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
User prompt
Nişangahı sağa taşı
/**** * 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 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); // Add touch support to enemy grid for crosshair positioning enemyGrid.down = function (x, y, obj) { if (crosshairActive && gamePhase === 'battle' && playerTurn) { // Convert touch position to grid coordinates var cellSize = 60; var scale = enemyGrid.scaleX; var gridX = (x - enemyGrid.x) / scale; var gridY = (y - enemyGrid.y) / scale; var newCol = Math.floor(gridX / cellSize); var newRow = Math.floor(gridY / cellSize); // Keep crosshair within grid bounds if (newRow >= 0 && newRow < gridSize && newCol >= 0 && newCol < gridSize) { crosshairRow = newRow; crosshairCol = newCol; updateCrosshairPosition(); } } }; enemyGrid.move = function (x, y, obj) { if (crosshairActive && gamePhase === 'battle' && playerTurn) { // Convert touch position to grid coordinates during drag var cellSize = 60; var scale = enemyGrid.scaleX; var gridX = (x - enemyGrid.x) / scale; var gridY = (y - enemyGrid.y) / scale; var newCol = Math.floor(gridX / cellSize); var newRow = Math.floor(gridY / cellSize); // Keep crosshair within grid bounds if (newRow >= 0 && newRow < gridSize && newCol >= 0 && newCol < gridSize) { crosshairRow = newRow; crosshairCol = newCol; updateCrosshairPosition(); } } }; // 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 with background var upButtonBg = crosshairControlsContainer.attachAsset('water', { width: 80, height: 80, x: -40, y: -140, color: 0x333333, alpha: 0.8 }); var upButton = new Text2('↑', { size: 80, fill: 0x00FFFF }); upButton.anchor.set(0.5, 0.5); upButton.x = 0; upButton.y = -100; crosshairControlsContainer.addChild(upButton); upButton.down = function (x, y, obj) { // Press effect tween(upButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(upButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); moveCrosshair(-1, 0); }; // Down button with background var downButtonBg = crosshairControlsContainer.attachAsset('water', { width: 80, height: 80, x: -40, y: 60, color: 0x333333, alpha: 0.8 }); var downButton = new Text2('↓', { size: 80, fill: 0x00FFFF }); downButton.anchor.set(0.5, 0.5); downButton.x = 0; downButton.y = 100; crosshairControlsContainer.addChild(downButton); downButton.down = function (x, y, obj) { // Press effect tween(downButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(downButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); moveCrosshair(1, 0); }; // Left button with background var leftButtonBg = crosshairControlsContainer.attachAsset('water', { width: 80, height: 80, x: -140, y: -40, color: 0x333333, alpha: 0.8 }); var leftButton = new Text2('←', { size: 80, fill: 0x00FFFF }); leftButton.anchor.set(0.5, 0.5); leftButton.x = -100; leftButton.y = 0; crosshairControlsContainer.addChild(leftButton); leftButton.down = function (x, y, obj) { // Press effect tween(leftButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(leftButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); moveCrosshair(0, -1); }; // Right button with background var rightButtonBg = crosshairControlsContainer.attachAsset('water', { width: 80, height: 80, x: 60, y: -40, color: 0x333333, alpha: 0.8 }); var rightButton = new Text2('→', { size: 80, fill: 0x00FFFF }); rightButton.anchor.set(0.5, 0.5); rightButton.x = 100; rightButton.y = 0; crosshairControlsContainer.addChild(rightButton); rightButton.down = function (x, y, obj) { // Press effect tween(rightButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(rightButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); moveCrosshair(0, 1); }; // Fire button with enhanced styling var fireButtonBg = crosshairControlsContainer.attachAsset('water', { width: 120, height: 80, x: -60, y: 160, color: 0xFF0000, alpha: 0.9 }); var fireButton = new Text2('🎯 ATEŞ!', { size: 50, fill: 0xFFFFFF }); fireButton.anchor.set(0.5, 0.5); fireButton.x = 0; fireButton.y = 200; crosshairControlsContainer.addChild(fireButton); fireButton.down = function (x, y, obj) { // Enhanced press effect tween(fireButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 80, onFinish: function onFinish() { tween(fireButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 80, onFinish: function onFinish() { tween(fireButton, { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); } }); fireCrosshair(); }; // 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; updateCrosshairPosition(); crosshairControlsContainer.visible = true; } }; // 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(); } // Create crosshair container for multiple elements crosshairGraphic = new Container(); game.addChild(crosshairGraphic); // Create grid alignment indicators var alignmentIndicators = new Container(); crosshairGraphic.addChild(alignmentIndicators); // Create horizontal grid alignment lines for (var i = 0; i < gridSize + 1; i++) { var hGridLine = alignmentIndicators.attachAsset('crosshairH', { anchorX: 0.5, anchorY: 0.5, x: 0, y: (i - gridSize / 2) * 60 * enemyGrid.scaleX, width: gridSize * 60 * enemyGrid.scaleX, height: 1, alpha: 0.1, color: 0x00FFFF }); } // Create vertical grid alignment lines for (var i = 0; i < gridSize + 1; i++) { var vGridLine = alignmentIndicators.attachAsset('crosshairV', { anchorX: 0.5, anchorY: 0.5, x: (i - gridSize / 2) * 60 * enemyGrid.scaleX, y: 0, width: 1, height: gridSize * 60 * enemyGrid.scaleY, alpha: 0.1, color: 0x00FFFF }); } // Create outer targeting circle with dynamic sizing var outerCircle = crosshairGraphic.attachAsset('crosshair', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.4, scaleX: 1.2, scaleY: 1.2, color: 0x00FFFF }); // Create precision targeting square var targetingSquare = crosshairGraphic.attachAsset('crosshair', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 60 * enemyGrid.scaleX, height: 60 * enemyGrid.scaleY, alpha: 0.3, color: 0xFFFF00 }); // Create horizontal crosshair line (red) var hLine = crosshairGraphic.attachAsset('crosshairH', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.9, width: 80, height: 4 }); // Create vertical crosshair line (red) var vLine = crosshairGraphic.attachAsset('crosshairV', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.9, width: 4, height: 80 }); // Create center dot for precise aiming var centerDot = crosshairGraphic.attachAsset('crosshairV', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, width: 10, height: 10, alpha: 1.0, color: 0xFF0000 }); // Add coordinate display var coordDisplay = new Text2('A1', { size: 30, fill: 0xFFFFFF }); coordDisplay.anchor.set(0.5, 0.5); coordDisplay.x = 0; coordDisplay.y = -80; crosshairGraphic.addChild(coordDisplay); // Store references for animations crosshairGraphic.outerCircle = outerCircle; crosshairGraphic.targetingSquare = targetingSquare; crosshairGraphic.coordDisplay = coordDisplay; crosshairGraphic.alignmentIndicators = alignmentIndicators; // Add touch-responsive functionality to crosshair crosshairGraphic.down = function (x, y, obj) { if (crosshairActive && gamePhase === 'battle' && playerTurn) { // Convert touch position to grid coordinates var cellSize = 60; var scale = enemyGrid.scaleX; var gridX = (x - enemyGrid.x) / scale; var gridY = (y - enemyGrid.y) / scale; var newCol = Math.floor(gridX / cellSize); var newRow = Math.floor(gridY / cellSize); // Keep crosshair within grid bounds if (newRow >= 0 && newRow < gridSize && newCol >= 0 && newCol < gridSize) { crosshairRow = newRow; crosshairCol = newCol; updateCrosshairPosition(); } } }; crosshairGraphic.move = function (x, y, obj) { if (crosshairActive && gamePhase === 'battle' && playerTurn) { // Convert touch position to grid coordinates