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Make this game feel like you are high and in a fever dream ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make the UI look less like a standard clicker and just make it look like it’s the own original thing
User prompt
Please fix the bug: 'TypeError: target is not an Object. (evaluating 'key in target')' in or related to this line: 'tween(elements[i], {' Line Number: 3070 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
EVEN MORE CHOAS ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Just make the game as chaotic as you possibly can. I don’t want this to be a serious game. Also don’t make it look like a template of other clickers ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make a tutorial text in the empty space
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Now make it so the UI or Other words aren’t in the way of everything
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I have bad eyes increase the UI size so I can see it
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Remove the effect when you get a critical
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Add a really good update on The clicker aspect and not just focus on the zen add Something good to clicker ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Make a REALLY good update ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Make the main game more, relaxing outside of the relax button ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I want this game to be the most relaxing experience ever ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Make this game really relaxing ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Compilation error[L1318]: Unterminated regular expression. (1318:4)
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Fix the script error
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Make stuff to fit the Zen vibe of this game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add more cool BG Effects ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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There’s a lot of empty space put something really cool there ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Scoot towards summer clicker, a little bit to the left
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Make the word summer clicker out of the way of any assets
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Achievement = Container.expand(function (achievementData) { var self = Container.call(this); var badgeGraphics = self.attachAsset('achievementBadge', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.achievementData = achievementData; var nameText = new Text2(achievementData.name, { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = 60; self.addChild(nameText); var progressText = new Text2('0/' + achievementData.target, { size: 26, fill: 0xCCCCCC }); progressText.anchor.set(0.5, 0.5); progressText.y = 85; self.addChild(progressText); self.updateProgress = function () { var progress = Math.min(achievementData.current, achievementData.target); progressText.setText(progress + '/' + achievementData.target); if (achievementData.completed && !achievementData.claimed) { badgeGraphics.tint = 0xFFD700; // Gold when ready to claim tween(badgeGraphics, { rotation: badgeGraphics.rotation + Math.PI * 2 }, { duration: 2000, easing: tween.linear }); } else if (achievementData.claimed) { badgeGraphics.tint = 0x888888; // Gray when claimed } else { badgeGraphics.tint = 0xFFFFFF; // White when in progress } }; self.down = function (x, y, obj) { if (achievementData.completed && !achievementData.claimed) { claimAchievement(achievementData); } }; return self; }); var BoostButton = Container.expand(function (boostData) { var self = Container.call(this); var buttonGraphics = self.attachAsset('boostButton', { anchorX: 0.5, anchorY: 0.5 }); self.boostData = boostData; var nameText = new Text2(boostData.name, { size: 40, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -15; self.addChild(nameText); var costText = new Text2('Cost: ' + boostData.cost, { size: 30, fill: 0xFFFF00 }); costText.anchor.set(0.5, 0.5); costText.y = 15; self.addChild(costText); self.updateDisplay = function () { if (points >= boostData.cost && !activeBoosts[boostData.type]) { buttonGraphics.tint = 0xFFFFFF; } else { buttonGraphics.tint = 0x666666; } if (activeBoosts[boostData.type]) { var timeLeft = Math.ceil((activeBoosts[boostData.type].endTime - Date.now()) / 1000); costText.setText('Active: ' + timeLeft + 's'); } else { costText.setText('Cost: ' + boostData.cost); } }; self.down = function (x, y, obj) { if (points >= boostData.cost && !activeBoosts[boostData.type]) { points -= boostData.cost; activateBoost(boostData); updateUI(); saveGame(); } }; return self; }); var BreathingGuide = Container.expand(function () { var self = Container.call(this); var guideGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, scaleX: 2, scaleY: 2 }); guideGraphics.tint = 0xE6E6FA; // Lavender for calming effect var breathingText = new Text2('Breathe with the circle', { size: 36, fill: 0xF0F8FF }); breathingText.anchor.set(0.5, 0.5); breathingText.y = -150; self.addChild(breathingText); self.breathingCycle = 0; self.isBreathingIn = true; self.startBreathingGuide = function () { // 4-7-8 breathing technique: inhale 4, hold 7, exhale 8 if (self.isBreathingIn) { breathingText.setText('Breathe In Slowly...'); // Use seasonal colors if available var currentTheme = seasonalThemes && seasonalThemes[seasonalThemeIndex] ? seasonalThemes[seasonalThemeIndex] : null; breathingText.tint = currentTheme ? currentTheme.colors[0] : 0x98FB98; guideGraphics.tint = currentTheme ? currentTheme.colors[1] : 0xE6E6FA; tween(guideGraphics, { scaleX: 4, scaleY: 4, alpha: 0.6 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { breathingText.setText('Hold...'); breathingText.tint = currentTheme ? currentTheme.colors[2] : 0xFFE4B5; LK.setTimeout(function () { self.isBreathingIn = false; self.startBreathingGuide(); }, 7000); } }); } else { breathingText.setText('Breathe Out Slowly...'); var currentTheme = seasonalThemes && seasonalThemes[seasonalThemeIndex] ? seasonalThemes[seasonalThemeIndex] : null; breathingText.tint = currentTheme ? currentTheme.colors[1] : 0x87CEEB; tween(guideGraphics, { scaleX: 2, scaleY: 2, alpha: 0.2 }, { duration: 8000, easing: tween.easeInOut, onFinish: function onFinish() { self.isBreathingIn = true; self.breathingCycle++; // Track completed breathing cycles // Update mindfulness achievement if (typeof mindfulnessAchievements !== 'undefined') { mindfulnessAchievements[0].current++; storage.mindful_breathing = mindfulnessAchievements[0].current; } self.startBreathingGuide(); } }); } }; return self; }); var ChaosPortal = Container.expand(function () { var self = Container.call(this); var portalGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, scaleX: 2, scaleY: 2 }); portalGraphics.tint = 0x800080; self.spawnTimer = 0; self.rotation = 0; self.update = function () { self.rotation += 0.1; portalGraphics.rotation = self.rotation; portalGraphics.scaleX = 2 + Math.sin(self.rotation * 2) * 0.5; portalGraphics.scaleY = 2 + Math.cos(self.rotation * 2) * 0.5; self.spawnTimer++; if (self.spawnTimer >= 60) { self.spawnTimer = 0; var chaosEffect = new ExplodingClickEffect(); chaosEffect.x = self.x + (Math.random() - 0.5) * 200; chaosEffect.y = self.y + (Math.random() - 0.5) * 200; game.addChild(chaosEffect); } }; return self; }); var ChaoticBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('gunBarrel', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.tint = 0xFF0000; self.angle = 0; self.speed = 5; self.life = 300; self.bounces = 0; self.update = function () { self.x += Math.cos(self.angle) * self.speed; self.y += Math.sin(self.angle) * self.speed; self.life--; bulletGraphics.rotation += 0.2; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { if (self.bounces < 3) { if (self.x < 0 || self.x > 2048) { self.angle = Math.PI - self.angle; } if (self.y < 0 || self.y > 2732) { self.angle = -self.angle; } self.bounces++; self.x = Math.max(0, Math.min(2048, self.x)); self.y = Math.max(0, Math.min(2732, self.y)); } else { self.destroy(); } } if (self.life <= 0) { self.destroy(); } }; return self; }); var ChaoticDogWithGun = Container.expand(function () { var self = Container.call(this); var dogGraphics = self.attachAsset('dogWithGun', { anchorX: 0.5, anchorY: 0.5 }); self.ammo = 100; self.isShootingMode = false; self.shootCooldown = 0; self.randomMovement = 0; self.craziness = 1; self.startChaos = function () { self.isShootingMode = true; // Wild spinning animation tween(dogGraphics, { rotation: dogGraphics.rotation + Math.PI * 8 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { self.startChaos(); } }); }; self.shootBullet = function () { if (self.ammo > 0 && self.shootCooldown <= 0) { var bullet = new ChaoticBullet(); bullet.x = self.x; bullet.y = self.y; bullet.angle = Math.random() * Math.PI * 2; bullet.speed = 3 + Math.random() * 5; chaoticBullets.push(bullet); game.addChild(bullet); self.ammo--; self.shootCooldown = 5 + Math.random() * 10; LK.getSound('click').play(); } }; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } self.randomMovement += 0.1; self.x += Math.sin(self.randomMovement) * self.craziness; self.y += Math.cos(self.randomMovement * 0.7) * self.craziness; self.craziness = Math.min(10, self.craziness + 0.01); if (self.isShootingMode && Math.random() < 0.3) { self.shootBullet(); } }; self.down = function (x, y, obj) { self.startChaos(); self.ammo = 100; LK.effects.flashScreen(0xFF0000, 200); }; return self; }); var ClickEffect = Container.expand(function () { var self = Container.call(this); var effectGraphics = self.attachAsset('clickEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4, scaleX: 0.3, scaleY: 0.3 }); // Soft zen colors for click effects var zenClickColors = [0xE6E6FA, 0xF0F8FF, 0x98FB98, 0x87CEEB, 0xDDA0DD]; effectGraphics.tint = zenClickColors[Math.floor(Math.random() * zenClickColors.length)]; self.animate = function () { // Gentler, more peaceful click animation tween(effectGraphics, { scaleX: 2.2, scaleY: 2.2, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Add gentle rotation for extra zen effect tween(effectGraphics, { rotation: effectGraphics.rotation + Math.PI * 0.5 }, { duration: 800, easing: tween.easeInOut }); }; return self; }); var ClickPowerUp = Container.expand(function (powerUpType) { var self = Container.call(this); self.powerUpType = powerUpType; self.duration = 0; self.multiplier = 1; var powerUpGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, scaleX: 0.6, scaleY: 0.6 }); // Different colors for different power-ups var powerUpColors = { 'speed': 0x00FFFF, // Cyan for speed boost 'critical': 0xFF6B35, // Orange for critical boost 'mega': 0xFF1493, // Deep pink for mega clicks 'combo': 0x32CD32 // Lime green for combo extend }; powerUpGraphics.tint = powerUpColors[powerUpType] || 0xFFFFFF; var timerText = new Text2('', { size: 20, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0.5); timerText.y = 50; self.addChild(timerText); self.activate = function (duration, multiplier) { self.duration = duration; self.multiplier = multiplier; // Pulsing animation self.startPulse(); }; self.startPulse = function () { tween(powerUpGraphics, { scaleX: 0.8, scaleY: 0.8, alpha: 1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(powerUpGraphics, { scaleX: 0.6, scaleY: 0.6, alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.duration > 0) { self.startPulse(); } } }); } }); }; self.update = function () { if (self.duration > 0) { self.duration--; var seconds = Math.ceil(self.duration / 60); timerText.setText(seconds + 's'); if (self.duration <= 0) { self.expire(); } } }; self.expire = function () { // Fade out animation tween(self, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var ComboDisplay = Container.expand(function () { var self = Container.call(this); var comboText = new Text2('', { size: 64, fill: 0xFFD700 }); comboText.anchor.set(0.5, 0.5); self.addChild(comboText); var multiplierText = new Text2('', { size: 48, fill: 0xFF6B35 }); multiplierText.anchor.set(0.5, 0.5); multiplierText.y = 60; self.addChild(multiplierText); self.showCombo = function (combo, multiplier) { comboText.setText('COMBO x' + combo); multiplierText.setText(multiplier.toFixed(1) + 'x BONUS!'); // Scale up animation comboText.scaleX = 0.5; comboText.scaleY = 0.5; multiplierText.scaleX = 0.5; multiplierText.scaleY = 0.5; tween(comboText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(comboText, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); tween(multiplierText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { tween(multiplierText, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeOut }); } }); // Color flash effect if (combo >= 50) { comboText.tint = 0xFF1493; // Mega combo - hot pink } else if (combo >= 25) { comboText.tint = 0xFF6B35; // Super combo - orange } else if (combo >= 10) { comboText.tint = 0xFFD700; // Good combo - gold } }; self.hide = function () { tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var CriticalHit = Container.expand(function () { var self = Container.call(this); var criticalText = new Text2('CRITICAL!', { size: 72, fill: 0xFF1493 }); criticalText.anchor.set(0.5, 0.5); self.addChild(criticalText); var damageText = new Text2('', { size: 48, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); damageText.y = 80; self.addChild(damageText); self.showCritical = function (damage) { damageText.setText('+' + Math.floor(damage)); // Explosive scale animation criticalText.scaleX = 0.3; criticalText.scaleY = 0.3; damageText.scaleX = 0.3; damageText.scaleY = 0.3; tween(criticalText, { scaleX: 1.5, scaleY: 1.5 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(criticalText, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); tween(damageText, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(damageText, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeOut }); } }); // Float up and fade LK.setTimeout(function () { tween(self, { y: self.y - 100, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }, 500); }; return self; }); var DogPark = Container.expand(function () { var self = Container.call(this); var dogParkGraphics = self.attachAsset('dogPark', { anchorX: 0.5, anchorY: 0.5 }); self.updateSkin = function () { // Skin system exists but no visual changes needed }; self.bounce = function () { // Gentle, relaxing bounce instead of sharp bounce tween(dogParkGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(dogParkGraphics, { scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.easeOut }); } }); }; // Add gentle breathing animation to the dog self.startGentleBreathing = function () { tween(dogParkGraphics, { scaleX: 1.03, scaleY: 1.03 }, { duration: 3000, easing: tween.easeInOut, onFinish: function onFinish() { tween(dogParkGraphics, { scaleX: 1, scaleY: 1 }, { duration: 3000, easing: tween.easeInOut, onFinish: function onFinish() { self.startGentleBreathing(); } }); } }); }; // Add gentle floating movement self.startGentleFloat = function () { tween(self, { y: self.y - 8 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { y: self.y + 8 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { self.startGentleFloat(); } }); } }); }; self.down = function (x, y, obj) { updateBoostMultiplier(); // Combo system var currentTime = Date.now(); if (currentTime - lastClickTime < 1000) { // 1 second window for combo comboCount++; comboTimer = 180; // 3 seconds to continue combo } else { comboCount = 1; comboTimer = 180; } lastClickTime = currentTime; // Update max combo if (comboCount > maxCombo) { maxCombo = comboCount; storage.maxCombo = maxCombo; } // Calculate combo multiplier if (comboCount >= 10) { comboMultiplier = 1 + (comboCount - 9) * 0.1; // +10% per combo after 10 } else { comboMultiplier = 1; } // Critical hit calculation var isCritical = Math.random() < criticalChance; var critMultiplier = isCritical ? criticalMultiplier : 1; // Apply power-up effects var powerUpMultiplier = 1; for (var i = 0; i < clickPowerUps.length; i++) { var powerUp = clickPowerUps[i]; if (powerUp.powerUpType === 'mega') { powerUpMultiplier *= powerUp.multiplier; } else if (powerUp.powerUpType === 'critical' && isCritical) { critMultiplier *= powerUp.multiplier; } } var clickBoost = activeBoosts.click ? activeBoosts.click.multiplier : 1; var allBoost = activeBoosts.all ? activeBoosts.all.multiplier : 1; var basePoints = (1 + pointsPerClick) * prestigeMultiplier * clickBoost * allBoost * comboMultiplier * critMultiplier * powerUpMultiplier; points += basePoints; totalPointsEarned += basePoints; totalClicks += 1; clicksInLastSecond++; if (isCritical) { totalCriticalHits++; storage.totalCriticalHits = totalCriticalHits; } // Show combo display if (comboCount >= 5 && comboCount % 5 === 0) { var comboDisplay = new ComboDisplay(); comboDisplay.x = self.x + 200; comboDisplay.y = self.y; game.addChild(comboDisplay); comboDisplay.showCombo(comboCount, comboMultiplier); // Hide combo display after 2 seconds LK.setTimeout(function () { comboDisplay.hide(); }, 2000); } // Random power-up chance if (Math.random() < 0.01) { // 1% chance createRandomPowerUp(); } // Track click for stress level calculation if (typeof clickHistory !== 'undefined') { clickHistory.push(Date.now()); lastClickTime = Date.now(); } checkSkinUnlock(); self.bounce(); LK.getSound('click').play(); // Create EXPLOSIVE effects instead of zen ripples var explosion = new ExplodingClickEffect(); explosion.x = x; explosion.y = y; game.addChild(explosion); // Random chance to spawn MORE chaos if (Math.random() < 0.3) { for (var i = 0; i < 5; i++) { var chaosEffect = new ExplodingClickEffect(); chaosEffect.x = self.x + (Math.random() - 0.5) * 300; chaosEffect.y = self.y + (Math.random() - 0.5) * 300; game.addChild(chaosEffect); } } // EXTREME CHAOS EXPLOSIONS if (insanityLevel > 60) { // Spawn TONS of explosions everywhere for (var i = 0; i < 15; i++) { var megaExplosion = new ExplodingClickEffect(); megaExplosion.x = Math.random() * 2048; megaExplosion.y = Math.random() * 2732; game.addChild(megaExplosion); } } // FEVER DREAM CLICK EFFECTS realityDistortionLevel += 2; // Make click create reality ripples if (realityDistortionLevel > 50) { for (var i = 0; i < 8; i++) { var realityRipple = new ZenRipple(); realityRipple.x = x + (Math.random() - 0.5) * 200; realityRipple.y = y + (Math.random() - 0.5) * 200; realityRipple.tint = Math.floor(Math.random() * 0xFFFFFF); realityRipple.scaleX = 0.1 + Math.random() * 0.3; realityRipple.scaleY = 0.1 + Math.random() * 0.3; game.addChild(realityRipple); realityRipple.animate(); } } // Make clicking warp space-time if (realityDistortionLevel > 100) { // Create space-time distortion var distortionRadius = 300; var distortionStrength = 50; // Make everything near the click warp and bend var nearbyElements = [summer, upgradeContainer, prestigeButton]; for (var i = 0; i < nearbyElements.length; i++) { var element = nearbyElements[i]; if (element && _typeof2(element) === 'object') { var distance = Math.sqrt(Math.pow(element.x - x, 2) + Math.pow(element.y - y, 2)); if (distance < distortionRadius) { var warpStrength = (distortionRadius - distance) / distortionRadius * distortionStrength; tween(element, { x: element.x + (Math.random() - 0.5) * warpStrength, y: element.y + (Math.random() - 0.5) * warpStrength, rotation: element.rotation + (Math.random() - 0.5) * Math.PI * 0.2, scaleX: element.scaleX * (1 + (Math.random() - 0.5) * 0.3), scaleY: element.scaleY * (1 + (Math.random() - 0.5) * 0.3) }, { duration: 800 + Math.random() * 1200, easing: tween.elasticOut }); } } } } // Psychedelic click response - make the dog phase between dimensions if (realityDistortionLevel > 75) { tween(self, { alpha: 0.3, tint: Math.floor(Math.random() * 0xFFFFFF), scaleX: self.scaleX * (1.5 + Math.random()), scaleY: self.scaleY * (1.5 + Math.random()) }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 1, tint: Math.floor(Math.random() * 0xFFFFFF), scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.bounceOut }); } }); } // Make clicking create impossible geometry if (realityDistortionLevel > 120) { for (var i = 0; i < 5; i++) { var impossibleShape = new FloatingParticle(); impossibleShape.x = x; impossibleShape.y = y; impossibleShape.tint = Math.floor(Math.random() * 0xFFFFFF); impossibleShape.alpha = 0.7; impossibleShape.scaleX = 0.2; impossibleShape.scaleY = 0.2; game.addChild(impossibleShape); // Make it move in impossible ways tween(impossibleShape, { x: impossibleShape.x + Math.sin(i) * 400, y: impossibleShape.y + Math.cos(i) * 400, rotation: impossibleShape.rotation + Math.PI * 4, scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 2000 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { impossibleShape.destroy(); } }); } } // CHAOTIC CLICK EFFECTS if (chaosMode) { // Make the dog bounce insanely tween(self, { scaleX: 2, scaleY: 2, rotation: self.rotation + Math.PI * 2 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); } }); // Spawn chaotic bullets from the dog for (var i = 0; i < 20; i++) { var chaosBullet = new ChaoticBullet(); chaosBullet.x = self.x; chaosBullet.y = self.y; chaosBullet.angle = i / 20 * Math.PI * 2; chaosBullet.speed = 8 + Math.random() * 12; chaosBullets.push(chaosBullet); game.addChild(chaosBullet); } } // Screen shake on every click screenShakeIntensity = 20; // Increase insanity level insanityLevel++; if (insanityLevel > 100) { chaosMode = true; LK.effects.flashScreen(0xFF0000, 100); } updateAchievements(); updateUI(); saveGame(); }; return self; }); var ExplodingClickEffect = Container.expand(function () { var self = Container.call(this); var explosionColors = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF00FF, 0x00FFFF]; for (var i = 0; i < 8; i++) { var fragment = self.attachAsset('clickEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, scaleX: 0.3, scaleY: 0.3 }); fragment.tint = explosionColors[Math.floor(Math.random() * explosionColors.length)]; var angle = i / 8 * Math.PI * 2; tween(fragment, { x: Math.cos(angle) * 150, y: Math.sin(angle) * 150, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 800, easing: tween.easeOut }); } LK.setTimeout(function () { self.destroy(); }, 800); return self; }); var FloatingParticle = Container.expand(function () { var self = Container.call(this); var colors = [0xff6b35, 0x00ffff, 0xffd700, 0xff69b4, 0x98fb98, 0xffa500]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; var particleGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, scaleX: 0.2 + Math.random() * 0.4, scaleY: 0.2 + Math.random() * 0.4 }); particleGraphics.tint = randomColor; self.speed = 0.5 + Math.random() * 2; self.floatDirection = Math.random() * Math.PI * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.pulsePhase = Math.random() * Math.PI * 2; self.startFloat = function () { var targetX = self.x + Math.cos(self.floatDirection) * (200 + Math.random() * 400); var targetY = self.y + Math.sin(self.floatDirection) * (200 + Math.random() * 400); tween(self, { x: targetX, y: targetY }, { duration: 8000 + Math.random() * 4000, easing: tween.easeInOut, onFinish: function onFinish() { self.floatDirection = Math.random() * Math.PI * 2; self.startFloat(); } }); }; self.update = function () { particleGraphics.rotation += self.rotationSpeed; self.pulsePhase += 0.05; particleGraphics.alpha = 0.2 + Math.sin(self.pulsePhase) * 0.2; }; return self; }); var FloatingStar = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('clickEffect', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6, scaleX: 0.3 + Math.random() * 0.2, scaleY: 0.3 + Math.random() * 0.2 }); starGraphics.tint = 0xFFFFFF; self.speed = 0.2 + Math.random() * 0.8; self.direction = Math.random() * Math.PI * 2; self.twinklePhase = Math.random() * Math.PI * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.05; self.startTwinkle = function () { tween(starGraphics, { alpha: 0.9, scaleX: starGraphics.scaleX * 1.5, scaleY: starGraphics.scaleY * 1.5 }, { duration: 1000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(starGraphics, { alpha: 0.2, scaleX: starGraphics.scaleX * 0.7, scaleY: starGraphics.scaleY * 0.7 }, { duration: 1000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { self.startTwinkle(); } }); } }); }; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; starGraphics.rotation += self.rotationSpeed; // Wrap around screen edges if (self.x < -50) { self.x = 2098; } if (self.x > 2098) { self.x = -50; } if (self.y < -50) { self.y = 2782; } if (self.y > 2782) { self.y = -50; } }; return self; }); var MeditationBubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.1, scaleX: 0.3 + Math.random() * 0.4, scaleY: 0.3 + Math.random() * 0.4 }); // Soft meditation colors var meditationColors = [0xE6E6FA, 0xF0F8FF, 0xFDF5E6, 0xF5FFFA, 0xFFF8DC]; bubbleGraphics.tint = meditationColors[Math.floor(Math.random() * meditationColors.length)]; self.floatSpeed = 0.3 + Math.random() * 0.5; self.pulsePhase = Math.random() * Math.PI * 2; self.startFloating = function () { tween(self, { y: self.y - 300 - Math.random() * 200 }, { duration: 15000 + Math.random() * 10000, easing: tween.easeInOut, onFinish: function onFinish() { self.destroy(); } }); }; self.update = function () { self.pulsePhase += 0.02; bubbleGraphics.alpha = 0.05 + Math.sin(self.pulsePhase) * 0.1; bubbleGraphics.scaleX += Math.sin(self.pulsePhase * 0.7) * 0.001; bubbleGraphics.scaleY += Math.cos(self.pulsePhase * 0.5) * 0.001; }; return self; }); var MegaChaosPortal = Container.expand(function () { var self = Container.call(this); var portalGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 4, scaleY: 4 }); portalGraphics.tint = 0xFF0000; self.chaosLevel = 0; self.spawnTimer = 0; self.rotation = 0; self.update = function () { self.rotation += 0.3; portalGraphics.rotation = self.rotation; // Pulsating chaos portal tween(portalGraphics, { scaleX: 6 + Math.sin(self.rotation) * 2, scaleY: 6 + Math.cos(self.rotation) * 2, alpha: 0.5 + Math.sin(self.rotation * 2) * 0.4 }, { duration: 100, easing: tween.linear }); self.spawnTimer++; if (self.spawnTimer >= 30) { // Spawn every half second self.spawnTimer = 0; self.chaosLevel++; // Spawn different chaos based on level if (self.chaosLevel % 5 === 0) { // Spawn mega explosions for (var i = 0; i < 10; i++) { var megaExplosion = new ExplodingClickEffect(); megaExplosion.x = self.x + (Math.random() - 0.5) * 400; megaExplosion.y = self.y + (Math.random() - 0.5) * 400; game.addChild(megaExplosion); } } // Spawn chaotic bullets in all directions for (var i = 0; i < 8; i++) { var bullet = new ChaoticBullet(); bullet.x = self.x; bullet.y = self.y; bullet.angle = i / 8 * Math.PI * 2; bullet.speed = 10 + Math.random() * 15; chaoticBullets.push(bullet); game.addChild(bullet); } // Random screen effects LK.effects.flashScreen(Math.floor(Math.random() * 0xFFFFFF), 100); } }; return self; }); var MultiplierOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self["float"] = function () { tween(orbGraphics, { y: orbGraphics.y - 20 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(orbGraphics, { y: orbGraphics.y + 20 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { self["float"](); } }); } }); }; return self; }); var PrestigeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('prestigeButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.95, scaleY: 1.0 }); var titleText = new Text2('PRESTIGE', { size: 56, fill: 0x000000 }); titleText.anchor.set(0.5, 0.5); titleText.y = -25; self.addChild(titleText); var rewardText = new Text2('Reset for +' + calculatePrestigeReward() + 'x multiplier', { size: 38, fill: 0x8B0000 }); rewardText.anchor.set(0.5, 0.5); rewardText.y = 15; self.addChild(rewardText); var costText = new Text2('Requires: 1M total clicks', { size: 34, fill: 0x444444 }); costText.anchor.set(0.5, 0.5); costText.y = 45; self.addChild(costText); self.updateDisplay = function () { var reward = calculatePrestigeReward(); rewardText.setText('Reset for +' + reward + 'x multiplier'); if (totalClicks >= 1000000) { buttonGraphics.tint = 0xFFFFFF; titleText.tint = 0x000000; } else { buttonGraphics.tint = 0x666666; titleText.tint = 0x999999; } }; self.down = function (x, y, obj) { if (totalClicks >= 1000000) { performPrestige(); } }; return self; }); var PrestigeParticle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('prestigeParticle', { anchorX: 0.5, anchorY: 0.5, alpha: 1.0, scaleX: 0.5, scaleY: 0.5 }); self.animate = function () { var randomX = (Math.random() - 0.5) * 800; var randomY = -Math.random() * 400 - 200; tween(self, { x: self.x + randomX, y: self.y + randomY }, { duration: 2000, easing: tween.easeOut }); tween(particleGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var RelaxationMode = Container.expand(function () { var self = Container.call(this); var overlayGraphics = self.attachAsset('statisticsPanel', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, scaleX: 4, scaleY: 6 }); overlayGraphics.tint = 0x2E2E4F; var titleText = new Text2('RELAXATION MODE', { size: 72, fill: 0xE6E6FA }); titleText.anchor.set(0.5, 0.5); titleText.y = -300; self.addChild(titleText); var instructionText = new Text2('Take deep breaths and focus on the gentle movements\nClick anywhere to exit', { size: 40, fill: 0xF0F8FF }); instructionText.anchor.set(0.5, 0.5); instructionText.y = 250; self.addChild(instructionText); self.breathingCycle = 0; var breathingText = new Text2('Breathe In...', { size: 60, fill: 0x98FB98 }); breathingText.anchor.set(0.5, 0.5); breathingText.y = 0; self.addChild(breathingText); self.startRelaxation = function () { self.breathingCycle = 0; self.updateBreathingText(); // Play multiple ambient sounds for deep relaxation if (relaxationPreferences.meditationSoundEnabled) { LK.getSound('gentleWaves').play(); LK.setTimeout(function () { LK.getSound('windChimes').play(); }, 2000); LK.setTimeout(function () { LK.getSound('softRain').play(); }, 4000); } // Start gentle background pulse with slower, deeper breathing rhythm tween(overlayGraphics, { alpha: 0.95, scaleX: 4.1, scaleY: 6.1 }, { duration: 6000, easing: tween.easeInOut, onFinish: function onFinish() { tween(overlayGraphics, { alpha: 0.65, scaleX: 3.9, scaleY: 5.9 }, { duration: 8000, easing: tween.easeInOut, onFinish: function onFinish() { self.startRelaxation(); } }); } }); }; self.updateBreathingText = function () { var cycle = Math.floor(self.breathingCycle / 240); // 4 second cycles at 60fps var phase = cycle % 2; // Add psychedelic breathing messages var psychedelicMessages = ['Breathe in the cosmos...', 'Exhale your reality...', 'The universe breathes through you...', 'Your breath bends space-time...', 'Feel the quantum air...', 'Breathe in impossible colors...']; if (phase === 0) { if (realityDistortionLevel > 80) { breathingText.setText(psychedelicMessages[Math.floor(Math.random() * psychedelicMessages.length)]); } else { breathingText.setText('Breathe In...'); } breathingText.tint = realityDistortionLevel > 50 ? Math.floor(Math.random() * 0xFFFFFF) : 0x98FB98; } else { if (realityDistortionLevel > 80) { breathingText.setText(psychedelicMessages[Math.floor(Math.random() * psychedelicMessages.length)]); } else { breathingText.setText('Breathe Out...'); } breathingText.tint = realityDistortionLevel > 50 ? Math.floor(Math.random() * 0xFFFFFF) : 0x87CEEB; } }; self.update = function () { self.breathingCycle += 1; if (self.breathingCycle % 240 === 0) { self.updateBreathingText(); } // Gentle breathing animation var breathPhase = self.breathingCycle % 240 / 240; var breathScale = 1 + Math.sin(breathPhase * Math.PI) * 0.1; breathingText.scaleX = breathScale; breathingText.scaleY = breathScale; }; self.down = function (x, y, obj) { exitRelaxationMode(); }; return self; }); var RelaxingAffirmation = Container.expand(function () { var self = Container.call(this); var defaultAffirmations = ['You are at peace', 'Breathe and let go', 'This moment is perfect', 'You are calm and centered', 'Feel the tranquility', 'Let peace flow through you', 'You are exactly where you need to be', 'Embrace this peaceful moment']; // Use seasonal affirmations if available, otherwise use default var currentTheme = seasonalThemes && seasonalThemes[seasonalThemeIndex] ? seasonalThemes[seasonalThemeIndex] : null; var affirmations = currentTheme ? currentTheme.affirmations.concat(defaultAffirmations) : defaultAffirmations; var selectedAffirmation = affirmations[Math.floor(Math.random() * affirmations.length)]; var affirmationText = new Text2(selectedAffirmation, { size: 48, fill: currentTheme ? currentTheme.colors[0] : 0xE6E6FA }); affirmationText.anchor.set(0.5, 0.5); affirmationText.alpha = 0; self.addChild(affirmationText); self.showAffirmation = function () { tween(affirmationText, { alpha: 0.8, scaleX: 1.1, scaleY: 1.1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(function () { tween(affirmationText, { alpha: 0, scaleX: 1, scaleY: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { self.destroy(); } }); }, 3000); } }); }; return self; }); var SoothingWave = Container.expand(function () { var self = Container.call(this); var waveGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.1, scaleX: 0.5, scaleY: 0.1 }); var waveColors = [0xE0FFFF, 0xF0FFFF, 0xF5FFFA, 0xF0F8FF]; waveGraphics.tint = waveColors[Math.floor(Math.random() * waveColors.length)]; self.wavePhase = Math.random() * Math.PI * 2; self.startWave = function () { tween(self, { scaleX: 8 + Math.random() * 4, scaleY: 0.3 + Math.random() * 0.2, alpha: 0 }, { duration: 6000 + Math.random() * 4000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var StatisticsPanel = Container.expand(function () { var self = Container.call(this); var panelGraphics = self.attachAsset('statisticsPanel', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); var titleText = new Text2('STATISTICS', { size: 60, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.y = -200; self.addChild(titleText); var statsText = new Text2('', { size: 36, fill: 0xFFFFFF }); statsText.anchor.set(0, 0.5); statsText.x = -300; statsText.y = -50; self.addChild(statsText); self.updateStats = function () { var stats = ['Total Clicks: ' + totalClicks, 'Total Points Earned: ' + Math.floor(totalPointsEarned), 'Time Played: ' + Math.floor(timePlayed / 60) + ' minutes', 'Highest CPS: ' + Math.floor(highestCPS), 'Upgrades Purchased: ' + totalUpgradesPurchased, 'Prestiges: ' + prestigeLevel, 'Achievements: ' + completedAchievements + '/' + achievements.length]; statsText.setText(stats.join('\n')); }; return self; }); var TutorialText = Container.expand(function () { var self = Container.call(this); var tutorialTips = ["Click the cute dog to earn points!", "Use points to buy upgrades on the right", "Higher upgrades give more points per click", "Auto upgrades earn points automatically", "Build combos by clicking rapidly", "Watch your zen meter - stay relaxed!", "Click RELAX button for meditation mode", "Prestige when you reach 1M clicks", "Achievements give bonus points", "Use boosts for temporary bonuses"]; var currentTipIndex = 0; var tipCycleTimer = 0; var tutorialBackground = self.attachAsset('statisticsPanel', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, scaleX: 0.8, scaleY: 0.4 }); tutorialBackground.tint = 0x2A2A4A; var titleText = new Text2('HOW TO PLAY', { size: 44, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.y = -60; self.addChild(titleText); var tipText = new Text2(tutorialTips[0], { size: 32, fill: 0xE6E6FA }); tipText.anchor.set(0.5, 0.5); tipText.y = -10; self.addChild(tipText); var progressText = new Text2('Tip 1 of ' + tutorialTips.length, { size: 24, fill: 0xCCCCCC }); progressText.anchor.set(0.5, 0.5); progressText.y = 30; self.addChild(progressText); var nextButton = new Text2('NEXT TIP >', { size: 28, fill: 0x98FB98 }); nextButton.anchor.set(0.5, 0.5); nextButton.y = 65; self.addChild(nextButton); self.showNextTip = function () { currentTipIndex = (currentTipIndex + 1) % tutorialTips.length; // Fade out current tip tween(tipText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Update text and fade in tipText.setText(tutorialTips[currentTipIndex]); progressText.setText('Tip ' + (currentTipIndex + 1) + ' of ' + tutorialTips.length); tween(tipText, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } }); // Add gentle glow effect to title tween(titleText, { tint: 0xFFFFFF }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(titleText, { tint: 0xFFD700 }, { duration: 150, easing: tween.easeOut }); } }); }; self.update = function () { // Auto-cycle tips every 8 seconds tipCycleTimer++; if (tipCycleTimer >= 480) { // 8 seconds at 60fps self.showNextTip(); tipCycleTimer = 0; } // Add subtle pulsing to next button var pulsePhase = LK.ticks * 0.05 % (Math.PI * 2); nextButton.alpha = 0.7 + Math.sin(pulsePhase) * 0.3; }; nextButton.down = function (x, y, obj) { self.showNextTip(); tipCycleTimer = 0; // Reset auto-cycle timer }; return self; }); var UpgradeButton = Container.expand(function (upgradeData) { var self = Container.call(this); var buttonGraphics = self.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.9 }); self.upgradeData = upgradeData; var nameText = new Text2(upgradeData.name, { size: 36, fill: 0xFFFFFF }); nameText.anchor.set(0, 0.5); nameText.x = -160; nameText.y = -15; self.addChild(nameText); var costText = new Text2('Cost: ' + upgradeData.cost, { size: 28, fill: 0xFFFF00 }); costText.anchor.set(0, 0.5); costText.x = -160; costText.y = 8; self.addChild(costText); var countText = new Text2('Owned: ' + upgradeData.owned, { size: 26, fill: 0xCCCCCC }); countText.anchor.set(1, 0.5); countText.x = 160; countText.y = 0; self.addChild(countText); self.updateDisplay = function () { costText.setText('Cost: ' + upgradeData.cost); countText.setText('Owned: ' + upgradeData.owned); if (points >= upgradeData.cost) { buttonGraphics.tint = 0xE6E6FA; // Soft lavender when affordable for zen feeling // Add gentle glow for affordable upgrades if (!self.isGlowing) { self.isGlowing = true; self.startGentleGlow(); } } else { buttonGraphics.tint = 0x888888; // Softer gray when not affordable if (self.isGlowing) { self.isGlowing = false; tween.stop(buttonGraphics, { alpha: true, scaleX: true, scaleY: true }); buttonGraphics.alpha = 1; buttonGraphics.scaleX = 0.8; buttonGraphics.scaleY = 0.9; } } }; // Add gentle glowing animation for affordable upgrades self.startGentleGlow = function () { tween(buttonGraphics, { alpha: 0.7, scaleX: 0.82, scaleY: 0.92 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isGlowing) { tween(buttonGraphics, { alpha: 1, scaleX: 0.8, scaleY: 0.9 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isGlowing) { self.startGentleGlow(); } } }); } } }); }; self.down = function (x, y, obj) { if (points >= upgradeData.cost) { points -= upgradeData.cost; upgradeData.owned++; totalUpgradesPurchased++; if (upgradeData.type === 'click') { pointsPerClick += upgradeData.power; } else if (upgradeData.type === 'auto') { pointsPerSecond += upgradeData.power; } // Exponential cost increase formula upgradeData.cost = Math.floor(upgradeData.baseCost * Math.pow(1.15, upgradeData.owned)); // Play cash register sound LK.getSound('cashRegister').play(); // Flash button pink tween(buttonGraphics, { tint: 0xFF69B4 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { updateAchievements(); updateUI(); } }); saveGame(); } }; return self; }); var ZenBreathingOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.15, scaleX: 0.8, scaleY: 0.8 }); // Soft zen colors var zenColors = [0x87CEEB, 0x98FB98, 0xDDA0DD, 0xF0E68C, 0xFFB6C1]; orbGraphics.tint = zenColors[Math.floor(Math.random() * zenColors.length)]; self.breathingPhase = Math.random() * Math.PI * 2; self.baseScale = 0.6 + Math.random() * 0.4; self.startBreathing = function () { // Slow breathing cycle like meditation tween(orbGraphics, { scaleX: self.baseScale * 1.8, scaleY: self.baseScale * 1.8, alpha: 0.25 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { tween(orbGraphics, { scaleX: self.baseScale, scaleY: self.baseScale, alpha: 0.1 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { self.startBreathing(); } }); } }); }; self.update = function () { // Gentle floating movement self.breathingPhase += 0.01; self.y += Math.sin(self.breathingPhase) * 0.3; self.x += Math.cos(self.breathingPhase * 0.7) * 0.2; }; return self; }); var ZenRipple = Container.expand(function () { var self = Container.call(this); var rippleGraphics = self.attachAsset('multiplierOrb', { anchorX: 0.5, anchorY: 0.5, alpha: 0.4, scaleX: 0.1, scaleY: 0.1 }); rippleGraphics.tint = 0x87CEEB; // Sky blue for peaceful ripples self.animate = function () { tween(rippleGraphics, { scaleX: 8, scaleY: 8, alpha: 0 }, { duration: 2500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x8B4B9C }); /**** * Game Code ****/ // Game state variables function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var points = 0; var pointsPerClick = 0; // Always start at 0, will be calculated from upgrades var pointsPerSecond = 0; // Always start at 0, will be calculated from upgrades var totalClicks = storage.totalClicks || 0; var currentSkin = storage.currentSkin || 0; var skinMilestones = [0, 100, 500, 1000, 2500, 5000, 10000, 25000, 50000, 100000]; // Prestige system variables var prestigeLevel = storage.prestigeLevel || 0; var prestigeMultiplier = 1 + prestigeLevel * 1; // +100% per prestige level (each prestige = +1x multiplier) var multiplierOrbs = []; // Achievement system variables var achievements = []; var completedAchievements = storage.completedAchievements || 0; var totalPointsEarned = storage.totalPointsEarned || 0; var timePlayed = storage.timePlayed || 0; var gameStartTime = Date.now(); var highestCPS = storage.highestCPS || 0; var totalUpgradesPurchased = storage.totalUpgradesPurchased || 0; // Boost system variables var activeBoosts = {}; var boostMultiplier = 1; // Statistics tracking var clicksInLastSecond = 0; var lastSecondTime = Date.now(); // Enhanced clicker features var comboMultiplier = 1; var comboCount = 0; var lastClickTime = 0; var comboTimer = 0; var maxCombo = storage.maxCombo || 0; var criticalChance = 0.05; // 5% base critical chance var criticalMultiplier = 2; var clickPowerUps = []; var totalCriticalHits = storage.totalCriticalHits || 0; // Achievement definitions var achievementDefinitions = [{ id: 'first_click', name: 'First Click', target: 1, type: 'clicks', reward: 10 }, { id: 'hundred_clicks', name: 'Clicking Master', target: 100, type: 'clicks', reward: 100 }, { id: 'thousand_clicks', name: 'Click Champion', target: 1000, type: 'clicks', reward: 1000 }, { id: 'first_upgrade', name: 'First Purchase', target: 1, type: 'upgrades', reward: 50 }, { id: 'ten_upgrades', name: 'Shopping Spree', target: 10, type: 'upgrades', reward: 500 }, { id: 'first_prestige', name: 'Prestige Master', target: 1, type: 'prestiges', reward: 10000 }, { id: 'million_points', name: 'Millionaire', target: 1000000, type: 'points', reward: 5000 }, { id: 'speed_demon', name: 'Speed Demon', target: 10, type: 'cps', reward: 2000 }, { id: 'time_played', name: 'Dedicated Player', target: 3600, type: 'time', reward: 1500 }]; // Initialize achievements from definitions and load saved progress for (var i = 0; i < achievementDefinitions.length; i++) { var def = achievementDefinitions[i]; var keyPrefix = 'achievement_' + def.id + '_'; achievements.push({ id: def.id, name: def.name, target: def.target, type: def.type, reward: def.reward, current: storage[keyPrefix + 'current'] || 0, completed: storage[keyPrefix + 'completed'] || false, claimed: storage[keyPrefix + 'claimed'] || false }); } ; // Boost definitions var boostDefinitions = [{ name: '2x Click', type: 'click', multiplier: 2, duration: 30000, cost: 1000 }, { name: '3x Auto', type: 'auto', multiplier: 3, duration: 60000, cost: 5000 }, { name: '5x All', type: 'all', multiplier: 5, duration: 15000, cost: 10000 }]; // Floating particles system var floatingParticles = []; function createFloatingParticles() { var particleCount = 15; for (var i = 0; i < particleCount; i++) { var particle = new FloatingParticle(); particle.x = Math.random() * 2048; particle.y = Math.random() * 2732; floatingParticles.push(particle); game.addChild(particle); particle.startFloat(); } } function calculatePrestigeReward() { return Math.floor(totalClicks / 1000000) * 0.5; } function createPrestigeParticles(centerX, centerY) { for (var i = 0; i < 15; i++) { var particle = new PrestigeParticle(); particle.x = centerX + (Math.random() - 0.5) * 100; particle.y = centerY + (Math.random() - 0.5) * 100; game.addChild(particle); particle.animate(); } } function performPrestige() { var reward = calculatePrestigeReward(); prestigeLevel += reward; prestigeMultiplier = 1 + prestigeLevel * 1; // Create particle explosion createPrestigeParticles(summer.x, summer.y); // Flash screen gold LK.effects.flashScreen(0xffd700, 1500); // Reset game state but keep prestige bonuses points = 0; pointsPerClick = 0; pointsPerSecond = 0; totalClicks = 0; currentSkin = 0; // Reset all upgrades for (var i = 0; i < upgrades.length; i++) { upgrades[i].owned = 0; upgrades[i].cost = upgrades[i].baseCost; } // Create multiplier orbs around dog createMultiplierOrbs(); // Update everything updateUI(); summer.updateSkin(); saveGame(); } function updateAchievements() { for (var i = 0; i < achievements.length; i++) { var achievement = achievements[i]; if (achievement.completed) { continue; } var oldCurrent = achievement.current; switch (achievement.type) { case 'clicks': achievement.current = totalClicks; break; case 'upgrades': achievement.current = totalUpgradesPurchased; break; case 'prestiges': achievement.current = prestigeLevel; break; case 'points': achievement.current = totalPointsEarned; break; case 'cps': achievement.current = highestCPS; break; case 'time': achievement.current = timePlayed; break; } if (achievement.current >= achievement.target && !achievement.completed) { achievement.completed = true; LK.effects.flashScreen(0x00FF00, 1000); // Show achievement notification if (achievementButtons[i]) { achievementButtons[i].updateProgress(); } } } } function claimAchievement(achievement) { if (achievement.completed && !achievement.claimed) { achievement.claimed = true; points += achievement.reward; completedAchievements++; LK.effects.flashScreen(0xFFD700, 500); updateUI(); saveGame(); } } function activateBoost(boostData) { activeBoosts[boostData.type] = { multiplier: boostData.multiplier, endTime: Date.now() + boostData.duration, type: boostData.type }; updateBoostMultiplier(); } function updateBoostMultiplier() { boostMultiplier = 1; var currentTime = Date.now(); for (var type in activeBoosts) { var boost = activeBoosts[type]; if (boost.endTime > currentTime) { if (type === 'all' || type === 'click' || type === 'auto') { boostMultiplier *= boost.multiplier; } } else { delete activeBoosts[type]; } } } function createMultiplierOrbs() { // Clear existing orbs for (var i = 0; i < multiplierOrbs.length; i++) { multiplierOrbs[i].destroy(); } multiplierOrbs = []; // Create new orbs based on prestige level var orbCount = Math.min(prestigeLevel, 8); for (var i = 0; i < orbCount; i++) { var orb = new MultiplierOrb(); var angle = i / orbCount * Math.PI * 2; orb.x = summer.x + Math.cos(angle) * 300; orb.y = summer.y + Math.sin(angle) * 200; multiplierOrbs.push(orb); game.addChild(orb); orb["float"](); // Animate orb appearance orb.alpha = 0; orb.scaleX = 0; orb.scaleY = 0; tween(orb, { alpha: 0.8, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.elasticOut }); } } function createRandomPowerUp() { var powerUpTypes = ['speed', 'critical', 'mega', 'combo']; var randomType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)]; var powerUp = new ClickPowerUp(randomType); powerUp.x = summer.x + (Math.random() - 0.5) * 400; powerUp.y = summer.y + (Math.random() - 0.5) * 300; var duration = 300 + Math.random() * 300; // 5-10 seconds var multiplier = 1.5 + Math.random() * 1.5; // 1.5x to 3x // Adjust based on power-up type switch (randomType) { case 'speed': duration = 600; // 10 seconds multiplier = 1; // Doesn't affect damage, just visual break; case 'critical': duration = 420; // 7 seconds multiplier = 1.5; // +50% critical multiplier break; case 'mega': duration = 180; // 3 seconds multiplier = 3; // 3x click damage break; case 'combo': duration = 600; // 10 seconds multiplier = 1; // Extends combo timer break; } clickPowerUps.push(powerUp); game.addChild(powerUp); powerUp.activate(duration, multiplier); // Flash screen with power-up color var colors = { 'speed': 0x00FFFF, 'critical': 0xFF6B35, 'mega': 0xFF1493, 'combo': 0x32CD32 }; LK.effects.flashScreen(colors[randomType], 300); } function updateClickPowerUps() { for (var i = clickPowerUps.length - 1; i >= 0; i--) { var powerUp = clickPowerUps[i]; if (powerUp.duration <= 0) { clickPowerUps.splice(i, 1); } else { powerUp.update(); } } } // Upgrade definitions with exponential growth - ordered from cheapest to most expensive var upgrades = [{ name: 'Squeaky Toy', type: 'click', cost: storage.squeakyToyCost || 15, baseCost: 15, power: 1, owned: storage.squeakyToyOwned || 0 }, { name: 'Dog Walker', type: 'auto', cost: storage.dogWalkerCost || 50, baseCost: 50, power: 1, owned: storage.dogWalkerOwned || 0 }, { name: 'Tennis Ball', type: 'click', cost: storage.tennisBallCost || 100, baseCost: 100, power: 5, owned: storage.tennisBallOwned || 0 }, { name: 'Poop Bag Station', type: 'auto', cost: storage.poopBagStationCost || 500, baseCost: 500, power: 8, owned: storage.poopBagStationOwned || 0 }, { name: 'Premium Treats', type: 'click', cost: storage.premiumTreatsCost || 1200, baseCost: 1200, power: 47, owned: storage.premiumTreatsOwned || 0 }, { name: 'Dog Fountain', type: 'auto', cost: storage.dogFountainCost || 8000, baseCost: 8000, power: 47, owned: storage.dogFountainOwned || 0 }, { name: 'Chew Bone', type: 'click', cost: storage.chewBoneCost || 15000, baseCost: 15000, power: 260, owned: storage.chewBoneOwned || 0 }, { name: 'Agility Course', type: 'auto', cost: storage.agilityCourseC || 90000, baseCost: 90000, power: 260, owned: storage.agilityCourseo || 0 }, { name: 'Diamond Collar', type: 'click', cost: storage.diamondCollarCost || 180000, baseCost: 180000, power: 1400, owned: storage.diamondCollarOwned || 0 }, { name: 'Dog Daycare', type: 'auto', cost: storage.dogDaycareCost || 900000, baseCost: 900000, power: 1400, owned: storage.dogDaycareOwned || 0 }, { name: 'Golden Leash', type: 'click', cost: storage.goldenLeashCost || 1800000, baseCost: 1800000, power: 7800, owned: storage.goldenLeashOwned || 0 }, { name: 'Mobile Grooming Van', type: 'auto', cost: storage.mobileGroomingVanCost || 9000000, baseCost: 9000000, power: 7800, owned: storage.mobileGroomingVanOwned || 0 }, { name: 'Laser Pointer', type: 'click', cost: storage.laserPointerCost || 27000000, baseCost: 27000000, power: 44000, owned: storage.laserPointerOwned || 0 }, { name: 'Dog Hotel', type: 'auto', cost: storage.dogHotelCost || 135000000, baseCost: 135000000, power: 44000, owned: storage.dogHotelOwned || 0 }, { name: 'Robotic Paw', type: 'click', cost: storage.roboticPawCost || 540000000, baseCost: 540000000, power: 260000, owned: storage.roboticPawOwned || 0 }, { name: 'Bark Park', type: 'auto', cost: storage.barkParkCost || 2700000000, baseCost: 2700000000, power: 260000, owned: storage.barkParkOwned || 0 }, { name: 'Tail Wag Generator', type: 'click', cost: storage.tailWagGeneratorCost || 8100000000, baseCost: 8100000000, power: 1600000, owned: storage.tailWagGeneratorOwned || 0 }, { name: 'Doggy Resort Chain', type: 'auto', cost: storage.doggyResortChainCost || 40500000000, baseCost: 40500000000, power: 1600000, owned: storage.doggyResortChainOwned || 0 }, { name: 'Frisbee Factory', type: 'click', cost: storage.frisbeeFactoryCost || 121500000000, baseCost: 121500000000, power: 10000000, owned: storage.frisbeeFactoryOwned || 0 }, { name: 'Canine Island', type: 'auto', cost: storage.canineIslandCost || 607500000000, baseCost: 607500000000, power: 10000000, owned: storage.canineIslandOwned || 0 }, { name: 'Doghouse Empire', type: 'click', cost: storage.doghouseEmpireCost || 1822500000000, baseCost: 1822500000000, power: 65000000, owned: storage.doghouseEmpireOwned || 0 }, { name: 'Puppy Planet', type: 'auto', cost: storage.puppyPlanetCost || 9112500000000, baseCost: 9112500000000, power: 65000000, owned: storage.puppyPlanetOwned || 0 }, { name: 'Biscuit Factory', type: 'auto', cost: storage.biscuitFactoryCost || 136687500000000, baseCost: 136687500000000, power: 430000000, owned: storage.biscuitFactoryOwned || 0 }, { name: 'Fetch Robot Workshop', type: 'auto', cost: storage.fetchRobotWorkshopCost || 2733750000000000, baseCost: 2733750000000000, power: 2900000000, owned: storage.fetchRobotWorkshopOwned || 0 }, { name: 'Treat Plantation', type: 'auto', cost: storage.treatPlantationCost || 41006250000000000, baseCost: 41006250000000000, power: 21000000000000000, owned: storage.treatPlantationOwned || 0 }, { name: 'Doggy Spa Chain', type: 'auto', cost: storage.doggySpaChainCost || 615093750000000000, baseCost: 615093750000000000, power: 150000000000, owned: storage.doggySpaChainOwned || 0 }, { name: 'Canine Universe', type: 'auto', cost: storage.canineUniverseCost || 9226406250000000000, baseCost: 9226406250000000000, power: 1100000000000, owned: storage.canineUniverseOwned || 0 }]; // Sort upgrades from cheapest to most expensive upgrades.sort(function (a, b) { return a.baseCost - b.baseCost; }); // Load saved upgrade states for (var i = 0; i < upgrades.length; i++) { var upgrade = upgrades[i]; if (upgrade.type === 'click') { pointsPerClick += upgrade.owned * upgrade.power; } else if (upgrade.type === 'auto') { pointsPerSecond += upgrade.owned * upgrade.power; } } // UI Elements - Compacted and repositioned to avoid overlap var pointsDisplay = new Text2('Points: ' + Math.floor(points), { size: 60, fill: 0xFFFFFF }); pointsDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(pointsDisplay); var displayPerSecond = pointsPerSecond; // Track the displayed value for animation var perSecondDisplay = new Text2('Per Second: ' + displayPerSecond, { size: 45, fill: 0xFFFF00 }); perSecondDisplay.anchor.set(0.5, 0); perSecondDisplay.y = 70; LK.gui.top.addChild(perSecondDisplay); // Dog Park title - moved to top center to avoid overlapping with game assets var dogParkTitle = new Text2('CHAOTIC DOG MADNESS!!!', { size: 50, fill: 0xFF0000 }); dogParkTitle.anchor.set(0.5, 0); dogParkTitle.x = -100; dogParkTitle.y = 120; LK.gui.top.addChild(dogParkTitle); // Insanity meter var insanityDisplay = new Text2('INSANITY: 0%', { size: 30, fill: 0xFF00FF }); insanityDisplay.anchor.set(0, 0); insanityDisplay.x = 120; insanityDisplay.y = 320; LK.gui.topLeft.addChild(insanityDisplay); // Prestige display var prestigeDisplay = new Text2('Prestige Level: ' + prestigeLevel + ' (x' + prestigeMultiplier.toFixed(1) + ')', { size: 40, fill: 0xffd700 }); prestigeDisplay.anchor.set(0.5, 0); prestigeDisplay.y = 175; LK.gui.top.addChild(prestigeDisplay); // Prestige button var prestigeButton = new PrestigeButton(); prestigeButton.x = 400; prestigeButton.y = 1700; game.addChild(prestigeButton); // Achievement panel var achievementContainer = new Container(); achievementContainer.x = 50; achievementContainer.y = 2200; game.addChild(achievementContainer); var achievementButtons = []; for (var i = 0; i < achievements.length; i++) { var achievementButton = new Achievement(achievements[i]); achievementButton.x = i % 3 * 120; achievementButton.y = Math.floor(i / 3) * 150; achievementButtons.push(achievementButton); achievementContainer.addChild(achievementButton); achievementButton.updateProgress(); } // Boost buttons var boostContainer = new Container(); boostContainer.x = 100; boostContainer.y = 1950; game.addChild(boostContainer); var boostButtons = []; for (var i = 0; i < boostDefinitions.length; i++) { var boostButton = new BoostButton(boostDefinitions[i]); boostButton.x = i * 450; boostButton.y = 0; boostButtons.push(boostButton); boostContainer.addChild(boostButton); } // Statistics panel (initially hidden) var statsPanel = new StatisticsPanel(); statsPanel.x = 1024; statsPanel.y = 1366; statsPanel.alpha = 0; game.addChild(statsPanel); // Statistics button var statsButton = new Text2('STATS', { size: 30, fill: 0xFFFFFF }); statsButton.anchor.set(1, 0); statsButton.x = -10; statsButton.y = 220; var showingStats = false; LK.gui.topRight.addChild(statsButton); // Relaxation mode button var relaxButton = new Text2('RELAX', { size: 30, fill: 0xE6E6FA }); relaxButton.anchor.set(1, 0); relaxButton.x = -10; relaxButton.y = 260; LK.gui.topRight.addChild(relaxButton); relaxButton.down = function (x, y, obj) { if (!isInRelaxationMode) { enterRelaxationMode(); } }; // Stress level indicator (zen meter) var zenMeter = new Text2('Zen: 100%', { size: 27, fill: 0x98FB98 }); zenMeter.anchor.set(1, 0); zenMeter.x = -10; zenMeter.y = 300; LK.gui.topRight.addChild(zenMeter); // Combo display var comboDisplay = new Text2('Combo: 0x', { size: 32, fill: 0xFFD700 }); comboDisplay.anchor.set(0, 0); comboDisplay.x = 120; comboDisplay.y = 220; LK.gui.topLeft.addChild(comboDisplay); // Critical stats display var criticalStatsDisplay = new Text2('Criticals: 0', { size: 25, fill: 0xFF6B35 }); criticalStatsDisplay.anchor.set(0, 0); criticalStatsDisplay.x = 120; criticalStatsDisplay.y = 260; LK.gui.topLeft.addChild(criticalStatsDisplay); // Max combo display var maxComboDisplay = new Text2('Best Combo: 0x', { size: 23, fill: 0xFFFFFF }); maxComboDisplay.anchor.set(0, 0); maxComboDisplay.x = 120; maxComboDisplay.y = 290; LK.gui.topLeft.addChild(maxComboDisplay); // Seasonal theme indicator var themeIndicator = new Text2('Spring Awakening', { size: 24, fill: 0xE6E6FA }); themeIndicator.anchor.set(0.5, 0); themeIndicator.y = 220; LK.gui.top.addChild(themeIndicator); // Main summer (the dog) var summer = game.addChild(new DogPark()); summer.x = 1024; // Center horizontally summer.y = 1200; // Better vertical position // Initialize current skin summer.updateSkin(); // Start relaxing animations for the main character summer.startGentleBreathing(); summer.startGentleFloat(); // Create scrollable upgrade container var upgradeContainer = new Container(); upgradeContainer.x = 1650; // Move even further to the right edge upgradeContainer.y = 350; game.addChild(upgradeContainer); // Upgrade buttons var upgradeButtons = []; for (var i = 0; i < upgrades.length; i++) { var button = new UpgradeButton(upgrades[i]); button.x = 0; button.y = i * 140; upgradeButtons.push(button); upgradeContainer.addChild(button); } // Scroll variables var scrollY = 0; var maxScroll = Math.max(0, upgrades.length * 140 - 1600); var lastTouchY = 0; var isDragging = false; // Auto-clicker timer var autoClickTimer = 0; function updateUI() { pointsDisplay.setText('Points: ' + Math.floor(points)); prestigeDisplay.setText('Prestige Level: ' + prestigeLevel + ' (x' + prestigeMultiplier.toFixed(1) + ')'); // Update combo display if (comboCount > 1) { comboDisplay.setText('Combo: ' + comboCount + 'x (' + comboMultiplier.toFixed(1) + 'x)'); comboDisplay.tint = comboCount >= 25 ? 0xFF1493 : comboCount >= 10 ? 0xFF6B35 : 0xFFD700; } else { comboDisplay.setText('Combo: 0x'); comboDisplay.tint = 0xFFD700; } // Update critical stats criticalStatsDisplay.setText('Criticals: ' + totalCriticalHits); // Update max combo maxComboDisplay.setText('Best Combo: ' + maxCombo + 'x'); // Update zen meter var zenPercent = Math.max(0, 100 - stressLevel); zenMeter.setText('Zen: ' + zenPercent + '%'); // Change zen meter color based on stress level if (stressLevel < 30) { zenMeter.tint = 0x98FB98; // Green - very zen } else if (stressLevel < 60) { zenMeter.tint = 0xFFE4B5; // Yellow - moderate } else { zenMeter.tint = 0xFFB6C1; // Pink - needs relaxation } // Update insanity display insanityDisplay.setText('INSANITY: ' + Math.min(100, insanityLevel) + '%'); insanityDisplay.tint = insanityLevel > 100 ? 0xFF0000 : 0xFF00FF; // Make title flash when in chaos mode if (chaosMode) { dogParkTitle.tint = Math.floor(Math.random() * 0xFFFFFF); } else { dogParkTitle.tint = 0xFF0000; } // Update seasonal theme indicator if (seasonalThemes && seasonalThemes[seasonalThemeIndex]) { var currentTheme = seasonalThemes[seasonalThemeIndex]; themeIndicator.setText(currentTheme.name); themeIndicator.tint = currentTheme.colors[0]; } // Animate per second display if value changed var adjustedPerSecond = Math.floor(pointsPerSecond * prestigeMultiplier); if (displayPerSecond !