User prompt
Remove scrollbar1 and scrollbutton1. Add scrollbar1, scrollbutton1 to Pagetab1 similar to scrollbar2, scrollbutton2 and in the same position.
User prompt
Please fix the bug: 'Uncaught ReferenceError: scrollbar is not defined' in or related to this line: 'scrollbar.visible = pagetab1.visible;' Line Number: 194
User prompt
Please fix the bug: 'scrollbutton1 is not defined' in or related to this line: 'scrollbutton1.move = function (x, y, obj) {' Line Number: 945
User prompt
fix scrollbutton1!
User prompt
Remove scrollbutton1 and scrollbar1 from global scope and add them to pagetab1 Add scrollbutton1 and scrollbar1 move functionality to pagetab1
User prompt
Please fix the bug: 'scrollbutton1 is not defined' in or related to this line: 'scrollbutton1.move = function (x, y, obj) {' Line Number: 904
User prompt
Remove scrollbutton1, scrollbar1 then add them to pagetab1 again as scrollbutton2 and scrollbar2 in pagetab2 with the same system
User prompt
Please fix the bug: 'Uncaught ReferenceError: scrollbutton is not defined' in or related to this line: 'scrollbutton.visible = pagetab1.visible;' Line Number: 195
User prompt
Please fix the bug: 'Uncaught ReferenceError: scrollbar is not defined' in or related to this line: 'scrollbar.visible = pagetab1.visible;' Line Number: 194
User prompt
Please fix the bug: 'scrollbutton1 is not defined' in or related to this line: 'scrollbutton1.move = function (x, y, obj) {' Line Number: 890
User prompt
Remove scrollbutton and scrollbar in pagetab1
User prompt
Make the scrollbutton1 can move vertically up and down with limit of top and bottom edges of the scrollbar
User prompt
Add scrolling functionality to scrollbutton1 for container1 in pagetab1
User prompt
Can you add the 1 beside them to make the logic of scrolling work
Code edit (1 edits merged)
Please save this source code
User prompt
Let the scrollbar be scrollbar1 and scrollbutton be scrollbutton1 to fix the ligic for pagetab1
User prompt
Make the scrollbutton1 can scroll the container1 of pagetab1 up and down and its limits the top and bottom edges of the scrollbar
User prompt
Ass the scroll system as in pagetab2 for pagetab1 with scrollbutton1, scrollbar1.
User prompt
Please fix the bug: 'Uncaught ReferenceError: pagetab1 is not defined' in or related to this line: 'pagetab1.visible = !pagetab1.visible;' Line Number: 192
User prompt
Please fix the bug: 'container is not defined' in or related to this line: 'container.addChild(slot);' Line Number: 989
User prompt
Remove duplication of pagetab1 and its container if there is!
User prompt
Remove duplication of scrollbutton and scrollbar for pagetab1
User prompt
Let the scrollbutton1 can move vertically up and down
User prompt
Let the scrollbutton1 can move up and down when scrolling set its limit the top and bottom edges of scrollbar as in pagetab2.
User prompt
Please fix the bug: 'Uncaught ReferenceError: scrollbar is not defined' in or related to this line: 'scrollbar.visible = pagetab1.visible;' Line Number: 194
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
lastScores: {
silver: 0,
stone: 0,
gold: 0,
bronze: 0,
crystal: 0,
wood: 0
}
});
/****
* Classes
****/
var ContainerClass = Container.expand(function () {
var self = Container.call(this);
// Add assets to the container
var containerAsset = self.attachAsset('Container', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
self.addChild(containerAsset);
// Add functionality to the container
self.update = function () {
// Update logic for the container
};
return self;
});
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 click event to build button to toggle visibility of pagetab2 and its components
build.down = function (x, y, obj) {
var anyPageVisible = pagetab1.visible || pagetab2.visible || container.visible || scrollbar.visible || scrollbutton.visible;
buttontab1.visible = !buttontab1.visible;
buttontab2.visible = !buttontab2.visible;
buttontab3.visible = !buttontab3.visible;
if (anyPageVisible) {
pagetab1.visible = false;
pagetab2.visible = false;
container.visible = false;
scrollbar.visible = false;
scrollbutton.visible = false;
container2.visible = false;
scrollbar2.visible = false;
scrollbutton2.visible = false;
}
};
// 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 click event to buttontab1 to hide pagetab1 and its container with scrollbar-scrollbutton
buttontab1.down = function (x, y, obj) {
// Toggle visibility of pagetab1 and its components
pagetab1.visible = !pagetab1.visible;
container.visible = pagetab1.visible;
scrollbar.visible = pagetab1.visible;
scrollbutton.visible = pagetab1.visible;
};
