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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
****/
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
self.addChild(prestigeScoreText);
// Function to update the prestige score display
self.updatePrestigeScore = function (newScore) {
prestigeScoreText.setText('Next Prestige: ' + newScore.toString());
};
});
// 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(1.5, 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;
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: ' + 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 / self.requiredPrestigeScore);
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
}
};
});
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());
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.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
@@ -1,7 +1,20 @@
/****
* Classes
****/
+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
+ self.addChild(prestigeScoreText);
+ // Function to update the prestige score display
+ self.updatePrestigeScore = function (newScore) {
+ prestigeScoreText.setText('Next Prestige: ' + newScore.toString());
+ };
+});
// 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);
@@ -158,8 +171,9 @@
// 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
}
};
@@ -202,8 +216,9 @@
// 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
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.