User prompt
duraklar en az aralarında 50 metre olucak şekilde spawn olsun
User prompt
hâlâ duraklar iç içe spawn oluyor
User prompt
durakların kaybolmasını ve hâlâ iç içe spawnlanmasını düzelt
User prompt
durakların üst üste spawnlanmasını düzelt ve yolcuları durağa bırakınca alt alta durakta sıralanmalarını sağla
User prompt
şimdi durak spawnlanmadı
User prompt
2 istasyon spawnlanma şeylerini boşver aralarında boşluklu olacak şekilde bir sürü istasyon spawnla limit yok
User prompt
şimdi bana butonlu yolcuları istasyona bırakma sistemi yap
User prompt
dropla alakalı her şeyi sil
User prompt
çalışmıyor drop salak oç
User prompt
hâlâ çalışmıyor senin ananı sikiyim şu butona bastığımda kapasiteden azaltıp durağa kaç yolcu otobüste varsa geri koymak ne kadar zor olabilir
User prompt
senin ananı sikiyim yapman gereken yolcuları durağa bırakmamı sağlamak tam olarak takein tam tersi nasıl hâlâ çalışmayabilir ne salak bir yapay zekasın
User prompt
put drop button to left sife
User prompt
ya senin belanı sikiyim çalışmıyor drop
User prompt
make same like take but reverse, if i see drop station i need put travellers to station and reverse in capacity
User prompt
fix still i cant drop
User prompt
fix still i cant drop
User prompt
put text to capacity bar
User prompt
make bus station capacity bar and if travellers higher than 1, make i can drop the travellers to if im next to the drop station assets with drop traveller button
User prompt
make i can drop travellers to drop station
User prompt
add new assets for drop station and make them can spawn too
User prompt
fix i cant drop to empty stations
User prompt
fix travellers no spawn now
User prompt
i want 2 type station. 1 Take Station, only there travellers spawn and we will take, other station is drop station, here no traveller spawn, we drop here if we have travellers in bus. If we take 4 traveller in take station it will be drop 4 traveller in take station and they will stay in take station same like take station
User prompt
still travellers bug and still drop dont work and still here no 2 station for take and drop
User prompt
Do it what i want i dont see there only 2 station
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bus (player) class var Bus = Container.expand(function () { var self = Container.call(this); var busAsset = self.attachAsset('bus', { anchorX: 0.5, anchorY: 1 }); // For touch drag self.dragging = false; self.dragOffsetY = 0; // Called every tick self.update = function () { // Clamp bus to road (vertical bounds) if (self.y < 400) self.y = 400; if (self.y > 2200) self.y = 2200; }; // Touch down on bus self.down = function (x, y, obj) { self.dragging = true; self.dragOffsetY = y - self.y; }; // Touch up on bus self.up = function (x, y, obj) { self.dragging = false; }; return self; }); // Bus Station class var BusStation = Container.expand(function () { var self = Container.call(this); // Use dropStation asset if isPickup is false, otherwise use station var assetId = typeof self.isPickup !== "undefined" && self.isPickup === false ? 'dropStation' : 'station'; var stationAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 1 }); // List of travelers at this station self.travelers = []; // Travelers are now spawned in spawnStation, not here // Remove traveler from this station self.removeTraveler = function (traveler) { for (var i = 0; i < self.travelers.length; i++) { if (self.travelers[i] === traveler) { self.travelers.splice(i, 1); break; } } }; // Called every tick self.update = function () { // Remove station if no travelers left and bus has passed if (self.travelers.length === 0 && self.x + self.width / 2 < bus.x - 200) { self.destroy(); for (var i = 0; i < stations.length; i++) { if (stations[i] === self) { stations.splice(i, 1); break; } } } }; return self; }); // Traveler class var Traveler = Container.expand(function () { var self = Container.call(this); var travelerAsset = self.attachAsset('traveler', { anchorX: 0.5, anchorY: 1 }); // Reference to the station this traveler belongs to self.station = null; // Whether this traveler is still waiting at the station self.waiting = true; // Track if this traveler was dropped (for possible future logic) self.dropped = false; // Time (in ticks) until this traveler leaves self.leaveTick = 0; // Called every tick self.update = function () { // If not waiting, do nothing if (!self.waiting) return; // Travelers no longer leave by themselves // Remove the leave-tick logic entirely }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Spawn new station if needed (always keep exactly 2 stations in play) // visually distinguish drop station (flipX as example) var streetBgWidth = 900; var streetBgHeight = 400; var streetBgY = 1500; var streetBgs = []; for (var i = 0; i < 3; i++) { var streetBg = LK.getAsset('streetBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + (i - 1) * streetBgWidth, y: streetBgY }); game.addChild(streetBg); streetBgs.push(streetBg); } // Traveler // Bus station // Bus (player vehicle) // Game world scroll variables var scrollX = 0; // How far the world has scrolled right var scrollSpeed = 10; // Pixels per tick // Bus (player) var bus = new Bus(); game.addChild(bus); bus.x = 400; bus.y = 1500; // List of stations in the world var stations = []; // GUI: Score (number of travelers picked up) var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Meter Bar UI --- var meterBarBg = LK.getAsset('streetBg', { anchorX: 0, anchorY: 0.5, x: 200, y: 120, width: 600, height: 40, color: 0x222222 }); var meterBarFill = LK.getAsset('streetBg', { anchorX: 0, anchorY: 0.5, x: 200, y: 120, width: 600, height: 40, color: 0x2d8cf0 }); meterBarFill.width = 0; LK.gui.top.addChild(meterBarBg); LK.gui.top.addChild(meterBarFill); var meterBarText = new Text2('0m', { size: 60, fill: 0xffffff }); meterBarText.anchor.set(0, 0.5); meterBarText.x = 820; meterBarText.y = 120; LK.gui.top.addChild(meterBarText); // --- Bus Capacity Bar UI --- var busCapacityBarBg = LK.getAsset('streetBg', { anchorX: 0, anchorY: 0.5, x: 200, y: 200, width: 600, height: 32, color: 0x444444 }); var busCapacityBarFill = LK.getAsset('streetBg', { anchorX: 0, anchorY: 0.5, x: 200, y: 200, width: 600, height: 32, color: 0x83de44 }); busCapacityBarFill.width = 0; LK.gui.top.addChild(busCapacityBarBg); LK.gui.top.addChild(busCapacityBarFill); // Add text to capacity bar var busCapacityBarText = new Text2('0/10', { size: 48, fill: 0xffffff }); busCapacityBarText.anchor.set(0.5, 0.5); busCapacityBarText.x = 200 + 600 / 2; busCapacityBarText.y = 200; LK.gui.top.addChild(busCapacityBarText); // For dragging bus var dragBus = false; // --- Take Travelers Button --- var takeBtnBg = LK.getAsset('takeBtnBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 220, y: 2732 - 200 }); var takeBtnTxt = new Text2('Take Travelers', { size: 60, fill: 0xffffff }); takeBtnTxt.anchor.set(0.5, 0.5); takeBtnBg.addChild(takeBtnTxt); game.addChild(takeBtnBg); // --- Drop Travelers Button --- var dropBtnBg = LK.getAsset('takeBtnBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 660, y: 2732 - 200 }); var dropBtnTxt = new Text2('Drop Travelers', { size: 60, fill: 0xffffff }); dropBtnTxt.anchor.set(0.5, 0.5); dropBtnBg.addChild(dropBtnTxt); game.addChild(dropBtnBg); // Track if take or drop button is pressed this frame var takeBtnPressed = false; var dropBtnPressed = false; // Button press handler takeBtnBg.down = function (x, y, obj) { if (takeBtnBg.interactive !== false) { takeBtnPressed = true; } }; dropBtnBg.down = function (x, y, obj) { if (dropBtnBg.interactive !