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envanterdeki item konumlarının tamamını 8 pixel aşşağı taşı ve itemleri birbirlerinden biraz uzaklaştır
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alınabilen ve satılabilen yeni bir eşya modülü ekle.item adı sword texturesi sword. temel fiyatı 60 2000 adımda fiyatı %5 artabilir ya da azalabilir. yeni oran. %35 boş %25 apple modülü %15 salt modülü %15 speeditem modülü %10 sword modülü .
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alınabilen ve satılabilen yeni bir eşya modülü ekle temel fiyatı 20 2000 adımda fiyatı %5 artabilir ya da azalabilir. yeni oran. %45 boş %25 apple modülü %15 salt modülü %15 speeditem modülü. envanterimizdeki speeditem sayısı kadar %1 hızlı hareket ediyoruz. 5 tane carsa hızımız %105, 60 tane varsa hızımız %60 oluyor
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envanterimizdeki kapatma butonunu 30 pixel yukarı 30 pixel sağa al.envanterimizdeki itemlerin sayı textini itemlerin texturesinin önüne al ve boyutunu %60 artır
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envanterimizdeki kapatma butonunu 30 pixel yukarı 30 pixel sağa al
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sağ üste envanter açma butonu ekle bag texturesi ile . açılan ekrana playerinventory texturesini ekle ve bu texture a oyuncu envanter slotlarını koy. slotların konumunu detaylıca açıklarsak: 📐 Genel Yapı Görsel boyutu: 600x600 px Slot sayısı: 4 sütun x 4 satır = 16 slot Slotlar: Kare (genişlik = yükseklik) Slot aralarındaki çizgiler: İç gölgeli, net ayrımlı Slotların yerleşimi: Her biri eşit büyüklükte ve aralarında eşit boşluk var. 📏 Slot Boyutu ve Kenar Boşlukları Toplam slot sayısı: 4x4 = 16 slot Her slotun yaklaşık boyutu: Slot genişliği = Slot yüksekliği ≈ 120 px Aradaki çizgi kalınlıkları (slotlar arası boşluk): Yaklaşık 10 px Dış kenar boşlukları (çerçeveden ilk slot kutusuna kadar olan mesafe): Yaklaşık 30 px (üst, alt, sağ, sol eşit) 📊 Slot Pozisyonları (x, y, genişlik, yükseklik) Slotlar sol üstten başlayarak sırayla sağa doğru ilerler. Her slot 120x120 px’dir. Slotlar arası 10 px boşluk bırakılmıştır. İlk slot sol üstten 30 px içerdedir. Aşağıda ilk satırdaki 4 slotun pozisyonları örneklenmiştir: Slot No X (soldan) Y (üstten) Genişlik Yükseklik 1 30 30 120 120 2 160 30 120 120 3 290 30 120 120 4 420 30 120 120 Her sonraki satır için Y değeri 130 px artar (120 + 10). Aynı şekilde X değeri yatayda 130 px arayla ilerler. envanter eşya sayı miktarını minecraft mantığı ile göstericek eşyanın üzerinde sağ alt köşesinde. slot da eşyanın sayı sınırı yok ve eyşalarla etkileşime girilmeyecek satın alındığında eşya sıradaki boş slota ya da varsa aynı iteme steklenecek
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oyuncunun parasında da yuvarlama yap dediğim gibi
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paramızdaki 0.1 den yani tek ondalık basamaktan sonraki küsüratları yuvarla
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oyunun ortasına tıklandığında 10000 altın verecek bir buton ekle
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < sellSlots.length; i++) {' Line Number: 2162
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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: 2141
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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: 2141
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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: 2141
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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: 2144
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market eşya yenileme sisteminde yürüme mesafesi olayını kaldır bölge değiştirdikçe buy ve sell envanterlerindeki eşyalar yenilensin
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şu anda sadece buy yani satın alma sistemini yaptık. şimdi aynı şekilde sell yani itemlerimizi satma sistemi kuralım. marketlere sell sistemi içinde envanter ekle satma modülleri oluştur. alma sistemi gibi satma sisteminde de module tikladığımızda eğer bizim envanterimizde o eşya varsa eşya satılır modul kaybolur ve paramız artar.sell modulleri envanterine de buy modulleri ile aynı şans sisteminde eşyalar koy. şehre girdiğimizde önce sellbuton ve buybuton texturleri ile mod seçme butonları gelsin. şehir envanteri yönetimini olası buglardan arındır
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şu anda sadece buy yani satın alma sistemini yaptık. şimdi aynı şekilde sell yani itemlerimizi satma sistemi kuralım. marketlere sell sistemi içinde envanter ekle satma modülleri oluştur. alma sistemi gibi satma sisteminde de module tikladığımızda eğer bizim envanterimizde o eşya varsa eşya satılır modul kaybolur ve paramız artar. markette sell buy modunu değiştirmek için market ekranında aşşağıya sellbuton ve buybuton texturleri ile butonları koy. başlangıçta buy modunda olduğundan aşşağıda sell butonu olmalı bastığımızda sell moduna geçiyoruz ve sell butonu yerine buy butonu geliyorr aynı yere
