User prompt
Añade sprites de personaje para hombres osea para el género hombre
User prompt
Has que dependiendo de si eres mujer o hombre tengas un sprite de personaje o otro ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has que dependiendo de tu personaje tengas más o menos probabilidad de ser contratado en trabajos ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ahora has la opción de personalizar el personaje canviando de sprite
User prompt
Has que dependiendo si eres hombre o mujer tu interés amoroso tenga una a en el final osea sea compañera de gimnasio y si eres mujer compañero de gimnasio
User prompt
Has que el jugador pueda morir por tener muy baja felicidad y muy mala salud ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Es que sea difícil volver a la normalidad después de seleccionar la opción de vagabundo que sea después de tener un millón de pesos o dólares ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has opciones de ser vagabundo en el menú de extras para jugar como vagabundo ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Separa las opciones Delos datos del jugador ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Rre as el menú para que sea más bonito
User prompt
Añade la opción de comprar carros ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ayuda no funciona hacer sonidos ni tu :(
User prompt
Ordena las opciones por ejemplo comer en una sección dentro de extra hacer ejercicio también pertenencia también y asi ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has que las opciones de comer y hacer ejercicios estén en extras, opciones de vida ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Añade un sistema de años donde la edad máxima sean 150 años y la mínima sea de 1 y dependa de cuánto te alimentes que comas y la salud del personaje ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Añade la opción de ver pertenencias seleccionar que casa vas a comprar comprar carros, anillos, PlayStations, y más ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Añade más trabajos y probabilidades dependiendo de cuánto te paguen de que te contraten ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has una opción de vender lo que tienes buscar casa y tener hijos y padres ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has que los eventos especiales tengan muy baja probabilidad de aparecer ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Añade un botón cuando empiezas el juego para extras osea mas opciones ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Añade eventos especiales que tengan probabilidad de aparecer por ejemplo que alguien te quiera contratar y darte 5500 por mes y cosas así ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Añade opción de apostar donde tengas probabilidad de ganar y perder dinero ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Has que después del menú de idiomas te pregunten que genero eres, hombre , mujer. Si eres hombre tengas novia y si eres mujer un novio ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'moneyDisplay.labelText.setText(getText('money') + ": $" + playerMoney);' Line Number: 317
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var currentLanguage = storage.get('language') || 'english';' Line Number: 88 ↪💡 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 ChoiceButton = Container.expand(function (text, action) {
var self = Container.call(this);
// Add shadow layer
var buttonShadow = self.attachAsset('choiceButtonShadow', {
anchorX: 0.5,
anchorY: 0.5
});
buttonShadow.alpha = 0.3;
buttonShadow.x = 5;
buttonShadow.y = 5;
// Add main button background
var buttonBg = self.attachAsset('choiceButton', {
anchorX: 0.5,
anchorY: 0.5
});
// Add subtle glow effect
var buttonGlow = self.attachAsset('choiceButtonHover', {
anchorX: 0.5,
anchorY: 0.5
});
buttonGlow.alpha = 0;
buttonGlow.scaleX = 1.05;
buttonGlow.scaleY = 1.05;
var buttonText = new Text2(text, {
size: 45,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.action = action;
// Add hover effect
self.move = function (x, y, obj) {
tween(buttonGlow, {
alpha: 0.2
}, {
duration: 200
});
};
self.down = function (x, y, obj) {
try {
LK.getSound('buttonClick').play();
} catch (e) {
console.log("Sound error:", e);
}
// Enhanced press animation
tween(buttonBg, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
tween(buttonShadow, {
x: 2,
y: 2,
alpha: 0.5
}, {
duration: 100
});
tween(buttonGlow, {
alpha: 0.4,
scaleX: 1.02,
scaleY: 1.02
}, {
duration: 100
});
if (self.action) {
self.action();
}
};
self.up = function (x, y, obj) {
tween(buttonBg, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
tween(buttonShadow, {
x: 5,
y: 5,
alpha: 0.3
}, {
duration: 100
});
tween(buttonGlow, {
alpha: 0,
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 200
});
};
return self;
});
var StatDisplay = Container.expand(function (label, value, color) {
var self = Container.call(this);
// Add glow background
var statGlow = self.attachAsset('statBarGlow', {
anchorX: 0,
anchorY: 0
});
statGlow.tint = color || 0x34495e;
statGlow.alpha = 0.3;
statGlow.x = -10;
statGlow.y = -5;
var statBg = self.attachAsset('statBar', {
anchorX: 0,
anchorY: 0
});
statBg.tint = color || 0x34495e;
// Add subtle inner glow
var innerGlow = self.attachAsset('statBar', {
anchorX: 0,
anchorY: 0
});
innerGlow.tint = 0xffffff;
innerGlow.alpha = 0.1;
innerGlow.scaleX = 0.98;
innerGlow.scaleY = 0.85;
innerGlow.x = 15;
innerGlow.y = 6;
var labelText = new Text2(label + ": $" + value, {
size: 40,
fill: 0xFFFFFF
});
labelText.anchor.set(0, 0.5);
labelText.x = 20;
labelText.y = 40;
self.addChild(labelText);
self.labelText = labelText; // Expose labelText property
self.updateValue = function (newValue, prefix) {
labelText.setText(label + ": " + (prefix || "$") + newValue);
// Add subtle pulse animation on value update
tween(statBg, {
scaleX: 1.05,
scaleY: 1.1
}, {
duration: 150,
onComplete: function onComplete() {
tween(statBg, {
scaleX: 1,
scaleY: 1
}, {
duration: 150
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a252f
});
/****
* Game Code
****/
// Sound playing wrapper function
function playSound(soundId) {
try {
var sound = LK.getSound(soundId);
if (sound && sound.play) {
sound.play();
}
} catch (e) {
console.log("Could not play sound:", soundId, e);
}
}
// Language and game state variables
var currentLanguage = storage.language || 'english';
var playerGender = storage.gender || null;
var showingLanguageMenu = true;
var showingGenderMenu = false;
var playerMoney = 1000;
var isHomeless = storage.isHomeless || false;
var playerJob = "Unemployed";
var playerSalary = 0;
var playerHappiness = 50;
var playerRelationship = "Single";
var playerAge = storage.playerAge || 22;
var playerHealth = storage.playerHealth || 100;
var playerNutrition = storage.playerNutrition || 50;
var maxAge = 150;
var minAge = 1;
var monthsUnemployed = 0;
var dayCounter = 1;
var currentScene = "main";
var playerHouse = storage.playerHouse || false;
var playerChildren = storage.playerChildren || 0;
var monthlyChildExpenses = storage.monthlyChildExpenses || 0;
var playerBelongings = storage.playerBelongings || {};
// Initialize character sprite based on gender if not already customized
var currentCharacterSprite = storage.characterSprite;
if (!currentCharacterSprite) {
if (storage.gender === 'male') {
currentCharacterSprite = 'businessCharacterSprite';
} else if (storage.gender === 'female') {
currentCharacterSprite = 'artisticCharacterSprite';
} else {
currentCharacterSprite = 'basicCharacterSprite';
}
storage.characterSprite = currentCharacterSprite;
}
var characterDisplay = null;
// Available items to purchase
var shopItems = [{
id: "economy_car",
nameKey: "economyCarName",
price: 8000,
happiness: 20,
description: "Reliable economy car"
}, {
id: "luxury_car",
nameKey: "luxuryCarName",
price: 25000,
happiness: 40,
description: "High-end luxury vehicle"
}, {
id: "sports_car",
nameKey: "sportsCarName",
price: 35000,
happiness: 50,
description: "Fast sports car"
}, {
id: "suv",
nameKey: "suvName",
price: 18000,
happiness: 30,
description: "Family SUV"
}, {
id: "motorcycle",
nameKey: "motorcycleName",
price: 5000,
happiness: 25,
description: "Speedy motorcycle"
}, {
id: "ring",
nameKey: "ringName",
price: 3000,
happiness: 15,
description: "An elegant diamond ring"
}, {
id: "playstation",
nameKey: "playstationName",
price: 500,
happiness: 20,
description: "Latest gaming console"
}, {
id: "laptop",
nameKey: "laptopName",
price: 2000,
happiness: 25,
description: "High-end gaming laptop"
}, {
id: "watch",
nameKey: "watchName",
price: 5000,
happiness: 18,
description: "Luxury timepiece"
}, {
id: "bike",
nameKey: "bikeName",
price: 800,
happiness: 12,
description: "Mountain bike for adventures"
}];
// Translations
var translations = {
english: {
title: "Life Simulator: Rise to Success",
selectLanguage: "Select Language / Seleccionar Idioma",
english: "English",
spanish: "Español",
selectGender: "Select your gender:",
male: "Male",
female: "Female",
girlfriend: "Girlfriend",
boyfriend: "Boyfriend",
money: "Money",
job: "Job",
happiness: "Happiness",
relationship: "Relationship",
unemployed: "Unemployed",
single: "Single",
welcome: "Welcome to your adult life! You're starting with $1000. What's your first move?",
dayText: "Day",
whatToDo: ": What would you like to do today?",
lookForJob: "Look for a job",
goOnDate: "Go on a date",
gamble: "Go gambling",
restAtHome: "Rest at home (+10 happiness)",
workExtra: "Work extra hours (+money)",
availableJobs: "Available job opportunities:",
goBack: "Go back",
congratsJob: "Congratulations! You got the job as ",
noJob: "Sorry, you didn't get the job. Better luck next time!",
needJobFirst: "You need a job first!",
"continue": "Continue",
askOut: "Ask them out ($100)",
justFriends: "Just be friends",
notEnoughMoney: "You don't have enough money for a proper date!",
wonderfulTime: "Great! You had a wonderful time together!",
dateNotWell: "The date didn't go well. Maybe next time!",
friendlyChat: "You had a nice friendly conversation!",
payday: "Payday! You received $",
gameOver: "You've run out of money and can't find work. You're forced to move back with your parents. Game Over!",
