User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'originalGameUpdate.apply(this, arguments);' Line Number: 1699
Code edit (2 edits merged)
Please save this source code
User prompt
move the start button above the buttons on the left. move all text from the top left to the bottom right.
User prompt
Please fix the bug: 'ReferenceError: storage is not defined' in or related to this line: 'storage.setItem('cosmicCatGarden', JSON.stringify(gameState));' Line Number: 791 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'originalGameUpdate.apply(this, arguments);' Line Number: 1699
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'originalGameUpdate.apply(this, arguments);' Line Number: 1699
Code edit (1 edits merged)
Please save this source code
User prompt
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 (sparkle.alpha <= 0) {' Line Number: 1089 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: LK.effects.fillRect is not a function' in or related to this line: 'progressBar.scaleX = progress * 2; // Scale the progress bar based on progress' Line Number: 297
User prompt
Please fix the bug: 'TypeError: LK.effects.fillRect is not a function' in or related to this line: 'LK.effects.fillRect(progressBar, -100, 0, 200 * progress, 20, 0x00FF00);' Line Number: 297
User prompt
Please fix the bug: 'TypeError: progressBar.beginFill is not a function' in or related to this line: 'labelText.text = "Next Level: " + currentLevelEnemies + "/" + enemiesForNextLevel;' Line Number: 298
User prompt
Please fix the bug: 'TypeError: progressBar.beginFill is not a function' in or related to this line: 'progressBar.beginFill(0x00FF00);' Line Number: 298
User prompt
Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var bgBar = new Graphics();' Line Number: 267
Code edit (1 edits merged)
Please save this source code
User prompt
refactor all text objects.
Code edit (7 edits merged)
Please save this source code
User prompt
increase start button text
Code edit (1 edits merged)
Please save this source code
User prompt
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
User prompt
make the game auto play. when start is clicked, reset the game and let the user play.
User prompt
the text is still overlapping. please fix
User prompt
improve spacing and alignment for top right text
User prompt
move sparkles counter and level to the top right
User prompt
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 (1 edits merged)
Please save this source code
/****
* Classes
****/
// Add bird enemies to the game
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdGraphics = self.attachAsset('cat', {
anchorX: 0.5,
anchorY: 0.5,
scale: 0.6
});
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
handleEnemyDefeat(self, self.value);
game.removeChild(self);
birds.splice(birds.indexOf(self), 1);
}
}
}
};
return self;
});
// Cat class with enhanced features
var Cat = Container.expand(function () {
var self = Container.call(this);
var catGraphics = self.attachAsset('cat', {
anchorX: 0.5,
anchorY: 0.5,
scale: 0.8
});
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 = createGameText("Lvl " + self.level, {
sizeFactor: 0.8,
anchorX: 0.5,
anchorY: 0.5,
fill: 0xFFFFFF
});
levelCircle.addChild(levelText);
self.updateLevel = function (newLevel) {
self.level = newLevel;
updateTextProperties(levelText, {
text: "Lvl " + self.level
});
};
self.upgrade = function () {
self.level++;
self.productionRate *= 1.2;
self.updateLevel(self.level);
// Update level indicator
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;
// Handle power-ups
if (self.powerUps) {
for (var type in self.powerUps) {
if (self.powerUps[type] < LK.ticks) {
// Power-up expired
if (type === "speed") {
self.speed /= 2;
