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Fix it
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'ref.textObj.style.fill = 0x666666;' Line Number: 638
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'ref.textObj.style.fill = 0x666666;' Line Number: 637
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 75
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'p.lastX = ore.parent.x + ore.x;' Line Number: 317
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'p.x = ore.parent.x + ore.x;' Line Number: 317
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 75
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'p.y = ore.y + ore.parent.y;' Line Number: 325
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'p.x = ore.x + ore.parent.x; // because ore is offset in the cluster' Line Number: 324
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'p.x = ore.x + ore.parent.x; // because ore is offset in the cluster' Line Number: 320
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'ref.textObj.style.fill = 0x666666;' Line Number: 650
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'p.x = ore.x + ore.parent.x; // because ore is offset in the cluster' Line Number: 316
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'p.x = ore.x + ore.parent.x; // because ore is offset in the cluster' Line Number: 310
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'elapsed')' in or related to this line: 'self.y += Math.sin(LK.time.elapsed / 250) * 0.5;' Line Number: 70
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 151
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'elapsed')' in or related to this line: 'self.y += Math.sin(LK.time.elapsed / 250) * 0.5;' Line Number: 69
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Make the buy buttons be behind each text in the buy menu
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Make the text inside of buy menu Black and Bold with a Black outline
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Move the cancel button to the left and down 200 pixels
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Move the cancel button to the upper right of menu background
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
/**
* A cluster container that spawns several Ore objects of the same type.
* We track how many remain. Once all are destroyed, we remove the cluster
* container from the game, then after a delay, spawn a new cluster if allowed.
*/
var Cluster = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
self.oreList = []; // the Ore objects in this cluster
// Random center
var centerX = 100 + Math.random() * (2048 - 200);
var centerY = 100 + Math.random() * (2732 - 200);
self.x = centerX;
self.y = centerY;
// Decide how many ore are in this cluster, based on the cluster config
var clusterConfig = gameState.clusterConfig;
var count = randomInt(clusterConfig.min, clusterConfig.max);
// Create each ore with random offsets
for (var i = 0; i < count; i++) {
var ore = new Ore(type, self);
ore.x = (Math.random() - 0.5) * 120;
ore.y = (Math.random() - 0.5) * 120;
self.oreList.push(ore);
self.addChild(ore);
}
// Called when an ore is destroyed
self.notifyOreDestroyed = function (ore) {
// remove from the container
if (self.oreList.indexOf(ore) >= 0) {
self.oreList.splice(self.oreList.indexOf(ore), 1);
}
ore.destroy();
// If all ore gone => cluster is done
if (self.oreList.length === 0) {
// remove cluster from stage
if (self.parent) {
self.parent.removeChild(self);
}
// remove from global array
var idx = clusters.indexOf(self);
if (idx >= 0) {
clusters.splice(idx, 1);
}
// Decrement cluster count
gameState.clusterCount[self.type]--;
// Wait for respawnTime, then spawn a new cluster if not exceeding max
// If type == 'coal', we slow it further, e.g. 2x
var finalDelay = gameState.respawnTime;
if (self.type === 'coal') {
finalDelay *= 2; // slow rate for coal
}
LK.setTimeout(function () {
maybeSpawnCluster(self.type);
}, finalDelay);
}
};
return self;
});
/****
* HELPER / UTILITY FUNCTIONS
****/
// Spawns a new cluster if we haven't reached max for that type
/****
* CLASSES
****/
/**
* Miner class: Moves to the closest available ore (within currentTier)
* and mines it.
