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Move the prices for the Upgrades 50 pixels Up
User prompt
Move the prices for the Upgrades 20 pixels Up
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Ersetze den Schriftzug "Prestige Points" mit "Prestige"
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Ersetze den Schriftzug "Prestige Points" mit "Prestige"
Code edit (1 edits merged)
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'self.clickValueDisplay.x = screen.width / 2;' Line Number: 115
Code edit (1 edits merged)
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Move click value display to 1/2 the width of the screen
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Move click value display to 1/2 the width of the screen
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Move statsbackground up 50 pixels
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Move statsbackground to 1/2 width of the screen
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Bewege Timer Button und Start Timer Button 200 Pixel nach rechts
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Okay, dann mach das so. Hauptsache der total Score ist akkurat
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Alle zahlen sollen mit fetten zahlen und Buchstaben geschrieben werden
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Verschiebe prestigeScoreText 200 Pixel nach unten
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Verschiebe prestigeScoreText 200 Pixel nach unten
User prompt
Verschiebe prestigeScoreText 200 Pixel nach unten
User prompt
Verschiebe prestigeScoreText 300 Pixel nach unten
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Bewege die Anzeige für die Mindestpreis für das nächste Prestige Level 300 Pixel nach unten
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Bewege die Anzeige für die Mindestpreis für das nächste Prestige Level 20 Pixel nach rechts
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50 Pixel nach rechts
/**** * Classes ****/ var TimerButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('startTimerButton', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.on('down', function () { if (game.timer) { game.timer.start(); } }); }); var Timer = Container.expand(function () { var self = Container.call(this); Timer.prototype.formatTime = function (timeInSeconds) { var minutes = Math.floor(timeInSeconds / 60); var seconds = timeInSeconds % 60; return minutes.toString().padStart(2, '0') + ":" + seconds.toString().padStart(2, '0'); }; Timer.prototype.start = function () { if (!this.intervalId) { this.hasStarted = true; // Set the flag indicating the timer has started this.intervalId = LK.setInterval(function () { self.updateTimer(); }, 1000); // Update the timer every second with correct context } }; self.timeLeft = 60; // 1 minute in seconds self.timerText = new Text2(self.formatTime(self.timeLeft), { size: 100, fill: "#ffffff" }); self.timerText.anchor.set(0.5, 0); // Center the timer text LK.gui.center.addChild(self.timerText); // Function to format the time left as mm:ss Timer.prototype.formatTime = function (timeInSeconds) { var minutes = Math.floor(timeInSeconds / 60); var seconds = timeInSeconds % 60; return minutes.toString().padStart(2, '0') + ":" + seconds.toString().padStart(2, '0'); }; // Function to update the timer display self.updateTimer = function () { if (self.timeLeft > 0) { self.timeLeft--; self.timerText.setText(self.formatTime(self.timeLeft)); } else { if (game.autoClicker) { LK.clearInterval(game.autoClicker); game.autoClicker = null; } LK.gui.center.removeChild(self.timerText); if (!game.totalScoreDisplayed) { game.totalScoreDisplayed = true; game.totalScoreText = new Text2('Total Score: ' + totalClicks.toString(), { size: 100, fill: "#ffffff" }); game.totalScoreText.anchor.set(0.5, 0); LK.gui.center.addChild(game.totalScoreText); } else { game.totalScoreText.setText('Total Score: ' + totalClicks.toString()); } self.destroy(); // Destroy the timer when it reaches 0 } }; // Function to start the timer countdown self.startTimer = function () { LK.setInterval(self.updateTimer, 1000); // Update the timer every second }; }); var ClickValueDisplay = Container.expand(function () { var self = Container.call(this); var clickValueText = new Text2(clickValue.toString(), { size: 100, fill: "#ffffff" }); clickValueText.anchor.set(0.5, 0); // Center the click value text self.addChild(clickValueText); // Function to update the click value display self.updateClickValue = function (newValue) { clickValueText.setText(Math.floor(newValue).toString()); }; }); var StatsButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('statsButton', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.on('down', function () { statisticsScreen.toggleVisibility(); // Toggle the visibility of the statistics screen }); }); var StatisticsScreen = Container.expand(function () { var self = Container.call(this); self.width = 2048; // Full width of the game screen self.height = 2732; // Full height of the game screen var background = self.attachAsset('statsBackground', { anchorX: 0.5, anchorY: 0.5 }); self.x = game.width / 2; self.y = game.height / 2 - 50; self.visible = false; // Initially hidden self.clickValueDisplay = new ClickValueDisplay(); self.addChild(self.clickValueDisplay); // Position the click value display within the statistics screen self.clickValueDisplay.x = self.width / 5; self.clickValueDisplay.y = 200; // Position below the top edge of the statistics screen // Initialize the total clicks display self.totalClicksDisplay = new TotalClicksDisplay(); self.addChild(self.totalClicksDisplay); // Position the total clicks display within the statistics screen self.totalClicksDisplay.x = self.width / 8; self.totalClicksDisplay.y = self.clickValueDisplay.y + 150; // Position below the click value display // Function to toggle the visibility of the statistics screen self.toggleVisibility = function () { self.visible = !self.visible; if (self.visible) { self.clickValueDisplay.updateClickValue(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints)); // Add and position the total clicks display if (!self.totalClicksDisplay) { self.totalClicksDisplay = new TotalClicksDisplay(); self.addChild(self.totalClicksDisplay); // Position the total clicks display within the statistics screen self.totalClicksDisplay.x = self.width / 2; self.totalClicksDisplay.y = self.clickValueDisplay.y + 150; // Position below the click value display } self.totalClicksDisplay.updateTotalClicks(totalClicks); } }; }); var PrestigeScoreDisplay = Container.expand(function () { var self = Container.call(this); var prestigeScoreText = new Text2(prestigeSystem.requiredPrestigeScore.toString(), { size: 100, fill: "#ffffff" }); prestigeScoreText.anchor.set(1, 0); // Anchor to the top right prestigeScoreText.x -= 640; // Move 20 pixels to the right prestigeScoreText.y += 200; self.addChild(prestigeScoreText); // Function to update the prestige score display self.updatePrestigeScore = function (newScore) { prestigeScoreText.setText(Math.floor(newScore).toString()); }; }); // PrestigeButton class to represent the button for activating prestige var PrestigeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('prestigeButton', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.click = function () { prestigeSystem.prestige(); scoreDisplay.updateScore(score); // Update the score display after prestige }; // Add event listener for clicks/taps self.on('down', function () { self.click(); }); }); // Auto Click Upgrade Button class to represent the button for upgrading auto clicks var AutoClickUpgradeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('autoClickUpgradeButton', { anchorX: 0.5, anchorY: 0.5 }); this.autoClickUpgradePrice = 50; // Initial price for auto click upgrade var priceTag = new Text2(this.autoClickUpgradePrice.toString(), { size: 100, fill: "#ffffff" }); priceTag.anchor.set(0.5, 0); priceTag.y = -buttonGraphics.height / 2 - 70; self.addChild(priceTag); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.click = function () { if (score >= this.autoClickUpgradePrice) { // Check if the player has enough score to purchase the upgrade score -= this.autoClickUpgradePrice; // Deduct the cost of the upgrade this.autoClickUpgradePrice *= 2; // Double the price for the next upgrade autoClickValue += 1; // Increase the auto click value scoreDisplay.updateScore(score); // Update the score display priceTag.setText(Math.floor(this.autoClickUpgradePrice).toString()); // Update the price display // Start auto clicker if not already started and there is at least one auto click if (autoClickValue > 0 && !game.autoClicker) { game.autoClicker = LK.setInterval(function () { // Increment the total clicks counter by the auto click value game.incrementTotalClicks(autoClickValue); statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks); game.incrementScore(autoClickValue); }, 1000); } } }; // Add event listener for clicks/taps self.on('down', function () { self.click(); }); }); // Click Upgrade Button class to represent the button for upgrading click value var ClickUpgradeButton = Container.expand(function () { var self = Container.call(this); self.updatePriceTag = function () { priceTag.setText(Math.floor(this.clickUpgradePrice).toString()); }; var buttonGraphics = self.attachAsset('clickUpgradeButton', { anchorX: 0.5, anchorY: 0.5 }); this.clickUpgradePrice = 20; // Initial price for click upgrade var priceTag = new Text2(this.clickUpgradePrice.toString(), { size: 100, fill: "#ffffff" }); priceTag.anchor.set(0.5, 0); priceTag.y = -buttonGraphics.height / 2 - 70; self.addChild(priceTag); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.click = function () { if (score >= this.clickUpgradePrice) { // Check if the player has enough score to purchase the upgrade score -= this.clickUpgradePrice; // Deduct the cost of the upgrade this.clickUpgradePrice *= 2; // Double the price for the next upgrade clickValue += 1; // Increase the click value scoreDisplay.updateScore(score); // Update the score display priceTag.setText(this.clickUpgradePrice.toString()); // Update the price display statisticsScreen.clickValueDisplay.updateClickValue(clickValue); // Update the click value display in the statistics screen } }; // Add event listener for clicks/taps self.on('down', function () { self.click(); }); }); // Background class to represent the game background asset var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.width = 2048; // Full width of the game screen self.height = 2732; // Full height of the game screen // Position the background in the center of the screen self.x = 2048 / 2; self.y = 2732 / 2; }); // Muffin class to represent the main clickable muffin var Muffin = Container.expand(function () { var self = Container.call(this); var muffinGraphics = self.attachAsset('muffin', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; // Make the muffin clickable // Function to handle the click on the muffin self.click = function () { if (!statisticsScreen.visible && game.timer && game.timer.timeLeft > 0) { var clickIncrement = Math.floor(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints)); game.incrementScore(clickIncrement); // Increment the total clicks counter by the value of the click increment game.incrementTotalClicks(clickIncrement); statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks); } var fallingMuffin = new FallingMuffin(); // Set the y position to spawn further down from the top of the screen fallingMuffin.y = -muffinGraphics.height / 2; game.addChild(fallingMuffin); if (!game.fallingMuffins) { game.fallingMuffins = []; var totalClicks = 0; // Initialize the total clicks counter // Initialize the total clicks counter var totalClicks = 0; } game.fallingMuffins.push(fallingMuffin); }; // Add event listener for clicks/taps self.on('down', function () { self.click(); }); }); // ScoreDisplay class to show the current score var ScoreDisplay = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('0', { size: 150, fill: "#ffffff" }); scoreText.anchor.set(0.5, 0); // Center the score text self.addChild(scoreText); // Function to update the score display self.updateScore = function (newScore) { scoreText.setText(formatNumberForDisplay(newScore)); }; }); // TotalClicksDisplay class to show the total clicks made var TotalClicksDisplay = Container.expand(function () { var self = Container.call(this); var totalClicksText = new Text2('Total Clicks: 0', { size: 100, fill: "#ffffff" }); totalClicksText.anchor.set(0.5, 0); // Center the total clicks text self.addChild(totalClicksText); // Function to update the total clicks display self.updateTotalClicks = function (newTotalClicks) { totalClicksText.setText('Total Clicks: ' + formatNumberForDisplay(newTotalClicks)); }; }); var Prestige = Container.expand(function () { var self = Container.call(this); self.prestigePoints = 0; self.requiredPrestigeScore = 100; // Initial score required to prestige var prestigeDisplay = new Text2('Prestige Points: 0', { size: 100, fill: "#ffffff" }); prestigeDisplay.anchor.set(2, 0); prestigeDisplay.y = -100; // Position above the score display self.addChild(prestigeDisplay); // Function to update the prestige display self.updatePrestige = function (points) { self.prestigePoints = points; prestigeDisplay.setText('Prestige Points: ' + Math.floor(points).toString()); }; // Function to handle prestige self.prestige = function () { if (score >= self.requiredPrestigeScore) { // Dynamic threshold for prestige based on a factor self.prestigePoints += Math.floor(score / 100); score = 0; // Reset score clickValue = 1; // Reset click value to default clickUpgradeButton.clickUpgradePrice = 20; // Reset the cost of click upgrade to its initial value // Update the click upgrade button's price display clickUpgradeButton.updatePriceTag(); // Reset the cost of click upgrade to its initial value clickUpgradeButton.clickUpgradePrice = 20; autoClickUpgradeButton.autoClickUpgradePrice = 50; // Reset auto click upgrade cost to initial value self.requiredPrestigeScore *= 1.5; // Increase the required score for the next prestige prestigeScoreDisplay.updatePrestigeScore(self.requiredPrestigeScore); // Update the required prestige score display scoreDisplay.updateScore(score); // Update the score display self.updatePrestige(self.prestigePoints); // Update the prestige display statisticsScreen.clickValueDisplay.updateClickValue(clickValue); // Update the click value display in the statistics screen } }; }); var FallingMuffin = Container.expand(function () { var self = Container.call(this); var muffinGraphics = self.attachAsset('smallMuffin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Set a random x position when the muffin is created self.x = Math.random() * 2048; // Start above the visible area self.y = -muffinGraphics.height * 2; self.move = function () { self.y += self.speed; self.alpha -= 0.005; if (self.y > 2732) { self.destroy(); } }; }); var AddTimeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('timerButton', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.on('down', function () { if (game.timer && game.timer.timeLeft && !game.timer.hasStarted) { game.timer.timeLeft += 60; // Add 1 minute to the timer game.timer.timerText.setText(game.timer.formatTime(game.timer.timeLeft)); } }); }); /**** * Initialize Game ****/ // Initialize the total clicks counter var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ function formatNumberForDisplay(number) { var units = ['K', 'M', 'B', 'T', 'P', 'E', 'Z', 'Y']; var unit = Math.floor(((number || 0).toString().length - 1) / 3) * 3; var unitPrefix = units[Math.floor(unit / 3) - 1] || ''; var num = (number / ('1e' + unit)).toFixed(number >= 1000 ? 2 : 0); var formattedNumber = num + unitPrefix; return formattedNumber; } game.totalScoreDisplayed = false; // Flag to indicate if the total score has been displayed var totalClicks = 0; var background = game.addChild(new Background()); // Initialize important asset arrays and game variables var score = 0; var clickValue = 1; // Default click value var autoClickValue = 0; // Default auto click value per second game.fallingMuffins = []; var muffin = game.addChild(new Muffin()); var scoreDisplay = LK.gui.top.addChild(new ScoreDisplay()); // Position the muffin in the center of the screen muffin.x = 2048 / 2; muffin.y = 2732 / 2; var prestigeSystem = game.addChild(new Prestige()); var prestigeScoreDisplay = LK.gui.topRight.addChild(new PrestigeScoreDisplay()); prestigeSystem.x = 2048 / 2; // Center the prestige display prestigeSystem.y = LK.gui.top.height + scoreDisplay.height + 50; // Position below the score display, accounting for its height LK.gui.top.addChild(prestigeSystem); // Create and position the upgrade buttons var clickUpgradeButton = game.addChild(new ClickUpgradeButton()); // Create and position the prestige button var prestigeButton = game.addChild(new PrestigeButton()); prestigeButton.x = 2048 / 2; // Center the prestige button horizontally prestigeButton.y = muffin.y + muffin.height / 2 + prestigeButton.height / 2 + 250; // Position below the muffin container clickUpgradeButton.x = 2048 / 3; // Position at bottom center-left and move a little to the left clickUpgradeButton.y = 2732 - clickUpgradeButton.height / 2; // Position at the bottom with half height margin var autoClickUpgradeButton = game.addChild(new AutoClickUpgradeButton()); autoClickUpgradeButton.x = 2048 * (2 / 3); // Position at bottom center-right and move a little to the right autoClickUpgradeButton.y = 2732 - autoClickUpgradeButton.height / 2; // Position at the bottom with half height margin // Game logic functions game.incrementTotalClicks = function (value) { totalClicks += value; statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks); }; game.incrementScore = function (value) { score += value; // Increment the score by the value parameter scoreDisplay.updateScore(score); // Update the score display }; // Main game loop LK.on('tick', function () { // Game logic that needs to be executed every frame for (var i = game.fallingMuffins.length - 1; i >= 0; i--) { game.fallingMuffins[i].move(); if (game.fallingMuffins[i].alpha <= 0) { game.fallingMuffins.splice(i, 1); } } }); // Start the game with the muffin and score display initialized // The score is already initialized to 0, so no need to increment it here. var statisticsScreen = game.addChild(new StatisticsScreen()); var statsButton = game.addChild(new StatsButton()); // Position the stats button at the top left corner statsButton.x = 2048 / 3 - 200; statsButton.y = statsButton.height / 2; // Create and position the timer button var timerButton = game.addChild(new TimerButton()); game.timer = new Timer(); game.addChild(game.timer); // Position the timer button at the top right corner // Adjust the x position to account for the width of the button and move it 100 pixels to the right timerButton.x = 2048 - 2048 / 3 - timerButton.width + 350; timerButton.y = timerButton.height / 2; // Create and position the add time button next to the timer button var addTimeButton = game.addChild(new AddTimeButton()); addTimeButton.x = timerButton.x + timerButton.width + 70; // Position next to the timer button with a 20px gap addTimeButton.y = timerButton.height / 2;
===================================================================
--- original.js
+++ change.js
@@ -182,9 +182,9 @@
size: 100,
fill: "#ffffff"
});
priceTag.anchor.set(0.5, 0);
- priceTag.y = -buttonGraphics.height / 2 - 40; // Move 20 pixels up
+ priceTag.y = -buttonGraphics.height / 2 - 70;
self.addChild(priceTag);
self.interactive = true; // Make the button clickable
// Function to handle the click on the button
self.click = function () {
@@ -226,9 +226,9 @@
size: 100,
fill: "#ffffff"
});
priceTag.anchor.set(0.5, 0);
- priceTag.y = -buttonGraphics.height / 2 - 40; // Move 20 pixels up
+ priceTag.y = -buttonGraphics.height / 2 - 70;
self.addChild(priceTag);
self.interactive = true; // Make the button clickable
// Function to handle the click on the button
self.click = function () {
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