User prompt
Add +5 wood to the woodscore
User prompt
When i say add +5 wood i meant make its score 305 on the screen text
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add 5 wood to the score
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make text1 the score of wood
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add 5 to text1
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Remove gree_bar and timer
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Add tree class
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add 5 to text1 if i click on any tree
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Make text1 of wood 300
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Make the text of wood 300
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Make the wood score 300
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remove statue text of trees and there bar
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Please fix the bug: 'createBarWithTimer is not defined' in or related to this line: 'createBarWithTimer(tree1, 150, '3/3');' Line Number: 220
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Remove anything about time or green_bar and its textfrom game
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Please fix the bug: 'timerText2 is not defined' in or related to this line: 'greenBar2.addChild(timerText2);' Line Number: 157
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Remove time text
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Remove any time and Make the time 2:30 min for each '1/3'.
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Don't show or start time or decreasing it only if any statue of the bar is decreased by 1 or 2 or 3
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Remove what's holding trees from been clicked or adding score for wood statue text
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Don't start the time only if any statue text its less the 3/3 by 1 or 2 or 0
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Decrease text by 1 for each click on tree
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Make the text '3/3' as statue counting clicks of the mouse on the tree object assets.
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Make text 3/3 for tree1
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Make the text 3/3 for all trees again
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fix it!
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // House class representing upgradeable houses var House = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.attachAsset('house', { anchorX: 0.5, anchorY: 0.5 }); self.upgrade = function (resource) { // Logic for upgrading house with a resource }; }); // Tree class representing trees with a green bar and timer var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); // Initialize green bar and status text var greenBar = LK.getAsset('green_bar', { anchorX: 0.5, anchorY: 1, x: self.x, y: self.y - treeGraphics.height / 2 - 10 }); self.addChild(greenBar); var statusText = new Text2('0/3', { size: 50, fill: 0x7e4714 }); statusText.anchor.set(0.5, 0.9); greenBar.addChild(statusText); // Initialize timer text var timerText = new Text2('2:30', { size: 70, fill: 0xc77700 }); timerText.anchor.set(0.5, 1.5); greenBar.addChild(timerText); // Timer logic var treeTimer = new Timer(150, function (minutes, seconds) { timerText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); var currentValue = parseInt(statusText.text.split('/')[0]); var totalSeconds = minutes * 60 + seconds; if (totalSeconds % 150 === 0) { currentValue += 1; } statusText.setText(currentValue + '/3'); }, function () { timerText.visible = false; statusText.setText('3/3'); }); treeTimer.start(); // Method to decrease the green bar and update status self.decreaseBar = function () { var currentValue = parseInt(statusText.text.split('/')[0]); if (currentValue > 0) { currentValue -= 1; statusText.setText(currentValue + '/3'); greenBar.width -= greenBar.width / 3; } }; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Write imports for supported plugins here> //<Assets used in the game will automatically appear here> // Timer class to manage countdown timers for game elements // Function to add time to the timer var Timer = function Timer(initialTime, onUpdate, onComplete) { this.minutes = Math.floor(initialTime / 60); this.seconds = initialTime % 60; this.onUpdate = onUpdate; this.onComplete = onComplete; this.interval = null; this.start = function () { var self = this; this.interval = LK.setInterval(function () { if (self.seconds === 0) { if (self.minutes > 0) { self.minutes -= 1; self.seconds = 59; } } else { self.seconds -= 1; } self.onUpdate(self.minutes, self.seconds); if (self.minutes === 0 && self.seconds === 0) { self.stop(); self.onComplete(); } }, 1000); }; this.stop = function () { if (this.interval) { LK.clearInterval(this.interval); this.interval = null; } }; }; function addTimeToTimer(seconds) { // Logic to add time to the timer // This could involve updating a timer display or a variable tracking the remaining time console.log("Added ".concat(seconds, " seconds to the timer.")); } // Add tree1 beside the house close to it from the left side var tree1 = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: 1205, // Position tree1 to the left of the house y: 1580 }); game.addChild(tree1); function createBarWithTimer(tree, initialTime, initialStatus) { var greenBar = LK.getAsset('green_bar', { anchorX: 0.5, anchorY: 1, x: tree.x, y: tree.y - tree.height / 2 - 10 // Position above the tree }); game.addChild(greenBar); tween(greenBar, { scaleX: 1 }, { duration: initialTime * 1000, easing: tween.linear }); var statusText = new Text2(initialStatus, { size: 50, fill: 0x7e4714 }); statusText.anchor.set(0.5, 0.9); greenBar.addChild(statusText); var timerText = new Text2('2:30', { size: 70, fill: 0xc77700 }); timerText.anchor.set(0.5, 1.5); // Position above the status text greenBar.addChild(timerText); var treeTimer = new Timer(initialTime, function (minutes, seconds) { timerText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (statusText && statusText.text) { var currentValue = parseInt(statusText.text.split('/')[0]); var totalSeconds = minutes * 60 + seconds; if (totalSeconds % 150 === 0) { currentValue += 1; } statusText.setText(currentValue + '/3'); } }, function () { timerText.visible = false; statusText.setText('3/3'); }); treeTimer.start(); } createBarWithTimer(tree1, 150, '3/3'); // Start the timer for tree2 when the game starts // Add tree2 beside tree1 from the left side var tree2 = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: tree1.x - 500, // Position tree2 to the left of tree1 y: tree1.y }); game.addChild(tree2); // Add green-bar with text '3/3' as a status bar on top middle of tree2 var greenBar2 = LK.getAsset('green_bar', { anchorX: 0.5, anchorY: 1, x: tree2.x, y: tree2.y - tree2.height / 2 - 10 // Position above the tree }); game.addChild(greenBar2); greenBar2.addChild(timerText2); var tree2Timer = new Timer(300, function (minutes, seconds) { timerText2.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); }, function () { timerText2.visible = false; statusText2.setText('3/3'); }); tree2Timer.start(); // Add tree2 beside tree1 from the left side var tree2 = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: tree1.x - 500, // Position tree2 to the left of tree1 y: tree1.y }); game.addChild(tree2); // Add green-bar with text '3/3' as a status bar on top middle of tree2 var greenBar2 = LK.getAsset('green_bar', { anchorX: 0.5, anchorY: 1, x: tree2.x, y: tree2.y - tree2.height / 2 - 10 // Position above the tree }); game.addChild(greenBar2); var statusText2 = new Text2('3/3', { size: 50, fill: 0x7e4714 }); statusText2.anchor.set(0.5, 0.9); greenBar2.addChild(statusText2); // Display timer above the green bar if text is less than '3/3' var timerText2 = new Text2('5:00', { // Example time, adjust as needed size: 70, fill: 0xc77700 }); timerText2.anchor.set(0.5, 1.5); // Position above the status text greenBar2.addChild(timerText2); game.update = function () { if (statusText2.text !== '3/3') { // Change color based on status if (statusText2.text === '2/3') { greenBar2.tint = 0x00ff00; // Green } else if (statusText2.text === '1/3') { greenBar2.tint = 0xffff00; // Yellow } else if (statusText2.text === '0/3') { greenBar2.tint = 0xff0000; // Red } var timeParts = timerText2.text.split(':'); var minutes = parseInt(timeParts[0]); var seconds = parseInt(timeParts[1]); if (seconds === 0) { if (minutes > 0) { minutes -= 1; seconds = 59; } } else { seconds -= 1; } timerText2.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (minutes === 0 && seconds === 0) { timerText2.visible = false; statusText2.setText('3/3'); } } }; // Add tree3 beside tree2 from the left side var tree3 = LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: tree2.x - 500, // Position tree3 to the left of tree2 y: tree2.y }); game.addChild(tree3); // Start the timer for tree3 when the game starts var greenBar3 = LK.getAsset('green_bar', { anchorX: 0.5, anchorY: 1, x: tree3.x, y: tree3.y - tree3.height / 2 - 10 // Position above the tree }); game.addChild(greenBar3); greenBar3.addChild(timerText3); var tree3Timer = new Timer(450, function (minutes, seconds) { timerText3.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); }, function () { timerText3.visible = false; statusText3.setText('3/3'); }); tree3Timer.start(); // Add green-bar with text '3/3' as a status bar on top middle of tree3 var greenBar3 = LK.getAsset('green_bar', { anchorX: 0.5, anchorY: 1, x: tree3.x, y: tree3.y - tree3.height / 2 - 10 // Position above the tree }); game.addChild(greenBar3); var statusText3 = new Text2('3/3', { size: 50, fill: 0x7e4714 }); statusText3.anchor.set(0.5, 0.9); greenBar3.addChild(statusText3); // Display timer above the green bar if text is less than '3/3' var timerText3 = new Text2('7:30', { // Example time, adjust as needed size: 70, fill: 0xc77700 }); timerText3.anchor.set(0.5, 1.5); // Position above the status text greenBar3.addChild(timerText3); game.update = function () { if (statusText3.text !== '3/3') { // Change color based on status if (statusText3.text === '2/3') { greenBar3.tint = 0x00ff00; // Green } else if (statusText3.text === '1/3') { greenBar3.tint = 0xffff00; // Yellow } else if (statusText3.text === '0/3') { greenBar3.tint = 0xff0000; // Red if (tree3.visible) { tree3.visible = false; // Hide the full tree var halfTree = LK.getAsset('half_tree', { anchorX: 0.5, anchorY: 0.5, x: tree3.x, y: tree3.y }); game.addChild(halfTree); // Show the half tree } } var timeParts = timerText3.text.split(':'); var minutes = parseInt(timeParts[0]); var seconds = parseInt(timeParts[1]); if (seconds === 0) { if (minutes > 0) { minutes -= 1; seconds = 59; } } else { seconds -= 1; } timerText3.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (minutes === 0 && seconds === 0) { timerText3.visible = false; statusText3.setText('3/3'); } } }; createBarWithTimer(tree1, 150, '3/3'); // Initialize arrays and variables var resources = []; var houses = []; var score = 200; var woodScore = 200; var resources = []; var houses = []; var score = 0; // Function to create houses function createHouse(x, y) { var house = new House(); house.x = x; // Position the house at the given x coordinate house.y = y; // Position the house at the given y coordinate houses.push(house); game.addChild(house); } createHouse(1705, 1580); var bird = LK.getAsset('bird', { anchorX: 1.6, anchorY: 3.5, x: 1705, y: 1580 }); game.addChild(bird); var wall = LK.getAsset('wall1', { anchorX: 0.5, anchorY: 0, x: 1017, y: 0, scaleX: 2 }); game.addChild(wall); game.down = function (x, y, obj) { if ([tree1, tree2, tree3].some(function (tree) { return tree.intersects({ x: x, y: y }); })) { var woodText = new Text2('+5 wood', { size: 50, fill: 0xffffff }); woodText.anchor.set(0.5, 0.5); woodText.x = x - 50; // Position the text to the left of the clicked point woodText.y = y - 60; game.addChild(woodText); LK.effects.moveTo(woodText, woodText.x, woodText.y - 100, 