} else if (type === "attack") {
self.level /= 2;
}
delete self.powerUps[type];
} else {
// Show power-up indicator
var color = type === "speed" ? 0x00FFFF : 0xFF0000;
createSparkleEffect(self.x, self.y, color, 1);
}
}
}
};
return self;
});
// Garden background
var Garden = Container.expand(function () {
var self = Container.call(this);
var gardenGraphics = self.attachAsset('grass-back', {
anchorX: 0.5,
anchorY: 1,
scale: 1.2
});
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 = createGameText("Level " + playerLevel, {
sizeFactor: 1,
anchorX: 0.5,
anchorY: 0,
y: 10
});
self.addChild(levelText);
var multiplierText = createGameText("x" + levelMultiplier.toFixed(1), {
sizeFactor: 0.8,
fill: 0xFFD700,
anchorX: 0.5,
anchorY: 0,
y: fontSizeBase * 2
});
self.addChild(multiplierText);
self.update = function () {
updateTextProperties(levelText, {
text: "Level " + playerLevel
});
updateTextProperties(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 = self.attachAsset('grass-front', {
anchorX: 0.5,
anchorY: 0.5,
scale: 1.5
});
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 = createGameText("Sparkles: 0", {
sizeFactor: 1,
anchorX: 0,
anchorY: 0
});
self.addChild(counterText);
var levelText = createGameText("Level: 1 (x1.0)", {
sizeFactor: 0.9,
anchorX: 0,
anchorY: 0,
y: fontSizeBase * 1.5
});
self.addChild(levelText);
self.update = function () {
updateTextProperties(counterText, {
text: "Sparkles: " + Math.floor(sparkles)
});
updateTextProperties(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 = self.attachAsset('cat', {
anchorX: 0.5,
anchorY: 0.5,
scale: 0.7
});
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
handleEnemyDefeat(self, self.value);
game.removeChild(self);
ufos.splice(ufos.indexOf(self), 1);
}
}
});
};
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 = self.attachAsset('upgrade-button', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type;
var buttonText = createGameText(text, {
sizeFactor: 1.2,
align: 'center',
anchorX: 0.5,
anchorY: 0.5
});
// Position text in the center of the button
buttonText.x = 0;
buttonText.y = 0;
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
****/
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function ownKeys(e, r) {
var t = Object.keys(e);
if (Object.getOwnPropertySymbols) {
var o = Object.getOwnPropertySymbols(e);
r && (o = o.filter(function (r) {
return Object.getOwnPropertyDescriptor(e, r).enumerable;
})), t.push.apply(t, o);
}
return t;
}
function _objectSpread(e) {
for (var r = 1; r < arguments.length; r++) {
var t = null != arguments[r] ? arguments[r] : {};
r % 2 ? ownKeys(Object(t), !0).forEach(function (r) {
_defineProperty(e, r, t[r]);
}) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) {
Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
});
}
return e;
}
function _defineProperty(e, r, t) {
return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
value: t,
enumerable: !0,
configurable: !0,
writable: !0
}) : e[r] = t, e;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : i + "";
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
var startButton = game.addChild(new UpgradeButton("start", "Start", 2048 - 150, 2732 - 100));
startButton.on('pointerdown', function () {
// Reset game state
sparkles = 0;
totalSparklesEarned = 0;
playerLevel = 1;
levelMultiplier = 1;
cats = [];
birds = [];
ufos = [];
enemiesDefeated = 0;
powerUps = [];
// Add initial cat
addCat();
// Start game logic
game.update = function () {
// Existing game update logic
};
});
// 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 = createGameText("Achievement: " + title, {
sizeFactor: 1,
fontWeight: 'bold',
anchorX: 0.5,
anchorY: 0,
y: 10
});
notification.addChild(titleText);
