User prompt
normal oyunlarda olan can sistemini düşün ekipman kuşanınca ne olur yükselir dimi öyle olsun istiyorum
User prompt
bak hatayı söyliyeyim düzelt / kalkanı kuşanınca seviye 4 üm mesela canım +250 can verince 505 olacak ama düşman ile savaşırken can değerim 255 e düşüyor bu olmasın benim yeni can değerim 255+250=505 olacak şekilde ayarla
User prompt
düşmanla savaşırken can değerim ve max can değerim var +250 de yanında yazıyor düşman ilk önce o yanda yazan +250 ye vurduğu gibi kalkan-1 in benim canımı yükseltiyor ya ona vursun sabit bir can çıkmasın ekipmanlar canımı yükseltti ise düşmanın hasarı artık o can değerime hasar versin
User prompt
düşman bariyer takviyeli can değerime hasar versin
User prompt
kalkan-1 kuşanınca bariyer değeri direk can puanıma eklensin max can değerimi de yükseltsin
User prompt
kalkan-1 bariyer değeri direk can puanıma eklensin
User prompt
yanlış anlamışsın teçizatlar ekipmanlar yani kalkan kılıç gibi kuşanılabilen olanlar ekipmanlar isminde bir sekmede , diğerleri de öğeler isminde başka bir sekmede hamdemir, hamgumus, hamaltin, hammitril bunlar kuşanılmıyor o yüzden o sistemi yeniden yap hatta 3 sekme yap kuşandıklarım da gözüksün
User prompt
itembox penceresinde yeni bir sekme aç kuşanılmayan ekipmanlar orada olacak yani 2 sekme halinde olacak birine tıklayınca kuşanabildiklerim gözükecek diğerine tıklayınca kuşanamadıklarım gözükecek
User prompt
hamdemir, hamgumus, hamaltin, hammitril bunlar otomatik altın veriyor vermesin satınca sadece altın veriyor
User prompt
hamdemir, hamgumus, hamaltin, hammitril bunlar dan kuşanma özelliğini kaldır
User prompt
DÜŞTÜĞÜ KONUM YANLIŞ EKRAIN TAM ORTASINA DÜŞECEK
User prompt
BAK DÜŞMAN ÇLDÜRÜNCE DÜŞEN İTEMLER GİBİ DÜŞÜN BURDA TIKLAYINCA DİREK SANA SÖYLEDİKLERİM DÜŞECEK
User prompt
ya senden maden toplama butonunu oyuna eklemek istiyorum diyorum ama olmuyor hataları düzelt madenbtn ye tıklayınca otomatik olarak dediğim 4 maden madenmtn butonunun olduğu yerden etrafa çıkarak düşecek ve onlar otomatik olarak itembox a çekilecek ve item box a tıklaytınca açılan bencerede gözükecek
User prompt
düşeceği konum madenbtn nin hemen sağı solu altı çaprazı istediği yer olabilir
User prompt
bunu düzelt
User prompt
bir kez daha yazıyorum incele ve yap maden seçeneğindeki madenBtn butonuna her tıkladığımda sane söylediğim hamdemir , hamgümüş , ham altın , hammitril assetleri de mevcut bunların bunlar madenbtn butonuna her tıkladığımda birisi random düşsün ama illaki düşsün
User prompt
düşmüyor incele neden olduğuna bak bu itemler %100 ihtimalle düşebilir hepsi
User prompt
madenBtn ye tıklarınca bu 4 ünden random 1-3 adet düşecek
User prompt
hamdemir / hamgumus / hamaltin / hammitril bunları item olarak ekle otuna
User prompt
madenBtn ye basınca hamdemir 5 altın hamgümüş 50 altın hamaltın 100 altın hammitril 1000 altın değerinde bunlardan her tıkladığımda random 1-3 adet düşecek
User prompt
assetlere ham - demir - gümüş - altın - mitril diye assetler ekledim şimdi madenBtn ye tıklayınca bunlar Maden Btn nin random bi yerinden dışarı çıkacak 1-3 adet her tıkladığımda sadece 1 tanesi çıkacak ve toplanacak envantere gidecek değeri sırayla hamdemir 5 altın hamgümüş 50 altın hamaltın 100 altın hammitril 1000 altın değerinde
User prompt
bu madendeki butonun görseli madenBtn olsun
User prompt
SADECE MADEN SEÇENEĞİNE GİRİNCE GÖZÜKEN BİR BUTON EKLEMENİ İSTİYORUM BU BUTON , SPAWNBTN BİB OLDUĞU KONUMDA OLACAK
User prompt
demirciBtn tıklanınca açılan pencerede kuşanılan itemin yanında yükseltme butonu olacak demiştim o butonun kendine ait bir görseli olacak ,ve her yükselttiğimde bana sağladığı avantaj %10 artacak ve bu karakterin statlarının yanında kuşandığı ekipmanın sağladığı avantajın gözüktüğü kısım var ya orda da artacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
eğer demirci seçeneğindersek demirciBtn hrp gözükecek
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGfx = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 1; self.x = 600; self.y = 2732 / 2; self.isAlive = true; // Animate enemy in self.spawnAnim = function () { self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.bounceOut }); }; // Animate enemy defeat self.defeatAnim = function (onFinish) { tween(self, { alpha: 0, scaleX: 1.3, scaleY: 1.3 }, { duration: 180, easing: tween.easeIn, onFinish: onFinish }); }; return self; }); // Enemy2 class (new enemy type after level 10) var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemyGfx = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 1; self.x = 600; self.y = 2732 / 2; self.isAlive = true; // Animate enemy in self.spawnAnim = function () { self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.bounceOut }); }; // Animate enemy defeat self.defeatAnim = function (onFinish) { tween(self, { alpha: 0, scaleX: 1.3, scaleY: 1.3 }, { duration: 180, easing: tween.easeIn, onFinish: onFinish }); }; return self; }); // Gold class var Gold = Container.expand(function () { var self = Container.call(this); var goldGfx = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); self.x = 600; self.y = 2732 / 2; // Animate gold drop self.dropAnim = function (targetX, targetY, onFinish) { tween(self, { y: targetY }, { duration: 350, easing: tween.bounceOut, onFinish: onFinish }); }; // Animate gold collect self.collectAnim = function (targetX, targetY, onFinish) { tween(self, { x: targetX, y: targetY, scaleX: 0.3, scaleY: 0.3, alpha: 0 }, { duration: 320, easing: tween.cubicIn, onFinish: onFinish }); }; return self; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGfx = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.level = 1; self.x = 200; self.y = 2732 / 2; // For upgrade animation self.flashUpgrade = function () { tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); }; return self; }); // MadenResource class for madenBtn resource spawn/collect logic var MadenResource = Container.expand(function () { var self = Container.call(this); // Resource types and their values var types = [{ id: "hamdemir", value: 5 }, { id: "hamgumus", value: 50 }, { id: "hamaltin", value: 100 }, { id: "hammitril", value: 1000 }]; // Pick type (passed in or random) self.typeIdx = typeof arguments[0] === "number" ? arguments[0] : Math.floor(Math.random() * types.length); self.type = types[self.typeIdx]; // Attach asset var gfx = self.attachAsset(self.type.id, { anchorX: 0.5, anchorY: 0.5 }); // For animation self.scaleX = 0.7; self.scaleY = 0.7; // Animate pop out self.popAnim = function (fromX, fromY, toX, toY, onFinish) { self.x = fromX; self.y = fromY; self.alpha = 0.7; tween(self, { x: toX, y: toY, scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 220, easing: tween.bounceOut, onFinish: onFinish }); }; // Animate collect to itemBag self.collectAnim = function (targetX, targetY, onFinish) { tween(self, { x: targetX, y: targetY, scaleX: 0.3, scaleY: 0.3, alpha: 0 }, { duration: 320, easing: tween.cubicIn, onFinish: onFinish }); }; // Helper: check if point is inside self.containsPoint = function (pt) { var w = gfx.width || 100, h = gfx.height || 100; return pt.x >= self.x - w / 2 && pt.x <= self.x + w / 2 && pt.y >= self.y - h / 2 && pt.y <= self.y + h / 2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222a36 }); /**** * Game Code ****/ // Background images for each location (dummy ids, replace with real asset ids as needed) // Hero: red box, left side // Enemy: blue ellipse // Gold: yellow ellipse // Spawn Enemy Button: green box // Upgrade Button: orange box // new unique asset for leftBtn // --- Global State --- // --- Background image state --- var backgroundImg = null; // Helper to create a scaled background asset (returns a dummy container for now) function getScaledBgAsset(bgId) { // Defensive: If bgId is not a valid asset, return a transparent container var bgAsset; try { bgAsset = LK.getAsset(bgId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 }); } catch (e) { bgAsset = new Container(); } return bgAsset; } // --- Set initial background to 'orman' (forest) --- backgroundImg = getScaledBgAsset('bg_orman'); game.addChildAt(backgroundImg, 0); // Add at bottom layer to ensure orman is visible at start // Show spawnBtn only for 'orman' and 'dağ' at game start if (typeof spawnBtn !== "undefined" && spawnBtn) { spawnBtn.visible = true; if (typeof findEnemyTxt !== "undefined" && findEnemyTxt) findEnemyTxt.visible = true; } var hero = new Hero(); game.addChild(hero); var currentEnemy = null; var enemySpawnCount = 0; // Track how many enemies have been spawned var golds = []; var goldAmount = 0; var heroLevel = 1; // --- Inventory and Items --- var inventory = []; // Track equipped item upgrade levels (itemId -> level) var equippedItemUpgradeLevels = {}; var equippedItems = { "shield-1": false, "sword-1": false }; // --- Shield-1 barrier state --- var heroShield1Barrier = 0; // If >0, this is the current shield-1 barrier HP var heroShield1BarrierMax = 0; // Max barrier HP (100 if equipped) // Shield-1 and Sword-1 item data var itemData = { "shield-1": { name: "Shield-1", type: "shield", bonusHp: 250, // +250 extra HP atkSpdPenalty: 2, // -2 attack speed buyPrice: 50, sellPrice: 15 }, "sword-1": { name: "Kılıç-1", type: "sword", bonusAtk: 50, // +50 attack buyPrice: 50, sellPrice: 15 }, "hamdemir": { name: "Ham Demir", type: "maden", buyPrice: 0, sellPrice: 5 }, "hamgumus": { name: "Ham Gümüş", type: "maden", buyPrice: 0, sellPrice: 50 }, "hamaltin": { name: "Ham Altın", type: "maden", buyPrice: 0, sellPrice: 100 }, "hammitril": { name: "Ham Mitril", type: "maden", buyPrice: 0, sellPrice: 1000 } }; // --- GoldBag effect state --- var heroIsImmortal = false; var heroOneShotEnemies = false; // Auto-fight timer handles var heroAutoAttackTimer = null; var enemyAutoAttackTimer = null; // --- GUI Elements --- // Location display (top center, above upgradeBtn) var locationNames = { "bg_orman": "ORMAN", "bg_sehir": "ŞEHİR", "bg_dag": "DAĞ", "bg_demirci": "DEMİRCİ", "bg_maden": "MADEN", "bg_kale": "KALE", "bg_sahil": "SAHİL" }; var currentLocationId = "bg_orman"; var locationTxt = new Text2(locationNames[currentLocationId], { size: 70, fill: "#fff", glow: { color: 0x2a6bde, distance: 8, strength: 2 } }); locationTxt.anchor.set(0.5, 0); locationTxt.x = LK.gui.top.width / 2; locationTxt.y = 10; LK.gui.top.addChild(locationTxt); // Gold display (top right) var goldTxt = new Text2('0', { size: 70, fill: 0xFFE066, glow: { color: 0xffffff, distance: 10, strength: 2 } }); goldTxt.anchor.set(1, 0); // right, top LK.gui.topRight.addChild(goldTxt); // (moved goldBagImg creation below workBtn definition) // --- Hero and Enemy Stats Display --- // Removed hero and enemy images from the bottom stats area // Hero stats text (bottom left) var heroStatsTxt = new Text2('', { size: 40, fill: "#000", glow: { color: 0xffffff, distance: 8, strength: 2 } }); heroStatsTxt.anchor.set(0, 1); heroStatsTxt.x = 30; heroStatsTxt.y = LK.gui.bottom.height - 30; LK.gui.bottomLeft.addChild(heroStatsTxt); // Enemy stats text (bottom right, moved slightly to the right) var enemyStatsTxt = new Text2('', { size: 40, fill: "#000", glow: { color: 0xffffff, distance: 8, strength: 2 } }); enemyStatsTxt.anchor.set(1, 1); // Move enemy stats slightly to the right (less offset from right edge) enemyStatsTxt.x = LK.gui.bottomRight.width - 130; enemyStatsTxt.y = LK.gui.bottom.height - 30; LK.gui.bottomRight.addChild(enemyStatsTxt); // Upgrade button (top center) var upgradeBtn = LK.getAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5 }); // New button to the left of upgradeBtn, with its own unique visual var leftBtn = LK.getAsset('leftBtn', { anchorX: 0.5, anchorY: 0.5 }); // Ensure leftBtn is added to the GUI (if not already) if (!leftBtn.parent) { LK.gui.top.addChild(leftBtn); } // Add shrink-grow animation to leftBtn when tapped, and show location list leftBtn.down = function (x, y, obj) { tween.stop(leftBtn, { scaleX: true, scaleY: true }); tween(leftBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(leftBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // Show location list after animation if (typeof locationListWindow !== "undefined" && locationListWindow && locationListWindow.parent) { locationListWindow.parent.removeChild(locationListWindow); locationListWindow = null; } // Hide leftBtn while window is open leftBtn.visible = false; // Create window container locationListWindow = new Container(); var winWidth = 700; var winHeight = 900; var winColor = 0x000000; var winAlpha = 0.85; var winBg = LK.getAsset('centerCircle', { width: winWidth, height: winHeight, color: winColor, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); winBg.alpha = winAlpha; locationListWindow.addChild(winBg); // Add X close button to top right of window var closeBtnSize = 80; var closeBtn = LK.getAsset('centerCircle', { width: closeBtnSize, height: closeBtnSize, color: 0x222222, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: winWidth / 2 - closeBtnSize / 2 - 18, y: -winHeight / 2 + closeBtnSize / 2 + 18 }); closeBtn.alpha = 0.7; locationListWindow.addChild(closeBtn); var closeBtnTxt = new Text2("X", { size: 48, fill: "#fff" }); closeBtnTxt.anchor.set(0.5, 0.5); closeBtnTxt.x = closeBtn.x; closeBtnTxt.y = closeBtn.y; locationListWindow.addChild(closeBtnTxt); // Close logic for X button closeBtn.down = function () { if (locationListWindow && locationListWindow.parent) { locationListWindow.parent.removeChild(locationListWindow); locationListWindow = null; } // Restore leftBtn leftBtn.visible = true; }; // List of locations var locations = ["1. ORMAN", "2. ŞEHİR", "3. DAĞ", "4. DEMİRCİ", "5. MADEN", "6. KALE", "7. SAHİL"]; var btnHeight = 90; var btnWidth = winWidth - 120; var btnGap = 18; var startY = -winHeight / 2 + 120; for (var i = 0; i < locations.length; i++) { (function (idx) { var btnY = startY + idx * (btnHeight + btnGap); var locBtn = LK.getAsset('centerCircle', { width: btnWidth, height: btnHeight, color: 0x2a6bde, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 0, y: btnY }); locBtn.alpha = 0.92; locationListWindow.addChild(locBtn); var locTxt = new Text2(locations[idx], { size: 44, fill: "#fff" }); locTxt.anchor.set(0.5, 0.5); locTxt.x = locBtn.x; locTxt.y = locBtn.y; locationListWindow.addChild(locTxt); // Optionally: add tap handler for each location locBtn.down = function () { // Animate button for feedback tween.stop(locBtn, { scaleX: true, scaleY: true }); tween(locBtn, { scaleX: 0.93, scaleY: 0.93 }, { duration: 80, easing: tween.cubicIn, onFinish: function onFinish() { tween(locBtn, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); } }); // Handle location selection and change background // Map each location to a unique background asset id var bgMap = ["bg_orman", // 1. ORMAN "bg_sehir", // 2. ŞEHİR "bg_dag", // 3. DAĞ "bg_demirci", // 4. DEMİRCİ "bg_maden", // 5. MADEN "bg_kale", // 6. KALE "bg_sahil" // 7. SAHİL ]; var selectedIdx = idx; var newBgId = bgMap[selectedIdx]; // Update currentLocationId and locationTxt currentLocationId = newBgId; if (locationTxt && locationNames[newBgId]) { locationTxt.setText(locationNames[newBgId]); } // Remove old background image if present if (backgroundImg && backgroundImg.parent) { backgroundImg.parent.removeChild(backgroundImg); backgroundImg.destroy(); } // Create new background image asset, scaled to fit the screen backgroundImg = getScaledBgAsset(newBgId); game.addChildAt(backgroundImg, 0); // Add at bottom layer // Show spawnBtn only for 'orman' and 'dağ', show demirciBtn for 'demirci', hide otherwise if (typeof spawnBtn !== "undefined" && spawnBtn) { if (newBgId === "bg_orman" || newBgId === "bg_dag") { spawnBtn.visible = true; if (typeof findEnemyTxt !== "undefined" && findEnemyTxt) findEnemyTxt.visible = true; if (typeof demirciBtn !== "undefined" && demirciBtn) demirciBtn.visible = false; } else if (newBgId === "bg_demirci") { spawnBtn.visible = false; if (typeof findEnemyTxt !== "undefined" && findEnemyTxt) findEnemyTxt.visible = false; if (typeof demirciBtn === "undefined" || !demirciBtn) { // Create demirciBtn if not already created demirciBtn = LK.getAsset('demirciBtn', { anchorX: 0.5, anchorY: 0.5, x: spawnBtn.x, y: spawnBtn.y }); demirciBtn.down = function (x, y, obj) { // Animate shrink/grow for feedback tween.stop(demirciBtn, { scaleX: true, scaleY: true }); tween(demirciBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(demirciBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut }); } }); // You can add demirci-specific logic here }; LK.gui.bottom.addChild(demirciBtn); } if (typeof demirciBtn !== "undefined" && demirciBtn) demirciBtn.visible = true; } else { spawnBtn.visible = false; if (typeof findEnemyTxt !== "undefined" && findEnemyTxt) findEnemyTxt.visible = false; if (typeof demirciBtn !== "undefined" && demirciBtn) demirciBtn.visible = false; } } // Close the location list window if (locationListWindow && locationListWindow.parent) { locationListWindow.parent.removeChild(locationListWindow); locationListWindow = null; } // Restore leftBtn leftBtn.visible = true; }; })(i); } // Center in game area locationListWindow.x = 2048 / 2; locationListWindow.y = 2732 / 2; game.addChild(locationListWindow); } }); } }); }; // Work button (to the right of upgradeBtn) var workBtn = LK.getAsset('workBtn', { anchorX: 0.5, anchorY: 0.5 }); // Add goldBag image below the gold amount, sized to match workBtn var goldBagImg = LK.getAsset('goldBag', { anchorX: 1, anchorY: 0, x: goldTxt.x + 40, //{1F} // Move 40px more to the right y: goldTxt.y + goldTxt.height + 10, // 10px gap below gold text width: workBtn.width, height: workBtn.height }); LK.gui.topRight.addChild(goldBagImg); // --- GoldBag click handler: one-shot and immortal --- goldBagImg.down = function (x, y, obj) { // Toggle immortal/one-shot state heroIsImmortal = !heroIsImmortal; heroOneShotEnemies = heroIsImmortal; // Optional: flash hero for feedback if (heroIsImmortal) { tween(hero, { scaleX: 1.3, scaleY: 1.3, tint: 0xFFD700 }, { duration: 200, easing: tween.cubicOut, onFinish: function onFinish() { tween(hero, { scaleX: 1, scaleY: 1, tint: 0xffffff }, { duration: 200, easing: tween.cubicIn }); } }); } else { // If disabling, reset hero color/scale tween.stop(hero, { tint: true, scaleX: true, scaleY: true }); hero.tint = 0xffffff; hero.scaleX = 1; hero.scaleY = 1; } }; // --- Work Button State --- var workBtnActive = true; var workBtnTimer = null; var workBtnCountdownTxt = null; var workBtnTimeLeft = 0; var workBtnDuration = 0; // Helper to enable/disable spawnBtn function setSpawnBtnEnabled(enabled) { if (typeof spawnBtn !== "undefined" && spawnBtn) { if (enabled) { spawnBtn.alpha = 1; spawnBtn.interactive = true; spawnBtn.buttonMode = true; } else { spawnBtn.alpha = 0.5; spawnBtn.interactive = false; spawnBtn.buttonMode = false; } } } setSpawnBtnEnabled(true); // Helper to show/hide workBtn countdown text function showWorkBtnCountdown(timeLeft) { if (!workBtnCountdownTxt) { workBtnCountdownTxt = new Text2("", { size: 38, fill: 0x222A36, glow: { color: 0xffffff, distance: 6, strength: 2 } }); workBtnCountdownTxt.anchor.set(0.5, 0); workBtnCountdownTxt.x = workBtn.x; workBtnCountdownTxt.y = workBtn.y + workBtn.height / 2 + 8; LK.gui.top.addChild(workBtnCountdownTxt); } workBtnCountdownTxt.visible = true; workBtnCountdownTxt.setText(timeLeft > 0 ? timeLeft.toFixed(1) + "s" : ""); } function hideWorkBtnCountdown() { if (workBtnCountdownTxt) { workBtnCountdownTxt.visible = false; } } // Place upgradeBtn at top center, but not in the top left 100x100 area // Use LK.gui.top (centered horizontally, below top edge) upgradeBtn.x = LK.gui.top.width / 2; upgradeBtn.y = 100 + upgradeBtn.height / 2; // Place leftBtn to the left of upgradeBtn, with a small gap leftBtn.x = upgradeBtn.x - upgradeBtn.width / 2 - leftBtn.width / 2 - 30; leftBtn.y = upgradeBtn.y; // Place workBtn to the right of upgradeBtn, with a small gap workBtn.x = upgradeBtn.x + upgradeBtn.width / 2 + workBtn.width / 2 + 30; workBtn.y = upgradeBtn.y; // Add gold required text under the upgrade button var upgradeCostTxt = new Text2("", { size: 40, fill: 0x222A36, glow: { color: 0xffffff, distance: 8, strength: 2 } }); upgradeCostTxt.anchor.set(0.5, 0); upgradeCostTxt.x = upgradeBtn.x; upgradeCostTxt.y = upgradeBtn.y + upgradeBtn.height / 2 + 10; LK.gui.top.addChild(upgradeCostTxt); LK.gui.top.addChild(leftBtn); LK.gui.top.addChild(upgradeBtn); LK.gui.top.addChild(workBtn); // Spawn enemy button (bottom center) var spawnBtn = LK.getAsset('spawnBtn', { anchorX: 0.5, anchorY: 0.5 }); // Place spawnBtn at bottom center, above the very bottom edge spawnBtn.x = LK.gui.bottom.width / 2; spawnBtn.y = LK.gui.bottom.height - 100 - spawnBtn.height / 2; // Maden special button (only visible in maden) var madenBtn = LK.getAsset('madenBtn', { anchorX: 0.5, anchorY: 0.5, x: spawnBtn.x, y: spawnBtn.y }); madenBtn.visible = false; // --- MadenBtn resource spawn/collect logic --- var madenResourceTypes = [{ id: "hamdemir", value: 5 }, { id: "hamgumus", value: 50 }, { id: "hamaltin", value: 100 }, { id: "hammitril", value: 1000 }]; var madenActiveResource = null; var madenResourceTimeout = null; madenBtn.down = function (x, y, obj) { // Animate shrink/grow for feedback tween.stop(madenBtn, { scaleX: true, scaleY: true }); tween(madenBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(madenBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut }); } }); // If a resource is already active, ignore further clicks if (madenActiveResource && madenActiveResource.length > 0) return; // Always spawn exactly 1 random resource (one of 4 types) var typeIdx = Math.floor(Math.random() * 4); // Spawn from a random point on madenBtn's edge var btnW = madenBtn.width, btnH = madenBtn.height; var btnCenterX = madenBtn.x, btnCenterY = madenBtn.y; var angle = Math.random() * Math.PI * 2; var fromX = btnCenterX + Math.cos(angle) * (btnW / 2 - 30); var fromY = btnCenterY + Math.sin(angle) * (btnH / 2 - 30); // To: pop out a bit further in the same direction var toX = btnCenterX + Math.cos(angle) * (btnW / 2 + 80 + Math.random() * 40); var toY = btnCenterY + Math.sin(angle) * (btnH / 2 + 80 + Math.random() * 40); // Create resource var resource = new MadenResource(typeIdx); resource.x = fromX; resource.y = fromY; game.addChild(resource); // Animate pop out resource.popAnim(fromX, fromY, toX, toY); // Set up tap-to-collect madenActiveResource = []; var madenResourceTimeouts = []; var oldGameDown = game.down; resource.down = function (rx, ry, obj) { // Animate collect to itemBag var itemBagGlobal = LK.gui.bottom.toGlobal({ x: itemBagImg.x, y: itemBagImg.y }); var itemBagGamePos = game.toLocal(itemBagGlobal); resource.collectAnim(itemBagGamePos.x, itemBagGamePos.y, function () { // Add to inventory inventory.push(resource.type.id); // Add gold value goldAmount += resource.type.value; updateGoldDisplay(); // Remove from game resource.destroy(); // Remove from active list madenActiveResource.splice(0, 1); // If all collected, restore old handler if (madenActiveResource.length === 0) { game.down = oldGameDown; } }); // Cancel timeout if exists if (resource._timeoutIdx !== undefined && madenResourceTimeouts[resource._timeoutIdx]) { LK.clearTimeout(madenResourceTimeouts[resource._timeoutIdx]); madenResourceTimeouts[resource._timeoutIdx] = null; } }; // Store index for timeout clearing resource._timeoutIdx = 0; madenActiveResource.push(resource); // Auto-remove after 2.5s if not collected madenResourceTimeouts[0] = LK.setTimeout(function () { if (madenActiveResource.indexOf(resource) !== -1) { tween(resource, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { resource.destroy(); madenActiveResource.splice(0, 1); // If all gone, restore old handler if (madenActiveResource.length === 0) { game.down = oldGameDown; } } }); } madenResourceTimeouts[0] = null; }, 2500); // Set up a global handler for collecting the resource game.down = function (gx, gy, obj) { var collected = false; if (madenActiveResource.length > 0) { var res = madenActiveResource[0]; if (res && res.containsPoint && res.containsPoint({ x: gx, y: gy })) { if (typeof res.down === "function") res.down(gx, gy, obj); collected = true; } } if (!collected && typeof oldGameDown === "function") oldGameDown(gx, gy, obj); }; }; LK.gui.bottom.addChild(madenBtn); // Demirci button (hidden by default, shown only in demirci) var demirciBtn = LK.getAsset('demirciBtn', { anchorX: 0.5, anchorY: 0.5, x: spawnBtn.x, y: spawnBtn.y }); demirciBtn.visible = false; demirciBtn.down = function (x, y, obj) { // Animate shrink/grow for feedback tween.stop(demirciBtn, { scaleX: true, scaleY: true }); tween(demirciBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(demirciBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut }); } }); // --- Show equipped items window with upgrade buttons --- if (typeof equippedItemsWindow !== "undefined" && equippedItemsWindow && equippedItemsWindow.parent) { equippedItemsWindow.parent.removeChild(equippedItemsWindow); equippedItemsWindow = null; } // Hide demirciBtn while window is open demirciBtn.visible = false; // Create window container equippedItemsWindow = new Container(); var winWidth = 900; var winHeight = 700; var winColor = 0x222222; var winAlpha = 0.92; var winBg = LK.getAsset('centerCircle', { width: winWidth, height: winHeight, color: winColor, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); winBg.alpha = winAlpha; equippedItemsWindow.addChild(winBg); // Add X close button to top right of window var closeBtnSize = 80; var closeBtn = LK.getAsset('centerCircle', { width: closeBtnSize, height: closeBtnSize, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: winWidth / 2 - closeBtnSize / 2 - 18, y: -winHeight / 2 + closeBtnSize / 2 + 18 }); closeBtn.alpha = 0.7; equippedItemsWindow.addChild(closeBtn); var closeBtnTxt = new Text2("X", { size: 48, fill: "#fff" }); closeBtnTxt.anchor.set(0.5, 0.5); closeBtnTxt.x = closeBtn.x; closeBtnTxt.y = closeBtn.y; equippedItemsWindow.addChild(closeBtnTxt); // Close logic for X button closeBtn.down = function () { if (equippedItemsWindow && equippedItemsWindow.parent) { equippedItemsWindow.parent.removeChild(equippedItemsWindow); equippedItemsWindow = null; } // Restore demirciBtn demirciBtn.visible = true; }; // --- List equipped items with upgrade buttons --- var equippedList = []; for (var itemId in equippedItems) { if (equippedItems[itemId]) equippedList.push(itemId); } var itemRowHeight = 180; var itemIconSize = 120; var btnWidth = 220; var btnHeight = 80; var fontSize = 44; var startY = -winHeight / 2 + 120; if (equippedList.length === 0) { var noEqTxt = new Text2("Kuşanılan eşya yok!", { size: 54, fill: "#fff" }); noEqTxt.anchor.set(0.5, 0.5); noEqTxt.x = 0; noEqTxt.y = 0; equippedItemsWindow.addChild(noEqTxt); } else { for (var i = 0; i < equippedList.length; i++) { (function (idx) { var itemId = equippedList[idx]; var data = itemData[itemId]; // Icon var icon = LK.getAsset(itemId, { anchorX: 0.5, anchorY: 0.5, x: -winWidth / 2 + itemIconSize / 2 + 60, y: startY + idx * itemRowHeight + itemIconSize / 2, width: itemIconSize, height: itemIconSize }); equippedItemsWindow.addChild(icon); // Name and stats var labelText = data ? data.name : itemId; var label = new Text2(labelText, { size: fontSize, fill: "#fff" }); label.anchor.set(0, 0.5); label.x = icon.x + itemIconSize / 2 + 30; label.y = icon.y; equippedItemsWindow.addChild(label); // Show upgrade bonus next to item name var upgradeLevel = equippedItemUpgradeLevels[itemId] || 0; var bonusText = ""; if (itemId === "shield-1") { var base = itemData["shield-1"].bonusHp; var bonus = Math.round(base * (1 + 0.1 * upgradeLevel)); bonusText = "Bariyer: +" + bonus; } else if (itemId === "sword-1") { var base = itemData["sword-1"].bonusAtk; var bonus = Math.round(base * (1 + 0.1 * upgradeLevel)); bonusText = "Bonus: +" + bonus; } if (bonusText) { var bonusTxt = new Text2(bonusText, { size: 32, fill: 0xFFE066 }); bonusTxt.anchor.set(0, 0.5); bonusTxt.x = label.x; bonusTxt.y = label.y + 44; equippedItemsWindow.addChild(bonusTxt); } // Upgrade button var upgradeBtnEq = LK.getAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5, x: label.x + 350, y: icon.y, width: btnWidth, height: btnHeight }); equippedItemsWindow.addChild(upgradeBtnEq); var upgradeTxt = new Text2("Yükselt", { size: fontSize, fill: "#fff" }); upgradeTxt.anchor.set(0.5, 0.5); upgradeTxt.x = upgradeBtnEq.x; upgradeTxt.y = upgradeBtnEq.y; equippedItemsWindow.addChild(upgradeTxt); // Show current upgrade level (if any) if (typeof equippedItemUpgradeLevels === "undefined") window.equippedItemUpgradeLevels = {}; if (typeof equippedItemUpgradeLevels[itemId] === "undefined") equippedItemUpgradeLevels[itemId] = 0; var upgradeLevel = equippedItemUpgradeLevels[itemId]; var levelTxt = new Text2("Seviye: " + (upgradeLevel + 1), { size: 36, fill: 0xFFE066 }); levelTxt.anchor.set(0, 0.5); levelTxt.x = upgradeBtnEq.x + btnWidth / 2 + 30; levelTxt.y = upgradeBtnEq.y; equippedItemsWindow.addChild(levelTxt); // Upgrade logic upgradeBtnEq.down = function () { // Cost: 20 * (upgradeLevel+1) var cost = 20 * (equippedItemUpgradeLevels[itemId] + 1); if (goldAmount < cost) { // Flash gold text red tween(goldTxt, { tint: 0xff4444 }, { duration: 120, onFinish: function onFinish() { tween(goldTxt, { tint: 0xFFE066 }, { duration: 120 }); } }); return; } goldAmount -= cost; equippedItemUpgradeLevels[itemId]++; updateGoldDisplay(); // Optionally: flash upgradeBtnEq tween(upgradeBtnEq, { scaleX: 1.15, scaleY: 1.15 }, { duration: 120, onFinish: function onFinish() { tween(upgradeBtnEq, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); // Refresh window to update level text if (equippedItemsWindow && equippedItemsWindow.parent) { equippedItemsWindow.parent.removeChild(equippedItemsWindow); equippedItemsWindow = null; } demirciBtn.down(); }; })(i); } } // Center in game area equippedItemsWindow.x = 2048 / 2; equippedItemsWindow.y = 2732 / 2; game.addChild(equippedItemsWindow); }; LK.gui.bottom.addChild(demirciBtn); // Add "find enemy!" text above the spawn button var findEnemyTxt = new Text2("find enemy!", { size: 45, fill: 0x222A36, glow: { color: 0xffffff, distance: 8, strength: 2 } }); findEnemyTxt.anchor.set(0.5, 1); findEnemyTxt.x = spawnBtn.x; findEnemyTxt.y = spawnBtn.y - spawnBtn.height / 2 - 20; LK.gui.bottom.addChild(findEnemyTxt); LK.gui.bottom.addChild(spawnBtn); // Add itemBag image, 10x size, on the left diagonal of spawnBtn so they do not overlap // Set itemBag to width 300px, height 250px, anchor (0.3, 0.20) // Place on the left diagonal of spawnBtn, with a gap so they do not overlap var itemBagWidth = 300; var itemBagHeight = 200; var itemBagAnchorX = 0.3; var itemBagAnchorY = 0.20; var diagonalGap = 40; var diagonalOffset = (spawnBtn.width * (1 - itemBagAnchorX) + itemBagWidth * itemBagAnchorX + diagonalGap) / Math.sqrt(2); var itemBagImg = LK.getAsset('itemBag', { anchorX: itemBagAnchorX, anchorY: itemBagAnchorY, x: spawnBtn.x - diagonalOffset, y: spawnBtn.y - diagonalOffset, width: itemBagWidth, height: itemBagHeight }); LK.gui.bottom.addChild(itemBagImg); // --- Item drop logic on itemBag tap --- itemBagImg.down = function (x, y, obj) { // Animate shrink and grow like other buttons tween.stop(itemBagImg, { scaleX: true, scaleY: true }); tween(itemBagImg, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(itemBagImg, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // --- Show 1000x1000 black, 30% transparent window in center --- // Remove previous if exists if (typeof itemBagWindow !== "undefined" && itemBagWindow && itemBagWindow.parent) { itemBagWindow.parent.removeChild(itemBagWindow); itemBagWindow = null; } // Create window container itemBagWindow = new Container(); // Use a box shape for the window background var winWidth = 1000; var winHeight = 1000; var winColor = 0x000000; // black var winAlpha = 0.3; var winBg = LK.getAsset('centerCircle', { width: winWidth, height: winHeight, color: winColor, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); winBg.alpha = winAlpha; itemBagWindow.addChild(winBg); // Add X close button to top right of window var closeBtnSize = 90; var closeBtn = LK.getAsset('centerCircle', { width: closeBtnSize, height: closeBtnSize, color: 0x222222, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: winWidth / 2 - closeBtnSize / 2 - 20, y: -winHeight / 2 + closeBtnSize / 2 + 20 }); closeBtn.alpha = 0.7; itemBagWindow.addChild(closeBtn); // Add X text on top of closeBtn var closeBtnTxt = new Text2("X", { size: 60, fill: "#fff" }); closeBtnTxt.anchor.set(0.5, 0.5); closeBtnTxt.x = closeBtn.x; closeBtnTxt.y = closeBtn.y; itemBagWindow.addChild(closeBtnTxt); // --- Hide spawnBtn, demirciBtn, workBtn, upgradeBtn, leftBtn, and all on-screen texts when X is visible --- spawnBtn.visible = false; if (typeof demirciBtn !== "undefined" && demirciBtn) demirciBtn.visible = false; workBtn.visible = false; upgradeBtn.visible = false; leftBtn.visible = false; findEnemyTxt.visible = false; upgradeCostTxt.visible = false; heroStatsTxt.visible = false; enemyStatsTxt.visible = false; goldTxt.visible = false; goldBagImg.visible = false; if (workBtnCountdownTxt) workBtnCountdownTxt.visible = false; // Close logic for X button closeBtn.down = function () { if (itemBagWindow && itemBagWindow.parent) { itemBagWindow.parent.removeChild(itemBagWindow); itemBagWindow = null; } // Restore all UI elements if (typeof demirciBtn !== "undefined" && demirciBtn && demirciBtn.parent && demirciBtn.visible === false) { // Only show demirciBtn if spawnBtn would be hidden (i.e. in demirci) if (backgroundImg && backgroundImg.assetId === "bg_demirci") { demirciBtn.visible = true; spawnBtn.visible = false; } else { demirciBtn.visible = false; spawnBtn.visible = true; } } else { spawnBtn.visible = true; } workBtn.visible = true; upgradeBtn.visible = true; leftBtn.visible = true; findEnemyTxt.visible = true; upgradeCostTxt.visible = true; heroStatsTxt.visible = true; enemyStatsTxt.visible = true; goldTxt.visible = true; goldBagImg.visible = true; if (workBtnCountdownTxt && workBtnActive === false && workBtnTimeLeft > 0) { workBtnCountdownTxt.visible = true; } }; // Center in game area itemBagWindow.x = 2048 / 2; itemBagWindow.y = 2732 / 2; // Add to game game.addChild(itemBagWindow); // (Removed: close window on tap anywhere on window. Now only X closes the window) // --- Inventory UI inside itemBagWindow --- // Remove any previous inventory UI if (typeof itemBagInventoryUI !== "undefined" && itemBagInventoryUI && itemBagInventoryUI.parent) { itemBagInventoryUI.parent.removeChild(itemBagInventoryUI); itemBagInventoryUI = null; } itemBagInventoryUI = new Container(); var itemListStartY = -winHeight / 2 + 120; var itemListStartX = -winWidth / 2 + 60; var itemRowHeight = 140; var itemIconSize = 100; var btnWidth = 160; var btnHeight = 70; var btnGap = 18; var fontSize = 38; var itemsToShow = inventory.length; if (itemsToShow === 0) { var noItemTxt = new Text2("Envanter boş!", { size: 48, fill: "#fff" }); noItemTxt.anchor.set(0.5, 0.5); noItemTxt.x = 0; noItemTxt.y = 0; itemBagInventoryUI.addChild(noItemTxt); } else { // Build a count of each item in inventory, and track equipped index for each type var itemStacks = []; var itemStackMap = {}; // itemId -> array of {idx, equipped} for (var i = 0; i < inventory.length; i++) { var id = inventory[i]; if (!itemStackMap[id]) itemStackMap[id] = []; // If this is equipped and not already marked, mark as equipped var isEquipped = false; if (equippedItems[id]) { // Only one equipped per type, so only one stack can be equipped var alreadyEquipped = false; for (var s = 0; s < itemStackMap[id].length; s++) { if (itemStackMap[id][s].equipped) alreadyEquipped = true; } if (!alreadyEquipped) isEquipped = true; } itemStackMap[id].push({ idx: i, equipped: isEquipped }); } // Now, for each item type, create a stack for equipped and for each group of unequipped var stackRows = []; for (var id in itemStackMap) { var stack = itemStackMap[id]; // Find equipped var equippedIdx = -1; for (var s = 0; s < stack.length; s++) { if (stack[s].equipped) equippedIdx = stack[s].idx; } if (equippedIdx !== -1) { stackRows.push({ itemId: id, count: 1, equipped: true, indices: [equippedIdx] }); } // Now, group unequipped into stacks (could be more than one stack if equipped is in the middle) var unequippedIndices = []; for (var s = 0; s < stack.length; s++) { if (!stack[s].equipped) unequippedIndices.push(stack[s].idx); } if (unequippedIndices.length > 0) { // Group all unequipped as one stack stackRows.push({ itemId: id, count: unequippedIndices.length, equipped: false, indices: unequippedIndices }); } } // Now, render each stackRow as a separate row in the inventory UI for (var row = 0; row < stackRows.length; row++) { (function (rowIdx) { var stack = stackRows[rowIdx]; var itemId = stack.itemId; var data = itemData[itemId]; var count = stack.count; var isEquipped = stack.equipped; // Icon var icon = LK.getAsset(itemId, { anchorX: 0.5, anchorY: 0.5, x: itemListStartX + itemIconSize / 2, y: itemListStartY + (rowIdx + 1) * itemRowHeight - itemRowHeight + itemIconSize / 2, width: itemIconSize, height: itemIconSize }); itemBagInventoryUI.addChild(icon); // Name and stats, show count and equipped var labelText = data ? data.name : itemId; if (count > 1) labelText += " x" + count; if (isEquipped) labelText += " (Kuşanıldı)"; var label = new Text2(labelText, { size: fontSize, fill: "#fff" }); label.anchor.set(0, 0.5); label.x = icon.x + itemIconSize / 2 + 20; label.y = icon.y; itemBagInventoryUI.addChild(label); // Equip/Remove button (only for equipped or first unequipped stack) var showEquipBtn = !isEquipped && !equippedItems[itemId] || isEquipped; var equipBtn = LK.getAsset('centerCircle', { width: btnWidth, height: btnHeight, color: 0x2a6bde, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: label.x + 340, y: icon.y }); equipBtn.alpha = 0.85; itemBagInventoryUI.addChild(equipBtn); var equipTxt = new Text2(isEquipped ? "Çıkart" : "Kuşan", { size: fontSize, fill: "#fff" }); equipTxt.anchor.set(0.5, 0.5); equipTxt.x = equipBtn.x; equipTxt.y = equipBtn.y; itemBagInventoryUI.addChild(equipTxt); equipBtn.visible = showEquipBtn; equipTxt.visible = showEquipBtn; // Equip/Remove logic equipBtn.down = function () { if (!isEquipped) { // Equip this stack (first unequipped) // Unequip all of this type for (var k in equippedItems) { if (itemData[k] && itemData[k].type === data.type) { equippedItems[k] = false; if (typeof hero.equippedVisuals !== "undefined" && hero.equippedVisuals[k]) { hero.removeChild(hero.equippedVisuals[k]); hero.equippedVisuals[k].destroy(); hero.equippedVisuals[k] = null; } } } equippedItems[itemId] = true; // Show item visual on hero (front) if (typeof hero.equippedVisuals === "undefined") hero.equippedVisuals = {}; if (hero.equippedVisuals[itemId]) { hero.removeChild(hero.equippedVisuals[itemId]); hero.equippedVisuals[itemId].destroy(); hero.equippedVisuals[itemId] = null; } var equipVisual; if (itemId === "shield-1") { equipVisual = LK.getAsset(itemId, { anchorX: 0.5, anchorY: 0.5, x: 240, // Move shield visual even further right on hero's body y: 0, width: 300, height: 698 }); } else if (itemId === "sword-1") { equipVisual = LK.getAsset(itemId, { anchorX: 0.5, anchorY: 0.5, x: -120, // Place sword on left side of hero y: 320, // Lower than shield width: 320, height: 1550 }); // Rotate 60 degrees left (convert to radians) equipVisual.rotation = -Math.PI / 3; } else { equipVisual = LK.getAsset(itemId, { anchorX: 0.5, anchorY: 0.5, x: 90, y: 0, width: 320, height: 320 }); } hero.addChild(equipVisual); hero.equippedVisuals[itemId] = equipVisual; // Shield-1 barrier logic if (itemId === "shield-1") { heroShield1Barrier = 250; heroShield1BarrierMax = 250; } var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = stats.hp; updateHeroStatsDisplay(); if (itemBagWindow && itemBagWindow.parent) { itemBagWindow.parent.removeChild(itemBagWindow); itemBagWindow = null; } itemBagImg.down(); } else { // Remove (Çıkart) equippedItems[itemId] = false; if (typeof hero.equippedVisuals !== "undefined" && hero.equippedVisuals[itemId]) { hero.removeChild(hero.equippedVisuals[itemId]); hero.equippedVisuals[itemId].destroy(); hero.equippedVisuals[itemId] = null; } if (itemId === "shield-1") { heroShield1Barrier = 0; heroShield1BarrierMax = 0; } var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = stats.hp; updateHeroStatsDisplay(); if (itemBagWindow && itemBagWindow.parent) { itemBagWindow.parent.removeChild(itemBagWindow); itemBagWindow = null; } itemBagImg.down(); } }; // Sell button var sellBtn = LK.getAsset('centerCircle', { width: btnWidth, height: btnHeight, color: 0x8B4513, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: equipBtn.x + btnWidth + btnGap, y: icon.y }); sellBtn.alpha = 0.85; itemBagInventoryUI.addChild(sellBtn); var sellTxt = new Text2("Sat (" + (data ? data.sellPrice : 1) + ")", { size: fontSize, fill: "#fff" }); sellTxt.anchor.set(0.5, 0.5); sellTxt.x = sellBtn.x; sellTxt.y = sellBtn.y; itemBagInventoryUI.addChild(sellTxt); // Sell logic sellBtn.down = function () { // If this stack is equipped, and only one exists, prevent selling if (isEquipped && count === 1) { tween(sellBtn, { scaleX: 1.15, scaleY: 1.15, tint: 0xff4444 }, { duration: 120, onFinish: function onFinish() { tween(sellBtn, { scaleX: 1, scaleY: 1, tint: 0x8B4513 }, { duration: 120 }); } }); return; } // Remove one from inventory (from this stack) var removedIdx = -1; for (var j = 0; j < stack.indices.length; j++) { var idx = stack.indices[j]; // If equipped, skip if this is the equipped one if (isEquipped && count === 1) continue; removedIdx = idx; break; } if (removedIdx === -1) { // Defensive: fallback to remove first found for (var j = 0; j < inventory.length; j++) { if (inventory[j] === itemId && (!isEquipped || isEquipped && count > 1)) { removedIdx = j; break; } } } if (removedIdx !== -1) { inventory.splice(removedIdx, 1); } // If equipped and now zero remain, unequip var stillHas = false; for (var j = 0; j < inventory.length; j++) { if (inventory[j] === itemId) stillHas = true; } if (isEquipped && !stillHas) { equippedItems[itemId] = false; var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = stats.hp; updateHeroStatsDisplay(); } // Add gold goldAmount += data ? data.sellPrice : 1; updateGoldDisplay(); // Animate gold to gold counter var goldDisplayGlobal = LK.gui.topRight.toGlobal({ x: goldTxt.x, y: goldTxt.y }); var goldDisplayGamePos = game.toLocal(goldDisplayGlobal); var goldAnim = LK.getAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: sellBtn.x + itemBagWindow.x, y: sellBtn.y + itemBagWindow.y, width: 80, height: 54 }); game.addChild(goldAnim); tween(goldAnim, { x: goldDisplayGamePos.x, y: goldDisplayGamePos.y, scaleX: 0.3, scaleY: 0.3, alpha: 0 }, { duration: 420, easing: tween.cubicIn, onFinish: function onFinish() { goldAnim.destroy(); } }); // Refresh inventory UI if (itemBagWindow && itemBagWindow.parent) { itemBagWindow.parent.removeChild(itemBagWindow); itemBagWindow = null; } itemBagImg.down(); }; })(row); } } itemBagInventoryUI.x = 0; itemBagInventoryUI.y = 0; itemBagWindow.addChild(itemBagInventoryUI); // --- (Keep original drop animation for demo) --- var dropX = itemBagImg.x; var dropY = 0 - itemBagHeight; // Start above screen var item = LK.getAsset('gold', { anchorX: 0.5, anchorY: 0.5, x: dropX, y: dropY, width: 150, height: 102 }); game.addChild(item); // Animate drop to itemBag tween(item, { x: itemBagImg.x, y: itemBagImg.y }, { duration: 600, easing: tween.bounceOut, onFinish: function onFinish() { // Optionally: fade out and destroy after reaching itemBag tween(item, { alpha: 0 }, { duration: 250, onFinish: function onFinish() { item.destroy(); } }); } }); } }); } }); }; // --- Helper Functions --- function updateGoldDisplay() { goldTxt.setText(goldAmount); } function updateUpgradeDisplay() { // Show gold required to upgrade under the upgrade button if (typeof upgradeCostTxt !== "undefined") { var nextUpgradeCost = heroLevel * 5; upgradeCostTxt.setText("Gold required: " + nextUpgradeCost); } } // Update hero stats display function updateHeroStatsDisplay() { var stats = getStatsForLevel(heroLevel, "hero"); var hpDisplay = typeof hero.currentHp === "number" ? Math.max(0, Math.round(hero.currentHp)) + " / " + stats.hp : stats.hp; var barrierDisplay = ""; if (equippedItems && equippedItems["shield-1"] && heroShield1Barrier > 0) { barrierDisplay = " +" + heroShield1Barrier; } var atkDisplay = "" + stats.atk; var bonusDisplay = ""; // Will show item upgrade bonuses // Calculate and show shield-1 bonus if equipped if (equippedItems && equippedItems["shield-1"]) { var shieldBonus = itemData["shield-1"].bonusHp; var shieldUpgradeLevel = equippedItemUpgradeLevels["shield-1"] || 0; if (shieldUpgradeLevel > 0) { shieldBonus = Math.round(shieldBonus * (1 + 0.1 * shieldUpgradeLevel)); } bonusDisplay += "\nShield-1 Bariyer: +" + shieldBonus; } // Calculate and show sword-1 bonus if equipped if (equippedItems && equippedItems["sword-1"]) { var swordBonus = itemData["sword-1"].bonusAtk; var swordUpgradeLevel = equippedItemUpgradeLevels["sword-1"] || 0; if (swordUpgradeLevel > 0) { swordBonus = Math.round(swordBonus * (1 + 0.1 * swordUpgradeLevel)); } atkDisplay += " +" + swordBonus; bonusDisplay += "\nKılıç-1 Bonus: +" + swordBonus; } heroStatsTxt.setText("Hero\n" + "Level: " + heroLevel + "\n" + "Health: " + hpDisplay + barrierDisplay + "\n" + "Attack: " + atkDisplay + "\n" + "Atk Spd: " + stats.atkSpd + (bonusDisplay ? "\n" + bonusDisplay : "")); } // Update enemy stats display function updateEnemyStatsDisplay() { if (currentEnemy && currentEnemy.isAlive) { var enemyLevel = currentEnemy.level || heroLevel; var stats = getStatsForLevel(enemyLevel, "enemy"); var hpDisplay = typeof currentEnemy.hp === "number" ? Math.max(0, Math.round(currentEnemy.hp)) + " / " + stats.hp : stats.hp; enemyStatsTxt.setText("Enemy\n" + "Level: " + enemyLevel + "\n" + "Health: " + hpDisplay + "\n" + "Attack: " + currentEnemy.attack + "\n" + "Atk Spd: " + currentEnemy.attackSpeed); } else { enemyStatsTxt.setText("Enemy\n-"); } } // --- Game Logic --- // Spawn enemy logic // Enemy stat table for levels 1-10 (fixed stats) var enemyStatsByLevel = [ // Level 1 { hp: 60, atk: 10, atkSpd: 2 }, // Level 2 { hp: 95, atk: 14, atkSpd: 3 }, // Level 3 { hp: 130, atk: 18, atkSpd: 4 }, // Level 4 { hp: 170, atk: 23, atkSpd: 4 }, // Level 5 { hp: 215, atk: 27, atkSpd: 5 }, // Level 6 { hp: 265, atk: 32, atkSpd: 6 }, // Level 7 { hp: 320, atk: 38, atkSpd: 6 }, // Level 8 { hp: 380, atk: 45, atkSpd: 7 }, // Level 9 { hp: 445, atk: 53, atkSpd: 8 }, // Level 10 { hp: 515, atk: 62, atkSpd: 9 }]; // --- Stat scaling logic for hero and enemy after level 10 --- // Store hero stat growth per level (compounded) and enemy stat growth per level (linear from level 10 base) var heroStatGrowth = { hp: [enemyStatsByLevel[9].hp], atk: [enemyStatsByLevel[9].atk], atkSpd: [enemyStatsByLevel[9].atkSpd] }; var enemyStatGrowth = { hp: [enemyStatsByLevel[9].hp], atk: [enemyStatsByLevel[9].atk], atkSpd: [enemyStatsByLevel[9].atkSpd] }; // Store enemy stat percent increases per level (for linear scaling) var enemyStatPercents = { hp: [], atk: [], atkSpd: [] }; // Store hero stat percent increases per level (for compounded scaling) var heroStatPercents = { hp: [], atk: [], atkSpd: [] }; // Helper to get random percent between 5% and 20% function randomPercent() { return 0.05 + Math.random() * 0.15; } // Precompute stat growth up to a reasonable max level (e.g. 100) function ensureStatGrowthUpTo(level) { var maxComputed = heroStatGrowth.hp.length + 9; // since index 0 is level 10 for (var lvl = maxComputed + 1; lvl <= level; lvl++) { // HERO: compounded var prevHeroHp = heroStatGrowth.hp[heroStatGrowth.hp.length - 1]; var prevHeroAtk = heroStatGrowth.atk[heroStatGrowth.atk.length - 1]; var prevHeroAtkSpd = heroStatGrowth.atkSpd[heroStatGrowth.atkSpd.length - 1]; var heroHpPct = randomPercent(); var heroAtkPct = randomPercent(); // After level 15, hero attack speed no longer increases var heroAtkSpdPct = lvl > 15 ? 0 : randomPercent(); heroStatPercents.hp.push(heroHpPct); heroStatPercents.atk.push(heroAtkPct); heroStatPercents.atkSpd.push(heroAtkSpdPct); heroStatGrowth.hp.push(Math.round(prevHeroHp * (1 + heroHpPct))); heroStatGrowth.atk.push(Math.round(prevHeroAtk * (1 + heroAtkPct))); heroStatGrowth.atkSpd.push(Math.round(prevHeroAtkSpd * (1 + heroAtkSpdPct))); // ENEMY: linear from level 10 base var baseHp = enemyStatsByLevel[9].hp; var baseAtk = enemyStatsByLevel[9].atk; var baseAtkSpd = enemyStatsByLevel[9].atkSpd; var enemyHpPct = randomPercent(); var enemyAtkPct = randomPercent(); // After level 15, enemy attack speed no longer increases var enemyAtkSpdPct = lvl > 15 ? 0 : randomPercent(); enemyStatPercents.hp.push(enemyHpPct); enemyStatPercents.atk.push(enemyAtkPct); enemyStatPercents.atkSpd.push(enemyAtkSpdPct); // For linear, sum all previous percent increases var totalHpPct = 0; var totalAtkPct = 0; var totalAtkSpdPct = 0; for (var i = 0; i < enemyStatPercents.hp.length; i++) totalHpPct += enemyStatPercents.hp[i]; for (var i = 0; i < enemyStatPercents.atk.length; i++) totalAtkPct += enemyStatPercents.atk[i]; for (var i = 0; i < enemyStatPercents.atkSpd.length; i++) totalAtkSpdPct += enemyStatPercents.atkSpd[i]; // After level 20, enemy health increases by an additional 50% per level var extraHpMultiplier = 1; if (lvl > 20) { // For each level above 20, multiply by 1.5 for each extra level extraHpMultiplier = Math.pow(1.5, lvl - 20); } enemyStatGrowth.hp.push(Math.round(baseHp * (1 + totalHpPct) * extraHpMultiplier)); enemyStatGrowth.atk.push(Math.round(baseAtk * (1 + totalAtkPct))); enemyStatGrowth.atkSpd.push(Math.round(baseAtkSpd * (1 + totalAtkSpdPct))); } } // Returns stats for a given level and type ('hero' or 'enemy') function getStatsForLevel(level, type) { if (level <= 10) { var idx = Math.max(0, Math.min(enemyStatsByLevel.length - 1, level - 1)); var stats = enemyStatsByLevel[idx]; return { hp: Math.round(stats.hp * 1.5), // %50 daha fazla can atk: Math.round(stats.atk * 0.5), // %50 daha az atak atkSpd: Math.max(1, Math.round(stats.atkSpd * 0.5)) // %50 daha az hız }; } ensureStatGrowthUpTo(level); var idx = level - 10; if (type === "hero") { // Base stats var baseHp = heroStatGrowth.hp[idx]; var baseAtk = heroStatGrowth.atk[idx]; var baseAtkSpd = heroStatGrowth.atkSpd[idx]; // Apply shield-1 effects if equipped if (equippedItems && equippedItems["shield-1"]) { var shieldBonus = itemData["shield-1"].bonusHp; var shieldUpgradeLevel = equippedItemUpgradeLevels["shield-1"] || 0; if (shieldUpgradeLevel > 0) { shieldBonus = Math.round(shieldBonus * (1 + 0.1 * shieldUpgradeLevel)); } baseHp += shieldBonus; baseAtkSpd = Math.max(1, baseAtkSpd - itemData["shield-1"].atkSpdPenalty); } // Apply sword-1 effects if equipped if (equippedItems && equippedItems["sword-1"]) { var swordBonus = itemData["sword-1"].bonusAtk; var swordUpgradeLevel = equippedItemUpgradeLevels["sword-1"] || 0; if (swordUpgradeLevel > 0) { swordBonus = Math.round(swordBonus * (1 + 0.1 * swordUpgradeLevel)); } baseAtk += swordBonus; } return { hp: baseHp, atk: baseAtk, atkSpd: Math.max(1, Math.round(baseAtkSpd * 0.5)) // %50 daha az hız }; } else { return { hp: Math.round(enemyStatGrowth.hp[idx] * 1.5), // %50 daha fazla can atk: Math.round(enemyStatGrowth.atk[idx] * 0.5), // %50 daha az atak atkSpd: Math.max(1, Math.round(enemyStatGrowth.atkSpd[idx] * 0.5)) // %50 daha az hız }; } } // For backward compatibility, keep getEnemyStatsForLevel for hero stats (used in refill, etc) function getEnemyStatsForLevel(level) { return getStatsForLevel(level, "hero"); } function spawnEnemy() { if (currentEnemy && currentEnemy.isAlive) return; // Only one at a time if (hero.healthRefilling) return; // Don't allow spawn while refilling var enemy; var isEnemy2 = false; // --- BOSS LOGIC --- // Increment enemy spawn count enemySpawnCount = (typeof enemySpawnCount === "number" ? enemySpawnCount : 0) + 1; var isBoss = enemySpawnCount % 8 === 0; // Determine enemy level: always one of heroLevel-1, heroLevel, heroLevel+1, or heroLevel+2 var possibleLevels = [Math.max(1, heroLevel - 1), heroLevel, heroLevel + 1, heroLevel + 2]; // Remove duplicates and clamp to at least 1 var uniqueLevels = []; for (var i = 0; i < possibleLevels.length; i++) { var lvl = Math.max(1, possibleLevels[i]); if (uniqueLevels.indexOf(lvl) === -1) uniqueLevels.push(lvl); } // Randomly pick one var enemyLevel = uniqueLevels[Math.floor(Math.random() * uniqueLevels.length)]; // Clamp enemyLevel to valid range for stats table enemyLevel = Math.max(1, Math.min(enemyStatsByLevel.length + heroStatGrowth.hp.length, enemyLevel)); // Decide which enemy type to spawn if (enemyLevel > 10) { // After level 10, 50% chance for Enemy2, 50% for Enemy if (Math.random() < 0.5) { enemy = new Enemy2(); isEnemy2 = true; } else { enemy = new Enemy(); } } else { enemy = new Enemy(); } // Place enemy on the far right, vertically aligned with hero if (isEnemy2) { enemy.x = 2048 - 400; // Move Enemy2 200px further left than Enemy } else { enemy.x = 2048 - 200; // 200px from the right edge, matching hero's 200px from left } enemy.y = hero.y; // Get stats for this level (enemy uses linear scaling after level 10) var stats = getStatsForLevel(enemyLevel, "enemy"); // --- BOSS STAT MODIFIERS --- if (isBoss) { // HP +100%, Atk +50% enemy.hp = Math.round(stats.hp * 2.0); enemy.attack = Math.round(stats.atk * 1.5); enemy.attackSpeed = stats.atkSpd; // Make enemy 50% larger enemy.scaleX = (typeof enemy.scaleX === "number" ? enemy.scaleX : 1) * 1.5; enemy.scaleY = (typeof enemy.scaleY === "number" ? enemy.scaleY : 1) * 1.5; // Add BOSS label above enemy var bossLabel = new Text2("BOSS", { size: 90, fill: 0xFF2222, glow: { color: 0xffffff, distance: 10, strength: 2 } }); bossLabel.anchor.set(0.5, 1); bossLabel.x = 0; bossLabel.y = -((enemy.height || 300) / 2) - 30; enemy.addChild(bossLabel); enemy.isBoss = true; } else if (isEnemy2) { // CAN %20 DAHA AZ, ATAK %30 DAHA ÇOK, HIZ %10 DAHA AZ enemy.hp = Math.round(stats.hp * 0.8); enemy.attack = Math.round(stats.atk * 1.3); enemy.attackSpeed = Math.max(1, Math.round(stats.atkSpd * 0.9)); // %10 daha az hız (globalde %50 zaten uygulandı) } else { enemy.hp = stats.hp; enemy.attack = stats.atk; enemy.attackSpeed = stats.atkSpd; } enemy.isAlive = true; enemy.spawnAnim(); game.addChild(enemy); currentEnemy = enemy; // Store the enemy's level for display currentEnemy.level = enemyLevel; currentEnemy.isEnemy2 = isEnemy2; // Track type for possible future use currentEnemy.isBoss = !!isBoss; updateEnemyStatsDisplay(); // --- Start auto-fight timers --- if (typeof heroAutoAttackTimer !== "undefined" && heroAutoAttackTimer) { LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; } if (typeof enemyAutoAttackTimer !== "undefined" && enemyAutoAttackTimer) { LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; } // Get hero stats for this level (hero uses compounded scaling after level 10) var heroStats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = heroStats.hp; // Calculate hero attack and attackSpeed, always include sword-1 bonus if equipped hero.attack = heroStats.atk; if (equippedItems && equippedItems["sword-1"]) { hero.attack += itemData["sword-1"].bonusAtk; } hero.attackSpeed = Math.max(1, Math.round(heroStats.atkSpd * 0.5)); // %50 daha az hız // Hero attacks enemy heroAutoAttackTimer = LK.setInterval(function () { if (!currentEnemy || !currentEnemy.isAlive) { LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; return; } // If one-shot mode, instantly defeat enemy if (heroOneShotEnemies) { currentEnemy.hp = 0; } else { currentEnemy.hp -= hero.attack; } // Flash enemy if (currentEnemy) { tween(currentEnemy, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { if (currentEnemy) { tween(currentEnemy, { tint: 0x2a6bde }, { duration: 60 }); } } }); } updateEnemyStatsDisplay(); if (currentEnemy.hp <= 0) { defeatEnemy(); LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; } }, 1000 / hero.attackSpeed); // Enemy attacks hero enemyAutoAttackTimer = LK.setInterval(function () { if (!currentEnemy || !currentEnemy.isAlive) { LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; return; } if (typeof hero.currentHp !== "number") { // Defensive: ensure hero.currentHp is set var hStats = getEnemyStatsForLevel(heroLevel); hero.currentHp = hStats.hp; } if (!heroIsImmortal) { // --- Shield-1 barrier logic: block damage with barrier first --- if (equippedItems && equippedItems["shield-1"] && heroShield1Barrier > 0) { var dmg = currentEnemy.attack; if (heroShield1Barrier >= dmg) { heroShield1Barrier -= dmg; dmg = 0; } else { dmg -= heroShield1Barrier; heroShield1Barrier = 0; } if (dmg > 0) { hero.currentHp -= dmg; } } else { hero.currentHp -= currentEnemy.attack; } // Flash hero tween(hero, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { tween(hero, { tint: 0xd83318 }, { duration: 60 }); } }); updateHeroStatsDisplay(); if (hero.currentHp <= 0) { // Hero defeated, stop fighting hero.currentHp = 0; updateHeroStatsDisplay(); // Optionally, you can add defeat logic here (e.g. show game over) LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; // Start health refill (handled in update loop) hero.healthRefilling = false; // Will be set to true in update loop } } else { // If immortal, keep HP at max and flash gold var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = stats.hp; updateHeroStatsDisplay(); tween(hero, { tint: 0xFFD700 }, { duration: 60, onFinish: function onFinish() { tween(hero, { tint: 0xffffff }, { duration: 60 }); } }); } }, 1000 / currentEnemy.attackSpeed); } // Defeat enemy logic function defeatEnemy() { if (!currentEnemy || !currentEnemy.isAlive) return; currentEnemy.isAlive = false; // Stop auto-fight timers if (typeof heroAutoAttackTimer !== "undefined" && heroAutoAttackTimer) { LK.clearInterval(heroAutoAttackTimer); heroAutoAttackTimer = null; } if (typeof enemyAutoAttackTimer !== "undefined" && enemyAutoAttackTimer) { LK.clearInterval(enemyAutoAttackTimer); enemyAutoAttackTimer = null; } currentEnemy.defeatAnim(function () { if (currentEnemy) { // --- Shield-1 drop logic --- // Only drop for enemy levels 1-10, and only from Enemy (not Enemy2) if (typeof currentEnemy.level !== "undefined" && currentEnemy.level >= 1 && currentEnemy.level <= 10 && !currentEnemy.isEnemy2) { // 5% per level, capped at 50% for level 10 var shieldDropChance = currentEnemy.level * 0.05; if (Math.random() < shieldDropChance) { // Drop shield-1 at enemy's position var shieldAsset = LK.getAsset('shield-1', { anchorX: 0.5, anchorY: 0.5, x: currentEnemy.x, y: currentEnemy.y }); game.addChild(shieldAsset); // Animate drop: move to itemBag position and shrink/fade out // Get itemBag position in game coordinates var itemBagGlobal = LK.gui.bottom.toGlobal({ x: itemBagImg.x, y: itemBagImg.y }); var itemBagGamePos = game.toLocal(itemBagGlobal); tween(shieldAsset, { x: itemBagGamePos.x, y: itemBagGamePos.y, scaleX: 0.3, scaleY: 0.3, alpha: 0.2 }, { duration: 700, easing: tween.cubicIn, onFinish: function onFinish() { shieldAsset.destroy(); // Add to inventory only (do not auto-equip) inventory.push("shield-1"); } }); } } // --- Sword-1 drop logic: only for Enemy2, and only for level 10 and 20 enemies --- // Now: Drop chance is 100% at level 10/20, and for all other levels, 15% chance per defeat from Enemy2 if (typeof currentEnemy.level !== "undefined" && currentEnemy.isEnemy2) { var swordDrop = false; if (currentEnemy.level === 10 || currentEnemy.level === 20) { swordDrop = true; // Always drop at level 10 and 20 } else { // 15% drop chance for all other levels from Enemy2 if (Math.random() < 0.15) swordDrop = true; } if (swordDrop) { var swordAsset = LK.getAsset('sword-1', { anchorX: 0.5, anchorY: 0.5, x: currentEnemy.x, y: currentEnemy.y }); game.addChild(swordAsset); // Animate drop: move to itemBag position and shrink/fade out var itemBagGlobalSword = LK.gui.bottom.toGlobal({ x: itemBagImg.x, y: itemBagImg.y }); var itemBagGamePosSword = game.toLocal(itemBagGlobalSword); tween(swordAsset, { x: itemBagGamePosSword.x, y: itemBagGamePosSword.y, scaleX: 0.3, scaleY: 0.3, alpha: 0.2 }, { duration: 700, easing: tween.cubicIn, onFinish: function onFinish() { swordAsset.destroy(); // Add to inventory only (do not auto-equip) inventory.push("sword-1"); } }); } } // Track boss defeat for level gating if (typeof heroDefeatedBosses === "undefined") heroDefeatedBosses = []; if (currentEnemy && currentEnemy.isBoss && typeof currentEnemy.level === "number") { // Bosses are at spawn counts 8, 16, 24, ... which correspond to levels 5, 10, 15, ... // So, for level gating, bossIndex = Math.floor((currentEnemy.level) / 5) var bossIndex = Math.floor(currentEnemy.level / 5); heroDefeatedBosses[bossIndex] = true; } currentEnemy.destroy(); currentEnemy = null; updateEnemyStatsDisplay(); // If shield-1 is equipped, restore hero HP to new max after enemy defeat if (equippedItems["shield-1"]) { heroShield1Barrier = 250; heroShield1BarrierMax = 250; var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = stats.hp; updateHeroStatsDisplay(); } } // --- spawnBtn rotation logic on enemy defeat --- // If hero HP is full, rotate 45deg right, else 90deg left var heroStats = getStatsForLevel(heroLevel, "hero"); if (typeof hero.currentHp === "number" && hero.currentHp >= heroStats.hp) { // Full health: rotate 45deg right spawnBtnRotationQueue.push({ angle: Math.PI / 4 }); } else { // Not full: rotate 90deg left spawnBtnRotationQueue.push({ angle: -Math.PI / 2, onFinish: function onFinish() { // After 90deg left, if hero HP is still not full and no enemy, resume right rotation if ((!currentEnemy || !currentEnemy.isAlive) && typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp) { if (!spawnBtn._rotatingWhileNotFull) { spawnBtn._rotatingWhileNotFull = true; // Start continuous right rotation (1 full spin per 1.2s) var _rotateRightLoop = function rotateRightLoop() { if (!spawnBtn._rotatingWhileNotFull) return; var startRot = spawnBtn.rotation; var endRot = startRot + Math.PI * 2; tween(spawnBtn, { rotation: endRot }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { if (spawnBtn._rotatingWhileNotFull && (!currentEnemy || !currentEnemy.isAlive)) { _rotateRightLoop(); } } }); }; tween.stop(spawnBtn, { rotation: true }); _rotateRightLoop(); } } } }); } processSpawnBtnRotationQueue(); // Start hero health refill after any battle (at same refill speed as on defeat) // If hero died (currentHp <= 0), double the refill duration if (typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp && !hero.healthRefilling) { hero.healthRefilling = true; hero.refillStartTime = Date.now(); var stats = getStatsForLevel(heroLevel, "hero"); hero.refillFromHp = hero.currentHp; hero.refillToHp = stats.hp; // Set refill duration to 1/5th speed (5x slower), or 1/10th (10x slower) if hero died var baseDuration = 1000; // original duration if (hero.currentHp <= 0) { hero.refillDuration = baseDuration * 10; // 10x slower if died } else { hero.refillDuration = baseDuration * 5; // 5x slower otherwise } } }); // --- Gold drop amount table per level --- var goldDropByLevel = [{ min: 1, max: 5 }, // Level 1 { min: 3, max: 8 }, // Level 2 { min: 5, max: 12 }, // Level 3 { min: 8, max: 16 }, // Level 4 { min: 12, max: 20 }, // Level 5 { min: 15, max: 25 }, // Level 6 { min: 20, max: 32 }, // Level 7 { min: 25, max: 40 }, // Level 8 { min: 30, max: 48 }, // Level 9 { min: 35, max: 60 } // Level 10 ]; // Determine gold drop amount for this level var goldDropStats = goldDropByLevel[Math.max(0, Math.min(heroLevel - 1, goldDropByLevel.length - 1))]; var goldDropAmount = Math.floor(Math.random() * (goldDropStats.max - goldDropStats.min + 1)) + goldDropStats.min; // Boss: drop 50% more gold if (currentEnemy && currentEnemy.isBoss) { goldDropAmount = Math.round(goldDropAmount * 1.5); } // Drop gold at the far right (where enemy was) // Animate and auto-collect gold after enemy defeat // Calculate the gold display position in game coordinates (top right, where goldTxt is) var goldDisplayGlobal = LK.gui.topRight.toGlobal({ x: goldTxt.x, y: goldTxt.y }); var goldDisplayGamePos = game.toLocal(goldDisplayGlobal); for (var i = 0; i < goldDropAmount; i++) { var gold = new Gold(); gold.x = 2048 - 200; gold.y = hero.y; gold.scaleX = 1; gold.scaleY = 1; gold.alpha = 1; game.addChild(gold); golds.push(gold); // Drop to random y near enemy var dropY = gold.y + (Math.random() * 120 - 60); (function (goldObj, idx) { goldObj.dropAnim(goldObj.x, dropY, function () { // Stagger collection for nice effect LK.setTimeout(function () { // Animate to gold display and collect goldObj.collectAnim(goldDisplayGamePos.x, goldDisplayGamePos.y, function () { goldAmount += 1; updateGoldDisplay(); goldObj.destroy(); }); }, 80 * idx); }); })(gold, i); } // --- Shield-1 drop logic --- // Only drop for enemy levels 1-10 if (typeof enemyLevel !== "undefined" && enemyLevel >= 1 && enemyLevel <= 10) { // 5% per level, capped at 50% for level 10 var shieldDropChance = enemyLevel * 0.05; if (Math.random() < shieldDropChance) { // Drop shield-1 at enemy's position var shieldAsset = LK.getAsset('shield-1', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: hero.y }); game.addChild(shieldAsset); // Animate drop (fall down a bit, then fade out) var dropTargetY = shieldAsset.y + 180 + (Math.random() * 40 - 20); tween(shieldAsset, { y: dropTargetY }, { duration: 400, easing: tween.bounceOut, onFinish: function onFinish() { // After a short delay, fade out and destroy LK.setTimeout(function () { tween(shieldAsset, { alpha: 0 }, { duration: 350, onFinish: function onFinish() { shieldAsset.destroy(); } }); }, 900); } }); } } } // --- Shield-1 drop logic --- // Only drop for enemy levels 1-10 if (typeof enemyLevel !== "undefined" && enemyLevel >= 1 && enemyLevel <= 10) { // 5% per level, capped at 50% for level 10 var shieldDropChance = enemyLevel * 0.05; if (Math.random() < shieldDropChance) { // Drop shield-1 at enemy's position var shieldAsset = LK.getAsset('shield-1', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: hero.y }); game.addChild(shieldAsset); // Animate drop (fall down a bit, then fade out) var dropTargetY = shieldAsset.y + 180 + (Math.random() * 40 - 20); tween(shieldAsset, { y: dropTargetY }, { duration: 400, easing: tween.bounceOut, onFinish: function onFinish() { // After a short delay, fade out and destroy LK.setTimeout(function () { tween(shieldAsset, { alpha: 0 }, { duration: 350, onFinish: function onFinish() { shieldAsset.destroy(); } }); }, 900); } }); } } // Collect gold logic function collectGold(gold) { // Animate to gold display var guiGoldPos = LK.gui.topRight.toLocal(gold.toGlobal({ x: 0, y: 0 })); goldAmount += 1; updateGoldDisplay(); gold.collectAnim(guiGoldPos.x, guiGoldPos.y, function () { gold.destroy(); }); } // Upgrade logic function upgradeHero() { var upgradeCost = heroLevel * 5; if (goldAmount < upgradeCost) { // Flash gold text red tween(goldTxt, { tint: 0xff4444 }, { duration: 120, onFinish: function onFinish() { tween(goldTxt, { tint: 0xFFE066 }, { duration: 120 }); } }); return; } // --- Boss defeat requirement for every 5th level --- var nextLevel = heroLevel + 1; var mustDefeatBoss = false; if (nextLevel > 5 && (nextLevel - 1) % 5 === 0) { // For 6, 11, 16, ... 501, etc. (i.e. 6 = after 1st boss, 11 = after 2nd boss, ...) var bossIndex = Math.floor((nextLevel - 1) / 5); // 6->1, 11->2, 16->3, ... // Track defeated bosses in an array if (typeof heroDefeatedBosses === "undefined") heroDefeatedBosses = []; if (!heroDefeatedBosses[bossIndex]) { // Block upgrade, flash upgradeBtn red tween(upgradeBtn, { tint: 0xff4444 }, { duration: 120, onFinish: function onFinish() { tween(upgradeBtn, { tint: 0xffffff }, { duration: 120 }); } }); // Optionally show a message (not required) return; } } goldAmount -= upgradeCost; heroLevel += 1; hero.level = heroLevel; // Refill hero health to full on level up var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = stats.hp; hero.healthRefilling = false; updateGoldDisplay(); updateUpgradeDisplay(); updateHeroStatsDisplay(); updateEnemyStatsDisplay(); hero.flashUpgrade(); } // --- Event Handlers --- // Spawn button tap // --- spawnBtn rotation queue state --- var spawnBtnRotationQueue = []; var spawnBtnIsRotating = false; function processSpawnBtnRotationQueue() { if (spawnBtnIsRotating || spawnBtnRotationQueue.length === 0) return; spawnBtnIsRotating = true; var next = spawnBtnRotationQueue.shift(); var targetRotation = spawnBtn.rotation + next.angle; tween(spawnBtn, { rotation: targetRotation }, { duration: 180, easing: tween.cubicInOut, onFinish: function onFinish() { spawnBtn.rotation = targetRotation; spawnBtnIsRotating = false; if (typeof next.onFinish === "function") next.onFinish(); // Process next in queue processSpawnBtnRotationQueue(); } }); } spawnBtn.down = function (x, y, obj) { // Animate shrink tween.stop(spawnBtn, { scaleX: true, scaleY: true }); tween(spawnBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(spawnBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // After animation, trigger action // Queue 45deg right rotation spawnBtnRotationQueue.push({ angle: Math.PI / 4 }); processSpawnBtnRotationQueue(); spawnEnemy(); } }); } }); }; // Enemy tap (defeat) function onEnemyDown(x, y, obj) { if (!currentEnemy || !currentEnemy.isAlive) return; currentEnemy.hp -= 1; // Flash enemy tween(currentEnemy, { tint: 0xffffff }, { duration: 60, onFinish: function onFinish() { tween(currentEnemy, { tint: 0x2a6bde }, { duration: 60 }); } }); if (currentEnemy.hp <= 0) { defeatEnemy(); } } // Gold tap (collect) function onGoldDown(x, y, obj) { for (var i = golds.length - 1; i >= 0; i--) { var gold = golds[i]; if (gold && gold.containsPoint && gold.containsPoint({ x: x, y: y })) { collectGold(gold); golds.splice(i, 1); break; } } } // Upgrade button tap upgradeBtn.down = function (x, y, obj) { // Animate shrink tween.stop(upgradeBtn, { scaleX: true, scaleY: true }); tween(upgradeBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(upgradeBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // After animation, trigger action upgradeHero(); } }); } }); }; // Work button tap workBtn.down = function (x, y, obj) { if (!workBtnActive) return; // Prevent workBtn press if hero HP is not full if (typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp) return; // Animate shrink tween.stop(workBtn, { scaleX: true, scaleY: true }); tween(workBtn, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.cubicIn, onFinish: function onFinish() { tween(workBtn, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicOut, onFinish: function onFinish() { // After animation, trigger action // Calculate duration: let duration = Math.max(10000, ((level ** 1.2) * 60000) / (attackSpeed * attack)); var stats = getStatsForLevel(heroLevel, "hero"); var denominator = stats.atkSpd * stats.atk; var duration = 10; // Defensive minimum in seconds if (Number.isFinite(denominator) && denominator > 0) { duration = Math.max(10000, Math.pow(heroLevel, 1.2) * 60000 / denominator) / 1000; // ms to seconds } // Multiply duration by heroLevel (time level) duration = duration * heroLevel; workBtnActive = false; workBtnDuration = duration; workBtnTimeLeft = duration; setSpawnBtnEnabled(false); showWorkBtnCountdown(workBtnTimeLeft); // Start timer to update countdown if (workBtnTimer) { LK.clearInterval(workBtnTimer); workBtnTimer = null; } // Start rotation tween for workBtn at 20% of previous speed tween.stop(workBtn, { rotation: true }); workBtn.rotation = 0; // Calculate totalRotations for 20% speed (i.e., 1/5th the previous speed, so 1/5th the number of spins) var baseTotalRotations = 2 + Math.floor(workBtnDuration); var slowTotalRotations = Math.max(1, Math.round(baseTotalRotations * 0.2)); // at least 1 full spin tween(workBtn, { rotation: Math.PI * 2 * slowTotalRotations }, { duration: workBtnDuration * 1000, easing: tween.linear, onFinish: function onFinish() { workBtn.rotation = 0; // reset rotation to 0 for next use } }); workBtnTimer = LK.setInterval(function () { workBtnTimeLeft -= 0.1; if (workBtnTimeLeft < 0) workBtnTimeLeft = 0; showWorkBtnCountdown(workBtnTimeLeft); if (workBtnTimeLeft <= 0) { // Timer done LK.clearInterval(workBtnTimer); workBtnTimer = null; workBtnActive = true; setSpawnBtnEnabled(true); hideWorkBtnCountdown(); // Stop rotation tween and reset rotation tween.stop(workBtn, { rotation: true }); workBtn.rotation = 0; // Drop gold: (main character's level * attack speed + attack / 2) / random(1-5) var stats = getStatsForLevel(heroLevel, "hero"); var divisor = Math.floor(Math.random() * 5) + 1; var goldVal = heroLevel * stats.atkSpd + stats.atk / 2; var goldDrop = Math.max(1, Math.floor(goldVal / divisor)); // Calculate gold display position in game coordinates (top right, where goldTxt is) var goldDisplayGlobal = LK.gui.topRight.toGlobal({ x: goldTxt.x, y: goldTxt.y }); var goldDisplayGamePos = game.toLocal(goldDisplayGlobal); // Spawn gold under hero and animate to gold display for (var i = 0; i < goldDrop; i++) { var gold = new Gold(); gold.x = hero.x; gold.y = hero.y + hero.height / 2 + 60 + (Math.random() * 40 - 20); gold.scaleX = 1; gold.scaleY = 1; gold.alpha = 1; game.addChild(gold); golds.push(gold); // Animate to gold display (function (goldObj, idx) { // Retreat: move down a bit, then animate to gold display var retreatY = goldObj.y + 80 + (Math.random() * 30 - 15); goldObj.dropAnim(goldObj.x, retreatY, function () { LK.setTimeout(function () { goldObj.collectAnim(goldDisplayGamePos.x, goldDisplayGamePos.y, function () { goldAmount += 1; updateGoldDisplay(); goldObj.destroy(); }); }, 80 * idx); }); })(gold, i); } } }, 100); } }); } }); }; // --- Attach event handlers to game --- game.down = function (x, y, obj) { // Check if tap is on enemy if (currentEnemy && currentEnemy.isAlive && currentEnemy.containsPoint && currentEnemy.containsPoint({ x: x, y: y })) { onEnemyDown(x, y, obj); return; } // Check if tap is on any gold for (var i = golds.length - 1; i >= 0; i--) { var gold = golds[i]; if (gold && gold.containsPoint && gold.containsPoint({ x: x, y: y })) { collectGold(gold); golds.splice(i, 1); return; } } // (Buttons handled by their own .down) }; // --- Game update loop --- game.update = function () { // Hide spawnBtn if current location is şehir, demirci, maden, kale, or sahil if (currentLocationId === "bg_sehir" || currentLocationId === "bg_demirci" || currentLocationId === "bg_maden" || currentLocationId === "bg_kale" || currentLocationId === "bg_sahil") { if (typeof spawnBtn !== "undefined" && spawnBtn) spawnBtn.visible = false; if (typeof findEnemyTxt !== "undefined" && findEnemyTxt) findEnemyTxt.visible = false; // Always show demirciBtn if in demirci if (currentLocationId === "bg_demirci" && typeof demirciBtn !== "undefined" && demirciBtn) { demirciBtn.visible = true; } // Show madenBtn only in maden if (typeof madenBtn !== "undefined" && madenBtn) { madenBtn.visible = currentLocationId === "bg_maden"; } } else { if (typeof spawnBtn !== "undefined" && spawnBtn) spawnBtn.visible = true; if (typeof findEnemyTxt !== "undefined" && findEnemyTxt) findEnemyTxt.visible = true; // Hide demirciBtn if not in demirci if (typeof demirciBtn !== "undefined" && demirciBtn) { demirciBtn.visible = false; } // Hide madenBtn if not in maden if (typeof madenBtn !== "undefined" && madenBtn) { madenBtn.visible = false; } } // Remove golds that are invisible for (var i = golds.length - 1; i >= 0; i--) { var gold = golds[i]; if (gold.alpha <= 0.01) { gold.destroy(); golds.splice(i, 1); } } // --- Hero health refill logic --- if (typeof hero.healthRefilling === "undefined") hero.healthRefilling = false; if (typeof hero.refillStartTime === "undefined") hero.refillStartTime = 0; if (typeof hero.refillDuration === "undefined") hero.refillDuration = 5000; // Default, will be set below if (typeof hero.refillFromHp === "undefined") hero.refillFromHp = 0; if (typeof hero.refillToHp === "undefined") hero.refillToHp = 0; if (typeof hero.currentHp === "number" && hero.currentHp <= 0 && !hero.healthRefilling) { // Start refill hero.healthRefilling = true; hero.refillStartTime = Date.now(); var stats = getStatsForLevel(heroLevel, "hero"); hero.refillFromHp = 0; hero.refillToHp = stats.hp; // Set refill duration to 1/5th speed (5x slower) hero.refillDuration = 5000; // fallback var baseDuration = 1000; // original duration if (hero.currentHp <= 0) { hero.refillDuration = baseDuration * 10; // 10x slower if died } else { hero.refillDuration = baseDuration * 5; // 5x slower otherwise } // Destroy enemy immediately (so a new one can only be summoned after refill) if (currentEnemy && currentEnemy.isAlive) { currentEnemy.isAlive = false; currentEnemy.defeatAnim(function () { if (currentEnemy) { currentEnemy.destroy(); currentEnemy = null; updateEnemyStatsDisplay(); } }); } } if (hero.healthRefilling) { var now = Date.now(); var elapsed = now - hero.refillStartTime; var t = Math.min(1, elapsed / hero.refillDuration); var stats = getStatsForLevel(heroLevel, "hero"); hero.currentHp = Math.round(hero.refillFromHp + (hero.refillToHp - hero.refillFromHp) * t); if (t >= 1) { hero.currentHp = stats.hp; hero.healthRefilling = false; // After refill, if shield-1 is equipped, restore barrier to max if (equippedItems && equippedItems["shield-1"]) { heroShield1Barrier = 250; heroShield1BarrierMax = 250; } } } // Prevent spawnBtn and workBtn from being pressed unless hero HP is full if (typeof hero.currentHp === "number" && hero.currentHp < getStatsForLevel(heroLevel, "hero").hp) { setSpawnBtnEnabled(false); // Disable workBtn and make it semi-transparent workBtn.alpha = 0.5; workBtn.interactive = false; workBtn.buttonMode = false; // --- Rotate spawnBtn to the right while hero HP is not full, but only if NO enemy is alive --- if (!spawnBtn._rotatingWhileNotFull && (!currentEnemy || !currentEnemy.isAlive)) { var _rotateRightLoop = function rotateRightLoop() { if (!spawnBtn._rotatingWhileNotFull) return; var startRot = spawnBtn.rotation; var endRot = startRot + Math.PI * 2; tween(spawnBtn, { rotation: endRot }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { // Continue loop if still not full and still no enemy if (spawnBtn._rotatingWhileNotFull && (!currentEnemy || !currentEnemy.isAlive)) { _rotateRightLoop(); } } }); }; tween.stop(spawnBtn, { rotation: true }); // Start continuous right rotation (1 full spin per 1.2s) spawnBtn._rotatingWhileNotFull = true; _rotateRightLoop(); } } else if (!hero.healthRefilling && workBtnActive) { setSpawnBtnEnabled(true); // Enable workBtn and restore full opacity workBtn.alpha = 1; workBtn.interactive = true; workBtn.buttonMode = true; // If hero HP is full, remove all effects and restore color tween.stop(hero, { tint: true, alpha: true, scaleX: true, scaleY: true }); hero.tint = 0xffffff; hero.alpha = 1; hero.scaleX = 1; hero.scaleY = 1; // --- Stop spawnBtn rotation and reset to original position, with 45deg right spin if HP just became full and no enemy is alive --- if (spawnBtn._rotatingWhileNotFull) { spawnBtn._rotatingWhileNotFull = false; tween.stop(spawnBtn, { rotation: true }); // If hero HP just became full and no enemy is alive, rotate 45deg right and then reset to 0 if ((!currentEnemy || !currentEnemy.isAlive) && typeof hero.currentHp === "number" && hero.currentHp === getStatsForLevel(heroLevel, "hero").hp) { // Animate 45deg right, then reset to 0 tween(spawnBtn, { rotation: spawnBtn.rotation + Math.PI / 4 }, { duration: 180, easing: tween.cubicOut, onFinish: function onFinish() { tween(spawnBtn, { rotation: 0 }, { duration: 200, easing: tween.cubicOut }); } }); } else { // Animate back to original rotation (0) tween(spawnBtn, { rotation: 0 }, { duration: 200, easing: tween.cubicOut }); } } } // Keep hero slightly lower than vertical center hero.y = 2732 / 2 + 200; // Keep enemy vertically centered and at far right if alive if (currentEnemy && currentEnemy.isAlive) { currentEnemy.x = 2048 - 200; currentEnemy.y = hero.y + 100; // Move enemy a little lower } updateHeroStatsDisplay(); updateEnemyStatsDisplay(); // Keep workBtnCountdownTxt positioned under workBtn if visible if (workBtnCountdownTxt && typeof workBtnCountdownTxt.destroyed === "boolean" && !workBtnCountdownTxt.destroyed && typeof workBtnCountdownTxt.setText === "function" && typeof workBtnCountdownTxt.x !== "undefined" && typeof workBtnCountdownTxt.y !== "undefined") { // Defensive: Only access .visible if it exists, and never access .setAsset if ((typeof workBtnCountdownTxt.visible === "undefined" || workBtnCountdownTxt.visible) && typeof workBtnCountdownTxt.x !== "undefined" && typeof workBtnCountdownTxt.y !== "undefined") { workBtnCountdownTxt.x = workBtn.x; workBtnCountdownTxt.y = workBtn.y + workBtn.height / 2 + 8; } } }; // --- Initial UI state --- updateGoldDisplay(); updateUpgradeDisplay(); updateHeroStatsDisplay(); updateEnemyStatsDisplay();
===================================================================
--- original.js
+++ change.js
@@ -821,9 +821,9 @@
});
}
});
// If a resource is already active, ignore further clicks
- if (Array.isArray(madenActiveResource) && madenActiveResource.length > 0) return;
+ if (madenActiveResource && madenActiveResource.length > 0) return;
// Always spawn exactly 1 random resource (one of 4 types)
var typeIdx = Math.floor(Math.random() * 4);
// Spawn from a random point on madenBtn's edge
var btnW = madenBtn.width,