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Change the trees assets size to 100x100
Code edit (1 edits merged)
Please save this source code
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Below the pause button from the left side!
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Set the Build and its text directly below the pause button
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Remove page4 5 6
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Remove page3
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Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1047
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1047
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1047
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Remove page2
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1606
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1606
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1606
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1606
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1606
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1606
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1604
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1603
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1603
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1603
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1608
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1603
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1608
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Please fix the bug: 'map is not defined' in or related to this line: 'map.down = function (x, y, obj) {' Line Number: 1601
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Please fix the bug: 'map is not defined' in or related to this line: 'var build = self.attachAsset('Build', {' Line Number: 1494
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { lastScores: { silver: 0, stone: 0, gold: 0, bronze: 0, crystal: 0, wood: 0 } }); /**** * Classes ****/ var Page2 = Container.expand(function () { var self = Container.call(this); restoreStoneCooldowns(); // Restore stone cooldowns when navigating to Page2 // 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 }); 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 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); var map = self.attachAsset('Map', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 300 }); self.addChild(map); // 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 woodScoreText = new Text2('0', { size: 70, fill: 0x471e00 }); woodScoreText.anchor.set(1, 0.5); woodScoreText.x = 1800; woodScoreText.y = 2510; self.addChild(woodScoreText); 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 }); stone.clickCount = 0; // Initialize stone score independently for Page2 self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); 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 stone1 = self.attachAsset('stone1', { anchorX: 0.5, anchorY: 0.5, x: 1260, y: 1860 }); stone1.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone1.clickCount = (stone1.clickCount || 0) + 1; if (stone1.clickCount >= 3) { stone1.visible = false; // Hide stone1 after 3 clicks stone1TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone1TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone1.clickCount = 0; // Reset click count stone1.visible = true; // Make stone visible again stone1TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone1TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone1TimeText.anchor.set(0.5, 0.5); stone1TimeText.x = stone1.x; stone1TimeText.y = stone1.y; stone1TimeText.visible = false; // Make timetext invisible self.addChild(stone1TimeText); self.addChild(stone1); var stone2 = self.attachAsset('stone2', { anchorX: 0.5, anchorY: 0.5, x: 1660, y: 2150 }); stone2.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone2.clickCount = (stone2.clickCount || 0) + 1; if (stone2.clickCount >= 3) { stone2.visible = false; // Hide stone2 after 3 clicks stone2TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone2TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone2.clickCount = 0; // Reset click count stone2.visible = true; // Make stone visible again stone2TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone2TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone2TimeText.anchor.set(0.5, 0.5); stone2TimeText.x = stone2.x; stone2TimeText.y = stone2.y; stone2TimeText.visible = false; // Make timetext invisible self.addChild(stone2TimeText); self.addChild(stone2); var stone3 = self.attachAsset('stone3', { anchorX: 0.5, anchorY: 0.5, x: 600, y: 2290 }); stone3.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone3.clickCount = (stone3.clickCount || 0) + 1; if (stone3.clickCount >= 3) { stone3.visible = false; // Hide stone3 after 3 clicks stone3TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone3TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone3.clickCount = 0; // Reset click count stone3.visible = true; // Make stone visible again stone3TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone3TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone3TimeText.anchor.set(0.5, 0.5); stone3TimeText.x = stone3.x; stone3TimeText.y = stone3.y; stone3TimeText.visible = false; // Make timetext invisible self.addChild(stone3TimeText); self.addChild(stone3); var stone4 = self.attachAsset('stone4', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 1720 }); stone4.