youWin: "Congratulations! You've achieved financial stability, happiness, and love. You've won at life!",
dating: "Dating ",
gamblingMenu: "Choose your gambling option:",
lottery: "Buy lottery ticket ($50)",
casino: "Go to casino ($100)",
sportsBet: "Sports betting ($75)",
gamblingWin: "Congratulations! You won $",
gamblingLose: "You lost your bet. Better luck next time!",
notEnoughMoneyGamble: "You don't have enough money to gamble!",
specialEventTitle: "Special Opportunity!",
headhunterOffer: "A headhunter contacts you with an exclusive job offer paying $5500/month! Do you accept?",
acceptOffer: "Accept the offer",
declineOffer: "Decline politely",
jobOfferAccepted: "Congratulations! You accepted the high-paying position!",
jobOfferDeclined: "You politely declined the offer. Maybe next time!",
inheritanceMoney: "You received an unexpected inheritance of $3000 from a distant relative!",
scholarshipOffer: "You've been offered a scholarship worth $2500! This will boost your qualifications.",
businessOpportunity: "A friend offers you a chance to invest $1000 in their startup. It could pay off big!",
investInBusiness: "Invest in the business",
skipInvestment: "Skip the investment",
businessSuccess: "Great news! Your investment paid off! You received $2500 back!",
businessFailure: "Unfortunately, the business failed and you lost your investment.",
celebrityEncounter: "You helped a celebrity and they gave you $800 as a thank you!",
contestWin: "You won a local contest and received $1200 in prize money!",
extras: "Extras",
sellItems: "Sell your belongings",
findHouse: "Look for a house",
haveChildren: "Have children",
visitParents: "Visit parents",
lifeOptions: "Life Options",
sellItemsDesc: "Sell what you own to get money",
findHouseDesc: "Search for a place to live",
haveChildrenDesc: "Start a family",
visitParentsDesc: "Spend time with family",
soldBelongings: "You sold your belongings for $",
boughtHouse: "Congratulations! You bought a house for $",
notEnoughForHouse: "You don't have enough money for a house!",
hadChild: "Congratulations! You had a child! Happiness +20, Monthly expenses +$300",
needPartnerForChild: "You need a partner to have children!",
visitedParents: "You had a wonderful time with your parents! Happiness +15",
housePrice: "8000",
childExpenses: "300",
viewBelongings: "View belongings",
viewBelongingsDesc: "See what you own and buy new items",
belongingsTitle: "Your Belongings & Shopping",
buyItem: "Buy",
alreadyOwn: "Already owned",
cannotAfford: "Cannot afford",
purchaseSuccess: "You bought a ",
economyCarName: "Economy Car",
luxuryCarName: "Luxury Car",
sportsCarName: "Sports Car",
suvName: "Family SUV",
motorcycleName: "Motorcycle",
ringName: "Diamond Ring",
playstationName: "PlayStation 5",
laptopName: "Gaming Laptop",
watchName: "Luxury Watch",
bikeName: "Mountain Bike",
age: "Age",
health: "Health",
nutrition: "Nutrition",
eatHealthy: "Eat healthy food (+20 nutrition, +5 health)",
eatJunk: "Eat junk food (+5 nutrition, -2 health)",
exercise: "Exercise (+10 health, +5 happiness)",
rest: "Get medical checkup (+15 health)",
ageAdvanced: "Happy Birthday! You are now",
yearsOld: "years old",
diedOfAge: "You lived a full life and passed away peacefully at age",
diedOfHealth: "Your poor health caught up with you. You passed away at age",
gameOverAge: "Game Over - You have reached the end of your natural life.",
gameOverHealth: "Game Over - Your health deteriorated beyond recovery.",
homelessMode: "Homeless Mode",
startHomeless: "Start as homeless",
survivalOptions: "Survival options",
searchFood: "Search for food in dumpsters",
askMoney: "Ask for money on the street",
sleepShelter: "Sleep in shelter",
tempWork: "Look for temporary work",
socialHelp: "Try to get social help",
customizeCharacter: "Customize character",
characterCustomization: "Character Customization",
selectCharacterSprite: "Select your character appearance:",
basicCharacter: "Basic Character",
businessCharacter: "Business Person",
casualCharacter: "Casual Person",
artisticCharacter: "Artistic Person",
sportCharacter: "Athletic Person",
maleExecutive: "Executive Man",
maleCasual: "Casual Man",
maleWorker: "Working Man",
maleAthletic: "Athletic Man",
characterChanged: "Your character appearance has been updated!"
},
spanish: {
title: "Simulador de Vida: Camino al Éxito",
selectLanguage: "Select Language / Seleccionar Idioma",
english: "English",
spanish: "Español",
selectGender: "Selecciona tu género:",
male: "Hombre",
female: "Mujer",
girlfriend: "Novia",
boyfriend: "Novio",
money: "Dinero",
job: "Trabajo",
happiness: "Felicidad",
relationship: "Relación",
unemployed: "Desempleado",
single: "Soltero",
welcome: "¡Bienvenido a tu vida adulta! Empiezas con $1000. ¿Cuál es tu primer movimiento?",
dayText: "Día",
whatToDo: ": ¿Qué te gustaría hacer hoy?",
lookForJob: "Buscar trabajo",
goOnDate: "Ir a una cita",
gamble: "Ir a apostar",
restAtHome: "Descansar en casa (+10 felicidad)",
workExtra: "Trabajar horas extra (+dinero)",
availableJobs: "Oportunidades de trabajo disponibles:",
goBack: "Volver",
congratsJob: "¡Felicidades! Conseguiste el trabajo como ",
noJob: "Lo siento, no conseguiste el trabajo. ¡Mejor suerte la próxima vez!",
needJobFirst: "¡Necesitas un trabajo primero!",
"continue": "Continuar",
askOut: "Invitarla/o a salir ($100)",
justFriends: "Solo ser amigos",
notEnoughMoney: "¡No tienes suficiente dinero para una cita apropiada!",
wonderfulTime: "¡Genial! ¡Pasaron un tiempo maravilloso juntos!",
dateNotWell: "La cita no fue bien. ¡Tal vez la próxima vez!",
friendlyChat: "¡Tuviste una conversación amistosa agradable!",
payday: "¡Día de pago! Recibiste $",
gameOver: "Te quedaste sin dinero y no puedes encontrar trabajo. Te ves obligado a regresar con tus padres. ¡Fin del juego!",
youWin: "¡Felicidades! Has logrado estabilidad financiera, felicidad y amor. ¡Has ganado en la vida!",
dating: "Saliendo con ",
gamblingMenu: "Elige tu opción de apuesta:",
lottery: "Comprar boleto de lotería ($50)",
casino: "Ir al casino ($100)",
sportsBet: "Apuestas deportivas ($75)",
gamblingWin: "¡Felicidades! Ganaste $",
gamblingLose: "Perdiste tu apuesta. ¡Mejor suerte la próxima vez!",
notEnoughMoneyGamble: "¡No tienes suficiente dinero para apostar!",
specialEventTitle: "¡Oportunidad Especial!",
headhunterOffer: "¡Un cazatalentos te contacta con una oferta de trabajo exclusiva que paga $5500/mes! ¿Aceptas?",
acceptOffer: "Aceptar la oferta",
declineOffer: "Declinar cortésmente",
jobOfferAccepted: "¡Felicidades! Aceptaste el puesto bien remunerado!",
jobOfferDeclined: "Declinaste cortésmente la oferta. ¡Tal vez la próxima vez!",
inheritanceMoney: "¡Recibiste una herencia inesperada de $3000 de un pariente lejano!",
scholarshipOffer: "¡Te han ofrecido una beca por valor de $2500! Esto mejorará tus calificaciones.",
businessOpportunity: "Un amigo te ofrece la oportunidad de invertir $1000 en su startup. ¡Podría dar grandes frutos!",
investInBusiness: "Invertir en el negocio",
skipInvestment: "Omitir la inversión",
businessSuccess: "¡Grandes noticias! ¡Tu inversión dio frutos! ¡Recibiste $2500 de vuelta!",
businessFailure: "Desafortunadamente, el negocio falló y perdiste tu inversión.",
celebrityEncounter: "¡Ayudaste a una celebridad y te dio $800 como agradecimiento!",
contestWin: "¡Ganaste un concurso local y recibiste $1200 en dinero del premio!",
extras: "Extras",
sellItems: "Vender tus pertenencias",
findHouse: "Buscar casa",
haveChildren: "Tener hijos",
visitParents: "Visitar padres",
lifeOptions: "Opciones de Vida",
sellItemsDesc: "Vende lo que tienes para obtener dinero",
findHouseDesc: "Busca un lugar donde vivir",
haveChildrenDesc: "Formar una familia",
visitParentsDesc: "Pasar tiempo con la familia",
soldBelongings: "Vendiste tus pertenencias por $",
boughtHouse: "¡Felicidades! Compraste una casa por $",
notEnoughForHouse: "¡No tienes suficiente dinero para una casa!",
hadChild: "¡Felicidades! Tuviste un hijo! Felicidad +20, Gastos mensuales +$300",
needPartnerForChild: "¡Necesitas una pareja para tener hijos!",
visitedParents: "¡Pasaste un tiempo maravilloso con tus padres! Felicidad +15",
housePrice: "8000",
childExpenses: "300",
viewBelongings: "Ver pertenencias",
viewBelongingsDesc: "Ve lo que tienes y compra nuevos artículos",
belongingsTitle: "Tus Pertenencias y Compras",
buyItem: "Comprar",
alreadyOwn: "Ya lo tienes",
cannotAfford: "No puedes permitirte",
purchaseSuccess: "Compraste un ",
economyCarName: "Auto Económico",
luxuryCarName: "Auto de Lujo",
sportsCarName: "Auto Deportivo",
suvName: "SUV Familiar",
motorcycleName: "Motocicleta",
ringName: "Anillo de Diamante",
playstationName: "PlayStation 5",
laptopName: "Laptop Gamer",
watchName: "Reloj de Lujo",
bikeName: "Bicicleta de Montaña",
age: "Edad",
health: "Salud",
nutrition: "Nutrición",
eatHealthy: "Comer comida saludable (+20 nutrición, +5 salud)",
eatJunk: "Comer comida chatarra (+5 nutrición, -2 salud)",
exercise: "Hacer ejercicio (+10 salud, +5 felicidad)",
rest: "Hacerse un chequeo médico (+15 salud)",
ageAdvanced: "¡Feliz Cumpleaños! Ahora tienes",
yearsOld: "años",
diedOfAge: "Viviste una vida plena y falleciste en paz a los",
diedOfHealth: "Tu mala salud te alcanzó. Falleciste a los",
gameOverAge: "Fin del Juego - Has llegado al final de tu vida natural.",
gameOverHealth: "Fin del Juego - Tu salud se deterioró sin posibilidad de recuperación.",
homelessMode: "Modo Vagabundo",
startHomeless: "Comenzar como vagabundo",
survivalOptions: "Opciones de supervivencia",
searchFood: "Buscar comida en basureros",
askMoney: "Pedir dinero en la calle",
sleepShelter: "Dormir en refugio",
tempWork: "Buscar trabajo temporal",
socialHelp: "Intentar conseguir ayuda social",
customizeCharacter: "Personalizar personaje",
characterCustomization: "Personalización del Personaje",
selectCharacterSprite: "Selecciona la apariencia de tu personaje:",
basicCharacter: "Personaje Básico",
businessCharacter: "Persona de Negocios",
casualCharacter: "Persona Casual",
artisticCharacter: "Persona Artística",
sportCharacter: "Persona Atlética",
maleExecutive: "Hombre Ejecutivo",
maleCasual: "Hombre Casual",
maleWorker: "Hombre Trabajador",
maleAthletic: "Hombre Atlético",
characterChanged: "¡La apariencia de tu personaje ha sido actualizada!"
