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Ok keep the old button there, but put the shadow asset iver it
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The clicking issue stll isnt working
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Lower the shadowglow price to 20
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Found a glitch where when you buy the gloe shadow asset in the shop, when it replaced the button when you click it, it doesnt give you the points pls fix
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They are stilk there remove all of them
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I found a glitch when you start the game there are shadowglow assets in your inventory menu, please remove them
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Please fix the bug: 'Script error.' in or related to this line: 'var shadowglowAsset = LK.getAsset('Shadowglowy', {' Line Number: 81
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Please fix the bug: 'Script error.' in or related to this line: 'var shadowglowAsset = LK.getAsset('Shadowglowy', {' Line Number: 81
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Please fix the bug: 'Script error.' in or related to this line: 'var shadowglowAsset = LK.getAsset('Shadowglowy', {' Line Number: 81
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Please fix the bug: 'Script error.' in or related to this line: 'var shadowglowAsset = LK.getAsset('Shadowglowy', {' Line Number: 81
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Please fix the bug: 'Script error.' in or related to this line: 'var shadowglowAsset = LK.getAsset('Shadowglowy', {' Line Number: 81
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I found a glitch that when you buy a worker upgrade the text doesnt delete fox that please
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Now add 1 shadowglow asset to the inventory menu when you buy it from the shop menu
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Remove all the shadowglow assets in the inventory menu
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Remove the 4 shadowglow assets in the inventory menu
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = _toConsumableArray(new Set(unlockedSkins)); // Ensure uniqueness' Line Number: 282
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = _toConsumableArray(new Set(unlockedSkins)); // Ensure uniqueness' Line Number: 282
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = Array.isArray(unlockedSkins) ? typeof Array.from === 'function' ? Array.from(new Set(unlockedSkins)) : [] : []; // Ensure uniqueness' Line Number: 282
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = Array.isArray(unlockedSkins) ? Array.from(new Set(unlockedSkins)) : []; // Ensure uniqueness' Line Number: 282
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JUST FIX IT
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = Array.isArray(unlockedSkins) ? Array.from(new Set(unlockedSkins)) : []; // Ensure uniqueness' Line Number: 282
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = Array.isArray(unlockedSkins) ? typeof _toConsumableArray === 'function' ? _toConsumableArray(new Set(unlockedSkins)) : Array.from(new Set(unlockedSkins)) : []; // Ensure uniqueness' Line Number: 282
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = Array.isArray(unlockedSkins) ? _toConsumableArray(new Set(unlockedSkins)) : []; // Ensure uniqueness' Line Number: 282
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = _toConsumableArray(new Set(Array.isArray(unlockedSkins) ? unlockedSkins : [])); // Ensure uniqueness' Line Number: 282
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Please fix the bug: 'Script error.' in or related to this line: 'var uniqueSkins = _toConsumableArray(new Set(Array.isArray(unlockedSkins) ? unlockedSkins : [])); // Ensure uniqueness' Line Number: 282
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { points: 0, upgrades: { workerValue: 0 }, unlockedSkins: [] }); var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ //<Write entity 'classes' with empty functions for important behavior here> var game = new LK.Game({ backgroundColor: 0xFFFFFF //Init game with white background }); /**** * Game Code ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function openShopMenu() { // Logic to display the shop menu console.log("Shop menu is now open."); // Create a large shop menu var shopMenu = LK.getAsset('Shop', { width: 1600, // Increase width height: 1600, // Increase height to make it taller x: 2048 / 2 - 800, // Center horizontally y: 2732 / 2 - 800 // Center vertically }); game.addChild(shopMenu); // Add shadowglow asset purchase option var shadowglowButton = LK.getAsset('Shadowglowy', { width: 400, height: 400, x: shopMenu.x + 100, y: shopMenu.y + 100 }); game.addChild(shadowglowButton); var shadowglowButtonText = new Text2('150$ Shadowglow', { size: 70, fill: 0x000000 }); shadowglowButtonText.x = shadowglowButton.x + shadowglowButton.width / 2 - shadowglowButtonText.width / 2; shadowglowButtonText.y = shadowglowButton.y + shadowglowButton.height / 2 - shadowglowButtonText.height / 2 + 250; game.addChild(shadowglowButtonText); shadowglowButton.down = function (x, y, obj) { if (points >= 150) { points -= 150; pointsText.setText('Points: ' + points); storage.points = points; storage.unlockedSkins.push('Shadowglowy'); game.removeChild(shadowglowButton); game.removeChild(shadowglowButtonText); // Replace the button asset with the shadowglow asset game.removeChild(newButton); currentButtonSkin = 'Shadowglowy'; newButton = LK.getAsset(currentButtonSkin, { width: 400, height: 400, x: 2048 / 2 - 200, y: 2732 / 2 - 200, shape: 'circle' }); game.addChild(newButton); } else { console.log("Not enough points to purchase Shadowglow."); } }; // Add a close button to the shop menu var closeButton = LK.getAsset('Close', { width: 300, height: 300, x: shopMenu.x + shopMenu.width - 610, y: shopMenu.y + 10, shape: 'box' }); game.addChild(closeButton); var closeButtonText = new Text2('Close', { size: 80, fill: 0x000000 }); closeButtonText.x = closeButton.x + closeButton.width / 2 - closeButtonText.width / 2; closeButtonText.y = closeButton.y + closeButton.height / 2 - closeButtonText.height / 2 + 50; game.addChild(closeButtonText); closeButton.down = function (x, y, obj) { game.removeChild(shopMenu); game.removeChild(closeButton); game.removeChild(closeButtonText); game.removeChild(shadowglowButton); game.removeChild(shadowglowButtonText); // Removed glowpack and glowpackText as they are not defined game.removeChild(LK.getAsset('Gloworange', {})); // Ensure Gloworange is removed when shop is closed }; } // Clear the interval when the game is over game.gameOver = function () { clearInterval(intervalId); }; var points = storage.points || 0; var currentButtonSkin = null; // Variable to track the current button skin obtained from the glow pack var workerValue = storage.upgrades.workerValue || 0; // Create a text var pointsText = new Text2('Points: ' + points, { size: 100, fill: 0x000000 }); // Position the text on the left hand corner pointsText.x = 0; pointsText.y = 0; // Add the text to the game game.addChild(pointsText); var newButton = LK.getAsset(currentButtonSkin || 'button', { width: 400, height: 400, x: 2048 / 2 - 200, // Position the new button in the center of the screen y: 2732 / 2 - 200, shape: 'circle' }); // Add the new button to the game game.addChild(newButton); // Add a click event to the button newButton.down = function (x, y, obj) { // Increase the points points++; pointsText.setText('Points: ' + points); storage.points = points; if (LK.getSound('clickSound')) { LK.getSound('clickSound').play(); } else { console.error("Click sound not found!"); } tween(newButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.bounceOut, onFinish: function onFinish() { tween(newButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceIn }); } }); // Update the text pointsText.setText('Points: ' + points); storage.points = points; }; var shopButton = LK.getAsset('Shop', { width: 400, height: 200, x: 2048 - 400, // Position the button on the bottom right corner y: 2732 - 200 }); game.addChild(shopButton); var shopButtonText = new Text2('Shop', { size: 70, fill: 0x000000 }); shopButtonText.x = shopButton.x + shopButton.width / 2 - shopButtonText.width / 2; shopButtonText.y = shopButton.y + shopButton.height / 2 - shopButtonText.height / 2; game.addChild(shopButtonText); shopButton.down = function (x, y, obj) { // Logic to open the shop menu openShopMenu(); }; // Add an inventory button to the bottom left corner var inventoryButton = LK.getAsset('Shop', { width: 400, height: 200, x: 0, // Position the button on the bottom left corner y: 2732 - 200 }); game.addChild(inventoryButton); var inventoryButtonText = new Text2('Inventory', { size: 70, fill: 0x000000 }); inventoryButtonText.x = inventoryButton.x + inventoryButton.width / 2 - inventoryButtonText.width / 2; inventoryButtonText.y = inventoryButton.y + inventoryButton.height / 2 - inventoryButtonText.height / 2; game.addChild(inventoryButtonText); inventoryButton.down = function (x, y, obj) { // Logic to open the inventory menu // Create a large inventory menu var inventoryMenu = LK.getAsset('Shop', { width: 1600, height: 1600, x: 2048 / 2 - 800, y: 2732 / 2 - 800 }); game.addChild(inventoryMenu); // Add a close button to the inventory menu var closeInventoryButtonWidth = 400; // Define the width before use var closeInventoryButton = LK.getAsset('Close', { width: closeInventoryButtonWidth, height: 200, x: inventoryMenu.x + inventoryMenu.width - closeInventoryButtonWidth, y: inventoryMenu.y, shape: 'box' }); game.addChild(closeInventoryButton); var closeInventoryButtonText = new Text2('Close', { size: 60, fill: 0x000000 }); closeInventoryButtonText.x = closeInventoryButton.x + closeInventoryButton.width / 2 - closeInventoryButtonText.width / 2; closeInventoryButtonText.y = closeInventoryButton.y + closeInventoryButton.height / 2 - closeInventoryButtonText.height / 2; game.addChild(closeInventoryButtonText); // Add a section for unlocked glow skins in the inventory menu var glowSkinsSection = new Container(); glowSkinsSection.x = inventoryMenu.x + 100; glowSkinsSection.y = inventoryMenu.y + 100; game.addChild(glowSkinsSection); // Display unlocked glow pack skins var unlockedSkins = storage.unlockedSkins || []; var uniqueSkins = Array.isArray(unlockedSkins) ? typeof