User prompt
Now amke it so when you have a button skin equipped make the animation apply to the button skin instead of the button asset
User prompt
Make the greenglow asset a toggle after you purchase it, a toggle where it appears and disapears
User prompt
Found a glitch where if you equip the circleglow and the greengloe at the same time, whenever you equip the greenglow again it doesnt show uo please fix that
User prompt
Found a glitch where if you buy the greenglow you cant equip the circlegloe anymore please fix that
User prompt
You are still alowed to purchase them even if they are equiped
User prompt
Make it so if the circleglow is equiped you cant equip the greenglowy but if the circleglowy is not equip then you can equip the greenglowy
User prompt
Found a glitch where the greenglowy doesnt show up anymore please fix
User prompt
But you are allowed to buy the button skins still
User prompt
Now make it so if you already have 1 button skin equiped, the cant equip another one unless you unequip it
User prompt
Make it so after you buy the circleglow it is just a toggle between it showing up and dissapearing like the greenglowy asset
User prompt
Nice! But when you equip it, unequip it, and then equip it again it doesnt show up fix that please
User prompt
Great! Now make it dissapear when you unequip it
User prompt
The circleglow doesnt appear when it is equiped fix that
User prompt
Make the circleglow asset the exact same as the greenglow asset, the same logic the same everything
User prompt
Found a glitch where when you equip the circleglow asset, unequip it and then equip it again, the circleglow asset does not appear, please fix that
User prompt
Good but, when you unequip it, you then have to click the button for the circleglow to really go away, make it automatically disappear when you unequip it
User prompt
Good but i found a glitch where if you equip the circleglow asset and then unequip the circleglow asset, the circleglow asset doesnt dissapearer please fix this
User prompt
Use the circleglowvalue where when the circleglow hasnt been bought the circleglowvalue = 0, when it is bought the circleglowvalue is equal to 1, when it is equipped the circleglowvalue is equal to 2. When circleglowvalue = 2 make the circleglow asset show up on the button asset
User prompt
Found a glitch where the circlegloe asset is not appearing on the button asset when it is equipped please fix this
User prompt
Ok make it so when you buy the circleglow it doesnt appear on the button aseet
User prompt
It didnt work
User prompt
Found a glitch where when you equip the circleglow asset, unequip it and then equip it again it doesnt show up please fix this
User prompt
Found a glitch where the circleglow does not sppear when it is equipped
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (greenglowOverlay) {' Line Number: 264
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (circleglowOverlay) {' Line Number: 171
/**** * 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(greenglowyvalue === 2 ? 'Equipped' : greenglowyvalue === 1 ? 'Owned' : '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); // Add circle asset purchase option var circleButton = LK.getAsset('Circleglow', { width: 400, height: 400, x: shopMenu.x + 600, // Position next to greenglowButton y: shopMenu.y + 100 }); game.addChild(circleButton); var circleButtonText = new Text2(circlevalue === 2 ? 'Equipped' : circlevalue === 1 ? 'Owned' : '20$ Circle', { size: 70, fill: 0x000000 }); circleButtonText.x = circleButton.x + circleButton.width / 2 - circleButtonText.width / 2; circleButtonText.y = circleButton.y + circleButton.height / 2 - circleButtonText.height / 2 + 250; game.addChild(circleButtonText); greenglowButton.down = function (x, y, obj) { if (greenglowyvalue === 1) { console.log("Greenglowy already owned."); greenglowyvalue = 2; // Set value to 2 if clicked again after purchase greenglowButtonText.setText('Equipped'); // Update text to 'Equipped' if (typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); greenglowOverlay = undefined; } } else if (greenglowyvalue === 2) { greenglowyvalue = 1; // Toggle value back to 1 greenglowButtonText.setText('Owned'); // Update text to 'Owned' if (typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); greenglowOverlay = undefined; } } else if (points >= 20 && greenglowyvalue === 0) { points -= 20; pointsText.setText('Points: ' + points); storage.points = points; storage.unlockedSkins.push('Greenglowy'); greenglowyvalue = 1; greenglowButtonText.setText('Owned'); currentButtonSkin = 'Greenglowy'; if (whoequipped === 'Circleglow' && typeof circleglowOverlay !== 'undefined') { game.removeChild(circleglowOverlay); } if (typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); } whoequipped = 'Greenglowy'; } if (whoequipped === 'Greenglowy' && greenglowyvalue === 2) { if (typeof circleglowOverlay !