*/
var Miner = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('miner', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.currentTarget = null;
self.miningRange = 25;
self.miningCooldown = 0;
self.miningRate = 30;
self.miningDamage = 1;
// findNewTarget picks from ALL clusters' ore, sorted by distance
self.findNewTarget = function () {
var validOre = [];
clusters.forEach(function (c) {
c.oreList.forEach(function (ore) {
// only if alive and within tier
if (ore.health > 0 && ore.tier <= gameState.currentTier) {
validOre.push(ore);
}
});
});
if (validOre.length === 0) {
self.currentTarget = null;
return;
}
self.currentTarget = validOre.sort(function (a, b) {
var distA = Math.hypot(a.x - self.x, a.y - self.y);
var distB = Math.hypot(b.x - self.x, b.y - self.y);
return distA - distB;
})[0];
};
self.update = function () {
self.findNewTarget();
if (self.currentTarget) {
self.currentTarget.lastX = self.currentTarget.x;
self.currentTarget.lastY = self.currentTarget.y;
}
if (self.currentTarget) {
var dx = self.currentTarget.x - self.x;
var dy = self.currentTarget.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.miningRange) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.mineOre(self.currentTarget);
}
} else {
// idle "hover"
self.y += Math.sin(LK.time.elapsed / 250) * 0.5;
}
};
self.mineOre = function (ore) {
if (self.miningCooldown > 0) {
self.miningCooldown--;
return;
}
// apply damage
ore.health -= self.miningDamage * gameState.pickaxeLevel;
self.miningCooldown = self.miningRate;
// if destroyed
if (ore.health <= 0) {
gameState.money += ore.getValue();
updateUI();
// Remove from its cluster
ore.cluster.notifyOreDestroyed(ore);
// Particles
spawnMiningParticles(ore, 5);
} else {
// Particles for each hit
spawnMiningParticles(ore, 2);
}
};
return self;
});
/**
* A single ore object.
*/
var Ore = Container.expand(function (type, cluster) {
var self = Container.call(this);
self.type = type;
self.cluster = cluster;
// Tier determination
self.tier = ['coal', 'iron', 'gold', 'diamond'].indexOf(type) + 1;
self.maxHealth = 10; // fixed
self.health = self.maxHealth;
// Base value depends on tier
self.baseValue = 5 * self.tier;
// Attach sprite
self.attachAsset(type + '_ore', {
anchorX: 0.5,
anchorY: 0.5
});
// Larger health bar, properly centered above the ore
// We'll make it 120 wide, 20 high, and anchorX=0.5
self.healthBar = LK.getAsset('rectangle', {
width: 120,
height: 20,
fill: 0x00FF00,
anchorX: 0.5,
anchorY: 0.5
});
// Position above ore
self.healthBar.x = 0;
self.healthBar.y = -70;
self.addChild(self.healthBar);
self.getValue = function () {
return self.baseValue * gameState.oreMultipliers[self.type];
};
self.lastX = self.x;
self.lastY = self.y;
self.lastX = self.x;
self.lastY = self.y;
return self;
});
/****
* Initialize Game
****/
/****
* THE GAME
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// We'll store references to cluster containers (one container per cluster).
/****
* GLOBAL ARRAYS & STATE
****/
/****
* PLUGINS
****/
/****
* ASSETS
****/
var clusters = [];
/****
* GAME STATE
****/
var gameState = {
money: 0,
pickaxeLevel: 1,
currentTier: 1,
// Multipliers for each ore type
oreMultipliers: {
coal: 1,
iron: 1,
gold: 1,
diamond: 1
},
// Respawn timing (in ms); if type = 'coal', we apply a separate multiplier to slow it down
respawnTime: 3000,
// Max clusters (per type) at once. The user wants 3 per type to prevent screen overload.
maxClustersPerType: 3,
// Track how many clusters of each type currently exist on screen
clusterCount: {
coal: 0,
iron: 0,
gold: 0,
diamond: 0
},
// Cluster range for spawning multiple ore objects inside one cluster
clusterConfigLevels: [{
min: 2,
max: 3
},
// default
{
min: 2,
max: 4
}, {
min: 3,
max: 5
}, {
min: 5,
max: 10
}],
clusterUpgradeTier: 0,
// By default, cluster spawning is in the first config (2-3)
get clusterConfig() {
return this.clusterConfigLevels[this.clusterUpgradeTier] || {
min: 2,
max: 3
};
}
};
/****
* HELPER / UTILITY FUNCTIONS
****/
// Spawns a new cluster if we haven't reached max for that type
function maybeSpawnCluster(type) {
// Tier check: don't spawn if locked
var tIndex = ['coal', 'iron', 'gold', 'diamond'].indexOf(type) + 1;
if (tIndex > gameState.currentTier) {
return;
}
// Check if we have space for a new cluster
if (gameState.clusterCount[type] >= gameState.maxClustersPerType) {
// do nothing, we've reached max
return;
}
// spawn a cluster
var cluster = new Cluster(type);
game.addChild(cluster);
clusters.push(cluster);
// increment cluster count
gameState.clusterCount[type]++;
}
// Random int between min and max inclusive
function randomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
// Particle effect for mining
function spawnMiningParticles(ore, num) {
for (var i = 0; i < num; i++) {
var p = LK.getAsset('mining_particle', {
anchorX: 0.5,
anchorY: 0.5
});
if (ore.lastX === undefined) {
ore.lastX = ore.x;
} // Initialize lastX for tracking changes on X
if (ore.lastY === undefined) {
ore.lastY = ore.y;
} // Initialize lastY for tracking changes on Y
p.x = ore.x + (ore.parent ? ore.parent.x : 0); // because ore is offset in the cluster
p.y = ore.y + (ore.parent ? ore.parent.y : 0);
p.vx = (Math.random() - 0.5) * 10;
p.vy = (Math.random() - 0.5) * 10;
p.alpha = 1;
// tween out
tween(p, {
alpha: 0,
y: p.y - 50
}, {
duration: 1000,
onFinish: function onFinish() {
p.destroy();
}
});
game.addChild(p);
}
}
// Color interpolation
function interpolateColor(color1, color2, factor) {
var r1 = color1 >> 16 & 0xff;
var g1 = color1 >> 8 & 0xff;
var b1 = color1 & 0xff;
var r2 = color2 >> 16 & 0xff;
var g2 = color2 >> 8 & 0xff;
var b2 = color2 & 0xff;
var r = Math.round(r1 + factor * (r2 - r1));
var g = Math.round(g1 + factor * (g2 - g1));
var b = Math.round(b1 + factor * (b2 - b1));
return r << 16 | g << 8 | b;
}
var miner = game.addChild(new Miner());
miner.x = 2048 / 2;
miner.y = 2732 / 2;
// Background
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChildAt(background, 0);
// UI
var upgradeMenu = new Container();
var tooltip = new Text2('', {
size: 40,
fill: 0xFFFFFF
});
var moneyDisplay = new Text2('$0', {
size: 80,
fill: 0xFFFFFF,
fontWeight: 'bold',
stroke: 0x000000,
strokeThickness: 5
});
moneyDisplay.x = 2048 / 2 - moneyDisplay.width / 2;
moneyDisplay.y = 50;
var shopButton = LK.getAsset('buy_button', {
anchorX: 0.5,
anchorY: 0.5
});
shopButton.x = 2048 - 150;
shopButton.y = 2732 - 150;
shopButton.down = function () {
createUpgradeMenu();
game.addChild(upgradeMenu);
};
game.addChild(moneyDisplay);
game.addChild(shopButton);
game.addChild(tooltip);
/****
* MULTI-PURCHASABLE & OTHER UPGRADES
****/
var clusterUpgradeBaseCost = 1000;
// We store an object for each upgrade. For multi-purchase upgrades (like coal_expert),
// we allow repeated buys that keep doubling the cost, keep increasing effect, etc.
var upgrades = [{
id: 'coal_expert',
name: "Coal Expertise",
cost: 100,
multi: true,
// can be purchased repeatedly
level: 0,
// track how many times purchased
effect: "Doubles coal value each purchase",
tier: 1,
requires: null,
action: function action() {
this.level++;
// Each purchase x2 for coal
gameState.oreMultipliers.coal *= 2;
// Double cost for next time
this.cost *= 2;
}
}, {
id: 'unlock_iron',
name: "Unlock Iron Mining",
cost: 500,
effect: "Allows iron ore clusters to spawn",
tier: 2,
requires: null,
purchased: false,
action: function action() {
gameState.currentTier = 2;
}
}, {
id: 'iron_expert',
name: "Iron Expertise",
cost: 2000,
effect: "Triple iron value (one-time)",
tier: 2,
requires: 'unlock_iron',
action: function action() {
gameState.oreMultipliers.iron *= 3;
}
}, {
id: 'unlock_gold',
name: "Unlock Gold Mining",
cost: 5000,
effect: "Allows gold ore clusters to spawn",
tier: 3,
requires: null,
action: function action() {
gameState.currentTier = 3;
}
}, {
id: 'gold_expert',
name: "Gold Expertise",
cost: 10000,
effect: "Quadruple gold value (one-time)",
tier: 3,
requires: 'unlock_gold',
action: function action() {
gameState.oreMultipliers.gold *= 4;
}
}, {
id: 'unlock_diamond',
name: "Unlock Diamond Mining",
cost: 20000,
effect: "Allows diamond ore clusters to spawn",
tier: 4,
requires: null,
action: function action() {
gameState.currentTier = 4;
}
}, {
id: 'faster_respawn',
name: "Quicker Respawn",
cost: 8000,
effect: "Halves respawn time (min 500ms)",
tier: 2,
requires: null,
action: function action() {
gameState.respawnTime = Math.max(500, gameState.respawnTime / 2);
}
}, {
id: 'cluster_up',
name: "Cluster Growth [Tier 1]",
cost: clusterUpgradeBaseCost,
effect: "Increases cluster size range",
tier: 1,
requires: null,
action: function action() {
if (gameState.clusterUpgradeTier < gameState.clusterConfigLevels.length - 1) {
gameState.clusterUpgradeTier++;
}
// Increase cost for next purchase (if user wants multiple buys).
