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Add stone5 asset to page2
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Add stone4 asset to page2
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Code edit (9 edits merged)
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Add stone3 asset to page2
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add stone2 to page2
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Add stone1 to page2
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Reorder wall1 to be added before resources and scores in Page4.
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Reorder wall1 with resources and scores position in page4.
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Add resources and scores to page4 as page1
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Hide wall1 in page4
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Remove duplicated resources and score texts from Page4
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Reorder wall1 with resources and scores to be on its front in Page4
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reorder resources and scores with wall1 to be on its front like in page1.
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Show wall1 in page4
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Add one
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Hide wall1 in page4
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Remove it
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Show it again
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Hide wall1 in page3
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reorder the position of wall1 with resources and scores in page3!
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Remove duplication of wall1 in page3!
/**** * Classes ****/ var Page0 = Container.expand(function () { var self = Container.call(this); // Get and automatically addChild to self asset with id 'woodarea' with the anchor point set to 0.5, 0.5 var background0 = self.attachAsset('background0', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 1.5, scaleY: 1.5 }); var woodarea = self.attachAsset('woodarea', { anchorX: 4.5, anchorY: 2.5, x: background0.x, // Sync initial x position with background0 y: background0.y // Sync initial y position with background0 }); self.addChild(woodarea); self.lastX = background0.x; self.lastY = background0.y; // Add drag functionality to the background1 image self.down = function (x, y, obj) { self.dragging = true; self.data = obj.data; self.initialClick = { x: x, y: y }; self.offset = { x: background0.x - x, y: background0.y - y }; }; self.up = function () { self.dragging = false; self.data = null; }; self.move = function (x, y, obj) { if (self.dragging) { // Check if we reached the Y position 1000 right now as we were not there before if (self.lastY <= 1000 && background0.y > 1000) { console.log("Background0 reached Y position 1000"); } // Check if woodarea reached the Y position 1500 right now as it was not there before if (self.lastY <= 1500 && woodarea.y > 1500) { console.log("Woodarea reached Y position 1500"); } // Check if we reached the X position 500 right now as we were not there before if (self.lastX <= 500 && background0.x > 500) { console.log("Background0 reached X position 500"); } // Check if we reached the X position 1500 right now as we were not there before if (self.lastX <= 1500 && background0.x > 1500) { console.log("Background0 reached X position 1500"); } var dx = x - self.initialClick.x; var dy = y - self.initialClick.y; background0.x = x + self.offset.x; background0.y = y + self.offset.y; woodarea.x = background0.x; // Sync woodarea's x position with background0 woodarea.y = background0.y; // Sync woodarea's y position with background0 gate1.x = background0.x; // Sync gate1's x position with background0 gate1.y = background0.y; // Sync gate1's y position with background0 gate2.x = background0.x; // Sync gate2's x position with background0 gate2.y = background0.y; // Sync gate2's y position with background0 gate3.x = background0.x; // Sync gate3's x position with background0 gate3.y = background0.y; // Sync gate3's y position with background0 gate4.x = background0.x; // Sync gate4's x position with background0 gate4.y = background0.y; // Sync gate4's y position with background0 gate5.x = background0.x; // Sync gate5's x position with background0 gate5.y = background0.y; // Sync gate5's y position with background0 gate6.x = background0.x; // Sync gate6's x position with background0 gate6.y = background0.y; // Sync gate6's y position with background0 self.initialClick = { x: x, y: y }; self.lastX = background0.x; self.lastY = background0.y; } }; // Get and automatically addChild to self asset with id 'gate1' with the anchor point set to 0.5, 0.5 var gate1 = self.attachAsset('gate1', { anchorX: 9.5, anchorY: 1.4, x: 1024, y: 1366 }); // Add click event to gate1 to navigate to Page1 gate1.down = function (x, y, obj) { // Navigate to Page1 page.visible = false; // Hide current page page = game.addChild(new Page1()); }; // Get and automatically addChild to self asset with id 'gate2' with the anchor point set to 0.5, 0.5 var gate2 = self.attachAsset('gate2', { anchorX: 5.5, anchorY: 0.8, x: 1024, y: 1366 }); // Add click event to gate2 to navigate to Page2 gate2.down = function (x, y, obj) { // Navigate to Page2 page.visible = false; // Hide current page page = game.addChild(new Page2()); }; // Get and automatically addChild to self asset with id 'gate3' with the anchor point set to 0.5, 0.5 var gate3 = self.attachAsset('gate3', { anchorX: 2.4, anchorY: -3.5, x: 1024, y: 1366 }); // Add click event to gate3 to navigate to Page3 gate3.down = function (x, y, obj) { // Navigate to Page3 page.visible = false; // Hide current page page = game.addChild(new Page3()); }; // Get and automatically addChild to self asset with id 'gate4' with the anchor point set to 0.5, 0.5 var gate4 = self.attachAsset('gate4', { anchorX: 9.8, anchorY: 9.8, x: 1024, y: 1366 }); gate4.x = background0.x; // Sync gate4's x position with background0 gate4.y = background0.y; // Sync gate4's y position with background0 // Add click event to gate4 to navigate to Page4 gate4.down = function (x, y, obj) { // Navigate to Page4 page.visible = false; // Hide current page page = game.addChild(new Page4()); }; // Get and automatically addChild to self asset with id 'gate5' with the anchor point set to 0.5, 0.5 var gate5 = self.attachAsset('gate5', { anchorX: 3, anchorY: 7, x: 1024, y: 1366 }); gate5.x = background0.x; // Sync gate5's x position with background0 gate5.y = background0.y; // Sync gate5's y position with background0 // Add click event to gate5 to navigate to Page5 gate5.down = function (x, y, obj) { // Navigate to Page5 page.visible = false; // Hide current page page = game.addChild(new Page5()); }; // Get and automatically addChild to self asset with id 'gate6' with the anchor point set to 0.5, 0.5 var gate6 = self.attachAsset('gate6', { anchorX: -6, anchorY: 7.5, x: 1024, y: 1366 }); gate6.x = background0.x; // Sync gate6's x position with background0 gate6.y = background0.y; // Sync gate6's y position with background0 // Add click event to gate6 to navigate to Page1 gate6.down = function (x, y, obj) { // Navigate to Page6 page.visible = false; // Hide current page page = game.addChild(new Page6()); }; }); // Create a Page1 class by using the LK expand method to extend Container. var Page1 = Container.expand(function () { var self = Container.call(this); var background1 = self.attachAsset('background1', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); var wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); // Add map asset to Page1 below the pause button var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, // Set position directly below the pause button y: 300 // Adjusted position to be directly below the pause button }); self.addChild(map); var mapText = new Text2('MAP', { size: 90, fill: 0xFFA500 // Orange color }); mapText.anchor.set(0.5, 0); mapText.x = map.x; mapText.y = map.y + map.height / 2 + 2; // Position directly below and closer to the map asset self.addChild(mapText); var build = self.attachAsset('Build', { anchorX: 0.5, anchorY: 0.5, x: map.x, y: mapText.y + mapText.height / 2 + 150 // Move 150 units further down below the MAP text }); self.addChild(build); var buildText = new Text2('BUILD', { size: 80, fill: 0xFFA500 // Orange color }); buildText.anchor.set(0.5, 0); buildText.x = build.x; buildText.y = build.y + build.height / 2 + 2; // Position directly below and closer to the build asset self.addChild(buildText); // Add click event to build to navigate to Page7 build.down = function (x, y, obj) { // Navigate to Page7 page.visible = false; // Hide current page page = game.addChild(new Page7()); }; map.down = function (x, y, obj) { // Navigate to Page0 page.visible = false; // Hide current page page = game.addChild(new Page0()); }; // Add wood asset to Page1 var tree1 = self.attachAsset('tree1', { anchorX: 0.5, anchorY: 0.5, x: 1500, // Center horizontally y: 500 // Position in the middle of the screen }); tree1.clickCount = 0; tree1.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree1.cooldownText.anchor.set(0.5, 0.5); tree1.cooldownText.x = tree1.x; tree1.cooldownText.y = tree1.y; tree1.cooldownText.visible = false; // Initially hidden self.addChild(tree1.cooldownText); tree1.down = function (x, y, obj) { handleTreeClick(tree1); statueText.setText(totalStatueScore); }; self.addChild(tree1); var tree2 = self.attachAsset('tree2', { anchorX: 0.5, anchorY: 0.5, x: 1200, // Position tree2 to the left of tree1 y: 500 // Align vertically with tree1 }); tree2.clickCount = 0; tree2.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree2.cooldownText.anchor.set(0.5, 0.5); tree2.cooldownText.x = tree2.x; tree2.cooldownText.y = tree2.y; tree2.cooldownText.visible = false; // Initially hidden self.addChild(tree2.cooldownText); tree2.down = function (x, y, obj) { handleTreeClick(tree2); statueText.setText(totalStatueScore); }; self.addChild(tree2); var tree3 = self.attachAsset('tree3', { anchorX: 0.5, anchorY: 0.5, x: 900, // Position tree3 to the left of tree2 y: 500 // Align vertically with tree2 }); tree3.clickCount = 0; tree3.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree3.cooldownText.anchor.set(0.5, 0.5); tree3.cooldownText.x = tree3.x; tree3.cooldownText.y = tree3.y; tree3.cooldownText.visible = false; // Initially hidden self.addChild(tree3.cooldownText); tree3.down = function (x, y, obj) { handleTreeClick(tree3); statueText.setText(totalStatueScore); }; self.addChild(tree3); var tree4 = self.attachAsset('tree4', { anchorX: 0.5, anchorY: 0.5, x: 600, // Position tree4 to the left of tree3 y: 500 // Align vertically with tree3 }); tree4.clickCount = 0; tree4.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree4.cooldownText.anchor.set(0.5, 0.5); tree4.cooldownText.x = tree4.x; tree4.cooldownText.y = tree4.y; tree4.cooldownText.visible = false; // Initially hidden self.addChild(tree4.cooldownText); tree4.down = function (x, y, obj) { handleTreeClick(tree4); statueText.setText(totalStatueScore); }; self.addChild(tree4); var tree5 = self.attachAsset('tree5', { anchorX: 0.5, anchorY: 0.5, x: 1500, // Align horizontally with tree1 y: 900 // Position tree5 below tree1 }); tree5.clickCount = 0; tree5.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree5.cooldownText.anchor.set(0.5, 0.5); tree5.cooldownText.x = tree5.x; tree5.cooldownText.y = tree5.y; tree5.cooldownText.visible = false; // Initially hidden self.addChild(tree5.cooldownText); tree5.down = function (x, y, obj) { handleTreeClick(tree5); statueText.setText(totalStatueScore); }; self.addChild(tree5); var tree6 = self.attachAsset('tree6', { anchorX: 0.5, anchorY: 0.5, x: 1200, // Align horizontally with tree2 y: 900 // Position tree6 below tree2 }); tree6.clickCount = 0; tree6.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree6.cooldownText.anchor.set(0.5, 0.5); tree6.cooldownText.x = tree6.x; tree6.cooldownText.y = tree6.y; tree6.cooldownText.visible = false; // Initially hidden self.addChild(tree6.cooldownText); tree6.down = function (x, y, obj) { handleTreeClick(tree6); statueText.setText(totalStatueScore); }; self.addChild(tree6); var tree7 = self.attachAsset('tree7', { anchorX: 0.5, anchorY: 0.5, x: 900, // Align horizontally with tree3 y: 900 // Position tree7 below tree3 }); tree7.clickCount = 0; tree7.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree7.cooldownText.anchor.set(0.5, 0.5); tree7.cooldownText.x = tree7.x; tree7.cooldownText.y = tree7.y; tree7.cooldownText.visible = false; // Initially hidden self.addChild(tree7.cooldownText); tree7.down = function (x, y, obj) { handleTreeClick(tree7); statueText.setText(totalStatueScore); }; self.addChild(tree7); var tree8 = self.attachAsset('tree8', { anchorX: 0.5, anchorY: 0.5, x: 600, // Align horizontally with tree4 y: 900 // Position tree8 below tree4 }); tree8.clickCount = 0; tree8.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree8.cooldownText.anchor.set(0.5, 0.5); tree8.cooldownText.x = tree8.x; tree8.cooldownText.y = tree8.y; tree8.cooldownText.visible = false; // Initially hidden self.addChild(tree8.cooldownText); tree8.down = function (x, y, obj) { handleTreeClick(tree8); statueText.setText(totalStatueScore); }; self.addChild(tree8); var tree9 = self.attachAsset('tree9', { anchorX: 0.5, anchorY: 0.5, x: 1500, // Align horizontally with tree5 y: 1300 // Position tree9 below tree5 }); tree9.clickCount = 0; tree9.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree9.cooldownText.anchor.set(0.5, 0.5); tree9.cooldownText.x = tree9.x; tree9.cooldownText.y = tree9.y; tree9.cooldownText.visible = false; // Initially hidden self.addChild(tree9.cooldownText); tree9.down = function (x, y, obj) { handleTreeClick(tree9); statueText.setText(totalStatueScore); }; self.addChild(tree9); var tree10 = self.attachAsset('tree10', { anchorX: 0.5, anchorY: 0.5, x: 1200, // Align horizontally with tree6 y: 1300 // Position tree10 below tree6 }); tree10.clickCount = 0; tree10.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree10.cooldownText.anchor.set(0.5, 0.5); tree10.cooldownText.x = tree10.x; tree10.cooldownText.y = tree10.y; tree10.cooldownText.visible = false; // Initially hidden self.addChild(tree10.cooldownText); tree10.down = function (x, y, obj) { handleTreeClick(tree10); statueText.setText(totalStatueScore); }; self.addChild(tree10); var tree11 = self.attachAsset('tree11', { anchorX: 0.5, anchorY: 0.5, x: 900, // Align horizontally with tree7 y: 1300 // Position tree11 below tree7 }); tree11.clickCount = 0; tree11.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree11.cooldownText.anchor.set(0.5, 0.5); tree11.cooldownText.x = tree11.x; tree11.cooldownText.y = tree11.y; tree11.cooldownText.visible = false; // Initially hidden self.addChild(tree11.cooldownText); tree11.down = function (x, y, obj) { handleTreeClick(tree11); statueText.setText(totalStatueScore); }; self.addChild(tree11); var tree12 = self.attachAsset('tree12', { anchorX: 0.5, anchorY: 0.5, x: 600, // Align horizontally with tree8 y: 1300 // Position tree12 below tree8 }); tree12.clickCount = 0; tree12.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree12.cooldownText.anchor.set(0.5, 0.5); tree12.cooldownText.x = tree12.x; tree12.cooldownText.y = tree12.y; tree12.cooldownText.visible = false; // Initially hidden self.addChild(tree12.cooldownText); tree12.down = function (x, y, obj) { handleTreeClick(tree12); statueText.setText(totalStatueScore); }; self.addChild(tree12); var tree13 = self.attachAsset('tree13', { anchorX: 0.5, anchorY: 0.5, x: 1500, // Align horizontally with tree9 y: 1700 // Position tree13 below tree9 }); tree13.clickCount = 0; tree13.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree13.cooldownText.anchor.set(0.5, 0.5); tree13.cooldownText.x = tree13.x; tree13.cooldownText.y = tree13.y; tree13.cooldownText.visible = false; // Initially hidden self.addChild(tree13.cooldownText); tree13.down = function (x, y, obj) { handleTreeClick(tree13); statueText.setText(totalStatueScore); }; self.addChild(tree13); var tree14 = self.attachAsset('tree14', { anchorX: 0.5, anchorY: 0.5, x: 1200, // Align horizontally with tree10 y: 1700 // Position tree14 below tree10 }); tree14.clickCount = 0; tree14.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree14.cooldownText.anchor.set(0.5, 0.5); tree14.cooldownText.x = tree14.x; tree14.cooldownText.y = tree14.y; tree14.cooldownText.visible = false; // Initially hidden self.addChild(tree14.cooldownText); tree14.down = function (x, y, obj) { handleTreeClick(tree14); statueText.setText(totalStatueScore); }; self.addChild(tree14); var tree15 = self.attachAsset('tree15', { anchorX: 0.5, anchorY: 0.5, x: 900, // Align horizontally with tree11 y: 1700 // Position tree15 below tree11 }); tree15.clickCount = 0; tree15.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree15.cooldownText.anchor.set(0.5, 0.5); tree15.cooldownText.x = tree15.x; tree15.cooldownText.y = tree15.y; tree15.cooldownText.visible = false; // Initially hidden self.addChild(tree15.cooldownText); tree15.down = function (x, y, obj) { handleTreeClick(tree15); statueText.setText(totalStatueScore); }; self.addChild(tree15); var tree16 = self.attachAsset('tree16', { anchorX: 0.5, anchorY: 0.5, x: 600, // Align horizontally with tree12 y: 1700 // Position tree16 below tree12 }); tree16.clickCount = 0; tree16.cooldownText = new Text2('3:00', { // Add cooldown text size: 80, fill: 0x8B4513 }); tree16.cooldownText.anchor.set(0.5, 0.5); tree16.cooldownText.x = tree16.x; tree16.cooldownText.y = tree16.y; tree16.cooldownText.visible = false; // Initially hidden self.addChild(tree16.cooldownText); tree16.down = function (x, y, obj) { handleTreeClick(tree16); statueText.setText(totalStatueScore); }; self.addChild(tree16); var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, // Position wood in the middle of the screen y: 2510 // Position wood below the trees }); // Add woodScoreText to Page1 var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; // Position statueText on the screen statueText.y = 2510; // Align vertically with the wood asset self.addChild(statueText); // Hide the statue beside the wood // statue.visible = false; // Commented out as statue is not defined var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, // Align horizontally with wood y: 2660 // Position silver directly below the wood }); // Add text for silver score beside silver asset var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silver.clickCount = 0; silver.down = function (x, y, obj) { silverScoreText.setText(silver.clickCount); // Update text without changing score }; silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; // Position text to the left of the silver silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, // Position stone in the middle of the screen y: 2510 // Position stone below the wood }); // Add text for stone score beside stone asset var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stone.clickCount = 0; stone.down = function (x, y, obj) { stoneScoreText.setText(stone.clickCount); // Update text without changing score }; stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; // Position text to the left of the stone stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, // Align horizontally with stone y: 2660 // Position gold below the stone }); // Add text for gold score beside gold asset var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); gold.clickCount = 0; gold.down = function (x, y, obj) { goldScoreText.setText(gold.clickCount); // Update text without changing score }; goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; // Position text to the left of the gold goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, // Position bronze in the middle of the screen y: 2510 // Position bronze above the stone }); // Add text for bronze score beside bronze asset var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronze.clickCount = 0; bronze.down = function (x, y, obj) { bronzeScoreText.setText(bronze.clickCount); // Update text without changing score }; bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; // Position text to the left of the bronze bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, // Align horizontally with bronze y: 2660 // Position crystal below the bronze }); // Add text for crystal score beside crystal asset var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystal.clickCount = 0; crystal.down = function (x, y, obj) { crystalScoreText.setText(crystal.clickCount); // Update text without changing score }; crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; // Position text to the left of the crystal crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); }); var Page2 = Container.expand(function () { var self = Container.call(this); var wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); self.addChild(wall1); // Add map asset to Page2 below the pause button var background2 = self.attachAsset('background2', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, scaleX: 2050 / 2048, // Match width of background1 scaleY: 2420 / 2732 // Match height of background1 }); // Add map asset to Page2 below the pause button var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 300 }); self.addChild(map); var mapText = new Text2('MAP', { size: 90, fill: 0xFFA500 // Orange color }); mapText.anchor.set(0.5, 0); mapText.x = map.x; mapText.y = map.y + map.height / 2 + 2; // Position directly below and closer to the map asset self.addChild(mapText); var build = self.attachAsset('Build', { anchorX: 0.5, anchorY: 0.5, x: map.x, y: mapText.y + mapText.height / 2 + 150 // Move 150 units further down below the MAP text }); self.addChild(build); var buildText = new Text2('BUILD', { size: 80, fill: 0xFFA500 // Orange color }); buildText.anchor.set(0.5, 0); buildText.x = build.x; buildText.y = build.y + build.height / 2 + 2; // Position directly below and closer to the build asset self.addChild(buildText); map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); }; // Add click event to build to navigate to Page7 build.down = function (x, y, obj) { // Navigate to Page7 game.removeChild(page); page = game.addChild(new Page7()); }; // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 }); self.addChild(wood); var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; statueText.y = 2510; self.addChild(statueText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2510 }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2660 }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2510 }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2660 }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); }); var Page3 = Container.expand(function () { var self = Container.call(this); var wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); wall1.visible = false; // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 }); self.addChild(wood); var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; statueText.y = 2510; self.addChild(statueText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2510 }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2660 }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2510 }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2660 }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); // Add map asset to Page3 below the pause button var background3 = self.attachAsset('background3', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, scaleX: 2050 / 2048, // Match width of background1 scaleY: 2420 / 2732 // Match height of background1 }); // Add map asset to Page3 below the pause button var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 300 }); self.addChild(map); var mapText = new Text2('MAP', { size: 90, fill: 0xFFA500 // Orange color }); mapText.anchor.set(0.5, 0); mapText.x = map.x; mapText.y = map.y + map.height / 2 + 2; // Position directly below and closer to the map asset self.addChild(mapText); var build = self.attachAsset('Build', { anchorX: 0.5, anchorY: 0.5, x: map.x, y: mapText.y + mapText.height / 2 + 150 // Move 150 units further down below the MAP text }); self.addChild(build); var buildText = new Text2('BUILD', { size: 80, fill: 0xFFA500 // Orange color }); buildText.anchor.set(0.5, 0); buildText.x = build.x; buildText.y = build.y + build.height / 2 + 2; // Position directly below and closer to the build asset self.addChild(buildText); map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); }; // Add click event to build to navigate to Page7 build.down = function (x, y, obj) { // Navigate to Page7 game.removeChild(page); page = game.addChild(new Page7()); }; // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 }); self.addChild(wood); var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; statueText.y = 2510; self.addChild(statueText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2510 }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2660 }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2510 }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2660 }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); }); var Page4 = Container.expand(function () { var self = Container.call(this); var wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 }); self.addChild(wood); var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; statueText.y = 2510; self.addChild(statueText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2510 }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2660 }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2510 }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2660 }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); self.addChild(wall1); // Add map asset to Page4 below the pause button var background4 = self.attachAsset('background4', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, scaleX: 2050 / 2048, // Match width of background1 scaleY: 2420 / 2732 // Match height of background1 }); // Add map asset to Page4 below the pause button var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 300 }); self.addChild(map); var mapText = new Text2('MAP', { size: 90, fill: 0xFFA500 // Orange color }); mapText.anchor.set(0.5, 0); mapText.x = map.x; mapText.y = map.y + map.height / 2 + 2; // Position directly below and closer to the map asset self.addChild(mapText); var build = self.attachAsset('Build', { anchorX: 0.5, anchorY: 0.5, x: map.x, y: mapText.y + mapText.height / 2 + 150 // Move 150 units further down below the MAP text }); self.addChild(build); var buildText = new Text2('BUILD', { size: 80, fill: 0xFFA500 // Orange color }); buildText.anchor.set(0.5, 0); buildText.x = build.x; buildText.y = build.y + build.height / 2 + 2; // Position directly below and closer to the build asset self.addChild(buildText); map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); }; // Add click event to build to navigate to Page7 build.down = function (x, y, obj) { // Navigate to Page7 game.removeChild(page); page = game.addChild(new Page7()); }; }); // Create a Page5 class by using the LK expand method to extend Container. var Page5 = Container.expand(function () { var self = Container.call(this); var wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); self.addChild(wall1); // Add map asset to Page5 below the pause button var background5 = self.attachAsset('background5', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, scaleX: 2050 / 2048, // Match width of background1 scaleY: 2420 / 2732 // Match height of background1 }); // Add map asset to Page5 below the pause button var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 300 }); self.addChild(map); var mapText = new Text2('MAP', { size: 90, fill: 0xFFA500 // Orange color }); mapText.anchor.set(0.5, 0); mapText.x = map.x; mapText.y = map.y + map.height / 2 + 2; // Position directly below and closer to the map asset self.addChild(mapText); var build = self.attachAsset('Build', { anchorX: 0.5, anchorY: 0.5, x: map.x, y: mapText.y + mapText.height / 2 + 150 // Move 150 units further down below the MAP text }); self.addChild(build); var buildText = new Text2('BUILD', { size: 80, fill: 0xFFA500 // Orange color }); buildText.anchor.set(0.5, 0); buildText.x = build.x; buildText.y = build.y + build.height / 2 + 2; // Position directly below and closer to the build asset self.addChild(buildText); map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); }; // Add click event to build to navigate to Page7 build.down = function (x, y, obj) { // Navigate to Page7 game.removeChild(page); page = game.addChild(new Page7()); }; // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 }); self.addChild(wood); var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; statueText.y = 2510; self.addChild(statueText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2510 }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2660 }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2510 }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2660 }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); }); var Page6 = Container.expand(function () { var self = Container.call(this); var wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); self.addChild(wall1); // Add map asset to Page6 below the pause button var background6 = self.attachAsset('background6', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, scaleX: 2050 / 2048, // Match width of background1 scaleY: 2420 / 2732 // Match height of background1 }); // Add map asset to Page6 below the pause button var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 300 }); self.addChild(map); var mapText = new Text2('MAP', { size: 90, fill: 0xFFA500 // Orange color }); mapText.anchor.set(0.5, 0); mapText.x = map.x; mapText.y = map.y + map.height / 2 + 2; // Position directly below and closer to the map asset self.addChild(mapText); var build = self.attachAsset('Build', { anchorX: 0.5, anchorY: 0.5, x: map.x, y: mapText.y + mapText.height / 2 + 150 // Move 150 units further down below the MAP text }); self.addChild(build); var buildText = new Text2('BUILD', { size: 80, fill: 0xFFA500 // Orange color }); buildText.anchor.set(0.5, 0); buildText.x = build.x; buildText.y = build.y + build.height / 2 + 2; // Position directly below and closer to the build asset self.addChild(buildText); // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 }); self.addChild(wood); var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; statueText.y = 2510; self.addChild(statueText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2510 }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2660 }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2510 }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2660 }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); }; // Add click event to build to navigate to Page7 build.down = function (x, y, obj) { // Navigate to Page7 game.removeChild(page); page = game.addChild(new Page7()); }; }); var Page7 = Container.expand(function () { var self = Container.call(this); var wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); self.addChild(wall1); // Add map asset to Page7 below the pause button var background7 = self.attachAsset('background7', { anchorX: 0.0, anchorY: 0.0, x: 0, y: 0, scaleX: 2050 / 2048, // Match width of background1 scaleY: 2420 / 2732 // Match height of background1 }); // Add map asset to Page7 below the pause button var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 300 }); self.addChild(map); var mapText = new Text2('MAP', { size: 90, fill: 0xFFA500 // Orange color }); mapText.anchor.set(0.5, 0); mapText.x = map.x; mapText.y = map.y + map.height / 2 + 2; // Position directly below and closer to the map asset self.addChild(mapText); // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 }); self.addChild(wood); var statueText = new Text2('0', { size: 70, fill: 0x471e00 }); statueText.anchor.set(1, 0.5); statueText.x = 1800; statueText.y = 2510; self.addChild(statueText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); silverScoreText.anchor.set(1, 0.5); silverScoreText.x = silver.x - 90; silverScoreText.y = silver.y; self.addChild(silverScoreText); var stone = self.attachAsset('stone', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2510 }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); stoneScoreText.x = stone.x - 90; stoneScoreText.y = stone.y; self.addChild(stoneScoreText); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: 1220, y: 2660 }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); goldScoreText.anchor.set(1, 0.5); goldScoreText.x = gold.x - 90; goldScoreText.y = gold.y; self.addChild(goldScoreText); var bronze = self.attachAsset('bronze', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2510 }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.x = bronze.x - 90; bronzeScoreText.y = bronze.y; self.addChild(bronzeScoreText); var crystal = self.attachAsset('crystal', { anchorX: 0.5, anchorY: 0.5, x: 595, y: 2660 }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); crystalScoreText.anchor.set(1, 0.5); crystalScoreText.x = crystal.x - 90; crystalScoreText.y = crystal.y; self.addChild(crystalScoreText); map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); }; }); var Tree = Container.expand(function (assetId, x, y) { var self = Container.call(this); var tree = self.attachAsset(assetId, { anchorX: -1.1, anchorY: 3, x: x, y: y }); tree.clickCount = 0; self.addChild(tree); self.getClickCount = function () { return tree.clickCount; }; self.incrementClickCount = function () { tree.clickCount += 1; }; self.hide = function () { tree.visible = false; }; return self; }); var WoodScoreText = Container.expand(function () { var self = Container.call(this); var woodScoreText = new Text2('0', { size: 70, fill: 0x471e00 }); woodScoreText.anchor.set(1, 0.5); self.addChild(woodScoreText); self.setText = function (text) { woodScoreText.setText(text); }; self.getText = function () { return woodScoreText.text; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); } function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure 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 _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 _iterableToArrayLimit(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles(r) { if (Array.isArray(r)) { return r; } } var totalStatueScore = 0; // Initialize totalStatueScore to fix ReferenceError var wood = {}; // Initialize wood object without clickCount property var lastStatueScore = 0; // Initialize lastStatueScore to store the last known score var silver = {}; // Initialize silver object without clickCount property var lastSilverScore = 0; // Initialize lastSilverScore to store the last known silver score var stone = {}; // Initialize stone object without clickCount property var lastStoneScore = 0; // Initialize lastStoneScore to store the last known stone score var gold = {}; // Initialize gold object without clickCount property var lastGoldScore = 0; // Initialize lastGoldScore to store the last known gold score var bronze = {}; // Initialize bronze object without clickCount property var lastBronzeScore = 0; // Initialize lastBronzeScore to store the last known bronze score var crystal = {}; // Initialize crystal object without clickCount property var lastCrystalScore = 0; // Initialize lastCrystalScore to store the last known crystal score // Function to update last known scores function updateLastScores() { lastStatueScore = totalStatueScore; lastSilverScore = silver.clickCount; lastStoneScore = stone.clickCount; lastGoldScore = gold.clickCount; lastBronzeScore = bronze.clickCount; lastCrystalScore = crystal.clickCount; lastWoodScore = wood.clickCount; // Add woodScore to updateLastScores } var statueText = new Text2(lastStatueScore.toString(), { size: 70, fill: 0x471e00 }); // Initialize statueText in the global scope var page = game.addChild(new Page0()); //{0.b} // Define tree variables to fix 'not defined' error LK.setTimeout(function () { // Function to save tree cooldowns to local storage function saveTreeCooldowns() { var treeCooldowns = []; for (var i = 1; i <= 16; i++) { var tree = eval("tree".concat(i)); if (tree.cooldownText.visible) { treeCooldowns.push({ id: i, cooldown: tree.cooldownText.getText() }); } } localStorage.setItem('treeCooldowns', JSON.stringify(treeCooldowns)); } // Function to restore tree cooldowns from local storage function restoreTreeCooldowns() { var storedTreeCooldowns = typeof localStorage !== 'undefined' ? localStorage.getItem('treeCooldowns') : null; var treeCooldowns = storedTreeCooldowns ? JSON.parse(storedTreeCooldowns) : []; treeCooldowns.forEach(function (treeData) { var tree = eval("tree".concat(treeData.id)); var _treeData$cooldown$sp = treeData.cooldown.split(':').map(Number), _treeData$cooldown$sp2 = _slicedToArray(_treeData$cooldown$sp, 2), minutes = _treeData$cooldown$sp2[0], seconds = _treeData$cooldown$sp2[1]; var totalSeconds = minutes * 60 + seconds; tree.clickCount = 3; tree.visible = false; tree.cooldownText.visible = true; tree.cooldownText.setText(treeData.cooldown); var cooldown = totalSeconds; var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; tree.cooldownText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); tree.clickCount = 0; tree.visible = true; tree.cooldownText.visible = false; } }, 1000); }); } // Call restoreTreeCooldowns when the game starts restoreTreeCooldowns(); var storedWood = typeof localStorage !== 'undefined' ? localStorage.getItem('wood') : null; if (storedWood) { wood.clickCount = JSON.parse(storedWood); woodScoreText.setText(wood.clickCount); // Set woodScoreText to restored value } var storedLastScores = typeof localStorage !== 'undefined' ? localStorage.getItem('lastScores') : null; if (storedLastScores) { var lastScores = JSON.parse(storedLastScores); lastStatueScore = lastScores.statue || 0; lastSilverScore = lastScores.silver || 0; lastStoneScore = lastScores.stone || 0; lastGoldScore = lastScores.gold || 0; lastBronzeScore = lastScores.bronze || 0; lastCrystalScore = lastScores.crystal || 0; statueText.setText(lastStatueScore); silverScoreText.setText(lastSilverScore); stoneScoreText.setText(lastStoneScore); goldScoreText.setText(lastGoldScore); bronzeScoreText.setText(lastBronzeScore); crystalScoreText.setText(lastCrystalScore); } // Save tree cooldowns before navigating away from the page LK.on('beforeunload', function () { saveTreeCooldowns(); localStorage.setItem('wood', JSON.stringify(wood.clickCount)); localStorage.setItem('lastScores', JSON.stringify({ //{0.b} statue: lastStatueScore, //{0.b} silver: lastSilverScore, //{0.b} stone: lastStoneScore, //{0.b} gold: lastGoldScore, //{0.b} bronze: lastBronzeScore, //{0.b} crystal: lastCrystalScore, //{0.b} wood: lastWoodScore // Add woodScore to save in local storage //{0.b} })); //{0.b} }); //{0.b}; }, 30000); // 30 seconds delay ; //{0.b}; ; //{0.b} function handleTreeClick(tree) { if (tree.clickCount < 3) { tree.clickCount++; if (tree.clickCount === 3) { tree.visible = false; // Use the visible property to hide the tree tree.cooldownText.visible = true; // Show cooldown text when tree is hidden var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; tree.cooldownText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); tree.clickCount = 0; // Reset click count after 3 minutes tree.visible = true; // Make the tree visible again tree.cooldownText.visible = false; // Hide cooldown text when tree becomes visible } }, 1000); // Decrease every second } // Increase statueText by 5 for each tree click updateLastScores(); // Update last known scores for all resources totalStatueScore += 5; statueText.setText(totalStatueScore); // Log the click count for the tree console.log("Tree clicked ".concat(tree.clickCount, " times.")); } }
===================================================================
--- original.js
+++ change.js
@@ -877,9 +877,9 @@
x: 1024,
// Center horizontally
y: 2732 // Position at the bottom
});
- self.addChild(wall1);
+ wall1.visible = false;
// Add resources and score similar to Page1
var wood = self.attachAsset('wood', {
anchorX: 0.5,
anchorY: 0.5,
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
coin with colors, have "DA", hd colors. have black circles and black line for the "DA", between the 2 circles do small black lines all around. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Modern App Store icon, square with rounded corners, HD colors for a 2d game titled "The Collector" and with the description "about building houses and trees and decorations on a map to make it look like city, which then generate "DA" coins after a countdown timer expires. Players can collect these coins to increase their score, which they can then use to purchase more houses and trees and decorations from the shop button on the middle left side of the screen". with text on the middle top of the banner "the collector"!