== adjustedPerSecond) { tween.stop({ displayPerSecond: true }); // Stop any existing tween tween({ displayPerSecond: displayPerSecond }, { displayPerSecond: adjustedPerSecond }, { duration: 800, easing: tween.easeOut, onUpdate: function onUpdate() { perSecondDisplay.setText('Per Second: ' + Math.floor(displayPerSecond)); }, onFinish: function onFinish() { displayPerSecond = adjustedPerSecond; perSecondDisplay.setText('Per Second: ' + adjustedPerSecond); } }); } else { perSecondDisplay.setText('Per Second: ' + adjustedPerSecond); } for (var i = 0; i < upgradeButtons.length; i++) { upgradeButtons[i].updateDisplay(); } prestigeButton.updateDisplay(); } function checkSkinUnlock() { for (var i = skinMilestones.length - 1; i >= 0; i--) { if (totalClicks >= skinMilestones[i] && currentSkin < i) { currentSkin = i; summer.updateSkin(); // Flash effect for skin unlock LK.effects.flashScreen(0x00ff00, 500); break; } } } function saveGame() { storage.points = points; storage.totalClicks = totalClicks; storage.currentSkin = currentSkin; storage.prestigeLevel = prestigeLevel; // Save achievement data as individual keys to avoid nested objects in arrays for (var i = 0; i < achievements.length; i++) { var achievement = achievements[i]; var keyPrefix = 'achievement_' + achievement.id + '_'; storage[keyPrefix + 'current'] = achievement.current; storage[keyPrefix + 'completed'] = achievement.completed; storage[keyPrefix + 'claimed'] = achievement.claimed; } storage.completedAchievements = completedAchievements; storage.totalPointsEarned = totalPointsEarned; storage.timePlayed = timePlayed; storage.highestCPS = highestCPS; storage.totalUpgradesPurchased = totalUpgradesPurchased; // Don't save pointsPerClick or pointsPerSecond - they should be calculated from upgrades for (var i = 0; i < upgrades.length; i++) { var upgrade = upgrades[i]; var baseName = upgrade.name.replace(/\s+/g, ''); storage[baseName.toLowerCase() + 'Cost'] = upgrade.cost; storage[baseName.toLowerCase() + 'Owned'] = upgrade.owned; } // Save relaxation preferences storage.relaxationPreferences = relaxationPreferences; } // Statistics button interaction statsButton.down = function (x, y, obj) { showingStats = !showingStats; if (showingStats) { statsPanel.updateStats(); tween(statsPanel, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } else { tween(statsPanel, { alpha: 0 }, { duration: 300, easing: tween.easeOut }); } }; // Initialize prestige orbs if player has prestige levels if (prestigeLevel > 0) { createMultiplierOrbs(); } // Create floating particles for visual appeal createFloatingParticles(); // Meditation and relaxation features var meditationBubbles = []; var relaxationMode = null; var isInRelaxationMode = false; var relaxationPreferences = storage.relaxationPreferences || { autoRelaxationReminder: true, bubbleIntensity: 1, meditationSoundEnabled: true }; // Dynamic Relaxation Intensity System var stressLevel = 0; // 0-100, higher = more stressed var relaxationIntensity = 1; // 1-3, higher = more calming effects var clickHistory = []; var lastClickTime = 0; var seasonalThemeIndex = 0; var seasonalTimer = 0; // Seasonal zen themes with colors and effects var seasonalThemes = [{ name: "Spring Awakening", colors: [0x98FB98, 0xE6E6FA, 0xF0F8FF, 0xFFF8DC], bgColors: [0x8FBC8F, 0x9370DB, 0x8B4B9C], affirmations: ["New beginnings bloom within you", "Feel the fresh energy of spring", "You are growing beautifully"] }, { name: "Summer Serenity", colors: [0xFFE4B5, 0x87CEEB, 0xF0F8FF, 0xFFFAF0], bgColors: [0xDDA0DD, 0xB0C4DE, 0x8B4B9C], affirmations: ["Bask in the warm glow of peace", "You radiate calm energy", "Feel the gentle summer breeze within"] }, { name: "Autumn Reflection", colors: [0xDEB887, 0xCD853F, 0xF4A460, 0xFFE4B5], bgColors: [0xBC8F8F, 0xCD853F, 0x8B4B9C], affirmations: ["Let go of what no longer serves you", "Find beauty in change", "You are perfectly balanced"] }, { name: "Winter Stillness", colors: [0xF0F8FF, 0xE6E6FA, 0xF5F5F5, 0xFFFAF0], bgColors: [0x6495ED, 0x9370DB, 0x8B4B9C], affirmations: ["Embrace the quiet within", "You are at perfect peace", "Rest in this moment of stillness"] }]; // Mindfulness achievement definitions var mindfulnessAchievements = [{ id: 'mindful_breathing', name: 'Mindful Breather', description: 'Complete 10 breathing cycles', target: 10, current: storage.mindful_breathing || 0, claimed: storage.mindful_breathing_claimed || false }, { id: 'zen_master', name: 'Zen Master', description: 'Maintain low stress for 5 minutes', target: 300, // 5 minutes in seconds current: storage.zen_master || 0, claimed: storage.zen_master_claimed || false }, { id: 'seasonal_harmony', name: 'Seasonal Harmony', description: 'Experience all seasonal themes', target: 4, current: storage.seasonal_harmony || 0, claimed: storage.seasonal_harmony_claimed || false }]; function calculateStressLevel() { var currentTime = Date.now(); // Remove old clicks (older than 10 seconds) clickHistory = clickHistory.filter(function (clickTime) { return currentTime - clickTime < 10000; }); // Calculate stress based on click frequency var clicksPerSecond = clickHistory.length / 10; if (clicksPerSecond > 5) { stressLevel = Math.min(100, stressLevel + 2); } else if (clicksPerSecond < 1) { stressLevel = Math.max(0, stressLevel - 1); } // Determine relaxation intensity based on stress if (stressLevel > 70) { relaxationIntensity = 3; // Maximum calming effects } else if (stressLevel > 40) { relaxationIntensity = 2; // Moderate calming effects } else { relaxationIntensity = 1; // Base level effects } } function updateSeasonalTheme() { seasonalTimer++; // Change theme every 2 minutes (7200 ticks at 60fps) if (seasonalTimer >= 7200) { seasonalTimer = 0; seasonalThemeIndex = (seasonalThemeIndex + 1) % seasonalThemes.length; // Update mindfulness achievement var uniqueThemes = storage.seasonal_themes_seen || []; if (uniqueThemes.indexOf(seasonalThemeIndex) === -1) { uniqueThemes.push(seasonalThemeIndex); storage.seasonal_themes_seen = uniqueThemes; mindfulnessAchievements[2].current = uniqueThemes.length; } // Show theme transition effect var themeText = new Text2('~ ' + seasonalThemes[seasonalThemeIndex].name + ' ~', { size: 48, fill: seasonalThemes[seasonalThemeIndex].colors[0] }); themeText.anchor.set(0.5, 0.5); themeText.x = 1024; themeText.y = 500; themeText.alpha = 0; game.addChild(themeText); tween(themeText, { alpha: 0.8, scaleX: 1.2, scaleY: 1.2 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(themeText, { alpha: 0, y: themeText.y - 100 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { themeText.destroy(); } }); } }); } } function createStressReliefEffect() { if (stressLevel > 50) { // Create extra calming bubbles when stressed for (var i = 0; i < relaxationIntensity; i++) { var calmingBubble = new MeditationBubble(); calmingBubble.x = summer.x + (Math.random() - 0.5) * 400; calmingBubble.y = summer.y + (Math.random() - 0.5) * 400; // Use current seasonal theme colors var currentTheme = seasonalThemes[seasonalThemeIndex]; calmingBubble.children[0].tint = currentTheme.colors[Math.floor(Math.random() * currentTheme.colors.length)]; game.addChild(calmingBubble); calmingBubble.startFloating(); } // Play extra soothing sounds for high stress if (relaxationPreferences.meditationSoundEnabled && Math.random() < 0.3) { LK.getSound('windChimes').play(); } } } function createMeditationBubbles() { var bubbleCount = Math.floor(3 * relaxationPreferences.bubbleIntensity); for (var i = 0; i < bubbleCount; i++) { var bubble = new MeditationBubble(); bubble.x = Math.random() * 2048; bubble.y = 2732 + Math.random() * 200; meditationBubbles.push(bubble); game.addChild(bubble); bubble.startFloating(); } } function enterRelaxationMode() { if (isInRelaxationMode) { return; } isInRelaxationMode = true; relaxationMode = new RelaxationMode(); relaxationMode.x = 1024; relaxationMode.y = 1366; game.addChild(relaxationMode); relaxationMode.startRelaxation(); if (relaxationPreferences.meditationSoundEnabled) { LK.getSound('meditation').play(); } // Slow down all animations for (var i = 0; i < zenBreathingOrbs.length; i++) { tween.stop(zenBreathingOrbs[i]); } } function exitRelaxationMode() { if (!isInRelaxationMode) { return; } isInRelaxationMode = false; if (relaxationMode) { relaxationMode.destroy(); relaxationMode = null; } // Resume normal zen breathing for (var i = 0; i < zenBreathingOrbs.length; i++) { zenBreathingOrbs[i].startBreathing(); } } // Create zen breathing orbs system with enhanced tranquility var zenBreathingOrbs = []; function createZenBreathingOrbs() { var orbCount = 12; // More orbs for deeper zen atmosphere for (var i = 0; i < orbCount; i++) { var orb = new ZenBreathingOrb(); orb.x = 150 + Math.random() * 1748; // Wider distribution orb.y = 350 + Math.random() * 2032; // Cover more area zenBreathingOrbs.push(orb); game.addChild(orb); orb.startBreathing(); // Add gentle rotation for extra mesmerizing effect tween(orb, { rotation: orb.rotation + Math.PI * 2 }, { duration: 30000 + Math.random() * 20000, // Very slow rotation easing: tween.linear, onFinish: function onFinish() { // Continue rotating indefinitely tween(orb, { rotation: orb.rotation + Math.PI * 2 }, { duration: 30000, easing: tween.linear }); } }); } } // Initialize zen breathing orbs createZenBreathingOrbs(); // CHAOS VARIABLES var chaoticDog = null; var chaoticBullets = []; var chaosPortals = []; var chaosMode = false; var chaosTimer = 0; var screenShakeIntensity = 0; var randomEventTimer = 0; var insanityLevel = 0; var colorChaos = false; var explosionQueue = []; // FEVER DREAM VARIABLES var realityDistortionLevel = 0; var psychedelicColorPhase = 0; var timeDistortion = 1; var dreamSequenceActive = false; var hallucinationTimer = 0; var colorShiftIntensity = 0; var perspectiveWarping = false; var dreamParticles = []; var realityGlitches = []; var psychedelicTrails = []; // Create chaotic dog with gun chaoticDog = new ChaoticDogWithGun(); chaoticDog.x = 300; chaoticDog.y = 800; game.addChild(chaoticDog); // Create chaos portals for (var i = 0; i < 3; i++) { var portal = new ChaosPortal(); portal.x = 200 + i * 600; portal.y = 400 + Math.random() * 200; chaosPortals.push(portal); game.addChild(portal); } // Create tutorial text in the empty center-left area var tutorialPanel = new TutorialText(); tutorialPanel.x = 400; // Center-left position to avoid overlapping with other UI tutorialPanel.y = 900; // Middle height position game.addChild(tutorialPanel); // Create breathing guide for ultimate relaxation var breathingGuide = new BreathingGuide(); breathingGuide.x = 1024; breathingGuide.y = 800; game.addChild(breathingGuide); breathingGuide.startBreathingGuide(); // Soothing waves system var soothingWaves = []; function createSoothingWave() { var wave = new SoothingWave(); wave.x = Math.random() * 2048; wave.y = 1200 + Math.random() * 800; soothingWaves.push(wave); game.addChild(wave); wave.startWave(); } // Relaxing affirmations system var affirmationTimer = 0; function showRelaxingAffirmation() { var affirmation = new RelaxingAffirmation(); affirmation.x = 1024; affirmation.y = 600 + Math.random() * 400; game.addChild(affirmation); affirmation.showAffirmation(); } // Create floating stars system var floatingStars = []; function createFloatingStars() { var starCount = 20; for (var i = 0; i < starCount; i++) { var star = new FloatingStar(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; floatingStars.push(star); game.addChild(star); star.startTwinkle(); } } // Zen background color wave effect var zenColorWave = 0; var zenColors = [0x8B4B9C, // Original purple 0x9370DB, // Medium slate blue 0x7B68EE, // Medium slate blue 0x6A5ACD, // Slate blue 0x8A2BE2 // Blue violet ]; var currentZenColorIndex = 0; function updateZenBackgroundWave() { zenColorWave += 0.008; // Very slow transition for zen feeling // Use seasonal theme colors if available var currentTheme = seasonalThemes[seasonalThemeIndex]; var activeZenColors = currentTheme ? currentTheme.bgColors : zenColors; // Transition between zen colors very slowly if (zenColorWave >= Math.PI * 2) { zenColorWave = 0; currentZenColorIndex = (currentZenColorIndex + 1) % activeZenColors.length; } var nextColorIndex = (currentZenColorIndex + 1) % activeZenColors.length; var currentColor = activeZenColors[currentZenColorIndex]; var nextColor = activeZenColors[nextColorIndex]; // Smooth transition between colors var transition = (Math.sin(zenColorWave) + 1) * 0.5; var currentRed = currentColor >> 16 & 0xFF; var currentGreen = currentColor >> 8 & 0xFF; var currentBlue = currentColor & 0xFF; var nextRed = nextColor >> 16 & 0xFF; var nextGreen = nextColor >> 8 & 0xFF; var nextBlue = nextColor & 0xFF; var red = Math.floor(currentRed + (nextRed - currentRed) * transition); var green = Math.floor(currentGreen + (nextGreen - currentGreen) * transition); var blue = Math.floor(currentBlue + (nextBlue - currentBlue) * transition); var finalColor = red << 16 | green << 8 | blue; game.setBackgroundColor(finalColor); } // Initialize floating stars createFloatingStars(); // Initial UI update updateUI(); // Start peaceful background music LK.playMusic('peacefulBgMusic'); // Touch controls for scrolling game.down = function (x, y, obj) { if (x > 1550) { // Adjust for new upgrade container position isDragging = true; lastTouchY = y; } }; game.up = function (x, y, obj) { isDragging = false; }; game.move = function (x, y, obj) { if (isDragging && x > 1550) { // Adjust for new upgrade container position var deltaY = y - lastTouchY; scrollY = Math.max(0, Math.min(maxScroll, scrollY - deltaY)); upgradeContainer.y = 350 - scrollY; lastTouchY = y; } }; game.update = function () { // Update time played var currentTime = Date.now(); timePlayed += (currentTime - gameStartTime) / 1000; gameStartTime = currentTime; // Track clicks per second if (currentTime - lastSecondTime >= 1000) { var currentCPS = clicksInLastSecond; if (currentCPS > highestCPS) { highestCPS = currentCPS; } clicksInLastSecond = 0; lastSecondTime = currentTime; } // Update active boosts updateBoostMultiplier(); // Auto-clicker logic autoClickTimer++; if (autoClickTimer >= 60) { // Every second at 60 FPS var autoBoost = activeBoosts.auto ? activeBoosts.auto.multiplier : 1; var allBoost = activeBoosts.all ? activeBoosts.all.multiplier : 1; var autoPoints = pointsPerSecond * prestigeMultiplier * autoBoost * allBoost; points += autoPoints; totalPointsEarned += autoPoints; autoClickTimer = 0; updateAchievements(); updateUI(); if (pointsPerSecond > 0) { saveGame(); } } // Update boost buttons for (var i = 0; i < boostButtons.length; i++) { boostButtons[i].updateDisplay(); } // Update clicker features updateClickPowerUps(); // Update combo timer if (comboTimer > 0) { comboTimer--; if (comboTimer <= 0 && comboCount > 1) { // Combo ended, reset comboCount = 0; comboMultiplier = 1; } } // Increase critical chance based on upgrades and combo criticalChance = 0.05 + totalUpgradesPurchased * 0.001 + comboCount * 0.002; criticalChance = Math.min(criticalChance, 0.5); // Cap at 50% // Update stress level and relaxation systems calculateStressLevel(); updateSeasonalTheme(); // Create stress relief effects when needed if (LK.ticks % (180 - relaxationIntensity * 30) === 0) { // More frequent when stressed createStressReliefEffect(); } // Update zen master achievement (low stress for 5 minutes) if (stressLevel < 30) { mindfulnessAchievements[1].current++; if (mindfulnessAchievements[1].current >= 300) { // 5 minutes storage.zen_master = mindfulnessAchievements[1].current; } } else { mindfulnessAchievements[1].current = 0; // Reset if stress gets high } // Update zen background wave effect updateZenBackgroundWave(); // Update zen breathing orbs for (var i = 0; i < zenBreathingOrbs.length; i++) { zenBreathingOrbs[i].update(); } // Regenerate particles that go off screen for (var i = floatingParticles.length - 1; i >= 0; i--) { var particle = floatingParticles[i]; if (particle.x < -100 || particle.x > 2148 || particle.y < -100 || particle.y > 2832) { particle.destroy(); floatingParticles.splice(i, 1); // Create new particle to replace it var newParticle = new FloatingParticle(); newParticle.x = Math.random() * 2048; newParticle.y = Math.random() * 2732; floatingParticles.push(newParticle); game.addChild(newParticle); newParticle.startFloat(); } } // Regenerate stars that drift off screen for (var i = floatingStars.length - 1; i >= 0; i--) { var star = floatingStars[i]; // Stars wrap around automatically in their update, so no need to recreate } // Create gentle zen particles around summer instead of rainbow burst if (LK.ticks % 240 === 0) { // Every 4 seconds - slower for more zen feeling for (var i = 0; i < 3; i++) { var zenParticle = new FloatingParticle(); zenParticle.x = summer.x + (Math.random() - 0.5) * 300; zenParticle.y = summer.y + (Math.random() - 0.5) * 300; // Apply zen colors to particles var zenParticleColors = [0xE6E6FA, 0xF0F8FF, 0x98FB98, 0x87CEEB, 0xFFE4B5]; zenParticle.attachedGraphics = zenParticle.children[0]; if (zenParticle.attachedGraphics) { zenParticle.attachedGraphics.tint = zenParticleColors[Math.floor(Math.random() * zenParticleColors.length)]; zenParticle.attachedGraphics.alpha = 0.2; } floatingParticles.push(zenParticle); game.addChild(zenParticle); zenParticle.startFloat(); } } // Add gentle sparkles around the main play area if (LK.ticks % 120 === 0) { // Every 2 seconds var sparkle = new ClickEffect(); sparkle.x = 400 + Math.random() * 800; sparkle.y = 1200 + Math.random() * 600; game.addChild(sparkle); sparkle.animate(); } // Create meditation bubbles periodically if (LK.ticks % 300 === 0) { // Every 5 seconds createMeditationBubbles(); } // Create soothing waves periodically for ultimate relaxation if (LK.ticks % 240 === 0) { // Every 4 seconds createSoothingWave(); } // Show peaceful affirmations periodically affirmationTimer++; if (affirmationTimer >= 1800) { // Every 30 seconds showRelaxingAffirmation(); affirmationTimer = 0; } // Ambient sound cycling for deep relaxation if (LK.ticks % 900 === 0) { // Every 15 seconds var ambientSounds = ['windChimes', 'gentleWaves', 'softRain']; var randomSound = ambientSounds[Math.floor(Math.random() * ambientSounds.length)]; if (relaxationPreferences.meditationSoundEnabled) { LK.getSound(randomSound).play(); } } // Switch to deeper meditation music occasionally if (LK.ticks % 3600 === 0) { // Every minute if (Math.random() < 0.3) { // 30% chance LK.playMusic('tibetanBowls', { fade: { start: 0, end: 0.2, duration: 2000 } }); } } // Update meditation bubbles for (var i = meditationBubbles.length - 1; i >= 0; i--) { var bubble = meditationBubbles[i]; if (bubble.y < -100) { bubble.destroy(); meditationBubbles.splice(i, 1); } } // Update relaxation mode if (isInRelaxationMode && relaxationMode) { relaxationMode.update(); } // CHAOS UPDATES if (chaoticDog) { chaoticDog.update(); } // Update chaotic bullets for (var i = chaoticBullets.length - 1; i >= 0; i--) { var bullet = chaoticBullets[i]; bullet.update(); if (bullet.life <= 0) { chaoticBullets.splice(i, 1); } } // Update chaos portals for (var i = 0; i < chaosPortals.length; i++) { chaosPortals[i].update(); } // Screen shake effect if (screenShakeIntensity > 0) { game.x = (Math.random() - 0.5) * screenShakeIntensity; game.y = (Math.random() - 0.5) * screenShakeIntensity; screenShakeIntensity *= 0.9; if (screenShakeIntensity < 0.1) { screenShakeIntensity = 0; game.x = 0; game.y = 0; } } // Random chaos events randomEventTimer++; if (randomEventTimer >= 60) { // Every second now - MORE CHAOS randomEventTimer = 0; var randomEvent = Math.floor(Math.random() * 12); // More random events switch (randomEvent) { case 0: // Color chaos colorChaos = !colorChaos; if (colorChaos) { var randomColor = Math.floor(Math.random() * 0xFFFFFF); game.setBackgroundColor(randomColor); } break; case 1: // Spawn explosion at random location var randomExplosion = new ExplodingClickEffect(); randomExplosion.x = Math.random() * 2048; randomExplosion.y = Math.random() * 2732; game.addChild(randomExplosion); break; case 2: // Make dog go crazy if (chaoticDog) { chaoticDog.craziness = 20; chaoticDog.startChaos(); } break; case 3: // Flash random color var flashColor = Math.floor(Math.random() * 0xFFFFFF); LK.effects.flashScreen(flashColor, 300); break; case 4: // Multiply points randomly var multiplier = 1 + Math.random() * 10; points *= multiplier; break; case 5: // Teleport all upgrade buttons randomly for (var i = 0; i < upgradeButtons.length; i++) { tween(upgradeButtons[i], { x: (Math.random() - 0.5) * 800, y: upgradeButtons[i].y + (Math.random() - 0.5) * 500 }, { duration: 1000, easing: tween.bounceOut }); } break; case 6: // Make everything giant then tiny var elements = [pointsDisplay, perSecondDisplay, prestigeDisplay]; for (var i = 0; i < elements.length; i++) { var element = elements[i]; if (element && _typeof(element) === 'object') { tween(element, { scaleX: 3, scaleY: 3 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { tween(element, { scaleX: 0.5, scaleY: 0.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(element, { scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.bounceOut }); } }); } }); } } break; case 7: // Spawn mega chaos portal var megaPortal = new MegaChaosPortal(); megaPortal.x = Math.random() * 2048; megaPortal.y = Math.random() * 2732; game.addChild(megaPortal); break; case 8: // Make dog spin wildly tween(summer, { rotation: summer.rotation + Math.PI * 10 }, { duration: 2000, easing: tween.elasticOut }); break; case 9: // Random tint everything var randomTint = Math.floor(Math.random() * 0xFFFFFF); summer.tint = randomTint; for (var i = 0; i < upgradeButtons.length; i++) { upgradeButtons[i].tint = Math.floor(Math.random() * 0xFFFFFF); } break; case 10: // Shake everything violently screenShakeIntensity = 50; break; case 11: // Spawn 50 explosions everywhere for (var i = 0; i < 50; i++) { var crazyExplosion = new ExplodingClickEffect(); crazyExplosion.x = Math.random() * 2048; crazyExplosion.y = Math.random() * 2732; game.addChild(crazyExplosion); } break; } } // Chaos mode effects if (chaosMode) { chaosTimer++; if (chaosTimer % 10 === 0) { // Every 6 frames - MUCH MORE FREQUENT // Spawn random explosions everywhere for (var i = 0; i < 10; i++) { var chaosExplosion = new ExplodingClickEffect(); chaosExplosion.x = Math.random() * 2048; chaosExplosion.y = Math.random() * 2732; game.addChild(chaosExplosion); } // Random screen flashes var randomColor = Math.floor(Math.random() * 0xFFFFFF); LK.effects.flashScreen(randomColor, 50); // Random background colors game.setBackgroundColor(Math.floor(Math.random() * 0xFFFFFF)); // Make everything morph constantly tween(summer, { scaleX: 0.5 + Math.random() * 2, scaleY: 0.5 + Math.random() * 2, rotation: summer.rotation + (Math.random() - 0.5) * Math.PI }, { duration: 100, easing: tween.bounceOut }); // Morph upgrade container tween(upgradeContainer, { scaleX: 0.3 + Math.random() * 1.4, scaleY: 0.3 + Math.random() * 1.4, rotation: upgradeContainer.rotation + (Math.random() - 0.5) * Math.PI * 0.5 }, { duration: 150, easing: tween.elasticOut }); // Teleport dog randomly if (Math.random() < 0.3) { tween(summer, { x: 200 + Math.random() * 1600, y: 400 + Math.random() * 1800 }, { duration: 50, easing: tween.bounceOut }); } } // NEVER RESET CHAOS MODE - PERMANENT INSANITY if (chaosTimer >= 1200) { // After 20 seconds, make it even MORE chaotic chaosTimer = 0; insanityLevel += 50; // Keep increasing insanity } } // Make everything spin when insanity is high if (insanityLevel > 50) { summer.rotation += 0.1; for (var i = 0; i < upgradeButtons.length; i++) { upgradeButtons[i].rotation += 0.05; } } // EXTREME CHAOS EFFECTS if (insanityLevel > 75) { // Make ALL UI elements spin wildly pointsDisplay.rotation += 0.2; perSecondDisplay.rotation -= 0.15; prestigeDisplay.rotation += 0.1; dogParkTitle.rotation += 0.3; insanityDisplay.rotation -= 0.25; comboDisplay.rotation += 0.18; zenMeter.rotation -= 0.12; themeIndicator.rotation += 0.22; } // CHAOTIC SCALING AND MORPHING if (chaosMode) { // Make everything pulsate and morph var chaosScale = 1 + Math.sin(LK.ticks * 0.1) * 0.3; var chaosScale2 = 1 + Math.cos(LK.ticks * 0.08) * 0.2; summer.scaleX = chaosScale; summer.scaleY = chaosScale2; // Make UI elements randomly scale if (LK.ticks % 5 === 0) { tween(pointsDisplay, { scaleX: 0.5 + Math.random() * 1.5, scaleY: 0.5 + Math.random() * 1.5 }, { duration: 200, easing: tween.bounceOut }); } // Randomly move upgrade buttons if (LK.ticks % 20 === 0) { for (var i = 0; i < upgradeButtons.length; i++) { tween(upgradeButtons[i], { x: (Math.random() - 0.5) * 200, y: upgradeButtons[i].y + (Math.random() - 0.5) * 100 }, { duration: 500, easing: tween.elasticOut }); } } } // INSANITY LEVEL EFFECTS if (insanityLevel > 80) { // Make the entire upgrade container dance tween(upgradeContainer, { rotation: upgradeContainer.rotation + Math.PI * 0.1, scaleX: 0.8 + Math.random() * 0.4, scaleY: 0.8 + Math.random() * 0.4 }, { duration: 100, easing: tween.linear }); } // ULTIMATE CHAOS AT MAX INSANITY if (insanityLevel >= 100) { // Make EVERYTHING go completely insane if (LK.ticks % 10 === 0) { var elements = [pointsDisplay, perSecondDisplay, prestigeDisplay, dogParkTitle, insanityDisplay, comboDisplay, zenMeter, themeIndicator]; for (var i = 0; i < elements.length; i++) { var element = elements[i]; if (element && _typeof(element) === 'object') { tween(element, { x: element.x + (Math.random() - 0.5) * 500, y: element.y + (Math.random() - 0.5) * 300, rotation: element.rotation + (Math.random() - 0.5) * Math.PI, scaleX: 0.3 + Math.random() * 2, scaleY: 0.3 + Math.random() * 2, alpha: 0.3 + Math.random() * 0.7 }, { duration: 300, easing: tween.bounceOut }); } } } } // FEVER DREAM EFFECTS realityDistortionLevel = Math.min(200, realityDistortionLevel + 0.5); psychedelicColorPhase += 0.15; hallucinationTimer++; // Psychedelic color shifting - make everything rainbow and trippy if (realityDistortionLevel > 50) { var rainbowR = Math.floor(127 + Math.sin(psychedelicColorPhase) * 127); var rainbowG = Math.floor(127 + Math.sin(psychedelicColorPhase + Math.PI * 2 / 3) * 127); var rainbowB = Math.floor(127 + Math.sin(psychedelicColorPhase + Math.PI * 4 / 3) * 127); var psychedelicColor = rainbowR << 16 | rainbowG << 8 | rainbowB; // Make background shift through rainbow colors game.setBackgroundColor(psychedelicColor); // Make UI elements rainbow too pointsDisplay.tint = psychedelicColor; perSecondDisplay.tint = (psychedelicColor + 0x333333) % 0xFFFFFF; prestigeDisplay.tint = (psychedelicColor + 0x666666) % 0xFFFFFF; dogParkTitle.tint = (psychedelicColor + 0x999999) % 0xFFFFFF; } // Time distortion effects - make everything feel dreamlike if (realityDistortionLevel > 75) { timeDistortion = 1 + Math.sin(LK.ticks * 0.1) * 0.8; // Make everything move in slow motion or fast forward randomly if (LK.ticks % 60 === 0) { var allElements = [summer, upgradeContainer, prestigeButton, achievementContainer, boostContainer]; for (var i = 0; i < allElements.length; i++) { var element = allElements[i]; if (element && _typeof2(element) === 'object') { var timeWarp = 0.3 + Math.random() * 2; tween(element, { scaleX: element.scaleX * timeWarp, scaleY: element.scaleY * timeWarp }, { duration: 2000 + Math.random() * 3000, easing: tween.easeInOut, onFinish: function onFinish() { tween(element, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeOut }); } }); } } } } // Perspective warping - make things feel like they're bending reality if (realityDistortionLevel > 100) { perspectiveWarping = true; // Make the entire game world warp and bend var warpStrength = Math.sin(LK.ticks * 0.05) * 50; game.x = warpStrength; game.y = Math.cos(LK.ticks * 0.07) * 30; game.rotation = Math.sin(LK.ticks * 0.03) * 0.1; // Make individual elements float and drift summer.y += Math.sin(LK.ticks * 0.08) * 2; summer.x += Math.cos(LK.ticks * 0.06) * 1.5; upgradeContainer.rotation += Math.sin(LK.ticks * 0.04) * 0.02; upgradeContainer.y += Math.cos(LK.ticks * 0.09) * 3; } // Hallucination effects - spawn fake objects that fade away if (hallucinationTimer % 120 === 0 && realityDistortionLevel > 80) { // Create fake dogs that aren't real for (var i = 0; i < 3; i++) { var fakeDog = new DogPark(); fakeDog.x = Math.random() * 2048; fakeDog.y = Math.random() * 2732; fakeDog.alpha = 0.3 + Math.random() * 0.4; fakeDog.tint = Math.floor(Math.random() * 0xFFFFFF); fakeDog.scaleX = 0.5 + Math.random() * 1.5; fakeDog.scaleY = 0.5 + Math.random() * 1.5; game.addChild(fakeDog); // Make it fade away and move weirdly tween(fakeDog, { alpha: 0, x: fakeDog.x + (Math.random() - 0.5) * 500, y: fakeDog.y + (Math.random() - 0.5) * 500, rotation: fakeDog.rotation + Math.PI * 2, scaleX: fakeDog.scaleX * 2, scaleY: fakeDog.scaleY * 2 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeOut, onFinish: function onFinish() { fakeDog.destroy(); } }); } } // Dream particle effects - floating geometric shapes if (LK.ticks % 30 === 0 && realityDistortionLevel > 60) { for (var i = 0; i < 5; i++) { var dreamParticle = new FloatingParticle(); dreamParticle.x = Math.random() * 2048; dreamParticle.y = Math.random() * 2732; dreamParticle.alpha = 0.2 + Math.random() * 0.3; dreamParticle.tint = Math.floor(Math.random() * 0xFFFFFF); dreamParticle.scaleX = 0.1 + Math.random() * 0.5; dreamParticle.scaleY = 0.1 + Math.random() * 0.5; dreamParticles.push(dreamParticle); game.addChild(dreamParticle); // Make them move in impossible ways tween(dreamParticle, { x: dreamParticle.x + (Math.random() - 0.5) * 1000, y: dreamParticle.y + (Math.random() - 0.5) * 1000, rotation: dreamParticle.rotation + Math.PI * 4, scaleX: dreamParticle.scaleX * 5, scaleY: dreamParticle.scaleY * 5, alpha: 0 }, { duration: 4000 + Math.random() * 3000, easing: tween.easeInOut, onFinish: function onFinish() { dreamParticle.destroy(); } }); } } // Reality glitches - make parts of the screen "tear" and glitch if (realityDistortionLevel > 120) { if (LK.ticks % 45 === 0) { // Create glitch strips for (var i = 0; i < 8; i++) { var glitchStrip = LK.getAsset('clickEffect', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 0.5, alpha: 0.8 }); glitchStrip.x = Math.random() * 2048; glitchStrip.y = Math.random() * 2732; glitchStrip.tint = Math.floor(Math.random() * 0xFFFFFF); game.addChild(glitchStrip); // Make them glitch and disappear tween(glitchStrip, { x: glitchStrip.x + (Math.random() - 0.5) * 200, scaleY: glitchStrip.scaleY * 10, alpha: 0 }, { duration: 500 + Math.random() * 1000, easing: tween.easeOut, onFinish: function onFinish() { glitchStrip.destroy(); } }); } } } // Psychedelic trails - leave colorful trails behind moving objects if (realityDistortionLevel > 90) { if (LK.ticks % 10 === 0) { var trail = new FloatingParticle(); trail.x = summer.x; trail.y = summer.y; trail.alpha = 0.5; trail.tint = Math.floor(Math.random() * 0xFFFFFF); trail.scaleX = 0.8; trail.scaleY = 0.8; psychedelicTrails.push(trail); game.addChild(trail); tween(trail, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { trail.destroy(); } }); } } // Make numbers and text morph and change randomly if (realityDistortionLevel > 150) { if (LK.ticks % 20 === 0) { // Make point display show weird numbers var fakePoints = points + (Math.random() - 0.5) * points * 0.5; pointsDisplay.setText('Points: ' + Math.floor(fakePoints)); // Make other text elements show surreal content var surealTexts = ['Reality is melting...', 'The dog sees everything...', 'Time flows backwards...', 'You are the click...', 'Numbers have feelings...', 'The void barks back...']; if (Math.random() < 0.3) { dogParkTitle.setText(surealTexts[Math.floor(Math.random() * surealTexts.length)]); } } } // Dream sequence activation - everything becomes ethereal if (realityDistortionLevel > 180) { if (!dreamSequenceActive) { dreamSequenceActive = true; // Make everything become transparent and floaty var allElements = [summer, upgradeContainer, prestigeButton, achievementContainer, boostContainer]; for (var i = 0; i < allElements.length; i++) { var element = allElements[i]; if (element && _typeof2(element) === 'object') { tween(element, { alpha: 0.3 + Math.random() * 0.4, scaleX: element.scaleX * (0.8 + Math.random() * 0.4), scaleY: element.scaleY * (0.8 + Math.random() * 0.4) }, { duration: 3000, easing: tween.easeInOut }); } } } // Make everything float and phase in and out of existence if (LK.ticks % 60 === 0) { var elements = [pointsDisplay, perSecondDisplay, prestigeDisplay, dogParkTitle, insanityDisplay]; for (var i = 0; i < elements.length; i++) { var element = elements[i]; if (element && _typeof2(element) === 'object') { tween(element, { alpha: 0.1 + Math.random() * 0.9, y: element.y + (Math.random() - 0.5) * 100, rotation: element.rotation + (Math.random() - 0.5) * Math.PI * 0.5 }, { duration: 2000 + Math.random() * 2000, easing: tween.easeInOut }); } } } } // Random teleportation of main dog if (Math.random() < 0.01) { // 1% chance per frame summer.x = 500 + Math.random() * 1000; summer.y = 800 + Math.random() * 800; LK.effects.flashScreen(0x00FFFF, 200); } // Save periodically if (LK.ticks % 300 === 0) { // Every 5 seconds saveGame(); } };
===================================================================
--- original.js
+++ change.js
@@ -726,8 +726,101 @@
megaExplosion.y = Math.random() * 2732;
game.addChild(megaExplosion);
}
}
+ // FEVER DREAM CLICK EFFECTS
+ realityDistortionLevel += 2;
+ // Make click create reality ripples
+ if (realityDistortionLevel > 50) {
+ for (var i = 0; i < 8; i++) {
+ var realityRipple = new ZenRipple();
+ realityRipple.x = x + (Math.random() - 0.5) * 200;
+ realityRipple.y = y + (Math.random() - 0.5) * 200;
+ realityRipple.tint = Math.floor(Math.random() * 0xFFFFFF);
+ realityRipple.scaleX = 0.1 + Math.random() * 0.3;
+ realityRipple.scaleY = 0.1 + Math.random() * 0.3;
+ game.addChild(realityRipple);
+ realityRipple.animate();
+ }
+ }
+ // Make clicking warp space-time
+ if (realityDistortionLevel > 100) {
+ // Create space-time distortion
+ var distortionRadius = 300;
+ var distortionStrength = 50;
+ // Make everything near the click warp and bend
+ var nearbyElements = [summer, upgradeContainer, prestigeButton];
+ for (var i = 0; i < nearbyElements.length; i++) {
+ var element = nearbyElements[i];
+ if (element && _typeof2(element) === 'object') {
+ var distance = Math.sqrt(Math.pow(element.x - x, 2) + Math.pow(element.y - y, 2));
+ if (distance < distortionRadius) {
+ var warpStrength = (distortionRadius - distance) / distortionRadius * distortionStrength;
+ tween(element, {
+ x: element.x + (Math.random() - 0.5) * warpStrength,
+ y: element.y + (Math.random() - 0.5) * warpStrength,
+ rotation: element.rotation + (Math.random() - 0.5) * Math.PI * 0.2,
+ scaleX: element.scaleX * (1 + (Math.random() - 0.5) * 0.3),
+ scaleY: element.scaleY * (1 + (Math.random() - 0.5) * 0.3)
+ }, {
+ duration: 800 + Math.random() * 1200,
+ easing: tween.elasticOut
+ });
+ }
+ }
+ }
+ }
+ // Psychedelic click response - make the dog phase between dimensions
+ if (realityDistortionLevel > 75) {
+ tween(self, {
+ alpha: 0.3,
+ tint: Math.floor(Math.random() * 0xFFFFFF),
+ scaleX: self.scaleX * (1.5 + Math.random()),
+ scaleY: self.scaleY * (1.5 + Math.random())
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(self, {
+ alpha: 1,
+ tint: Math.floor(Math.random() * 0xFFFFFF),
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 500,
+ easing: tween.bounceOut
+ });
+ }
+ });
+ }
+ // Make clicking create impossible geometry
+ if (realityDistortionLevel > 120) {
+ for (var i = 0; i < 5; i++) {
+ var impossibleShape = new FloatingParticle();
+ impossibleShape.x = x;
+ impossibleShape.y = y;
+ impossibleShape.tint = Math.floor(Math.random() * 0xFFFFFF);
+ impossibleShape.alpha = 0.7;
+ impossibleShape.scaleX = 0.2;
+ impossibleShape.scaleY = 0.2;
+ game.addChild(impossibleShape);
+ // Make it move in impossible ways
+ tween(impossibleShape, {
+ x: impossibleShape.x + Math.sin(i) * 400,
+ y: impossibleShape.y + Math.cos(i) * 400,
+ rotation: impossibleShape.rotation + Math.PI * 4,
+ scaleX: 3,
+ scaleY: 3,
+ alpha: 0
+ }, {
+ duration: 2000 + Math.random() * 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ impossibleShape.destroy();
+ }
+ });
+ }
+ }
// CHAOTIC CLICK EFFECTS
if (chaosMode) {
// Make the dog bounce insanely
tween(self, {
@@ -1163,14 +1256,24 @@
};
self.updateBreathingText = function () {
var cycle = Math.floor(self.breathingCycle / 240); // 4 second cycles at 60fps
var phase = cycle % 2;
+ // Add psychedelic breathing messages
+ var psychedelicMessages = ['Breathe in the cosmos...', 'Exhale your reality...', 'The universe breathes through you...', 'Your breath bends space-time...', 'Feel the quantum air...', 'Breathe in impossible colors...'];
if (phase === 0) {
- breathingText.setText('Breathe In...');
- breathingText.tint = 0x98FB98;
+ if (realityDistortionLevel > 80) {
+ breathingText.setText(psychedelicMessages[Math.floor(Math.random() * psychedelicMessages.length)]);
+ } else {
+ breathingText.setText('Breathe In...');
+ }
+ breathingText.tint = realityDistortionLevel > 50 ? Math.floor(Math.random() * 0xFFFFFF) : 0x98FB98;
} else {
- breathingText.setText('Breathe Out...');
- breathingText.tint = 0x87CEEB;
+ if (realityDistortionLevel > 80) {
+ breathingText.setText(psychedelicMessages[Math.floor(Math.random() * psychedelicMessages.length)]);
+ } else {
+ breathingText.setText('Breathe Out...');
+ }
+ breathingText.tint = realityDistortionLevel > 50 ? Math.floor(Math.random() * 0xFFFFFF) : 0x87CEEB;
}
};
self.update = function () {
self.breathingCycle += 1;
@@ -1581,8 +1684,16 @@
/****
* Game Code
****/
// Game state variables
+function _typeof2(o) {
+ "@babel/helpers - typeof";
+ return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof2(o);
+}
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -2118,59 +2229,49 @@
} else if (upgrade.type === 'auto') {
pointsPerSecond += upgrade.owned * upgrade.power;
}
}
-// UI Elements - Organic, curved layout inspired by nature
-var mainUIContainer = new Container();
-mainUIContainer.x = 1024;
-mainUIContainer.y = 200;
-game.addChild(mainUIContainer);
-// Create curved points display with organic feel
-var pointsDisplay = new Text2('♦ ' + Math.floor(points), {
- size: 52,
- fill: 0xFFE4B5
+// UI Elements - Compacted and repositioned to avoid overlap
+var pointsDisplay = new Text2('Points: ' + Math.floor(points), {
+ size: 60,
+ fill: 0xFFFFFF
});
-pointsDisplay.anchor.set(0.5, 0.5);
-pointsDisplay.x = 0;
-pointsDisplay.y = 0;
-mainUIContainer.addChild(pointsDisplay);
-// Create floating per-second display
+pointsDisplay.anchor.set(0.5, 0);
+LK.gui.top.addChild(pointsDisplay);
var displayPerSecond = pointsPerSecond; // Track the displayed value for animation
-var perSecondDisplay = new Text2('⚡ ' + displayPerSecond + '/sec', {
- size: 36,
- fill: 0x98FB98
+var perSecondDisplay = new Text2('Per Second: ' + displayPerSecond, {
+ size: 45,
+ fill: 0xFFFF00
});
-perSecondDisplay.anchor.set(0.5, 0.5);
-perSecondDisplay.x = -150;
-perSecondDisplay.y = 60;
-mainUIContainer.addChild(perSecondDisplay);
-// Curved title display with unique styling
-var dogParkTitle = new Text2('🐕 CHAOTIC MADNESS 🐕', {
- size: 42,
- fill: 0xFF6B35
+perSecondDisplay.anchor.set(0.5, 0);
+perSecondDisplay.y = 70;
+LK.gui.top.addChild(perSecondDisplay);
+// Dog Park title - moved to top center to avoid overlapping with game assets
+var dogParkTitle = new Text2('CHAOTIC DOG MADNESS!!!', {
+ size: 50,
+ fill: 0xFF0000
});
-dogParkTitle.anchor.set(0.5, 0.5);
-dogParkTitle.x = 0;
-dogParkTitle.y = -80;
-mainUIContainer.addChild(dogParkTitle);
-// Floating insanity meter with organic positioning
-var insanityDisplay = new Text2('🌪️ CHAOS: 0%', {
- size: 28,
- fill: 0xFF1493
+dogParkTitle.anchor.set(0.5, 0);
+dogParkTitle.x = -100;
+dogParkTitle.y = 120;
+LK.gui.top.addChild(dogParkTitle);
+// Insanity meter
+var insanityDisplay = new Text2('INSANITY: 0%', {
+ size: 30,
+ fill: 0xFF00FF
});
-insanityDisplay.anchor.set(0.5, 0.5);
-insanityDisplay.x = 200;
-insanityDisplay.y = 40;
-mainUIContainer.addChild(insanityDisplay);
-// Prestige display with unique symbol
-var prestigeDisplay = new Text2('👑 Level ' + prestigeLevel + ' (' + prestigeMultiplier.toFixed(1) + 'x)', {
- size: 34,
- fill: 0xFFD700
+insanityDisplay.anchor.set(0, 0);
+insanityDisplay.x = 120;
+insanityDisplay.y = 320;
+LK.gui.topLeft.addChild(insanityDisplay);
+// Prestige display
+var prestigeDisplay = new Text2('Prestige Level: ' + prestigeLevel + ' (x' + prestigeMultiplier.toFixed(1) + ')', {
+ size: 40,
+ fill: 0xffd700
});
-prestigeDisplay.anchor.set(0.5, 0.5);
-prestigeDisplay.x = 0;
-prestigeDisplay.y = 120;
-mainUIContainer.addChild(prestigeDisplay);
+prestigeDisplay.anchor.set(0.5, 0);
+prestigeDisplay.y = 175;
+LK.gui.top.addChild(prestigeDisplay);
// Prestige button
var prestigeButton = new PrestigeButton();
prestigeButton.x = 400;
prestigeButton.y = 1700;
@@ -2207,87 +2308,76 @@
statsPanel.x = 1024;
statsPanel.y = 1366;
statsPanel.alpha = 0;
game.addChild(statsPanel);
-// Right UI cluster with organic, curved arrangement
-var rightUIContainer = new Container();
-rightUIContainer.x = 1800;
-rightUIContainer.y = 900;
-game.addChild(rightUIContainer);
-// Statistics button with scroll symbol
-var statsButton = new Text2('📊 Stats', {
- size: 28,
- fill: 0xDDA0DD
+// Statistics button
+var statsButton = new Text2('STATS', {
+ size: 30,
+ fill: 0xFFFFFF
});
-statsButton.anchor.set(0.5, 0.5);
-statsButton.x = 0;
-statsButton.y = 0;
+statsButton.anchor.set(1, 0);
+statsButton.x = -10;
+statsButton.y = 220;
var showingStats = false;
-rightUIContainer.addChild(statsButton);
-// Relaxation mode button with zen symbol
-var relaxButton = new Text2('🧘 Zen Mode', {
- size: 28,
- fill: 0x87CEEB
+LK.gui.topRight.addChild(statsButton);
+// Relaxation mode button
+var relaxButton = new Text2('RELAX', {
+ size: 30,
+ fill: 0xE6E6FA
});
-relaxButton.anchor.set(0.5, 0.5);
-relaxButton.x = -30;
-relaxButton.y = 60;
-rightUIContainer.addChild(relaxButton);
+relaxButton.anchor.set(1, 0);
+relaxButton.x = -10;
+relaxButton.y = 260;
+LK.gui.topRight.addChild(relaxButton);
relaxButton.down = function (x, y, obj) {
if (!isInRelaxationMode) {
enterRelaxationMode();
}
};
-// Stress level indicator with nature symbol
-var zenMeter = new Text2('🌸 Peace: 100%', {
- size: 26,
+// Stress level indicator (zen meter)
+var zenMeter = new Text2('Zen: 100%', {
+ size: 27,
fill: 0x98FB98
});
-zenMeter.anchor.set(0.5, 0.5);
-zenMeter.x = 40;
-zenMeter.y = 120;
-rightUIContainer.addChild(zenMeter);
-// Left UI cluster with organic arrangement
-var leftUIContainer = new Container();
-leftUIContainer.x = 200;
-leftUIContainer.y = 800;
-game.addChild(leftUIContainer);
-// Combo display with fire symbol
-var comboDisplay = new Text2('🔥 Chain: 0x', {
- size: 30,
- fill: 0xFF8C00
+zenMeter.anchor.set(1, 0);
+zenMeter.x = -10;
+zenMeter.y = 300;
+LK.gui.topRight.addChild(zenMeter);
+// Combo display
+var comboDisplay = new Text2('Combo: 0x', {
+ size: 32,
+ fill: 0xFFD700
});
-comboDisplay.anchor.set(0.5, 0.5);
-comboDisplay.x = 0;
-comboDisplay.y = 0;
-leftUIContainer.addChild(comboDisplay);
-// Critical stats with lightning symbol
-var criticalStatsDisplay = new Text2('⚡ Crits: 0', {
- size: 26,
- fill: 0x00FFFF
+comboDisplay.anchor.set(0, 0);
+comboDisplay.x = 120;
+comboDisplay.y = 220;
+LK.gui.topLeft.addChild(comboDisplay);
+// Critical stats display
+var criticalStatsDisplay = new Text2('Criticals: 0', {
+ size: 25,
+ fill: 0xFF6B35
});
-criticalStatsDisplay.anchor.set(0.5, 0.5);
-criticalStatsDisplay.x = -20;
-criticalStatsDisplay.y = 50;
-leftUIContainer.addChild(criticalStatsDisplay);
-// Max combo with trophy symbol
-var maxComboDisplay = new Text2('🏆 Best: 0x', {
- size: 24,
- fill: 0xFFE4B5
+criticalStatsDisplay.anchor.set(0, 0);
+criticalStatsDisplay.x = 120;
+criticalStatsDisplay.y = 260;
+LK.gui.topLeft.addChild(criticalStatsDisplay);
+// Max combo display
+var maxComboDisplay = new Text2('Best Combo: 0x', {
+ size: 23,
+ fill: 0xFFFFFF
});
-maxComboDisplay.anchor.set(0.5, 0.5);
-maxComboDisplay.x = 30;
-maxComboDisplay.y = 100;
-leftUIContainer.addChild(maxComboDisplay);
-// Seasonal theme indicator with organic leaf design
-var themeIndicator = new Text2('🍃 Spring Awakening', {
- size: 26,
+maxComboDisplay.anchor.set(0, 0);
+maxComboDisplay.x = 120;
+maxComboDisplay.y = 290;
+LK.gui.topLeft.addChild(maxComboDisplay);
+// Seasonal theme indicator
+var themeIndicator = new Text2('Spring Awakening', {
+ size: 24,
fill: 0xE6E6FA
});
-themeIndicator.anchor.set(0.5, 0.5);
-themeIndicator.x = 0;
-themeIndicator.y = 200;
-mainUIContainer.addChild(themeIndicator);
+themeIndicator.anchor.set(0.5, 0);
+themeIndicator.y = 220;
+LK.gui.top.addChild(themeIndicator);
// Main summer (the dog)
var summer = game.addChild(new DogPark());
summer.x = 1024; // Center horizontally
summer.y = 1200; // Better vertical position
@@ -2295,34 +2385,19 @@
summer.updateSkin();
// Start relaxing animations for the main character
summer.startGentleBreathing();
summer.startGentleFloat();
-// Create organic upgrade tree container
+// Create scrollable upgrade container
var upgradeContainer = new Container();
-upgradeContainer.x = 1450; // Adjusted position for organic layout
-upgradeContainer.y = 400;
+upgradeContainer.x = 1650; // Move even further to the right edge
+upgradeContainer.y = 350;
game.addChild(upgradeContainer);
-// Create upgrade tree background
-var upgradeTreeBg = LK.getAsset('statisticsPanel', {
- anchorX: 0.5,
- anchorY: 0,
- alpha: 0.3,
- scaleX: 0.6,
- scaleY: 3.5
-});
-upgradeTreeBg.tint = 0x2F4F2F;
-upgradeContainer.addChild(upgradeTreeBg);
-// Upgrade buttons arranged in organic tree pattern
+// Upgrade buttons
var upgradeButtons = [];
for (var i = 0; i < upgrades.length; i++) {
var button = new UpgradeButton(upgrades[i]);
- // Create organic spiral pattern instead of straight line
- var angle = i * 0.3 % (Math.PI * 2);
- var radius = 20 + i * 2;
- var spiralX = Math.cos(angle) * (radius * 0.3);
- var spiralY = i * 120;
- button.x = spiralX;
- button.y = spiralY;
+ button.x = 0;
+ button.y = i * 140;
upgradeButtons.push(button);
upgradeContainer.addChild(button);
}
// Scroll variables
@@ -2332,51 +2407,46 @@
var isDragging = false;
// Auto-clicker timer
var autoClickTimer = 0;
function updateUI() {
- // Update main UI with organic symbols and styling
- pointsDisplay.setText('♦ ' + Math.floor(points));
- prestigeDisplay.setText('👑 Level ' + prestigeLevel + ' (' + prestigeMultiplier.toFixed(1) + 'x)');
- // Update combo display with fire intensity
+ pointsDisplay.setText('Points: ' + Math.floor(points));
+ prestigeDisplay.setText('Prestige Level: ' + prestigeLevel + ' (x' + prestigeMultiplier.toFixed(1) + ')');
+ // Update combo display
if (comboCount > 1) {
- var fireSymbol = comboCount >= 25 ? '🔥🔥🔥' : comboCount >= 10 ? '🔥🔥' : '🔥';
- comboDisplay.setText(fireSymbol + ' Chain: ' + comboCount + 'x (' + comboMultiplier.toFixed(1) + 'x)');
- comboDisplay.tint = comboCount >= 25 ? 0xFF1493 : comboCount >= 10 ? 0xFF6B35 : 0xFF8C00;
+ comboDisplay.setText('Combo: ' + comboCount + 'x (' + comboMultiplier.toFixed(1) + 'x)');
+ comboDisplay.tint = comboCount >= 25 ? 0xFF1493 : comboCount >= 10 ? 0xFF6B35 : 0xFFD700;
} else {
- comboDisplay.setText('🔥 Chain: 0x');
- comboDisplay.tint = 0xFF8C00;
+ comboDisplay.setText('Combo: 0x');
+ comboDisplay.tint = 0xFFD700;
}
- // Update critical stats with lightning
- criticalStatsDisplay.setText('⚡ Crits: ' + totalCriticalHits);
- // Update max combo with trophy
- maxComboDisplay.setText('🏆 Best: ' + maxCombo + 'x');
- // Update zen meter with nature symbols
+ // Update critical stats
+ criticalStatsDisplay.setText('Criticals: ' + totalCriticalHits);
+ // Update max combo
+ maxComboDisplay.setText('Best Combo: ' + maxCombo + 'x');
+ // Update zen meter
var zenPercent = Math.max(0, 100 - stressLevel);
- var peaceSymbol = zenPercent > 70 ? '🌸🌸🌸' : zenPercent > 40 ? '🌸🌸' : '🌸';
- zenMeter.setText(peaceSymbol + ' Peace: ' + zenPercent + '%');
+ zenMeter.setText('Zen: ' + zenPercent + '%');
// Change zen meter color based on stress level
if (stressLevel < 30) {
zenMeter.tint = 0x98FB98; // Green - very zen
} else if (stressLevel < 60) {
zenMeter.tint = 0xFFE4B5; // Yellow - moderate
} else {
zenMeter.tint = 0xFFB6C1; // Pink - needs relaxation
}
- // Update insanity display with chaos symbols
- var chaosSymbol = insanityLevel > 80 ? '🌪️🌪️🌪️' : insanityLevel > 40 ? '🌪️🌪️' : '🌪️';
- insanityDisplay.setText(chaosSymbol + ' CHAOS: ' + Math.min(100, insanityLevel) + '%');
- insanityDisplay.tint = insanityLevel > 100 ? 0xFF0000 : 0xFF1493;
+ // Update insanity display
+ insanityDisplay.setText('INSANITY: ' + Math.min(100, insanityLevel) + '%');
+ insanityDisplay.tint = insanityLevel > 100 ? 0xFF0000 : 0xFF00FF;
// Make title flash when in chaos mode
if (chaosMode) {
dogParkTitle.tint = Math.floor(Math.random() * 0xFFFFFF);
} else {
- dogParkTitle.tint = 0xFF6B35;
+ dogParkTitle.tint = 0xFF0000;
}
- // Update seasonal theme indicator with appropriate symbols
+ // Update seasonal theme indicator
if (seasonalThemes && seasonalThemes[seasonalThemeIndex]) {
var currentTheme = seasonalThemes[seasonalThemeIndex];
- var seasonSymbol = seasonalThemeIndex === 0 ? '🌸' : seasonalThemeIndex === 1 ? '☀️' : seasonalThemeIndex === 2 ? '🍂' : '❄️';
- themeIndicator.setText(seasonSymbol + ' ' + currentTheme.name);
+ themeIndicator.setText(currentTheme.name);
themeIndicator.tint = currentTheme.colors[0];
}
// Animate per second display if value changed
var adjustedPerSecond = Math.floor(pointsPerSecond * prestigeMultiplier);
@@ -2705,8 +2775,19 @@
var randomEventTimer = 0;
var insanityLevel = 0;
var colorChaos = false;
var explosionQueue = [];
+// FEVER DREAM VARIABLES
+var realityDistortionLevel = 0;
+var psychedelicColorPhase = 0;
+var timeDistortion = 1;
+var dreamSequenceActive = false;
+var hallucinationTimer = 0;
+var colorShiftIntensity = 0;
+var perspectiveWarping = false;
+var dreamParticles = [];
+var realityGlitches = [];
+var psychedelicTrails = [];
// Create chaotic dog with gun
chaoticDog = new ChaoticDogWithGun();
chaoticDog.x = 300;
chaoticDog.y = 800;
@@ -2803,98 +2884,8 @@
game.setBackgroundColor(finalColor);
}
// Initialize floating stars
createFloatingStars();
-// Add organic floating animations to UI containers
-function startUIFloatingAnimations() {
- // Main UI gentle float
- tween(mainUIContainer, {
- y: mainUIContainer.y - 15
- }, {
- duration: 3000,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- tween(mainUIContainer, {
- y: mainUIContainer.y + 15
- }, {
- duration: 3000,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- startUIFloatingAnimations();
- }
- });
- }
- });
- // Left UI cluster sway
- tween(leftUIContainer, {
- x: leftUIContainer.x + 10,
- rotation: leftUIContainer.rotation + 0.02
- }, {
- duration: 4000,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- tween(leftUIContainer, {
- x: leftUIContainer.x - 10,
- rotation: leftUIContainer.rotation - 0.04
- }, {
- duration: 4000,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- tween(leftUIContainer, {
- x: leftUIContainer.x + 10,
- rotation: leftUIContainer.rotation + 0.02
- }, {
- duration: 4000,
- easing: tween.easeInOut
- });
- }
- });
- }
- });
- // Right UI cluster organic movement
- tween(rightUIContainer, {
- y: rightUIContainer.y + 12,
- rotation: rightUIContainer.rotation - 0.015
- }, {
- duration: 3500,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- tween(rightUIContainer, {
- y: rightUIContainer.y - 12,
- rotation: rightUIContainer.rotation + 0.03
- }, {
- duration: 3500,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- tween(rightUIContainer, {
- y: rightUIContainer.y + 12,
- rotation: rightUIContainer.rotation - 0.015
- }, {
- duration: 3500,
- easing: tween.easeInOut
- });
- }
- });
- }
- });
- // Upgrade container gentle spiral motion
- tween(upgradeContainer, {
- rotation: upgradeContainer.rotation + 0.01
- }, {
- duration: 8000,
- easing: tween.linear,
- onFinish: function onFinish() {
- tween(upgradeContainer, {
- rotation: upgradeContainer.rotation + 0.01
- }, {
- duration: 8000,
- easing: tween.linear
- });
- }
- });
-}
-// Start the organic UI animations
-startUIFloatingAnimations();
// Initial UI update
updateUI();
// Start peaceful background music
LK.playMusic('peacefulBgMusic');
@@ -3379,8 +3370,235 @@
}
}
}
}
+ // FEVER DREAM EFFECTS
+ realityDistortionLevel = Math.min(200, realityDistortionLevel + 0.5);
+ psychedelicColorPhase += 0.15;
+ hallucinationTimer++;
+ // Psychedelic color shifting - make everything rainbow and trippy
+ if (realityDistortionLevel > 50) {
+ var rainbowR = Math.floor(127 + Math.sin(psychedelicColorPhase) * 127);
+ var rainbowG = Math.floor(127 + Math.sin(psychedelicColorPhase + Math.PI * 2 / 3) * 127);
+ var rainbowB = Math.floor(127 + Math.sin(psychedelicColorPhase + Math.PI * 4 / 3) * 127);
+ var psychedelicColor = rainbowR << 16 | rainbowG << 8 | rainbowB;
+ // Make background shift through rainbow colors
+ game.setBackgroundColor(psychedelicColor);
+ // Make UI elements rainbow too
+ pointsDisplay.tint = psychedelicColor;
+ perSecondDisplay.tint = (psychedelicColor + 0x333333) % 0xFFFFFF;
+ prestigeDisplay.tint = (psychedelicColor + 0x666666) % 0xFFFFFF;
+ dogParkTitle.tint = (psychedelicColor + 0x999999) % 0xFFFFFF;
+ }
+ // Time distortion effects - make everything feel dreamlike
+ if (realityDistortionLevel > 75) {
+ timeDistortion = 1 + Math.sin(LK.ticks * 0.1) * 0.8;
+ // Make everything move in slow motion or fast forward randomly
+ if (LK.ticks % 60 === 0) {
+ var allElements = [summer, upgradeContainer, prestigeButton, achievementContainer, boostContainer];
+ for (var i = 0; i < allElements.length; i++) {
+ var element = allElements[i];
+ if (element && _typeof2(element) === 'object') {
+ var timeWarp = 0.3 + Math.random() * 2;
+ tween(element, {
+ scaleX: element.scaleX * timeWarp,
+ scaleY: element.scaleY * timeWarp
+ }, {
+ duration: 2000 + Math.random() * 3000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(element, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 1000,
+ easing: tween.easeOut
+ });
+ }
+ });
+ }
+ }
+ }
+ }
+ // Perspective warping - make things feel like they're bending reality
+ if (realityDistortionLevel > 100) {
+ perspectiveWarping = true;
+ // Make the entire game world warp and bend
+ var warpStrength = Math.sin(LK.ticks * 0.05) * 50;
+ game.x = warpStrength;
+ game.y = Math.cos(LK.ticks * 0.07) * 30;
+ game.rotation = Math.sin(LK.ticks * 0.03) * 0.1;
+ // Make individual elements float and drift
+ summer.y += Math.sin(LK.ticks * 0.08) * 2;
+ summer.x += Math.cos(LK.ticks * 0.06) * 1.5;
+ upgradeContainer.rotation += Math.sin(LK.ticks * 0.04) * 0.02;
+ upgradeContainer.y += Math.cos(LK.ticks * 0.09) * 3;
+ }
+ // Hallucination effects - spawn fake objects that fade away
+ if (hallucinationTimer % 120 === 0 && realityDistortionLevel > 80) {
+ // Create fake dogs that aren't real
+ for (var i = 0; i < 3; i++) {
+ var fakeDog = new DogPark();
+ fakeDog.x = Math.random() * 2048;
+ fakeDog.y = Math.random() * 2732;
+ fakeDog.alpha = 0.3 + Math.random() * 0.4;
+ fakeDog.tint = Math.floor(Math.random() * 0xFFFFFF);
+ fakeDog.scaleX = 0.5 + Math.random() * 1.5;
+ fakeDog.scaleY = 0.5 + Math.random() * 1.5;
+ game.addChild(fakeDog);
+ // Make it fade away and move weirdly
+ tween(fakeDog, {
+ alpha: 0,
+ x: fakeDog.x + (Math.random() - 0.5) * 500,
+ y: fakeDog.y + (Math.random() - 0.5) * 500,
+ rotation: fakeDog.rotation + Math.PI * 2,
+ scaleX: fakeDog.scaleX * 2,
+ scaleY: fakeDog.scaleY * 2
+ }, {
+ duration: 3000 + Math.random() * 2000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ fakeDog.destroy();
+ }
+ });
+ }
+ }
+ // Dream particle effects - floating geometric shapes
+ if (LK.ticks % 30 === 0 && realityDistortionLevel > 60) {
+ for (var i = 0; i < 5; i++) {
+ var dreamParticle = new FloatingParticle();
+ dreamParticle.x = Math.random() * 2048;
+ dreamParticle.y = Math.random() * 2732;
+ dreamParticle.alpha = 0.2 + Math.random() * 0.3;
+ dreamParticle.tint = Math.floor(Math.random() * 0xFFFFFF);
+ dreamParticle.scaleX = 0.1 + Math.random() * 0.5;
+ dreamParticle.scaleY = 0.1 + Math.random() * 0.5;
+ dreamParticles.push(dreamParticle);
+ game.addChild(dreamParticle);
+ // Make them move in impossible ways
+ tween(dreamParticle, {
+ x: dreamParticle.x + (Math.random() - 0.5) * 1000,
+ y: dreamParticle.y + (Math.random() - 0.5) * 1000,
+ rotation: dreamParticle.rotation + Math.PI * 4,
+ scaleX: dreamParticle.scaleX * 5,
+ scaleY: dreamParticle.scaleY * 5,
+ alpha: 0
+ }, {
+ duration: 4000 + Math.random() * 3000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ dreamParticle.destroy();
+ }
+ });
+ }
+ }
+ // Reality glitches - make parts of the screen "tear" and glitch
+ if (realityDistortionLevel > 120) {
+ if (LK.ticks % 45 === 0) {
+ // Create glitch strips
+ for (var i = 0; i < 8; i++) {
+ var glitchStrip = LK.getAsset('clickEffect', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 20,
+ scaleY: 0.5,
+ alpha: 0.8
+ });
+ glitchStrip.x = Math.random() * 2048;
+ glitchStrip.y = Math.random() * 2732;
+ glitchStrip.tint = Math.floor(Math.random() * 0xFFFFFF);
+ game.addChild(glitchStrip);
+ // Make them glitch and disappear
+ tween(glitchStrip, {
+ x: glitchStrip.x + (Math.random() - 0.5) * 200,
+ scaleY: glitchStrip.scaleY * 10,
+ alpha: 0
+ }, {
+ duration: 500 + Math.random() * 1000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ glitchStrip.destroy();
+ }
+ });
+ }
+ }
+ }
+ // Psychedelic trails - leave colorful trails behind moving objects
+ if (realityDistortionLevel > 90) {
+ if (LK.ticks % 10 === 0) {
+ var trail = new FloatingParticle();
+ trail.x = summer.x;
+ trail.y = summer.y;
+ trail.alpha = 0.5;
+ trail.tint = Math.floor(Math.random() * 0xFFFFFF);
+ trail.scaleX = 0.8;
+ trail.scaleY = 0.8;
+ psychedelicTrails.push(trail);
+ game.addChild(trail);
+ tween(trail, {
+ alpha: 0,
+ scaleX: 0.3,
+ scaleY: 0.3
+ }, {
+ duration: 2000,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ trail.destroy();
+ }
+ });
+ }
+ }
+ // Make numbers and text morph and change randomly
+ if (realityDistortionLevel > 150) {
+ if (LK.ticks % 20 === 0) {
+ // Make point display show weird numbers
+ var fakePoints = points + (Math.random() - 0.5) * points * 0.5;
+ pointsDisplay.setText('Points: ' + Math.floor(fakePoints));
+ // Make other text elements show surreal content
+ var surealTexts = ['Reality is melting...', 'The dog sees everything...', 'Time flows backwards...', 'You are the click...', 'Numbers have feelings...', 'The void barks back...'];
+ if (Math.random() < 0.3) {
+ dogParkTitle.setText(surealTexts[Math.floor(Math.random() * surealTexts.length)]);
+ }
+ }
+ }
+ // Dream sequence activation - everything becomes ethereal
+ if (realityDistortionLevel > 180) {
+ if (!dreamSequenceActive) {
+ dreamSequenceActive = true;
+ // Make everything become transparent and floaty
+ var allElements = [summer, upgradeContainer, prestigeButton, achievementContainer, boostContainer];
+ for (var i = 0; i < allElements.length; i++) {
+ var element = allElements[i];
+ if (element && _typeof2(element) === 'object') {
+ tween(element, {
+ alpha: 0.3 + Math.random() * 0.4,
+ scaleX: element.scaleX * (0.8 + Math.random() * 0.4),
+ scaleY: element.scaleY * (0.8 + Math.random() * 0.4)
+ }, {
+ duration: 3000,
+ easing: tween.easeInOut
+ });
+ }
+ }
+ }
+ // Make everything float and phase in and out of existence
+ if (LK.ticks % 60 === 0) {
+ var elements = [pointsDisplay, perSecondDisplay, prestigeDisplay, dogParkTitle, insanityDisplay];
+ for (var i = 0; i < elements.length; i++) {
+ var element = elements[i];
+ if (element && _typeof2(element) === 'object') {
+ tween(element, {
+ alpha: 0.1 + Math.random() * 0.9,
+ y: element.y + (Math.random() - 0.5) * 100,
+ rotation: element.rotation + (Math.random() - 0.5) * Math.PI * 0.5
+ }, {
+ duration: 2000 + Math.random() * 2000,
+ easing: tween.easeInOut
+ });
+ }
+ }
+ }
+ }
// Random teleportation of main dog
if (Math.random() < 0.01) {
// 1% chance per frame
summer.x = 500 + Math.random() * 1000;