== 'undefined') { game.removeChild(circleglowOverlay); } if (typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); } greenglowOverlay = LK.getAsset('Greenglowy', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(greenglowOverlay); whoequipped = 'Greenglowy'; } else { console.log("Not enough points to purchase Greenglow."); } }; circleButton.down = function (x, y, obj) { if (circlevalue === 1) { console.log("Circleglow already owned."); circlevalue = 2; // Set value to 2 if clicked again after purchase circleButtonText.setText('Equipped'); // Update text to 'Equipped' if (typeof circleglowOverlay !== 'undefined') { game.removeChild(circleglowOverlay); circleglowOverlay = undefined; } if (typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); // Ensure Greenglowy is removed when Circleglow is equipped } circleglowOverlay = LK.getAsset('Circleglow', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(circleglowOverlay); whoequipped = 'Circleglow'; } else if (circlevalue === 2) { circlevalue = 1; // Toggle value back to 1 circleButtonText.setText('Owned'); // Update text to 'Owned' if (typeof circleglowOverlay !== 'undefined') { game.removeChild(circleglowOverlay); circleglowOverlay = undefined; } whoequipped = null; } else if (points >= 20 && circlevalue === 0) { points -= 20; pointsText.setText('Points: ' + points); storage.points = points; storage.unlockedSkins.push('Circleglow'); circlevalue = 1; circleButtonText.setText('Owned'); } }; // 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(circleButton); // Ensure Circleglow is removed when shop is closed game.removeChild(circleButtonText); // 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 circleglowOverlay = undefined; var greenglowOverlay = undefined; // Initialize greenglowOverlay globally var greenglowyvalue = 0; var circlevalue = 0; // Initialize circlevalue var circleglowvalue = 0; // Initialize circleglowvalue to track Circleglow status var ppc = 1; // Initialize points per click to 1 var points = storage.points || 0; var currentButtonSkin = null; // Variable to track the current button skin obtained from the glow pack var whoequipped = null; // Variable to track which button skin is equipped var clickerUpgradePurchased = false; // Track if Clicker Upgrade is purchased 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 += ppc; // Increase points by ppc value 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!"); } if (whoequipped === 'Circleglow' && circleglowvalue === 2) { if (greenglowOverlay) { game.removeChild(greenglowOverlay); } if (circleglowOverlay) { game.removeChild(circleglowOverlay); } circleglowOverlay = LK.getAsset('Circleglow', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(circleglowOverlay); } else if (whoequipped === 'Greenglowy' && greenglowyvalue === 2) { if (circleglowOverlay) { game.removeChild(circleglowOverlay); } if (greenglowOverlay) { game.removeChild(greenglowOverlay); } greenglowOverlay = LK.getAsset('Greenglowy', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(greenglowOverlay); } else if (whoequipped === 'Button') { if (circleglowOverlay) { game.removeChild(circleglowOverlay); } if (greenglowOverlay) { game.removeChild(greenglowOverlay); } var buttonOverlay = LK.getAsset('Button', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(buttonOverlay); } // 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 clickerUpgradeButton = LK.getAsset('Clickupgrade', { width: 600, // Same width as worker upgrade button height: 300, // Same height as worker upgrade button x: 1448, // Align with the worker upgrade button horizontally y: 310 // Position below the worker upgrade button }); game.addChild(clickerUpgradeButton); var clickerUpgradeText = new Text2('+2 click 40$', { size: 100, fill: 0x808080 }); clickerUpgradeText.x = clickerUpgradeButton.x + clickerUpgradeButton.width / 2 - clickerUpgradeText.width / 2; clickerUpgradeText.y = clickerUpgradeButton.y + clickerUpgradeButton.height / 2 - clickerUpgradeText.height / 2; game.addChild(clickerUpgradeText); clickerUpgradeButton.down = function (x, y, obj) { // Logic for clicker upgrade if (points >= 40 && !clickerUpgradePurchased) { points -= 40; pointsText.setText('Points: ' + points); storage.points = points; clickerUpgradePurchased = true; ppc = 2; // Set points per click to 2 after purchasing the first clicker upgrade clickerUpgradeText.setText('+4 click 120$'); // Update text to '+4 click 120$' console.log("Clicker Upgrade to +2 purchased."); } else if (points >= 120 && clickerUpgradePurchased) { points -= 120; pointsText.setText('Points: ' + points); storage.points = points; ppc = 4; // Set points per click to 4 after purchasing the second clicker upgrade clickerUpgradeText.setText('+8 click 