User prompt
Hâlâ sorun devam ediyor. Ürünlerin fiyatları normalden daha farklı. Bence raflardaki görünen ürünler aslında gerçek ürün değiller. Mesela bir müçteri süt alıyor ama bence o aldığı süt değil. Çünkü fiyat doğru olmuyor
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User prompt
Birazcık yukarı
User prompt
Siyah dikdörtgeni de para yazısının arkasına koy
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User prompt
Ben onu kastetmedim. Gün sonu ekranındaki para yazısını geri ortala. Ben normal ekrandaki para yazısını kast ettim. Onu aşağıya al
User prompt
Biraz daha aşağıya al
User prompt
Para yazısını aşağıya alır mısın
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User prompt
Kaç tl kazandığımız ekranın ortasında ve "800₺" gibi yazsın. Rengi yine yeşil olsun. Birde ekrana birden gelmesin. Ekran yavaş yavaş kararsın. Öyle gelsin. Sonra da devam et e basınca ekran yavaş yavaş gelsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Artık oyuna gün sistemi ekleyelim. Ekranın sol üstüne kaçıncı gündeysek onu yaz. 1. Günden başlayalım. Tüm ürünler bitince ve doğan müşteri sayısı ile giden müşteri sayısı eşitlenince game over yazısı çıkmasın. Onun yerine ekran kararsın, doğan müşteri sayısı ve o gün kaç tl kazandığımız yazsın. Ve devam et tuşuna basınca da bir sonraki güne geçelim
User prompt
Sorunun kaynağını buldum. Müşteriler aldığı şeyi kasaya koymuyorlar. Mesela 3 tane ekmek alıyor ama kasaya koyduğunda portakal, elma, süt çıkıyor. Yanş müşterilerin aldıkları ile kasaya koydukları ürünler farklı.
User prompt
Fiyatlar yine istediğim gibi olmuyor. Normalde süt ve ekmek aldığımda 60tl olması gerekirken 70 oluyor
User prompt
Doğma hızını 1.5kat azalt
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
User prompt
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)
User prompt
Birde kaç müşteri doğduğunu hesaplayan bir değişken oluşturur musun. Her müşteri doğduğunda 1 artsıb
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User prompt
Bir süre sonra raflarda ürün kalmayınca müşteriler boş raflara gidip kıpırdamadan duruyorlar. Sadece dolu raflara gitmeleri gerek.
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/**** * 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() { totalCustomersExited++; // Increment exit counter 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() { totalCustomersExited++; // Increment exit counter 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: 20 }, { asset: 'banana', name: 'Banana', value: 15 }, { asset: 'orange', name: 'Orange', value: 30 }, { asset: 'milk', name: 'Milk', value: 50 }, { asset: 'bread', name: 'Bread', value: 10 }, { asset: 'cheese', name: 'Cheese', value: 30 }]; // 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: 20 }, { asset: 'banana', name: 'Banana', value: 15 }, { asset: 'orange', name: 'Orange', value: 30 }, { asset: 'milk', name: 'Milk', value: 50 }, { asset: 'bread', name: 'Bread', value: 10 }, { asset: 'cheese', name: 'Cheese', value: 30 }]; // 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 = 540; // 9 seconds at 60fps (360*1.5) var counterY = 2300; // Bottom of screen var money = 0; // Player's money var totalCustomersSpawned = 0; // Track total customers spawned var totalCustomersExited = 0; // Track total customers who left the store // 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); // Create customer counter displays in top right var spawnedCounterTxt = new Text2('Spawned: 0', { size: 40, fill: 0x000000 }); spawnedCounterTxt.anchor.set(1, 0); LK.gui.topRight.addChild(spawnedCounterTxt); var exitedCounterTxt = new Text2('Exited: 0', { size: 40, fill: 0x000000 }); exitedCounterTxt.anchor.set(1, 0); exitedCounterTxt.y = 50; LK.gui.topRight.addChild(exitedCounterTxt); function spawnCustomer() { var customer = new Customer(); customer.x = 1024; // Center of screen customer.y = -200; // Above screen customers.push(customer); game.addChild(customer); totalCustomersSpawned++; // Increment customer counter // Customer shopping sequence var shelfIndex = 0; var _visitShelf = function visitShelf() { if (shelfIndex < shelves.length && customer.items.length < customer.itemsToCollect) { // Find shelves with available products var availableShelves = []; for (var s = 0; s < shelves.length; s++) { var shelf = shelves[s]; var hasAvailableProducts = false; for (var p = 0; p < shelf.products.length; p++) { if (shelf.products[p].available) { hasAvailableProducts = true; break; } } if (hasAvailableProducts) { availableShelves.push(shelf); } } // If no shelves have products, customer leaves without shopping if (availableShelves.length === 0) { // Done shopping (forced), join queue with current items customer.isShopping = false; customerQueue.push(customer); var queuePosition = queueLine.x + customerQueue.length * 200; tween(customer, { x: queuePosition, y: queueLine.y }, { duration: 1500 }); return; } // Select random shelf from available ones var targetShelf = availableShelves[Math.floor(Math.random() * availableShelves.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 areAllShelvesEmpty() { for (var i = 0; i < shelves.length; i++) { var shelf = shelves[i]; for (var j = 0; j < shelf.products.length; j++) { if (shelf.products[j].available) { return false; } } } return true; } 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() { if (currentCustomer && currentCustomer.parent) { 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 () { // Check if all shelves are empty and handle customers accordingly if (areAllShelvesEmpty()) { // Make customers who are still shopping leave without products for (var i = customers.length - 1; i >= 0; i--) { var customer = customers[i]; if (customer.isShopping && customer.items.length === 0) { // Customer leaves empty-handed tween(customer, { x: -200 }, { duration: 1000, onFinish: function onFinish() { totalCustomersExited++; customer.destroy(); } }); customers.splice(i, 1); } } // Don't spawn new customers when shelves are empty } else { 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(); } // Update customer counter displays spawnedCounterTxt.setText('Spawned: ' + totalCustomersSpawned); exitedCounterTxt.setText('Exited: ' + totalCustomersExited); // Game over condition - when all shelves are empty and all customers have left if (areAllShelvesEmpty() && totalCustomersSpawned === totalCustomersExited) { LK.showGameOver(); } // 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
@@ -181,9 +181,9 @@
value: 20
}, {
asset: 'banana',
name: 'Banana',
- value: 40
+ value: 15
}, {
asset: 'orange',
name: 'Orange',
value: 30
@@ -244,9 +244,9 @@
value: 20
}, {
asset: 'banana',
name: 'Banana',
- value: 40
+ value: 15
}, {
asset: 'orange',
name: 'Orange',
value: 30
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