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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'if (dist < 50) {' Line Number: 59
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make the game auto play. when start is clicked, reset the game and let the user play.
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the text is still overlapping. please fix
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improve spacing and alignment for top right text
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move sparkles counter and level to the top right
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'text')' in or related to this line: 'this.text.text = "Upgrade Cat\nCost: " + Math.floor(upgradeCost);' Line Number: 1131
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'text')' in or related to this line: 'catUpgradeButton.text = buttonText;' Line Number: 1135
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'text')' in or related to this line: 'this.text.text = "Upgrade Cat\nCost: " + Math.floor(upgradeCost);' Line Number: 1131
Code edit (4 edits merged)
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when the game loads, start in self-playing demo mode.
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fix graphics
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change the font size of all fonts to 300
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increase all font sizes 300%
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increase font positioning on screen, and font sizes
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center notifications
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Please fix the bug: 'TypeError: LK.Text is not a constructor' in or related to this line: 'var titleText = new LK.Text("Achievement: " + title, {' Line Number: 456
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move objects to optimal locations
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Lvl " + self.level, {' Line Number: 48
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var buttonText = new LK.Text(text, {' Line Number: 168
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Level: 1 (x1.0)", {' Line Number: 148
/**** * Classes ****/ // Add bird enemies to the game var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = LK.getAsset('cat', { anchorX: 0.5, anchorY: 0.5, scale: 0.6 }); self.addChild(birdGraphics); birdGraphics.tint = 0xFF0000; // Red tint for birds self.health = 20; self.speed = 1 + Math.random(); self.value = 10; self.update = function () { // Move toward nearest cat if (cats.length > 0) { var nearestCat = cats[0]; var minDist = 10000; cats.forEach(function (cat) { var dist = Math.sqrt(Math.pow(cat.x - self.x, 2) + Math.pow(cat.y - self.y, 2)); if (dist < minDist) { minDist = dist; nearestCat = cat; } }); // Move toward cat var dx = nearestCat.x - self.x; var dy = nearestCat.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { // Stop when close enough self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Check collision with cats if (dist < 50) { // Cat attacks bird self.health -= nearestCat.level; createSparkleEffect(self.x, self.y, 0xFF0000, 2); if (self.health <= 0) { // Bird defeated sparkles += self.value * levelMultiplier; totalSparklesEarned += self.value * levelMultiplier; createSparkleEffect(self.x, self.y, 0xFFD700, 10); game.removeChild(self); birds.splice(birds.indexOf(self), 1); // Increment enemy counter enemiesDefeated++; if (enemiesDefeated >= 10) { enemiesDefeated = 0; playerLevel++; levelMultiplier = 1 + (playerLevel - 1) * 0.1; showAchievement("Level Up!", "You reached level " + playerLevel, 0); } } } } }; return self; }); // Cat class with enhanced features var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = LK.getAsset('cat', { anchorX: 0.5, anchorY: 0.5, scale: 0.8 }); self.addChild(catGraphics); self.level = 1; self.productionRate = 0.5; self.lastProductionTime = 0; // Level indicator var levelCircle = new Container(); var levelCircleGraphics = levelCircle.