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In the Cursor class, you're increasing the cost by 15% for the next purchase. This is a good incremental game mechanic. You might consider applying a similar logic to upgrades.
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You might want to update the display of the upgrade information after a purchase. Currently, the text is set during the initialization, but it should be updated when the player purchases the upgrade.
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Upgrade Purchase Logic: In the Upgrade class, you've left a comment placeholder for the upgrade purchase logic. You'll need to implement this logic inside the 'down' event listener for upgrades. This logic would involve checking if the player has enough cookies to purchase the upgrade, deducting the cost, and applying the multiplier.
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make cursor give 1 instead of 0.1
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the auto clicker is clicking too much
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Fix Bug: 'Uncaught ReferenceError: Upgrade is not defined' in or related to this line: 'var upgradeInstance = new Upgrade(upgrade.name, upgrade.cost, upgrade.multiplier);' Line Number: 162
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create the code from this description using correct source: In "Cookie Clicker," there is an upgrade related to cursors called the "Cursor" upgrade. The Cursor is one of the basic buildings in the game that automatically generates cookies over time. As you purchase more Cursors, their efficiency increases, producing more cookies per second. The upgrade system for Cursors typically involves increasing the price of each subsequent Cursor while also increasing the number of cookies it generates per second. The more Cursors you own, the faster your cookie production rate becomes. The Cursor upgrade is part of the game's strategy, encouraging players to balance their spending on Cursors with other upgrades to maximize their overall cookie production. In terms of the game mechanics, here's a simplified representation: Name: Cursor Function: Generates cookies automatically over time. Cost: Increases with each purchase. Cookies per Second (CpS): Increases with each Cursor purchase. Upgrade Levels: Purchase multiple Cursors to increase efficiency. Strategy: Players often decide when to purchase Cursors based on the cost-effectiveness of the upgrade compared to other available options. As you progress through the game and accumulate more cookies, you can invest in upgrading your Cursors to enhance your passive cookie generation, allowing you to reach higher levels of production and unlock additional features and upgrades. The Cursor upgrade is a fundamental part of the incremental gameplay in "Cookie Clicker."
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add the cursor upgrade from cookie clicker
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u have misunderstood what i meant by mouse upgrade i mean the autoclicking cursor thing that circles the cookie in cookie clicker and clicks every 5 seconds
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'global')' in or related to this line: 'self.startY = obj.event.data.global.y;' Line Number: 17
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place clickable cookie a little higher up
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'global')' in or related to this line: 'var newY = obj.event.data.global.y;' Line Number: 20
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make the player able to scroll down and up with the upgrades
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add the mouse upgrade from cookie clicker
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make upgrades increase in cost by 1.25x each upgrade
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move the clickable texts to the left of the screen
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move the texts to the left of the screen
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Fix Bug: 'TypeError: LK.effects.playSound is not a function' in or related to this line: 'LK.effects.playSound('upgradeSound');' Line Number: 31
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make the upgrades clickable texts instead of an asset
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add the upgrades section beneath the clickable cookie with these 8 upgrades: { name: 'Sprinkle Spritzer', cost: 10, multiplier: 2, level: 0 }, { name: 'Choco-Mixer', cost: 50, multiplier: 5, level: 0 }, { name: 'Caramelizer', cost: 100, multiplier: 10, level: 0 }, { name: 'Jelly Jamboree', cost: 200, multiplier: 20, level: 0 }, { name: 'Muffin Master', cost: 500, multiplier: 50, level: 0 }, { name: 'Cookie Treehouse', cost: 1000, multiplier: 100, level: 0 }, { name: 'Quantum Doughinator', cost: 2000, multiplier: 200, level: 0 }, { name: 'Galactic Ovenlord', cost: 5000, multiplier: 500, level: 0 }
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Fix Bug: 'TypeError: LK.effects.playSound is not a function' in or related to this line: 'LK.effects.playSound('clickSound');' Line Number: 46
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HTML:
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biscuit clicker
===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,9 @@
self.interactive = true;
self.startY = 0;
self.currentY = 0;
self.on('down', function (obj) {
- self.startY = obj.event.data.global.y;
+ self.startY = obj.event.data && obj.event.data.global ? obj.event.data.global.y : 0;
});
self.on('move', function (obj) {
var newY = obj.event.data && obj.event.data.global ? obj.event.data.global.y : 0;
var deltaY = newY - self.startY;