User prompt
Savaş başladığında benim alanımı küçült sol alta taşı
User prompt
Kolon ve satırı ortaya al
User prompt
Nişangah yazısını üste taşı
User prompt
Benim oyun alanımı oyun başlayınca sol alta küçült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sliderı ön plana al
User prompt
Slideri rakip alanın üzerine taşı ve tam hizala
User prompt
Nişangahı gizle sliderı sağa taşı
User prompt
Sliderlı seçiçi
User prompt
Nişangahı basılı tutunca kaydırmalı yap
User prompt
Nişangahı hizalama yapabilrceğim dinamik bir şey yap
User prompt
Nişangahı dokunmatik yap
User prompt
Nişangahı kaydırmalı hale getir
User prompt
Nişangah stilini değiştir optimize et
User prompt
Sürekli açık hale getir
User prompt
Nişangahı sürekli sıra bendeyken açık hale getir
User prompt
Tüm sesleri sesleri azalt
User prompt
Reduce music volume from 0.05 to 0.005
User prompt
Music sesini kıs
User prompt
Oyun başladıktan sonra oyun sesini %50 ye çek
User prompt
Ses bar dolana kadar çalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ateş butonuna ses ekle
User prompt
Ateş barı dolarken ıslık sesi çalsın ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Nişangah sıra bendeyken otomatik açık olsun
User prompt
Ateş butonu doldurma barı olarak çalışsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Nişangah dinamik olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var GameGrid = Container.expand(function (isPlayerGrid) {
var self = Container.call(this);
self.isPlayerGrid = isPlayerGrid;
self.cells = [];
self.ships = [];
var currentGridSize = gridSize; // Use global gridSize variable
var cellSize = 60;
// Initialize grid cells
for (var row = 0; row < currentGridSize; row++) {
self.cells[row] = [];
for (var col = 0; col < currentGridSize; col++) {
var cell = new GridCell(row, col, isPlayerGrid);
cell.x = col * cellSize;
cell.y = row * cellSize;
self.cells[row][col] = cell;
self.addChild(cell);
}
}
// Draw grid lines
for (var i = 0; i <= currentGridSize; i++) {
// Vertical lines
var vLine = self.attachAsset('gridLine', {
width: 2,
height: currentGridSize * cellSize,
x: i * cellSize,
y: 0
});
// Horizontal lines
var hLine = self.attachAsset('gridLine', {
width: currentGridSize * cellSize,
height: 2,
x: 0,
y: i * cellSize
});
}
self.placeShip = function (startRow, startCol, length, isHorizontal, shipType) {
var shipCells = [];
// Check if placement is valid
for (var i = 0; i < length; i++) {
var row = isHorizontal ? startRow : startRow + i;
var col = isHorizontal ? startCol + i : startCol;
if (row >= currentGridSize || col >= currentGridSize || self.cells[row][col].hasShip) {
return false;
}
shipCells.push({
row: row,
col: col
});
}
// Place ship
var ship = {
cells: shipCells,
hits: 0,
sunk: false,
type: shipType || 'cruiser',
length: length,
isHorizontal: isHorizontal,
shipGraphic: null
};
// Create unified ship graphic that spans all cells
if (self.isPlayerGrid) {
var cellSize = 60;
var shipWidth = isHorizontal ? length * cellSize - 8 : cellSize - 8;
var shipHeight = isHorizontal ? cellSize - 8 : length * cellSize - 8;
var shipX = startCol * cellSize + 4;
var shipY = startRow * cellSize + 4;
ship.shipGraphic = self.attachAsset(shipType || 'cruiser', {
width: shipWidth,
height: shipHeight,
x: shipX,
y: shipY
});
}
// Mark cells as having ship but don't create individual graphics
for (var j = 0; j < shipCells.length; j++) {
var cellPos = shipCells[j];
var cell = self.cells[cellPos.row][cellPos.col];
cell.hasShip = true;
}
self.ships.push(ship);
return true;
};
self.checkHit = function (row, col) {
var cell = self.cells[row][col];
if (cell.hasShip) {
cell.markHit();
// Find which ship was hit
for (var i = 0; i < self.ships.length; i++) {
var ship = self.ships[i];
for (var j = 0; j < ship.cells.length; j++) {
if (ship.cells[j].row === row && ship.cells[j].col === col) {
ship.hits++;
if (ship.hits === ship.cells.length && !ship.sunk) {
ship.sunk = true;
LK.getSound('sunk').play();
// Add fireworks effect for sunk ship
self.createFireworks(ship.cells);
updateFleetStatus();
return 'sunk';
}
return 'hit';
}
}
}
} else {
cell.markMiss();
return 'miss';
}
};
self.allShipsSunk = function () {
for (var i = 0; i < self.ships.length; i++) {
if (!self.ships[i].sunk) {
return false;
}
}
return true;
};
self.createFireworks = function (shipCells) {
var cellSize = 60;
for (var i = 0; i < shipCells.length; i++) {
var cellPos = shipCells[i];
var centerX = cellPos.col * cellSize + cellSize / 2;
var centerY = cellPos.row * cellSize + cellSize / 2;
// Create multiple firework particles
for (var f = 0; f < 5; f++) {
var firework = self.attachAsset('firework', {
anchorX: 0.5,
anchorY: 0.5,
x: centerX,
y: centerY,
alpha: 1,
scaleX: 0.5,
scaleY: 0.5
});
var angle = f / 5 * Math.PI * 2;
var distance = 50 + Math.random() * 30;
var targetX = centerX + Math.cos(angle) * distance;
var targetY = centerY + Math.sin(angle) * distance;
tween(firework, {
x: targetX,
y: targetY,
scaleX: 1.2,
scaleY: 1.2,
alpha: 0
}, {
duration: 800 + Math.random() * 400,
easing: tween.easeOut,
onFinish: function onFinish() {
firework.destroy();
}
});
}
}
};
return self;
});
var GridCell = Container.expand(function (row, col, isPlayerGrid) {
var self = Container.call(this);
self.row = row;
self.col = col;
self.isPlayerGrid = isPlayerGrid;
self.hasShip = false;
self.isHit = false;
self.isMiss = false;
var cellSize = 60;
var waterTile = self.attachAsset('water', {
width: cellSize,
height: cellSize,
x: 0,
y: 0,
color: 0xffffff
});
var shipGraphic = null;
var hitMarker = null;
var missMarker = null;
self.placeShip = function (shipType, segmentIndex, totalLength, isHorizontal) {
// Only show ship graphics on player's own grid, hide enemy ships
if (!shipGraphic && self.isPlayerGrid) {
shipType = shipType || 'cruiser';
// Create single unified ship graphic that spans the entire ship length
var shipWidth = isHorizontal ? totalLength * cellSize - 8 : cellSize - 8;
var shipHeight = isHorizontal ? cellSize - 8 : totalLength * cellSize - 8;
// Calculate position to center the ship across all its cells
var shipX = isHorizontal ? segmentIndex * cellSize + 4 - segmentIndex * cellSize : 4;
var shipY = isHorizontal ? 4 : segmentIndex * cellSize + 4 - segmentIndex * cellSize;
// Only create the ship graphic on the first segment (bow)
if (segmentIndex === 0) {
shipGraphic = self.attachAsset(shipType, {
width: shipWidth,
height: shipHeight,
x: shipX,
y: shipY
});
}
}
self.hasShip = true;
};
self.removeShip = function () {
// Ship graphics are now handled at the GameGrid level
// Just mark the cell as not having a ship
self.hasShip = false;
};
self.markHit = function () {
if (!self.isHit) {
hitMarker = self.attachAsset('hit', {
anchorX: 0.5,
anchorY: 0.5,
x: cellSize / 2,
y: cellSize / 2
});
self.isHit = true;
LK.getSound('hit').play();
LK.getSound('shoot').play();
// Add explosion effect
var explosion = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: cellSize / 2,
y: cellSize / 2,
alpha: 0
});
tween(explosion, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
onFinish: function onFinish() {
tween(explosion, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
explosion.destroy();
}
});
}
});
}
};
self.markMiss = function () {
if (!self.isMiss) {
missMarker = self.attachAsset('miss', {
anchorX: 0.5,
anchorY: 0.5,
x: cellSize / 2,
y: cellSize / 2
});
self.isMiss = true;
LK.getSound('miss').play();
// Add missile effect for miss
var missile = self.attachAsset('missile', {
anchorX: 0.5,
anchorY: 1,
x: cellSize / 2,
y: -50,
alpha: 0.8
});
LK.getSound('shoot').play();
tween(missile, {
y: cellSize / 2,
alpha: 0.3
}, {
duration: 400,
onFinish: function onFinish() {
missile.destroy();
}
});
}
};
self.down = function (x, y, obj) {
if (gamePhase === 'placement' && self.isPlayerGrid) {
handleShipPlacement(self.row, self.col);
} else if (gamePhase === 'battle' && !self.isPlayerGrid && !self.isHit && !self.isMiss && !crosshairActive) {
// Only allow direct clicking if crosshair is not active
handlePlayerShot(self.row, self.col);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122
});
/****
* Game Code
****/
// Gun turrets
// Deck details
// Hull details
// Submarine - smallest
// Destroyer - smaller
// Cruiser - medium
// Battleship - large
// Aircraft Carrier - long and wide
// Game state
var gamePhase = 'placement'; // 'placement', 'battle', 'gameOver'
var currentShipIndex = 0;
var isHorizontal = true;
var playerTurn = true;
var aiTargets = [];
var aiLastHit = null;
var aiHuntMode = false;
var crosshairActive = false;
var crosshairRow = 0;
var crosshairCol = 0;
var crosshairGraphic = null;
var fireButtonPressed = false;
var fireProgress = 0;
var fireProgressBar = null;
var fireProgressBackground = null;
var fireButtonFillDuration = 1500; // Duration in ms to fill the fire button
var airBombardmentUsed = false;
var airBombardmentInProgress = false;
var submarineAttackUsed = false;
var submarineAttackInProgress = false;
var sihaAttackUsed = false;
var sihaAttackInProgress = false;
var lastAttackType = null; // Track the last attack type to prevent consecutive use
var aiAttackOptions = ['air', 'submarine', 'siha']; // Available AI attack options
var aiLastAttackType = null; // Track AI's last attack type
var aiAttackCooldowns = {
air: false,
submarine: false,
siha: false
}; // Track which AI attacks have been used
// Attack rights tracking
var playerAttackRights = {
air: 2,
submarine: 2,
siha: 2
};
var aiAttackRights = {
air: 2,
submarine: 2,
siha: 2
};
// Ship sizes to place - realistic naval fleet
var shipSizes = [5, 4, 3, 3, 2]; // Carrier, Battleship, Cruiser, Cruiser, Destroyer
var shipTypes = ['Uçak Gemisi', 'Savaş Gemisi', 'Kruvazör', 'Kruvazör', 'Muhrip'];
var shipAssets = ['carrier', 'battleship', 'cruiser', 'cruiser', 'destroyer'];
// Create grids
var playerGrid = new GameGrid(true);
var enemyGrid = new GameGrid(false);
// Scale up grids for better visibility - increased for closer view
playerGrid.scaleX = 2.0;
playerGrid.scaleY = 2.0;
enemyGrid.scaleX = 2.0;
enemyGrid.scaleY = 2.0;
// Center grids on screen
var gridWidth = 8 * 60 * 2.0; // 8 cells * 60px * scale
var screenCenterX = 2048 / 2;
var gridCenterX = gridWidth / 2;
playerGrid.x = screenCenterX - gridCenterX;
playerGrid.y = 1300;
enemyGrid.x = screenCenterX - gridCenterX;
enemyGrid.y = 300;
game.addChild(playerGrid);
game.addChild(enemyGrid);
// Hide enemy grid during placement phase
enemyGrid.visible = false;
// UI Elements
var statusText = new Text2('Gemilerinizi yerleştirin. ' + shipSizes[0] + ' uzunluğunda gemi yerleştirmek için dokunun', {
size: 40,
fill: 0xFFFFFF
});
statusText.anchor.set(0.5, 0);
LK.gui.top.addChild(statusText);
var turnText = new Text2('', {
size: 35,
fill: 0xFFFF00
});
turnText.anchor.set(0.5, 0);
turnText.y = 80;
LK.gui.top.addChild(turnText);
// Labels for grids
var enemyLabel = new Text2('Düşman Suları', {
size: 45,
fill: 0xFF6666
});
enemyLabel.anchor.set(0.5, 0.5);
enemyLabel.x = enemyGrid.x + 8 * 60 * 1.5 / 2;
enemyLabel.y = enemyGrid.y - 60;
game.addChild(enemyLabel);
var playerLabel = new Text2('Filonuz', {
size: 45,
fill: 0x66FF66
});
playerLabel.anchor.set(0.5, 0.5);
playerLabel.x = playerGrid.x + 8 * 60 * 1.5 / 2;
playerLabel.y = playerGrid.y - 60;
game.addChild(playerLabel);
// Rotation button for ship placement
var rotateButton = new Text2('Gemiyi Çevir', {
size: 60,
fill: 0xFFFF00
});
rotateButton.anchor.set(0.5, 0.5);
rotateButton.x = 300;
rotateButton.y = 1200;
game.addChild(rotateButton);
rotateButton.down = function (x, y, obj) {
if (gamePhase === 'placement') {
isHorizontal = !isHorizontal;
updateStatusText();
updateShipPreview();
}
};
// Auto-placement button
var autoPlaceButton = new Text2('Otomatik Yerleştir', {
size: 60,
fill: 0x00FF00
});
autoPlaceButton.anchor.set(0.5, 0.5);
autoPlaceButton.x = 300;
autoPlaceButton.y = 1300;
game.addChild(autoPlaceButton);
autoPlaceButton.down = function (x, y, obj) {
if (gamePhase === 'placement') {
autoPlacePlayerShips();
}
};
// Start battle button
var startBattleButton = new Text2('Savaşı Başlat', {
size: 60,
fill: 0xFF0000
});
startBattleButton.anchor.set(0.5, 0.5);
startBattleButton.x = 300;
startBattleButton.y = 1400;
game.addChild(startBattleButton);
startBattleButton.down = function (x, y, obj) {
if (gamePhase === 'placement' && currentShipIndex >= shipSizes.length) {
placeAIShips();
gamePhase = 'battle';
rotateButton.visible = false;
autoPlaceButton.visible = false;
startBattleButton.visible = false;
enemyGrid.visible = true;
airBombardmentButton.visible = true;
submarineAttackButton.visible = true;
sihaAttackButton.visible = true;
updateStatusText();
}
};
// Air bombardment button
var airBombardmentButton = new Container();
airBombardmentButton.x = 50;
airBombardmentButton.y = 700;
airBombardmentButton.visible = false;
game.addChild(airBombardmentButton);
// Button background
var airButtonBg = airBombardmentButton.attachAsset('water', {
width: 420,
height: 90,
x: -10,
y: -45,
color: 0xFF6600
});
airButtonBg.alpha = 0.9;
// Button border
var airButtonBorder = airBombardmentButton.attachAsset('gridLine', {
width: 424,
height: 94,
x: -12,
y: -47,
color: 0xFFFFFF
});
airButtonBorder.alpha = 0.8;
// Button text
var airButtonText = new Text2('🚁 Hava Bombardımanı', {
size: 42,
fill: 0xFFFFFF
});
airButtonText.anchor.set(0, 0.5);
airButtonText.x = 15;
airButtonText.y = 0;
airBombardmentButton.addChild(airButtonText);
// Button press effect
airBombardmentButton.down = function (x, y, obj) {
if (gamePhase === 'battle' && playerTurn && !airBombardmentUsed && !airBombardmentInProgress && lastAttackType !== 'air') {
// Press effect
tween(airBombardmentButton, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
onFinish: function onFinish() {
tween(airBombardmentButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
executeAirBombardment();
}
};
// Submarine attack button
var submarineAttackButton = new Container();
submarineAttackButton.x = 50;
submarineAttackButton.y = 1000;
submarineAttackButton.visible = false;
game.addChild(submarineAttackButton);
// Button background
var subButtonBg = submarineAttackButton.attachAsset('water', {
width: 420,
height: 90,
x: -10,
y: -45,
color: 0x0066CC
});
subButtonBg.alpha = 0.9;
// Button border
var subButtonBorder = submarineAttackButton.attachAsset('gridLine', {
width: 424,
height: 94,
x: -12,
y: -47,
color: 0xFFFFFF
});
subButtonBorder.alpha = 0.8;
// Button text
var subButtonText = new Text2('🚢 Denizaltı Saldırısı', {
size: 42,
fill: 0xFFFFFF
});
subButtonText.anchor.set(0, 0.5);
subButtonText.x = 15;
subButtonText.y = 0;
submarineAttackButton.addChild(subButtonText);
// Button press effect
submarineAttackButton.down = function (x, y, obj) {
if (gamePhase === 'battle' && playerTurn && !submarineAttackUsed && !submarineAttackInProgress && lastAttackType !== 'submarine') {
// Press effect
tween(submarineAttackButton, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
onFinish: function onFinish() {
tween(submarineAttackButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
executeSubmarineAttack();
}
};
// SIHA attack button
var sihaAttackButton = new Container();
sihaAttackButton.x = 50;
sihaAttackButton.y = 1300;
sihaAttackButton.visible = false;
game.addChild(sihaAttackButton);
// Button background
var sihaButtonBg = sihaAttackButton.attachAsset('water', {
width: 420,
height: 90,
x: -10,
y: -45,
color: 0x9900FF
});
sihaButtonBg.alpha = 0.9;
// Button border
var sihaButtonBorder = sihaAttackButton.attachAsset('gridLine', {
width: 424,
height: 94,
x: -12,
y: -47,
color: 0xFFFFFF
});
sihaButtonBorder.alpha = 0.8;
// Button text
var sihaButtonText = new Text2('🛩️ SİHA Saldırısı', {
size: 42,
fill: 0xFFFFFF
});
sihaButtonText.anchor.set(0, 0.5);
sihaButtonText.x = 15;
sihaButtonText.y = 0;
sihaAttackButton.addChild(sihaButtonText);
// Button press effect
sihaAttackButton.down = function (x, y, obj) {
if (gamePhase === 'battle' && playerTurn && !sihaAttackUsed && !sihaAttackInProgress && lastAttackType !== 'siha') {
// Press effect
tween(sihaAttackButton, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
onFinish: function onFinish() {
tween(sihaAttackButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
executeSihaAttack();
}
};
// Crosshair control buttons
var crosshairControlsContainer = new Container();
crosshairControlsContainer.x = 1700;
crosshairControlsContainer.y = 2200;
crosshairControlsContainer.visible = false;
game.addChild(crosshairControlsContainer);
// Up button
var upButton = new Text2('↑', {
size: 80,
fill: 0xFFFFFF
});
upButton.anchor.set(0.5, 0.5);
upButton.x = 0;
upButton.y = -100;
crosshairControlsContainer.addChild(upButton);
upButton.down = function (x, y, obj) {
if (crosshairActive) {
// Add visual feedback to button press
tween(upButton, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(upButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
moveCrosshair(-1, 0);
}
};
// Down button
var downButton = new Text2('↓', {
size: 80,
fill: 0xFFFFFF
});
downButton.anchor.set(0.5, 0.5);
downButton.x = 0;
downButton.y = 100;
crosshairControlsContainer.addChild(downButton);
downButton.down = function (x, y, obj) {
if (crosshairActive) {
// Add visual feedback to button press
tween(downButton, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(downButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
moveCrosshair(1, 0);
}
};
// Left button
var leftButton = new Text2('←', {
size: 80,
fill: 0xFFFFFF
});
leftButton.anchor.set(0.5, 0.5);
leftButton.x = -100;
leftButton.y = 0;
crosshairControlsContainer.addChild(leftButton);
leftButton.down = function (x, y, obj) {
if (crosshairActive) {
// Add visual feedback to button press
tween(leftButton, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(leftButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
moveCrosshair(0, -1);
}
};
// Right button
var rightButton = new Text2('→', {
size: 80,
fill: 0xFFFFFF
});
rightButton.anchor.set(0.5, 0.5);
rightButton.x = 100;
rightButton.y = 0;
crosshairControlsContainer.addChild(rightButton);
rightButton.down = function (x, y, obj) {
if (crosshairActive) {
// Add visual feedback to button press
tween(rightButton, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(rightButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
moveCrosshair(0, 1);
}
};
// Fire button container
var fireButtonContainer = new Container();
fireButtonContainer.x = 0;
fireButtonContainer.y = 200;
crosshairControlsContainer.addChild(fireButtonContainer);
// Fire button background (progress bar background)
fireProgressBackground = fireButtonContainer.attachAsset('water', {
width: 200,
height: 80,
x: -100,
y: -40,
color: 0x333333
});
fireProgressBackground.alpha = 0.8;
// Fire button progress bar (starts empty)
fireProgressBar = fireButtonContainer.attachAsset('water', {
width: 0,
height: 76,
x: -98,
y: -38,
color: 0xFF0000
});
// Fire button text
var fireButton = new Text2('ATEŞ!', {
size: 60,
fill: 0xFFFFFF
});
fireButton.anchor.set(0.5, 0.5);
fireButton.x = 0;
fireButton.y = 0;
fireButtonContainer.addChild(fireButton);
fireButtonContainer.down = function (x, y, obj) {
if (crosshairActive && !fireButtonPressed) {
fireButtonPressed = true;
fireProgress = 0;
// Play button press sound and keep it playing during the charge duration
var chargingSound = LK.getSound('button_press');
chargingSound.play();
// Start filling animation
tween(fireProgressBar, {
width: 196
}, {
duration: fireButtonFillDuration,
easing: tween.linear,
onFinish: function onFinish() {
if (fireButtonPressed) {
// Stop the charging sound when bar is full
chargingSound.stop();
// Fire when bar is full
fireCrosshair();
resetFireButton();
}
}
});
// Add button press visual feedback
tween(fireButtonContainer, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
}
};
fireButtonContainer.up = function (x, y, obj) {
if (fireButtonPressed) {
// Play button release sound
LK.getSound('button_release').play();
// Reset if released before completion
resetFireButton();
}
};
function resetFireButton() {
fireButtonPressed = false;
fireProgress = 0;
// Stop charging sound if it's playing
LK.getSound('button_press').stop();
// Stop any ongoing tween
tween.stop(fireProgressBar, {
width: true
});
// Reset progress bar
tween(fireProgressBar, {
width: 0
}, {
duration: 200,
easing: tween.easeOut
});
// Reset button scale
tween(fireButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150
});
}
// Activate crosshair button
var activateCrosshairButton = new Text2('NİŞANGAH', {
size: 50,
fill: 0x00FFFF
});
activateCrosshairButton.anchor.set(0.5, 0.5);
activateCrosshairButton.x = 1700;
activateCrosshairButton.y = 2050;
activateCrosshairButton.visible = false;
game.addChild(activateCrosshairButton);
activateCrosshairButton.down = function (x, y, obj) {
if (gamePhase === 'battle' && playerTurn && !crosshairActive) {
crosshairActive = true;
crosshairRow = Math.floor(gridSize / 2);
crosshairCol = Math.floor(gridSize / 2);
if (!crosshairGraphic) {
createCrosshair();
}
crosshairGraphic.visible = true;
crosshairGraphic.alpha = 0;
crosshairGraphic.scaleX = 0.2;
crosshairGraphic.scaleY = 0.2;
updateCrosshairPosition();
crosshairControlsContainer.visible = true;
// Animate crosshair appearing
tween(crosshairGraphic, {
alpha: 0.8,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
startCrosshairPulse();
}
});
}
};
// Attack rights display
var attackRightsContainer = new Container();
attackRightsContainer.x = 50;
attackRightsContainer.y = playerGrid.y + 200;
game.addChild(attackRightsContainer);
var attackRightsTitle = new Text2('Saldırı Hakları', {
size: 60,
fill: 0xFFFFFF
});
attackRightsTitle.anchor.set(0, 0);
attackRightsTitle.x = 0;
attackRightsTitle.y = 0;
attackRightsContainer.addChild(attackRightsTitle);
// Player attack rights
var playerRightsTitle = new Text2('Oyuncu:', {
size: 50,
fill: 0x00FF00
});
playerRightsTitle.anchor.set(0, 0);
playerRightsTitle.x = 0;
playerRightsTitle.y = 60;
attackRightsContainer.addChild(playerRightsTitle);
var playerAirRightsText = new Text2('Hava: 2', {
size: 45,
fill: 0x00FF00
});
playerAirRightsText.anchor.set(0, 0);
playerAirRightsText.x = 0;
playerAirRightsText.y = 110;
attackRightsContainer.addChild(playerAirRightsText);
var playerSubRightsText = new Text2('Denizaltı: 2', {
size: 45,
fill: 0x00FF00
});
playerSubRightsText.anchor.set(0, 0);
playerSubRightsText.x = 0;
playerSubRightsText.y = 160;
attackRightsContainer.addChild(playerSubRightsText);
var playerSihaRightsText = new Text2('SİHA: 2', {
size: 45,
fill: 0x00FF00
});
playerSihaRightsText.anchor.set(0, 0);
playerSihaRightsText.x = 0;
playerSihaRightsText.y = 210;
attackRightsContainer.addChild(playerSihaRightsText);
// AI attack rights
var aiRightsTitle = new Text2('Düşman:', {
size: 50,
fill: 0xFF0000
});
aiRightsTitle.anchor.set(0, 0);
aiRightsTitle.x = 0;
aiRightsTitle.y = 280;
attackRightsContainer.addChild(aiRightsTitle);
var aiAirRightsText = new Text2('Hava: 2', {
size: 45,
fill: 0xFF0000
});
aiAirRightsText.anchor.set(0, 0);
aiAirRightsText.x = 0;
aiAirRightsText.y = 330;
attackRightsContainer.addChild(aiAirRightsText);
var aiSubRightsText = new Text2('Denizaltı: 2', {
size: 45,
fill: 0xFF0000
});
aiSubRightsText.anchor.set(0, 0);
aiSubRightsText.x = 0;
aiSubRightsText.y = 380;
attackRightsContainer.addChild(aiSubRightsText);
var aiSihaRightsText = new Text2('SİHA: 2', {
size: 45,
fill: 0xFF0000
});
aiSihaRightsText.anchor.set(0, 0);
aiSihaRightsText.x = 0;
aiSihaRightsText.y = 430;
attackRightsContainer.addChild(aiSihaRightsText);
function createCrosshair() {
if (crosshairGraphic) {
crosshairGraphic.destroy();
}
crosshairGraphic = game.attachAsset('crosshair', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0.8,
scaleX: 1.0,
scaleY: 1.0
});
updateCrosshairPosition();
// Start pulsing animation
startCrosshairPulse();
}
function updateCrosshairPosition() {
if (crosshairGraphic && enemyGrid.visible) {
var cellSize = 60;
var scale = enemyGrid.scaleX;
var targetX = enemyGrid.x + (crosshairCol * cellSize + cellSize / 2) * scale;
var targetY = enemyGrid.y + (crosshairRow * cellSize + cellSize / 2) * scale;
// Animate smooth movement to new position
tween(crosshairGraphic, {
x: targetX,
y: targetY
}, {
duration: 200,
easing: tween.easeOut
});
}
}
function startCrosshairPulse() {
if (crosshairGraphic && crosshairActive) {
// Pulse animation - scale up and down
tween(crosshairGraphic, {
scaleX: 1.3,
scaleY: 1.3,
alpha: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (crosshairGraphic && crosshairActive) {
tween(crosshairGraphic, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 0.7
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Continue pulsing if crosshair is still active
startCrosshairPulse();
}
});
}
}
});
}
}
function moveCrosshair(deltaRow, deltaCol) {
if (crosshairActive) {
var newRow = crosshairRow + deltaRow;
var newCol = crosshairCol + deltaCol;
// Keep crosshair within grid bounds
if (newRow >= 0 && newRow < gridSize && newCol >= 0 && newCol < gridSize) {
crosshairRow = newRow;
crosshairCol = newCol;
updateCrosshairPosition();
}
}
}
function fireCrosshair() {
if (crosshairActive && playerTurn && gamePhase === 'battle') {
var cell = enemyGrid.cells[crosshairRow][crosshairCol];
if (!cell.isHit && !cell.isMiss) {
// Animate crosshair firing effect
tween(crosshairGraphic, {
scaleX: 1.8,
scaleY: 1.8,
alpha: 1.0
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(crosshairGraphic, {
scaleX: 0.2,
scaleY: 0.2,
alpha: 0
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
crosshairActive = false;
if (crosshairGraphic) {
crosshairGraphic.visible = false;
}
resetFireButton();
handlePlayerShot(crosshairRow, crosshairCol);
}
});
}
});
}
}
}
function updateAttackRightsDisplay() {
playerAirRightsText.setText('Hava: ' + playerAttackRights.air);
playerSubRightsText.setText('Denizaltı: ' + playerAttackRights.submarine);
playerSihaRightsText.setText('SİHA: ' + playerAttackRights.siha);