Array.from === 'function' ? Array.from(new Set(unlockedSkins)) : _toConsumableArray(new Set(unlockedSkins)) : []; // Ensure uniqueness uniqueSkins.forEach(function (skin, index) { var skinAsset = LK.getAsset(skin, { x: glowSkinsSection.x + index % 4 * 150, y: glowSkinsSection.y + Math.floor(index / 4) * 150, scaleX: 1.5, scaleY: 1.5 }); glowSkinsSection.addChild(skinAsset); }); // Add text for the glow skins section var glowSkinsSectionText = new Text2('Glow Pack Skins', { size: 90, fill: 0x000000 }); glowSkinsSectionText.x = glowSkinsSection.x; glowSkinsSectionText.y = glowSkinsSection.y - 50; // Position text above the section game.addChild(glowSkinsSectionText); closeInventoryButton.down = function (x, y, obj) { game.removeChild(inventoryMenu); game.removeChild(closeInventoryButton); game.removeChild(closeInventoryButtonText); game.removeChild(glowSkinsSectionText); }; }; ; var intervalId; var button = LK.getAsset('Shop', { width: 600, height: 300, x: 1448, // Position the button on the right hand corner y: 0 }); // Add the button to the game game.addChild(button); // Add a click event to the button button.down = function (x, y, obj) { // Check if the points are 20 or more if (points >= 20) { // Decrease the points points -= 20; // Update the text pointsText.setText('Points: ' + points); storage.points = points; // Update workerValue to 1 workerValue = 1; storage.upgrades.workerValue = workerValue; storage.upgrades = { workerValue: workerValue }; // Start getting workerValue points every second intervalId = LK.setInterval(function () { points += workerValue; // Update the text pointsText.setText('Points: ' + points); }, 1000); // Remove the old button game.removeChild(button); // Create a new button with different text var newButton = LK.getAsset('Shop', { width: 600, height: 300, x: 1448, y: 0 }); // Add the new button to the game game.addChild(newButton); // Create a new text var newText = new Text2('50$ +5 worker', { size: 100, fill: 0x000000 }); // Position the text on the new button newText.x = newButton.x + newButton.width / 2 - newText.width / 2; newText.y = newButton.y + newButton.height / 2 - newText.height / 2; // Add the text to the game game.addChild(newText); // Add a click event to the new button newButton.down = function (x, y, obj) { // Check if the points are 50 or more if (points >= 50) { // Decrease the points points -= 50; // Update the text pointsText.setText('Points: ' + points); storage.points = points; // Update workerValue to 5 workerValue = 5; storage.upgrades.workerValue = workerValue; storage.upgrades = { workerValue: workerValue }; // Clear the previous interval LK.clearInterval(intervalId); // Start getting workerValue points every second intervalId = LK.setInterval(function () { points += workerValue; // Update the text pointsText.setText('Points: ' + points); }, 1000); // Remove the old button game.removeChild(newButton); // Create a new button with different text var newButton2 = LK.getAsset('Shop', { width: 600, height: 300, x: 1448, y: 0 }); // Add the new button to the game game.addChild(newButton2); // Create a new text var newText2 = new Text2('150$ +10 worker', { size: 100, fill: 0x000000 }); // Position the text on the new button newText2.x = newButton2.x + newButton2.width / 2 - newText2.width / 2; newText2.y = newButton2.y + newButton2.height / 2 - newText2.height / 2; // Add the text to the game game.addChild(newText2); // Add a click event to the new button newButton2.down = function (x, y, obj) { // Check if the points are 150 or more if (points >= 150) { // Decrease the points points -= 150; // Update the text pointsText.setText('Points: ' + points); storage.points = points; // Update workerValue to 10 workerValue = 10; storage.upgrades.workerValue = workerValue; storage.upgrades = { workerValue: workerValue }; // Clear the previous interval LK.clearInterval(intervalId); // Start getting workerValue points every second intervalId = LK.setInterval(function () { points += workerValue; // Update the text pointsText.setText('Points: ' + points); }, 1000); // Remove the button after purchasing the upgrade game.removeChild(newButton2); } }; } }; } }; // Create a text var buttonText = new Text2('20$ +1 worker', { size: 120, fill: 0x000000 }); // Position the text on the button buttonText.x = button.x + button.width / 2 - buttonText.width / 2; buttonText.y = button.y + button.height / 2 - buttonText.height / 2; // Add the text to the game game.addChild(buttonText); ;
===================================================================
--- original.js
+++ change.js
@@ -260,9 +260,9 @@
glowSkinsSection.y = inventoryMenu.y + 100;
game.addChild(glowSkinsSection);
// Display unlocked glow pack skins
var unlockedSkins = storage.unlockedSkins || [];
- var uniqueSkins = Array.isArray(unlockedSkins) ? Array.from(new Set(unlockedSkins)) : []; // Ensure uniqueness
+ var uniqueSkins = Array.isArray(unlockedSkins) ? typeof Array.from === 'function' ? Array.from(new Set(unlockedSkins)) : _toConsumableArray(new Set(unlockedSkins)) : []; // Ensure uniqueness
uniqueSkins.forEach(function (skin, index) {
var skinAsset = LK.getAsset(skin, {
x: glowSkinsSection.x + index % 4 * 150,
y: glowSkinsSection.y + Math.floor(index / 4) * 150,