== false) { dropBtnPressed = true; } }; // Generate the first station function spawnStation(minX, isPickup) { // Alternate station placement: above or below the street, always aligned horizontally var station = new BusStation(); station.isPickup = !!isPickup; // true for take station, false for drop station // Re-attach correct asset if drop station (for existing BusStation instances) if (!station.isPickup) { // Remove old asset and attach dropStation asset if (station.children.length > 0) { station.removeChild(station.children[0]); } station.attachAsset('dropStation', { anchorX: 0.5, anchorY: 1 }); } // Spawn travelers immediately if pickup station if (station.isPickup) { // Generate random number of travelers (1-10) var numTravelers = 1 + Math.floor(Math.random() * 10); var streetCenterY = streetBgY; var travelerYOffset = station.y < streetCenterY ? -140 : 140; for (var i = 0; i < numTravelers; i++) { var traveler = new Traveler(); traveler.station = station; traveler.x = 0; traveler.y = travelerYOffset + (station.y < streetCenterY ? -i * 130 : i * 130); station.addChild(traveler); station.travelers.push(traveler); } } var streetCenterY = streetBgY; var offsetY = 260; // distance from street center to place stations // Alternate up/down for each station if (stations.length % 2 === 0) { station.y = streetCenterY - streetBgHeight / 2 - 40; // above street } else { station.y = streetCenterY + streetBgHeight / 2 + 40; // below street } // Place station at minX + random offset (900-1400 px ahead) for more space station.x = minX + 900 + Math.floor(Math.random() * 500); game.addChild(station); stations.push(station); } // Initial stations: Only the first station has travelers, the second has none var lastStationX = 1200; spawnStation(lastStationX, true); // First station is pickup, has travelers lastStationX = stations[stations.length - 1].x; spawnStation(lastStationX, false); // Second station is drop, no travelers // No need to remove travelers from second station, as it spawns with none // Move handler for dragging bus function handleMove(x, y, obj) { // Only drag if started on bus if (bus.dragging) { bus.y = y - bus.dragOffsetY; } } game.move = handleMove; // Down handler: start drag if on bus, or start holding for rightward movement var holdingRight = false; game.down = function (x, y, obj) { // Convert to bus local coordinates var local = bus.toLocal(game.toGlobal({ x: x, y: y })); // If within bus bounds, start drag if (local.x > -bus.width / 2 && local.x < bus.width / 2 && local.y > -bus.height && local.y < 0) { bus.dragging = true; bus.dragOffsetY = y - bus.y; } else { // Start holding for rightward movement holdingRight = true; } }; // Up handler: stop drag and stop holding rightward movement game.up = function (x, y, obj) { bus.dragging = false; holdingRight = false; }; // Main game update loop game.update = function () { // Move bus/world right if holding if (typeof holdingRight !== "undefined" && holdingRight) { var moveAmount = scrollSpeed; // Instead of moving the bus, move the world and keep bus centered scrollX += moveAmount; for (var i = 0; i < stations.length; i++) { stations[i].x -= moveAmount; } // Move and repeat street backgrounds for (var i = 0; i < streetBgs.length; i++) { streetBgs[i].x -= moveAmount; // If streetBg is fully off the left, move it to the right end if (streetBgs[i].x < -streetBgWidth / 2) { // Find the rightmost streetBg var maxX = streetBgs[0].x; for (var j = 1; j < streetBgs.length; j++) { if (streetBgs[j].x > maxX) maxX = streetBgs[j].x; } streetBgs[i].x = maxX + streetBgWidth; } } } // Always keep bus in the center of the screen horizontally bus.x = 2048 / 2; // Move all stations and their travelers (no auto scroll) for (var i = 0; i < stations.length; i++) { var station = stations[i]; // No station.x -= scrollSpeed; station.update(); for (var j = 0; j < station.travelers.length; j++) { station.travelers[j].update(); } } // Update bus bus.update(); // --- Meter Bar Update: Show distance to next station --- var nextStation = null; if (bus.lastPickupStationIndex !== undefined && bus.lastPickupStationIndex + 1 < stations.length) { nextStation = stations[bus.lastPickupStationIndex + 1]; } if (!nextStation && stations.length > 1) { nextStation = stations[1]; } if (nextStation) { var dist = Math.max(0, Math.floor(Math.abs(nextStation.x - bus.x))); var maxDist = 1200; // Max distance for full bar var barWidth = Math.max(0, Math.min(600, 600 * (1 - dist / maxDist))); meterBarFill.width = barWidth; meterBarText.setText(dist + "m"); } else { meterBarFill.width = 0; meterBarText.setText("0m"); } // Spawn new station if needed (always keep exactly 2 stations in play) if (stations.length < 2) { var minX = stations.length === 0 ? bus.x + 800 : stations[stations.length - 1].x; spawnStation(minX); } // Remove extra stations if more than 2 (defensive, should not happen) while (stations.length > 2) { var oldStation = stations[0]; oldStation.destroy(); stations.splice(0, 1); } // --- Manual pickup and drop-off logic with Take Travelers button --- // --- Manual pickup and drop-off logic with Take Travelers button --- if (typeof bus.travelersOnBoard === "undefined") { bus.travelersOnBoard = []; bus.lastPickupStationIndex = -1; bus.lastDropStationIndex = -1; } // --- Enable/disable Take and Drop Travelers buttons based on action possibility --- var canTake = false; var canDrop = false; // Check if we can take travelers at a nearby station for (var i = 0; i < stations.length; i++) { var station = stations[i]; if (station.travelers.length > 0 && Math.abs(station.x - bus.x) < 180 && bus.lastPickupStationIndex !== i) { canTake = true; break; } } // --- Bus Capacity Bar Update --- var maxCapacity = 10; var travelersOnBoardCount = bus.travelersOnBoard ? bus.travelersOnBoard.length : 0; var capBarWidth = Math.max(0, Math.min(600, 600 * (travelersOnBoardCount / maxCapacity))); busCapacityBarFill.width = capBarWidth; busCapacityBarText.setText(travelersOnBoardCount + "/" + maxCapacity); // Check if we can drop travelers at the next station (allow drop even if station has no travelers) // Now: Only allow drop if travelersOnBoard > 1 and bus is next to drop station if (bus.travelersOnBoard.length > 1 && bus.lastPickupStationIndex !== -1) { var dropIndex = bus.lastPickupStationIndex + 1; if (dropIndex < stations.length) { var dropStation = stations[dropIndex]; // Allow drop at any drop station, even if it has no travelers if (Math.abs(dropStation.x - bus.x) < 180 && bus.lastDropStationIndex !== dropIndex) { canDrop = true; } } } else { canDrop = false; } // Visually enable/disable the buttons takeBtnBg.alpha = canTake ? 1 : 0.4; takeBtnBg.interactive = canTake; dropBtnBg.alpha = canDrop ? 1 : 0.4; dropBtnBg.interactive = canDrop; // --- Manual Pickup logic: only when button pressed --- if (takeBtnPressed) { for (var i = 0; i < stations.length; i++) { var station = stations[i]; // Only pick up if bus is close to station, this is a new station, and this station has travelers if (station.travelers.length > 0 && Math.abs(station.x - bus.x) < 180 && bus.lastPickupStationIndex !== i) { // Pick up all waiting travelers at this station var waitingTravelers = []; for (var j = station.travelers.length - 1; j >= 0; j--) { var traveler = station.travelers[j]; if (traveler.waiting) { waitingTravelers.push(traveler); } } // Actually pick up the travelers for (var w = 0; w < waitingTravelers.length; w++) { var traveler = waitingTravelers[w]; traveler.waiting = false; // Animate traveler to bus, then destroy tween(traveler, { x: bus.x - station.x, y: bus.y - station.y - 100, alpha: 0 }, { duration: 400, easing: tween.easeIn, onFinish: function (trav) { return function () { trav.destroy(); }; }(traveler) }); // Add to bus's onboard list if (!bus.travelersOnBoard) bus.travelersOnBoard = []; bus.travelersOnBoard.push({ traveler: traveler, pickedUpAt: i }); // Remove from station station.removeTraveler(traveler); score += 1; scoreTxt.setText(score); } // Mark this station as the last pickup bus.lastPickupStationIndex = i; break; // Only pick up at one station per press } } takeBtnPressed = false; // Reset button press } // --- Manual Drop-off logic: drop travelers only when Drop Travelers button is pressed --- if (dropBtnPressed && bus.travelersOnBoard.length > 0 && bus.lastPickupStationIndex !== -1) { var dropIndex = bus.lastPickupStationIndex + 1; if (dropIndex < stations.length) { var dropStation = stations[dropIndex]; // Allow drop at any drop station, even if it has no travelers if (Math.abs(dropStation.x - bus.x) < 180 && bus.lastDropStationIndex !== dropIndex) { // Drop off all travelers picked up at previous station var droppedTravelers = []; for (var k = bus.travelersOnBoard.length - 1; k >= 0; k--) { var onboard = bus.travelersOnBoard[k]; if (onboard.pickedUpAt === bus.lastPickupStationIndex) { var t = onboard.traveler; // Animate traveler off the bus to the station, then keep at station t.x = bus.x - dropStation.x; t.y = bus.y - dropStation.y - 100; t.alpha = 1; dropStation.addChild(t); // Attach to dropStation for correct animation // Mark as waiting again, so they behave like take station travelers t.waiting = true; t.station = dropStation; t.dropped = true; droppedTravelers.push(t); // Animate to correct position, then set alpha to 1 (visible) var targetY = dropStation.y < streetBgY ? -140 - dropStation.travelers.length * 130 : 140 + dropStation.travelers.length * 130; tween(t, { x: 0, y: targetY, alpha: 1 }, { duration: 400, easing: tween.easeIn, onFinish: function (trav, stationRef, yTarget) { return function () { // Place at correct y, ensure visible trav.x = 0; trav.y = yTarget; trav.alpha = 1; }; }(t, dropStation, targetY) }); // Add to dropStation's travelers array so they stay at station dropStation.travelers.push(t); // Remove from bus bus.travelersOnBoard.splice(k, 1); k--; // Decrement k since we removed an element from the array } } // Mark this station as the last drop bus.lastDropStationIndex = dropIndex; // Prevent immediate pickup at this station after drop bus.lastPickupStationIndex = dropIndex; // --- After drop, always keep only 2 stations: remove the old one, spawn a new one with travelers --- // Remove the previous station (the one we just dropped at) if it is not the dropStation // (But now, we want to keep the dropStation with dropped travelers) while (stations.length > 2) { var oldStation = stations[0]; // Only remove if not the current dropStation if (oldStation !== dropStation) { oldStation.destroy(); stations.splice(0, 1); } else { // If dropStation is first, remove second if (stations.length > 2) { stations[1].destroy(); stations.splice(1, 1); } } } // Spawn a new pickup station ahead of the last station (with travelers) var lastX = stations[stations.length - 1].x; spawnStation(lastX, true); // Then spawn a new drop station (no travelers) lastX = stations[stations.length - 1].x; spawnStation(lastX, false); // Always keep only 2 stations (defensive) while (stations.length > 2) { var oldStation = stations[0]; oldStation.destroy(); stations.splice(0, 1); } // Reset pickup/drop indices so player must go to new station bus.lastPickupStationIndex = stations.length - 2; bus.lastDropStationIndex = stations.length - 2; } } dropBtnPressed = false; // Reset button press } };
===================================================================
--- original.js
+++ change.js
@@ -221,9 +221,9 @@
// --- Drop Travelers Button ---
var dropBtnBg = LK.getAsset('takeBtnBg', {
anchorX: 0.5,
anchorY: 0.5,
- x: 2048 / 2 + 220,
+ x: 2048 / 2 - 660,
y: 2732 - 200
});
var dropBtnTxt = new Text2('Drop Travelers', {
size: 60,