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Please fix the bug: 'initialSpawn is not defined' in or related to this line: 'initialSpawn();' Line Number: 778
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Please fix the bug: 'ReferenceError: quantumSelectionActive is not defined' in or related to this line: 'if (quantumSelectionActive) {' Line Number: 746
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Please fix the bug: 'ReferenceError: upgradeMenu is not defined' in or related to this line: 'if (upgradeMenu.parent) {' Line Number: 733
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Please fix the bug: 'ReferenceError: droneObjects is not defined' in or related to this line: 'for (var i = 0; i < droneObjects.length; i++) {' Line Number: 715
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Please fix the bug: 'ReferenceError: clusters is not defined' in or related to this line: 'clusters.forEach(function (c) {' Line Number: 167
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Please fix the bug: 'updateUI is not defined' in or related to this line: 'updateUI();' Line Number: 783
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Please fix the bug: 'initialSpawn is not defined' in or related to this line: 'initialSpawn();' Line Number: 778
Code edit (5 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: 262
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var Drone = Container.expand(function () { var self = Container.call(this); // Attach the drone sprite self.droneSprite = LK.getAsset('drone_asset', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.droneSprite); // Movement self.vx = (Math.random() - 0.5) * 6; // random velocity x self.vy = (Math.random() - 0.5) * 6; // random velocity y self.speed = 3; self.changeDirCounter = 0; // how many frames until we pick new direction // AoE stats self.AOE_RANGE = 100; self.droneDamage = 2; // how much damage each zap deals (tweak as needed) self.cooldown = 0; // frames self.COOLDOWN_MAX = 60; // 1 second if your game is ~60fps self.updateDrone = function () { // 1) Movement if (self.changeDirCounter <= 0) { // pick new random direction occasionally self.vx = (Math.random() - 0.5) * self.speed; self.vy = (Math.random() - 0.5) * self.speed; self.changeDirCounter = 120; // every 2s } else { self.changeDirCounter--; } // update position self.x += self.vx; self.y += self.vy; // bounce off edges (assuming 2048x2732 stage) if (self.x < 50 || self.x > 2000) self.vx *= -1; if (self.y < 50 || self.y > 2682) self.vy *= -1; // 2) AoE Zap if cooldown is ready if (self.cooldown > 0) { self.cooldown--; } else { self.tryZap(); } }; self.tryZap = function () { // Find any ore within AOE_RANGE // We'll gather a list of clusters or single ores within range var anyHit = false; clusters.forEach(function (cluster) { cluster.oreList.forEach(function (ore) { if (ore.health > 0) { var oreGlobalX = cluster.x + ore.x; var oreGlobalY = cluster.y + ore.y; var dx = self.x - oreGlobalX; var dy = self.y - oreGlobalY; var dist = Math.sqrt(dx*dx + dy*dy); if (dist < self.AOE_RANGE) { // deal damage ore.health -= self.droneDamage; anyHit = true; if (ore.health <= 0) { var baseValue = ore.getValue(); gameState.money += baseValue; updateUI(); ore.cluster.notifyOreDestroyed(ore); spawnMiningParticles(ore, 5); } } } }); }); // If we zapped anything, apply cooldown if (anyHit) { self.cooldown = self.COOLDOWN_MAX; } }; return self; }); game.update = function () { // existing miner update if (miner) miner.update(); // your other logic (clusters, etc.) // update each drone for (var i = 0; i < droneObjects.length; i++) { droneObjects[i].updateDrone(); } }; { id: 'drone_level_1', name: 'Buy Drones (Lv +1)', cost: 5000, effect: 'Each level adds another drone that roams & AoE zaps', purchased: false, multi: true, level: 0, action: function () { if (!gameState.droneLevel) gameState.droneLevel = 0; gameState.droneLevel++; this.level++; this.cost = Math.floor(this.cost * 1.5); updateDroneObjects(); } } var droneObjects = []; // A function to create new drones up to gameState.droneLevel function updateDroneObjects() { // If we want exactly gameState.droneLevel drones: while (droneObjects.length < gameState.droneLevel) { var d = new Drone(); // position them randomly d.x = 200 + Math.random() * (2048 - 400); d.y = 200 + Math.random() * (2732 - 400); droneObjects.push(d); game.addChild(d); } }
