User prompt
Müşteri ilk gelişinde 40 saniye sonra gelsin sonra her 30 saniyede bir gelsin.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'game.openCloseBtnTxt.style.fill = game.openCloseState ? "#fff" : "#00c853";' Line Number: 1145
User prompt
Open yazısı yeşil olsun
User prompt
Open close tuşuna yeni aset yap
User prompt
Open tuşu sarı close tuşu kırmızı olsun.
User prompt
Oyun başında biz open close tuşuna basmadıkça müşteri doğmasın.
User prompt
Close yazıyorken müşteri doğmasın.
User prompt
Oyun başlarken tuşta close yazsın.
User prompt
Tuşun ön yüzünde close yazıyorken müşteri doğmasın open basınca müşteri doğsun.
User prompt
3.ekranda yeni bir tuş ekle bir kez tıkladığımızda open ikinci kez tıkladığımızda close yazsın.
User prompt
10 saniyede sadece bir müşteri gelsin.
User prompt
3.ekrandaki müşterileri kaldır onların yerine her 10 saniyede 3.ekrana gelen müşteriler ekle onlarda eski müşteriler gibi tezgahın önünde dursunlarm
User prompt
Müşteriler oldukları yerde duruyorlar.
User prompt
Müşteriler şuan oldukları yere rastgele 3 yerden birinde doğucaklar. Her 10 saniyede bir gelicekler.
User prompt
Pişirme süresini 1 saniye yap.
User prompt
Tezgahın ortasına getir.
User prompt
Tabağı birazcık küçült.
User prompt
Tabak boyutunu büyüt
User prompt
Tabak gözükmüyor.
User prompt
Boxa her tıkladığımızda yeni bir tabak oluşmasın olan tabağa mısır eklensin.
User prompt
3.ekrandaki boxa her tıkladığımızda birer tane mısır gitsin bide mısır asetici corn olsun tabağın içinde durucak olan mısırlar bide boxa bastığımızda boxta yazan mısır sayısı azalsın.
User prompt
3.ekrandaki boxta mısır varsa olan mısır tabağın üzerine gitsin.
User prompt
3.ekrandaki boxa mısır eklenincede tabak koyulsun.
User prompt
Seeds left boxunu ilk ekranda en sağa al.
User prompt
Tabak boyutunu büyüt.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // CookArea: Cooks raw corn, can be tapped to cook, then send to order area var CookArea = Container.expand(function () { var self = Container.call(this); self.rawCorn = 0; self.cookedCorn = 0; // Cooked corn icon var cookedAsset = self.attachAsset('cooked', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); cookedAsset.width = 120; cookedAsset.height = 120; // Texts var rawTxt = new Text2('0', { size: 60, fill: "#fff" }); rawTxt.anchor.set(0.5, 0.2); self.addChild(rawTxt); // cookedTxt removed: cooked corn count text is not shown on 2nd screen self.addRawCorn = function (n) { self.rawCorn += n; rawTxt.setText(self.rawCorn); }; self.removeRawCorn = function (n) { if (self.rawCorn >= n) { self.rawCorn -= n; rawTxt.setText(self.rawCorn); return true; } return false; }; self.addCookedCorn = function (n) { self.cookedCorn += n; // cookedTxt.setText(self.cookedCorn); // removed cookedAsset.alpha = 1; LK.effects.flashObject(cookedAsset, 0xffb347, 200); }; self.removeCookedCorn = function (n) { if (self.cookedCorn >= n) { self.cookedCorn -= n; // cookedTxt.setText(self.cookedCorn); // removed if (self.cookedCorn === 0) cookedAsset.alpha = 0; return true; } return false; }; self.down = function (x, y, obj) { if (self.rawCorn > 0) { // Cook one corn (takes time) self.removeRawCorn(1); LK.setTimeout(function () { self.addCookedCorn(1); }, game.cookTime); } else if (self.cookedCorn > 0) { // Send cooked corn to order area var globalCook = self.toGlobal({ x: 0, y: 0 }); var orderPos = game.cookArea.getGlobalCenter(); var flyingCorn = LK.getAsset('cooked', { anchorX: 0.5, anchorY: 0.5, x: globalCook.x, y: globalCook.y, width: 100, height: 100 }); game.addChild(flyingCorn); tween(flyingCorn, { x: orderPos.x, y: orderPos.y, alpha: 0.2 }, { duration: 500, easing: tween.cubicOut, onFinish: function onFinish() { flyingCorn.destroy(); if (self.removeCookedCorn(1)) { game.orderArea.addCorn(1); } } }); } }; self.getGlobalCenter = function () { var pos = self.toGlobal({ x: 0, y: 0 }); return { x: pos.x, y: pos.y }; }; self.reset = function () { self.rawCorn = 0; self.cookedCorn = 0; rawTxt.setText('0'); // cookedTxt.setText('0'); // removed cookedAsset.alpha = 0; }; // Add containsPoint method to CookArea self.containsPoint = function (point) { // Convert global point to local coordinates of the CookArea var localX = point.x - self.x; var localY = point.y - self.y; // cookAsset is removed, so use cookedAsset for bounds var w = cookedAsset.width; var h = cookedAsset.height; // Check if localX, localY is inside cookedAsset bounds return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; return self; }); // CornBox: Stores harvested corn, can be tapped to send to cook area var CornBox = Container.expand(function () { var self = Container.call(this); var boxAsset = self.attachAsset('box', { anchorX: 0.5, anchorY: 0.5 }); boxAsset.width = 220; boxAsset.height = 220; self.cornCount = 0; // Corn count text var cornTxt = new Text2('0', { size: 80, fill: 0xFFF700 }); cornTxt.anchor.set(0.5, 0.5); self.addChild(cornTxt); self.addCorn = function (n) { self.cornCount += n; cornTxt.setText(self.cornCount); LK.effects.flashObject(boxAsset, 0xffff00, 200); }; self.removeCorn = function (n) { if (self.cornCount >= n) { self.cornCount -= n; cornTxt.setText(self.cornCount); return true; } return false; }; self.down = function (x, y, obj) { if (self.cornCount > 0) { // Animate corn to cook area var globalBox = self.toGlobal({ x: 0, y: 0 }); var cookPos = game.cookArea.getGlobalCenter(); var flyingCorn = LK.getAsset('corn', { anchorX: 0.5, anchorY: 0.5, x: globalBox.x, y: globalBox.y, width: 100, height: 100 }); game.addChild(flyingCorn); tween(flyingCorn, { x: cookPos.x, y: cookPos.y, alpha: 0.2 }, { duration: 500, easing: tween.cubicOut, onFinish: function onFinish() { flyingCorn.destroy(); if (self.removeCorn(1)) { game.cookArea.addRawCorn(1); } } }); } }; self.getGlobalCenter = function () { var pos = self.toGlobal({ x: 0, y: 0 }); return { x: pos.x, y: pos.y }; }; self.reset = function () { self.cornCount = 0; cornTxt.setText('0'); }; // Add containsPoint method to CornBox self.containsPoint = function (point) { // Convert global point to local coordinates of the CornBox var localX = point.x - self.x; var localY = point.y - self.y; // boxAsset is centered at (0,0) with anchor 0.5,0.5 var w = boxAsset.width; var h = boxAsset.height; // Check if localX, localY is inside boxAsset bounds return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; return self; }); // CornField: Represents a single field where corn can be planted, grown, and harvested var CornField = Container.expand(function () { var self = Container.call(this); // States: 'empty', 'growing', 'ready' self.state = 'empty'; self.index = 0; // set by game self.cornType = null; // for future upgrades // Field asset var fieldAsset = self.attachAsset('field', { anchorX: 0.5, anchorY: 0.5 }); fieldAsset.width = 320; fieldAsset.height = 320; // Corn asset (hidden unless growing/ready) var cornAsset = self.attachAsset('corn', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); cornAsset.width = 180; cornAsset.height = 180; // Grow time/ready text above corn var growTxt = new Text2('', { size: 60, fill: "#fff" }); growTxt.anchor.set(0.5, 1); growTxt.x = 0; growTxt.y = -120; self.addChild(growTxt); // Cooldown text above field (for replant cooldown) var cooldownTxt = new Text2('', { size: 60, fill: 0xFF4444 }); cooldownTxt.anchor.set(0.5, 1); cooldownTxt.x = 0; cooldownTxt.y = -180; self.addChild(cooldownTxt); // Track grow start time for countdown self._growStart = null; self._growEnd = null; // Show field as locked if not unlocked var lockAsset = self.attachAsset('lock', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); lockAsset.width = 120; lockAsset.height = 120; // Track how many times this field has been planted self.plantCount = 0; // Plant corn if field is empty self.down = function (x, y, obj) { if (self.state === 'empty' && !self.locked) { if (self._replantCooldown) { // Show cooldown visually LK.effects.flashObject(fieldAsset, 0xff0000, 200); return; } // Only allow planting if there are seeds left if (typeof game.seeds === "undefined" || game.seeds <= 0) { LK.effects.flashObject(fieldAsset, 0xff0000, 300); return; } // Decrement seed count and update display game.seeds--; if (typeof game.updateSeeds === "function") game.updateSeeds(); self.plant(); } else if (self.locked) { // Try to unlock if enough coins if (game.coins >= game.unlockCost) { game.coins -= game.unlockCost; self.unlock(); game.updateCoins(); } else { LK.effects.flashObject(lockAsset, 0xff0000, 500); } } else if (self.state === 'ready') { self.harvest(); } }; self.plant = function () { self.state = 'growing'; cornAsset.alpha = 1; cornAsset.scaleX = 0.5; cornAsset.scaleY = 0.5; tween(cornAsset, { scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOut }); // Calculate grow time: 5s for first, +1s for each subsequent plant if (typeof self.plantCount !== "number") self.plantCount = 0; var growTime = 5000 + self.plantCount * 1000; self.plantCount++; // Start grow timer self._growStart = Date.now(); self._growEnd = self._growStart + growTime; growTxt.setText(Math.ceil(growTime / 1000)); self.growTimeout = LK.setTimeout(function () { self.state = 'ready'; self._growStart = null; self._growEnd = null; growTxt.setText('ready'); LK.effects.flashObject(cornAsset, 0xffff00, 400); }, growTime); }; self.harvest = function () { if (self.state !== 'ready') return; self.state = 'empty'; cornAsset.alpha = 0; growTxt.setText(''); self._growStart = null; self._growEnd = null; // Animate corn flying to box var globalCorn = self.toGlobal({ x: 0, y: 0 }); var boxPos = game.cornBox.getGlobalCenter(); var flyingCorn = LK.getAsset('corn', { anchorX: 0.5, anchorY: 0.5, x: globalCorn.x, y: globalCorn.y, width: 120, height: 120 }); game.addChild(flyingCorn); tween(flyingCorn, { x: boxPos.x, y: boxPos.y, alpha: 0.2 }, { duration: 600, easing: tween.cubicOut, onFinish: function onFinish() { flyingCorn.destroy(); game.cornBox.addCorn(1); // Increase seeds by 2 for each harvested corn if (typeof game.seeds === "number") { game.seeds += 2; if (typeof game.updateSeeds === "function") game.updateSeeds(); } } }); // Start replant cooldown: prevent planting for 5 seconds self._replantCooldown = true; cooldownTxt.setText('5'); var cooldownLeft = 5; self._replantCooldownTimer = LK.setInterval(function () { cooldownLeft--; if (cooldownLeft > 0) { cooldownTxt.setText('' + cooldownLeft); } else { LK.clearInterval(self._replantCooldownTimer); self._replantCooldown = false; cooldownTxt.setText(''); } }, 1000); }; self.locked = false; self.lock = function () { self.locked = true; lockAsset.alpha = 1; fieldAsset.alpha = 0.4; cornAsset.alpha = 0; self.state = 'empty'; }; self.unlock = function () { self.locked = false; lockAsset.alpha = 0; fieldAsset.alpha = 1; }; self.setLocked = function (locked) { if (locked) { self.lock(); fieldAsset.alpha = 0.4; } else { self.unlock(); fieldAsset.alpha = 1; } }; self.reset = function () { self.state = 'empty'; cornAsset.alpha = 0; if (self.growTimeout) LK.clearTimeout(self.growTimeout); growTxt.setText(''); self._growStart = null; self._growEnd = null; self.plantCount = 0; if (self._replantCooldownTimer) LK.clearInterval(self._replantCooldownTimer); self._replantCooldown = false; cooldownTxt.setText(''); }; // Update method for grow/ready text self.update = function () { if (self.state === 'growing' && self._growStart && self._growEnd) { var now = Date.now(); var remain = Math.max(0, Math.ceil((self._growEnd - now) / 1000)); if (remain > 0) { growTxt.setText(remain); } else { growTxt.setText('ready'); } } else if (self.state === 'ready') { growTxt.setText('ready'); } else { growTxt.setText(''); } // Show/hide cooldown text depending on replant cooldown if (self._replantCooldown) { // cooldownTxt is already updated in the interval cooldownTxt.visible = true; } else { cooldownTxt.visible = false; } }; // Add containsPoint method to CornField self.containsPoint = function (point) { // Convert global point to local coordinates of the field var localX = point.x - self.x; var localY = point.y - self.y; // fieldAsset is centered at (0,0) with anchor 0.5,0.5 var w = fieldAsset.width; var h = fieldAsset.height; // Check if localX, localY is inside fieldAsset bounds return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; return self; }); // Customer: Represents a customer standing in front of the tezgah (counter) var Customer = Container.expand(function () { var self = Container.call(this); // Body (ellipse, new asset) var body = self.attachAsset('humanBody', { anchorX: 0.5, anchorY: 1, y: 0, width: 220, height: 320, alpha: 1 }); // Head (unique customer head) var head = self.attachAsset('customerHead', { anchorX: 0.5, anchorY: 1, y: -260, width: 180, height: 180, alpha: 1 }); // Left hand (ellipse, new asset) var leftHand = self.attachAsset('humanHand', { anchorX: 0.5, anchorY: 1, x: -90, y: -100, width: 80, height: 80, alpha: 1 }); // Right hand (ellipse, new asset) var rightHand = self.attachAsset('humanHand', { anchorX: 0.5, anchorY: 1, x: 90, y: -100, width: 80, height: 80, alpha: 1 }); // Optionally, randomize color or add more features for variety // For future: self.order = {...} return self; }); // OrderArea: Handles customer orders, sauces, and delivery var OrderArea = Container.expand(function () { var self = Container.call(this); var orderAsset = self.attachAsset('order', { anchorX: 0.5, anchorY: 0.5 }); orderAsset.width = 260; orderAsset.height = 260; self.cornCount = 0; self.currentOrder = null; self.sauces = ['ketchup', 'mayonnaise', 'cheese']; self.selectedSauces = []; // Corn icon var cornAsset = self.attachAsset('cooked', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); cornAsset.width = 120; cornAsset.height = 120; // Order text var orderTxt = new Text2('', { size: 50, fill: "#fff" }); orderTxt.anchor.set(0.5, 0.1); self.addChild(orderTxt); // Sauce icons self.sauceIcons = []; for (var i = 0; i < self.sauces.length; i++) { var s = self.sauces[i]; var icon = self.attachAsset(s, { anchorX: 0.5, anchorY: 0.5, x: -60 + i * 60, y: 80, alpha: 0.5 }); icon.width = 60; icon.height = 60; icon.sauce = s; // Add containsPoint method to each sauce icon icon.containsPoint = function (point) { // point is relative to OrderArea, icon.x/y is relative to OrderArea var localX = point.x - icon.x; var localY = point.y - icon.y; var w = icon.width, h = icon.height; return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; self.sauceIcons.push(icon); } // Delivery button var deliverBtn = self.attachAsset('deliver', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 120, alpha: 0.7 }); deliverBtn.width = 100; deliverBtn.height = 60; // Add containsPoint method to deliverBtn for hit testing deliverBtn.containsPoint = function (point) { var localX = point.x - deliverBtn.x; var localY = point.y - deliverBtn.y; var w = deliverBtn.width; var h = deliverBtn.height; return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; // Add corn to order area self.addCorn = function (n) { self.cornCount += n; cornAsset.alpha = 1; LK.effects.flashObject(cornAsset, 0xffb347, 200); self.updateOrderText(); }; self.removeCorn = function (n) { if (self.cornCount >= n) { self.cornCount -= n; if (self.cornCount === 0) cornAsset.alpha = 0; self.updateOrderText(); return true; } return false; }; self.updateOrderText = function () { if (!self.currentOrder) { orderTxt.setText(''); return; } var txt = 'Sipariş: '; for (var i = 0; i < self.currentOrder.sauces.length; i++) { txt += self.currentOrder.sauces[i]; if (i < self.currentOrder.sauces.length - 1) txt += ', '; } orderTxt.setText(txt); }; self.newOrder = function () { // Random sauces (1-3) var n = 1 + Math.floor(Math.random() * self.sauces.length); var sauces = []; var used = {}; while (sauces.length < n) { var idx = Math.floor(Math.random() * self.sauces.length); var s = self.sauces[idx]; if (!used[s]) { sauces.push(s); used[s] = true; } } self.currentOrder = { sauces: sauces }; self.selectedSauces = []; self.updateOrderText(); for (var i = 0; i < self.sauceIcons.length; i++) { self.sauceIcons[i].alpha = 0.5; } }; // Sauce selection self.sauceDown = function (sauce) { if (!self.currentOrder) return; if (self.selectedSauces.length >= self.currentOrder.sauces.length) return; if (self.selectedSauces.indexOf(sauce) !== -1) return; self.selectedSauces.push(sauce); for (var i = 0; i < self.sauceIcons.length; i++) { if (self.sauceIcons[i].sauce === sauce) { self.sauceIcons[i].alpha = 1; } } }; // Deliver order self.deliver = function () { if (!self.currentOrder) return; if (self.cornCount < 1) return; // Check sauces var ok = true; for (var i = 0; i < self.currentOrder.sauces.length; i++) { if (self.selectedSauces.indexOf(self.currentOrder.sauces[i]) === -1) { ok = false; break; } } if (ok && self.selectedSauces.length === self.currentOrder.sauces.length) { // Success self.removeCorn(1); LK.effects.flashObject(orderAsset, 0x00ff00, 400); game.coins += game.orderReward; game.updateCoins(); self.currentOrder = null; self.selectedSauces = []; LK.setTimeout(function () { self.newOrder(); }, 800); } else { // Wrong sauces LK.effects.flashObject(orderAsset, 0xff0000, 400); self.selectedSauces = []; for (var i = 0; i < self.sauceIcons.length; i++) { self.sauceIcons[i].alpha = 0.5; } } }; // Event handling self.down = function (x, y, obj) { // Check if sauce icon tapped for (var i = 0; i < self.sauceIcons.length; i++) { var icon = self.sauceIcons[i]; if (icon.containsPoint({ x: x - self.x, y: y - self.y })) { self.sauceDown(icon.sauce); return; } } // Check if deliver button tapped if (deliverBtn.containsPoint({ x: x - self.x, y: y - self.y })) { self.deliver(); return; } }; self.getGlobalCenter = function () { var pos = self.toGlobal({ x: 0, y: 0 }); return { x: pos.x, y: pos.y }; }; self.reset = function () { self.cornCount = 0; self.currentOrder = null; self.selectedSauces = []; cornAsset.alpha = 0; self.updateOrderText(); for (var i = 0; i < self.sauceIcons.length; i++) { self.sauceIcons[i].alpha = 0.5; } }; // Add containsPoint method to OrderArea self.containsPoint = function (point) { // Convert global point to local coordinates of the OrderArea var localX = point.x - self.x; var localY = point.y - self.y; // orderAsset is centered at (0,0) with anchor 0.5,0.5 var w = orderAsset.width; var h = orderAsset.height; // Check if localX, localY is inside orderAsset bounds return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; return self; }); // unique plate asset for tezgah // Plate: Represents a plate to be shown on tezgah when cooked corn box is tapped var Plate = Container.expand(function () { var self = Container.call(this); var plateAsset = self.attachAsset('plate', { anchorX: 0.5, anchorY: 0.5, width: 700, height: 280, x: 0, y: 0, alpha: 1 }); // Optionally add more visuals or logic here return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2e7d32 }); /**** * Game Code ****/ // cook asset re-added // Unique assets for stove and pot // --- Game constants --- // New tezgah (counter) asset for 3rd screen // New assets for human body and hands game.cornGrowTime = 5000; // ms game.cookTime = 2000; // ms game.orderReward = 5; game.unlockCost = 20; game.maxFields = 8; // --- Game state --- game.coins = storage.coins || 20; game.unlockedFields = 4; game.seeds = 4; // Başlangıçta 4 tohumumuz var // --- UI: Seeds display (always visible, top center, not in top left 100x100) --- var seedsTxt = new Text2('Tohum: ' + game.seeds, { size: 80, fill: 0xFFF700 }); seedsTxt.anchor.set(0.5, 0); // Move seedsTxt down to avoid the top menu (at least 100px from top), and center horizontally seedsTxt.x = 2048 / 2; seedsTxt.y = 140; LK.gui.top.addChild(seedsTxt); // Always show seeds count on all screens seedsTxt.visible = true; // --- Seed Box for 1st screen (shows number of plantable seeds) --- game.seedBox = new Container(); var seedBoxAsset = LK.getAsset('box', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 220, x: 0, y: 0, alpha: 1 }); game.seedBox.addChild(seedBoxAsset); // Add English label above the seed box game.seedBoxLabel = new Text2('Seeds left', { size: 40, fill: "#fff" }); game.seedBoxLabel.anchor.set(0.5, 1); game.seedBoxLabel.x = 0; game.seedBoxLabel.y = -130; game.seedBox.addChild(game.seedBoxLabel); game.seedBoxTxt = new Text2(game.seeds + '', { size: 80, fill: 0xFFF700 }); game.seedBoxTxt.anchor.set(0.5, 0.5); game.seedBoxTxt.x = 0; game.seedBoxTxt.y = 0; game.seedBox.addChild(game.seedBoxTxt); // Place seed box at right side, below the seedsTxt, not in top right 100x100 game.seedBox.x = 2048 - 300; game.seedBox.y = 320; game.addChild(game.seedBox); game.seedBox.visible = true; // Only show on field screen // --- UI: Coins display --- var coinsTxt = new Text2(game.coins + '₺', { size: 90, fill: 0xFFFDE7 }); coinsTxt.anchor.set(0.5, 0); LK.gui.top.addChild(coinsTxt); // Bring seedsTxt and coinsTxt to the very front in the GUI overlay if (typeof LK.gui.top.setChildIndex === "function") { LK.gui.top.setChildIndex(seedsTxt, LK.gui.top.children.length - 1); LK.gui.top.setChildIndex(coinsTxt, LK.gui.top.children.length - 1); } // Update seeds display game.updateSeeds = function () { if (typeof seedsTxt !== "undefined") { seedsTxt.setText('Tohum: ' + game.seeds); } if (typeof game.seedBoxTxt !== "undefined") { game.seedBoxTxt.setText(game.seeds + ''); } }; game.updateCoins = function () { coinsTxt.setText(game.coins + '₺'); storage.coins = game.coins; storage.unlockedFields = game.unlockedFields; }; // --- Screen management --- game.screens = ['field', 'boxcook', 'order']; game.currentScreen = 0; // 0: field, 1: box/cook, 2: order // --- Field grid --- game.fields = []; var fieldRows = 2; var fieldCols = 2; var fieldSpacing = 340; var fieldStartX = 400; var fieldStartY = 600; function updateFieldGrid() { // Determine grid size based on unlocked fields var n = game.unlockedFields; if (n <= 4) { fieldRows = 2; fieldCols = 2; } else if (n <= 9) { fieldRows = 3; fieldCols = 3; } else { fieldRows = 4; fieldCols = 4; } } function layoutFields() { updateFieldGrid(); // Calculate how many fields are visible per "page" vertically var maxVisibleRows = Math.floor((2048 - fieldStartY) / fieldSpacing); // fit as many as possible var maxVisibleCols = Math.floor((2048 - fieldStartX) / fieldSpacing); // For our game, let's allow 2 rows before scrolling horizontally var fieldsPerCol = 2; var fieldsPerRow = 4; // up to 4 columns before scrolling horizontally // Calculate how many "pages" horizontally var pageSize = fieldsPerCol * fieldsPerRow; var pageCount = Math.ceil(game.unlockedFields / pageSize); // Find which page is currently active (always show the last unlocked page) var currentPage = Math.floor((game.unlockedFields - 1) / pageSize); // Calculate horizontal offset for scrolling var scrollX = currentPage * (fieldsPerRow * fieldSpacing + 100); // 100px gap between pages for (var i = 0; i < game.maxFields; i++) { // Which page does this field belong to? var page = Math.floor(i / pageSize); var pageIndex = i % pageSize; var row = Math.floor(pageIndex / fieldsPerRow); var col = pageIndex % fieldsPerRow; // If not unlocked, keep offscreen if (i >= game.unlockedFields) { game.fields[i].x = -1000; game.fields[i].y = -1000; continue; } // Place fields in a grid, scrolling horizontally after 2 rows var x = fieldStartX + col * fieldSpacing - scrollX; var y = fieldStartY + row * fieldSpacing; game.fields[i].x = x; game.fields[i].y = y; } } // Create fields for (var i = 0; i < game.maxFields; i++) { var field = new CornField(); field.index = i; game.addChild(field); game.fields.push(field); } function updateFieldLocks() { for (var i = 0; i < game.maxFields; i++) { if (i < game.unlockedFields) { game.fields[i].setLocked(false); if (game.fields[i].fieldAsset) game.fields[i].fieldAsset.alpha = 1; } else { game.fields[i].setLocked(true); if (game.fields[i].fieldAsset) game.fields[i].fieldAsset.alpha = 0.4; } } } updateFieldLocks(); layoutFields(); // --- Corn Box --- // Place corn box just above the pot on 2nd screen game.cornBox = new CornBox(); // Pot is at y = 2732 (bottom), potAsset.y = -120, potAsset.height = 800, so top of pot = 2732 - 120 - 800 = 1812 // Place corn box about 120px above the pot game.cornBox.x = 2048 / 2; game.cornBox.y = 1812 - 120; // Add English label above the corn box, and a count label below it game.cornBoxLabel = new Text2('Corn in Box', { size: 48, fill: "#fff" }); game.cornBoxLabel.anchor.set(0.5, 1); game.cornBoxLabel.x = game.cornBox.x; game.cornBoxLabel.y = game.cornBox.y - 140; game.cornBoxLabel.visible = false; // Only show on boxcook screen game.addChild(game.cornBoxLabel); // Add a corn count label above the box (just below the "Corn in Box" label) game.cornBoxCountLabel = new Text2('0', { size: 60, fill: 0xFFF700 }); game.cornBoxCountLabel.anchor.set(0.5, 1); game.cornBoxCountLabel.x = game.cornBox.x; game.cornBoxCountLabel.y = game.cornBox.y - 80; game.cornBoxCountLabel.visible = false; // Only show on boxcook screen game.addChild(game.cornBoxCountLabel); game.addChild(game.cornBox); // --- Stove & Pot for Cooking Screen --- game.stove = new Container(); // Place stove at the very bottom of the screen, centered horizontally game.stove.x = 2048 / 2; game.stove.y = 2732; // y=2732 is the very bottom edge game.addChild(game.stove); // Stove asset (image) - use a new visual asset for the stove var stoveAsset = LK.getAsset('stoveImage', { anchorX: 0.5, anchorY: 1, width: 2048, height: 420, y: 0 }); game.stove.addChild(stoveAsset); // Pot asset (ellipse, centered on stove) - as large as possible but fits inside stove and is fully visible var potAsset = LK.getAsset('pot', { anchorX: 0.5, anchorY: 1, width: 1400, // very wide, fills most of stove height: 800, // very tall, fills most of stove y: -120 // move pot lower so it sits further down on the stove }); game.stove.addChild(potAsset); // Place pot lower on the stove potAsset.x = 0; potAsset.y = -120; // Pot "lid" (for visual effect) - now smaller than pot and sits directly on top of pot var potLid = LK.getAsset('potLid', { anchorX: 0.5, anchorY: 1, width: 1000, // reduced width height: 220, // reduced height y: potAsset.y - potAsset.height + 300, // moved lid slightly up (less down) // adjust to match new height alpha: 1 }); game.stove.addChild(potLid); // Place lid to visually close the pot potLid.x = potAsset.x; potLid.y = potAsset.y - potAsset.height + 300; // moved lid slightly up (less down) // Corns in pot (array of {asset, startTime}) game.potCorns = []; // Pot timer text game.potTimerTxt = new Text2('', { size: 70, fill: "#fff" }); game.potTimerTxt.anchor.set(0.5, 0.5); // Center the timer in the middle of the pot, and move it lower to match new pot position game.potTimerTxt.x = potAsset.x; game.potTimerTxt.y = potAsset.y - 320 + 300; // Move timer lower to match new pot position game.stove.addChild(game.potTimerTxt); // --- Cook Area (for legacy, still used for quick cook) --- game.cookArea = new CookArea(); game.cookArea.x = 2048 - 300; game.cookArea.y = 1100; game.addChild(game.cookArea); // --- Order Area --- // Order area removed as per request // Minimal OrderArea to prevent undefined error for addCorn game.orderArea = { addCorn: function addCorn(n) { // No-op: order area is removed, but prevent error } }; // --- Tezgah (Counter) for Customer Screen --- // Make the tezgah (counter) very large and at the very bottom of the screen, spanning almost the full width game.counterAsset = LK.getAsset('tezgah', { anchorX: 0.5, anchorY: 1, width: 2048 - 20, // leave only 10px margin on each side for a bigger counter height: 420, // make it even taller alpha: 0.95 }); game.counterAsset.x = 2048 / 2; game.counterAsset.y = 2732; // Place tezgah at the very bottom of the screen (old/original position) game.addChild(game.counterAsset); // --- Cooked Corn Count Box for 3rd Screen (Order Screen) --- game.cookedCornBox = new Container(); var cookedCornBoxAsset = LK.getAsset('cooked', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 220, x: 0, y: 0, alpha: 1 }); game.cookedCornBox.addChild(cookedCornBoxAsset); game.cookedCornBoxTxt = new Text2('0', { size: 80, fill: "#fff" }); game.cookedCornBoxTxt.anchor.set(0.5, 0.5); game.cookedCornBoxTxt.x = 0; game.cookedCornBoxTxt.y = 0; game.cookedCornBox.addChild(game.cookedCornBoxTxt); // Place cooked corn count box at the very left edge, centered vertically on top of the tezgah (counter) in 3rd screen // Center the box horizontally at the left edge of the tezgah game.cookedCornBox.x = game.counterAsset.x - game.counterAsset.width / 2 + game.cookedCornBox.width / 2 + 10; // 10px margin from left game.cookedCornBox.y = game.counterAsset.y - game.counterAsset.height / 2; // center vertically on tezgah game.addChild(game.cookedCornBox); game.cookedCornBox.visible = false; // Only show on order screen // --- Customers in front of tezgah (only on customer screen) --- game.customers = []; game.customerSpawnPositions = [2048 / 2 - 420, // left 2048 / 2, // center 2048 / 2 + 420 // right ]; game.customerY = 2732 - 420; // Stand just above the tezgah // Helper to spawn a customer at a random position game.spawnCustomer = function () { // Only spawn if on order screen if (game.currentScreen !== 2) return; // Find a free customer slot (max 3 customers at a time) var freeIndex = -1; for (var i = 0; i < 3; i++) { if (!game.customers[i] || game.customers[i].destroyed || !game.customers[i].visible) { freeIndex = i; break; } } if (freeIndex === -1) return; // All slots full // Pick a random position index (0, 1, 2) var posIdx = Math.floor(Math.random() * 3); // Make sure no other customer is at this position var taken = false; for (var i = 0; i < game.customers.length; i++) { if (game.customers[i] && game.customers[i].visible && game.customers[i].x === game.customerSpawnPositions[posIdx]) { taken = true; break; } } if (taken) { // Try other positions for (var j = 0; j < 3; j++) { if (j !== posIdx) { var found = false; for (var k = 0; k < game.customers.length; k++) { if (game.customers[k] && game.customers[k].visible && game.customers[k].x === game.customerSpawnPositions[j]) { found = true; break; } } if (!found) { posIdx = j; break; } } } } // Create or reuse customer var cust; if (game.customers[freeIndex] && !game.customers[freeIndex].destroyed) { cust = game.customers[freeIndex]; } else { cust = new Customer(); game.customers[freeIndex] = cust; game.addChild(cust); } // Set customer position and keep them stationary cust.x = game.customerSpawnPositions[posIdx]; cust.y = game.customerY; cust.visible = game.currentScreen === 2; // Remove any movement or animation logic for customers here to keep them stationary }; // Remove all pre-created customers game.customers = []; // Timer to spawn a customer: first after 40s, then every 30s (only on order screen) game.customerSpawnTimer = null; game._customerSpawnInterval = 30000; // 30s after first game._customerFirstDelay = 40000; // 40s for first customer function spawnCustomerOnOrderScreen() { if (game.currentScreen === 2) { // Remove all existing customers from the screen for (var i = 0; i < game.customers.length; i++) { if (game.customers[i] && !game.customers[i].destroyed) { game.customers[i].destroy(); } } game.customers = []; // Spawn only 1 new customer at a random position var posIdx = Math.floor(Math.random() * 3); var cust = new Customer(); cust.x = game.customerSpawnPositions[posIdx]; cust.y = game.customerY; cust.visible = true; game.addChild(cust); game.customers.push(cust); } // After first call, switch to interval if not already set if (!game._customerSpawnIntervalStarted) { game._customerSpawnIntervalStarted = true; game.customerSpawnTimer = LK.setInterval(spawnCustomerOnOrderScreen, game._customerSpawnInterval); } } // Start the first customer spawn after 40s if (game.customerSpawnTimer) { LK.clearInterval(game.customerSpawnTimer); } if (game._customerSpawnTimeout) { LK.clearTimeout(game._customerSpawnTimeout); } game._customerSpawnIntervalStarted = false; game._customerSpawnTimeout = LK.setTimeout(function () { spawnCustomerOnOrderScreen(); }, game._customerFirstDelay); // --- Unlock 4 Fields Button --- // Place a new button below the 4 fields to unlock 4 more fields at once for 20 coins var unlock4BtnContainer = new Container(); var unlock4Btn = LK.getAsset('unlock', { anchorX: 0.5, anchorY: 0.5, width: 320, height: 120, alpha: 0.9 }); unlock4BtnContainer.addChild(unlock4Btn); game.addChild(unlock4BtnContainer); var unlock4Txt = new Text2('4 Tarla Aç (20₺)', { size: 60, fill: "#fff" }); unlock4Txt.anchor.set(0.5, 0.5); game.addChild(unlock4Txt); // Add containsPoint method to unlock4BtnContainer unlock4BtnContainer.containsPoint = function (point) { var localX = point.x - unlock4BtnContainer.x; var localY = point.y - unlock4BtnContainer.y; var w = unlock4Btn.width; var h = unlock4Btn.height; return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; // Update unlock4 button position and text function updateUnlockBtn() { // Only show if exactly 4 fields are unlocked and maxFields not reached and seeds > 0 if (game.unlockedFields !== 4 || game.unlockedFields >= game.maxFields || game.seeds <= 0) { unlock4Btn.alpha = 0.3; unlock4BtnContainer.visible = false; unlock4Txt.visible = false; return; } // Place below the last unlocked field (index game.unlockedFields-1) var lastField = game.fields[game.unlockedFields - 1]; unlock4BtnContainer.x = lastField.x; unlock4BtnContainer.y = lastField.y + 260; unlock4Txt.x = unlock4BtnContainer.x; unlock4Txt.y = unlock4BtnContainer.y; unlock4BtnContainer.visible = true; unlock4Txt.visible = true; unlock4Btn.alpha = 0.9; unlock4Txt.setText('4 Tarla Aç (20₺)'); } updateUnlockBtn(); // --- Screen navigation buttons --- var leftBtn = LK.getAsset('unlock', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, x: 120, y: 2732 / 2, alpha: 0.7 }); var rightBtn = LK.getAsset('unlock', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, x: 2048 - 120, y: 2732 / 2, alpha: 0.7 }); game.addChild(leftBtn); game.addChild(rightBtn); // Add containsPoint for nav buttons leftBtn.containsPoint = function (point) { var localX = point.x - leftBtn.x; var localY = point.y - leftBtn.y; var w = leftBtn.width, h = leftBtn.height; return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; rightBtn.containsPoint = function (point) { var localX = point.x - rightBtn.x; var localY = point.y - rightBtn.y; var w = rightBtn.width, h = rightBtn.height; return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2; }; // Nav button text var leftTxt = new Text2('<', { size: 90, fill: "#fff" }); leftTxt.anchor.set(0.5, 0.5); leftTxt.x = leftBtn.x; leftTxt.y = leftBtn.y; game.addChild(leftTxt); var rightTxt = new Text2('>', { size: 90, fill: "#fff" }); rightTxt.anchor.set(0.5, 0.5); rightTxt.x = rightBtn.x; rightTxt.y = rightBtn.y; game.addChild(rightTxt); // --- Screen show/hide logic --- function updateScreenVisibility() { // 0: field, 1: boxcook, 2: order var showField = game.currentScreen === 0; var showBoxCook = game.currentScreen === 1; var showOrder = game.currentScreen === 2; // Fields for (var i = 0; i < game.fields.length; i++) { game.fields[i].visible = showField; } // Show seedBox only on field screen if (game.seedBox) { game.seedBox.visible = showField; } // Only show unlock4BtnContainer and unlock4Txt if unlock4Btn should be available (unlockedFields==4, not maxed, seeds>0) if (showField && game.unlockedFields === 4 && game.unlockedFields < game.maxFields && game.seeds > 0) { unlock4BtnContainer.visible = true; unlock4Txt.visible = true; unlock4Btn.alpha = 0.9; } else { unlock4BtnContainer.visible = false; unlock4Txt.visible = false; unlock4Btn.alpha = 0.3; } // Show/hide corn box label and count only on 2nd screen (boxcook) if (typeof game.cornBoxLabel !== "undefined") { game.cornBoxLabel.visible = showBoxCook; if (showBoxCook) { game.cornBoxLabel.setText('Corn in Box'); // Make sure label is above the box and added to the display list if (game.cornBox && game.children.indexOf(game.cornBoxLabel) === -1) { game.addChild(game.cornBoxLabel); } // Position label above the box game.cornBoxLabel.x = game.cornBox.x; game.cornBoxLabel.y = game.cornBox.y - 140; } } if (typeof game.cornBoxCountLabel !== "undefined") { game.cornBoxCountLabel.visible = showBoxCook; if (showBoxCook) { // Update count to match box if (game.cornBox && typeof game.cornBox.cornCount === "number") { game.cornBoxCountLabel.setText(game.cornBox.cornCount + ''); } else { game.cornBoxCountLabel.setText('0'); } // Position count label just below the main label game.cornBoxCountLabel.x = game.cornBox.x; game.cornBoxCountLabel.y = game.cornBox.y - 80; // Make sure label is added to display list if (game.cornBox && game.children.indexOf(game.cornBoxCountLabel) === -1) { game.addChild(game.cornBoxCountLabel); } } } // Hide all other elements except fields, unlock4Btn, and seedBox on 1st screen for (var i = 0; i < game.children.length; i++) { var ch = game.children[i]; if (showField) { // Only show fields, unlock4BtnContainer, unlock4Txt, and seedBox if (game.fields.indexOf(ch) !== -1 || ch === unlock4BtnContainer || ch === unlock4Txt || ch === game.seedBox) { ch.visible = true; } else { ch.visible = false; } } else if (showBoxCook) { // Only show stove and cornBox on 2nd screen if (ch === game.stove || ch === game.cornBox) { ch.visible = true; } else { ch.visible = false; } } else { // On 3rd screen (order), only show tezgah, customers, cooked corn count box, and plate if (game.currentScreen === 2) { // Show tezgah plate if not present if (!game.tezgahPlate || game.tezgahPlate.destroyed) { game.tezgahPlate = new Plate(); // Center the plate horizontally on the tezgah game.tezgahPlate.x = game.counterAsset.x; // Place the plate vertically so it sits visually on the tezgah game.tezgahPlate.y = game.counterAsset.y - game.counterAsset.height / 2; game.addChild(game.tezgahPlate); game.tezgahPlate.cornIcons = []; } if (ch === game.counterAsset || ch === game.cookedCornBox || ch === game.tezgahPlate) { ch.visible = true; } else if (game.customers && game.customers.indexOf(ch) !== -1) { ch.visible = true; } else { ch.visible = false; } } else { // On other screens, hide stove and cornBox, show others (handled by their own logic) if (ch === game.stove || ch === game.cornBox) { ch.visible = false; } else if (typeof ch.visible === "boolean") { ch.visible = true; } } } } // Order // game.orderArea.visible = showOrder; // Removed order area if (game.counterAsset) game.counterAsset.visible = showOrder; // Customers visible only on customer screen if (game.customers) { for (var i = 0; i < game.customers.length; i++) { if (showOrder && game.customers[i] && !game.customers[i].destroyed) { game.customers[i].visible = true; } else if (game.customers[i]) { game.customers[i].visible = false; } } } // Show cooked corn count box only on order screen if (game.cookedCornBox) { // Only show on order screen (screen 2) game.cookedCornBox.visible = showOrder; // Show tezgah plate if on order screen if (showOrder && game.tezgahPlate) { game.tezgahPlate.visible = true; } // Update value from cookArea only if visible if (showOrder && game.cookArea && typeof game.cookArea.cookedCorn === "number") { game.cookedCornBoxTxt.setText(game.cookArea.cookedCorn); } else { game.cookedCornBoxTxt.setText(''); game.cookedCornBox.visible = false; } } // Nav buttons always visible leftBtn.visible = true; rightBtn.visible = true; leftTxt.visible = true; rightTxt.visible = true; // Hide tezgah plate if not on order screen if (game.tezgahPlate && game.currentScreen !== 2) { game.tezgahPlate.visible = false; } // Show seeds count always if (typeof seedsTxt !== "undefined") { seedsTxt.visible = true; if (typeof game.updateSeeds === "function") { game.updateSeeds(); } if (typeof game.seedBoxTxt !== "undefined") { game.seedBoxTxt.setText(game.seeds + ''); } } } updateScreenVisibility(); // --- Touch handling --- game.down = function (x, y, obj) { // Navigation buttons if (leftBtn.containsPoint({ x: x, y: y })) { game.currentScreen = (game.currentScreen + 2) % 3; updateScreenVisibility(); return; } if (rightBtn.containsPoint({ x: x, y: y })) { game.currentScreen = (game.currentScreen + 1) % 3; updateScreenVisibility(); return; } // Per-screen input if (game.currentScreen === 0) { // Field screen if (unlock4BtnContainer.visible && unlock4BtnContainer.containsPoint({ x: x, y: y })) { if (game.seeds <= 0) { LK.effects.flashObject(unlock4Btn, 0xff0000, 400); return; } if (game.coins >= 20 && game.unlockedFields === 4 && game.unlockedFields < game.maxFields) { game.coins -= 20; // Unlock 4 more fields, but do not exceed maxFields var toUnlock = Math.min(4, game.maxFields - game.unlockedFields); game.unlockedFields += toUnlock; game.updateCoins(); updateFieldLocks(); layoutFields(); updateUnlockBtn(); // Hide unlock4Btn and its label after unlocking the second set of fields unlock4BtnContainer.visible = false; unlock4Txt.visible = false; } else { LK.effects.flashObject(unlock4Btn, 0xff0000, 400); } return; } for (var i = 0; i < game.fields.length; i++) { var f = game.fields[i]; if (f.visible && f.containsPoint({ x: x, y: y })) { f.down(x - f.x, y - f.y, obj); return; } } } else if (game.currentScreen === 1) { // Box & Cook screen // Prevent interaction with cook asset if (game.cornBox.visible && game.cornBox.containsPoint({ x: x, y: y })) { // When box is tapped, drop all corn into pot one by one, each at a different position var cornToMove = game.cornBox.cornCount; if (cornToMove > 0) { // Arrange corns in a circle or grid inside the pot var potRadius = 120; // Center corns visually in the pot asset (fix: use potAsset center, not offset) var centerX = potAsset.x; var centerY = potAsset.y - potAsset.height / 2 + 60; // center vertically in pot, adjust as needed var angleStep = Math.PI * 2 / Math.max(1, cornToMove); for (var i = 0; i < cornToMove; i++) { if (game.cornBox.removeCorn(1)) { // Calculate position for this corn var angle = i * angleStep; // For up to 8 corns, use a circle, for more, use a spiral var r = potRadius * (cornToMove > 8 ? 0.7 + 0.3 * (i / cornToMove) : 1); var px = centerX + Math.cos(angle) * r * 0.7; var py = centerY + Math.sin(angle) * r * 0.5; // Add a corn asset to pot at calculated position var cornInPot = LK.getAsset('corn', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80, x: px, y: py }); game.stove.addChild(cornInPot); // Start cook timer (30s) var cookStart = Date.now(); game.potCorns.push({ asset: cornInPot, startTime: cookStart, done: false }); // Flash pot for each corn LK.effects.flashObject(potAsset, 0xffff00, 100); } } } return; } // Prevent interaction with cook asset and cooked corn count box if (game.cookArea && game.cookArea.containsPoint && game.cookArea.containsPoint({ x: x - game.cookArea.x, y: y - game.cookArea.y })) { // Do nothing, prevent interaction return; } // Collect all cooked corn from pot with a single tap on the pot var localPotX = x - game.stove.x; var localPotY = y - game.stove.y; var potW = potAsset.width, potH = potAsset.height; // Check if tap is inside the pot area if (localPotX >= -potW / 2 && localPotX <= potW / 2 && localPotY >= -potH / 2 && localPotY <= potH / 2) { var collected = 0; // Collect all cooked corns for (var i = game.potCorns.length - 1; i >= 0; i--) { var c = game.potCorns[i]; if (c.done) { c.asset.destroy(); game.potCorns.splice(i, 1); game.cookArea.addCookedCorn(1); collected++; } } if (collected > 0) { LK.effects.flashObject(potAsset, 0x05c49c, 200); } return; } } else if (game.currentScreen === 2) { // Order screen // Prevent interaction with cooked corn count box if (game.cookedCornBox && typeof game.cookedCornBox.x === "number" && typeof game.cookedCornBox.y === "number") { var localX = x - game.cookedCornBox.x; var localY = y - game.cookedCornBox.y; var w = 220, h = 220; if (localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2) { // When cooked corn box is tapped, show a plate on tezgah (if not already present) if (!game.tezgahPlate || game.tezgahPlate.destroyed) { game.tezgahPlate = new Plate(); // Center the plate horizontally on the tezgah game.tezgahPlate.x = game.counterAsset.x; // Place the plate vertically so it sits visually on the tezgah game.tezgahPlate.y = game.counterAsset.y - game.counterAsset.height / 2; game.addChild(game.tezgahPlate); game.tezgahPlate.cornIcons = []; } // Only move one cooked corn per tap, and use 'corn' asset for the plate var cookedCount = game.cookArea && typeof game.cookArea.cookedCorn === "number" ? game.cookArea.cookedCorn : 0; if (cookedCount > 0) { // Remove one cooked corn from cookArea if (game.cookArea.removeCookedCorn(1)) { // Place a single corn icon (asset: 'corn') on the plate var iconW = 80, iconH = 80; // Find how many corns are already on the plate (count existing icons) var plateCornCount = 0; if (game.tezgahPlate.cornIcons) plateCornCount = game.tezgahPlate.cornIcons.length; // Place new corn icon at next position in row, centered on plate var xOnPlate = game.tezgahPlate.x - 120 + plateCornCount * (iconW + 10); var yOnPlate = game.tezgahPlate.y - 10; var cornIcon = LK.getAsset('corn', { anchorX: 0.5, anchorY: 0.5, width: iconW, height: iconH, x: xOnPlate, y: yOnPlate }); game.addChild(cornIcon); if (!game.tezgahPlate.cornIcons) game.tezgahPlate.cornIcons = []; game.tezgahPlate.cornIcons.push(cornIcon); // Update cooked corn box text to match new cooked corn count if (game.cookedCornBoxTxt) { game.cookedCornBoxTxt.setText(game.cookArea.cookedCorn); } } } return; } } // Order area removed } }; // --- Game update --- game.update = function () { // Update all fields for grow/ready text for (var i = 0; i < game.fields.length; i++) { if (game.fields[i].visible) { if (typeof game.fields[i].update === "function") { game.fields[i].update(); } } } // Update corn box count label live on 2nd screen if (game.currentScreen === 1 && typeof game.cornBoxCountLabel !== "undefined" && game.cornBox && typeof game.cornBox.cornCount === "number") { game.cornBoxCountLabel.setText(game.cornBox.cornCount + ''); } // No automatic planting: Corn only grows when planted by the player // --- Pot cooking logic --- if (game.stove && game.potCorns) { var minTimeLeft = null; for (var i = 0; i < game.potCorns.length; i++) { var c = game.potCorns[i]; // --- Add timer label above each corn in the pot --- if (!c.timerLabel) { c.timerLabel = new Text2('', { size: 40, fill: "#fff" }); c.timerLabel.anchor.set(0.5, 1); c.timerLabel.x = c.asset.x; c.timerLabel.y = c.asset.y - 50; game.stove.addChild(c.timerLabel); } // Always update label position to follow corn c.timerLabel.x = c.asset.x; c.timerLabel.y = c.asset.y - 50; if (!c.done) { var elapsed = Date.now() - c.startTime; var left = 30000 - elapsed; if (left <= 0) { // Done cooking c.done = true; c.asset.alpha = 1; c.asset.tint = 0x05c49c; // cooked color LK.effects.flashObject(c.asset, 0x05c49c, 300); left = 0; } else { c.asset.alpha = 0.7; c.asset.tint = 0xb8b031; // raw color } // Show remaining time above corn var secLeft = Math.ceil(left / 1000); c.timerLabel.setText(secLeft + "s"); c.timerLabel.visible = true; if (minTimeLeft === null || left < minTimeLeft) minTimeLeft = left; } else { // Hide label above cooked corn (no 'Done' text) c.timerLabel.setText(''); c.timerLabel.visible = false; } // If the corn asset is destroyed (collected), also destroy the label if (c.asset.destroyed && c.timerLabel) { c.timerLabel.destroy(); c.timerLabel = null; } // Hide "Done" label if corn is not in potCorns anymore (collected) if ((!c.asset || c.asset.destroyed) && c.timerLabel) { c.timerLabel.visible = false; } // Remove global pot timer text (game.potTimerTxt) so only per-corn timers are shown game.potTimerTxt.setText(''); game.potTimerTxt.visible = false; } // Remove all other pot timer text except per-corn timers on 2nd screen // (No global pot timer text on 2nd screen) // Remove timer labels for any corns that have been removed from potCorns for (var i = game.potCorns.length - 1; i >= 0; i--) { var c = game.potCorns[i]; if (c.asset.destroyed && c.timerLabel) { c.timerLabel.destroy(); c.timerLabel = null; } } } // Show pot lid only if there are corns in the pot if (typeof potLid !== "undefined" && typeof game.potCorns !== "undefined") { if (game.potCorns.length > 0) { potLid.visible = true; } else { potLid.visible = false; } } // Update cooked corn count box value live on order screen if (game.currentScreen === 2 && game.cookedCornBox && game.cookArea && typeof game.cookArea.cookedCorn === "number") { game.cookedCornBoxTxt.setText(game.cookArea.cookedCorn); game.cookedCornBox.visible = true; } else if (game.cookedCornBox) { // Hide or clear cooked corn count on other screens game.cookedCornBoxTxt.setText(''); game.cookedCornBox.visible = false; } }; // --- Reset function for new game --- game.resetGame = function () { game.coins = 20; game.unlockedFields = 4; game.seeds = 4; if (typeof game.updateSeeds === "function") game.updateSeeds(); game.updateCoins(); updateFieldLocks(); layoutFields(); updateUnlockBtn(); for (var i = 0; i < game.fields.length; i++) { game.fields[i].reset(); } game.cornBox.reset(); game.cookArea.reset(); // Reset stove/pot if (game.potCorns) { for (var i = 0; i < game.potCorns.length; i++) { if (game.potCorns[i].asset) game.potCorns[i].asset.destroy(); } game.potCorns = []; } if (game.potTimerTxt) game.potTimerTxt.setText(''); // game.orderArea.reset(); // game.orderArea.newOrder(); // Reset to first screen and update visibility game.currentScreen = 0; // Remove all customers on reset (they will be spawned by timer on 3rd screen) if (game.customers) { for (var i = 0; i < game.customers.length; i++) { if (game.customers[i] && !game.customers[i].destroyed) { game.customers[i].destroy(); } } game.customers = []; } updateScreenVisibility(); }; // --- Asset definitions (for static analysis) --- // These are not real code, but LK will auto-create these assets as used above: // field: green box, corn: yellow ellipse, lock: gray lock, box: brown box, cook: pot, cooked: orange ellipse, order: tray, ketchup/mayonnaise/cheese: colored circles, deliver: blue button, unlock: green button // --- End of code ---
===================================================================
--- original.js
+++ change.js
@@ -740,14 +740,13 @@
/****
* Game Code
****/
-// new asset for open/close button
-// New assets for human body and hands
-// New tezgah (counter) asset for 3rd screen
-// --- Game constants ---
-// Unique assets for stove and pot
// cook asset re-added
+// Unique assets for stove and pot
+// --- Game constants ---
+// New tezgah (counter) asset for 3rd screen
+// New assets for human body and hands
game.cornGrowTime = 5000; // ms
game.cookTime = 2000; // ms
game.orderReward = 5;
game.unlockCost = 20;
@@ -1053,75 +1052,8 @@
// center
2048 / 2 + 420 // right
];
game.customerY = 2732 - 420; // Stand just above the tezgah
-// --- Open/Close Toggle Button for 3rd Screen (Order Screen) ---
-game.openCloseState = false; // false = closed, true = open
-game.openCloseBtn = LK.getAsset('openCloseBtn', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 220,
- height: 100,
- x: 2048 - 220,
- y: 2732 - 420 - 80,
- // above tezgah, right side
- alpha: 0.9
-});
-game.addChild(game.openCloseBtn);
-game.openCloseBtnTxt = new Text2('close', {
- size: 60,
- fill: "#fff"
-});
-game.openCloseBtnTxt.anchor.set(0.5, 0.5);
-game.openCloseBtnTxt.x = game.openCloseBtn.x;
-game.openCloseBtnTxt.y = game.openCloseBtn.y;
-game.addChild(game.openCloseBtnTxt);
-// Add containsPoint method to openCloseBtn
-game.openCloseBtn.containsPoint = function (point) {
- var localX = point.x - game.openCloseBtn.x;
- var localY = point.y - game.openCloseBtn.y;
- var w = game.openCloseBtn.width;
- var h = game.openCloseBtn.height;
- return localX >= -w / 2 && localX <= w / 2 && localY >= -h / 2 && localY <= h / 2;
-};
-// Helper to update open/close button text
-game.updateOpenCloseBtn = function () {
- if (game.openCloseBtnTxt) {
- game.openCloseBtnTxt.setText(game.openCloseState ? 'close' : 'open');
- // Set text color: green for open, white for close
- if (!game.openCloseState) {
- // Open: green
- if (typeof game.openCloseBtnTxt.setTextStyle === "function") {
- game.openCloseBtnTxt.setTextStyle({
- fill: 0x00C853
- });
- }
- } else {
- // Close: white
- if (typeof game.openCloseBtnTxt.setTextStyle === "function") {
- game.openCloseBtnTxt.setTextStyle({
- fill: "#fff"
- });
- }
- }
- }
- if (game.openCloseBtn) {
- // Yellow for open, red for close
- game.openCloseBtn.color = game.openCloseState ? 0xffd600 : 0xd32f2f;
- // If LK.getAsset does not update color after creation, set .tint as fallback
- if (typeof game.openCloseBtn.tint !== "undefined") {
- game.openCloseBtn.tint = game.openCloseState ? 0xffd600 : 0xd32f2f;
- }
- }
-};
-game.updateOpenCloseBtn();
-// Helper to show/hide openCloseBtn only on 3rd screen
-function updateOpenCloseBtnVisibility() {
- var showOrder = game.currentScreen === 2;
- if (game.openCloseBtn) game.openCloseBtn.visible = showOrder;
- if (game.openCloseBtnTxt) game.openCloseBtnTxt.visible = showOrder;
-}
-updateOpenCloseBtnVisibility();
// Helper to spawn a customer at a random position
game.spawnCustomer = function () {
// Only spawn if on order screen
if (game.currentScreen !== 2) return;
@@ -1178,31 +1110,47 @@
// Remove any movement or animation logic for customers here to keep them stationary
};
// Remove all pre-created customers
game.customers = [];
-// Timer to spawn a customer every 10 seconds (only on order screen and only if openCloseState is true and user has toggled at least once)
-game._hasUserToggledOpenClose = false; // Track if user has ever toggled open/close
-game.customerSpawnTimer = LK.setInterval(function () {
- // Only spawn customer if on order screen, openCloseState is true, and user has toggled at least once
- if (game.currentScreen !== 2) return;
- if (!game.openCloseState) return;
- if (!game._hasUserToggledOpenClose) return;
- // Remove all existing customers from the screen
- for (var i = 0; i < game.customers.length; i++) {
- if (game.customers[i] && !game.customers[i].destroyed) {
- game.customers[i].destroy();
+// Timer to spawn a customer: first after 40s, then every 30s (only on order screen)
+game.customerSpawnTimer = null;
+game._customerSpawnInterval = 30000; // 30s after first
+game._customerFirstDelay = 40000; // 40s for first customer
+function spawnCustomerOnOrderScreen() {
+ if (game.currentScreen === 2) {
+ // Remove all existing customers from the screen
+ for (var i = 0; i < game.customers.length; i++) {
+ if (game.customers[i] && !game.customers[i].destroyed) {
+ game.customers[i].destroy();
+ }
}
+ game.customers = [];
+ // Spawn only 1 new customer at a random position
+ var posIdx = Math.floor(Math.random() * 3);
+ var cust = new Customer();
+ cust.x = game.customerSpawnPositions[posIdx];
+ cust.y = game.customerY;
+ cust.visible = true;
+ game.addChild(cust);
+ game.customers.push(cust);
}
- game.customers = [];
- // Spawn only 1 new customer at a random position
- var posIdx = Math.floor(Math.random() * 3);
- var cust = new Customer();
- cust.x = game.customerSpawnPositions[posIdx];
- cust.y = game.customerY;
- cust.visible = true;
- game.addChild(cust);
- game.customers.push(cust);
-}, 10000);
+ // After first call, switch to interval if not already set
+ if (!game._customerSpawnIntervalStarted) {
+ game._customerSpawnIntervalStarted = true;
+ game.customerSpawnTimer = LK.setInterval(spawnCustomerOnOrderScreen, game._customerSpawnInterval);
+ }
+}
+// Start the first customer spawn after 40s
+if (game.customerSpawnTimer) {
+ LK.clearInterval(game.customerSpawnTimer);
+}
+if (game._customerSpawnTimeout) {
+ LK.clearTimeout(game._customerSpawnTimeout);
+}
+game._customerSpawnIntervalStarted = false;
+game._customerSpawnTimeout = LK.setTimeout(function () {
+ spawnCustomerOnOrderScreen();
+}, game._customerFirstDelay);
// --- Unlock 4 Fields Button ---
// Place a new button below the 4 fields to unlock 4 more fields at once for 20 coins
var unlock4BtnContainer = new Container();
var unlock4Btn = LK.getAsset('unlock', {
@@ -1438,12 +1386,8 @@
leftBtn.visible = true;
rightBtn.visible = true;
leftTxt.visible = true;
rightTxt.visible = true;
- // Show/hide openCloseBtn only on 3rd screen
- if (typeof updateOpenCloseBtnVisibility === "function") {
- updateOpenCloseBtnVisibility();
- }
// Hide tezgah plate if not on order screen
if (game.tezgahPlate && game.currentScreen !== 2) {
game.tezgahPlate.visible = false;
}
@@ -1596,18 +1540,8 @@
return;
}
} else if (game.currentScreen === 2) {
// Order screen
- // Handle open/close button tap
- if (game.openCloseBtn && game.openCloseBtn.visible && game.openCloseBtn.containsPoint({
- x: x,
- y: y
- })) {
- game.openCloseState = !game.openCloseState;
- game._hasUserToggledOpenClose = true; // Mark that user has toggled at least once
- if (typeof game.updateOpenCloseBtn === "function") game.updateOpenCloseBtn();
- return;
- }
// Prevent interaction with cooked corn count box
if (game.cookedCornBox && typeof game.cookedCornBox.x === "number" && typeof game.cookedCornBox.y === "number") {
var localX = x - game.cookedCornBox.x;
var localY = y - game.cookedCornBox.y;
@@ -1796,12 +1730,8 @@
}
}
game.customers = [];
}
- // Reset open/close state to closed and update button
- game.openCloseState = false;
- game._hasUserToggledOpenClose = false; // Reset user toggle tracker
- if (typeof game.updateOpenCloseBtn === "function") game.updateOpenCloseBtn();
updateScreenVisibility();
};
// --- Asset definitions (for static analysis) ---
// These are not real code, but LK will auto-create these assets as used above:
Mısır. In-Game asset. 2d. High contrast. No shadows
Arkaplanı sil
Arkaplanı sil
Arkaplanı olmasın.
Arkaplanı sil
Tahta arkaplan. In-Game asset. 2d. High contrast. No shadows
Arkaplanı sil
Cadde arka planı. In-Game asset. 2d. High contrast. No shadows
Konuşma balonu. In-Game asset. 2d. High contrast. No shadows
Ketçap kutusu. In-Game asset. 2d. High contrast. No shadows
Mayonez kutusu. In-Game asset. 2d. High contrast. No shadows
Dökülmüş ketçap. In-Game asset. 2d. High contrast. No shadows
Dökülmüş mayonez. In-Game asset. 2d. High contrast. No shadows
Delete hand
Türkiye bayrağı. In-Game asset. 2d. High contrast. No shadows
İngiliz bayrağı. In-Game asset. 2d. High contrast. No shadows
Fransa bayrağı. In-Game asset. 2d. High contrast. No shadows