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delete the cobblestone background
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işe yaramayan float ve assetleri sil
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karakterin ayakları cobblestone backgroundan ön planda dursun
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cobble stone sadece background olarak gözüksün
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ayakları 45 derece saat yönünün tersinde açıyla tut
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tekrar yap oturur vaziyette yap
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şuanda müzisyenin olduğu konuma bir oturak ekle ve müzisyeni üzerine oturt
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20 pixel daha kaldır
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müzisyeni 10 pixel yukarı kaldır
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müzisyeni cobblestone layerınınüzerine koy
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müzisyeni ekranın alt kısmına koy ve pozisyonunu oturuyor olarak yap
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müzisyeni ekranın ortasına koy
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6872dc5055fa47ea9a37e7c3 take the bottom
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get behinde the cobblestone to musician
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Make sure the musician is the top layer in the composition, placed in the foreground above all other assets like the background, sidewalk, street lamp, and bench."
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müzisyeni en ön plana al
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take the front all of musician
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ADD A STREET LAMB and a floor
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A stylized urban street scene at dusk behind a character, featuring a vintage street lamp and a wooden park bench on the sidewalk. The background should match a slightly moody, atmospheric aesthetic — cobblestone pavement, soft lighting from the lamp, and subtle city elements like old brick buildings and distant street signs. The scene should feel cinematic and slightly nostalgic, with natural shadows and depth."
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karakterin arkasına konsepte uygun bir background ekle ayrıca bir bank ve sokak lambası
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ActionButton = Container.expand(function (text, action, assetType) {
var self = Container.call(this);
var buttonAsset = assetType || 'performButton';
var button = self.attachAsset(buttonAsset, {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(text, {
size: 48,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
buttonText.anchor.set(0.5, 1);
buttonText.x = 0;
buttonText.y = -50;
self.addChild(buttonText);
self.action = action;
self.down = function (x, y, obj) {
if (self.action) {
self.action();
}
};
return self;
});
var CollapsibleWindow = Container.expand(function () {
var self = Container.call(this);
// Create window background
var windowBg = self.attachAsset('tabBackground', {
anchorX: 1,
anchorY: 0.5
});
// Create handle for toggle - positioned at screen edge
var handle = self.attachAsset('tabHandle', {
anchorX: 1,
anchorY: 0.5,
x: 0,
y: 0
});
// Add handle text
var handleText = new Text2('NAV', {
size: 20,
fill: 0xFFFFFF,
font: "'Arial Black','Arial',sans-serif"
});
handleText.anchor.set(0.5, 0.5);
handleText.x = -15;
handleText.y = 0;
handle.addChild(handleText);
self.isOpen = false;
self.buttons = [];
// Toggle window open/closed
self.toggle = function () {
self.isOpen = !self.isOpen;
var targetX = self.isOpen ? 0 : windowBg.width;
var handleTargetX = self.isOpen ? -windowBg.width + 125 : 0;
tween(windowBg, {
x: targetX
}, {
duration: 500,
easing: tween.easeInOut
});
tween(handle, {
x: handleTargetX
}, {
duration: 500,
easing: tween.easeInOut
});
// Update button visibility
for (var i = 0; i < self.buttons.length; i++) {
self.buttons[i].visible = self.isOpen;
}
};
// Add navigation button to window
self.addNavButton = function (text, targetLocation, assetType, yOffset) {
var button = new NavigationButton(text, targetLocation, assetType);
button.x = -200;
button.y = yOffset;
button.scaleX = 1.3;
button.scaleY = 1.3;
button.visible = false;
windowBg.addChild(button);
self.buttons.push(button);
return button;
};
// Handle click on handle
handle.down = function (x, y, obj) {
self.toggle();
};
// Initially closed - position completely off-screen
windowBg.x = windowBg.width;
return self;
});
var Location = Container.expand(function (type, name, earningMultiplier, cost) {
var self = Container.call(this);
self.type = type;
self.name = name;
self.earningMultiplier = earningMultiplier;
self.cost = cost;
self.unlocked = type === 'street';
var locationGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
var nameText = new Text2(name, {
size: 24,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0);
nameText.x = 0;
nameText.y = locationGraphics.height / 2 + 10;
self.addChild(nameText);
self.down = function (x, y, obj) {
if (self.unlocked) {
selectLocation(self);
}
};
return self;
});
var Musician = Container.expand(function () {
var self = Container.call(this);
// Main body - centered as the base
var body = self.attachAsset('musicianBody', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0
});
// Add head positioned above body
var head = self.attachAsset('musicianHead', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -200
});
// Add left arm positioned at shoulder level
var leftArm = self.attachAsset('musicianArm', {
anchorX: 0.5,
anchorY: 0,
x: -110,
y: -80
});
// Add right arm positioned at shoulder level
var rightArm = self.attachAsset('musicianArm', {
anchorX: 0.5,
anchorY: 0,
x: 110,
y: -80
});
// Add left leg positioned below body
var leftLeg = self.attachAsset('musicianLeg', {
anchorX: 0.5,
anchorY: 0,
x: -35,
y: 160
});
// Add right leg positioned below body
var rightLeg = self.attachAsset('musicianLeg', {
anchorX: 0.5,
anchorY: 0,
x: 35,
y: 160
});
// Position guitar in left arm
var guitar = self.attachAsset('guitar', {
anchorX: 0.5,
anchorY: 0.5,
x: -40,
y: 20
});
self.perform = function () {
// Animate guitar
tween(guitar, {
rotation: 0.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(guitar, {
rotation: -0.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(guitar, {
rotation: 0
}, {
duration: 200
});
}
});
}
});
// Animate right arm (strumming)
tween(rightArm, {
rotation: 0.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(rightArm, {
rotation: -0.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(rightArm, {
rotation: 0
}, {
duration: 200
});
}
});
}
});
// Animate left arm slightly
tween(leftArm, {
rotation: -0.1
}, {
duration: 600,
onFinish: function onFinish() {
tween(leftArm, {
rotation: 0
}, {
duration: 200
});
}
});
LK.getSound('guitarStrum').play();
};
return self;
});
var NavigationButton = Container.expand(function (text, targetLocation, assetType) {
var self = Container.call(this);
var button = self.attachAsset(assetType, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
var buttonText = new Text2(text, {
size: 24,
fill: 0xFFFFFF,
font: "'Arial Black','Arial',sans-serif"
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = 0;
buttonText.y = 0;
self.addChild(buttonText);
self.targetLocation = targetLocation;
self.down = function (x, y, obj) {
navigateToLocation(self.targetLocation);
};
return self;
});
var ResourceBar = Container.expand(function (label, color, maxValue) {
var self = Container.call(this);
self.maxValue = maxValue;
self.currentValue = maxValue;
var bg = self.attachAsset('resourceBg', {
anchorX: 0,
anchorY: 0
});
var bar = self.attachAsset('resourceBar', {
anchorX: 0,
anchorY: 0,
x: 2,
y: 2
});
bar.tint = color;
self.bar = bar;
// Add percentage text centered in the bar
var valueText = new Text2('100%', {
size: 24,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
valueText.anchor.set(0.5, 0.5);
valueText.x = 152;
valueText.y = 17;
self.addChild(valueText);
self.valueText = valueText;
self.updateBar = function () {
var percentage = Math.max(0, self.currentValue / self.maxValue);
self.bar.width = 300 * percentage;
self.valueText.setText(Math.round(percentage * 100) + '%');
if (percentage < 0.3) {
self.bar.tint = 0xFF0000;
} else if (percentage < 0.6) {
self.bar.tint = 0xFFFF00;
} else {
self.bar.tint = color;
}
};
self.setValue = function (value) {
self.currentValue = Math.max(0, Math.min(self.maxValue, value));
self.updateBar();
};
self.addValue = function (amount) {
self.setValue(self.currentValue + amount);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game state variables
var currentDay = 1;
var money = 10;
var followers = 0;
var concerts = 0;
var musicSkill = 10;
var equipmentLevel = 1;
var socialMediaUnlocked = false;
// Resources
var foodLevel = 100;
var waterLevel = 100;
var healthLevel = 100;
var moodLevel = 80;
var sleepLevel = 80;
// Game state
var currentLocation = null;
var gamePhase = 'playing'; // 'playing', 'gameOver', 'won'
var lastPerformanceTime = 0;
var policeRisk = 0;
// UI Elements
var dayText = new Text2('Day 1', {
size: 40,
fill: 0x000000
});
dayText.anchor.set(0.5, 0);
LK.gui.top.addChild(dayText);
var moneyText = new Text2('$10', {
size: 30,
fill: 0x000000
});
moneyText.anchor.set(1, 0);
moneyText.x = -20;
moneyText.y = 60;
LK.gui.topRight.addChild(moneyText);
var followersText = new Text2('Followers: 0', {
size: 25,
fill: 0x000000
});
followersText.anchor.set(0, 0);
followersText.x = 20;
followersText.y = 60;
LK.gui.topLeft.addChild(followersText);
// Create resource bars arranged side by side
var barStartX = 200;
var barSpacing = 320;
var barY = 150;
var foodBar = new ResourceBar('', 0x32CD32, 100);
foodBar.x = barStartX;
foodBar.y = barY;
game.addChild(foodBar);
var waterBar = new ResourceBar('', 0x1E90FF, 100);
waterBar.x = barStartX + barSpacing;
waterBar.y = barY;
game.addChild(waterBar);
var healthBar = new ResourceBar('', 0xFF6347, 100);
healthBar.x = barStartX + barSpacing * 2;
healthBar.y = barY;
game.addChild(healthBar);
var moodBar = new ResourceBar('', 0xFFD700, 100);
moodBar.x = barStartX + barSpacing * 3;
moodBar.y = barY;
game.addChild(moodBar);
var sleepBar = new ResourceBar('', 0x9370DB, 100);
sleepBar.x = barStartX + barSpacing * 4;
sleepBar.y = barY;
game.addChild(sleepBar);
// Add labels below the bars
var foodLabel = new Text2('Food', {
size: 32,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
foodLabel.anchor.set(0.5, 0);
foodLabel.x = barStartX + 152;
foodLabel.y = barY + 50;
game.addChild(foodLabel);
var waterLabel = new Text2('Water', {
size: 32,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
waterLabel.anchor.set(0.5, 0);
waterLabel.x = barStartX + barSpacing + 152;
waterLabel.y = barY + 50;
game.addChild(waterLabel);
var healthLabel = new Text2('Health', {
size: 32,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
healthLabel.anchor.set(0.5, 0);
healthLabel.x = barStartX + barSpacing * 2 + 152;
healthLabel.y = barY + 50;
game.addChild(healthLabel);
var moodLabel = new Text2('Mood', {
size: 32,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
moodLabel.anchor.set(0.5, 0);
moodLabel.x = barStartX + barSpacing * 3 + 152;
moodLabel.y = barY + 50;
game.addChild(moodLabel);
var sleepLabel = new Text2('Sleep', {
size: 32,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
sleepLabel.anchor.set(0.5, 0);
sleepLabel.x = barStartX + barSpacing * 4 + 152;
sleepLabel.y = barY + 50;
game.addChild(sleepLabel);
// Create locations (references only, no visual buttons)
var locations = [];
var streetCorner = new Location('streetCorner', 'Street Corner', 1.0, 0);
locations.push(streetCorner);
var market = new Location('market', 'Market', 1.5, 5);
locations.push(market);
var hotel = new Location('hotel', 'Hotel', 2.0, 15);
locations.push(hotel);
var studio = new Location('studio', 'Studio', 3.0, 50);
locations.push(studio);
// Create musician
