User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.animals = animalData;' Line Number: 234 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make a save system ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function. (In 'storage.get('plotData')', 'storage.get' is undefined)' in or related to this line: 'var savedPlotData = storage.get('plotData');' Line Number: 573
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.plotData = plotData;' Line Number: 505
User prompt
Oyunda save sistemi olsun oyundan çıkınca oyun kendini kayıt etsin ve tekrar girince kaldığımız yerden devam edelim ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Oyunda kredi olsun yani sol alt koşedeki btona basınca 2000 coin alalım ama 60 dakika sonra 2000 coinimiz yoksa game over olsun eğer varsa 2000 coin gitsin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Oyun asla bitmesin yani sonsuza kadar devam etsin
User prompt
When the fox approaches the animals, it should play a barking sound effect for the first 5 seconds to alert the player that the fox has appeared ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add price text next to each button. Enlarge the animal images slightly. Update prices as follows: Chicken = 25 coins, Sheep = 50 coins, Cow = 75 coins ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Replace the text labels ‘Sheep’, ‘Cow’, and ‘Chicken’ on the bottom-right buttons with their corresponding animal asset images (Sheep, Cow, and Chicken)
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'sheepButton.style.fill = 0x888888;' Line Number: 558
User prompt
When we’ve saved 50 coins, with those 50 coins we can buy an animal by pressing the button at the bottom-right. There should be 3 buttons called sheep, cow and chicken. Whichever animal’s button we press, we will have bought that animal for 50 dollars. The first game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Occasionally a fox comes next to the animals. This fox stays among the animals for thirty seconds. Then it kills one of the animals and leaves. During the thirty seconds the fox is among the animals, if you click the fox... ...the fox should disappear, escape ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Animals in the Barn Background can walk and move in an area as large as the barn Background ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Place it in the lower part of the field, that is, at the bottom of the screen, and make a barn where we can take care of cows, give them food, feed them, fill their water, and let cows, sheep and chickens wander around randomly in it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the growth rate of the plants we plant be 3 minutes
User prompt
slow down the growth rate of plants here
Code edit (1 edits merged)
Please save this source code
User prompt
Farm Frenzy
Initial prompt
Make a game where we farm
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Animal = Container.expand(function (type, barnArea) {
var self = Container.call(this);
self.type = type; // 'cow', 'sheep', 'chicken'
self.barnArea = barnArea;
self.hunger = 100; // 0-100, decreases over time
self.thirst = 100; // 0-100, decreases over time
self.happiness = 100; // 0-100, affected by care
self.lastCareTime = Date.now();
// Visual representation
var animalGraphic = null;
if (type === 'cow') {
animalGraphic = self.attachAsset('cow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
} else if (type === 'sheep') {
animalGraphic = self.attachAsset('sheep', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
} else if (type === 'chicken') {
animalGraphic = self.attachAsset('chicken', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
}
// Random wandering
self.targetX = self.x;
self.targetY = self.y;
self.speed = 1.0;
self.setRandomTarget = function () {
self.targetX = barnArea.x + Math.random() * barnArea.width;
self.targetY = barnArea.y + Math.random() * barnArea.height;
};
self.feed = function () {
if (self.hunger < 100) {