// Add Buttontab2 asset beside Buttontab1 from the right
var buttontab2 = self.attachAsset('Buttontab2', {
anchorX: 0.5,
anchorY: 0.5,
x: buttontab1.x + buttontab1.width,
y: 100
});
self.addChild(buttontab2);
// Add click event to buttontab2 to toggle visibility of pagetab2
buttontab2.down = function (x, y, obj) {
pagetab2.visible = !pagetab2.visible;
container2.visible = pagetab2.visible;
scrollbar2.visible = pagetab2.visible;
scrollbutton2.visible = pagetab2.visible;
};
// 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('1000', {
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('1000', {
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('1000', {
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('1000', {
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('1000', {
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('1000', {
size: 70,
fill: 0x00ffff
});
crystalScoreText.anchor.set(1, 0.5);
crystalScoreText.setText(1000); // Set crystalScoreText to '1000' initially
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);
var pagetab1Asset = self.attachAsset('Pagetab1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2250 / 2,
y: 2550 / 2
});
self.addChild(pagetab1Asset);
var scrollbutton1 = self.attachAsset('Scrollbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2000,
y: 2550 / 2
});
self.addChild(scrollbutton1);
var scrollbar1 = self.attachAsset('Scrollbar', {
anchorX: 0.5,
anchorY: 0.5,
x: 2000,
y: 2550 / 2
});
self.addChild(scrollbar1);
scrollbutton1.down = function (x, y, obj) {
scrollbutton1.dragging = true;
scrollbutton1.initialClick = {
x: x,
y: y
};
scrollbutton1.offset = {
y: scrollbutton1.y - y
};
};
scrollbutton1.up = function () {
scrollbutton1.dragging = false;
};
scrollbutton1.move = function (x, y, obj) {
if (scrollbutton1.dragging) {
var dy = y - scrollbutton1.initialClick.y;
scrollbutton1.y = y + scrollbutton1.offset.y;
if (scrollbutton1.y < scrollbar1.y - scrollbar1.height / 2 + scrollbutton1.height / 2) {
scrollbutton1.y = scrollbar1.y - scrollbar1.height / 2 + scrollbutton1.height / 2;
} else if (scrollbutton1.y > scrollbar1.y + scrollbar1.height / 2 - scrollbutton1.height / 2) {
scrollbutton1.y = scrollbar1.y + scrollbar1.height / 2 - scrollbutton1.height / 2;
}
container.y -= dy;
if (container.y > pagetab1Asset.y + pagetab1Asset.height / 2 - container.height / 2) {
container.y = pagetab1Asset.y + pagetab1Asset.height / 2 - container.height / 2;
} else if (container.y < pagetab1Asset.y - pagetab1Asset.height / 2 + container.height / 2) {
container.y = pagetab1Asset.y - pagetab1Asset.height / 2 + container.height / 2;
}
scrollbutton1.initialClick = {
x: x,
y: y
};
}
};
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 Text2('1000', {
size: 70,
fill: 0x471e00
});
woodScoreText.anchor.set(1, 0.5);
woodScoreText.setText(1000); // Set woodScoreText to '1000' initially
var silverScoreText = new Text2('1000', {
size: 70,
fill: 0xc0c0c0
});
silverScoreText.anchor.set(1, 0.5);
silverScoreText.setText(1000); // Set silverScoreText to '1000' initially
var stoneScoreText = new Text2('1000', {
size: 70,
fill: 0x00ff00
});
stoneScoreText.anchor.set(1, 0.5);
stoneScoreText.setText(1000); // Set stoneScoreText to '1000' initially
var goldScoreText = new Text2('1000', {
size: 70,
fill: 0xffd700
});
goldScoreText.anchor.set(1, 0.5);
goldScoreText.setText(1000); // Set goldScoreText to '1000' initially
var bronzeScoreText = new Text2('1000', {
size: 70,
fill: 0xcd7f32
});
bronzeScoreText.anchor.set(1, 0.5);
bronzeScoreText.setText(1000); // Set bronzeScoreText to '1000' initially
var crystalScoreText = new Text2('1000', {
size: 70,
fill: 0x00ffff
});
crystalScoreText.anchor.set(1, 0.5);
crystalScoreText.setText(1000); // Set crystalScoreText to '1000' initially
// 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('1000', {
size: 70,
fill: 0x00ff00
});
stoneScoreText.anchor.set(1, 0.5);
var lastWoodScore = 0; // Initialize laststoneScore to store the last known stone score
var silver = {
clickCount: 0
}; // Define silver object
var silverScoreText = new Text2('1000', {
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('1000', {
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('1000', {
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('1000', {
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 = LK.getAsset('Pagetab1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2250 / 2,
y: 2550 / 2
});
game.addChild(pagetab1);
var container = LK.getAsset('Container', {
anchorX: 0.5,
anchorY: 0.5,
x: 2250 / 2,
y: 2550 / 2
});
game.addChild(container);
var pagetab2 = LK.getAsset('Pagetab2', {
