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Please fix the bug: 'Cannot read properties of undefined (reading 'update')' in or related to this line: 'powerUpIndicator.update();' Line Number: 1278
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Please fix the bug: 'Cannot read properties of undefined (reading 'update')' in or related to this line: 'statsPanel.update();' Line Number: 1275
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Please fix the bug: 'Cannot read properties of undefined (reading 'update')' in or related to this line: 'statsPanel.update();' Line Number: 1275
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
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Please fix the bug: 'enemiesDefeated is not defined' in or related to this line: 'var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel;' Line Number: 299
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * 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; }); // Add a cat status display var CatStatusDisplay = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 3 }); bg.tint = 0x663300; bg.alpha = 0.7; var titleText = createGameText("Cat Status", { sizeFactor: 0.9, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = -fontSizeBase * 1.5; self.addChild(titleText); var countText = createGameText("Count: 0", { sizeFactor: 0.8 }); countText.anchor.set(0.5, 0); countText.y = -fontSizeBase * 0.5; self.addChild(countText); var powerText = createGameText("Power: 1.0", { sizeFactor: 0.8 }); powerText.anchor.set(0.5, 0); powerText.y = fontSizeBase * 0.5; self.addChild(powerText); self.update = function () { countText.text = "Count: " + cats.length; // Calculate average cat power var totalPower = 0; cats.forEach(function (cat) { totalPower += cat.level || 1; }); var avgPower = cats.length > 0 ? (totalPower / cats.length).toFixed(1) : "0.0"; powerText.text = "Avg Power: " + avgPower; }; 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 = new Text2("Level " + playerLevel, { fontFamily: "Arial", fontSize: fontSizeBase, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); levelText.y = 10; self.addChild(levelText); var multiplierText = new Text2("x" + levelMultiplier.toFixed(1), { fontFamily: "Arial", fontSize: fontSizeBase * 0.8, fill: 0xFFD700 }); multiplierText.anchor.set(0.5, 0); multiplierText.y = fontSizeBase * 2; self.addChild(multiplierText); self.update = function () { updateTextProperties(levelText, { text: "Level " + playerLevel }); updateTextProperties(multiplierText, { text: "x" + levelMultiplier.toFixed(1) }); }; return self; }); // Add a progress bar for the next level var LevelProgressBar = Container.expand(function () { var self = Container.call(this); // Background bar var bgBar = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.1 }); bgBar.tint = 0x333333; self.addChild(bgBar); // Progress bar var progressBar = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.1 }); progressBar.tint = 0x00FF00; self.progressBar = progressBar; self.addChild(progressBar); var labelText = createGameText("Next Level", { sizeFactor: 0.7 }); labelText.anchor.set(0.5, 1); labelText.y = -5; self.addChild(labelText); self.update = function () { // Calculate progress to next level (assuming 10 enemies per level) var enemiesForNextLevel = playerLevel * 10; var currentLevelEnemies = enemiesDefeated % enemiesForNextLevel; var progress = currentLevelEnemies / enemiesForNextLevel; // Update progress bar progressBar.scale.x = progress * 2; // Scale the progress bar based on progress updateTextProperties(labelText, { text: "Next Level: " + currentLevelEnemies + "/" + enemiesForNextLevel }); }; 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 notification area for game events var NotificationArea = Container.expand(function () { var self = Container.call(this); var messages = []; var maxMessages = 3; self.addMessage = function (message) { // Create new message text var messageText = createGameText(message, { sizeFactor: 0.7, fill: 0xFFFFFF }); messageText.anchor.set(0, 0); messageText.alpha = 1; self.addChild(messageText); // Add to messages array with creation time messages.push({ text: messageText, creationTime: LK.ticks }); // Position messages self.repositionMessages(); // Remove oldest if we exceed max if (messages.length > maxMessages) { var oldest = messages.shift(); self.removeChild(oldest.text); } }; self.repositionMessages = function () { for (var i = 0; i < messages.length; i++) { messages[i].text.y = i * fontSizeBase; } }; self.update = function () { // Fade out messages over time var messagesToRemove = []; messages.forEach(function (message) { var age = (LK.ticks - message.creationTime) / 60; // in seconds if (age > 5) { // Mark for removal if older than 5 seconds messagesToRemove.push(message); } else if (age > 3) { // Start fading after 3 seconds message.text.alpha = 1 - (age - 3) / 2; } }); // Remove old messages messagesToRemove.forEach(function (message) { var index = messages.indexOf(message); if (index !== -1) { messages.splice(index, 1); self.removeChild(message.text); } }); // Reposition remaining messages self.repositionMessages(); }; return self; }); // Add these new UI elements to the game // Add a power-up indicator var PowerUpIndicator = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 2 }); bg.tint = 0x0000FF; bg.alpha = 0.5; var titleText = createGameText("Power-ups", { sizeFactor: 0.9, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = -fontSizeBase; self.addChild(titleText); var activeText = createGameText("None Active", { sizeFactor: 0.8 }); activeText.anchor.set(0.5, 0); activeText.y = 0; self.addChild(activeText); self.update = function () { if (powerUps.length > 0) { activeText.text = powerUps.length + " Active"; } else { activeText.text = "None Active"; } }; 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: 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 () { updateTextProperties(counterText, { text: "Sparkles: " + Math.floor(sparkles) }); updateTextProperties(levelText, { text: "Level: " + playerLevel + " (x" + levelMultiplier.toFixed(1) + ")" }); }; return self; }); // Add a stats panel to display game statistics var StatsPanel = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 4 }); bg.tint = 0x000000; bg.alpha = 0.7; var titleText = createGameText("Game Stats", { sizeFactor: 1, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = -fontSizeBase * 2; self.addChild(titleText); var enemiesText = createGameText("Enemies Defeated: 0", { sizeFactor: 0.8 }); enemiesText.anchor.set(0.5, 0); enemiesText.y = -fontSizeBase; self.addChild(enemiesText); var catsText = createGameText("Cats: 0", { sizeFactor: 0.8 }); catsText.anchor.set(0.5, 0); catsText.y = 0; self.addChild(catsText); var totalSparklesText = createGameText("Total Sparkles: 0", { sizeFactor: 0.8 }); totalSparklesText.anchor.set(0.5, 0); totalSparklesText.y = fontSizeBase; self.addChild(totalSparklesText); self.update = function () { enemiesText.text = "Enemies Defeated: " + enemiesDefeated; catsText.text = "Cats: " + cats.length; totalSparklesText.text = "Total Sparkles: " + Math.floor(totalSparklesEarned); }; 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 = new Text2(text, { fontFamily: "Arial", fontSize: fontSizeBase * 1.2, fill: 0xFFFFFF, align: 'center' }); 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 () { // 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); } else if (self.type === "upgradeCat") { var upgradeCost = 200 * playerLevel; buttonText.text = "Upgrade Cat\nCost: " + Math.floor(upgradeCost); // Update button appearance based on affordability if (cats.length > 0) { if (sparkles >= upgradeCost) { self.alpha = 1.0; } else { self.alpha = 0.7; } } else { buttonText.text = "No Cats"; self.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({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create a wrapper for storage operations with fallback var gameStorage = { save: function save(key, data) { try { storage.setItem(key, JSON.stringify(data)); return true; } catch (e) { console.error("Error saving data:", e); return false; } }, load: function load(key) { try { var data = storage.getItem(key); return data ? JSON.parse(data) : null; } catch (e) { console.error("Error loading data:", e); return null; } }, clear: function clear(key) { try { storage.removeItem(key); return true; } catch (e) { console.error("Error clearing data:", e); return false; } } }; 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 }; // Use the storage wrapper return gameStorage.save('cosmicCatGarden', gameState); } // Load game state function loadGame() { var gameState = gameStorage.load('cosmicCatGarden'); if (gameState) { // 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); } // Recreate cats from saved data if (gameState.cats && gameState.cats.length > 0) { // Clear existing cats cats.forEach(function (cat) { game.removeChild(cat); }); cats = []; // Recreate cats from saved data gameState.cats.forEach(function (catData) { var cat = addCat(catData.x, catData.y); cat.level = catData.level || 1; cat.productionRate = catData.productionRate || 0.5; }); } return true; } return false; } // Add a reset game function for testing or player resets function resetGame() { gameStorage.clear('cosmicCatGarden'); // Reset all game variables to initial values sparkles = 0; totalSparklesEarned = 0; sparkleRate = 1; autoSparkleRate = 0; clickMultiplier = 1; playerLevel = 1; levelMultiplier = 1; // Clear existing cats cats.forEach(function (cat) { game.removeChild(cat); }); cats = []; // Reset other game elements birds.forEach(function (bird) { game.removeChild(bird); }); birds = []; ufos.forEach(function (ufo) { game.removeChild(ufo); }); ufos = []; // Reset achievements and upgrades achievements = []; totalUpgradesPurchased = 0; tutorialComplete = false; upgrades = []; // Add initial cat addCat(); return true; } // Improve the auto-save function with status indicator var lastAutoSaveTime = Date.now(); var saveIndicator = null; function createSaveIndicator() { if (!saveIndicator) { saveIndicator = new Container(); var saveText = createGameText("Saving...", { sizeFactor: 0.7, fill: 0xFFFFFF, align: 'right' }); saveText.anchor.set(1, 0); saveIndicator.addChild(saveText); saveIndicator.alpha = 0; saveIndicator.x = 1024 - 20; // Right side of screen saveIndicator.y = 20; // Top of screen game.addChild(saveIndicator); } return saveIndicator; } function checkAutoSave() { var currentTime = Date.now(); // Save every 30 seconds if (currentTime - lastAutoSaveTime > 30000) { // Show save indicator var indicator = createSaveIndicator(); indicator.alpha = 1; // Perform save saveGame(); lastAutoSaveTime = currentTime; // Fade out indicator setTimeout(function () { var fadeInterval = setInterval(function () { indicator.alpha -= 0.05; if (indicator.alpha <= 0) { clearInterval(fadeInterval); } }, 50); }, 1000); } } // Show offline earnings notification 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' }); titleText.anchor.set(0.5, 0); titleText.y = 10; var messageText = new Text2("You earned " + Math.floor(amount) + " sparkles\nwhile away for " + Math.floor(time / 60) + " minutes", { fontFamily: "Arial", fontSize: fontSizeBase * 0.8, 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: fontSizeBase, fill: 0xFFFFFF, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = 10; notification.addChild(titleText); var messageText = new Text2(description + "\nReward: " + reward + " sparkles", { fontFamily: "Arial", fontSize: fontSizeBase * 0.8, fill: 0xFFFFFF, align: 'center' }); messageText.anchor.set(0.5, 0); messageText.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 Text2("", { fontFamily: "Arial", fontSize: fontSizeBase * 0.8, 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); } // Add fade out animation without triggering save sparkle.update = function () { this.alpha -= 0.01; if (this.alpha <= 0) { game.removeChild(this); sparklePool.push(this); // Don't save game here - this was likely causing the error } }; } } // 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 level progress bar to the game var levelProgressBar = game.addChild(new LevelProgressBar()); levelProgressBar.x = 1024 / 2; // Center horizontally levelProgressBar.y = 130; // Position below level indicator // 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)); if (catUpgrade) { catUpgrade.x = clickUpgrade.x + buttonGap; catUpgrade.y = clickUpgrade.y; // Ensure the update method is properly defined for this instance if (!catUpgrade.update) { catUpgrade.update = function () { // Update button text based on type if (this.type === "buyCat") { this.text.text = "Buy Cat\nCost: " + Math.floor(upgrades.catCost); // Update button appearance based on affordability if (sparkles >= upgrades.catCost) { this.alpha = 1.0; } else { this.alpha = 0.7; } } }; } } var autoClickUpgrade = game.addChild(new UpgradeButton("autoClick", "Auto Click\nCost: 50", 0, 2732 - 220)); autoClickUpgrade.x = clickUpgrade.x + buttonGap * 2; autoClickUpgrade.y = clickUpgrade.y; // Update any other buttons that might exist var catSpeedUpgrade = game.addChild(new UpgradeButton("catSpeed", "Cat Speed\nCost: 150", 0, 2732 - 360)); catSpeedUpgrade.x = clickUpgrade.x; catSpeedUpgrade.y = clickUpgrade.y - buttonGap; var catPowerUpgrade = game.addChild(new UpgradeButton("catPower", "Cat Power\nCost: 200", 0, 2732 - 430)); catPowerUpgrade.x = clickUpgrade.x + buttonGap; catPowerUpgrade.y = clickUpgrade.y - buttonGap; // Update the ensureInBounds function to account for the new positions function ensureInBounds(uiElement) { // Get canvas dimensions var canvasWidth = 2048; // Updated based on code context var canvasHeight = 2732; // Based on code context // Add padding var padding = 20; // Ensure x position is within bounds if (uiElement.x < padding) { uiElement.x = padding; } else if (uiElement.x > canvasWidth - padding) { uiElement.x = canvasWidth - padding; } // Ensure y position is within bounds if (uiElement.y < padding) { uiElement.y = padding; } else if (uiElement.y > canvasHeight - padding) { uiElement.y = canvasHeight - padding; } } // Update game update function to check bounds // Update UI elements if (statsPanel && statsPanel.update) { statsPanel.update(); } if (powerUpIndicator && powerUpIndicator.update) { powerUpIndicator.update(); } catStatusDisplay.update(); levelProgressBar.update(); notificationArea.update(); // Ensure all UI elements are within bounds ensureInBounds(statsPanel); ensureInBounds(powerUpIndicator); ensureInBounds(catStatusDisplay); ensureInBounds(levelProgressBar); ensureInBounds(notificationArea); // 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; } } // Add these new UI elements to the game with safe positioning var statsPanel = game.addChild(new StatsPanel()); statsPanel.x = 2048 - 150; // Move to right side of screen statsPanel.y = 150; // Position below other top-right elements // Reposition sparkle counter and level indicator to create a consolidated UI group sparkleCounter.x = 2048 - 150; // Right side positioning sparkleCounter.y = 30; // Top position levelIndicator.x = 2048 - 150; // Right side positioning levelIndicator.y = 80; // Position below sparkle counter // Reposition other UI elements that were previously on the left // Add missing global variables var powerUpIndicator; var catStatusDisplay; var notificationArea; var statsPanel; var enemiesDefeated = 0; // Initialize UI elements powerUpIndicator = game.addChild(new PowerUpIndicator()); powerUpIndicator.x = 2048 - 150; // Move to right side powerUpIndicator.y = 250; // Position below level indicator catStatusDisplay = game.addChild(new CatStatusDisplay()); catStatusDisplay.x = 2048 - 150; // Move to right side catStatusDisplay.y = 350; // Position below power-up indicator notificationArea = game.addChild(new NotificationArea()); notificationArea.x = 150; // Left edge with small margin notificationArea.y = 550; // Below other UI elements // Define statsPanel if it doesn't exist if (!statsPanel) { statsPanel = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 2.5 }); bg.tint = 0xFFFFFF; bg.alpha = 0.3; var statsText = createGameText("Game Stats", { sizeFactor: 0.9, fontWeight: 'bold' }); statsText.anchor.set(0.5, 0); statsText.y = -fontSizeBase; self.addChild(statsText); var detailsText = createGameText("Sparkles: 0", { sizeFactor: 0.8 }); detailsText.anchor.set(0.5, 0); detailsText.y = 0; self.addChild(detailsText); self.update = function () { detailsText.text = "Sparkles: " + Math.floor(sparkles) + "\nLevel: " + playerLevel + "\nEnemies: " + enemiesDefeated; }; return self; }); statsPanel = game.addChild(statsPanel); statsPanel.x = 150; statsPanel.y = 150; } // Fix the getChildByName references // Replace with direct references to the existing buttons // Make sure the update methods are properly defined for all buttons // Update the game update function to safely check for UI elements before updating var originalGameUpdate = game.update; game.update = function () { // Call the original update function if it exists if (originalGameUpdate) { originalGameUpdate.call(game); } // Safely update UI elements if (statsPanel && statsPanel.update) { statsPanel.update(); } if (powerUpIndicator && powerUpIndicator.update) { powerUpIndicator.update(); } if (catStatusDisplay && catStatusDisplay.update) { catStatusDisplay.update(); } if (notificationArea && notificationArea.update) { notificationArea.update(); } // Ensure all UI elements are within bounds if (ensureInBounds) { if (statsPanel) { ensureInBounds(statsPanel); } if (powerUpIndicator) { ensureInBounds(powerUpIndicator); } if (catStatusDisplay) { ensureInBounds(catStatusDisplay); } if (notificationArea) { ensureInBounds(notificationArea); } } // Update buttons if they exist and have update methods if (clickUpgrade && clickUpgrade.update) { clickUpgrade.update(); } if (autoUpgrade && autoUpgrade.update) { autoUpgrade.update(); } if (catUpgrade && catUpgrade.update) { catUpgrade.update(); } if (autoClickUpgrade && autoClickUpgrade.update) { autoClickUpgrade.update(); } if (catSpeedUpgrade && catSpeedUpgrade.update) { catSpeedUpgrade.update(); } if (catPowerUpgrade && catPowerUpgrade.update) { catPowerUpgrade.update(); } }; var powerUpIndicator = game.addChild(new PowerUpIndicator()); powerUpIndicator.x = 2048 - 150; // Move to right side powerUpIndicator.y = 250; // Position below stats panel var catStatusDisplay = game.addChild(new CatStatusDisplay()); catStatusDisplay.x = 2048 - 150; // Move to right side catStatusDisplay.y = 350; // Position below power-up indicator // Keep notification area on the left but adjust position var notificationArea = game.addChild(new NotificationArea()); notificationArea.x = 20; // Left edge with small margin notificationArea.y = 550; // Below other UI elements // Increase gap between buttons at bottom left // Assuming buttons are positioned sequentially var buttonGap = 120; // Increased gap between buttons (was likely around 80-100) // Reposition upgrade buttons with increased gaps clickUpgrade.x = 150; // First button position clickUpgrade.y = 2732 - 150; // Position other buttons with the new gap var catUpgrade = game.addChild(new UpgradeButton("buyCat", "Buy Cat\nCost: 100", 0, 2732 - 290)); if (catUpgrade) { catUpgrade.x = clickUpgrade.x + buttonGap; catUpgrade.y = clickUpgrade.y; } var autoClickUpgrade = game.addChild(new UpgradeButton("autoClick", "Auto Click\nCost: 50", 0, 2732 - 220)); autoClickUpgrade.x = clickUpgrade.x + buttonGap * 2; autoClickUpgrade.y = clickUpgrade.y; // Update any other buttons that might exist var catSpeedUpgrade = game.addChild(new UpgradeButton("catSpeed", "Cat Speed\nCost: 150", 0, 2732 - 360)); catSpeedUpgrade.x = clickUpgrade.x; catSpeedUpgrade.y = clickUpgrade.y - buttonGap; var catPowerUpgrade = game.addChild(new UpgradeButton("catPower", "Cat Power\nCost: 200", 0, 2732 - 430)); catPowerUpgrade.x = clickUpgrade.x + buttonGap; catPowerUpgrade.y = clickUpgrade.y - buttonGap; // Update the ensureInBounds function to account for the new positions // Update game update function to check bounds // Update UI elements statsPanel.update(); powerUpIndicator.update(); catStatusDisplay.update(); levelProgressBar.update(); notificationArea.update(); // Ensure all UI elements are within bounds ensureInBounds(statsPanel); ensureInBounds(powerUpIndicator); ensureInBounds(catStatusDisplay); ensureInBounds(levelProgressBar); ensureInBounds(notificationArea);
===================================================================
--- original.js
+++ change.js
@@ -1252,9 +1252,11 @@
// Update UI elements
if (statsPanel && statsPanel.update) {
statsPanel.update();
}
-powerUpIndicator.update();
+if (powerUpIndicator && powerUpIndicator.update) {
+ powerUpIndicator.update();
+}
catStatusDisplay.update();
levelProgressBar.update();
notificationArea.update();
// Ensure all UI elements are within bounds
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