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envanter sistemini. slotlara modul oluşum sistemini. modül sistemini. alım modülü satım modülü ayrımını hangı modda hangi modullerin gözükeceğini ve envanter hafızasını bu yeni şehre girmeden önce alma ve satma modu seçme sistemine göre yeniden düzenle ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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buy ve sell butonları şehre girince çıksa karşımıza sonra ticaret ekranı açılsa
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sell modu için eşyalarımızı sattığımız modülleri daha iyi ayarla ve aynı buy modundaki gibi rasgele slota koyma sistemini 7-12 slotlarına yanı sell slotlarına ayarla modül mantığını iyi yap ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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geçici olarak market default modu sell modu olsun eşyalarımızı satalım
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olmadı sell butonuna bastığımızda eşyalar kayboluyor buy butonu gelmiyor
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olmadı şehirde 12 slotluk envanter var artık 6 slot buy modunda gözüküyor buy modu default. kalan 6 slot sell modunda gözüküyor . envanter hafıza altyapısını geliştir buy modunda sell butonu gözüksün sadece. tıklayıp sell moduna geçtiğimizde buy butonu göükmeli ve tıklayınca biri buy moduna geri döndürmeli ve tekrar sell butonu gelmeli ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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şu anda sadece buy yani satın alma sistemini yaptık. şimdi aynı şekilde sell yani itemlerimizi satma sistemi kuralım. marketlere sell sistemi içinde envanter ekle satma modülleri oluştur. alma sistemi gibi satma sisteminde de module tikladığımızda eğer bizim envanterimizde o eşya varsa eşya satılır modul kaybolur ve paramız artar. markette sell buy modunu değiştirmek için market ekranında aşşağıya sellbuton ve buybuton texturleri ile butonları koy. başlangıçta buy modunda olduğundan aşşağıda sell butonu olmalı bastığımızda sell moduna geçiyoruz ve sell butonu yerine buy butonu geliyorr aynı yere
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coin texturu ile fiyat sayısı arasındaki boşluğu 20 pixel daha arttır
/**** * 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 SellSlot = 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: 38, fill: 0xFFFFFF }); itemNameText.anchor.set(0.5, 0.5); itemNameText.x = 0; itemNameText.y = 50; self.addChild(itemNameText); // Item price text var itemPriceText = new Text2('', { size: 40, fill: 0xFFD700 }); itemPriceText.anchor.set(0.5, 0.5); itemPriceText.x = 0; itemPriceText.y = 80; 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 * 0.8 * 10) / 10; // 80% of current price // Create coin icon and price display var coinIcon = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); coinIcon.x = -60; coinIcon.y = 80; self.addChild(coinIcon); itemPriceText.setText(self.price.toString()); itemPriceText.fill = 0xB8860B; // Darker gold color } 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 = Math.round(appleCurrentPrice * 0.8 * 10) / 10; // 80% of current price // Create coin icon and price display var coinIcon = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); coinIcon.x = -60; coinIcon.y = 80; self.addChild(coinIcon); itemPriceText.setText(self.price.toString()); itemPriceText.fill = 0xB8860B; // Darker gold color } else { // Empty slot itemNameText.setText(''); itemPriceText.setText(''); self.price = 0; } }; // Handle slot click self.down = function (x, y, obj) { if (self.item) { // Check if player has this item in inventory var hasItem = false; if (self.item === 'salt' && playerInventory.salt > 0) { hasItem = true; } else if (self.item === 'apple' && playerInventory.apple > 0) { hasItem = true; } if (hasItem) { // Sell item playerGold += self.price; updateGoldDisplay(); // Remove item from inventory if (self.item === 'salt') { playerInventory.salt--; storage.playerSaltCount = playerInventory.salt; } else if (self.item === 'apple') { playerInventory.apple--; storage.playerAppleCount = playerInventory.apple; } // Flash effect on sale LK.effects.flashObject(self, 0x00FF00, 500); // Clear the slot after sale self.setItem(null); } else { // Don't have item - flash red LK.effects.flashObject(self, 0xFF0000, 500); } } }; 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: 38, fill: 0xFFFFFF }); itemNameText.anchor.set(0.5, 0.5); itemNameText.x = 0; itemNameText.y = 50; self.addChild(itemNameText); // Item price text var itemPriceText = new Text2('', { size: 40, fill: 0xFFD700 }); itemPriceText.anchor.set(0.5, 0.5); itemPriceText.x = 0; itemPriceText.y = 80; 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 * 10) / 10; // Create coin icon and price display var coinIcon = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); coinIcon.x = -60; coinIcon.y = 80; self.addChild(coinIcon); itemPriceText.setText(self.price.toString()); itemPriceText.fill = 0xB8860B; // Darker gold color } 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 = Math.round(appleCurrentPrice * 10) / 10; // Create coin icon and price display var coinIcon = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); coinIcon.x = -60; coinIcon.y = 80; self.addChild(coinIcon); itemPriceText.setText(self.price.toString()); itemPriceText.fill = 0xB8860B; // Darker gold color } 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(); // Add item to inventory if (self.item === 'salt') { playerInventory.salt++; storage.playerSaltCount = playerInventory.salt; } else if (self.item === 'apple') { playerInventory.apple++; storage.playerAppleCount = playerInventory.apple; } // 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 if (!marketSlots) { marketSlots = []; } // Refresh market inventories when changing regions generateMarketSlots(); generateSellSlots(); } 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 var marketSlots = []; var sellSlots = []; // Slot probability pools for each city - initialized as global variable 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']]; // 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 mode variables var marketMode = 'selection'; // 'selection', 'buy', 'sell' var buyButton = null; var sellButton = null; // Player inventory system var playerInventory = { salt: storage.playerSaltCount || 0, apple: storage.playerAppleCount || 0 }; // Market slot system variables // Slot refresh now happens on map change 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 = []; // Safety check for slotProbabilityPools existence if (!slotProbabilityPools || !Array.isArray(slotProbabilityPools)) { return; } // Safety check for currentMap and slotProbabilityPools if (currentMap < 0 || currentMap >= slotProbabilityPools.length || !slotProbabilityPools[currentMap]) { return; } // 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 generateSellSlots() { // Clear existing sell slots // Safety check for sellSlots array existence if (sellSlots && sellSlots.length > 0) { for (var i = 0; i < sellSlots.length; i++) { if (sellSlots[i] && sellSlots[i].parent) { sellSlots[i].parent.removeChild(sellSlots[i]); } } } sellSlots = []; // Safety check for slotProbabilityPools existence if (!slotProbabilityPools || !Array.isArray(slotProbabilityPools)) { return; } // Safety check for currentMap and slotProbabilityPools if (currentMap < 0 || currentMap >= slotProbabilityPools.length || !slotProbabilityPools[currentMap]) { return; } // Get probability pool for current map var probabilityPool = slotProbabilityPools[currentMap]; // Generate 6 sell slots for (var i = 0; i < 6; i++) { var slot = new SellSlot(); // Random item from probability pool var randomIndex = Math.floor(Math.random() * probabilityPool.length); var itemType = probabilityPool[randomIndex]; slot.setItem(itemType); sellSlots.push(slot); } } function refreshMarketSlots() { // Safety check for marketSlots array if (!marketSlots) { marketSlots = []; generateMarketSlots(); return; } // Additional safety check for marketSlots length if (marketSlots.length === 0) { generateMarketSlots(); return; } // Safety check for currentMap and slotProbabilityPools if (currentMap < 0 || currentMap >= slotProbabilityPools.length || !slotProbabilityPools[currentMap]) { 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); } } // Also refresh sell slots if they exist if (sellSlots && sellSlots.length > 0) { for (var i = 0; i < sellSlots.length; i++) { if (Math.random() < 0.1) { var randomIndex = Math.floor(Math.random() * probabilityPool.length); var itemType = probabilityPool[randomIndex]; sellSlots[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); // Show mode selection buttons if (marketMode === 'selection') { // Create buy button buyButton = LK.getAsset('buybuton', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); buyButton.x = -150; buyButton.y = 0; marketScreen.addChild(buyButton); // Create sell button sellButton = LK.getAsset('sellbuton', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); sellButton.x = 150; sellButton.y = 0; marketScreen.addChild(sellButton); // Add button functionality buyButton.down = function () { marketMode = 'buy'; showBuyMode(); }; sellButton.down = function () { marketMode = 'sell'; showSellMode(); }; } else if (marketMode === 'buy') { showBuyMode(); } else if (marketMode === 'sell') { showSellMode(); } // Create market title marketTitle = new Text2(regionNames[currentMap] + ' Market', { size: 77, fill: 0xFFFFFF }); marketTitle.anchor.set(0.5, 0); marketTitle.x = 24; marketTitle.y = -490; 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 showBuyMode() { // Clear mode selection buttons if (buyButton) { marketScreen.removeChild(buyButton); buyButton = null; } if (sellButton) { marketScreen.removeChild(sellButton); sellButton = null; } // Generate market slots if they don't exist if (marketSlots.length === 0) { generateMarketSlots(); } // Position and add buy slots to market screen (2 rows, 3 columns) var slotStartX = -190; var slotStartY = -180; var slotSpacingX = 220; var slotSpacingY = 210; 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; // Move top 3 slots (first row) 70 pixels up if (row === 0) { slot.y -= 70; } marketScreen.addChild(slot); } } function showSellMode() { // Clear mode selection buttons if (buyButton) { marketScreen.removeChild(buyButton); buyButton = null; } if (sellButton) { marketScreen.removeChild(sellButton); sellButton = null; } // Generate sell slots if they don't exist if (sellSlots.length === 0) { generateSellSlots(); } // Position and add sell slots to market screen (2 rows, 3 columns) var slotStartX = -190; var slotStartY = -180; var slotSpacingX = 220; var slotSpacingY = 210; for (var i = 0; i < sellSlots.length; i++) { var slot = sellSlots[i]; var row = Math.floor(i / 3); var col = i % 3; slot.x = slotStartX + col * slotSpacingX; slot.y = slotStartY + row * slotSpacingY; // Move top 3 slots (first row) 70 pixels up if (row === 0) { slot.y -= 70; } marketScreen.addChild(slot); } } function closeMarketScreen() { if (marketScreen) { LK.gui.center.removeChild(marketScreen); marketScreen = null; marketTitle = null; closeButton = null; buyButton = null; sellButton = null; isMarketOpen = false; marketMode = 'selection'; // Reset to selection mode } } 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 = Math.round(saltCurrentPrice * 1.07 * 10) / 10; // 7% increase } else { saltCurrentPrice = Math.round(saltCurrentPrice * 0.94 * 10) / 10; // 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 = Math.round((appleCurrentPrice + 1) * 10) / 10; } else { appleCurrentPrice = Math.round((appleCurrentPrice - 1) * 10) / 10; } // Apply price limits for apple (5-25) if (appleCurrentPrice < 5) { appleCurrentPrice = 5; } if (appleCurrentPrice > 25) { appleCurrentPrice = 25; } } lastApplePriceUpdate = totalMovementDistance; } // Slot refresh now happens on map change instead of movement distance // 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; } // Generate initial market slots after everything is initialized generateMarketSlots(); generateSellSlots(); game.update = function () { checkPassageCollision(); mapText.setText(regionNames[currentMap]); checkCityProximity(); updateGoldDisplay(); updateEconomySystem(); };
===================================================================
--- original.js
+++ change.js
@@ -2400,11 +2400,11 @@
// 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
+ saltCurrentPrice = Math.round(saltCurrentPrice * 1.07 * 10) / 10; // 7% increase
} else {
- saltCurrentPrice *= 0.94; // 6% decrease
+ saltCurrentPrice = Math.round(saltCurrentPrice * 0.94 * 10) / 10; // 6% decrease
}
}
lastSaltPriceUpdate = totalMovementDistance;
}
@@ -2414,11 +2414,11 @@
// 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;
+ appleCurrentPrice = Math.round((appleCurrentPrice + 1) * 10) / 10;
} else {
- appleCurrentPrice -= 1;
+ appleCurrentPrice = Math.round((appleCurrentPrice - 1) * 10) / 10;
}
// Apply price limits for apple (5-25)
if (appleCurrentPrice < 5) {
appleCurrentPrice = 5;
@@ -2440,31 +2440,11 @@
// Update last position
lastPlayerX = character.x;
lastPlayerY = character.y;
}
-// Gold button for giving 10000 gold
-var goldButton = null;
// Generate initial market slots after everything is initialized
generateMarketSlots();
generateSellSlots();
-// Create gold button in center of screen
-goldButton = LK.getAsset('gold', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 3,
- scaleY: 3,
- x: 1024,
- // Center X
- y: 1366 // Center Y
-});
-game.addChild(goldButton);
-// Add click functionality to gold button
-goldButton.down = function (x, y, obj) {
- playerGold += 10000;
- updateGoldDisplay();
- // Flash effect when clicked
- LK.effects.flashObject(goldButton, 0xFFD700, 500);
-};
game.update = function () {
checkPassageCollision();
mapText.setText(regionNames[currentMap]);
checkCityProximity();
mağara girişi. In-Game asset. 2d. High contrast. No shadows
ortaçağ atlı araba ve tüccar . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
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