User prompt
Fiyatları şu şekilde yapabilir misin: ekmek: 10, süt: 50, portakal: 30, elma: 20, peynir: 30. Ben yaptım ama 2 farklı liste vardı. 2 listedeki value kısmını değiştirdim ve şimdi ayarladığım fiyat olmuyor. Sen value kısımlarını düzeltebilir misin.
User prompt
Hiç ürün kalmadığında ve çıkan ile doğan müşteri sayısı eşit olduğunda oyun bitsin
User prompt
Hiç ürün kalmadığında ürün almayan müşteriler çıksın ve yeni müşteriler doğamasın
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'placeItemsOnCounter')' in or related to this line: 'currentCustomer.placeItemsOnCounter();' Line Number: 526
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User prompt
Bu 2 değişkeni sağ üstte görmek istiyorum
User prompt
Şimdi kaç müşterinin marketten çıktığınu hesaplayabilir misin. Her müşteri marketten çıktığında 1 artsın. (Sinirli veya üzgün bir şekilde çıksa da 1 artsın)
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Birde kaç müşteri doğduğunu hesaplayan bir değişken oluşturur musun. Her müşteri doğduğunda 1 artsıb
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Bir süre sonra raflarda ürün kalmayınca müşteriler boş raflara gidip kıpırdamadan duruyorlar. Sadece dolu raflara gitmeleri gerek.
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Ben fiyatları kendime göre değiştirdim. Ama normalden çok daha yüksek bşr fiyat çıkıyor. Düzeltebilir misin
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Tüm ürğnlerin fiyatlarını 10 ile çarpar mısın
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Value değerlerini ilk haline getirebilir misin
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"₺" işareti olsun dolar değil
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Hayır layer'ı değiştirmen lazım. Paranın arkasında kalmasını istiyorum yani
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Bu siyah dikdörtgenin para yazısının altında kalmasını istiyorum
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Biraz daha yukarı
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Şimdi bunu para yazısının altına yerleştir
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Customer = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('customer', { anchorX: 0.5, anchorY: 1 }); self.items = []; self.currentItemIndex = 0; self.isBeingServed = false; self.patience = 100; self.maxPatience = 100; self.waitTime = 0; self.isShopping = true; self.targetShelf = null; self.itemsToCollect = Math.floor(Math.random() * 3) + 2; self.upset = false; self.angry = false; self.upsetStartTime = 0; self.paid = false; self.placeItemsOnCounter = function () { var startY = counterY + 50 - self.items.length * 70 / 2; for (var i = 0; i < self.items.length; i++) { var item = self.items[i]; item.x = 900; // Move to the left from center item.y = startY + i * 70; // Place items vertically game.addChild(item); } }; self.allItemsScanned = function () { for (var i = 0; i < self.items.length; i++) { if (!self.items[i].scanned) { return false; } } return true; }; self.getTotalValue = function () { var total = 0; for (var i = 0; i < self.items.length; i++) { total += self.items[i].value; } return total; }; self.completeTransaction = function () { // Mark customer as paid self.paid = true; // If customer was upset, stop shaking animation if (self.upset) { tween.stop(self, { x: true }); self.x = self.originalX; } // Remove items from counter for (var i = 0; i < self.items.length; i++) { if (self.items[i].parent) { self.items[i].destroy(); } } // Add to money money += self.getTotalValue(); scoreTxt.setText('$' + money); // Play sound LK.getSound('cashRegister').play(); // Move customer out tween(self, { x: -200 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); }; self.collectItemFromShelf = function () { if (self.items.length < self.itemsToCollect && self.targetShelf) { var takenProduct = self.targetShelf.takeProduct(); if (takenProduct) { var product = new Product(); // Set the product to match what was taken from shelf product.value = takenProduct.value; product.name = takenProduct.name; product.productType = takenProduct.productType; self.items.push(product); // Visual feedback tween(graphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(graphics, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); } } }; self.update = function () { // Track wait time for customers being served if (self.isBeingServed && !self.upset && !self.angry && !self.paid) { self.waitTime++; // Check if customer should become upset (5 seconds = 300 frames at 60fps) if (self.waitTime >= 300) { self.upset = true; self.upsetStartTime = 0; // Change color to indicate upset state (slightly darker) graphics.tint = 0x888888; // Start shaking animation self.originalX = self.x; self.shakeAnimation = function () { if (self.upset && !self.angry && !self.paid) { tween(self, { x: self.originalX + (Math.random() - 0.5) * 20 }, { duration: 100, onFinish: function onFinish() { if (self.upset && !self.angry && !self.paid) { self.shakeAnimation(); } } }); } }; self.shakeAnimation(); } } // Track upset time and transition to angry (only if not paid) if (self.upset && !self.angry && !self.paid) { self.upsetStartTime++; // Check if customer should become angry (3 seconds = 180 frames at 60fps) if (self.upsetStartTime >= 180) { self.angry = true; // Stop shaking animation tween.stop(self, { x: true }); self.x = self.originalX; // Change color to red when angry graphics.tint = 0xFF0000; // Remove items from counter when angry customer leaves for (var i = 0; i < self.items.length; i++) { if (self.items[i].parent) { self.items[i].destroy(); } } // Make angry customer leave the store tween(self, { x: -200 }, { duration: 1000, onFinish: function onFinish() { self.destroy(); } }); } } }; return self; }); var Product = Container.expand(function () { var self = Container.call(this); // Define product types with their properties var productTypes = [{ asset: 'apple', name: 'Apple', value: 2 }, { asset: 'banana', name: 'Banana', value: 3 }, { asset: 'orange', name: 'Orange', value: 2 }, { asset: 'milk', name: 'Milk', value: 5 }, { asset: 'bread', name: 'Bread', value: 4 }, { asset: 'cheese', name: 'Cheese', value: 4 }]; // Randomly select a product type var selectedType = productTypes[Math.floor(Math.random() * productTypes.length)]; var graphics = self.attachAsset(selectedType.asset, { anchorX: 0.5, anchorY: 0.5 }); self.scanned = false; self.value = selectedType.value; self.name = selectedType.name; self.productType = selectedType.asset; // Visual feedback for scanned items self.scan = function () { if (!self.scanned) { self.scanned = true; graphics.alpha = 0.5; // Make transparent when scanned LK.getSound('itemScan').play(); } }; self.down = function (x, y, obj) { self.scan(); }; return self; }); var Shelf = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('shelf', { anchorX: 0.5, anchorY: 0.5 }); self.products = []; // Create products on shelf self.createProducts = function () { var rows = 3; var cols = 3; var spacing = 80; var startX = -100; var startY = -120; // Define product types for this shelf var productTypes = [{ asset: 'apple', name: 'Apple', value: 2 }, { asset: 'banana', name: 'Banana', value: 1 }, { asset: 'orange', name: 'Orange', value: 3 }, { asset: 'milk', name: 'Milk', value: 5 }, { asset: 'bread', name: 'Bread', value: 4 }, { asset: 'cheese', name: 'Cheese', value: 6 }]; // Each shelf will have products organized by type in rows var shelfProductTypes = []; var numTypes = Math.min(rows, productTypes.length); // One type per row, max 3 types for (var t = 0; t < numTypes; t++) { var randomType = productTypes[Math.floor(Math.random() * productTypes.length)]; // Make sure we don't duplicate types on same shelf var alreadyExists = false; for (var e = 0; e < shelfProductTypes.length; e++) { if (shelfProductTypes[e].asset === randomType.asset) { alreadyExists = true; break; } } if (!alreadyExists) { shelfProductTypes.push(randomType); } else { t--; // Try again with different type } } for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { // Each row has the same product type var selectedType = shelfProductTypes[row % shelfProductTypes.length]; var product = self.attachAsset(selectedType.asset, { anchorX: 0.5, anchorY: 0.5 }); product.x = startX + col * spacing; product.y = startY + row * spacing; product.available = true; product.productType = selectedType.asset; product.name = selectedType.name; product.value = selectedType.value; self.products.push(product); } } }; self.createProducts(); self.takeProduct = function () { for (var i = 0; i < self.products.length; i++) { if (self.products[i].available) { var product = self.products[i]; product.available = false; product.visible = false; return { value: product.value, name: product.name, productType: product.productType }; } } return null; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xfffca1 }); /**** * Game Code ****/ var customers = []; var customerQueue = []; var currentCustomer = null; var spawnTimer = 0; var spawnDelay = 360; // 6 seconds at 60fps (540/1.5) var counterY = 2300; // Bottom of screen var money = 0; // Player's money // No changes needed - the code already ensures only the customer being served gets angry var shelves = []; // Create shelves at fixed positions var shelfPositions = [{ x: 400, y: 1200 }, { x: 1600, y: 1200 }, { x: 400, y: 400 }, { x: 1600, y: 400 }]; for (var i = 0; i < shelfPositions.length; i++) { var shelf = new Shelf(); shelf.x = shelfPositions[i].x; shelf.y = shelfPositions[i].y; shelves.push(shelf); game.addChild(shelf); } // Create cash register at bottom center var cashRegister = game.addChild(LK.getAsset('cashRegister', { anchorX: 0.5, anchorY: 0.5 })); cashRegister.x = 1024; // Center of screen cashRegister.y = counterY; // Bottom position // Create queue line var queueLine = game.addChild(LK.getAsset('queueLine', { anchorX: 0.5, anchorY: 0.5 })); queueLine.x = 1024; // Center of screen queueLine.y = counterY - 300; // Position above cash register // Create black rectangle first (so it appears behind) var blackRect = LK.getAsset('blackRectangle', { anchorX: 0.5, anchorY: 0 }); blackRect.y = 0; // Position below the money text LK.gui.top.addChild(blackRect); // Create money display (added after, so it appears on top) var scoreTxt = new Text2('$0', { size: 60, fill: 0x00ff00 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create instructions var instructionsTxt = new Text2('Tap items to scan them!', { size: 40, fill: 0x0000 }); instructionsTxt.anchor.set(0.5, 0); instructionsTxt.y = 80; LK.gui.top.addChild(instructionsTxt); function spawnCustomer() { var customer = new Customer(); customer.x = 1024; // Center of screen customer.y = -200; // Above screen customers.push(customer); game.addChild(customer); // Customer shopping sequence var shelfIndex = 0; var _visitShelf = function visitShelf() { if (shelfIndex < shelves.length && customer.items.length < customer.itemsToCollect) { var targetShelf = shelves[Math.floor(Math.random() * shelves.length)]; tween(customer, { x: targetShelf.x, y: targetShelf.y + 250 }, { duration: 1500, onFinish: function onFinish() { customer.targetShelf = targetShelf; customer.collectItemFromShelf(); shelfIndex++; LK.setTimeout(function () { if (customer.items.length < customer.itemsToCollect) { _visitShelf(); } else { // Done shopping, join queue customer.isShopping = false; customerQueue.push(customer); var queuePosition = queueLine.x + customerQueue.length * 200; tween(customer, { x: queuePosition, y: queueLine.y }, { duration: 1500 }); } }, 500); } }); } }; // Start shopping by entering store tween(customer, { y: 400 }, { duration: 1000, onFinish: function onFinish() { _visitShelf(); } }); } function serveNextCustomer() { if (customerQueue.length > 0 && !currentCustomer) { currentCustomer = customerQueue.shift(); currentCustomer.isBeingServed = true; // Move customer to cash register tween(currentCustomer, { x: 896, y: queueLine.y }, { duration: 1500, onFinish: function onFinish() { currentCustomer.placeItemsOnCounter(); } }); // Move other customers forward in queue - only move existing queue members for (var i = 0; i < customerQueue.length; i++) { var queuePos = queueLine.x + (i + 1) * 200; tween(customerQueue[i], { x: queuePos, y: queueLine.y }, { duration: 1000 }); } } } game.update = function () { spawnTimer++; // Spawn new customers if (spawnTimer >= spawnDelay) { spawnCustomer(); spawnTimer = 0; // Gradually increase spawn rate if (spawnDelay > 120) { spawnDelay -= 2; } } // Check if current customer transaction is complete if (currentCustomer && currentCustomer.isBeingServed) { // Shaking effect is now handled by tween animations instead of direct position manipulation // Only check for scanned items if customer hasn't left if (currentCustomer.parent && currentCustomer.allItemsScanned()) { currentCustomer.completeTransaction(); // Remove from customers array for (var i = customers.length - 1; i >= 0; i--) { if (customers[i] === currentCustomer) { customers.splice(i, 1); break; } } currentCustomer = null; // Serve next customer after a short delay LK.setTimeout(function () { serveNextCustomer(); }, 500); } // Check if customer left angry if (currentCustomer && !currentCustomer.parent) { // Remove from customers array for (var i = customers.length - 1; i >= 0; i--) { if (customers[i] === currentCustomer) { customers.splice(i, 1); break; } } currentCustomer = null; // Serve next customer after a short delay LK.setTimeout(function () { serveNextCustomer(); }, 500); } } // Serve next customer if none is being served if (!currentCustomer) { serveNextCustomer(); } // Game over condition - too many customers waiting if (customerQueue.length >= 5) { LK.showGameOver(); } }; // Initial customer spawn LK.setTimeout(function () { spawnCustomer(); }, 1000); // No changes required - the current implementation already makes angry customers walk out normally through the store entrance using tween animations
===================================================================
--- original.js
+++ change.js
@@ -370,22 +370,22 @@
anchorY: 0.5
}));
queueLine.x = 1024; // Center of screen
queueLine.y = counterY - 300; // Position above cash register
-// Create money display
-var scoreTxt = new Text2('$0', {
- size: 60,
- fill: 0x00ff00
-});
-scoreTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreTxt);
-// Create black rectangle below money display
+// Create black rectangle first (so it appears behind)
var blackRect = LK.getAsset('blackRectangle', {
anchorX: 0.5,
anchorY: 0
});
blackRect.y = 0; // Position below the money text
LK.gui.top.addChild(blackRect);
+// Create money display (added after, so it appears on top)
+var scoreTxt = new Text2('$0', {
+ size: 60,
+ fill: 0x00ff00
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
// Create instructions
var instructionsTxt = new Text2('Tap items to scan them!', {
size: 40,
fill: 0x0000
A shiny blue ball. In-Game asset. 2d. High contrast. No shadows
Üzerinde meyve, sebze gibi ürün bulundurmayan; market kasa bankosu. Üstten görünüm.. In-Game asset. 2d. High contrast. No shadows
Shiny apple. In-Game asset. 2d. High contrast. No shadows
Koparılmamış ve ayrılmamış, bir tutam muz. In-Game asset. 2d. High contrast. No shadows
Cheese. In-Game asset. 2d. High contrast. No shadows
Milk. In-Game asset. 2d. High contrast. No shadows
Orange. In-Game asset. 2d. High contrast. No shadows
Shelf. In-Game asset. 2d. High contrast. No shadows
Bread. In-Game asset. 2d. High contrast. No shadows
Continue button. In-Game asset. 2d. High contrast. No shadows
Cut this
Shop button. In-Game asset. 2d. High contrast. No shadows
A green Open button. In-Game asset. 2d. High contrast. No shadows
Rectangle red close button with "close" title. In-Game asset. 2d. High contrast. No shadows
Buy button. In-Game asset. 2d. High contrast. No shadows
Yiyecek kategorisi butonu. In-Game asset. 2d. High contrast. No shadows
Eşya kategorisi butonu. Üstünde "furniture" yazsın. In-Game asset. 2d. High contrast. No shadows
Kişiselleştirme kategorisi butonu. Boyutu 250x125 olsun. Çekiç sembolü olabilir. Rengi turuncu olsun. Yazı ingilizce olsun. Duş çerçevesi siyah olsun.. In-Game asset. 2d. High contrast. No shadows
İtem çerçevesi. In-Game asset. 2d. High contrast. No shadows