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Code edit (14 edits merged)
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User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'titleTxt.visible = visible;' Line Number: 385
User prompt
In the game's start menu, click play and the game will start when you click play.
Code edit (1 edits merged)
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User prompt
Shoe Tycoon: Old Money Edition
Initial prompt
This is an idle clicker simulation game where the player grows a shoe-selling business by actively clicking and passively earning money over time. The system is composed of several interrelated modules as follows: 1. User Interface (UI) Components Shoe Button (ShoeBtn): The main interactive element. Each click represents a shoe sale, increasing the player’s currency by a value called clickEarnings. Currency Display (CurrencyText): Continuously updates to show the player’s current money balance in real-time. Upgrade Buttons (UpgradeBtn1, UpgradeBtn2, etc.): Each upgrade button corresponds to a different enhancement (e.g., increase click earnings, add passive income). They are enabled or disabled based on player's currency. 2. Core Game Variables money: Tracks the player’s total currency (initially zero). clickEarnings: The amount of money earned per shoe sale click (starts at 1). autoIncome: Passive income earned automatically per time interval (starts at 0). upgradeCosts: An array or mapping containing the current cost of each upgrade. 3. Click Mechanism When the player clicks ShoeBtn: money += clickEarnings A short sound effect is played (e.g., “ka-ching”). UI updates to reflect new money total. 4. Upgrade System Each upgrade has: A cost (in money). An effect (e.g., double clickEarnings, increase autoIncome by a fixed amount). On clicking an upgrade button: If money >= cost, deduct cost from money. Apply upgrade effect (e.g., clickEarnings *= 2 or autoIncome += 1). Increase the cost for the next upgrade (e.g., double it). Update UI to show new costs and current stats. 5. Idle (Passive) Income Generation A timer triggers every second (or configurable interval): money += autoIncome UI updates accordingly. Optionally plays a soft coin drop sound for feedback. 6. Visual Style and UX The color palette reflects an Old Money aesthetic: creams, navy blue, gold accents. Buttons have elegant, minimalistic designs with serif fonts for text labels. Background mimics a vintage shoe boutique with wood textures and subtle lighting. 7. Sound Effects (Optional Enhancements) Click sound on shoe sales: short, crisp cash register or box opening sound. Upgrade purchase sound: satisfying “ding” or wallet opening effect. Passive income: soft coin drop sound, muted and subtle. Menu navigation: paper page flip or drawer slide sounds. 8. Extensibility and Scaling New shoe types or special editions can be added with distinct sprites and higher earnings. Additional upgrade categories: marketing, staff hiring, store decoration (impacting sales speed or income multiplier). Achievements and milestones to incentivize player progression.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});