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 ****/ // --- State --- /* 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) 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' }]; // --- 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; } var collection = storage.collection || []; // array of owned item ids var lastRollResult = null; // id of last rolled item var rolling = false; // is animation running var showCollection = false; // --- 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: 0.7, scaleY: 0.7 }); showCollBg.alpha = 1; var showCollLabel = new Text2("COLLECTION", { size: 48, 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: 0.7, scaleY: 0.7 }); inventoryBg.alpha = 1; var inventoryLabel = new Text2("INVENTORY", { size: 48, 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); // 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) 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) return; // 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; }; // 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; }; // --- 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; }; // 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; }; // --- 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(); } } };
/****
* 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
****/
// --- State ---
/*
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)
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'
}];
// --- 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;
}
var collection = storage.collection || []; // array of owned item ids
var lastRollResult = null; // id of last rolled item
var rolling = false; // is animation running
var showCollection = false;
// --- 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: 0.7,
scaleY: 0.7
});
showCollBg.alpha = 1;
var showCollLabel = new Text2("COLLECTION", {
size: 48,
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: 0.7,
scaleY: 0.7
});
inventoryBg.alpha = 1;
var inventoryLabel = new Text2("INVENTORY", {
size: 48,
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);
// 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) 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) return;
// 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;
};
// 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;
};
// --- 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;
};
// 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;
};
// --- 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();
}
}
};
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