User prompt
göl daha aşağıda olsun
User prompt
göl daha aşağıda olsun
User prompt
hazine kutusunun yanındaki x0 yazısı siyah olsun
User prompt
diamonds ve hunger yazıları siyah olsun
User prompt
çadır daha aşağıda olsun
User prompt
çadır daha aşağıda olsun
User prompt
çadır daha şağıda olsun
User prompt
mağara daha aşağıda olsun
User prompt
mağara daha şağıda olsun
User prompt
hız butonunu arka planın önüne geçir
User prompt
hız butonu sağ altta olsun
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'speedButton.x = tent.x + 300; // Position the speed button to the right of the tent' Line Number: 325
User prompt
hız butonu olsun
User prompt
sağ alta hız satın alma asseti ekle
User prompt
hız assetine tıkladığımız zaman madenci, savaşçı ve balıkçının hızı artsın
User prompt
sağ alta hız asseti ekle
User prompt
madenci hız assetini sağ alta koy
User prompt
speed assetlerini sağ alta tablo şeklinde koy
User prompt
speed assetini sağ alta koy
User prompt
madenci, balıkçı ve savaşçı daha hızlı olsun
User prompt
göl azıcık sağda ve aşağıda olsun
User prompt
göl biraz sağda ve aşağıda olsun
User prompt
madenci 100 elmas, balıkçı 150 elmas, savaşçı 200elmas değerinde olsun
User prompt
sağ alta oyun bilgisi yazısı ekle "100 hazine kutusu topla oyunu kazan, açlık 100 olursa oyun biter."
User prompt
madenci, balıkçı ve savaşçı daha pahalı olsun
/**** * Classes ****/ // Lake asset var BuyFisherman = Container.expand(function () { var self = Container.call(this); var buyFishermanGraphics = self.attachAsset('buyFisherman', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 50) { // Assuming the price for a fisherman is 50 diamonds diamonds -= 50; var newFisherman = new Fisherman(); newFisherman.x = tent.x; newFisherman.y = tent.y; game.addChild(newFisherman); diamondText.setText('Diamonds: ' + diamonds); } }; }); var BuyMiner = Container.expand(function () { var self = Container.call(this); var buyMinerGraphics = self.attachAsset('buyMiner', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 70) { diamonds -= 70; var newMiner = new Miner(); newMiner.x = tent.x; newMiner.y = tent.y; game.addChild(newMiner); diamondText.setText('Diamonds: ' + diamonds); } }; }); var BuyWarrior = Container.expand(function () { var self = Container.call(this); var buyWarriorGraphics = self.attachAsset('buyWarrior', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 60) { // Assuming the price for a warrior is 60 diamonds diamonds -= 60; var newWarrior = new Warrior(); newWarrior.x = tent.x; newWarrior.y = tent.y; game.addChild(newWarrior); diamondText.setText('Diamonds: ' + diamonds); } }; }); var Cave = Container.expand(function () { var self = Container.call(this); var caveGraphics = self.attachAsset('cave', { anchorX: 0.5, anchorY: 0.5 }); }); var EnemyMonster = Container.expand(function () { var self = Container.call(this); var enemyMonsterGraphics = self.attachAsset('enemyMonster', { anchorX: 0.5, anchorY: 0.5 }); // Removed movement logic to keep the enemy monster stationary // Method to transition the enemy monster to battle mode self.enterBattleMode = function () { console.log("Enemy Monster is entering battle mode!"); // Add logic for entering battle mode here }; }); // Farmer class to represent the farmer character var Farmer = Container.expand(function () { var self = Container.call(this); var farmerGraphics = self.attachAsset('farmer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the farmer self.collecting = false; // Whether the farmer is collecting crops // Update function to move the farmer self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= barn.x) { self.collecting = true; self.x = barn.x; if (diamonds >= 20) { diamonds -= 20; collectCrops(); } else { self.collecting = false; } } } else { self.x -= self.speed; if (self.x <= tent.x) { self.collecting = false; self.x = tent.x; } } }; }); var Fisherman = Container.expand(function () { var self = Container.call(this); var fishermanGraphics = self.attachAsset('fisherman', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the fisherman self.collecting = false; // Whether the fisherman is collecting fish // Update function to move the fisherman self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= lake.x) { LK.getSound('fishingSound').play(); // Play fishing sound when fisherman reaches the lake self.collecting = true; self.x = lake.x; // No hunger decrease when reaching the lake } } else { self.x -= self.speed; if (self.x <= tent.x + 100) { // Start position further along the path by 100 units self.collecting = false; self.x = tent.x; miner.hunger = Math.max(0, miner.hunger - 2); // Decrease hunger level by 2, min 0 hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); } } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Miner class to represent the miner character var Miner = Container.expand(function () { var self = Container.call(this); var minerGraphics = self.attachAsset('miner', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.0; // Speed of the miner self.collecting = false; // Whether the miner is collecting diamonds self.hunger = 0; // Initial hunger level // Update function to move the miner self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= cave.x) { self.collecting = true; self.x = cave.x; collectDiamonds(); // Calculate the number of miners, fishermen, and warriors var numMiners = game.children.filter(function (child) { return child instanceof Miner; }).length; var numFishermen = game.children.filter(function (child) { return child instanceof Fisherman; }).length; var numWarriors = game.children.filter(function (child) { return child instanceof Warrior; }).length; // Increase hunger level over time, faster with more characters self.hunger += 2.0 + 0.4 * (numMiners + numFishermen + numWarriors); if (self.hunger >= 100) { LK.effects.flashScreen(0xff0000, 1000); // Flash screen red LK.showGameOver(); // End the game } } ; } else { self.x -= self.speed; if (self.x <= tent.x + 300) { // Start position further along the path by 300 units self.collecting = false; self.x = tent.x + 300; // Play sound when miner reaches the tent with diamonds LK.getSound('diamondDrop').play(); // Increase diamond count when miner reaches the tent diamonds += 5; // Collect 5 diamonds per trip diamondText.setText('Diamonds: ' + diamonds); } } }; }); var ShelterUpgrade = Container.expand(function () { var self = Container.call(this); var shelterUpgradeGraphics = self.attachAsset('shelterUpgrade', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the shelter upgrade self.upgrading = false; // Whether the shelter is being upgraded // Update function to move the shelter upgrade self.update = function () { if (!self.upgrading) { self.x += self.speed; if (self.x >= shelter.x) { self.upgrading = true; self.x = shelter.x; upgradeShelter(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.upgrading = false; self.x = tent.x; } } }; }); // SpeedUpgrade class to represent the speed upgrade var SpeedUpgrade = Container.expand(function () { var self = Container.call(this); var speedUpgradeGraphics = self.attachAsset('speedUpgrade', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the speed upgrade self.upgrading = false; // Whether the speed is being upgraded // Update function to move the speed upgrade self.update = function () { if (!self.upgrading) { self.x += self.speed; if (self.x >= speed.x) { self.upgrading = true; self.x = speed.x; upgradeSpeed(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.upgrading = false; self.x = tent.x; } } }; }); // Tent class to represent the starting point var Tent = Container.expand(function () { var self = Container.call(this); var tentGraphics = self.attachAsset('tent', { anchorX: 0.5, anchorY: 0.5 }); }); var Warrior = Container.expand(function () { var self = Container.call(this); var warriorGraphics = self.attachAsset('warrior', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the warrior self.fighting = false; // Whether the warrior is fighting // Update function to move the warrior self.update = function () { if (!self.fighting) { self.x += self.speed; if (self.x >= enemyMonster.x) { self.fighting = true; self.x = enemyMonster.x; fightEnemies(); // Logic to win a treasure chest winTreasure(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.fighting = false; self.x = tent.x; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ function winTreasure() { console.log("Warrior has won a treasure chest!"); treasureChestCount += 1; // Increment the treasure chest count treasureChestText.setText('x' + treasureChestCount); // Update the text to show the count // Add logic to reward the player with a treasure chest treasureChest.visible = true; // Make the treasure chest visible // Check if the player has collected 100 treasure chests if (treasureChestCount >= 100) { LK.showYouWin(); // Show "you win" screen } } // Add a background image to the game var background = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; // Center horizontally background.y = 2732 / 2; // Center vertically game.addChild(background); var cave = game.addChild(new Cave()); cave.x = 1400; // Move cave slightly more to the left cave.y = 1366; // Center vertically var lake = game.addChild(LK.getAsset('lake', { anchorX: 0.5, anchorY: 0.5 })); lake.x = cave.x - 500; // Move lake slightly to the right lake.y = cave.y - 500; // Ensure lake is further above to avoid intersection var tent = game.addChild(new Tent()); tent.x = 200; tent.y = 1366; // Center vertically var miner = game.addChild(new Miner()); miner.x = tent.x; miner.y = tent.y; // Score and upgrade system var diamonds = 0; var diamondText = new Text2('Diamonds: 0', { size: 100, fill: 0xFFFFFF }); diamondText.anchor.set(0.5, 0); LK.gui.top.addChild(diamondText); diamondText.y = 50; // Add some space below the diamond text var hungerText = new Text2('Hunger: 100', { size: 100, fill: 0xFFFFFF }); hungerText.anchor.set(0.5, 0); LK.gui.top.addChild(hungerText); hungerText.y = 150; // Position the hunger text further down // Add treasure chest asset next to diamond and hunger indicators var treasureChest = LK.getAsset('treasureChest', { anchorX: 0.5, anchorY: 0.5 }); treasureChest.x = diamondText.x + 450; // Move treasure chest slightly to the left treasureChest.y = diamondText.y + 100; // Move treasure chest further down from the diamond text LK.gui.top.addChild(treasureChest); // Initialize treasure chest count var treasureChestCount = 0; // Display the number of treasure chests collected var treasureChestText = new Text2('x' + treasureChestCount, { size: 50, fill: 0xFFFFFF }); treasureChestText.anchor.set(0.5, 0); treasureChestText.x = treasureChest.x + 150; // Position further to the right of the treasure chest treasureChestText.y = treasureChest.y; LK.gui.top.addChild(treasureChestText); // Function to handle fighting enemies function fightEnemies() { console.log("Warrior is fighting enemies!"); // Add logic for fighting enemies here } // Function to collect fish function collectFish() { miner.hunger = Math.min(100, miner.hunger + 10); // Increase hunger level by 10, max 100 hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); } // Function to collect diamonds function collectDiamonds() {} // Upgrade system function upgradeTent() { if (diamonds >= 50) { diamonds -= 50; tent.attachAsset('upgradedTent', { anchorX: 0.5, anchorY: 0.5 }); diamondText.setText('Diamonds: ' + diamonds); } } // Event listener for upgrades game.down = function (x, y, obj) { if (x > 1800 && y < 200) { // Assume upgrade button is at top-right upgradeTent(); } }; // Initialize the BuyMiner button var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = tent.x; buyMiner.y = tent.y + 1000; // Position the buy buttons further down from the tent var buyMinerPrice = new Text2('70 Diamonds', { size: 50, fill: 0xFFFFFF }); buyMinerPrice.anchor.set(0.5, 0); buyMinerPrice.x = buyMiner.x + 150; // Position to the right of the button buyMinerPrice.y = buyMiner.y; LK.gui.top.addChild(buyMinerPrice); var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = tent.x; buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner var buyFishermanPrice = new Text2('50 Diamonds', { size: 50, fill: 0xFFFFFF }); buyFishermanPrice.anchor.set(0.5, 0); buyFishermanPrice.x = buyFisherman.x + 150; // Position to the right of the button buyFishermanPrice.y = buyFisherman.y; LK.gui.top.addChild(buyFishermanPrice); var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = tent.x; buyWarrior.y = buyFisherman.y + 150; // Position below BuyFisherman var buyWarriorPrice = new Text2('60 Diamonds', { size: 50, fill: 0xFFFFFF }); buyWarriorPrice.anchor.set(0.5, 0); buyWarriorPrice.x = buyWarrior.x + 150; // Position to the right of the button buyWarriorPrice.y = buyWarrior.y; LK.gui.top.addChild(buyWarriorPrice); var enemyMonster = game.addChild(new EnemyMonster()); enemyMonster.x = cave.x + 500; // Move slightly to the left enemyMonster.y = cave.y; // Align vertically with the cave // Update function for game logic game.update = function () { miner.update(); hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); // Check if it's time for the enemy monster to make a sound and enter battle mode if (LK.ticks % 1200 === 0) { // Every 20 seconds at 60 FPS LK.getSound('monsterRoar').play(); // Play monster roar sound enemyMonster.enterBattleMode(); // Transition to battle mode } };
/****
* Classes
****/
// Lake asset
var BuyFisherman = Container.expand(function () {
var self = Container.call(this);
var buyFishermanGraphics = self.attachAsset('buyFisherman', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
if (diamonds >= 50) {
// Assuming the price for a fisherman is 50 diamonds
diamonds -= 50;
var newFisherman = new Fisherman();
newFisherman.x = tent.x;
newFisherman.y = tent.y;
game.addChild(newFisherman);
diamondText.setText('Diamonds: ' + diamonds);
}
};
});
var BuyMiner = Container.expand(function () {
var self = Container.call(this);
var buyMinerGraphics = self.attachAsset('buyMiner', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
if (diamonds >= 70) {
diamonds -= 70;
var newMiner = new Miner();
newMiner.x = tent.x;
newMiner.y = tent.y;
game.addChild(newMiner);
diamondText.setText('Diamonds: ' + diamonds);
}
};
});
var BuyWarrior = Container.expand(function () {
var self = Container.call(this);
var buyWarriorGraphics = self.attachAsset('buyWarrior', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
if (diamonds >= 60) {
// Assuming the price for a warrior is 60 diamonds
diamonds -= 60;
var newWarrior = new Warrior();
newWarrior.x = tent.x;
newWarrior.y = tent.y;
game.addChild(newWarrior);
diamondText.setText('Diamonds: ' + diamonds);
}
};
});
var Cave = Container.expand(function () {
var self = Container.call(this);
var caveGraphics = self.attachAsset('cave', {
anchorX: 0.5,
anchorY: 0.5
});
});
var EnemyMonster = Container.expand(function () {
var self = Container.call(this);
var enemyMonsterGraphics = self.attachAsset('enemyMonster', {
anchorX: 0.5,
anchorY: 0.5
});
// Removed movement logic to keep the enemy monster stationary
// Method to transition the enemy monster to battle mode
self.enterBattleMode = function () {
console.log("Enemy Monster is entering battle mode!");
// Add logic for entering battle mode here
};
});
// Farmer class to represent the farmer character
var Farmer = Container.expand(function () {
var self = Container.call(this);
var farmerGraphics = self.attachAsset('farmer', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Speed of the farmer
self.collecting = false; // Whether the farmer is collecting crops
// Update function to move the farmer
self.update = function () {
if (!self.collecting) {
self.x += self.speed;
if (self.x >= barn.x) {
self.collecting = true;
self.x = barn.x;
if (diamonds >= 20) {
diamonds -= 20;
collectCrops();
} else {
self.collecting = false;
}
}
} else {
self.x -= self.speed;
if (self.x <= tent.x) {
self.collecting = false;
self.x = tent.x;
}
}
};
});
var Fisherman = Container.expand(function () {
var self = Container.call(this);
var fishermanGraphics = self.attachAsset('fisherman', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Speed of the fisherman
self.collecting = false; // Whether the fisherman is collecting fish
// Update function to move the fisherman
self.update = function () {
if (!self.collecting) {
self.x += self.speed;
if (self.x >= lake.x) {
LK.getSound('fishingSound').play(); // Play fishing sound when fisherman reaches the lake
self.collecting = true;
self.x = lake.x;
// No hunger decrease when reaching the lake
}
} else {
self.x -= self.speed;
if (self.x <= tent.x + 100) {
// Start position further along the path by 100 units
self.collecting = false;
self.x = tent.x;
miner.hunger = Math.max(0, miner.hunger - 2); // Decrease hunger level by 2, min 0
hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger)));
}
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Miner class to represent the miner character
var Miner = Container.expand(function () {
var self = Container.call(this);
var minerGraphics = self.attachAsset('miner', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1.0; // Speed of the miner
self.collecting = false; // Whether the miner is collecting diamonds
self.hunger = 0; // Initial hunger level
// Update function to move the miner
self.update = function () {
if (!self.collecting) {
self.x += self.speed;
if (self.x >= cave.x) {
self.collecting = true;
self.x = cave.x;
collectDiamonds();
// Calculate the number of miners, fishermen, and warriors
