User prompt
Move the spin asset 100 pixels to the right
User prompt
Move the spin asset 500 pixels to the right
User prompt
Make the spin asset 1.5x bigger
User prompt
Add the spin asset as a button under the upgrades button
User prompt
Move the create meme button back to its original spot
User prompt
Move the spin asset to the right by 500 pixels
User prompt
Add the spinny asset as a button and out it next to the create meme button
User prompt
Make it so when you record yourself playing one of the create video games, you get double the smount kf money you would normally get from uploaded a meme
User prompt
Add a return home button when you go into the memeory match game
User prompt
MAKE A RETURN HOME BUTTON WHEN YOU GO INTO THE CONNECT 4 GAME
User prompt
Add a new upgrade name donations
User prompt
Create a new upgrade named donation
User prompt
Make it so when the rent bare runs out, you lose half of your money
User prompt
Make it so the rent bar drains for one minute before it runs out
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween.stopTweensOf(rentBarAsset);' Line Number: 1713
User prompt
Make it so when you pay rent, the bar refills
User prompt
Now make the rent bar slowly drain to the left ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Little taller
User prompt
Make the rent bar taller
User prompt
Replace the rent bar with the girraffe asset
User prompt
Replace it with the rent assest
User prompt
Make a rent bar under the pay rent button and use the rent asset
User prompt
Use the rent asset as the rent button
User prompt
Make the pay rent button bigger
User prompt
Add a pay rent button on top of the studio background
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
money: 100,
followers: 0,
memeLevel: 1,
studioLevel: 1,
staffLevel: 0,
marketingLevel: 0,
autoEarningRate: 0,
lastPlayed: "undefined"
});
/****
* Classes
****/
var Button = Container.expand(function (text, width, height, color) {
var self = Container.call(this);
var buttonShape = self.attachAsset('button', {
width: width || 600,
height: height || 200,
color: color || 0x4CAF50,
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(text, {
size: 60,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.setText = function (newText) {
buttonText.setText(newText);
};
self.setColor = function (newColor) {
buttonShape.tint = newColor;
};
self.down = function (x, y, obj) {
tween(buttonShape, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
LK.getSound('click').play();
};
self.up = function (x, y, obj) {
tween(buttonShape, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
};
return self;
});
var Connect4Game = Container.expand(function () {
var self = Container.call(this);
// Constants
var COLS = 7;
var ROWS = 6;
var CELL_SIZE = 150;
var PLAYER_COLOR = 0xff0000;
var AI_COLOR = 0xffff00;
var BOARD_COLOR = 0x0000ff;
var EMPTY = 0;
var PLAYER = 1;
var AI = 2;
// Game state
var board = [];
var currentPlayer = PLAYER;
var gameOver = false;
var gameResult = null;
// Create board background
var boardBackground = self.attachAsset('memeCanvas', {
anchorX: 0.5,
anchorY: 0.5,
width: COLS * CELL_SIZE + 40,
height: ROWS * CELL_SIZE + 40,
color: BOARD_COLOR
});
// Initialize board data
function initBoard() {
board = [];
for (var i = 0; i < COLS; i++) {
board[i] = [];
for (var j = 0; j < ROWS; j++) {
board[i][j] = EMPTY;
}
}
currentPlayer = PLAYER;
gameOver = false;
gameResult = null;
}
// Create visual board
var cells = [];
var circles = [];
function createVisualBoard() {
// Create cell containers
for (var col = 0; col < COLS; col++) {
cells[col] = [];
circles[col] = [];
for (var row = 0; row < ROWS; row++) {
var cell = new Container();
cell.x = (col - COLS / 2 + 0.5) * CELL_SIZE;
cell.y = (row - ROWS / 2 + 0.5) * CELL_SIZE;
var cellCircle = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
width: CELL_SIZE - 20,
height: CELL_SIZE - 20,
color: 0xffffff
});
cell.addChild(cellCircle);
self.addChild(cell);
cells[col][row] = cell;
circles[col][row] = cellCircle;
}
}
}
// Create status text
var statusText = new Text2("Your turn", {
size: 60,
fill: 0xffffff
});
statusText.anchor.set(0.5, 0.5);
statusText.y = -500;
self.addChild(statusText);
// Create Return Home button
var returnHomeButton = new Button("Return Home", 400, 130, 0x9E9E9E); // Grey color
returnHomeButton.y = 750; // Position below finish button
self.addChild(returnHomeButton);
// Create finish button
var finishButton = new Button("Finish Recording", 600, 150, 0xff5555);
finishButton.y = 600;
finishButton.visible = false;
self.addChild(finishButton);
// Drop piece in column
function dropPiece(col) {
if (gameOver) {
return false;
}
// Find the first empty row
var row = ROWS - 1;
while (row >= 0 && board[col][row] !== EMPTY) {
row--;
}
// If column is full
if (row < 0) {
return false;
}
// Drop piece
board[col][row] = currentPlayer;
updateVisualBoard();
// Check for win
if (checkWin(col, row)) {
gameOver = true;
gameResult = currentPlayer;
finishButton.visible = true;
statusText.setText(currentPlayer === PLAYER ? "You win!" : "AI wins!");
return true;
}
// Check for draw
if (checkDraw()) {
gameOver = true;
gameResult = 0;
finishButton.visible = true;
statusText.setText("It's a draw!");
return true;
}
// Switch player
currentPlayer = currentPlayer === PLAYER ? AI : PLAYER;
statusText.setText(currentPlayer === PLAYER ? "Your turn" : "AI thinking...");
return true;
}
// Update the visual representation of the board
function updateVisualBoard() {
for (var col = 0; col < COLS; col++) {
for (var row = 0; row < ROWS; row++) {
if (board[col][row] === EMPTY) {
circles[col][row].tint = 0xffffff;
} else if (board[col][row] === PLAYER) {
circles[col][row].tint = PLAYER_COLOR;
} else {
circles[col][row].tint = AI_COLOR;
}
}
}
}
// Check if current player won
function checkWin(col, row) {
var player = board[col][row];
// Check horizontal
var count = 0;
for (var c = 0; c < COLS; c++) {
if (board[c][row] === player) {
count++;
if (count >= 4) {
return true;
}
} else {
count = 0;
}
}
// Check vertical
count = 0;
for (var r = 0; r < ROWS; r++) {
if (board[col][r] === player) {
count++;
if (count >= 4) {
return true;
}
} else {
count = 0;
}
}
// Check diagonal (/)
for (var c = 0; c < COLS - 3; c++) {
for (var r = 3; r < ROWS; r++) {
if (board[c][r] === player && board[c + 1][r - 1] === player && board[c + 2][r - 2] === player && board[c + 3][r - 3] === player) {
return true;
}
}
}
// Check diagonal (\)
for (var c = 0; c < COLS - 3; c++) {
for (var r = 0; r < ROWS - 3; r++) {
if (board[c][r] === player && board[c + 1][r + 1] === player && board[c + 2][r + 2] === player && board[c + 3][r + 3] === player) {
return true;
}
}
}
return false;
}
// Check if the game is a draw
function checkDraw() {
for (var col = 0; col < COLS; col++) {
if (board[col][0] === EMPTY) {
return false;
}
}
return true;
}
// AI move
function aiMove() {
// Smarter AI using minimax with alpha-beta pruning
var validColumns = [];
var scores = [];
// Get all valid columns
for (var col = 0; col < COLS; col++) {
if (board[col][0] === EMPTY) {
validColumns.push(col);
}
}
// Evaluate each possible move
for (var i = 0; i < validColumns.length; i++) {
var col = validColumns[i];
var tempBoard = copyBoard(board);
var row = dropPieceInTempBoard(tempBoard, col, AI);
// Check for immediate win
if (checkWinInBoard(tempBoard, col, row, AI)) {
// AI can win in this move, take it immediately
LK.setTimeout(function () {
dropPiece(col);
}, 1000);
return;
}
// Otherwise, evaluate this move
var score = evaluateMove(tempBoard, col, row, 4); // Look 4 moves ahead
scores.push({
col: col,
score: score
});
}
// Find best move
var bestMoves = [];
var bestScore = -Infinity;
for (var i = 0; i < scores.length; i++) {
if (scores[i].score > bestScore) {
bestScore = scores[i].score;
bestMoves = [scores[i].col];
} else if (scores[i].score === bestScore) {
bestMoves.push(scores[i].col);
}
}
// Choose randomly among best moves for some unpredictability
var bestCol = bestMoves[Math.floor(Math.random() * bestMoves.length)];
LK.setTimeout(function () {
dropPiece(bestCol);
}, 1000);
}
// Creates a copy of the current board
function copyBoard(originalBoard) {
var newBoard = [];
for (var i = 0; i < COLS; i++) {
newBoard[i] = [];
for (var j = 0; j < ROWS; j++) {
newBoard[i][j] = originalBoard[i][j];
}
}
return newBoard;
}
// Drops a piece in a temporary board for evaluation
function dropPieceInTempBoard(tempBoard, col, player) {
var row = ROWS - 1;
while (row >= 0 && tempBoard[col][row] !== EMPTY) {
row--;
}
if (row >= 0) {
tempBoard[col][row] = player;
}
return row;
}
// Check for win in temporary board
function checkWinInBoard(board, col, row, player) {
// Check horizontal
var count = 0;
for (var c = 0; c < COLS; c++) {
if (board[c][row] === player) {
count++;
if (count >= 4) {
return true;
}
} else {
count = 0;
}
}
// Check vertical
count = 0;
for (var r = 0; r < ROWS; r++) {
if (board[col][r] === player) {
count++;
if (count >= 4) {
return true;
}
} else {
count = 0;
}
}
// Check diagonal (/)
for (var c = 0; c < COLS - 3; c++) {
for (var r = 3; r < ROWS; r++) {
if (board[c][r] === player && board[c + 1][r - 1] === player && board[c + 2][r - 2] === player && board[c + 3][r - 3] === player) {
return true;
}
}
}
// Check diagonal (\)
for (var c = 0; c < COLS - 3; c++) {
for (var r = 0; r < ROWS - 3; r++) {
if (board[c][r] === player && board[c + 1][r + 1] === player && board[c + 2][r + 2] === player && board[c + 3][r + 3] === player) {
return true;
}
}
}
return false;
}
// Evaluate the board position using heuristics
function evaluateMove(tempBoard, col, row, depth) {
// Base score
var score = 0;
// Check if this is a winning move
if (checkWinInBoard(tempBoard, col, row, AI)) {
return 1000;
}
// Look for opponent's winning move and block it
for (var c = 0; c < COLS; c++) {
if (tempBoard[c][0] === EMPTY) {
var tempRow = dropPieceInTempBoard(copyBoard(tempBoard), c, PLAYER);
if (tempRow >= 0 && checkWinInBoard(tempBoard, c, tempRow, PLAYER)) {
score -= 800; // Prioritize blocking opponent win
}
}
}
// Evaluate center control (center column is strategically valuable)
var centerCol = Math.floor(COLS / 2);
var centerCount = 0;
for (var r = 0; r < ROWS; r++) {
if (tempBoard[centerCol][r] === AI) {
centerCount++;
}
}
score += centerCount * 30;
// Evaluate connections (2 in a row, 3 in a row)
score += evaluateConnections(tempBoard, AI) * 10;
score -= evaluateConnections(tempBoard, PLAYER) * 8;
// Prefer lower rows (more stable position)
score += (ROWS - row) * 5;
// If depth allows, do minimax for deeper evaluation
if (depth > 0) {
// Simulate player's best response
var minScore = Infinity;
for (var c = 0; c < COLS; c++) {
if (tempBoard[c][0] === EMPTY) {
var newBoard = copyBoard(tempBoard);
var newRow = dropPieceInTempBoard(newBoard, c, PLAYER);
if (newRow >= 0) {
// Check if player wins
if (checkWinInBoard(newBoard, c, newRow, PLAYER)) {
return -900; // Very bad for AI
}
// Recursive evaluation with reduced depth
var moveScore = evaluateMove(newBoard, c, newRow, depth - 1);
if (moveScore < minScore) {
minScore = moveScore;
}
}
}
}
// Add minimax result with lower weight
score += minScore * 0.5;
}
return score;
}
// Evaluate connected pieces (2 or 3 in a row)
function evaluateConnections(board, player) {
var score = 0;
// Check horizontal connections
for (var r = 0; r < ROWS; r++) {
for (var c = 0; c < COLS - 1; c++) {
if (board[c][r] === player && board[c + 1][r] === player) {
score += 1; // 2 in a row
if (c + 2 < COLS && board[c + 2][r] === player) {
score += 5; // 3 in a row
}
}
}
}
// Check vertical connections
for (var c = 0; c < COLS; c++) {
for (var r = 0; r < ROWS - 1; r++) {
if (board[c][r] === player && board[c][r + 1] === player) {
score += 1; // 2 in a row
if (r + 2 < ROWS && board[c][r + 2] === player) {
score += 5; // 3 in a row
}
}
}
}
// Diagonal connections would be similar but more complex
// Adding them would make the AI even smarter
return score;
}
// Handle column click
self.down = function (x, y) {
if (currentPlayer !== PLAYER || gameOver) {
return;
}
// Convert coordinates to column
var boardX = x;
var col = Math.floor((boardX + COLS / 2 * CELL_SIZE) / CELL_SIZE);
// Check if valid column
if (col >= 0 && col < COLS) {
if (dropPiece(col) && !gameOver) {
aiMove();
}
}
};
// Set finish callback
self.setFinishCallback = function (callback) {
finishButton.up = function () {
tween(finishButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
// Set return home callback
self.setReturnHomeCallback = function (callback) {
returnHomeButton.up = function () {
tween(returnHomeButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
// Initialize
initBoard();
createVisualBoard();
updateVisualBoard();
return self;
});
var GameSelector = Container.expand(function () {
var self = Container.call(this);
var background = self.attachAsset('studioBackground', {
anchorX: 0.5,
anchorY: 0.5,
width: 2048,
height: 2732,
color: 0xdddddd
});
var titleText = new Text2("Choose A Game To Record", {
size: 80,
fill: 0x333333
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -900;
self.addChild(titleText);
var connect4Button = new Button("Connect 4", 600, 200, 0x4CAF50);
connect4Button.y = -700;
self.addChild(connect4Button);
var matchingButton = new Button("Memory Match", 600, 200, 0x2196F3);
matchingButton.y = -400;
self.addChild(matchingButton);
var puzzleButton = new Button("Sliding Puzzle", 600, 200, 0x9C27B0);
puzzleButton.y = -100;
self.addChild(puzzleButton);
// Create locked indicator for matching game
var lockedText = new Text2("100 followers needed", {
size: 60,
fill: 0xFF5733
});
lockedText.anchor.set(0.5, 0.5);
lockedText.y = -330;
lockedText.visible = false;
self.addChild(lockedText);
// Create locked indicator for puzzle game
var puzzleLockedText = new Text2("250 followers needed", {
size: 60,
fill: 0xFF5733
});
puzzleLockedText.anchor.set(0.5, 0.5);
puzzleLockedText.y = -30;
puzzleLockedText.visible = false;
self.addChild(puzzleLockedText);
var backButton = new Button("Go Back", 400, 130, 0xff5555);
backButton.y = 900;
self.addChild(backButton);
// Update lock status based on follower count
self.updateLockStatus = function (followerCount) {
// Always show matching game as unlocked
lockedText.visible = false;
// Always show puzzle game as unlocked
puzzleLockedText.visible = false;
};
self.setGameCallback = function (callback) {
connect4Button.up = function (x, y, obj) {
tween(connect4Button, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback("connect4");
}
};
matchingButton.up = function (x, y, obj) {
tween(matchingButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
// Allow matching game for all players
matchingButton.setColor(0x2196F3); // Set normal color
callback("matching");
}
};
puzzleButton.up = function (x, y, obj) {
tween(puzzleButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
// Allow puzzle game for all players
puzzleButton.setColor(0x9C27B0); // Set normal color
callback("puzzle");
}
};
};
self.setBackCallback = function (callback) {
backButton.up = function (x, y, obj) {
tween(backButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
return self;
});
var MatchingGame = Container.expand(function () {
var self = Container.call(this);
// Constants
var GRID_SIZE = 4; // 4x4 grid
var CARD_SIZE = 150;
var CARD_MARGIN = 20;
var CARD_COLOR = 0x2196F3;
var CARD_BACK_COLOR = 0x607D8B;
// Game state
var cards = [];
var flippedCards = [];
var matchedPairs = 0;
var totalPairs = 8;
var canFlip = true;
var gameOver = false;
// Create background
var boardBackground = self.attachAsset('memeCanvas', {
anchorX: 0.5,
anchorY: 0.5,
width: (CARD_SIZE + CARD_MARGIN) * GRID_SIZE + 40,
height: (CARD_SIZE + CARD_MARGIN) * GRID_SIZE + 40,
color: 0x333333
});
// Create status text
var statusText = new Text2("Match all pairs", {
size: 60,
fill: 0xffffff
});
statusText.anchor.set(0.5, 0.5);
statusText.y = -500;
self.addChild(statusText);
// Create finish button
var finishButton = new Button("Finish Recording", 600, 150, 0xff5555);
finishButton.y = 600;
finishButton.visible = false;
self.addChild(finishButton);
// Create Return Home button
var returnHomeButton = new Button("Return Home", 400, 130, 0x9E9E9E); // Grey color
returnHomeButton.y = 750; // Position below finish button
self.addChild(returnHomeButton);
// Symbols for matching (emojis represented as text)
var symbols = ["🍎", "🍌", "🍕", "🎮", "🚗", "⚽", "🎵", "🎨"];
// Initialize game
function initGame() {
cards = [];
flippedCards = [];
matchedPairs = 0;
gameOver = false;
canFlip = true;
// Create all card pairs
var cardValues = [];
for (var i = 0; i < totalPairs; i++) {
cardValues.push(i);
cardValues.push(i);
}
// Shuffle the cards
for (var i = cardValues.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = cardValues[i];
cardValues[i] = cardValues[j];
cardValues[j] = temp;
}
// Create card grid
for (var row = 0; row < GRID_SIZE; row++) {
for (var col = 0; col < GRID_SIZE; col++) {
var index = row * GRID_SIZE + col;
// Create card container
var card = new Container();
card.x = (col - GRID_SIZE / 2 + 0.5) * (CARD_SIZE + CARD_MARGIN);
card.y = (row - GRID_SIZE / 2 + 0.5) * (CARD_SIZE + CARD_MARGIN);
// Card back (shown initially)
var cardBack = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
width: CARD_SIZE,
height: CARD_SIZE,
color: CARD_BACK_COLOR
});
// Card front (hidden initially)
var cardFront = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
width: CARD_SIZE,
height: CARD_SIZE,
color: CARD_COLOR
});
cardFront.visible = false;
// Symbol text
var symbolText = new Text2(symbols[cardValues[index]], {
size: 60,
fill: 0xFFFFFF
});
symbolText.anchor.set(0.5, 0.5);
symbolText.visible = false;
// Add to card container
card.addChild(cardBack);
card.addChild(cardFront);
card.addChild(symbolText);
// Store card data
card.value = cardValues[index];
card.isFlipped = false;
card.isMatched = false;
// Add to game
self.addChild(card);
cards.push(card);
// Make clickable
card.interactive = true;
}
}
}
// Flip a card
function flipCard(card) {
if (!canFlip || card.isFlipped || card.isMatched || gameOver) {
return;
}
// Flip animation
card.isFlipped = true;
card.children[0].visible = false; // Hide back
card.children[1].visible = true; // Show front
card.children[2].visible = true; // Show symbol
// Add to flipped cards
flippedCards.push(card);
// Check for match if we have 2 cards flipped
if (flippedCards.length === 2) {
canFlip = false;
// Check for match
if (flippedCards[0].value === flippedCards[1].value) {
// Cards match
LK.setTimeout(function () {
flippedCards[0].isMatched = true;
flippedCards[1].isMatched = true;
// Highlight matched cards
tween(flippedCards[0].children[1], {
tint: 0x4CAF50 // Green tint
}, {
duration: 300
});
tween(flippedCards[1].children[1], {
tint: 0x4CAF50 // Green tint
}, {
duration: 300
});
matchedPairs++;
flippedCards = [];
canFlip = true;
// Check for game over
if (matchedPairs === totalPairs) {
gameOver = true;
statusText.setText("You win!");
finishButton.visible = true;
}
}, 500);
} else {
// Cards don't match, flip back
LK.setTimeout(function () {
flippedCards[0].isFlipped = false;
flippedCards[0].children[0].visible = true; // Show back
flippedCards[0].children[1].visible = false; // Hide front
flippedCards[0].children[2].visible = false; // Hide symbol
flippedCards[1].isFlipped = false;
flippedCards[1].children[0].visible = true; // Show back
flippedCards[1].children[1].visible = false; // Hide front
flippedCards[1].children[2].visible = false; // Hide symbol
flippedCards = [];
canFlip = true;
}, 1000);
}
}
}
// Handle click
self.down = function (x, y) {
if (gameOver) {
return;
}
// Convert coordinates to find clicked card
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
var cardBounds = {
x: card.x - CARD_SIZE / 2,
y: card.y - CARD_SIZE / 2,
width: CARD_SIZE,
height: CARD_SIZE
};
if (x >= cardBounds.x && x <= cardBounds.x + cardBounds.width && y >= cardBounds.y && y <= cardBounds.y + cardBounds.height) {
flipCard(card);
break;
}
}
};
// Set finish callback
self.setFinishCallback = function (callback) {
finishButton.up = function () {
tween(finishButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
// Set return home callback
self.setReturnHomeCallback = function (callback) {
returnHomeButton.up = function () {
tween(returnHomeButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
// Initialize the game
initGame();
return self;
});
// MatchingGame instance (initially null)
var MemeStudio = Container.expand(function () {
var self = Container.call(this);
var studioBackground = self.attachAsset('studioBackground', {
anchorX: 0.5,
anchorY: 0.5,
height: 1800
});
var memeCanvas = self.attachAsset('memeCanvas', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 400,
y: -250
});
var memeText = new Text2("Your Meme Here", {
size: 54,
fill: 0x000000
});
memeText.anchor.set(0.5, 0.5);
memeText.y = -250;
self.addChild(memeText);
// Current displayed meme asset
var currentMemeAsset = null;
// Function to display a random meme
function displayRandomMeme() {
// Remove previous meme if exists
if (currentMemeAsset) {
self.removeChild(currentMemeAsset);
}
// Generate random number between 1-9 to select a meme
var memeNumber = Math.floor(Math.random() * 9) + 1;
var memeId = 'Meme' + memeNumber;
// Create the new meme asset
currentMemeAsset = LK.getAsset(memeId, {
anchorX: 0.5,
anchorY: 0.5,
y: -250,
width: 400,
height: 400
});
// Add the meme to display
self.addChild(currentMemeAsset);
}
var earningsText = new Text2("Earnings: $0", {
size: 48,
fill: 0x333333
});
earningsText.anchor.set(0.5, 0.5);
earningsText.y = 20;
self.addChild(earningsText);
var createButton = new Button("Create Meme!", 500, 150, 0x4CAF50);
createButton.y = 150;
self.addChild(createButton);
var createVideoButton = new Button("Create Video", 500, 150, 0x4CAF50);
createVideoButton.y = 270;
self.addChild(createVideoButton);
var upgradesButton = new Button("Upgrades", 500, 150, 0x4CAF50);
upgradesButton.y = 390;
self.addChild(upgradesButton);
// Add Spin button
var spinButton = new Container();
var spinButtonAsset = spinButton.attachAsset('Spin', {
anchorX: 0.5,
anchorY: 0.5,
width: 180,
// 120 * 1.5
// Slightly larger for better touch interaction
height: 180 // 120 * 1.5
});
spinButton.y = upgradesButton.y + upgradesButton.height / 2 + spinButtonAsset.height / 2 + 30; // Position below upgrades
spinButton.x = 600; // Move 600 pixels to the right from the center (was 500)
self.addChild(spinButton);
// Add interactivity to Spin button
spinButton.down = function (x, y, obj) {
tween(spinButtonAsset, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
LK.getSound('click').play();
};
// Note: Spin button 'up' handler will be set via setSpinButtonCallback
var followerGainText = new Text2("+0 followers", {
size: 42,
fill: 0xFF5733
});
followerGainText.anchor.set(0.5, 0.5);
followerGainText.y = 250; // Adjusted y position, original might conflict visually
followerGainText.alpha = 0;
self.addChild(followerGainText);
// Update the meme canvas based on current studio level
self.updateMemeQuality = function (level) {
var quality = ["Potato Quality", "Standard Meme", "HD Meme", "Ultra HD Meme", "Viral-Ready Meme"];
var colors = [0xCCCCCC, 0xFFFFFF, 0xFFFFDD, 0xDDFFFF, 0xFFDDFF];
if (level > quality.length) {
level = quality.length;
}
memeText.setText(quality[level - 1]);
memeCanvas.tint = colors[level - 1];
// Scale the meme canvas slightly with each level
var scale = 1 + (level - 1) * 0.1;
memeCanvas.scale.set(scale, scale);
};
// Show the earnings animation
self.showEarnings = function (amount, followers) {
earningsText.setText("Earnings: $" + amount);
tween(earningsText, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 300,
onFinish: function onFinish() {
tween(earningsText, {
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
});
if (followers > 0) {
followerGainText.setText("+" + followers + " followers");
followerGainText.alpha = 1;
tween(followerGainText, {
y: 230,
alpha: 0
}, {
duration: 1500
});
}
};
self.setCreateButtonCallback = function (callback) {
createButton.up = function (x, y, obj) {
tween(createButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
// Display a random meme when creating a new meme
displayRandomMeme();
if (callback) {
callback();
}
};
};
self.setCreateVideoButtonCallback = function (callback) {
createVideoButton.up = function (x, y, obj) {
tween(createVideoButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
self.setUpgradesButtonCallback = function (callback) {
upgradesButton.up = function (x, y, obj) {
tween(upgradesButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
self.setSpinButtonCallback = function (callback) {
spinButton.up = function (x, y, obj) {
tween(spinButtonAsset, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
return self;
});
var PuzzleGame = Container.expand(function () {
var self = Container.call(this);
// Constants
var GRID_SIZE = 4; // 4x4 grid
var PUZZLE_SIZE = 600;
var TILE_SIZE = PUZZLE_SIZE / GRID_SIZE;
var TILE_MARGIN = 5;
// Game state
var tiles = [];
var emptyPos = {
row: GRID_SIZE - 1,
col: GRID_SIZE - 1
};
var moves = 0;
var gameOver = false;
// Create board background
var boardBackground = self.attachAsset('memeCanvas', {
anchorX: 0.5,
anchorY: 0.5,
width: PUZZLE_SIZE + 40,
height: PUZZLE_SIZE + 40,
color: 0x333333
});
// Create status text
var statusText = new Text2("Slide tiles to order 1-15", {
size: 60,
fill: 0xffffff
});
statusText.anchor.set(0.5, 0.5);
statusText.y = -500;
self.addChild(statusText);
// Create moves counter
var movesText = new Text2("Moves: 0", {
size: 60,
fill: 0xffffff
});
movesText.anchor.set(0.5, 0.5);
movesText.y = -420;
self.addChild(movesText);
// Create finish button
var finishButton = new Button("Finish Recording", 600, 150, 0xff5555);
finishButton.y = 600;
finishButton.visible = false;
self.addChild(finishButton);
// Initialize board
function initBoard() {
tiles = [];
moves = 0;
gameOver = false;
movesText.setText("Moves: 0");
// Create all tiles
var values = [];
for (var i = 0; i < GRID_SIZE * GRID_SIZE - 1; i++) {
values.push(i + 1);
}
values.push(0); // Empty tile
// Shuffle tiles (ensuring puzzle is solvable)
var isSolvable = false;
while (!isSolvable) {
shuffleArray(values);
isSolvable = checkSolvable(values);
}
// Create visual tiles
for (var row = 0; row < GRID_SIZE; row++) {
tiles[row] = [];
for (var col = 0; col < GRID_SIZE; col++) {
var index = row * GRID_SIZE + col;
var value = values[index];
if (value === 0) {
// Empty tile
emptyPos = {
row: row,
col: col
};
tiles[row][col] = null;
continue;
}
// Create tile
var tile = new Container();
tile.value = value;
// Position tile in grid
var x = (col - GRID_SIZE / 2 + 0.5) * TILE_SIZE;
var y = (row - GRID_SIZE / 2 + 0.5) * TILE_SIZE;
tile.x = x;
tile.y = y;
// Create tile background
var tileBackground = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
width: TILE_SIZE - TILE_MARGIN * 2,
height: TILE_SIZE - TILE_MARGIN * 2,
color: 0x4CAF50
});
// Create tile number
var tileText = new Text2(value.toString(), {
size: TILE_SIZE / 3,
fill: 0xFFFFFF
});
tileText.anchor.set(0.5, 0.5);
// Add to tile container
tile.addChild(tileBackground);
tile.addChild(tileText);
// Add tile to game
self.addChild(tile);
tiles[row][col] = tile;
}
}
}
// Check if puzzle is solvable
function checkSolvable(values) {
var inversions = 0;
var emptyRow = 0;
// Find empty tile row from the bottom
for (var i = 0; i < values.length; i++) {
if (values[i] === 0) {
emptyRow = Math.floor(i / GRID_SIZE);
break;
}
}
// Count inversions
for (var i = 0; i < values.length - 1; i++) {
if (values[i] === 0) {
continue;
}
for (var j = i + 1; j < values.length; j++) {
if (values[j] === 0) {
continue;
}
if (values[i] > values[j]) {
inversions++;
}
}
}
// Check solvability conditions
if (GRID_SIZE % 2 === 1) {
// Odd grid size - solvable if inversions is even
return inversions % 2 === 0;
} else {
// Even grid size - solvable if:
// - empty on even row from bottom + odd inversions
// - empty on odd row from bottom + even inversions
var emptyRowFromBottom = GRID_SIZE - emptyRow - 1;
return emptyRowFromBottom % 2 === 0 && inversions % 2 === 1 || emptyRowFromBottom % 2 === 1 && inversions % 2 === 0;
}
}
// Shuffle array (Fisher-Yates algorithm)
function shuffleArray(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
}
// Check if puzzle is solved
function checkWin() {
for (var row = 0; row < GRID_SIZE; row++) {
for (var col = 0; col < GRID_SIZE; col++) {
var expectedValue = row * GRID_SIZE + col + 1;
// Skip the last tile (empty)
if (row === GRID_SIZE - 1 && col === GRID_SIZE - 1) {
continue;
}
// Check if tile is in correct position
if (!tiles[row][col] || tiles[row][col].value !== expectedValue) {
return false;
}
}
}
return true;
}
// Determine if a tile can be moved (adjacent to empty)
function canMoveTile(row, col) {
return row === emptyPos.row && Math.abs(col - emptyPos.col) === 1 || col === emptyPos.col && Math.abs(row - emptyPos.row) === 1;
}
// Move a tile to the empty position
function moveTile(row, col) {
if (gameOver || !canMoveTile(row, col)) {
return;
}
// Get the tile
var tile = tiles[row][col];
// Calculate new position
var newX = (emptyPos.col - GRID_SIZE / 2 + 0.5) * TILE_SIZE;
var newY = (emptyPos.row - GRID_SIZE / 2 + 0.5) * TILE_SIZE;
// Animate tile movement
tween(tile, {
x: newX,
y: newY
}, {
duration: 150
});
// Update game state
tiles[emptyPos.row][emptyPos.col] = tile;
tiles[row][col] = null;
// Update empty position
var oldEmptyPos = {
row: emptyPos.row,
col: emptyPos.col
};
emptyPos.row = row;
emptyPos.col = col;
// Increment move counter
moves++;
movesText.setText("Moves: " + moves);
// Check for win
if (checkWin()) {
gameOver = true;
statusText.setText("Puzzle Solved!");
finishButton.visible = true;
}
}
// Handle click/touch on the board
self.down = function (x, y) {
if (gameOver) {
return;
}
// Convert coordinates to board position
for (var row = 0; row < GRID_SIZE; row++) {
for (var col = 0; col < GRID_SIZE; col++) {
var tileX = (col - GRID_SIZE / 2 + 0.5) * TILE_SIZE;
var tileY = (row - GRID_SIZE / 2 + 0.5) * TILE_SIZE;
var left = tileX - TILE_SIZE / 2;
var right = tileX + TILE_SIZE / 2;
var top = tileY - TILE_SIZE / 2;
var bottom = tileY + TILE_SIZE / 2;
if (x >= left && x < right && y >= top && y < bottom) {
if (tiles[row][col]) {
moveTile(row, col);
}
}
}
}
};
// Set finish callback
self.setFinishCallback = function (callback) {
finishButton.up = function () {
tween(finishButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
// Initialize the game
initBoard();
return self;
});
var TabSystem = Container.expand(function (tabs) {
var self = Container.call(this);
var tabButtons = [];
var tabContents = [];
var activeTab = 0;
// Create tab buttons
for (var i = 0; i < tabs.length; i++) {
var tab = tabs[i];
var index = i;
var tabButton = new Button(tab.name, 240, 80, 0x607D8B);
tabButton.x = i * 320 - (tabs.length - 1) * 160;
tabButton.y = -1300 / 2 + 30;
tabButton.up = function (x, y, obj) {
tween(tabButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
setActiveTab(index);
};
self.addChild(tabButton);
tabButtons.push(tabButton);
// Create and add content container
var content = tab.content;
content.visible = i === 0; // Only first tab visible initially
self.addChild(content);
tabContents.push(content);
}
function setActiveTab(index) {
if (index === activeTab) {
return;
}
// Update button colors
tabButtons[activeTab].setColor(0x607D8B);
tabButtons[index].setColor(0x2196F3);
// Hide old content, show new
tabContents[activeTab].visible = false;
tabContents[index].visible = true;
activeTab = index;
}
// Initialize first tab as active
setActiveTab(0);
return self;
});
var UpgradeButton = Container.expand(function (title, description, price, level, onUpgrade) {
var self = Container.call(this);
var buttonShape = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
width: 420,
height: 140
});
var titleText = new Text2(title, {
size: 42,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.y = -buttonShape.height / 2 + 15;
self.addChild(titleText);
var descText = new Text2(description, {
size: 30,
fill: 0xFFFFFF
});
descText.anchor.set(0.5, 0);
descText.y = -buttonShape.height / 2 + 50;
self.addChild(descText);
var levelText = new Text2("Level: " + level, {
size: 34,
fill: 0xFFD700
});
levelText.anchor.set(0, 1);
levelText.x = -buttonShape.width / 2 + 15;
levelText.y = buttonShape.height / 2 - 10;
self.addChild(levelText);
var priceText = new Text2("$" + price, {
size: 36,
fill: 0xFFD700
});
priceText.anchor.set(1, 1);
priceText.x = buttonShape.width / 2 - 15;
priceText.y = buttonShape.height / 2 - 10;
self.addChild(priceText);
self.updateLevel = function (newLevel) {
levelText.setText("Level: " + newLevel);
};
self.updatePrice = function (newPrice) {
priceText.setText("$" + newPrice);
};
self.disable = function () {
buttonShape.tint = 0x888888;
self.interactive = false;
};
self.enable = function () {
buttonShape.tint = 0x2196F3;
self.interactive = true;
};
self.down = function (x, y, obj) {
tween(buttonShape, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
LK.getSound('click').play();
};
self.up = function (x, y, obj) {
tween(buttonShape, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (onUpgrade) {
onUpgrade();
}
};
return self;
});
var UpgradePanel = Container.expand(function () {
var self = Container.call(this);
var background = self.attachAsset('studioBackground', {
anchorX: 0.5,
anchorY: 0.5,
width: 1800,
height: 1300,
color: 0xdddddd
});
var titleText = new Text2("Upgrade Your Channel", {
size: 64,
fill: 0x333333
});
titleText.anchor.set(0.5, 0);
titleText.y = -background.height / 2 + 50;
self.addChild(titleText);
var closeButton = new Button("Close", 240, 80, 0xff5555);
closeButton.x = background.width / 2 - 130;
closeButton.y = -background.height / 2 + 50;
self.addChild(closeButton);
self.setCloseCallback = function (callback) {
closeButton.up = function (x, y, obj) {
tween(closeButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (callback) {
callback();
}
};
};
self.addUpgradeButton = function (title, description, price, level, maxLevel, x, y, onUpgrade) {
var button = new UpgradeButton(title, description, price, level, function () {
if (onUpgrade) {
onUpgrade(button);
}
});
// Make upgrade buttons bigger
button.scale.set(1.4, 1.4);
button.x = x;
button.y = y;
if (maxLevel !== undefined && level >= maxLevel) {
button.updatePrice("MAXED");
button.disable();
}
self.addChild(button);
return button;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
if (!tween.stopTweensOf) {
tween.stopTweensOf = function (target) {
// Simple implementation of stopTweensOf if not provided by the tween library
if (target && target._tweens) {
target._tweens.forEach(function (t) {
t.stop();
});
target._tweens = [];
}
};
}
var money = storage.money || 100;
var followers = storage.followers || 0;
var memeLevel = storage.memeLevel || 1;
var studioLevel = storage.studioLevel || 1;
var staffLevel = storage.staffLevel || 0;
var marketingLevel = storage.marketingLevel || 0;
var autoEarningRate = storage.autoEarningRate || 0;
var lastPlayed = storage.lastPlayed || Date.now();
var membershipLevel = storage.membershipLevel || 0;
var equipmentLevel = storage.equipmentLevel || 1;
// Upgrade prices
var upgradePrices = {
quality: parseInt(calculateUpgradeCost(1, memeLevel)) || 100,
membership: 500,
staff: parseInt(calculateUpgradeCost(3, staffLevel)) || 300,
equipment: parseInt(calculateUpgradeCost(2, studioLevel)) || 200
};
// Function to start Puzzle game
function startPuzzleGame() {
// Hide game selector
gameSelector.visible = false;
// Create new PuzzleGame or reset existing one
if (!puzzleGame) {
puzzleGame = new PuzzleGame();
puzzleGame.x = 2048 / 2;
puzzleGame.y = 2732 / 2;
game.addChild(puzzleGame);
} else {
// Remove existing game and create a new one
game.removeChild(puzzleGame);
puzzleGame = new PuzzleGame();
puzzleGame.x = 2048 / 2;
puzzleGame.y = 2732 / 2;
game.addChild(puzzleGame);
}
// Show the game
puzzleGame.visible = true;
// Set callback for when game finishes
puzzleGame.setFinishCallback(function () {
// Hide Puzzle game
puzzleGame.visible = false;
// Show main screen
hideGameSelector();
// Give rewards for completing video game - puzzle games give balanced rewards
var videoEarnings = MEME_BASE_INCOME * memeLevel * studioLevel * 6.4; // Doubled from 3.2 to 6.4
var videoFollowers = MEME_BASE_FOLLOWERS * memeLevel * 3.5;
// Apply membership bonus if active
if (membershipLevel > 0) {
videoEarnings = Math.floor(videoEarnings * 1.5);
}
// Apply randomness
var randomFactor = 0.9 + Math.random() * 0.2;
videoEarnings = Math.floor(videoEarnings * randomFactor);
// Update game state
money += videoEarnings;
followers += videoFollowers;
// Show earnings
memeStudio.showEarnings(videoEarnings, videoFollowers);
// Play coin sound
LK.getSound('coin').play();
// Update storage
updateStorage();
});
}
// Upgrade levels
var upgradeLevels = {
quality: memeLevel,
membership: membershipLevel,
staff: staffLevel,
equipment: studioLevel
};
// Constants
var MEME_BASE_INCOME = 10;
var MEME_BASE_FOLLOWERS = 5;
var UPGRADE_BASE_COST = 100;
var AUTO_EARNINGS_INTERVAL = 20000; // ms (20 seconds)
var OFFLINE_EARNINGS_MAX_HOURS = 24;
// Calculate offline earnings
function calculateOfflineEarnings() {
var now = Date.now();
var timeDiff = now - lastPlayed;
var secondsDiff = timeDiff / 1000;
var periods = secondsDiff / 20; // How many 20-second periods elapsed
// Cap at max hours (converted to 20-second periods)
var maxPeriods = OFFLINE_EARNINGS_MAX_HOURS * 60 * 60 / 20;
if (periods > maxPeriods) {
periods = maxPeriods;
}
// Only calculate if we have auto earnings
if (autoEarningRate > 0 && periods > 0) {
var hourlyRate = autoEarningRate;
var periodRate = hourlyRate / 180; // Convert from hourly to per 20-second period
var earnings = Math.floor(periodRate * periods);
money += earnings;
// Show welcome back message here if needed
console.log("Welcome back! You earned $" + earnings + " while away.");
}
lastPlayed = now;
storage.lastPlayed = now;
}
// Calculate costs for upgrades
function calculateUpgradeCost(baseLevel, currentLevel) {
return Math.floor(UPGRADE_BASE_COST * baseLevel * Math.pow(1.5, currentLevel));
}
// Update storage
function updateStorage() {
storage.money = money;
storage.followers = followers;
storage.memeLevel = memeLevel;
storage.studioLevel = studioLevel;
storage.staffLevel = staffLevel;
storage.marketingLevel = marketingLevel;
storage.autoEarningRate = autoEarningRate;
storage.membershipLevel = membershipLevel;
}
// Calculate meme creation result
function createMeme() {
// Base earnings affected by meme quality and studio level
var earnings = MEME_BASE_INCOME * memeLevel * (1 + studioLevel * 0.5);
// Followers gained affected by marketing level
var newFollowers = Math.floor(MEME_BASE_FOLLOWERS * (1 + marketingLevel * 0.5));
// Boost from followers (virality factor)
var followerBoost = 1 + followers / 1000;
earnings = Math.floor(earnings * followerBoost);
// Apply membership bonus if active
if (membershipLevel > 0) {
earnings = Math.floor(earnings * 1.5);
}
// Apply randomness for variability (80% to 120% of calculated value)
var randomFactor = 0.8 + Math.random() * 0.4;
earnings = Math.floor(earnings * randomFactor);
// Small chance for meme to go viral
if (Math.random() < 0.05) {
earnings *= 5;
newFollowers *= 3;
console.log("Your meme went viral!");
}
// Update game state
money += earnings;
followers += newFollowers;
// Update storage
updateStorage();
// Return results
return {
earnings: earnings,
followers: newFollowers
};
}
// Update auto earnings rate based on staff
function updateAutoEarningRate() {
autoEarningRate = staffLevel * 250 * memeLevel * studioLevel; // MASSIVELY increased earning rate
storage.autoEarningRate = autoEarningRate;
}
// Create game selector screen (initially hidden)
var gameSelector = new GameSelector();
gameSelector.x = 2048 / 2;
gameSelector.y = 2732 / 2;
gameSelector.visible = false;
game.addChild(gameSelector);
// Function to show game selector
function showGameSelector() {
gameSelector.visible = true;
memeStudio.visible = false;
statsContainer.visible = false;
studioContent.visible = false;
// Update matching game lock status based on current follower count
gameSelector.updateLockStatus(followers);
}
// Function to hide game selector and show the main screen
function hideGameSelector() {
gameSelector.visible = false;
memeStudio.visible = true;
statsContainer.visible = true;
studioContent.visible = true;
}
// Set callbacks for game selector
gameSelector.setGameCallback(function (gameType) {
if (gameType === "connect4") {
startConnect4Game();
} else if (gameType === "matching") {
startMatchingGame();
} else if (gameType === "puzzle") {
startPuzzleGame();
}
});
gameSelector.setBackCallback(function () {
hideGameSelector();
});
// Connect4 game instance (initially null)
var connect4Game = null;
// Function to start Connect4 game
function startConnect4Game() {
// Hide game selector
gameSelector.visible = false;
// Create new Connect4 game or reset existing one
if (!connect4Game) {
connect4Game = new Connect4Game();
connect4Game.x = 2048 / 2;
connect4Game.y = 2732 / 2;
game.addChild(connect4Game);
} else {
// Remove existing game and create a new one
game.removeChild(connect4Game);
connect4Game = new Connect4Game();
connect4Game.x = 2048 / 2;
connect4Game.y = 2732 / 2;
game.addChild(connect4Game);
}
// Show the game
connect4Game.visible = true;
// Set callback for return home button
connect4Game.setReturnHomeCallback(function () {
// Hide Connect4 game
connect4Game.visible = false;
// Show main screen
hideGameSelector(); // Use existing function to return to main view
});
// Set callback for when game finishes
connect4Game.setFinishCallback(function () {
// Hide Connect4 game
connect4Game.visible = false;
// Show main screen
hideGameSelector();
// Give rewards for completing video game
var videoEarnings = MEME_BASE_INCOME * memeLevel * studioLevel * 6; // Doubled from 3 to 6
var videoFollowers = MEME_BASE_FOLLOWERS * memeLevel * 3;
// Apply membership bonus if active
if (membershipLevel > 0) {
videoEarnings = Math.floor(videoEarnings * 1.5);
}
// Apply randomness
var randomFactor = 0.9 + Math.random() * 0.2;
videoEarnings = Math.floor(videoEarnings * randomFactor);
// Update game state
money += videoEarnings;
followers += videoFollowers;
// Show earnings
memeStudio.showEarnings(videoEarnings, videoFollowers);
// Play coin sound
LK.getSound('coin').play();
// Update storage
updateStorage();
});
}
// Create UI elements
// Main studio
// Create rent button using the rent asset
var rentButton = new Container();
var rentButtonAsset = rentButton.attachAsset('Rent', {
anchorX: 0.5,
anchorY: 0.5,
width: 600,
height: 180
});
var rentButtonText = new Text2("Pay Rent: $200", {
size: 54,
fill: 0xFFFFFF
});
rentButtonText.anchor.set(0.5, 0.5);
rentButton.addChild(rentButtonText);
rentButton.x = 2048 / 2;
rentButton.y = 300;
// Create rent bar under the rent button
var rentBar = new Container();
var rentBarAsset = rentBar.attachAsset('Girrafe', {
anchorX: 0.5,
anchorY: 0.5,
width: 600,
height: 100
});
rentBar.x = 2048 / 2;
rentBar.y = 380;
game.addChild(rentBar);
// Animate the rent bar slowly draining to the left
tween(rentBarAsset, {
scaleX: 0,
x: -300
}, {
duration: 60000,
// 60 seconds (one minute) duration for slow drain
easing: tween.linear,
onFinish: function onFinish() {
// When rent bar runs out, lose half the money
money = Math.floor(money / 2);
// Reset the rent bar after losing money
tween.stopTweensOf(rentBarAsset);
rentBarAsset.scaleX = 1;
rentBarAsset.x = 0;
// Start draining again
tween(rentBarAsset, {
scaleX: 0,
x: -300
}, {
duration: 60000,
easing: tween.linear,
onFinish: arguments.callee // Use same function for next time
});
// Update storage after losing money
updateStorage();
// Play sound to indicate rent is due
LK.getSound('click').play();
}
});
rentButton.down = function (x, y, obj) {
tween(rentButtonAsset, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
LK.getSound('click').play();
};
rentButton.up = function (x, y, obj) {
tween(rentButtonAsset, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (money >= 200) {
money -= 200;
LK.getSound('coin').play();
tween(rentButton, {
y: 280,
alpha: 0.5
}, {
duration: 300,
onFinish: function onFinish() {
tween(rentButton, {
y: 300,
alpha: 1
}, {
duration: 300
});
}
});
// Reset the rent bar by creating a new tween
// Stop any existing tween on the rent bar
tween.stopTweensOf(rentBarAsset);
// Reset the bar's scale and position
rentBarAsset.scaleX = 1;
rentBarAsset.x = 0;
// Start a new tween to drain it again
tween(rentBarAsset, {
scaleX: 0,
x: -300
}, {
duration: 60000,
// 60 seconds (one minute) duration for slow drain
easing: tween.linear
});
updateStorage();
}
};
game.addChild(rentButton);
var memeStudio = new MemeStudio();
memeStudio.x = 2048 / 2;
memeStudio.y = 2732 / 2;
game.addChild(memeStudio);
// Initialize with current meme quality
memeStudio.updateMemeQuality(memeLevel);
// Reset Progress button
var resetButton = new Button("Reset Progress", 300, 100, 0xff5555);
resetButton.x = 200; // Position in bottom left
resetButton.y = 2732 - 100; // Position near bottom
resetButton.up = function (x, y, obj) {
tween(resetButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
// Reset all progress
money = 100;
followers = 0;
memeLevel = 1;
studioLevel = 1;
staffLevel = 0;
marketingLevel = 0;
autoEarningRate = 0;
membershipLevel = 0;
// Reset upgrade levels
upgradeLevels.quality = memeLevel;
upgradeLevels.membership = membershipLevel;
upgradeLevels.staff = staffLevel;
upgradeLevels.equipment = studioLevel;
// Reset upgrade prices
upgradePrices.quality = calculateUpgradeCost(1, memeLevel);
upgradePrices.membership = 500;
upgradePrices.staff = calculateUpgradeCost(3, staffLevel);
upgradePrices.equipment = calculateUpgradeCost(2, studioLevel);
// Update storage
updateStorage();
// Update UI
memeStudio.updateMemeQuality(memeLevel);
// Play sound
LK.getSound('levelUp').play();
};
game.addChild(resetButton);
// Stats display
var statsContainer = new Container();
statsContainer.x = 2048 / 2;
statsContainer.y = 180;
game.addChild(statsContainer);
var moneyIcon = LK.getAsset('moneyIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: -600
});
statsContainer.addChild(moneyIcon);
var moneyText = new Text2("$" + money, {
size: 54,
fill: 0x000000
});
moneyText.anchor.set(0, 0.5);
moneyText.x = -570;
statsContainer.addChild(moneyText);
var followerIcon = LK.getAsset('followerIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: 400
});
statsContainer.addChild(followerIcon);
var followerText = new Text2(followers + " followers", {
size: 54,
fill: 0x000000
});
followerText.anchor.set(0, 0.5);
followerText.x = 430;
statsContainer.addChild(followerText);
var autoEarningText = new Text2("", {
size: 36,
fill: 0x333333
});
autoEarningText.anchor.set(0.5, 0.5);
autoEarningText.y = 80;
statsContainer.addChild(autoEarningText);
// Create upgrade tab contents
var studioContent = new Container();
// Meme Quality Upgrade button removed
// No studio equipment upgrade
// Staff Upgrade removed
// Studio content is displayed directly without tabs
studioContent.x = 2048 / 2;
studioContent.y = 2732 / 2 + 400;
game.addChild(studioContent);
// Set callback for create meme button
memeStudio.setCreateButtonCallback(function () {
var result = createMeme();
memeStudio.showEarnings(result.earnings, result.followers);
LK.getSound('coin').play();
});
// Create upgrade panel (initially hidden)
var upgradePanel = new UpgradePanel();
upgradePanel.x = 2048 / 2;
upgradePanel.y = 2732 / 2;
upgradePanel.visible = false;
game.addChild(upgradePanel);
// Function to show upgrade panel
function showUpgradePanel() {
upgradePanel.visible = true;
memeStudio.visible = false;
statsContainer.visible = false;
studioContent.visible = false;
// Add meme quality upgrade button
var memeQualityUpgrade = upgradePanel.addUpgradeButton("Meme Quality", "Better memes = more $$$", upgradePrices.quality, upgradeLevels.quality, 10,
// Max level
0,
// X position
-300,
// Y position
function (button) {
if (money >= upgradePrices.quality) {
// Pay for upgrade
money -= upgradePrices.quality;
// Increase level
memeLevel++;
upgradeLevels.quality = memeLevel;
// Update studio
memeStudio.updateMemeQuality(memeLevel);
// Update price
upgradePrices.quality = calculateUpgradeCost(1, memeLevel);
button.updateLevel(memeLevel);
button.updatePrice(upgradePrices.quality);
// Check if max level reached
if (memeLevel >= 10) {
button.updatePrice("MAXED");
button.disable();
}
// Play level up sound
LK.getSound('levelUp').play();
// Update storage
updateStorage();
}
});
// Add staff upgrade button
var staffUpgradeButton = upgradePanel.addUpgradeButton("Hire Staff", "Staff generates income", upgradePrices.staff, upgradeLevels.staff, 10,
// Max level
0,
// X position
0,
// Y position
function (button) {
if (money >= upgradePrices.staff) {
// Pay for upgrade
money -= upgradePrices.staff;
// Increase level
staffLevel++;
upgradeLevels.staff = staffLevel;
// Update auto earning rate
updateAutoEarningRate();
// Update price
upgradePrices.staff = calculateUpgradeCost(3, staffLevel);
button.updateLevel(staffLevel);
button.updatePrice(upgradePrices.staff);
// Check if max level reached
if (staffLevel >= 10) {
button.updatePrice("MAXED");
button.disable();
}
// Play level up sound
LK.getSound('levelUp').play();
// Update storage
updateStorage();
}
});
}
// Function to hide upgrade panel
function hideUpgradePanel() {
upgradePanel.visible = false;
memeStudio.visible = true;
statsContainer.visible = true;
studioContent.visible = true;
}
// Set up close callback for upgrade panel
upgradePanel.setCloseCallback(function () {
hideUpgradePanel();
});
// Set callback for create video button
memeStudio.setCreateVideoButtonCallback(function () {
showGameSelector();
});
// Set callback for upgrades button
memeStudio.setUpgradesButtonCallback(function () {
showUpgradePanel();
});
// Set callback for spin button
memeStudio.setSpinButtonCallback(function () {
console.log("Spin button pressed!");
// Add spin functionality here later
});
// Start background music
LK.playMusic('bgMusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
// Calculate any offline earnings when game starts
calculateOfflineEarnings();
// Set up auto earning timer
var lastAutoEarningTime = Date.now();
// Update UI with current values
function updateUI() {
moneyText.setText("$" + Math.floor(money));
followerText.setText(Math.floor(followers) + " followers");
if (autoEarningRate > 0) {
autoEarningText.setText("Auto earning: $" + Math.floor(autoEarningRate / 180) + " / 20 seconds");
} else {
autoEarningText.setText("");
}
}
// Add game reference to global scope so it can be accessed from upgradeScreen
game.money = money;
game.memeLevel = memeLevel;
game.studioLevel = studioLevel;
game.staffLevel = staffLevel;
game.levels = upgradeLevels;
game.updateStorage = updateStorage;
game.updateAutoEarningRate = updateAutoEarningRate;
// Main game update loop
game.update = function () {
// Handle auto earnings
var now = Date.now();
var elapsed = now - lastAutoEarningTime;
if (elapsed >= AUTO_EARNINGS_INTERVAL && autoEarningRate > 0) {
// Calculate earnings for this period (20 seconds is 1/180th of an hour)
var earnings = Math.floor(autoEarningRate / 180);
if (earnings > 0) {
money += earnings;
lastAutoEarningTime = now;
updateStorage();
}
}
// Update UI elements
updateUI();
// Sync game reference values
game.money = money;
// Enable/disable upgrade buttons based on available money
// All upgrade buttons removed
};
// MatchingGame instance (initially null)
var matchingGame = null;
// PuzzleGame instance (initially null)
var puzzleGame = null;
// Function to start Matching game
function startMatchingGame() {
// Hide game selector
gameSelector.visible = false;
// Create new MatchingGame or reset existing one
if (!matchingGame) {
matchingGame = new MatchingGame();
matchingGame.x = 2048 / 2;
matchingGame.y = 2732 / 2;
game.addChild(matchingGame);
} else {
// Remove existing game and create a new one
game.removeChild(matchingGame);
matchingGame = new MatchingGame();
matchingGame.x = 2048 / 2;
matchingGame.y = 2732 / 2;
game.addChild(matchingGame);
}
// Show the game
matchingGame.visible = true;
// Set callback for return home button
matchingGame.setReturnHomeCallback(function () {
// Hide MatchingGame
matchingGame.visible = false;
// Show main screen
hideGameSelector(); // Use existing function to return to main view
});
// Set callback for when game finishes
matchingGame.setFinishCallback(function () {
// Hide Matching game
matchingGame.visible = false;
// Show main screen
hideGameSelector();
// Give rewards for completing video game - memory games give a bit more followers
var videoEarnings = MEME_BASE_INCOME * memeLevel * studioLevel * 7; // Doubled from 3.5 to 7
var videoFollowers = MEME_BASE_FOLLOWERS * memeLevel * 4;
// Apply membership bonus if active
if (membershipLevel > 0) {
videoEarnings = Math.floor(videoEarnings * 1.5);
}
// Apply randomness
var randomFactor = 0.9 + Math.random() * 0.2;
videoEarnings = Math.floor(videoEarnings * randomFactor);
// Update game state
money += videoEarnings;
followers += videoFollowers;
// Show earnings
memeStudio.showEarnings(videoEarnings, videoFollowers);
// Play coin sound
LK.getSound('coin').play();
// Update storage
updateStorage();
});
} ===================================================================
--- original.js
+++ change.js
@@ -890,9 +890,9 @@
// Slightly larger for better touch interaction
height: 180 // 120 * 1.5
});
spinButton.y = upgradesButton.y + upgradesButton.height / 2 + spinButtonAsset.height / 2 + 30; // Position below upgrades
- spinButton.x = 500; // Move 500 pixels to the right from the center
+ spinButton.x = 600; // Move 600 pixels to the right from the center (was 500)
self.addChild(spinButton);
// Add interactivity to Spin button
spinButton.down = function (x, y, obj) {
tween(spinButtonAsset, {
Modern App Store icon, high definition, square with rounded corners, for a game titled "Meme Empire Tycoon" and with the description "Build your meme empire from scratch in this addictive tycoon game! Create viral content, hire talented staff, upgrade your studio, and strategically expand your meme business across multiple platforms to become the internet's most influential meme creator.". No text on icon!
Green button. In-Game asset. 2d. High contrast. No shadows
Youtube silver play button. In-Game asset. 2d. High contrast. No shadows
Wheel of fortune. In-Game asset. 2d. High contrast. No shadows
Wheel of fortune without the stand. In-Game asset. 2d. High contrast. No shadows
Coin potion. In-Game asset. 2d. High contrast. No shadows
Diamond. In-Game asset. 2d. High contrast. No shadows
Archery target. In-Game asset. 2d. High contrast. No shadows
Arrow. In-Game asset. 2d. High contrast. No shadows
Fish. In-Game asset. 2d. High contrast. No shadows
Purple fish. In-Game asset. 2d. High contrast. No shadows
Golden fish. In-Game asset. 2d. High contrast. No shadows
Red cup. In-Game asset. 2d. High contrast. No shadows
Mute music logo. In-Game asset. 2d. High contrast. No shadows