Code edit (1 edits merged)
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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)
Please save this source code
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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
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: 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)
Please save this source code
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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
Code edit (1 edits merged)
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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
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mine_coal
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mine_iron
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mine_gold
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mine_diamond
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mine_sapphire
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mine_emerald
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mine_ruby
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mine_chronostone
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mine_quantumshard
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ore_destroy_coal
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ore_destroy_iron
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ore_destroy_gold
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ore_destroy_diamond
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ore_destroy_sapphire
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ore_destroy_emerald
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ore_destroy_ruby
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mine_coal_1
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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
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mine_ruby3
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mine_sapphire1
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mine_sapphire2
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mine_sapphire3
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