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Ve şöyle olsun inventory de sayfa değiştirip 1. Sayfaya gelince rich_water_melon dışında tüm petler yok oluyor yazılarıyla olmadı gereken gözükmesi lazım
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Please fix the bug: 'Uncaught TypeError: storage.clear is not a function' in or related to this line: 'storage.clear();' Line Number: 1509 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Script error.' in or related to this line: 'storage.muscle = undefined;' Line Number: 1509
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Ayarları sıfırla değilde tüm verileri sıfırla yazsın ve eğer sıfırlar sak oyundaki verilerimiz en baştan başlasın pet lerimiz sıfırlansın boost larımız sıfırlansın muscle sıfırlansın win sıfırlansın aldığımız şeyler shopta sıfırlansın oyundaki herşey oyuna ilk başlayınca nasılsa öyle olsun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Ayarlar yeni bi assets olucak shop_bg değil settings isimli
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Shopun 200 x soluna ayarlar tuşu eklicez ona tıklayınca ekranın ortasında 1200 e 1200 lük bi in_settings assetsi açılacak ve orda bi yazı yazıcak ayarları sıfırla diye tıklayınca ayarları sıfırlamak istiyormusun diye sorucak evete tıklarsak game over olucaz hayıra tıklarsak settingten çıkılacak
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Admin paneli ve yazılarını sil ve uı lerini
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Hata düzelt admin panel deki sayı click detector leri çalışmıyor 1 e basınca 1 olması 2 ye basınca 2 yazması gibi olması lazım
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Tm şöyle yapıcaz version: beta yı 2 kat büyüt ve 50 y daha üste koy admin paneli 50 y daha alta koy ve yazısınıda koy içine ve admin panele tıklarsak 0 dan 9 a sayılar gelicek ekrana ve ekranın birazını kaplayan ın admin panel gelicek sayılar a tıklayınca enter code ye sayılar gelicek örneği n 1 e tıklarsak 1 2 ye tıklarsak 2 gibi ve 616172 yazarsak admin paneli açılacak ve ordada muscle yazıcak ve win ve luck boost birine eğer tıklarsak sayılar gelicek yine ve enter tuşu da olucak ve silme tuşu orda mesela muscle ye tıklayıp 100 yazarsak 100 muscle mız olucak veya win ve luck boost dada geçerli ve ın admin panelin sağ üstünde close olucak ona tıklayınca admin panelin içindeki yazı assets hepsi kapanacak
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Ve bir assets oluştur in admin panel diye ve click detector koy sayılara close de koy tıklayınca kapansın admin panel
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300 y üstünde olsun inventory nin admin panel ve içeri tıklayınca 80 sizeyle birbirinden 100 x ayrı telefon numarası gibi sayılar olucak 0 dan 9 a kadar
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Luck boostun 40 y üstüne version: beta yaz ve şöyle bişi ekle admin panel olucak inventory nin 50 y üstüne admin panel diye assets ekle ona tıklayınca bir kod istesin sayılarla ve kod 616172 olcak bu kodu kod da gizli bir yere koyabilirsen koy kodu yazarsa kullanıcı admin panelin içine giricek ve içerde muscle sayısını ve win sayısını ve luck boost sayısını ayarlama olucak
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Secret petin şans yazısı da rich_water_melondaki gibi her sayıyı kullanabilecek sadece 0.0 veya 0.00 değil her sayı olucak
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Secret petin y sini pet 9 la aynı ayarla ve secretpet_D yi de ve yazılarıda yanına taşı
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Rich water melonda 0 şans yazıyo hala rich_water melonda sadece 0.00 ve 0.0 olabilir yapma tüm sayılar olabilir yap ve secret pet dede ve inventory ye tıklayınca pet4 ve yazıları gözükmüyo sayfa değiştirip geri ilk sayfaya gelince oluyo olması gereken envanteri açıncada gözükecek yazılarıyla birlikte
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Pet 4 ü yazılarıyla birlikte pet 1 ın x ine al
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Kaç x olduğuda yazıcak üstünde ve pet 4 ile yer değiştirsin yazılarıyla ve pet 4 ün yazılarıylada ve şansı 0.0001 olduğu için böyle yazsın ve luck boost bu pet eden etki etsin luck boost başı yüzde 25 artı ve tüm petler için şimdi söyleyeceğimi oluştur ama rich_water_melona oluşturma onda var her pet için 1 assets ekle isimleri petin ismi yaz ve sonuna _D yaz örneğin pet1_D pet8_D ve şöyle olcak artık tüm petlerin her yazısı oyun başında gösterilecek ve asla gizlenmeyecek ve pet çıkmadıysa her petin kendi _D assetsi gözükecek çıkınca kendi assetsi örneğin secret pet çıkmadıysa secretpet_D gösterilecek ama eğer en az 1 tane varsa secretpet gösterilecek
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In inventory de pet 4 ün y si pet 2 nin x ini alsın ve sayfa 1 de olsun rich_water_melon ve achievements_1b_win ve tüm yazılar orda gözüksün kaç x olduğu ne verdiği şansı bide
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1. Egg den çıkıcak rich_water_melon assets adı olarak egg ve rich water melonun çıkınca olacağı yerde achievements_1b_win adlı assets olucak eğer rich_water_melon çıkmadıysa ama eğer çıktıysa rich_water_melon olucak ve tüm yazıları çıksada çıkmasada gözükecek
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Şöyle olcak ilk yumurtada da gizli pet olucak 0.000075 şansla çıkıcak luck boost yüzde 25 şansını arttırcak yine ve bu pet şu işe yarıcak tüm gizli petlerin çıkma şansını yüzde 500 arttıracak örneğin 0.0002 şansı var bi petin 0.001 olucak 5 x le çarpcak direkt yani yğzde 500 veya 5 x ikiside aynı ve bu pet rich_water_melon assetsi
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Achievements deki close ye tıklayınca in_achievements ve achievements_1b_win ve yazısı kapatılacak ve in_inventory deki achievements_pets tıklanınca yeni defter açılcak ve orda 1. Sırada rich_water_melon olucak 1 m win boost vericek 1 milyon
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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
/**** * 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, b, t notation function formatMuscle(value) { if (value >= 1000000000000) { // For trillions var trillions = value / 1000000000000; if (trillions >= 10) { return Math.floor(trillions) + 't'; } else { return Math.floor(trillions * 10) / 10 + 't'; } } else if (value >= 1000000000) { // For billions var billions = value / 1000000000; if (billions >= 10) { return Math.floor(billions) + 'b'; } else { return Math.floor(billions * 10) / 10 + 'b'; } } else 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, b, t notation for display function formatNumber(value) { if (value >= 1000000000000) { // For trillions var trillions = value / 1000000000000; if (trillions >= 10) { return Math.floor(trillions) + 't'; } else { return Math.floor(trillions * 10) / 10 + 't'; } } else if (value >= 1000000000) { // For billions var billions = value / 1000000000; if (billions >= 10) { return Math.floor(billions) + 'b'; } else { return Math.floor(billions * 10) / 10 + 'b'; } } else 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; var richWaterMelonCount = storage.richWaterMelonCount || 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 var isSettingsOpen = false; // Track if settings UI is open // 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 settings button 200x left of shop var settings = LK.gui.bottomRight.addChild(LK.getAsset('settings', { anchorX: 1, anchorY: 1, scaleX: 0.15, scaleY: 0.15 })); settings.x = -250; // 200px left of shop (-50 - 200 = -250) settings.y = -50; // Add settings text var settingsText = new Text2('Settings', { size: 35, fill: '#ffffff' }); settingsText.anchor.set(0.5, 0.5); settingsText.x = settings.width / 2; settingsText.y = settings.height / 2; settings.addChild(settingsText); // 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('0.0001%', { 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 = 160; // Same Y as pet9 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 = 195; var petSecretChanceText = LK.gui.center.addChild(new Text2('0.00001%', { size: 35, fill: '#ffffff' })); petSecretChanceText.anchor.set(0.5, 0); petSecretChanceText.visible = false; petSecretChanceText.x = 200; petSecretChanceText.y = 230; 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 = 265; 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 = 300; // Create rich_water_melon display (page 1, bottom left) var richWaterMelonDisplay = LK.gui.center.addChild(LK.getAsset('rich_water_melon', { anchorX: 0.5, anchorY: 0.5 })); richWaterMelonDisplay.visible = false; richWaterMelonDisplay.x = 200; richWaterMelonDisplay.y = 160; var richWaterMelonCountText = LK.gui.center.addChild(new Text2('0x', { size: 55, fill: '#ffffff' })); richWaterMelonCountText.anchor.set(0, 1); richWaterMelonCountText.visible = false; richWaterMelonCountText.x = 215 - 50; richWaterMelonCountText.y = 195; var richWaterMelonChanceText = LK.gui.center.addChild(new Text2('0.000075%', { size: 35, fill: '#ffffff' })); richWaterMelonChanceText.anchor.set(0.5, 0); richWaterMelonChanceText.visible = false; richWaterMelonChanceText.x = 200; richWaterMelonChanceText.y = 230; var richWaterMelonBoostText = LK.gui.center.addChild(new Text2('All secret pets 5x', { size: 23, fill: '#ffffff' })); richWaterMelonBoostText.anchor.set(0.5, 0); richWaterMelonBoostText.visible = false; richWaterMelonBoostText.x = 200; richWaterMelonBoostText.y = 265; // Create achievements_1b_win display (page 1, same position as rich_water_melon) var achievementsDisplay = LK.gui.center.addChild(LK.getAsset('achievements_1b_win', { anchorX: 0.5, anchorY: 0.5 })); achievementsDisplay.visible = false; achievementsDisplay.x = 200; achievementsDisplay.y = 160; var achievementsCountText = LK.gui.center.addChild(new Text2('Always visible', { size: 35, fill: '#ffffff' })); achievementsCountText.anchor.set(0.5, 0); achievementsCountText.visible = false; achievementsCountText.x = 200; achievementsCountText.y = 230; var achievementsInfoText = LK.gui.center.addChild(new Text2('Hidden pet placeholder', { size: 23, fill: '#ffffff' })); achievementsInfoText.anchor.set(0.5, 0); achievementsInfoText.visible = false; achievementsInfoText.x = 200; achievementsInfoText.y = 265; // 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 // Create settings UI (initially hidden) var settingsUI = LK.gui.center.addChild(LK.getAsset('in_settings', { anchorX: 0.5, anchorY: 0.5 })); settingsUI.visible = false; // Create settings close button (initially hidden) var settingsCloseButton = LK.gui.center.addChild(LK.getAsset('close', { anchorX: 0.5, anchorY: 0.5 })); settingsCloseButton.visible = false; settingsCloseButton.x = 540; // Right side of settings UI settingsCloseButton.y = -540; // Top of settings UI // Create reset settings button text (initially hidden) var resetSettingsText = LK.gui.center.addChild(new Text2('Tüm verileri sıfırla', { size: 50, fill: '#ffffff' })); resetSettingsText.anchor.set(0.5, 0.5); resetSettingsText.x = 0; resetSettingsText.y = 0; resetSettingsText.visible = false; // Create confirmation dialog elements (initially hidden) var confirmResetText = LK.gui.center.addChild(new Text2('Tüm verileri sıfırlamak istiyormusun?', { size: 45, fill: '#ffffff' })); confirmResetText.anchor.set(0.5, 0.5); confirmResetText.x = 0; confirmResetText.y = -100; confirmResetText.visible = false; var yesButton = LK.gui.center.addChild(new Text2('Evet', { size: 50, fill: '#00ff00' })); yesButton.anchor.set(0.5, 0.5); yesButton.x = -100; yesButton.y = 50; yesButton.visible = false; var noButton = LK.gui.center.addChild(new Text2('Hayir', { size: 50, fill: '#ff0000' })); noButton.anchor.set(0.5, 0.5); noButton.x = 100; noButton.y = 50; noButton.visible = false; // 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 version display above luck boost var versionDisplay = LK.gui.bottomLeft.addChild(new Text2('version: beta', { size: 80, fill: '#ffffff' })); versionDisplay.anchor.set(0, 1); versionDisplay.x = 20; versionDisplay.y = -230; // 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 settings UI is open if (isSettingsOpen) { // Check if confirmation dialog is showing if (confirmResetText.visible) { // Check if Yes button was clicked 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; var yesBounds = { left: guiCenterX + yesButton.x - 50, right: guiCenterX + yesButton.x + 50, top: guiCenterY + yesButton.y - 25, bottom: guiCenterY + yesButton.y + 25 }; if (screenX >= yesBounds.left && screenX <= yesBounds.right && screenY >= yesBounds.top && screenY <= yesBounds.bottom) { // Reset all stored data manually storage.muscle = 0; storage.win = 0; storage.petCount = 0; storage.pet1Count = 0; storage.pet2Count = 0; storage.pet3Count = 0; storage.pet4Count = 0; storage.pet5Count = 0; storage.pet6Count = 0; storage.pet7Count = 0; storage.pet8Count = 0; storage.pet9Count = 0; storage.petSecretCount = 0; storage.richWaterMelonCount = 0; storage.muscleBoost = 0; storage.shopPrice = 10; storage.luckBoost = 0; storage.luckPrice = 100; // Reset game - trigger game over LK.showGameOver(); return; } var noBounds = { left: guiCenterX + noButton.x - 50, right: guiCenterX + noButton.x + 50, top: guiCenterY + noButton.y - 25, bottom: guiCenterY + noButton.y + 25 }; if (screenX >= noBounds.left && screenX <= noBounds.right && screenY >= noBounds.top && screenY <= noBounds.bottom) { // Close settings and confirmation dialog isSettingsOpen = false; settingsUI.visible = false; settingsCloseButton.visible = false; resetSettingsText.visible = false; confirmResetText.visible = false; yesButton.visible = false; noButton.visible = false; return; } return; } // Check if settings close button was clicked 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; var settingsCloseBounds = { left: guiCenterX + settingsCloseButton.x - 50, right: guiCenterX + settingsCloseButton.x + 50, top: guiCenterY + settingsCloseButton.y - 50, bottom: guiCenterY + settingsCloseButton.y + 50 }; if (screenX >= settingsCloseBounds.left && screenX <= settingsCloseBounds.right && screenY >= settingsCloseBounds.top && screenY <= settingsCloseBounds.bottom) { // Close settings isSettingsOpen = false; settingsUI.visible = false; settingsCloseButton.visible = false; resetSettingsText.visible = false; return; } // Check if reset settings text was clicked var resetBounds = { left: guiCenterX + resetSettingsText.x - 200, right: guiCenterX + resetSettingsText.x + 200, top: guiCenterY + resetSettingsText.y - 30, bottom: guiCenterY + resetSettingsText.y + 30 }; if (screenX >= resetBounds.left && screenX <= resetBounds.right && screenY >= resetBounds.top && resetBounds.bottom) { // Show confirmation dialog confirmResetText.visible = true; yesButton.visible = true; noButton.visible = true; resetSettingsText.visible = false; return; } return; } // 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; richWaterMelonDisplay.visible = false; richWaterMelonCountText.visible = false; richWaterMelonChanceText.visible = false; richWaterMelonBoostText.visible = false; achievementsDisplay.visible = false; achievementsCountText.visible = false; achievementsInfoText.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; richWaterMelonDisplay.visible = false; richWaterMelonCountText.visible = false; richWaterMelonChanceText.visible = false; richWaterMelonBoostText.visible = false; achievementsDisplay.visible = false; achievementsCountText.visible = false; achievementsInfoText.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)); } // Always show rich_water_melon or achievements_1b_win with all text var hiddenPetMultiplier = 1 + luckBoost * 0.25; var hiddenPetChance = 0.000075 * hiddenPetMultiplier; if (richWaterMelonCount > 0) { // Show rich_water_melon since we have it richWaterMelonDisplay.visible = true; richWaterMelonCountText.visible = true; richWaterMelonCountText.setText(formatNumber(richWaterMelonCount) + 'x'); richWaterMelonChanceText.visible = true; richWaterMelonChanceText.setText(hiddenPetChance.toFixed(6) + '%'); richWaterMelonBoostText.visible = true; } else { // Show achievements_1b_win as placeholder achievementsDisplay.visible = true; achievementsCountText.visible = true; achievementsCountText.setText(hiddenPetChance.toFixed(6) + '%'); achievementsInfoText.visible = true; achievementsInfoText.setText('All secret pets 5x'); } } 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% // Always show all pets on page 2 with correct assets and all text // Pet5 - always show with text if (pet5Count > 0) { // Change to actual pet5 asset since we have at least one pet5Display.removeChildren(); pet5Display.addChild(LK.getAsset('pet5', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet5Display.removeChildren(); pet5Display.addChild(LK.getAsset('pet5_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet6 - always show with text if (pet6Count > 0) { // Change to actual pet6 asset since we have at least one pet6Display.removeChildren(); pet6Display.addChild(LK.getAsset('pet6', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet6Display.removeChildren(); pet6Display.addChild(LK.getAsset('pet6_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet7 - always show with text if (pet7Count > 0) { // Change to actual pet7 asset since we have at least one pet7Display.removeChildren(); pet7Display.addChild(LK.getAsset('pet7', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet7Display.removeChildren(); pet7Display.addChild(LK.getAsset('pet7_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet8 - always show with text if (pet8Count > 0) { // Change to actual pet8 asset since we have at least one pet8Display.removeChildren(); pet8Display.addChild(LK.getAsset('pet8', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet8Display.removeChildren(); pet8Display.addChild(LK.getAsset('pet8_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet9 - always show with text if (pet9Count > 0) { // Change to actual pet9 asset since we have at least one pet9Display.removeChildren(); pet9Display.addChild(LK.getAsset('pet9', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet9Display.removeChildren(); pet9Display.addChild(LK.getAsset('pet9_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // PetSecret - always show with text if (petSecretCount > 0) { // Change to actual petSecret asset since we have at least one petSecretDisplay.removeChildren(); petSecretDisplay.addChild(LK.getAsset('petSecret', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any petSecretDisplay.removeChildren(); petSecretDisplay.addChild(LK.getAsset('petSecret_D', { anchorX: 0.5, anchorY: 0.5 })); } petSecretDisplay.visible = true; petSecretCountText.visible = true; petSecretCountText.setText(formatNumber(petSecretCount) + 'x'); petSecretChanceText.visible = true; petSecretChanceText.setText(basePetSecretChance.toFixed(6) + '%'); 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; richWaterMelonDisplay.visible = false; richWaterMelonCountText.visible = false; richWaterMelonChanceText.visible = false; richWaterMelonBoostText.visible = false; achievementsDisplay.visible = false; achievementsCountText.visible = false; achievementsInfoText.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)); } // Always show rich_water_melon or achievements_1b_win with all text var hiddenPetMultiplier = 1 + luckBoost * 0.25; var hiddenPetChance = 0.000075 * hiddenPetMultiplier; if (richWaterMelonCount > 0) { // Show rich_water_melon since we have it richWaterMelonDisplay.visible = true; richWaterMelonCountText.visible = true; richWaterMelonCountText.setText(formatNumber(richWaterMelonCount) + 'x'); richWaterMelonChanceText.visible = true; richWaterMelonChanceText.setText(hiddenPetChance.toFixed(6) + '%'); richWaterMelonBoostText.visible = true; } else { // Show achievements_1b_win as placeholder achievementsDisplay.visible = true; achievementsCountText.visible = true; achievementsCountText.setText(hiddenPetChance.toFixed(6) + '%'); achievementsInfoText.visible = true; achievementsInfoText.setText('All secret pets 5x'); } } 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(basePetSecretChance.toFixed(6) + '%'); 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; // Always add the base boost amount (1.5) 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 - show the next boost amount that will be added (always 1.5) shopUpgradeText.setText(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(shopBoostAmount) + ' 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 settings was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); // Calculate settings bounds more accurately for bottom-right position var settingsBounds = { left: LK.gui.width + settings.x - settings.width * 0.15, right: LK.gui.width + settings.x, top: LK.gui.height + settings.y - settings.height * 0.15, bottom: LK.gui.height + settings.y }; if (screenX >= settingsBounds.left && screenX <= settingsBounds.right && screenY >= settingsBounds.top && screenY <= settingsBounds.bottom) { // Open settings (don't toggle, only open) if (!isSettingsOpen) { isSettingsOpen = true; settingsUI.visible = true; settingsCloseButton.visible = true; resetSettingsText.visible = true; } 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 - show the next boost amount (always 1.5) shopUpgradeText.setText(formatNumber(shopPrice) + ' muscle = + ' + formatNumber(shopBoostAmount) + ' 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; // Hidden pet chance (rich_water_melon) - 0.000075% base chance, increased by 25% per luck boost var hiddenPetChance = 0.000075 * luckMultiplier; // 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 // Create egg result display that always shows var eggResultDisplay; if (random < hiddenPetChance) { // Got hidden pet (rich_water_melon) - increases all hidden pet chances by 500% (5x) var richWaterMelonCount = storage.richWaterMelonCount || 0; richWaterMelonCount += 1; storage.richWaterMelonCount = richWaterMelonCount; // Show rich_water_melon asset since we got it eggResultDisplay = game.addChild(LK.getAsset('rich_water_melon', { anchorX: 0.5, anchorY: 0.5 })); } else if (random < hiddenPetChance + pet4Chance) { // Got pet4 pet4Count += 1; storage.pet4Count = pet4Count; // Show achievements_1b_win since we didn't get rich_water_melon eggResultDisplay = game.addChild(LK.getAsset('achievements_1b_win', { anchorX: 0.5, anchorY: 0.5 })); } else if (random < hiddenPetChance + pet4Chance + pet3Chance) { // Got pet3 pet3Count += 1; storage.pet3Count = pet3Count; // Show achievements_1b_win since we didn't get rich_water_melon eggResultDisplay = game.addChild(LK.getAsset('achievements_1b_win', { anchorX: 0.5, anchorY: 0.5 })); } else if (random < hiddenPetChance + pet4Chance + pet3Chance + pet2Chance) { // Got pet2 pet2Count += 1; storage.pet2Count = pet2Count; // Show achievements_1b_win since we didn't get rich_water_melon eggResultDisplay = game.addChild(LK.getAsset('achievements_1b_win', { anchorX: 0.5, anchorY: 0.5 })); } else if (random < hiddenPetChance + pet4Chance + pet3Chance + pet2Chance + pet1Chance) { // Got pet1 pet1Count += 1; storage.pet1Count = pet1Count; // Show achievements_1b_win since we didn't get rich_water_melon eggResultDisplay = game.addChild(LK.getAsset('achievements_1b_win', { anchorX: 0.5, anchorY: 0.5 })); } else { // Got pet (remaining chance) petCount += 1; storage.petCount = petCount; // Show achievements_1b_win since we didn't get rich_water_melon eggResultDisplay = game.addChild(LK.getAsset('achievements_1b_win', { anchorX: 0.5, anchorY: 0.5 })); } // Position the result display at egg location and make it temporary eggResultDisplay.x = egg.x; eggResultDisplay.y = egg.y; // Remove the display after 2 seconds LK.setTimeout(function () { if (eggResultDisplay && eggResultDisplay.parent) { eggResultDisplay.destroy(); } }, 2000); // 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; // Apply 5x multiplier to all hidden pet chances if rich water melon is owned var hiddenPetMultiplier = richWaterMelonCount > 0 ? 5 : 1; 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 * hiddenPetMultiplier; // Pet7 increases by 25% and 5x if rich water melon owned var basePet8Chance = 1 * luckMultiplier * hiddenPetMultiplier; // Pet8 increases by 25% and 5x if rich water melon owned var basePet9Chance = 0.06 * luckMultiplier * hiddenPetMultiplier; // Pet9 increases by 25% and 5x if rich water melon owned var basePetSecretChance = 0.0001 * luckMultiplier * hiddenPetMultiplier; // Secret increases by 25% and 5x if rich water melon owned 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; // Always show all pets on page 1 with correct assets and all text // Pet (first pet) - always show with text if (petCount > 0) { // Change to actual pet asset since we have at least one petDisplay.removeChildren(); petDisplay.addChild(LK.getAsset('pet', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any petDisplay.removeChildren(); petDisplay.addChild(LK.getAsset('pet_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet1 - always show with text if (pet1Count > 0) { // Change to actual pet1 asset since we have at least one pet1Display.removeChildren(); pet1Display.addChild(LK.getAsset('pet1', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet1Display.removeChildren(); pet1Display.addChild(LK.getAsset('pet1_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet2 - always show with text if (pet2Count > 0) { // Change to actual pet2 asset since we have at least one pet2Display.removeChildren(); pet2Display.addChild(LK.getAsset('pet2', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet2Display.removeChildren(); pet2Display.addChild(LK.getAsset('pet2_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet3 - always show with text if (pet3Count > 0) { // Change to actual pet3 asset since we have at least one pet3Display.removeChildren(); pet3Display.addChild(LK.getAsset('pet3', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet3Display.removeChildren(); pet3Display.addChild(LK.getAsset('pet3_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Pet4 - always show with text if (pet4Count > 0) { // Change to actual pet4 asset since we have at least one pet4Display.removeChildren(); pet4Display.addChild(LK.getAsset('pet4', { anchorX: 0.5, anchorY: 0.5 })); } else { // Use _D asset since we don't have any pet4Display.removeChildren(); pet4Display.addChild(LK.getAsset('pet4_D', { anchorX: 0.5, anchorY: 0.5 })); } 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)); // Always show rich_water_melon or achievements_1b_win with all text var hiddenPetMultiplier = 1 + luckBoost * 0.25; var hiddenPetChance = 0.000075 * hiddenPetMultiplier; if (richWaterMelonCount > 0) { // Show rich_water_melon since we have it richWaterMelonDisplay.visible = true; richWaterMelonCountText.visible = true; richWaterMelonCountText.setText(formatNumber(richWaterMelonCount) + 'x'); richWaterMelonChanceText.visible = true; richWaterMelonChanceText.setText(hiddenPetChance.toFixed(6) + '%'); richWaterMelonBoostText.visible = true; } else { // Show achievements_1b_win as placeholder achievementsDisplay.visible = true; achievementsCountText.visible = true; achievementsCountText.setText(hiddenPetChance.toFixed(6) + '%'); achievementsInfoText.visible = true; achievementsInfoText.setText('All secret pets 5x'); } } 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 expanded area (left side to middle, expanded Y area) if (x > 0 && x < 1200 && y > 2082) { 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
@@ -1432,10 +1432,27 @@
top: guiCenterY + yesButton.y - 25,
bottom: guiCenterY + yesButton.y + 25
};
if (screenX >= yesBounds.left && screenX <= yesBounds.right && screenY >= yesBounds.top && screenY <= yesBounds.bottom) {
- // Clear all stored data
- storage.clear();
+ // Reset all stored data manually
+ storage.muscle = 0;
+ storage.win = 0;
+ storage.petCount = 0;
+ storage.pet1Count = 0;
+ storage.pet2Count = 0;
+ storage.pet3Count = 0;
+ storage.pet4Count = 0;
+ storage.pet5Count = 0;
+ storage.pet6Count = 0;
+ storage.pet7Count = 0;
+ storage.pet8Count = 0;
+ storage.pet9Count = 0;
+ storage.petSecretCount = 0;
+ storage.richWaterMelonCount = 0;
+ storage.muscleBoost = 0;
+ storage.shopPrice = 10;
+ storage.luckBoost = 0;
+ storage.luckPrice = 100;
// Reset game - trigger game over
LK.showGameOver();
return;
}
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