User prompt
coin texturu ile fiyat sayısı arasındaki boşluğu 15 pixel arttır
User prompt
market fiyatlarında coin yazısı yerine coin texturunu koy ve sayının rengini biraz koyulaştır
User prompt
0.1 yani tek haneli küsürat olsun sanraki küsüratları yuvarla fiyatlarda
User prompt
oyunu optimize ve stabilize etmeyi dene şu anda yükleme ekranında kalıyor açılmıyor oyun. %60-70 civarında
User prompt
her şehir için ayrı market envanteri oluştur. ve her şehre rasgele eşya fiyatlandırma sistemi oluştur. mesela bazı şehirler elmayı %5 pahalıya satarken bazı şehirler tuzu %1 daha ucuza satsın ekonomi sistemindeki mevcut fiyatına göre şehrin ismine göre mantıklı fiyatlandırma koy. maximum %10 fark etmeli ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
satış modullerindeki item ismi textini %20 küçült
User prompt
satış modullerindeki fiyat textini 10 pixel aşşağı taşı
User prompt
market slotlarını ve market ismi text ini 60 pixel yukarı taşı
User prompt
market slotlarını birbirlerinden biraz daha uzaklaştır
User prompt
satış modüllerindeki item ismi ve fiyatları 20 pixel aşşağı taşı tüm modullerde ve boyutlarını 2 katına çıkar
User prompt
Move the top 3 market slots 30 pixels upward
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üsteli 3 market slotunu 40 pixel daha yukarı çıkar
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bazı texture boyutları ayarladım görünmez market slotlarının konumlarını buna göre tekrar ayarlayabilir misin
User prompt
görünmez slotları ve modüllerin boyutunu 2 katına çıkar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (currentMap < 0 || currentMap >= slotProbabilityPools.length || !slotProbabilityPools[currentMap]) {' Line Number: 1972
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (currentMap < 0 || currentMap >= slotProbabilityPools.length || !slotProbabilityPools[currentMap]) {' Line Number: 1971
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (currentMap < 0 || currentMap >= slotProbabilityPools.length || !slotProbabilityPools[currentMap]) {' Line Number: 1971
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading '11')' in or related to this line: 'var probabilityPool = slotProbabilityPools[currentMap];' Line Number: 1971
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < marketSlots.length; i++) {' Line Number: 1962 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < marketSlots.length; i++) {' Line Number: 1962
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < marketSlots.length; i++) {' Line Number: 1962 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < marketSlots.length; i++) {' Line Number: 1960
User prompt
markete 6 slotluk bir sistem ekle görünmez olsun slotlar. slotlara koyulacak item modül sistemi yap. modülün mantığı: tradearea texturesi item çercevesi bu çerçevenin üst kısmına itemin texturesi texturenin altında itemin ismi ve en alt kısmında economy sisteminden gelen itemin o anki değeri yazacak şimdilik. 2 modül yap şimdilik 2 eşyanız var salt ve apple. elma ve salt texturelerini kullan . modüller çok iyi oluşturulmalı ki daha sonra bu modüller üzerinden işlemler yapabilelim. daha önce eklediğin 6 slotluk sistemde her slot için bir olasılık havuzu hazırla. şimdilik %60 boş %25 apple modülü %15 salt modülü gelecek her 3000 pixel hareketimizde herangi bir şehrin slotlarındaki modüller %10 şansla yenilenebilir . o modüle tıkladığımızda eğer yeterli paramız varsa modülde gösterilen eşyayı satın alırız ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.economyData = economyData;' Line Number: 1978 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
arkaplanda çalışan ekonomi sistemi ekle ileride markete kuracağımız sistem buradan veri çekecek. şimdilik 2 eşyamıs var tuz ve elma. tuz temel fiyatı 2000 ve her hareket ettiğimiz 5000 pixelde bir %50 şansla fiyatı ya %7 artacak ya da %6 azalacak. elma da temel fiyatı 10 olacak her hareket ettiğimiz 500 pixelde %50 ihtimalle fiyatı ya 1 azalacak ya da 1 artacak. elma fiyatında sınır olsun 5 ten düşük 25 den büyük olamaz elma. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var CenterMarker = Container.expand(function () {
var self = Container.call(this);
var markerGraphics = self.attachAsset('centerMarker', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.isMoving = false;
self.targetX = 0;
self.targetY = 0;
self.speed = 3;
self.lastX = 0; // Track last X position for direction detection
self.moveTo = function (x, y) {
self.targetX = x;
self.targetY = y;
self.isMoving = true;
};
self.update = function () {
if (self.isMoving) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
self.x = self.targetX;
self.y = self.targetY;
self.isMoving = false;
} else {
// Store current X before updating
var currentX = self.x;
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
// Check direction change and flip character accordingly
if (self.x > currentX) {
// Moving right - face right (normal)
characterGraphics.scale.x = Math.abs(characterGraphics.scale.x);
} else if (self.x < currentX) {
// Moving left - face left (flipped)
characterGraphics.scale.x = -Math.abs(characterGraphics.scale.x);
}
}
}
};
return self;
});
var City = Container.expand(function () {
var self = Container.call(this);
var cityGraphics = self.attachAsset('city', {
anchorX: 0.5,
anchorY: 0.5
});
cityGraphics.y = -60; // Move graphics up by 60 pixels
return self;
});
var Mountain = Container.expand(function () {
var self = Container.call(this);
var mountainGraphics = self.attachAsset('mountain', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var Passage = Container.expand(function () {
var self = Container.call(this);
var passageGraphics = self.attachAsset('passage', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetMap = 0;
self.targetX = 0;
self.targetY = 0;
return self;
});
var Road = Container.expand(function () {
var self = Container.call(this);
var roadGraphics = self.attachAsset('road', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var TradeSlot = Container.expand(function () {
var self = Container.call(this);
// Slot properties
self.item = null; // 'salt', 'apple', or null for empty
self.price = 0;
// Create slot background (tradearea)
var slotBg = self.attachAsset('tradearea', {
anchorX: 0.5,
anchorY: 0.5
});
// Item icon (initially invisible)
var itemIcon = null;
// Item name text
var itemNameText = new Text2('', {
size: 24,
fill: 0xFFFFFF
});
itemNameText.anchor.set(0.5, 0.5);
itemNameText.x = 0;
itemNameText.y = 30;
self.addChild(itemNameText);
// Item price text
var itemPriceText = new Text2('', {
size: 20,
fill: 0xFFD700
});
itemPriceText.anchor.set(0.5, 0.5);
itemPriceText.x = 0;
itemPriceText.y = 50;
self.addChild(itemPriceText);
// Method to set item
self.setItem = function (itemType) {
// Clear existing item icon
if (itemIcon) {
self.removeChild(itemIcon);
itemIcon = null;
}
self.item = itemType;
if (itemType === 'salt') {
itemIcon = LK.getAsset('salt', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
itemIcon.x = 0;
itemIcon.y = -20;
self.addChild(itemIcon);
itemNameText.setText('Salt');
self.price = Math.round(saltCurrentPrice);
itemPriceText.setText(self.price + ' Gold');
} else if (itemType === 'apple') {
itemIcon = LK.getAsset('elma', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
itemIcon.x = 0;
itemIcon.y = -20;
self.addChild(itemIcon);
itemNameText.setText('Apple');
self.price = appleCurrentPrice;
itemPriceText.setText(self.price + ' Gold');
} else {
// Empty slot
itemNameText.setText('');
itemPriceText.setText('');
self.price = 0;
}
};
// Handle slot click
self.down = function (x, y, obj) {
if (self.item && playerGold >= self.price) {
// Purchase item
playerGold -= self.price;
updateGoldDisplay();
// Flash effect on purchase
LK.effects.flashObject(self, 0x00FF00, 500);
// Clear the slot after purchase
self.setItem(null);
} else if (self.item && playerGold < self.price) {
// Not enough gold - flash red
LK.effects.flashObject(self, 0xFF0000, 500);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228b22
});
/****
* Game Code
****/
var currentMap = storage.currentMap || 0;
var character = game.addChild(new Character());
var roads = [];
var mountains = [];
var passages = [];
var centerMarker = null;
var city = null;
// Gold system variables
var playerGold = storage.playerGold || 100;
var goldIcon = null;
var goldText = null;
// Economy system variables - flattened for storage compatibility
var saltBasePrice = 2000;
var saltCurrentPrice = storage.saltCurrentPrice || 2000;
var appleBasePrice = 10;
var appleCurrentPrice = storage.appleCurrentPrice || 10;
// Movement tracking for economy
var lastPlayerX = 0;
var lastPlayerY = 0;
var totalMovementDistance = storage.totalMovementDistance || 0;
var lastSaltPriceUpdate = storage.lastSaltPriceUpdate || 0;
var lastApplePriceUpdate = storage.lastApplePriceUpdate || 0;
// Map data - 12 interconnected maps
var mapData = [
// Map 0
{
roads: [{
x: 200,
y: 400
}, {
x: 300,
y: 400
}, {
x: 400,
y: 400
}, {
x: 500,
y: 400
}, {
x: 600,
y: 400
}, {
x: 700,
y: 400
}, {
x: 800,
y: 500
}, {
x: 900,
y: 600
}, {
x: 1000,
y: 700
}, {
x: 1100,
y: 800
}, {
x: 1200,
y: 900
}, {
x: 1300,
y: 1000
}, {
x: 1400,
y: 1100
}, {
x: 1500,
y: 1200
}, {
x: 1600,
y: 1300
}, {
x: 1700,
y: 1400
}, {
x: 1800,
y: 1500
}, {
x: 1900,
y: 1500
}, {
x: 2000,
y: 1500
}, {
x: 1800,
y: 1600
}, {
x: 1800,
y: 1700
}, {
x: 1800,
y: 1800
}, {
x: 1800,
y: 1900
}, {
x: 1800,
y: 2000
}, {
x: 1800,
y: 2100
}, {
x: 1800,
y: 2200
}, {
x: 1800,
y: 2300
}, {
x: 1800,
y: 2400
}, {
x: 1800,
y: 2500
}, {
x: 1800,
y: 2600
}, {
x: 1800,
y: 2700
}],
mountains: [{
x: 150,
y: 200
}, {
x: 250,
y: 150
}, {
x: 350,
y: 180
}, {
x: 450,
y: 220
}, {
x: 550,
y: 180
}, {
x: 650,
y: 200
}, {
x: 750,
y: 250
}, {
x: 850,
y: 300
}, {
x: 950,
y: 350
}, {
x: 1050,
y: 400
}, {
x: 1150,
y: 450
}, {
x: 1250,
y: 500
}, {
x: 1350,
y: 550
}, {
x: 1450,
y: 600
}, {
x: 1550,
y: 650
}, {
x: 1650,
y: 700
}],
passages: [{
x: 2000,
y: 1500,
targetMap: 1,
targetX: 100,
targetY: 1500
}, {
x: 1800,
y: 2700,
targetMap: 3,
targetX: 1800,
targetY: 100
}],
startX: 200,
startY: 400
},
// Map 1
{
roads: [{
x: 100,
y: 1500
}, {
x: 200,
y: 1500
}, {
x: 300,
y: 1500
}, {
x: 400,
y: 1400
}, {
x: 500,
y: 1300
}, {
x: 600,
y: 1200
}, {
x: 700,
y: 1100
}, {
x: 800,
y: 1000
}, {
x: 900,
y: 900
}, {
x: 1000,
y: 800
}, {
x: 1100,
y: 700
}, {
x: 1200,
y: 600
}, {
x: 1300,
y: 500
}, {
x: 1400,
y: 400
}, {
x: 1500,
y: 300
}, {
x: 1600,
y: 200
}, {
x: 48,
y: 1500
}, {
x: 1600,
y: 150
}, {
x: 1600,
y: 100
}, {
x: 1600,
y: 48
}],
mountains: [{
x: 200,
y: 1700
}, {
x: 300,
y: 1800
}, {
x: 400,
y: 1700
}, {
x: 500,
y: 1600
}, {
x: 600,
y: 1500
}, {
x: 700,
y: 1400
}, {
x: 800,
y: 1300
}, {
x: 900,
y: 1200
}, {
x: 1000,
y: 1100
}, {
x: 1100,
y: 1000
}, {
x: 1200,
y: 900
}, {
x: 1300,
y: 800
}],
passages: [{
x: 100,
y: 1500,
targetMap: 0,
targetX: 2000,
targetY: 1500
}, {
x: 1600,
y: 100,
targetMap: 2,
targetX: 1600,
targetY: 2700
}],
startX: 100,
startY: 1500
},
// Map 2
{
roads: [{
x: 1600,
y: 2700
}, {
x: 1600,
y: 2600
}, {
x: 1600,
y: 2500
}, {
x: 1600,
y: 2400
}, {
x: 1600,
y: 2300
}, {
x: 1600,
y: 2200
}, {
x: 1600,
y: 2100
}, {
x: 1600,
y: 2000
}, {
x: 1600,
y: 1900
}, {
x: 1600,
y: 1800
}, {
x: 1600,
y: 1700
}, {
x: 1600,
y: 1600
}, {
x: 1600,
y: 1500
}, {
x: 1600,
y: 1400
}, {
x: 1600,
y: 1300
}, {
x: 1600,
y: 1200
}],
mountains: [{
x: 1400,
y: 2600
}, {
x: 1500,
y: 2500
}, {
x: 1700,
y: 2500
}, {
x: 1800,
y: 2600
}, {
x: 1400,
y: 2400
}, {
x: 1800,
y: 2400
}, {
x: 1400,
y: 2200
}, {
x: 1800,
y: 2200
}, {
x: 1400,
y: 2000
}, {
x: 1800,
y: 2000
}, {
x: 1400,
y: 1800
}, {
x: 1800,
y: 1800
}],
passages: [{
x: 1600,
y: 2700,
targetMap: 1,
targetX: 1600,
targetY: 100
}, {
x: 1600,
y: 1200,
targetMap: 4,
targetX: 1600,
targetY: 2350
}],
startX: 1600,
startY: 2700
},
// Map 3
{
roads: [{
x: 1800,
y: 100
}, {
x: 1700,
y: 200
}, {
x: 1600,
y: 300
}, {
x: 1500,
y: 400
}, {
x: 1400,
y: 500
}, {
x: 1300,
y: 600
}, {
x: 1200,
y: 700
}, {
x: 1100,
y: 800
}, {
x: 1000,
y: 900
}, {
x: 900,
y: 1000
}, {
x: 800,
y: 1100
}, {
x: 700,
y: 1200
}, {
x: 600,
y: 1300
}, {
x: 500,
y: 1400
}, {
x: 400,
y: 1500
}, {
x: 300,
y: 1600
}, {
x: 1800,
y: 48
}, {
x: 250,
y: 1600
}, {
x: 200,
y: 1600
}],
mountains: [{
x: 1900,
y: 200
}, {
x: 1800,
y: 300
}, {
x: 1700,
y: 400
}, {
x: 1600,
y: 500
}, {
x: 1500,
y: 600
}, {
x: 1400,
y: 700
}, {
x: 1300,
y: 800
}, {
x: 1200,
y: 900
}, {
x: 1100,
y: 1000
}, {
x: 1000,
y: 1100
}, {
x: 900,
y: 1200
}, {
x: 800,
y: 1300
}],
passages: [{
x: 1800,
y: 100,
targetMap: 0,
targetX: 1800,
targetY: 2700
}, {
x: 200,
y: 1600,
targetMap: 5,
targetX: 1900,
targetY: 1600
}],
startX: 1800,
startY: 100
},
// Map 4
{
roads: [{
x: 1600,
y: 2350
}, {
x: 1500,
y: 2250
}, {
x: 1400,
y: 2150
}, {
x: 1300,
y: 2050
}, {
x: 1200,
y: 1950
}, {
x: 1100,
y: 1850
}, {
x: 1000,
y: 1750
}, {
x: 900,
y: 1650
}, {
x: 800,
y: 1550
}, {
x: 700,
y: 1450
}, {
x: 600,
y: 1350
}, {
x: 500,
y: 1250
}],
mountains: [{
x: 1700,
y: 2700
}, {
x: 1600,
y: 2800
}, {
x: 1500,
y: 2700
}, {
x: 1400,
y: 2600
}, {
x: 1300,
y: 2500
}, {
x: 1200,
y: 2400
}, {
x: 1100,
y: 2300
}, {
x: 1000,
y: 2200
}],
passages: [{
x: 1600,
y: 2350,
targetMap: 2,
targetX: 1600,
targetY: 1200
}, {
x: 500,
y: 1250,
targetMap: 6,
targetX: 1800,
targetY: 1500
}],
startX: 1600,
startY: 2350
},
// Map 5
{
roads: [{
x: 1900,
y: 1600
}, {
x: 1800,
y: 1600
}, {
x: 1700,
y: 1600
}, {
x: 1600,
y: 1600
}, {
x: 1500,
y: 1600
}, {
x: 1400,
y: 1600
}, {
x: 1300,
y: 1600
}, {
x: 1200,
y: 1600
}, {
x: 1100,
y: 1600
}, {
x: 1000,
y: 1600
}, {
x: 900,
y: 1600
}, {
x: 800,
y: 1600
}, {
x: 750,
y: 1600
}, {
x: 700,
y: 1600
}, {
x: 1950,
y: 1600
}, {
x: 2000,
y: 1600
}],
mountains: [{
x: 1900,
y: 1400
}, {
x: 1800,
y: 1400
}, {
x: 1900,
y: 1800
}, {
x: 1800,
y: 1800
}, {
x: 1700,
y: 1400
}, {
x: 1600,
y: 1400
}, {
x: 1700,
y: 1800
}, {
x: 1600,
y: 1800
}],
passages: [{
x: 2000,
y: 1600,
targetMap: 3,
targetX: 200,
targetY: 1600
}, {
x: 700,
y: 1600,
targetMap: 7,
targetX: 1400,
targetY: 1600
}],
startX: 1900,
startY: 1600
},
// Map 6
{
roads: [{
x: 1800,
y: 1500
}, {
x: 1700,
y: 1400
}, {
x: 1600,
y: 1300
}, {
x: 1500,
y: 1200
}, {
x: 1400,
y: 1100
}, {
x: 1300,
y: 1000
}, {
x: 1200,
y: 900
}, {
x: 1100,
y: 800
}, {
x: 1000,
y: 700
}, {
x: 900,
y: 600
}, {
x: 800,
y: 500
}, {
x: 700,
y: 400
}, {
x: 1850,
y: 1500
}, {
x: 1900,
y: 1500
}, {
x: 1950,
y: 1500
}, {
x: 2000,
y: 1500
}, {
x: 650,
y: 400
}, {
x: 600,
y: 400
}],
mountains: [{
x: 1900,
y: 1600
}, {
x: 1800,
y: 1700
}, {
x: 1700,
y: 1600
}, {
x: 1600,
y: 1500
}, {
x: 1500,
y: 1400
}, {
x: 1400,
y: 1300
}, {
x: 1300,
y: 1200
}, {
x: 1200,
y: 1100
}],
passages: [{
x: 2000,
y: 1500,
targetMap: 4,
targetX: 500,
targetY: 1250
}, {
x: 600,
y: 400,
targetMap: 8,
targetX: 1500,
targetY: 2300
}],
startX: 1800,
startY: 1500
},
// Map 7
{
roads: [{
x: 1400,
y: 1600
}, {
x: 1300,
y: 1500
}, {
x: 1200,
y: 1400
}, {
x: 1100,
y: 1300
}, {
x: 1000,
y: 1200
}, {
x: 900,
y: 1100
}, {
x: 800,
y: 1000
}, {
x: 700,
y: 900
}, {
x: 600,
y: 800
}, {
x: 500,
y: 700
}, {
x: 400,
y: 600
}, {
x: 300,
y: 500
}, {
x: 1450,
y: 1600
}, {
x: 1500,
y: 1600
}, {
x: 250,
y: 500
}, {
x: 200,
y: 500
}],
mountains: [{
x: 1500,
y: 1700
}, {
x: 1400,
y: 1800
}, {
x: 1300,
y: 1700
}, {
x: 1200,
y: 1600
}, {
x: 1100,
y: 1500
}, {
x: 1000,
y: 1400
}, {
x: 900,
y: 1300
}, {
x: 800,
y: 1200
}],
passages: [{
x: 1500,
y: 1600,
targetMap: 5,
targetX: 700,
targetY: 1600
}, {
x: 200,
y: 500,
targetMap: 9,
targetX: 1800,
targetY: 500
}],
startX: 1400,
startY: 1600
},
// Map 8
{
roads: [{
x: 1500,
y: 2300
}, {
x: 1400,
y: 2200
}, {
x: 1300,
y: 2100
}, {
x: 1200,
y: 2000
}, {
x: 1100,
y: 1900
}, {
x: 1000,
y: 1800
}, {
x: 900,
y: 1700
}, {
x: 800,
y: 1600
}, {
x: 700,
y: 1500
}, {
x: 600,
y: 1400
}, {
x: 500,
y: 1300
}, {
x: 400,
y: 1200
}, {
x: 1500,
y: 2400
}, {
x: 1500,
y: 2500
}, {
x: 1500,
y: 2600
}, {
x: 1500,
y: 2700
}, {
x: 1500,
y: 2732
}, {
x: 350,
y: 1200
}, {
x: 300,
y: 1200
}],
mountains: [{
x: 1600,
y: 2400
}, {
x: 1500,
y: 2500
}, {
x: 1400,
y: 2400
}, {
x: 1300,
y: 2300
}, {
x: 1200,
y: 2200
}, {
x: 1100,
y: 2100
}, {
x: 1000,
y: 2000
}, {
x: 900,
y: 1900
}],
passages: [{
x: 1500,
y: 2700,
targetMap: 6,
targetX: 600,
targetY: 400
}, {
x: 300,
y: 1200,
targetMap: 10,
targetX: 1700,
targetY: 1200
}],
startX: 1500,
startY: 2300
},
// Map 9
{
roads: [{
x: 1800,
y: 500
}, {
x: 1700,
y: 600
}, {
x: 1600,
y: 700
}, {
x: 1500,
y: 800
}, {
x: 1400,
y: 900
}, {
x: 1300,
y: 1000
}, {
x: 1200,
y: 1100
}, {
x: 1100,
y: 1200
}, {
x: 1000,
y: 1300
}, {
x: 900,
y: 1400
}, {
x: 800,
y: 1500
}, {
x: 700,
y: 1600
}, {
x: 1850,
y: 500
}, {
x: 1900,
y: 500
}, {
x: 1950,
y: 500
}, {
x: 2000,
y: 500
}, {
x: 900,
y: 1300
}, {
x: 800,
y: 1300
}, {
x: 700,
y: 1300
}, {
x: 600,
y: 1300
}, {
x: 550,
y: 1300
}, {
x: 500,
y: 1300
}],
mountains: [{
x: 1900,
y: 400
}, {
x: 1800,
y: 300
}, {
x: 1700,
y: 400
}, {
x: 1600,
y: 500
}, {
x: 1500,
y: 600
}, {
x: 1400,
y: 700
}, {
x: 1300,
y: 800
}, {
x: 1200,
y: 900
}],
passages: [{
x: 2000,
y: 500,
targetMap: 7,
targetX: 200,
targetY: 500
}, {
x: 500,
y: 1300,
targetMap: 11,
targetX: 1500,
targetY: 800
}],
startX: 1800,
startY: 500
},
// Map 10
{
roads: [{
x: 1700,
y: 1200
}, {
x: 1600,
y: 1100
}, {
x: 1500,
y: 1000
}, {
x: 1400,
y: 900
}, {
x: 1300,
y: 800
}, {
x: 1200,
y: 700
}, {
x: 1100,
y: 600
}, {
x: 1000,
y: 500
}, {
x: 900,
y: 400
}, {
x: 800,
y: 300
}, {
x: 700,
y: 200
}, {
x: 600,
y: 100
}, {
x: 1750,
y: 1200
}, {
x: 1800,
y: 1200
}, {
x: 600,
y: 75
}, {
x: 600,
y: 48
}],
mountains: [{
x: 1800,
y: 1300
}, {
x: 1700,
y: 1400
}, {
x: 1600,
y: 1300
}, {
x: 1500,
y: 1200
}, {
x: 1400,
y: 1100
}, {
x: 1300,
y: 1000
}, {
x: 1200,
y: 900
}, {
x: 1100,
y: 800
}],
passages: [{
x: 1795,
y: 1260,
targetMap: 8,
targetX: 300,
targetY: 1200
}, {
x: 600,
y: 100,
targetMap: 11,
targetX: 600,
targetY: 2700
}],
startX: 1700,
startY: 1200
},
// Map 11
{
roads: [{
x: 1500,
y: 800
}, {
x: 1400,
y: 900
}, {
x: 1300,
y: 1000
}, {
x: 1200,
y: 1100
}, {
x: 1100,
y: 1200
}, {
x: 1000,
y: 1300
}, {
x: 900,
y: 1400
}, {
x: 800,
y: 1500
}, {
x: 700,
y: 1600
}, {
x: 600,
y: 1700
}, {
x: 600,
y: 1800
}, {
x: 600,
y: 1900
}, {
x: 600,
y: 2000
}, {
x: 600,
y: 2100
}, {
x: 600,
y: 2200
}, {
x: 600,
y: 2300
}, {
x: 600,
y: 2400
}, {
x: 600,
y: 2500
}, {
x: 600,
y: 2600
}, {
x: 1500,
y: 750
}, {
x: 1500,
y: 700
}, {
x: 600,
y: 2650
}, {
x: 600,
y: 2700
}, {
x: 600,
y: 2732
}],
mountains: [{
x: 1600,
y: 700
}, {
x: 1500,
y: 600
}, {
x: 1400,
y: 700
}, {
x: 1300,
y: 800
}, {
x: 1200,
y: 900
}, {
x: 1100,
y: 1000
}, {
x: 1000,
y: 1100
}, {
x: 900,
y: 1200
}, {
x: 500,
y: 1700
}, {
x: 700,
y: 1700
}, {
x: 500,
y: 1900
}, {
x: 700,
y: 1900
}],
passages: [{
x: 1500,
y: 700,
targetMap: 9,
targetX: 600,
targetY: 1600
}, {
x: 600,
y: 2700,
targetMap: 10,
targetX: 600,
targetY: 100
}],
startX: 1500,
startY: 800
}];
var arBackground = null;
function loadMap(mapIndex) {
// Clear existing elements
for (var i = 0; i < roads.length; i++) {
roads[i].destroy();
}
// Mountain cleanup removed
for (var i = 0; i < passages.length; i++) {
passages[i].destroy();
}
// Clean up existing center marker
if (centerMarker) {
centerMarker.destroy();
centerMarker = null;
}
// Clean up existing city marker
if (city) {
city.destroy();
city = null;
}
// Clean up existing AR background
if (arBackground) {
arBackground.destroy();
arBackground = null;
}
roads = [];
mountains = [];
passages = [];
var map = mapData[mapIndex];
// Add AR background only for Ancient Ruins (map 6)
if (mapIndex === 6) {
arBackground = game.addChild(LK.getAsset('AR', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
x: 1024,
y: 1366
}));
}
// Add CP background only for Central Plains (map 4)
if (mapIndex === 4) {
arBackground = game.addChild(LK.getAsset('CP', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: 1024,
y: 1366
}));
}
// Add SR background only for Southern Ridge (map 2)
if (mapIndex === 2) {
arBackground = game.addChild(LK.getAsset('Sr', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: 1024,
y: 1366
}));
}
// Add EV background only for Eastern Valleys (map 1)
if (mapIndex === 1) {
arBackground = game.addChild(LK.getAsset('Ev', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 7,
x: 1024,
y: 1366
}));
}
// Add NH background only for Northern Highlands (map 0)
if (mapIndex === 0) {
arBackground = game.addChild(LK.getAsset('Nh', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 7,
x: 1024,
y: 1366
}));
}
// Add WP background only for Western Peaks (map 3)
if (mapIndex === 3) {
arBackground = game.addChild(LK.getAsset('wp', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 7,
scaleY: 9,
x: 1024,
y: 1366
}));
}
// Add MW background only for Mystic Woods (map 5)
if (mapIndex === 5) {
arBackground = game.addChild(LK.getAsset('mw', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 7,
x: 1024,
y: 1366
}));
}
// Add DS background only for Desert Sands (map 7)
if (mapIndex === 7) {
arBackground = game.addChild(LK.getAsset('ds', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 7,
x: 1024,
y: 1366
}));
}
// Add CC background only for Coastal Cliffs (map 9)
if (mapIndex === 9) {
arBackground = game.addChild(LK.getAsset('cc', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 5,
x: 1024,
y: 1366
}));
}
// Add SG background only for Sacred Grove (map 11)
if (mapIndex === 11) {
arBackground = game.addChild(LK.getAsset('sg', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 7,
x: 1024,
y: 1366
}));
}
// Add MP background only for Mountain Pass (map 10)
if (mapIndex === 10) {
arBackground = game.addChild(LK.getAsset('mp', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 5,
x: 1024,
y: 1366
}));
}
// Add FW background only for Frozen Wastes (map 8)
if (mapIndex === 8) {
arBackground = game.addChild(LK.getAsset('fw', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 5,
x: 1024,
y: 1366
}));
}
// Create roads
for (var i = 0; i < map.roads.length; i++) {
var road = game.addChild(new Road());
road.x = map.roads[i].x;
road.y = map.roads[i].y;
roads.push(road);
}
// Mountains removed from display
// Create passages
for (var i = 0; i < map.passages.length; i++) {
var passage = game.addChild(new Passage());
passage.x = map.passages[i].x;
passage.y = map.passages[i].y;
passage.targetMap = map.passages[i].targetMap;
passage.targetX = map.passages[i].targetX;
passage.targetY = map.passages[i].targetY;
passages.push(passage);
}
// Set character position
if (character.x === 0 && character.y === 0) {
character.x = map.startX;
character.y = map.startY;
}
// Find and mark the center road point
var centerRoad = findCenterRoad();
if (centerRoad) {
centerMarker = game.addChild(new CenterMarker());
centerMarker.x = centerRoad.x;
centerMarker.y = centerRoad.y;
}
// Add city marker at calculated position
var cityPosition = findCityPosition();
city = game.addChild(new City());
city.x = cityPosition.x;
city.y = cityPosition.y;
// Create connecting road between center marker and city
if (centerMarker && city) {
var connectionRoads = createConnectionRoad(centerMarker.x, centerMarker.y, city.x, city.y);
for (var i = 0; i < connectionRoads.length; i++) {
roads.push(connectionRoads[i]);
}
}
// Bring city to front so it appears above roads
if (city) {
game.removeChild(city);
game.addChild(city);
}
// Bring character to front so it appears above roads
game.removeChild(character);
game.addChild(character);
// Reset city visit tracking for new map
hasVisitedCity = false;
lastCityDistance = Infinity;
if (isMarketOpen) {
closeMarketScreen();
}
// Generate new market slots for this map
generateMarketSlots();
}
function findNearestRoad(x, y) {
var nearestRoad = null;
var minDistance = Infinity;
for (var i = 0; i < roads.length; i++) {
var road = roads[i];
var dx = x - road.x;
var dy = y - road.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
minDistance = distance;
nearestRoad = road;
}
}
return nearestRoad;
}
function findCityPosition() {
var centerX = 1024; // Screen center X
var centerY = 1366; // Screen center Y
var mirrorPoints = [];
var map = mapData[currentMap];
// Calculate mirror coordinates for each passage
for (var i = 0; i < map.passages.length; i++) {
var passage = map.passages[i];
var mirrorX = 2 * centerX - passage.x;
var mirrorY = 2 * centerY - passage.y;
mirrorPoints.push({
x: mirrorX,
y: mirrorY
});
}
// Find the center of all mirror points
if (mirrorPoints.length === 0) {
return {
x: centerX,
y: centerY
}; // Default to screen center if no passages
}
var totalX = 0;
var totalY = 0;
for (var i = 0; i < mirrorPoints.length; i++) {
totalX += mirrorPoints[i].x;
totalY += mirrorPoints[i].y;
}
return {
x: totalX / mirrorPoints.length,
y: totalY / mirrorPoints.length
};
}
function createConnectionRoad(startX, startY, endX, endY) {
var connectionRoads = [];
var dx = endX - startX;
var dy = endY - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
var steps = Math.floor(distance / 100); // Create road points every 100 pixels
for (var i = 1; i <= steps; i++) {
var progress = i / (steps + 1);
var roadX = startX + dx * progress;
var roadY = startY + dy * progress;
var road = game.addChild(new Road());
road.x = roadX;
road.y = roadY;
connectionRoads.push(road);
}
return connectionRoads;
}
function findCenterRoad() {
var centerX = 1024; // Screen center X
var centerY = 1366; // Screen center Y
var centerRoad = null;
var minDistance = Infinity;
for (var i = 0; i < roads.length; i++) {
var road = roads[i];
var dx = centerX - road.x;
var dy = centerY - road.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
minDistance = distance;
centerRoad = road;
}
}
return centerRoad;
}
function checkPassageCollision() {
for (var i = 0; i < passages.length; i++) {
var passage = passages[i];
var dx = character.x - passage.x;
var dy = character.y - passage.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 80) {
currentMap = passage.targetMap;
storage.currentMap = currentMap;
loadMap(currentMap);
// Find the 4th nearest road point to the target passage
var targetPassageX = passage.targetX;
var targetPassageY = passage.targetY;
var roadDistances = [];
// Calculate distances from target passage to all roads
for (var j = 0; j < roads.length; j++) {
var road = roads[j];
var rdx = targetPassageX - road.x;
var rdy = targetPassageY - road.y;
var roadDistance = Math.sqrt(rdx * rdx + rdy * rdy);
roadDistances.push({
road: road,
distance: roadDistance
});
}
// Sort roads by distance
roadDistances.sort(function (a, b) {
return a.distance - b.distance;
});
// Get the 4th nearest road (index 3), or closest available if less than 4 roads
var targetRoadIndex = Math.min(3, roadDistances.length - 1);
// Special case for Western Peaks left passage teleportation - use 5th nearest road for better positioning
if (currentMap === 5 && passage.targetX === 1900 && passage.targetY === 1600) {
targetRoadIndex = Math.min(4, roadDistances.length - 1);
}
// Special case for Sacred Grove to Coastal Cliffs teleportation - use 3rd nearest road
if (currentMap === 9 && passage.targetX === 600 && passage.targetY === 1600) {
targetRoadIndex = Math.min(2, roadDistances.length - 1);
}
var targetRoad = roadDistances[targetRoadIndex].road;
character.x = targetRoad.x;
character.y = targetRoad.y;
character.isMoving = false;
break;
}
}
}
// Initialize first map
loadMap(currentMap);
// Bring character to front so it appears above roads
game.removeChild(character);
game.addChild(character);
// Initialize economy system tracking
lastPlayerX = character.x;
lastPlayerY = character.y;
// Initialize market slots array to prevent undefined errors
generateMarketSlots();
// Region names for each map
var regionNames = ['Northern Highlands', 'Eastern Valleys', 'Southern Ridge', 'Western Peaks', 'Central Plains', 'Mystic Woods', 'Ancient Ruins', 'Desert Sands', 'Frozen Wastes', 'Coastal Cliffs', 'Mountain Pass', 'Sacred Grove'];
// Map info display
var mapText = new Text2(regionNames[currentMap], {
size: 60,
fill: 0xFFFFFF
});
mapText.anchor.set(1, 1);
LK.gui.bottomRight.addChild(mapText);
// Gold display setup
goldIcon = LK.getAsset('gold', {
anchorX: 0,
anchorY: 0,
scaleX: 1.6,
scaleY: 1.6
});
goldIcon.x = 120;
goldIcon.y = 20;
LK.gui.topLeft.addChild(goldIcon);
goldText = new Text2(playerGold.toString(), {
size: 96,
fill: 0xFFD700
});
goldText.anchor.set(0, 0);
goldText.x = 280;
goldText.y = 50;
LK.gui.topLeft.addChild(goldText);
// City market UI variables
var marketScreen = null;
var marketTitle = null;
var closeButton = null;
var isMarketOpen = false;
var lastCityDistance = Infinity;
var hasVisitedCity = false;
// Market slot system variables
var marketSlots = [];
var lastSlotRefreshDistance = storage.lastSlotRefreshDistance || 0;
// Slot probability pools for each city
var slotProbabilityPools = [
// Map 0 - Northern Highlands
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// 60% empty, 25% apple, 15% salt
// Map 1 - Eastern Valleys
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 2 - Southern Ridge
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 3 - Western Peaks
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 4 - Central Plains
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 5 - Mystic Woods
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 6 - Ancient Ruins
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 7 - Desert Sands
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 8 - Frozen Wastes
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 9 - Coastal Cliffs
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 10 - Mountain Pass
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
// Map 11 - Sacred Grove
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt']];
function generateMarketSlots() {
// Clear existing slots
for (var i = 0; i < marketSlots.length; i++) {
if (marketSlots[i] && marketSlots[i].parent) {
marketSlots[i].parent.removeChild(marketSlots[i]);
}
}
marketSlots = [];
// Get probability pool for current map
var probabilityPool = slotProbabilityPools[currentMap];
// Generate 6 slots
for (var i = 0; i < 6; i++) {
var slot = new TradeSlot();
// Random item from probability pool
var randomIndex = Math.floor(Math.random() * probabilityPool.length);
var itemType = probabilityPool[randomIndex];
slot.setItem(itemType);
marketSlots.push(slot);
}
}
function refreshMarketSlots() {
// Safety check for marketSlots array
if (!marketSlots || marketSlots.length === 0) {
generateMarketSlots();
return;
}
// 10% chance to refresh each slot
var probabilityPool = slotProbabilityPools[currentMap];
for (var i = 0; i < marketSlots.length; i++) {
if (Math.random() < 0.1) {
var randomIndex = Math.floor(Math.random() * probabilityPool.length);
var itemType = probabilityPool[randomIndex];
marketSlots[i].setItem(itemType);
}
}
}
function createMarketScreen() {
// Create market background container
marketScreen = new Container();
marketScreen.x = 0;
marketScreen.y = 0;
// Create market background using citytrade texture
var marketBg = LK.getAsset('citytrade', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
marketBg.x = 24;
marketBg.y = -34;
marketScreen.addChild(marketBg);
// Generate market slots if they don't exist
if (marketSlots.length === 0) {
generateMarketSlots();
}
// Position and add slots to market screen (2 rows, 3 columns)
var slotStartX = -150;
var slotStartY = -200;
var slotSpacingX = 150;
var slotSpacingY = 150;
for (var i = 0; i < marketSlots.length; i++) {
var slot = marketSlots[i];
var row = Math.floor(i / 3);
var col = i % 3;
slot.x = slotStartX + col * slotSpacingX;
slot.y = slotStartY + row * slotSpacingY;
marketScreen.addChild(slot);
}
// Create market title
marketTitle = new Text2(regionNames[currentMap] + ' Market', {
size: 77,
fill: 0xFFFFFF
});
marketTitle.anchor.set(0.5, 0);
marketTitle.x = 24;
marketTitle.y = -430;
marketScreen.addChild(marketTitle);
// Create close button using xbutton texture
closeButton = LK.getAsset('xbutton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
closeButton.x = 556;
closeButton.y = -680;
marketScreen.addChild(closeButton);
// Add close button functionality
closeButton.down = function () {
closeMarketScreen();
};
LK.gui.center.addChild(marketScreen);
isMarketOpen = true;
}
function closeMarketScreen() {
if (marketScreen) {
LK.gui.center.removeChild(marketScreen);
marketScreen = null;
marketTitle = null;
closeButton = null;
isMarketOpen = false;
}
}
function checkCityProximity() {
if (!city) {
return;
}
var dx = character.x - city.x;
var dy = character.y - city.y;
var currentDistance = Math.sqrt(dx * dx + dy * dy);
// Check if entering city range (distance < 100)
if (lastCityDistance >= 100 && currentDistance < 100) {
// Just entered city - show market if not already visited
if (!hasVisitedCity && !isMarketOpen) {
createMarketScreen();
hasVisitedCity = true;
}
}
// Check if leaving city range (distance > 150)
if (lastCityDistance <= 150 && currentDistance > 150) {
// Left city area - reset visit flag for next entry
hasVisitedCity = false;
if (isMarketOpen) {
closeMarketScreen();
}
}
lastCityDistance = currentDistance;
}
game.down = function (x, y, obj) {
// Prevent movement when market is open
if (isMarketOpen) {
return;
}
var nearestRoad = findNearestRoad(x, y);
if (nearestRoad) {
character.moveTo(nearestRoad.x, nearestRoad.y);
}
};
function updateGoldDisplay() {
if (goldText) {
goldText.setText(playerGold.toString());
storage.playerGold = playerGold;
}
}
function updateEconomySystem() {
// Track movement distance
var dx = character.x - lastPlayerX;
var dy = character.y - lastPlayerY;
var movementThisFrame = Math.sqrt(dx * dx + dy * dy);
if (movementThisFrame > 0) {
totalMovementDistance += movementThisFrame;
// Salt price update every 5000 pixels
var saltDistanceThreshold = lastSaltPriceUpdate + 5000;
if (totalMovementDistance >= saltDistanceThreshold) {
// 50% chance for price change
if (Math.random() < 0.5) {
// 50% chance for increase (7%) or decrease (6%)
if (Math.random() < 0.5) {
saltCurrentPrice *= 1.07; // 7% increase
} else {
saltCurrentPrice *= 0.94; // 6% decrease
}
}
lastSaltPriceUpdate = totalMovementDistance;
}
// Apple price update every 500 pixels
var appleDistanceThreshold = lastApplePriceUpdate + 500;
if (totalMovementDistance >= appleDistanceThreshold) {
// 50% chance for price change
if (Math.random() < 0.5) {
// 50% chance for increase (+1) or decrease (-1)
if (Math.random() < 0.5) {
appleCurrentPrice += 1;
} else {
appleCurrentPrice -= 1;
}
// Apply price limits for apple (5-25)
if (appleCurrentPrice < 5) {
appleCurrentPrice = 5;
}
if (appleCurrentPrice > 25) {
appleCurrentPrice = 25;
}
}
lastApplePriceUpdate = totalMovementDistance;
}
// Check for slot refresh every 3000 pixels
var slotRefreshThreshold = lastSlotRefreshDistance + 3000;
if (totalMovementDistance >= slotRefreshThreshold) {
if (marketSlots && marketSlots.length > 0) {
refreshMarketSlots();
}
lastSlotRefreshDistance = totalMovementDistance;
storage.lastSlotRefreshDistance = lastSlotRefreshDistance;
}
// Save economy data to storage
storage.saltCurrentPrice = saltCurrentPrice;
storage.appleCurrentPrice = appleCurrentPrice;
storage.totalMovementDistance = totalMovementDistance;
storage.lastSaltPriceUpdate = lastSaltPriceUpdate;
storage.lastApplePriceUpdate = lastApplePriceUpdate;
}
// Update last position
lastPlayerX = character.x;
lastPlayerY = character.y;
}
game.update = function () {
checkPassageCollision();
mapText.setText(regionNames[currentMap]);
checkCityProximity();
updateGoldDisplay();
updateEconomySystem();
}; ===================================================================
--- original.js
+++ change.js
@@ -1860,8 +1860,10 @@
game.addChild(character);
// Initialize economy system tracking
lastPlayerX = character.x;
lastPlayerY = character.y;
+// Initialize market slots array to prevent undefined errors
+generateMarketSlots();
// Region names for each map
var regionNames = ['Northern Highlands', 'Eastern Valleys', 'Southern Ridge', 'Western Peaks', 'Central Plains', 'Mystic Woods', 'Ancient Ruins', 'Desert Sands', 'Frozen Wastes', 'Coastal Cliffs', 'Mountain Pass', 'Sacred Grove'];
// Map info display
var mapText = new Text2(regionNames[currentMap], {
@@ -1897,10 +1899,8 @@
var hasVisitedCity = false;
// Market slot system variables
var marketSlots = [];
var lastSlotRefreshDistance = storage.lastSlotRefreshDistance || 0;
-// Initialize market slots array to prevent undefined errors
-generateMarketSlots();
// Slot probability pools for each city
var slotProbabilityPools = [
// Map 0 - Northern Highlands
[null, null, null, null, null, null, 'apple', 'apple', 'apple', 'salt'],
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