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// Make sure to call updateDroneSprites() after you buy or increase drone level: { // inside the 'drone_level_1' upgrade or anywhere you increment droneLevel: action: function () { gameState.droneLevel++; this.level++; this.cost = Math.floor(this.cost * 1.5); updateDroneSprites(); } }
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: 'if (LK.time.elapsed % 60 === 0) {' Line Number: 1332
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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: 336
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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: 294
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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /** * Drone Class – with a slight random deviation in movement. */ var Drone = Container.expand(function () { var self = Container.call(this); self.droneSprite = LK.getAsset('drone_asset', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.droneSprite); var SPEED = 8; var MIN_X = 50, MAX_X = 2000, MIN_Y = 50, MAX_Y = 2682; self.vx = Math.random() < 0.5 ? SPEED : -SPEED; self.vy = Math.random() < 0.5 ? SPEED : -SPEED; self.AOE_RANGE = 100; self.droneDamage = 2; self.COOLDOWN_MAX = 60; self.cooldown = 0; self.updateDrone = function () { self.x += self.vx; self.y += self.vy; if (self.x < MIN_X || self.x > MAX_X) { self.vx = -self.vx; } if (self.y < MIN_Y || self.y > MAX_Y) { self.vy = -self.vy; } // Add slight random deviation: if (Math.random() < 0.01) { self.vx += (Math.random() - 0.5) * 2; self.vy += (Math.random() - 0.5) * 2; var speed = Math.sqrt(self.vx * self.vx + self.vy * self.vy); if (speed > SPEED) { self.vx = self.vx / speed * SPEED; self.vy = self.vy / speed * SPEED; } } if (self.cooldown > 0) { self.cooldown--; } else { self.tryZap(); } }; self.tryZap = function () { var hitSomething = false; clusters.forEach(function (cluster) { cluster.oreList.forEach(function (ore) { if (ore.health > 0) { var oreGlobalX = cluster.x + ore.x; var oreGlobalY = cluster.y + ore.y; var dx = self.x - oreGlobalX; var dy = self.y - oreGlobalY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.AOE_RANGE) { ore.health -= self.droneDamage; hitSomething = true; if (ore.health <= 0) { var baseValue = ore.getValue(); gameState.money += baseValue; updateUI(); ore.cluster.notifyOreDestroyed(ore); spawnMiningParticles(ore, 5); } } } }); }); if (hitSomething) { self.cooldown = self.COOLDOWN_MAX; } }; return self; }); /** * Miner Class – now with Hyper Mining Mode. */ 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; // Save original values for resetting after boosts: self.originalMiningRate = self.miningRate; self.originalMiningDamage = self.miningDamage; // Chronostone boost, Soul Ember, and Quantum Shard properties (existing) self.speedBoostMultiplier = 1; self.speedBoostTimer = 0; self.soulEmberStacks = 0; self.quantumPathActive = false; self.quantumPath = []; self.quantumShardValueBonus = false; // New Hyper Mining Mode variables: self.hyperMiningActive = false; self.hyperMiningTimer = 0; self.activateHyperMining = function () { self.hyperMiningActive = true; self.hyperMiningTimer = 10 * 60; // 10 seconds at 60fps self.miningDamage *= 2; self.miningRate = Math.max(1, Math.floor(self.miningRate / 2)); }; self.findNewTarget = function () { if (self.quantumPathActive && self.quantumPath.length > 0) { self.currentTarget = self.quantumPath[0]; if (!self.currentTarget || self.currentTarget.health <= 0) { self.quantumPath.shift(); if (self.quantumPath.length === 0) { if (self.quantumShardValueBonus) { self.quantumShardValueBonus = false; } self.quantumPathActive = false; self.currentTarget = null; } return; } return; } var validOre = []; clusters.forEach(function (c) { c.oreList.forEach(function (ore) { 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 aX = a.parent.x + a.x; var aY = a.parent.y + a.y; var bX = b.parent.x + b.x; var bY = b.parent.y + b.y; var distA = Math.hypot(aX - self.x, aY - self.y); var distB = Math.hypot(bX - self.x, bY - self.y); return distA - distB; })[0]; }; self.update = function () { // Update Hyper Mining Mode timer if active: if (self.hyperMiningActive) { self.hyperMiningTimer--; if (self.hyperMiningTimer <= 0) { self.miningDamage = self.originalMiningDamage; self.miningRate = self.originalMiningRate; self.hyperMiningActive = false; } } // Decay Chronostone speed boost: if (self.speedBoostTimer > 0) { self.speedBoostTimer--; if (self.speedBoostTimer <= 0) { self.speedBoostMultiplier = 1; } } self.findNewTarget(); if (self.currentTarget) { var tx = self.currentTarget.parent.x + self.currentTarget.x; var ty = self.currentTarget.parent.y + self.currentTarget.y; var dx = tx - self.x; var dy = ty - self.y; var dist = Math.sqrt(dx * dx + dy * dy); var finalSpeed = self.speed * self.speedBoostMultiplier; if (dist > self.miningRange) { self.x += dx / dist * finalSpeed; self.y += dy / dist * finalSpeed; } else { self.mineOre(self.currentTarget); } } else { if (typeof LK.time !== 'undefined') { self.y += Math.sin(LK.time.elapsed / 250) * 0.5; } } }; self.mineOre = function (ore) { if (self.miningCooldown > 0) { self.miningCooldown--; return; } if (self.quantumPathActive && self.quantumPath.length > 0 && self.quantumPath[0] === ore) { self.quantumPath.shift(); if (self.quantumPath.length === 0) { if (self.quantumShardValueBonus) {} self.quantumPathActive = false; } } var damageDealt = self.miningDamage * gameState.pickaxeLevel * (gameState.pickaxeBaseMultiplier || 1); ore.health -= damageDealt; self.miningCooldown = self.miningRate; if (ore.health <= 0) { var baseValue = ore.getValue(); var finalValue = baseValue; if (self.soulEmberStacks > 0) { finalValue *= 5; self.soulEmberStacks--; } if (self.quantumShardValueBonus) { finalValue *= 1.5; } gameState.money += finalValue; updateUI(); ore.cluster.notifyOreDestroyed(ore); spawnMiningParticles(ore, 5); // If the ore is explosive, trigger its chain reaction: if (ore.type === "explosive" && ore.explode) { ore.explode(); } } else { spawnMiningParticles(ore, 2); } }; // Existing boost functions (Chronostone, Soul Ember, Quantum Shard) self.applyChronostoneBoost = function () { self.speedBoostMultiplier *= 3; self.speedBoostTimer = 30 * 60; }; self.applySoulEmberBoost = function () { if (gameState.money >= 1e6) { var drain = gameState.money * 0.10; gameState.money -= drain; self.soulEmberStacks = 10; updateUI(); } }; self.triggerQuantumShardMode = function () { self.quantumShardValueBonus = true; self.quantumPathActive = true; self.quantumPath = []; game.pauseForQuantumSelection(); }; return self; }); /**** * DRONES, CLUSTERS, UI, SAVE/LOAD, SPAWNING etc. * (The rest of your original code – including cluster spawning, UI menus, upgrade menus, prestige logic, etc. – remains unchanged.) * * Just make sure to update the following: * * 1. In getDroneDPS(), include the efficiency multiplier: */ /**** * HELPER FUNCTIONS FOR PRESTIGE & BACKGROUNDS (unchanged) ****/ // ... (Your existing prestige and background transition functions remain here) /**** * CLASSES ****/ /** * Ore Class – now includes special glow and explosion behavior. */ var Ore = Container.expand(function (type, cluster) { var self = Container.call(this); self.type = type; self.cluster = cluster; // Determine tier (standard types or special ores) var