1000, function () { woodText.destroy(); }); var statusText = [statusText, statusText2, statusText3][[tree1, tree2, tree3].indexOf(tree)]; var greenBar = [greenBar, greenBar2, greenBar3][[tree1, tree2, tree3].indexOf(tree)]; var currentValue = parseInt(statusText.text.split('/')[0]); if (currentValue > 0) { currentValue -= 1; statusText.setText(currentValue + '/3'); greenBar.width -= greenBar.width / 3; // Decrease the bar width woodScore += 5; text1.setText(woodScore.toString()); // Update the displayed wood score text1.setText(woodScore.toString()); var woodText = new Text2('+5 wood', { size: 50, fill: 0xffffff }); woodText.anchor.set(0.5, 0.5); woodText.x = x - 50; // Position the text to the left of the clicked point woodText.y = y - 60; game.addChild(woodText); var woodImage = LK.getAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: woodText.x - 100, y: woodText.y }); game.addChild(woodImage); var numberFive = LK.getAsset('5wood', { anchorX: 0.5, anchorY: 0.5, x: woodImage.x + 60, y: woodImage.y }); game.addChild(numberFive); LK.effects.moveTo(woodText, woodText.x, woodText.y - 100, 1000, function () { woodText.destroy(); }); LK.effects.moveTo(woodImage, woodImage.x, woodImage.y - 100, 1000, function () { woodImage.destroy(); }); LK.effects.moveTo(numberFive, numberFive.x, numberFive.y - 100, 1000, function () { numberFive.destroy(); }); } else { // If the bar is at 0/3, start a 3-second timer LK.setTimeout(function () { // Logic to handle when the player doesn't click the tree for 3 seconds console.log("3 seconds passed without clicking the tree."); }, 3000); } if (currentValue > 0) { currentValue -= 1; statusText.setText(currentValue + '/3'); greenBar.width -= greenBar.width / 3; // Decrease the bar width } if (currentValue > 0) { currentValue -= 1; statusText.setText(currentValue + '/3'); greenBar.width -= greenBar.width / 3; // Decrease the bar width } // Decrease the bar for tree3 if (tree3.intersects({ x: x, y: y })) { var currentValue3 = parseInt(statusText3.text.split('/')[0]); if (currentValue3 > 0) { currentValue3 -= 1; statusText3.setText(currentValue3 + '/3'); greenBar3.width -= greenBar3.width / 3; // Decrease the bar width if (currentValue3 === 2) { addTimeToTimer(150); // 150 seconds = 2:30 min } else if (currentValue3 === 1) { addTimeToTimer(300); // 300 seconds = 5:00 min } else if (currentValue3 === 0) { addTimeToTimer(450); // 450 seconds = 7:30 min } woodScore += 5; score += 200; text1.setText(woodScore.toString()); var woodText3 = new Text2('+5 wood', { size: 50, fill: 0xffffff }); woodText3.anchor.set(0.5, 0.5); woodText3.x = tree3.x; woodText3.y = tree3.y - tree3.height / 2 - 60; game.addChild(woodText3); var woodImage3 = LK.getAsset('half_tree', { anchorX: 0.5, anchorY: 0.5, x: woodText3.x - 100, y: woodText3.y }); game.addChild(woodImage3); var numberFive3 = LK.getAsset('5wood', { anchorX: 0.5, anchorY: 0.5, x: woodImage3.x + 60, y: woodImage3.y }); game.addChild(numberFive3); LK.effects.moveTo(woodText3, woodText3.x, woodText3.y - 100, 1000, function () { woodText3.destroy(); }); LK.effects.moveTo(woodImage3, woodImage3.x, woodImage3.y - 100, 1000, function () { woodImage3.destroy(); }); LK.effects.moveTo(numberFive3, numberFive3.x, numberFive3.y - 100, 1000, function () { numberFive3.destroy(); }); } if (currentValue3 > 0) { currentValue3 -= 1; statusText3.setText(currentValue3 + '/3'); greenBar3.width -= greenBar3.width / 3; // Decrease the bar width } if (currentValue3 > 0) { currentValue3 -= 1; statusText3.setText(currentValue3 + '/3'); greenBar3.width -= greenBar3.width / 3; // Decrease the bar width } } // Decrease the bar for tree2 if (tree2.intersects({ x: x, y: y })) { var currentValue2 = parseInt(statusText2.text.split('/')[0]); if (currentValue2 > 0) { currentValue2 -= 1; statusText2.setText(currentValue2 + '/3'); greenBar2.width -= greenBar2.width / 3; // Decrease the bar width if (currentValue2 === 2) { addTimeToTimer(150); // 150 seconds = 2:30 min } else if (currentValue2 === 1) { addTimeToTimer(300); // 300 seconds = 5:00 min } else if (currentValue2 === 0) { addTimeToTimer(450); // 450 seconds = 7:30 min } woodScore += 5; score += 200; text1.setText(woodScore.toString()); var woodText2 = new Text2('+5 wood', { size: 50, fill: 0xffffff }); woodText2.anchor.set(0.5, 0.5); woodText2.x = tree2.x; woodText2.y = tree2.y - tree2.height / 2 - 60; game.addChild(woodText2); var woodImage2 = LK.getAsset('half_tree', { anchorX: 0.5, anchorY: 0.5, x: woodText2.x - 100, y: woodText2.y }); game.addChild(woodImage2); var numberFive2 = LK.getAsset('5wood', { anchorX: 0.5, anchorY: 0.5, x: woodImage2.x + 60, y: woodImage2.y }); game.addChild(numberFive2); LK.effects.moveTo(woodText2, woodText2.x, woodText2.y - 100, 1000, function () { woodText2.destroy(); }); LK.effects.moveTo(woodImage2, woodImage2.x, woodImage2.y - 100, 1000, function () { woodImage2.destroy(); }); LK.effects.moveTo(numberFive2, numberFive2.x, numberFive2.y - 100, 1000, function () { numberFive2.destroy(); }); } if (currentValue2 > 0) { currentValue2 -= 1; statusText2.setText(currentValue2 + '/3'); greenBar2.width -= greenBar2.width / 3; // Decrease the bar width } if (currentValue2 > 0) { currentValue2 -= 1; statusText2.setText(currentValue2 + '/3'); greenBar2.width -= greenBar2.width / 3; // Decrease the bar width } } // Decrease the bar for tree1 if (tree1.intersects({ x: x, y: y })) { var currentValue = parseInt(statusText.text.split('/')[0]); if (currentValue > 0) { currentValue -= 1; statusText.setText(currentValue + '/3'); // Increase wood score by 5 woodScore += 5; text1.setText(woodScore.toString()); // Play wood collection animation var woodText = new Text2('+5 wood', { size: 50, fill: 0xffffff }); woodText.anchor.set(0.5, 0.5); woodText.x = tree1.x; woodText.y = tree1.y - tree1.height / 2 - 60; game.addChild(woodText); var woodImage = LK.getAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: woodText.x - 100, y: woodText.y }); game.addChild(woodImage); var numberFive = LK.getAsset('5wood', { anchorX: 0.5, anchorY: 0.5, x: woodImage.x + 60, y: woodImage.y }); game.addChild(numberFive); // Animate the text and image upwards and fade out LK.effects.moveTo(woodText, woodText.x, woodText.y - 100, 1000, function () { woodText.destroy(); }); LK.effects.moveTo(woodImage, woodImage.x, woodImage.y - 100, 1000, function () { woodImage.destroy(); }); LK.effects.moveTo(numberFive, numberFive.x, numberFive.y - 100, 1000, function () { numberFive.destroy(); }); } } } }; game.up = function (x, y, obj) { [tree1, tree2, tree3].forEach(function (tree, index) { if (tree.intersects({ x: x, y: y })) { var statusText = [statusText, statusText2, statusText3][index]; var currentValue = parseInt(statusText.text.split('/')[0]); if (currentValue > 0) { currentValue -= 1; statusText.setText(currentValue + '/3'); woodScore += 5; text1.setText(woodScore.toString()); var woodText = new Text2('+5 wood', { size: 50, fill: 0xffffff }); woodText.anchor.set(0.5, 0.5); woodText.x = tree.x; woodText.y = tree.y - tree.height / 2 - 60; game.addChild(woodText); LK.effects.moveTo(woodText, woodText.x, woodText.y - 100, 1000, function () { woodText.destroy(); }); } } }); }; // Update game logic // Add a small text of score at the top middle of the screen var text1 = new Text2('200', { size: 33, fill: 0xad6d19 }); text1.anchor.set(8.6, -0.4); // Center the text horizontally at the top var wood = LK.getAsset('wood', { anchorX: -4, anchorY: -0.7, x: text1.x - 20, // Position the wood asset to the left of text1 y: text1.y }); game.addChild(wood); text1.x = wood.x + wood.width / 2 + 10; // Position the text to the right of the wood asset text1.y = wood.y; // Align the text vertically with the wood asset LK.gui.top.addChild(text1); // Add wood asset beside score of text one on the left side of it. var text2 = new Text2('200', { size: 33, fill: 0xffffff }); text2.anchor.set(2.2, -0.4); // Center the text horizontally at the top LK.gui.top.addChild(text2); // Add stone asset beside score of text2 on the left side of it. var stone = LK.getAsset('stone', { anchorX: -12.8, anchorY: -0.7, x: text2.x - 20, // Position the stone asset to the left of text2 y: text2.y }); game.addChild(stone); var text3 = new Text2('200', { size: 33, fill: 0xac4002 }); text3.anchor.set(-3.25, -0.4); // Center the text horizontally at the top // Add bronze asset beside score of text3 on the left side of it. var bronze = LK.getAsset('bronze', { anchorX: -21.43, anchorY: -0.7, x: 0, // Temporary position, will be updated after text3 is defined y: 0 // Temporary position, will be updated after text3 is defined }); game.addChild(bronze); text3.x = bronze.x + bronze.width / 2 + 10; // Position the text to the right of the bronze asset text3.y = bronze.y; // Align the text vertically with the bronze asset LK.gui.top.addChild(text3); var text4 = new Text2('200', { size: 33, fill: 0xc7c7c7 }); text4.anchor.set(-10.1, -0.4); // Center the text horizontally at the top LK.gui.top.addChild(text4); // Add silver asset beside score of text4 on the right side of it. var silver = LK.getAsset('silver', { anchorX: -30.1, anchorY: -0.7, x: text4.x + 20, // Position the silver asset to the right of text4 y: text4.y }); game.addChild(silver); // Add gold asset beside score of text5 on the left side of it. var gold = LK.getAsset('gold', { anchorX: -3.6, anchorY: -2.2, x: 0, // Temporary position, will be updated after text5 is defined y: 0 // Temporary position, will be updated after text5 is defined }); game.addChild(gold); var text5 = new Text2('200', { size: 33, fill: 0xfffb03 }); text5.anchor.set(9, -1.9); // Center the text horizontally at the top text5.x = gold.x + gold.width / 2 + 10; // Position the text to the right of the gold asset text5.y = gold.y; // Align the text vertically with the gold asset LK.gui.top.addChild(text5); var text6 = new Text2('200', { size: 33, fill: 0xf700ff }); text6.anchor.set(2.2, -1.9); // Center the text horizontally at the top LK.gui.top.addChild(text6); // Add crystal asset beside score of text6 on the left side of it. var crystal = LK.getAsset('crystal', { anchorX: -12.8, anchorY: -2.2, x: text6.x - 20, // Position the crystal asset to the left of text6 y: text6.y }); game.addChild(crystal); var text7 = new Text2('200', { size: 33, fill: 0xad6d19 }); text7.anchor.set(-3.65, -1.9); // Center the text horizontally at the top text7.x = crystal.x + crystal.width / 2 + 10; // Position the text to the right of the crystal asset text7.y = crystal.y; // Align the text vertically with the crystal asset LK.gui.top.addChild(text7); var text8 = new Text2('200', { size: 33, fill: 0xad6d19 }); text8.anchor.set(-10.1, -1.9); // Center the text horizontally at the top LK.gui.top.addChild(text8); var grass = LK.getAsset('grass', { anchorX: 0.5, anchorY: -1, x: 1024, y: 1366, scaleX: 1, scaleY: 1 }); game.addChildAt(grass, 0); // Add sky asset to the game as background var sky = LK.getAsset('sky', { anchorX: 0.5, anchorY: 0.58, x: 1024, y: 1310, scaleX: 7, scaleY: 5.6 }); game.addChildAt(sky, 0); // Add dirt asset to the game as background var dirt = LK.getAsset('dirt', { anchorX: 0.06, anchorY: -1.66, x: 100, y: 500, scaleX: 19, scaleY: 3 }); game.addChildAt(dirt, 1); game.move = function (x, y, obj) {}; game.update = function () { houses.forEach(function (house) { // Logic for house updates }); // Removed the asset '5' from the screen };
===================================================================
--- original.js
+++ change.js
@@ -343,9 +343,9 @@
statusText3.setText('3/3');
}
}
};
-createBarWithTimer(tree1, 150, '2/3');
+createBarWithTimer(tree1, 150, '3/3');
// Initialize arrays and variables
var resources = [];
var houses = [];
var score = 200;
2D wreckage of wood, square, HD colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
House from the front facing the screen with big sign above it have description "SHOP", Hd colors
Flat cleared desert from the top, square Images only no diagonal, with one area of water, no text, no pixels of colors, no grids lines H/V. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
coin, have "AD" not "$", hd colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows