User prompt
Make it so when the first time it is bought points per click is 2, the second time point per click is set to 4
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Now it does 2, it should be 4
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Found a glitch where when you upgrade the clicker upgrade to the max it sets your points ler click to 1 while kt should be set to 4
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No, the first time you buy it your points ler click is 2, the second time it turns to 4
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Now when you buy the +4 click 120$ it costs 120 points and it turns your points per click to 4
User prompt
Then once you buy the +2 for 40$ make it say +4 click 120$
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It doesnt work
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Now make it so if you buy it then when you clcik the button, instead of getting +1 point you get + 2 points
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Make the clicker text say +2 click 40$
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Make the clicker upgrade text gray
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Add a button the same size as the worker upgrade button put it under the worker and make it the clickerupgrade asset
User prompt
Good now found a glitch where if you click the button before you equip the greenglowy asset it doesnt show up please fix this
User prompt
No dont show the greenglowh asset after you buy it, make it show after you equip it
User prompt
Found a glitch where if you click the button, buy the greenglowy asset, and then equip it it doesnt show up please fix
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When you unequip the greenglowy asset in the shop make sure the greenglowy aset in the button gets deleted
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Show the greenglowyvalue
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Whenever greenglowyvalue equals 1 delete the greenglowy asset from the button
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Found another glitch where if you unequip greenglowy and set greenglowyvalue to 1 the greenglowy asset in still on the button please fix that
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Please fix the bug: 'Script error.' in or related to this line: 'if (circleglowOverlay) {' Line Number: 124
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Found a glitch where if u equip the greenglowy in the shop it doesnt appear until you click the button fix that please
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Now forever if greenglowyvalue = 2 then the greenglowy asset will appear on the button
User prompt
So you know how when you buy the greenglowy asset it appears in the button. Delete that
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So dont make it show up after you buy it anymore
User prompt
Now make it so if greenglowyvalue = 2 then the greenglowy asset appears in the button. If greenglowyvalue = 1 or 0 then it doesnt show up
User prompt
Now make it so when you buy the greenglowy asset it doesnt disapear from the shop
/**** * 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' } else if (greenglowyvalue === 2) { greenglowyvalue = 1; // Toggle value back to 1 greenglowButtonText.setText('Owned'); // Update text to 'Owned' // Remove Greenglowy asset from button when unequipped if (typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); } } else if (points >= 20 && greenglowyvalue === 0) { points -= 20; pointsText.setText('Points: ' + points); storage.points = points; storage.unlockedSkins.push('Greenglowy'); greenglowyvalue = 1; // game.removeChild(greenglowButton); greenglowButtonText.setText('Owned'); storage.unlockedSkins.push('Greenglowy'); storage.unlockedSkins.push('Greenglowy'); // Replace the button asset with the greenglow asset points += clickerUpgradePurchased ? 2 : 1; pointsText.setText('Points: ' + points); // Update points text storage.points = points; // Update storage with new points currentButtonSkin = 'Greenglowy'; if (whoequipped === 'Circleglow' && typeof circleglowOverlay !== 'undefined') { game.removeChild(circleglowOverlay); // Remove Circleglow if it was previously equipped } if (greenglowyvalue !== 2 && typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); // Remove Greenglowy if it was previously equipped } whoequipped = 'Greenglowy'; // Update whoequipped to track the equipped skin } // Display the Greenglowy asset on the button only when equipped if (whoequipped === 'Greenglowy' && greenglowyvalue === 2) { if (typeof circleglowOverlay !