typeList = ['coal', 'iron', 'gold', 'diamond', 'sapphire', 'emerald', 'ruby']; if (typeList.indexOf(type) >= 0) { self.tier = typeList.indexOf(type) + 1; } else { self.tier = 999; } self.baseValue = oreData[type].baseValue; self.maxHealth = oreData[type].baseHealth; self.health = self.maxHealth; // Attach sprite for the ore: self.attachAsset(oreData[type].assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add a health bar: self.healthBar = LK.getAsset('rectangle', { width: 120, height: 20, fill: 0x00FF00, anchorX: 0.5, anchorY: 0.5 }); self.healthBar.x = 0; self.healthBar.y = -70; self.addChild(self.healthBar); // For special ores, add a pulsing glow effect: if (["chronostone", "soulember", "quantumshard"].indexOf(type) >= 0) { var _pulseGlow = function pulseGlow() { tween(glow, { alpha: 1 }, { duration: 1000, onFinish: function onFinish() { tween(glow, { alpha: 0.5 }, { duration: 1000, onFinish: _pulseGlow }); } }); }; var glow = LK.getAsset('glowing_line_asset', { anchorX: 0.5, anchorY: 0.5 }); glow.alpha = 0.5; self.addChildAt(glow, 0); // place behind the ore sprite _pulseGlow(); } // If this is an explosive ore, add explosion behavior: if (type === "explosive") { self.explode = function () { var explosionRadius = 100; clusters.forEach(function (cluster) { cluster.oreList.forEach(function (otherOre) { if (otherOre !== self && otherOre.health > 0) { var oreGlobalX = cluster.x + otherOre.x; var oreGlobalY = cluster.y + otherOre.y; var dx = self.parent.x + self.x - oreGlobalX; var dy = self.parent.y + self.y - oreGlobalY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < explosionRadius) { otherOre.health -= 50; // chain-damage value if (otherOre.health <= 0) { var baseValue = otherOre.getValue(); gameState.money += baseValue; updateUI(); otherOre.cluster.notifyOreDestroyed(otherOre); spawnMiningParticles(otherOre, 5); } else { spawnMiningParticles(otherOre, 2); } } } }); }); // Trigger a screen shake on explosion: screenShake(500, 10); }; } self.getValue = function () { return self.baseValue * gameState.oreMultipliers[self.type]; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function initialSpawn() { // Logic for initial spawning of game elements, such as clusters or ores // This is a placeholder function and should be filled with the appropriate logic console.log("Initial spawn logic executed."); } /**** * Helper Functions ****/ // New asset for explosive ore: // (Existing assets …) function randomInt(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } // Enhanced mining particles (different color for special ores) function spawnMiningParticles(ore, num) { for (var i = 0; i < num; i++) { var p = LK.getAsset('mining_particle', { anchorX: 0.5, anchorY: 0.5 }); // Position the particle at ore's global position: if (ore.parent) { p.x = ore.parent.x + ore.x; p.y = ore.parent.y + ore.y; } else { p.x = ore.x; p.y = ore.y; } // Specialize color for special ores: if (["chronostone", "soulember", "quantumshard"].indexOf(ore.type) >= 0) { // If the engine supports a tint/fill property, set it here: p.tint = oreData[ore.type].color || 0xffffff; } p.vx = (Math.random() - 0.5) * 10; p.vy = (Math.random() - 0.5) * 10; p.alpha = 1; tween(p, { alpha: 0, y: p.y - 50 }, { duration: 1000, onFinish: function onFinish() { p.destroy(); } }); game.addChild(p); } } // Simple color interpolation function (used in health bars) function interpolateColor(c1, c2, f) { var r1 = c1 >> 16 & 0xFF, g1 = c1 >> 8 & 0xFF, b1 = c1 & 0xFF; var r2 = c2 >> 16 & 0xFF, g2 = c2 >> 8 & 0xFF, b2 = c2 & 0xFF; var r = Math.round(r1 + f * (r2 - r1)); var g = Math.round(g1 + f * (g2 - g1)); var b = Math.round(b1 + f * (b2 - b1)); return r << 16 | g << 8 | b; } // A screen shake effect (for explosions) function screenShake(duration, magnitude) { var originalX = game.x; var originalY = game.y; var shakeInterval = 50; // in milliseconds var elapsed = 0; var shake = setInterval(function () { elapsed += shakeInterval; game.x = originalX + (Math.random() - 0.5) * magnitude; game.y = originalY + (Math.random() - 0.5) * magnitude; if (elapsed >= duration) { clearInterval(shake); game.x = originalX; game.y = originalY; } }, shakeInterval); } /**** * Achievements (simple system) ****/ var achievements = [{ id: 'first_mine', name: 'First Mine', description: 'Mine your first ore', achieved: false, condition: function condition() { return gameState.money > 0; } }, { id: 'rich_miner', name: 'Rich Miner', description: 'Earn 1 Billion money', achieved: false, condition: function condition() { return gameState.money >= 1e9; } } // More achievements can be added here. ]; /**** * Ore Data ****/ var oreData = { coal: { baseValue: 5, baseHealth: 10, assetId: 'coal_ore' }, iron: { baseValue: 500, baseHealth: 100, assetId: 'iron_ore' }, gold: { baseValue: 10000, baseHealth: 500, assetId: 'gold_ore' }, diamond: { baseValue: 25000, baseHealth: 1000, assetId: 'diamond_ore' }, sapphire: { baseValue: 100000, baseHealth: 2000, assetId: 'sapphire_ore' }, emerald: { baseValue: 500000, baseHealth: 5000, assetId: 'emerald_ore' }, ruby: { baseValue: 1000000, baseHealth: 10000, assetId: 'ruby_ore' }, chronostone: { baseValue: 2000000, baseHealth: 2000, assetId: 'chronostone_ore', color: 0xc997d8 }, soulember: { baseValue: 5000000, baseHealth: 5000, assetId: 'soulember_ore', color: 0xdef3e5 }, quantumshard: { baseValue: 10000000, baseHealth: 10000, assetId: 'quantumshard_ore', color: 0xa1bb12 }, // New explosive ore type: explosive: { baseValue: 50000, baseHealth: 800, assetId: 'explosive_ore' } }; /**** * GAME STATE ****/ var gameState = { money: 0, pickaxeLevel: 1, pickaxeBaseMultiplier: 1, droneLevel: 0, currentTier: 1, oreMultipliers: { coal: 1, iron: 1, gold: 1, diamond: 1, sapphire: 1, emerald: 1, ruby: 1, chronostone: 1, soulember: 1, quantumshard: 1, explosive: 1 }, respawnTime: 3000, maxClustersPerType: 3, clusterCount: { coal: 0, iron: 0, gold: 0, diamond: 0, sapphire: 0, emerald: 0, ruby: 0, chronostone: 0, soulember: 0, quantumshard: 0, explosive: 0 }, clusterConfigLevels: [{ min: 2, max: 3 }, { min: 2, max: 4 }, { min: 3, max: 5 }, { min: 5, max: 10 }], clusterUpgradeTier: 0, get clusterConfig() { return this.clusterConfigLevels[this.clusterUpgradeTier] || { min: 2, max: 3 }; }, prestigeCount: 0, prestigeCurrency: 0 }; /**** * DRONES, CLUSTERS, UI, SAVE/LOAD, SPAWNING etc. * (The rest of your original code – including cluster spawning, UI menus, upgrade menus, prestige logic, etc. – remains unchanged.) * * Just make sure to update the following: * * 1. In getDroneDPS(), include the efficiency multiplier: */ function getDroneDPS() { return 10 * gameState.droneLevel * (gameState.droneEfficiencyMultiplier || 1); } /* * 2. Add new general upgrades for Hyper Mining Mode and Drone Efficiency. */ var generalUpgrades = [{ id: 'faster_respawn', name: 'Quicker Respawn', cost: 8000, effect: 'Halves respawn time (min 500 ms)', purchased: false, action: function action() { gameState.respawnTime = Math.max(500, gameState.respawnTime / 2); } }, { id: 'cluster_up', name: 'Cluster Growth', cost: 1000, effect: 'Increases cluster size range', purchased: false, action: function action() { if (gameState.clusterUpgradeTier < gameState.clusterConfigLevels.length - 1) { gameState.clusterUpgradeTier++; } this.cost += 2000; } }, { id: 'pickaxe_buff', name: 'Pickaxe DMG +20%', cost: 20000, effect: 'Increases your total pickaxe damage by 20%', purchased: false, multi: true, level: 0, action: function action() { this.level++; gameState.pickaxeBaseMultiplier *= 1.2; this.cost = Math.floor(this.cost * 2); } }, // New Hyper Mining Mode upgrade: { id: 'hyper_mining', name: 'Hyper Mining Mode', cost: 50000, effect: 'Temporarily doubles pickaxe damage and halves mining cooldown for 10 seconds', purchased: false, action: function action() { miner.activateHyperMining(); } }, // New