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Oyundaki nesnelerde sayılar m ye kadar değilde trilyara kadar olsun 1000 m yerine 1 b gibi
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Sadece 1.5 versin eskisi giib
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2 kat vermesin alış başına 3 . Alışta n sonra 5 artsın
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Ve şöyle yap 150 y daha büyüt joystick alanını üste ve mağazadan muscle la muscle boost alınca muscle boost da her alışta 2 kat daha fazla versin
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Bak joystick ın yürüme alanının yerini değiştirme büyüt sadece en solda da olsun ortalarda da ve y olarak da biraz büyüt çok değil 100 y tarzı
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Şimdi şöyle olucak şu joystick çok geride yani ekranın taa en soluna tıklayınca yürünğyo onu ekranın orta taraflarına basıncada yürüme yap çok solda olmasın ve assetslere yeni düşman ekle 5 k güç isticek ve 1k win vercek yenme başına ve bi tane daha ekle oda 50 k güç isticek 10 k win vercek yenme başına ve ikinci yumurta 5 k win istesin 2 k yerine ve düşmanlar bi önceki düşman gibi aralarında aynı y mesafesi olsun
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2. Eggi ve yazılarını 150 y daha aşşağıya al ve hata düzelt page 2 de inventory kapatınca page 2 deki petler ekranda kalıyo olması gereken ekrandan gitmesi ve page 2 deki petlerede luck boostları ekle ilk pet ve ikinci petin şansı azalcak luck boost başına yüzde 10 ilk petin ikinci yüzde 7.5 şansı azalcak diğer 4 pet yüzde 25 artıcak şansları luck boost başına dikkat li oku
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Şimdi yeni bir yumurta ekle assetslere içinden 5 pet çıkan 2 k win Le alınıyo ilk pet 50 şansla çıkıyo 0.1 win boost 0.07 muscle boost ikinci pet 20 şansla çıkıyo 0.4 win boost 0.2 muscle boost üçüncü pet 5 şansla çıkıyo 2 win boost 1.2 muscle boost dördüncü pet 1 şansla çıkıyo 15 win boost 10 muscle boost beşinci pet 0.06 şansla çıkıyo 100 win boost 85 muscle boost 1 tanede gizli pet olcak 0.0001 şansı olcak bu pet win boostu ve muscle boostu 5 x arttıracak bu petleri 2. Sayfaya koy ve bi önceki 5 petle söylediğim pet sırasına göre konumunu ayarla şansa göre en fazladan en aza göre ve yumurta nın konumu bi önceki yumurtadan 250 y altta olcak gizli pet tek all muscle boost 5 x ve all win boost 5 x yazcak ve onunda konumu üçüncü petin altında olcak x ı üçüncü petin x ı olcak y si son petin y si
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Pet pet 1 pet 2 pet 3 pet 4 1. Sayfada
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Bide yeni assetslere obje ekle buda önceki sayfaya gitmeye yarıcak ve ileri sayfaya gitmekle aynı y de olcak x i sadece en sol taraflarda olcak sen uygun olarak ayarla ve şuan 2. Ci sayfa boş ben sana söylicem hangi petleri 2. Ci sayfaya koyacağını şuan pet den pet 4 e kadar olan petler 1. Sayfada
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Envantere sayfa mekaniği eklicez ilk olarak assetslere bir obje ekle onla bir sonraki sayfaya geçicez ismini ona göre ayarla ve o objeyi inventory deki close tuşunun 150 y altına koy ona tıklayınca sayfa mekaniği ile sonraki sayfa atlansın şuan 2 sayfa olcak her sayfada 1 tane egg ın sayfası olucak ve petleri şuan 1 egg var 2. Egg eklenince 2. Sayfaya gelcek petler ve ın inventory nin tam orta en üstünün 50 y altında 60 px Le sayfa sayısı yazsın
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Dusmana veya dusman 1e tıklayınca 0.5sn beklesin ve ondan sonra ödül versin ve 0.5 sn beklerken 0.5sn içinde tıklayınca hiç bişi olmasın 0.5 sn geçince düzelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Şimdi 1 tane daha weightLiftingRect ekle bu da 100 k muscle istesin ve 2k muscle versin tıklama başı assets lere weightLiftingRect 2 ekle ve weightLiftingRect 1 10 k istesin ve 300 versin muscle
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Şimdi 1 tane daha weightLiftingRect ekle bu da 100 k muscle istesin ve 1k muscle versin tıklama başı assets lere weightLiftingRect 2 ekle ve weightLiftingRect 1 10 k istesin
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50 y daha altına gitsin dusman 1 ve weightLiftingRect tin altındaki muscle 0 yazısının 40 y altına 1 muscle yazsın diğer weightLiftingRect 1 ın de muscle 1k yazısının 40 y altına 5 muscle yazsın dusman altında 1 win dusman 1 ın altında 15 win yazsın
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50 y daha altına gitsin dusman 1 ve weightLiftingRect tin altındaki muscle 0 yazısının 40 y altına 1 muscle yazsın diğer weightLiftingRect 1 ın de muscle 1k yazısının 40 y altına 5 muscle yazsın dusman altında 1 win dusman 1 ın altında 15 win yazsın
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Dusman 1 dusmanın 100 y altına daha gitsin ve weightLiftingRect 1 400 x daha sağa gitsin
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Şimdi ilk dusman a her tıkladığımızda 0.05 sn beklesin bu auto click tıklandığında yavaş tıklansın diye veya 0.1 de yapabilirsin ve 2. Düşman gelcek assets lere dusman 1 ekle diğer dusman ın 200 y altında olsun 100 muscle gereksin 15 win versin ve üstteki muscle yapma yerine weightLiftingRect 1 eklensin weightLiftingRect ın 100 x sağına yeni bir weightLiftingRect 1 assetsi gelcek bu 5 muscle vercek ama bunu kullanmak için en az 1 k güç gerekcek diğeriyle aynı kodu sadece bunlar ekle ve altında 1 k muscle yazcak weightLiftingRect ın ise 0 muscle yazcak
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Oyunun resmini nerden düzenleyebilirim ben düzenleyemiyosam sen gym salonu resmi koy
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Ama yüzde 5 4 ve 3 olarak düşücek direkt sayı olarak değil yüzde
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Ama luck boost 0 iken pet ın 70 çıkma şansı pet 1 30 pet 2 10 olucak oyüzden o şanslar dan düşçek 5 4 3
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Bak şöyle olucak pet pet 1 ve pet 2 nin şansları düşücek artmıcak luck boost başına pet ın yüzde 5 pet 1 yüzde 4 pet 2 yüzde 3 düşücek 0 a geldiğinde çıkma şansları olmıcak ve düşmeyecek daha
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Add floating text for muscle display self.muscleText = new Text2('Muscle: 0', { size: 60, fill: '#ffffff' }); self.muscleText.anchor.set(0.5, 1); self.addChild(self.muscleText); self.speed = 8; self.velocityX = 0; self.velocityY = 0; self.targetRotation = 0; self.setVelocity = function (vx, vy) { self.velocityX = vx; self.velocityY = vy; // Calculate rotation to face movement direction if (vx !== 0 || vy !== 0) { self.targetRotation = Math.atan2(vy, vx); } }; self.update = function () { // Store previous position for collision detection var prevX = self.x; var prevY = self.y; // Move character self.x += self.velocityX * self.speed; self.y += self.velocityY * self.speed; // Check collision with enemy (barrier) var enemyLeft = enemy.x - 100 - 115; // enemy half width + character half width var enemyRight = enemy.x + 100 + 115; var enemyTop = enemy.y - 100 - 115; var enemyBottom = enemy.y + 100 + 115; if (self.x >= enemyLeft && self.x <= enemyRight && self.y >= enemyTop && self.y <= enemyBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with weight lifting area (barrier) var weightLeft = weightLiftingRect.x - 175 - 115; // weight half width + character half width var weightRight = weightLiftingRect.x + 175 + 115; var weightTop = weightLiftingRect.y - 203 - 115; // weight half height + character half width var weightBottom = weightLiftingRect.y + 203 + 115; if (self.x >= weightLeft && self.x <= weightRight && self.y >= weightTop && self.y <= weightBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with second weight lifting area (barrier) var weight1Left = weightLiftingRect1.x - 175 - 115; // weight half width + character half width var weight1Right = weightLiftingRect1.x + 175 + 115; var weight1Top = weightLiftingRect1.y - 203 - 115; // weight half height + character half width var weight1Bottom = weightLiftingRect1.y + 203 + 115; if (self.x >= weight1Left && self.x <= weight1Right && self.y >= weight1Top && self.y <= weight1Bottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with third enemy (barrier) var enemy2Left = enemy2.x - 100 - 115; // enemy half width + character half width var enemy2Right = enemy2.x + 100 + 115; var enemy2Top = enemy2.y - 100 - 115; var enemy2Bottom = enemy2.y + 100 + 115; if (self.x >= enemy2Left && self.x <= enemy2Right && self.y >= enemy2Top && self.y <= enemy2Bottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with fourth enemy (barrier) var enemy3Left = enemy3.x - 100 - 115; // enemy half width + character half width var enemy3Right = enemy3.x + 100 + 115; var enemy3Top = enemy3.y - 100 - 115; var enemy3Bottom = enemy3.y + 100 + 115; if (self.x >= enemy3Left && self.x <= enemy3Right && self.y >= enemy3Top && self.y <= enemy3Bottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with third weight lifting area (barrier) var weight2Left = weightLiftingRect2.x - 175 - 115; // weight half width + character half width var weight2Right = weightLiftingRect2.x + 175 + 115; var weight2Top = weightLiftingRect2.y - 203 - 115; // weight half height + character half width var weight2Bottom = weightLiftingRect2.y + 203 + 115; if (self.x >= weight2Left && self.x <= weight2Right && self.y >= weight2Top && self.y <= weight2Bottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Keep character within screen bounds only if (self.x < 40) { self.x = 40; } if (self.x > 2008) { self.x = 2008; } if (self.y < 40) { self.y = 40; } if (self.y > 2692) { self.y = 2692; } // Update character graphics based on muscle level var currentAssetId = 'character'; if (muscle >= 100000000) { currentAssetId = 'character_100m'; } else if (muscle >= 10000000) { currentAssetId = 'character_10m'; } else if (muscle >= 1000000) { currentAssetId = 'character_1m'; } else if (muscle >= 100000) { currentAssetId = 'character_100k'; } else if (muscle >= 10000) { currentAssetId = 'character_10k'; } else if (muscle >= 1000) { currentAssetId = 'character_1k'; } // Check if we need to change the character asset if (!self.currentAssetId || self.currentAssetId !== currentAssetId) { // Remove old graphics if (characterGraphics.parent) { self.removeChild(characterGraphics); } // Add new graphics characterGraphics = self.attachAsset(currentAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.currentAssetId = currentAssetId; } // Update muscle text with formatted display self.muscleText.setText('Muscle: ' + formatMuscle(muscle)); self.muscleText.x = 0; self.muscleText.y = -100; // 50px higher than before // Update win text if (!self.winText) { self.winText = new Text2('Win: 0', { size: 60, fill: '#ffffff' }); self.winText.anchor.set(0.5, 1); self.addChild(self.winText); } self.winText.setText('Win: ' + formatWin(win)); self.winText.x = 0; self.winText.y = -150; // 50px above muscle text // Smooth rotation towards target var currentRotation = characterGraphics.rotation; var rotationDiff = self.targetRotation - currentRotation; // Handle rotation wrapping if (rotationDiff > Math.PI) { rotationDiff -= 2 * Math.PI; } if (rotationDiff < -Math.PI) { rotationDiff += 2 * Math.PI; } characterGraphics.rotation += rotationDiff * 0.15; }; return self; }); var Joystick = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5 }); var handleGraphics = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.alpha = 0.3; handleGraphics.alpha = 0.7; self.baseRadius = 100; self.handleRadius = 40; self.isActive = false; self.centerX = 0; self.centerY = 0; self.handleX = 0; self.handleY = 0; self.show = function (x, y) { self.visible = true; self.isActive = true; self.x = x; self.y = y; self.centerX = x; self.centerY = y; self.handleX = 0; self.handleY = 0; handleGraphics.x = 0; handleGraphics.y = 0; }; self.hide = function () { self.visible = false; self.isActive = false; // Smooth return to center tween(handleGraphics, { x: 0, y: 0 }, { duration: 200 }); }; self.updateHandle = function (x, y) { if (!self.isActive) { return; } // Calculate offset from center var offsetX = x - self.centerX; var offsetY = y - self.centerY; var distance = Math.sqrt(offsetX * offsetX + offsetY * offsetY); // Constrain handle within base radius if (distance > self.baseRadius) { offsetX = offsetX / distance * self.baseRadius; offsetY = offsetY / distance * self.baseRadius; distance = self.baseRadius; } self.handleX = offsetX; self.handleY = offsetY; handleGraphics.x = offsetX; handleGraphics.y = offsetY; // Return normalized values for movement return { x: offsetX / self.baseRadius, y: offsetY / self.baseRadius, magnitude: distance / self.baseRadius }; }; self.visible = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ // Initialize muscle variable var muscle = storage.muscle || 0; // Initialize win variable var win = storage.win || 0; // Function to format win numbers with proper decimal places function formatWin(value) { if (value >= 1) { // For values >= 1, use maximum 2 decimal places return Math.round(value * 100) / 100; } else { // For values < 1, round to 2 decimal places and format appropriately var rounded = Math.round(value * 100) / 100; return rounded; } } // Function to format muscle numbers with k, m notation function formatMuscle(value) { if (value >= 1000000) { // For millions var millions = value / 1000000; if (millions >= 10) { return Math.floor(millions) + 'm'; } else { return Math.floor(millions * 10) / 10 + 'm'; } } else if (value >= 1000) { // For thousands var thousands = value / 1000; if (thousands >= 10) { return Math.floor(thousands) + 'k'; } else { return Math.floor(thousands * 10) / 10 + 'k'; } } else { // For values less than 1000, show with max 2 decimal places return Math.round(value * 100) / 100; } } // Universal function to format all numbers with k, m notation for display function formatNumber(value) { if (value >= 1000000) { // For millions var millions = value / 1000000; if (millions >= 10) { return Math.floor(millions) + 'm'; } else { return Math.floor(millions * 10) / 10 + 'm'; } } else if (value >= 1000) { // For thousands var thousands = value / 1000; if (thousands >= 10) { return Math.floor(thousands) + 'k'; } else { return Math.floor(thousands * 10) / 10 + 'k'; } } else { // For values < 1000, show with proper decimal places return Math.round(value * 100) / 100; } } // Initialize pet inventory var petCount = storage.petCount || 0; var pet1Count = storage.pet1Count || 0; var pet2Count = storage.pet2Count || 0; var pet3Count = storage.pet3Count || 0; var pet4Count = storage.pet4Count || 0; var pet5Count = storage.pet5Count || 0; var pet6Count = storage.pet6Count || 0; var pet7Count = storage.pet7Count || 0; var pet8Count = storage.pet8Count || 0; var pet9Count = storage.pet9Count || 0; var petSecretCount = storage.petSecretCount || 0; // Initialize pet boost values var petWinBoost = petCount * 0.02; // 0.02 per pet var pet1WinBoost = pet1Count * 0.06; // 0.06 per pet1 var pet2WinBoost = pet2Count * 0.2; // 0.2 per pet2 var pet3WinBoost = pet3Count * 1.5; // 1.5 per pet3 var pet4WinBoost = pet4Count * 60; // 60 per pet4 var pet5WinBoost = pet5Count * 0.1; // 0.1 per pet5 var pet6WinBoost = pet6Count * 0.4; // 0.4 per pet6 var pet7WinBoost = pet7Count * 2; // 2 per pet7 var pet8WinBoost = pet8Count * 15; // 15 per pet8 var pet9WinBoost = pet9Count * 100; // 100 per pet9 var petSecretWinBoost = petSecretCount > 0 ? (petWinBoost + pet1WinBoost + pet2WinBoost + pet3WinBoost + pet4WinBoost + pet5WinBoost + pet6WinBoost + pet7WinBoost + pet8WinBoost + pet9WinBoost) * 5 : 0; var totalWinBoost = petWinBoost + pet1WinBoost + pet2WinBoost + pet3WinBoost + pet4WinBoost + pet5WinBoost + pet6WinBoost + pet7WinBoost + pet8WinBoost + pet9WinBoost + petSecretWinBoost; // Initialize pet muscle boost values var petMuscleBoost = petCount * 0.01; // 0.01 per pet var pet1MuscleBoost = pet1Count * 0.03; // 0.03 per pet1 var pet2MuscleBoost = pet2Count * 0.1; // 0.1 per pet2 var pet3MuscleBoost = pet3Count * 0.75; // 0.75 per pet3 var pet4MuscleBoost = pet4Count * 30; // 30 per pet4 var pet5MuscleBoost = pet5Count * 0.07; // 0.07 per pet5 var pet6MuscleBoost = pet6Count * 0.2; // 0.2 per pet6 var pet7MuscleBoost = pet7Count * 1.2; // 1.2 per pet7 var pet8MuscleBoost = pet8Count * 10; // 10 per pet8 var pet9MuscleBoost = pet9Count * 85; // 85 per pet9 var petSecretMuscleBoost = petSecretCount > 0 ? (petMuscleBoost + pet1MuscleBoost + pet2MuscleBoost + pet3MuscleBoost + pet4MuscleBoost + pet5MuscleBoost + pet6MuscleBoost + pet7MuscleBoost + pet8MuscleBoost + pet9MuscleBoost) * 5 : 0; var totalPetMuscleBoost = petMuscleBoost + pet1MuscleBoost + pet2MuscleBoost + pet3MuscleBoost + pet4MuscleBoost + pet5MuscleBoost + pet6MuscleBoost + pet7MuscleBoost + pet8MuscleBoost + pet9MuscleBoost + petSecretMuscleBoost; // Initialize shop variables var muscleBoost = storage.muscleBoost || 0; // Additional muscle gain per flex var shopPrice = storage.shopPrice || 10; // Current price for muscle boost var shopBoostAmount = 1.5; // Current boost amount var luckBoost = storage.luckBoost || 0; // Luck boost count var luckPrice = storage.luckPrice || 100; // Current price for luck boost var isShopOpen = false; // Track if shop UI is open var isInventoryOpen = false; // Track if inventory UI is open var currentInventoryPage = 1; // Current page in inventory (1 or 2) var maxInventoryPages = 2; // Total pages available // Joystick handle (smaller circle) // Joystick base (semi-transparent circle) // Character shape var character = game.addChild(new Character()); character.x = 1024; character.y = 1366; // Create Weight Lifting rectangle at top-center, 100px from left edge var weightLiftingRect = game.addChild(LK.getAsset('weightLiftingRect', { anchorX: 0.5, anchorY: 0.5 })); weightLiftingRect.x = 200 + 175; // 200px from left + half width (175) to center weightLiftingRect.y = 50 + 110; // 50 + half height (70) to center // Add text above the rectangle var weightLiftingText = new Text2('Weight Lifting', { size: 58, // 36 * 1.6 = 57.6, rounded to 58 fill: '#ffffff' }); weightLiftingText.anchor.set(0.5, 1); weightLiftingText.x = weightLiftingRect.x; weightLiftingText.y = weightLiftingRect.y - 75; game.addChild(weightLiftingText); // Add text below the first weight lifting rectangle showing "0 muscle" var weightLiftingMuscleText = new Text2('0 muscle', { size: 48, fill: '#ffffff' }); weightLiftingMuscleText.anchor.set(0.5, 0); weightLiftingMuscleText.x = weightLiftingRect.x; weightLiftingMuscleText.y = weightLiftingRect.y + 75; game.addChild(weightLiftingMuscleText); // Add "1 muscle" text below the first weight lifting muscle text var weightLiftingMuscleText_1 = new Text2('1 muscle', { size: 48, fill: '#ffffff' }); weightLiftingMuscleText_1.anchor.set(0.5, 0); weightLiftingMuscleText_1.x = weightLiftingRect.x; weightLiftingMuscleText_1.y = weightLiftingMuscleText.y + 40; game.addChild(weightLiftingMuscleText_1); // Create second Weight Lifting rectangle 500px to the right of the first one var weightLiftingRect1 = game.addChild(LK.getAsset('weightLiftingRect1', { anchorX: 0.5, anchorY: 0.5 })); weightLiftingRect1.x = weightLiftingRect.x + 500; // 500px to the right weightLiftingRect1.y = weightLiftingRect.y; // Same Y position // Add text above the second rectangle var weightLiftingText1 = new Text2('Weight Lifting', { size: 58, fill: '#ffffff' }); weightLiftingText1.anchor.set(0.5, 1); weightLiftingText1.x = weightLiftingRect1.x; weightLiftingText1.y = weightLiftingRect1.y - 75; game.addChild(weightLiftingText1); // Add text below the second weight lifting rectangle showing "10k muscle" var weightLiftingMuscleText1 = new Text2('10k muscle', { size: 48, fill: '#ffffff' }); weightLiftingMuscleText1.anchor.set(0.5, 0); weightLiftingMuscleText1.x = weightLiftingRect1.x; weightLiftingMuscleText1.y = weightLiftingRect1.y + 75; game.addChild(weightLiftingMuscleText1); // Add "300 muscle" text below the second weight lifting muscle text var weightLiftingMuscleText1_5 = new Text2('300 muscle', { size: 48, fill: '#ffffff' }); weightLiftingMuscleText1_5.anchor.set(0.5, 0); weightLiftingMuscleText1_5.x = weightLiftingRect1.x; weightLiftingMuscleText1_5.y = weightLiftingMuscleText1.y + 40; game.addChild(weightLiftingMuscleText1_5); // Create third Weight Lifting rectangle to the right of the second one var weightLiftingRect2 = game.addChild(LK.getAsset('weightLiftingRect2', { anchorX: 0.5, anchorY: 0.5 })); weightLiftingRect2.x = weightLiftingRect1.x + 500; // 500px to the right of second one weightLiftingRect2.y = weightLiftingRect1.y; // Same Y position // Add text above the third rectangle var weightLiftingText2 = new Text2('Weight Lifting', { size: 58, fill: '#ffffff' }); weightLiftingText2.anchor.set(0.5, 1); weightLiftingText2.x = weightLiftingRect2.x; weightLiftingText2.y = weightLiftingRect2.y - 75; game.addChild(weightLiftingText2); // Add text below the third weight lifting rectangle showing "100k muscle" var weightLiftingMuscleText2 = new Text2('100k muscle', { size: 48, fill: '#ffffff' }); weightLiftingMuscleText2.anchor.set(0.5, 0); weightLiftingMuscleText2.x = weightLiftingRect2.x; weightLiftingMuscleText2.y = weightLiftingRect2.y + 75; game.addChild(weightLiftingMuscleText2); // Add "2k muscle" text below the third weight lifting muscle text var weightLiftingMuscleText2_2k = new Text2('2k muscle', { size: 48, fill: '#ffffff' }); weightLiftingMuscleText2_2k.anchor.set(0.5, 0); weightLiftingMuscleText2_2k.x = weightLiftingRect2.x; weightLiftingMuscleText2_2k.y = weightLiftingMuscleText2.y + 40; game.addChild(weightLiftingMuscleText2_2k); // Create enemy at top right, 150px from top var enemy = game.addChild(LK.getAsset('dusman', { anchorX: 0.5, anchorY: 0.5 })); enemy.x = 2048 - 200; // Right edge minus half width enemy.y = 150 + 100; // 150px from top plus half height // Add power text above enemy var enemyPowerText = new Text2('Power: ' + formatNumber(10), { size: 60, fill: '#ffffff' }); enemyPowerText.anchor.set(0.5, 1); enemyPowerText.x = enemy.x; enemyPowerText.y = enemy.y - 100; game.addChild(enemyPowerText); // Add "1 win" text below first enemy var enemyWinText = new Text2('1 win', { size: 60, fill: '#ffffff' }); enemyWinText.anchor.set(0.5, 0); enemyWinText.x = enemy.x; enemyWinText.y = enemy.y + 100; game.addChild(enemyWinText); // Create second enemy 300px below the first one var enemy1 = game.addChild(LK.getAsset('dusman1', { anchorX: 0.5, anchorY: 0.5 })); enemy1.x = enemy.x; // Same X position as first enemy enemy1.y = enemy.y + 350; // 350px below first enemy // Add power text above second enemy var enemy1PowerText = new Text2('Power: ' + formatNumber(100), { size: 60, fill: '#ffffff' }); enemy1PowerText.anchor.set(0.5, 1); enemy1PowerText.x = enemy1.x; enemy1PowerText.y = enemy1.y - 100; game.addChild(enemy1PowerText); // Add "15 win" text below second enemy var enemy1WinText = new Text2('15 win', { size: 60, fill: '#ffffff' }); enemy1WinText.anchor.set(0.5, 0); enemy1WinText.x = enemy1.x; enemy1WinText.y = enemy1.y + 100; game.addChild(enemy1WinText); // Create third enemy 350px below the second one var enemy2 = game.addChild(LK.getAsset('dusman2', { anchorX: 0.5, anchorY: 0.5 })); enemy2.x = enemy1.x; // Same X position as previous enemies enemy2.y = enemy1.y + 350; // 350px below second enemy // Add power text above third enemy var enemy2PowerText = new Text2('Power: ' + formatNumber(5000), { size: 60, fill: '#ffffff' }); enemy2PowerText.anchor.set(0.5, 1); enemy2PowerText.x = enemy2.x; enemy2PowerText.y = enemy2.y - 100; game.addChild(enemy2PowerText); // Add "1k win" text below third enemy var enemy2WinText = new Text2('1k win', { size: 60, fill: '#ffffff' }); enemy2WinText.anchor.set(0.5, 0); enemy2WinText.x = enemy2.x; enemy2WinText.y = enemy2.y + 100; game.addChild(enemy2WinText); // Create fourth enemy 350px below the third one var enemy3 = game.addChild(LK.getAsset('dusman3', { anchorX: 0.5, anchorY: 0.5 })); enemy3.x = enemy2.x; // Same X position as previous enemies enemy3.y = enemy2.y + 350; // 350px below third enemy // Add power text above fourth enemy var enemy3PowerText = new Text2('Power: ' + formatNumber(50000), { size: 60, fill: '#ffffff' }); enemy3PowerText.anchor.set(0.5, 1); enemy3PowerText.x = enemy3.x; enemy3PowerText.y = enemy3.y - 100; game.addChild(enemy3PowerText); // Add "10k win" text below fourth enemy var enemy3WinText = new Text2('10k win', { size: 60, fill: '#ffffff' }); enemy3WinText.anchor.set(0.5, 0); enemy3WinText.x = enemy3.x; enemy3WinText.y = enemy3.y + 100; game.addChild(enemy3WinText); // Variables for weight lifting interaction var isMovingToWeights = false; var isWaitingAtWeights = false; var joystick = game.addChild(new Joystick()); var isDragging = false; var joystickTouchId = null; // Create egg object at left center, 200px up from center var egg = game.addChild(LK.getAsset('egg', { anchorX: 0.5, anchorY: 0.5 })); egg.x = 100; // Left edge + some margin egg.y = 866 - 200; // Center Y - 200px // Add "Egg 1" text above egg var eggTitle = new Text2('Egg 1', { size: 60, fill: '#ffffff' }); eggTitle.anchor.set(0.5, 1); eggTitle.x = egg.x; eggTitle.y = egg.y - 160; // Above egg game.addChild(eggTitle); // Add "200 wins" text below egg title var eggCost = new Text2(formatNumber(200) + ' wins', { size: 50, fill: '#ffffff' }); eggCost.anchor.set(0.5, 1); eggCost.x = egg.x; eggCost.y = egg.y - 100; // Below egg title, above egg game.addChild(eggCost); // Create second egg object 400px below the first egg var egg2 = game.addChild(LK.getAsset('egg2', { anchorX: 0.5, anchorY: 0.5 })); egg2.x = egg.x; // Same X position as first egg egg2.y = egg.y + 400; // 400px below first egg (250 + 150) // Add "Egg 2" text above second egg var egg2Title = new Text2('Egg 2', { size: 60, fill: '#ffffff' }); egg2Title.anchor.set(0.5, 1); egg2Title.x = egg2.x; egg2Title.y = egg2.y - 160; // Above egg2 game.addChild(egg2Title); // Add "5k wins" text below egg2 title var egg2Cost = new Text2(formatNumber(5000) + ' wins', { size: 50, fill: '#ffffff' }); egg2Cost.anchor.set(0.5, 1); egg2Cost.x = egg2.x; egg2Cost.y = egg2.y - 100; // Below egg2 title, above egg2 game.addChild(egg2Cost); // Create inventory button above shop var inventory = LK.gui.bottomRight.addChild(LK.getAsset('inventory', { anchorX: 1, anchorY: 1, scaleX: 0.15, scaleY: 0.15 })); inventory.x = -50; inventory.y = -260; // 150px above shop (-50 - 150 = -200) // Add inventory text var inventoryText = new Text2('Inventory', { size: 35, fill: '#ffffff' }); inventoryText.anchor.set(0.5, 0.5); inventoryText.x = inventory.width / 2; inventoryText.y = inventory.height / 2; inventory.addChild(inventoryText); // Create shop object at bottom right var shop = LK.gui.bottomRight.addChild(LK.getAsset('shop_bg', { anchorX: 1, anchorY: 1, scaleX: 0.15, scaleY: 0.15 })); shop.x = -50; shop.y = -50; // Add shop text var shopText = new Text2('Shop', { size: 40, fill: '#ffffff' }); shopText.anchor.set(0.5, 0.5); shopText.x = shop.width / 2; shopText.y = shop.height / 2; shop.addChild(shopText); // Create shop UI (initially hidden) var shopUI = LK.gui.center.addChild(LK.getAsset('shop_bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.65, scaleY: 0.65 })); shopUI.visible = false; // Create inventory UI (initially hidden) var inventoryUI = LK.gui.center.addChild(LK.getAsset('inventory', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.65, scaleY: 0.65 })); inventoryUI.visible = false; // Create in_inventory image UI element (initially hidden) var inInventoryImage = LK.gui.center.addChild(LK.getAsset('in_inventory', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); inInventoryImage.visible = false; // Create pet display elements (initially hidden) var petDisplay = LK.gui.center.addChild(LK.getAsset('pet', { anchorX: 0.5, anchorY: 0.5 })); petDisplay.visible = false; petDisplay.x = -280; petDisplay.y = -140; var pet1Display = LK.gui.center.addChild(LK.getAsset('pet1', { anchorX: 0.5, anchorY: 0.5 })); pet1Display.visible = false; pet1Display.x = -40; pet1Display.y = -140; var pet2Display = LK.gui.center.addChild(LK.getAsset('pet2', { anchorX: 0.5, anchorY: 0.5 })); pet2Display.visible = false; pet2Display.x = 200; pet2Display.y = -140; var pet3Display = LK.gui.center.addChild(LK.getAsset('pet3', { anchorX: 0.5, anchorY: 0.5 })); pet3Display.visible = false; pet3Display.x = -280; pet3Display.y = 160; var pet4Display = LK.gui.center.addChild(LK.getAsset('pet4', { anchorX: 0.5, anchorY: 0.5 })); pet4Display.visible = false; pet4Display.x = -40; pet4Display.y = 160; // Create count text for pets var petCountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); petCountText.anchor.set(0, 1); petCountText.visible = false; petCountText.x = -265 - 50; // Bottom left of pet display petCountText.y = -105; var pet1CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet1CountText.anchor.set(0, 1); pet1CountText.visible = false; pet1CountText.x = -25 - 50; // Bottom left of pet1 display pet1CountText.y = -105; var pet2CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet2CountText.anchor.set(0, 1); pet2CountText.visible = false; pet2CountText.x = 215 - 50; // Bottom left of pet2 display pet2CountText.y = -105; var pet3CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet3CountText.anchor.set(0, 1); pet3CountText.visible = false; pet3CountText.x = -265 - 50; // Bottom left of pet3 display pet3CountText.y = 195; var pet4CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet4CountText.anchor.set(0, 1); pet4CountText.visible = false; pet4CountText.x = -25 - 50; // Bottom left of pet4 display pet4CountText.y = 195; // Add pet chance and boost text var petChanceText = LK.gui.center.addChild(new Text2('70%', { size: 35, fill: '#ffffff' })); petChanceText.anchor.set(0.5, 0); petChanceText.visible = false; petChanceText.x = -280; petChanceText.y = -70; // Below pet display var petBoostText = LK.gui.center.addChild(new Text2('Win boost = 0.02', { size: 27, fill: '#ffffff' })); petBoostText.anchor.set(0.5, 0); petBoostText.visible = false; petBoostText.x = -280; petBoostText.y = -35; // Below chance text // Add pet1 chance and boost text var pet1ChanceText = LK.gui.center.addChild(new Text2('30%', { size: 35, fill: '#ffffff' })); pet1ChanceText.anchor.set(0.5, 0); pet1ChanceText.visible = false; pet1ChanceText.x = -40; pet1ChanceText.y = -70; // Below pet1 display var pet1BoostText = LK.gui.center.addChild(new Text2('Win boost = 0.06', { size: 27, fill: '#ffffff' })); pet1BoostText.anchor.set(0.5, 0); pet1BoostText.visible = false; pet1BoostText.x = -40; pet1BoostText.y = -35; // Below chance text // Add pet muscle boost text var petMuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.01', { size: 23, fill: '#ffffff' })); petMuscleBoostText.anchor.set(0.5, 0); petMuscleBoostText.visible = false; petMuscleBoostText.x = -280; petMuscleBoostText.y = 0; // Below win boost text // Add pet1 muscle boost text var pet1MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.03', { size: 23, fill: '#ffffff' })); pet1MuscleBoostText.anchor.set(0.5, 0); pet1MuscleBoostText.visible = false; pet1MuscleBoostText.x = -40; pet1MuscleBoostText.y = 0; // Below win boost text // Add pet2 chance and boost text var pet2ChanceText = LK.gui.center.addChild(new Text2('10%', { size: 35, fill: '#ffffff' })); pet2ChanceText.anchor.set(0.5, 0); pet2ChanceText.visible = false; pet2ChanceText.x = 200; pet2ChanceText.y = -70; // Below pet2 display var pet2BoostText = LK.gui.center.addChild(new Text2('Win boost = 0.2', { size: 27, fill: '#ffffff' })); pet2BoostText.anchor.set(0.5, 0); pet2BoostText.visible = false; pet2BoostText.x = 200; pet2BoostText.y = -35; // Below chance text var pet2MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.1', { size: 23, fill: '#ffffff' })); pet2MuscleBoostText.anchor.set(0.5, 0); pet2MuscleBoostText.visible = false; pet2MuscleBoostText.x = 200; pet2MuscleBoostText.y = 0; // Below win boost text // Add pet3 chance and boost text var pet3ChanceText = LK.gui.center.addChild(new Text2('1%', { size: 35, fill: '#ffffff' })); pet3ChanceText.anchor.set(0.5, 0); pet3ChanceText.visible = false; pet3ChanceText.x = -280; pet3ChanceText.y = 230; // Below pet3 display var pet3BoostText = LK.gui.center.addChild(new Text2('Win boost = 1.5', { size: 27, fill: '#ffffff' })); pet3BoostText.anchor.set(0.5, 0); pet3BoostText.visible = false; pet3BoostText.x = -280; pet3BoostText.y = 265; // Below chance text var pet3MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.75', { size: 23, fill: '#ffffff' })); pet3MuscleBoostText.anchor.set(0.5, 0); pet3MuscleBoostText.visible = false; pet3MuscleBoostText.x = -280; pet3MuscleBoostText.y = 300; // Below win boost text // Add pet4 chance and boost text var pet4ChanceText = LK.gui.center.addChild(new Text2('0.05%', { size: 35, fill: '#ffffff' })); pet4ChanceText.anchor.set(0.5, 0); pet4ChanceText.visible = false; pet4ChanceText.x = -40; pet4ChanceText.y = 230; // Below pet4 display var pet4BoostText = LK.gui.center.addChild(new Text2('Win boost = 60', { size: 27, fill: '#ffffff' })); pet4BoostText.anchor.set(0.5, 0); pet4BoostText.visible = false; pet4BoostText.x = -40; pet4BoostText.y = 265; // Below chance text var pet4MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 30', { size: 23, fill: '#ffffff' })); pet4MuscleBoostText.anchor.set(0.5, 0); pet4MuscleBoostText.visible = false; pet4MuscleBoostText.x = -40; pet4MuscleBoostText.y = 300; // Below win boost text // Create pet5 display (page 2, top left - highest chance) var pet5Display = LK.gui.center.addChild(LK.getAsset('pet5', { anchorX: 0.5, anchorY: 0.5 })); pet5Display.visible = false; pet5Display.x = -280; pet5Display.y = -140; var pet5CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet5CountText.anchor.set(0, 1); pet5CountText.visible = false; pet5CountText.x = -265 - 50; pet5CountText.y = -105; var pet5ChanceText = LK.gui.center.addChild(new Text2('50%', { size: 35, fill: '#ffffff' })); pet5ChanceText.anchor.set(0.5, 0); pet5ChanceText.visible = false; pet5ChanceText.x = -280; pet5ChanceText.y = -70; var pet5BoostText = LK.gui.center.addChild(new Text2('Win boost = 0.1', { size: 27, fill: '#ffffff' })); pet5BoostText.anchor.set(0.5, 0); pet5BoostText.visible = false; pet5BoostText.x = -280; pet5BoostText.y = -35; var pet5MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.07', { size: 23, fill: '#ffffff' })); pet5MuscleBoostText.anchor.set(0.5, 0); pet5MuscleBoostText.visible = false; pet5MuscleBoostText.x = -280; pet5MuscleBoostText.y = 0; // Create pet6 display (page 2, top center - second highest chance) var pet6Display = LK.gui.center.addChild(LK.getAsset('pet6', { anchorX: 0.5, anchorY: 0.5 })); pet6Display.visible = false; pet6Display.x = -40; pet6Display.y = -140; var pet6CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet6CountText.anchor.set(0, 1); pet6CountText.visible = false; pet6CountText.x = -25 - 50; pet6CountText.y = -105; var pet6ChanceText = LK.gui.center.addChild(new Text2('20%', { size: 35, fill: '#ffffff' })); pet6ChanceText.anchor.set(0.5, 0); pet6ChanceText.visible = false; pet6ChanceText.x = -40; pet6ChanceText.y = -70; var pet6BoostText = LK.gui.center.addChild(new Text2('Win boost = 0.4', { size: 27, fill: '#ffffff' })); pet6BoostText.anchor.set(0.5, 0); pet6BoostText.visible = false; pet6BoostText.x = -40; pet6BoostText.y = -35; var pet6MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 0.2', { size: 23, fill: '#ffffff' })); pet6MuscleBoostText.anchor.set(0.5, 0); pet6MuscleBoostText.visible = false; pet6MuscleBoostText.x = -40; pet6MuscleBoostText.y = 0; // Create pet7 display (page 2, top right - medium chance) var pet7Display = LK.gui.center.addChild(LK.getAsset('pet7', { anchorX: 0.5, anchorY: 0.5 })); pet7Display.visible = false; pet7Display.x = 200; pet7Display.y = -140; var pet7CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet7CountText.anchor.set(0, 1); pet7CountText.visible = false; pet7CountText.x = 215 - 50; pet7CountText.y = -105; var pet7ChanceText = LK.gui.center.addChild(new Text2('5%', { size: 35, fill: '#ffffff' })); pet7ChanceText.anchor.set(0.5, 0); pet7ChanceText.visible = false; pet7ChanceText.x = 200; pet7ChanceText.y = -70; var pet7BoostText = LK.gui.center.addChild(new Text2('Win boost = 2', { size: 27, fill: '#ffffff' })); pet7BoostText.anchor.set(0.5, 0); pet7BoostText.visible = false; pet7BoostText.x = 200; pet7BoostText.y = -35; var pet7MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 1.2', { size: 23, fill: '#ffffff' })); pet7MuscleBoostText.anchor.set(0.5, 0); pet7MuscleBoostText.visible = false; pet7MuscleBoostText.x = 200; pet7MuscleBoostText.y = 0; // Create pet8 display (page 2, bottom left - low chance) var pet8Display = LK.gui.center.addChild(LK.getAsset('pet8', { anchorX: 0.5, anchorY: 0.5 })); pet8Display.visible = false; pet8Display.x = -280; pet8Display.y = 160; var pet8CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet8CountText.anchor.set(0, 1); pet8CountText.visible = false; pet8CountText.x = -265 - 50; pet8CountText.y = 195; var pet8ChanceText = LK.gui.center.addChild(new Text2('1%', { size: 35, fill: '#ffffff' })); pet8ChanceText.anchor.set(0.5, 0); pet8ChanceText.visible = false; pet8ChanceText.x = -280; pet8ChanceText.y = 230; var pet8BoostText = LK.gui.center.addChild(new Text2('Win boost = 15', { size: 27, fill: '#ffffff' })); pet8BoostText.anchor.set(0.5, 0); pet8BoostText.visible = false; pet8BoostText.x = -280; pet8BoostText.y = 265; var pet8MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 10', { size: 23, fill: '#ffffff' })); pet8MuscleBoostText.anchor.set(0.5, 0); pet8MuscleBoostText.visible = false; pet8MuscleBoostText.x = -280; pet8MuscleBoostText.y = 300; // Create pet9 display (page 2, bottom center - very low chance) var pet9Display = LK.gui.center.addChild(LK.getAsset('pet9', { anchorX: 0.5, anchorY: 0.5 })); pet9Display.visible = false; pet9Display.x = -40; pet9Display.y = 160; var pet9CountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); pet9CountText.anchor.set(0, 1); pet9CountText.visible = false; pet9CountText.x = -25 - 50; pet9CountText.y = 195; var pet9ChanceText = LK.gui.center.addChild(new Text2('0.06%', { size: 35, fill: '#ffffff' })); pet9ChanceText.anchor.set(0.5, 0); pet9ChanceText.visible = false; pet9ChanceText.x = -40; pet9ChanceText.y = 230; var pet9BoostText = LK.gui.center.addChild(new Text2('Win boost = 100', { size: 27, fill: '#ffffff' })); pet9BoostText.anchor.set(0.5, 0); pet9BoostText.visible = false; pet9BoostText.x = -40; pet9BoostText.y = 265; var pet9MuscleBoostText = LK.gui.center.addChild(new Text2('Muscle boost = 85', { size: 23, fill: '#ffffff' })); pet9MuscleBoostText.anchor.set(0.5, 0); pet9MuscleBoostText.visible = false; pet9MuscleBoostText.x = -40; pet9MuscleBoostText.y = 300; // Create secret pet display (page 2, below pet7 - ultra rare) var petSecretDisplay = LK.gui.center.addChild(LK.getAsset('petSecret', { anchorX: 0.5, anchorY: 0.5 })); petSecretDisplay.visible = false; petSecretDisplay.x = 200; // Same X as pet7 petSecretDisplay.y = 195; // Same Y as pet9 (last pet) var petSecretCountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); petSecretCountText.anchor.set(0, 1); petSecretCountText.visible = false; petSecretCountText.x = 215 - 50; petSecretCountText.y = 230; var petSecretChanceText = LK.gui.center.addChild(new Text2('0.0001%', { size: 35, fill: '#ffffff' })); petSecretChanceText.anchor.set(0.5, 0); petSecretChanceText.visible = false; petSecretChanceText.x = 200; petSecretChanceText.y = 265; var petSecretBoostText = LK.gui.center.addChild(new Text2('All muscle boost 5x', { size: 23, fill: '#ffffff' })); petSecretBoostText.anchor.set(0.5, 0); petSecretBoostText.visible = false; petSecretBoostText.x = 200; petSecretBoostText.y = 300; var petSecretWinBoostText = LK.gui.center.addChild(new Text2('All win boost 5x', { size: 23, fill: '#ffffff' })); petSecretWinBoostText.anchor.set(0.5, 0); petSecretWinBoostText.visible = false; petSecretWinBoostText.x = 200; petSecretWinBoostText.y = 335; // Create close1 button for inventory (initially hidden) var close1Button = LK.gui.center.addChild(LK.getAsset('close', { anchorX: 0.5, anchorY: 0.5 })); close1Button.visible = false; close1Button.x = 538; close1Button.y = -315; // Create next page button for inventory (initially hidden) var nextPageButton = LK.gui.center.addChild(LK.getAsset('nextPage', { anchorX: 0.5, anchorY: 0.5 })); nextPageButton.visible = false; nextPageButton.x = close1Button.x; nextPageButton.y = close1Button.y + 150; // Add text to next page button var nextPageText = new Text2('Next', { size: 35, fill: '#ffffff' }); nextPageText.anchor.set(0.5, 0.5); nextPageButton.addChild(nextPageText); // Create previous page button for inventory (initially hidden) var prevPageButton = LK.gui.center.addChild(LK.getAsset('prevPage', { anchorX: 0.5, anchorY: 0.5 })); prevPageButton.visible = false; prevPageButton.x = -close1Button.x; // Left side, opposite of close button prevPageButton.y = close1Button.y + 150; // Same Y as next button // Add text to previous page button var prevPageText = new Text2('Prev', { size: 35, fill: '#ffffff' }); prevPageText.anchor.set(0.5, 0.5); prevPageButton.addChild(prevPageText); // Create page number display for inventory (initially hidden) var pageNumberDisplay = LK.gui.center.addChild(new Text2('Page 1/2', { size: 40, fill: '#ffffff' })); pageNumberDisplay.anchor.set(0.5, 0); pageNumberDisplay.visible = false; pageNumberDisplay.x = 0; pageNumberDisplay.y = -265; // Create shopping image UI element (initially hidden) var shoppingImage = LK.gui.center.addChild(LK.getAsset('shopping', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); shoppingImage.visible = false; // Create close button UI element (initially hidden) var closeButton = LK.gui.center.addChild(LK.getAsset('close', { anchorX: 0.5, anchorY: 0.5 })); closeButton.visible = false; closeButton.x = 310; // Position close button to the right of shopping image closeButton.y = -310; // Position close button at the top of shopping image // Add shop upgrade text var shopUpgradeText = LK.gui.center.addChild(new Text2(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(1) + ' muscle boost', { size: 45, fill: '#ffffff', font: 'bold serif' })); shopUpgradeText.anchor.set(0.5, 0.5); shopUpgradeText.x = 0; shopUpgradeText.y = -200; shopUpgradeText.visible = false; // Add luck boost upgrade text var luckUpgradeText = LK.gui.center.addChild(new Text2(formatNumber(luckPrice) + ' win = + 1 luck boost', { size: 45, fill: '#ffffff', font: 'bold serif' })); luckUpgradeText.anchor.set(0.5, 0.5); luckUpgradeText.x = 0; luckUpgradeText.y = -100; luckUpgradeText.visible = false; // Add win boost display in bottom left var winBoostDisplay = LK.gui.bottomLeft.addChild(new Text2('Win Boost: ' + formatNumber(totalWinBoost), { size: 50, fill: '#ffffff' })); winBoostDisplay.anchor.set(0, 1); winBoostDisplay.x = 20; winBoostDisplay.y = -20; // Add muscle boost display in bottom left var muscleBoostDisplay = LK.gui.bottomLeft.addChild(new Text2('Muscle Boost: ' + formatNumber(muscleBoost + totalPetMuscleBoost), { size: 50, fill: '#ffffff', font: 'bold serif' })); muscleBoostDisplay.anchor.set(0, 1); muscleBoostDisplay.x = 20; muscleBoostDisplay.y = -80; // Add luck boost display in bottom left var luckBoostDisplay = LK.gui.bottomLeft.addChild(new Text2('Luck Boost: ' + formatNumber(luckBoost), { size: 50, fill: '#ffffff' })); luckBoostDisplay.anchor.set(0, 1); luckBoostDisplay.x = 20; luckBoostDisplay.y = -140; // Add close button text var closeShopText = new Text2('Close', { size: 50, fill: '#ff0000' }); closeShopText.anchor.set(0.5, 0.5); closeShopText.x = 0; closeShopText.y = 200; shopUI.addChild(closeShopText); game.down = function (x, y, obj) { // Check if inventory UI is open if (isInventoryOpen) { // Check if close1 button was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); var guiCenterX = LK.gui.width / 2; var guiCenterY = LK.gui.height / 2; // Calculate close1 button bounds in screen coordinates var close1Bounds = { left: guiCenterX + close1Button.x - 50, right: guiCenterX + close1Button.x + 50, top: guiCenterY + close1Button.y - 50, bottom: guiCenterY + close1Button.y + 50 }; if (screenX >= close1Bounds.left && screenX <= close1Bounds.right && screenY >= close1Bounds.top && screenY <= close1Bounds.bottom) { // Close inventory isInventoryOpen = false; inInventoryImage.visible = false; close1Button.visible = false; nextPageButton.visible = false; prevPageButton.visible = false; pageNumberDisplay.visible = false; // Hide pet displays petDisplay.visible = false; pet1Display.visible = false; pet2Display.visible = false; pet3Display.visible = false; pet4Display.visible = false; petCountText.visible = false; pet1CountText.visible = false; pet2CountText.visible = false; pet3CountText.visible = false; pet4CountText.visible = false; petChanceText.visible = false; petBoostText.visible = false; pet1ChanceText.visible = false; pet1BoostText.visible = false; pet2ChanceText.visible = false; pet2BoostText.visible = false; pet3ChanceText.visible = false; pet3BoostText.visible = false; pet4ChanceText.visible = false; pet4BoostText.visible = false; petMuscleBoostText.visible = false; pet1MuscleBoostText.visible = false; pet2MuscleBoostText.visible = false; pet3MuscleBoostText.visible = false; pet4MuscleBoostText.visible = false; // Hide page 2 pet displays pet5Display.visible = false; pet6Display.visible = false; pet7Display.visible = false; pet8Display.visible = false; pet9Display.visible = false; petSecretDisplay.visible = false; pet5CountText.visible = false; pet6CountText.visible = false; pet7CountText.visible = false; pet8CountText.visible = false; pet9CountText.visible = false; petSecretCountText.visible = false; pet5ChanceText.visible = false; pet6ChanceText.visible = false; pet7ChanceText.visible = false; pet8ChanceText.visible = false; pet9ChanceText.visible = false; petSecretChanceText.visible = false; pet5BoostText.visible = false; pet6BoostText.visible = false; pet7BoostText.visible = false; pet8BoostText.visible = false; pet9BoostText.visible = false; petSecretBoostText.visible = false; pet5MuscleBoostText.visible = false; pet6MuscleBoostText.visible = false; pet7MuscleBoostText.visible = false; pet8MuscleBoostText.visible = false; pet9MuscleBoostText.visible = false; petSecretWinBoostText.visible = false; return; } // Calculate next page button bounds in screen coordinates var nextPageBounds = { left: guiCenterX + nextPageButton.x - 60, right: guiCenterX + nextPageButton.x + 60, top: guiCenterY + nextPageButton.y - 40, bottom: guiCenterY + nextPageButton.y + 40 }; if (screenX >= nextPageBounds.left && screenX <= nextPageBounds.right && screenY >= nextPageBounds.top && screenY <= nextPageBounds.bottom) { // Switch to next page currentInventoryPage = currentInventoryPage + 1; if (currentInventoryPage > maxInventoryPages) { currentInventoryPage = 1; // Loop back to first page } // Update page display pageNumberDisplay.setText('Page ' + currentInventoryPage + '/' + maxInventoryPages); // Hide all pet displays first petDisplay.visible = false; pet1Display.visible = false; pet2Display.visible = false; pet3Display.visible = false; pet4Display.visible = false; petCountText.visible = false; pet1CountText.visible = false; pet2CountText.visible = false; pet3CountText.visible = false; pet4CountText.visible = false; petChanceText.visible = false; petBoostText.visible = false; pet1ChanceText.visible = false; pet1BoostText.visible = false; pet2ChanceText.visible = false; pet2BoostText.visible = false; pet3ChanceText.visible = false; pet3BoostText.visible = false; pet4ChanceText.visible = false; pet4BoostText.visible = false; petMuscleBoostText.visible = false; pet1MuscleBoostText.visible = false; pet2MuscleBoostText.visible = false; pet3MuscleBoostText.visible = false; pet4MuscleBoostText.visible = false; // Hide new pet displays pet5Display.visible = false; pet6Display.visible = false; pet7Display.visible = false; pet8Display.visible = false; pet9Display.visible = false; petSecretDisplay.visible = false; pet5CountText.visible = false; pet6CountText.visible = false; pet7CountText.visible = false; pet8CountText.visible = false; pet9CountText.visible = false; petSecretCountText.visible = false; pet5ChanceText.visible = false; pet6ChanceText.visible = false; pet7ChanceText.visible = false; pet8ChanceText.visible = false; pet9ChanceText.visible = false; petSecretChanceText.visible = false; pet5BoostText.visible = false; pet6BoostText.visible = false; pet7BoostText.visible = false; pet8BoostText.visible = false; pet9BoostText.visible = false; petSecretBoostText.visible = false; pet5MuscleBoostText.visible = false; pet6MuscleBoostText.visible = false; pet7MuscleBoostText.visible = false; pet8MuscleBoostText.visible = false; pet9MuscleBoostText.visible = false; petSecretWinBoostText.visible = false; // Show pets based on current page pet5Display.visible = false; pet6Display.visible = false; pet7Display.visible = false; pet8Display.visible = false; pet9Display.visible = false; petSecretDisplay.visible = false; pet5CountText.visible = false; pet6CountText.visible = false; pet7CountText.visible = false; pet8CountText.visible = false; pet9CountText.visible = false; petSecretCountText.visible = false; pet5ChanceText.visible = false; pet6ChanceText.visible = false; pet7ChanceText.visible = false; pet8ChanceText.visible = false; pet9ChanceText.visible = false; petSecretChanceText.visible = false; pet5BoostText.visible = false; pet6BoostText.visible = false; pet7BoostText.visible = false; pet8BoostText.visible = false; pet9BoostText.visible = false; petSecretBoostText.visible = false; pet5MuscleBoostText.visible = false; pet6MuscleBoostText.visible = false; pet7MuscleBoostText.visible = false; pet8MuscleBoostText.visible = false; pet9MuscleBoostText.visible = false; petSecretWinBoostText.visible = false; // Show pets based on current page if (currentInventoryPage === 1) { // Page 1: Show all pets (pet, pet1, pet2, pet3, pet4) // Calculate dynamic chances with luck boost var luckMultiplier = 1 + luckBoost * 0.25; var basePetChance = Math.max(0, 70 * Math.pow(0.95, luckBoost)); var basePet1Chance = Math.max(0, 30 * Math.pow(0.96, luckBoost)); var basePet2Chance = Math.max(0, 10 * Math.pow(0.97, luckBoost)); var basePet3Chance = 1; var basePet4Chance = 0.05; var finalPetChance = basePetChance; var finalPet1Chance = basePet1Chance; var finalPet2Chance = basePet2Chance; var finalPet3Chance = basePet3Chance * luckMultiplier; var finalPet4Chance = basePet4Chance * luckMultiplier; if (petCount > 0) { petDisplay.visible = true; petCountText.visible = true; petCountText.setText(formatNumber(petCount) + 'x'); petChanceText.visible = true; petChanceText.setText(formatNumber(finalPetChance) + '%'); petBoostText.visible = true; petBoostText.setText('Win boost = ' + formatNumber(petCount * 0.02)); petMuscleBoostText.visible = true; petMuscleBoostText.setText('Muscle boost = ' + formatNumber(petCount * 0.01)); } if (pet1Count > 0) { pet1Display.visible = true; pet1CountText.visible = true; pet1CountText.setText(formatNumber(pet1Count) + 'x'); pet1ChanceText.visible = true; pet1ChanceText.setText(formatNumber(finalPet1Chance) + '%'); pet1BoostText.visible = true; pet1BoostText.setText('Win boost = ' + formatNumber(pet1Count * 0.06)); pet1MuscleBoostText.visible = true; pet1MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet1Count * 0.03)); } if (pet2Count > 0) { pet2Display.visible = true; pet2CountText.visible = true; pet2CountText.setText(formatNumber(pet2Count) + 'x'); pet2ChanceText.visible = true; pet2ChanceText.setText(formatNumber(finalPet2Chance) + '%'); pet2BoostText.visible = true; pet2BoostText.setText('Win boost = ' + formatNumber(pet2Count * 0.2)); pet2MuscleBoostText.visible = true; pet2MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet2Count * 0.1)); } if (pet3Count > 0) { pet3Display.visible = true; pet3CountText.visible = true; pet3CountText.setText(formatNumber(pet3Count) + 'x'); pet3ChanceText.visible = true; pet3ChanceText.setText(formatNumber(finalPet3Chance) + '%'); pet3BoostText.visible = true; pet3BoostText.setText('Win boost = ' + formatNumber(pet3Count * 1.5)); pet3MuscleBoostText.visible = true; pet3MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet3Count * 0.75)); } if (pet4Count > 0) { pet4Display.visible = true; pet4CountText.visible = true; pet4CountText.setText(formatNumber(pet4Count) + 'x'); pet4ChanceText.visible = true; pet4ChanceText.setText(formatNumber(finalPet4Chance) + '%'); pet4BoostText.visible = true; pet4BoostText.setText('Win boost = ' + formatNumber(pet4Count * 60)); pet4MuscleBoostText.visible = true; pet4MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet4Count * 30)); } } else if (currentInventoryPage === 2) { // Page 2: Show new pets (pet5-pet9 and petSecret) // Calculate dynamic chances with luck boost for page 2 pets var luckMultiplier = 1 + luckBoost * 0.25; var basePet5Chance = Math.max(0, 50 * Math.pow(0.90, luckBoost)); // Pet5 decreases by 10% var basePet6Chance = Math.max(0, 20 * Math.pow(0.925, luckBoost)); // Pet6 decreases by 7.5% var basePet7Chance = 5 * luckMultiplier; // Pet7 increases by 25% var basePet8Chance = 1 * luckMultiplier; // Pet8 increases by 25% var basePet9Chance = 0.06 * luckMultiplier; // Pet9 increases by 25% var basePetSecretChance = 0.0001 * luckMultiplier; // Secret increases by 25% if (pet5Count > 0) { pet5Display.visible = true; pet5CountText.visible = true; pet5CountText.setText(formatNumber(pet5Count) + 'x'); pet5ChanceText.visible = true; pet5ChanceText.setText(formatNumber(basePet5Chance) + '%'); pet5BoostText.visible = true; pet5BoostText.setText('Win boost = ' + formatNumber(pet5Count * 0.1)); pet5MuscleBoostText.visible = true; pet5MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet5Count * 0.07)); } if (pet6Count > 0) { pet6Display.visible = true; pet6CountText.visible = true; pet6CountText.setText(formatNumber(pet6Count) + 'x'); pet6ChanceText.visible = true; pet6ChanceText.setText(formatNumber(basePet6Chance) + '%'); pet6BoostText.visible = true; pet6BoostText.setText('Win boost = ' + formatNumber(pet6Count * 0.4)); pet6MuscleBoostText.visible = true; pet6MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet6Count * 0.2)); } if (pet7Count > 0) { pet7Display.visible = true; pet7CountText.visible = true; pet7CountText.setText(formatNumber(pet7Count) + 'x'); pet7ChanceText.visible = true; pet7ChanceText.setText(formatNumber(basePet7Chance) + '%'); pet7BoostText.visible = true; pet7BoostText.setText('Win boost = ' + formatNumber(pet7Count * 2)); pet7MuscleBoostText.visible = true; pet7MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet7Count * 1.2)); } if (pet8Count > 0) { pet8Display.visible = true; pet8CountText.visible = true; pet8CountText.setText(formatNumber(pet8Count) + 'x'); pet8ChanceText.visible = true; pet8ChanceText.setText(formatNumber(basePet8Chance) + '%'); pet8BoostText.visible = true; pet8BoostText.setText('Win boost = ' + formatNumber(pet8Count * 15)); pet8MuscleBoostText.visible = true; pet8MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet8Count * 10)); } if (pet9Count > 0) { pet9Display.visible = true; pet9CountText.visible = true; pet9CountText.setText(formatNumber(pet9Count) + 'x'); pet9ChanceText.visible = true; pet9ChanceText.setText(formatNumber(basePet9Chance) + '%'); pet9BoostText.visible = true; pet9BoostText.setText('Win boost = ' + formatNumber(pet9Count * 100)); pet9MuscleBoostText.visible = true; pet9MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet9Count * 85)); } if (petSecretCount > 0) { petSecretDisplay.visible = true; petSecretCountText.visible = true; petSecretCountText.setText(formatNumber(petSecretCount) + 'x'); petSecretChanceText.visible = true; petSecretChanceText.setText(formatNumber(basePetSecretChance) + '%'); petSecretBoostText.visible = true; petSecretWinBoostText.visible = true; } } return; } // Calculate previous page button bounds in screen coordinates var prevPageBounds = { left: guiCenterX + prevPageButton.x - 60, right: guiCenterX + prevPageButton.x + 60, top: guiCenterY + prevPageButton.y - 40, bottom: guiCenterY + prevPageButton.y + 40 }; if (screenX >= prevPageBounds.left && screenX <= prevPageBounds.right && screenY >= prevPageBounds.top && screenY <= prevPageBounds.bottom) { // Switch to previous page currentInventoryPage = currentInventoryPage - 1; if (currentInventoryPage < 1) { currentInventoryPage = maxInventoryPages; // Loop back to last page } // Update page display pageNumberDisplay.setText('Page ' + currentInventoryPage + '/' + maxInventoryPages); // Hide all pet displays first petDisplay.visible = false; pet1Display.visible = false; pet2Display.visible = false; pet3Display.visible = false; pet4Display.visible = false; petCountText.visible = false; pet1CountText.visible = false; pet2CountText.visible = false; pet3CountText.visible = false; pet4CountText.visible = false; petChanceText.visible = false; petBoostText.visible = false; pet1ChanceText.visible = false; pet1BoostText.visible = false; pet2ChanceText.visible = false; pet2BoostText.visible = false; pet3ChanceText.visible = false; pet3BoostText.visible = false; pet4ChanceText.visible = false; pet4BoostText.visible = false; petMuscleBoostText.visible = false; pet1MuscleBoostText.visible = false; pet2MuscleBoostText.visible = false; pet3MuscleBoostText.visible = false; pet4MuscleBoostText.visible = false; // Hide new pet displays pet5Display.visible = false; pet6Display.visible = false; pet7Display.visible = false; pet8Display.visible = false; pet9Display.visible = false; petSecretDisplay.visible = false; pet5CountText.visible = false; pet6CountText.visible = false; pet7CountText.visible = false; pet8CountText.visible = false; pet9CountText.visible = false; petSecretCountText.visible = false; pet5ChanceText.visible = false; pet6ChanceText.visible = false; pet7ChanceText.visible = false; pet8ChanceText.visible = false; pet9ChanceText.visible = false; petSecretChanceText.visible = false; pet5BoostText.visible = false; pet6BoostText.visible = false; pet7BoostText.visible = false; pet8BoostText.visible = false; pet9BoostText.visible = false; petSecretBoostText.visible = false; pet5MuscleBoostText.visible = false; pet6MuscleBoostText.visible = false; pet7MuscleBoostText.visible = false; pet8MuscleBoostText.visible = false; pet9MuscleBoostText.visible = false; petSecretWinBoostText.visible = false; // Show pets based on current page if (currentInventoryPage === 1) { // Page 1: Show all pets (pet, pet1, pet2, pet3, pet4) // Calculate dynamic chances with luck boost var luckMultiplier = 1 + luckBoost * 0.25; var basePetChance = Math.max(0, 70 * Math.pow(0.95, luckBoost)); var basePet1Chance = Math.max(0, 30 * Math.pow(0.96, luckBoost)); var basePet2Chance = Math.max(0, 10 * Math.pow(0.97, luckBoost)); var basePet3Chance = 1; var basePet4Chance = 0.05; var finalPetChance = basePetChance; var finalPet1Chance = basePet1Chance; var finalPet2Chance = basePet2Chance; var finalPet3Chance = basePet3Chance * luckMultiplier; var finalPet4Chance = basePet4Chance * luckMultiplier; if (petCount > 0) { petDisplay.visible = true; petCountText.visible = true; petCountText.setText(formatNumber(petCount) + 'x'); petChanceText.visible = true; petChanceText.setText(formatNumber(finalPetChance) + '%'); petBoostText.visible = true; petBoostText.setText('Win boost = ' + formatNumber(petCount * 0.02)); petMuscleBoostText.visible = true; petMuscleBoostText.setText('Muscle boost = ' + formatNumber(petCount * 0.01)); } if (pet1Count > 0) { pet1Display.visible = true; pet1CountText.visible = true; pet1CountText.setText(formatNumber(pet1Count) + 'x'); pet1ChanceText.visible = true; pet1ChanceText.setText(formatNumber(finalPet1Chance) + '%'); pet1BoostText.visible = true; pet1BoostText.setText('Win boost = ' + formatNumber(pet1Count * 0.06)); pet1MuscleBoostText.visible = true; pet1MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet1Count * 0.03)); } if (pet2Count > 0) { pet2Display.visible = true; pet2CountText.visible = true; pet2CountText.setText(formatNumber(pet2Count) + 'x'); pet2ChanceText.visible = true; pet2ChanceText.setText(formatNumber(finalPet2Chance) + '%'); pet2BoostText.visible = true; pet2BoostText.setText('Win boost = ' + formatNumber(pet2Count * 0.2)); pet2MuscleBoostText.visible = true; pet2MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet2Count * 0.1)); } if (pet3Count > 0) { pet3Display.visible = true; pet3CountText.visible = true; pet3CountText.setText(formatNumber(pet3Count) + 'x'); pet3ChanceText.visible = true; pet3ChanceText.setText(formatNumber(finalPet3Chance) + '%'); pet3BoostText.visible = true; pet3BoostText.setText('Win boost = ' + formatNumber(pet3Count * 1.5)); pet3MuscleBoostText.visible = true; pet3MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet3Count * 0.75)); } if (pet4Count > 0) { pet4Display.visible = true; pet4CountText.visible = true; pet4CountText.setText(formatNumber(pet4Count) + 'x'); pet4ChanceText.visible = true; pet4ChanceText.setText(formatNumber(finalPet4Chance) + '%'); pet4BoostText.visible = true; pet4BoostText.setText('Win boost = ' + formatNumber(pet4Count * 60)); pet4MuscleBoostText.visible = true; pet4MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet4Count * 30)); } } else if (currentInventoryPage === 2) { // Page 2: Show new pets (pet5-pet9 and petSecret) // Calculate dynamic chances with luck boost for page 2 pets var luckMultiplier = 1 + luckBoost * 0.25; var basePet5Chance = Math.max(0, 50 * Math.pow(0.90, luckBoost)); // Pet5 decreases by 10% var basePet6Chance = Math.max(0, 20 * Math.pow(0.925, luckBoost)); // Pet6 decreases by 7.5% var basePet7Chance = 5 * luckMultiplier; // Pet7 increases by 25% var basePet8Chance = 1 * luckMultiplier; // Pet8 increases by 25% var basePet9Chance = 0.06 * luckMultiplier; // Pet9 increases by 25% var basePetSecretChance = 0.0001 * luckMultiplier; // Secret increases by 25% if (pet5Count > 0) { pet5Display.visible = true; pet5CountText.visible = true; pet5CountText.setText(formatNumber(pet5Count) + 'x'); pet5ChanceText.visible = true; pet5ChanceText.setText(formatNumber(basePet5Chance) + '%'); pet5BoostText.visible = true; pet5BoostText.setText('Win boost = ' + formatNumber(pet5Count * 0.1)); pet5MuscleBoostText.visible = true; pet5MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet5Count * 0.07)); } if (pet6Count > 0) { pet6Display.visible = true; pet6CountText.visible = true; pet6CountText.setText(formatNumber(pet6Count) + 'x'); pet6ChanceText.visible = true; pet6ChanceText.setText(formatNumber(basePet6Chance) + '%'); pet6BoostText.visible = true; pet6BoostText.setText('Win boost = ' + formatNumber(pet6Count * 0.4)); pet6MuscleBoostText.visible = true; pet6MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet6Count * 0.2)); } if (pet7Count > 0) { pet7Display.visible = true; pet7CountText.visible = true; pet7CountText.setText(formatNumber(pet7Count) + 'x'); pet7ChanceText.visible = true; pet7ChanceText.setText(formatNumber(basePet7Chance) + '%'); pet7BoostText.visible = true; pet7BoostText.setText('Win boost = ' + formatNumber(pet7Count * 2)); pet7MuscleBoostText.visible = true; pet7MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet7Count * 1.2)); } if (pet8Count > 0) { pet8Display.visible = true; pet8CountText.visible = true; pet8CountText.setText(formatNumber(pet8Count) + 'x'); pet8ChanceText.visible = true; pet8ChanceText.setText(formatNumber(basePet8Chance) + '%'); pet8BoostText.visible = true; pet8BoostText.setText('Win boost = ' + formatNumber(pet8Count * 15)); pet8MuscleBoostText.visible = true; pet8MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet8Count * 10)); } if (pet9Count > 0) { pet9Display.visible = true; pet9CountText.visible = true; pet9CountText.setText(formatNumber(pet9Count) + 'x'); pet9ChanceText.visible = true; pet9ChanceText.setText(formatNumber(basePet9Chance) + '%'); pet9BoostText.visible = true; pet9BoostText.setText('Win boost = ' + formatNumber(pet9Count * 100)); pet9MuscleBoostText.visible = true; pet9MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet9Count * 85)); } if (petSecretCount > 0) { petSecretDisplay.visible = true; petSecretCountText.visible = true; petSecretCountText.setText(formatNumber(petSecretCount) + 'x'); petSecretChanceText.visible = true; petSecretChanceText.setText(formatNumber(basePetSecretChance) + '%'); petSecretBoostText.visible = true; petSecretWinBoostText.visible = true; } } return; } return; } // Check if shop UI is open if (isShopOpen) { // Check if close button was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); var guiCenterX = LK.gui.width / 2; var guiCenterY = LK.gui.height / 2; // Calculate close button bounds in screen coordinates var closeBounds = { left: guiCenterX + closeButton.x - 50, right: guiCenterX + closeButton.x + 50, top: guiCenterY + closeButton.y - 50, bottom: guiCenterY + closeButton.y + 50 }; if (screenX >= closeBounds.left && screenX <= closeBounds.right && screenY >= closeBounds.top && screenY <= closeBounds.bottom) { // Close shop isShopOpen = false; shoppingImage.visible = false; closeButton.visible = false; shopUpgradeText.visible = false; luckUpgradeText.visible = false; return; } // Calculate shop upgrade text bounds in screen coordinates var upgradeBounds = { left: guiCenterX - 200, // Approximate text width bounds right: guiCenterX + 200, top: guiCenterY + shopUpgradeText.y - 30, // Approximate text height bounds bottom: guiCenterY + shopUpgradeText.y + 30 }; if (screenX >= upgradeBounds.left && screenX <= upgradeBounds.right && screenY >= upgradeBounds.top && screenY <= upgradeBounds.bottom) { // Check if player has enough muscle to buy upgrade if (muscle >= shopPrice) { // Deduct muscle and add boost muscle = Math.round((muscle - shopPrice) * 10) / 10; muscleBoost = Math.round((muscleBoost + shopBoostAmount) * 10) / 10; // Multiply the price by 1.5x for next upgrade shopPrice = Math.round(shopPrice * 1.5); // Save to storage storage.muscle = muscle; storage.muscleBoost = muscleBoost; storage.shopPrice = shopPrice; // Update shop text shopUpgradeText.setText(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(1.5) + ' muscle boost'); // Update muscle boost display muscleBoostDisplay.setText('Muscle Boost: ' + formatNumber(muscleBoost + totalPetMuscleBoost)); } return; } // Calculate luck upgrade text bounds in screen coordinates var luckUpgradeBounds = { left: guiCenterX - 200, right: guiCenterX + 200, top: guiCenterY + luckUpgradeText.y - 30, bottom: guiCenterY + luckUpgradeText.y + 30 }; if (screenX >= luckUpgradeBounds.left && screenX <= luckUpgradeBounds.right && screenY >= luckUpgradeBounds.top && screenY <= luckUpgradeBounds.bottom) { // Check if player has enough wins to buy luck boost if (win >= luckPrice) { // Deduct wins and add luck boost win -= luckPrice; luckBoost += 1; // Multiply the price by 10x for next upgrade luckPrice = luckPrice * 10; // Save to storage storage.win = win; storage.luckBoost = luckBoost; storage.luckPrice = luckPrice; // Update luck upgrade text luckUpgradeText.setText(formatNumber(luckPrice) + ' win = + 1 luck boost'); // Update luck boost display luckBoostDisplay.setText('Luck Boost: ' + formatNumber(luckBoost)); } return; } return; } // Check if shop was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); // Calculate shop bounds more accurately for bottom-right position var shopBounds = { left: LK.gui.width + shop.x - shop.width * 0.15, // Account for right anchor and scale right: LK.gui.width + shop.x, top: LK.gui.height + shop.y - shop.height * 0.15, // Account for anchor and scale bottom: LK.gui.height + shop.y }; if (screenX >= shopBounds.left && screenX <= shopBounds.right && screenY >= shopBounds.top && screenY <= shopBounds.bottom) { // Open shop (don't toggle, only open) if (!isShopOpen) { isShopOpen = true; shoppingImage.visible = true; closeButton.visible = true; shopUpgradeText.visible = true; luckUpgradeText.visible = true; // Update shop upgrade text with current values shopUpgradeText.setText(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(1.5) + ' muscle boost'); // Update luck upgrade text with current values luckUpgradeText.setText(formatNumber(luckPrice) + ' win = + 1 luck boost'); } return; } // Check if egg was clicked var eggLeft = egg.x - 75; var eggRight = egg.x + 75; var eggTop = egg.y - 75; var eggBottom = egg.y + 75; if (x >= eggLeft && x <= eggRight && y >= eggTop && y <= eggBottom && win >= 200) { // Deduct 200 win points win -= 200; storage.win = win; // Pet chances with luck boost and cascading decrease system var luckMultiplier = 1 + luckBoost * 0.25; // Pet (first pet) decreases by 5% per luck boost from base 70%, can reach 0 var basePetChance = Math.max(0, 70 * Math.pow(0.95, luckBoost)); // Pet1 decreases by 4% per luck boost from base 30%, can reach 0 var basePet1Chance = Math.max(0, 30 * Math.pow(0.96, luckBoost)); // Pet2 decreases by 3% per luck boost from base 10%, can reach 0 var basePet2Chance = Math.max(0, 10 * Math.pow(0.97, luckBoost)); // Pet3 and Pet4 always increase with luck boost, never decrease var basePet3Chance = 1; var basePet4Chance = 0.05; // For pets that decrease, don't apply luck multiplier, just use base values var petChance = basePetChance; var pet1Chance = basePet1Chance; var pet2Chance = basePet2Chance; var pet3Chance = basePet3Chance * luckMultiplier; var pet4Chance = basePet4Chance * luckMultiplier; var random = Math.random() * 100; // Convert to percentage if (random < pet4Chance) { // Got pet4 pet4Count += 1; storage.pet4Count = pet4Count; } else if (random < pet4Chance + pet3Chance) { // Got pet3 pet3Count += 1; storage.pet3Count = pet3Count; } else if (random < pet4Chance + pet3Chance + pet2Chance) { // Got pet2 pet2Count += 1; storage.pet2Count = pet2Count; } else if (random < pet4Chance + pet3Chance + pet2Chance + pet1Chance) { // Got pet1 pet1Count += 1; storage.pet1Count = pet1Count; } else { // Got pet (remaining chance) petCount += 1; storage.petCount = petCount; } // Recalculate win boost values petWinBoost = petCount * 0.02; pet1WinBoost = pet1Count * 0.06; pet2WinBoost = pet2Count * 0.2; pet3WinBoost = pet3Count * 1.5; pet4WinBoost = pet4Count * 60; totalWinBoost = petWinBoost + pet1WinBoost + pet2WinBoost + pet3WinBoost + pet4WinBoost; // Recalculate pet muscle boost values petMuscleBoost = petCount * 0.01; pet1MuscleBoost = pet1Count * 0.03; pet2MuscleBoost = pet2Count * 0.1; pet3MuscleBoost = pet3Count * 0.75; pet4MuscleBoost = pet4Count * 30; totalPetMuscleBoost = petMuscleBoost + pet1MuscleBoost + pet2MuscleBoost + pet3MuscleBoost + pet4MuscleBoost; // Update win boost display winBoostDisplay.setText('Win Boost: ' + formatNumber(totalWinBoost)); // Update muscle boost display muscleBoostDisplay.setText('Muscle Boost: ' + formatNumber(muscleBoost + totalPetMuscleBoost)); return; } // Check if egg2 was clicked var egg2Left = egg2.x - 75; var egg2Right = egg2.x + 75; var egg2Top = egg2.y - 75; var egg2Bottom = egg2.y + 75; if (x >= egg2Left && x <= egg2Right && y >= egg2Top && y <= egg2Bottom && win >= 5000) { // Deduct 5000 win points win -= 5000; storage.win = win; // Pet chances for egg2 with luck boost effects var luckMultiplier = 1 + luckBoost * 0.25; var basePet5Chance = Math.max(0, 50 * Math.pow(0.90, luckBoost)); // Pet5 decreases by 10% var basePet6Chance = Math.max(0, 20 * Math.pow(0.925, luckBoost)); // Pet6 decreases by 7.5% var basePet7Chance = 5 * luckMultiplier; // Pet7 increases by 25% var basePet8Chance = 1 * luckMultiplier; // Pet8 increases by 25% var basePet9Chance = 0.06 * luckMultiplier; // Pet9 increases by 25% var basePetSecretChance = 0.0001 * luckMultiplier; // Secret increases by 25% var random = Math.random() * 100; // Convert to percentage if (random < basePetSecretChance) { // Got secret pet petSecretCount += 1; storage.petSecretCount = petSecretCount; } else if (random < basePetSecretChance + basePet9Chance) { // Got pet9 pet9Count += 1; storage.pet9Count = pet9Count; } else if (random < basePetSecretChance + basePet9Chance + basePet8Chance) { // Got pet8 pet8Count += 1; storage.pet8Count = pet8Count; } else if (random < basePetSecretChance + basePet9Chance + basePet8Chance + basePet7Chance) { // Got pet7 pet7Count += 1; storage.pet7Count = pet7Count; } else if (random < basePetSecretChance + basePet9Chance + basePet8Chance + basePet7Chance + basePet6Chance) { // Got pet6 pet6Count += 1; storage.pet6Count = pet6Count; } else { // Got pet5 (remaining chance) pet5Count += 1; storage.pet5Count = pet5Count; } // Recalculate win boost values including new pets petWinBoost = petCount * 0.02; pet1WinBoost = pet1Count * 0.06; pet2WinBoost = pet2Count * 0.2; pet3WinBoost = pet3Count * 1.5; pet4WinBoost = pet4Count * 60; pet5WinBoost = pet5Count * 0.1; pet6WinBoost = pet6Count * 0.4; pet7WinBoost = pet7Count * 2; pet8WinBoost = pet8Count * 15; pet9WinBoost = pet9Count * 100; petSecretWinBoost = petSecretCount > 0 ? (petWinBoost + pet1WinBoost + pet2WinBoost + pet3WinBoost + pet4WinBoost + pet5WinBoost + pet6WinBoost + pet7WinBoost + pet8WinBoost + pet9WinBoost) * 5 : 0; totalWinBoost = petWinBoost + pet1WinBoost + pet2WinBoost + pet3WinBoost + pet4WinBoost + pet5WinBoost + pet6WinBoost + pet7WinBoost + pet8WinBoost + pet9WinBoost + petSecretWinBoost; // Recalculate pet muscle boost values including new pets petMuscleBoost = petCount * 0.01; pet1MuscleBoost = pet1Count * 0.03; pet2MuscleBoost = pet2Count * 0.1; pet3MuscleBoost = pet3Count * 0.75; pet4MuscleBoost = pet4Count * 30; pet5MuscleBoost = pet5Count * 0.07; pet6MuscleBoost = pet6Count * 0.2; pet7MuscleBoost = pet7Count * 1.2; pet8MuscleBoost = pet8Count * 10; pet9MuscleBoost = pet9Count * 85; petSecretMuscleBoost = petSecretCount > 0 ? (petMuscleBoost + pet1MuscleBoost + pet2MuscleBoost + pet3MuscleBoost + pet4MuscleBoost + pet5MuscleBoost + pet6MuscleBoost + pet7MuscleBoost + pet8MuscleBoost + pet9MuscleBoost) * 5 : 0; totalPetMuscleBoost = petMuscleBoost + pet1MuscleBoost + pet2MuscleBoost + pet3MuscleBoost + pet4MuscleBoost + pet5MuscleBoost + pet6MuscleBoost + pet7MuscleBoost + pet8MuscleBoost + pet9MuscleBoost + petSecretMuscleBoost; // Update win boost display winBoostDisplay.setText('Win Boost: ' + formatNumber(totalWinBoost)); // Update muscle boost display muscleBoostDisplay.setText('Muscle Boost: ' + formatNumber(muscleBoost + totalPetMuscleBoost)); return; } // Check if inventory was clicked (convert screen coordinates to GUI coordinates) var inventoryBounds = { left: LK.gui.width + inventory.x - inventory.width * 0.15, right: LK.gui.width + inventory.x, top: LK.gui.height + inventory.y - inventory.height * 0.15, bottom: LK.gui.height + inventory.y }; if (screenX >= inventoryBounds.left && screenX <= inventoryBounds.right && screenY >= inventoryBounds.top && screenY <= inventoryBounds.bottom) { // Open inventory (don't toggle, only open) if (!isInventoryOpen) { isInventoryOpen = true; currentInventoryPage = 1; // Reset to first page when opening inInventoryImage.visible = true; close1Button.visible = true; nextPageButton.visible = true; prevPageButton.visible = true; pageNumberDisplay.visible = true; pageNumberDisplay.setText('Page 1/2'); // Calculate dynamic chances with luck boost var luckMultiplier = 1 + luckBoost * 0.25; // Pet (first pet) decreases by 5% per luck boost from base 70%, can reach 0 var basePetChance = Math.max(0, 70 * Math.pow(0.95, luckBoost)); // Pet1 decreases by 4% per luck boost from base 30%, can reach 0 var basePet1Chance = Math.max(0, 30 * Math.pow(0.96, luckBoost)); // Pet2 decreases by 3% per luck boost from base 10%, can reach 0 var basePet2Chance = Math.max(0, 10 * Math.pow(0.97, luckBoost)); // Pet3 and Pet4 always increase with luck boost, never decrease var basePet3Chance = 1; var basePet4Chance = 0.05; // For pets that decrease, don't apply luck multiplier, just use base values var finalPetChance = basePetChance; var finalPet1Chance = basePet1Chance; var finalPet2Chance = basePet2Chance; var finalPet3Chance = basePet3Chance * luckMultiplier; var finalPet4Chance = basePet4Chance * luckMultiplier; // Show all pets on page 1 when opening if (petCount > 0) { petDisplay.visible = true; petCountText.visible = true; petCountText.setText(formatNumber(petCount) + 'x'); petChanceText.visible = true; petChanceText.setText(formatNumber(finalPetChance) + '%'); petBoostText.visible = true; petBoostText.setText('Win boost = ' + formatNumber(petCount * 0.02)); petMuscleBoostText.visible = true; petMuscleBoostText.setText('Muscle boost = ' + formatNumber(petCount * 0.01)); } if (pet1Count > 0) { pet1Display.visible = true; pet1CountText.visible = true; pet1CountText.setText(formatNumber(pet1Count) + 'x'); pet1ChanceText.visible = true; pet1ChanceText.setText(formatNumber(finalPet1Chance) + '%'); pet1BoostText.visible = true; pet1BoostText.setText('Win boost = ' + formatNumber(pet1Count * 0.06)); pet1MuscleBoostText.visible = true; pet1MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet1Count * 0.03)); } if (pet2Count > 0) { pet2Display.visible = true; pet2CountText.visible = true; pet2CountText.setText(formatNumber(pet2Count) + 'x'); pet2ChanceText.visible = true; pet2ChanceText.setText(formatNumber(finalPet2Chance) + '%'); pet2BoostText.visible = true; pet2BoostText.setText('Win boost = ' + formatNumber(pet2Count * 0.2)); pet2MuscleBoostText.visible = true; pet2MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet2Count * 0.1)); } if (pet3Count > 0) { pet3Display.visible = true; pet3CountText.visible = true; pet3CountText.setText(formatNumber(pet3Count) + 'x'); pet3ChanceText.visible = true; pet3ChanceText.setText(formatNumber(finalPet3Chance) + '%'); pet3BoostText.visible = true; pet3BoostText.setText('Win boost = ' + formatNumber(pet3Count * 1.5)); pet3MuscleBoostText.visible = true; pet3MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet3Count * 0.75)); } if (pet4Count > 0) { pet4Display.visible = true; pet4CountText.visible = true; pet4CountText.setText(formatNumber(pet4Count) + 'x'); pet4ChanceText.visible = true; pet4ChanceText.setText(formatNumber(finalPet4Chance) + '%'); pet4BoostText.visible = true; pet4BoostText.setText('Win boost = ' + formatNumber(pet4Count * 60)); pet4MuscleBoostText.visible = true; pet4MuscleBoostText.setText('Muscle boost = ' + formatNumber(pet4Count * 30)); } } return; } // Enemy click delay tracking var enemyLastClickTime = 0; var enemy1LastClickTime = 0; var enemy2LastClickTime = 0; var enemy3LastClickTime = 0; // Check if enemy was clicked and character has muscle >= 10 var enemyLeft = enemy.x - 100; var enemyRight = enemy.x + 100; var enemyTop = enemy.y - 100; var enemyBottom = enemy.y + 100; if (x >= enemyLeft && x <= enemyRight && y >= enemyTop && y <= enemyBottom && muscle >= 10) { var currentTime = Date.now(); // Check if 0.5 seconds have passed since last click if (currentTime - enemyLastClickTime >= 500) { enemyLastClickTime = currentTime; // Wait 0.5 seconds then increment win LK.setTimeout(function () { win = formatWin(win + 1 + totalWinBoost); storage.win = win; }, 500); // 0.5 seconds = 500ms } return; } // Check if second enemy was clicked and character has muscle >= 100 var enemy1Left = enemy1.x - 100; var enemy1Right = enemy1.x + 100; var enemy1Top = enemy1.y - 100; var enemy1Bottom = enemy1.y + 100; if (x >= enemy1Left && x <= enemy1Right && y >= enemy1Top && y <= enemy1Bottom && muscle >= 100) { var currentTime = Date.now(); // Check if 0.5 seconds have passed since last click if (currentTime - enemy1LastClickTime >= 500) { enemy1LastClickTime = currentTime; // Wait 0.5 seconds then increment win by 15 LK.setTimeout(function () { win = formatWin(win + 15 + totalWinBoost); storage.win = win; }, 500); // 0.5 seconds = 500ms } return; } // Check if third enemy was clicked and character has muscle >= 5000 var enemy2Left = enemy2.x - 100; var enemy2Right = enemy2.x + 100; var enemy2Top = enemy2.y - 100; var enemy2Bottom = enemy2.y + 100; if (x >= enemy2Left && x <= enemy2Right && y >= enemy2Top && y <= enemy2Bottom && muscle >= 5000) { var currentTime = Date.now(); // Check if 0.5 seconds have passed since last click if (currentTime - enemy2LastClickTime >= 500) { enemy2LastClickTime = currentTime; // Wait 0.5 seconds then increment win by 1000 LK.setTimeout(function () { win = formatWin(win + 1000 + totalWinBoost); storage.win = win; }, 500); // 0.5 seconds = 500ms } return; } // Check if fourth enemy was clicked and character has muscle >= 50000 var enemy3Left = enemy3.x - 100; var enemy3Right = enemy3.x + 100; var enemy3Top = enemy3.y - 100; var enemy3Bottom = enemy3.y + 100; if (x >= enemy3Left && x <= enemy3Right && y >= enemy3Top && y <= enemy3Bottom && muscle >= 50000) { var currentTime = Date.now(); // Check if 0.5 seconds have passed since last click if (currentTime - enemy3LastClickTime >= 500) { enemy3LastClickTime = currentTime; // Wait 0.5 seconds then increment win by 10000 LK.setTimeout(function () { win = formatWin(win + 10000 + totalWinBoost); storage.win = win; }, 500); // 0.5 seconds = 500ms } return; } // Check if weight lifting rectangle was clicked var rectLeft = weightLiftingRect.x - 175; var rectRight = weightLiftingRect.x + 175; var rectTop = weightLiftingRect.y - 70; var rectBottom = weightLiftingRect.y + 70; if (x >= rectLeft && x <= rectRight && y >= rectTop && y <= rectBottom && !isMovingToWeights && !isWaitingAtWeights) { // Move character to weight lifting area isMovingToWeights = true; character.setVelocity(0, 0); // Stop current movement tween(character, { x: weightLiftingRect.x, y: weightLiftingRect.y + 350 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { isMovingToWeights = false; isWaitingAtWeights = true; // Wait 1 second then increase muscle LK.setTimeout(function () { muscle = Math.round((muscle + 1 + muscleBoost + totalPetMuscleBoost) * 10) / 10; storage.muscle = muscle; isWaitingAtWeights = false; }, 250); } }); return; } // Check if second weight lifting rectangle was clicked and character has muscle >= 10000 var rect1Left = weightLiftingRect1.x - 175; var rect1Right = weightLiftingRect1.x + 175; var rect1Top = weightLiftingRect1.y - 70; var rect1Bottom = weightLiftingRect1.y + 70; if (x >= rect1Left && x <= rect1Right && y >= rect1Top && y <= rect1Bottom && muscle >= 10000 && !isMovingToWeights && !isWaitingAtWeights) { // Move character to second weight lifting area isMovingToWeights = true; character.setVelocity(0, 0); // Stop current movement tween(character, { x: weightLiftingRect1.x, y: weightLiftingRect1.y + 350 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { isMovingToWeights = false; isWaitingAtWeights = true; // Wait 1 second then increase muscle by 300 LK.setTimeout(function () { muscle = Math.round((muscle + 300 + muscleBoost + totalPetMuscleBoost) * 10) / 10; storage.muscle = muscle; isWaitingAtWeights = false; }, 250); } }); return; } // Check if third weight lifting rectangle was clicked and character has muscle >= 100000 var rect2Left = weightLiftingRect2.x - 175; var rect2Right = weightLiftingRect2.x + 175; var rect2Top = weightLiftingRect2.y - 70; var rect2Bottom = weightLiftingRect2.y + 70; if (x >= rect2Left && x <= rect2Right && y >= rect2Top && y <= rect2Bottom && muscle >= 100000 && !isMovingToWeights && !isWaitingAtWeights) { // Move character to third weight lifting area isMovingToWeights = true; character.setVelocity(0, 0); // Stop current movement tween(character, { x: weightLiftingRect2.x, y: weightLiftingRect2.y + 350 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { isMovingToWeights = false; isWaitingAtWeights = true; // Wait 1 second then increase muscle by 2000 LK.setTimeout(function () { muscle = Math.round((muscle + 2000 + muscleBoost + totalPetMuscleBoost) * 10) / 10; storage.muscle = muscle; isWaitingAtWeights = false; }, 250); } }); return; } // Show joystick in middle area of screen when touched if (x > 300 && x < 1200 && y > 2332) { joystick.show(x, y); isDragging = true; var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.move = function (x, y, obj) { if (isDragging && joystick.isActive && !isMovingToWeights && !isWaitingAtWeights) { var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.up = function (x, y, obj) { if (isDragging && !isMovingToWeights && !isWaitingAtWeights) { isDragging = false; joystick.hide(); character.setVelocity(0, 0); } }; game.update = function () { // Character update is handled automatically by its update method };
===================================================================
--- original.js
+++ change.js
@@ -71,8 +71,30 @@
self.x = prevX;
self.y = prevY;
self.setVelocity(0, 0);
}
+ // Check collision with third enemy (barrier)
+ var enemy2Left = enemy2.x - 100 - 115; // enemy half width + character half width
+ var enemy2Right = enemy2.x + 100 + 115;
+ var enemy2Top = enemy2.y - 100 - 115;
+ var enemy2Bottom = enemy2.y + 100 + 115;
+ if (self.x >= enemy2Left && self.x <= enemy2Right && self.y >= enemy2Top && self.y <= enemy2Bottom) {
+ // Collision detected, revert to previous position
+ self.x = prevX;
+ self.y = prevY;
+ self.setVelocity(0, 0);
+ }
+ // Check collision with fourth enemy (barrier)
+ var enemy3Left = enemy3.x - 100 - 115; // enemy half width + character half width
+ var enemy3Right = enemy3.x + 100 + 115;
+ var enemy3Top = enemy3.y - 100 - 115;
+ var enemy3Bottom = enemy3.y + 100 + 115;
+ if (self.x >= enemy3Left && self.x <= enemy3Right && self.y >= enemy3Top && self.y <= enemy3Bottom) {
+ // Collision detected, revert to previous position
+ self.x = prevX;
+ self.y = prevY;
+ self.setVelocity(0, 0);
+ }
// Check collision with third weight lifting area (barrier)
var weight2Left = weightLiftingRect2.x - 175 - 115; // weight half width + character half width
var weight2Right = weightLiftingRect2.x + 175 + 115;
var weight2Top = weightLiftingRect2.y - 203 - 115; // weight half height + character half width
@@ -502,8 +524,58 @@
enemy1WinText.anchor.set(0.5, 0);
enemy1WinText.x = enemy1.x;
enemy1WinText.y = enemy1.y + 100;
game.addChild(enemy1WinText);
+// Create third enemy 350px below the second one
+var enemy2 = game.addChild(LK.getAsset('dusman2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+}));
+enemy2.x = enemy1.x; // Same X position as previous enemies
+enemy2.y = enemy1.y + 350; // 350px below second enemy
+// Add power text above third enemy
+var enemy2PowerText = new Text2('Power: ' + formatNumber(5000), {
+ size: 60,
+ fill: '#ffffff'
+});
+enemy2PowerText.anchor.set(0.5, 1);
+enemy2PowerText.x = enemy2.x;
+enemy2PowerText.y = enemy2.y - 100;
+game.addChild(enemy2PowerText);
+// Add "1k win" text below third enemy
+var enemy2WinText = new Text2('1k win', {
+ size: 60,
+ fill: '#ffffff'
+});
+enemy2WinText.anchor.set(0.5, 0);
+enemy2WinText.x = enemy2.x;
+enemy2WinText.y = enemy2.y + 100;
+game.addChild(enemy2WinText);
+// Create fourth enemy 350px below the third one
+var enemy3 = game.addChild(LK.getAsset('dusman3', {
+ anchorX: 0.5,
+ anchorY: 0.5
+}));
+enemy3.x = enemy2.x; // Same X position as previous enemies
+enemy3.y = enemy2.y + 350; // 350px below third enemy
+// Add power text above fourth enemy
+var enemy3PowerText = new Text2('Power: ' + formatNumber(50000), {
+ size: 60,
+ fill: '#ffffff'
+});
+enemy3PowerText.anchor.set(0.5, 1);
+enemy3PowerText.x = enemy3.x;
+enemy3PowerText.y = enemy3.y - 100;
+game.addChild(enemy3PowerText);
+// Add "10k win" text below fourth enemy
+var enemy3WinText = new Text2('10k win', {
+ size: 60,
+ fill: '#ffffff'
+});
+enemy3WinText.anchor.set(0.5, 0);
+enemy3WinText.x = enemy3.x;
+enemy3WinText.y = enemy3.y + 100;
+game.addChild(enemy3WinText);
// Variables for weight lifting interaction
var isMovingToWeights = false;
var isWaitingAtWeights = false;
var joystick = game.addChild(new Joystick());
@@ -549,10 +621,10 @@
egg2Title.anchor.set(0.5, 1);
egg2Title.x = egg2.x;
egg2Title.y = egg2.y - 160; // Above egg2
game.addChild(egg2Title);
-// Add "2k wins" text below egg2 title
-var egg2Cost = new Text2(formatNumber(2000) + ' wins', {
+// Add "5k wins" text below egg2 title
+var egg2Cost = new Text2(formatNumber(5000) + ' wins', {
size: 50,
fill: '#ffffff'
});
egg2Cost.anchor.set(0.5, 1);
@@ -1911,11 +1983,11 @@
var egg2Left = egg2.x - 75;
var egg2Right = egg2.x + 75;
var egg2Top = egg2.y - 75;
var egg2Bottom = egg2.y + 75;
- if (x >= egg2Left && x <= egg2Right && y >= egg2Top && y <= egg2Bottom && win >= 2000) {
- // Deduct 2000 win points
- win -= 2000;
+ if (x >= egg2Left && x <= egg2Right && y >= egg2Top && y <= egg2Bottom && win >= 5000) {
+ // Deduct 5000 win points
+ win -= 5000;
storage.win = win;
// Pet chances for egg2 with luck boost effects
var luckMultiplier = 1 + luckBoost * 0.25;
var basePet5Chance = Math.max(0, 50 * Math.pow(0.90, luckBoost)); // Pet5 decreases by 10%
@@ -2078,8 +2150,10 @@
}
// Enemy click delay tracking
var enemyLastClickTime = 0;
var enemy1LastClickTime = 0;
+ var enemy2LastClickTime = 0;
+ var enemy3LastClickTime = 0;
// Check if enemy was clicked and character has muscle >= 10
var enemyLeft = enemy.x - 100;
var enemyRight = enemy.x + 100;
var enemyTop = enemy.y - 100;
@@ -2114,8 +2188,44 @@
}, 500); // 0.5 seconds = 500ms
}
return;
}
+ // Check if third enemy was clicked and character has muscle >= 5000
+ var enemy2Left = enemy2.x - 100;
+ var enemy2Right = enemy2.x + 100;
+ var enemy2Top = enemy2.y - 100;
+ var enemy2Bottom = enemy2.y + 100;
+ if (x >= enemy2Left && x <= enemy2Right && y >= enemy2Top && y <= enemy2Bottom && muscle >= 5000) {
+ var currentTime = Date.now();
+ // Check if 0.5 seconds have passed since last click
+ if (currentTime - enemy2LastClickTime >= 500) {
+ enemy2LastClickTime = currentTime;
+ // Wait 0.5 seconds then increment win by 1000
+ LK.setTimeout(function () {
+ win = formatWin(win + 1000 + totalWinBoost);
+ storage.win = win;
+ }, 500); // 0.5 seconds = 500ms
+ }
+ return;
+ }
+ // Check if fourth enemy was clicked and character has muscle >= 50000
+ var enemy3Left = enemy3.x - 100;
+ var enemy3Right = enemy3.x + 100;
+ var enemy3Top = enemy3.y - 100;
+ var enemy3Bottom = enemy3.y + 100;
+ if (x >= enemy3Left && x <= enemy3Right && y >= enemy3Top && y <= enemy3Bottom && muscle >= 50000) {
+ var currentTime = Date.now();
+ // Check if 0.5 seconds have passed since last click
+ if (currentTime - enemy3LastClickTime >= 500) {
+ enemy3LastClickTime = currentTime;
+ // Wait 0.5 seconds then increment win by 10000
+ LK.setTimeout(function () {
+ win = formatWin(win + 10000 + totalWinBoost);
+ storage.win = win;
+ }, 500); // 0.5 seconds = 500ms
+ }
+ return;
+ }
// Check if weight lifting rectangle was clicked
var rectLeft = weightLiftingRect.x - 175;
var rectRight = weightLiftingRect.x + 175;
var rectTop = weightLiftingRect.y - 70;
@@ -2198,10 +2308,10 @@
}
});
return;
}
- // Show joystick at bottom-left area when touched
- if (x < 400 && y > 2332) {
+ // Show joystick in middle area of screen when touched
+ if (x > 300 && x < 1200 && y > 2332) {
joystick.show(x, y);
isDragging = true;
var input = joystick.updateHandle(x, y);
if (input) {
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