rateText.setText('Rate ' + firingRate + 's'); // Add the reset button to the game screen var resetButton = game.addChild(new ResetButton()); game.update = function () { // Spawn the cube asset from the cubestart asset every 60 game ticks if (LK.ticks % 60 == 0) { var newCube = new Cube(); newCube.x = cubestart.x; newCube.y = cubestart.y; game.addChild(newCube); } // Update the wave text every 600 game ticks if (LK.ticks % 600 == 0 && LK.ticks != 0) { waveText.wave++; goldText.gold += 10; storage.wave = waveText.wave; storage.gold = goldText.gold; } // Make the slime asset shoot out the shoot asset to the right based on firingRate if (LK.ticks % Math.floor(60 * firingRate) == 0) { var newShoot = new Shoot(); newShoot.x = slime.x; newShoot.y = slime.y; newShoot.update = function () { // Move the shoot to the right at a constant speed this.x += this.speed; }; game.addChild(newShoot); } // Check for collisions between Cube and Shoot objects for (var i = 0; i < game.children.length; i++) { var obj1 = game.children[i]; if (obj1 instanceof Cube) { for (var j = 0; j < game.children.length; j++) { var obj2 = game.children[j]; if (obj2 instanceof Shoot && obj1.intersects(obj2)) { // Destroy both objects on collision obj1.destroy(); obj2.destroy(); break; } } } } };
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--- original.js
+++ change.js