var musician = new Musician();
musician.x = 1024; // Center horizontally (2048/2)
musician.y = 2400; // Position at bottom of screen
game.addChild(musician);
// Create action buttons
var performButton = new ActionButton('Perform ($' + (currentLocation ? currentLocation.cost : 0) + ')', function () {
if (currentLocation && money >= currentLocation.cost) {
performMusic();
}
});
performButton.x = 250;
performButton.y = 800;
game.addChild(performButton);
var eatButton = new ActionButton('Eat ($5)', function () {
if (money >= 5) {
money -= 5;
foodLevel = Math.min(100, foodLevel + 30);
moodLevel = Math.min(100, moodLevel + 10);
updateDisplay();
}
}, 'eatButton');
eatButton.x = 550;
eatButton.y = 800;
game.addChild(eatButton);
var drinkButton = new ActionButton('Drink ($2)', function () {
if (money >= 2) {
money -= 2;
waterLevel = Math.min(100, waterLevel + 40);
updateDisplay();
}
}, 'drinkButton');
drinkButton.x = 850;
drinkButton.y = 800;
game.addChild(drinkButton);
var sleepButton = new ActionButton('Sleep ($10)', function () {
if (money >= 10) {
money -= 10;
sleepLevel = Math.min(100, sleepLevel + 60);
healthLevel = Math.min(100, healthLevel + 10);
moodLevel = Math.min(100, moodLevel + 15);
updateDisplay();
}
}, 'sleepButton');
sleepButton.x = 1150;
sleepButton.y = 800;
game.addChild(sleepButton);
var nextDayButton = new ActionButton('Next Day', function () {
nextDay();
});
nextDayButton.x = 1450;
nextDayButton.y = 800;
game.addChild(nextDayButton);
// Create floor (cobblestone ground)
var floor = game.addChild(LK.getAsset('cobblestone', {
anchorX: 0,
anchorY: 1,
x: 0,
y: 2732
}));
// Create street lamp
var streetLamp = game.addChild(LK.getAsset('streetLamp', {
anchorX: 0.5,
anchorY: 1,
x: 300,
y: 2432 - 150
}));
// Add lamp light glow effect
var lampGlow = game.addChild(LK.getAsset('lampGlow', {
anchorX: 1.5,
anchorY: 1.5,
x: 400,
y: 2150 - 150 - 230
}));
lampGlow.alpha = 0.3;
// Set initial location
currentLocation = streetCorner;
selectLocation(streetCorner);
function selectLocation(location) {
if (!location.unlocked) {
return;
}
currentLocation = location;
// Update perform button cost
var buttonText = performButton.children[1];
buttonText.setText('Perform ($' + location.cost + ')');
// Visual feedback
for (var i = 0; i < locations.length; i++) {
locations[i].alpha = locations[i] === location ? 1.0 : 0.7;
}
}
function performMusic() {
if (currentLocation && money >= currentLocation.cost && sleepLevel > 20) {
money -= currentLocation.cost;
// Calculate performance quality
var performance = calculatePerformance();
var earnings = Math.floor(performance * currentLocation.earningMultiplier * (5 + Math.random() * 15));
money += earnings;
musicSkill += 1;
sleepLevel = Math.max(0, sleepLevel - 15);
moodLevel = Math.min(100, moodLevel + 5);
// Police encounter chance
if (currentLocation.type === 'streetCorner' && Math.random() < 0.15) {
policeEncounter();
}
// Social media followers (after day 10)
if (currentDay >= 10 && !socialMediaUnlocked) {
socialMediaUnlocked = true;
}
if (socialMediaUnlocked && performance > 0.7) {
var newFollowers = Math.floor(performance * 10 * currentLocation.earningMultiplier);
followers += newFollowers;
}
musician.perform();
LK.getSound('coinDrop').play();
// Show earnings
showEarnings(earnings);
updateDisplay();
checkWinConditions();
}
}
function calculatePerformance() {
var base = musicSkill / 100;
var moodBonus = moodLevel / 100 * 0.3;
var sleepBonus = sleepLevel / 100 * 0.2;
var equipmentBonus = equipmentLevel * 0.1;
return Math.min(1.0, base + moodBonus + sleepBonus + equipmentBonus);
}
function policeEncounter() {
LK.getSound('policeSiren').play();
var officer = game.addChild(LK.getAsset('policeOfficer', {
anchorX: 0.5,
anchorY: 1,
x: musician.x + 100,
y: musician.y
}));
var fine = Math.floor(5 + Math.random() * 15);
money = Math.max(0, money - fine);
moodLevel = Math.max(0, moodLevel - 20);
LK.setTimeout(function () {
officer.destroy();
}, 2000);
updateDisplay();
}
function showEarnings(amount) {
var earningsText = new Text2('+$' + amount, {
size: 30,
fill: 0x00FF00
});
earningsText.anchor.set(0.5, 0.5);
earningsText.x = musician.x;
earningsText.y = musician.y - 150;
game.addChild(earningsText);
tween(earningsText, {
y: earningsText.y - 50,
alpha: 0
}, {
duration: 1500,
onFinish: function onFinish() {
earningsText.destroy();
}
});
}
function nextDay() {
currentDay++;
// Daily resource drain
foodLevel = Math.max(0, foodLevel - 10);
waterLevel = Math.max(0, waterLevel - 10);
// Health effects
if (foodLevel < 20) {
healthLevel = Math.max(0, healthLevel - 15);
moodLevel = Math.max(0, moodLevel - 10);
}
if (waterLevel < 20) {
healthLevel = Math.max(0, healthLevel - 10);
}
if (sleepLevel < 30) {
healthLevel = Math.max(0, healthLevel - 5);
moodLevel = Math.max(0, moodLevel - 15);
}
// Unlock locations based on progress
if (currentDay >= 5 && !market.unlocked) {
market.unlocked = true;
market.alpha = 1.0;
}
if (currentDay >= 10 && musicSkill >= 50 && !hotel.unlocked) {
hotel.unlocked = true;
hotel.alpha = 1.0;
}
if (currentDay >= 15 && followers >= 100 && !studio.unlocked) {
studio.unlocked = true;
studio.alpha = 1.0;
}
// Random events
if (Math.random() < 0.2) {
randomEvent();
}
updateDisplay();
checkGameOver();
checkWinConditions();
}
function randomEvent() {
var events = [{
text: "A generous fan gave you $20!",
effect: function effect() {
money += 20;
}
}, {
text: "Rain ruined your guitar strings. -$10",
effect: function effect() {
money = Math.max(0, money - 10);
}
}, {
text: "You met a music producer!",
effect: function effect() {
if (musicSkill >= 70) {
concerts++;
money += 100;
}
}
}];
var event = events[Math.floor(Math.random() * events.length)];
event.effect();
var eventText = new Text2(event.text, {
size: 25,
fill: 0xFFFF00
});
eventText.anchor.set(0.5, 0.5);
eventText.x = 1024;
eventText.y = 1000;
game.addChild(eventText);
tween(eventText, {
alpha: 0
}, {
duration: 3000,
onFinish: function onFinish() {
eventText.destroy();
}
});
}
function updateDisplay() {
dayText.setText('Day ' + currentDay);
moneyText.setText('$' + money);
followersText.setText('Followers: ' + followers);
foodBar.setValue(foodLevel);
waterBar.setValue(waterLevel);
healthBar.setValue(healthLevel);
moodBar.setValue(moodLevel);
sleepBar.setValue(sleepLevel);
}
function checkGameOver() {
if (healthLevel <= 0) {
gamePhase = 'gameOver';
LK.showGameOver();
} else if (moodLevel <= 0) {
gamePhase = 'gameOver';
LK.showGameOver();
} else if (currentDay > 30) {
if (concerts < 3 || followers < 1000) {
gamePhase = 'gameOver';
LK.showGameOver();
}
}
}
function checkWinConditions() {
if (concerts >= 3 && followers >= 1000 && currentDay <= 30) {
gamePhase = 'won';
LK.showYouWin();
}
}
// Game screens management
var currentScreen = 'main';
var allGameElements = [];
// Store all main game elements for hiding/showing
allGameElements.push(performButton, eatButton, drinkButton, sleepButton, nextDayButton);
allGameElements.push(foodBar, waterBar, healthBar, moodBar, sleepBar);
allGameElements.push(foodLabel, waterLabel, healthLabel, moodLabel, sleepLabel);
allGameElements.push(floor, streetLamp, lampGlow);
// Add musician last to ensure it's in the front layer
allGameElements.push(musician);
// Create collapsible navigation window
var navWindow = new CollapsibleWindow();
navWindow.x = 2048; // Position at right edge
navWindow.y = 1466; // Center vertically
game.addChild(navWindow);
// Add navigation buttons to collapsible window with proper spacing relative to background
var buttonSpacing = 200;
var startY = -300;
var streetNavButton = navWindow.addNavButton('STREET CORNER', 'main', 'streetCornerNav', startY);
var marketNavButton = navWindow.addNavButton('MARKET', 'market', 'market', startY + buttonSpacing);
var hotelNavButton = navWindow.addNavButton('HOTEL', 'hotel', 'hotel', startY + buttonSpacing * 2);
var studioNavButton = navWindow.addNavButton('STUDIO', 'studio', 'studioNav', startY + buttonSpacing * 3);
// Market screen elements
var marketElements = [];
var marketTitle = new Text2('MARKET', {
size: 80,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
marketTitle.anchor.set(0.5, 0.5);
marketTitle.x = 1024;
marketTitle.y = 400;
marketElements.push(marketTitle);
// Hotel screen elements
var hotelElements = [];
var hotelTitle = new Text2('HOTEL', {
size: 80,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
hotelTitle.anchor.set(0.5, 0.5);
hotelTitle.x = 1024;
hotelTitle.y = 400;
hotelElements.push(hotelTitle);
// Studio screen elements
var studioElements = [];
var studioTitle = new Text2('STUDIO', {
size: 80,
fill: 0x000000,
font: "'Arial Black','Arial',sans-serif"
});
studioTitle.anchor.set(0.5, 0.5);
studioTitle.x = 1024;
studioTitle.y = 400;
studioElements.push(studioTitle);
function navigateToLocation(targetLocation) {
// Hide all current screen elements
hideCurrentScreenElements();
// Navigation buttons visibility handled by collapsible window
currentScreen = targetLocation;
if (targetLocation === 'main') {
// Show main game elements
for (var i = 0; i < allGameElements.length; i++) {
allGameElements[i].visible = true;
}
} else if (targetLocation === 'market') {
// Show market elements
for (var i = 0; i < marketElements.length; i++) {
if (!marketElements[i].parent) {
game.addChild(marketElements[i]);
}
marketElements[i].visible = true;
}
} else if (targetLocation === 'hotel') {
// Show hotel elements
for (var i = 0; i < hotelElements.length; i++) {
if (!hotelElements[i].parent) {
game.addChild(hotelElements[i]);
}
hotelElements[i].visible = true;
}
} else if (targetLocation === 'studio') {
// Show studio elements
for (var i = 0; i < studioElements.length; i++) {
if (!studioElements[i].parent) {
game.addChild(studioElements[i]);
}
studioElements[i].visible = true;
}
}
}
function hideCurrentScreenElements() {
// Hide main game elements
for (var i = 0; i < allGameElements.length; i++) {
allGameElements[i].visible = false;
}
// Hide market elements
for (var i = 0; i < marketElements.length; i++) {
marketElements[i].visible = false;
}
// Hide hotel elements
for (var i = 0; i < hotelElements.length; i++) {
hotelElements[i].visible = false;
}
// Hide studio elements
for (var i = 0; i < studioElements.length; i++) {
studioElements[i].visible = false;
}
}
// Initialize display
updateDisplay();
game.update = function () {
// Game runs at 60fps, update logic here if needed
}; ===================================================================
--- original.js
+++ change.js
@@ -715,8 +715,9 @@
allGameElements.push(performButton, eatButton, drinkButton, sleepButton, nextDayButton);
allGameElements.push(foodBar, waterBar, healthBar, moodBar, sleepBar);
allGameElements.push(foodLabel, waterLabel, healthLabel, moodLabel, sleepLabel);
allGameElements.push(floor, streetLamp, lampGlow);
+// Add musician last to ensure it's in the front layer
allGameElements.push(musician);
// Create collapsible navigation window
var navWindow = new CollapsibleWindow();
navWindow.x = 2048; // Position at right edge
pixel yatak. In-Game asset. 2d. High contrast. No shadows
pixel
Market pixel. In-Game asset. 2d. High contrast. No shadows
hotel pixel. In-Game asset. 2d. High contrast. No shadows
sokak lambası kaldırım ve bank pixel. In-Game asset. 2d. High contrast. No shadows
Music studio pixel. In-Game asset. 2d. High contrast. No shadows
water pixel. In-Game asset. 2d. High contrast. No shadows
Navigation pixel. In-Game asset. 2d. High contrast. No shadows
pixel phone frame. In-Game asset. 2d. High contrast. No shadows
street lamp pixel. In-Game asset. 2d. High contrast. No shadows
make pixels
sitting bench pixels. In-Game asset. 2d. High contrast. No shadows
clock face. no clock hour stick and minute stick only the clock face In-Game asset. 2d. High contrast. No shadows
DİRTY AND BROKE guitar pixel. dik dursun In-Game asset. 2d. High contrast. No shadows
same picture but night
same picture but morning
same picture noon time pixel
police officer pixel. detaylı surat full body In-Game asset. 2d. High contrast. No shadows
same picture but evening