User prompt
oyunu baştan başlat
User prompt
admin modunu kaldır
User prompt
sol alt tarafa admin paneli ekle. admin panelinde sınırsız para , sınırsız kristal vs. özellikler olsun
User prompt
sağ üstteki dps değerinin altına kaç prestij puanımız olduğu yazsın. ve parantez içerisinde , gücümüzün kaç kat arttığını göstersin
User prompt
yukarıdaki can barı , sadece düşman doğduğunda gelsin ve o düşmanın canını göstersin
User prompt
yazıları butonların içerisinde ortala
User prompt
yazılar üst katmana taşı
Code edit (5 edits merged)
Please save this source code
User prompt
yazılar üst katmana taşı
User prompt
dalga 100 geçildiğinde , toplam kristalimiz 500 olacak şekilde bir artış hesaplaması yap
User prompt
dalga 100 geçildiğinde , ekrana tıklandığında gelen altın artsın
User prompt
dalga 100 geçildiğinde saldırı hızı 1.25x artsın
User prompt
otomatik tıklama açıldığında saniyede 1 altın kazansın
User prompt
otomatik tıklama butonuna bastığımızda gelen altın , ekrana dokunduğumuzda gelen altın ile aynı değerde olsun
User prompt
ekranın sol tarafına otomatik tıkla butonu ekle
Code edit (1 edits merged)
Please save this source code
User prompt
make auto upgrade button for damage upgrade button
User prompt
düşmanlar hasar aldıkça , hasar aldığını belli eden bir animasyon yapsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'TR')' in or related to this line: 'if (languageTexts[lang] && languageTexts[lang][key]) {' Line Number: 1009
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'TR')' in or related to this line: 'if (languageTexts[lang] && languageTexts[lang][key]) {' Line Number: 1009
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('titan', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 50; self.health = self.maxHealth; self.goldReward = 20; self.isBoss = false; self.waveNumber = 1; // Health bar elements - will be created when enemy is spawned self.healthBarBg = null; self.healthBarFill = null; self.healthText = null; self.createHealthBar = function () { // Health bar background - positioned at top of screen self.healthBarBg = LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.8, scaleY: 0.7 }); self.healthBarBg.tint = 0x333333; self.healthBarBg.x = 1024; self.healthBarBg.y = 200; game.addChild(self.healthBarBg); // Health bar fill - positioned at top of screen self.healthBarFill = LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.8, scaleY: 0.7 }); self.healthBarFill.tint = 0x27ae60; self.healthBarFill.x = 1024; self.healthBarFill.y = 200; game.addChild(self.healthBarFill); // Health text inside health bar - positioned at top of screen self.healthText = new Text2(formatNumber(self.health) + '/' + formatNumber(self.maxHealth), { size: 32, fill: 0xFFFFFF }); self.healthText.anchor.set(0.5, 0.5); self.healthText.x = 1024; self.healthText.y = 200; game.addChild(self.healthText); }; self.setWaveColor = function (waveNum) { self.waveNumber = waveNum; var colors = [0xffffff, 0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xffeaa7, 0xdda0dd, 0xff7675, 0x74b9ff, 0x00b894]; var colorIndex = (waveNum - 1) % colors.length; enemyGraphics.tint = colors[colorIndex]; }; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFill.scaleX = 1.8 * healthPercent; if (healthPercent > 0.6) { self.healthBarFill.tint = 0x27ae60; // Green } else if (healthPercent > 0.3) { self.healthBarFill.tint = 0xf39c12; // Orange } else { self.healthBarFill.tint = 0xe74c3c; // Red } // Update health text if (self.healthText) { self.healthText.setText(formatNumber(Math.max(0, self.health)) + '/' + formatNumber(self.maxHealth)); } }; self.takeDamage = function (damage) { var wasAtFullHealth = self.health === self.maxHealth; self.health -= damage; self.updateHealthBar(); // Get current wave color for restore var colors = [0xffffff, 0xff6b6b, 0x4ecdc4, 0x45b7d1, 0x96ceb4, 0xffeaa7, 0xdda0dd, 0xff7675, 0x74b9ff, 0x00b894]; var colorIndex = (self.waveNumber - 1) % colors.length; var originalColor = colors[colorIndex]; // Store original position and scale for animation reset var originalX = enemyGraphics.x; var originalY = enemyGraphics.y; var originalScaleX = enemyGraphics.scaleX; var originalScaleY = enemyGraphics.scaleY; // Enhanced damage animation with scaling and shaking effect tween(enemyGraphics, { tint: 0xff0000, scaleX: originalScaleX * 1.2, scaleY: originalScaleY * 1.2, x: originalX + (Math.random() - 0.5) * 20 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(enemyGraphics, { tint: originalColor, scaleX: originalScaleX, scaleY: originalScaleY, x: originalX, y: originalY }, { duration: 120, easing: tween.easeInOut }); } }); // Create damage number popup var damageText = new Text2('-' + formatNumber(damage), { size: 60, fill: 0xFF0000 }); damageText.anchor.set(0.5, 0.5); damageText.x = self.x + (Math.random() - 0.5) * 80; damageText.y = self.y - 50; damageText.alpha = 1; game.addChild(damageText); // Animate damage text floating up and fading tween(damageText, { y: damageText.y - 120, alpha: 0, scaleX: 0.7, scaleY: 0.7 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { damageText.destroy(); } }); if (self.health <= 0) { // Check if this was a one-shot kill (enemy was at full health before this damage) if (wasAtFullHealth) { self.showHeadshotEffect(); } self.die(); } }; self.showHeadshotEffect = function () { // Play headshot sound effect if (storage.soundEnabled !== false) { LK.getSound('headshot').play(); } // Create headshot text var headshotText = new Text2('HEADSHOT!', { size: 80, fill: 0xFFD700 }); headshotText.anchor.set(0.5, 0.5); headshotText.x = self.x; headshotText.y = self.y - 100; headshotText.alpha = 1; game.addChild(headshotText); // Create pulsing scale effect tween(headshotText, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(headshotText, { scaleX: 1, scaleY: 1, y: headshotText.y - 80, alpha: 0 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { headshotText.destroy(); } }); } }); // Create explosion effect with scaling circle var explosionEffect = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1 }); explosionEffect.x = self.x; explosionEffect.y = self.y; explosionEffect.tint = 0xFFD700; explosionEffect.alpha = 0.8; game.addChild(explosionEffect); // Animate explosion expanding and fading tween(explosionEffect, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { explosionEffect.destroy(); } }); }; self.die = function () { gold += self.goldReward * 2; // Increase gold reward by 2x var crystalReward = self.isBoss ? 10 : 3; // Increase crystal reward when wave 100 is passed if (wave >= 100) { crystalReward = Math.floor(crystalReward * 2.5); // 2.5x crystal multiplier for wave 100+ } crystals += crystalReward; updateGoldDisplay(); updateCrystalsDisplay(); if (storage.soundEnabled !== false) { LK.getSound('enemyDeath').play(); } // Destroy health bar elements if (self.healthBarBg && self.healthBarBg.parent) { self.healthBarBg.destroy(); } if (self.healthBarFill && self.healthBarFill.parent) { self.healthBarFill.destroy(); } if (self.healthText && self.healthText.parent) { self.healthText.destroy(); } // Death animation tween(self, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 300, onFinish: function onFinish() { var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } self.destroy(); spawnNextEnemy(); } }); }; return self; }); var Boss = Enemy.expand(function () { var self = Enemy.call(this); // Replace graphics with boss asset self.removeChildren(); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.maxHealth = 5000; self.health = self.maxHealth; self.goldReward = 500; self.isBoss = true; // Override createHealthBar for boss with larger scale self.createHealthBar = function () { // Health bar background - positioned at top of screen self.healthBarBg = LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.2, scaleY: 0.8 }); self.healthBarBg.tint = 0x333333; self.healthBarBg.x = 1024; self.healthBarBg.y = 200; game.addChild(self.healthBarBg); self.healthBarFill = LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.2, scaleY: 0.8 }); self.healthBarFill.tint = 0x8e44ad; self.healthBarFill.x = 1024; self.healthBarFill.y = 200; game.addChild(self.healthBarFill); // Health text inside boss health bar - positioned at top of screen self.healthText = new Text2(formatNumber(self.health) + '/' + formatNumber(self.maxHealth), { size: 36, fill: 0xFFFFFF }); self.healthText.anchor.set(0.5, 0.5); self.healthText.x = 1024; self.healthText.y = 200; game.addChild(self.healthText); }; // Override updateHealthBar for boss with larger scale self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFill.scaleX = 2.2 * healthPercent; if (healthPercent > 0.6) { self.healthBarFill.tint = 0x8e44ad; // Purple for boss } else if (healthPercent > 0.3) { self.healthBarFill.tint = 0x9b59b6; // Lighter purple } else { self.healthBarFill.tint = 0xe74c3c; // Red } // Update health text if (self.healthText) { self.healthText.setText(formatNumber(Math.max(0, self.health)) + '/' + formatNumber(self.maxHealth)); } }; var originalSetWaveColor = self.setWaveColor; self.setWaveColor = function (waveNum) { self.waveNumber = waveNum; // Bosses always stay purple but get darker with higher waves var darkness = Math.min(waveNum * 0.1, 0.7); var baseColor = 0x8e44ad; var r = baseColor >> 16 & 0xFF; var g = baseColor >> 8 & 0xFF; var b = baseColor & 0xFF; r = Math.floor(r * (1 - darkness)); g = Math.floor(g * (1 - darkness)); b = Math.floor(b * (1 - darkness)); bossGraphics.tint = r << 16 | g << 8 | b; }; // Override takeDamage for boss with enhanced effects self.takeDamage = function (damage) { var wasAtFullHealth = self.health === self.maxHealth; self.health -= damage; self.updateHealthBar(); // Store original position and scale for animation reset var originalX = bossGraphics.x; var originalY = bossGraphics.y; var originalScaleX = bossGraphics.scaleX; var originalScaleY = bossGraphics.scaleY; // More dramatic boss damage animation tween(bossGraphics, { tint: 0xff0000, scaleX: originalScaleX * 1.15, scaleY: originalScaleY * 1.15, x: originalX + (Math.random() - 0.5) * 30, y: originalY + (Math.random() - 0.5) * 15 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(bossGraphics, { tint: 0x8e44ad, scaleX: originalScaleX, scaleY: originalScaleY, x: originalX, y: originalY }, { duration: 150, easing: tween.easeInOut }); } }); // Create larger damage number for boss var damageText = new Text2('-' + formatNumber(damage), { size: 80, fill: 0xFF4444 }); damageText.anchor.set(0.5, 0.5); damageText.x = self.x + (Math.random() - 0.5) * 100; damageText.y = self.y - 80; damageText.alpha = 1; game.addChild(damageText); // Animate boss damage text with more dramatic effect tween(damageText, { y: damageText.y - 150, alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { damageText.destroy(); } }); if (self.health <= 0) { // Check if this was a one-shot kill (enemy was at full health before this damage) if (wasAtFullHealth) { self.showHeadshotEffect(); } self.die(); } }; // Override showHeadshotEffect for boss with more dramatic effect self.showHeadshotEffect = function () { // Play headshot sound effect for boss if (storage.soundEnabled !== false) { LK.getSound('headshot').play(); } // Create headshot text for boss (bigger and more dramatic) var headshotText = new Text2('BOSS HEADSHOT!', { size: 100, fill: 0xFF0000 }); headshotText.anchor.set(0.5, 0.5); headshotText.x = self.x; headshotText.y = self.y - 150; headshotText.alpha = 1; game.addChild(headshotText); // Create pulsing scale effect tween(headshotText, { scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(headshotText, { scaleX: 1, scaleY: 1, y: headshotText.y - 100, alpha: 0 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { headshotText.destroy(); } }); } }); // Create larger explosion effect for boss var explosionEffect = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1 }); explosionEffect.x = self.x; explosionEffect.y = self.y; explosionEffect.tint = 0xFF0000; explosionEffect.alpha = 1; game.addChild(explosionEffect); // Animate boss explosion expanding and fading tween(explosionEffect, { scaleX: 5, scaleY: 5, alpha: 0 }, { duration: 700, easing: tween.easeOut, onFinish: function onFinish() { explosionEffect.destroy(); } }); }; return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.level = 1; self.damage = 5; self.attackSpeed = 1000; // milliseconds between attacks self.lastAttackTime = 0; self.cost = 100; self.type = 'DPS'; // DPS, Support, Tank self.attack = function () { if (currentEnemy && LK.ticks * 16.67 - self.lastAttackTime >= self.attackSpeed / gameSpeed) { // Add hero arm animation when attacking tween(heroGraphics, { rotation: 0.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(heroGraphics, { rotation: 0 }, { duration: 100, easing: tween.easeIn }); } }); var projectile = new HeroProjectile(); projectile.x = self.x; projectile.y = self.y; projectile.targetX = currentEnemy.x; projectile.targetY = currentEnemy.y; projectile.damage = self.damage; projectiles.push(projectile); game.addChild(projectile); if (storage.soundEnabled !== false) { LK.getSound('attack').play(); } self.lastAttackTime = LK.ticks * 16.67; } }; self.upgrade = function () { var upgradeCost = Math.floor(self.cost * Math.pow(1.15, self.level - 1)); if (gold >= upgradeCost) { gold -= upgradeCost; self.level++; self.damage = Math.floor(self.damage * 1.1); self.cost = upgradeCost; storage.heroLevel = self.level; updateGoldDisplay(); } }; self.update = function () { self.attack(); }; return self; }); var HeroProjectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('heroProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.damage = 5; self.targetX = 0; self.targetY = 0; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // Hit target if (currentEnemy) { currentEnemy.takeDamage(self.damage); } var index = projectiles.indexOf(self); if (index > -1) { projectiles.splice(index, 1); } self.destroy(); } else { // Move towards target self.x += dx / distance * self.speed * gameSpeed; self.y += dy / distance * self.speed * gameSpeed; } }; return self; }); var SettingsPanel = Container.expand(function () { var self = Container.call(this); // Semi-transparent overlay var overlay = LK.getAsset('settingsPanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); overlay.tint = 0x000000; overlay.alpha = 0.8; overlay.x = 1024; overlay.y = 1366; self.addChild(overlay); // Settings panel background var panelBg = self.attachAsset('settingsPanel', { anchorX: 0.5, anchorY: 0.5 }); panelBg.x = 1024; panelBg.y = 1366; // Title var titleText = new Text2('AYARLAR', { size: 60, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 1066; self.addChild(titleText); // Music toggle var musicToggle = LK.getAsset('toggleButton', { anchorX: 0.5, anchorY: 0.5 }); musicToggle.x = 1174; musicToggle.y = 1200; musicToggle.tint = storage.musicEnabled !== false ? 0x27ae60 : 0xe74c3c; self.addChild(musicToggle); var musicLabel = new Text2('Müzik:', { size: 40, fill: 0xFFFFFF }); musicLabel.anchor.set(0, 0.5); musicLabel.x = 774; musicLabel.y = 1200; self.addChild(musicLabel); var musicText = new Text2(storage.musicEnabled !== false ? 'AÇIK' : 'KAPALI', { size: 30, fill: 0xFFFFFF }); musicText.anchor.set(0.5, 0.5); musicText.x = 1174; musicText.y = 1200; self.addChild(musicText); musicToggle.down = function () { storage.musicEnabled = !storage.musicEnabled; musicToggle.tint = storage.musicEnabled ? 0x27ae60 : 0xe74c3c; musicText.setText(storage.musicEnabled ? 'AÇIK' : 'KAPALI'); if (storage.musicEnabled) { LK.playMusic('battleMusic'); } else { LK.stopMusic(); } }; // Sound effects toggle var soundToggle = LK.getAsset('toggleButton', { anchorX: 0.5, anchorY: 0.5 }); soundToggle.x = 1174; soundToggle.y = 1300; soundToggle.tint = storage.soundEnabled !== false ? 0x27ae60 : 0xe74c3c; self.addChild(soundToggle); var soundLabel = new Text2('Efektler:', { size: 40, fill: 0xFFFFFF }); soundLabel.anchor.set(0, 0.5); soundLabel.x = 774; soundLabel.y = 1300; self.addChild(soundLabel); var soundText = new Text2(storage.soundEnabled !== false ? 'AÇIK' : 'KAPALI', { size: 30, fill: 0xFFFFFF }); soundText.anchor.set(0.5, 0.5); soundText.x = 1174; soundText.y = 1300; self.addChild(soundText); soundToggle.down = function () { storage.soundEnabled = !storage.soundEnabled; soundToggle.tint = storage.soundEnabled ? 0x27ae60 : 0xe74c3c; soundText.setText(storage.soundEnabled ? 'AÇIK' : 'KAPALI'); }; // Language toggle var langToggle = LK.getAsset('toggleButton', { anchorX: 0.5, anchorY: 0.5 }); langToggle.x = 1174; langToggle.y = 1400; langToggle.tint = 0x3498db; self.addChild(langToggle); var langLabel = new Text2('Dil:', { size: 40, fill: 0xFFFFFF }); langLabel.anchor.set(0, 0.5); langLabel.x = 774; langLabel.y = 1400; self.addChild(langLabel); var langText = new Text2(storage.language || 'TR', { size: 30, fill: 0xFFFFFF }); langText.anchor.set(0.5, 0.5); langText.x = 1174; langText.y = 1400; self.addChild(langText); langToggle.down = function () { storage.language = storage.language === 'EN' ? 'TR' : 'EN'; gameLanguage = storage.language; langText.setText(storage.language); self.updateLanguage(); updateAllLanguageTexts(); }; // Reset game button var resetBtn = LK.getAsset('settingsButton', { anchorX: 0.5, anchorY: 0.5 }); resetBtn.x = 1024; resetBtn.y = 1500; resetBtn.tint = 0xe74c3c; self.addChild(resetBtn); var resetText = new Text2('OYUNU SIFIRLA', { size: 36, fill: 0xFFFFFF }); resetText.anchor.set(0.5, 0.5); resetText.x = 1024; resetText.y = 1500; self.addChild(resetText); resetBtn.down = function () { // Reset all game state and upgrades storage.gold = 500; storage.crystals = 10; storage.wave = 1; storage.currentDPS = 0; delete storage.heroLevel; delete storage.prestigeMultiplier; LK.showGameOver(); }; // Close button var closeBtn = LK.getAsset('settingsButton', { anchorX: 0.5, anchorY: 0.5 }); closeBtn.x = 1024; closeBtn.y = 1600; closeBtn.tint = 0x95a5a6; self.addChild(closeBtn); var closeText = new Text2('KAPAT', { size: 36, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeText.x = 1024; closeText.y = 1600; self.addChild(closeText); closeBtn.down = function () { self.hide(); }; self.updateLanguage = function () { var isEn = storage.language === 'EN'; titleText.setText(isEn ? 'SETTINGS' : 'AYARLAR'); musicLabel.setText(isEn ? 'Music:' : 'Müzik:'); soundLabel.setText(isEn ? 'Effects:' : 'Efektler:'); langLabel.setText(isEn ? 'Language:' : 'Dil:'); musicText.setText(storage.musicEnabled !== false ? isEn ? 'ON' : 'AÇIK' : isEn ? 'OFF' : 'KAPALI'); soundText.setText(storage.soundEnabled !== false ? isEn ? 'ON' : 'AÇIK' : isEn ? 'OFF' : 'KAPALI'); resetText.setText(isEn ? 'RESET GAME' : 'OYUNU SIFIRLA'); closeText.setText(isEn ? 'CLOSE' : 'KAPAT'); }; self.show = function () { self.alpha = 1; self.visible = true; game.isPaused = true; // Bring settings panel to front to ensure it's on top if (self.parent) { self.parent.setChildIndex(self, self.parent.children.length - 1); } // Also ensure overlay is on top if (overlay.parent) { overlay.parent.setChildIndex(overlay, overlay.parent.children.length - 1); } // And ensure panel background is on top if (panelBg.parent) { panelBg.parent.setChildIndex(panelBg, panelBg.parent.children.length - 1); } // Bring all text and buttons to front to ensure they're above the panel if (titleText.parent) { titleText.parent.setChildIndex(titleText, titleText.parent.children.length - 1); } if (musicToggle.parent) { musicToggle.parent.setChildIndex(musicToggle, musicToggle.parent.children.length - 1); } if (musicLabel.parent) { musicLabel.parent.setChildIndex(musicLabel, musicLabel.parent.children.length - 1); } if (musicText.parent) { musicText.parent.setChildIndex(musicText, musicText.parent.children.length - 1); } if (soundToggle.parent) { soundToggle.parent.setChildIndex(soundToggle, soundToggle.parent.children.length - 1); } if (soundLabel.parent) { soundLabel.parent.setChildIndex(soundLabel, soundLabel.parent.children.length - 1); } if (soundText.parent) { soundText.parent.setChildIndex(soundText, soundText.parent.children.length - 1); } if (langToggle.parent) { langToggle.parent.setChildIndex(langToggle, langToggle.parent.children.length - 1); } if (langLabel.parent) { langLabel.parent.setChildIndex(langLabel, langLabel.parent.children.length - 1); } if (langText.parent) { langText.parent.setChildIndex(langText, langText.parent.children.length - 1); } if (resetBtn.parent) { resetBtn.parent.setChildIndex(resetBtn, resetBtn.parent.children.length - 1); } if (resetText.parent) { resetText.parent.setChildIndex(resetText, resetText.parent.children.length - 1); } if (closeBtn.parent) { closeBtn.parent.setChildIndex(closeBtn, closeBtn.parent.children.length - 1); } if (closeText.parent) { closeText.parent.setChildIndex(closeText, closeText.parent.children.length - 1); } }; self.hide = function () { self.alpha = 0; self.visible = false; game.isPaused = false; }; // Start hidden self.hide(); return self; }); var TutorialPanel = Container.expand(function () { var self = Container.call(this); // Semi-transparent overlay var overlay = LK.getAsset('settingsPanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4 }); overlay.tint = 0x000000; overlay.alpha = 0.9; overlay.x = 1024; overlay.y = 1366; self.addChild(overlay); // Tutorial panel background var panelBg = self.attachAsset('settingsPanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.3 }); panelBg.x = 1024; panelBg.y = 1366; // Title var titleText = new Text2('OYUNU ÖĞRENİN', { size: 60, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 1000; self.addChild(titleText); // Tutorial content var tutorialText = new Text2('• Ekrana dokunarak altın kazanın\n• Altınla kahramanınızı güçlendirin\n• Dalgaları geçip kristal toplayın\n• 1000 kristalle prestij yapın\n• Bossları yenip ilerleyin!', { size: 36, fill: 0xFFFFFF }); tutorialText.anchor.set(0.5, 0.5); tutorialText.x = 1024; tutorialText.y = 1300; self.addChild(tutorialText); // Gold tap hint var tapHintText = new Text2('💰 EKRANA DOKUNUN = ALTIN 💰', { size: 40, fill: 0xFFD700 }); tapHintText.anchor.set(0.5, 0.5); tapHintText.x = 1024; tapHintText.y = 1500; self.addChild(tapHintText); // Close button (X) var closeBtn = LK.getAsset('settingsIcon', { anchorX: 0.5, anchorY: 0.5 }); closeBtn.x = 1300; closeBtn.y = 900; closeBtn.tint = 0xe74c3c; self.addChild(closeBtn); var closeText = new Text2('✕', { size: 50, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeBtn.addChild(closeText); closeBtn.down = function () { self.hide(); }; self.show = function () { self.alpha = 1; self.visible = true; game.isPaused = true; }; self.updateLanguage = function () { titleText.setText(getText('learnGame')); tutorialText.setText(getText('tutorialText')); tapHintText.setText(getText('tapHint')); }; self.hide = function () { self.alpha = 0; self.visible = false; game.isPaused = false; // Mark tutorial as seen storage.tutorialSeen = true; }; // Start visible self.alpha = 1; self.visible = true; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Add background image var backgroundImage = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); backgroundImage.x = 0; backgroundImage.y = 0; game.addChild(backgroundImage); // Reset game state - clear all storage storage.gold = 500; storage.crystals = 10; storage.wave = 1; storage.currentDPS = 0; storage.prestigeMultiplier = 1; delete storage.heroLevel; delete storage.autoUpgradeEnabled; delete storage.autoClickEnabled; delete storage.gameSpeed; delete storage.tutorialSeen; // Game state variables var gold = 500; var crystals = 10; var wave = 1; var currentDPS = 0; var prestigeMultiplier = 1; var heroes = []; var enemies = []; var projectiles = []; var currentEnemy = null; // UI elements var goldText = new Text2('Gold: ' + gold, { size: 40, fill: 0xFFD700 }); goldText.anchor.set(0, 0); goldText.x = 120; goldText.y = 50; // Add to game but will be moved to top layer in update function game.addChild(goldText); var crystalsText = new Text2('Crystals: ' + crystals, { size: 40, fill: 0x9B59B6 }); crystalsText.anchor.set(0, 0); crystalsText.x = 120; crystalsText.y = 100; // Add to game but will be moved to top layer in update function game.addChild(crystalsText); var waveText = new Text2('Wave: ' + wave, { size: 50, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); waveText.x = 1024; waveText.y = 50; // Add to game but will be moved to top layer in update function game.addChild(waveText); var dpsText = new Text2('DPS: ' + currentDPS, { size: 40, fill: 0xE74C3C }); dpsText.anchor.set(1, 0); dpsText.x = 1928; dpsText.y = 50; // Add to game but will be moved to top layer in update function game.addChild(dpsText); var prestigePointsText = new Text2('Prestige: ' + Math.floor(prestigeMultiplier * 100 - 100) + ' (' + prestigeMultiplier.toFixed(1) + 'x)', { size: 35, fill: 0x9B59B6 }); prestigePointsText.anchor.set(1, 0); prestigePointsText.x = 1928; prestigePointsText.y = 100; // Add to game but will be moved to top layer in update function game.addChild(prestigePointsText); // Damage upgrade button var upgradeBtn = LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); upgradeBtn.x = -260; upgradeBtn.y = -40; LK.gui.bottom.addChild(upgradeBtn); var upgradeBtnText = new Text2('Upgrade Damage\n100 Gold', { size: 22, fill: 0xFFFFFF }); upgradeBtnText.anchor.set(0.5, 0.5); upgradeBtnText.x = 0; upgradeBtnText.y = 0; upgradeBtn.addChild(upgradeBtnText); upgradeBtn.down = function () { if (heroes.length > 0) { var baseCost = 100; // Use fixed base cost var upgradeCost = Math.floor(baseCost * Math.pow(1.15, heroes[0].level - 1)); if (gold >= upgradeCost) { gold -= upgradeCost; heroes[0].level++; heroes[0].damage = Math.floor(heroes[0].damage * 1.2); // Increase damage by 20% per upgrade storage.heroLevel = heroes[0].level; updateGoldDisplay(); updateUpgradeButton(); } } }; // Auto upgrade button var autoUpgradeBtn = LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); autoUpgradeBtn.x = -60; autoUpgradeBtn.y = -40; LK.gui.bottom.addChild(autoUpgradeBtn); var autoUpgradeBtnText = new Text2('Auto\nOFF', { size: 22, fill: 0xFFFFFF }); autoUpgradeBtnText.anchor.set(0.5, 0.5); autoUpgradeBtnText.x = 0; autoUpgradeBtnText.y = 0; autoUpgradeBtn.addChild(autoUpgradeBtnText); // Auto upgrade state var autoUpgradeEnabled = false; var autoUpgradeLastCheck = 0; // Auto click button var autoClickBtn = LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); autoClickBtn.x = 50; autoClickBtn.y = 0; LK.gui.left.addChild(autoClickBtn); var autoClickBtnText = new Text2('Auto\nClick\nOFF', { size: 18, fill: 0xFFFFFF }); autoClickBtnText.anchor.set(0.5, 0.5); autoClickBtnText.x = 0; autoClickBtnText.y = 0; autoClickBtn.addChild(autoClickBtnText); // Auto click state var autoClickEnabled = false; var autoClickLastTime = 0; var autoClickInterval = 1000; // Click every 1000ms (1 time per second) // Update auto upgrade button display function updateAutoUpgradeButton() { if (autoUpgradeEnabled) { autoUpgradeBtn.tint = 0x27ae60; // Green when enabled autoUpgradeBtnText.setText('Auto\nON'); } else { autoUpgradeBtn.tint = 0xe74c3c; // Red when disabled autoUpgradeBtnText.setText('Auto\nOFF'); } } // Update auto click button display function updateAutoClickButton() { if (autoClickEnabled) { autoClickBtn.tint = 0x27ae60; // Green when enabled autoClickBtnText.setText('Auto\nClick\nON'); } else { autoClickBtn.tint = 0xe74c3c; // Red when disabled autoClickBtnText.setText('Auto\nClick\nOFF'); } } // Initialize auto upgrade button state updateAutoUpgradeButton(); autoUpgradeBtn.down = function () { autoUpgradeEnabled = !autoUpgradeEnabled; storage.autoUpgradeEnabled = autoUpgradeEnabled; updateAutoUpgradeButton(); }; // Initialize auto click button state updateAutoClickButton(); autoClickBtn.down = function () { autoClickEnabled = !autoClickEnabled; storage.autoClickEnabled = autoClickEnabled; updateAutoClickButton(); }; // Auto upgrade function function performAutoUpgrade() { if (!autoUpgradeEnabled || heroes.length === 0) { return; } var baseCost = 100; var upgradeCost = Math.floor(baseCost * Math.pow(1.15, heroes[0].level - 1)); if (gold >= upgradeCost) { gold -= upgradeCost; heroes[0].level++; heroes[0].damage = Math.floor(heroes[0].damage * 1.2); storage.heroLevel = heroes[0].level; updateGoldDisplay(); updateUpgradeButton(); } } // Summon button removed - hero çağır butonunu kaldır // Prestige button var prestigeBtn = LK.getAsset('summonButton', { anchorX: 0.5, anchorY: 0.5 }); prestigeBtn.x = 120; prestigeBtn.y = -40; LK.gui.bottom.addChild(prestigeBtn); var prestigeBtnText = new Text2(getText('Prestige') + '\n' + formatNumber(500) + ' ' + getText('Crystals'), { size: 24, fill: 0xFFFFFF }); prestigeBtnText.anchor.set(0.5, 0.5); prestigeBtnText.x = 0; prestigeBtnText.y = 0; prestigeBtn.addChild(prestigeBtnText); prestigeBtn.down = function () { if (crystals >= 500) { crystals -= 500; doPrestige(); updateCrystalsDisplay(); } }; // Game speed control var gameSpeed = 1; var gameSpeedMultipliers = [1, 2]; var gameSpeedButton = LK.getAsset('toggleButton', { anchorX: 0.5, anchorY: 0.5 }); gameSpeedButton.x = -50; gameSpeedButton.y = -120; LK.gui.bottomRight.addChild(gameSpeedButton); var gameSpeedText = new Text2(gameSpeed + 'x', { size: 30, fill: 0xFFFFFF }); gameSpeedText.anchor.set(0.5, 0.5); gameSpeedText.x = 0; gameSpeedText.y = 0; gameSpeedButton.addChild(gameSpeedText); gameSpeedButton.down = function () { var currentIndex = gameSpeedMultipliers.indexOf(gameSpeed); var nextIndex = (currentIndex + 1) % gameSpeedMultipliers.length; gameSpeed = gameSpeedMultipliers[nextIndex]; storage.gameSpeed = gameSpeed; gameSpeedText.setText(gameSpeed + 'x'); }; // Settings icon in bottom right var settingsIcon = LK.getAsset('settingsIcon', { anchorX: 0.5, anchorY: 0.5 }); settingsIcon.x = -50; settingsIcon.y = -50; LK.gui.bottomRight.addChild(settingsIcon); var settingsText = new Text2('⚙', { size: 50, fill: 0xFFFFFF }); settingsText.anchor.set(0.5, 0.5); settingsText.x = 0; settingsText.y = 0; settingsIcon.addChild(settingsText); // Settings panel var settingsPanel = new SettingsPanel(); game.addChild(settingsPanel); settingsIcon.down = function () { settingsPanel.show(); }; // Tutorial panel - show only once for new players var tutorialPanel = new TutorialPanel(); game.addChild(tutorialPanel); // Show tutorial for fresh start tutorialPanel.show(); game.isPaused = true; // Language system var gameLanguage = storage.language || 'TR'; var languageTexts = { TR: { gold: 'Altın', crystals: 'Kristal', wave: 'Dalga', dps: 'DPS', upgradeDamage: 'Hasarı Yükselt', prestige: 'Prestij', settings: 'AYARLAR', music: 'Müzik:', effects: 'Efektler:', language: 'Dil:', on: 'AÇIK', off: 'KAPALI', resetGame: 'OYUNU SIFIRLA', close: 'KAPAT', learnGame: 'OYUNU ÖĞRENİN', tutorialText: '• Ekrana dokunarak altın kazanın\n• Altınla kahramanınızı güçlendirin\n• Dalgaları geçip kristal toplayın\n• 1000 kristalle prestij yapın\n• Bossları yenip ilerleyin!', tapHint: '🏆 EKRANA DOKUNUN = ALTIN', gold_unit: 'Altın', crystals_unit: 'Kristal' }, EN: { gold: 'Gold', crystals: 'Crystals', wave: 'Wave', dps: 'DPS', upgradeDamage: 'Upgrade Damage', prestige: 'Prestige', settings: 'SETTINGS', music: 'Music:', effects: 'Effects:', language: 'Language:', on: 'ON', off: 'OFF', resetGame: 'RESET GAME', close: 'CLOSE', learnGame: 'LEARN THE GAME', tutorialText: '• Tap screen to earn gold\n• Use gold to upgrade your hero\n• Beat waves to collect crystals\n• Prestige with 1000 crystals\n• Defeat bosses to progress!', tapHint: '🏆 TAP SCREEN = GOLD', gold_unit: 'Gold', crystals_unit: 'Crystals' } }; function getText(key) { // Ensure languageTexts object exists if (!languageTexts) { return key; } // Ensure gameLanguage is valid, default to 'TR' if not var lang = gameLanguage && languageTexts[gameLanguage] ? gameLanguage : 'TR'; // Safely access language texts with fallbacks if (languageTexts[lang] && languageTexts[lang][key]) { return languageTexts[lang][key]; } if (languageTexts.TR && languageTexts.TR[key]) { return languageTexts.TR[key]; } return key; // Return the key itself as fallback } // Number formatting function for global abbreviations function formatNumber(num) { if (num < 1000) { return num.toString(); } if (num < 1000000) { return (num / 1000).toFixed(1) + 'K'; } if (num < 1000000000) { return (num / 1000000).toFixed(1) + 'M'; } if (num < 1000000000000) { return (num / 1000000000).toFixed(1) + 'B'; } if (num < 1000000000000000) { return (num / 1000000000000).toFixed(1) + 'T'; } if (num < 1000000000000000000) { return (num / 1000000000000000).toFixed(1) + 'Q'; } return (num / 1000000000000000000).toFixed(1) + 'Qi'; } // Game functions function updateGoldDisplay() { goldText.setText(getText('gold') + ': ' + formatNumber(gold)); storage.gold = gold; } function updateCrystalsDisplay() { crystalsText.setText(getText('crystals') + ': ' + formatNumber(crystals)); storage.crystals = crystals; } function updateWaveDisplay() { waveText.setText(getText('wave') + ': ' + formatNumber(wave)); storage.wave = wave; } function updateDPSDisplay() { var totalDPS = 0; for (var i = 0; i < heroes.length; i++) { totalDPS += Math.floor(heroes[i].damage * 1000 / heroes[i].attackSpeed); } currentDPS = totalDPS; storage.currentDPS = currentDPS; dpsText.setText(getText('dps') + ': ' + formatNumber(totalDPS)); } function updatePrestigePointsDisplay() { var points = Math.floor(prestigeMultiplier * 100 - 100); prestigePointsText.setText('Prestij: ' + points + ' (' + prestigeMultiplier.toFixed(1) + 'x)'); } function updateUpgradeButton() { if (heroes.length > 0) { var baseCost = 100; // Use fixed base cost instead of hero.cost var cost = Math.floor(baseCost * Math.pow(1.15, heroes[0].level)); upgradeBtnText.setText(getText('upgradeDamage') + '\n' + formatNumber(cost) + ' ' + getText('gold_unit')); } } function updateAllLanguageTexts() { // Update main UI displays updateGoldDisplay(); updateCrystalsDisplay(); updateWaveDisplay(); updateDPSDisplay(); updatePrestigePointsDisplay(); updateUpgradeButton(); // Update prestige button prestigeBtnText.setText(getText('prestige') + '\n' + formatNumber(500) + ' ' + getText('crystals_unit')); // Update settings panel if it exists if (settingsPanel && settingsPanel.updateLanguage) { settingsPanel.updateLanguage(); } // Update tutorial panel if it exists if (tutorialPanel && tutorialPanel.updateLanguage) { tutorialPanel.updateLanguage(); } } function summonHero() { var hero = new Hero(); hero.x = 300 + heroes.length * 100; hero.y = 1800; // Apply stored upgrade levels if (storage.heroLevel) { hero.level = storage.heroLevel; hero.damage = Math.floor(10 * Math.pow(1.1, hero.level - 1) * prestigeMultiplier); } // Apply prestige multiplier to new heroes hero.damage = Math.floor(hero.damage * prestigeMultiplier); heroes.push(hero); game.addChild(hero); } function doPrestige() { // Increase prestige multiplier by 1.2x prestigeMultiplier *= 1.2; storage.prestigeMultiplier = prestigeMultiplier; // Reset all game state gold = 500; crystals = 10; wave = 1; currentDPS = 0; // Clear all game objects for (var i = heroes.length - 1; i >= 0; i--) { heroes[i].destroy(); } heroes = []; for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; currentEnemy = null; for (var i = projectiles.length - 1; i >= 0; i--) { projectiles[i].destroy(); } projectiles = []; // Clear storage upgrades (reset upgrades on prestige) delete storage.heroLevel; // Update storage with reset values storage.gold = gold; storage.crystals = crystals; storage.wave = wave; storage.currentDPS = currentDPS; // Update displays updateGoldDisplay(); updateCrystalsDisplay(); updateWaveDisplay(); updateDPSDisplay(); updatePrestigePointsDisplay(); // Restart the game with prestige bonus summonHero(); spawnEnemy(); } function spawnEnemy() { // Don't spawn if there are already enemies alive if (enemies.length > 0 || currentEnemy) { return; } var enemy; if (wave % 10 === 0) { // Boss wave - only spawn boss enemy = new Boss(); enemy.maxHealth = Math.floor(250 * Math.pow(5.0, Math.floor(wave / 10))); } else { // Regular wave - spawn single titan enemy = new Enemy(); enemy.maxHealth = Math.floor(50 * Math.pow(1.15, wave)); } enemy.health = enemy.maxHealth; enemy.goldReward = Math.floor(enemy.goldReward * Math.pow(1.1, wave)); enemy.setWaveColor(wave); enemy.createHealthBar(); enemy.updateHealthBar(); enemy.x = 1500; enemy.y = 1800; enemies.push(enemy); game.addChild(enemy); currentEnemy = enemy; } function spawnNextEnemy() { // Clear current enemy reference currentEnemy = null; // Always spawn next enemy after a small delay LK.setTimeout(function () { // Check if we should proceed to next wave if (enemies.length === 0) { wave++; updateWaveDisplay(); } spawnEnemy(); }, 1000 / gameSpeed); } // Initialize first hero and enemy summonHero(); spawnEnemy(); // Start background music if (storage.musicEnabled !== false) { LK.playMusic('battleMusic'); } // Click rate limiting variables var clickTimes = []; var maxClicksPerSecond = 10; var maxTotalClicksPerSecond = 20; // Hold state variables var isHolding = false; var holdStartTime = 0; var lastGoldGenTime = 0; var goldPerSecondWhileHolding = 5; // Generate 5 gold per second while holding // Screen tap handler for gold generation game.down = function (x, y, obj) { // Only give gold if game is not paused if (!game.isPaused) { var currentTime = Date.now(); // Clean up old click times (older than 1 second) clickTimes = clickTimes.filter(function (time) { return currentTime - time < 1000; }); // Check if we've exceeded the click limits if (clickTimes.length >= maxTotalClicksPerSecond) { return; // Block the click if we've hit the 20 clicks per second limit } // Check if we've exceeded 10 clicks in the last 100ms (to ensure max 10 clicks per second rate) var recentClicks = clickTimes.filter(function (time) { return currentTime - time < 100; }); if (recentClicks.length >= 1) { return; // Block the click if we've already clicked in the last 100ms } // Record this click time clickTimes.push(currentTime); // Start holding state isHolding = true; holdStartTime = currentTime; lastGoldGenTime = currentTime; var tapGold = Math.floor((2 + wave * 1) * prestigeMultiplier); // Increase tap gold by 1.5x when wave 100 is passed if (wave >= 100) { tapGold = Math.floor(tapGold * 1.5); } gold += tapGold; updateGoldDisplay(); // Create gold icon animation var goldIcon = LK.getAsset('goldIcon', { anchorX: 0.5, anchorY: 0.5 }); goldIcon.x = x; goldIcon.y = y; goldIcon.alpha = 1; game.addChild(goldIcon); // Animate gold icon moving up and fading out tween(goldIcon, { y: y - 100, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { goldIcon.destroy(); } }); } }; // Screen release handler game.up = function (x, y, obj) { isHolding = false; }; // Main game loop game.update = function () { // Skip update if game is paused if (game.isPaused) { return; } // Check for wave 100 attack speed boost if (wave >= 100) { // Apply 1.25x attack speed boost to all heroes for (var i = 0; i < heroes.length; i++) { if (!heroes[i].speedBoosted) { heroes[i].attackSpeed = Math.floor(heroes[i].attackSpeed / 1.25); heroes[i].speedBoosted = true; } } } // Handle continuous gold generation while holding if (isHolding) { var currentTime = Date.now(); var timeSinceLastGold = currentTime - lastGoldGenTime; // Generate gold every 200ms (5 times per second) if (timeSinceLastGold >= 200) { var holdGold = Math.floor((1 + wave * 0.5) * prestigeMultiplier); gold += holdGold; updateGoldDisplay(); lastGoldGenTime = currentTime; // Create small gold icon animation at random position var goldIcon = LK.getAsset('goldIcon', { anchorX: 0.5, anchorY: 0.5 }); goldIcon.x = 800 + Math.random() * 400; // Random x between 800-1200 goldIcon.y = 1000 + Math.random() * 400; // Random y between 1000-1400 goldIcon.alpha = 0.8; goldIcon.scaleX = 0.7; goldIcon.scaleY = 0.7; game.addChild(goldIcon); // Animate small gold icon tween(goldIcon, { y: goldIcon.y - 50, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { goldIcon.destroy(); } }); } } // Update displays updateDPSDisplay(); updatePrestigePointsDisplay(); updateUpgradeButton(); // Move UI texts to top layer every frame to ensure they stay on top if (goldText && goldText.parent) { goldText.parent.setChildIndex(goldText, goldText.parent.children.length - 1); } if (crystalsText && crystalsText.parent) { crystalsText.parent.setChildIndex(crystalsText, crystalsText.parent.children.length - 1); } if (waveText && waveText.parent) { waveText.parent.setChildIndex(waveText, waveText.parent.children.length - 1); } if (dpsText && dpsText.parent) { dpsText.parent.setChildIndex(dpsText, dpsText.parent.children.length - 1); } if (prestigePointsText && prestigePointsText.parent) { prestigePointsText.parent.setChildIndex(prestigePointsText, prestigePointsText.parent.children.length - 1); } // Auto upgrade check (every 100ms to avoid lag) if (LK.ticks % 6 === 0) { performAutoUpgrade(); } // Auto click check (every 60 ticks = 1 second) if (autoClickEnabled && LK.ticks % 60 === 0) { var currentTime = Date.now(); if (currentTime - autoClickLastTime >= 1000) { // Give 1 gold per second var tapGold = 1; gold += tapGold; updateGoldDisplay(); autoClickLastTime = currentTime; // Create gold icon animation at random position var goldIcon = LK.getAsset('goldIcon', { anchorX: 0.5, anchorY: 0.5 }); goldIcon.x = 800 + Math.random() * 400; // Random x between 800-1200 goldIcon.y = 1000 + Math.random() * 400; // Random y between 1000-1400 goldIcon.alpha = 0.8; goldIcon.scaleX = 0.7; goldIcon.scaleY = 0.7; game.addChild(goldIcon); // Animate gold icon tween(goldIcon, { y: goldIcon.y - 50, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { goldIcon.destroy(); } }); } } // Clean up destroyed projectiles for (var i = projectiles.length - 1; i >= 0; i--) { if (!projectiles[i].parent) { projectiles.splice(i, 1); } } // Clean up destroyed enemies for (var i = enemies.length - 1; i >= 0; i--) { if (!enemies[i].parent) { if (enemies[i] === currentEnemy) { currentEnemy = null; } enemies.splice(i, 1); } } // Set current enemy to first alive enemy if none is set if (!currentEnemy && enemies.length > 0) { currentEnemy = enemies[0]; } };
===================================================================
--- original.js
+++ change.js
@@ -903,14 +903,25 @@
});
backgroundImage.x = 0;
backgroundImage.y = 0;
game.addChild(backgroundImage);
+// Reset game state - clear all storage
+storage.gold = 500;
+storage.crystals = 10;
+storage.wave = 1;
+storage.currentDPS = 0;
+storage.prestigeMultiplier = 1;
+delete storage.heroLevel;
+delete storage.autoUpgradeEnabled;
+delete storage.autoClickEnabled;
+delete storage.gameSpeed;
+delete storage.tutorialSeen;
// Game state variables
-var gold = storage.gold || 500;
-var crystals = storage.crystals || 10;
-var wave = storage.wave || 1;
-var currentDPS = storage.currentDPS || 0;
-var prestigeMultiplier = storage.prestigeMultiplier || 1;
+var gold = 500;
+var crystals = 10;
+var wave = 1;
+var currentDPS = 0;
+var prestigeMultiplier = 1;
var heroes = [];
var enemies = [];
var projectiles = [];
var currentEnemy = null;
@@ -1006,9 +1017,9 @@
autoUpgradeBtnText.x = 0;
autoUpgradeBtnText.y = 0;
autoUpgradeBtn.addChild(autoUpgradeBtnText);
// Auto upgrade state
-var autoUpgradeEnabled = storage.autoUpgradeEnabled || false;
+var autoUpgradeEnabled = false;
var autoUpgradeLastCheck = 0;
// Auto click button
var autoClickBtn = LK.getAsset('upgradeButton', {
anchorX: 0.5,
@@ -1025,9 +1036,9 @@
autoClickBtnText.x = 0;
autoClickBtnText.y = 0;
autoClickBtn.addChild(autoClickBtnText);
// Auto click state
-var autoClickEnabled = storage.autoClickEnabled || false;
+var autoClickEnabled = false;
var autoClickLastTime = 0;
var autoClickInterval = 1000; // Click every 1000ms (1 time per second)
// Update auto upgrade button display
function updateAutoUpgradeButton() {
@@ -1103,9 +1114,9 @@
updateCrystalsDisplay();
}
};
// Game speed control
-var gameSpeed = storage.gameSpeed || 1;
+var gameSpeed = 1;
var gameSpeedMultipliers = [1, 2];
var gameSpeedButton = LK.getAsset('toggleButton', {
anchorX: 0.5,
anchorY: 0.5
@@ -1152,15 +1163,11 @@
};
// Tutorial panel - show only once for new players
var tutorialPanel = new TutorialPanel();
game.addChild(tutorialPanel);
-// Check if tutorial should be shown
-if (!storage.tutorialSeen) {
- tutorialPanel.show();
- game.isPaused = true;
-} else {
- tutorialPanel.hide();
-}
+// Show tutorial for fresh start
+tutorialPanel.show();
+game.isPaused = true;
// Language system
var gameLanguage = storage.language || 'TR';
var languageTexts = {
TR: {
Büyücü. In-Game asset. 2d. High contrast. No shadows
Titan enemy. In-Game asset. 2d. High contrast. No shadows
Boss Titan. In-Game asset. 2d. High contrast. No shadows
GOLD. In-Game asset. 2d. High contrast. No shadows
doğa. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
fireball. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat