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; // Add pulsing animation to make quest items stand out // Only pulse if not collected self._pulseTween = null; function startPulse() { if (self._pulseTween) { return; } function pulseUp() { self._pulseTween = tween(itemSprite, { scaleX: 1.25, scaleY: 1.25, alpha: 1 }, { duration: 500, easing: tween.easeInOutQuad, onComplete: pulseDown }); } function pulseDown() { self._pulseTween = tween(itemSprite, { scaleX: 1.0, scaleY: 1.0, alpha: 0.7 }, { duration: 500, easing: tween.easeInOutQuad, onComplete: pulseUp }); } pulseUp(); } function stopPulse() { if (self._pulseTween && self._pulseTween.stop) { self._pulseTween.stop(); } self._pulseTween = null; itemSprite.scaleX = 1.0; itemSprite.scaleY = 1.0; itemSprite.alpha = 1.0; } self.update = function () { // If not collected, keep pulsing if (!self.collected && self.visible) { startPulse(); } else { stopPulse(); } }; 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 ****/ // World boundaries // Player // NPCs // Police // Buildings // Item // Star (wanted level) 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 = []; // ROAD NETWORK: Draw perfectly aligned, seamless roads between all buildings (drawn before NPCs so NPCs are above roads) // 1. Draw main horizontal roads for each row (perfectly aligned) for (var row = 0; row < gridCols; row++) { // All buildings in this row var y = buildingPositions[row * gridCols].y; var xStart = buildingPositions[row * gridCols].x; var xEnd = buildingPositions[row * gridCols + (gridCols - 1)].x; // The road should start and end at the center of the first and last building var road = LK.getAsset('box', { width: Math.abs(xEnd - xStart) + buildings[0].radius * 2, height: 48, color: 0x888888, anchorX: 0.5, anchorY: 0.5, x: (xStart + xEnd) / 2, y: y }); game.addChild(road); } // 2. Draw main vertical roads for each column (perfectly aligned) for (var col = 0; col < gridCols; col++) { var x = buildingPositions[col].x; var yStart = buildingPositions[col].y; var yEnd = buildingPositions[(gridRows - 1) * gridCols + col].y; var road = LK.getAsset('box', { width: 48, height: Math.abs(yEnd - yStart) + buildings[0].radius * 2, color: 0x888888, anchorX: 0.5, anchorY: 0.5, x: x, y: (yStart + yEnd) / 2 }); game.addChild(road); } // 3. Draw connectors from each building to the main roads (if needed, perfectly aligned) for (var i2 = 0; i2 < buildings.length; i2++) { var bld = buildings[i2]; // Find the closest horizontal and vertical main road var rowIdx = Math.round((bld.y - startY) / spacingY); var rowY = buildingPositions[rowIdx * gridCols].y; if (Math.abs(bld.y - rowY) > 1) { // Draw vertical connector var connLen = Math.abs(bld.y - rowY); var conn = LK.getAsset('box', { width: 32, height: connLen, color: 0x888888, anchorX: 0.5, anchorY: bld.y < rowY ? 0 : 1, x: bld.x, y: bld.y < rowY ? bld.y : rowY }); game.addChild(conn); } var colIdx = Math.round((bld.x - startX) / spacingX); var colX = buildingPositions[colIdx].x; if (Math.abs(bld.x - colX) > 1) { // Draw horizontal connector var connLen = Math.abs(bld.x - colX); var conn = LK.getAsset('box', { width: connLen, height: 32, color: 0x888888, anchorX: bld.x < colX ? 0 : 1, anchorY: 0.5, x: bld.x < colX ? bld.x : colX, y: bld.y }); game.addChild(conn); } } // Add all buildings to game after roads, so they are above roads 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 // Make sure there is enough open space between buildings for the player to move between them var buildingPositions = []; var gridCols = 4; var gridRows = 4; var startX = 350; var startY = 400; // Increase spacing to create open areas between buildings var spacingX = 520; var spacingY = 520; 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); } // ROAD NETWORK: Draw perfectly aligned, seamless roads between all buildings // 1. Draw main horizontal roads for each row (perfectly aligned) for (var row = 0; row < gridRows; row++) { // All buildings in this row var y = buildingPositions[row * gridCols].y; var xStart = buildingPositions[row * gridCols].x; var xEnd = buildingPositions[row * gridCols + (gridCols - 1)].x; // The road should start and end at the center of the first and last building var road = LK.getAsset('box', { width: Math.abs(xEnd - xStart) + buildings[0].radius * 2, height: 48, color: 0x888888, anchorX: 0.5, anchorY: 0.5, x: (xStart + xEnd) / 2, y: y }); game.addChild(road); } // 2. Draw main vertical roads for each column (perfectly aligned) for (var col = 0; col < gridCols; col++) { var x = buildingPositions[col].x; var yStart = buildingPositions[col].y; var yEnd = buildingPositions[(gridRows - 1) * gridCols + col].y; var road = LK.getAsset('box', { width: 48, height: Math.abs(yEnd - yStart) + buildings[0].radius * 2, color: 0x888888, anchorX: 0.5, anchorY: 0.5, x: x, y: (yStart + yEnd) / 2 }); game.addChild(road); } // 3. Draw connectors from each building to the main roads (if needed, perfectly aligned) for (var i2 = 0; i2 < buildings.length; i2++) { var bld = buildings[i2]; // Find the closest horizontal and vertical main road var rowIdx = Math.round((bld.y - startY) / spacingY); var rowY = buildingPositions[rowIdx * gridCols].y; if (Math.abs(bld.y - rowY) > 1) { // Draw vertical connector var connLen = Math.abs(bld.y - rowY); var conn = LK.getAsset('box', { width: 32, height: connLen, color: 0x888888, anchorX: 0.5, anchorY: bld.y < rowY ? 0 : 1, x: bld.x, y: bld.y < rowY ? bld.y : rowY }); game.addChild(conn); } var colIdx = Math.round((bld.x - startX) / spacingX); var colX = buildingPositions[colIdx].x; if (Math.abs(bld.x - colX) > 1) { // Draw horizontal connector var connLen = Math.abs(bld.x - colX); var conn = LK.getAsset('box', { width: connLen, height: 32, color: 0x888888, anchorX: bld.x < colX ? 0 : 1, anchorY: 0.5, x: bld.x < colX ? bld.x : colX, y: bld.y }); game.addChild(conn); } } // Items (for quests) var items = []; // Helper: Ensure item is not touching any building function placeItemAwayFromBuildings(item, desiredX, desiredY) { var safe = false; var tryCount = 0; var maxTries = 30; var offsetStep = 40; var angle = 0; var radius = 0; item.x = desiredX; item.y = desiredY; while (!safe && tryCount < maxTries) { safe = true; for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; var dx = item.x - b.x; var dy = item.y - b.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < item.radius + b.radius + 10) { safe = false; break; } } if (!safe) { // Spiral outwards to find a safe spot angle += Math.PI / 4; radius += offsetStep; item.x = desiredX + Math.cos(angle) * radius; item.y = desiredY + Math.sin(angle) * radius; } tryCount++; } } // Wallet for special NPC (placed on a main vertical road, between buildings, not touching) var questItem = new Item('wallet'); placeItemAwayFromBuildings(questItem, buildingPositions[2].x, buildingPositions[1].y + (buildingPositions[2 * 4 + 1].y - buildingPositions[1].y) / 2); questItem.id = 'wallet'; items.push(questItem); game.addChild(questItem); // Flower for NPC 0 (placed on a main horizontal road, between buildings) var flower = new Item('flower'); placeItemAwayFromBuildings(flower, buildingPositions[1].x + (buildingPositions[2].x - buildingPositions[1].x) / 2, buildingPositions[0].y); flower.id = 'flower'; items.push(flower); game.addChild(flower); // Coin for NPC 1 (placed on a main vertical road, between buildings) var coin = new Item('coin'); placeItemAwayFromBuildings(coin, buildingPositions[3].x, buildingPositions[1 * 4 + 3].y + (buildingPositions[2 * 4 + 3].y - buildingPositions[1 * 4 + 3].y) / 2); coin.id = 'coin'; items.push(coin); game.addChild(coin); // Book for NPC 2 (placed on a main horizontal road, between buildings) var book = new Item('book'); placeItemAwayFromBuildings(book, buildingPositions[0].x + (buildingPositions[1].x - buildingPositions[0].x) / 2, buildingPositions[3 * 4].y); book.id = 'book'; items.push(book); game.addChild(book); // Bag for NPC 3 (placed on a main vertical road, between buildings) var bag = new Item('bag'); placeItemAwayFromBuildings(bag, buildingPositions[2].x, buildingPositions[2 * 4 + 2].y + (buildingPositions[3 * 4 + 2].y - buildingPositions[2 * 4 + 2].y) / 2); bag.id = 'bag'; items.push(bag); game.addChild(bag); // Key for NPC 4 (placed at intersection, but offset from building center) var key = new Item('key'); placeItemAwayFromBuildings(key, buildingPositions[1].x + 60, buildingPositions[1 * 4 + 1].y - 60); key.id = 'key'; items.push(key); game.addChild(key); // Map for NPC 5 (placed at intersection, but offset from building center) var map = new Item('map'); placeItemAwayFromBuildings(map, buildingPositions[3].x - 60, buildingPositions[2 * 4 + 3].y + 60); 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; } // Helper: Interact with items function tryCollectItem() { for (var i = 0; i < items.length; i++) { var item = items[i]; if (!item.collected && circlesCollide(player, item)) { item.collected = true; item.visible = false; // Show a unique message for each item var foundMsg = ''; if (item.id === 'wallet') { foundMsg = 'You found a wallet!'; } else if (item.id === 'flower') { foundMsg = 'Bir çiçek buldun!'; } else if (item.id === 'coin') { foundMsg = 'Bir para buldun!'; } else if (item.id === 'book') { foundMsg = 'Bir kitap buldun!'; } else if (item.id === 'bag') { foundMsg = 'Bir poşet buldun!'; } else if (item.id === 'key') { foundMsg = 'Bir anahtar buldun!'; } else if (item.id === 'map') { foundMsg = 'Bir harita buldun!'; } else { foundMsg = 'Bir eşya buldun!'; } setMissionText(foundMsg); return true; } } 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 if (tryCollectItem()) { 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(); } // 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(''); ; // Always play 'a' sesi at 30% volume, looping LK.playMusic('a', { volume: 0.3 });
===================================================================
--- original.js
+++ change.js
@@ -483,29 +483,9 @@
specialNpc.id = 'special1';
specialNpcs.push(specialNpc);
// Buildings
var buildings = [];
-// (Road drawing moved after all NPCs are added to ensure roads are always under NPCs)
-// Add all buildings to game after roads, so they are above roads
-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]);
-}
-// ROAD NETWORK: Draw perfectly aligned, seamless roads between all buildings (drawn after NPCs so roads are always under NPCs)
+// ROAD NETWORK: Draw perfectly aligned, seamless roads between all buildings (drawn before NPCs so NPCs are above roads)
// 1. Draw main horizontal roads for each row (perfectly aligned)
for (var row = 0; row < gridCols; row++) {
// All buildings in this row
var y = buildingPositions[row * gridCols].y;
@@ -575,8 +555,27 @@
});
game.addChild(conn);
}
}
+// Add all buildings to game after roads, so they are above roads
+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
// Make sure there is enough open space between buildings for the player to move between them
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