User prompt
Let the upgrade in 10 clicks be 1500
User prompt
when you click the pen, it will appear in a random place on the screen and with each click it will teleport to a random place on the screen but not leave the screen
User prompt
play music when you start the game
User prompt
remove the click fortune text at the top
User prompt
Remove the text below tap the button to earn money
User prompt
When per click is 10, increase the upgrade price by 580
User prompt
remove the click text on the button
User prompt
Every time we click on the upgrade, the price of the upgrade increases by 100.
Code edit (1 edits merged)
Please save this source code
User prompt
Click Fortune
Initial prompt
play a clicking game with me Let's click the button in the middle so that 1 money comes with each click and there is an upgrade button below and every time we press it, the money comes instead of 1 and 2, so every time we upgrade, the money increases by 1 But the price of the upgrade will also increase
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { money: 0, clickValue: 1, upgradeLevel: 0 }); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ClickButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('clickButton', { anchorX: 0.5, anchorY: 0.5 }); // Button text removed - clean circular button design self.down = function (x, y, obj) { // Visual feedback - scale animation tween(buttonGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); tween(buttonGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, onFinish: function onFinish() { tween(buttonGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Add money money += clickValue; storage.money = money; // Update displays moneyText.setText('$' + money); // Play click sound LK.getSound('click').play(); // Show floating text showFloatingText('+$' + clickValue, self.x, self.y - 100); // Teleport button to random position on screen var buttonWidth = buttonGraphics.width; var buttonHeight = buttonGraphics.height; var randomX = Math.random() * (2048 - buttonWidth) + buttonWidth / 2; var randomY = Math.random() * (2732 - buttonHeight) + buttonHeight / 2; self.x = randomX; self.y = randomY; }; return self; }); var UpgradeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); var upgradeText = new Text2('', { size: 50, fill: 0xFFFFFF }); upgradeText.anchor.set(0.5, 0.5); self.addChild(upgradeText); self.updateText = function () { var cost = getUpgradeCost(); var nextValue = clickValue + 1; upgradeText.setText('Upgrade +$' + nextValue + ' per click\nCost: $' + cost); // Change color based on affordability if (money >= cost) { buttonGraphics.tint = 0x4CAF50; // Green if affordable } else { buttonGraphics.tint = 0x757575; // Gray if not affordable } }; self.down = function (x, y, obj) { var cost = getUpgradeCost(); if (money >= cost) { // Purchase upgrade money -= cost; clickValue += 1; upgradeLevel += 1; // Save to storage storage.money = money; storage.clickValue = clickValue; storage.upgradeLevel = upgradeLevel; // Update displays moneyText.setText('$' + money); self.updateText(); // Visual feedback tween(buttonGraphics, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); tween(buttonGraphics, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, onFinish: function onFinish() { tween(buttonGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Play upgrade sound LK.getSound('upgrade').play(); // Show floating text showFloatingText('UPGRADED!', self.x, self.y - 50); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Game variables var money = storage.money || 0; var clickValue = storage.clickValue || 1; var upgradeLevel = storage.upgradeLevel || 0; // Helper function to calculate upgrade cost function getUpgradeCost() { if (clickValue >= 10) { return 1500 + upgradeLevel * 580; } else { return 10 + upgradeLevel * 100; } } // Helper function to show floating text function showFloatingText(text, x, y) { var floatText = new Text2(text, { size: 60, fill: 0xFFD700 }); floatText.anchor.set(0.5, 0.5); floatText.x = x; floatText.y = y; game.addChild(floatText); tween(floatText, { y: y - 150, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { floatText.destroy(); } }); } // Create UI elements var moneyText = new Text2('$' + money, { size: 100, fill: 0x4CAF50 }); moneyText.anchor.set(0.5, 0); moneyText.x = 2048 / 2; moneyText.y = 400; game.addChild(moneyText); // Create click button var clickButton = new ClickButton(); clickButton.x = 2048 / 2; clickButton.y = 1000; game.addChild(clickButton); // Create upgrade button var upgradeButton = new UpgradeButton(); upgradeButton.x = 2048 / 2; upgradeButton.y = 1500; game.addChild(upgradeButton); // Initialize upgrade button text upgradeButton.updateText(); // Play background music LK.playMusic('bgMusic'); // Add current click value display var clickValueText = new Text2('$' + clickValue + ' per click', { size: 60, fill: 0xFFB74D }); clickValueText.anchor.set(0.5, 0.5); clickValueText.x = 2048 / 2; clickValueText.y = 650; game.addChild(clickValueText); // Game update loop game.update = function () { // Update click value display clickValueText.setText('$' + clickValue + ' per click'); // Update upgrade button text periodically if (LK.ticks % 30 == 0) { upgradeButton.updateText(); } // Save progress periodically if (LK.ticks % 300 == 0) { storage.money = money; storage.clickValue = clickValue; storage.upgradeLevel = upgradeLevel; } };
===================================================================
--- original.js
+++ change.js
@@ -142,9 +142,9 @@
var upgradeLevel = storage.upgradeLevel || 0;
// Helper function to calculate upgrade cost
function getUpgradeCost() {
if (clickValue >= 10) {
- return 10 + upgradeLevel * 580;
+ return 1500 + upgradeLevel * 580;
} else {
return 10 + upgradeLevel * 100;
}
}