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generate cookies each second not each tick
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make generatecookies every second not tick
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fix bugs
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add background
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remove settings
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remove factory
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remove factory
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Fix Bug: 'TypeError: game.unlockUpgrades is not a function' in or related to this line: 'game.unlockUpgrades();' Line Number: 103
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Fix Bug: 'TypeError: game.unlockUpgrades is not a function' in or related to this line: 'game.unlockUpgrades();' Line Number: 103
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optimize the game but remember that its still cookie clicker not something with power ups
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Fix Bug: 'Uncaught ReferenceError: toggleSettings is not defined' in or related to this line: 'var settingsButton = new LK.Button('Settings', {' Line Number: 256
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Update the initialization of the game to include the settings button:/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x476cd0 // Init game with background color set to the 'background' asset color }); // Settings button var settingsButton = new LK.Button('Settings', { fontSize: 30, fill: '#ffffff', padding: 10, position: 'top-right', onClick: toggleSettings }); game.gui.addChild(settingsButton); // Settings overlay var settingsOverlay = new LK.Overlay({ width: 500, height: 400, backgroundColor: 0x333333, position: 'center', display: 'none', closeButton: true, onClose: closeSettings }); settingsOverlay.addChild(new LK.Text('Settings Menu', { fontSize: 40, fill: '#ffffff' })); // Add settings options or any other UI elements to the overlay as needed game.gui.addChild(settingsOverlay);
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function toggleSettings() { const settingsOverlay = document.getElementById('settingsOverlay'); settingsOverlay.style.display = (settingsOverlay.style.display === 'block') ? 'none' : 'block'; } function closeSettings() { document.getElementById('settingsOverlay').style.display = 'none'; }
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make a button the size of the asset settingsoverlay at settingsoverlay for the settings overlay
/****
* Classes
****/
var Cursor = Container.expand(function (initialCost, cps) {
var self = Container.call(this);
self.cost = initialCost;
self.cps = cps; // cookies per second
self.amount = 0;
self.purchase = function () {
if (game.score >= self.cost) {
game.score -= self.cost;
self.amount++;
self.cost = Math.ceil(self.cost * 1.15); // Increase cost by 15% for the next purchase
game.scoreText.setText(game.score.toString());
// Update the display for the number of Cursors and the next cost
self.cursorText.setText('Cursors: ' + self.amount + ' - Next Cost: ' + self.cost + ' Cookies');
// Visual feedback for Cursor purchase
LK.effects.flashObject(self.cursorText, 0x00ff00, 100);
}
};
self.generateCookies = function () {
// Generate cookies from Cursors every second instead of every tick
if (LK.ticks % 30 == 0) {
game.incrementScore(self.amount * self.cps * 2);
}
};
// Display the number of Cursors and the next cost
self.cursorText = new Text2('Cursors: ' + self.amount + ' - Next Cost: ' + self.cost + ' Cookies', {
size: 50,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0.5
});
self.cursorText.x = -self.width / 2;
self.addChild(self.cursorText);
self.interactive = true;
self.buttonMode = true;
self.on('down', self.purchase);
});
var ClickableCookie = Container.expand(function () {
var self = Container.call(this);
var cookieGraphic = self.attachAsset('cookie', {
anchorX: 0.5,
anchorY: 0.5
});
self.interactive = true;
self.buttonMode = true;
self.clickMultiplier = 2;
self.on('down', function () {
game.incrementScore(self.clickMultiplier);
// Visual feedback for cookie click
LK.effects.flashObject(self, 0xffff00, 100);
self.scaleX = 1.1;
self.scaleY = 1.1;
LK.setTimeout(function () {
self.scaleX = 1;
self.scaleY = 1;
}, 100);
// Sound functionality is not available
});
self.setMultiplier = function (multiplier) {
self.clickMultiplier = multiplier;
};
});
var Factory = Container.expand(function () {
var self = Container.call(this);
var factoryGraphic = self.attachAsset('factory', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 2048 / 2;
self.y = 2732 - 300;
game.addChild(self);
self.produceCookies = function () {
game.incrementScore(1);
};
});
var Upgrade = Container.expand(function (name, cost, multiplier) {
var self = Container.call(this);
self.name = name;
self.cost = cost;
self.multiplier = multiplier;
self.level = 0;
// Display the upgrade information
self.upgradeText = new Text2(self.name + ': Cost ' + self.cost + ' - Multiplier: ' + self.multiplier, {
size: 50,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0.5
});
self.upgradeText.x = -self.width / 2;
self.addChild(self.upgradeText);
self.interactive = true;
self.buttonMode = true;
self.on('down', function () {
if (game.score >= self.cost) {
game.score -= self.cost;
game.cookie.setMultiplier(game.cookie.clickMultiplier * self.multiplier);
self.level++;
game.scoreText.setText(game.score.toString());
// Update the display for the upgrade level and the next cost
self.upgradeText.setText(self.name + ': Cost ' + self.cost + ' - Multiplier: ' + self.multiplier + ' - Level: ' + self.level);
// Visual feedback for upgrade purchase
LK.effects.flashObject(self.upgradeText, 0x00ff00, 100);
}
});
});
var Settings = Container.expand(function () {
var self = Container.call(this);
self.overlay = self.attachAsset('settingsOverlay', {
anchorX: 0.5,
anchorY: 0.5
});
self.overlay.visible = false;
self.toggle = function () {
// Toggle the visibility of the settings overlay
self.overlay.visible = !self.overlay.visible;
};
self.close = function () {
// Close the settings overlay
self.overlay.visible = false;
};
// Add touch event listener to toggle settings
self.settingsButton = new Container();
self.settingsButton.width = self.overlay.width;
self.settingsButton.height = self.overlay.height;
self.settingsButton.x = self.overlay.x;
self.settingsButton.y = self.overlay.y;
self.settingsButton.interactive = true;
self.settingsButton.buttonMode = true;
self.settingsButton.on('down', self.toggle);
self.addChild(self.settingsButton);
// Add touch event listener to close settings
self.overlay.on('down', function (obj) {
// Check if the close button inside the overlay was pressed
var pos = obj.event.getLocalPosition(self.overlay);
var closeButtonBounds = self.closeButton.getBounds();
if (closeButtonBounds.contains(pos.x, pos.y)) {
self.close();
}
});
// Create a close button inside the overlay
self.closeButton = new Text2('Close', {
size: 50,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0.5
});
self.closeButton.x = self.overlay.width / 2;
self.closeButton.y = self.overlay.height - 100;
self.overlay.addChild(self.closeButton);
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x476cd0 // Init game with background color set to the 'background' asset color
});
/****
* Game Code
****/
game.settings = game.addChild(new Settings());
game.settings.x = 2048 / 2;
game.settings.y = 2732 / 2;
var settingsOverlay = game.addChild(LK.getAsset('settingsOverlay', {
x: 0,
y: 0
}));
game.score = 0;
game.cursor = game.addChild(new Cursor(10, 2)); // Initial cost: 10, Initial cookies per second: 2
game.cursor.x = 2048 / 2 - 150;
game.cursor.y = 2732 / 2 - 300;
game.cookie = game.addChild(new ClickableCookie());
game.cookie.x = 2048 / 2;
game.cookie.y = 2732 / 2;
game.scoreText = new Text2('0', {
size: 150,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0
});
LK.gui.top.addChild(game.scoreText);
game.incrementScore = function (amount) {
amount = amount || 1;
game.score += amount;
game.scoreText.setText(game.score.toString());
game.unlockUpgrades();
};
LK.on('tick', function () {
// Game logic that needs to be run every frame
game.cursor.generateCookies(); // Generate cookies from Cursors every tick
});
var 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
}];
game.availableUpgrades = [];
game.unlockUpgrades = function () {
upgrades.forEach(function (upgrade, index) {
if (game.score >= upgrade.cost / 2 && game.availableUpgrades.indexOf(upgrade.name) === -1) {
game.availableUpgrades.push(upgrade.name);
var upgradeInstance = new Upgrade(upgrade.name, upgrade.cost, upgrade.multiplier);
upgradeInstance.x = 150;
upgradeInstance.y = 2732 / 2 + 150 * game.availableUpgrades.length;
game.addChild(upgradeInstance);
}
});
};
game.unlockUpgrades();