== 'undefined' && circleglowOverlay) { game.removeChild(circleglowOverlay); } var greenglowOverlay = LK.getAsset('Greenglowy', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(greenglowOverlay); } else { console.log("Not enough points to purchase Greenglow."); } }; circleButton.down = function (x, y, obj) { if (circlevalue === 1) { console.log("Circle already owned."); circlevalue = 2; // Set value to 2 if clicked again after purchase circleButtonText.setText('Equipped'); // Update text to 'Equipped' } else if (circlevalue === 2) { circlevalue = 1; // Toggle value back to 1 circleButtonText.setText('Owned'); // Update text to 'Owned' } else if (points >= 20 && circlevalue === 0) { points -= 20; pointsText.setText('Points: ' + points); storage.points = points; storage.unlockedSkins.push('Circleglow'); circlevalue = 1; game.removeChild(circleButton); circleButtonText.setText('Owned'); // Overlay the Circleglow asset over the existing button var circleglowOverlay = LK.getAsset('Circleglow', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(circleglowOverlay); if (whoequipped === 'Greenglowy' && typeof greenglowOverlay !== 'undefined') { game.removeChild(greenglowOverlay); // Remove Greenglowy if it was previously equipped } if (whoequipped === 'Circleglow' && typeof circleglowOverlay !== 'undefined') { game.removeChild(circleglowOverlay); // Remove Circleglow if it was previously equipped } whoequipped = 'Circleglow'; // Update whoequipped to track the equipped skin } else { console.log("Not enough points to purchase Circle."); } }; // 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 greenglowyvalue = 0; var circlevalue = 0; // Initialize circlevalue 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 += clickerUpgradePurchased ? clickerUpgradePurchased === true ? 2 : 4 : 1; 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' && circlevalue === 1) { if (greenglowOverlay) { game.removeChild(greenglowOverlay); } var 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); } var greenglowOverlay = LK.getAsset('Greenglowy', { width: newButton.width, height: newButton.height, x: newButton.x, y: newButton.y }); game.addChild(greenglowOverlay); } else if (whoequipped === 'Greenglowy' && greenglowyvalue === 1) { if (greenglowOverlay) { game.removeChild(greenglowOverlay); } whoequipped = 'Button'; // Update whoequipped to reflect no skin equipped } 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$', { size: 100, fill: 0x808080 }); clickerUpgradeText.x = clickerUpgradeButton.x + clickerUpgradeButton.width / 2 - clickerUpgradeText.width / 2; clickerUpgradeText.y = clickerUpgradeButton.y + clickerUpgradeButton.height / 2 - clickerUpgradeText.height / 2; game.addChild(clickerUpgradeText); clickerUpgradeButton.down = function (x, y, obj) { // Logic for clicker upgrade if (points >= 40 && !clickerUpgradePurchased) { points -= 40; pointsText.setText('Points: ' + points); storage.points = points; clickerUpgradePurchased = true; clickerUpgradeText.setText('+4 click 120$'); // Update text to '+4 click 120$' console.log("Clicker Upgrade to +2 purchased."); } else if (points >= 120 && clickerUpgradePurchased) { points -= 120; pointsText.setText('Points: ' + points); storage.points = points; clickerUpgradePurchased = false; // Reset to allow further upgrades clickerUpgradeText.setText('Max Upgrade'); // Indicate max upgrade reached console.log("Clicker Upgrade to +4 purchased."); } else { console.log("Not enough points for Clicker Upgrade."); } }; var intervalId; var button = LK.getAsset('Shop', { width: 600, height: 300, x: 1448, // Position the button on the right hand corner y: 0 }); // Add the button to the game game.addChild(button); // Add a click event to the button button.down = function (x, y, obj) { // Check if the points are 20 or more if (points >= 20) { // Decrease the points points -= 20; // Update the text pointsText.setText('Points: ' + points); storage.points = points; // Update workerValue to 1 workerValue = 1; storage.upgrades.workerValue = workerValue; storage.upgrades = { workerValue: workerValue }; // Start getting workerValue points every second intervalId = LK.setInterval(function () { points += workerValue; // Update the text pointsText.setText('Points: ' + points); }, 1000); // Remove the old button and its text button.alpha = 0; // Make the original button invisible instead of removing it game.removeChild(buttonText); // Remove the old text // Create a new button with different text var newButton = LK.getAsset('Shop', { width: 600, height: 300, x: 1448, y: 0 }); // Add the new button to the game game.addChild(newButton); // Create a new text var newText = new Text2('50$ +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
@@ -218,9 +218,9 @@
game.addChild(newButton);
// Add a click event to the button
newButton.down = function (x, y, obj) {
// Increase the points
- points += clickerUpgradePurchased ? 4 : 1;
+ points += clickerUpgradePurchased ? clickerUpgradePurchased === true ? 2 : 4 : 1;
pointsText.setText('Points: ' + points);
storage.points = points;
if (currentButtonSkin === 'Shadowglowy') {
// Additional logic if needed when shadowglow is active
@@ -328,9 +328,9 @@
} else if (points >= 120 && clickerUpgradePurchased) {
points -= 120;
pointsText.setText('Points: ' + points);
storage.points = points;
- clickerUpgradePurchased = true; // Ensure clicker upgrade remains active
+ clickerUpgradePurchased = false; // Reset to allow further upgrades
clickerUpgradeText.setText('Max Upgrade'); // Indicate max upgrade reached
console.log("Clicker Upgrade to +4 purchased.");
} else {
console.log("Not enough points for Clicker Upgrade.");