var messageText = createGameText(description + "\nReward: " + reward + " sparkles", {
sizeFactor: 0.8,
align: 'center',
anchorX: 0.5,
anchorY: 0,
y: fontSizeBase * 2
});
notification.addChild(messageText);
// Position the notification in the center of the screen
notification.x = 1024 / 2;
notification.y = 2732 / 2 - bg.height / 2;
game.addChild(notification);
// Add animation and removal logic
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 = 1024 - 150; // Position in the right half of the screen
sparkleCounter.y = 30; // Position 30 pixels from the top edge
// Add level indicator to the game
var levelIndicator = game.addChild(new LevelIndicator());
levelIndicator.x = 1024 - 150; // Position in the right half of the screen
levelIndicator.y = 80; // Position below the SparkleCounter
// 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 all power-ups
powerUps.forEach(function (powerUp) {
powerUp.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 for special events
checkSpecialEvents();
// Check achievements and level ups periodically
if (LK.ticks % 300 === 0) {
// Every 5 seconds (60 frames/second)
checkAchievements();
checkLevelUp();
checkDailyBonus(); // Add daily bonus check
}
// 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);
}
// Cat defense system
catDefenseSystem();
// Check tutorials periodically
if (LK.ticks % 180 === 0) {
// Every 3 seconds
checkTutorials();
}
};
// 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 = 2048 - levelIndicator.width - 20; // Position 20 pixels from the right edge
levelIndicator.y = 80; // Position below the SparkleCounter
// Play background music
LK.playMusic('bgm1', {
loop: true,
fade: {
start: 0,
end: 0.02,
duration: 4000
}
});
// Add this function to handle enemy defeats
function handleEnemyDefeat(enemy, value) {
// Add sparkles based on enemy value
sparkles += value * levelMultiplier;
totalSparklesEarned += value * levelMultiplier;
createSparkleEffect(enemy.x, enemy.y, 0xFFD700, value === 10 ? 10 : 15);
// Chance to spawn power-up
createPowerUp(enemy.x, enemy.y);
// Increment enemy counter
enemiesDefeated++;
if (enemiesDefeated >= 10) {
enemiesDefeated = 0;
playerLevel++;
levelMultiplier = 1 + (playerLevel - 1) * 0.1;
showAchievement("Level Up!", "You reached level " + playerLevel, 0);
}
}
// Add power-up variables
var powerUps = [];
var powerUpTypes = [{
type: "speed",
color: 0x00FFFF,
effect: function effect(cat) {
cat.speed *= 2;
}
}, {
type: "attack",
color: 0xFF0000,
effect: function effect(cat) {
cat.level *= 2;
}
}];
// Create power-up function
function createPowerUp(x, y) {
if (Math.random() < 0.2) {
// 20% chance to spawn power-up
var powerUpType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
var powerUp = new Container();
var powerUpGraphics = powerUp.attachAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5,
scale: 0.7
});
powerUpGraphics.tint = powerUpType.color;
powerUp.x = x;
powerUp.y = y;
powerUp.type = powerUpType.type;
powerUp.effect = powerUpType.effect;
powerUp.createdAt = LK.ticks;
// Add to game and array
game.addChild(powerUp);
powerUps.push(powerUp);
// Set timeout to remove if not collected
powerUp.update = function () {
// Check collision with cats
cats.forEach(function (cat) {
var dist = Math.sqrt(Math.pow(cat.x - powerUp.x, 2) + Math.pow(cat.y - powerUp.y, 2));
if (dist < 50) {
// Apply power-up effect
powerUpType.effect(cat);
createSparkleEffect(cat.x, cat.y, powerUpType.color, 15);
// Mark cat with power-up
cat.powerUps = cat.powerUps || {};
cat.powerUps[powerUpType.type] = LK.ticks + 600; // 10 seconds (60fps * 10)
// Remove power-up
game.removeChild(powerUp);
powerUps.splice(powerUps.indexOf(powerUp), 1);
}
});
// Remove if too old (10 seconds)
