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round down all values
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dont show decimal values
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in this line: 'clickUpgradeButton.priceTag.setText(clickUpgradeButton.clickUpgradePrice.toString());' Line Number: 153
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do this
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fix it
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Fix Bug: 'TypeError: Prestige.prestige is not a function' in this line: 'Prestige.prestige();' Line Number: 11
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in this line: 'clickUpgradeButton.priceTag.setText(clickUpgradeButton.clickUpgradePrice.toString());' Line Number: 153
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after prestige the set the price of click upgrade button to 20
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after i click the prestige button the item prices need to be reset to the start value
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after prestige the item prices need to be resetet to the default value
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change the prestige value from 2 to 1.1
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position the prestige button below the muffin container
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when i click prestige button the prestige points counter changes its postion. fix it to its position
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dont round the increase of the prestige points
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increase the prestige points by 1% of the score display
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the prestige system also should soft reset the cost of the upgrades
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create a button to active the prestige and reset the score display
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center the prestige display below the scroe display
/**** * Classes ****/ // PrestigeButton class to represent the button for activating prestige var PrestigeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.createAsset('prestigeButton', 'Prestige activation button', 0.5, 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.createAsset('autoClickUpgradeButton', 'Upgrade button for auto click', 0.5, 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 - 20; 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(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 () { 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); 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 - 20; 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 } }; // 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 * Math.pow(1.1, prestigeSystem.prestigePoints)); 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 Prestige = Container.expand(function () { var self = Container.call(this); self.prestigePoints = 0; 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: ' + points.toString()); }; // Function to handle prestige self.prestige = function () { if (score >= 100) { // Arbitrary threshold for prestige self.prestigePoints += Math.ceil(score * 0.01); 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.priceTag.setText(clickUpgradeButton.clickUpgradePrice.toString()); // Reset the cost of click upgrade to its initial value clickUpgradeButton.clickUpgradePrice = 20; autoClickUpgradeButton.autoClickUpgradePrice = 50; // Reset auto click upgrade cost to initial value scoreDisplay.updateScore(score); // Update the score display self.updatePrestige(self.prestigePoints); // Update the prestige display } }; }); 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; var prestigeSystem = game.addChild(new Prestige()); 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.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.
===================================================================
--- original.js
+++ change.js
@@ -147,8 +147,11 @@
// Arbitrary threshold for prestige
self.prestigePoints += Math.ceil(score * 0.01);
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.priceTag.setText(clickUpgradeButton.clickUpgradePrice.toString());
// Reset the cost of click upgrade to its initial value
clickUpgradeButton.clickUpgradePrice = 20;
autoClickUpgradeButton.autoClickUpgradePrice = 50; // Reset auto click upgrade cost to initial value
scoreDisplay.updateScore(score); // Update the score display
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