self.hunger = Math.min(100, self.hunger + 30);
self.happiness = Math.min(100, self.happiness + 10);
coins += 5; // Reward for caring
score += 5;
updateUI();
// Visual feedback
tween(animalGraphic, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(animalGraphic, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
}
};
self.giveWater = function () {
if (self.thirst < 100) {
self.thirst = Math.min(100, self.thirst + 40);
self.happiness = Math.min(100, self.happiness + 15);
coins += 3;
score += 3;
updateUI();
// Visual feedback
tween(animalGraphic, {
tint: 0x87CEEB
}, {
duration: 300,
onFinish: function onFinish() {
tween(animalGraphic, {
tint: 0xFFFFFF
}, {
duration: 300
});
}
});
}
};
self.update = function () {
var now = Date.now();
// Decrease needs over time
if (now - self.lastCareTime > 10000) {
// Every 10 seconds
self.hunger = Math.max(0, self.hunger - 2);
self.thirst = Math.max(0, self.thirst - 3);
if (self.hunger < 50 || self.thirst < 50) {
self.happiness = Math.max(0, self.happiness - 1);
}
self.lastCareTime = now;
}
// Random wandering
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 5 || Math.random() < 0.01) {
self.setRandomTarget();
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Visual indicators for needs
if (self.hunger < 30) {
animalGraphic.tint = 0xFF9999; // Reddish when hungry
} else if (self.thirst < 30) {
animalGraphic.tint = 0x9999FF; // Bluish when thirsty
} else {
animalGraphic.tint = 0xFFFFFF; // Normal color
}
};
self.down = function (x, y, obj) {
// Cycle through care actions on tap
if (self.hunger < 80) {
self.feed();
} else if (self.thirst < 80) {
self.giveWater();
} else {
// Pet the animal for happiness
self.happiness = Math.min(100, self.happiness + 20);
tween(animalGraphic, {
rotation: 0.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(animalGraphic, {
rotation: 0
}, {
duration: 150
});
}
});
}
};
return self;
});
var Barn = Container.expand(function () {
var self = Container.call(this);
// Barn background
var barnBg = self.attachAsset('barnBackground', {
anchorX: 0.5,
anchorY: 0.5
});
self.animals = [];
self.barnArea = {
x: -600,
y: -600,
width: 1200,
height: 1200
};
self.fox = null;
self.lastFoxSpawn = Date.now();
self.foxSpawnInterval = 60000; // Fox appears every 60 seconds
self.addAnimal = function (type) {
var animal = new Animal(type, self.barnArea);
animal.x = self.barnArea.x + Math.random() * self.barnArea.width;
animal.y = self.barnArea.y + Math.random() * self.barnArea.height;
animal.setRandomTarget();
self.animals.push(animal);
self.addChild(animal);
return animal;
};
self.update = function () {
for (var i = 0; i < self.animals.length; i++) {
self.animals[i].update();
}
// Fox spawning logic
var now = Date.now();
if (!self.fox && now - self.lastFoxSpawn > self.foxSpawnInterval && self.animals.length > 0) {
// Spawn a new fox
self.fox = new Fox(self.barnArea, self.animals);
self.addChild(self.fox);
self.lastFoxSpawn = now;
}
// Update fox if it exists
if (self.fox) {
self.fox.update();
// Check if fox was destroyed (escaped or attacked)
if (self.fox.destroyed) {
self.fox = null;
}
}
};
return self;
});
var Fox = Container.expand(function (barnArea, animals) {
var self = Container.call(this);
self.barnArea = barnArea;
self.animals = animals;
self.spawnTime = Date.now();
self.attackTime = 30000; // 30 seconds before attacking
self.hasAttacked = false;
self.speed = 1.0;
self.barkDuration = 5000; // Bark for 5 seconds
self.isBarking = true;
self.barkSound = null;
// Visual representation
var foxGraphic = self.attachAsset('fox', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Set random position in barn area
self.x = barnArea.x + Math.random() * barnArea.width;
self.y = barnArea.y + Math.random() * barnArea.height;
// Random wandering target
self.targetX = self.x;
self.targetY = self.y;
self.setRandomTarget = function () {
self.targetX = barnArea.x + Math.random() * barnArea.width;
self.targetY = barnArea.y + Math.random() * barnArea.height;
};
self.attack = function () {
if (self.animals.length > 0 && !self.hasAttacked) {
// Kill a random animal
var randomIndex = Math.floor(Math.random() * self.animals.length);
var targetAnimal = self.animals[randomIndex];
// Remove animal from barn
targetAnimal.destroy();
self.animals.splice(randomIndex, 1);
self.hasAttacked = true;
// Fox leaves after attack
self.escape();
}
};
self.escape = function () {
// Stop barking sound if still playing
if (self.barkSound) {
self.barkSound.stop();
self.barkSound = null;
}
self.isBarking = false;
// Tween fox out of the barn area quickly
tween(self, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 500,
onFinish: function onFinish() {
self.destroy();
}
});
};
self.update = function () {
var elapsed = Date.now() - self.spawnTime;
// Handle barking sound for first 5 seconds
if (self.isBarking) {
if (elapsed < self.barkDuration) {
// Start barking if not already started
if (!self.barkSound) {
self.barkSound = LK.getSound('bark');
self.barkSound.play();
}
} else {
// Stop barking after 5 seconds
self.isBarking = false;
if (self.barkSound) {
self.barkSound.stop();
self.barkSound = null;
}
}
}
// Attack after 30 seconds if still alive
if (elapsed >= self.attackTime && !self.hasAttacked) {
self.attack();
return;
}
// Random wandering behavior
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 5 || Math.random() < 0.02) {
self.setRandomTarget();
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Visual threat indication (red tint gets stronger over time)
var threatLevel = Math.min(1, elapsed / self.attackTime);
var redTint = 0xFF0000;
var whiteTint = 0xFFFFFF;
// Interpolate between white and red based on threat level
var r = 255;
var g = Math.floor(255 * (1 - threatLevel));
var b = Math.floor(255 * (1 - threatLevel));
foxGraphic.tint = r << 16 | g << 8 | b;
};
self.down = function (x, y, obj) {
// Player clicked the fox - it escapes immediately
self.escape();
};
return self;
});
var Plot = Container.expand(function (row, col) {
var self = Container.call(this);
// Plot properties
self.row = row;
self.col = col;
self.state = 'empty'; // empty, planted, growing, ready
self.plantTime = 0;
self.growthDuration = 180000; // 3 minutes
self.cropValue = 10;
// Visual elements
var soil = self.attachAsset('soilPlot', {
anchorX: 0.5,
anchorY: 0.5
});
var plantGraphics = null;
self.plant = function () {
if (self.state === 'empty' && coins >= 5) {
coins -= 5;
self.state = 'planted';
self.plantTime = Date.now();
plantGraphics = self.addChild(LK.getAsset('seed', {
anchorX: 0.5,
anchorY: 0.5
}));
LK.getSound('plant').play();
updateUI();
}
};
self.harvest = function () {
if (self.state === 'ready') {
coins += self.cropValue;
score += self.cropValue;
self.state = 'empty';
if (plantGraphics) {
plantGraphics.destroy();
plantGraphics = null;
}
// Harvest effect
var coinEffect = self.addChild(LK.getAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
y: -60
}));
tween(coinEffect, {
y: -120,
alpha: 0
}, {
duration: 800,
onFinish: function onFinish() {
coinEffect.destroy();
}
});
LK.getSound('harvest').play();
updateUI();
}
};
self.update = function () {
if (self.state === 'planted' || self.state === 'growing') {
var elapsed = Date.now() - self.plantTime;
var progress = elapsed / self.growthDuration;
if (progress >= 1) {
// Fully grown
self.state = 'ready';
if (plantGraphics) {
plantGraphics.destroy();
plantGraphics = self.addChild(LK.getAsset('crop', {
anchorX: 0.5,
anchorY: 1,
y: 60
}));
}
} else if (progress >= 0.5 && self.state === 'planted') {
// Growing stage
self.state = 'growing';
if (plantGraphics) {
plantGraphics.destroy();
plantGraphics = self.addChild(LK.getAsset('sprout', {
anchorX: 0.5,
anchorY: 1,
y: 40
}));
}
}
}
};
self.down = function (x, y, obj) {
if (self.state === 'empty') {
self.plant();
} else if (self.state === 'ready') {
self.harvest();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var coins = storage.get('coins') || 25;
var score = storage.get('score') || 0;
var plots = [];
var gridRows = 4;
var gridCols = 6;
var plotSize = 200;
// Loan system variables
var loanActive = storage.get('loanActive') || false;
var loanStartTime = storage.get('loanStartTime') || 0;
var loanDuration = 60 * 60 * 1000; // 60 minutes in milliseconds
var loanAmount = 2000;
// UI elements
var coinsText = new Text2('Coins: 25', {
size: 60,
fill: 0xFFFFFF
});
coinsText.anchor.set(0, 0);
LK.gui.topLeft.addChild(coinsText);
coinsText.x = 120;
coinsText.y = 20;
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreText);
scoreText.y = 20;
// Credit button (bottom-left)
var creditButton = new Text2('KREDI\n2000', {
size: 45,
fill: 0xFFFFFF
});
creditButton.anchor.set(0, 1);
creditButton.x = 20;
creditButton.y = -20;
LK.gui.bottomLeft.addChild(creditButton);
// Loan timer display (only visible when loan is active)
var loanTimerText = new Text2('', {
size: 40,
fill: 0xFF0000
});
loanTimerText.anchor.set(0, 1);
loanTimerText.x = 20;
loanTimerText.y = -120;
LK.gui.bottomLeft.addChild(loanTimerText);
function updateUI() {
coinsText.setText('Coins: ' + coins);
scoreText.setText('Score: ' + score);
updateButtonStates();
updateLoanUI();
saveGame(); // Auto-save whenever UI updates (on important changes)
// Game continues endlessly - no win condition
}
function saveGame() {
// Save basic game state using storage.set
storage.set('coins', coins);
storage.set('score', score);
storage.set('loanActive', loanActive);
storage.set('loanStartTime', loanStartTime);
// Save plot states - create simple data structure
var plotData = [];
for (var row = 0; row < gridRows; row++) {
plotData[row] = [];
for (var col = 0; col < gridCols; col++) {
var plot = plots[row][col];
plotData[row][col] = {
state: plot.state,
plantTime: plot.plantTime
};
}
}
// Store plot data using storage.set to ensure proper serialization
storage.set('plotData', plotData);
// Save animal data - create simple data structure
var animalData = [];
for (var i = 0; i < barn.animals.length; i++) {
var animal = barn.animals[i];
animalData.push({
type: animal.type,
x: animal.x,
y: animal.y,
hunger: animal.hunger,
thirst: animal.thirst,
happiness: animal.happiness,
lastCareTime: animal.lastCareTime
});
}
// Store animal data using storage.set to ensure proper serialization
storage.set('animalData', animalData);
}
function updateLoanUI() {
if (loanActive) {
var now = Date.now();
var timeLeft = loanDuration - (now - loanStartTime);
if (timeLeft > 0) {
// Show remaining time
var minutesLeft = Math.ceil(timeLeft / (60 * 1000));
loanTimerText.setText('Kredi: ' + minutesLeft + ' dk');
loanTimerText.alpha = 1;
creditButton.alpha = 0.5;
creditButton.tint = 0x888888;
} else {
// Time is up - check if player has enough coins
if (coins >= loanAmount) {
// Player can pay back - deduct coins and clear loan
coins -= loanAmount;
loanActive = false;
loanStartTime = 0;
storage.set('loanActive', false);
storage.set('loanStartTime', 0);
loanTimerText.alpha = 0;
creditButton.alpha = 1.0;
creditButton.tint = 0xFFFFFF;
updateUI();
} else {
// Player doesn't have enough - game over
LK.showGameOver();
}
}
} else {
loanTimerText.alpha = 0;
creditButton.alpha = 1.0;
creditButton.tint = 0xFFFFFF;
}
}
// Create farm grid (moved to upper portion)
var farmStartX = (2048 - gridCols * plotSize) / 2;
var farmStartY = 200;
for (var row = 0; row < gridRows; row++) {
plots[row] = [];
for (var col = 0; col < gridCols; col++) {
var plot = new Plot(row, col);
plot.x = farmStartX + col * plotSize + plotSize / 2;
plot.y = farmStartY + row * plotSize + plotSize / 2;
plots[row][col] = plot;
game.addChild(plot);
}
}
// Restore saved plot states
var savedPlotData = storage.get('plotData');
if (savedPlotData) {
for (var row = 0; row < gridRows; row++) {
for (var col = 0; col < gridCols; col++) {
var savedPlot = savedPlotData[row][col];
if (savedPlot) {
var plot = plots[row][col];
plot.state = savedPlot.state;
plot.plantTime = savedPlot.plantTime;
// Restore visual state
if (plot.state === 'planted') {
var plantGraphics = plot.addChild(LK.getAsset('seed', {
anchorX: 0.5,
anchorY: 0.5
}));
} else if (plot.state === 'growing') {
var plantGraphics = plot.addChild(LK.getAsset('sprout', {
anchorX: 0.5,
anchorY: 1,
y: 40
}));
} else if (plot.state === 'ready') {
var plantGraphics = plot.addChild(LK.getAsset('crop', {
anchorX: 0.5,
anchorY: 1,
y: 60
}));
}
}
}
}
}
// Instructions text
var instructionsText = new Text2('Tap empty plots to plant (5 coins)\nTap crops to harvest\nTap animals to care for them', {
size: 40,
fill: 0x333333
});
instructionsText.anchor.set(0.5, 0);
instructionsText.x = 1024;
instructionsText.y = 120;
game.addChild(instructionsText);
// Buy animal buttons (bottom-right)
var sheepButton = LK.getAsset('sheep', {
anchorX: 1,
anchorY: 1,
scaleX: 1.0,
scaleY: 1.0
});
sheepButton.x = -120;
sheepButton.y = -200;
LK.gui.bottomRight.addChild(sheepButton);
// Sheep price text
var sheepPriceText = new Text2('50', {
size: 40,
fill: 0xFFFFFF
});
sheepPriceText.anchor.set(1, 1);
sheepPriceText.x = -20;
sheepPriceText.y = -200;
LK.gui.bottomRight.addChild(sheepPriceText);
var cowButton = LK.getAsset('cow', {
anchorX: 1,
anchorY: 1,
scaleX: 0.8,
scaleY: 0.8
});
cowButton.x = -120;
cowButton.y = -120;
LK.gui.bottomRight.addChild(cowButton);
// Cow price text
var cowPriceText = new Text2('75', {
size: 40,
fill: 0xFFFFFF
});
cowPriceText.anchor.set(1, 1);
cowPriceText.x = -20;
cowPriceText.y = -120;
LK.gui.bottomRight.addChild(cowPriceText);
var chickenButton = LK.getAsset('chicken', {
anchorX: 1,
anchorY: 1,
scaleX: 1.0,
scaleY: 1.0
});
chickenButton.x = -120;
chickenButton.y = -40;
LK.gui.bottomRight.addChild(chickenButton);
// Chicken price text
var chickenPriceText = new Text2('25', {
size: 40,
fill: 0xFFFFFF
});
chickenPriceText.anchor.set(1, 1);
chickenPriceText.x = -20;
chickenPriceText.y = -40;
LK.gui.bottomRight.addChild(chickenPriceText);
// Button click handlers
sheepButton.down = function (x, y, obj) {
if (coins >= 50) {
coins -= 50;
barn.addAnimal('sheep');
updateUI();
// Visual feedback
tween(sheepButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(sheepButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150
});
}
});
}
};
cowButton.down = function (x, y, obj) {
if (coins >= 75) {
coins -= 75;
barn.addAnimal('cow');
updateUI();
// Visual feedback
tween(cowButton, {
scaleX: 0.96,
scaleY: 0.96
}, {
duration: 150,
onFinish: function onFinish() {
tween(cowButton, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 150
});
}
});
}
};
chickenButton.down = function (x, y, obj) {
if (coins >= 25) {
coins -= 25;
barn.addAnimal('chicken');
updateUI();
// Visual feedback
tween(chickenButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(chickenButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150
});
}
});
}
};
// Credit button click handler
creditButton.down = function (x, y, obj) {
if (!loanActive) {
// Take the loan
coins += loanAmount;
loanActive = true;
loanStartTime = Date.now();
// Save to storage
storage.set('loanActive', loanActive);
storage.set('loanStartTime', loanStartTime);
updateUI();
// Visual feedback
tween(creditButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(creditButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150
});
}
});
}
};
// Update button appearance based on coin availability
function updateButtonStates() {
// Chicken button (25 coins)
if (coins >= 25) {
chickenButton.tint = 0xFFFFFF;
chickenButton.alpha = 1.0;
chickenPriceText.tint = 0xFFFFFF;
} else {
chickenButton.tint = 0x888888;
chickenButton.alpha = 0.6;
chickenPriceText.tint = 0x888888;
}
// Sheep button (50 coins)
if (coins >= 50) {
sheepButton.tint = 0xFFFFFF;
sheepButton.alpha = 1.0;
sheepPriceText.tint = 0xFFFFFF;
} else {
sheepButton.tint = 0x888888;
sheepButton.alpha = 0.6;
sheepPriceText.tint = 0x888888;
}
// Cow button (75 coins)
if (coins >= 75) {
cowButton.tint = 0xFFFFFF;
cowButton.alpha = 1.0;
cowPriceText.tint = 0xFFFFFF;
} else {
cowButton.tint = 0x888888;
cowButton.alpha = 0.6;
cowPriceText.tint = 0x888888;
}
}
// Create barn in lower portion
var barn = new Barn();
barn.x = 1024; // Center horizontally
barn.y = 2200; // Lower portion of screen
game.addChild(barn);
// Restore saved animals or add initial animals if no save data
var savedAnimalData = storage.get('animalData');
if (savedAnimalData && savedAnimalData.length > 0) {
for (var i = 0; i < savedAnimalData.length; i++) {
var savedAnimal = savedAnimalData[i];
var animal = barn.addAnimal(savedAnimal.type);
animal.x = savedAnimal.x;
animal.y = savedAnimal.y;
animal.hunger = savedAnimal.hunger;
animal.thirst = savedAnimal.thirst;
animal.happiness = savedAnimal.happiness;
animal.lastCareTime = savedAnimal.lastCareTime;
}
} else {
// Add some initial animals for new game
barn.addAnimal('cow');
barn.addAnimal('cow');
barn.addAnimal('sheep');
barn.addAnimal('sheep');
barn.addAnimal('chicken');
barn.addAnimal('chicken');
barn.addAnimal('chicken');
}
game.update = function () {
// Update all plots
for (var row = 0; row < gridRows; row++) {
for (var col = 0; col < gridCols; col++) {
plots[row][col].update();
}
}
// Update barn and animals
barn.update();
// Check loan status every frame
if (loanActive) {
updateLoanUI();
}
// Auto-save every 5 seconds (300 frames at 60fps)
if (LK.ticks % 300 === 0) {
saveGame();
}
// Game continues endlessly - no game over condition
}; ===================================================================
--- original.js
+++ change.js
@@ -413,17 +413,17 @@
/****
* Game Code
****/
// Game variables
-var coins = storage.coins || 25;
-var score = storage.score || 0;
+var coins = storage.get('coins') || 25;
+var score = storage.get('score') || 0;
var plots = [];
var gridRows = 4;
var gridCols = 6;
var plotSize = 200;
// Loan system variables
-var loanActive = storage.loanActive || false;
-var loanStartTime = storage.loanStartTime || 0;
+var loanActive = storage.get('loanActive') || false;
+var loanStartTime = storage.get('loanStartTime') || 0;
var loanDuration = 60 * 60 * 1000; // 60 minutes in milliseconds
var loanAmount = 2000;
// UI elements
var coinsText = new Text2('Coins: 25', {
@@ -467,13 +467,13 @@
saveGame(); // Auto-save whenever UI updates (on important changes)
// Game continues endlessly - no win condition
}
function saveGame() {
- // Save basic game state
- storage.coins = coins;
- storage.score = score;
- storage.loanActive = loanActive;
- storage.loanStartTime = loanStartTime;
+ // Save basic game state using storage.set
+ storage.set('coins', coins);
+ storage.set('score', score);
+ storage.set('loanActive', loanActive);
+ storage.set('loanStartTime', loanStartTime);
// Save plot states - create simple data structure
var plotData = [];
for (var row = 0; row < gridRows; row++) {
plotData[row] = [];
@@ -521,10 +521,10 @@
// Player can pay back - deduct coins and clear loan
coins -= loanAmount;
loanActive = false;
loanStartTime = 0;
- storage.loanActive = false;
- storage.loanStartTime = 0;
+ storage.set('loanActive', false);
+ storage.set('loanStartTime', 0);
loanTimerText.alpha = 0;
creditButton.alpha = 1.0;
creditButton.tint = 0xFFFFFF;
updateUI();
@@ -723,10 +723,10 @@
coins += loanAmount;
loanActive = true;
loanStartTime = Date.now();
// Save to storage
- storage.loanActive = loanActive;
- storage.loanStartTime = loanStartTime;
+ storage.set('loanActive', loanActive);
+ storage.set('loanStartTime', loanStartTime);
updateUI();
// Visual feedback
tween(creditButton, {
scaleX: 1.2,
plant seed. In-Game asset. High contrast. No shadows. 2d pixel art
newly sprouted plant. In-Game asset. 2d. High contrast. No shadows. pixel
fully grown tomato sprouts. In-Game asset. 2d. High contrast. No shadows. pixel
square soil texture. In-Game asset. 2d. High contrast. No shadows. pixel
coin. In-Game asset. 2d. High contrast. No shadows
pixel art cow. In-Game asset. 2d. High contrast. No shadows
pixel chicken. In-Game asset. 2d. High contrast. No shadows
Sheep. In-Game asset. 2d. High contrast. No shadows. Pixel
Fox. In-Game asset. 2d. High contrast. No shadows. Pixel