}
};
function getText(key) {
return translations[currentLanguage][key] || key;
}
// Job data with translations and hiring probabilities
var availableJobs = [{
nameEn: "Fast Food Worker",
nameEs: "Trabajador de Comida Rápida",
salary: 1200,
requirements: "None",
happiness: -5,
hireChance: 0.85 // 85% chance - easy to get
}, {
nameEn: "Retail Associate",
nameEs: "Asociado de Ventas",
salary: 1400,
requirements: "None",
happiness: -3,
hireChance: 0.80 // 80% chance
}, {
nameEn: "Warehouse Worker",
nameEs: "Trabajador de Almacén",
salary: 1600,
requirements: "Physical Fitness",
happiness: -2,
hireChance: 0.75 // 75% chance
}, {
nameEn: "Delivery Driver",
nameEs: "Conductor de Entrega",
salary: 1800,
requirements: "Driver's License",
happiness: 2,
hireChance: 0.70 // 70% chance
}, {
nameEn: "Office Assistant",
nameEs: "Asistente de Oficina",
salary: 2000,
requirements: "High School",
happiness: 0,
hireChance: 0.65 // 65% chance
}, {
nameEn: "Customer Service Rep",
nameEs: "Representante de Servicio al Cliente",
salary: 2200,
requirements: "Communication Skills",
happiness: -1,
hireChance: 0.60 // 60% chance
}, {
nameEn: "Security Guard",
nameEs: "Guardia de Seguridad",
salary: 2400,
requirements: "Background Check",
happiness: 3,
hireChance: 0.55 // 55% chance
}, {
nameEn: "Bank Teller",
nameEs: "Cajero de Banco",
salary: 2800,
requirements: "Some Experience",
happiness: 5,
hireChance: 0.50 // 50% chance
}, {
nameEn: "Receptionist",
nameEs: "Recepcionista",
salary: 2600,
requirements: "Professional Appearance",
happiness: 4,
hireChance: 0.52 // 52% chance
}, {
nameEn: "Sales Associate",
nameEs: "Asociado de Ventas",
salary: 3000,
requirements: "Sales Experience",
happiness: 6,
hireChance: 0.45 // 45% chance
}, {
nameEn: "Administrative Assistant",
nameEs: "Asistente Administrativo",
salary: 3200,
requirements: "Office Skills",
happiness: 7,
hireChance: 0.42 // 42% chance
}, {
nameEn: "Bookkeeper",
nameEs: "Tenedor de Libros",
salary: 3500,
requirements: "Accounting Knowledge",
happiness: 8,
hireChance: 0.38 // 38% chance
}, {
nameEn: "Manager",
nameEs: "Gerente",
salary: 4200,
requirements: "Leadership Experience",
happiness: 10,
hireChance: 0.35 // 35% chance
}, {
nameEn: "Marketing Specialist",
nameEs: "Especialista en Marketing",
salary: 4500,
requirements: "Marketing Degree",
happiness: 12,
hireChance: 0.32 // 32% chance
}, {
nameEn: "Accountant",
nameEs: "Contador",
salary: 4800,
requirements: "Accounting Degree",
happiness: 11,
hireChance: 0.30 // 30% chance
}, {
nameEn: "Software Developer",
nameEs: "Desarrollador de Software",
salary: 5000,
requirements: "College Degree",
happiness: 15,
hireChance: 0.28 // 28% chance
}, {
nameEn: "Project Manager",
nameEs: "Gerente de Proyecto",
salary: 5500,
requirements: "Management Experience",
happiness: 13,
hireChance: 0.25 // 25% chance
}, {
nameEn: "Senior Developer",
nameEs: "Desarrollador Senior",
salary: 6000,
requirements: "5+ Years Experience",
happiness: 18,
hireChance: 0.22 // 22% chance
}, {
nameEn: "Data Analyst",
nameEs: "Analista de Datos",
salary: 5800,
requirements: "Statistics Knowledge",
happiness: 16,
hireChance: 0.24 // 24% chance
}, {
nameEn: "Engineering Manager",
nameEs: "Gerente de Ingeniería",
salary: 7000,
requirements: "Engineering Degree + Leadership",
happiness: 20,
hireChance: 0.18 // 18% chance
}, {
nameEn: "Senior Manager",
nameEs: "Gerente Senior",
salary: 7500,
requirements: "MBA + Experience",
happiness: 22,
hireChance: 0.15 // 15% chance
}, {
nameEn: "Director",
nameEs: "Director",
salary: 8500,
requirements: "Executive Experience",
happiness: 25,
hireChance: 0.12 // 12% chance
}, {
nameEn: "VP of Operations",
nameEs: "VP de Operaciones",
salary: 10000,
requirements: "Senior Leadership",
happiness: 28,
hireChance: 0.08 // 8% chance
}, {
nameEn: "CEO",
nameEs: "Director Ejecutivo",
salary: 15000,
requirements: "Extensive Leadership",
happiness: 35,
hireChance: 0.05 // 5% chance - very rare
}];
function getJobName(job) {
return currentLanguage === 'spanish' ? job.nameEs : job.nameEn;
}
var relationships = [{
nameEn: "Coffee Shop Regular",
nameEs: "Cliente Habitual del Café",
status: "Stranger",
happiness: 5
}, {
nameEn: "Gym Partner",
nameEs: "Compañero de Gimnasio",
status: "Acquaintance",
happiness: 8
}, {
nameEn: "Coworker",
nameEs: "Compañero de Trabajo",
status: "Friend",
happiness: 12
}];
function getPersonName(person) {
return currentLanguage === 'spanish' ? person.nameEs : person.nameEn;
}
// UI Elements - Enhanced with visual effects
// Add gradient background
var backgroundGradient = game.addChild(LK.getAsset('backgroundGradient', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
backgroundGradient.alpha = 0.8;
var backgroundPanel = game.addChild(LK.getAsset('backgroundPanel', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
// Add subtle animation to background
tween(backgroundPanel, {
scaleX: 1.02,
scaleY: 1.02
}, {
duration: 3000,
yoyo: true,
repeat: -1
});
// Enhanced title with background and glow
var titleBackground = game.addChild(LK.getAsset('titleBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 190
}));
titleBackground.alpha = 0.8;
var titleText = new Text2(getText('selectLanguage'), {
size: 60,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 150;
game.addChild(titleText);
// Add subtle title animation
tween(titleText, {
y: 145
}, {
duration: 2000,
yoyo: true,
repeat: -1
});
// Stats display
var moneyDisplay = game.addChild(new StatDisplay(getText('money'), playerMoney, 0x27ae60));
moneyDisplay.x = 224;
moneyDisplay.y = 250;
var jobDisplay = game.addChild(new StatDisplay(getText('job'), getText('unemployed'), 0x8e44ad));
jobDisplay.x = 224;
jobDisplay.y = 350;
jobDisplay.updateValue(getText('unemployed'), "");
var happinessDisplay = game.addChild(new StatDisplay(getText('happiness'), playerHappiness + "%", 0xf39c12));
happinessDisplay.x = 224;
happinessDisplay.y = 450;
happinessDisplay.updateValue(playerHappiness + "%", "");
var relationshipDisplay = game.addChild(new StatDisplay(getText('relationship'), getText('single'), 0xe91e63));
relationshipDisplay.x = 224;
relationshipDisplay.y = 550;
relationshipDisplay.updateValue(getText('single'), "");
// Player data displays - will be shown in separate menu
var ageDisplay = null;
var healthDisplay = null;
var nutritionDisplay = null;
// Character display
characterDisplay = game.addChild(LK.getAsset(currentCharacterSprite, {
anchorX: 0.5,
anchorY: 0.5,
x: 1650,
y: 400
}));
characterDisplay.scaleX = 0.8;
characterDisplay.scaleY = 0.8;
// Event panel - Enhanced with glow effect
var eventPanelGlow = game.addChild(LK.getAsset('eventPanelGlow', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 690
}));
eventPanelGlow.alpha = 0.4;
var eventPanel = game.addChild(LK.getAsset('eventPanel', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 700
}));
// Add subtle breathing animation to event panel
tween(eventPanel, {
scaleX: 1.01,
scaleY: 1.01
}, {
duration: 4000,
yoyo: true,
repeat: -1
});
var eventText = new Text2(getText('selectLanguage'), {
size: 42,
fill: 0xFFFFFF
});
eventText.anchor.set(0.5, 0);
eventText.x = 1024;
eventText.y = 750;
game.addChild(eventText);
// Choice buttons
var choiceButtons = [];
function clearChoices() {
for (var i = 0; i < choiceButtons.length; i++) {
choiceButtons[i].destroy();
}
choiceButtons = [];
}
function addChoice(text, action) {
var button = new ChoiceButton(text, action);
button.x = 1024;
button.y = 1200 + choiceButtons.length * 140;
// Add entrance animation
button.alpha = 0;
button.scaleX = 0.8;
button.scaleY = 0.8;
game.addChild(button);
choiceButtons.push(button);
// Animate button entrance with staggered timing
tween(button, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
delay: choiceButtons.length * 50
});
}
function showLanguageMenu() {
titleText.setText(getText('selectLanguage'));
eventText.setText(getText('selectLanguage'));
clearChoices();
addChoice(getText('english'), function () {
currentLanguage = 'english';
storage.language = 'english';
showingLanguageMenu = false;
showingGenderMenu = true;
updateUILanguage();
showGenderMenu();
});
addChoice(getText('spanish'), function () {
currentLanguage = 'spanish';
storage.language = 'spanish';
showingLanguageMenu = false;
showingGenderMenu = true;
updateUILanguage();
showGenderMenu();
});
}
function showGenderMenu() {
titleText.setText(getText('title'));
eventText.setText(getText('selectGender'));
clearChoices();
addChoice(getText('male'), function () {
playerGender = 'male';
storage.gender = 'male';
playerRelationship = getText('single');
// Set default male character sprite
currentCharacterSprite = 'businessCharacterSprite';
storage.characterSprite = 'businessCharacterSprite';
// Update character display
if (characterDisplay) {
characterDisplay.destroy();
}
characterDisplay = game.addChild(LK.getAsset(currentCharacterSprite, {
anchorX: 0.5,
anchorY: 0.5,
x: 1650,
y: 400
}));
characterDisplay.scaleX = 0.8;
characterDisplay.scaleY = 0.8;
showingGenderMenu = false;
updateUILanguage();
showMainMenu();
});
addChoice(getText('female'), function () {
playerGender = 'female';
storage.gender = 'female';
playerRelationship = getText('single');
// Set default female character sprite
currentCharacterSprite = 'artisticCharacterSprite';
storage.characterSprite = 'artisticCharacterSprite';
// Update character display
if (characterDisplay) {
characterDisplay.destroy();
}
characterDisplay = game.addChild(LK.getAsset(currentCharacterSprite, {
anchorX: 0.5,
anchorY: 0.5,
x: 1650,
y: 400
}));
characterDisplay.scaleX = 0.8;
characterDisplay.scaleY = 0.8;
showingGenderMenu = false;
updateUILanguage();
showMainMenu();
});
}
function updateUILanguage() {
titleText.setText(getText('title'));
moneyDisplay.labelText.setText(getText('money') + ": $" + playerMoney);
jobDisplay.labelText.setText(getText('job') + ": " + (playerJob === "Unemployed" ? getText('unemployed') : playerJob));
happinessDisplay.labelText.setText(getText('happiness') + ": " + playerHappiness + "%");
relationshipDisplay.labelText.setText(getText('relationship') + ": " + (playerRelationship === "Single" ? getText('single') : playerRelationship));
if (ageDisplay) ageDisplay.labelText.setText(getText('age') + ": " + playerAge);
if (healthDisplay) healthDisplay.labelText.setText(getText('health') + ": " + playerHealth + "%");
if (nutritionDisplay) nutritionDisplay.labelText.setText(getText('nutrition') + ": " + playerNutrition + "%");
}
function updateStats() {
moneyDisplay.updateValue(playerMoney);
var jobText = playerJob === "Unemployed" ? getText('unemployed') : playerJob;
jobDisplay.updateValue(jobText, "");
happinessDisplay.updateValue(playerHappiness + "%", "");
var relationshipText = playerRelationship === "Single" ? getText('single') : playerRelationship;
relationshipDisplay.updateValue(relationshipText, "");
