User prompt
Shrink the text of collection and inventory buttons to fit inside the button
User prompt
Adjust the text of collection and inventory buttons to fit inside the button
User prompt
equalize all buttons sizes (roll, collection, inventory, craft)
User prompt
Please fix the bug: 'storage.clear is not a function' in or related to this line: 'storage.clear();' Line Number: 363
User prompt
Please fix the bug: 'storage.reset is not a function' in or related to this line: 'storage.reset();' Line Number: 363
User prompt
Please fix the bug: 'storage.clear is not a function' in or related to this line: 'storage.clear();' Line Number: 363
User prompt
Reset all player data every time the game is restarted.
User prompt
Let's keep track of permanent buffs from craft items.
User prompt
Let's add a recipe to the craft button. The recipe name will be "Fortune Leaf" and will be bound to the craft_fortuneleaf asset. To make this item, you will need "Moss + Breeze". This craft item will permanently give "3x luck multiplier".
User prompt
Let's add a recipe to the craft button. The recipe name will be "Lucky Pebble" and will be bound to the craft_luckypebble asset. To make this item, you will need "Spark + Sand". This craft item will permanently give "2x luck multiplier".
User prompt
Let's add a recipe to the craft button. The recipe will be called "Lucky Pebble" and will be bound to the craft_luckypebble asset. To make this item, you will need "Spark + Sand". This craft item will give "2x luck multiplier".
User prompt
Let's add the 2nd craft item. The recipe name will be "Beginner's Fortune" and will be bound to the item_fortune asset. "Moss + Breeze + Ember" will be used to make this item. The item will provide a "First roll of each day has +5% better odds" bonus.
User prompt
Craft items will not come out with rolls. We will only be able to get them with craft. They will give us permanent bonuses.
User prompt
Craft items will not be available in the collection tab. They are special items.
User prompt
Let's add a recipe inside the Craft button. The recipe name will be "Lucky Spark" and will be bound to the item_luckyspark asset. "Spark + Water + Sand" will be used to make this item. The item will provide a "+1% base chance increase for rolling Uncommon or higher" bonus.
User prompt
We will add recipes to the craft button. So let's make the button work
User prompt
When we press the collection and inventory button, the craft button should not appear.
User prompt
Add Craft button under Inventory button using roll_btn asset
User prompt
It's time to add a craft system. We will make new items with the items accumulated in the inventory and get permanent buffs. Let's put the crafting button under the inventory button and connect the roll_btn asset
User prompt
Add a new item. His name will be "Spark". Its rarity will be 1/28000. Link item_spark asset to Spark item.
User prompt
Let's add a 2-second cooldown to the Roll button.
User prompt
The cooldown on the roll button will decrease to 9 when we are level 2, to 8 when we are level 3, to 7 when we are level 4, to 6 when we are level 5, and to 5 for level 6 and above.
User prompt
Let's add a 10-second waiting time to the roll button.
User prompt
Add a new item. His name will be "Vine". Its rarity will be 1/24000. Link item_vine asset to Vine item.
User prompt
Add a new item. His name will be "Thunder". Its rarity will be 1/16000. Link item_thunder asset to Thunder item.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { collection: [] }); /**** * Classes ****/ // Collection item icon (for collection view) var CollectionIcon = Container.expand(function () { var self = Container.call(this); self.asset = null; self.overlayText = null; self.setItem = function (itemDef, owned) { if (self.asset) { self.removeChild(self.asset); self.asset = null; } if (self.overlayText) { self.removeChild(self.overlayText); self.overlayText = null; } self.asset = self.attachAsset(itemDef.asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); self.asset.alpha = 1; if (itemDef.rotation) self.asset.rotation = itemDef.rotation; if (itemDef.overlay) { self.overlayText = new Text2(itemDef.overlay, { size: 60, fill: "#222" }); self.overlayText.anchor.set(0.5, 0.5); self.addChild(self.overlayText); } // If not owned, gray out if (!owned) self.asset.alpha = 0.25;else self.asset.alpha = 1; }; return self; }); // Item display class var ItemDisplay = Container.expand(function () { var self = Container.call(this); self.asset = null; self.overlayText = null; self.setItem = function (itemDef) { // Remove previous if (self.asset) { self.removeChild(self.asset); self.asset = null; } if (self.overlayText) { self.removeChild(self.overlayText); self.overlayText = null; } // Add shape self.asset = self.attachAsset(itemDef.asset, { anchorX: 0.5, anchorY: 0.5 }); self.asset.alpha = 1; if (itemDef.rotation) self.asset.rotation = itemDef.rotation; // Overlay text if needed if (itemDef.overlay) { self.overlayText = new Text2(itemDef.overlay, { size: 120, fill: "#222" }); self.overlayText.anchor.set(0.5, 0.5); self.addChild(self.overlayText); } }; return self; }); // Roll button class var RollButton = Container.expand(function () { var self = Container.call(this); self.bg = self.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5 }); self.bg.alpha = 1; self.label = new Text2("ROLL", { size: 70, fill: "#fff" }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); // Simple press effect self.down = function (x, y, obj) { tween(self.bg, { scaleX: 0.95, scaleY: 0.95 }, { duration: 80, easing: tween.cubicIn }); }; self.up = function (x, y, obj) { tween(self.bg, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Item definitions: id, name, rarity (1 in X), asset, extra (for shape/rotation/text) // We'll overlay text for "hex" // We'll overlay text for "star" // We'll rotate this to look like a triangle /* We will use simple shapes for items (boxes, ellipses) and a "roll" button. Each item will have a unique color and shape for visual distinction. */ // --- State --- var ITEM_DEFS = [{ id: 0, name: "Water", rarity: 2, asset: 'item_box' }, { id: 1, name: "Stone", rarity: 3, asset: 'item_ellipse' }, { id: 2, name: "Flame", rarity: 7, asset: 'item_triangle', rotation: Math.PI / 4 }, { id: 3, name: "Breeze", rarity: 20, asset: 'item_star', overlay: "★" }, { id: 4, name: "Amber", rarity: 50, asset: 'item_hex', overlay: "⬡" }, { id: 5, name: "Moss", rarity: 60, asset: 'item_moss' }, { id: 6, name: "Crystal", rarity: 128, asset: 'item_crystal' }, { id: 7, name: "Sand", rarity: 256, asset: 'item_sand' }, { id: 8, name: "Ash", rarity: 512, asset: 'item_ash' }, { id: 9, name: "Iron", rarity: 1000, asset: 'item_iron' }, { id: 10, name: "Quartz", rarity: 2000, asset: 'item_quartz' }, { id: 11, name: "Smoke", rarity: 4000, asset: 'item_smoke' }, { id: 12, name: "Frost", rarity: 8000, asset: 'item_frost' }, { id: 13, name: "Thunder", rarity: 16000, asset: 'item_thunder' }, { id: 14, name: "Vine", rarity: 24000, asset: 'item_vine' }, { id: 15, name: "Spark", rarity: 28000, asset: 'item_spark' }]; // --- Luck Event State --- var luckEventActive = false; // true if a luck event is active var luckEventMultiplier = 1; // 1 (normal), 10, or 25 var luckEventTimeout = null; // timeout id for ending event var luckEventLabel = null; // Text2 label for event var luckEventTimerBar = null; // Container for timer bar var luckEventEndTime = 0; // timestamp when event ends // --- Level State --- var level = 1; var rollsThisLevel = 0; var rollsTotal = 0; var levelBar = null; var levelBarLabel = null; var levelBarBg = null; var levelBarFg = null; var levelLuckMultiplier = 1; // Helper: Start a random luck event (10x or 25x) function startLuckEvent(multiplier) { // End any existing event endLuckEvent(); luckEventActive = true; luckEventMultiplier = multiplier; luckEventEndTime = Date.now() + 20000; // 20 seconds from now // Show label if (!luckEventLabel) { luckEventLabel = new Text2("", { size: 80, fill: 0xFFE066 }); luckEventLabel.anchor.set(0.5, 0); LK.gui.top.addChild(luckEventLabel); // Keep level bar UI in sync (in case of external changes) if (levelBarFg && levelBarLabel) { var frac = Math.min(1, rollsThisLevel / 100); levelBarFg.width = 1200 * frac; levelBarLabel.setText("Level " + level + " (" + rollsThisLevel + "/100) Luck x" + levelLuckMultiplier * luckEventMultiplier); } } ; luckEventLabel.visible = true; luckEventLabel.setText(multiplier === 25 ? "💎 ULTRA LUCK! 25x odds for 20s!" : "🍀 LUCKY! 10x odds for 20s!"); luckEventLabel.x = 180; luckEventLabel.y = 340; // Show timer bar if (!luckEventTimerBar) { luckEventTimerBar = new Container(); luckEventTimerBar.bg = LK.getAsset('item_box', { anchorX: 0, anchorY: 0 }); luckEventTimerBar.bg.width = 600; luckEventTimerBar.bg.height = 30; luckEventTimerBar.bg.alpha = 0.2; luckEventTimerBar.addChild(luckEventTimerBar.bg); luckEventTimerBar.fg = LK.getAsset('item_box', { anchorX: 0, anchorY: 0 }); luckEventTimerBar.fg.width = 600; luckEventTimerBar.fg.height = 30; luckEventTimerBar.fg.alpha = 0.7; luckEventTimerBar.fg.tint = 0xffe066; luckEventTimerBar.addChild(luckEventTimerBar.fg); LK.gui.top.addChild(luckEventTimerBar); } luckEventTimerBar.visible = true; luckEventTimerBar.x = 180; luckEventTimerBar.y = 440; // Set timeout to end event luckEventTimeout = LK.setTimeout(function () { endLuckEvent(); }, 20000); } // Helper: End the luck event function endLuckEvent() { luckEventActive = false; luckEventMultiplier = 1; if (luckEventTimeout) { LK.clearTimeout(luckEventTimeout); luckEventTimeout = null; } if (luckEventLabel) luckEventLabel.visible = false; if (luckEventTimerBar) luckEventTimerBar.visible = false; } // Helper: Schedule the next random luck event function scheduleNextLuckEvent() { // Next event in 20-40 seconds var nextIn = 20000 + Math.random() * 20000; LK.setTimeout(function () { // 50% chance for 10x, 50% for 25x var multiplier = Math.random() < 0.5 ? 10 : 25; startLuckEvent(multiplier); // Schedule next event after this one ends LK.setTimeout(scheduleNextLuckEvent, 20000); }, nextIn); } // Start the first luck event timer scheduleNextLuckEvent(); // Helper: get item by id function getItemDef(id) { for (var i = 0; i < ITEM_DEFS.length; ++i) { if (ITEM_DEFS[i].id === id) return ITEM_DEFS[i]; } return null; } // Reset all persistent player data at every game start delete storage.collection; delete storage.luckyPebbleCrafted; delete storage.fortuneLeafCrafted; var collection = []; // array of owned item ids var lastRollResult = null; // id of last rolled item var rolling = false; // is animation running var showCollection = false; // --- Roll Cooldown State --- var rollCooldown = false; // true if roll is on cooldown var rollCooldownTimeout = null; // timeout id for cooldown // --- UI Elements --- // Level bar UI (bottom of screen) levelBar = new Container(); levelBarBg = LK.getAsset('item_box', { anchorX: 0.5, anchorY: 0.5 }); levelBarBg.width = 1200; levelBarBg.height = 60; levelBarBg.alpha = 0.18; levelBar.addChild(levelBarBg); levelBarFg = LK.getAsset('item_box', { anchorX: 0.5, anchorY: 0.5 }); levelBarFg.width = 1200; levelBarFg.height = 60; levelBarFg.alpha = 0.7; levelBarFg.tint = 0x44e0ff; levelBar.addChild(levelBarFg); levelBarLabel = new Text2("", { size: 48, fill: "#fff" }); levelBarLabel.anchor.set(0.5, 0.5); levelBar.addChild(levelBarLabel); levelBar.x = 2048 / 2; levelBar.y = 2732 - 100; game.addChild(levelBar); // Title var titleTxt = new Text2("Loot Roll", { size: 120, fill: "#fff" }); titleTxt.anchor.set(0.5, 0); LK.gui.top.addChild(titleTxt); // Rarity info var rarityTxt = new Text2("", { size: 60, fill: "#fff" }); rarityTxt.anchor.set(0.5, 0); LK.gui.top.addChild(rarityTxt); // Main item display var itemDisplay = new ItemDisplay(); itemDisplay.x = 2048 / 2; itemDisplay.y = 900; game.addChild(itemDisplay); // Item name display (shows the rolled item's name) var itemNameTxt = new Text2("", { size: 90, fill: "#fff" }); itemNameTxt.anchor.set(0.5, 0); itemNameTxt.x = 2048 / 2; itemNameTxt.y = itemDisplay.y + 220; // Place below the item display game.addChild(itemNameTxt); // Roll button var rollBtn = new RollButton(); rollBtn.x = 2048 / 2; rollBtn.y = 1400; // moved up from 1800 game.addChild(rollBtn); // "Show Collection" button var showCollBtn = new Container(); var showCollBg = showCollBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, // Equalize to rollBtn scaleY: 1 // Equalize to rollBtn }); showCollBg.alpha = 1; var showCollLabel = new Text2("COLLECTION", { size: 48, // Shrunk to fit inside button fill: "#fff" }); showCollLabel.anchor.set(0.5, 0.5); showCollBtn.addChild(showCollLabel); showCollBtn.x = 2048 / 2; showCollBtn.y = 1600; // moved up from 2050 game.addChild(showCollBtn); // --- Inventory Button and State --- // inventory is now an array of objects: { id: <itemId>, count: <number> } var inventory = []; var inventoryBtn = new Container(); var inventoryBg = inventoryBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, // Equalize to rollBtn scaleY: 1 // Equalize to rollBtn }); inventoryBg.alpha = 1; var inventoryLabel = new Text2("INVENTORY", { size: 48, // Shrunk to fit inside button fill: "#fff" }); inventoryLabel.anchor.set(0.5, 0.5); inventoryBtn.addChild(inventoryLabel); // Place inventory button under collection button inventoryBtn.x = 2048 / 2; inventoryBtn.y = showCollBtn.y + 170; // will now be 1770, higher up game.addChild(inventoryBtn); // --- Craft Button --- var craftBtn = new Container(); var craftBg = craftBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, // Equalize to rollBtn scaleY: 1 // Equalize to rollBtn }); craftBg.alpha = 1; var craftLabel = new Text2("CRAFT", { size: 70, // Match rollBtn label size fill: "#fff" }); craftLabel.anchor.set(0.5, 0.5); craftBtn.addChild(craftLabel); // Place craft button under inventory button craftBtn.x = 2048 / 2; craftBtn.y = inventoryBtn.y + 170; game.addChild(craftBtn); // --- Lucky Pebble & Fortune Leaf Craft Recipes --- // Recipe definitions var CRAFT_RECIPES = [{ name: "Lucky Pebble", asset: "craft_luckypebble", ingredients: [{ id: 15, name: "Spark", count: 1 }, // Spark { id: 7, name: "Sand", count: 1 } // Sand ], effect: function effect() { // Permanently give 2x luck multiplier if (!storage.luckyPebbleCrafted) { storage.luckyPebbleCrafted = true; levelLuckMultiplier *= 2; // Flash level bar to indicate permanent luck LK.effects.flashObject(levelBarFg, 0xffe066, 1200); levelBarLabel.setText("Level " + level + " (" + rollsThisLevel + "/50) Luck x" + levelLuckMultiplier * luckEventMultiplier); } } }, { name: "Fortune Leaf", asset: "craft_fortuneleaf", ingredients: [{ id: 5, name: "Moss", count: 1 }, { id: 3, name: "Breeze", count: 1 }], effect: function effect() { // Permanently give 3x luck multiplier if (!storage.fortuneLeafCrafted) { storage.fortuneLeafCrafted = true; levelLuckMultiplier *= 3; // Flash level bar to indicate permanent luck LK.effects.flashObject(levelBarFg, 0x44ff66, 1200); levelBarLabel.setText("Level " + level + " (" + rollsThisLevel + "/50) Luck x" + levelLuckMultiplier * luckEventMultiplier); } } }]; // Craft overlay UI var craftOverlay = new Container(); craftOverlay.visible = false; game.addChild(craftOverlay); // Craft recipe icon, name, and button var craftRecipeIcon = null; var craftRecipeName = null; var craftRecipeBtn = null; var craftRecipeBtnLabel = null; var craftRecipeMsg = null; // Show craft overlay for selected recipe (default to first) function showCraftOverlay(selectedRecipeIdx) { // Remove previous children while (craftOverlay.children.length) craftOverlay.removeChild(craftOverlay.children[0]); // If not specified, show first recipe var recipeIdx = typeof selectedRecipeIdx === "number" ? selectedRecipeIdx : 0; var recipe = CRAFT_RECIPES[recipeIdx]; // Icon craftRecipeIcon = LK.getAsset(recipe.asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); craftRecipeIcon.x = 2048 / 2; craftRecipeIcon.y = 700; craftOverlay.addChild(craftRecipeIcon); // Name craftRecipeName = new Text2(recipe.name, { size: 80, fill: "#fff" }); craftRecipeName.anchor.set(0.5, 0); craftRecipeName.x = 2048 / 2; craftRecipeName.y = 900; craftOverlay.addChild(craftRecipeName); // Ingredients var ingText = "Requires: "; for (var i = 0; i < recipe.ingredients.length; ++i) { var ing = recipe.ingredients[i]; ingText += ing.name + (i < recipe.ingredients.length - 1 ? " + " : ""); } var craftRecipeIng = new Text2(ingText, { size: 48, fill: "#fff" }); craftRecipeIng.anchor.set(0.5, 0); craftRecipeIng.x = 2048 / 2; craftRecipeIng.y = 1000; craftOverlay.addChild(craftRecipeIng); // Permanent effect info var effectText = ""; if (recipeIdx === 0) { effectText = "Permanently gives 2x luck multiplier!"; } else if (recipeIdx === 1) { effectText = "Permanently gives 3x luck multiplier!"; } var craftRecipeEffect = new Text2(effectText, { size: 48, fill: 0xFFE066 }); craftRecipeEffect.anchor.set(0.5, 0); craftRecipeEffect.x = 2048 / 2; craftRecipeEffect.y = 1080; craftOverlay.addChild(craftRecipeEffect); // Craft button craftRecipeBtn = new Container(); var btnBg = craftRecipeBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); btnBg.alpha = 1; craftRecipeBtnLabel = new Text2("CRAFT", { size: 48, fill: "#fff" }); craftRecipeBtnLabel.anchor.set(0.5, 0.5); craftRecipeBtn.addChild(craftRecipeBtnLabel); craftRecipeBtn.x = 2048 / 2; craftRecipeBtn.y = 1200; craftOverlay.addChild(craftRecipeBtn); // Message text craftRecipeMsg = new Text2("", { size: 44, fill: "#fff" }); craftRecipeMsg.anchor.set(0.5, 0); craftRecipeMsg.x = 2048 / 2; craftRecipeMsg.y = 1300; craftOverlay.addChild(craftRecipeMsg); // Back button var craftBackBtn = new Container(); var craftBackBg = craftBackBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); craftBackBg.alpha = 1; var craftBackLabel = new Text2("BACK", { size: 48, fill: "#fff" }); craftBackLabel.anchor.set(0.5, 0.5); craftBackBtn.addChild(craftBackLabel); craftBackBtn.x = 2048 / 2; craftBackBtn.y = 2500; craftOverlay.addChild(craftBackBtn); // If there are multiple recipes, add a toggle button to switch between them if (CRAFT_RECIPES.length > 1) { var toggleBtn = new Container(); var toggleBg = toggleBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); toggleBg.alpha = 1; var toggleLabel = new Text2(recipeIdx === 0 ? "NEXT" : "PREV", { size: 36, fill: "#fff" }); toggleLabel.anchor.set(0.5, 0.5); toggleBtn.addChild(toggleLabel); toggleBtn.x = 2048 / 2 + 350; toggleBtn.y = 900; craftOverlay.addChild(toggleBtn); toggleBtn.down = function (x, y, obj) { toggleBg.scaleX = 0.95; toggleBg.scaleY = 0.95; }; toggleBtn.up = function (x, y, obj) { toggleBg.scaleX = 1; toggleBg.scaleY = 1; // Toggle between recipes showCraftOverlay(recipeIdx === 0 ? 1 : 0); }; } // Craft button handlers craftRecipeBtn.down = function (x, y, obj) { btnBg.scaleX = 0.95; btnBg.scaleY = 0.95; }; craftRecipeBtn.up = function (x, y, obj) { btnBg.scaleX = 1; btnBg.scaleY = 1; // Check if already crafted if (recipeIdx === 0 && storage.luckyPebbleCrafted || recipeIdx === 1 && storage.fortuneLeafCrafted) { craftRecipeMsg.setText("Already crafted!"); return; } // Check inventory for ingredients var canCraft = true; for (var i = 0; i < recipe.ingredients.length; ++i) { var ing = recipe.ingredients[i]; var found = false; for (var j = 0; j < inventory.length; ++j) { if (inventory[j].id === ing.id && inventory[j].count >= ing.count) { found = true; break; } } if (!found) { canCraft = false; break; } } if (!canCraft) { craftRecipeMsg.setText("Missing ingredients!"); return; } // Remove ingredients from inventory for (var i = 0; i < recipe.ingredients.length; ++i) { var ing = recipe.ingredients[i]; for (var j = 0; j < inventory.length; ++j) { if (inventory[j].id === ing.id) { inventory[j].count -= ing.count; if (inventory[j].count <= 0) { inventory.splice(j, 1); } break; } } } // Apply effect recipe.effect(); if (recipeIdx === 0) { craftRecipeMsg.setText("Crafted! 2x luck multiplier unlocked!"); } else if (recipeIdx === 1) { craftRecipeMsg.setText("Crafted! 3x luck multiplier unlocked!"); } }; // Back button handlers craftBackBtn.down = function (x, y, obj) { craftBackBg.scaleX = 0.95; craftBackBg.scaleY = 0.95; }; craftBackBtn.up = function (x, y, obj) { craftBackBg.scaleX = 1; craftBackBg.scaleY = 1; craftOverlay.visible = false; // Restore main UI elements titleTxt.visible = true; rarityTxt.visible = true; itemDisplay.visible = true; itemNameTxt.visible = true; rollBtn.visible = true; showCollBtn.visible = true; inventoryBtn.visible = true; craftBtn.visible = true; }; craftOverlay.visible = true; // Hide main UI elements titleTxt.visible = false; rarityTxt.visible = false; itemDisplay.visible = false; itemNameTxt.visible = false; rollBtn.visible = false; showCollBtn.visible = false; inventoryBtn.visible = false; craftBtn.visible = false; } // Craft button handlers craftBtn.down = function (x, y, obj) { craftBg.scaleX = 0.95; craftBg.scaleY = 0.95; }; craftBtn.up = function (x, y, obj) { craftBg.scaleX = 1; craftBg.scaleY = 1; if (rolling || showCollection || inventoryOverlay.visible) return; showCraftOverlay(); }; // On load, if Lucky Pebble was crafted, apply effect if (storage.luckyPebbleCrafted) { levelLuckMultiplier *= 2; } // On load, if Fortune Leaf was crafted, apply effect if (storage.fortuneLeafCrafted) { levelLuckMultiplier *= 3; } // Collection view overlay var collectionOverlay = new Container(); collectionOverlay.visible = false; game.addChild(collectionOverlay); // "Back" button for collection var backBtn = new Container(); var backBg = backBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); backBg.alpha = 1; var backLabel = new Text2("BACK", { size: 48, fill: "#fff" }); backLabel.anchor.set(0.5, 0.5); backBtn.addChild(backLabel); backBtn.x = 2048 / 2; backBtn.y = 2500; collectionOverlay.addChild(backBtn); // Collection grid var collectionIcons = []; function updateCollectionGrid() { // Remove old for (var i = 0; i < collectionIcons.length; ++i) collectionOverlay.removeChild(collectionIcons[i]); collectionIcons = []; // Layout: 3 per row, centered var perRow = 3; var spacing = 320; var startX = 2048 / 2 - spacing; var startY = 600; for (var i = 0; i < ITEM_DEFS.length; ++i) { var item = ITEM_DEFS[i]; var owned = collection.indexOf(item.id) !== -1; var icon = new CollectionIcon(); icon.setItem(item, owned); icon.x = startX + i % perRow * spacing; icon.y = startY + Math.floor(i / perRow) * spacing; // Name and rarity var nameTxt = new Text2(item.name, { size: 36, fill: "#fff" }); nameTxt.anchor.set(0.5, 0); nameTxt.x = 0; nameTxt.y = 90; icon.addChild(nameTxt); var rareTxt = new Text2("1 in " + item.rarity, { size: 28, fill: "#aaa" }); rareTxt.anchor.set(0.5, 0); rareTxt.x = 0; rareTxt.y = 130; icon.addChild(rareTxt); collectionOverlay.addChild(icon); collectionIcons.push(icon); } } // --- Functions --- function updateMainDisplay() { // Show last rolled item or first item var itemId = lastRollResult !== null ? lastRollResult : 0; var itemDef = getItemDef(itemId); itemDisplay.setItem(itemDef); // Show name and rarity rarityTxt.setText(itemDef.name + " • 1 in " + itemDef.rarity); // Show item name below the item display itemNameTxt.setText(itemDef.name); } function rollForItem() { // Weighted random roll, apply luck event and level multipliers var totalWeight = 0; for (var i = 0; i < ITEM_DEFS.length; ++i) { var rarity = ITEM_DEFS[i].rarity; // Apply multiplier: only to rarest item (lowest odds, highest rarity) var effectiveRarity = rarity; if (i === ITEM_DEFS.length - 1) { effectiveRarity = Math.max(1, Math.floor(rarity / (levelLuckMultiplier * luckEventMultiplier))); } totalWeight += 1 / effectiveRarity; } var r = Math.random() * totalWeight; var acc = 0; for (var i = 0; i < ITEM_DEFS.length; ++i) { var rarity = ITEM_DEFS[i].rarity; var effectiveRarity = rarity; if (i === ITEM_DEFS.length - 1) { effectiveRarity = Math.max(1, Math.floor(rarity / (levelLuckMultiplier * luckEventMultiplier))); } acc += 1 / effectiveRarity; if (r <= acc) return ITEM_DEFS[i].id; } return ITEM_DEFS[ITEM_DEFS.length - 1].id; } function animateRoll(resultId) { rolling = true; // Flash through random items, then land on result var flashes = 12; var flashTime = 60; var i = 0; function flashNext() { if (i < flashes) { var fakeId = Math.floor(Math.random() * ITEM_DEFS.length); itemDisplay.setItem(getItemDef(fakeId)); ++i; LK.setTimeout(flashNext, flashTime); } else { // Land on result itemDisplay.setItem(getItemDef(resultId)); // Animate scale itemDisplay.scale.set(1.2, 1.2); tween(itemDisplay, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.bounceOut }); rolling = false; updateMainDisplay(); } } flashNext(); } // --- Event Handlers --- // Roll button rollBtn.down = function (x, y, obj) { if (rolling || showCollection || rollCooldown) return; // Call the original RollButton.down (the class method), not this event handler if (typeof RollButton.prototype.down === "function") { RollButton.prototype.down.call(rollBtn, x, y, obj); } }; rollBtn.up = function (x, y, obj) { if (rolling || showCollection || rollCooldown) return; // Start cooldown rollCooldown = true; if (rollCooldownTimeout) { LK.clearTimeout(rollCooldownTimeout); } rollBtn.alpha = 0.5; rollCooldownTimeout = LK.setTimeout(function () { rollCooldown = false; rollBtn.alpha = 1; rollCooldownTimeout = null; }, 2000); // Do roll var resultId = rollForItem(); lastRollResult = resultId; // Add to collection if new if (collection.indexOf(resultId) === -1) { collection.push(resultId); storage.collection = collection; } // Add all rolled items to inventory, accumulate up to 64 per item var itemDef = getItemDef(resultId); if (itemDef) { // Find if item already exists in inventory var found = false; for (var i = 0; i < inventory.length; ++i) { if (inventory[i].id === resultId) { if (inventory[i].count < 64) { inventory[i].count += 1; } found = true; break; } } if (!found) { inventory.push({ id: resultId, count: 1 }); } } animateRoll(resultId); updateMainDisplay(); // --- Level logic --- rollsTotal += 1; rollsThisLevel += 1; var leveledUp = false; if (rollsThisLevel >= 50) { level += 1; rollsThisLevel = 0; leveledUp = true; // Increase level-based luck multiplier levelLuckMultiplier += 1; // Flash level bar to indicate level up LK.effects.flashObject(levelBarFg, 0xffe066, 800); } // Update level bar UI var frac = Math.min(1, rollsThisLevel / 50); levelBarFg.width = 1200 * frac; levelBarLabel.setText("Level " + level + " (" + rollsThisLevel + "/50) Luck x" + levelLuckMultiplier * luckEventMultiplier); // Call the original RollButton.up (the class method), not this event handler if (typeof RollButton.prototype.up === "function") { RollButton.prototype.up.call(rollBtn, x, y, obj); } }; // Show collection showCollBtn.down = function (x, y, obj) { if (rolling) return; showCollBg.scaleX = 0.95; showCollBg.scaleY = 0.95; }; showCollBtn.up = function (x, y, obj) { if (rolling) return; showCollBg.scaleX = 1; showCollBg.scaleY = 1; showCollection = true; collectionOverlay.visible = true; updateCollectionGrid(); // Hide main UI elements when collection is open titleTxt.visible = false; rarityTxt.visible = false; itemDisplay.visible = false; itemNameTxt.visible = false; rollBtn.visible = false; showCollBtn.visible = false; inventoryBtn.visible = false; craftBtn.visible = false; }; // Back from collection backBtn.down = function (x, y, obj) { backBg.scaleX = 0.95; backBg.scaleY = 0.95; }; backBtn.up = function (x, y, obj) { backBg.scaleX = 1; backBg.scaleY = 1; showCollection = false; collectionOverlay.visible = false; // Restore main UI elements when leaving collection titleTxt.visible = true; rarityTxt.visible = true; itemDisplay.visible = true; itemNameTxt.visible = true; rollBtn.visible = true; showCollBtn.visible = true; inventoryBtn.visible = true; craftBtn.visible = true; }; // --- Inventory Overlay --- var inventoryOverlay = new Container(); inventoryOverlay.visible = false; game.addChild(inventoryOverlay); // "Back" button for inventory var invBackBtn = new Container(); var invBackBg = invBackBtn.attachAsset('roll_btn', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); invBackBg.alpha = 1; var invBackLabel = new Text2("BACK", { size: 48, fill: "#fff" }); invBackLabel.anchor.set(0.5, 0.5); invBackBtn.addChild(invBackLabel); invBackBtn.x = 2048 / 2; invBackBtn.y = 2500; inventoryOverlay.addChild(invBackBtn); // Inventory grid var inventoryIcons = []; function updateInventoryGrid() { // Remove old for (var i = 0; i < inventoryIcons.length; ++i) inventoryOverlay.removeChild(inventoryIcons[i]); inventoryIcons = []; // Layout: 3 per row, centered var perRow = 3; var spacing = 320; var startX = 2048 / 2 - spacing; var startY = 600; for (var i = 0; i < inventory.length; ++i) { var invEntry = inventory[i]; var itemId = invEntry.id; var itemCount = invEntry.count; var item = getItemDef(itemId); if (!item) continue; var icon = new CollectionIcon(); icon.setItem(item, true); icon.x = startX + i % perRow * spacing; icon.y = startY + Math.floor(i / perRow) * spacing; // Name and rarity var nameTxt = new Text2(item.name, { size: 36, fill: "#fff" }); nameTxt.anchor.set(0.5, 0); nameTxt.x = 0; nameTxt.y = 90; icon.addChild(nameTxt); var rareTxt = new Text2("1 in " + item.rarity, { size: 28, fill: "#aaa" }); rareTxt.anchor.set(0.5, 0); rareTxt.x = 0; rareTxt.y = 130; icon.addChild(rareTxt); // Show count if more than 1 if (itemCount > 1) { var countTxt = new Text2("x" + itemCount, { size: 40, fill: 0xFFE066 }); countTxt.anchor.set(1, 1); countTxt.x = 90; countTxt.y = 90; icon.addChild(countTxt); } inventoryOverlay.addChild(icon); inventoryIcons.push(icon); } } // Inventory button handlers inventoryBtn.down = function (x, y, obj) { inventoryBg.scaleX = 0.95; inventoryBg.scaleY = 0.95; }; inventoryBtn.up = function (x, y, obj) { inventoryBg.scaleX = 1; inventoryBg.scaleY = 1; if (rolling) return; showCollection = false; collectionOverlay.visible = false; inventoryOverlay.visible = true; updateInventoryGrid(); // Hide main UI elements when inventory is open titleTxt.visible = false; rarityTxt.visible = false; itemDisplay.visible = false; itemNameTxt.visible = false; rollBtn.visible = false; showCollBtn.visible = false; inventoryBtn.visible = false; craftBtn.visible = false; }; // Inventory back button handlers invBackBtn.down = function (x, y, obj) { invBackBg.scaleX = 0.95; invBackBg.scaleY = 0.95; }; invBackBtn.up = function (x, y, obj) { invBackBg.scaleX = 1; invBackBg.scaleY = 1; inventoryOverlay.visible = false; // Restore main UI elements when leaving inventory titleTxt.visible = true; rarityTxt.visible = true; itemDisplay.visible = true; itemNameTxt.visible = true; rollBtn.visible = true; showCollBtn.visible = true; inventoryBtn.visible = true; craftBtn.visible = true; }; // --- Initial State --- updateMainDisplay(); collectionOverlay.visible = false; // --- Level bar initial state --- rollsThisLevel = 0; level = 1; levelLuckMultiplier = 1; levelBarFg.width = 0; levelBarLabel.setText("Level 1 (0/50) Luck x1"); // --- GUI Layout --- titleTxt.x = 2048 / 2; titleTxt.y = 40; rarityTxt.x = 2048 / 2; rarityTxt.y = 200; // --- Touch Handling (prevent drag) --- game.move = function (x, y, obj) {}; game.down = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // --- Game Update --- game.update = function () { // Update luck event timer bar if active if (luckEventActive && luckEventTimerBar && luckEventTimerBar.visible) { var now = Date.now(); var total = 20000; var left = Math.max(0, luckEventEndTime - now); var frac = left / total; luckEventTimerBar.fg.width = 600 * frac; if (left <= 0) { endLuckEvent(); } } };
===================================================================
--- original.js
+++ change.js
@@ -123,17 +123,17 @@
/****
* Game Code
****/
-// --- State ---
+// Item definitions: id, name, rarity (1 in X), asset, extra (for shape/rotation/text)
+// We'll overlay text for "hex"
+// We'll overlay text for "star"
+// We'll rotate this to look like a triangle
/*
We will use simple shapes for items (boxes, ellipses) and a "roll" button.
Each item will have a unique color and shape for visual distinction.
*/
-// We'll rotate this to look like a triangle
-// We'll overlay text for "star"
-// We'll overlay text for "hex"
-// Item definitions: id, name, rarity (1 in X), asset, extra (for shape/rotation/text)
+// --- State ---
var ITEM_DEFS = [{
id: 0,
name: "Water",
rarity: 2,
@@ -404,11 +404,11 @@
// Equalize to rollBtn
scaleY: 1 // Equalize to rollBtn
});
showCollBg.alpha = 1;
-var showCollLabel = new Text2("COLLECT\nION", {
- size: 54,
- // Reduced size and line break for better fit
+var showCollLabel = new Text2("COLLECTION", {
+ size: 48,
+ // Shrunk to fit inside button
fill: "#fff"
});
showCollLabel.anchor.set(0.5, 0.5);
showCollBtn.addChild(showCollLabel);
@@ -426,11 +426,11 @@
// Equalize to rollBtn
scaleY: 1 // Equalize to rollBtn
});
inventoryBg.alpha = 1;
-var inventoryLabel = new Text2("INVEN\nTORY", {
- size: 54,
- // Reduced size and line break for better fit
+var inventoryLabel = new Text2("INVENTORY", {
+ size: 48,
+ // Shrunk to fit inside button
fill: "#fff"
});
inventoryLabel.anchor.set(0.5, 0.5);
inventoryBtn.addChild(inventoryLabel);
Water. In-Game asset. 2d. High contrast. No shadows
Stone. In-Game asset. 2d. High contrast. No shadows
Flame. In-Game asset. 2d. High contrast. No shadows
Breeze. In-Game asset. 2d. High contrast. No shadows
Ember. In-Game asset. 2d. High contrast. No shadows
light green moss. In-Game asset. 2d. High contrast. No shadows
Crystal. In-Game asset. 2d. High contrast. No shadows
sand. In-Game asset. 2d. High contrast. No shadows
Gray ash. In-Game asset. 2d. High contrast. No shadows
Iron bar. In-Game asset. 2d. High contrast. No shadows
Rectangular button. In-Game asset. 2d. High contrast. No shadows
Quartz. In-Game asset. 2d. High contrast. No shadows
smoke. In-Game asset. 2d. High contrast. No shadows
Frozen human. In-Game asset. 2d. High contrast. No shadows
Thunder. In-Game asset. 2d. High contrast. No shadows
Vine. In-Game asset. 2d. High contrast. No shadows
spark. In-Game asset. 2d. High contrast. No shadows
lucky pebble. In-Game asset. 2d. High contrast. No shadows
Fortune Leaf. In-Game asset. 2d. High contrast. No shadows