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Wenn der Timer aufgelaufen ist, dann zeige den total Score an
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When timer runs out show total clicks of player. Do it the way you just described
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When timer runs out show total clicks in the game over screen
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var totalClicksDisplay = new Text2('Total Clicks: ' + game.totalClicks.toString(), {' Line Number: 57
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Wenn der Timer abläuft zeige den aktuellen total click Score und stoppen den Autoklick und blockiere die hitbox vom Muffin
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Wenn der Timer abgelaufen ist unterbrich alle Vorgänge im Spiel inklusive autoclick etc und öffne eine Fenster in dem groß die total click zum Zeitpunkt des ablaufenden timers angezeigt wird
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Die total clicks werden nicht richtig berechnet. Clicks die durch Upgrades oder Prestige mehr als 1 wert sind werden nur als 2 gewertet. Finde heraus wo das Problem dafür liegt und löse es
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Wenn der Timer abgelaufen ist soll kein Game over Screen kommen, sondern groß als Zahl angezeigt werden wieviele clicks bis dahin insgesamt gemacht wurden
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Wenn der Timer abgelaufen ist, zeige groß und deutlich die aktuellen gesamtclicks
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Ändere die Zeitabschnitte von 5min in eine Minute
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Schreibe den Code so um, dass der Start Timer Button nur den stimer startet, die Zeit aber schon angezeigt wird, wenn man den Timer Button drückt um die Zeit einzustellen
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Fix Bug: 'TypeError: self.formatTime is not a function' in or related to this line: 'self.timerText = new Text2(self.formatTime(self.timeLeft), {' Line Number: 30
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Fix Bug: 'TypeError: self.formatTime is not a function' in or related to this line: 'self.timerText = new Text2(self.formatTime(self.timeLeft), {' Line Number: 30
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Fix Bug: 'ReferenceError: timerText is not defined' in or related to this line: 'timerText.setText(game.timer.formatTime(game.timer.timeLeft));' Line Number: 369
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Fix Bug: 'TypeError: LK.gui.center.getChildByName is not a function' in or related to this line: 'LK.gui.center.getChildByName('timerText').setText(game.timer.formatTime(game.timer.timeLeft));' Line Number: 369
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Dann folge diesem Leitfaden um das Problem zu lösen und sorge dafür, dass es wie gewünscht funktioniert
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Fix Bug: 'TypeError: LK.gui.center.getChildByName is not a function' in or related to this line: 'LK.gui.center.getChildByName('timerText').setText(this.timer.formatTime(this.timer.timeLeft));' Line Number: 15
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Dann löse das Problem bitte so wie du es gerade beschrieben hast
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Es funktioniert immer noch keiner der beiden Buttons so wie ich es gerade eben beschriebenen hatte. Bitte sorge dafür, dass es funktioniert
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Jetzt funktioniert keiner der beiden Buttons
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Es soll so sein, dass wenn der Timer Button gedrückt wird die Timer Zeit schon angezeigt wird, damit man es in Ruhe einstellen kann. Und wenn dann der starttimerbutton gedrückt wird startet die Zeit und wenn die Zeit läuft kann der Timer nicht mehr erhöht werden
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Wenn der Timer Button gedrückt wird, muss die Zeit angezeigt werden. Nachdem der Timer gestartet wurde, kann der Timer nicht mehr mit dem Timer Button erhöht werden
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Bewege den Timer Button 100 pixel nach rechts
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Mache den Button der den Timer startet zu einem extra Asset
/**** * Classes ****/ var TimerButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('startTimerButton', { 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 () { if (game.timer) { game.timer.start(); } }); }); var Timer = Container.expand(function () { var self = Container.call(this); Timer.prototype.formatTime = function (timeInSeconds) { var minutes = Math.floor(timeInSeconds / 60); var seconds = timeInSeconds % 60; return minutes.toString().padStart(2, '0') + ":" + seconds.toString().padStart(2, '0'); }; Timer.prototype.start = function () { if (!this.intervalId) { this.intervalId = LK.setInterval(function () { self.updateTimer(); }, 1000); // Update the timer every second with correct context } }; self.timeLeft = 60; // 1 minute in seconds self.timerText = new Text2(self.formatTime(self.timeLeft), { size: 100, fill: "#ffffff" }); self.timerText.anchor.set(0.5, 0); // Center the timer text LK.gui.center.addChild(self.timerText); // Function to format the time left as mm:ss Timer.prototype.formatTime = function (timeInSeconds) { var minutes = Math.floor(timeInSeconds / 60); var seconds = timeInSeconds % 60; return minutes.toString().padStart(2, '0') + ":" + seconds.toString().padStart(2, '0'); }; // Function to update the timer display self.updateTimer = function () { if (self.timeLeft > 0) { self.timeLeft--; self.timerText.setText(self.formatTime(self.timeLeft)); } else { var totalClicksDisplay = new Text2('Total Clicks: ' + totalClicks.toString(), { size: 200, fill: "#ffffff", anchorX: 0.5, anchorY: 0.5 }); totalClicksDisplay.x = game.width / 2; totalClicksDisplay.y = game.height / 2; LK.gui.center.addChild(totalClicksDisplay); } }; // Function to start the timer countdown self.startTimer = function () { LK.setInterval(self.updateTimer, 1000); // Update the timer every second }; }); 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 / 8; 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(Math.floor(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints))); 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(); } }; }); var AddTimeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('timerButton', { 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 () { if (game.timer && game.timer.timeLeft) { game.timer.timeLeft += 60; // Add 1 minute to the timer game.timer.timerText.setText(game.timer.formatTime(game.timer.timeLeft)); } }); }); /**** * 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; // Create and position the timer button var timerButton = game.addChild(new TimerButton()); game.timer = new Timer(); game.addChild(game.timer); // Position the timer button at the top right corner // Adjust the x position to account for the width of the button and move it 100 pixels to the right timerButton.x = 2048 - 2048 / 3 - timerButton.width + 100; timerButton.y = timerButton.height / 2; // Create and position the add time button next to the timer button var addTimeButton = game.addChild(new AddTimeButton()); addTimeButton.x = timerButton.x + timerButton.width + 20; // Position next to the timer button with a 20px gap addTimeButton.y = timerButton.height / 2;
===================================================================
--- original.js
+++ change.js
@@ -261,9 +261,9 @@
self.click = function () {
if (!statisticsScreen.visible) {
game.incrementScore(Math.floor(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints)));
// Increment the total clicks counter
- game.incrementTotalClicks(1);
+ game.incrementTotalClicks(Math.floor(clickValue * (1 + 0.01 * prestigeSystem.prestigePoints)));
statisticsScreen.totalClicksDisplay.updateTotalClicks(totalClicks);
}
var fallingMuffin = new FallingMuffin();
// Set the y position to spawn further down from the top of the screen
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