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Oyuna sadece 64 level araba ekle
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Oyuna level 32 araba ekle
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Oyuna level 16 araba ekle
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Car 7 car 8 car 9 car 10 car 11 car 12 ekle oyuna
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Paralar aynanda gelsin
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Para her 3 saniyede bir gelsin
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Alt tarafta Buy car her satın altında bir omceki fiyatın 1.2 katını istesin . Tadan sonrayı gösterme
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22. Kareye kadar herkesi 1.5 kat ucuzlar
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28. Kare fiyatı 666.6m olsun 29. Kare fiyatı 1.22B olsun 30 Kare fiyatı. 2.22B olsun 31 Kare fiyatı 4.44 B olsun 32. Kare fiyatı 6.66B olsun 33. Kare fiyatı 12.5 B olsun 34. Kare fiyatı 16.6B olsun 35. Kare fiyatı 22.2B olsun 36 Kare fiyatı 30B olsun 37 Kare fiyatı 36.6 B olsun 38. Karenin fiyatı 40B olsun 39 karenin fiyatı 50B olsun 40 karenin fiyatı 60B olsun
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21 kare fiyatı 6.6 m olsun 22. Kare fiyat 12.2m olsun 23. Kare 24.4m olsun 24. Kare fiyatı 48.8 milyon olsun 25. Kare 96.6m olsun 26. Kare fiyatı 193.2m olsun 27. Kare 388.8 mil olsun
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Fiyat 1000.000.000 ulaşınca 1B yazsın
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999 milyonu gecerse B yazsın
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Paralar 1000 ulaşırsa yanında k yazsın milyona ulaşırsa m yazssın
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İlk oyuna başladı jz zaman sadece 4 tane kare kullanalım diyer kareler avmaj icin 5 kare 100 para 6. Kare 200 para 7. Kare 400 para hepsi bir onceki fiyatın w katını istesin satın almak icin ustune tıklıyalım
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Ekranda her satır 8 kare olsun toplamda 40 kare olsun
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Araba kac level yazılsa ustunde bize her 5 saniyede bir o kac kevelse okadar para gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Her araba birlestirdimizde para gelsin bizde kac levelik aracılığıyla varsa onun ustundekac level varsa okadar para gelsin
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Her araba satın aldında 1 level aracılığıyla gelsin
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Her 5 saniyede bir 1 levelik car gelsin
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Buy car 10 para olsun
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Buy car alakalı dedim hersek sil kafana göre sen ayarla
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Buy car yanına car level ekle her satın altında artık 2 level 2 level gelsin bilahare aldın zaman 4 levle 4 level cıksın fiyatı 20 olsun her satın alındın bir onceki fiyatın 2 katını istesin
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Buy car buyult
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Hayır arbalar 1 1 birkesti zaman 2 2 ile birlesti zaman 4 ile 4 birlestirdi zaman 8 hep ikikatı
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 100, highestCar: 1 }); /**** * Classes ****/ var BuyButton = Container.expand(function (price) { var self = Container.call(this); self.price = price || 20; var buttonGraphics = self.attachAsset('buy_button', { anchorX: 0.5, anchorY: 0.5 }); // Add coin icon var coinIcon = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: -70, y: 0, scaleX: 0.8, scaleY: 0.8 }); // Add price text self.priceText = new Text2(self.price.toString(), { size: 35, fill: 0xFFFFFF }); self.priceText.anchor.set(0, 0.5); self.priceText.x = -40; self.addChild(self.priceText); // Add "Buy Car" text var buyText = new Text2("Buy Car", { size: 25, fill: 0xFFFFFF }); buyText.anchor.set(0.5, 0.5); buyText.y = -35; self.addChild(buyText); self.down = function (x, y, obj) { tween(self, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); }; self.up = function (x, y, obj) { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); if (game.coins >= self.price) { game.coins -= self.price; storage.coins = game.coins; game.updateCoinsDisplay(); // Add car with level based on purchase count var carLevel = self.price <= 20 ? 2 : self.price <= 40 ? 4 : 8; game.addNewCar(carLevel); LK.getSound('buy').play(); // Double price for next car self.price = self.price * 2; self.priceText.setText(self.price.toString()); } else { // Visual feedback for not enough coins tween(self, { rotation: 0.1 }, { duration: 100, onFinish: function onFinish() { tween(self, { rotation: -0.1 }, { duration: 100, onFinish: function onFinish() { tween(self, { rotation: 0 }, { duration: 100 }); } }); } }); } }; return self; }); var Car = Container.expand(function (carLevel) { var self = Container.call(this); self.carLevel = carLevel || 1; var colorMap = { 1: 0x336699, // Blue 2: 0x66CC99, // Teal 3: 0xCC6633, // Orange 4: 0x9966CC, // Purple 5: 0xFFCC33, // Yellow 6: 0xFF3366 // Pink }; var assetId = 'car' + (self.carLevel <= 6 ? self.carLevel : 1 + self.carLevel % 6); var carGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Text to display car level self.levelText = new Text2("Level " + self.carLevel.toString(), { size: 40, fill: 0xFFFFFF }); self.levelText.anchor.set(0.5, 0.5); self.addChild(self.levelText); self.isDragging = false; self.originalPosition = { x: 0, y: 0 }; self.originalSlot = null; // Make cars draggable self.down = function (x, y, obj) { self.isDragging = true; self.originalPosition.x = self.x; self.originalPosition.y = self.y; // Bring to front (since we can't use swapChildren, we'll handle in the game class) game.bringCarToFront(self); // Scale up to indicate being dragged tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200 }); }; self.up = function (x, y, obj) { if (self.isDragging) { self.isDragging = false; // Scale back to normal tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200 }); // Check for merge in game controller game.checkForMerge(self); } }; self.getValue = function () { // Base value is 5 for level 1, direct multiplication for other levels return 5 * self.carLevel; }; return self; }); var GarageSlot = Container.expand(function (row, col) { var self = Container.call(this); self.row = row; self.col = col; self.isEmpty = true; self.currentCar = null; var slotGraphics = self.attachAsset('garage_slot', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.highlight = function () { tween(slotGraphics, { alpha: 0.6 }, { duration: 200 }); }; self.unhighlight = function () { tween(slotGraphics, { alpha: 0.3 }, { duration: 200 }); }; self.setCar = function (car) { self.currentCar = car; self.isEmpty = false; }; self.removeCar = function () { self.currentCar = null; self.isEmpty = true; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Game variables game.grid = { rows: 5, cols: 4 }; game.slotSize = 250; game.slots = []; game.cars = []; game.draggedCar = null; game.coins = storage.coins || 100; game.highestCar = storage.highestCar || 1; // Start background music LK.playMusic('bgmusic'); // Calculate garage position game.garageX = 2048 / 2 - game.grid.cols * game.slotSize / 2 + game.slotSize / 2; game.garageY = 300; // Initialize garage grid game.initializeGarage = function () { for (var row = 0; row < game.grid.rows; row++) { game.slots[row] = []; for (var col = 0; col < game.grid.cols; col++) { var slot = new GarageSlot(row, col); slot.x = game.garageX + col * game.slotSize; slot.y = game.garageY + row * game.slotSize; game.addChild(slot); game.slots[row][col] = slot; } } }; // Create UI elements game.initializeUI = function () { // Coins display var coinIcon = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, x: 50, y: 50 }); game.addChild(coinIcon); game.coinsText = new Text2(game.coins.toString(), { size: 45, fill: 0xFFD700 }); game.coinsText.anchor.set(0, 0.5); game.coinsText.x = 80; game.coinsText.y = 50; game.addChild(game.coinsText); // Game title var titleText = new Text2("Car Merge: Garage Tycoon", { size: 70, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 50; game.addChild(titleText); // Highest car level display game.highestCarText = new Text2("Highest Car: Level " + game.highestCar, { size: 35, fill: 0xFFFFFF }); game.highestCarText.anchor.set(1, 0.5); game.highestCarText.x = 2048 - 50; game.highestCarText.y = 50; game.addChild(game.highestCarText); // Buy button game.buyButton = new BuyButton(20); game.buyButton.x = 2048 / 2; game.buyButton.y = game.garageY + game.grid.rows * game.slotSize + 100; game.addChild(game.buyButton); // Instructions var instructionsText = new Text2("Drag matching cars together to merge them into higher level cars!", { size: 30, fill: 0xAAAAAA }); instructionsText.anchor.set(0.5, 0); instructionsText.x = 2048 / 2; instructionsText.y = game.garageY - 100; game.addChild(instructionsText); }; // Update coins display game.updateCoinsDisplay = function () { game.coinsText.setText(game.coins.toString()); }; // Update highest car display game.updateHighestCarDisplay = function () { game.highestCarText.setText("Highest Car: Level " + game.highestCar); }; // Find an empty slot game.findEmptySlot = function () { for (var row = 0; row < game.grid.rows; row++) { for (var col = 0; col < game.grid.cols; col++) { if (game.slots[row][col].isEmpty) { return game.slots[row][col]; } } } return null; }; // Add a new car of specified level game.addNewCar = function (level) { var emptySlot = game.findEmptySlot(); if (!emptySlot) { // No empty slots, can't add a car return false; } var car = new Car(level); car.x = emptySlot.x; car.y = emptySlot.y; car.originalSlot = emptySlot; emptySlot.setCar(car); game.addChild(car); game.cars.push(car); return true; }; // Move handler for drag operations game.move = function (x, y, obj) { game.cars.forEach(function (car) { if (car.isDragging) { car.x = x; car.y = y; } }); }; // Check if a car can be merged with another game.checkForMerge = function (draggedCar) { var foundMerge = false; // Find the closest slot to the car var closestSlot = null; var closestDistance = Number.MAX_VALUE; for (var row = 0; row < game.grid.rows; row++) { for (var col = 0; col < game.grid.cols; col++) { var slot = game.slots[row][col]; var distance = Math.sqrt(Math.pow(draggedCar.x - slot.x, 2) + Math.pow(draggedCar.y - slot.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestSlot = slot; } } } // If the closest slot has a car of the same level, merge them if (closestSlot && !closestSlot.isEmpty && closestSlot.currentCar !== draggedCar && closestSlot.currentCar.carLevel === draggedCar.carLevel) { // Perform the merge - level doubles when identical cars merge (1+1=2, 2+2=4, 4+4=8, etc.) var newLevel = draggedCar.carLevel + draggedCar.carLevel; var mergeTargetCar = closestSlot.currentCar; // Update the highest car level if needed if (newLevel > game.highestCar) { game.highestCar = newLevel; storage.highestCar = game.highestCar; game.updateHighestCarDisplay(); } // Remove both cars closestSlot.removeCar(); draggedCar.originalSlot.removeCar(); // Add coins based on the new car value - direct level multiplication var reward = 5 * newLevel; game.coins += reward; storage.coins = game.coins; game.updateCoinsDisplay(); // Create the new car var newCar = new Car(newLevel); newCar.x = closestSlot.x; newCar.y = closestSlot.y; newCar.originalSlot = closestSlot; closestSlot.setCar(newCar); game.addChild(newCar); // Remove old cars from the array game.cars = game.cars.filter(function (car) { return car !== draggedCar && car !== mergeTargetCar; }); // Add new car to the array game.cars.push(newCar); // Visual and audio feedback LK.effects.flashObject(newCar, 0xFFFFFF, 500); LK.getSound('merge').play(); // Cleanup old car visuals draggedCar.destroy(); mergeTargetCar.destroy(); foundMerge = true; } else if (closestSlot && closestDistance < 100) { // If we're close to a slot but not merging, move to that slot if (closestSlot.isEmpty) { // Move to the empty slot if (draggedCar.originalSlot) { draggedCar.originalSlot.removeCar(); } draggedCar.originalSlot = closestSlot; closestSlot.setCar(draggedCar); tween(draggedCar, { x: closestSlot.x, y: closestSlot.y }, { duration: 200 }); } else { // Slot occupied, return to original position tween(draggedCar, { x: draggedCar.originalPosition.x, y: draggedCar.originalPosition.y }, { duration: 200 }); } } else { // If not close to any slot, return to original position tween(draggedCar, { x: draggedCar.originalPosition.x, y: draggedCar.originalPosition.y }, { duration: 200 }); } return foundMerge; }; // Bring a car to the front of the display list game.bringCarToFront = function (car) { // Since we can't use swapChildren, we'll remove and re-add game.removeChild(car); game.addChild(car); }; // Initialize the game game.initializeGarage(); game.initializeUI(); // Add initial cars for (var i = 0; i < 5; i++) { game.addNewCar(1); } // Game update function game.update = function () { // Check if game is full var hasEmptySlot = game.findEmptySlot() !== null; game.buyButton.alpha = hasEmptySlot ? 1 : 0.5; };
===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,9 @@
* Classes
****/
var BuyButton = Container.expand(function (price) {
var self = Container.call(this);
- self.price = price || 10;
+ self.price = price || 20;
var buttonGraphics = self.attachAsset('buy_button', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -60,12 +60,14 @@
if (game.coins >= self.price) {
game.coins -= self.price;
storage.coins = game.coins;
game.updateCoinsDisplay();
- game.addNewCar(1);
+ // Add car with level based on purchase count
+ var carLevel = self.price <= 20 ? 2 : self.price <= 40 ? 4 : 8;
+ game.addNewCar(carLevel);
LK.getSound('buy').play();
- // Increase price for next car
- self.price = Math.floor(self.price * 1.2);
+ // Double price for next car
+ self.price = self.price * 2;
self.priceText.setText(self.price.toString());
} else {
// Visual feedback for not enough coins
tween(self, {
@@ -112,9 +114,9 @@
anchorX: 0.5,
anchorY: 0.5
});
// Text to display car level
- self.levelText = new Text2(self.carLevel.toString(), {
+ self.levelText = new Text2("Level " + self.carLevel.toString(), {
size: 40,
fill: 0xFFFFFF
});
self.levelText.anchor.set(0.5, 0.5);
@@ -271,9 +273,9 @@
game.highestCarText.x = 2048 - 50;
game.highestCarText.y = 50;
game.addChild(game.highestCarText);
// Buy button
- game.buyButton = new BuyButton(10);
+ game.buyButton = new BuyButton(20);
game.buyButton.x = 2048 / 2;
game.buyButton.y = game.garageY + game.grid.rows * game.slotSize + 100;
game.addChild(game.buyButton);
// Instructions