User prompt
hiçbir varlığın üstüne gelmeyen (bina, oyuncu, NPC, görev öğeleri) birbiriyle bağlantılı yollar çiz
User prompt
yolları kaldır
User prompt
binaların yerleşimi yollardan sonra
User prompt
NPC'ler her zaman görsel olarak yolun üstünde
User prompt
NPC'ler yolun üstünde
User prompt
yollar NPC'lerin üstüne gelmeyecek şekilde ayarla
User prompt
görev öğeleri binalara temas etmeyecek
User prompt
tüm varlıkşar yol ağının altında
User prompt
yol çizimi kodu enson
User prompt
yollar tüm varlıkların altında
User prompt
yollar binanın içinde değil
User prompt
''a'' sesi oyunu oynarken her zaman çalar. sesi %30'da çalar
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User prompt
görev öğeleri belirli olması için parlasın
User prompt
görev öğeleri binalara deymesin
User prompt
tüm varlıklar yolları üstünde
User prompt
yollar kusursuz
User prompt
yollar birbirine değiyor ve bir yol ağı oluşturuyor
User prompt
yollar birbirine değiyor
User prompt
her binaya bağlı yollar var
User prompt
binaların arası oyuncun hareket edebilmesi için açık
User prompt
al yazısına bastığımızda oyuncu hareket ediyor
User prompt
al yazısına bastığımızda eşya alınsın
User prompt
al yazısı eşyanın birazcık daha üstünde olsun, ve yazıya bastığında alsın
User prompt
oyuncu bir eşyayı olduğu yerden almak için ilk önce üstüne tıklamalı, sonrasında da eşyanın hemen üstünde çıkan ''eşyanın ismi, altında da ''al''a basmalı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Building class var Building = Container.expand(function () { var self = Container.call(this); var buildingSprite = self.attachAsset('building', { anchorX: 0.5, anchorY: 0.5 }); self.radius = buildingSprite.width / 2; self.entry = null; self.hasEntry = false; self.entryX = 0; self.entryY = 0; self.id = ''; self.addEntry = function () { self.hasEntry = true; self.entry = self.attachAsset('building_entry', { anchorX: 0.5, anchorY: 0.5, x: buildingSprite.width / 2 - 30, y: buildingSprite.height / 2 - 30 }); self.entryX = self.x + buildingSprite.width / 2 - 30; self.entryY = self.y + buildingSprite.height / 2 - 30; }; return self; }); // Corridor class for building interiors var Corridor = Container.expand(function () { var self = Container.call(this); // Use the 'en' asset for the corridor's visual appearance var corridorSprite = self.attachAsset('en', { anchorX: 0.5, anchorY: 0.5 }); corridorSprite.width = 1100; corridorSprite.height = 340; self.radius = corridorSprite.width / 2; return self; }); // Helicopter class var Helicopter = Container.expand(function () { var self = Container.call(this); var heliSprite = self.attachAsset('helicopter', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 28; self.radius = heliSprite.width / 2; self.target = null; self.update = function () { if (!self.target) return; // Hover above target var dx = self.target.x - self.x; var dy = self.target.y - 300 - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); // Item class var Item = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'item'; var assetId = 'item'; if (self.type === 'flower') assetId = 'item_flower';else if (self.type === 'coin') assetId = 'item_coin';else if (self.type === 'book') assetId = 'item_book';else if (self.type === 'bag') assetId = 'item_bag';else if (self.type === 'key') assetId = 'item_key';else if (self.type === 'map') assetId = 'item_map';else if (self.type === 'wallet') assetId = 'item_wallet'; var itemSprite = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.radius = itemSprite.width / 2; self.id = ''; self.collected = false; self.update = function () {}; return self; }); // NPC class var NPC = Container.expand(function () { var self = Container.call(this); var npcSprite = self.attachAsset('npc', { anchorX: 0.5, anchorY: 0.5 }); self.radius = npcSprite.width / 2; self.isSpecial = false; self.hasQuest = false; self.questGiven = false; self.questCompleted = false; self.questType = null; self.questTarget = null; self.questText = ''; self.id = ''; self.update = function () { // Prevent NPC from overlapping with buildings for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; var dx = self.x - b.x; var dy = self.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.radius + b.radius - 10) { // Push NPC out of building var overlap = self.radius + b.radius - 10 - dist; if (dist === 0) { // Avoid division by zero, move randomly self.x += Math.random() > 0.5 ? overlap : -overlap; self.y += Math.random() > 0.5 ? overlap : -overlap; } else { self.x += dx / dist * overlap; self.y += dy / dist * overlap; } } } }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.radius = playerSprite.width / 2; self.isInBuilding = false; self.targetX = self.x; self.targetY = self.y; self.moveTo = function (x, y) { self.targetX = x; self.targetY = y; }; self.update = function () { // Move towards targetX, targetY var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { // Calculate intended new position var nextX = self.x + self.speed * dx / dist; var nextY = self.y + self.speed * dy / dist; var blocked = false; if (!self.isInBuilding) { // Check collision with buildings only when outside for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; // Use circle collision for blocking var ddx = nextX - b.x; var ddy = nextY - b.y; var dDist = Math.sqrt(ddx * ddx + ddy * ddy); if (dDist < self.radius + b.radius - 10) { // If building has an entry, check if next position is within entry area var allowEntry = false; if (b.hasEntry && b.entry) { // Calculate entry's world position var entryWorldX = b.x + b.entry.x; var entryWorldY = b.y + b.entry.y; // Allow a generous area for the door var entryRadius = b.entry.width / 2 + 30; var entryDist = Math.sqrt((nextX - entryWorldX) * (nextX - entryWorldX) + (nextY - entryWorldY) * (nextY - entryWorldY)); if (entryDist < entryRadius) { allowEntry = true; } } if (!allowEntry) { blocked = true; break; } } } } // Do NOT block player for NPCs! if (!blocked) { self.x = nextX; self.y = nextY; } // If blocked, do not move this frame } else { self.x = self.targetX; self.y = self.targetY; } }; return self; }); // Police Car class var PoliceCar = Container.expand(function () { var self = Container.call(this); var policeSprite = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 22; self.radius = policeSprite.width / 2; self.target = null; self.update = function () { if (!self.target) return; var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); // Room class for building interiors var Room = Container.expand(function () { var self = Container.call(this); // Use the corridor asset for the room's visual appearance var roomSprite = self.attachAsset('Koridor', { anchorX: 0.5, anchorY: 0.5 }); roomSprite.width = 220; roomSprite.height = 320; self.radius = roomSprite.width / 2; // Optionally add a door self.addDoor = function (doorX, doorY) { var door = self.attachAsset('building_entry', { anchorX: 0.5, anchorY: 0.5, x: doorX, y: doorY }); door.width = 60; door.height = 60; return door; }; // Optionally add a decor item self.addDecor = function (assetId, decorX, decorY) { var decor = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, x: decorX, y: decorY }); decor.width = 70; decor.height = 70; return decor; }; return self; }); // Special NPC class var SpecialNPC = Container.expand(function () { var self = Container.call(this); // Attach the special NPC asset and set tint directly var npcSpecialSprite = self.attachAsset('npc_special', { anchorX: 0.5, anchorY: 0.5 }); self.isSpecial = true; self.hasQuest = true; self.questGiven = false; self.questCompleted = false; self.questType = 'find_item'; self.questText = 'Find my lost wallet!'; // No need to set tint, as the asset is already colored // Add empty update method to avoid 'update is not a function' error self.update = function () {}; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222a36 }); /**** * Game Code ****/ // Star (wanted level) // Item // Buildings // Police // NPCs // Player // World boundaries var WORLD_W = 2048; var WORLD_H = 2732; // Player var player = new Player(); player.x = WORLD_W / 2; player.y = WORLD_H / 2; game.addChild(player); // Buildings var buildings = []; // NPCs var npcs = []; var specialNpcs = []; // Expanded NPC positions, spaced away from buildings var npcPositions = [{ x: 300, y: 300, dialog: ["Merhaba! Şehirde yeni misin?", "Buralar eskiden çok daha sakindi.", "Bana bir çiçek bulabilir misin? Çok mutlu olurum!"], quest: { type: "find_item", item: "flower", text: "Bir çiçek bul ve bana getir!" } }, { x: 1750, y: 350, dialog: ["Hey! Polislerden uzak dur.", "Biraz para kaybettim, bulursan getir lütfen.", "Şu binanın arkasında bir şey gördüm."], quest: { type: "find_item", item: "coin", text: "Kaybolan parayı bul ve getir!" } }, { x: 400, y: 2300, dialog: ["Bugün hava çok güzel.", "Beni bulduğun için teşekkürler!", "Bir kitap kaybettim, bulursan çok sevinirim."], quest: { type: "find_item", item: "book", text: "Kaybolan kitabı bul ve getir!" } }, { x: 1800, y: 2300, dialog: ["Şehirde çok fazla bina var.", "Birazdan markete gideceğim.", "Bir market poşeti kaybettim, bulursan getirir misin?"], quest: { type: "find_item", item: "bag", text: "Market poşetimi bul ve getir!" } }, // Ekstra NPC'ler { x: 1000, y: 800, dialog: ["Selam! Helikopteri gördün mü?", "Bazen yukarıdan izliyorlar.", "Bir anahtar kaybettim, bulursan bana getir."], quest: { type: "find_item", item: "key", text: "Kaybolan anahtarı bul ve getir!" } }, { x: 1500, y: 1200, dialog: ["Binaların arasında kaybolmak kolay.", "Bir harita bulursan bana getirir misin?", "Teşekkürler!"], quest: { type: "find_item", item: "map", text: "Bir harita bul ve getir!" } }]; // Add NPCs, keep them above buildings visually // Randomize NPC positions at every game start function getRandomNPCPos() { // Keep NPCs away from the very edges and from the top menu var margin = 180; var minX = margin, maxX = WORLD_W - margin; var minY = 200, maxY = WORLD_H - margin; return { x: Math.floor(Math.random() * (maxX - minX)) + minX, y: Math.floor(Math.random() * (maxY - minY)) + minY }; } for (var i = 0; i < npcPositions.length; i++) { var npc = new NPC(); var maxTries = 30; var pos; var insideBuilding = true; // Try to find a position not inside any building var tryCount = 0; while (insideBuilding && maxTries-- > 0) { pos = getRandomNPCPos(); insideBuilding = false; for (var b = 0; b < buildings.length; b++) { var build = buildings[b]; var dx = pos.x - build.x; var dy = pos.y - build.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < npc.radius + build.radius + 30) { insideBuilding = true; break; } } tryCount++; } // If after all tries, still inside a building, move to a default safe spot if (insideBuilding) { pos.x = 200 + 100 * i; pos.y = 200 + 100 * i; } npc.x = pos.x; npc.y = pos.y; npc.id = 'npc' + i; npc.dialog = npcPositions[i].dialog; npc.dialogIndex = 0; npc.hasQuest = true; npc.questGiven = false; npc.questCompleted = false; npc.questType = npcPositions[i].quest.type; npc.questTarget = npcPositions[i].quest.item; npc.questText = npcPositions[i].quest.text; npcs.push(npc); } // Add a special NPC with a quest var specialNpc = new SpecialNPC(); specialNpc.x = 600; specialNpc.y = 1500; specialNpc.id = 'special1'; specialNpcs.push(specialNpc); // Buildings var buildings = []; // Add all buildings to game first, so they are always at the bottom layer for (var i = 0; i < buildings.length; i++) { game.addChild(buildings[i]); } // Ensure items array is defined before use if (typeof items === "undefined") { var items = []; } // Add all items above buildings for (var i = 0; i < items.length; i++) { game.addChild(items[i]); } // Add all NPCs above items and buildings for (var i = 0; i < npcs.length; i++) { game.addChild(npcs[i]); } for (var i = 0; i < specialNpcs.length; i++) { game.addChild(specialNpcs[i]); } // Add player above all game.addChild(player); // Grid layout for buildings: 4 columns x 4 rows, spaced out, not side by side, orderly var buildingPositions = []; var gridCols = 4; var gridRows = 4; var startX = 350; var startY = 400; var spacingX = 400; var spacingY = 400; for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { // Stagger rows for more realism var offsetX = row % 2 === 0 ? 0 : spacingX / 2; buildingPositions.push({ x: startX + col * spacingX + offsetX, y: startY + row * spacingY }); } } for (var i = 0; i < buildingPositions.length; i++) { var b = new Building(); b.x = buildingPositions[i].x; b.y = buildingPositions[i].y; b.id = 'building' + i; b.addEntry(); buildings.push(b); game.addChild(b); } // Items (for quests) var items = []; // Wallet for special NPC var questItem = new Item('wallet'); questItem.x = 1800; questItem.y = 1400; questItem.id = 'wallet'; items.push(questItem); game.addChild(questItem); // Flower for NPC 0 var flower = new Item('flower'); flower.x = 600; flower.y = 500; flower.id = 'flower'; items.push(flower); game.addChild(flower); // Coin for NPC 1 var coin = new Item('coin'); coin.x = 1600; coin.y = 600; coin.id = 'coin'; items.push(coin); game.addChild(coin); // Book for NPC 2 var book = new Item('book'); book.x = 600; book.y = 2100; book.id = 'book'; items.push(book); game.addChild(book); // Bag for NPC 3 var bag = new Item('bag'); bag.x = 1700; bag.y = 2100; bag.id = 'bag'; items.push(bag); game.addChild(bag); // Key for NPC 4 var key = new Item('key'); key.x = 1200; key.y = 900; key.id = 'key'; items.push(key); game.addChild(key); // Map for NPC 5 var map = new Item('map'); map.x = 1400; map.y = 1300; map.id = 'map'; items.push(map); game.addChild(map); // Police var policeCars = []; var helicopters = []; // Wanted system var wantedLevel = 0; // 0-5 var wantedDecayTimer = 0; var wantedMax = 5; // GUI: Wanted stars var starIcons = []; for (var i = 0; i < wantedMax; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5 }); star.x = 120 + i * 70; star.y = 80; star.visible = false; LK.gui.top.addChild(star); starIcons.push(star); } // GUI: Quest text var questText = new Text2('', { size: 70, fill: "#fff" }); // Anchor'ı üst ortada olacak şekilde ayarla questText.anchor.set(0.5, 0); // Ekranın üst orta kısmına yerleştir (100px aşağıda, üstteki menüyle çakışmasın) questText.x = LK.gui.width / 2; questText.y = 120; LK.gui.top.addChild(questText); // GUI: Mission complete text var missionText = new Text2('', { size: 90, fill: 0x27AE60 }); missionText.anchor.set(0.5, 0); missionText.x = LK.gui.width / 2; missionText.y = 300; LK.gui.top.addChild(missionText); // GUI: Police alert text var policeText = new Text2('', { size: 80, fill: 0xE74C3C }); policeText.anchor.set(0.5, 0); policeText.x = LK.gui.width / 2; policeText.y = 400; LK.gui.top.addChild(policeText); // Dragging/movement var dragging = false; // Helper: Check circle collision function circlesCollide(a, b) { var dx = a.x - b.x; var dy = a.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); return dist < a.radius + b.radius - 10; } // Helper: Show wanted stars function updateWantedStars() { for (var i = 0; i < wantedMax; i++) { starIcons[i].visible = i < wantedLevel; } } // Helper: Set quest text function setQuestText(txt) { questText.setText(txt); } // Helper: Set mission text function setMissionText(txt) { missionText.setText(txt); if (txt) { tween(missionText, { alpha: 1 }, { duration: 0 }); tween(missionText, { alpha: 0 }, { duration: 1800, easing: tween.linear }); } } // Helper: Set police alert function setPoliceText(txt) { policeText.setText(txt); if (txt) { tween(policeText, { alpha: 1 }, { duration: 0 }); tween(policeText, { alpha: 0 }, { duration: 1800, easing: tween.linear }); } } // Helper: Enter building var buildingDoor = null; var currentBuilding = null; function tryEnterBuilding() { for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; // Enter if near entry, but do NOT block movement inside building if (circlesCollide(player, b)) { if (b.hasEntry && Math.abs(player.x - (b.x + b.entry.x)) < 80 && Math.abs(player.y - (b.y + b.entry.y)) < 80) { player.isInBuilding = true; currentBuilding = b; setQuestText('Binanın içindesin. Kapıya tıklayarak çıkabilirsin.'); // Hide all city elements (buildings, npcs, items, police, etc) for (var i = 0; i < buildings.length; i++) buildings[i].visible = false; for (var i = 0; i < npcs.length; i++) npcs[i].visible = false; for (var i = 0; i < specialNpcs.length; i++) specialNpcs[i].visible = false; for (var i = 0; i < items.length; i++) items[i].visible = false; for (var i = 0; i < policeCars.length; i++) policeCars[i].visible = false; for (var i = 0; i < helicopters.length; i++) helicopters[i].visible = false; // Show only the building interior background (add corridor entity) if (typeof buildingInteriorBg !== "undefined" && buildingInteriorBg.parent) { buildingInteriorBg.parent.removeChild(buildingInteriorBg); } buildingInteriorBg = new Container(); buildingInteriorBg.visible = true; game.addChild(buildingInteriorBg); // Add the 'corridor' entity to the building interior if (typeof buildingCorridor !== "undefined" && buildingCorridor.parent) { buildingCorridor.parent.removeChild(buildingCorridor); } buildingCorridor = new Corridor(); buildingCorridor.x = WORLD_W / 2; buildingCorridor.y = WORLD_H / 2; buildingInteriorBg.addChild(buildingCorridor); // Add rooms (oda) to the building interior, placed at the ends of the corridor (not inside it) if (typeof buildingRooms !== "undefined") { for (var i = 0; i < buildingRooms.length; i++) { if (buildingRooms[i].parent) buildingRooms[i].parent.removeChild(buildingRooms[i]); } } buildingRooms = []; // Place rooms at the ends of the corridor var corridorCenterX = WORLD_W / 2; var corridorCenterY = WORLD_H / 2; var corridorWidth = 1100; var corridorHeight = 340; var roomOffsetX = corridorWidth / 2 + 140; // 140 is half room width + margin var roomOffsetY = 0; // Left end room var leftRoom = new Room(); leftRoom.x = corridorCenterX - roomOffsetX; leftRoom.y = corridorCenterY; buildingInteriorBg.addChild(leftRoom); buildingRooms.push(leftRoom); // Add a coin at the end of the left room var leftCoin = new Item('coin'); leftCoin.x = leftRoom.x; leftCoin.y = leftRoom.y + leftRoom.height / 2 - 60; leftCoin.id = 'room_coin_left_' + (currentBuilding ? currentBuilding.id : ''); leftCoin.collected = false; leftCoin.visible = true; buildingInteriorBg.addChild(leftCoin); // Right end room var rightRoom = new Room(); rightRoom.x = corridorCenterX + roomOffsetX; rightRoom.y = corridorCenterY; buildingInteriorBg.addChild(rightRoom); buildingRooms.push(rightRoom); // Add a coin at the end of the right room var rightCoin = new Item('coin'); rightCoin.x = rightRoom.x; rightCoin.y = rightRoom.y + rightRoom.height / 2 - 60; rightCoin.id = 'room_coin_right_' + (currentBuilding ? currentBuilding.id : ''); rightCoin.collected = false; rightCoin.visible = true; buildingInteriorBg.addChild(rightCoin); // Move player to the center of the building interior player.x = WORLD_W / 2; player.y = WORLD_H / 2 + 60; // Show player inside the building interior if (player.parent) { player.parent.removeChild(player); } buildingInteriorBg.addChild(player); // Show a door inside the building to exit (centered at top) if (buildingDoor && buildingDoor.parent) { buildingDoor.parent.removeChild(buildingDoor); } buildingDoor = LK.getAsset('building_entry', { anchorX: 0.5, anchorY: 0.5, x: WORLD_W / 2, y: WORLD_H / 2 - 320 }); buildingDoor.interactive = true; buildingDoor.visible = true; game.addChild(buildingDoor); return false; } } } return false; } // Helper: Exit building function tryExitBuilding(x, y) { if (player.isInBuilding && buildingDoor) { // Check if tap is on the door var dx = x - buildingDoor.x; var dy = y - buildingDoor.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < buildingDoor.width / 2 + 30) { // Hide building interior background if (typeof buildingInteriorBg !== "undefined" && buildingInteriorBg.parent) { buildingInteriorBg.parent.removeChild(buildingInteriorBg); buildingInteriorBg.visible = false; } // Restore city elements for (var i = 0; i < buildings.length; i++) buildings[i].visible = true; for (var i = 0; i < npcs.length; i++) npcs[i].visible = true; for (var i = 0; i < specialNpcs.length; i++) specialNpcs[i].visible = true; for (var i = 0; i < items.length; i++) items[i].visible = true; for (var i = 0; i < policeCars.length; i++) policeCars[i].visible = true; for (var i = 0; i < helicopters.length; i++) helicopters[i].visible = true; // Move player outside the building, near the entry if (currentBuilding && currentBuilding.hasEntry && currentBuilding.entry) { player.x = currentBuilding.x + currentBuilding.entry.x; player.y = currentBuilding.y + currentBuilding.entry.y + 100; } else { player.x = player.x + 200; player.y = player.y + 200; } // Restore player to city scene if (player.parent) { player.parent.removeChild(player); } game.addChild(player); player.isInBuilding = false; setQuestText(''); // Remove door if (buildingDoor.parent) buildingDoor.parent.removeChild(buildingDoor); buildingDoor = null; currentBuilding = null; } } } // Helper: Interact with NPCs function tryInteractNPC() { var interacted = false; for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; if (circlesCollide(player, npc)) { // If NPC has a quest if (npc.hasQuest) { if (!npc.questGiven && !npc.questCompleted) { // Show quest text and mark quest as given setQuestText(npc.questText); npc.questGiven = true; npc.dialogIndex = 0; interacted = true; } else if (npc.questGiven && !npc.questCompleted) { // Check if player has the quest item (only the correct item is accepted) var found = false; for (var j = 0; j < items.length; j++) { if (items[j].id === npc.questTarget && items[j].collected) { npc.questCompleted = true; setQuestText('Teşekkürler! Görevi tamamladın.'); setMissionText('Görev Tamamlandı!'); LK.setScore(LK.getScore() + 1); interacted = true; found = true; break; } } // If not found, remind quest if (!npc.questCompleted) { setQuestText('Görev: ' + npc.questText + " (Sadece doğru eşyayı kabul eder)"); interacted = true; } } else if (npc.questCompleted) { // After quest is completed, show dialog or thanks if (!npc._thankedTwice) { setQuestText('Tekrar teşekkürler!'); if (typeof npc._thanksCount === "undefined") npc._thanksCount = 0; npc._thanksCount++; if (npc._thanksCount >= 2) { npc._thankedTwice = true; // Clear quest text after a short delay so player can move freely LK.setTimeout(function () { setQuestText(''); }, 1200); } interacted = true; } else { // Already thanked twice, allow player to move freely setQuestText(''); // Do not block movement } } } // If no quest, cycle through dialog if (!npc.hasQuest && npc.dialog && npc.dialog.length > 0) { setQuestText(npc.dialog[npc.dialogIndex]); npc.dialogIndex = (npc.dialogIndex + 1) % npc.dialog.length; interacted = true; } else if (!npc.hasQuest) { setQuestText('Merhaba!'); interacted = true; } } } for (var i = 0; i < specialNpcs.length; i++) { var npc = specialNpcs[i]; if (circlesCollide(player, npc)) { if (!npc.questGiven && !npc.questCompleted) { setQuestText(npc.questText); npc.questGiven = true; interacted = true; } else if (npc.questGiven && !npc.questCompleted) { // Check if player has wallet (only wallet is accepted) var found = false; for (var j = 0; j < items.length; j++) { if (items[j].id === 'wallet' && items[j].collected) { npc.questCompleted = true; setQuestText('Thank you for finding my wallet!'); setMissionText('Mission Complete!'); LK.setScore(LK.getScore() + 1); interacted = true; found = true; break; } } if (!npc.questCompleted) { setQuestText('Did you find my wallet? (Only the wallet is accepted)'); interacted = true; } } else if (npc.questCompleted) { setQuestText('Thanks again!'); interacted = true; } } } // Always return false so player movement is never blocked by NPC interaction return false; } // --- Item selection and pickup UI --- // State for selected item and pickup UI var selectedItem = null; var itemPickupNameText = null; var itemPickupButton = null; // Helper: Show item pickup UI above the item function showItemPickupUI(item) { hideItemPickupUI(); if (!item || item.collected) return; // Show item name var itemName = ''; if (item.id === 'wallet') itemName = 'Cüzdan';else if (item.id === 'flower') itemName = 'Çiçek';else if (item.id === 'coin') itemName = 'Altın';else if (item.id === 'book') itemName = 'Kitap';else if (item.id === 'bag') itemName = 'Poşet';else if (item.id === 'key') itemName = 'Anahtar';else if (item.id === 'map') itemName = 'Harita';else itemName = 'Eşya'; itemPickupNameText = new Text2(itemName, { size: 70, fill: "#fff" }); itemPickupNameText.anchor.set(0.5, 1); itemPickupNameText.x = item.x; itemPickupNameText.y = item.y - item.radius - 30; game.addChild(itemPickupNameText); // Show 'al' button itemPickupButton = new Text2("al", { size: 80, fill: 0x27AE60 }); itemPickupButton.anchor.set(0.5, 0); itemPickupButton.x = item.x; itemPickupButton.y = itemPickupNameText.y + 10; itemPickupButton.interactive = true; itemPickupButton.visible = true; itemPickupButton._isPickupButton = true; game.addChild(itemPickupButton); } // Helper: Hide item pickup UI function hideItemPickupUI() { if (itemPickupNameText && itemPickupNameText.parent) { itemPickupNameText.parent.removeChild(itemPickupNameText); } if (itemPickupButton && itemPickupButton.parent) { itemPickupButton.parent.removeChild(itemPickupButton); } itemPickupNameText = null; itemPickupButton = null; selectedItem = null; } // Helper: Interact with items (tap to select, then tap 'al' to collect) function tryCollectItem(x, y, obj) { // If 'al' button is visible and tapped if (itemPickupButton && itemPickupButton.visible) { var dx = x - itemPickupButton.x; var dy = y - itemPickupButton.y; if (Math.abs(dx) < 100 && Math.abs(dy) < 60) { // Collect the selected item if (selectedItem && !selectedItem.collected) { selectedItem.collected = true; selectedItem.visible = false; // Show a unique message for each item var foundMsg = ''; if (selectedItem.id === 'wallet') foundMsg = 'You found a wallet!';else if (selectedItem.id === 'flower') foundMsg = 'Bir çiçek buldun!';else if (selectedItem.id === 'coin') foundMsg = 'Bir para buldun!';else if (selectedItem.id === 'book') foundMsg = 'Bir kitap buldun!';else if (selectedItem.id === 'bag') foundMsg = 'Bir poşet buldun!';else if (selectedItem.id === 'key') foundMsg = 'Bir anahtar buldun!';else if (selectedItem.id === 'map') foundMsg = 'Bir harita buldun!';else foundMsg = 'Bir eşya buldun!'; setMissionText(foundMsg); hideItemPickupUI(); return true; } } } // If not, check if player tapped on an item to select it for (var i = 0; i < items.length; i++) { var item = items[i]; if (!item.collected && circlesCollide(player, item)) { // If tap is close to the item, select it var tapDist = Math.sqrt((x - item.x) * (x - item.x) + (y - item.y) * (y - item.y)); if (tapDist < item.radius + 40) { selectedItem = item; showItemPickupUI(item); return true; } } } // If tap is not on any item, hide UI hideItemPickupUI(); return false; } // Helper: Commit crime (damage property) function tryDamageProperty(x, y) { // If player is near a building, "damage" it for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; var dx = x - (b.x + 150); var dy = y - (b.y + 150); if (Math.abs(dx) < 150 && Math.abs(dy) < 150) { // Crime committed! wantedLevel = Math.min(wantedLevel + 1, wantedMax); updateWantedStars(); setPoliceText('Police alerted!'); wantedDecayTimer = 0; LK.effects.flashObject(b, 0xff0000, 500); return true; } } return false; } // Police AI: spawn police based on wanted level function updatePolice() { // Remove police if wantedLevel is 0 if (wantedLevel === 0) { for (var i = 0; i < policeCars.length; i++) { policeCars[i].destroy(); } policeCars = []; for (var i = 0; i < helicopters.length; i++) { helicopters[i].destroy(); } helicopters = []; return; } // Spawn police cars while (policeCars.length < wantedLevel && policeCars.length < 3) { var pc = new PoliceCar(); // Spawn at random edge var edge = Math.floor(Math.random() * 4); if (edge === 0) { pc.x = 0; pc.y = Math.random() * WORLD_H; } if (edge === 1) { pc.x = WORLD_W; pc.y = Math.random() * WORLD_H; } if (edge === 2) { pc.x = Math.random() * WORLD_W; pc.y = 0; } if (edge === 3) { pc.x = Math.random() * WORLD_W; pc.y = WORLD_H; } pc.target = player; policeCars.push(pc); game.addChild(pc); } // Spawn helicopter at wanted level 4+ if (wantedLevel >= 4 && helicopters.length < 1) { var heli = new Helicopter(); heli.x = Math.random() * WORLD_W; heli.y = 0; heli.target = player; helicopters.push(heli); game.addChild(heli); } } // Police AI: check for player caught function checkPoliceCatch() { for (var i = 0; i < policeCars.length; i++) { if (circlesCollide(player, policeCars[i])) { LK.effects.flashScreen(0xff0000, 1000); setPoliceText('You were caught!'); LK.showGameOver(); return true; } } for (var i = 0; i < helicopters.length; i++) { if (Math.abs(player.x - helicopters[i].x) < 80 && Math.abs(player.y - helicopters[i].y) < 80) { LK.effects.flashScreen(0xff0000, 1000); setPoliceText('Helicopter caught you!'); LK.showGameOver(); return true; } } return false; } // Decay wanted level over time function decayWantedLevel() { if (wantedLevel > 0) { wantedDecayTimer++; if (wantedDecayTimer > 300) { // ~5 seconds wantedLevel--; updateWantedStars(); wantedDecayTimer = 0; } } } // Game move handler (tap to move, tap on NPC/building to interact) function handleMove(x, y, obj) { // Convert to game coordinates if (dragging) { player.moveTo(x, y); } } // Tap down: move or interact game.down = function (x, y, obj) { // If in building, check if tap is on the door to exit if (player.isInBuilding) { tryExitBuilding(x, y); return; } // Try interact with NPC if (tryInteractNPC()) return; // Try collect item (now supports tap-to-select and 'al' button) if (tryCollectItem(x, y, obj)) return; // Try enter building if (tryEnterBuilding()) return; // Otherwise, move player.moveTo(x, y); dragging = true; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragging = false; }; game.move = handleMove; // Score display (missions completed) var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.x = LK.gui.width / 2; scoreTxt.y = 40; // Main game update game.update = function () { if (!player.isInBuilding) { player.update(); // Update NPCs for (var i = 0; i < npcs.length; i++) npcs[i].update(); for (var i = 0; i < specialNpcs.length; i++) specialNpcs[i].update(); // Update police for (var i = 0; i < policeCars.length; i++) policeCars[i].update(); for (var i = 0; i < helicopters.length; i++) helicopters[i].update(); // Police AI updatePolice(); checkPoliceCatch(); decayWantedLevel(); } else { // Allow player to move inside building (no city collision logic) player.update(); } // Hide item pickup UI if player moves away or item is collected if (selectedItem && (!selectedItem.visible || selectedItem.collected || Math.sqrt((player.x - selectedItem.x) * (player.x - selectedItem.x) + (player.y - selectedItem.y) * (player.y - selectedItem.y)) > selectedItem.radius + 80)) { hideItemPickupUI(); } // Update score scoreTxt.setText(LK.getScore()); // Clamp player to world player.x = Math.max(player.radius, Math.min(WORLD_W - player.radius, player.x)); player.y = Math.max(player.radius, Math.min(WORLD_H - player.radius, player.y)); // Ortadaki yazıların her zaman ekranın ortasında kalmasını sağla if (typeof LK !== "undefined" && LK.gui && typeof LK.gui.width === "number" && LK.gui.width > 0) { questText.x = LK.gui.width / 2; missionText.x = LK.gui.width / 2; policeText.x = LK.gui.width / 2; scoreTxt.x = LK.gui.width / 2; } }; // Initial wanted stars updateWantedStars(); setQuestText('Explore the city! Tap on people or buildings.'); setMissionText(''); setPoliceText('');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Building class
var Building = Container.expand(function () {
var self = Container.call(this);
var buildingSprite = self.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = buildingSprite.width / 2;
self.entry = null;
self.hasEntry = false;
self.entryX = 0;
self.entryY = 0;
self.id = '';
self.addEntry = function () {
self.hasEntry = true;
self.entry = self.attachAsset('building_entry', {
anchorX: 0.5,
anchorY: 0.5,
x: buildingSprite.width / 2 - 30,
y: buildingSprite.height / 2 - 30
});
self.entryX = self.x + buildingSprite.width / 2 - 30;
self.entryY = self.y + buildingSprite.height / 2 - 30;
};
return self;
});
// Corridor class for building interiors
var Corridor = Container.expand(function () {
var self = Container.call(this);
// Use the 'en' asset for the corridor's visual appearance
var corridorSprite = self.attachAsset('en', {
anchorX: 0.5,
anchorY: 0.5
});
corridorSprite.width = 1100;
corridorSprite.height = 340;
self.radius = corridorSprite.width / 2;
return self;
});
// Helicopter class
var Helicopter = Container.expand(function () {
var self = Container.call(this);
var heliSprite = self.attachAsset('helicopter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 28;
self.radius = heliSprite.width / 2;
self.target = null;
self.update = function () {
if (!self.target) return;
// Hover above target
var dx = self.target.x - self.x;
var dy = self.target.y - 300 - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
}
};
return self;
});
// Item class
var Item = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'item';
var assetId = 'item';
if (self.type === 'flower') assetId = 'item_flower';else if (self.type === 'coin') assetId = 'item_coin';else if (self.type === 'book') assetId = 'item_book';else if (self.type === 'bag') assetId = 'item_bag';else if (self.type === 'key') assetId = 'item_key';else if (self.type === 'map') assetId = 'item_map';else if (self.type === 'wallet') assetId = 'item_wallet';
var itemSprite = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = itemSprite.width / 2;
self.id = '';
self.collected = false;
self.update = function () {};
return self;
});
// NPC class
var NPC = Container.expand(function () {
var self = Container.call(this);
var npcSprite = self.attachAsset('npc', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = npcSprite.width / 2;
self.isSpecial = false;
self.hasQuest = false;
self.questGiven = false;
self.questCompleted = false;
self.questType = null;
self.questTarget = null;
self.questText = '';
self.id = '';
self.update = function () {
// Prevent NPC from overlapping with buildings
for (var i = 0; i < buildings.length; i++) {
var b = buildings[i];
var dx = self.x - b.x;
var dy = self.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.radius + b.radius - 10) {
// Push NPC out of building
var overlap = self.radius + b.radius - 10 - dist;
if (dist === 0) {
// Avoid division by zero, move randomly
self.x += Math.random() > 0.5 ? overlap : -overlap;
self.y += Math.random() > 0.5 ? overlap : -overlap;
} else {
self.x += dx / dist * overlap;
self.y += dy / dist * overlap;
}
}
}
};
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 18;
self.radius = playerSprite.width / 2;
self.isInBuilding = false;
self.targetX = self.x;
self.targetY = self.y;
self.moveTo = function (x, y) {
self.targetX = x;
self.targetY = y;
};
self.update = function () {
// Move towards targetX, targetY
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > self.speed) {
// Calculate intended new position
var nextX = self.x + self.speed * dx / dist;
var nextY = self.y + self.speed * dy / dist;
var blocked = false;
if (!self.isInBuilding) {
// Check collision with buildings only when outside
for (var i = 0; i < buildings.length; i++) {
var b = buildings[i];
// Use circle collision for blocking
var ddx = nextX - b.x;
var ddy = nextY - b.y;
var dDist = Math.sqrt(ddx * ddx + ddy * ddy);
if (dDist < self.radius + b.radius - 10) {
// If building has an entry, check if next position is within entry area
var allowEntry = false;
if (b.hasEntry && b.entry) {
// Calculate entry's world position
var entryWorldX = b.x + b.entry.x;
var entryWorldY = b.y + b.entry.y;
// Allow a generous area for the door
var entryRadius = b.entry.width / 2 + 30;
var entryDist = Math.sqrt((nextX - entryWorldX) * (nextX - entryWorldX) + (nextY - entryWorldY) * (nextY - entryWorldY));
if (entryDist < entryRadius) {
allowEntry = true;
}
}
if (!allowEntry) {
blocked = true;
break;
}
}
}
}
// Do NOT block player for NPCs!
if (!blocked) {
self.x = nextX;
self.y = nextY;
}
// If blocked, do not move this frame
} else {
self.x = self.targetX;
self.y = self.targetY;
}
};
return self;
});
// Police Car class
var PoliceCar = Container.expand(function () {
var self = Container.call(this);
var policeSprite = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 22;
self.radius = policeSprite.width / 2;
self.target = null;
self.update = function () {
if (!self.target) return;
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
}
};
return self;
});
// Room class for building interiors
var Room = Container.expand(function () {
var self = Container.call(this);
// Use the corridor asset for the room's visual appearance
var roomSprite = self.attachAsset('Koridor', {
anchorX: 0.5,
anchorY: 0.5
});
roomSprite.width = 220;
roomSprite.height = 320;
self.radius = roomSprite.width / 2;
// Optionally add a door
self.addDoor = function (doorX, doorY) {
var door = self.attachAsset('building_entry', {
anchorX: 0.5,
anchorY: 0.5,
x: doorX,
y: doorY
});
door.width = 60;
door.height = 60;
return door;
};
// Optionally add a decor item
self.addDecor = function (assetId, decorX, decorY) {
var decor = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
x: decorX,
y: decorY
});
decor.width = 70;
decor.height = 70;
return decor;
};
return self;
});
// Special NPC class
var SpecialNPC = Container.expand(function () {
var self = Container.call(this);
// Attach the special NPC asset and set tint directly
var npcSpecialSprite = self.attachAsset('npc_special', {
anchorX: 0.5,
anchorY: 0.5
});
self.isSpecial = true;
self.hasQuest = true;
self.questGiven = false;
self.questCompleted = false;
self.questType = 'find_item';
self.questText = 'Find my lost wallet!';
// No need to set tint, as the asset is already colored
// Add empty update method to avoid 'update is not a function' error
self.update = function () {};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222a36
});
/****
* Game Code
****/
// Star (wanted level)
// Item
// Buildings
// Police
// NPCs
// Player
// World boundaries
var WORLD_W = 2048;
var WORLD_H = 2732;
// Player
var player = new Player();
player.x = WORLD_W / 2;
player.y = WORLD_H / 2;
game.addChild(player);
// Buildings
var buildings = [];
// NPCs
var npcs = [];
var specialNpcs = [];
// Expanded NPC positions, spaced away from buildings
var npcPositions = [{
x: 300,
y: 300,
dialog: ["Merhaba! Şehirde yeni misin?", "Buralar eskiden çok daha sakindi.", "Bana bir çiçek bulabilir misin? Çok mutlu olurum!"],
quest: {
type: "find_item",
item: "flower",
text: "Bir çiçek bul ve bana getir!"
}
}, {
x: 1750,
y: 350,
dialog: ["Hey! Polislerden uzak dur.", "Biraz para kaybettim, bulursan getir lütfen.", "Şu binanın arkasında bir şey gördüm."],
quest: {
type: "find_item",
item: "coin",
text: "Kaybolan parayı bul ve getir!"
}
}, {
x: 400,
y: 2300,
dialog: ["Bugün hava çok güzel.", "Beni bulduğun için teşekkürler!", "Bir kitap kaybettim, bulursan çok sevinirim."],
quest: {
type: "find_item",
item: "book",
text: "Kaybolan kitabı bul ve getir!"
}
}, {
x: 1800,
y: 2300,
dialog: ["Şehirde çok fazla bina var.", "Birazdan markete gideceğim.", "Bir market poşeti kaybettim, bulursan getirir misin?"],
quest: {
type: "find_item",
item: "bag",
text: "Market poşetimi bul ve getir!"
}
},
// Ekstra NPC'ler
{
x: 1000,
y: 800,
dialog: ["Selam! Helikopteri gördün mü?", "Bazen yukarıdan izliyorlar.", "Bir anahtar kaybettim, bulursan bana getir."],
quest: {
type: "find_item",
item: "key",
text: "Kaybolan anahtarı bul ve getir!"
}
}, {
x: 1500,
y: 1200,
dialog: ["Binaların arasında kaybolmak kolay.", "Bir harita bulursan bana getirir misin?", "Teşekkürler!"],
quest: {
type: "find_item",
item: "map",
text: "Bir harita bul ve getir!"
}
}];
// Add NPCs, keep them above buildings visually
// Randomize NPC positions at every game start
function getRandomNPCPos() {
// Keep NPCs away from the very edges and from the top menu
var margin = 180;
var minX = margin,
maxX = WORLD_W - margin;
var minY = 200,
maxY = WORLD_H - margin;
return {
x: Math.floor(Math.random() * (maxX - minX)) + minX,
y: Math.floor(Math.random() * (maxY - minY)) + minY
};
}
for (var i = 0; i < npcPositions.length; i++) {
var npc = new NPC();
var maxTries = 30;
var pos;
var insideBuilding = true;
// Try to find a position not inside any building
var tryCount = 0;
while (insideBuilding && maxTries-- > 0) {
pos = getRandomNPCPos();
insideBuilding = false;
for (var b = 0; b < buildings.length; b++) {
var build = buildings[b];
var dx = pos.x - build.x;
var dy = pos.y - build.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < npc.radius + build.radius + 30) {
insideBuilding = true;
break;
}
}
tryCount++;
}
// If after all tries, still inside a building, move to a default safe spot
if (insideBuilding) {
pos.x = 200 + 100 * i;
pos.y = 200 + 100 * i;
}
npc.x = pos.x;
npc.y = pos.y;
npc.id = 'npc' + i;
npc.dialog = npcPositions[i].dialog;
npc.dialogIndex = 0;
npc.hasQuest = true;
npc.questGiven = false;
npc.questCompleted = false;
npc.questType = npcPositions[i].quest.type;
npc.questTarget = npcPositions[i].quest.item;
npc.questText = npcPositions[i].quest.text;
npcs.push(npc);
}
// Add a special NPC with a quest
var specialNpc = new SpecialNPC();
specialNpc.x = 600;
specialNpc.y = 1500;
specialNpc.id = 'special1';
specialNpcs.push(specialNpc);
// Buildings
var buildings = [];
// Add all buildings to game first, so they are always at the bottom layer
for (var i = 0; i < buildings.length; i++) {
game.addChild(buildings[i]);
}
// Ensure items array is defined before use
if (typeof items === "undefined") {
var items = [];
}
// Add all items above buildings
for (var i = 0; i < items.length; i++) {
game.addChild(items[i]);
}
// Add all NPCs above items and buildings
for (var i = 0; i < npcs.length; i++) {
game.addChild(npcs[i]);
}
for (var i = 0; i < specialNpcs.length; i++) {
game.addChild(specialNpcs[i]);
}
// Add player above all
game.addChild(player);
// Grid layout for buildings: 4 columns x 4 rows, spaced out, not side by side, orderly
var buildingPositions = [];
var gridCols = 4;
var gridRows = 4;
var startX = 350;
var startY = 400;
var spacingX = 400;
var spacingY = 400;
for (var row = 0; row < gridRows; row++) {
for (var col = 0; col < gridCols; col++) {
// Stagger rows for more realism
var offsetX = row % 2 === 0 ? 0 : spacingX / 2;
buildingPositions.push({
x: startX + col * spacingX + offsetX,
y: startY + row * spacingY
});
}
}
for (var i = 0; i < buildingPositions.length; i++) {
var b = new Building();
b.x = buildingPositions[i].x;
b.y = buildingPositions[i].y;
b.id = 'building' + i;
b.addEntry();
buildings.push(b);
game.addChild(b);
}
// Items (for quests)
var items = [];
// Wallet for special NPC
var questItem = new Item('wallet');
questItem.x = 1800;
questItem.y = 1400;
questItem.id = 'wallet';
items.push(questItem);
game.addChild(questItem);
// Flower for NPC 0
var flower = new Item('flower');
flower.x = 600;
flower.y = 500;
flower.id = 'flower';
items.push(flower);
game.addChild(flower);
// Coin for NPC 1
var coin = new Item('coin');
coin.x = 1600;
coin.y = 600;
coin.id = 'coin';
items.push(coin);
game.addChild(coin);
// Book for NPC 2
var book = new Item('book');
book.x = 600;
book.y = 2100;
book.id = 'book';
items.push(book);
game.addChild(book);
// Bag for NPC 3
var bag = new Item('bag');
bag.x = 1700;
bag.y = 2100;
bag.id = 'bag';
items.push(bag);
game.addChild(bag);
// Key for NPC 4
var key = new Item('key');
key.x = 1200;
key.y = 900;
key.id = 'key';
items.push(key);
game.addChild(key);
// Map for NPC 5
var map = new Item('map');
map.x = 1400;
map.y = 1300;
map.id = 'map';
items.push(map);
game.addChild(map);
// Police
var policeCars = [];
var helicopters = [];
// Wanted system
var wantedLevel = 0; // 0-5
var wantedDecayTimer = 0;
var wantedMax = 5;
// GUI: Wanted stars
var starIcons = [];
for (var i = 0; i < wantedMax; i++) {
var star = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
star.x = 120 + i * 70;
star.y = 80;
star.visible = false;
LK.gui.top.addChild(star);
starIcons.push(star);
}
// GUI: Quest text
var questText = new Text2('', {
size: 70,
fill: "#fff"
});
// Anchor'ı üst ortada olacak şekilde ayarla
questText.anchor.set(0.5, 0);
// Ekranın üst orta kısmına yerleştir (100px aşağıda, üstteki menüyle çakışmasın)
questText.x = LK.gui.width / 2;
questText.y = 120;
LK.gui.top.addChild(questText);
// GUI: Mission complete text
var missionText = new Text2('', {
size: 90,
fill: 0x27AE60
});
missionText.anchor.set(0.5, 0);
missionText.x = LK.gui.width / 2;
missionText.y = 300;
LK.gui.top.addChild(missionText);
// GUI: Police alert text
var policeText = new Text2('', {
size: 80,
fill: 0xE74C3C
});
policeText.anchor.set(0.5, 0);
policeText.x = LK.gui.width / 2;
policeText.y = 400;
LK.gui.top.addChild(policeText);
// Dragging/movement
var dragging = false;
// Helper: Check circle collision
function circlesCollide(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
var dist = Math.sqrt(dx * dx + dy * dy);
return dist < a.radius + b.radius - 10;
}
// Helper: Show wanted stars
function updateWantedStars() {
for (var i = 0; i < wantedMax; i++) {
starIcons[i].visible = i < wantedLevel;
}
}
// Helper: Set quest text
function setQuestText(txt) {
questText.setText(txt);
}
// Helper: Set mission text
function setMissionText(txt) {
missionText.setText(txt);
if (txt) {
tween(missionText, {
alpha: 1
}, {
duration: 0
});
tween(missionText, {
alpha: 0
}, {
duration: 1800,
easing: tween.linear
});
}
}
// Helper: Set police alert
function setPoliceText(txt) {
policeText.setText(txt);
if (txt) {
tween(policeText, {
alpha: 1
}, {
duration: 0
});
tween(policeText, {
alpha: 0
}, {
duration: 1800,
easing: tween.linear
});
}
}
// Helper: Enter building
var buildingDoor = null;
var currentBuilding = null;
function tryEnterBuilding() {
for (var i = 0; i < buildings.length; i++) {
var b = buildings[i];
// Enter if near entry, but do NOT block movement inside building
if (circlesCollide(player, b)) {
if (b.hasEntry && Math.abs(player.x - (b.x + b.entry.x)) < 80 && Math.abs(player.y - (b.y + b.entry.y)) < 80) {
player.isInBuilding = true;
currentBuilding = b;
setQuestText('Binanın içindesin. Kapıya tıklayarak çıkabilirsin.');
// Hide all city elements (buildings, npcs, items, police, etc)
for (var i = 0; i < buildings.length; i++) buildings[i].visible = false;
for (var i = 0; i < npcs.length; i++) npcs[i].visible = false;
for (var i = 0; i < specialNpcs.length; i++) specialNpcs[i].visible = false;
for (var i = 0; i < items.length; i++) items[i].visible = false;
for (var i = 0; i < policeCars.length; i++) policeCars[i].visible = false;
for (var i = 0; i < helicopters.length; i++) helicopters[i].visible = false;
// Show only the building interior background (add corridor entity)
if (typeof buildingInteriorBg !== "undefined" && buildingInteriorBg.parent) {
buildingInteriorBg.parent.removeChild(buildingInteriorBg);
}
buildingInteriorBg = new Container();
buildingInteriorBg.visible = true;
game.addChild(buildingInteriorBg);
// Add the 'corridor' entity to the building interior
if (typeof buildingCorridor !== "undefined" && buildingCorridor.parent) {
buildingCorridor.parent.removeChild(buildingCorridor);
}
buildingCorridor = new Corridor();
buildingCorridor.x = WORLD_W / 2;
buildingCorridor.y = WORLD_H / 2;
buildingInteriorBg.addChild(buildingCorridor);
// Add rooms (oda) to the building interior, placed at the ends of the corridor (not inside it)
if (typeof buildingRooms !== "undefined") {
for (var i = 0; i < buildingRooms.length; i++) {
if (buildingRooms[i].parent) buildingRooms[i].parent.removeChild(buildingRooms[i]);
}
}
buildingRooms = [];
// Place rooms at the ends of the corridor
var corridorCenterX = WORLD_W / 2;
var corridorCenterY = WORLD_H / 2;
var corridorWidth = 1100;
var corridorHeight = 340;
var roomOffsetX = corridorWidth / 2 + 140; // 140 is half room width + margin
var roomOffsetY = 0;
// Left end room
var leftRoom = new Room();
leftRoom.x = corridorCenterX - roomOffsetX;
leftRoom.y = corridorCenterY;
buildingInteriorBg.addChild(leftRoom);
buildingRooms.push(leftRoom);
// Add a coin at the end of the left room
var leftCoin = new Item('coin');
leftCoin.x = leftRoom.x;
leftCoin.y = leftRoom.y + leftRoom.height / 2 - 60;
leftCoin.id = 'room_coin_left_' + (currentBuilding ? currentBuilding.id : '');
leftCoin.collected = false;
leftCoin.visible = true;
buildingInteriorBg.addChild(leftCoin);
// Right end room
var rightRoom = new Room();
rightRoom.x = corridorCenterX + roomOffsetX;
rightRoom.y = corridorCenterY;
buildingInteriorBg.addChild(rightRoom);
buildingRooms.push(rightRoom);
// Add a coin at the end of the right room
var rightCoin = new Item('coin');
rightCoin.x = rightRoom.x;
rightCoin.y = rightRoom.y + rightRoom.height / 2 - 60;
rightCoin.id = 'room_coin_right_' + (currentBuilding ? currentBuilding.id : '');
rightCoin.collected = false;
rightCoin.visible = true;
buildingInteriorBg.addChild(rightCoin);
// Move player to the center of the building interior
player.x = WORLD_W / 2;
player.y = WORLD_H / 2 + 60;
// Show player inside the building interior
if (player.parent) {
player.parent.removeChild(player);
}
buildingInteriorBg.addChild(player);
// Show a door inside the building to exit (centered at top)
if (buildingDoor && buildingDoor.parent) {
buildingDoor.parent.removeChild(buildingDoor);
}
buildingDoor = LK.getAsset('building_entry', {
anchorX: 0.5,
anchorY: 0.5,
x: WORLD_W / 2,
y: WORLD_H / 2 - 320
});
buildingDoor.interactive = true;
buildingDoor.visible = true;
game.addChild(buildingDoor);
return false;
}
}
}
return false;
}
// Helper: Exit building
function tryExitBuilding(x, y) {
if (player.isInBuilding && buildingDoor) {
// Check if tap is on the door
var dx = x - buildingDoor.x;
var dy = y - buildingDoor.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < buildingDoor.width / 2 + 30) {
// Hide building interior background
if (typeof buildingInteriorBg !== "undefined" && buildingInteriorBg.parent) {
buildingInteriorBg.parent.removeChild(buildingInteriorBg);
buildingInteriorBg.visible = false;
}
// Restore city elements
for (var i = 0; i < buildings.length; i++) buildings[i].visible = true;
for (var i = 0; i < npcs.length; i++) npcs[i].visible = true;
for (var i = 0; i < specialNpcs.length; i++) specialNpcs[i].visible = true;
for (var i = 0; i < items.length; i++) items[i].visible = true;
for (var i = 0; i < policeCars.length; i++) policeCars[i].visible = true;
for (var i = 0; i < helicopters.length; i++) helicopters[i].visible = true;
// Move player outside the building, near the entry
if (currentBuilding && currentBuilding.hasEntry && currentBuilding.entry) {
player.x = currentBuilding.x + currentBuilding.entry.x;
player.y = currentBuilding.y + currentBuilding.entry.y + 100;
} else {
player.x = player.x + 200;
player.y = player.y + 200;
}
// Restore player to city scene
if (player.parent) {
player.parent.removeChild(player);
}
game.addChild(player);
player.isInBuilding = false;
setQuestText('');
// Remove door
if (buildingDoor.parent) buildingDoor.parent.removeChild(buildingDoor);
buildingDoor = null;
currentBuilding = null;
}
}
}
// Helper: Interact with NPCs
function tryInteractNPC() {
var interacted = false;
for (var i = 0; i < npcs.length; i++) {
var npc = npcs[i];
if (circlesCollide(player, npc)) {
// If NPC has a quest
if (npc.hasQuest) {
if (!npc.questGiven && !npc.questCompleted) {
// Show quest text and mark quest as given
setQuestText(npc.questText);
npc.questGiven = true;
npc.dialogIndex = 0;
interacted = true;
} else if (npc.questGiven && !npc.questCompleted) {
// Check if player has the quest item (only the correct item is accepted)
var found = false;
for (var j = 0; j < items.length; j++) {
if (items[j].id === npc.questTarget && items[j].collected) {
npc.questCompleted = true;
setQuestText('Teşekkürler! Görevi tamamladın.');
setMissionText('Görev Tamamlandı!');
LK.setScore(LK.getScore() + 1);
interacted = true;
found = true;
break;
}
}
// If not found, remind quest
if (!npc.questCompleted) {
setQuestText('Görev: ' + npc.questText + " (Sadece doğru eşyayı kabul eder)");
interacted = true;
}
} else if (npc.questCompleted) {
// After quest is completed, show dialog or thanks
if (!npc._thankedTwice) {
setQuestText('Tekrar teşekkürler!');
if (typeof npc._thanksCount === "undefined") npc._thanksCount = 0;
npc._thanksCount++;
if (npc._thanksCount >= 2) {
npc._thankedTwice = true;
// Clear quest text after a short delay so player can move freely
LK.setTimeout(function () {
setQuestText('');
}, 1200);
}
interacted = true;
} else {
// Already thanked twice, allow player to move freely
setQuestText('');
// Do not block movement
}
}
}
// If no quest, cycle through dialog
if (!npc.hasQuest && npc.dialog && npc.dialog.length > 0) {
setQuestText(npc.dialog[npc.dialogIndex]);
npc.dialogIndex = (npc.dialogIndex + 1) % npc.dialog.length;
interacted = true;
} else if (!npc.hasQuest) {
setQuestText('Merhaba!');
interacted = true;
}
}
}
for (var i = 0; i < specialNpcs.length; i++) {
var npc = specialNpcs[i];
if (circlesCollide(player, npc)) {
if (!npc.questGiven && !npc.questCompleted) {
setQuestText(npc.questText);
npc.questGiven = true;
interacted = true;
} else if (npc.questGiven && !npc.questCompleted) {
// Check if player has wallet (only wallet is accepted)
var found = false;
for (var j = 0; j < items.length; j++) {
if (items[j].id === 'wallet' && items[j].collected) {
npc.questCompleted = true;
setQuestText('Thank you for finding my wallet!');
setMissionText('Mission Complete!');
LK.setScore(LK.getScore() + 1);
interacted = true;
found = true;
break;
}
}
if (!npc.questCompleted) {
setQuestText('Did you find my wallet? (Only the wallet is accepted)');
interacted = true;
}
} else if (npc.questCompleted) {
setQuestText('Thanks again!');
interacted = true;
}
}
}
// Always return false so player movement is never blocked by NPC interaction
return false;
}
// --- Item selection and pickup UI ---
// State for selected item and pickup UI
var selectedItem = null;
var itemPickupNameText = null;
var itemPickupButton = null;
// Helper: Show item pickup UI above the item
function showItemPickupUI(item) {
hideItemPickupUI();
if (!item || item.collected) return;
// Show item name
var itemName = '';
if (item.id === 'wallet') itemName = 'Cüzdan';else if (item.id === 'flower') itemName = 'Çiçek';else if (item.id === 'coin') itemName = 'Altın';else if (item.id === 'book') itemName = 'Kitap';else if (item.id === 'bag') itemName = 'Poşet';else if (item.id === 'key') itemName = 'Anahtar';else if (item.id === 'map') itemName = 'Harita';else itemName = 'Eşya';
itemPickupNameText = new Text2(itemName, {
size: 70,
fill: "#fff"
});
itemPickupNameText.anchor.set(0.5, 1);
itemPickupNameText.x = item.x;
itemPickupNameText.y = item.y - item.radius - 30;
game.addChild(itemPickupNameText);
// Show 'al' button
itemPickupButton = new Text2("al", {
size: 80,
fill: 0x27AE60
});
itemPickupButton.anchor.set(0.5, 0);
itemPickupButton.x = item.x;
itemPickupButton.y = itemPickupNameText.y + 10;
itemPickupButton.interactive = true;
itemPickupButton.visible = true;
itemPickupButton._isPickupButton = true;
game.addChild(itemPickupButton);
}
// Helper: Hide item pickup UI
function hideItemPickupUI() {
if (itemPickupNameText && itemPickupNameText.parent) {
itemPickupNameText.parent.removeChild(itemPickupNameText);
}
if (itemPickupButton && itemPickupButton.parent) {
itemPickupButton.parent.removeChild(itemPickupButton);
}
itemPickupNameText = null;
itemPickupButton = null;
selectedItem = null;
}
// Helper: Interact with items (tap to select, then tap 'al' to collect)
function tryCollectItem(x, y, obj) {
// If 'al' button is visible and tapped
if (itemPickupButton && itemPickupButton.visible) {
var dx = x - itemPickupButton.x;
var dy = y - itemPickupButton.y;
if (Math.abs(dx) < 100 && Math.abs(dy) < 60) {
// Collect the selected item
if (selectedItem && !selectedItem.collected) {
selectedItem.collected = true;
selectedItem.visible = false;
// Show a unique message for each item
var foundMsg = '';
if (selectedItem.id === 'wallet') foundMsg = 'You found a wallet!';else if (selectedItem.id === 'flower') foundMsg = 'Bir çiçek buldun!';else if (selectedItem.id === 'coin') foundMsg = 'Bir para buldun!';else if (selectedItem.id === 'book') foundMsg = 'Bir kitap buldun!';else if (selectedItem.id === 'bag') foundMsg = 'Bir poşet buldun!';else if (selectedItem.id === 'key') foundMsg = 'Bir anahtar buldun!';else if (selectedItem.id === 'map') foundMsg = 'Bir harita buldun!';else foundMsg = 'Bir eşya buldun!';
setMissionText(foundMsg);
hideItemPickupUI();
return true;
}
}
}
// If not, check if player tapped on an item to select it
for (var i = 0; i < items.length; i++) {
var item = items[i];
if (!item.collected && circlesCollide(player, item)) {
// If tap is close to the item, select it
var tapDist = Math.sqrt((x - item.x) * (x - item.x) + (y - item.y) * (y - item.y));
if (tapDist < item.radius + 40) {
selectedItem = item;
showItemPickupUI(item);
return true;
}
}
}
// If tap is not on any item, hide UI
hideItemPickupUI();
return false;
}
// Helper: Commit crime (damage property)
function tryDamageProperty(x, y) {
// If player is near a building, "damage" it
for (var i = 0; i < buildings.length; i++) {
var b = buildings[i];
var dx = x - (b.x + 150);
var dy = y - (b.y + 150);
if (Math.abs(dx) < 150 && Math.abs(dy) < 150) {
// Crime committed!
wantedLevel = Math.min(wantedLevel + 1, wantedMax);
updateWantedStars();
setPoliceText('Police alerted!');
wantedDecayTimer = 0;
LK.effects.flashObject(b, 0xff0000, 500);
return true;
}
}
return false;
}
// Police AI: spawn police based on wanted level
function updatePolice() {
// Remove police if wantedLevel is 0
if (wantedLevel === 0) {
for (var i = 0; i < policeCars.length; i++) {
policeCars[i].destroy();
}
policeCars = [];
for (var i = 0; i < helicopters.length; i++) {
helicopters[i].destroy();
}
helicopters = [];
return;
}
// Spawn police cars
while (policeCars.length < wantedLevel && policeCars.length < 3) {
var pc = new PoliceCar();
// Spawn at random edge
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
pc.x = 0;
pc.y = Math.random() * WORLD_H;
}
if (edge === 1) {
pc.x = WORLD_W;
pc.y = Math.random() * WORLD_H;
}
if (edge === 2) {
pc.x = Math.random() * WORLD_W;
pc.y = 0;
}
if (edge === 3) {
pc.x = Math.random() * WORLD_W;
pc.y = WORLD_H;
}
pc.target = player;
policeCars.push(pc);
game.addChild(pc);
}
// Spawn helicopter at wanted level 4+
if (wantedLevel >= 4 && helicopters.length < 1) {
var heli = new Helicopter();
heli.x = Math.random() * WORLD_W;
heli.y = 0;
heli.target = player;
helicopters.push(heli);
game.addChild(heli);
}
}
// Police AI: check for player caught
function checkPoliceCatch() {
for (var i = 0; i < policeCars.length; i++) {
if (circlesCollide(player, policeCars[i])) {
LK.effects.flashScreen(0xff0000, 1000);
setPoliceText('You were caught!');
LK.showGameOver();
return true;
}
}
for (var i = 0; i < helicopters.length; i++) {
if (Math.abs(player.x - helicopters[i].x) < 80 && Math.abs(player.y - helicopters[i].y) < 80) {
LK.effects.flashScreen(0xff0000, 1000);
setPoliceText('Helicopter caught you!');
LK.showGameOver();
return true;
}
}
return false;
}
// Decay wanted level over time
function decayWantedLevel() {
if (wantedLevel > 0) {
wantedDecayTimer++;
if (wantedDecayTimer > 300) {
// ~5 seconds
wantedLevel--;
updateWantedStars();
wantedDecayTimer = 0;
}
}
}
// Game move handler (tap to move, tap on NPC/building to interact)
function handleMove(x, y, obj) {
// Convert to game coordinates
if (dragging) {
player.moveTo(x, y);
}
}
// Tap down: move or interact
game.down = function (x, y, obj) {
// If in building, check if tap is on the door to exit
if (player.isInBuilding) {
tryExitBuilding(x, y);
return;
}
// Try interact with NPC
if (tryInteractNPC()) return;
// Try collect item (now supports tap-to-select and 'al' button)
if (tryCollectItem(x, y, obj)) return;
// Try enter building
if (tryEnterBuilding()) return;
// Otherwise, move
player.moveTo(x, y);
dragging = true;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragging = false;
};
game.move = handleMove;
// Score display (missions completed)
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.x = LK.gui.width / 2;
scoreTxt.y = 40;
// Main game update
game.update = function () {
if (!player.isInBuilding) {
player.update();
// Update NPCs
for (var i = 0; i < npcs.length; i++) npcs[i].update();
for (var i = 0; i < specialNpcs.length; i++) specialNpcs[i].update();
// Update police
for (var i = 0; i < policeCars.length; i++) policeCars[i].update();
for (var i = 0; i < helicopters.length; i++) helicopters[i].update();
// Police AI
updatePolice();
checkPoliceCatch();
decayWantedLevel();
} else {
// Allow player to move inside building (no city collision logic)
player.update();
}
// Hide item pickup UI if player moves away or item is collected
if (selectedItem && (!selectedItem.visible || selectedItem.collected || Math.sqrt((player.x - selectedItem.x) * (player.x - selectedItem.x) + (player.y - selectedItem.y) * (player.y - selectedItem.y)) > selectedItem.radius + 80)) {
hideItemPickupUI();
}
// Update score
scoreTxt.setText(LK.getScore());
// Clamp player to world
player.x = Math.max(player.radius, Math.min(WORLD_W - player.radius, player.x));
player.y = Math.max(player.radius, Math.min(WORLD_H - player.radius, player.y));
// Ortadaki yazıların her zaman ekranın ortasında kalmasını sağla
if (typeof LK !== "undefined" && LK.gui && typeof LK.gui.width === "number" && LK.gui.width > 0) {
questText.x = LK.gui.width / 2;
missionText.x = LK.gui.width / 2;
policeText.x = LK.gui.width / 2;
scoreTxt.x = LK.gui.width / 2;
}
};
// Initial wanted stars
updateWantedStars();
setQuestText('Explore the city! Tap on people or buildings.');
setMissionText('');
setPoliceText('');
kapı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
birkaç camı olan, eşit bir gökdelen. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
mavi camlı, bir helikopter. In-Game asset. 2d. High contrast. No shadows
futbol topu. In-Game asset. 2d. High contrast. No shadows
gergin görünüşlü takım elbiseli adam. In-Game asset. 2d. High contrast. No shadows
yaşlı, üzerinde mor bir cübbe olan, ve mal mal sırıtan bir adam. vücudu tamamen görünür. In-Game asset. 2d. High contrast. No shadows
Cristiano Ronaldo. In-Game asset. 2d. High contrast. No shadows
mavi polis giysili, cebinde silah olan tüm vücudu görünen bir polis. In-Game asset. 2d. High contrast. No shadows
yıldız. In-Game asset. 2d. High contrast. No shadows
deri çanta. In-Game asset. 2d. High contrast. No shadows
kitap. In-Game asset. 2d. High contrast. No shadows
5 tane üst üste durmuş, kule gibi ama yamuk olan ve bir tanede yere düşmüş madeni para. In-Game asset. 2d. High contrast. No shadows
papatya. In-Game asset. 2d. High contrast. No shadows
içinde birkaç tane daha anahtar olan, ama bir tane anahtarı parlıyor. anahtarlık. In-Game asset. 2d. High contrast. No shadows
küre dünya. In-Game asset. 2d. High contrast. No shadows
İçinde birkaç dolar olan cüzdan. In-Game asset. 2d. High contrast. No shadows
üsttenbakış, parkeleri olan bir koridor. In-Game asset. 2d. High contrast. No shadows
kuş bakışı birkaç masası olan bir oda. In-Game asset. 2d. High contrast. No shadows
sarı çizgileri olan, siyah asfalt bir yol . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat