Code edit (5 edits merged)
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center the prestige display below the scroe display
Code edit (7 edits merged)
Please save this source code
User prompt
position the prestige counter below and horizontal centered the score display counter
User prompt
position the prestige counter below the score display counter and 1/2 of the screen width
User prompt
position the prestige counter below and centered the score display counter
User prompt
position the prestige counter below the score display counter
User prompt
position the prestige counter belowthe muffin counter
Code edit (1 edits merged)
Please save this source code
User prompt
create a prestige system and add a counter for prestige points. for each prestige point increase click by 100%
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create a button which when clicked resets the game, implement a prestige system
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create a button which when clicked resets all game values to 0 and starts the game new. the new game should multiplay all values by 1.5
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It shows Nan
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Add a score to the top left which shows all the clicks made
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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
/**** * Classes ****/ // 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.createAsset('autoClickUpgradeButton', 'Upgrade button for auto click', 0.5, 0.5); var priceTag = new Text2('20', { size: 50, fill: "#ffffff" }); priceTag.anchor.set(0.5, 0); priceTag.y = -buttonGraphics.height / 2 - 20; self.addChild(priceTag); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.click = function () { if (score >= 20) { // Check if the player has enough score to purchase the upgrade score -= 20; // Deduct the cost of the upgrade autoClickValue += 1; // Increase the auto click value scoreDisplay.updateScore(score); // Update the score 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 () { 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); var buttonGraphics = self.createAsset('clickUpgradeButton', 'Upgrade button for +1 click', 0.5, 0.5); var priceTag = new Text2('10', { size: 50, fill: "#ffffff" }); priceTag.anchor.set(0.5, 0); priceTag.y = -buttonGraphics.height / 2 - 20; self.addChild(priceTag); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.click = function () { if (score >= 10) { // Check if the player has enough score to purchase the upgrade score -= 10; // Deduct the cost of the upgrade clickValue += 1; // Increase the click value scoreDisplay.updateScore(score); // Update the score display } }; // 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.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(clickValue); 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(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ 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; // Game logic functions game.incrementScore = function (value) { score += value; // Increment the score by the value parameter scoreDisplay.updateScore(score); // Update the score display }; // Create and position the upgrade buttons var clickUpgradeButton = game.addChild(new ClickUpgradeButton()); clickUpgradeButton.x = 2048 / 2 - clickUpgradeButton.width - 100; // 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 // 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.
===================================================================
--- original.js
+++ change.js
@@ -152,9 +152,9 @@
var clickUpgradeButton = game.addChild(new ClickUpgradeButton());
clickUpgradeButton.x = 2048 / 2 - clickUpgradeButton.width - 100; // 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 + 100; // Position at bottom center-right and move a little to the right
+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
// Main game loop
LK.on('tick', function () {
// Game logic that needs to be executed every frame
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