if (LK.ticks - powerUp.createdAt > 600) {
game.removeChild(powerUp);
powerUps.splice(powerUps.indexOf(powerUp), 1);
}
};
}
}
// Add cat defense system
function catDefenseSystem() {
// Check for nearby enemies and defend
cats.forEach(function (cat) {
// Only cats level 2+ can defend
if (cat.level >= 2) {
// Check for nearby birds
birds.forEach(function (bird) {
var dist = Math.sqrt(Math.pow(cat.x - bird.x, 2) + Math.pow(cat.y - bird.y, 2));
if (dist < 150) {
// Defense range
// Attack bird based on cat level
bird.health -= 0.1 * cat.level;
// Visual effect
createSparkleEffect(bird.x, bird.y, 0xFF0000, 3);
// Sound effect
if (Math.random() < 0.1) {
LK.getSound('songbird1').play();
}
}
});
// Check for nearby UFOs
ufos.forEach(function (ufo) {
var dist = Math.sqrt(Math.pow(cat.x - ufo.x, 2) + Math.pow(cat.y - ufo.y, 2));
if (dist < 200) {
// UFOs have larger detection range
// Attack UFO based on cat level
ufo.health -= 0.05 * cat.level; // UFOs are tougher
// Visual effect
createSparkleEffect(ufo.x, ufo.y, 0xFF0000, 3);
}
});
}
});
}
// Add daily bonus system
var lastDailyBonusTime = 0;
function checkDailyBonus() {
var now = Date.now();
// Check if 24 hours have passed since last bonus
if (now - lastDailyBonusTime > 24 * 60 * 60 * 1000) {
// Calculate bonus based on player level
var bonus = 100 * playerLevel;
sparkles += bonus;
totalSparklesEarned += bonus;
// Show achievement notification
showAchievement("Daily Bonus!", "You received " + bonus + " sparkles", bonus);
// Update last bonus time
lastDailyBonusTime = now;
// Save this to game state
saveGame();
}
}
// Add special event system
var specialEvents = [{
name: "Sparkle Shower",
chance: 0.0005,
// Rare chance per update
effect: function effect() {
// Create lots of sparkles
for (var i = 0; i < 50; i++) {
createSparkleEffect(Math.random() * 1024, Math.random() * 2732, 0xFFD700, 5);
}
// Add bonus sparkles
var bonus = 50 * playerLevel;
sparkles += bonus;
totalSparklesEarned += bonus;
showAchievement("Sparkle Shower!", "You received " + bonus + " sparkles", bonus);
}
}, {
name: "Cat Party",
chance: 0.0003,
// Very rare chance per update
effect: function effect() {
// All cats get temporary level boost
cats.forEach(function (cat) {
cat.powerUps = cat.powerUps || {};
cat.powerUps["party"] = LK.ticks + 600; // 10 seconds
cat.oldLevel = cat.level;
cat.level *= 2;
createSparkleEffect(cat.x, cat.y, 0xFF00FF, 10);
});
showAchievement("Cat Party!", "All cats are twice as productive", 0);
}
}];
function checkSpecialEvents() {
specialEvents.forEach(function (event) {
if (Math.random() < event.chance) {
event.effect();
}
});
}
// Add cat upgrade button
var catUpgradeButton = game.addChild(new UpgradeButton("upgradeCat", "Upgrade Cat\nCost: 200", 0, 2732 - 360));
var buttonText = new Text2("Upgrade Cat\nCost: 200", {
fontFamily: "Arial",
fontSize: 16,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
catUpgradeButton.addChild(buttonText);
catUpgradeButton.update = function () {
if (cats.length > 0) {
var upgradeCost = 200 * playerLevel;
buttonText.text = "Upgrade Cat\nCost: " + Math.floor(upgradeCost);
// Update button appearance based on affordability
if (sparkles >= upgradeCost) {
this.alpha = 1.0;
} else {
this.alpha = 0.7;
}
} else {
this.text.text = "No Cats";
this.alpha = 0.5;
}
};
// Add event handler for cat upgrade button
catUpgradeButton.interactive = true;
catUpgradeButton.buttonMode = true;
catUpgradeButton.on('pointerdown', function () {
if (cats.length > 0) {
var upgradeCost = 200 * playerLevel;
if (sparkles >= upgradeCost) {
sparkles -= upgradeCost;
// Find lowest level cat to upgrade
var lowestCat = cats[0];
cats.forEach(function (cat) {
if (cat.level < lowestCat.level) {
lowestCat = cat;
}
});
// Upgrade the cat
lowestCat.upgrade();
createSparkleEffect(lowestCat.x, lowestCat.y, 0xFFFFFF, 20);
LK.getSound('songbird1').play();
}
}
});
// Add tutorial system
var tutorialSteps = [{
message: "Welcome to Cat Garden! Click the garden to collect sparkles.",
shown: false,
condition: function condition() {
return true;
} // Show immediately
}, {
message: "Buy a cat to automatically collect sparkles for you!",
shown: false,
condition: function condition() {
return sparkles >= 50;
} // Show when player has 50 sparkles
}, {
message: "Cats will defend your garden from birds and UFOs!",
shown: false,
condition: function condition() {
return cats.length >= 2;
} // Show when player has 2 cats
}, {
message: "Upgrade cats to make them more powerful!",
shown: false,
condition: function condition() {
return playerLevel >= 3;
} // Show at player level 3
}];
function checkTutorials() {
tutorialSteps.forEach(function (step) {
if (!step.shown && step.condition()) {
showAchievement("Tip", step.message, 0);
step.shown = true;
}
});
}
// Update font sizes to be 2% of screen height
var fontSizeBase = Math.floor(2732 * 0.02); // 2% of screen height
// Update existing text elements to use the new font size
function updateFontSizes() {
// Update SparkleCounter
SparkleCounter = Container.expand(function () {
var self = Container.call(this);
var counterText = new Text2("Sparkles: 0", {
fontFamily: "Arial",
fontSize: fontSizeBase,
fill: 0xFFFFFF
});
counterText.anchor.set(0, 0);
self.addChild(counterText);
var levelText = new Text2("Level: 1 (x1.0)", {
fontFamily: "Arial",
fontSize: fontSizeBase * 0.9,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
levelText.y = fontSizeBase * 1.5;
self.addChild(levelText);
self.update = function () {
counterText.text = "Sparkles: " + Math.floor(sparkles);
levelText.text = "Level: " + playerLevel + " (x" + levelMultiplier.toFixed(1) + ")";
};
return self;
});
// Update LevelIndicator
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: fontSizeBase,
fill: 0xFFFFFF
});
levelText.x = -fontSizeBase * 2;
levelText.y = -fontSizeBase / 2;
self.addChild(levelText);
var multiplierText = new Text2("x" + levelMultiplier.toFixed(1), {
fontFamily: "Arial",
fontSize: fontSizeBase * 0.8,
fill: 0xFFD700
});
multiplierText.x = -fontSizeBase;
multiplierText.y = fontSizeBase / 2;
self.addChild(multiplierText);
self.update = function () {
levelText.text = "Level " + playerLevel;
multiplierText.text = "x" + levelMultiplier.toFixed(1);
};
return self;
});
// Update UpgradeButton
UpgradeButton = Container.expand(function (type, text, x, y) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('upgrade-button', {});
self.type = type;
var buttonText = new Text2(text, {
fontFamily: "Arial",
fontSize: fontSizeBase * 0.8,
fill: 0xFFFFFF
});
// Rest of the UpgradeButton code remains the same
});
// Update showAchievement function
showAchievement = function showAchievement(title, description, reward) {
var notification = new Container();
var bg = notification.attachAsset('achievement-notification', {});
var titleText = new Text2("Achievement: " + title, {
fontFamily: "Arial",
fontSize: fontSizeBase,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
titleText.anchor.set(0.5, 0);
titleText.y = 10;
var messageText = new Text2(description + "\nReward: " + reward + " sparkles", {
fontFamily: "Arial",
fontSize: fontSizeBase * 0.8,
fill: 0xFFFFFF,
align: 'center'
});
// Rest of the showAchievement function remains the same
};
// Update showOfflineEarnings function
showOfflineEarnings = function showOfflineEarnings(amount, time) {
var notification = new Container();
var bg = notification.attachAsset('achievement-notification', {});
var titleText = new Text2("Welcome Back!", {
fontFamily: "Arial",
fontSize: fontSizeBase,
fill: 0xFFFFFF,
fontWeight: 'bold'
});
// Rest of the showOfflineEarnings function remains the same
};
// Update showTutorial function
showTutorial = function showTutorial() {
if (tutorialComplete) {
return;
}
var tutorial = new Container();
var highlight = tutorial.attachAsset('tutorial-highlight', {});
var messageText = new Text2("", {
fontFamily: "Arial",
fontSize: fontSizeBase * 0.8,
fill: 0xFFFFFF,
align: 'center',
stroke: 0x000000,
strokeThickness: 2
});
// Rest of the showTutorial function remains the same
};
}
// Call this function to update all font sizes
updateFontSizes();
// Create a reusable function for creating text with consistent styling
function createGameText(content) {
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var defaultOptions = {
fontFamily: "Arial",
fontSize: fontSizeBase * (options.sizeFactor || 1),
fill: 0xFFFFFF,
align: options.align || 'left',
fontWeight: options.fontWeight || 'normal'
};
return new Text2(content, _objectSpread(_objectSpread({}, defaultOptions), options));
}
// Create a reusable function for attaching assets with common properties
function attachGameAsset(container, assetName) {
var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
return container.attachAsset(assetName, {});
}
// Create a reusable function for playing sounds with randomization
function playGameSound(soundId) {
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
var sound = LK.getSound(soundId);
if (sound) {
if (options.volume !== undefined) {
sound.volume = options.volume;
}
sound.play();
}
}
// Create a reusable function for enemy spawning logic
function spawnEnemy(type) {
if (type === 'bird') {
spawnBird();
} else if (type === 'ufo') {
spawnUFO();
}
}
// Create a reusable function for checking conditions
function checkCondition(condition, action) {
if (condition()) {
action();
}
}
// Enhanced text creation function with better positioning and sizing
// Function to update text properties consistently
function updateTextProperties(textObject) {
var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
if (options.text !== undefined) {
textObject.text = options.text;
}
if (options.fill !== undefined) {
textObject.style.fill = options.fill;
}
if (options.fontSize !== undefined) {
textObject.style.fontSize = options.fontSize;
}
if (options.alpha !== undefined) {
textObject.alpha = options.alpha;
}
} ===================================================================
--- original.js
+++ change.js
@@ -72,22 +72,26 @@
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,
+ var levelText = createGameText("Lvl " + self.level, {
+ sizeFactor: 0.8,
+ anchorX: 0.5,
+ anchorY: 0.5,
fill: 0xFFFFFF
});
- levelText.anchor.set(0.5, 0.5);
- levelText.y = -50;
- self.addChild(levelText);
+ levelCircle.addChild(levelText);
+ self.updateLevel = function (newLevel) {
+ self.level = newLevel;
+ updateTextProperties(levelText, {
+ text: "Lvl " + self.level
+ });
+ };
self.upgrade = function () {
self.level++;
self.productionRate *= 1.2;
- levelText.text = "Lvl " + self.level;
+ self.updateLevel(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', {
@@ -167,27 +171,30 @@
scale: 3
});
bg.tint = 0x000000;
bg.alpha = 0.7;
- var levelText = new Text2("Level " + playerLevel, {
- fontFamily: "Arial",
- fontSize: 18,
- fill: 0xFFFFFF
+ var levelText = createGameText("Level " + playerLevel, {
+ sizeFactor: 1,
+ anchorX: 0.5,
+ anchorY: 0,
+ y: 10
});
- levelText.x = -40;
- levelText.y = -10;
self.addChild(levelText);
- var multiplierText = new Text2("x" + levelMultiplier.toFixed(1), {
- fontFamily: "Arial",
- fontSize: 16,
- fill: 0xFFD700
+ var multiplierText = createGameText("x" + levelMultiplier.toFixed(1), {
+ sizeFactor: 0.8,
+ fill: 0xFFD700,
+ anchorX: 0.5,
+ anchorY: 0,
+ y: fontSizeBase * 2
});
- multiplierText.x = -20;
- multiplierText.y = 10;
self.addChild(multiplierText);
self.update = function () {
- levelText.text = "Level " + playerLevel;
- multiplierText.text = "x" + levelMultiplier.toFixed(1);
+ updateTextProperties(levelText, {
+ text: "Level " + playerLevel
+ });
+ updateTextProperties(multiplierText, {
+ text: "x" + levelMultiplier.toFixed(1)
+ });
};
return self;
});
// Add level indicator to the game
@@ -215,27 +222,28 @@
// 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
+ var counterText = createGameText("Sparkles: 0", {
+ sizeFactor: 1,
+ anchorX: 0,
+ anchorY: 0
});
- 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
+ var levelText = createGameText("Level: 1 (x1.0)", {
+ sizeFactor: 0.9,
+ anchorX: 0,
+ anchorY: 0,
+ y: fontSizeBase * 1.5
});
- 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) + ")";
+ updateTextProperties(counterText, {
+ text: "Sparkles: " + Math.floor(sparkles)
+ });
+ updateTextProperties(levelText, {
+ text: "Level: " + playerLevel + " (x" + levelMultiplier.toFixed(1) + ")"
+ });
};
return self;
});
// Add UFO enemies
@@ -277,16 +285,22 @@
// 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 = self.attachAsset('upgrade-button', {});
+ var buttonGraphics = self.attachAsset('upgrade-button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
self.type = type;
- var buttonText = new Text2(text, {
- fontFamily: "Arial",
- fontSize: 16,
- fill: 0xFFFFFF
+ var buttonText = createGameText(text, {
+ sizeFactor: 1.2,
+ align: 'center',
+ anchorX: 0.5,
+ anchorY: 0.5
});
- buttonText.anchor.set(0.5, 0.5);
+ // Position text in the center of the button
+ buttonText.x = 0;
+ buttonText.y = 0;
self.addChild(buttonText);
self.x = x;
self.y = y;
self.update = function () {
@@ -343,8 +357,63 @@
/****
* Game Code
****/
+function _typeof(o) {
+ "@babel/helpers - typeof";
+ return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof(o);
+}
+function ownKeys(e, r) {
+ var t = Object.keys(e);
+ if (Object.getOwnPropertySymbols) {
+ var o = Object.getOwnPropertySymbols(e);
+ r && (o = o.filter(function (r) {
+ return Object.getOwnPropertyDescriptor(e, r).enumerable;
+ })), t.push.apply(t, o);
+ }
+ return t;
+}
+function _objectSpread(e) {
+ for (var r = 1; r < arguments.length; r++) {
+ var t = null != arguments[r] ? arguments[r] : {};
+ r % 2 ? ownKeys(Object(t), !0).forEach(function (r) {
+ _defineProperty(e, r, t[r]);
+ }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) {
+ Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
+ });
+ }
+ return e;
+}
+function _defineProperty(e, r, t) {
+ return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
+ value: t,
+ enumerable: !0,
+ configurable: !0,
+ writable: !0
+ }) : e[r] = t, e;
+}
+function _toPropertyKey(t) {
+ var i = _toPrimitive(t, "string");
+ return "symbol" == _typeof(i) ? i : i + "";
+}
+function _toPrimitive(t, r) {
+ if ("object" != _typeof(t) || !t) {
+ return t;
+ }
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof(i)) {
+ return i;
+ }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
var startButton = game.addChild(new UpgradeButton("start", "Start", 2048 - 150, 2732 - 100));
startButton.on('pointerdown', function () {
// Reset game state
sparkles = 0;
@@ -585,31 +654,29 @@
// 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'
+ var titleText = createGameText("Achievement: " + title, {
+ sizeFactor: 1,
+ fontWeight: 'bold',
+ anchorX: 0.5,
+ anchorY: 0,
+ y: 10
});
- 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);
+ var messageText = createGameText(description + "\nReward: " + reward + " sparkles", {
+ sizeFactor: 0.8,
+ align: 'center',
+ anchorX: 0.5,
+ anchorY: 0,
+ y: fontSizeBase * 2
+ });
notification.addChild(messageText);
- notification.x = 2048 / 2;
- notification.y = 2732 / 2;
- notification.alpha = 0;
+ // Position the notification in the center of the screen
+ notification.x = 1024 / 2;
+ notification.y = 2732 / 2 - bg.height / 2;
game.addChild(notification);
- // Animate in
+ // Add animation and removal logic
var startTime = LK.ticks;
notification.update = function () {
var elapsed = (LK.ticks - startTime) / 60;
if (elapsed < 1) {
@@ -797,14 +864,14 @@
var mainGarden = game.addChild(new MainGarden());
mainGarden.x = 1024 / 2;
mainGarden.y = 2732 / 2;
var sparkleCounter = game.addChild(new SparkleCounter());
-sparkleCounter.x = 2048 - sparkleCounter.width - 30; // Position 30 pixels from the right edge for better spacing
-sparkleCounter.y = 30; // Position 30 pixels from the top edge for better spacing
+sparkleCounter.x = 1024 - 150; // Position in the right half of the screen
+sparkleCounter.y = 30; // Position 30 pixels from the top edge
// Add level indicator to the game
var levelIndicator = game.addChild(new LevelIndicator());
-levelIndicator.x = 2048 - levelIndicator.width - 30; // Position 30 pixels from the right edge for better spacing
-levelIndicator.y = sparkleCounter.y + sparkleCounter.height + 10; // Position below the SparkleCounter with 10 pixels spacing
+levelIndicator.x = 1024 - 150; // Position in the right half of the screen
+levelIndicator.y = 80; // Position below the SparkleCounter
// 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));
@@ -1326,5 +1393,64 @@
// Rest of the showTutorial function remains the same
};
}
// Call this function to update all font sizes
-updateFontSizes();
\ No newline at end of file
+updateFontSizes();
+// Create a reusable function for creating text with consistent styling
+function createGameText(content) {
+ var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
+ var defaultOptions = {
+ fontFamily: "Arial",
+ fontSize: fontSizeBase * (options.sizeFactor || 1),
+ fill: 0xFFFFFF,
+ align: options.align || 'left',
+ fontWeight: options.fontWeight || 'normal'
+ };
+ return new Text2(content, _objectSpread(_objectSpread({}, defaultOptions), options));
+}
+// Create a reusable function for attaching assets with common properties
+function attachGameAsset(container, assetName) {
+ var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
+ return container.attachAsset(assetName, {});
+}
+// Create a reusable function for playing sounds with randomization
+function playGameSound(soundId) {
+ var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
+ var sound = LK.getSound(soundId);
+ if (sound) {
+ if (options.volume !== undefined) {
+ sound.volume = options.volume;
+ }
+ sound.play();
+ }
+}
+// Create a reusable function for enemy spawning logic
+function spawnEnemy(type) {
+ if (type === 'bird') {
+ spawnBird();
+ } else if (type === 'ufo') {
+ spawnUFO();
+ }
+}
+// Create a reusable function for checking conditions
+function checkCondition(condition, action) {
+ if (condition()) {
+ action();
+ }
+}
+// Enhanced text creation function with better positioning and sizing
+// Function to update text properties consistently
+function updateTextProperties(textObject) {
+ var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
+ if (options.text !== undefined) {
+ textObject.text = options.text;
+ }
+ if (options.fill !== undefined) {
+ textObject.style.fill = options.fill;
+ }
+ if (options.fontSize !== undefined) {
+ textObject.style.fontSize = options.fontSize;
+ }
+ if (options.alpha !== undefined) {
+ textObject.alpha = options.alpha;
+ }
+}
\ No newline at end of file
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