// We'll just add +2000 each time
this.cost += 2000;
}
}];
/****
* CREATE UPGRADE MENU
* We also want to fix:
* - The text behind button glitch
* - Real-time update of "canBuy" if money changes while the menu is open
****/
var upgradeItemRefs = []; // store references so we can update them each frame
function createUpgradeMenu() {
upgradeMenu.removeChildren();
upgradeItemRefs = [];
// Background
var menuBg = LK.getAsset('rectangle', {
width: 1600,
height: 1800,
color: 0x2a2a2a,
anchorX: 0.5,
anchorY: 0.5
});
menuBg.x = 2048 / 2;
menuBg.y = 2732 / 2;
upgradeMenu.addChild(menuBg);
// Update cluster upgrade display
var clusterUpObj = upgrades.find(function (u) {
return u.id === 'cluster_up';
});
if (clusterUpObj) {
clusterUpObj.name = "Cluster Growth [Tier " + (gameState.clusterUpgradeTier + 1) + "]";
var cfg = gameState.clusterConfig;
clusterUpObj.effect = "Spawns " + cfg.min + "-" + cfg.max + " per cluster";
}
// Go through each upgrade
upgrades.forEach(function (upg, i) {
var requirement = null;
if (upg.requires) {
requirement = upgrades.find(function (u) {
return u.id === upg.requires;
});
}
// If upg multi: we never set "purchased = true" permanently
// If not multi: we can set purchased after first buy
var yPos = 2732 / 2 - 500 + i * 200;
// Make a container for the button + text to ensure layering
var itemContainer = new Container();
itemContainer.x = 0;
itemContainer.y = 0;
upgradeMenu.addChild(itemContainer);
// Button
var btn = LK.getAsset('buy_button', {
anchorX: 0.5,
anchorY: 0.5
});
btn.x = 2048 / 2;
btn.y = yPos;
itemContainer.addChild(btn);
// For multi levels, e.g. coal_expert, show the level in the name
var displayName = upg.name;
if (upg.id === 'coal_expert' && upg.level > 0) {
displayName += " (Lv " + upg.level + ")";
}
// We'll create the text on top
var txtStr = displayName + "\n" + upg.effect + "\n$" + upg.cost;
var txt = new Text2(txtStr, {
size: 40,
align: 'center',
fill: 0x666666
});
txt.anchor.set(0.5);
txt.x = btn.x;
txt.y = btn.y;
itemContainer.addChild(txt);
// On click
btn.down = function () {
var canBuy = checkUpgradeable(upg, requirement);
if (canBuy) {
gameState.money -= upg.cost;
// If single-purchase (no multi)
if (!upg.multi) {
upg.purchased = true;
}
// Perform upgrade
upg.action();
// Refresh menu to update text (cost, name, etc.)
createUpgradeMenu();
updateUI();
}
};
// Keep references for real-time color update
upgradeItemRefs.push({
upgrade: upg,
requirement: requirement,
textObj: txt
});
});
// Close button
var closeBtn = LK.getAsset('cancelButton', {
anchorX: 0.5,
anchorY: 0.5
});
closeBtn.x = 2048 / 2 + 600;
closeBtn.y = 2732 / 2 - 700;
closeBtn.down = function () {
game.removeChild(upgradeMenu);
};
upgradeMenu.addChild(closeBtn);
}
/**
* Checks if an upgrade is currently purchasable, ignoring UI color state.
*/
function checkUpgradeable(upg, requirement) {
var hasReq = true;
if (requirement && !requirement.purchased) {
hasReq = false;
// For multi upgrades, "purchased" is irrelevant. If the requirement is single-purchase, we check that.
}
// If multi = true, do not block purchase after first time
if (!upg.multi && upg.purchased) {
return false;
}
// Must have enough money
if (gameState.money < upg.cost) {
return false;
}
return hasReq;
}
/****
* UPDATE UI
****/
function updateUI() {
moneyDisplay.setText("$" + gameState.money.toLocaleString() + "\n" + "Multipliers: C" + gameState.oreMultipliers.coal + "x " + "I" + gameState.oreMultipliers.iron + "x " + "G" + gameState.oreMultipliers.gold + "x " + "D" + gameState.oreMultipliers.diamond + "x");
moneyDisplay.x = 2048 / 2 - moneyDisplay.width / 2;
}
/****
* MAIN GAME UPDATE
* - Real-time update of the buy menu text color
* - Update ore health bars & fade, if needed
****/
game.update = function () {
// 1) Miner logic
miner.update();
// 2) For each cluster, update each ore's health bar & alpha
clusters.forEach(function (cluster) {
cluster.oreList.forEach(function (ore) {
if (ore.health > 0) {
var fraction = ore.health / ore.maxHealth;
ore.healthBar.width = 120 * fraction;
ore.healthBar.fill = interpolateColor(0xFF0000, 0x00FF00, fraction);
ore.alpha = fraction; // fade
}
});
});
// 3) If the upgradeMenu is open, check if items became purchasable
if (upgradeMenu.parent) {
// Re-check each item
upgradeItemRefs.forEach(function (ref) {
var canBuy = checkUpgradeable(ref.upgrade, ref.requirement);
// If canBuy => text color = 0xFFFFFF, else 0x666666
if (canBuy) {
ref.textObj.setStyle({
fill: 0xFFFFFF
});
} else {
ref.textObj.setStyle({
fill: 0x666666
});
}
});
}
};
/****
* SAVE & LOAD
****/
LK.saveGame = function () {
return gameState;
};
LK.loadGame = function (data) {
gameState = data;
updateUI();
};
/****
* INITIAL SETUP: spawn some clusters for each type up to currentTier
* But we only spawn if we haven't reached the max for that type yet.
****/
function initialSpawn() {
var oreTypes = ['coal', 'iron', 'gold', 'diamond'];
oreTypes.forEach(function (type, idx) {
var tier = idx + 1;
if (tier <= gameState.currentTier) {
// spawn up to maxClustersPerType immediately
for (var i = 0; i < gameState.maxClustersPerType; i++) {
maybeSpawnCluster(type);
}
// Typically you might spawn fewer, but the user request is unclear on how many to spawn at start.
// Feel free to reduce if desired.
}
});
}
// Start the game
initialSpawn();
updateUI();
/****
* END
****/ ===================================================================
--- original.js
+++ change.js
@@ -56,9 +56,9 @@
var finalDelay = gameState.respawnTime;
if (self.type === 'coal') {
finalDelay *= 2; // slow rate for coal
}
- setTimeout(function () {
+ LK.setTimeout(function () {
maybeSpawnCluster(self.type);
}, finalDelay);
}
};
drone_shot
Sound effect
mine_coal
Sound effect
mine_iron
Sound effect
mine_gold
Sound effect
mine_diamond
Sound effect
mine_sapphire
Sound effect
mine_emerald
Sound effect
mine_ruby
Sound effect
mine_chronostone
Sound effect
mine_quantumshard
Sound effect
ore_destroy_coal
Sound effect
ore_destroy_iron
Sound effect
ore_destroy_gold
Sound effect
ore_destroy_diamond
Sound effect
ore_destroy_sapphire
Sound effect
ore_destroy_emerald
Sound effect
ore_destroy_ruby
Sound effect
mine_coal_1
Sound effect
mine_coal_2
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mine_coal_3
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mine_diamond1
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mine_diamond2
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mine_diamond3
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mine_emerald1
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mine_emerald2
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mine_emerald3
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mine_gold1
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mine_gold2
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mine_gold3
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mine_iron1
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mine_iron2
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mine_iron3
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mine_ruby1
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mine_ruby2
Sound effect
mine_ruby3
Sound effect
mine_sapphire1
Sound effect
mine_sapphire2
Sound effect
mine_sapphire3
Sound effect
song1
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song5
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song6
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song9
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song10
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song11
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song12
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song1a
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song1b
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song2a
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song2b
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song3a
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song3b
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song4a
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song5a
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song12a
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