Code edit (3 edits merged)
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change there position to be on the left from inside of pagetab1
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Add scrollbutton and scrollbar assets for Pagetab1 on its right
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Check the code if anything about page7 change it to page1 and background7 to background1.
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Make Pagetab1 visible
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Center the pagetab1
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Add Pagetab1
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Rename Tab1 as Pagetab1 and do the same for Tab2 and Tab3
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Add Buttontab3 beside Buttontab2 from the right side with same distance between buttontab1 and buttontab2
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Move the both buttons a bit to the right
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move Buttontab2 to the right a bit to be touched with Buttontab1 from the left side
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Set Buttontab2 position to the right side of Buttontab1 edge to edge
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Set position of Buttontab2 beside Buttontab1 & close to it
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Move Buttontab2 to beconstrained with buttontab1
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Add Buttontab2 beside Buttontab1 from the rightside
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Remove 'bird' 'half_tree' 'Map' '5wood' 'woodarea' 'towoodarea' 'stonearea' 'stonearea1' assets
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Remove gate assets
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Add the Buttontab1 beside pause button from the right
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Add Buttotab1 asset to the game
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Remove buttons from the code
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
lastScores: {
silver: 0,
stone: 0,
gold: 0,
bronze: 0,
crystal: 0,
wood: 0
}
});
/****
* Classes
****/
var Page1 = Container.expand(function () {
var self = Container.call(this);
// Add map asset to Page1 below the pause button
var background1 = self.attachAsset('background1', {
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 background1 image
self.lastX = background1.x;
self.lastY = background1.y;
self.down = function (x, y, obj) {
self.dragging = true;
self.data = obj.data;
self.initialClick = {
x: x,
y: y
};
self.offset = {
x: background1.x - x,
y: background1.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;
background1.x = x + self.offset.x;
background1.y = y + self.offset.y;
self.initialClick = {
x: x,
y: y
};
self.lastX = background1.x;
self.lastY = background1.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 Page1 below the map
var build = self.attachAsset('Build', {
anchorX: 0.5,
anchorY: 0.5,
x: 110,
// Position on the left side below the pause button
y: 400 // Position directly below the pause button
});
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 Buttontab1 asset beside the pause button from the right
var buttontab1 = self.attachAsset('Buttontab1', {
anchorX: 0.5,
anchorY: 0.5,
x: 450,
// Position on the right side beside the pause button
y: 100
});
self.addChild(buttontab1);
// Add Buttontab2 asset beside Buttontab1 from the right
var buttontab2 = self.attachAsset('Buttontab2', {
anchorX: 0.5,
anchorY: 0.5,
x: buttontab1.x + buttontab1.width,
// Position Buttontab2 edge to edge with Buttontab1
// Position Buttontab2 close to Buttontab1
// Constrain to the right edge of Buttontab1
y: 100
});
self.addChild(buttontab2);
// Add Buttontab3 asset beside Buttontab2 from the right
var buttontab3 = self.attachAsset('Buttontab3', {
anchorX: 0.5,
anchorY: 0.5,
x: buttontab2.x + buttontab2.width,
// Position Buttontab3 edge to edge with Buttontab2
y: 100
});
self.addChild(buttontab3);
// 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 Pagetab1 = Container.expand(function () {
var self = Container.call(this);
// Attach Pagetab1 asset
var pagetab1Asset = self.attachAsset('Pagetab1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2250 / 2,
y: 2550 / 2
});
self.addChild(pagetab1Asset);
// Attach Scrollbutton asset to the left of Pagetab1
var scrollbutton = self.attachAsset('Scrollbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: pagetab1Asset.x - pagetab1Asset.width / 2 - 50,
// Position to the left of Pagetab1
y: pagetab1Asset.y
});
self.addChild(scrollbutton);
// Attach Scrollbar asset to the left of Scrollbutton
var scrollbar = self.attachAsset('Scrollbar', {
anchorX: 0.5,
anchorY: 0.5,
x: scrollbutton.x - scrollbutton.width / 2 + 600,
// Position to the left of Scrollbutton
y: scrollbutton.y
});
self.addChild(scrollbar);
return self;
});
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 map = {}; // Initialize map variable as an empty object for global use
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
},
silver: {
clickCount: 0
},
stone: {
clickCount: 0
},
gold: {
clickCount: 0
},
bronze: {
clickCount: 0
},
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
}
}
};
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 Page1()); //{0.b}
var pagetab1 = game.addChild(new Pagetab1());
// 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 Page1
game.removeChild(page);
page = game.addChild(new Page1());
};
}
map.down = function (x, y, obj) {
// Navigate to Page0
game.removeChild(page);
page = game.addChild(new Page0());
}; ===================================================================
--- original.js
+++ change.js
@@ -233,9 +233,9 @@
// Attach Scrollbar asset to the left of Scrollbutton
var scrollbar = self.attachAsset('Scrollbar', {
anchorX: 0.5,
anchorY: 0.5,
- x: scrollbutton.x - scrollbutton.width / 2 - 10,
+ x: scrollbutton.x - scrollbutton.width / 2 + 600,
// Position to the left of Scrollbutton
y: scrollbutton.y
});
self.addChild(scrollbar);
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"!