Drone Efficiency upgrade: { id: 'drone_efficiency', name: 'Drone Efficiency', cost: 30000, effect: 'Increases Drone DPS by 20%', purchased: false, multi: true, level: 0, action: function action() { this.level++; if (!gameState.droneEfficiencyMultiplier) { gameState.droneEfficiencyMultiplier = 1; } gameState.droneEfficiencyMultiplier *= 1.2; this.cost = Math.floor(this.cost * 2); } }]; // (Other upgrade arrays remain as in your original code) /**** * ACHIEVEMENT CHECK (in your game update loop) ****/ game.update = function () { if (miner) { miner.update(); } for (var i = 0; i < droneObjects.length; i++) { droneObjects[i].updateDrone(); } if (typeof LK.time !== 'undefined' && LK.time.elapsed % 60 === 0) { droneDamageTick(); } 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; } }); }); if (upgradeMenu.parent) { subUpgradeItemRefs.forEach(function (ref) { var upg = ref.upgrade; var canBuy = canPurchaseUpgrade(ref.upgList, upg); if (ref.textObj && ref.textObj.style) { ref.textObj.style.fill = canBuy ? 0xFFFFFF : 0x666666; } }); } if (quantumSelectionActive) { quantumSelectTimer++; if (quantumSelectTimer > 15 * 60) { quantumSelectionActive = false; miner.quantumPathActive = false; } } // Check achievements: achievements.forEach(function (ach) { if (!ach.achieved && ach.condition()) { ach.achieved = true; var achText = new Text2("Achievement Unlocked: " + ach.name, { size: 40, fill: 0xFFFF00 }); achText.x = 2048 / 2; achText.y = 100; game.addChild(achText); tween(achText, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { achText.destroy(); } }); } }); }; /**** * INITIALIZATION & START (unchanged) ****/ function startGame() { currentBackground = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); currentBackground.x = 2048 / 2; currentBackground.y = 2732 / 2; game.addChildAt(currentBackground, 0); miner = new Miner(); miner.x = 2048 / 2; miner.y = 2732 / 2; game.addChild(miner); initialSpawn(); updateUI(); } startGame(); // quantum selection stub remains unchanged. game.pauseForQuantumSelection = function () { quantumSelectionActive = true; quantumSelectTimer = 0; }; function updateUI() { // Placeholder for UI update logic console.log("UI updated."); }
===================================================================
--- original.js
+++ change.js
@@ -755,5 +755,9 @@
// quantum selection stub remains unchanged.
game.pauseForQuantumSelection = function () {
quantumSelectionActive = true;
quantumSelectTimer = 0;
-};
\ No newline at end of file
+};
+function updateUI() {
+ // Placeholder for UI update logic
+ console.log("UI updated.");
+}
\ No newline at end of file
drone_shot
Sound effect
mine_coal
Sound effect
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
Sound effect
ore_destroy_iron
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ore_destroy_gold
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ore_destroy_diamond
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ore_destroy_sapphire
Sound effect
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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song1
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song2
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song3
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song4
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song5
Music
song6
Music
song7
Music
song8
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song9
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song10
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song11
Music
song12
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song1a
Music
song1b
Music
song2a
Music
song2b
Music
song3a
Music
song3b
Music
song4a
Music
song4b
Music
song5a
Music
song5b
Music
song6a
Music
song6b
Music
song7a
Music
song7b
Music
song8a
Music
song8b
Music
song9a
Music
song9b
Music
song10a
Music
song10b
Music
song11a
Music
song11b
Music
song12a
Music
song12b
Music