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone4.clickCount = (stone4.clickCount || 0) + 1; if (stone4.clickCount >= 3) { stone4.visible = false; // Hide stone4 after 3 clicks stone4TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone4TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone4.clickCount = 0; // Reset click count stone4.visible = true; // Make stone visible again stone4TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone4TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone4TimeText.anchor.set(0.5, 0.5); stone4TimeText.x = stone4.x; stone4TimeText.y = stone4.y; stone4TimeText.visible = false; // Make timetext invisible self.addChild(stone4TimeText); self.addChild(stone4); var stone5 = self.attachAsset('stone5', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2250 }); stone5.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone5.clickCount = (stone5.clickCount || 0) + 1; if (stone5.clickCount >= 3) { stone5.visible = false; // Hide stone5 after 3 clicks stone5TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone5TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone5.clickCount = 0; // Reset click count stone5.visible = true; // Make stone visible again stone5TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone5TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone5TimeText.anchor.set(0.5, 0.5); stone5TimeText.x = stone5.x; stone5TimeText.y = stone5.y; stone5TimeText.visible = false; // Make timetext invisible self.addChild(stone5TimeText); self.addChild(stone5); var stone6 = self.attachAsset('stone6', { anchorX: 0.5, anchorY: 0.5, x: 1120, y: 2300 }); stone6.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone6.clickCount = (stone6.clickCount || 0) + 1; if (stone6.clickCount >= 3) { stone6.visible = false; // Hide stone6 after 3 clicks stone6TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone6TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone6.clickCount = 0; // Reset click count stone6.visible = true; // Make stone visible again stone6TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone6TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone6TimeText.anchor.set(0.5, 0.5); stone6TimeText.x = stone6.x; stone6TimeText.y = stone6.y; stone6TimeText.visible = false; // Make timetext invisible self.addChild(stone6TimeText); self.addChild(stone6); var stone7 = self.attachAsset('stone7', { anchorX: 0.5, anchorY: 0.5, x: 770, y: 1720 }); stone7.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone7.clickCount = (stone7.clickCount || 0) + 1; if (stone7.clickCount >= 3) { stone7.visible = false; // Hide stone7 after 3 clicks stone7TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone7TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone7.clickCount = 0; // Reset click count stone7.visible = true; // Make stone visible again stone7TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone7TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone7TimeText.anchor.set(0.5, 0.5); stone7TimeText.x = stone7.x; stone7TimeText.y = stone7.y; stone7TimeText.visible = false; // Make timetext invisible self.addChild(stone7TimeText); self.addChild(stone7); var stone8 = self.attachAsset('stone8', { anchorX: 0.5, anchorY: 0.5, x: 1560, y: 2020 }); stone8.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone8.clickCount = (stone8.clickCount || 0) + 1; if (stone8.clickCount >= 3) { stone8.visible = false; // Hide stone8 after 3 clicks stone8TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone8TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone8.clickCount = 0; // Reset click count stone8.visible = true; // Make stone visible again stone8TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone8TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone8TimeText.anchor.set(0.5, 0.5); stone8TimeText.x = stone8.x; stone8TimeText.y = stone8.y; stone8TimeText.visible = false; // Make timetext invisible self.addChild(stone8TimeText); self.addChild(stone8); var stone9 = self.attachAsset('stone9', { anchorX: 0.5, anchorY: 0.5, x: 1600, y: 2320 }); stone9.