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Add container for pagetab2 an scrollbutton and scrollbar as pagetab1
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Add Pagetab2 asset to the game with same size of pagetab1 and same position.
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set the woodscore to 1000
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Set it to 1000 again
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Remove 100 from scoretext of wood in page1
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Reduce woodscore by 100
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Define the resources scoretexts
Code edit (1 edits merged)
Please save this source code
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Set the woodscoretext to '1000' and do the same for other resources scoretexts
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change the text2 '0' to '1000'
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
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Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'woodScoreText.anchor.set(1, 0.5);' Line Number: 848
/**** * 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 hide buttontab1, buttontab2, buttontab3 and any visible page build.down = function (x, y, obj) { var anyPageVisible = pagetab1.visible || container.visible || scrollbar.visible || scrollbutton.visible; buttontab1.visible = !buttontab1.visible; buttontab2.visible = !buttontab2.visible; buttontab3.visible = !buttontab3.visible; if (anyPageVisible) { pagetab1.visible = false; container.visible = false; scrollbar.visible = false; scrollbutton.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, // 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('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); // Attach Pagetab1 asset self.pagetab1Asset = self.attachAsset('Pagetab1', { anchorX: 0.5, anchorY: 0.5, x: 2250 / 2, y: 2550 / 2 }); self.addChild(self.pagetab1Asset); // Attach Scrollbar asset to the left of Scrollbutton self.scrollbar = self.attachAsset('Scrollbar', { anchorX: 0.5, anchorY: 0.5, x: 2000, // Position to the left of Scrollbutton y: 2550 / 2 }); self.addChild(self.scrollbar); // Attach Scrollbutton asset to the left of Pagetab1 var scrollbar = self.attachAsset('Scrollbar', { anchorX: 0.5, anchorY: 0.5, x: 2000, // Position to the left of Scrollbutton y: 2550 / 2 }); self.addChild(scrollbar); var scrollbutton = self.attachAsset('Scrollbutton', { anchorX: 0.5, anchorY: 0.5, x: scrollbar.x, // Center Scrollbutton within Scrollbar y: scrollbar.y // Align vertically with Scrollbar }); self.addChild(scrollbutton); // Add scrolling functionality scrollbutton.down = function (x, y, obj) { self.dragging = true; self.data = obj.data; self.initialClick = { x: x, y: y }; self.offset = { y: scrollbutton.y - y }; }; scrollbutton.up = function () { self.dragging = false; self.data = null; }; scrollbutton.move = function (x, y, obj) { if (self.dragging) { var dy = y - self.initialClick.y; scrollbutton.y = y + self.offset.y; // Adjust the scale of the scrollbutton based on the container height var scaleRatio = pagetab1Asset.height / container.height; scrollbutton.scaleY = Math.min(1, scaleRatio); // Ensure the scrollbutton stays within the scrollbar's top and bottom edges if (scrollbutton.y < scrollbar.y - scrollbar.height / 2 + scrollbutton.height / 2) { scrollbutton.y = scrollbar.y - scrollbar.height / 2 + scrollbutton.height / 2; } else if (scrollbutton.y > scrollbar.y + scrollbar.height / 2 - scrollbutton.height / 2) { scrollbutton.y = scrollbar.y + scrollbar.height / 2 - scrollbutton.height / 2; } container.y -= dy; // Scroll the content inside Container // Ensure the container stays within the bounds of Pagetab1 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; } // Ensure the scrollbutton stays within the scrollbar if (scrollbutton.y < scrollbar.y - scrollbar.height / 2) { scrollbutton.y = scrollbar.y - scrollbar.height / 2; } else if (scrollbutton.y > scrollbar.y + scrollbar.height / 2) { scrollbutton.y = scrollbar.y + scrollbar.height / 2; } // Ensure the pagetab1Asset stays within its bounds if (pagetab1Asset.y > 2550 / 2) { pagetab1Asset.y = 2550 / 2; } else if (pagetab1Asset.y < 2550 / 2 - (pagetab1Asset.height - 2000)) { pagetab1Asset.y = 2550 / 2 - (pagetab1Asset.height - 2000); } self.initialClick = { x: x, y: y }; } }; // 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 + 2000, // 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 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('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()); var scrollbar = LK.getAsset('Scrollbar', { anchorX: 0.5, anchorY: 0.5, x: 2000, y: 2550 / 2 }); game.addChild(scrollbar); var scrollbutton = LK.getAsset('Scrollbutton', { anchorX: 0.5, anchorY: 0.5, x: scrollbar.x, // Center Scrollbutton within Scrollbar y: scrollbar.y // Align vertically with Scrollbar }); game.addChild(scrollbutton); // Ensure the scrollbutton stays within the scrollbar's top and bottom edges scrollbutton.move = function (x, y, obj) { if (scrollbutton.dragging) { var dy = y - scrollbutton.initialClick.y; scrollbutton.y = y + scrollbutton.offset.y; if (scrollbutton.y < scrollbar.y - scrollbar.height / 2 + scrollbutton.height / 2) { scrollbutton.y = scrollbar.y - scrollbar.height / 2 + scrollbutton.height / 2; } else if (scrollbutton.y > scrollbar.y + scrollbar.height / 2 - scrollbutton.height / 2) { scrollbutton.y = scrollbar.y + scrollbar.height / 2 - scrollbutton.height / 2; } scrollbutton.initialClick = { x: x, y: y }; } }; var container = LK.getAsset('Container', { anchorX: 0.5, anchorY: 0.5, x: 2220 / 2, y: 2550 / 2 }); game.addChild(container); // 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(900); // Reduce woodScore by 100 from initial 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
@@ -993,9 +993,9 @@
}, 1000);
});
}
restoreTreeCooldowns(); // Restore tree cooldowns from persisted data
- woodScoreText.setText(1000); // Set woodScoreText to 1000
+ woodScoreText.setText(900); // Reduce woodScore by 100 from initial 1000
var lastScores = storage.lastScores || {};
lastStatueScore = lastScores.statue || 0;
lastSilverScore = lastScores.silver || 0;
lastStoneScore = lastScores.stone || 0;
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"!