during drag var cellSize = 60; var scale = enemyGrid.scaleX; var gridX = (x - enemyGrid.x) / scale; var gridY = (y - enemyGrid.y) / scale; var newCol = Math.floor(gridX / cellSize); var newRow = Math.floor(gridY / cellSize); // Keep crosshair within grid bounds if (newRow >= 0 && newRow < gridSize && newCol >= 0 && newCol < gridSize) { crosshairRow = newRow; crosshairCol = newCol; updateCrosshairPosition(); } } }; // Add pulsing animation to make crosshair more visible tween(outerCircle, { scaleX: 1.4, scaleY: 1.4, alpha: 0.6 }, { duration: 1200, easing: tween.easeInOut, loop: true, reverse: true }); // Add targeting square pulse tween(targetingSquare, { alpha: 0.6, scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, loop: true, reverse: true }); updateCrosshairPosition(); } 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; // Update coordinate display (A1, B2, etc.) var coordText = String.fromCharCode(65 + crosshairCol) + (crosshairRow + 1); if (crosshairGraphic.coordDisplay) { crosshairGraphic.coordDisplay.setText(coordText); } // Check if target cell is already hit/miss for visual feedback var targetCell = enemyGrid.cells[crosshairRow][crosshairCol]; var isValidTarget = !targetCell.isHit && !targetCell.isMiss; // Update targeting square color based on validity if (crosshairGraphic.targetingSquare) { var targetColor = isValidTarget ? 0x00FF00 : 0xFF0000; crosshairGraphic.targetingSquare.tint = targetColor; crosshairGraphic.targetingSquare.alpha = isValidTarget ? 0.4 : 0.2; } // Update crosshair color for feedback if (crosshairGraphic.outerCircle) { crosshairGraphic.outerCircle.tint = isValidTarget ? 0x00FFFF : 0xFF6666; } // Enhanced smooth movement animation with grid snapping tween(crosshairGraphic, { x: targetX, y: targetY }, { duration: 200, easing: tween.easeOutQuad, onUpdate: function onUpdate() { // Add subtle grid snapping feedback if (crosshairGraphic.alignmentIndicators) { crosshairGraphic.alignmentIndicators.alpha = 0.3; } }, onFinish: function onFinish() { // Fade out alignment indicators if (crosshairGraphic.alignmentIndicators) { tween(crosshairGraphic.alignmentIndicators, { alpha: 0.1 }, { duration: 300, easing: tween.easeOut }); } // Add confirmation pulse for valid targets if (isValidTarget && crosshairGraphic.targetingSquare) { tween(crosshairGraphic.targetingSquare, { scaleX: 1.3, scaleY: 1.3, alpha: 0.7 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(crosshairGraphic.targetingSquare, { scaleX: 1.0, scaleY: 1.0, alpha: 0.4 }, { duration: 150, easing: tween.easeIn }); } }); } } }); } } 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; // Add directional movement feedback if (crosshairGraphic) { // Create movement indicator var direction = ''; if (deltaRow < 0) direction = '↑';else if (deltaRow > 0) direction = '↓';else if (deltaCol < 0) direction = '←';else if (deltaCol > 0) direction = '→'; if (direction) { var moveIndicator = new Text2(direction, { size: 40, fill: 0x00FFFF }); moveIndicator.anchor.set(0.5, 0.5); moveIndicator.x = crosshairGraphic.x + deltaCol * 30; moveIndicator.y = crosshairGraphic.y + deltaRow * 30; moveIndicator.alpha = 0.8; game.addChild(moveIndicator); // Animate and remove indicator tween(moveIndicator, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: moveIndicator.y + deltaRow * 20 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { moveIndicator.destroy(); } }); } } updateCrosshairPosition(); } } } function fireCrosshair() { if (crosshairActive && playerTurn && gamePhase === 'battle') { var cell = enemyGrid.cells[crosshairRow][crosshairCol]; if (!cell.isHit && !cell.isMiss) { handlePlayerShot(crosshairRow, crosshairCol); crosshairActive = false; if (crosshairGraphic) { crosshairGraphic.visible = false; } } } } 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 = playerTurn && !crosshairActive; crosshairControlsContainer.visible = crosshairActive; } 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) { 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 dokunarak hareket ettirin veya ok tuşları kullanın!' : ' | 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'); // 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
@@ -944,44 +944,104 @@
}
// Create crosshair container for multiple elements
crosshairGraphic = new Container();
game.addChild(crosshairGraphic);
- // Create outer targeting circle (cyan)
+ // Create grid alignment indicators
+ var alignmentIndicators = new Container();
+ crosshairGraphic.addChild(alignmentIndicators);
+ // Create horizontal grid alignment lines
+ for (var i = 0; i < gridSize + 1; i++) {
+ var hGridLine = alignmentIndicators.attachAsset('crosshairH', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: (i - gridSize / 2) * 60 * enemyGrid.scaleX,
+ width: gridSize * 60 * enemyGrid.scaleX,
+ height: 1,
+ alpha: 0.1,
+ color: 0x00FFFF
+ });
+ }
+ // Create vertical grid alignment lines
+ for (var i = 0; i < gridSize + 1; i++) {
+ var vGridLine = alignmentIndicators.attachAsset('crosshairV', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: (i - gridSize / 2) * 60 * enemyGrid.scaleX,
+ y: 0,
+ width: 1,
+ height: gridSize * 60 * enemyGrid.scaleY,
+ alpha: 0.1,
+ color: 0x00FFFF
+ });
+ }
+ // Create outer targeting circle with dynamic sizing
var outerCircle = crosshairGraphic.attachAsset('crosshair', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
+ alpha: 0.4,
+ scaleX: 1.2,
+ scaleY: 1.2,
+ color: 0x00FFFF
+ });
+ // Create precision targeting square
+ var targetingSquare = crosshairGraphic.attachAsset('crosshair', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: 0,
+ width: 60 * enemyGrid.scaleX,
+ height: 60 * enemyGrid.scaleY,
alpha: 0.3,
- scaleX: 1.0,
- scaleY: 1.0
+ color: 0xFFFF00
});
// Create horizontal crosshair line (red)
var hLine = crosshairGraphic.attachAsset('crosshairH', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
- alpha: 0.9
+ alpha: 0.9,
+ width: 80,
+ height: 4
});
// Create vertical crosshair line (red)
var vLine = crosshairGraphic.attachAsset('crosshairV', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
- alpha: 0.9
+ alpha: 0.9,
+ width: 4,
+ height: 80
});
// Create center dot for precise aiming
var centerDot = crosshairGraphic.attachAsset('crosshairV', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
- width: 8,
- height: 8,
- alpha: 1.0
+ width: 10,
+ height: 10,
+ alpha: 1.0,
+ color: 0xFF0000
});
+ // Add coordinate display
+ var coordDisplay = new Text2('A1', {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ coordDisplay.anchor.set(0.5, 0.5);
+ coordDisplay.x = 0;
+ coordDisplay.y = -80;
+ crosshairGraphic.addChild(coordDisplay);
+ // Store references for animations
+ crosshairGraphic.outerCircle = outerCircle;
+ crosshairGraphic.targetingSquare = targetingSquare;
+ crosshairGraphic.coordDisplay = coordDisplay;
+ crosshairGraphic.alignmentIndicators = alignmentIndicators;
// Add touch-responsive functionality to crosshair
crosshairGraphic.down = function (x, y, obj) {
if (crosshairActive && gamePhase === 'battle' && playerTurn) {
// Convert touch position to grid coordinates
@@ -1017,12 +1077,23 @@
}
};
// Add pulsing animation to make crosshair more visible
tween(outerCircle, {
- scaleX: 1.2,
- scaleY: 1.2,
+ scaleX: 1.4,
+ scaleY: 1.4,
alpha: 0.6
}, {
+ duration: 1200,
+ easing: tween.easeInOut,
+ loop: true,
+ reverse: true
+ });
+ // Add targeting square pulse
+ tween(targetingSquare, {
+ alpha: 0.6,
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
duration: 800,
easing: tween.easeInOut,
loop: true,
reverse: true
@@ -1034,15 +1105,71 @@
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;
- // Smooth movement animation for better UX
+ // Update coordinate display (A1, B2, etc.)
+ var coordText = String.fromCharCode(65 + crosshairCol) + (crosshairRow + 1);
+ if (crosshairGraphic.coordDisplay) {
+ crosshairGraphic.coordDisplay.setText(coordText);
+ }
+ // Check if target cell is already hit/miss for visual feedback
+ var targetCell = enemyGrid.cells[crosshairRow][crosshairCol];
+ var isValidTarget = !targetCell.isHit && !targetCell.isMiss;
+ // Update targeting square color based on validity
+ if (crosshairGraphic.targetingSquare) {
+ var targetColor = isValidTarget ? 0x00FF00 : 0xFF0000;
+ crosshairGraphic.targetingSquare.tint = targetColor;
+ crosshairGraphic.targetingSquare.alpha = isValidTarget ? 0.4 : 0.2;
+ }
+ // Update crosshair color for feedback
+ if (crosshairGraphic.outerCircle) {
+ crosshairGraphic.outerCircle.tint = isValidTarget ? 0x00FFFF : 0xFF6666;
+ }
+ // Enhanced smooth movement animation with grid snapping
tween(crosshairGraphic, {
x: targetX,
y: targetY
}, {
- duration: 150,
- easing: tween.easeOut
+ duration: 200,
+ easing: tween.easeOutQuad,
+ onUpdate: function onUpdate() {
+ // Add subtle grid snapping feedback
+ if (crosshairGraphic.alignmentIndicators) {
+ crosshairGraphic.alignmentIndicators.alpha = 0.3;
+ }
+ },
+ onFinish: function onFinish() {
+ // Fade out alignment indicators
+ if (crosshairGraphic.alignmentIndicators) {
+ tween(crosshairGraphic.alignmentIndicators, {
+ alpha: 0.1
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ }
+ // Add confirmation pulse for valid targets
+ if (isValidTarget && crosshairGraphic.targetingSquare) {
+ tween(crosshairGraphic.targetingSquare, {
+ scaleX: 1.3,
+ scaleY: 1.3,
+ alpha: 0.7
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(crosshairGraphic.targetingSquare, {
+ scaleX: 1.0,
+ scaleY: 1.0,
+ alpha: 0.4
+ }, {
+ duration: 150,
+ easing: tween.easeIn
+ });
+ }
+ });
+ }
+ }
});
}
}
function moveCrosshair(deltaRow, deltaCol) {
@@ -1052,8 +1179,38 @@
// Keep crosshair within grid bounds
if (newRow >= 0 && newRow < gridSize && newCol >= 0 && newCol < gridSize) {
crosshairRow = newRow;
crosshairCol = newCol;
+ // Add directional movement feedback
+ if (crosshairGraphic) {
+ // Create movement indicator
+ var direction = '';
+ if (deltaRow < 0) direction = '↑';else if (deltaRow > 0) direction = '↓';else if (deltaCol < 0) direction = '←';else if (deltaCol > 0) direction = '→';
+ if (direction) {
+ var moveIndicator = new Text2(direction, {
+ size: 40,
+ fill: 0x00FFFF
+ });
+ moveIndicator.anchor.set(0.5, 0.5);
+ moveIndicator.x = crosshairGraphic.x + deltaCol * 30;
+ moveIndicator.y = crosshairGraphic.y + deltaRow * 30;
+ moveIndicator.alpha = 0.8;
+ game.addChild(moveIndicator);
+ // Animate and remove indicator
+ tween(moveIndicator, {
+ alpha: 0,
+ scaleX: 1.5,
+ scaleY: 1.5,
+ y: moveIndicator.y + deltaRow * 20
+ }, {
+ duration: 400,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ moveIndicator.destroy();
+ }
+ });
+ }
+ }
updateCrosshairPosition();
}
}
}
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