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone9.clickCount = (stone9.clickCount || 0) + 1; if (stone9.clickCount >= 3) { stone9.visible = false; // Hide stone9 after 3 clicks stone9TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone9TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone9.clickCount = 0; // Reset click count stone9.visible = true; // Make stone visible again stone9TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone9TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone9TimeText.anchor.set(0.5, 0.5); stone9TimeText.x = stone9.x; stone9TimeText.y = stone9.y; stone9TimeText.visible = false; // Make timetext invisible self.addChild(stone9TimeText); self.addChild(stone9); var stone10 = self.attachAsset('stone10', { anchorX: 0.5, anchorY: 0.5, x: 1100, y: 2050 }); stone10.down = function (x, y, obj) { if (page instanceof Page2) { stone.clickCount += 5; // Increase stone score by 5 stoneScoreText.setText(stone.clickCount); // Update stone score text stone10.clickCount = (stone10.clickCount || 0) + 1; if (stone10.clickCount >= 3) { stone10.visible = false; // Hide stone10 after 3 clicks stone10TimeText.visible = true; // Make timetext visible var cooldown = 180; // 3 minutes in seconds var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone10TimeText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone10.clickCount = 0; // Reset click count stone10.visible = true; // Make stone visible again stone10TimeText.visible = false; // Hide timetext } }, 1000, true); // Decrease every second, continue even when page is not active } } }; var stone10TimeText = new Text2('3:00', { size: 80, fill: 0xffffff // White color }); stone10TimeText.anchor.set(0.5, 0.5); stone10TimeText.x = stone10.x; stone10TimeText.y = stone10.y; stone10TimeText.visible = false; // Make timetext invisible self.addChild(stone10TimeText); self.addChild(stone10); 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 = true; // 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 woodScoreText = new Text2('0', { size: 70, fill: 0x471e00 }); woodScoreText.anchor.set(1, 0.5); woodScoreText.x = 1800; woodScoreText.y = 2510; self.addChild(woodScoreText); 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 }); bronze.clickCount = 0; // Initialize bronze score independently for Page3 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 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); // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 // Position wood below the trees }); self.addChild(wood); var woodScoreText = new Text2('0', { size: 70, fill: 0x471e00 }); woodScoreText.anchor.set(1, 0.5); woodScoreText.x = 1800; // Position woodScoreText on the screen woodScoreText.y = 2510; // Align vertically with the wood asset self.addChild(woodScoreText); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 // Position silver directly below the wood }); silver.clickCount = 0; // Initialize silver score independently for Page4 self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); 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, y: 2510 // Position stone below the wood }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); 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, y: 2660 // Position gold below the stone }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); 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, y: 2510 // Position bronze above the stone }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); 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, y: 2660 // Position crystal below the bronze }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); 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 wall1 = self.attachAsset('wall1', { anchorX: 0.5, anchorY: 1.0, x: 1024, // Center horizontally y: 2732 // Position at the bottom }); wall1.visible = true; self.addChild(wall1); // Add resources and score similar to Page1 var wood = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2510 // Position wood below the trees }); self.addChild(wood); 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); var silver = self.attachAsset('silver', { anchorX: 0.5, anchorY: 0.5, x: 1902, y: 2660 // Position silver directly below the wood }); self.addChild(silver); var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); 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, y: 2510 // Position stone below the wood }); self.addChild(stone); var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); 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, y: 2660 // Position gold below the stone }); self.addChild(gold); var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); 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, y: 2510 // Position bronze above the stone }); self.addChild(bronze); var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); 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, y: 2660 // Position crystal below the bronze }); self.addChild(crystal); var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); 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); // 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 woodScoreText = new Text2('0', { size: 70, fill: 0x471e00 }); woodScoreText.anchor.set(1, 0.5); woodScoreText.x = 1800; woodScoreText.y = 2510; self.addChild(woodScoreText); 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 }); gold.clickCount = 0; // Initialize gold score independently for Page5 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 woodScoreText = new Text2('0', { size: 70, fill: 0x471e00 }); woodScoreText.anchor.set(1, 0.5); woodScoreText.x = 1800; woodScoreText.y = 2510; self.addChild(woodScoreText); 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 }); crystal.clickCount = 0; // Initialize crystal score independently for Page6 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); // Add map asset to Page7 below the pause button var background7 = self.attachAsset('background7', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2050 / 2048, // Match width of background1 scaleY: 2420 / 2732 // Match height of background1 }); // Add drag functionality to the background7 image self.lastX = background7.x; self.lastY = background7.y; self.down = function (x, y, obj) { self.dragging = true; self.data = obj.data; self.initialClick = { x: x, y: y }; self.offset = { x: background7.x - x, y: background7.y - y }; }; self.up = function () { self.dragging = false; self.data = null; }; self.move = function (x, y, obj) { if (self.dragging) { var dx = x - self.initialClick.x; var dy = y - self.initialClick.y; background7.x = x + self.offset.x; background7.y = y + self.offset.y; self.initialClick = { x: x, y: y }; self.lastX = background7.x; self.lastY = background7.y; } }; 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 Build asset to Page7 below the map var build = self.attachAsset('Build', { anchorX: 0.5, anchorY: 0.5, x: 1024, // Center horizontally on the page y: 500 // Position below the wall1 asset }); 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 woodScoreText = new Text2('0', { size: 70, fill: 0x471e00 }); woodScoreText.anchor.set(1, 0.5); woodScoreText.x = 1800; woodScoreText.y = 2510; self.addChild(woodScoreText); 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 ****/ var lastScores = storage.lastScores || {}; var lastSilverScore = lastScores.silver || 0; var lastStoneScore = lastScores.stone || 0; var lastGoldScore = lastScores.gold || 0; var lastBronzeScore = lastScores.bronze || 0; var lastCrystalScore = lastScores.crystal || 0; var lastWoodScore = lastScores.wood || 0; var wood = { clickCount: 0 }; // Define wood object for global use wood.clickCount = lastWoodScore; var silver = { clickCount: 0 }; // Define silver object for global use silver.clickCount = lastSilverScore; var stone = { clickCount: 0 }; // Define stone object stone.clickCount = lastStoneScore; var gold = { clickCount: 0 }; // Define gold object gold.clickCount = lastGoldScore; var bronze = { clickCount: 0 }; // Define bronze object bronze.clickCount = lastBronzeScore; var crystal = { clickCount: 0 }; // Define crystal object crystal.clickCount = lastCrystalScore; function _slicedToArray2(r, e) { return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2(); } function _nonIterableRest2() { 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 _unsupportedIterableToArray2(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray2(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$/.test(t) ? _arrayLikeToArray2(r, a) : void 0; } } function _arrayLikeToArray2(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit2(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles2(r) { if (Array.isArray(r)) { return r; } } function saveStoneCooldowns() { var stoneCooldowns = []; for (var i = 1; i <= 10; i++) { var stone = window["stone" + i]; if (stone && stone.timetext && stone.timetext.visible) { stoneCooldowns.push({ id: i, cooldown: stone.timetext.getText() }); } } if (typeof localStorage !== 'undefined') { localStorage.setItem('stoneCooldowns', JSON.stringify(stoneCooldowns)); } } function restoreStoneCooldowns() { var storedStoneCooldowns = typeof localStorage !== 'undefined' ? localStorage.getItem('stoneCooldowns') : null; var stoneCooldowns = storedStoneCooldowns ? JSON.parse(storedStoneCooldowns) : []; stoneCooldowns.forEach(function (stoneData) { var stone = window["stone" + stoneData.id]; var _stoneData$cooldown$s = stoneData.cooldown.split(':').map(Number), _stoneData$cooldown$s2 = _slicedToArray2(_stoneData$cooldown$s, 2), minutes = _stoneData$cooldown$s2[0], seconds = _stoneData$cooldown$s2[1]; var totalSeconds = minutes * 60 + seconds; stone.clickCount = 3; stone.visible = false; stone.timetext.visible = true; stone.timetext.setText(stoneData.cooldown); var cooldown = totalSeconds; var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; stone.timetext.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); stone.clickCount = 0; stone.visible = true; stone.timetext.visible = false; } }, 1000); }); } 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.timetext.visible = true; // Show timetext when tree is hidden var cooldown = 180; // 3 minutes in seconds var _interval = function interval() { if (cooldown > 0) { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; tree.timetext.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); LK.setTimeout(_interval, 1000); } else { tree.clickCount = 0; // Reset click count after 3 minutes tree.visible = true; // Make the tree visible again tree.timetext.visible = false; // Hide timetext when tree becomes visible } }; LK.setTimeout(_interval, 1000); } updateLastScores(); // Update last known scores for all resources var currentPage = page.constructor.name; if (!pageScores[currentPage]) { pageScores[currentPage] = { wood: { clickCount: 0 }, silver: { clickCount: 0 }, stone: { clickCount: 0 }, gold: { clickCount: 0 }, bronze: { clickCount: 0 }, crystal: { clickCount: 0 } }; } pageScores[currentPage].wood.clickCount = wood.clickCount; // Update score text for each resource woodScoreText.setText(wood.clickCount); silverScoreText.setText(silver.clickCount); stoneScoreText.setText(stone.clickCount); goldScoreText.setText(gold.clickCount); bronzeScoreText.setText(bronze.clickCount); crystalScoreText.setText(crystal.clickCount); // Log the click count for the tree console.log("Tree clicked ".concat(tree.clickCount, " times.")); } } var wood = { clickCount: 0 }; // Define wood object for global use var pageScores = { Page1: { wood: { clickCount: 0 } }, Page2: { stone: { clickCount: 0 } }, Page3: { bronze: { clickCount: 0 } }, Page4: { silver: { clickCount: 0 } }, Page5: { gold: { clickCount: 0 } }, Page6: { crystal: { clickCount: 0 } } }; // Initialize pageScores for each page var woodScoreText = new WoodScoreText(); woodScoreText.setText(lastWoodScore); // Set woodScoreText to last known score var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); // Define silverScoreText in the global scope silverScoreText.anchor.set(1, 0.5); silverScoreText.setText(lastSilverScore); // Set silverScoreText to last known score var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); // Define stoneScoreText in the global scope stoneScoreText.anchor.set(1, 0.5); stoneScoreText.setText(lastStoneScore); // Set stoneScoreText to last known score var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); // Define goldScoreText in the global scope goldScoreText.anchor.set(1, 0.5); goldScoreText.setText(lastGoldScore); // Set goldScoreText to last known score var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); // Define bronzeScoreText in the global scope bronzeScoreText.anchor.set(1, 0.5); bronzeScoreText.setText(lastBronzeScore); // Set bronzeScoreText to last known score var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); // Define crystalScoreText in the global scope crystalScoreText.anchor.set(1, 0.5); crystalScoreText.setText(lastCrystalScore); // Set crystalScoreText to last known score // Initialize storage time if not already set if (!storage.time) { storage.time = new Date().getTime(); } // Calculate time elapsed since last visit var currentTime = new Date().getTime(); var timeElapsed = currentTime - storage.time; console.log('Time Elapsed:', timeElapsed); // Update storage time to current time storage.time = currentTime; // Function to update tree cooldowns based on time elapsed function updateTreeCooldowns(timeElapsed) { var secondsElapsed = Math.floor(timeElapsed / 1000); for (var i = 1; i <= 16; i++) { var tree = window["tree" + i]; if (tree && tree.timetext && tree.timetext.visible) { var _tree$timetext$getTe = tree.timetext.getText().split(':').map(Number), _tree$timetext$getTe2 = _slicedToArray(_tree$timetext$getTe, 2), minutes = _tree$timetext$getTe2[0], seconds = _tree$timetext$getTe2[1]; var totalSeconds = minutes * 60 + seconds; totalSeconds = Math.max(0, totalSeconds - secondsElapsed); minutes = Math.floor(totalSeconds / 60); seconds = totalSeconds % 60; tree.timetext.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (totalSeconds <= 0) { tree.clickCount = 0; tree.visible = true; tree.timetext.visible = false; } } } } // Update tree cooldowns based on time elapsed updateTreeCooldowns(timeElapsed); function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); } function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.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 pageScores = { Page1: { wood: { clickCount: 0 }, silver: { clickCount: 0 }, stone: { clickCount: 0 }, gold: { clickCount: 0 }, bronze: { clickCount: 0 }, crystal: { clickCount: 0 } }, Page2: { wood: { clickCount: 0 }, silver: { clickCount: 0 }, stone: { clickCount: 0 }, gold: { clickCount: 0 }, bronze: { clickCount: 0 }, crystal: { clickCount: 0 } }, Page3: { wood: { clickCount: 0 }, silver: { clickCount: 0 }, stone: { clickCount: 0 }, gold: { clickCount: 0 }, bronze: { clickCount: 0 }, crystal: { clickCount: 0 } }, Page4: { wood: { clickCount: 0 }, silver: { clickCount: 0 }, stone: { clickCount: 0 }, gold: { clickCount: 0 }, bronze: { clickCount: 0 }, crystal: { clickCount: 0 } }, Page5: { wood: { clickCount: 0 }, silver: { clickCount: 0 }, stone: { clickCount: 0 }, gold: { clickCount: 0 }, bronze: { clickCount: 0 }, crystal: { clickCount: 0 } }, Page6: { wood: { clickCount: 0 }, silver: { clickCount: 0 }, stone: { clickCount: 0 }, gold: { clickCount: 0 }, bronze: { clickCount: 0 }, crystal: { clickCount: 0 } } }; var stoneScoreText = new Text2('0', { size: 70, fill: 0x00ff00 }); stoneScoreText.anchor.set(1, 0.5); var lastWoodScore = 0; // Initialize lastWoodScore to store the last known wood score var silver = { clickCount: 0 }; // Define silver object var silverScoreText = new Text2('0', { size: 70, fill: 0xc0c0c0 }); // Define silverScoreText in the global scope var lastSilverScore = 0; // Initialize lastSilverScore to store the last known silver score var stone = { clickCount: 0 }; // Define stone object var lastStoneScore = 0; // Initialize lastStoneScore to store the last known stone score var gold = { clickCount: 0 }; // Define gold object var goldScoreText = new Text2('0', { size: 70, fill: 0xffd700 }); // Define goldScoreText in the global scope var lastGoldScore = 0; // Initialize lastGoldScore to store the