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 0.5 }); levelCircleGraphics.tint = 0x000000; levelCircle.x = 0; levelCircle.y = -catGraphics.height / 2 - 10; levelCircle.alpha = 0.7; self.addChild(levelCircle); var levelText = new Text2("Lvl " + self.level, { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.y = -50; self.addChild(levelText); self.upgrade = function () { self.level++; self.productionRate *= 1.2; levelText.text = "Lvl " + self.level; // Update level indicator levelText.text = "Lvl " + self.level; levelCircleGraphics.tint = 0x000000; // Show level up effect var levelUpEffect = new Container(); var levelUpGraphics = levelUpEffect.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 1.5 }); levelUpGraphics.tint = 0xFFFFFF; levelUpEffect.x = 0; levelUpEffect.y = -catGraphics.height / 2 - 10; levelUpEffect.alpha = 1; self.addChild(levelUpEffect); // Animate level up effect var startTime = LK.ticks; levelUpEffect.update = function () { var elapsed = (LK.ticks - startTime) / 60; levelUpEffect.scale.set(1.5 - elapsed * 0.5); levelUpEffect.alpha = 1 - elapsed; if (elapsed >= 1) { self.removeChild(levelUpEffect); } }; }; self.update = function () { var currentTime = LK.ticks / 60; if (currentTime - self.lastProductionTime > 1) { sparkles += self.productionRate * self.level; self.lastProductionTime = currentTime; // Create sparkle effect if (Math.random() < 0.3) { createSparkleEffect(self.x, self.y); } } // Idle animation self.rotation = Math.sin(LK.ticks / 120) * 0.03; }; return self; }); // Garden background var Garden = Container.expand(function () { var self = Container.call(this); var gardenGraphics = LK.getAsset('grass-back', { anchorX: 0.5, anchorY: 1, scale: 1.2 }); self.addChild(gardenGraphics); self.update = function () { // Subtle movement self.x += Math.sin(LK.ticks / 200) * 0.1; }; return self; }); // Add level indicator to the UI var LevelIndicator = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 3 }); bg.tint = 0x000000; bg.alpha = 0.7; var levelText = new Text2("Level " + playerLevel, { fontFamily: "Arial", fontSize: 18, fill: 0xFFFFFF }); levelText.x = -40; levelText.y = -10; self.addChild(levelText); var multiplierText = new Text2("x" + levelMultiplier.toFixed(1), { fontFamily: "Arial", fontSize: 16, fill: 0xFFD700 }); multiplierText.x = -20; multiplierText.y = 10; self.addChild(multiplierText); self.update = function () { levelText.text = "Level " + playerLevel; multiplierText.text = "x" + levelMultiplier.toFixed(1); }; return self; }); // Add level indicator to the game // Main garden area (clickable) var MainGarden = Container.expand(function () { var self = Container.call(this); var gardenGraphics = LK.getAsset('grass-front', { anchorX: 0.5, anchorY: 0.5, scale: 1.5 }); self.addChild(gardenGraphics); self.interactive = true; self.buttonMode = true; self.on('pointerdown', function (event) { sparkles += clickMultiplier; createSparkleEffect(event.data.global.x, event.data.global.y); // Play random sound on click if (Math.random() < 0.2) { var soundIndex = Math.floor(Math.random() * sounds.length); LK.getSound(sounds[soundIndex]).play(); } }); return self; }); // Add a cat to the game // Sparkle counter display var SparkleCounter = Container.expand(function () { var self = Container.call(this); var counterText = new Text2("Sparkles: 0", { fontFamily: "Arial", fontSize: 20, fill: 0xFFFFFF }); counterText.anchor.set(0, 0); self.addChild(counterText); // Add level display var levelText = new Text2("Level: 1 (x1.0)", { fontFamily: "Arial", fontSize: 18, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); levelText.y = 30; self.addChild(levelText); self.update = function () { counterText.text = "Sparkles: " + Math.floor(sparkles); levelText.text = "Level: " + playerLevel + " (x" + levelMultiplier.toFixed(1) + ")"; }; return self; }); // Add UFO enemies var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = LK.getAsset('cat', { anchorX: 0.5, anchorY: 0.5, scale: 0.7 }); self.addChild(ufoGraphics); ufoGraphics.tint = 0x00FFFF; // Cyan tint for UFOs self.health = 40; self.speed = 0.7 + Math.random() * 0.5; self.value = 20; self.update = function () { // Similar to bird but with different behavior // Move in a more erratic pattern self.x += Math.sin(LK.ticks / 30) * self.speed; self.y += Math.cos(LK.ticks / 20) * self.speed; // Check collision with cats cats.forEach(function (cat) { var dist = Math.sqrt(Math.pow(cat.x - self.x, 2) + Math.pow(cat.y - self.y, 2)); if (dist < 60) { // Cat attacks UFO self.health -= cat.level; createSparkleEffect(self.x, self.y, 0x00FFFF, 1); if (self.health <= 0) { // UFO defeated sparkles += self.value * levelMultiplier; totalSparklesEarned += self.value * levelMultiplier; createSparkleEffect(self.x, self.y, 0xFFD700, 15); game.removeChild(self); ufos.splice(ufos.indexOf(self), 1); // Increment enemy counter enemiesDefeated++; if (enemiesDefeated >= 10) { enemiesDefeated = 0; playerLevel++; levelMultiplier = 1 + (playerLevel - 1) * 0.1; showAchievement("Level Up!", "You reached level " + playerLevel, 0); } } } }); }; return self; }); // Add these variables to the game state // Enhanced sparkle effect with color options // Upgrade Button class var UpgradeButton = Container.expand(function (type, text, x, y) { var self = Container.call(this); var buttonGraphics = LK.getAsset('upgrade-button', {}); self.addChild(buttonGraphics); self.type = type; var buttonText = new Text2(text, { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.x = x; self.y = y; self.update = function () { // Update button text based on type if (self.type === "clickPower") { buttonText.text = "Click Power\nCost: " + Math.floor(upgrades.clickPower.cost); } else if (self.type === "autoCollect") { buttonText.text = "Auto Collect\nCost: " + Math.floor(upgrades.autoCollect.cost); } else if (self.type === "buyCat") { buttonText.text = "Buy Cat\nCost: " + Math.floor(upgrades.catCost); } // Disable button if not enough sparkles if (self.type === "clickPower" && sparkles >= upgrades.clickPower.cost) { buttonGraphics.alpha = 1; } else if (self.type === "autoCollect" && sparkles >= upgrades.autoCollect.cost) { buttonGraphics.alpha = 1; } else if (self.type === "buyCat" && sparkles >= upgrades.catCost) { buttonGraphics.alpha = 1; } else { buttonGraphics.alpha = 0.5; } }; self.interactive = true; self.buttonMode = true; self.on('pointerdown', function () { if (self.type === "clickPower" && sparkles >= upgrades.clickPower.cost) { sparkles -= upgrades.clickPower.cost; upgrades.clickPower.level++; clickMultiplier *= 1.2; upgrades.clickPower.cost *= upgrades.clickPower.multiplier; LK.getSound('songbird1').play(); } else if (self.type === "autoCollect" && sparkles >= upgrades.autoCollect.cost) { sparkles -= upgrades.autoCollect.cost; upgrades.autoCollect.level++; autoSparkleRate += 0.5; upgrades.autoCollect.cost *= upgrades.autoCollect.multiplier; LK.getSound('songbird1').play(); } else if (self.type === "buyCat" && sparkles >= upgrades.catCost) { sparkles -= upgrades.catCost; addCat(); upgrades.catCost *= upgrades.catMultiplier; LK.getSound('wings1').play(); } }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Sky blue }); /**** * Game Code ****/ var startButton = game.addChild(new UpgradeButton("start", "Start", 2048 - 150, 2732 - 100)); // Simulate user interactions for demo mode function demoMode() { // Simulate clicking on the garden to collect sparkles mainGarden.emit('pointerdown', { data: { global: { x: mainGarden.x, y: mainGarden.y } } }); // Simulate upgrading click power if enough sparkles if (sparkles >= upgrades.clickPower.cost) { clickUpgrade.emit('pointerdown'); } // Simulate buying a cat if enough sparkles if (sparkles >= upgrades.catCost) { catUpgrade.emit('pointerdown'); } // Repeat demo actions every 2 seconds LK.setTimeout(demoMode, 2000); } // Start demo mode demoMode(); // Add a cat to the game // Game state variables var sparkles = 0; var totalSparklesEarned = 0; var sparkleRate = 1; var autoSparkleRate = 0; var clickMultiplier = 1; var cats = []; var playerLevel = 1; var levelMultiplier = 1; var lastSaveTime = Date.now(); var lastPlayTime = Date.now(); var achievements = { sparklesCollected: [{ threshold: 100, achieved: false, reward: 10 }, { threshold: 1000, achieved: false, reward: 50 }, { threshold: 10000, achieved: false, reward: 200 }], catsOwned: [{ threshold: 5, achieved: false, reward: 20 }, { threshold: 10, achieved: false, reward: 100 }, { threshold: 20, achieved: false, reward: 500 }], upgradesPurchased: [{ threshold: 5, achieved: false, reward: 30 }, { threshold: 15, achieved: false, reward: 150 }, { threshold: 30, achieved: false, reward: 600 }], catLevels: [{ threshold: 5, reward: 500, achieved: false }, { threshold: 10, reward: 1000, achieved: false }, { threshold: 20, reward: 2000, achieved: false }] }; var totalUpgradesPurchased = 0; var tutorialStep = 0; var tutorialComplete = false; var upgrades = { clickPower: { level: 1, cost: 10, multiplier: 1.5 }, autoCollect: { level: 0, cost: 50, multiplier: 2 }, catCost: 100, catMultiplier: 1.8 }; // Object pool for sparkle effects var sparklePool = []; var maxSparkles = 50; // Save game state function saveGame() { var gameState = { sparkles: sparkles, totalSparklesEarned: totalSparklesEarned, sparkleRate: sparkleRate, autoSparkleRate: autoSparkleRate, clickMultiplier: clickMultiplier, cats: cats.map(function (cat) { return { level: cat.level, productionRate: cat.productionRate, x: cat.x, y: cat.y }; }), playerLevel: playerLevel, levelMultiplier: levelMultiplier, lastSaveTime: Date.now(), achievements: achievements, totalUpgradesPurchased: totalUpgradesPurchased, tutorialComplete: tutorialComplete, upgrades: upgrades }; try { localStorage.setItem('cosmicCatGarden', JSON.stringify(gameState)); console.log('Game saved successfully'); } catch (e) { console.error('Failed to save game:', e); } } // Load game state function loadGame() { try { var savedState = localStorage.getItem('cosmicCatGarden'); if (savedState) { var gameState = JSON.parse(savedState); // Restore basic variables sparkles = gameState.sparkles || 0; totalSparklesEarned = gameState.totalSparklesEarned || 0; sparkleRate = gameState.sparkleRate || 1; autoSparkleRate = gameState.autoSparkleRate || 0; clickMultiplier = gameState.clickMultiplier || 1; playerLevel = gameState.playerLevel || 1; levelMultiplier = gameState.levelMultiplier || 1; achievements = gameState.achievements || achievements; totalUpgradesPurchased = gameState.totalUpgradesPurchased || 0; tutorialComplete = gameState.tutorialComplete || false; upgrades = gameState.upgrades || upgrades; // Calculate offline progress var currentTime = Date.now(); var offlineTime = (currentTime - gameState.lastSaveTime) / 1000; // in seconds var offlineSparkles = 0; if (offlineTime > 0 && gameState.cats && gameState.cats.length > 0) { // Calculate sparkles earned while away var totalCatProduction = gameState.cats.reduce(function (total, cat) { return total + cat.productionRate * cat.level; }, 0); offlineSparkles = totalCatProduction * offlineTime; offlineSparkles += gameState.autoSparkleRate * offlineTime; // Apply level multiplier offlineSparkles *= gameState.levelMultiplier; // Add offline sparkles sparkles += offlineSparkles; totalSparklesEarned += offlineSparkles; // Show offline earnings notification showOfflineEarnings(offlineSparkles, offlineTime); } // Restore cats if (gameState.cats && gameState.cats.length > 0) { // Remove initial cat if (cats.length > 0) { game.removeChild(cats[0]); cats = []; } // Restore saved cats gameState.cats.forEach(function (catData) { var cat = new Cat(); cat.level = catData.level; cat.productionRate = catData.productionRate; cat.x = catData.x; cat.y = catData.y; game.addChild(cat); cats.push(cat); }); } console.log('Game loaded successfully'); } } catch (e) { console.error('Failed to load game:', e); } } // Show offline earnings notification function showOfflineEarnings(amount, time) { var notification = new Container(); var bg = notification.attachAsset('achievement-notification', {}); var titleText = new LK.Text("Welcome Back!", { fontFamily: "Arial", fontSize: 20, fill: 0xFFFFFF, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = 10; var messageText = new LK.Text("You earned " + Math.floor(amount) + " sparkles\nwhile away for " + Math.floor(time / 60) + " minutes", { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF, align: 'center' }); messageText.anchor.set(0.5, 0); messageText.y = 35; notification.addChild(titleText); notification.addChild(messageText); notification.x = 2048 / 2; notification.y = 2732 / 2; notification.alpha = 0; game.addChild(notification); // Animate in var startTime = LK.ticks; notification.update = function () { var elapsed = (LK.ticks - startTime) / 60; if (elapsed < 1) { notification.alpha = elapsed; } else if (elapsed < 5) { notification.alpha = 1; } else if (elapsed < 6) { notification.alpha = 6 - elapsed; } else { game.removeChild(notification); } }; } // Show achievement notification function showAchievement(title, description, reward) { var notification = new Container(); var bg = notification.attachAsset('achievement-notification', {}); var titleText = new Text2("Achievement: " + title, { fontFamily: "Arial", fontSize: 20, fill: 0xFFFFFF, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = 10; var messageText = new Text2(description + "\nReward: " + reward + " sparkles", { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF, align: 'center' }); messageText.anchor.set(0.5, 0); messageText.y = 35; notification.addChild(titleText); notification.addChild(messageText); notification.x = 2048 / 2; notification.y = 2732 / 2; notification.alpha = 0; game.addChild(notification); // Animate in var startTime = LK.ticks; notification.update = function () { var elapsed = (LK.ticks - startTime) / 60; if (elapsed < 1) { notification.alpha = elapsed; } else if (elapsed < 5) { notification.alpha = 1; } else if (elapsed < 6) { notification.alpha = 6 - elapsed; } else { game.removeChild(notification); } }; } // Check achievements function checkAchievements() { // Check sparkles collected achievements achievements.sparklesCollected.forEach(function (achievement) { if (!achievement.achieved && totalSparklesEarned >= achievement.threshold) { achievement.achieved = true; sparkles += achievement.reward; totalSparklesEarned += achievement.reward; showAchievement("Sparkle Collector", "Collected " + achievement.threshold + " sparkles", achievement.reward); } }); // Check cats owned achievements achievements.catsOwned.forEach(function (achievement) { if (!achievement.achieved && cats.length >= achievement.threshold) { achievement.achieved = true; sparkles += achievement.reward; totalSparklesEarned += achievement.reward; showAchievement("Cat Collector", "Owned " + achievement.threshold + " cats", achievement.reward); } }); // Check upgrades purchased achievements achievements.upgradesPurchased.forEach(function (achievement) { if (!achievement.achieved && totalUpgradesPurchased >= achievement.threshold) { achievement.achieved = true; sparkles += achievement.reward; totalSparklesEarned += achievement.reward; showAchievement("Upgrade Master", "Purchased " + achievement.threshold + " upgrades", achievement.reward); } }); // Check cat level achievements var totalCatLevels = cats.reduce(function (sum, cat) { return sum + cat.level; }, 0); achievements.catLevels.forEach(function (achievement) { if (!achievement.achieved && totalCatLevels >= achievement.threshold) { achievement.achieved = true; sparkles += achievement.reward; totalSparklesEarned += achievement.reward; showAchievement("Cat Master", "Reached total cat level " + achievement.threshold, achievement.reward); } }); } // Check for level up function checkLevelUp() { var newLevel = Math.floor(Math.log(totalSparklesEarned / 100 + 1) / Math.log(1.5)) + 1; if (newLevel > playerLevel) { var oldLevel = playerLevel; playerLevel = newLevel; levelMultiplier = 1 + (playerLevel - 1) * 0.1; // Show level up notification showAchievement("Level Up!", "You reached level " + playerLevel, 0); // Random chance to upgrade a cat if (cats.length > 0 && Math.random() < 0.5) { var randomCat = cats[Math.floor(Math.random() * cats.length)]; randomCat.upgrade(); createSparkleEffect(randomCat.x, randomCat.y, 0xFFFFFF, 20); } } } // Tutorial system function showTutorial() { if (tutorialComplete) { return; } var tutorial = new Container(); var highlight = tutorial.attachAsset('tutorial-highlight', {}); var messageText = new LK.Text("", { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF, align: 'center', stroke: 0x000000, strokeThickness: 2 }); messageText.anchor.set(0.5, 0.5); tutorial.addChild(messageText); // Position based on tutorial step switch (tutorialStep) { case 0: // Click garden messageText.text = "Click on the garden\nto collect sparkles!"; tutorial.x = mainGarden.x; tutorial.y = mainGarden.y - 100; break; case 1: // Upgrade click power messageText.text = "Upgrade your click power\nto get more sparkles!"; tutorial.x = clickUpgrade.x; tutorial.y = clickUpgrade.y; break; case 2: // Buy a cat messageText.text = "Buy a cat to automatically\ngenerate sparkles!"; tutorial.x = catUpgrade.x; tutorial.y = catUpgrade.y; break; case 3: // Tutorial complete messageText.text = "Great job! Now keep\ncollecting sparkles!"; tutorial.x = 1024 / 2; tutorial.y = 300; tutorialComplete = true; break; } game.addChild(tutorial); // Animate var startTime = LK.ticks; tutorial.update = function () { var elapsed = (LK.ticks - startTime) / 60; highlight.scale.x = 1 + Math.sin(elapsed * 2) * 0.1; highlight.scale.y = 1 + Math.sin(elapsed * 2) * 0.1; if (elapsed > 10 || tutorialStep === 3 && elapsed > 5) { game.removeChild(tutorial); if (tutorialStep === 3) { saveGame(); } } }; } // Enhanced sparkle effect with color options function createSparkleEffect(x, y, color, count) { color = color || 0xFFD700; count = count || 1; for (var i = 0; i < count; i++) { var sparkle; // Use object pool if available if (sparklePool.length > 0) { sparkle = sparklePool.pop(); sparkle.x = x + (Math.random() * 60 - 30); sparkle.y = y + (Math.random() * 60 - 30); sparkle.alpha = 0.8; sparkle.scale.set(0.5 + Math.random() * 0.5); game.addChild(sparkle); } else { sparkle = new Container(); var sparkleGraphics = sparkle.attachAsset('sparkle', {}); sparkleGraphics.tint = color; sparkle.x = x + (Math.random() * 60 - 30); sparkle.y = y + (Math.random() * 60 - 30); sparkle.alpha = 0.8; sparkle.scale.set(0.5 + Math.random() * 0.5); game.addChild(sparkle); } // Animate and remove var startTime = LK.ticks; sparkle.update = function () { var elapsed = (LK.ticks - startTime) / 60; sparkle.y -= 0.5; sparkle.alpha = Math.max(0, 0.8 - elapsed); if (sparkle.alpha <= 0) { game.removeChild(sparkle); // Return to pool if not full if (sparklePool.length < maxSparkles) { sparklePool.push(sparkle); } } }; } } // Add a cat to the game function addCat() { var cat = new Cat(); cat.x = 400 + Math.random() * 800; cat.y = 1800 + Math.random() * 500; game.addChild(cat); cats.push(cat); } // Initialize game elements var garden = game.addChild(new Garden()); garden.x = 1024 / 2; garden.y = 0; var mainGarden = game.addChild(new MainGarden()); mainGarden.x = 1024 / 2; mainGarden.y = 2732 / 2; var sparkleCounter = game.addChild(new SparkleCounter()); sparkleCounter.x = 0; sparkleCounter.y = 0; // Add upgrade buttons var clickUpgrade = game.addChild(new UpgradeButton("clickPower", "Click Power\nCost: 10", 0, 2732 - 150)); var autoUpgrade = game.addChild(new UpgradeButton("autoCollect", "Auto Collect\nCost: 50", 0, 2732 - 220)); var catUpgrade = game.addChild(new UpgradeButton("buyCat", "Buy Cat\nCost: 100", 0, 2732 - 290)); // Add initial cat addCat(); // Background sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; var currentAmbientSound = null; // Initialize random timers for ambient sounds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { if (currentAmbientSound) { currentAmbientSound.stop(); } sound.play(); currentAmbientSound = sound; LK.setTimeout(function () { currentAmbientSound = null; }, sound.duration * 1000); ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000); }, Math.random() * 20000 + 10000); }); // Add these variables to the game state var birds = []; var ufos = []; var enemiesDefeated = 0; var enemySpawnTimer = 0; var maxEnemies = 5; // Add enemy spawning to the game update loop game.update = function () { // Update all cats cats.forEach(function (cat) { cat.update(); }); // Update all birds birds.forEach(function (bird) { bird.update(); }); // Update all UFOs ufos.forEach(function (ufo) { ufo.update(); }); // Update UI elements sparkleCounter.update(); clickUpgrade.update(); autoUpgrade.update(); catUpgrade.update(); // Auto-collect sparkles if (autoSparkleRate > 0) { sparkles += autoSparkleRate / 60; // Per frame rate } // Random sparkle effects if (Math.random() < 0.01 && cats.length > 0) { var randomCat = cats[Math.floor(Math.random() * cats.length)]; createSparkleEffect(randomCat.x, randomCat.y); } // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer > 180 && birds.length + ufos.length < maxEnemies) { enemySpawnTimer = 0; // Spawn UFO every 5 levels if (playerLevel % 5 === 0 && Math.random() < 0.2) { spawnUFO(); } else { spawnBird(); } } // Check achievements and level ups periodically if (LK.ticks % 300 === 0) { // Every 5 seconds (60 frames/second) checkAchievements(); checkLevelUp(); } // Random cat upgrade chance if (Math.random() < 0.0001 && cats.length > 0) { // Very rare chance var randomCat = cats[Math.floor(Math.random() * cats.length)]; randomCat.upgrade(); createSparkleEffect(randomCat.x, randomCat.y, 0xFFFFFF, 20); showAchievement("Lucky Cat", randomCat.level + " level reached!", 0); } }; // Add enemy spawning functions function spawnBird() { var bird = new Bird(); // Spawn from edge of screen var side = Math.floor(Math.random() * 4); switch (side) { case 0: // Top bird.x = Math.random() * 1024; bird.y = 0; break; case 1: // Right bird.x = 1024; bird.y = Math.random() * 2732; break; case 2: // Bottom bird.x = Math.random() * 1024; bird.y = 2732; break; case 3: // Left bird.x = 0; bird.y = Math.random() * 2732; break; } game.addChild(bird); birds.push(bird); LK.getSound('wings1').play(); } function spawnUFO() { var ufo = new UFO(); // UFOs always spawn from top ufo.x = Math.random() * 1024; ufo.y = 0; game.addChild(ufo); ufos.push(ufo); LK.getSound('ufo1').play(); } // Add level indicator to the game var levelIndicator = game.addChild(new LevelIndicator()); levelIndicator.x = 1024 - 80; levelIndicator.y = 50; // Play background music LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 0.02, duration: 4000 } });
===================================================================
--- original.js
+++ change.js
@@ -86,9 +86,9 @@
levelCircle.alpha = 0.7;
self.addChild(levelCircle);
var levelText = new Text2("Lvl " + self.level, {
fontFamily: "Arial",
- fontSize: 106,
+ fontSize: 16,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0.5);
levelText.y = -50;
@@ -352,8 +352,32 @@
/****
* Game Code
****/
var startButton = game.addChild(new UpgradeButton("start", "Start", 2048 - 150, 2732 - 100));
+// Simulate user interactions for demo mode
+function demoMode() {
+ // Simulate clicking on the garden to collect sparkles
+ mainGarden.emit('pointerdown', {
+ data: {
+ global: {
+ x: mainGarden.x,
+ y: mainGarden.y
+ }
+ }
+ });
+ // Simulate upgrading click power if enough sparkles
+ if (sparkles >= upgrades.clickPower.cost) {
+ clickUpgrade.emit('pointerdown');
+ }
+ // Simulate buying a cat if enough sparkles
+ if (sparkles >= upgrades.catCost) {
+ catUpgrade.emit('pointerdown');
+ }
+ // Repeat demo actions every 2 seconds
+ LK.setTimeout(demoMode, 2000);
+}
+// Start demo mode
+demoMode();
// Add a cat to the game
// Game state variables
var sparkles = 0;
var totalSparklesEarned = 0;
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows