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
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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
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fix i cant drop to empty stations
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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 () { // No longer remove station when bus passes; stations persist }; 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 ****/ // 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 = []; // Spawn many stations with spacing, alternating pickup/drop var lastStationX = 1200; var NUM_STATIONS = 12; // or any large number, no limit var minStationSpacing = 900; // minimum distance between stations var maxStationSpacing = 1400; // maximum distance between stations var stationWidth = 400; for (var i = 0; i < NUM_STATIONS; i++) { var isPickup = i % 2 === 0; var tryCount = 0; var valid = false; var tryX = 0; while (!valid && tryCount < 100) { var spacing = minStationSpacing + Math.floor(Math.random() * (maxStationSpacing - minStationSpacing + 1)); if (i === 0) { tryX = 1200; } else { tryX = lastStationX + spacing; } // Check for overlap with all previous stations valid = true; for (var j = 0; j < stations.length; j++) { var prev = stations[j]; // Use station width for overlap check if (Math.abs(tryX - prev.x) < stationWidth + 100) { valid = false; break; } } tryCount++; } lastStationX = tryX; spawnStation(lastStationX, isPickup); } // 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 + 220, 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 handlers 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 a station at a given x, alternating pickup/drop and up/down function spawnStation(x, isPickup) { var station = new BusStation(); station.isPickup = !!isPickup; // Re-attach correct asset if drop station (for existing BusStation instances) if (!station.isPickup) { if (station.children.length > 0) { station.removeChild(station.children[0]); } station.attachAsset('dropStation', { anchorX: 0.5, anchorY: 1 }); } // Alternate up/down for each station var streetCenterY = streetBgY; if (stations.length % 2 === 0) { station.y = streetCenterY - streetBgHeight / 2 - 40; // above street } else { station.y = streetCenterY + streetBgHeight / 2 + 40; // below street } // Place at given x station.x = x; // Spawn travelers immediately if pickup station if (station.isPickup) { var numTravelers = 1 + Math.floor(Math.random() * 10); 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); } } game.addChild(station); stations.push(station); } // Spawn many stations with spacing, alternating pickup/drop var lastStationX = 1200; var NUM_STATIONS = 12; // or any large number, no limit for (var i = 0; i < NUM_STATIONS; i++) { var isPickup = i % 2 === 0; // Each station is at least 900-1400 px apart from previous var spacing = 900 + Math.floor(Math.random() * 500); if (i === 0) { lastStationX = 1200; } else { lastStationX = stations[stations.length - 1].x + spacing; } spawnStation(lastStationX, isPickup); } // 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"); } // (No need to spawn or remove stations here, handled at game start) // --- 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 Travelers button based on action possibility --- var canTake = false; var canDrop = false; var dropStationIndex = -1; // Check if we can take travelers at a nearby station for (var i = 0; i < stations.length; i++) { var station = stations[i]; // Take: must be pickup station, has travelers, close, and not already picked up here if (station.isPickup && station.travelers.length > 0 && Math.abs(station.x - bus.x) < 180 && bus.lastPickupStationIndex !== i) { canTake = true; } // Drop: must be drop station, bus has travelers, close, and not already dropped here if (!station.isPickup && bus.travelersOnBoard && bus.travelersOnBoard.length > 0 && Math.abs(station.x - bus.x) < 180 && bus.lastDropStationIndex !== i) { canDrop = true; dropStationIndex = i; } } // --- 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); // Visually enable/disable the take and drop 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 pickup station, this is a new station, and this station has travelers if (station.isPickup && 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: only when drop button pressed --- if (dropBtnPressed && canDrop && dropStationIndex !== -1) { var station = stations[dropStationIndex]; // Drop all travelers currently on the bus if (bus.travelersOnBoard && bus.travelersOnBoard.length > 0) { // Calculate base Y for stacking var baseY = 0; var stackDir = 1; // If station is above street, stack upwards; if below, stack downwards var streetCenterY = streetBgY; if (station.y < streetCenterY) { baseY = -140; stackDir = -1; } else { baseY = 140; stackDir = 1; } // Count how many travelers are already at this drop station (for stacking) var alreadyDropped = 0; for (var tt = 0; tt < station.travelers.length; tt++) { if (station.travelers[tt].dropped) alreadyDropped++; } for (var t = 0; t < bus.travelersOnBoard.length; t++) { var travelerObj = bus.travelersOnBoard[t]; var traveler = travelerObj.traveler; // Animate traveler to station, then destroy var newTraveler = new Traveler(); newTraveler.x = bus.x - station.x; newTraveler.y = bus.y - station.y - 100; newTraveler.alpha = 0; newTraveler.waiting = false; newTraveler.dropped = true; newTraveler.station = station; // Stack vertically at the station var stackIndex = alreadyDropped + t; newTraveler.x = 0; newTraveler.y = baseY + stackDir * stackIndex * 130; newTraveler.alpha = 0; station.addChild(newTraveler); station.travelers.push(newTraveler); tween(newTraveler, { x: 0, y: baseY + stackDir * stackIndex * 130, alpha: 1 }, { duration: 400, easing: tween.easeOut, onFinish: function (trav) { return function () { trav.destroy(); }; }(newTraveler) }); } // Clear bus bus.travelersOnBoard = []; // Mark this station as the last drop bus.lastDropStationIndex = dropStationIndex; } dropBtnPressed = false; // Reset button press } };
===================================================================
--- original.js
+++ change.js
@@ -127,26 +127,26 @@
var lastStationX = 1200;
var NUM_STATIONS = 12; // or any large number, no limit
var minStationSpacing = 900; // minimum distance between stations
var maxStationSpacing = 1400; // maximum distance between stations
+var stationWidth = 400;
for (var i = 0; i < NUM_STATIONS; i++) {
var isPickup = i % 2 === 0;
var tryCount = 0;
var valid = false;
var tryX = 0;
- while (!valid && tryCount < 20) {
+ while (!valid && tryCount < 100) {
var spacing = minStationSpacing + Math.floor(Math.random() * (maxStationSpacing - minStationSpacing + 1));
if (i === 0) {
tryX = 1200;
} else {
- tryX = stations[stations.length - 1].x + spacing;
+ tryX = lastStationX + spacing;
}
// Check for overlap with all previous stations
valid = true;
for (var j = 0; j < stations.length; j++) {
var prev = stations[j];
// Use station width for overlap check
- var stationWidth = 400;
if (Math.abs(tryX - prev.x) < stationWidth + 100) {
valid = false;
break;
}