anchorX: 0.5,
anchorY: 0.5,
x: 2250 / 2,
y: 2550 / 2
});
game.addChild(pagetab2);
var container2 = LK.getAsset('Container', {
anchorX: 0.5,
anchorY: 0.5,
x: 2220 / 2,
y: 2550 / 2
});
game.addChild(container2);
var scrollbar2 = LK.getAsset('Scrollbar', {
anchorX: 0.5,
anchorY: 0.5,
x: 2000,
y: 2550 / 2
});
game.addChild(scrollbar2);
var scrollbutton2 = LK.getAsset('Scrollbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: scrollbar2.x,
y: scrollbar2.y
});
game.addChild(scrollbutton2);
scrollbutton2.down = function (x, y, obj) {
scrollbutton2.dragging = true;
scrollbutton2.initialClick = {
x: x,
y: y
};
scrollbutton2.offset = {
y: scrollbutton2.y - y
};
};
scrollbutton2.up = function () {
scrollbutton2.dragging = false;
};
scrollbutton2.move = function (x, y, obj) {
if (scrollbutton2.dragging) {
var dy = y - scrollbutton2.initialClick.y;
scrollbutton2.y = y + scrollbutton2.offset.y;
if (scrollbutton2.y < scrollbar2.y - scrollbar2.height / 2 + scrollbutton2.height / 2) {
scrollbutton2.y = scrollbar2.y - scrollbar2.height / 2 + scrollbutton2.height / 2;
} else if (scrollbutton2.y > scrollbar2.y + scrollbar2.height / 2 - scrollbutton2.height / 2) {
scrollbutton2.y = scrollbar2.y + scrollbar2.height / 2 - scrollbutton2.height / 2;
}
container2.y -= dy; // Scroll the content inside Container2
// Ensure the container2 stays within the bounds of Pagetab2
if (container2.y > pagetab2.y + pagetab2.height / 2 - container2.height / 2) {
container2.y = pagetab2.y + pagetab2.height / 2 - container2.height / 2;
} else if (container2.y < pagetab2.y - pagetab2.height / 2 + container2.height / 2) {
container2.y = pagetab2.y - pagetab2.height / 2 + container2.height / 2;
}
scrollbutton2.initialClick = {
x: x,
y: y
};
}
};
// Ensure the scrollbutton stays within the scrollbar's top and bottom edges
scrollbutton1.move = function (x, y, obj) {
if (scrollbutton1.dragging) {
var dy = y - scrollbutton1.initialClick.y;
scrollbutton1.y = y + scrollbutton1.offset.y;
// Ensure the scrollbutton stays within the scrollbar's top and bottom edges
if (scrollbutton1.y < scrollbar1.y - scrollbar1.height / 2 + scrollbutton1.height / 2) {
scrollbutton1.y = scrollbar1.y - scrollbar1.height / 2 + scrollbutton1.height / 2;
} else if (scrollbutton1.y > scrollbar1.y + scrollbar1.height / 2 - scrollbutton1.height / 2) {
scrollbutton1.y = scrollbar1.y + scrollbar1.height / 2 - scrollbutton1.height / 2;
}
container.y -= dy; // Scroll the content inside Container
// Ensure the container stays within the bounds of Pagetab1
if (container.y > pagetab1.y + pagetab1.height / 2 - container.height / 2) {
container.y = pagetab1.y + pagetab1.height / 2 - container.height / 2;
} else if (container.y < pagetab1.y - pagetab1.height / 2 + container.height / 2) {
container.y = pagetab1.y - pagetab1.height / 2 + container.height / 2;
}
scrollbutton1.initialClick = {
x: x,
y: y
};
}
};
// Add 16 slots to the container
for (var i = 0; i < 16; i++) {
var slot = LK.getAsset('Slot', {
anchorX: 0.5,
anchorY: 0.5,
x: i % 4 * 400 - 600,
// Arrange in a grid, 4 slots per row
y: Math.floor(i / 4) * 500 - 800 // Arrange in a grid, 4 slots per row
});
container.addChild(slot);
}
// Function to synchronize scores across all pages
function synchronizeScores() {
// Update score texts for all pages
woodScoreText.setText(wood.clickCount + 1000);
silverScoreText.setText(silver.clickCount + 1000);
stoneScoreText.setText(stone.clickCount + 1000);
goldScoreText.setText(gold.clickCount + 1000);
bronzeScoreText.setText(bronze.clickCount + 1000);
crystalScoreText.setText(crystal.clickCount + 1000);
}
// Set the score text2 of all 6 resources to 1000 when the game starts
woodScoreText.setText(1000);
silverScoreText.setText(1000);
stoneScoreText.setText(1000);
goldScoreText.setText(1000);
bronzeScoreText.setText(1000);
crystalScoreText.setText(1000);
// 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(1000); // Set woodScore back to 1000
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);
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
@@ -824,23 +824,8 @@
x: 2220 / 2,
y: 2550 / 2
});
game.addChild(container2);
-// Define scrollbutton1 for pagetab1
-var scrollbutton1 = LK.getAsset('Scrollbutton', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2000,
- y: 2550 / 2
-});
-game.addChild(scrollbutton1);
-var scrollbar1 = LK.getAsset('Scrollbar', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2000,
- y: 2550 / 2
-});
-game.addChild(scrollbar1);
var scrollbar2 = LK.getAsset('Scrollbar', {
anchorX: 0.5,
anchorY: 0.5,
x: 2000,
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"!