User prompt
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
User prompt
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
User prompt
Make this game really relaxing ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
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
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The dog isn’t called dog park. It’s called summer.
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To the Left more
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A little bit to the left
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Put it even more downward
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Put the dog a little bit downward
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Make the dog a little center and make the upgrades to go to the right
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Make sure nothing is overlapping, but it also fits on my screen
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Make every prestige multiply clicks by one
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.achievements = achievementData;' Line Number: 1040 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * 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 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 zen ripple effect var ripple = new ZenRipple(); ripple.x = self.x; ripple.y = self.y; game.addChild(ripple); ripple.animate(); var effect = new ClickEffect(); effect.x = x; effect.y = y; game.addChild(effect); effect.animate(); updateAchievements(); updateUI(); saveGame(); }; 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 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; if (phase === 0) { breathingText.setText('Breathe In...'); breathingText.tint = 0x98FB98; } else { breathingText.setText('Breathe Out...'); breathingText.tint = 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 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: 21000000000, 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('Summer Clicker', { size: 50, fill: 0x000000 }); dogParkTitle.anchor.set(0.5, 0); dogParkTitle.x = -100; dogParkTitle.y = 120; LK.gui.top.addChild(dogParkTitle); // 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 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(); // 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(); } // Save periodically if (LK.ticks % 300 === 0) { // Every 5 seconds saveGame(); } };
===================================================================
--- original.js
+++ change.js
@@ -1016,8 +1016,107 @@
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,
@@ -2255,8 +2354,13 @@
}
}
// Initialize zen breathing orbs
createZenBreathingOrbs();
+// 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;