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Please fix the bug: 'Script error.' in or related to this line: 'tween(circleglowOverlay, {' Line Number: 225 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Found a glitch for when the circleglow asset is selected and is in front of the button when you click it the animation plays for the old button, it should play for the circleglow asset
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Now make it so when circleglow asset is bought the circleglow asset is put in front of the original button
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Found a glitch where when you close the shop the circleglow asset is still visible please fix it
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Now make another button exactly like the greenglowy asset in the shop gut put it next to the greenglowy asset and instead of it being the greenglowy asset make it the circleasset
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Now make it so when greenglowyvalue = 1 and you tap on the greenglowy asset in the shop it will not take 20$ anymore
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Noe make it so the green glow text in the shop, whenever the greenglowyvalue = 0 it will say green glowy 20$. When the greenglowyvalue = 1 it will say owned
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Ok lets make a variable instead name the variable greenglowyvalue, at the start of the game make the greenglowyvalue equal to 0 and whenever the greenglowy asset in the shop is bought make the greenglowyvalue equal to 1
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At thestart of the game make the text say green glow 20$ make it say owned when its owned including when you re open the shop
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Have it say green glowy 20$ at the start of the game, when you buy it make it say owned and make sure when the shop is closed and re opended it should still say owned
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BRO! AT THE START OF THE GAME MAKE IT SAY GREEN GLOWY 20$ WHEN AND ONLY WHEN IT IS BOUGHT MAKE IT SAY OWNED
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Ok close because now when you buy it, exit the the shop and re enter it says green glowy 20$ it should say owned
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When the game is first started make the text under the greenglowy make it say green glowy 20$, when you buy it make it say owned
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So when the greenglowy has not been purchased the text should say green glowy 20$
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Found a glitch where even if the greenglow asset isnt bought the text says owned. It should only say owned if it has been purchased
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Found a glitch where when you close the shop and open it again the text says greenglow: 20 fix that
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Make it so when you buy the greenglow asset from the shop the greenglow text below it says "Owned"
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Make it so when you buy out all the worker upgrades make a text pop up in that same position saying Worker max: 10/s
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Ok good, but when you buy the +150 worker the +50 worker text appears fix that please
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When you buy the +150 workervalue completly delete the worker button and all the worker texts
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When you buy all the workers they restart back at 20, make so it does not do that anymore please.
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Found a glitch where when you buy all the worker upgraded if you click there it still buys it fix that
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Found a glitch where when you buy all the worker upgrades the text is still left there, delete the text too
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Make the green glow asset appear in the shop when the game is first loaded and when it is baught make sure it doesnt appear again
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But now the greenglow doesnt show uo in the shop even when it has not yet been purchased
/**** * 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 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 greenglow asset purchase option var greenglowButton = LK.getAsset('Greenglowy', { width: 400, height: 400, x: shopMenu.x + 100, y: shopMenu.y + 100 }); game.addChild(greenglowButton); var greenglowButtonText = new Text2('20$ Greenglow', { size: 70, fill: 0x000000 }); greenglowButtonText.x = greenglowButton.x + greenglowButton.width / 2 - greenglowButtonText.width / 2; greenglowButtonText.y = greenglowButton.y + greenglowButton.height / 2 - greenglowButtonText.height / 2 + 250; game.addChild(greenglowButtonText); greenglowButton.down = function (x, y, obj) { if (points >= 20) { points -= 20; pointsText.setText('Points: ' + points); storage.points = points; storage.unlockedSkins.push('Greenglowy'); game.removeChild(greenglowButton); game.removeChild(greenglowButtonText); // Replace the button asset with the greenglow asset points++; // Increment points when greenglow button is clicked pointsText.setText('Points: ' + points); // Update points text storage.points = points; // Update storage with new points // Overlay the greenglow asset over the existing button var greenglowOverlay = LK.getAsset('Greenglowy', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(greenglowOverlay); currentButtonSkin = 'Greenglowy'; 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 Greenglow."); } }; // 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(greenglowButton); game.removeChild(greenglowButtonText); // game.removeChild(shadowglowButton); // Removed as shadowglowButton is not defined // game.removeChild(shadowglowButtonText); // Removed as shadowglowButtonText is not defined // 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 (currentButtonSkin === 'Shadowglowy') { // Additional logic if needed when shadowglow is active } 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 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 and its text button.alpha = 0; // Make the original button invisible instead of removing it game.removeChild(buttonText); // Remove the old text // 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 && workerValue === 5) { // 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 and all worker texts after purchasing the upgrade game.removeChild(newButton2); game.removeChild(newText2); game.removeChild(button); game.removeChild(buttonText); } }; } }; } }; // 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
@@ -315,11 +315,13 @@
points += workerValue;
// Update the text
pointsText.setText('Points: ' + points);
}, 1000);
- // Remove the button after purchasing the upgrade
+ // Remove the button and all worker texts after purchasing the upgrade
game.removeChild(newButton2);
game.removeChild(newText2);
+ game.removeChild(button);
+ game.removeChild(buttonText);
}
};
}
};