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Fix Bug: 'TypeError: this.muffinsPerSecond is not a function' in this line: 'this.statsScreen.updateStats(this.totalClicks, this.totalValue, this.muffinsPerSecond(), this.muffinsPerClick);' Line Number: 240
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Fix Bug: 'TypeError: game.showMenu is not a function' in this line: 'game.showMenu();' Line Number: 27
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Create a Menu Button in top left Corner which opens a Screen where i can See how many Times i clicked, total value of produced Muffins, how many Muffins i get per second and how many Muffins i get per click.
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the muffin count should count all generated muffins, the number only can go up
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dont show decimal value in the muffin count
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add a counter on the top left corner wich shows all muffins you created. use shortcuts for thousands, millions and so on
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dont show the prestige points text. only show the number
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dont show any decimal values on the screen
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show the click multiplier on top of the muffin
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implement a click multiplicator that fills for each seacond clicked. multiplicator 10 is max and reached after 3600s of clicking
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change the prestige value so that i get 1% increased muffins per prestige point
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change the prestige value so that i get 1% increased muffins per prestige point
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show the current required prestige score in the top right corner
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the required score to do prestige should also increase by factor 1.5 each time the prestige button is pressed
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in the prestige calculation round down all values to the nearest integer
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dont show decimal values and round it down
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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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/**** * 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); self.updatePriceTag = function () { priceTag.setText(this.clickUpgradePrice.toString()); }; 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(Math.floor(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.floor(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.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 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
@@ -99,9 +99,9 @@
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(Math.floor(clickValue * Math.pow(2, prestigeSystem.prestigePoints)));
+ game.incrementScore(Math.floor(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);
@@ -147,18 +147,18 @@
// Function to handle prestige
self.prestige = function () {
if (score >= 100) {
// Arbitrary threshold for prestige
- self.prestigePoints += Math.ceil(score * 0.01);
+ self.prestigePoints += Math.floor(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.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
- scoreDisplay.updateScore(Math.floor(score)); // Update the score display with no decimals
+ scoreDisplay.updateScore(score); // Update the score display
self.updatePrestige(self.prestigePoints); // Update the prestige display
}
};
});
@@ -217,9 +217,9 @@
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(Math.floor(score)); // Update the score display with no decimals
+ scoreDisplay.updateScore(score); // Update the score display
};
// Main game loop
LK.on('tick', function () {
// Game logic that needs to be executed every frame
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.