if (ageDisplay) ageDisplay.updateValue(playerAge, "");
if (healthDisplay) healthDisplay.updateValue(playerHealth + "%", "");
if (nutritionDisplay) nutritionDisplay.updateValue(playerNutrition + "%", "");
}
function checkGameOver() {
// Check age limit
if (playerAge >= maxAge) {
eventText.setText(getText('diedOfAge') + " " + playerAge + ". " + getText('gameOverAge'));
clearChoices();
playSound('failure');
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return true;
}
// Check health
if (playerHealth <= 0) {
eventText.setText(getText('diedOfHealth') + " " + playerAge + ". " + getText('gameOverHealth'));
clearChoices();
playSound('failure');
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return true;
}
// Check happiness - death from depression/suicide
if (playerHappiness <= 0) {
eventText.setText(currentLanguage === 'spanish' ? "Tu felicidad llegó a cero. La depresión te venció y falleciste a los " + playerAge + " años. Fin del Juego - La vida sin felicidad no puede continuar." : "Your happiness reached zero. Depression overcame you and you passed away at age " + playerAge + ". Game Over - Life without happiness cannot continue.");
clearChoices();
playSound('failure');
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return true;
}
// Check combined low health and happiness - death from poor life conditions
if (playerHealth <= 10 && playerHappiness <= 10) {
eventText.setText(currentLanguage === 'spanish' ? "Tu mala salud combinada con muy baja felicidad resultó en tu muerte a los " + playerAge + " años. Fin del Juego - No pudiste mantener las condiciones básicas para vivir." : "Your poor health combined with very low happiness resulted in your death at age " + playerAge + ". Game Over - You couldn't maintain basic living conditions.");
clearChoices();
playSound('failure');
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return true;
}
if (playerMoney <= 0 && monthsUnemployed >= 3) {
eventText.setText(getText('gameOver'));
clearChoices();
playSound('failure');
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return true;
}
if (playerMoney >= 10000 && playerHappiness >= 80 && playerRelationship !== getText('single')) {
eventText.setText(getText('youWin'));
clearChoices();
playSound('success');
LK.setTimeout(function () {
LK.showYouWin();
}, 2000);
return true;
}
return false;
}
function showMainMenu() {
currentScene = "main";
eventText.setText(getText('dayText') + " " + dayCounter + getText('whatToDo'));
clearChoices();
addChoice(getText('lookForJob'), function () {
showJobSearch();
});
addChoice(getText('goOnDate'), function () {
showDating();
});
addChoice(getText('gamble'), function () {
showGambling();
});
addChoice(getText('restAtHome'), function () {
playerHappiness = Math.min(100, playerHappiness + 10);
playerMoney -= 50; // Daily expenses
advanceDay();
});
addChoice(getText('workExtra'), function () {
if (playerJob === "Unemployed") {
eventText.setText(getText('needJobFirst'));
return;
}
playerMoney += Math.floor(playerSalary * 0.3);
playerHappiness = Math.max(0, playerHappiness - 5);
playerMoney -= 50; // Daily expenses
advanceDay();
});
addChoice(getText('extras'), function () {
showExtrasMenu();
});
}
function showJobSearch() {
currentScene = "jobs";
eventText.setText(getText('availableJobs'));
clearChoices();
// Create a shuffled copy of available jobs and show random 4-6 jobs
var shuffledJobs = availableJobs.slice();
for (var i = shuffledJobs.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = shuffledJobs[i];
shuffledJobs[i] = shuffledJobs[j];
shuffledJobs[j] = temp;
}
var numJobsToShow = Math.floor(Math.random() * 3) + 4; // Show 4-6 jobs
for (var i = 0; i < Math.min(numJobsToShow, shuffledJobs.length); i++) {
var job = shuffledJobs[i];
(function (jobData) {
var chanceText = "";
if (jobData.hireChance >= 0.7) {
chanceText = currentLanguage === 'spanish' ? " (Alta probabilidad)" : " (High chance)";
} else if (jobData.hireChance >= 0.4) {
chanceText = currentLanguage === 'spanish' ? " (Probabilidad media)" : " (Medium chance)";
} else {
chanceText = currentLanguage === 'spanish' ? " (Baja probabilidad)" : " (Low chance)";
}
addChoice(getJobName(jobData) + " ($" + jobData.salary + "/month)" + chanceText, function () {
applyForJob(jobData);
});
})(job);
}
addChoice(getText('goBack'), function () {
showMainMenu();
});
}
function applyForJob(job) {
var chance = Math.random();
var actualHireChance = job.hireChance;
// Character appearance affects hiring probability
var characterModifier = 1.0;
var characterBonus = "";
switch (currentCharacterSprite) {
case 'businessCharacterSprite':
// Business appearance gives advantage for office jobs and high-paying positions
if (job.salary >= 3000) {
characterModifier = 1.3; // 30% better chance for higher-paying jobs
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia profesional impresiona al empleador." : " Your professional appearance impresses the employer.";
} else {
characterModifier = 1.1; // 10% better chance for all jobs
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia profesional ayuda." : " Your professional appearance helps.";
}
break;
case 'casualCharacterSprite':
// Casual appearance is neutral but good for customer service and retail
if (job.nameEn.includes("Customer") || job.nameEn.includes("Retail") || job.nameEn.includes("Sales")) {
characterModifier = 1.2; // 20% better for customer-facing roles
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia relajada es perfecta para este trabajo." : " Your approachable appearance is perfect for this role.";
} else {
characterModifier = 1.0; // No change
}
break;
case 'artisticCharacterSprite':
// Artistic appearance is great for creative roles but poor for traditional business
if (job.nameEn.includes("Marketing") || job.salary <= 2000) {
characterModifier = 1.25; // 25% better for creative/entry-level roles
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia creativa destaca positivamente." : " Your creative appearance stands out positively.";
} else if (job.salary >= 4000) {
characterModifier = 0.7; // 30% worse for high-paying traditional roles
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia poco convencional preocupa al empleador." : " Your unconventional appearance concerns the employer.";
} else {
characterModifier = 0.9; // 10% worse for mid-level traditional roles
}
break;
case 'sportCharacterSprite':
// Athletic appearance is great for physical jobs and security
if (job.nameEn.includes("Warehouse") || job.nameEn.includes("Security") || job.nameEn.includes("Delivery") || job.nameEn.includes("Driver")) {
characterModifier = 1.4; // 40% better for physical jobs
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia atlética es perfecta para este trabajo físico." : " Your athletic appearance is perfect for this physical job.";
} else if (job.salary >= 5000) {
characterModifier = 0.8; // 20% worse for high-level office jobs
characterBonus = currentLanguage === 'spanish' ? " El empleador prefiere una apariencia más formal." : " The employer prefers a more formal appearance.";
} else {
characterModifier = 1.0; // No change for other jobs
}
break;
case 'maleExecutiveSprite':
// Executive male appearance is excellent for high-level positions
if (job.salary >= 4000) {
characterModifier = 1.5; // 50% better chance for high-paying executive jobs
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia ejecutiva impresiona mucho al empleador." : " Your executive appearance greatly impresses the employer.";
} else if (job.salary >= 2000) {
characterModifier = 1.2; // 20% better for mid-level jobs
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia profesional es muy respetada." : " Your professional appearance is highly respected.";
} else {
characterModifier = 1.1; // Still good for entry-level
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia profesional ayuda." : " Your professional appearance helps.";
}
break;
case 'maleCasualSprite':
// Casual male appearance is good for customer service and relaxed environments
if (job.nameEn.includes("Customer") || job.nameEn.includes("Retail") || job.nameEn.includes("Sales")) {
characterModifier = 1.3; // 30% better for customer-facing roles
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia relajada y amigable es perfecta para este trabajo." : " Your relaxed and friendly appearance is perfect for this role.";
} else if (job.salary >= 5000) {
characterModifier = 0.9; // 10% worse for very high-level jobs
characterBonus = currentLanguage === 'spanish' ? " El empleador prefiere una apariencia más formal." : " The employer prefers a more formal appearance.";
} else {
characterModifier = 1.0; // Neutral for other jobs
}
break;
case 'maleWorkerSprite':
// Worker male appearance is excellent for blue-collar and physical jobs
if (job.nameEn.includes("Warehouse") || job.nameEn.includes("Security") || job.nameEn.includes("Delivery") || job.nameEn.includes("Driver") || job.salary <= 2500) {
characterModifier = 1.4; // 40% better for blue-collar jobs
characterBonus = currentLanguage === 'spanish' ? " Tu apariencia de trabajador es exactamente lo que buscan." : " Your working man appearance is exactly what they're looking for.";
} else if (job.salary >= 4000) {
characterModifier = 0.7; // 30% worse for white-collar jobs
characterBonus = currentLanguage === 'spanish' ? " El empleador busca una apariencia más corporativa." : " The employer is looking for a more corporate appearance.";
} else {
characterModifier = 1.0; // Neutral for mid-level jobs
}
break;
case 'maleAthleticSprite':
// Athletic male appearance is great for sports, security, and physical jobs
if (job.nameEn.includes("Warehouse") || job.nameEn.includes("Security") || job.nameEn.includes("Delivery") || job.nameEn.includes("Driver")) {
characterModifier = 1.45; // 45% better for physical jobs
characterBonus = currentLanguage === 'spanish' ? " Tu físico atlético es perfecto para este trabajo demandante." : " Your athletic physique is perfect for this demanding job.";
} else if (job.nameEn.includes("Customer") || job.nameEn.includes("Sales")) {
characterModifier = 1.15; // 15% better for customer roles (confidence boost)
characterBonus = currentLanguage === 'spanish' ? " Tu confianza atlética impresiona a los clientes." : " Your athletic confidence impresses customers.";
} else if (job.salary >= 5000) {
characterModifier = 0.85; // 15% worse for high-level office jobs
characterBonus = currentLanguage === 'spanish' ? " El empleador prefiere una apariencia más corporativa." : " The employer prefers a more corporate appearance.";
} else {
characterModifier = 1.0; // Neutral for other jobs
}
break;
case 'basicCharacterSprite':
default:
// Basic appearance is neutral - no modifiers
characterModifier = 1.0;
break;
}
// Apply character modifier to hire chance
actualHireChance = Math.min(0.95, actualHireChance * characterModifier); // Cap at 95%
// If player was homeless and doesn't have at least $1,000,000, make jobs nearly impossible
if (isHomeless && playerMoney < 1000000) {
actualHireChance = 0.05; // Only 5% chance for any job when homeless without million dollars
eventText.setText(currentLanguage === 'spanish' ? "El empleador nota tu historial de vagabundismo y parece reacio a contratarte. Necesitas demostrar estabilidad financiera primero." : "The employer notices your homeless background and seems reluctant to hire you. You need to prove financial stability first.");
}
// Use modified hiring probability
if (chance < actualHireChance) {
playerJob = getJobName(job);
playerSalary = job.salary;
playerHappiness += job.happiness;
monthsUnemployed = 0;
// If homeless player gets a job with million+ dollars, they can escape homelessness
if (isHomeless && playerMoney >= 1000000) {
isHomeless = false;
storage.isHomeless = false;
eventText.setText(getText('congratsJob') + getJobName(job) + "! " + (currentLanguage === 'spanish' ? "¡Tu estabilidad financiera te ha ayudado a escapar de la vida sin hogar!" : "Your financial stability has helped you escape homelessness!") + characterBonus);
} else {
eventText.setText(getText('congratsJob') + getJobName(job) + "!" + characterBonus);
}
playSound('success');
} else {
if (isHomeless && playerMoney < 1000000) {
eventText.setText(currentLanguage === 'spanish' ? "No conseguiste el trabajo. Los empleadores dudan de contratar a alguien sin hogar sin estabilidad financiera demostrada." : "You didn't get the job. Employers hesitate to hire someone homeless without proven financial stability.");
} else {
var rejectionMessage = getText('noJob');
// Add character-specific rejection feedback for negative modifiers
if (characterModifier < 1.0 && characterBonus !== "") {
rejectionMessage += characterBonus;
}
eventText.setText(rejectionMessage);
}
playSound('failure');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
}
function showGambling() {
currentScene = "gambling";
eventText.setText(getText('gamblingMenu'));
clearChoices();
// Lottery ticket option
addChoice(getText('lottery'), function () {
if (playerMoney < 50) {
eventText.setText(getText('notEnoughMoneyGamble'));
clearChoices();
addChoice(getText('goBack'), function () {
showMainMenu();
});
return;
}
playerMoney -= 50;
var chance = Math.random();
if (chance < 0.3) {
// 30% chance to win
var winAmount = Math.floor(Math.random() * 300) + 100; // Win $100-$400
playerMoney += winAmount;
playerHappiness += 15;
eventText.setText(getText('gamblingWin') + winAmount + "!");
playSound('success');
} else {
playerHappiness -= 5;
eventText.setText(getText('gamblingLose'));
playSound('failure');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
// Casino option
addChoice(getText('casino'), function () {
if (playerMoney < 100) {
eventText.setText(getText('notEnoughMoneyGamble'));
clearChoices();
addChoice(getText('goBack'), function () {
showMainMenu();
});
return;
}
playerMoney -= 100;
var chance = Math.random();
if (chance < 0.25) {
// 25% chance to win
var winAmount = Math.floor(Math.random() * 500) + 200; // Win $200-$700
playerMoney += winAmount;
playerHappiness += 20;
eventText.setText(getText('gamblingWin') + winAmount + "!");
playSound('success');
} else {
playerHappiness -= 10;
eventText.setText(getText('gamblingLose'));
playSound('failure');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
// Sports betting option
addChoice(getText('sportsBet'), function () {
if (playerMoney < 75) {
eventText.setText(getText('notEnoughMoneyGamble'));
clearChoices();
addChoice(getText('goBack'), function () {
showMainMenu();
});
return;
}
playerMoney -= 75;
var chance = Math.random();
if (chance < 0.35) {
// 35% chance to win
var winAmount = Math.floor(Math.random() * 250) + 150; // Win $150-$400
playerMoney += winAmount;
playerHappiness += 12;
eventText.setText(getText('gamblingWin') + winAmount + "!");
playSound('success');
} else {
playerHappiness -= 8;
eventText.setText(getText('gamblingLose'));
playSound('failure');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
addChoice(getText('goBack'), function () {
showMainMenu();
});
}
function showDating() {
currentScene = "dating";
var person = relationships[Math.floor(Math.random() * relationships.length)];
eventText.setText(currentLanguage === 'spanish' ? "Conoces a " + getPersonName(person) + " en un café local. ¡Parece interesante!" : "You meet " + getPersonName(person) + " at a local cafe. They seem interesting!");
clearChoices();
addChoice(getText('askOut'), function () {
if (playerMoney < 100) {
eventText.setText(getText('notEnoughMoney'));
clearChoices();
addChoice(getText('goBack'), function () {
showMainMenu();
});
return;
}
playerMoney -= 100;
var success = Math.random() > 0.4;
if (success) {
playerHappiness += person.happiness;
var relationshipTerm = playerGender === 'male' ? getText('girlfriend') : getText('boyfriend');
// Get gender-specific person name based on player gender and person type
var personName = getPersonName(person);
// For gym partner, adjust the name based on player gender
if (person.nameEn === "Gym Partner") {
if (playerGender === 'male') {
personName = currentLanguage === 'spanish' ? "Compañera de Gimnasio" : "Gym Partner";
} else {
personName = currentLanguage === 'spanish' ? "Compañero de Gimnasio" : "Gym Partner";
}
}
playerRelationship = relationshipTerm + ": " + personName;
eventText.setText(getText('wonderfulTime'));
playSound('success');
} else {
playerHappiness -= 5;
eventText.setText(getText('dateNotWell'));
playSound('failure');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
addChoice(getText('justFriends'), function () {
playerHappiness += 3;
eventText.setText(getText('friendlyChat'));
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
addChoice(getText('goBack'), function () {
showMainMenu();
});
}
function advanceDay() {
dayCounter++;
// Age advancement (every 365 days = 1 year)
if (dayCounter % 365 === 0) {
playerAge++;
storage.playerAge = playerAge;
eventText.setText(getText('ageAdvanced') + " " + playerAge + " " + getText('yearsOld') + "!");
clearChoices();
addChoice(getText('continue'), function () {
checkAgeAndHealthGameOver();
});
return;
}
// Daily health effects based on nutrition
if (playerNutrition < 30) {
playerHealth = Math.max(0, playerHealth - 0.5);
} else if (playerNutrition > 70) {
playerHealth = Math.min(100, playerHealth + 0.2);
}
// Age-related health decline
if (playerAge > 60) {
var healthDecline = (playerAge - 60) * 0.1;
playerHealth = Math.max(0, playerHealth - healthDecline);
}
// Nutrition naturally decreases over time
playerNutrition = Math.max(0, playerNutrition - 1);
// Save health and nutrition to storage
storage.playerHealth = playerHealth;
storage.playerNutrition = playerNutrition;
// Monthly salary
if (dayCounter % 30 === 0 && playerJob !== getText('unemployed')) {
var netSalary = playerSalary - monthlyChildExpenses;
playerMoney += netSalary;
var salaryText = getText('payday') + playerSalary;
if (monthlyChildExpenses > 0) {
salaryText += currentLanguage === 'spanish' ? " (Gastos de hijos: -$" + monthlyChildExpenses + ")" : " (Child expenses: -$" + monthlyChildExpenses + ")";
}
salaryText += currentLanguage === 'spanish' ? " de tu trabajo como " + playerJob : " from your job as " + playerJob;
eventText.setText(salaryText);
clearChoices();
addChoice(getText('continue'), function () {
checkDailyEvents();
});
return;
}
// Track unemployment
if (playerJob === "Unemployed") {
monthsUnemployed++;
}
// Random events (10% chance for regular events, 0.5% chance for special events)
var eventChance = Math.random();
if (eventChance < 0.005) {
showSpecialEvent();
} else if (eventChance < 0.105) {
showRandomEvent();
} else {
checkDailyEvents();
}
}
function showSpecialEvent() {
var specialEvents = [{
type: "headhunter",
chance: 0.3
}, {
type: "inheritance",
chance: 0.2
}, {
type: "scholarship",
chance: 0.2
}, {
type: "business",
chance: 0.15
}, {
type: "celebrity",
chance: 0.1
}, {
type: "contest",
chance: 0.05
}];
var eventType = specialEvents[Math.floor(Math.random() * specialEvents.length)].type;
switch (eventType) {
case "headhunter":
eventText.setText(getText('headhunterOffer'));
clearChoices();
addChoice(getText('acceptOffer'), function () {
playerJob = "Executive";
playerSalary = 5500;
playerHappiness += 25;
playerMoney += 1000; // Signing bonus
monthsUnemployed = 0;
eventText.setText(getText('jobOfferAccepted'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
addChoice(getText('declineOffer'), function () {
playerHappiness += 5; // Feel good about being selective
eventText.setText(getText('jobOfferDeclined'));
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
break;
case "inheritance":
playerMoney += 3000;
playerHappiness += 20;
eventText.setText(getText('inheritanceMoney'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
break;
case "scholarship":
playerMoney += 2500;
playerHappiness += 15;
eventText.setText(getText('scholarshipOffer'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
break;
case "business":
if (playerMoney >= 1000) {
eventText.setText(getText('businessOpportunity'));
clearChoices();
addChoice(getText('investInBusiness'), function () {
playerMoney -= 1000;
var success = Math.random() > 0.4; // 60% chance of success
if (success) {
playerMoney += 2500;
playerHappiness += 30;
eventText.setText(getText('businessSuccess'));
playSound('success');
} else {
playerHappiness -= 15;
eventText.setText(getText('businessFailure'));
playSound('failure');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
addChoice(getText('skipInvestment'), function () {
eventText.setText(getText('jobOfferDeclined'));
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
});
} else {
// Fallback to celebrity event if not enough money
playerMoney += 800;
playerHappiness += 12;
eventText.setText(getText('celebrityEncounter'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
}
break;
case "celebrity":
playerMoney += 800;
playerHappiness += 12;
eventText.setText(getText('celebrityEncounter'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
break;
case "contest":
playerMoney += 1200;
playerHappiness += 18;
eventText.setText(getText('contestWin'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50; // Daily expenses
advanceDay();
});
break;
}
}
function showRandomEvent() {
var events = [{
textEn: "You found $50 on the street!",
textEs: "¡Encontraste $50 en la calle!",
money: 50,
happiness: 5
}, {
textEn: "Your car broke down. Repair costs $300.",
textEs: "Tu auto se descompuso. Los costos de reparación son $300.",
money: -300,
happiness: -10
}, {
textEn: "You won a small lottery prize of $200!",
textEs: "¡Ganaste un pequeño premio de lotería de $200!",
money: 200,
happiness: 15
}, {
textEn: "You got sick and had to pay $150 for medicine.",
textEs: "Te enfermaste y tuviste que pagar $150 por medicina.",
money: -150,
happiness: -5
}];
var event = events[Math.floor(Math.random() * events.length)];
playerMoney = Math.max(0, playerMoney + event.money);
playerHappiness = Math.max(0, Math.min(100, playerHappiness + event.happiness));
eventText.setText(currentLanguage === 'spanish' ? event.textEs : event.textEn);
clearChoices();
addChoice(getText('continue'), function () {
checkDailyEvents();
});
}
function showExtrasMenu() {
currentScene = "extras";
eventText.setText(currentLanguage === 'spanish' ? "Opciones adicionales:" : "Additional options:");
clearChoices();
addChoice(currentLanguage === 'spanish' ? "Datos del jugador" : "Player data", function () {
showPlayerDataMenu();
});
addChoice(currentLanguage === 'spanish' ? "Ver estadísticas detalladas" : "View detailed stats", function () {
showDetailedStats();
});
addChoice(currentLanguage === 'spanish' ? "Configurar dificultad" : "Configure difficulty", function () {
showDifficultySettings();
});
addChoice(getText('customizeCharacter'), function () {
showCharacterCustomization();
});
addChoice(currentLanguage === 'spanish' ? "Modo vagabundo" : "Homeless mode", function () {
showHomelessModeMenu();
});
addChoice(currentLanguage === 'spanish' ? "Reiniciar juego" : "Reset game", function () {
resetGame();
});
addChoice(getText('lifeOptions'), function () {
showLifeOptionsMenu();
});
addChoice(getText('goBack'), function () {
showMainMenu();
});
}
function showPlayerDataMenu() {
currentScene = "playerData";
eventText.setText(currentLanguage === 'spanish' ? "Datos del Jugador:" : "Player Data:");
clearChoices();
// Create temporary displays for player data if they don't exist
if (!ageDisplay) {
ageDisplay = game.addChild(new StatDisplay(getText('age'), playerAge, 0x9b59b6));
ageDisplay.x = 224;
ageDisplay.y = 650;
ageDisplay.updateValue(playerAge, "");
}
if (!healthDisplay) {
healthDisplay = game.addChild(new StatDisplay(getText('health'), playerHealth + "%", 0xe74c3c));
healthDisplay.x = 224;
healthDisplay.y = 750;
healthDisplay.updateValue(playerHealth + "%", "");
}
if (!nutritionDisplay) {
nutritionDisplay = game.addChild(new StatDisplay(getText('nutrition'), playerNutrition + "%", 0x2ecc71));
nutritionDisplay.x = 224;
nutritionDisplay.y = 850;
nutritionDisplay.updateValue(playerNutrition + "%", "");
}
// Show displays
ageDisplay.alpha = 1;
healthDisplay.alpha = 1;
nutritionDisplay.alpha = 1;
addChoice(getText('goBack'), function () {
// Hide displays when going back
if (ageDisplay) ageDisplay.alpha = 0;
if (healthDisplay) healthDisplay.alpha = 0;
if (nutritionDisplay) nutritionDisplay.alpha = 0;
showExtrasMenu();
});
}
function showDetailedStats() {
var yearsLived = Math.floor((dayCounter - 1) / 365);
var daysInCurrentYear = (dayCounter - 1) % 365;
var statsText = currentLanguage === 'spanish' ? "Estadísticas detalladas:\n\nDía: " + dayCounter + "\nEdad: " + playerAge + " años\nSalud: " + Math.floor(playerHealth) + "%\nNutrición: " + Math.floor(playerNutrition) + "%\nMeses desempleado: " + monthsUnemployed + "\nAños vividos: " + yearsLived + "\nDías en el año actual: " + daysInCurrentYear : "Detailed statistics:\n\nDay: " + dayCounter + "\nAge: " + playerAge + " years\nHealth: " + Math.floor(playerHealth) + "%\nNutrition: " + Math.floor(playerNutrition) + "%\nMonths unemployed: " + monthsUnemployed + "\nYears lived: " + yearsLived + "\nDays in current year: " + daysInCurrentYear;
eventText.setText(statsText);
clearChoices();
addChoice(getText('goBack'), function () {
showExtrasMenu();
});
}
function showDifficultySettings() {
eventText.setText(currentLanguage === 'spanish' ? "Configurar dificultad del juego:" : "Configure game difficulty:");
clearChoices();
addChoice(currentLanguage === 'spanish' ? "Fácil (más dinero)" : "Easy (more money)", function () {
playerMoney += 500;
eventText.setText(currentLanguage === 'spanish' ? "Dificultad configurada a Fácil. ¡Recibiste $500 extra!" : "Difficulty set to Easy. You received $500 bonus!");
clearChoices();
addChoice(getText('continue'), function () {
showExtrasMenu();
});
});
addChoice(currentLanguage === 'spanish' ? "Difícil (menos dinero)" : "Hard (less money)", function () {
playerMoney = Math.max(0, playerMoney - 200);
playerHappiness += 10;
eventText.setText(currentLanguage === 'spanish' ? "Dificultad configurada a Difícil. Perdiste $200 pero ganaste experiencia (+10 felicidad)." : "Difficulty set to Hard. You lost $200 but gained experience (+10 happiness).");
clearChoices();
addChoice(getText('continue'), function () {
showExtrasMenu();
});
});
addChoice(getText('goBack'), function () {
showExtrasMenu();
});
}
function showLifeOptionsMenu() {
currentScene = "lifeOptions";
eventText.setText(getText('lifeOptions') + ":");
clearChoices();
// Health & Nutrition Section
addChoice(currentLanguage === 'spanish' ? "🍎 Salud y Nutrición" : "🍎 Health & Nutrition", function () {
showHealthNutritionMenu();
});
// Family & Home Section
addChoice(currentLanguage === 'spanish' ? "🏠 Familia y Hogar" : "🏠 Family & Home", function () {
showFamilyHomeMenu();
});
// Personal Items Section
addChoice(currentLanguage === 'spanish' ? "💎 Pertenencias Personales" : "💎 Personal Belongings", function () {
showPersonalItemsMenu();
});
addChoice(getText('goBack'), function () {
showExtrasMenu();
});
}
function showHealthNutritionMenu() {
currentScene = "healthNutrition";
eventText.setText(currentLanguage === 'spanish' ? "Opciones de Salud y Nutrición:" : "Health & Nutrition Options:");
clearChoices();
addChoice(getText('eatHealthy'), function () {
playerNutrition = Math.min(100, playerNutrition + 20);
playerHealth = Math.min(100, playerHealth + 5);
playerMoney -= 80; // Healthy food costs more
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
});
addChoice(getText('eatJunk'), function () {
playerNutrition = Math.min(100, playerNutrition + 5);
playerHealth = Math.max(0, playerHealth - 2);
playerMoney -= 30; // Junk food is cheaper
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
});
addChoice(getText('exercise'), function () {
playerHealth = Math.min(100, playerHealth + 10);
playerHappiness = Math.min(100, playerHappiness + 5);
playerMoney -= 40; // Gym membership or equipment costs
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
});
addChoice(getText('rest'), function () {
playerHealth = Math.min(100, playerHealth + 15);
playerMoney -= 200; // Medical checkup cost
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
});
addChoice(getText('goBack'), function () {
showLifeOptionsMenu();
});
}
function showFamilyHomeMenu() {
currentScene = "familyHome";
eventText.setText(currentLanguage === 'spanish' ? "Opciones de Familia y Hogar:" : "Family & Home Options:");
clearChoices();
addChoice(getText('findHouse'), function () {
showFindHouse();
});
addChoice(getText('haveChildren'), function () {
showHaveChildren();
});
addChoice(getText('visitParents'), function () {
showVisitParents();
});
addChoice(getText('goBack'), function () {
showLifeOptionsMenu();
});
}
function showPersonalItemsMenu() {
currentScene = "personalItems";
eventText.setText(currentLanguage === 'spanish' ? "Opciones de Pertenencias Personales:" : "Personal Belongings Options:");
clearChoices();
addChoice(getText('viewBelongings'), function () {
showBelongingsMenu();
});
addChoice(getText('sellItems'), function () {
showSellItems();
});
addChoice(getText('goBack'), function () {
showLifeOptionsMenu();
});
}
function showSellItems() {
var itemsValue = Math.floor(Math.random() * 800) + 200;
playerMoney += itemsValue;
playerHappiness -= 5;
eventText.setText(getText('soldBelongings') + itemsValue + "!");
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
}
function showFindHouse() {
var housePrice = parseInt(getText('housePrice'));
if (playerMoney >= housePrice) {
playerMoney -= housePrice;
playerHouse = true;
storage.playerHouse = true;
playerHappiness += 25;
eventText.setText(getText('boughtHouse') + housePrice + "!");
playSound('success');
} else {
eventText.setText(getText('notEnoughForHouse'));
playSound('failure');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
}
function showHaveChildren() {
if (playerRelationship === getText('single')) {
eventText.setText(getText('needPartnerForChild'));
playSound('failure');
} else {
playerChildren++;
storage.playerChildren = playerChildren;
monthlyChildExpenses += parseInt(getText('childExpenses'));
storage.monthlyChildExpenses = monthlyChildExpenses;
playerHappiness += 20;
eventText.setText(getText('hadChild'));
playSound('success');
}
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
}
function showVisitParents() {
playerHappiness += 15;
eventText.setText(getText('visitedParents'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
}
function showBelongingsMenu() {
currentScene = "belongings";
var belongingsText = getText('belongingsTitle') + ":\n\n";
// Show owned items
var ownedCount = 0;
for (var i = 0; i < shopItems.length; i++) {
var item = shopItems[i];
if (playerBelongings[item.id]) {
belongingsText += "✓ " + getText(item.nameKey) + "\n";
ownedCount++;
}
}
if (ownedCount === 0) {
belongingsText += currentLanguage === 'spanish' ? "No tienes pertenencias aún." : "You don't own any items yet.";
}
eventText.setText(belongingsText);
clearChoices();
// Show available items to buy
for (var i = 0; i < shopItems.length; i++) {
var item = shopItems[i];
(function (itemData) {
var buttonText = getText(itemData.nameKey) + " - $" + itemData.price;
var canBuy = !playerBelongings[itemData.id] && playerMoney >= itemData.price;
if (playerBelongings[itemData.id]) {
buttonText += " (" + getText('alreadyOwn') + ")";
} else if (playerMoney < itemData.price) {
buttonText += " (" + getText('cannotAfford') + ")";
}
addChoice(buttonText, function () {
if (playerBelongings[itemData.id]) {
eventText.setText(currentLanguage === 'spanish' ? "Ya tienes este artículo." : "You already own this item.");
clearChoices();
addChoice(getText('goBack'), function () {
showBelongingsMenu();
});
} else if (playerMoney < itemData.price) {
eventText.setText(currentLanguage === 'spanish' ? "No tienes suficiente dinero para comprar esto." : "You don't have enough money to buy this.");
clearChoices();
addChoice(getText('goBack'), function () {
showBelongingsMenu();
});
} else {
playerMoney -= itemData.price;
playerHappiness = Math.min(100, playerHappiness + itemData.happiness);
playerBelongings[itemData.id] = true;
storage.playerBelongings = playerBelongings;
eventText.setText(getText('purchaseSuccess') + getText(itemData.nameKey) + "! +" + itemData.happiness + " " + getText('happiness'));
playSound('success');
clearChoices();
addChoice(getText('continue'), function () {
playerMoney -= 50;
advanceDay();
});
}
});
})(item);
}
addChoice(getText('goBack'), function () {
showLifeOptionsMenu();
});
}
function resetGame() {
eventText.setText(currentLanguage === 'spanish' ? "¿Estás seguro de que quieres reiniciar el juego?" : "Are you sure you want to reset the game?");
clearChoices();
addChoice(currentLanguage === 'spanish' ? "Sí, reiniciar" : "Yes, reset", function () {
// Reset all game variables
playerMoney = 1000;
playerJob = "Unemployed";
playerSalary = 0;
playerHappiness = 50;
playerRelationship = getText('single');
playerAge = 22;
playerHealth = 100;
playerNutrition = 50;
monthsUnemployed = 0;
dayCounter = 1;
currentScene = "main";
playerHouse = false;
playerChildren = 0;
monthlyChildExpenses = 0;
playerBelongings = {};
isHomeless = false;
storage.language = currentLanguage;
storage.gender = playerGender;
storage.playerAge = 22;
storage.playerHealth = 100;
storage.playerNutrition = 50;
storage.playerHouse = false;
storage.playerChildren = 0;
storage.monthlyChildExpenses = 0;
storage.playerBelongings = {};
storage.isHomeless = false;
currentCharacterSprite = 'basicCharacterSprite';
storage.characterSprite = 'basicCharacterSprite';
// Update character display
if (characterDisplay) {
characterDisplay.destroy();
}
characterDisplay = game.addChild(LK.getAsset(currentCharacterSprite, {
anchorX: 0.5,
anchorY: 0.5,
x: 1650,
y: 400
}));
characterDisplay.scaleX = 0.8;
characterDisplay.scaleY = 0.8;
updateUILanguage();
showMainMenu();
});
addChoice(currentLanguage === 'spanish' ? "No, cancelar" : "No, cancel", function () {
showExtrasMenu();
});
}
function checkAgeAndHealthGameOver() {
updateStats();
if (checkGameOver()) {
return;
}
checkDailyEvents();
}
function showCharacterCustomization() {
currentScene = "characterCustomization";
eventText.setText(getText('selectCharacterSprite'));
clearChoices();
var characterOptions = [];
// Add appropriate character options based on gender
if (playerGender === 'male') {
characterOptions = [{
id: 'businessCharacterSprite',
nameKey: 'businessCharacter',
color: 0x2c3e50
}, {
id: 'maleExecutiveSprite',
nameKey: 'maleExecutive',
color: 0x34495e
}, {
id: 'maleCasualSprite',
nameKey: 'maleCasual',
color: 0x3498db
}, {
id: 'maleWorkerSprite',
nameKey: 'maleWorker',
color: 0x95a5a6
}, {
id: 'maleAthleticSprite',
nameKey: 'maleAthletic',
color: 0xe67e22
}, {
id: 'basicCharacterSprite',
nameKey: 'basicCharacter',
color: 0x8e44ad
}];
} else if (playerGender === 'female') {
characterOptions = [{
id: 'artisticCharacterSprite',
nameKey: 'artisticCharacter',
color: 0xe74c3c
}, {
id: 'casualCharacterSprite',
nameKey: 'casualCharacter',
color: 0x27ae60
}, {
id: 'sportCharacterSprite',
nameKey: 'sportCharacter',
color: 0xf39c12
}, {
id: 'basicCharacterSprite',
nameKey: 'basicCharacter',
color: 0x8e44ad
}];
} else {
// Default options for undefined gender
characterOptions = [{
id: 'basicCharacterSprite',
nameKey: 'basicCharacter',
color: 0x8e44ad
}, {
id: 'businessCharacterSprite',
nameKey: 'businessCharacter',
color: 0x2c3e50
}, {
id: 'casualCharacterSprite',
nameKey: 'casualCharacter',
color: 0x27ae60
}, {
id: 'artisticCharacterSprite',
nameKey: 'artisticCharacter',
color: 0xe74c3c
}, {
id: 'sportCharacterSprite',
nameKey: 'sportCharacter',
color: 0xf39c12
}];
}
for (var i = 0; i < characterOptions.length; i++) {
var character = characterOptions[i];
(function (charData) {
var isSelected = currentCharacterSprite === charData.id;
var buttonText = getText(charData.nameKey) + (isSelected ? " ✓" : "");
addChoice(buttonText, function () {
currentCharacterSprite = charData.id;
storage.characterSprite = charData.id;
// Update character display
if (characterDisplay) {
characterDisplay.destroy();
}
characterDisplay = game.addChild(LK.getAsset(currentCharacterSprite, {
anchorX: 0.5,
anchorY: 0.5,
x: 1650,
y: 400
}));
characterDisplay.scaleX = 0.8;
characterDisplay.scaleY = 0.8;
eventText.setText(getText('characterChanged'));
playSound('buttonClick');
clearChoices();
addChoice(getText('continue'), function () {
showCharacterCustomization();
});
});
})(character);
}
addChoice(getText('goBack'), function () {
showExtrasMenu();
});
}
function showHomelessModeMenu() {
currentScene = "homeless";
eventText.setText(currentLanguage === 'spanish' ? "Modo Vagabundo - Juega como una persona sin hogar:" : "Homeless Mode - Play as a homeless person:");
clearChoices();
addChoice(currentLanguage === 'spanish' ? "Comenzar como vagabundo" : "Start as homeless", function () {
// Reset player to homeless state
playerMoney = 0;
playerJob = "Unemployed";
playerSalary = 0;
playerHappiness = 20;
playerRelationship = getText('single');
playerHouse = false;
playerHealth = Math.max(30, playerHealth - 30);
playerNutrition = Math.max(10, playerNutrition - 40);
// Mark player as homeless in storage - this will make returning to normal life extremely difficult
storage.isHomeless = true;
storage.playerHouse = false;
storage.playerHealth = playerHealth;
storage.playerNutrition = playerNutrition;
eventText.setText(currentLanguage === 'spanish' ? "Ahora eres una persona sin hogar. Debes sobrevivir en las calles. Tu salud y nutrición han disminuido. ADVERTENCIA: Será extremadamente difícil volver a la vida normal." : "You are now homeless. You must survive on the streets. Your health and nutrition have decreased. WARNING: It will be extremely difficult to return to normal life.");
clearChoices();
addChoice(getText('continue'), function () {
updateStats();
showHomelessMenu();
});
});
addChoice(currentLanguage === 'spanish' ? "Opciones de supervivencia" : "Survival options", function () {
showHomelessMenu();
});
addChoice(getText('goBack'), function () {
showExtrasMenu();
});
}
function showHomelessMenu() {
currentScene = "homelessSurvival";
eventText.setText(currentLanguage === 'spanish' ? "Opciones de supervivencia en las calles:" : "Street survival options:");
clearChoices();
addChoice(currentLanguage === 'spanish' ? "Buscar comida en basureros" : "Search for food in dumpsters", function () {
var foodFound = Math.random() > 0.5;
if (foodFound) {
playerNutrition = Math.min(100, playerNutrition + 15);
playerHealth = Math.max(0, playerHealth - 5); // Risk of getting sick
playerHappiness = Math.max(0, playerHappiness - 5);
eventText.setText(currentLanguage === 'spanish' ? "Encontraste algo de comida, pero no estaba muy fresca. +15 nutrición, -5 salud, -5 felicidad." : "You found some food, but it wasn't very fresh. +15 nutrition, -5 health, -5 happiness.");
} else {
playerHappiness = Math.max(0, playerHappiness - 10);
eventText.setText(currentLanguage === 'spanish' ? "No encontraste nada útil. Tu moral está baja. -10 felicidad." : "You didn't find anything useful. Your morale is low. -10 happiness.");
}
clearChoices();
addChoice(getText('continue'), function () {
advanceDay();
});
});
addChoice(currentLanguage === 'spanish' ? "Pedir dinero en la calle" : "Ask for money on the street", function () {
var moneyReceived = Math.floor(Math.random() * 20) + 5;
playerMoney += moneyReceived;
playerHappiness = Math.max(0, playerHappiness - 3);
eventText.setText(currentLanguage === 'spanish' ? "Algunas personas te dieron algo de dinero. Recibiste $" + moneyReceived + ". -3 felicidad por la humillación." : "Some people gave you some money. You received $" + moneyReceived + ". -3 happiness from humiliation.");
clearChoices();
addChoice(getText('continue'), function () {
advanceDay();
});
});
addChoice(currentLanguage === 'spanish' ? "Dormir en refugio" : "Sleep in shelter", function () {
if (playerMoney >= 10) {
playerMoney -= 10;
playerHealth = Math.min(100, playerHealth + 10);
playerHappiness = Math.min(100, playerHappiness + 5);
eventText.setText(currentLanguage === 'spanish' ? "Pasaste la noche en un refugio. Te sientes mejor. -$10, +10 salud, +5 felicidad." : "You spent the night in a shelter. You feel better. -$10, +10 health, +5 happiness.");
} else {
playerHealth = Math.max(0, playerHealth - 15);
playerHappiness = Math.max(0, playerHappiness - 10);
eventText.setText(currentLanguage === 'spanish' ? "No tienes dinero para el refugio. Dormiste en la calle. -15 salud, -10 felicidad." : "You don't have money for shelter. You slept on the street. -15 health, -10 happiness.");
}
clearChoices();
addChoice(getText('continue'), function () {
advanceDay();
});
});
addChoice(currentLanguage === 'spanish' ? "Buscar trabajo temporal" : "Look for temporary work", function () {
var jobFound = Math.random() > 0.7; // 30% chance
if (jobFound) {
var payment = Math.floor(Math.random() * 50) + 30;
playerMoney += payment;
playerHappiness = Math.min(100, playerHappiness + 15);
playerHealth = Math.max(0, playerHealth - 5);
eventText.setText(currentLanguage === 'spanish' ? "Encontraste trabajo temporal por un día. Ganaste $" + payment + ". +15 felicidad, -5 salud por el trabajo duro." : "You found temporary work for a day. You earned $" + payment + ". +15 happiness, -5 health from hard work.");
} else {
playerHappiness = Math.max(0, playerHappiness - 8);
eventText.setText(currentLanguage === 'spanish' ? "No encontraste trabajo. La gente te rechazó. -8 felicidad." : "You didn't find work. People rejected you. -8 happiness.");
}
clearChoices();
addChoice(getText('continue'), function () {
advanceDay();
});
});
addChoice(currentLanguage === 'spanish' ? "Intentar conseguir ayuda social" : "Try to get social help", function () {
var helpReceived = Math.random() > 0.6; // 40% chance
if (helpReceived) {
playerMoney += 100;
playerHappiness = Math.min(100, playerHappiness + 20);
playerNutrition = Math.min(100, playerNutrition + 25);
eventText.setText(currentLanguage === 'spanish' ? "Recibiste ayuda de una organización benéfica. +$100, +20 felicidad, +25 nutrición." : "You received help from a charity organization. +$100, +20 happiness, +25 nutrition.");
} else {
playerHappiness = Math.max(0, playerHappiness - 5);
eventText.setText(currentLanguage === 'spanish' ? "No pudiste obtener ayuda hoy. Los recursos están limitados. -5 felicidad." : "You couldn't get help today. Resources are limited. -5 happiness.");
}
clearChoices();
addChoice(getText('continue'), function () {
advanceDay();
});
});
addChoice(getText('goBack'), function () {
showExtrasMenu();
});
}
function checkDailyEvents() {
updateStats();
if (checkGameOver()) {
return;
}
showMainMenu();
}
// Initialize the game
if (showingLanguageMenu) {
showLanguageMenu();
} else if (showingGenderMenu || playerGender === null) {
showingGenderMenu = true;
showGenderMenu();
} else {
updateUILanguage();
showMainMenu();
} ===================================================================
--- original.js
+++ change.js
@@ -403,8 +403,12 @@
businessCharacter: "Business Person",
casualCharacter: "Casual Person",
artisticCharacter: "Artistic Person",
sportCharacter: "Athletic Person",
+ maleExecutive: "Executive Man",
+ maleCasual: "Casual Man",
+ maleWorker: "Working Man",
+ maleAthletic: "Athletic Man",
characterChanged: "Your character appearance has been updated!"
},
spanish: {
title: "Simulador de Vida: Camino al Éxito",
@@ -531,8 +535,12 @@
businessCharacter: "Persona de Negocios",
casualCharacter: "Persona Casual",
artisticCharacter: "Persona Artística",
sportCharacter: "Persona Atlética",
+ maleExecutive: "Hombre Ejecutivo",
+ maleCasual: "Hombre Casual",
+ maleWorker: "Hombre Trabajador",
+ maleAthletic: "Hombre Atlético",
characterChanged: "¡La apariencia de tu personaje ha sido actualizada!"
}
};
function getText(key) {
@@ -1134,8 +1142,60 @@
} else {
characterModifier = 1.0; // No change for other jobs
}
break;
+ case 'maleExecutiveSprite':
+ // Executive male appearance is excellent for high-level positions
+ if (job.salary >= 4000) {
+ characterModifier = 1.5; // 50% better chance for high-paying executive jobs
+ characterBonus = currentLanguage === 'spanish' ? " Tu apariencia ejecutiva impresiona mucho al empleador." : " Your executive appearance greatly impresses the employer.";
+ } else if (job.salary >= 2000) {
+ characterModifier = 1.2; // 20% better for mid-level jobs
+ characterBonus = currentLanguage === 'spanish' ? " Tu apariencia profesional es muy respetada." : " Your professional appearance is highly respected.";
+ } else {
+ characterModifier = 1.1; // Still good for entry-level
+ characterBonus = currentLanguage === 'spanish' ? " Tu apariencia profesional ayuda." : " Your professional appearance helps.";
+ }
+ break;
+ case 'maleCasualSprite':
+ // Casual male appearance is good for customer service and relaxed environments
+ if (job.nameEn.includes("Customer") || job.nameEn.includes("Retail") || job.nameEn.includes("Sales")) {
+ characterModifier = 1.3; // 30% better for customer-facing roles
+ characterBonus = currentLanguage === 'spanish' ? " Tu apariencia relajada y amigable es perfecta para este trabajo." : " Your relaxed and friendly appearance is perfect for this role.";
+ } else if (job.salary >= 5000) {
+ characterModifier = 0.9; // 10% worse for very high-level jobs
+ characterBonus = currentLanguage === 'spanish' ? " El empleador prefiere una apariencia más formal." : " The employer prefers a more formal appearance.";
+ } else {
+ characterModifier = 1.0; // Neutral for other jobs
+ }
+ break;
+ case 'maleWorkerSprite':
+ // Worker male appearance is excellent for blue-collar and physical jobs
+ if (job.nameEn.includes("Warehouse") || job.nameEn.includes("Security") || job.nameEn.includes("Delivery") || job.nameEn.includes("Driver") || job.salary <= 2500) {
+ characterModifier = 1.4; // 40% better for blue-collar jobs
+ characterBonus = currentLanguage === 'spanish' ? " Tu apariencia de trabajador es exactamente lo que buscan." : " Your working man appearance is exactly what they're looking for.";
+ } else if (job.salary >= 4000) {
+ characterModifier = 0.7; // 30% worse for white-collar jobs
+ characterBonus = currentLanguage === 'spanish' ? " El empleador busca una apariencia más corporativa." : " The employer is looking for a more corporate appearance.";
+ } else {
+ characterModifier = 1.0; // Neutral for mid-level jobs
+ }
+ break;
+ case 'maleAthleticSprite':
+ // Athletic male appearance is great for sports, security, and physical jobs
+ if (job.nameEn.includes("Warehouse") || job.nameEn.includes("Security") || job.nameEn.includes("Delivery") || job.nameEn.includes("Driver")) {
+ characterModifier = 1.45; // 45% better for physical jobs
+ characterBonus = currentLanguage === 'spanish' ? " Tu físico atlético es perfecto para este trabajo demandante." : " Your athletic physique is perfect for this demanding job.";
+ } else if (job.nameEn.includes("Customer") || job.nameEn.includes("Sales")) {
+ characterModifier = 1.15; // 15% better for customer roles (confidence boost)
+ characterBonus = currentLanguage === 'spanish' ? " Tu confianza atlética impresiona a los clientes." : " Your athletic confidence impresses customers.";
+ } else if (job.salary >= 5000) {
+ characterModifier = 0.85; // 15% worse for high-level office jobs
+ characterBonus = currentLanguage === 'spanish' ? " El empleador prefiere una apariencia más corporativa." : " The employer prefers a more corporate appearance.";
+ } else {
+ characterModifier = 1.0; // Neutral for other jobs
+ }
+ break;
case 'basicCharacterSprite':
default:
// Basic appearance is neutral - no modifiers
characterModifier = 1.0;
@@ -1944,29 +2004,78 @@
function showCharacterCustomization() {
currentScene = "characterCustomization";
eventText.setText(getText('selectCharacterSprite'));
clearChoices();
- var characterOptions = [{
- id: 'basicCharacterSprite',
- nameKey: 'basicCharacter',
- color: 0x8e44ad
- }, {
- id: 'businessCharacterSprite',
- nameKey: 'businessCharacter',
- color: 0x2c3e50
- }, {
- id: 'casualCharacterSprite',
- nameKey: 'casualCharacter',
- color: 0x27ae60
- }, {
- id: 'artisticCharacterSprite',
- nameKey: 'artisticCharacter',
- color: 0xe74c3c
- }, {
- id: 'sportCharacterSprite',
- nameKey: 'sportCharacter',
- color: 0xf39c12
- }];
+ var characterOptions = [];
+ // Add appropriate character options based on gender
+ if (playerGender === 'male') {
+ characterOptions = [{
+ id: 'businessCharacterSprite',
+ nameKey: 'businessCharacter',
+ color: 0x2c3e50
+ }, {
+ id: 'maleExecutiveSprite',
+ nameKey: 'maleExecutive',
+ color: 0x34495e
+ }, {
+ id: 'maleCasualSprite',
+ nameKey: 'maleCasual',
+ color: 0x3498db
+ }, {
+ id: 'maleWorkerSprite',
+ nameKey: 'maleWorker',
+ color: 0x95a5a6
+ }, {
+ id: 'maleAthleticSprite',
+ nameKey: 'maleAthletic',
+ color: 0xe67e22
+ }, {
+ id: 'basicCharacterSprite',
+ nameKey: 'basicCharacter',
+ color: 0x8e44ad
+ }];
+ } else if (playerGender === 'female') {
+ characterOptions = [{
+ id: 'artisticCharacterSprite',
+ nameKey: 'artisticCharacter',
+ color: 0xe74c3c
+ }, {
+ id: 'casualCharacterSprite',
+ nameKey: 'casualCharacter',
+ color: 0x27ae60
+ }, {
+ id: 'sportCharacterSprite',
+ nameKey: 'sportCharacter',
+ color: 0xf39c12
+ }, {
+ id: 'basicCharacterSprite',
+ nameKey: 'basicCharacter',
+ color: 0x8e44ad
+ }];
+ } else {
+ // Default options for undefined gender
+ characterOptions = [{
+ id: 'basicCharacterSprite',
+ nameKey: 'basicCharacter',
+ color: 0x8e44ad
+ }, {
+ id: 'businessCharacterSprite',
+ nameKey: 'businessCharacter',
+ color: 0x2c3e50
+ }, {
+ id: 'casualCharacterSprite',
+ nameKey: 'casualCharacter',
+ color: 0x27ae60
+ }, {
+ id: 'artisticCharacterSprite',
+ nameKey: 'artisticCharacter',
+ color: 0xe74c3c
+ }, {
+ id: 'sportCharacterSprite',
+ nameKey: 'sportCharacter',
+ color: 0xf39c12
+ }];
+ }
for (var i = 0; i < characterOptions.length; i++) {
var character = characterOptions[i];
(function (charData) {
var isSelected = currentCharacterSprite === charData.id;
Personaje artística viendo a la cámara pixel art. In-Game asset. 2d. High contrast. No shadows
Hombre atlético mirando a la cámara pixel art. In-Game asset. 2d. High contrast. No shadows
Hombre trabajador mirando a la cámara pixel art. In-Game asset. 2d. High contrast. No shadows
Hombre ejecutivo mirando a la cámara pixel art. In-Game asset. 2d. High contrast. No shadows
Personaje hombre casual mirando a la cámara pixel art. In-Game asset. 2d. High contrast. No shadows