last known gold score var bronze = { clickCount: 0 }; // Define bronze object var bronzeScoreText = new Text2('0', { size: 70, fill: 0xcd7f32 }); // Define bronzeScoreText in the global scope var lastBronzeScore = 0; // Initialize lastBronzeScore to store the last known bronze score var crystal = { clickCount: 0 }; // Define crystal object var crystalScoreText = new Text2('0', { size: 70, fill: 0x00ffff }); // Define crystalScoreText in the global scope var lastCrystalScore = 0; // Initialize lastCrystalScore to store the last known crystal score // Function to update last known scores function updateLastScores() { lastSilverScore = silver.clickCount; lastStoneScore = stone.clickCount; lastGoldScore = gold.clickCount; lastBronzeScore = bronze.clickCount; lastCrystalScore = crystal.clickCount; lastWoodScore = wood.clickCount; // Update woodScore } var page = game.addChild(new Page7()); //{0.b} // Function to synchronize scores across all pages function synchronizeScores() { // Update score texts for all pages woodScoreText.setText(wood.clickCount); silverScoreText.setText(silver.clickCount); stoneScoreText.setText(stone.clickCount); goldScoreText.setText(gold.clickCount); bronzeScoreText.setText(bronze.clickCount); crystalScoreText.setText(crystal.clickCount); } // Call synchronizeScores when the game starts synchronizeScores(); // Define tree variables to fix 'not defined' error for (var i = 1; i <= 16; i++) { window["tree" + i] = { timetext: new Text2('3:00', { size: 80, fill: 0x8B4513 }), clickCount: 0, visible: true }; window["tree" + i].timetext.anchor.set(0.5, 0.5); window["tree" + i].timetext.visible = false; // Initially hidden } LK.setTimeout(function () { // Function to save tree cooldowns to local storage function saveTreeCooldowns() { var treeCooldowns = []; for (var i = 1; i <= 16; i++) { var tree = window["tree" + i]; if (tree.timetext.visible) { treeCooldowns.push({ id: i, cooldown: tree.timetext.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 = window["tree" + 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.timetext.visible = true; tree.timetext.setText(treeData.cooldown); var cooldown = totalSeconds; var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; tree.timetext.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); tree.clickCount = 0; tree.visible = true; tree.timetext.visible = false; } }, 1000); }); } // Call restoreTreeCooldowns when the game starts function restoreTreeCooldowns() { var storedTreeCooldowns = typeof localStorage !== 'undefined' ? localStorage.getItem('treeCooldowns') : null; var treeCooldowns = storedTreeCooldowns ? JSON.parse(storedTreeCooldowns) : []; treeCooldowns.forEach(function (treeData) { var tree = window["tree" + 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.timetext.visible = true; tree.timetext.setText(treeData.cooldown); var cooldown = totalSeconds; var interval = LK.setInterval(function () { cooldown--; var minutes = Math.floor(cooldown / 60); var seconds = cooldown % 60; tree.timetext.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); if (cooldown <= 0) { LK.clearInterval(interval); tree.clickCount = 0; tree.visible = true; tree.timetext.visible = false; } }, 1000); }); } restoreTreeCooldowns(); // Restore tree cooldowns from persisted data woodScoreText.setText(wood.clickCount); // Set woodScoreText to restored value var lastScores = storage.lastScores || {}; lastStatueScore = lastScores.statue || 0; lastSilverScore = lastScores.silver || 0; lastStoneScore = lastScores.stone || 0; lastGoldScore = lastScores.gold || 0; lastBronzeScore = lastScores.bronze || 0; lastCrystalScore = lastScores.crystal || 0; silverScoreText.setText(lastSilverScore); stoneScoreText.setText(lastStoneScore); goldScoreText.setText(lastGoldScore); bronzeScoreText.setText(lastBronzeScore); crystalScoreText.setText(lastCrystalScore); woodScoreText.setText(lastWoodScore); // Save tree cooldowns before navigating away from the page LK.on('beforeunload', function () { saveTreeCooldowns(); storage.woodClickCount = wood.clickCount; storage.lastScores = { silver: silver.clickCount, stone: stone.clickCount, gold: gold.clickCount, bronze: bronze.clickCount, crystal: crystal.clickCount, wood: wood.clickCount }; }); //{0.b}; }, 30000); // 30 seconds delay ; //{0.b}; ; //{0.b} if (typeof map !== 'undefined') { map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); }; } map.down = function (x, y, obj) { // Navigate to Page0 game.removeChild(page); page = game.addChild(new Page0()); };
===================================================================
--- original.js
+++ change.js
@@ -2251,14 +2251,16 @@
}); //{0.b};
}, 30000); // 30 seconds delay
; //{0.b};
; //{0.b}
+if (typeof map !== 'undefined') {
+ map.down = function (x, y, obj) {
+ // Navigate to Page0
+ game.removeChild(page);
+ page = game.addChild(new Page0());
+ };
+}
map.down = function (x, y, obj) {
// Navigate to Page0
game.removeChild(page);
page = game.addChild(new Page0());
-};
-map.down = function (x, y, obj) {
- // Navigate to Page0
- game.removeChild(page);
- page = game.addChild(new Page0());
};
\ No newline at end of file
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"!