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Mach einen zweiten Knopf neben dem Startknopf des timers der 5min dem Timer hinzufügt.
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Schiebe die Zeitanzeige vom Timer 80 Pixel nach unten
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Füge einen Timer hinzu, der 5 Minuten lang läuft, wenn man einen dazugehörigen start Knopf drückt
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Fix Bug: 'TypeError: scoreDisplay.updateTotalClicks is not a function' in or related to this line: 'scoreDisplay.updateTotalClicks(totalClicks); // Update the final total clicks display' Line Number: 409
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Der Timer soll 5 Minuten laufen und in Minuten Schritten erhöht werden können. Außerdem fehlt noch die finale anzeigt der gesamten clicks. Verschiebe den Timer 100 pixel nach unten
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Implementiere die Funktion für ein zeitbasiertes Spiel. Man soll einen Timer haben der sich in 5min Stufen manuell erhöhen lassen soll. Wenn man den Timer startet läuft die Zeit runter. Wenn der Timer abgelaufen ist, wird ein "Zeit vorbei" Fenster geöffnet und angezeigt wieviele clicks insgesamt in der Zeit gemacht wurden
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Wenn ich auf den Timer clicke wird darüber nur NaN angezeigt und das ist das Spiel beendet. Fix das bitte. Ich möchte selbst eine Zeit eingeben können
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Fix Bug: 'TypeError: parseInt is not a function' in or related to this line: 'var timerDuration = parseInt(timerDurationInput.text, 10); // Get timer duration from input' Line Number: 343
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Fix Bug: 'TypeError: parseInt is not a function' in or related to this line: 'var timerDuration = parseInt(timerDurationInput.text); // Get timer duration from input' Line Number: 343
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Korrigiere den Timer, sodass man manuell selbst eine Zeit einstellen kann und zwar in Minuten.
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Fix Bug: 'Uncaught ReferenceError: TimerButton is not defined' in or related to this line: 'var timerButton = game.addChild(new TimerButton());' Line Number: 404
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Füge dem Spiel eine Mechanik hinzu (und entsprechende Schaltflächen) die es erlaubt auf Zeit zu spielen. Es soll die Möglichkeit geben einen Timer zu stellen (angegeben in Minuten) der das Spiel nach der eingestellten Zeit beendet und die total clicks als Endscore anzeigt
Code edit (3 edits merged)
Please save this source code
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Behebe den Fehler, dass "NaN" angezeigt wird, wenn ich innerhalb des informations Bildschirms (der auftaucht wenn man den stats Button drückt ) den Muffin clicke
Code edit (1 edits merged)
Please save this source code
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Bewege den total clicks counter nach links sodass er genau mittig der Bildschirmbreite positioniert ist. Mache dasselbe mit der Zahl die anzeigt wieviel ein Klick aktuell wert ist
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Bewege den total clicks counter nach links sodass er genau mittig der Bildschirmbreite positioniert ist. Mache dasselbe mit der Zahl die anzeigt wieviel ein Klick aktuell wert ist
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Move the total clicks Display a little to the left so it is centered
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Move to the total clicks and the click value to half of the screen width
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The total clicks counter needs to Count every click and autoclick that is Made
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'updateTotalClicks')' in this line: 'statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks);' Line Number: 196
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Fix Bug: 'ReferenceError: totalClicks is not defined' in this line: 'self.totalClicksDisplay.updateTotalClicks(totalClicks);' Line Number: 52
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Fix Bug: 'ReferenceError: totalClicks is not defined' in this line: 'self.totalClicksDisplay.updateTotalClicks(totalClicks);' Line Number: 52
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Add a second value to the stats Screen which is supposed to Show the clicks Made in total. This counts for Auto clicks and also manuell clicks and is doesnt get reset when prestiged
User prompt
Bewege den stats Button ein kleines Stück nach rechts zu einem Drittel der Bildschirmbreite
/**** * Classes ****/ var ClickValueDisplay = Container.expand(function () { var self = Container.call(this); var clickValueText = new Text2(clickValue.toString(), { size: 100, fill: "#ffffff" }); clickValueText.anchor.set(0.5, 0); // Center the click value text self.addChild(clickValueText); // Function to update the click value display self.updateClickValue = function (newValue) { clickValueText.setText(Math.floor(newValue).toString()); }; }); var StatsButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('statsButton', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; // Make the button clickable // Function to handle the click on the button self.on('down', function () { statisticsScreen.toggleVisibility(); // Toggle the visibility of the statistics screen }); }); var StatisticsScreen = Container.expand(function () { var self = Container.call(this); self.width = 2048; // Full width of the game screen self.height = 2732; // Full height of the game screen var background = self.attachAsset('statsBackground', { anchorX: 0.5, anchorY: 0.5 }); self.x = game.width / 2; self.y = game.height / 2; self.visible = false; // Initially hidden self.clickValueDisplay = new ClickValueDisplay(); self.addChild(self.clickValueDisplay); // Position the click value display within the statistics screen self.clickValueDisplay.x = self.width / 5; self.clickValueDisplay.y = 200; // Position below the top edge of the statistics screen // Initialize the total clicks display self.totalClicksDisplay = new TotalClicksDisplay(); self.addChild(self.totalClicksDisplay); // Position the total clicks display within the statistics screen self.totalClicksDisplay.x = self.width / 5; self.totalClicksDisplay.y = self.clickValueDisplay.y + 150; // Position below the click value display // Function to toggle the visibility of the statistics screen self.toggleVisibility = function () { self.visible = !self.visible; if (self.visible) { self.clickValueDisplay.updateClickValue(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints)); // Add and position the total clicks display if (!self.totalClicksDisplay) { self.totalClicksDisplay = new TotalClicksDisplay(); self.addChild(self.totalClicksDisplay); // Position the total clicks display within the statistics screen self.totalClicksDisplay.x = self.width / 2; self.totalClicksDisplay.y = self.clickValueDisplay.y + 150; // Position below the click value display } self.totalClicksDisplay.updateTotalClicks(totalClicks); } }; }); 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(Math.floor(newScore).toString()); }; }); // PrestigeButton class to represent the button for activating prestige var PrestigeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('prestigeButton', { anchorX: 0.5, anchorY: 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.attachAsset('autoClickUpgradeButton', { anchorX: 0.5, anchorY: 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(Math.floor(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 () { // Increment the total clicks counter by the auto click value game.incrementTotalClicks(autoClickValue); statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks); 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(Math.floor(this.clickUpgradePrice).toString()); }; var buttonGraphics = self.attachAsset('clickUpgradeButton', { anchorX: 0.5, anchorY: 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 statisticsScreen.clickValueDisplay.updateClickValue(clickValue); // Update the click value display in the statistics screen } }; // 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.attachAsset('background', { anchorX: 0.5, anchorY: 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.attachAsset('muffin', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; // Make the muffin clickable // Function to handle the click on the muffin self.click = function () { if (!statisticsScreen.visible) { game.incrementScore(Math.floor(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints))); // Increment the total clicks counter game.incrementTotalClicks(1); statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks); } 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 = []; var totalClicks = 0; // Initialize the total clicks counter // Initialize the total clicks counter var totalClicks = 0; } 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(Math.floor(newScore).toString()); }; }); // TotalClicksDisplay class to show the total clicks made var TotalClicksDisplay = Container.expand(function () { var self = Container.call(this); var totalClicksText = new Text2('Total Clicks: 0', { size: 100, fill: "#ffffff" }); totalClicksText.anchor.set(0.5, 0); // Center the total clicks text self.addChild(totalClicksText); // Function to update the total clicks display self.updateTotalClicks = function (newTotalClicks) { totalClicksText.setText('Total Clicks: ' + Math.floor(newTotalClicks).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: ' + Math.floor(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 / 100); 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 statisticsScreen.clickValueDisplay.updateClickValue(clickValue); // Update the click value display in the statistics screen } }; }); var FallingMuffin = Container.expand(function () { var self = Container.call(this); var muffinGraphics = self.attachAsset('smallMuffin', { anchorX: 0.5, anchorY: 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 ****/ // Initialize the total clicks counter var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var totalClicks = 0; 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.incrementTotalClicks = function (value) { totalClicks += value; statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks); }; 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. var statisticsScreen = game.addChild(new StatisticsScreen()); var statsButton = game.addChild(new StatsButton()); // Position the stats button at the top left corner statsButton.x = 2048 / 3; statsButton.y = statsButton.height / 2;
===================================================================
--- original.js
+++ change.js
@@ -39,15 +39,15 @@
self.visible = false; // Initially hidden
self.clickValueDisplay = new ClickValueDisplay();
self.addChild(self.clickValueDisplay);
// Position the click value display within the statistics screen
- self.clickValueDisplay.x = self.width / 3;
+ self.clickValueDisplay.x = self.width / 5;
self.clickValueDisplay.y = 200; // Position below the top edge of the statistics screen
// Initialize the total clicks display
self.totalClicksDisplay = new TotalClicksDisplay();
self.addChild(self.totalClicksDisplay);
// Position the total clicks display within the statistics screen
- self.totalClicksDisplay.x = self.width / 3;
+ self.totalClicksDisplay.x = self.width / 5;
self.totalClicksDisplay.y = self.clickValueDisplay.y + 150; // Position below the click value display
// Function to toggle the visibility of the statistics screen
self.toggleVisibility = function () {
self.visible = !self.visible;
@@ -195,12 +195,14 @@
});
self.interactive = true; // Make the muffin clickable
// Function to handle the click on the muffin
self.click = function () {
- game.incrementScore(Math.floor(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints)));
- // Increment the total clicks counter
- game.incrementTotalClicks(1);
- statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks);
+ if (!statisticsScreen.visible) {
+ game.incrementScore(Math.floor(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints)));
+ // Increment the total clicks counter
+ game.incrementTotalClicks(1);
+ statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks);
+ }
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);
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