var numMiners = game.children.filter(function (child) {
return child instanceof Miner;
}).length;
var numFishermen = game.children.filter(function (child) {
return child instanceof Fisherman;
}).length;
var numWarriors = game.children.filter(function (child) {
return child instanceof Warrior;
}).length;
// Increase hunger level over time, faster with more characters
self.hunger += 2.0 + 0.4 * (numMiners + numFishermen + numWarriors);
if (self.hunger >= 100) {
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red
LK.showGameOver(); // End the game
}
}
;
} else {
self.x -= self.speed;
if (self.x <= tent.x + 300) {
// Start position further along the path by 300 units
self.collecting = false;
self.x = tent.x + 300;
// Play sound when miner reaches the tent with diamonds
LK.getSound('diamondDrop').play();
// Increase diamond count when miner reaches the tent
diamonds += 5; // Collect 5 diamonds per trip
diamondText.setText('Diamonds: ' + diamonds);
}
}
};
});
var ShelterUpgrade = Container.expand(function () {
var self = Container.call(this);
var shelterUpgradeGraphics = self.attachAsset('shelterUpgrade', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Speed of the shelter upgrade
self.upgrading = false; // Whether the shelter is being upgraded
// Update function to move the shelter upgrade
self.update = function () {
if (!self.upgrading) {
self.x += self.speed;
if (self.x >= shelter.x) {
self.upgrading = true;
self.x = shelter.x;
upgradeShelter();
}
} else {
self.x -= self.speed;
if (self.x <= tent.x) {
self.upgrading = false;
self.x = tent.x;
}
}
};
});
// SpeedUpgrade class to represent the speed upgrade
var SpeedUpgrade = Container.expand(function () {
var self = Container.call(this);
var speedUpgradeGraphics = self.attachAsset('speedUpgrade', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Speed of the speed upgrade
self.upgrading = false; // Whether the speed is being upgraded
// Update function to move the speed upgrade
self.update = function () {
if (!self.upgrading) {
self.x += self.speed;
if (self.x >= speed.x) {
self.upgrading = true;
self.x = speed.x;
upgradeSpeed();
}
} else {
self.x -= self.speed;
if (self.x <= tent.x) {
self.upgrading = false;
self.x = tent.x;
}
}
};
});
// Tent class to represent the starting point
var Tent = Container.expand(function () {
var self = Container.call(this);
var tentGraphics = self.attachAsset('tent', {
anchorX: 0.5,
anchorY: 0.5
});
});
var Warrior = Container.expand(function () {
var self = Container.call(this);
var warriorGraphics = self.attachAsset('warrior', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1; // Speed of the warrior
self.fighting = false; // Whether the warrior is fighting
// Update function to move the warrior
self.update = function () {
if (!self.fighting) {
self.x += self.speed;
if (self.x >= enemyMonster.x) {
self.fighting = true;
self.x = enemyMonster.x;
fightEnemies();
// Logic to win a treasure chest
winTreasure();
}
} else {
self.x -= self.speed;
if (self.x <= tent.x) {
self.fighting = false;
self.x = tent.x;
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
function winTreasure() {
console.log("Warrior has won a treasure chest!");
treasureChestCount += 1; // Increment the treasure chest count
treasureChestText.setText('x' + treasureChestCount); // Update the text to show the count
// Add logic to reward the player with a treasure chest
treasureChest.visible = true; // Make the treasure chest visible
// Check if the player has collected 100 treasure chests
if (treasureChestCount >= 100) {
LK.showYouWin(); // Show "you win" screen
}
}
// Add a background image to the game
var background = LK.getAsset('backgroundImage', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2; // Center horizontally
background.y = 2732 / 2; // Center vertically
game.addChild(background);
var cave = game.addChild(new Cave());
cave.x = 1400; // Move cave slightly more to the left
cave.y = 1366; // Center vertically
var lake = game.addChild(LK.getAsset('lake', {
anchorX: 0.5,
anchorY: 0.5
}));
lake.x = cave.x - 500; // Move lake slightly to the right
lake.y = cave.y - 500; // Ensure lake is further above to avoid intersection
var tent = game.addChild(new Tent());
tent.x = 200;
tent.y = 1366; // Center vertically
var miner = game.addChild(new Miner());
miner.x = tent.x;
miner.y = tent.y;
// Score and upgrade system
var diamonds = 0;
var diamondText = new Text2('Diamonds: 0', {
size: 100,
fill: 0xFFFFFF
});
diamondText.anchor.set(0.5, 0);
LK.gui.top.addChild(diamondText);
diamondText.y = 50; // Add some space below the diamond text
var hungerText = new Text2('Hunger: 100', {
size: 100,
fill: 0xFFFFFF
});
hungerText.anchor.set(0.5, 0);
LK.gui.top.addChild(hungerText);
hungerText.y = 150; // Position the hunger text further down
// Add treasure chest asset next to diamond and hunger indicators
var treasureChest = LK.getAsset('treasureChest', {
anchorX: 0.5,
anchorY: 0.5
});
treasureChest.x = diamondText.x + 450; // Move treasure chest slightly to the left
treasureChest.y = diamondText.y + 100; // Move treasure chest further down from the diamond text
LK.gui.top.addChild(treasureChest);
// Initialize treasure chest count
var treasureChestCount = 0;
// Display the number of treasure chests collected
var treasureChestText = new Text2('x' + treasureChestCount, {
size: 50,
fill: 0xFFFFFF
});
treasureChestText.anchor.set(0.5, 0);
treasureChestText.x = treasureChest.x + 150; // Position further to the right of the treasure chest
treasureChestText.y = treasureChest.y;
LK.gui.top.addChild(treasureChestText);
// Function to handle fighting enemies
function fightEnemies() {
console.log("Warrior is fighting enemies!");
// Add logic for fighting enemies here
}
// Function to collect fish
function collectFish() {
miner.hunger = Math.min(100, miner.hunger + 10); // Increase hunger level by 10, max 100
hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger)));
}
// Function to collect diamonds
function collectDiamonds() {}
// Upgrade system
function upgradeTent() {
if (diamonds >= 50) {
diamonds -= 50;
tent.attachAsset('upgradedTent', {
anchorX: 0.5,
anchorY: 0.5
});
diamondText.setText('Diamonds: ' + diamonds);
}
}
// Event listener for upgrades
game.down = function (x, y, obj) {
if (x > 1800 && y < 200) {
// Assume upgrade button is at top-right
upgradeTent();
}
};
// Initialize the BuyMiner button
var buyMiner = game.addChild(new BuyMiner());
buyMiner.x = tent.x;
buyMiner.y = tent.y + 1000; // Position the buy buttons further down from the tent
var buyMinerPrice = new Text2('70 Diamonds', {
size: 50,
fill: 0xFFFFFF
});
buyMinerPrice.anchor.set(0.5, 0);
buyMinerPrice.x = buyMiner.x + 150; // Position to the right of the button
buyMinerPrice.y = buyMiner.y;
LK.gui.top.addChild(buyMinerPrice);
var buyFisherman = game.addChild(new BuyFisherman());
buyFisherman.x = tent.x;
buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner
var buyFishermanPrice = new Text2('50 Diamonds', {
size: 50,
fill: 0xFFFFFF
});
buyFishermanPrice.anchor.set(0.5, 0);
buyFishermanPrice.x = buyFisherman.x + 150; // Position to the right of the button
buyFishermanPrice.y = buyFisherman.y;
LK.gui.top.addChild(buyFishermanPrice);
var buyWarrior = game.addChild(new BuyWarrior());
buyWarrior.x = tent.x;
buyWarrior.y = buyFisherman.y + 150; // Position below BuyFisherman
var buyWarriorPrice = new Text2('60 Diamonds', {
size: 50,
fill: 0xFFFFFF
});
buyWarriorPrice.anchor.set(0.5, 0);
buyWarriorPrice.x = buyWarrior.x + 150; // Position to the right of the button
buyWarriorPrice.y = buyWarrior.y;
LK.gui.top.addChild(buyWarriorPrice);
var enemyMonster = game.addChild(new EnemyMonster());
enemyMonster.x = cave.x + 500; // Move slightly to the left
enemyMonster.y = cave.y; // Align vertically with the cave
// Update function for game logic
game.update = function () {
miner.update();
hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger)));
// Check if it's time for the enemy monster to make a sound and enter battle mode
if (LK.ticks % 1200 === 0) {
// Every 20 seconds at 60 FPS
LK.getSound('monsterRoar').play(); // Play monster roar sound
enemyMonster.enterBattleMode(); // Transition to battle mode
}
};
madenci çizgi karakter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
balıkçı animasyon şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
savaşçı karikatür şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
hazine kutusu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
light green
yuvarlak balıklı göl. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
kırmızı buton. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
"Collect 100 treasure chests as soon as possible." text. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
orman evi No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat