User prompt
Şu sorunu artık çözelim: alabileceğimiz ürün sayısı maks a geldiğinde food kategorisindeki tüm ürünlerin çerçevesi ve buy tuşu gri oluyo ya. Ama ürün alırken kapasite dolduğunda çerçeve direkt olarak gri olurken buy tuşu olmuyor.
User prompt
Yemeklerin buy tuşuna bastığımızda ve ürün sayısı maxta ise shoptan otomatik olarak çıkarıyodu ya. Artık shoptan çıkarmasın.
User prompt
Birde artık food kategorisindeki yiyecekleri almaya çalıştığımızda ama ürün sayısı makta ise shoptan atmasın
User prompt
Ürünlere tıkladığımızda "Scanned" geri bildirimi gelmesin
User prompt
Saat 00.00 olduğunda buton otomatik close olsun ve günü bitirene kadar open yapılamasın. Günü bitirmek için doğan ve dükkandan çıkan mğşteri sayısının eşit olması lazım
User prompt
Game over ekranı geldiğinde günümüz sıfırlansın, paramız sıfırlansın. Kısaca yaptığımız herşey, aldığımız herşey gitsin ve 1. Günden başlayalım
User prompt
End day butonunun üstüne bir buton daha ekle. Ona basınca oyunu kaybedelim
User prompt
Şimdi bir günü 4 dakika yap. Yeni bir sistem yapıcaz. Artık saatler okucak ve güne daat 12 de başlıcaz. Akşam 00.00 da işimiz biticek
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Timer bar ile ilgili her şeyi kaldır.
User prompt
Yüksekliğini azıcık azalt
User prompt
Timer bar fill areanın yüksekliğini frame'nin yüksekliği ile aynı yap
User prompt
Timer bar fill area biraz daha sağdan başlasın
Code edit (1 edits merged)
Please save this source code
User prompt
Timer bar frame i 300x75 yap
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Birde süreyi 5dk dan 30 saniyeye indirebilir misin. Test için
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Ya da 60 olsun
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Timer bar fill areanın yüksekliğini 80 yap
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Timer bar fill areanın yüksekliğini 130 yapar mısın
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Timer bar frami 300x130 yapabilir misin
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Şimdi bu barı içindeki dolu kısmı ve dış kısmı olucak şekilde 2 farklı image oluşturur musun
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Ya da süreyi 5 dk yap
User prompt
Şimdi oyuna çok büyük bir değişiklik eklemek istiyorum. Artık bir gün marketteki tüm ürünler bitince ve markette hiç kimse kalmayınca yeni güne geçmiycez. Öncelikle ekranın sağ üstüne uzun bir bar ekle. Artık bir gün 2 dakika olucak. Zaman ilerledikçe o bar ilerliycek. Ve 2 dakikaya ulaşınca yeni gğne geçicez.
User prompt
Birde shoptayken shoptan çıkma butonunu da image yapar mısın.
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Scanner hazır. Şimdi scanner fiyatını geri 25bin TL yapar mısın
User prompt
Ürünleri scannerladığımızda geri bildirim gelmesin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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]; // Don't add item directly, it's already part of customer // Instead, create a new product with the same properties var counterItem = new Product(item.productType); counterItem.value = item.value; counterItem.name = item.name; counterItem.productType = item.productType; counterItem.x = 900; // Move to the left from center counterItem.y = startY + i * 70; // Place items vertically game.addChild(counterItem); // If automatic scanner is owned, make items slide down to scanner if (hasAutomaticScanner) { counterItem.scanned = false; // Start unscanned counterItem.isMoving = true; // Flag to track movement counterItem.targetY = counterY + 200; // Scanner base position counterItem.startY = counterItem.y; // Store starting position counterItem.scanDelay = 0; // All items move together for bread queue counterItem.moveStartTime = LK.ticks; // Track when movement should start counterItem.isPaused = false; // Track if movement is paused } else { // Manual scanning - items don't move counterItem.scanned = false; } // Replace the item in the array with the counter version self.items[i] = counterItem; } // Move scanner to front after placing items to ensure it appears above them if (hasAutomaticScanner && scannerBase && scannerBase.parent) { scannerBase.parent.addChild(scannerBase); // Re-add to parent to bring to front } }; 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 var earnings = self.getTotalValue(); money += earnings; dailyEarnings += earnings; scoreTxt.setText(money + '₺'); // Show feedback showFeedback('+' + earnings + '₺', 0x00ff00); // 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) { // Store the product data directly without creating a visual product yet self.items.push({ productType: takenProduct.productType, value: takenProduct.value, name: takenProduct.name, scanned: false }); // Visual feedback tween(graphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(graphics, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); // Play sound when customer takes item LK.getSound('customerPurchase').play(); } } }; 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 (10 seconds = 600 frames at 60fps) if (self.waitTime >= 600) { self.upset = true; self.upsetStartTime = 0; // Change color to indicate upset state (slightly darker) graphics.tint = 0x888888; // Show feedback showFeedback('Customer is upset!', 0xffff00); // 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 (5 seconds = 300 frames at 60fps) if (self.upsetStartTime >= 300) { self.angry = true; // Show feedback showFeedback('Customer left angry!', 0xff0000); // 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 Feedback = Container.expand(function (message, color) { var self = Container.call(this); // Create feedback text var feedbackTxt = new Text2(message, { size: 80, fill: 0xff0000 }); feedbackTxt.anchor.set(0.5, 0.5); self.addChild(feedbackTxt); // Start animation self.show = function () { // Start from much higher position self.x = 1024; self.y = 2200; self.alpha = 1; // Animate upward to slightly past center and fade out tween(self, { y: 1200, alpha: 0 }, { duration: 3000, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var Product = Container.expand(function (productType) { var self = Container.call(this); // Define product types with their properties var productTypes = [{ asset: 'apple', name: 'Apple', value: 20 }, { asset: 'banana', name: 'Banana', value: 40 }, { asset: 'orange', name: 'Orange', value: 30 }, { asset: 'milk', name: 'Milk', value: 50 }, { asset: 'bread', name: 'Bread', value: 10 }, { asset: 'cheese', name: 'Cheese', value: 30 }]; // Use specified product type or randomly select one var selectedType; if (productType) { // Find the product type that matches the specified type for (var i = 0; i < productTypes.length; i++) { if (productTypes[i].asset === productType) { selectedType = productTypes[i]; break; } } } if (!selectedType) { // Fallback to random selection if no type specified or not found 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(); // Show feedback showFeedback('Item scanned!', 0x00ff00); } }; self.down = function (x, y, obj) { if (!shopOpen) { 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 = 100; var startX = -120; var startY = -120; // Define product types for this shelf var productTypes = [{ asset: 'apple', name: 'Apple', value: 20 }, { asset: 'banana', name: 'Banana', value: 40 }, { 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 + 20); // Add extra 20px spacing between rows product.available = true; product.productType = selectedType.asset; product.name = selectedType.name; product.value = selectedType.value; self.products.push(product); } } }; // Only create products on Day 1 if (currentDay === 1) { 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 = Math.floor(Math.random() * (540 - 360 + 1)) + 360; // Random between 6-9 seconds (360-540 frames at 60fps) var counterY = 2300; // Bottom of screen // Load money based on whether we're continuing the same day or starting fresh var money = storage.lastPlayedDay === currentDay ? storage.money : storage.dayStartMoney || 0; var totalCustomersSpawned = 0; // Track total customers spawned var totalCustomersExited = 0; // Track total customers who left the store var currentDay = storage.currentDay || 1; // Current day number var dailyEarnings = 0; // Money earned today var dayStartMoney = storage.dayStartMoney || 0; // Money at the start of the current day var gameOverPaused = false; // Track if game is paused for day summary var storeOpen = false; // Track if store is open or closed - start closed var shopOpen = false; // Track if shop overlay is open var dayJustStarted = true; // Track if day just started to prevent immediate day end var hasAutomaticScanner = storage.hasAutomaticScanner || false; // Track if automatic scanner is purchased // Day timer variables var dayDuration = 300 * 60; // 5 minutes in frames (300 seconds * 60 fps) var dayTimer = 0; // Current day timer progress var dayTimerBar = null; // Timer bar container var dayTimerFill = null; // Timer bar fill // No changes needed - the code already ensures only the customer being served gets angry var shelves = []; // Load shelves from storage or use default positions var totalShelves = storage.totalShelves || 4; var defaultShelfPositions = [{ x: 400, y: 1000 }, { x: 1600, y: 1000 }, { x: 400, y: 1600 }, { x: 1600, y: 1600 }]; for (var i = 0; i < totalShelves; i++) { var shelf = new Shelf(); // Load from storage if available, otherwise use default positions if (storage['shelf' + i + 'X'] !== undefined && storage['shelf' + i + 'Y'] !== undefined) { shelf.x = storage['shelf' + i + 'X']; shelf.y = storage['shelf' + i + 'Y']; } else if (i < defaultShelfPositions.length) { shelf.x = defaultShelfPositions[i].x; shelf.y = defaultShelfPositions[i].y; // Save default positions to storage for future use storage['shelf' + i + 'X'] = shelf.x; storage['shelf' + i + 'Y'] = shelf.y; } else { // New shelf without default position, place at center shelf.x = 1024; shelf.y = 1366; } 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 scanner base for automatic scanner var scannerBase = null; if (hasAutomaticScanner) { scannerBase = game.addChild(LK.getAsset('scanner', { anchorX: 0.5, anchorY: 0.5 })); scannerBase.x = 900; // Align with where items are placed scannerBase.y = counterY + 200; // Below counter } // Create open/close button below cash register - start with Close image var openCloseBtn = game.addChild(LK.getAsset('Close', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; // Position further below cash register openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; // Handle open/close button click openCloseBtn.down = function () { if (!gameOverPaused && !shopOpen) { // Check if trying to open the store if (!storeOpen && areAllShelvesEmpty()) { // Don't allow opening if no products showFeedback('No products to sell!', 0xff0000); return; } storeOpen = !storeOpen; if (storeOpen) { // Replace with Open image openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Open', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; openCloseBtn.down = arguments.callee; // Re-assign click handler } else { // Replace with Close image openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Close', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; openCloseBtn.down = arguments.callee; // Re-assign click handler } } }; // 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 = 135; // Position behind the money text LK.gui.top.addChild(blackRect); // Create day counter display in top left var dayTxt = new Text2('Day ' + currentDay, { size: 50, fill: 0x000000 }); dayTxt.anchor.set(0, 0); dayTxt.x = 150; // Position to avoid menu icon area LK.gui.topLeft.addChild(dayTxt); // Save initial money for day 1 if not already saved if (!storage.dayStartMoney) { storage.dayStartMoney = money; storage.lastPlayedDay = currentDay; } // Create money display (added after, so it appears on top) var scoreTxt = new Text2('₺' + money, { size: 60, fill: 0x006400 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 150; // Move money display lower 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); // Create day timer bar dayTimerBar = new Container(); dayTimerBar.x = -300; // Position 300px from right edge dayTimerBar.y = 120; // Below the counters LK.gui.topRight.addChild(dayTimerBar); // Create timer bar background frame var timerBarBg = dayTimerBar.addChild(LK.getAsset('timerBarFrame', { anchorX: 0, anchorY: 0.5 })); timerBarBg.width = 300; timerBarBg.height = 130; // Create timer bar fill dayTimerFill = dayTimerBar.addChild(LK.getAsset('timerBarFill', { anchorX: 0, anchorY: 0.5 })); dayTimerFill.width = 0; // Start at 0 dayTimerFill.height = 130; // Create timer label var timerLabel = new Text2('Day Timer', { size: 25, fill: 0x000000 }); timerLabel.anchor.set(0.5, 0.5); timerLabel.x = 125; // Center of the bar timerLabel.y = -25; // Above the bar dayTimerBar.addChild(timerLabel); 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 canAcceptMoreProducts(productType) { // First check if we've reached maximum capacity var currentProducts = 0; for (var s = 0; s < shelves.length; s++) { var shelf = shelves[s]; for (var p = 0; p < shelf.products.length; p++) { if (shelf.products[p] && shelf.products[p].available) { currentProducts++; } } } if (currentProducts >= maxProducts) { return false; } // Check if any shelf has empty space for this product type for (var s = 0; s < shelves.length; s++) { var shelf = shelves[s]; // Check each row for empty space for (var row = 0; row < 3; row++) { var rowEmpty = true; // Check if this row is empty for (var col = 0; col < 3; col++) { var index = row * 3 + col; if (shelf.products[index] && shelf.products[index].available) { rowEmpty = false; break; } } // If row is empty, we can accept more products if (rowEmpty) { return true; } } } return false; } function showDaySummary() { gameOverPaused = true; // Set store to closed to prevent customer spawning storeOpen = false; // Make all remaining customers exit the store for (var i = customers.length - 1; i >= 0; i--) { var customer = customers[i]; if (customer.parent) { // Stop any ongoing tweens tween.stop(customer, { x: true, y: true }); // Make customer exit tween(customer, { x: -200 }, { duration: 1000, onFinish: function onFinish() { totalCustomersExited++; customer.destroy(); } }); } } // Clear customer arrays and current customer customers = []; customerQueue = []; currentCustomer = null; // Update open/close button to show Close openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Close', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; // Re-assign click handler openCloseBtn.down = function () { if (!gameOverPaused && !shopOpen) { // Check if trying to open the store if (!storeOpen && areAllShelvesEmpty()) { // Don't allow opening if no products return; } storeOpen = !storeOpen; if (storeOpen) { // Replace with Open image openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Open', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; openCloseBtn.down = arguments.callee; // Re-assign click handler } else { // Replace with Close image openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Close', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; openCloseBtn.down = arguments.callee; // Re-assign click handler } } }; // Create dark overlay var overlay = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); overlay.x = 1024; overlay.y = 1366; overlay.alpha = 0; overlay.tint = 0x000000; // Create summary text var summaryTxt = new Text2('Day ' + currentDay + ' Complete!\n\nCustomers Served: ' + totalCustomersExited, { size: 60, fill: 0xffffff }); summaryTxt.anchor.set(0.5, 0.5); summaryTxt.x = 1024; summaryTxt.y = 1200; summaryTxt.alpha = 0; game.addChild(summaryTxt); // Create earnings display - centered and green var earningsTxt = new Text2(dailyEarnings + '₺', { size: 120, fill: 0x00ff00 }); earningsTxt.anchor.set(0.5, 0.5); earningsTxt.x = 1024; earningsTxt.y = 1700; earningsTxt.alpha = 0; game.addChild(earningsTxt); // Create continue button var continueBtn = game.addChild(LK.getAsset('continueButton', { anchorX: 0.5, anchorY: 0.5 })); continueBtn.x = 1024; continueBtn.y = 2400; continueBtn.alpha = 0; // Fade in animation tween(overlay, { alpha: 0.8 }, { duration: 1000 }); tween(summaryTxt, { alpha: 1 }, { duration: 1000 }); tween(earningsTxt, { alpha: 1 }, { duration: 1000 }); tween(continueBtn, { alpha: 1 }, { duration: 1000 }); // Handle continue button click continueBtn.down = function () { // Fade out animation tween(overlay, { alpha: 0 }, { duration: 1000 }); tween(summaryTxt, { alpha: 0 }, { duration: 1000 }); tween(earningsTxt, { alpha: 0 }, { duration: 1000 }); tween(continueBtn, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { // Remove summary elements after fade out overlay.destroy(); summaryTxt.destroy(); earningsTxt.destroy(); continueBtn.destroy(); gameOverPaused = false; startNextDay(); } }); }; } function startNextDay() { // Reset day variables currentDay++; dailyEarnings = 0; totalCustomersSpawned = 0; totalCustomersExited = 0; spawnTimer = 0; spawnDelay = Math.floor(Math.random() * (540 - 360 + 1)) + 360; // Random between 6-9 seconds dayTimer = 0; // Reset day timer // Save all game data to storage when starting next day storage.currentDay = currentDay; storage.dayStartMoney = money; // Save money at start of new day storage.lastPlayedDay = currentDay; // Track which day we're on storage.money = money; // Save shelf positions and count storage.totalShelves = shelves.length; for (var i = 0; i < shelves.length; i++) { storage['shelf' + i + 'X'] = shelves[i].x; storage['shelf' + i + 'Y'] = shelves[i].y; } // Save max products capacity storage.maxProducts = maxProducts; // Update day display dayTxt.setText('Day ' + currentDay); // Don't restock shelves automatically - players must buy from shop // Clear any remaining customers for (var i = customers.length - 1; i >= 0; i--) { customers[i].destroy(); } customers = []; customerQueue = []; currentCustomer = null; // Start spawning customers again dayJustStarted = true; // Set flag to prevent immediate day end // Don't spawn customer immediately, let the spawn timer handle it LK.setTimeout(function () { dayJustStarted = false; // Allow day to end after spawn delay passes }, spawnDelay * 16.67); //{79} // Convert frames to milliseconds (60fps = ~16.67ms per frame) } function showFeedback(message, color) { var feedback = new Feedback(message, color); game.addChild(feedback); feedback.show(); } 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 }); } } } // Handle dragging shelf during placement mode game.move = function (x, y, obj) { if (shelfPlacementMode && draggingShelf) { draggingShelf.x = x; draggingShelf.y = y; } }; game.update = function () { // Don't update game logic during day summary or shelf placement if (gameOverPaused || shelfPlacementMode) { return; } // Update day timer dayTimer++; var progress = dayTimer / dayDuration; if (dayTimerFill) { dayTimerFill.width = 250 * Math.min(progress, 1); // Cap at 250 width } // Check if day timer reached 2 minutes if (dayTimer >= dayDuration && !gameOverPaused) { showDaySummary(); } // Hide/show instruction text based on shop state instructionsTxt.visible = !shopOpen; // Move money elements to top when shop is open if (shopOpen) { blackRect.y = 10; scoreTxt.y = 25; } else { blackRect.y = 135; scoreTxt.y = 150; } // Check if all shelves are empty and handle customers accordingly if (areAllShelvesEmpty()) { // Automatically close the store when no products available if (storeOpen) { storeOpen = false; // Update button to show Close image openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Close', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; // Re-assign click handler openCloseBtn.down = function () { if (!gameOverPaused && !shopOpen) { // Check if trying to open the store if (!storeOpen && areAllShelvesEmpty()) { // Don't allow opening if no products return; } storeOpen = !storeOpen; if (storeOpen) { // Replace with Open image openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Open', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; openCloseBtn.down = arguments.callee; // Re-assign click handler } else { // Replace with Close image openCloseBtn.destroy(); openCloseBtn = game.addChild(LK.getAsset('Close', { anchorX: 0.5, anchorY: 0.5 })); openCloseBtn.x = 1024; openCloseBtn.y = counterY + 300; openCloseBtn.scaleX = 2; openCloseBtn.scaleY = 2; openCloseBtn.down = arguments.callee; // Re-assign click handler } } }; } // 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 or store is closed } else if (storeOpen) { spawnTimer++; // Spawn new customers if (spawnTimer >= spawnDelay) { spawnCustomer(); spawnTimer = 0; // Set new random spawn delay between 6-9 seconds spawnDelay = Math.floor(Math.random() * (540 - 360 + 1)) + 360; } } // Check if current customer transaction is complete if (currentCustomer && currentCustomer.isBeingServed) { // Handle automatic scanner item movement if (hasAutomaticScanner && currentCustomer.items) { // Move all items together like a bread queue for (var itemIdx = 0; itemIdx < currentCustomer.items.length; itemIdx++) { var item = currentCustomer.items[itemIdx]; // Skip if already scanned if (item.scanned) { continue; } // Check if any item ahead is currently being scanned (paused) var canMove = true; for (var checkIdx = 0; checkIdx < itemIdx; checkIdx++) { var checkItem = currentCustomer.items[checkIdx]; if (checkItem.isPaused) { canMove = false; break; } } // Only move if no items ahead are paused if (!canMove) { continue; } // Check if item is about to touch scanner if (!item.isPaused && item.y + 2 >= item.targetY) { // Item reached scanner, pause this item only item.isPaused = true; item.scanned = true; // Find the graphics child and make it transparent for (var g = 0; g < item.children.length; g++) { if (item.children[g].alpha !== undefined) { item.children[g].alpha = 0.5; break; } } LK.getSound('itemScan').play(); // showFeedback('Item scanned!', 0x00ff00);//{9V} - Removed feedback per request // Resume movement after a short delay LK.setTimeout(function (currentItem) { return function () { currentItem.isPaused = false; }; }(item), 500); } else if (!item.isPaused && item.y < item.targetY) { // Move item down slowly item.y += 2; // Move 2 pixels per frame } } } // 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); // Update buy button colors in real-time if shop is open and showing products category if (shopOpen && currentShopCategory === 'products') { var productItems = [{ name: 'Apple', price: 48 }, { name: 'Banana', price: 96 }, { name: 'Orange', price: 72 }, { name: 'Milk', price: 120 }, { name: 'Bread', price: 24 }, { name: 'Cheese', price: 72 }]; // Update all buy button colors based on current capacity for (var b = 0; b < productItems.length; b++) { var checkItem = productItems[b]; var checkProductType = null; if (checkItem.name === 'Apple') { checkProductType = 'apple'; } else if (checkItem.name === 'Banana') { checkProductType = 'banana'; } else if (checkItem.name === 'Orange') { checkProductType = 'orange'; } else if (checkItem.name === 'Milk') { checkProductType = 'milk'; } else if (checkItem.name === 'Bread') { checkProductType = 'bread'; } else if (checkItem.name === 'Cheese') { checkProductType = 'cheese'; } var canBuyItem = money >= checkItem.price && canAcceptMoreProducts(checkProductType); // Find the corresponding buy button (it's the last item added for each product) var buyButtonIndex = (b + 1) * 5 - 1; // Buy button is 5th item for each product (bg, name, desc, price, buy) if (shopItems[buyButtonIndex]) { // Only gray out if insufficient funds or can't accept more products if (!canBuyItem) { shopItems[buyButtonIndex].tint = 0x888888; // Gray out button // Also gray out the corresponding item background (it's the first item for each product) var itemBgIndex = b * 5; // Item background is 1st item for each product (bg, name, desc, price, buy) if (shopItems[itemBgIndex]) { shopItems[itemBgIndex].tint = 0x888888; // Gray out item background } } else { // Make sure buy button color is updated immediately shopItems[buyButtonIndex].tint = 0xffffff; // Normal color // Also restore normal color for item background var itemBgIndex = b * 5; // Item background is 1st item for each product (bg, name, desc, price, buy) if (shopItems[itemBgIndex]) { shopItems[itemBgIndex].tint = 0xffffff; // Normal color for item background } } } } } // Day end condition is now handled by the timer above // Old condition removed - day ends after 2 minutes regardless of shelves/customers // Game over condition - too many customers waiting if (customerQueue.length >= 5) { LK.showGameOver(); } }; // Create end day button in bottom right var endDayBtn = game.addChild(LK.getAsset('blackRectangle', { anchorX: 0.5, anchorY: 0.5 })); endDayBtn.x = 1748; endDayBtn.y = 2600; endDayBtn.width = 300; endDayBtn.height = 150; endDayBtn.tint = 0x444444; var endDayTxt = new Text2('End Day', { size: 40, fill: 0xffffff }); endDayTxt.anchor.set(0.5, 0.5); endDayTxt.x = 1748; endDayTxt.y = 2600; game.addChild(endDayTxt); // Handle end day button click endDayBtn.down = function () { if (!gameOverPaused && !shopOpen) { showDaySummary(); } }; // Create shop button in bottom left var shopBtn = game.addChild(LK.getAsset('shopButton', { anchorX: 0.5, anchorY: 0.5 })); shopBtn.x = 300; shopBtn.y = 2600; // Shop overlay variables var shopOverlay = null; var shopItems = []; var currentShopCategory = 'products'; // Shelf placement mode variables var shelfPlacementMode = false; var draggingShelf = null; var placementButton = null; var maxProducts = storage.maxProducts || defaultShelfPositions.length * 9; // Load from storage or calculate based on shelf count // Handle shop button click // Shop overlay variables var currentShopCategory = 'products'; shopBtn.down = function () { if (!gameOverPaused && !shopOverlay) { // Check if store is open if (storeOpen) { showFeedback('Close the store first!', 0xff0000); return; } // Check if there are customers in the store if (totalCustomersExited !== totalCustomersSpawned) { showFeedback('Wait for customers to leave!', 0xff0000); return; } shopOpen = true; // Function to clear current category items var clearCategoryItems = function clearCategoryItems() { // Remove category-specific items (keep overlay, title, category buttons, and close button) for (var i = shopItems.length - 1; i >= 0; i--) { if (shopItems[i].isCategoryItem) { shopItems[i].destroy(); shopItems.splice(i, 1); } } }; // Function to show products category var showProducts = function showProducts() { currentShopCategory = 'products'; clearCategoryItems(); var productItems = [{ name: 'Apple', price: 48, description: 'Restocks apple shelf' }, { name: 'Banana', price: 96, description: 'Restocks banana shelf' }, { name: 'Orange', price: 72, description: 'Restocks orange shelf' }, { name: 'Milk', price: 120, description: 'Restocks milk shelf' }, { name: 'Bread', price: 24, description: 'Restocks bread shelf' }, { name: 'Cheese', price: 72, description: 'Restocks cheese shelf' }]; // Create product cards for (var i = 0; i < productItems.length; i++) { var item = productItems[i]; var xPos = 1024 - 600 + i % 3 * 600; // Center horizontally: 1024 is center, -600 to offset for 3 items var yPos = 700 + Math.floor(i / 3) * 500; // Item background var itemBg = game.addChild(LK.getAsset('shopItem', { anchorX: 0.5, anchorY: 0.5 })); itemBg.x = xPos; itemBg.y = yPos; itemBg.width = 400; itemBg.height = 450; itemBg.isCategoryItem = true; shopItems.push(itemBg); // Item name var itemName = new Text2(item.name, { size: 32, fill: 0xffffff }); itemName.anchor.set(0.5, 0.5); itemName.x = xPos; itemName.y = yPos - 100; itemName.isCategoryItem = true; game.addChild(itemName); shopItems.push(itemName); // Item description var itemDesc = new Text2(item.description, { size: 22, fill: 0xffffff }); itemDesc.anchor.set(0.5, 0.5); itemDesc.x = xPos; itemDesc.y = yPos - 50; itemDesc.isCategoryItem = true; game.addChild(itemDesc); shopItems.push(itemDesc); // Item price var itemPrice = new Text2(item.price + '₺', { size: 40, fill: 0x90ee90 }); itemPrice.anchor.set(0.5, 0.5); itemPrice.x = xPos; itemPrice.y = yPos; itemPrice.isCategoryItem = true; game.addChild(itemPrice); shopItems.push(itemPrice); // Buy button var buyBtn = game.addChild(LK.getAsset('buyButton', { anchorX: 0.5, anchorY: 0.5 })); buyBtn.x = xPos; buyBtn.y = yPos + 100; buyBtn.width = 250; buyBtn.height = 125; buyBtn.itemData = item; buyBtn.isCategoryItem = true; shopItems.push(buyBtn); // Check if all shelves are full (all product slots are occupied with available products) var allShelvesFull = true; for (var s = 0; s < shelves.length; s++) { var shelf = shelves[s]; for (var p = 0; p < shelf.products.length; p++) { if (!shelf.products[p] || !shelf.products[p].available) { allShelvesFull = false; break; } } if (!allShelvesFull) break; } // Check if shelves can accept more products of this type var productType = null; if (item.name === 'Apple') { productType = 'apple'; } else if (item.name === 'Banana') { productType = 'banana'; } else if (item.name === 'Orange') { productType = 'orange'; } else if (item.name === 'Milk') { productType = 'milk'; } else if (item.name === 'Bread') { productType = 'bread'; } else if (item.name === 'Cheese') { productType = 'cheese'; } var canBuy = money >= item.price && canAcceptMoreProducts(productType); // Only gray out if insufficient funds or can't accept more products if (!canBuy) { buyBtn.tint = 0x888888; // Gray out button itemBg.tint = 0x888888; // Gray out item background too } else { buyBtn.tint = 0xffffff; // Normal color itemBg.tint = 0xffffff; // Normal color for item background } // Buy button handler buyBtn.down = function () { // Check if we can buy (enough money and shelf space) var productType = null; if (this.itemData.name === 'Apple') { productType = 'apple'; } else if (this.itemData.name === 'Banana') { productType = 'banana'; } else if (this.itemData.name === 'Orange') { productType = 'orange'; } else if (this.itemData.name === 'Milk') { productType = 'milk'; } else if (this.itemData.name === 'Bread') { productType = 'bread'; } else if (this.itemData.name === 'Cheese') { productType = 'cheese'; } if (money >= this.itemData.price && canAcceptMoreProducts(productType)) { money -= this.itemData.price; scoreTxt.setText(money + '₺'); // Flash green to show purchase LK.effects.flashObject(this, 0x00ff00, 500); // Show feedback showFeedback('Purchased ' + this.itemData.name + '!', 0x00ff00); // Restock the appropriate shelf based on product type var productType = null; if (this.itemData.name === 'Apple') { productType = 'apple'; } else if (this.itemData.name === 'Banana') { productType = 'banana'; } else if (this.itemData.name === 'Orange') { productType = 'orange'; } else if (this.itemData.name === 'Milk') { productType = 'milk'; } else if (this.itemData.name === 'Bread') { productType = 'bread'; } else if (this.itemData.name === 'Cheese') { productType = 'cheese'; } if (productType) { // Find a shelf that needs this product type and restock it var restocked = false; for (var s = 0; s < shelves.length; s++) { var shelf = shelves[s]; // Check each row for empty space for (var row = 0; row < 3; row++) { var rowEmpty = true; // Check if this row is empty for (var col = 0; col < 3; col++) { var index = row * 3 + col; if (shelf.products[index] && shelf.products[index].available) { rowEmpty = false; break; } } // If row is empty, fill it with the product if (rowEmpty) { var cols = 3; var spacing = 100; var startX = -120; var startY = -120; for (var col = 0; col < cols; col++) { var index = row * 3 + col; // If product slot exists but is not available, make it visible and available if (shelf.products[index]) { shelf.products[index].destroy(); } var product = shelf.attachAsset(productType, { anchorX: 0.5, anchorY: 0.5 }); product.x = startX + col * spacing; product.y = startY + row * (spacing + 20); product.available = true; product.productType = productType; product.name = this.itemData.name; // Get product name product.value = Math.floor(this.itemData.price / 3 / 0.8); // Set value based on purchase price for 3 items with 20% profit margin shelf.products[index] = product; } restocked = true; break; } } if (restocked) { break; } } // If no empty row found in any shelf, notify player if (!restocked) { // Could add a notification here that all shelves are full } } // After restocking, check if shelves are now full of this product type if (!canAcceptMoreProducts(productType)) { // Remove all shop elements shopOverlay.destroy(); shopOverlay = null; for (var j = 0; j < shopItems.length; j++) { shopItems[j].destroy(); } shopItems = []; shopOpen = false; } // Force immediate update of all buy button colors for (var updateIdx = 0; updateIdx < productItems.length; updateIdx++) { var updateItem = productItems[updateIdx]; var updateProductType = null; if (updateItem.name === 'Apple') { updateProductType = 'apple'; } else if (updateItem.name === 'Banana') { updateProductType = 'banana'; } else if (updateItem.name === 'Orange') { updateProductType = 'orange'; } else if (updateItem.name === 'Milk') { updateProductType = 'milk'; } else if (updateItem.name === 'Bread') { updateProductType = 'bread'; } else if (updateItem.name === 'Cheese') { updateProductType = 'cheese'; } var canBuyUpdate = money >= updateItem.price && canAcceptMoreProducts(updateProductType); // Find the corresponding buy button var updateBuyButtonIndex = (updateIdx + 1) * 5 - 1; if (shopItems[updateBuyButtonIndex]) { if (!canBuyUpdate) { shopItems[updateBuyButtonIndex].tint = 0x888888; // Also gray out the item background var updateItemBgIndex = updateIdx * 5; if (shopItems[updateItemBgIndex]) { shopItems[updateItemBgIndex].tint = 0x888888; } } else { shopItems[updateBuyButtonIndex].tint = 0xffffff; // Also restore item background color var updateItemBgIndex = updateIdx * 5; if (shopItems[updateItemBgIndex]) { shopItems[updateItemBgIndex].tint = 0xffffff; } } } } } else { // Provide feedback for why purchase failed if (money < this.itemData.price) { showFeedback('Not enough money!', 0xff0000); LK.effects.flashObject(this, 0xff0000, 500); } else if (!canAcceptMoreProducts(productType)) { showFeedback('No shelf space available!', 0xff0000); LK.effects.flashObject(this, 0xff0000, 500); } } }; // Update all buy button colors based on current capacity for (var b = 0; b < productItems.length; b++) { var checkItem = productItems[b]; var checkProductType = null; if (checkItem.name === 'Apple') { checkProductType = 'apple'; } else if (checkItem.name === 'Banana') { checkProductType = 'banana'; } else if (checkItem.name === 'Orange') { checkProductType = 'orange'; } else if (checkItem.name === 'Milk') { checkProductType = 'milk'; } else if (checkItem.name === 'Bread') { checkProductType = 'bread'; } else if (checkItem.name === 'Cheese') { checkProductType = 'cheese'; } var canBuyItem = money >= checkItem.price && canAcceptMoreProducts(checkProductType); // Find the corresponding buy button (it's the last item added for each product) var buyButtonIndex = (b + 1) * 5 - 1; // Buy button is 5th item for each product (bg, name, desc, price, buy) if (shopItems[buyButtonIndex]) { // Only gray out if insufficient funds or can't accept more products if (!canBuyItem) { shopItems[buyButtonIndex].tint = 0x888888; // Gray out button // Also gray out the corresponding item background (it's the first item for each product) var itemBgIndex = b * 5; // Item background is 1st item for each product (bg, name, desc, price, buy) if (shopItems[itemBgIndex]) { shopItems[itemBgIndex].tint = 0x888888; // Gray out item background } } else { shopItems[buyButtonIndex].tint = 0xffffff; // Normal color // Also restore normal color for item background var itemBgIndex = b * 5; // Item background is 1st item for each product (bg, name, desc, price, buy) if (shopItems[itemBgIndex]) { shopItems[itemBgIndex].tint = 0xffffff; // Normal color for item background } } } } } }; // Function to show equipment category var showEquipment = function showEquipment() { currentShopCategory = 'equipment'; clearCategoryItems(); var equipmentItems = [{ name: 'Extra Shelf', price: 5000, description: 'Add more shelf space' }, { name: 'Refrigerator', price: 800, description: 'Keep dairy products fresh' }, { name: 'Automatic Scanner', price: 25000, description: 'Automatically scan all items' }, { name: 'Security Camera', price: 400, description: 'Reduce theft' }]; // Create equipment cards for (var i = 0; i < equipmentItems.length; i++) { var item = equipmentItems[i]; // Apply progressive pricing for Extra Shelf if (item.name === 'Extra Shelf') { var shelfCount = shelves.length; if (shelfCount === 4) { item.price = 5000; } else if (shelfCount === 5) { item.price = 8000; } else if (shelfCount === 6) { item.price = 10000; } else if (shelfCount === 7) { item.price = 15000; } else if (shelfCount >= 8) { item.price = 20000; } } var xPos = 424 + i % 2 * 600; var yPos = 700 + Math.floor(i / 2) * 500; // Item background var itemBg = game.addChild(LK.getAsset('shopItem', { anchorX: 0.5, anchorY: 0.5 })); itemBg.x = xPos; itemBg.y = yPos; itemBg.width = 400; itemBg.height = 450; itemBg.isCategoryItem = true; shopItems.push(itemBg); // Item name var itemName = new Text2(item.name, { size: 36, fill: 0xffffff }); itemName.anchor.set(0.5, 0.5); itemName.x = xPos; itemName.y = yPos - 100; itemName.isCategoryItem = true; game.addChild(itemName); shopItems.push(itemName); // Item description var itemDesc = new Text2(item.description, { size: 24, fill: 0xffffff }); itemDesc.anchor.set(0.5, 0.5); itemDesc.x = xPos; itemDesc.y = yPos - 50; itemDesc.isCategoryItem = true; game.addChild(itemDesc); shopItems.push(itemDesc); // Item price var itemPrice = new Text2(item.price + '₺', { size: 50, fill: 0x90ee90 }); itemPrice.anchor.set(0.5, 0.5); itemPrice.x = xPos; itemPrice.y = yPos; itemPrice.isCategoryItem = true; game.addChild(itemPrice); shopItems.push(itemPrice); // Buy button var buyBtn = game.addChild(LK.getAsset('buyButton', { anchorX: 0.5, anchorY: 0.5 })); buyBtn.x = xPos; buyBtn.y = yPos + 100; buyBtn.width = 250; buyBtn.height = 125; buyBtn.itemData = item; buyBtn.isCategoryItem = true; shopItems.push(buyBtn); // Check if this is Extra Shelf and we already have 8 shelves var canBuy = money >= item.price; if (item.name === 'Extra Shelf' && shelves.length >= 8) { canBuy = false; } // Check if Automatic Scanner is already purchased if (item.name === 'Automatic Scanner' && hasAutomaticScanner) { canBuy = false; } if (!canBuy) { buyBtn.tint = 0x888888; // Gray out button itemBg.tint = 0x888888; // Gray out item background too } else { buyBtn.tint = 0xffffff; // Normal color itemBg.tint = 0xffffff; // Normal color for item background } // Buy button handler buyBtn.down = function () { if (money >= this.itemData.price) { // Check if trying to buy Extra Shelf and already have 8 shelves if (this.itemData.name === 'Extra Shelf' && shelves.length >= 8) { // Don't allow purchase - flash red instead showFeedback('Maximum shelves reached!', 0xff0000); LK.effects.flashObject(this, 0xff0000, 500); return; } money -= this.itemData.price; scoreTxt.setText(money + '₺'); // Flash green to show purchase LK.effects.flashObject(this, 0x00ff00, 500); // Special handling for Automatic Scanner if (this.itemData.name === 'Automatic Scanner') { // Set global flag for automatic scanning hasAutomaticScanner = true; storage.hasAutomaticScanner = true; // Create scanner base immediately if (!scannerBase) { scannerBase = game.addChild(LK.getAsset('scanner', { anchorX: 0.5, anchorY: 0.5 })); scannerBase.x = 900; // Align with where items are placed scannerBase.y = counterY + 200; // Below counter } // Disable the buy button after purchase this.tint = 0x888888; // Gray out button this.down = function () {}; // Remove click handler } // Special handling for Extra Shelf if (this.itemData.name === 'Extra Shelf') { // Close shop and enter shelf placement mode shopOverlay.destroy(); shopOverlay = null; for (var j = 0; j < shopItems.length; j++) { shopItems[j].destroy(); } shopItems = []; shopOpen = false; shelfPlacementMode = true; maxProducts += 9; // Increase max product capacity // Create draggable transparent shelf draggingShelf = game.addChild(LK.getAsset('shelf', { anchorX: 0.5, anchorY: 0.5 })); draggingShelf.x = 1024; draggingShelf.y = 1366; draggingShelf.alpha = 0.5; // Create green placement button placementButton = game.addChild(LK.getAsset('openCloseButton', { anchorX: 0.5, anchorY: 0.5 })); placementButton.x = 1024; placementButton.y = 2500; placementButton.tint = 0x00ff00; placementButton.scaleX = 2; placementButton.scaleY = 2; // Add placement button text var placementText = new Text2('Place Shelf', { size: 30, fill: 0x000000 }); placementText.anchor.set(0.5, 0.5); placementText.x = 1024; placementText.y = 2500; game.addChild(placementText); // Placement button handler placementButton.down = function () { if (shelfPlacementMode && draggingShelf) { // Extract the new shelf position as literal values var newShelfX = Math.floor(draggingShelf.x); var newShelfY = Math.floor(draggingShelf.y); // Create the new shelf var newShelf = new Shelf(); newShelf.x = newShelfX; newShelf.y = newShelfY; shelves.push(newShelf); game.addChild(newShelf); // Clean up placement mode draggingShelf.destroy(); draggingShelf = null; placementButton.destroy(); placementButton = null; placementText.destroy(); shelfPlacementMode = false; } }; } } else { // Not enough money showFeedback('Not enough money!', 0xff0000); LK.effects.flashObject(this, 0xff0000, 500); } }; } }; // Function to show customization category var showCustomization = function showCustomization() { currentShopCategory = 'customization'; clearCategoryItems(); var customizeItems = [{ name: 'Store Sign', price: 200, description: 'Custom store branding' }, { name: 'Floor Tiles', price: 150, description: 'Improve store appearance' }, { name: 'Lighting', price: 300, description: 'Better store lighting' }, { name: 'Music System', price: 250, description: 'Background music' }]; // Create customization cards for (var i = 0; i < customizeItems.length; i++) { var item = customizeItems[i]; var xPos = 424 + i % 2 * 600; var yPos = 700 + Math.floor(i / 2) * 500; // Item background var itemBg = game.addChild(LK.getAsset('shopItem', { anchorX: 0.5, anchorY: 0.5 })); itemBg.x = xPos; itemBg.y = yPos; itemBg.width = 400; itemBg.height = 450; itemBg.isCategoryItem = true; shopItems.push(itemBg); // Item name var itemName = new Text2(item.name, { size: 36, fill: 0xffffff }); itemName.anchor.set(0.5, 0.5); itemName.x = xPos; itemName.y = yPos - 100; itemName.isCategoryItem = true; game.addChild(itemName); shopItems.push(itemName); // Item description var itemDesc = new Text2(item.description, { size: 24, fill: 0xffffff }); itemDesc.anchor.set(0.5, 0.5); itemDesc.x = xPos; itemDesc.y = yPos - 50; itemDesc.isCategoryItem = true; game.addChild(itemDesc); shopItems.push(itemDesc); // Item price var itemPrice = new Text2(item.price + '₺', { size: 50, fill: 0x90ee90 }); itemPrice.anchor.set(0.5, 0.5); itemPrice.x = xPos; itemPrice.y = yPos; itemPrice.isCategoryItem = true; game.addChild(itemPrice); shopItems.push(itemPrice); // Buy button var buyBtn = game.addChild(LK.getAsset('buyButton', { anchorX: 0.5, anchorY: 0.5 })); buyBtn.x = xPos; buyBtn.y = yPos + 100; buyBtn.width = 250; buyBtn.height = 125; buyBtn.itemData = item; buyBtn.isCategoryItem = true; shopItems.push(buyBtn); // Buy button handler buyBtn.down = function () { if (money >= this.itemData.price) { money -= this.itemData.price; scoreTxt.setText(money + '₺'); // Flash green to show purchase LK.effects.flashObject(this, 0x00ff00, 500); showFeedback('Purchased ' + this.itemData.name + '!', 0x00ff00); } else { // Not enough money showFeedback('Not enough money!', 0xff0000); LK.effects.flashObject(this, 0xff0000, 500); } }; } }; // Category button handlers // Create white overlay shopOverlay = game.addChild(LK.getAsset('shopOverlay', { anchorX: 0.5, anchorY: 0.5 })); shopOverlay.x = 1024; shopOverlay.y = 1366; shopOverlay.alpha = 0.95; // Create shop title var shopTitle = new Text2('Market Shop', { size: 80, fill: 0x000000 }); shopTitle.anchor.set(0.5, 0.5); shopTitle.x = 1024; shopTitle.y = 300; game.addChild(shopTitle); shopItems.push(shopTitle); // Create category buttons var productsBtn = game.addChild(LK.getAsset('productsCategoryImage', { anchorX: 0.5, anchorY: 0.5 })); productsBtn.x = 400; productsBtn.y = 350; productsBtn.width = 250; productsBtn.height = 125; shopItems.push(productsBtn); var equipmentBtn = game.addChild(LK.getAsset('equipmentCategoryImage', { anchorX: 0.5, anchorY: 0.5 })); equipmentBtn.x = 1024; equipmentBtn.y = 350; equipmentBtn.width = 250; equipmentBtn.height = 125; shopItems.push(equipmentBtn); var customizeBtn = game.addChild(LK.getAsset('customizationCategoryImage', { anchorX: 0.5, anchorY: 0.5 })); customizeBtn.x = 1648; customizeBtn.y = 350; customizeBtn.width = 250; customizeBtn.height = 125; shopItems.push(customizeBtn); productsBtn.down = function () { showProducts(); }; equipmentBtn.down = function () { showEquipment(); }; customizeBtn.down = function () { showCustomization(); }; // Show default category (products) showProducts(); // Close button var closeBtn = game.addChild(LK.getAsset('closeShopButton', { anchorX: 0.5, anchorY: 0.5 })); closeBtn.x = 1024; closeBtn.y = 2400; closeBtn.scaleX = 1.5; closeBtn.scaleY = 1.5; shopItems.push(closeBtn); // Close button handler closeBtn.down = function () { // Remove all shop elements shopOverlay.destroy(); shopOverlay = null; for (var j = 0; j < shopItems.length; j++) { shopItems[j].destroy(); } shopItems = []; shopOpen = false; }; } }; // Initial customer spawn // Don't spawn customer immediately, let the spawn timer handle it LK.setTimeout(function () { dayJustStarted = false; // Allow day to end after spawn delay passes }, spawnDelay * 16.67); //{dV} // Convert frames to milliseconds (60fps = ~16.67ms per frame) // No changes required - the current implementation already makes angry customers walk out normally through the store entrance using tween animations;;
===================================================================
--- original.js
+++ change.js
@@ -611,9 +611,9 @@
anchorX: 0,
anchorY: 0.5
}));
dayTimerFill.width = 0; // Start at 0
-dayTimerFill.height = 30;
+dayTimerFill.height = 130;
// Create timer label
var timerLabel = new Text2('Day Timer', {
size: 25,
fill: 0x000000
A shiny blue ball. In-Game asset. 2d. High contrast. No shadows
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Cut this
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İtem çerçevesi. In-Game asset. 2d. High contrast. No shadows