User prompt
cambia la configuracion de los botones, en vez de x en un +
User prompt
ahora añade un boton debajo del que hay de +8 click por click
User prompt
quita los quatro botones de mejora de abajo solo deja el de 2x
User prompt
pon el archivo "roblox_minecraft_fortnite_video_game_music_358426.mp3" como musica de fondo
User prompt
quita el boton de ajustes
User prompt
quita la musica background
User prompt
pon el archivo "roblox_minecraft_fortnite_video_game_music_358426.mp3" como musica de fondo
User prompt
quita lo ultimo que te dije
User prompt
arregla el slider que se queda pillado con el mouse y haz que se baje el volumen del coinClick, upgrade y Music ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
haz un boton de ajustes donde haya 1 slider de volumen para ajustar el volumen ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'darkOverlay.destroy(); // Remove the dark overlay when confirmed' Line Number: 47
User prompt
Please fix the bug: 'Uncaught ReferenceError: darkOverlay is not defined' in or related to this line: 'darkOverlay.destroy(); // Remove the dark overlay when confirmed' Line Number: 47
User prompt
y cuando pulses el boton de confirmar se quite el fondo oscuro
User prompt
Please fix the bug: 'Uncaught TypeError: darkOverlay.beginFill is not a function' in or related to this line: 'darkOverlay.beginFill(0x000000);' Line Number: 132
User prompt
quando pulses el boton de reinicias añade que el fondo se escurezca un poco
User prompt
quando pulses el boton de reiniciar crea una interfaz quesalga en medio de la pantalla con el fondo un poco oscuro y un texto que diga "estas seguro" y un boton rojo abajo
User prompt
quando pulso el boton de reiniciar no tiene que poner ubgrade tiene que poner lo que ponia antes, lo que hace cada mejora
User prompt
quando pulsas el boton de reiniciar quando de seinicien las compras se que cambie el texto de purchased
User prompt
el boton de reiniciar tiene que reiniciar tambien las compras
User prompt
haz un poquito hacia la derecha el boton de clicks
User prompt
el texto de monedas que tengo el de clicks y el de auto hazlo un poquito hacia la derecha
User prompt
el texto de monedas que tengo el de clicks y el de auto hazlo un poquito hacia la derecha
User prompt
el texto de monedas que tengo el de clicks y el de auto hazlo un poquito hacia la derecha
User prompt
el boton de ckicks hazlo un poquito mas haciala derecha
User prompt
el boton de clicks hazlo un poquito hacia la derecha
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ConfirmDialog = Container.expand(function () {
var self = Container.call(this);
var dialogGraphics = self.attachAsset('resetButton', {
anchorX: 0.5,
anchorY: 0.5
});
var confirmText = self.addChild(new Text2('Estas seguro?', {
size: 50,
fill: 0xFFFFFF
}));
confirmText.anchor.set(0.5, 0.5);
confirmText.y = -30;
var confirmButton = self.attachAsset('resetButton', {
anchorX: 0.5,
anchorY: 0.5
});
confirmButton.y = 0;
var buttonText = confirmButton.addChild(new Text2('Confirmar', {
size: 40,
fill: 0xFFFFFF
}));
buttonText.anchor.set(0.5, 0.5);
confirmButton.down = function (x, y, obj) {
if (self.onConfirm) {
self.onConfirm();
}
self.destroy();
};
return self;
});
var MoneyButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('moneyButton', {
anchorX: 0.5,
anchorY: 0.5
});
var moneyText = self.addChild(new Text2('', {
size: 200,
fill: 0xFFFFFF
}));
moneyText.anchor.set(0.5, 0.5);
self.down = function (x, y, obj) {
tween(buttonGraphics, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 50
});
LK.getSound('coinClick').play();
var earned = moneyPerClick;
money += earned;
updateMoneyDisplay();
var particle = new MoneyParticle();
particle.setValue(earned);
particle.x = self.x + (Math.random() - 0.5) * 200;
particle.y = self.y - 100;
game.addChild(particle);
moneyParticles.push(particle);
};
self.up = function (x, y, obj) {
tween(buttonGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
};
return self;
});
var MoneyParticle = Container.expand(function () {
var self = Container.call(this);
// Removed the yellow square asset to display only the number of coins earned per click
var particleText = self.addChild(new Text2('+$0', {
size: 60,
fill: 0xFFFFFF
}));
particleText.anchor.set(0.5, 0.5);
self.lifetime = 60;
self.velocityY = -8;
self.setValue = function (value) {
particleText.setText('$' + formatNumber(value)); // Display the number of coins earned per click with a dollar symbol
};
self.update = function () {
self.y += self.velocityY;
self.velocityY += 0.3;
self.lifetime--;
self.alpha = self.lifetime / 60;
if (self.lifetime <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var ResetButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('resetButton', {
anchorX: 0.5,
anchorY: 0.5
});
var resetText = self.addChild(new Text2('Reiniciar', {
size: 40,
fill: 0xFFFFFF
}));
resetText.anchor.set(0.5, 0.5);
self.down = function (x, y, obj) {
// Reset money and purchases
money = 0;
moneyPerClick = 1;
autoClickerRate = 0;
for (var i = 0; i < upgradeButtons.length; i++) {
upgradeButtons[i].purchased = false;
upgradeButtons[i].updateDisplay();
}
updateMoneyDisplay();
saveGame();
};
return self;
});
var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
self.upgradeType = '';
self.cost = 0;
self.multiplier = 1;
self.purchased = false;
var buttonGraphics = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.1
});
var titleText = self.addChild(new Text2('Upgrade', {
size: 40,
fill: 0xFFFFFF
}));
titleText.anchor.set(0.5, 0.5);
titleText.y = 35;
var costText = self.addChild(new Text2('$0', {
size: 40,
fill: 0xFFFFFF
}));
costText.anchor.set(0.5, 0.5);
costText.y = 90;
self.setup = function (type, baseCost, mult) {
self.upgradeType = type;
self.cost = baseCost;
self.multiplier = mult;
if (type === 'click2x') {
titleText.setText('2x Click Power');
} else if (type === 'click5x') {
titleText.setText('5x Click Power');
} else if (type === 'click10x') {
titleText.setText('10x Click Power');
} else if (type === 'auto1') {
titleText.setText('Auto Clicker');
} else if (type === 'auto2') {
titleText.setText('Super Auto');
}
self.updateDisplay();
};
self.updateDisplay = function () {
costText.setText('$' + formatNumber(self.cost));
if (money >= self.cost && !self.purchased) {
buttonGraphics.tint = 0xffffff;
} else {
buttonGraphics.tint = 0x666666;
}
};
self.down = function (x, y, obj) {
if (money >= self.cost && !self.purchased) {
money -= self.cost;
self.purchased = true;
if (self.upgradeType.startsWith('click')) {
moneyPerClick *= self.multiplier;
} else if (self.upgradeType.startsWith('auto')) {
if (self.upgradeType === 'auto1') {
autoClickerRate += 1;
} else if (self.upgradeType === 'auto2') {
autoClickerRate += 5;
}
}
LK.getSound('upgrade').play();
buttonGraphics.tint = 0x4CAF50;
titleText.setText('PURCHASED');
costText.setText('');
updateMoneyDisplay();
saveGame();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var money = storage.money || 0;
var moneyPerClick = storage.moneyPerClick || 1;
var autoClickerRate = storage.autoClickerRate || 1;
var autoClickerTimer = 0;
var moneyParticles = [];
var moneyDisplay;
var moneyPerClickDisplay;
var autoIncomeDisplay;
var moneyButton;
var upgradeButtons = [];
function formatNumber(num) {
if (num >= 1000000000) {
return (num / 1000000000).toFixed(1) + 'B';
} else if (num >= 1000000) {
return (num / 1000000).toFixed(1) + 'M';
} else if (num >= 1000) {
return (num / 1000).toFixed(1) + 'K';
}
return Math.floor(num).toString();
}
function updateMoneyDisplay() {
moneyDisplay.setText(formatNumber(money));
moneyPerClickDisplay.setText('Per Click: $' + formatNumber(moneyPerClick));
autoIncomeDisplay.setText('Auto: $' + formatNumber(autoClickerRate) + '/sec');
for (var i = 0; i < upgradeButtons.length; i++) {
upgradeButtons[i].updateDisplay();
}
}
function saveGame() {
storage.money = money;
storage.moneyPerClick = moneyPerClick;
storage.autoClickerRate = autoClickerRate;
}
// Create money display
moneyDisplay = new Text2('$0', {
size: 80,
fill: 0x4CAF50
});
moneyDisplay.anchor.set(0.5, 0);
moneyDisplay.x = 600;
moneyDisplay.y = 150;
game.addChild(moneyDisplay);
// Create money per click display
moneyPerClickDisplay = new Text2('Per Click: $1', {
size: 40,
fill: 0xFFFFFF
});
moneyPerClickDisplay.anchor.set(0.5, 0);
moneyPerClickDisplay.x = 600;
moneyPerClickDisplay.y = 250;
game.addChild(moneyPerClickDisplay);
// Create auto income display
autoIncomeDisplay = new Text2('Auto: $0/sec', {
size: 40,
fill: 0xFFFFFF
});
autoIncomeDisplay.anchor.set(0.5, 0);
autoIncomeDisplay.x = 600;
autoIncomeDisplay.y = 310;
game.addChild(autoIncomeDisplay);
// Create money button
moneyButton = new MoneyButton();
moneyButton.x = 600;
moneyButton.y = 800;
game.addChild(moneyButton);
// Create upgrade menu title
var upgradeTitle = new Text2('UPGRADES', {
size: 60,
fill: 0xFFFFFF
});
upgradeTitle.anchor.set(0.5, 0);
upgradeTitle.x = 1524;
upgradeTitle.y = 150;
game.addChild(upgradeTitle);
// Create upgrade buttons
var upgradeData = [{
type: 'click2x',
cost: 50,
multiplier: 2
}, {
type: 'auto1',
cost: 100,
multiplier: 1
}, {
type: 'click5x',
cost: 500,
multiplier: 5
}, {
type: 'auto2',
cost: 1000,
multiplier: 5
}, {
type: 'click10x',
cost: 5000,
multiplier: 10
}];
for (var i = 0; i < upgradeData.length; i++) {
var upgradeButton = new UpgradeButton();
upgradeButton.setup(upgradeData[i].type, upgradeData[i].cost, upgradeData[i].multiplier);
upgradeButton.x = 1524; // Align with the 'UPGRADES' text
upgradeButton.y = 250 + i * 200; // Position below the 'UPGRADES' text
game.addChild(upgradeButton);
upgradeButtons.push(upgradeButton);
}
// Update displays
updateMoneyDisplay();
// Create reset button
var resetButton = new ResetButton();
resetButton.x = 1800;
resetButton.y = 2600;
game.addChild(resetButton);
// Game update loop
game.update = function () {
// Auto clicker logic
if (autoClickerRate > 0) {
autoClickerTimer++;
if (autoClickerTimer >= 60) {
autoClickerTimer = 0;
money += 1; // Revert to original logic to give 1 dollar per second
updateMoneyDisplay();
saveGame();
}
}
// Update particles
for (var i = moneyParticles.length - 1; i >= 0; i--) {
var particle = moneyParticles[i];
if (particle.shouldDestroy) {
particle.destroy();
moneyParticles.splice(i, 1);
}
}
// Auto save every 5 seconds
if (LK.ticks % 300 === 0) {
saveGame();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -244,27 +244,27 @@
size: 80,
fill: 0x4CAF50
});
moneyDisplay.anchor.set(0.5, 0);
-moneyDisplay.x = 550;
+moneyDisplay.x = 600;
moneyDisplay.y = 150;
game.addChild(moneyDisplay);
// Create money per click display
moneyPerClickDisplay = new Text2('Per Click: $1', {
size: 40,
fill: 0xFFFFFF
});
moneyPerClickDisplay.anchor.set(0.5, 0);
-moneyPerClickDisplay.x = 550;
+moneyPerClickDisplay.x = 600;
moneyPerClickDisplay.y = 250;
game.addChild(moneyPerClickDisplay);
// Create auto income display
autoIncomeDisplay = new Text2('Auto: $0/sec', {
size: 40,
fill: 0xFFFFFF
});
autoIncomeDisplay.anchor.set(0.5, 0);
-autoIncomeDisplay.x = 550;
+autoIncomeDisplay.x = 600;
autoIncomeDisplay.y = 310;
game.addChild(autoIncomeDisplay);
// Create money button
moneyButton = new MoneyButton();
Haz una moneda 2d pero un pixel. In-Game asset. 2d. High contrast. No shadows
haz un boton tipo pixel. In-Game asset. 2d. High contrast. No shadows
creame un paisage pixer de 2048x2732. In-Game asset. 2d. High contrast. No shadows
crea una caja de madera que este el medio vacio solo hacme el marco y un color de madera oscura en el centro. In-Game asset. 2d. High contrast. No shadows
haz una caja con bordes estrechos y el fondo de color madera oscuro. In-Game asset. 2d. High contrast. No shadows