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Set the starting prices of the upgrades to 50 and 20
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Set the starting prices of the upgrades to 20 and 50
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Set the starting prices of the upgrades to 100 and 200
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Make the prices of the upgrades increase exponentially with every time it gets bought
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Make the price tags 2 times bigger
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Move click upgrade button to 1/3 of the width of the screen
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Move autoclick upgrade button to 2/3 of screen width
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Move the two buttons a little apart from each other and put the price tag above them
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Locate the two upgrade buttons next to each other on the bottom of the screen and give them a price tag
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Introduce an upgrade mechanic with two functionalities: the first being an upgrade of +1 per click and the second being an auto click upgrade which gives +1 automaic click per second. Map these upgrades to two buttons. Make sure it works with the existing code
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Make it run
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Fix all possible issues and make the upgrade mechanics work
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Fix Bug: 'Uncaught ReferenceError: UpgradeAutoClick is not defined' in this line: 'var upgradeAutoClick = game.addChild(new UpgradeAutoClick());' Line Number: 109
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Fix Bug: 'Uncaught ReferenceError: UpgradeAutoClick is not defined' in this line: 'var upgradeAutoClick = game.addChild(new UpgradeAutoClick());' Line Number: 122
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Fix Bug: 'Uncaught ReferenceError: UpgradeAutoClick is not defined' in this line: 'var upgradeAutoClick = game.addChild(new UpgradeAutoClick());' Line Number: 109
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Fix Bug: 'Uncaught ReferenceError: UpgradeAutoClick is not defined' in this line: 'var upgradeAutoClick = game.addChild(new UpgradeAutoClick());' Line Number: 109
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Create two clickable assets the the bottom of the screen. These assets are upgrades. The left one upps the amount per click and the right one gives +1 autoclick per second
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'score')' in this line: 'game.game.score += game.passiveIncomeRate;' Line Number: 157
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Fix Bug: 'ReferenceError: score is not defined' in this line: 'score += game.clickValue; // Increment the score by clickValue' Line Number: 135
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Fix Bug: 'ReferenceError: scoreDisplay is not defined' in this line: 'scoreDisplay.updateScore(score);' Line Number: 158
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Fix Bug: 'ReferenceError: score is not defined' in this line: 'score += game.passiveIncomeRate;' Line Number: 157
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Fix Bug: 'ReferenceError: score is not defined' in this line: 'score += game.passiveIncomeRate;' Line Number: 157
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There are no visible upgrades. Fix it. Rewrite it into to clickable assets located at the lower half of the screen
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Make sure the upgrades are visible and displayed at the bottom of the screen
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There is no upgrade bar visible. Fix it please
/**** * Classes ****/ // Background class to represent the game background asset var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.createAsset('background', 'Game background', 0.5, 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.createAsset('muffin', 'Main clickable muffin', 0.5, 0.5); self.interactive = true; // Make the muffin clickable // Function to handle the click on the muffin self.click = function () { game.incrementScore(); 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 = []; } 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(newScore.toString()); }; }); var FallingMuffin = Container.expand(function () { var self = Container.call(this); var muffinGraphics = self.createAsset('smallMuffin', 'Falling muffin', 0.5, 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 UpgradeItem = Container.expand(function (id, name, cost, effect) { var self = Container.call(this); self.id = id; self.name = name; self.cost = cost; self.effect = effect; self.interactive = true; var upgradeGraphics = self.createAsset('upgrade' + id, 'Upgrade item', 0.5, 1); upgradeGraphics.y = 2732 - upgradeGraphics.height / 2; // Position at the bottom of the screen self.addChild(upgradeGraphics); self.on('down', function () { if (game.score >= self.cost) { game.score -= self.cost; self.cost = Math.ceil(self.cost * game.upgradeCostMultiplier); // Increase cost by the multiplier self.effect(); game.scoreDisplay.updateScore(game.score); } }); }); var UpgradeBar = Container.expand(function () { var self = Container.call(this); self.upgradeItems = []; // Function to add an upgrade item to the bar self.addUpgradeItem = function (upgradeItem) { self.upgradeItems.push(upgradeItem); self.addChild(upgradeItem); // Position the upgrade items horizontally at the lower half of the screen var spacing = 2048 / (self.upgradeItems.length + 1); for (var i = 0; i < self.upgradeItems.length; i++) { self.upgradeItems[i].x = spacing / 2 + i * spacing; self.upgradeItems[i].y = 2732 - self.upgradeItems[i].height; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var upgradeBar = game.addChild(new UpgradeBar()); var clickUpgrade = new UpgradeItem(1, 'Click Upgrade', 10, function () { game.incrementScoreByAmount(1); }); upgradeBar.addUpgradeItem(clickUpgrade); var passiveUpgrade = new UpgradeItem(2, 'Passive Upgrade', 20, function () { game.addPassiveIncome(); }); upgradeBar.addUpgradeItem(passiveUpgrade); // Initialize upgrade system variables game.upgradeCostMultiplier = 1.15; // Cost multiplier after each purchase game.clickValue = 1; // Amount added per click game.passiveIncomeRate = 0; // Passive income per second var background = game.addChild(new Background()); // Initialize important asset arrays and game variables game.score = 0; game.fallingMuffins = []; var muffin = game.addChild(new Muffin()); game.scoreDisplay = LK.gui.top.addChild(new ScoreDisplay()); // Position the muffin in the center of the screen muffin.x = 2048 / 2; muffin.y = 2732 / 2; // Game logic functions game.incrementScore = function () { game.score += game.clickValue; // Increment the score by clickValue game.scoreDisplay.updateScore(game.score); // Update the score display }; // Function to increment the amount added per click game.incrementScoreByAmount = function (amount) { game.clickValue += amount; }; // Function to add passive income game.addPassiveIncome = function () { game.passiveIncomeRate += 1; }; // 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); } } // Add passive income every second (60 ticks) if (LK.ticks % 60 === 0) { game.score += game.passiveIncomeRate; game.scoreDisplay.updateScore(game.score); } }); // Start the game with the muffin and score display initialized // The score is already initialized to 0, so no need to increment it here.
===================================================================
--- original.js
+++ change.js
@@ -153,10 +153,10 @@
}
}
// Add passive income every second (60 ticks)
if (LK.ticks % 60 === 0) {
- game.game.score += game.passiveIncomeRate;
- scoreDisplay.updateScore(score);
+ game.score += game.passiveIncomeRate;
+ game.scoreDisplay.updateScore(game.score);
}
});
// Start the game with the muffin and score display initialized
// The score is already initialized to 0, so no need to increment it here.
\ No newline at end of file
Imple 2d Muffin, flat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cute simple 2d Muffin bakery shop from inside. 2d. High contrast. No shadows. Clicker background asset, Flat, few details, few colors
Glitter on muffin
create a muffin with a rocket. muffin goes to the moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a Button with a Diagramm consiting of 4 Bars in the Background and a Muffin in the forthground. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Stop watch with a big +1 sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple round start Button with big Play/start Symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.