500$'); // Update text to '+8 click 500$' console.log("Clicker Upgrade to +4 purchased."); game.removeChild(clickerUpgradeButton); // Remove the second clicker upgrade button // Add the last clicker upgrade button var lastClickerUpgradeButton = LK.getAsset('Clickupgrade', { width: 600, height: 300, x: 1448, y: 310 }); game.addChild(lastClickerUpgradeButton); var lastClickerUpgradeText = new Text2('+8 click 500$', { size: 100, fill: 0x808080 }); lastClickerUpgradeText.x = lastClickerUpgradeButton.x + lastClickerUpgradeButton.width / 2 - lastClickerUpgradeText.width / 2; lastClickerUpgradeText.y = lastClickerUpgradeButton.y + lastClickerUpgradeButton.height / 2 - lastClickerUpgradeText.height / 2; game.addChild(lastClickerUpgradeText); lastClickerUpgradeButton.down = function (x, y, obj) { if (points >= 500) { points -= 500; pointsText.setText('Points: ' + points); storage.points = points; ppc = 8; // Set points per click to 8 after purchasing the last clicker upgrade lastClickerUpgradeText.setText('Max Upgrade'); // Indicate max upgrade reached console.log("Last Clicker Upgrade to +8 purchased."); game.removeChild(lastClickerUpgradeButton); // Remove the third clicker upgrade button game.removeChild(lastClickerUpgradeText); // Remove the text associated with the third clicker upgrade button // Add autoclicker button var autoclickerButton = LK.getAsset('Autoclick', { width: 600, height: 300, x: 1448, y: 310 }); game.addChild(autoclickerButton); var autoclickerText = new Text2('Autoclicker 550$', { size: 100, fill: 0x808080 }); autoclickerText.x = autoclickerButton.x + autoclickerButton.width / 2 - autoclickerText.width / 2; autoclickerText.y = autoclickerButton.y + autoclickerButton.height / 2 - autoclickerText.height / 2; game.addChild(autoclickerText); autoclickerButton.down = function (x, y, obj) { if (points >= 550) { points -= 550; pointsText.setText('Points: ' + points); storage.points = points; console.log("Autoclicker purchased."); // Implement autoclicker functionality intervalId = LK.setInterval(function () { newButton.down(); // Simulate button click }, 500); // Click every 0.5 seconds } else { console.log("Not enough points for Autoclicker."); } }; } else { console.log("Not enough points for Last Clicker Upgrade."); } }; } else if (points >= 500 && clickerUpgradePurchased === true && ppc === 4) { points -= 500; pointsText.setText('Points: ' + points); storage.points = points; ppc = 8; // Set points per click to 8 after purchasing the third clicker upgrade clickerUpgradeText.setText('Max Upgrade'); // Indicate max upgrade reached console.log("Clicker Upgrade to +8 purchased."); } else { console.log("Not enough points for Clicker Upgrade."); } }; 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); game.removeChild(newText); // Display 'Worker max: 10/s' text var maxWorkerText = new Text2('Worker max: 10/s', { size: 100, fill: 0x000000 }); maxWorkerText.x = button.x + button.width / 2 - maxWorkerText.width / 2; maxWorkerText.y = button.y + button.height / 2 - maxWorkerText.height / 2; game.addChild(maxWorkerText); } }; } }; } }; // 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); ; whoequipped = 'Circleglow'; // Update whoequipped to track the equipped skin
===================================================================
--- original.js
+++ change.js
@@ -239,9 +239,12 @@
if (whoequipped === 'Circleglow' && circleglowvalue === 2) {
if (greenglowOverlay) {
game.removeChild(greenglowOverlay);
}
- var circleglowOverlay = LK.getAsset('Circleglow', {
+ if (circleglowOverlay) {
+ game.removeChild(circleglowOverlay);
+ }
+ circleglowOverlay = LK.getAsset('Circleglow', {
width: newButton.width,
height: newButton.height,
x: newButton.x,
y: newButton.y
@@ -250,9 +253,8 @@
} else if (whoequipped === 'Greenglowy' && greenglowyvalue === 2) {
if (circleglowOverlay) {
game.removeChild(circleglowOverlay);
}
- circleglowOverlay = undefined; // Ensure circleglowOverlay is reset
if (greenglowOverlay) {
game.removeChild(greenglowOverlay);
}
greenglowOverlay = LK.getAsset('Greenglowy', {
@@ -261,23 +263,8 @@
x: newButton.x,
y: newButton.y
});
game.addChild(greenglowOverlay);
- whoequipped = 'Greenglowy'; // Ensure whoequipped is updated to 'Greenglowy'
- } else if (whoequipped === 'Greenglowy' && greenglowyvalue === 1) {
- if (greenglowOverlay) {
- game.removeChild(greenglowOverlay);
- }
- whoequipped = 'Button'; // Update whoequipped to reflect no skin equipped
- } else if (whoequipped === 'Button' && greenglowyvalue === 2) {
- greenglowOverlay = LK.getAsset('Greenglowy', {
- width: newButton.width,
- height: newButton.height,
- x: newButton.x,
- y: newButton.y
- });
- game.addChild(greenglowOverlay);
- whoequipped = 'Greenglowy';
} else if (whoequipped === 'Button') {
if (circleglowOverlay) {
game.removeChild(circleglowOverlay);
}