aiAirRightsText.setText('Hava: ' + aiAttackRights.air);
aiSubRightsText.setText('Denizaltı: ' + aiAttackRights.submarine);
aiSihaRightsText.setText('SİHA: ' + aiAttackRights.siha);
// Update button visibility based on available rights
if (gamePhase === 'battle') {
attackRightsContainer.visible = true;
airBombardmentButton.visible = playerAttackRights.air > 0 && lastAttackType !== 'air' && playerTurn;
submarineAttackButton.visible = playerAttackRights.submarine > 0 && lastAttackType !== 'submarine' && playerTurn;
sihaAttackButton.visible = playerAttackRights.siha > 0 && lastAttackType !== 'siha' && playerTurn;
activateCrosshairButton.visible = false; // Crosshair is now automatic
crosshairControlsContainer.visible = crosshairActive;
if (!crosshairActive) {
resetFireButton();
}
} else {
attackRightsContainer.visible = false;
activateCrosshairButton.visible = false;
crosshairControlsContainer.visible = false;
}
}
// Ship preview container for placement phase
var shipPreviewContainer = new Container();
shipPreviewContainer.x = 2048 / 2;
shipPreviewContainer.y = 1050; // Position above player grid (player grid is at y=1300)
game.addChild(shipPreviewContainer);
function updateShipPreview() {
// Clear existing preview
for (var i = shipPreviewContainer.children.length - 1; i >= 0; i--) {
shipPreviewContainer.children[i].destroy();
}
if (gamePhase === 'placement' && currentShipIndex < shipSizes.length) {
var shipLength = shipSizes[currentShipIndex];
var shipType = shipAssets[currentShipIndex];
var cellSize = 60;
// Create preview ship graphic
var previewWidth = isHorizontal ? shipLength * cellSize - 8 : cellSize - 8;
var previewHeight = isHorizontal ? cellSize - 8 : shipLength * cellSize - 8;
var previewX = isHorizontal ? -(previewWidth / 2) : -(previewWidth / 2);
var previewY = isHorizontal ? -(previewHeight / 2) : -(previewHeight / 2);
var shipPreview = shipPreviewContainer.attachAsset(shipType, {
width: previewWidth,
height: previewHeight,
x: previewX,
y: previewY,
alpha: 0.8
});
// Add ship name label
var shipNameText = new Text2(shipTypes[currentShipIndex], {
size: 35,
fill: 0xFFFFFF
});
shipNameText.anchor.set(0.5, 0.5);
shipNameText.x = 0;
shipNameText.y = previewHeight / 2 + 50;
shipPreviewContainer.addChild(shipNameText);
// Add orientation label
var orientationText = new Text2(isHorizontal ? 'Yatay' : 'Dikey', {
size: 30,
fill: 0xFFFF00
});
orientationText.anchor.set(0.5, 0.5);
orientationText.x = 0;
orientationText.y = previewHeight / 2 + 90;
shipPreviewContainer.addChild(orientationText);
}
}
function updateStatusText() {
if (gamePhase === 'placement') {
if (currentShipIndex < shipSizes.length) {
var orientation = isHorizontal ? 'yatay' : 'dikey';
var shipName = shipTypes[currentShipIndex];
statusText.setText(shipName + ' yerleştirin (' + shipSizes[currentShipIndex] + ' kare, ' + orientation + ')');
updateShipPreview();
} else {
statusText.setText('Tüm gemiler yerleştirildi! Savaşı başlatmak için butona tıklayın.');
shipPreviewContainer.visible = false;
}
} else if (gamePhase === 'battle') {
shipPreviewContainer.visible = false;
if (playerTurn && !airBombardmentInProgress && !submarineAttackInProgress && !sihaAttackInProgress) {
// Automatically activate crosshair when it's player's turn
if (!crosshairActive) {
crosshairActive = true;
crosshairRow = Math.floor(gridSize / 2);
crosshairCol = Math.floor(gridSize / 2);
if (!crosshairGraphic) {
createCrosshair();
}
crosshairGraphic.visible = true;
crosshairGraphic.alpha = 0;
crosshairGraphic.scaleX = 0.2;
crosshairGraphic.scaleY = 0.2;
updateCrosshairPosition();
// Animate crosshair appearing
tween(crosshairGraphic, {
alpha: 0.8,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
startCrosshairPulse();
}
});
}
var bombardmentText = playerAttackRights.air > 0 && lastAttackType !== 'air' ? ' | Hava bombardımanı mevcut!' : '';
var submarineText = playerAttackRights.submarine > 0 && lastAttackType !== 'submarine' ? ' | Denizaltı saldırısı mevcut!' : '';
var sihaText = playerAttackRights.siha > 0 && lastAttackType !== 'siha' ? ' | SİHA saldırısı mevcut!' : '';
var crosshairText = crosshairActive ? ' | Nişangahı hareket ettirin ve ateş edin!' : ' | Nişangah için butona basın!';
statusText.setText('Sıra sizde - Düşman ızgarasına ateş edin!' + bombardmentText + submarineText + sihaText + crosshairText);
turnText.setText('SİZİN SIRANIZ');
} else if (airBombardmentInProgress) {
statusText.setText('Hava bombardımanı devam ediyor...');
turnText.setText('HAVA SALDIRISI');
airBombardmentButton.visible = false;
submarineAttackButton.visible = false;
sihaAttackButton.visible = false;
} else if (submarineAttackInProgress) {
statusText.setText('Denizaltı saldırısı devam ediyor...');
turnText.setText('DENİZALTI SALDIRISI');
airBombardmentButton.visible = false;
submarineAttackButton.visible = false;
sihaAttackButton.visible = false;
} else if (sihaAttackInProgress) {
statusText.setText('SİHA saldırısı devam ediyor...');
turnText.setText('SİHA SALDIRISI');
airBombardmentButton.visible = false;
submarineAttackButton.visible = false;
sihaAttackButton.visible = false;
} else {
var aiHasAttacks = aiAttackRights.air > 0 || aiAttackRights.submarine > 0 || aiAttackRights.siha > 0;
var aiAttackText = aiHasAttacks && aiLastAttackType !== 'regular' ? ' (Özel saldırı hazırlanıyor...)' : '';
statusText.setText('Düşman düşünüyor...' + aiAttackText);
turnText.setText('DÜŞMAN SIRASI');
}
}
updateAttackRightsDisplay();
}
function handleShipPlacement(row, col) {
if (currentShipIndex >= shipSizes.length) return;
var shipLength = shipSizes[currentShipIndex];
var shipType = shipAssets[currentShipIndex];
if (playerGrid.placeShip(row, col, shipLength, isHorizontal, shipType)) {
currentShipIndex++;
updateFleetStatus();
if (currentShipIndex >= shipSizes.length) {
// All ships placed, start AI placement
placeAIShips();
gamePhase = 'battle';
rotateButton.visible = false;
autoPlaceButton.visible = false;
enemyGrid.visible = true;
updateStatusText();
} else {
updateStatusText();
}
}
}
function autoPlacePlayerShips() {
// Clear existing ships and their graphics
for (var i = 0; i < playerGrid.ships.length; i++) {
var ship = playerGrid.ships[i];
if (ship.shipGraphic) {
ship.shipGraphic.destroy();
ship.shipGraphic = null;
}
for (var j = 0; j < ship.cells.length; j++) {
var cellPos = ship.cells[j];
playerGrid.cells[cellPos.row][cellPos.col].removeShip();
}
}
playerGrid.ships = [];
// Clear all hit and miss markers from the board
for (var row = 0; row < gridSize; row++) {
for (var col = 0; col < gridSize; col++) {
var cell = playerGrid.cells[row][col];
cell.isHit = false;
cell.isMiss = false;
// Remove any visual markers that might exist
if (cell.hitMarker) {
cell.hitMarker.destroy();
cell.hitMarker = null;
}
if (cell.missMarker) {
cell.missMarker.destroy();
cell.missMarker = null;
}
}
}
// Reset ship placement index
currentShipIndex = 0;
var playerShipSizes = [5, 4, 3, 3, 2];
var playerShipTypes = ['carrier', 'battleship', 'cruiser', 'cruiser', 'destroyer'];
for (var i = 0; i < playerShipSizes.length; i++) {
var placed = false;
var attempts = 0;
while (!placed && attempts < 100) {
var row = Math.floor(Math.random() * gridSize);
var col = Math.floor(Math.random() * gridSize);
var horizontal = Math.random() < 0.5;
if (playerGrid.placeShip(row, col, playerShipSizes[i], horizontal, playerShipTypes[i])) {
placed = true;
currentShipIndex++;
}
attempts++;
}
}
// Update status text to show current placement state
updateStatusText();
updateFleetStatus();
}
function placeAIShips() {
var aiShipSizes = [5, 4, 3, 3, 2];
var aiShipTypes = ['carrier', 'battleship', 'cruiser', 'cruiser', 'destroyer'];
for (var i = 0; i < aiShipSizes.length; i++) {
var placed = false;
var attempts = 0;
while (!placed && attempts < 100) {
var row = Math.floor(Math.random() * gridSize);
var col = Math.floor(Math.random() * gridSize);
var horizontal = Math.random() < 0.5;
if (enemyGrid.placeShip(row, col, aiShipSizes[i], horizontal, aiShipTypes[i])) {
placed = true;
}
attempts++;
}
}
}
updateFleetStatus();
function handlePlayerShot(row, col) {
if (!playerTurn) return;
lastAttackType = 'regular'; // Set last attack type for regular shots
LK.getSound('shoot').play();
var result = enemyGrid.checkHit(row, col);
if (result === 'hit' || result === 'sunk') {
LK.setScore(LK.getScore() + (result === 'sunk' ? 100 : 50));
if (enemyGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Zafer! Tüm düşman gemileri yok edildi!');
turnText.setText('KAZANDINIZ!');
LK.showYouWin();
return;
}
}
playerTurn = false;
airBombardmentButton.visible = false;
submarineAttackButton.visible = false;
sihaAttackButton.visible = false;
updateStatusText();
// AI turn after delay
LK.setTimeout(function () {
aiTurn();
}, 1000);
}
function executeAirBombardment() {
if (playerAttackRights.air <= 0 || airBombardmentInProgress) return;
playerAttackRights.air--;
airBombardmentInProgress = true;
lastAttackType = 'air'; // Set last attack type
playerTurn = false;
crosshairActive = false;
if (crosshairGraphic) {
crosshairGraphic.visible = false;
}
updateAttackRightsDisplay();
statusText.setText('Hava bombardımanı başlatıldı! Uçaklar hedefe yaklaşıyor...');
turnText.setText('HAVA SALDIRISI');
// Generate 5 random target positions
var targets = [];
var attempts = 0;
while (targets.length < 5 && attempts < 100) {
var row = Math.floor(Math.random() * gridSize);
var col = Math.floor(Math.random() * gridSize);
var duplicate = false;
for (var i = 0; i < targets.length; i++) {
if (targets[i].row === row && targets[i].col === col) {
duplicate = true;
break;
}
}
if (!duplicate) {
targets.push({
row: row,
col: col
});
}
attempts++;
}
// Create aircraft animation
var aircraft = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
x: -100,
y: 200,
scaleX: 2,
scaleY: 2,
rotation: Math.PI / 4
});
// Animate aircraft flying across screen
tween(aircraft, {
x: 2148,
y: 300
}, {
duration: 2000,
easing: tween.linear,
onFinish: function onFinish() {
aircraft.destroy();
// Execute bombardment hits with delays
executeTargetHits(targets, 0);
}
});
}
function executeTargetHits(targets, currentIndex) {
if (currentIndex >= targets.length) {
// All hits completed
LK.setTimeout(function () {
airBombardmentInProgress = false;
if (enemyGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Zafer! Tüm düşman gemileri yok edildi!');
turnText.setText('KAZANDINIZ!');
LK.showYouWin();
return;
}
// AI turn after air bombardment
aiLastAttackType = null; // Reset AI attack type to allow AI special attacks
LK.setTimeout(function () {
aiTurn();
}, 1000);
}, 1000);
return;
}
var target = targets[currentIndex];
// Create bomb falling animation
var bomb = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 1,
x: enemyGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: 100,
alpha: 0.8
});
tween(bomb, {
y: enemyGrid.y + target.row * 60 * 1.5 + 30 * 1.5,
alpha: 0.3
}, {
duration: 600,
onFinish: function onFinish() {
bomb.destroy();
// Check hit result
var result = enemyGrid.checkHit(target.row, target.col);
if (result === 'hit' || result === 'sunk') {
LK.setScore(LK.getScore() + (result === 'sunk' ? 100 : 50));
}
// Continue with next target after short delay
LK.setTimeout(function () {
executeTargetHits(targets, currentIndex + 1);
}, 300);
}
});
}
function executeSubmarineAttack() {
if (playerAttackRights.submarine <= 0 || submarineAttackInProgress) return;
playerAttackRights.submarine--;
submarineAttackInProgress = true;
lastAttackType = 'submarine'; // Set last attack type
playerTurn = false;
crosshairActive = false;
if (crosshairGraphic) {
crosshairGraphic.visible = false;
}
updateAttackRightsDisplay();
statusText.setText('Denizaltı saldırısı başlatıldı! Torpido hazırlanıyor...');
turnText.setText('DENİZALTI SALDIRISI');
// Find all enemy ships that are not yet sunk
var availableTargets = [];
for (var i = 0; i < enemyGrid.ships.length; i++) {
var ship = enemyGrid.ships[i];
if (!ship.sunk) {
// Add all unhit cells of this ship as potential targets
for (var j = 0; j < ship.cells.length; j++) {
var cellPos = ship.cells[j];
var cell = enemyGrid.cells[cellPos.row][cellPos.col];
if (!cell.isHit) {
availableTargets.push({
row: cellPos.row,
col: cellPos.col
});
}
}
}
}
// If no available targets (all ships sunk or all remaining cells hit), just end
if (availableTargets.length === 0) {
submarineAttackInProgress = false;
playerTurn = true;
updateStatusText();
return;
}
// Select random target from available unhit ship cells
var target = availableTargets[Math.floor(Math.random() * availableTargets.length)];
// Create submarine animation from bottom of screen
var submarine = game.attachAsset('submarine', {
anchorX: 0.5,
anchorY: 0.5,
x: enemyGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: 2732 + 100,
scaleX: 2,
scaleY: 2,
alpha: 0.7
});
// Animate submarine rising
tween(submarine, {
y: enemyGrid.y + target.row * 60 * 1.5 + 200,
alpha: 1
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Create torpedo
var torpedo = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
x: submarine.x,
y: submarine.y,
scaleX: 1.5,
scaleY: 1.5,
rotation: -Math.PI / 2,
alpha: 0.9
});
// Animate torpedo to target
tween(torpedo, {
x: enemyGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: enemyGrid.y + target.row * 60 * 1.5 + 30 * 1.5,
alpha: 0.5
}, {
duration: 800,
easing: tween.linear,
onFinish: function onFinish() {
torpedo.destroy();
// Guaranteed hit on ship
var result = enemyGrid.checkHit(target.row, target.col);
LK.setScore(LK.getScore() + (result === 'sunk' ? 150 : 75));
// Submarine disappears
tween(submarine, {
y: 2732 + 100,
alpha: 0
}, {
duration: 1000,
easing: tween.easeIn,
onFinish: function onFinish() {
submarine.destroy();
submarineAttackInProgress = false;
if (enemyGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Zafer! Tüm düşman gemileri yok edildi!');
turnText.setText('KAZANDINIZ!');
LK.showYouWin();
return;
}
// AI turn after submarine attack
aiLastAttackType = null; // Reset AI attack type to allow AI special attacks
LK.setTimeout(function () {
aiTurn();
}, 1000);
}
});
}
});
}
});
}
function executeSihaAttack() {
if (playerAttackRights.siha <= 0 || sihaAttackInProgress) return;
playerAttackRights.siha--;
sihaAttackInProgress = true;
lastAttackType = 'siha'; // Set last attack type
playerTurn = false;
crosshairActive = false;
if (crosshairGraphic) {
crosshairGraphic.visible = false;
}
updateAttackRightsDisplay();
statusText.setText('SİHA saldırısı başlatıldı! Hedef aranıyor...');
turnText.setText('SİHA SALDIRISI');
// Find all enemy ships that are not yet sunk
var availableShips = [];
for (var i = 0; i < enemyGrid.ships.length; i++) {
var ship = enemyGrid.ships[i];
if (!ship.sunk) {
availableShips.push(ship);
}
}
// If no available ships, just end
if (availableShips.length === 0) {
sihaAttackInProgress = false;
playerTurn = true;
updateStatusText();
return;
}
// Select random ship to completely destroy
var targetShip = availableShips[Math.floor(Math.random() * availableShips.length)];
var targetCells = [];
// Get all cells of the target ship
for (var j = 0; j < targetShip.cells.length; j++) {
targetCells.push(targetShip.cells[j]);
}
// Create SIHA drone animation from top of screen
var siha = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
x: -100,
y: -100,
scaleX: 1.8,
scaleY: 1.8,
rotation: Math.PI / 6,
alpha: 0.9
});
// Animate SIHA flying to target area
var targetCenterX = enemyGrid.x + targetCells[0].col * 60 * 1.5 + 30 * 1.5;
var targetCenterY = enemyGrid.y + targetCells[0].row * 60 * 1.5 + 30 * 1.5;
tween(siha, {
x: targetCenterX,
y: targetCenterY - 150,
rotation: 0
}, {
duration: 2500,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Hover for targeting
tween(siha, {
y: targetCenterY - 100,
alpha: 1
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// Execute precision strike - hit all cells of the ship
executeShipDestruction(targetCells, 0, siha);
}
});
}
});
}
function executeShipDestruction(targetCells, currentIndex, siha) {
if (currentIndex >= targetCells.length) {
// All cells destroyed, SIHA returns
tween(siha, {
x: 2200,
y: -100,
alpha: 0.5
}, {
duration: 2000,
easing: tween.easeIn,
onFinish: function onFinish() {
siha.destroy();
sihaAttackInProgress = false;
if (enemyGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Zafer! Tüm düşman gemileri yok edildi!');
turnText.setText('KAZANDINIZ!');
LK.showYouWin();
return;
}
// AI turn after SIHA attack
aiLastAttackType = null; // Reset AI attack type to allow AI special attacks
LK.setTimeout(function () {
aiTurn();
}, 1000);
}
});
return;
}
var target = targetCells[currentIndex];
// Create precision missile
var missile = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 1,
x: siha.x,
y: siha.y,
scaleX: 0.8,
scaleY: 0.8,
alpha: 0.9
});
tween(missile, {
x: enemyGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: enemyGrid.y + target.row * 60 * 1.5 + 30 * 1.5,
alpha: 0.4
}, {
duration: 400,
easing: tween.linear,
onFinish: function onFinish() {
missile.destroy();
// Guaranteed hit
var result = enemyGrid.checkHit(target.row, target.col);
if (result === 'hit' || result === 'sunk') {
LK.setScore(LK.getScore() + (result === 'sunk' ? 200 : 100));
}
// Continue with next target after short delay
LK.setTimeout(function () {
executeShipDestruction(targetCells, currentIndex + 1, siha);
}, 200);
}
});
}
function executeAIAirBombardment() {
aiAttackRights.air--;
aiLastAttackType = 'air';
updateAttackRightsDisplay();
statusText.setText('Düşman hava bombardımanı başlattı!');
turnText.setText('DÜŞMAN HAVA SALDIRISI');
// Generate 5 random target positions on player grid
var targets = [];
var attempts = 0;
while (targets.length < 5 && attempts < 100) {
var row = Math.floor(Math.random() * gridSize);
var col = Math.floor(Math.random() * gridSize);
var cell = playerGrid.cells[row][col];
// Only target untouched cells
if (!cell.isHit && !cell.isMiss) {
var duplicate = false;
for (var i = 0; i < targets.length; i++) {
if (targets[i].row === row && targets[i].col === col) {
duplicate = true;
break;
}
}
if (!duplicate) {
targets.push({
row: row,
col: col
});
}
}
attempts++;
}
// Create AI aircraft animation
var aircraft = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
x: 2148,
y: 200,
scaleX: 2,
scaleY: 2,
rotation: -Math.PI * 3 / 4,
tint: 0xFF0000
});
// Animate aircraft flying across screen
tween(aircraft, {
x: -100,
y: 300
}, {
duration: 2000,
easing: tween.linear,
onFinish: function onFinish() {
aircraft.destroy();
executeAITargetHits(targets, 0);
}
});
}
function executeAITargetHits(targets, currentIndex) {
if (currentIndex >= targets.length) {
// All hits completed
LK.setTimeout(function () {
if (playerGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Yenilgi! Filonuz yok edildi!');
turnText.setText('KAYBETTİNİZ!');
LK.showGameOver();
return;
}
playerTurn = true;
lastAttackType = null;
updateStatusText();
}, 1000);
return;
}
var target = targets[currentIndex];
// Create bomb falling animation
var bomb = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 1,
x: playerGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: 100,
alpha: 0.8,
tint: 0xFF0000
});
tween(bomb, {
y: playerGrid.y + target.row * 60 * 1.5 + 30 * 1.5,
alpha: 0.3
}, {
duration: 600,
onFinish: function onFinish() {
bomb.destroy();
var result = playerGrid.checkHit(target.row, target.col);
LK.setTimeout(function () {
executeAITargetHits(targets, currentIndex + 1);
}, 300);
}
});
}
function executeAISubmarineAttack() {
aiAttackRights.submarine--;
aiLastAttackType = 'submarine';
updateAttackRightsDisplay();
statusText.setText('Düşman denizaltı saldırısı başlattı!');
turnText.setText('DÜŞMAN DENİZALTI SALDIRISI');
// Find player ships that are not yet sunk
var availableTargets = [];
for (var i = 0; i < playerGrid.ships.length; i++) {
var ship = playerGrid.ships[i];
if (!ship.sunk) {
for (var j = 0; j < ship.cells.length; j++) {
var cellPos = ship.cells[j];
var cell = playerGrid.cells[cellPos.row][cellPos.col];
if (!cell.isHit) {
availableTargets.push({
row: cellPos.row,
col: cellPos.col
});
}
}
}
}
if (availableTargets.length === 0) {
playerTurn = true;
lastAttackType = null;
updateStatusText();
return;
}
// Select random target from available unhit ship cells
var target = availableTargets[Math.floor(Math.random() * availableTargets.length)];
// Create submarine animation
var submarine = game.attachAsset('submarine', {
anchorX: 0.5,
anchorY: 0.5,
x: playerGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: 2732 + 100,
scaleX: 2,
scaleY: 2,
alpha: 0.7,
tint: 0xFF0000
});
// Animate submarine rising
tween(submarine, {
y: playerGrid.y + target.row * 60 * 1.5 + 200,
alpha: 1
}, {
duration: 1500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Create torpedo
var torpedo = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
x: submarine.x,
y: submarine.y,
scaleX: 1.5,
scaleY: 1.5,
rotation: -Math.PI / 2,
alpha: 0.9,
tint: 0xFF0000
});
// Animate torpedo to target
tween(torpedo, {
x: playerGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: playerGrid.y + target.row * 60 * 1.5 + 30 * 1.5,
alpha: 0.5
}, {
duration: 800,
easing: tween.linear,
onFinish: function onFinish() {
torpedo.destroy();
var result = playerGrid.checkHit(target.row, target.col);
// Submarine disappears
tween(submarine, {
y: 2732 + 100,
alpha: 0
}, {
duration: 1000,
easing: tween.easeIn,
onFinish: function onFinish() {
submarine.destroy();
if (playerGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Yenilgi! Filonuz yok edildi!');
turnText.setText('KAYBETTİNİZ!');
LK.showGameOver();
return;
}
playerTurn = true;
lastAttackType = null;
updateStatusText();
}
});
}
});
}
});
}
function executeAISihaAttack() {
aiAttackRights.siha--;
aiLastAttackType = 'siha';
updateAttackRightsDisplay();
statusText.setText('Düşman SİHA saldırısı başlattı!');
turnText.setText('DÜŞMAN SİHA SALDIRISI');
// Find all player ships that are not yet sunk
var availableShips = [];
for (var i = 0; i < playerGrid.ships.length; i++) {
var ship = playerGrid.ships[i];
if (!ship.sunk) {
availableShips.push(ship);
}
}
if (availableShips.length === 0) {
playerTurn = true;
lastAttackType = null;
updateStatusText();
return;
}
// Select random ship to completely destroy
var targetShip = availableShips[Math.floor(Math.random() * availableShips.length)];
var targetCells = [];
for (var j = 0; j < targetShip.cells.length; j++) {
targetCells.push(targetShip.cells[j]);
}
// Create AI SIHA drone animation
var siha = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
x: 2148,
y: -100,
scaleX: 1.8,
scaleY: 1.8,
rotation: -Math.PI / 6,
alpha: 0.9,
tint: 0xFF0000
});
// Animate SIHA flying to target area
var targetCenterX = playerGrid.x + targetCells[0].col * 60 * 1.5 + 30 * 1.5;
var targetCenterY = playerGrid.y + targetCells[0].row * 60 * 1.5 + 30 * 1.5;
tween(siha, {
x: targetCenterX,
y: targetCenterY - 150,
rotation: 0
}, {
duration: 2500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(siha, {
y: targetCenterY - 100,
alpha: 1
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
executeAIShipDestruction(targetCells, 0, siha);
}
});
}
});
}
function executeAIShipDestruction(targetCells, currentIndex, siha) {
if (currentIndex >= targetCells.length) {
// All cells destroyed, SIHA returns
tween(siha, {
x: 2200,
y: -100,
alpha: 0.5
}, {
duration: 2000,
easing: tween.easeIn,
onFinish: function onFinish() {
siha.destroy();
if (playerGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Yenilgi! Filonuz yok edildi!');
turnText.setText('KAYBETTİNİZ!');
LK.showGameOver();
return;
}
playerTurn = true;
lastAttackType = null;
updateStatusText();
}
});
return;
}
var target = targetCells[currentIndex];
// Create precision missile
var missile = game.attachAsset('missile', {
anchorX: 0.5,
anchorY: 1,
x: siha.x,
y: siha.y,
scaleX: 0.8,
scaleY: 0.8,
alpha: 0.9,
tint: 0xFF0000
});
tween(missile, {
x: playerGrid.x + target.col * 60 * 1.5 + 30 * 1.5,
y: playerGrid.y + target.row * 60 * 1.5 + 30 * 1.5,
alpha: 0.4
}, {
duration: 400,
easing: tween.linear,
onFinish: function onFinish() {
missile.destroy();
var result = playerGrid.checkHit(target.row, target.col);
LK.setTimeout(function () {
executeAIShipDestruction(targetCells, currentIndex + 1, siha);
}, 200);
}
});
}
function aiTurn() {
// Check if AI should use a special attack (30% chance if available and not consecutive)
var shouldUseSpecialAttack = Math.random() < 0.3;
var availableAttacks = [];
// Check which attacks are available (have rights remaining and not the last attack type)
if (aiAttackRights.air > 0 && aiLastAttackType !== 'air') {
availableAttacks.push('air');
}
if (aiAttackRights.submarine > 0 && aiLastAttackType !== 'submarine') {
availableAttacks.push('submarine');
}
if (aiAttackRights.siha > 0 && aiLastAttackType !== 'siha') {
availableAttacks.push('siha');
}
// Use special attack if conditions are met
if (shouldUseSpecialAttack && availableAttacks.length > 0) {
var selectedAttack = availableAttacks[Math.floor(Math.random() * availableAttacks.length)];
if (selectedAttack === 'air') {
executeAIAirBombardment();
return;
} else if (selectedAttack === 'submarine') {
executeAISubmarineAttack();
return;
} else if (selectedAttack === 'siha') {
executeAISihaAttack();
return;
}
}
// Regular attack logic
var row, col;
var attempts = 0;
var targetFound = false;
if (aiHuntMode && aiLastHit) {
// First priority: Try adjacent cells to last hit
var adjacents = [{
row: aiLastHit.row - 1,
col: aiLastHit.col
}, {
row: aiLastHit.row + 1,
col: aiLastHit.col
}, {
row: aiLastHit.row,
col: aiLastHit.col - 1
}, {
row: aiLastHit.row,
col: aiLastHit.col + 1
}];
var validTargets = [];
for (var i = 0; i < adjacents.length; i++) {
var target = adjacents[i];
if (target.row >= 0 && target.row < gridSize && target.col >= 0 && target.col < gridSize) {
var cell = playerGrid.cells[target.row][target.col];
if (!cell.isHit && !cell.isMiss) {
validTargets.push(target);
}
}
}
if (validTargets.length > 0) {
var chosen = validTargets[Math.floor(Math.random() * validTargets.length)];
row = chosen.row;
col = chosen.col;
targetFound = true;
} else {
// Second priority: Look for any hit cells that still have adjacent untested cells
var allHitCells = [];
for (var r = 0; r < gridSize; r++) {
for (var c = 0; c < gridSize; c++) {
var cell = playerGrid.cells[r][c];
if (cell.isHit && cell.hasShip) {
// Check if this hit cell's ship is not sunk
var shipNotSunk = false;
for (var s = 0; s < playerGrid.ships.length; s++) {
var ship = playerGrid.ships[s];
if (!ship.sunk) {
for (var sc = 0; sc < ship.cells.length; sc++) {
if (ship.cells[sc].row === r && ship.cells[sc].col === c) {
shipNotSunk = true;
break;
}
}
}
if (shipNotSunk) break;
}
if (shipNotSunk) {
allHitCells.push({
row: r,
col: c
});
}
}
}
}
// Find hit cells that still have adjacent untested targets
var validHitCells = [];
for (var h = 0; h < allHitCells.length; h++) {
var hitCell = allHitCells[h];
var hitAdjacents = [{
row: hitCell.row - 1,
col: hitCell.col
}, {
row: hitCell.row + 1,
col: hitCell.col
}, {
row: hitCell.row,
col: hitCell.col - 1
}, {
row: hitCell.row,
col: hitCell.col + 1
}];
for (var ha = 0; ha < hitAdjacents.length; ha++) {
var adj = hitAdjacents[ha];
if (adj.row >= 0 && adj.row < gridSize && adj.col >= 0 && adj.col < gridSize) {
var adjCell = playerGrid.cells[adj.row][adj.col];
if (!adjCell.isHit && !adjCell.isMiss) {
validHitCells.push(adj);
}
}
}
}
if (validHitCells.length > 0) {
var chosen = validHitCells[Math.floor(Math.random() * validHitCells.length)];
row = chosen.row;
col = chosen.col;
targetFound = true;
} else {
aiHuntMode = false;
aiLastHit = null;
}
}
}
if (!targetFound) {
// Random targeting
do {
row = Math.floor(Math.random() * gridSize);
col = Math.floor(Math.random() * gridSize);
attempts++;
} while ((playerGrid.cells[row][col].isHit || playerGrid.cells[row][col].isMiss) && attempts < 100);
}
var result = playerGrid.checkHit(row, col);
if (result === 'hit' || result === 'sunk') {
aiLastHit = {
row: row,
col: col
};
aiHuntMode = true;
if (result === 'sunk') {
aiHuntMode = false;
aiLastHit = null;
} else if (result === 'hit') {
// Ship was hit but not sunk, continue attacking surrounding area
LK.setTimeout(function () {
aiTurn(); // Continue attacking immediately
}, 1500);
return;
}
if (playerGrid.allShipsSunk()) {
gamePhase = 'gameOver';
statusText.setText('Yenilgi! Filonuz yok edildi!');
turnText.setText('KAYBETTİNİZ!');
LK.showGameOver();
return;
}
}
playerTurn = true;
lastAttackType = null; // Reset attack type after AI turn to allow alternating attacks
aiLastAttackType = 'regular'; // Set AI's last attack as regular
updateStatusText();
}
// Fleet status displays
var playerFleetStatus = new Container();
playerFleetStatus.x = 1700;
playerFleetStatus.y = 1500;
game.addChild(playerFleetStatus);
var enemyFleetStatus = new Container();
enemyFleetStatus.x = 1700;
enemyFleetStatus.y = 900;
game.addChild(enemyFleetStatus);
// Fleet status title texts
var playerFleetTitle = new Text2('Filonuz', {
size: 40,
fill: 0x66FF66
});
playerFleetTitle.anchor.set(0.5, 0);
playerFleetTitle.x = 0;
playerFleetTitle.y = -60;
playerFleetStatus.addChild(playerFleetTitle);
var enemyFleetTitle = new Text2('Düşman Filosu', {
size: 40,
fill: 0xFF6666
});
enemyFleetTitle.anchor.set(0.5, 0);
enemyFleetTitle.x = 0;
enemyFleetTitle.y = -60;
enemyFleetStatus.addChild(enemyFleetTitle);
// Fleet status arrays
var playerFleetDisplay = [];
var enemyFleetDisplay = [];
function updateFleetStatus() {
// Initialize arrays if they don't exist
if (!playerFleetDisplay) playerFleetDisplay = [];
if (!enemyFleetDisplay) enemyFleetDisplay = [];
// Clear existing displays
for (var i = 0; i < playerFleetDisplay.length; i++) {
playerFleetDisplay[i].destroy();
}
for (var i = 0; i < enemyFleetDisplay.length; i++) {
enemyFleetDisplay[i].destroy();
}
playerFleetDisplay = [];
enemyFleetDisplay = [];
// Create player fleet status
createFleetStatusDisplay(playerGrid, playerFleetStatus, playerFleetDisplay, true);
// Create enemy fleet status
createFleetStatusDisplay(enemyGrid, enemyFleetStatus, enemyFleetDisplay, false);
}
function createFleetStatusDisplay(grid, statusContainer, displayArray, isPlayerFleet) {
for (var i = 0; i < grid.ships.length; i++) {
var ship = grid.ships[i];
// Create main ship container
var shipContainer = new Container();
shipContainer.x = 0;
shipContainer.y = i * 50; // Reduced spacing for text-only
statusContainer.addChild(shipContainer);
displayArray.push(shipContainer);
// Create ship info display (text only)
createShipTextDisplay(ship, shipContainer, i, isPlayerFleet);
}
}
function createShipTextDisplay(ship, container, shipIndex, isPlayerFleet) {
// Ship name and status
var shipName = shipTypes[shipIndex];
var statusText = shipName;
var statusColor = 0xCCCCCC;
// Determine status and color
if (isPlayerFleet) {
if (ship.sunk) {
statusColor = 0xFF4444;
statusText += ' - BATIK (' + ship.hits + '/' + ship.length + ')';
} else if (ship.hits > 0) {
statusColor = 0xFFAA00;
statusText += ' - Hasarlı (' + ship.hits + '/' + ship.length + ')';
} else {
statusColor = 0x66FF99;
statusText += ' - Sağlam (' + ship.hits + '/' + ship.length + ')';
}
} else {
// Enemy fleet - only show detailed status if damaged or sunk
if (ship.sunk) {
statusColor = 0xFF4444;
statusText += ' - BATIK (' + ship.hits + '/' + ship.length + ')';
} else if (ship.hits > 0) {
statusColor = 0xFFAA00;
statusText += ' - Hasarlı (' + ship.hits + '/' + ship.length + ')';
} else {
statusColor = 0x888888;
statusText += ' - Bilinmiyor';
}
}
var nameText = new Text2(statusText, {
size: 28,
fill: statusColor
});
nameText.anchor.set(0, 0);
nameText.x = 0;
nameText.y = 0;
container.addChild(nameText);
}
// Removed - no longer needed for text-only display
// Removed - no longer needed for text-only display
// Game info page variables
var gameInfoShown = false;
var currentInfoPage = 0;
var totalInfoPages = 3;
// Difficulty selection variables
var difficultySelected = false;
var selectedDifficulty = 'easy'; // default
var gridSize = 8; // will be updated based on difficulty
// Game information page UI
var gameInfoContainer = new Container();
gameInfoContainer.x = 2048 / 2;
gameInfoContainer.y = 2732 / 2;
game.addChild(gameInfoContainer);
// Info page background
var infoBg = LK.getAsset('water', {
width: 1800,
height: 2400,
x: -900,
y: -1200,
color: 0x001122
});
infoBg.alpha = 0.95;
gameInfoContainer.addChild(infoBg);
// Info page title
var infoTitle = new Text2('AMİRAL BATTI', {
size: 80,
fill: 0xFFD700
});
infoTitle.anchor.set(0.5, 0.5);
infoTitle.x = 0;
infoTitle.y = -1000;
gameInfoContainer.addChild(infoTitle);
// Page indicator
var pageIndicator = new Text2('Sayfa 1 / 3', {
size: 50,
fill: 0xCCCCCC
});
pageIndicator.anchor.set(0.5, 0.5);
pageIndicator.x = 0;
pageIndicator.y = -900;
gameInfoContainer.addChild(pageIndicator);
// Info content container
var infoContentContainer = new Container();
infoContentContainer.x = 0;
infoContentContainer.y = -400;
gameInfoContainer.addChild(infoContentContainer);
// Navigation buttons
var prevButton = new Text2('← ÖNCEKİ', {
size: 60,
fill: 0x888888
});
prevButton.anchor.set(0.5, 0.5);
prevButton.x = -300;
prevButton.y = 1000;
gameInfoContainer.addChild(prevButton);
var nextButton = new Text2('SONRAKİ →', {
size: 60,
fill: 0x00FF00
});
nextButton.anchor.set(0.5, 0.5);
nextButton.x = 300;
nextButton.y = 1000;
gameInfoContainer.addChild(nextButton);
var startGameButton = new Text2('OYUNA BAŞLA', {
size: 70,
fill: 0xFF0000
});
startGameButton.anchor.set(0.5, 0.5);
startGameButton.x = 0;
startGameButton.y = 900;
startGameButton.visible = false;
gameInfoContainer.addChild(startGameButton);
// Info page content arrays
var infoPages = [
// Page 1: Basic Rules
['OYUN KURALLARI', '', '• Deniz savaşı oyununda amacınız düşman', ' filosunu tamamen yok etmektir', '', '• Filonuzda 5 farklı gemi türü bulunur:', ' - Uçak Gemisi (5 kare)', ' - Savaş Gemisi (4 kare)', ' - Kruvazör x2 (3 kare)', ' - Muhrip (2 kare)', '', '• Gemiler yatay veya dikey olarak', ' yerleştirilebilir', '', '• Düşman ızgarasına tıklayarak ateş edin', '• İsabet: Kırmızı, Kaçan: Mavi'],
// Page 2: Special Attacks
['ÖZEL SALDIRILAR', '', '🛩️ HAVA BOMBARDIMANI (2 Hak)', '• 5 rastgele hedefe eş zamanlı saldırı', '• Geniş alan hasarı', '• Ardışık kullanılamaz', '', '🚢 DENİZALTI SALDIRISI (2 Hak)', '• Düşman gemisine garantili isabet', '• Hedef otomatik seçilir', '• Yüksek hasar', '', '🛸 SİHA SALDIRISI (2 Hak)', '• Seçilen gemiyi tamamen yok eder', '• Hassas hedefleme', '• En güçlü saldırı türü'],
// Page 3: Game Tips
['OYUN İPUÇLARI', '', '⚡ STRATEJİ TAVSİYELERİ:', '', '• Gemilerinizi rastgele yerleştirin', '• Özel saldırıları akıllıca kullanın', '• Düşman vuruşlarından kalıp çıkarın', '• Isabet aldığınız bölgelerin etrafını', ' sistematik olarak tarayın', '', '🎯 ZORLUK SEVİYELERİ:', '• Kolay: Yavaş yapay zeka', '• Orta: Dengeli yapay zeka', '• Zor: Agresif yapay zeka', '', '• Düşman da özel saldırılara sahiptir!', '• Savunmanızı güçlü tutun!']];
// Button event handlers
prevButton.down = function (x, y, obj) {
if (currentInfoPage > 0) {
currentInfoPage--;
updateInfoPage();
}
};
nextButton.down = function (x, y, obj) {
if (currentInfoPage < totalInfoPages - 1) {
currentInfoPage++;
updateInfoPage();
}
};
startGameButton.down = function (x, y, obj) {
gameInfoShown = true;
gameInfoContainer.visible = false;
difficultyContainer.visible = true;
};
function updateInfoPage() {
// Clear existing content
for (var i = infoContentContainer.children.length - 1; i >= 0; i--) {
infoContentContainer.children[i].destroy();
}
// Update page indicator
pageIndicator.setText('Sayfa ' + (currentInfoPage + 1) + ' / ' + totalInfoPages);
// Add new content
var content = infoPages[currentInfoPage];
for (var i = 0; i < content.length; i++) {
var line = content[i];
var isTitle = i === 0;
var isEmpty = line === '';
if (!isEmpty) {
var textSize = isTitle ? 80 : 55;
var textColor = isTitle ? 0xFFD700 : line.startsWith('•') ? 0xCCCCCC : line.startsWith('🛩️') || line.startsWith('🚢') || line.startsWith('🛸') ? 0x00FFFF : line.startsWith('⚡') || line.startsWith('🎯') ? 0xFFAA00 : 0xFFFFFF;
var lineText = new Text2(line, {
size: textSize,
fill: textColor
});
lineText.anchor.set(0.5, 0);
lineText.x = 0;
lineText.y = i * 60 - 200;
infoContentContainer.addChild(lineText);
}
}
// Update button visibility
prevButton.visible = currentInfoPage > 0;
prevButton.fill = currentInfoPage > 0 ? 0xFFFFFF : 0x888888;
nextButton.visible = currentInfoPage < totalInfoPages - 1;
nextButton.fill = currentInfoPage < totalInfoPages - 1 ? 0x00FF00 : 0x888888;
startGameButton.visible = currentInfoPage === totalInfoPages - 1;
}
// Initialize first page
updateInfoPage();
// Difficulty selection UI
var difficultyContainer = new Container();
difficultyContainer.x = 2048 / 2;
difficultyContainer.y = 2732 / 2;
difficultyContainer.visible = false;
game.addChild(difficultyContainer);
var difficultyTitle = new Text2('Zorluk Seviyesi Seçin', {
size: 80,
fill: 0xFFFFFF
});
difficultyTitle.anchor.set(0.5, 0.5);
difficultyTitle.x = 0;
difficultyTitle.y = -200;
difficultyContainer.addChild(difficultyTitle);
// Easy button
var easyButton = new Text2('KOLAY (8x8)', {
size: 65,
fill: 0x00FF00
});
easyButton.anchor.set(0.5, 0.5);
easyButton.x = -400;
easyButton.y = 0;
difficultyContainer.addChild(easyButton);
easyButton.down = function (x, y, obj) {
selectedDifficulty = 'easy';
gridSize = 8;
startGameWithDifficulty();
};
// Medium button
var mediumButton = new Text2('ORTA (8x8)', {
size: 65,
fill: 0xFFFF00
});
mediumButton.anchor.set(0.5, 0.5);
mediumButton.x = 0;
mediumButton.y = 0;
difficultyContainer.addChild(mediumButton);
mediumButton.down = function (x, y, obj) {
selectedDifficulty = 'medium';
gridSize = 8;
startGameWithDifficulty();
};
// Hard button
var hardButton = new Text2('ZOR (8x8)', {
size: 65,
fill: 0xFF0000
});
hardButton.anchor.set(0.5, 0.5);
hardButton.x = 400;
hardButton.y = 0;
difficultyContainer.addChild(hardButton);
hardButton.down = function (x, y, obj) {
selectedDifficulty = 'hard';
gridSize = 8;
startGameWithDifficulty();
};
function startGameWithDifficulty() {
difficultySelected = true;
difficultyContainer.visible = false;
// Recreate grids with new size
playerGrid.destroy();
enemyGrid.destroy();
playerGrid = new GameGrid(true);
enemyGrid = new GameGrid(false);
// Scale grids based on difficulty to fit screen - increased for closer view
var baseScale = selectedDifficulty === 'easy' ? 2.0 : selectedDifficulty === 'medium' ? 1.8 : 1.5;
playerGrid.scaleX = baseScale;
playerGrid.scaleY = baseScale;
enemyGrid.scaleX = baseScale;
enemyGrid.scaleY = baseScale;
// Center grids on screen
var gridWidth = gridSize * 60 * baseScale;
var screenCenterX = 2048 / 2;
var gridCenterX = gridWidth / 2;
playerGrid.x = screenCenterX - gridCenterX;
playerGrid.y = 1400;
enemyGrid.x = screenCenterX - gridCenterX;
enemyGrid.y = 400;
game.addChild(playerGrid);
game.addChild(enemyGrid);
// Hide enemy grid during placement phase
enemyGrid.visible = false;
// Update labels position
enemyLabel.x = enemyGrid.x + gridSize * 60 * baseScale / 2;
enemyLabel.y = enemyGrid.y - 60;
playerLabel.x = playerGrid.x + gridSize * 60 * baseScale / 2;
playerLabel.y = playerGrid.y - 60;
// Add separator line between player and enemy grids
var separatorLine = game.attachAsset('gridLine', {
width: 2048,
height: 4,
x: 0,
y: (enemyGrid.y + gridSize * 60 * baseScale + playerGrid.y) / 2,
color: 0xFFFFFF
});
// Reset game state
gamePhase = 'placement';
currentShipIndex = 0;
// Initial setup
updateStatusText();
updateAttackRightsDisplay();
}
// Hide all game elements initially
playerGrid.visible = false;
enemyGrid.visible = false;
statusText.visible = false;
turnText.visible = false;
enemyLabel.visible = false;
playerLabel.visible = false;
rotateButton.visible = false;
autoPlaceButton.visible = false;
startBattleButton.visible = false;
airBombardmentButton.visible = false;
submarineAttackButton.visible = false;
sihaAttackButton.visible = false;
attackRightsContainer.visible = false;
playerFleetStatus.visible = false;
enemyFleetStatus.visible = false;
shipPreviewContainer.visible = false;
activateCrosshairButton.visible = false;
crosshairControlsContainer.visible = false;
// Play background music from game start
LK.playMusic('deniz');
// Set music volume to 50% after a short delay to ensure music is playing
LK.setTimeout(function () {
LK.playMusic('deniz', {
volume: 0.5
});
}, 100);
// Show info page initially
gameInfoContainer.visible = true;
game.update = function () {
if (!gameInfoShown) {
// Show info page
gameInfoContainer.visible = true;
difficultyContainer.visible = false;
} else if (!difficultySelected) {
// Show difficulty selection
gameInfoContainer.visible = false;
difficultyContainer.visible = true;
} else if (difficultySelected) {
// Show game elements once difficulty is selected
gameInfoContainer.visible = false;
difficultyContainer.visible = false;
playerGrid.visible = true;
enemyGrid.visible = gamePhase === 'battle';
statusText.visible = true;
turnText.visible = true;
enemyLabel.visible = gamePhase === 'battle';
playerLabel.visible = true;
rotateButton.visible = gamePhase === 'placement';
autoPlaceButton.visible = gamePhase === 'placement';
startBattleButton.visible = gamePhase === 'placement' && currentShipIndex >= shipSizes.length;
shipPreviewContainer.visible = gamePhase === 'placement' && currentShipIndex < shipSizes.length;
playerFleetStatus.visible = true;
enemyFleetStatus.visible = true;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -296,17 +296,17 @@
/****
* Game Code
****/
-// Game state
-// Aircraft Carrier - long and wide
-// Battleship - large
-// Cruiser - medium
-// Destroyer - smaller
-// Submarine - smallest
-// Hull details
-// Deck details
// Gun turrets
+// Deck details
+// Hull details
+// Submarine - smallest
+// Destroyer - smaller
+// Cruiser - medium
+// Battleship - large
+// Aircraft Carrier - long and wide
+// Game state
var gamePhase = 'placement'; // 'placement', 'battle', 'gameOver'
var currentShipIndex = 0;
var isHorizontal = true;
var playerTurn = true;
@@ -2503,8 +2503,14 @@
activateCrosshairButton.visible = false;
crosshairControlsContainer.visible = false;
// Play background music from game start
LK.playMusic('deniz');
+// Set music volume to 50% after a short delay to ensure music is playing
+LK.setTimeout(function () {
+ LK.playMusic('deniz', {
+ volume: 0.5
+ });
+}, 100);
// Show info page initially
gameInfoContainer.visible = true;
game.update = function () {
if (!gameInfoShown) {
sketch tarzında carrier gemisi. In-Game asset. 2d. High contrast. No shadows
sketch tarzında cruıser savas gemısı. In-Game asset. 2d. High contrast. No shadows
skecth tarzında destroyer savas gemisi. In-Game asset. 2d. High contrast. No shadows
suya düşen füze. In-Game asset. 2d. High contrast. No shadows
suya düşen nesne sonrası oluşan dalgacıklar. In-Game asset. 2d. High contrast. No shadows
patlama sonrası kıvılcımlar. In-Game asset. 2d. High contrast. No shadows
aşağı yönde giden füze. In-Game asset. 2d. High contrast. No shadows
denizaltı gemisi torpidosundan ateşleme. In-Game asset. 2d. High contrast. No shadows
Red crosshair. In-Game asset. 2d. High contrast. No shadows