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Shop_bg değil yeni olan inventory assetsi olcak ve ın inventory assetsi açılcak yeni hepsi
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Shop_bg nin 150 y üstüne yeni bir obje yani arayüz ekle ismi inventory olsun ve click detector ekle üstüne tıklanınca in inventory adlı yeni bir arayüz açılsın yüzde 65 ini kaplayan ekranın ve close 1 adlı yeni bir arayüz olsun oda close ile aynı görevi görüyo sadece ın inventory ve kendisini kapatıcak
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Shopupgradetextin fontunu boldserif yap
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Hata düzelt shopping içindeki yazıyı göster
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Shopping ın içindeki yazı gözükmüyo görsel eklediğim için
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Win değişkenide kaydedilsin ve shopping deki yazıdan bir şey alınca 1.5 x Le çarpsın 2 x değil ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Ve karakter muscle sini kaydet kullanıcı oyundan çıkıp girsede 0 dan başlamasın en son kaçsa ondan hiç oynamamışsa 0 dan başlasın ve karakter yürüme hızının 2 x arttır ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Ama en fazla 2 sayı yani başta 1 1 artıcak ztn ilk shopping den bir şey alınca böyle olsun
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Bide şöyle olsun muscle değişkeni asla 1.12 tarzı bişi olamaz yani en fazla 2 sayı gözükecek 1.1 gibi 1.2 gibi 1.21 gibi olmaz
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Şimdi shop_bg ye tıklayınca açılan yazıya click detector koy ve şöyle olcak eğer kullanıcı ona tıkladıysa 5 kası gidicek ve 0.10 kas boostu gelicek yani artık weightLiftingRect ten 1 kas değil kas + 0.10 kas gelicek ve artık 5 kas değil istenenkas*2 kas isticek ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Şimdi shop objenin boyutunu eklemeden ekranın en sağ altının 50 x sol 50 y üstüne koy
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Şimdi shop_bg objesini ekranın sol altının 50 x sol 50 y üstüne koy
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Hata düzelt shop_bg objesi ne tıklamadan asla shopping ve close ve shopping içindeki yazı açılmasın
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Hata düzelt close objesi tıklanan bir nesne yap
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Close objesi shopping objesini ve içinde yazan 5 muscle ile olan metni gizleyecek tıklanınca ve kendinide gizleyecek
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Shop_bg ye tıklayınca sadece shopping imagesi açılacak ve yeni ekleyeceğimiz close assetsine tıklayınca kapanacak shop_bg ye tıklayınca close de açılacak close ye tıklayıncs hem shopping hemde close kapanacak
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Shop_bg ye tıklayınca assetslere şimdi ekleyeceğimiz shopping imagesi çıkacak ve tekrar shop_bg ye basınca kapanacak metin ile birlikts ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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"Place a shop object 50px from the left and 50px from the bottom of the screen, fixed to the camera. When the player clicks on it, open a shopping UI that covers 65% of the screen. In the shopping UI, display a text with font size 60px that says: 5 muscle = +0.10 muscle boost. When the player clicks this text, if they have at least 5 muscle, subtract 5 muscle, increase their muscle gain per flex by +0.10, and then double the price for the next purchase. Update the text to show the new price and boost amount after each purchase." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ekranın sol altının 50 x ve 50 y sine shop arayüzü koy ve ona tıklayınca yeni tanıtıcağımız arayüz olan shoping arayüzü açılacak ve ekranın yüzde 65 ini kaplayacak ve bida tıklarsak shop arayüzü shoping kapanacak
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Ekranın sol altının 50 x ve 50 y sine shop objesini koy ve ona tıklayınca yeni tanıtıcağımız arayüz olan shoping objesi açılacak ve ekranın yüzde 65 ini kaplayacak ve bida tıklarsak enemy objesine shoping kapanacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Add floating text for muscle display self.muscleText = new Text2('Muscle: 0', { size: 60, fill: '#ffffff' }); self.muscleText.anchor.set(0.5, 1); self.addChild(self.muscleText); self.speed = 4; self.velocityX = 0; self.velocityY = 0; self.targetRotation = 0; self.setVelocity = function (vx, vy) { self.velocityX = vx; self.velocityY = vy; // Calculate rotation to face movement direction if (vx !== 0 || vy !== 0) { self.targetRotation = Math.atan2(vy, vx); } }; self.update = function () { // Store previous position for collision detection var prevX = self.x; var prevY = self.y; // Move character self.x += self.velocityX * self.speed; self.y += self.velocityY * self.speed; // Check collision with enemy (barrier) var enemyLeft = enemy.x - 100 - 115; // enemy half width + character half width var enemyRight = enemy.x + 100 + 115; var enemyTop = enemy.y - 100 - 115; var enemyBottom = enemy.y + 100 + 115; if (self.x >= enemyLeft && self.x <= enemyRight && self.y >= enemyTop && self.y <= enemyBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with weight lifting area (barrier) var weightLeft = weightLiftingRect.x - 175 - 115; // weight half width + character half width var weightRight = weightLiftingRect.x + 175 + 115; var weightTop = weightLiftingRect.y - 203 - 115; // weight half height + character half width var weightBottom = weightLiftingRect.y + 203 + 115; if (self.x >= weightLeft && self.x <= weightRight && self.y >= weightTop && self.y <= weightBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Keep character within screen bounds only if (self.x < 40) { self.x = 40; } if (self.x > 2008) { self.x = 2008; } if (self.y < 40) { self.y = 40; } if (self.y > 2692) { self.y = 2692; } // Update muscle text self.muscleText.setText('Muscle: ' + muscle); self.muscleText.x = 0; self.muscleText.y = -100; // 50px higher than before // Update win text if (!self.winText) { self.winText = new Text2('Win: 0', { size: 60, fill: '#ffffff' }); self.winText.anchor.set(0.5, 1); self.addChild(self.winText); } self.winText.setText('Win: ' + win); self.winText.x = 0; self.winText.y = -150; // 50px above muscle text // Smooth rotation towards target var currentRotation = characterGraphics.rotation; var rotationDiff = self.targetRotation - currentRotation; // Handle rotation wrapping if (rotationDiff > Math.PI) { rotationDiff -= 2 * Math.PI; } if (rotationDiff < -Math.PI) { rotationDiff += 2 * Math.PI; } characterGraphics.rotation += rotationDiff * 0.15; }; return self; }); var Joystick = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5 }); var handleGraphics = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.alpha = 0.3; handleGraphics.alpha = 0.7; self.baseRadius = 100; self.handleRadius = 40; self.isActive = false; self.centerX = 0; self.centerY = 0; self.handleX = 0; self.handleY = 0; self.show = function (x, y) { self.visible = true; self.isActive = true; self.x = x; self.y = y; self.centerX = x; self.centerY = y; self.handleX = 0; self.handleY = 0; handleGraphics.x = 0; handleGraphics.y = 0; }; self.hide = function () { self.visible = false; self.isActive = false; // Smooth return to center tween(handleGraphics, { x: 0, y: 0 }, { duration: 200 }); }; self.updateHandle = function (x, y) { if (!self.isActive) { return; } // Calculate offset from center var offsetX = x - self.centerX; var offsetY = y - self.centerY; var distance = Math.sqrt(offsetX * offsetX + offsetY * offsetY); // Constrain handle within base radius if (distance > self.baseRadius) { offsetX = offsetX / distance * self.baseRadius; offsetY = offsetY / distance * self.baseRadius; distance = self.baseRadius; } self.handleX = offsetX; self.handleY = offsetY; handleGraphics.x = offsetX; handleGraphics.y = offsetY; // Return normalized values for movement return { x: offsetX / self.baseRadius, y: offsetY / self.baseRadius, magnitude: distance / self.baseRadius }; }; self.visible = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ // Initialize muscle variable var muscle = 0; // Initialize win variable var win = 0; // Joystick handle (smaller circle) // Joystick base (semi-transparent circle) // Character shape var character = game.addChild(new Character()); character.x = 1024; character.y = 1366; // Create Weight Lifting rectangle at top-center, 100px from left edge var weightLiftingRect = game.addChild(LK.getAsset('weightLiftingRect', { anchorX: 0.5, anchorY: 0.5 })); weightLiftingRect.x = 200 + 175; // 200px from left + half width (175) to center weightLiftingRect.y = 50 + 110; // 50 + half height (70) to center // Add text above the rectangle var weightLiftingText = new Text2('Weight Lifting', { size: 58, // 36 * 1.6 = 57.6, rounded to 58 fill: '#ffffff' }); weightLiftingText.anchor.set(0.5, 1); weightLiftingText.x = weightLiftingRect.x; weightLiftingText.y = weightLiftingRect.y - 75; game.addChild(weightLiftingText); // Create enemy at top right, 150px from top var enemy = game.addChild(LK.getAsset('dusman', { anchorX: 0.5, anchorY: 0.5 })); enemy.x = 2048 - 200; // Right edge minus half width enemy.y = 150 + 100; // 150px from top plus half height // Add power text above enemy var enemyPowerText = new Text2('Power: 10', { size: 60, fill: '#ffffff' }); enemyPowerText.anchor.set(0.5, 1); enemyPowerText.x = enemy.x; enemyPowerText.y = enemy.y - 100; game.addChild(enemyPowerText); // Variables for weight lifting interaction var isMovingToWeights = false; var isWaitingAtWeights = false; // Shop variables var isShopOpen = false; var shopButton = null; var shoppingUI = null; // Create shop button at bottom left (50px from left, 50px from bottom) shopButton = new Text2('SHOP', { size: 80, fill: '#ffffff' }); shopButton.anchor.set(0, 1); // Bottom left anchor shopButton.x = 50; shopButton.y = 2732 - 50; // 50px from bottom LK.gui.addChild(shopButton); // Create shopping UI (initially hidden) shoppingUI = new Container(); shoppingUI.visible = false; // Shopping UI background (65% of screen) var shopBg = LK.getAsset('shop_bg', { width: 2048 * 0.65, height: 2732 * 0.65, color: 0x333333, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); shopBg.x = 1024; // Center horizontally shopBg.y = 1366; // Center vertically shopBg.alpha = 0.9; shoppingUI.addChild(shopBg); // Shopping UI title var shopTitle = new Text2('SHOPPING', { size: 100, fill: '#ffffff' }); shopTitle.anchor.set(0.5, 0.5); shopTitle.x = 1024; shopTitle.y = 800; shoppingUI.addChild(shopTitle); game.addChild(shoppingUI); var joystick = game.addChild(new Joystick()); var isDragging = false; var joystickTouchId = null; game.down = function (x, y, obj) { // Check if shop button was clicked var shopLeft = 50; var shopRight = 50 + shopButton.width; var shopTop = 2732 - 50 - shopButton.height; var shopBottom = 2732 - 50; if (x >= shopLeft && x <= shopRight && y >= shopTop && y <= shopBottom) { // Toggle shop UI isShopOpen = !isShopOpen; shoppingUI.visible = isShopOpen; return; } // If shop is open, check for clicks outside to close it if (isShopOpen) { var shopBgLeft = 1024 - 2048 * 0.65 / 2; var shopBgRight = 1024 + 2048 * 0.65 / 2; var shopBgTop = 1366 - 2732 * 0.65 / 2; var shopBgBottom = 1366 + 2732 * 0.65 / 2; // If click is outside shop UI, close it if (x < shopBgLeft || x > shopBgRight || y < shopBgTop || y > shopBgBottom) { isShopOpen = false; shoppingUI.visible = false; return; } } // Check if enemy was clicked and character has muscle >= 10 var enemyLeft = enemy.x - 100; var enemyRight = enemy.x + 100; var enemyTop = enemy.y - 100; var enemyBottom = enemy.y + 100; if (x >= enemyLeft && x <= enemyRight && y >= enemyTop && y <= enemyBottom && muscle >= 10) { // Wait 1.25 seconds then increment win LK.setTimeout(function () { win += 1; }, 1250); return; } // Check if weight lifting rectangle was clicked var rectLeft = weightLiftingRect.x - 175; var rectRight = weightLiftingRect.x + 175; var rectTop = weightLiftingRect.y - 70; var rectBottom = weightLiftingRect.y + 70; if (x >= rectLeft && x <= rectRight && y >= rectTop && y <= rectBottom && !isMovingToWeights && !isWaitingAtWeights) { // Move character to weight lifting area isMovingToWeights = true; character.setVelocity(0, 0); // Stop current movement tween(character, { x: weightLiftingRect.x, y: weightLiftingRect.y + 350 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { isMovingToWeights = false; isWaitingAtWeights = true; // Wait 1 second then increase muscle LK.setTimeout(function () { muscle += 1; isWaitingAtWeights = false; }, 250); } }); return; } // Show joystick at bottom-left area when touched if (x < 400 && y > 2332) { joystick.show(x, y); isDragging = true; var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.move = function (x, y, obj) { if (isDragging && joystick.isActive && !isMovingToWeights && !isWaitingAtWeights) { var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.up = function (x, y, obj) { if (isDragging && !isMovingToWeights && !isWaitingAtWeights) { isDragging = false; joystick.hide(); character.setVelocity(0, 0); } }; game.update = function () { // Character update is handled automatically by its update method };
===================================================================
--- original.js
+++ change.js
@@ -226,84 +226,88 @@
enemyPowerText.anchor.set(0.5, 1);
enemyPowerText.x = enemy.x;
enemyPowerText.y = enemy.y - 100;
game.addChild(enemyPowerText);
-// Create shop object at bottom left (50x, 50y)
-var shop = game.addChild(LK.getAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
-}));
-shop.x = 50 + 150; // 50px from left + half width
-shop.y = 2732 - 50 - 150; // 50px from bottom + half height
-// Add shop text
-var shopText = new Text2('Shop', {
- size: 60,
+// Variables for weight lifting interaction
+var isMovingToWeights = false;
+var isWaitingAtWeights = false;
+// Shop variables
+var isShopOpen = false;
+var shopButton = null;
+var shoppingUI = null;
+// Create shop button at bottom left (50px from left, 50px from bottom)
+shopButton = new Text2('SHOP', {
+ size: 80,
fill: '#ffffff'
});
-shopText.anchor.set(0.5, 0.5);
-shopText.x = shop.x;
-shopText.y = shop.y;
-game.addChild(shopText);
-// Create shopping interface (initially hidden)
-var shoppingInterface = new Container();
-shoppingInterface.visible = false;
-// Shopping background (65% of screen)
-var shopBg = LK.getAsset('weightLiftingRect', {
+shopButton.anchor.set(0, 1); // Bottom left anchor
+shopButton.x = 50;
+shopButton.y = 2732 - 50; // 50px from bottom
+LK.gui.addChild(shopButton);
+// Create shopping UI (initially hidden)
+shoppingUI = new Container();
+shoppingUI.visible = false;
+// Shopping UI background (65% of screen)
+var shopBg = LK.getAsset('shop_bg', {
+ width: 2048 * 0.65,
+ height: 2732 * 0.65,
+ color: 0x333333,
+ shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
-shopBg.width = 2048 * 0.65;
-shopBg.height = 2732 * 0.65;
-shopBg.x = 2048 / 2;
-shopBg.y = 2732 / 2;
-shoppingInterface.addChild(shopBg);
-// Shopping title
-var shopTitle = new Text2('Shopping', {
- size: 80,
+shopBg.x = 1024; // Center horizontally
+shopBg.y = 1366; // Center vertically
+shopBg.alpha = 0.9;
+shoppingUI.addChild(shopBg);
+// Shopping UI title
+var shopTitle = new Text2('SHOPPING', {
+ size: 100,
fill: '#ffffff'
});
shopTitle.anchor.set(0.5, 0.5);
-shopTitle.x = 2048 / 2;
-shopTitle.y = 2732 / 2 - 400;
-shoppingInterface.addChild(shopTitle);
-game.addChild(shoppingInterface);
-var isShoppingOpen = false;
-// Variables for weight lifting interaction
-var isMovingToWeights = false;
-var isWaitingAtWeights = false;
+shopTitle.x = 1024;
+shopTitle.y = 800;
+shoppingUI.addChild(shopTitle);
+game.addChild(shoppingUI);
var joystick = game.addChild(new Joystick());
var isDragging = false;
var joystickTouchId = null;
game.down = function (x, y, obj) {
- // Check if shop was clicked
- var shopLeft = shop.x - 150;
- var shopRight = shop.x + 150;
- var shopTop = shop.y - 150;
- var shopBottom = shop.y + 150;
+ // Check if shop button was clicked
+ var shopLeft = 50;
+ var shopRight = 50 + shopButton.width;
+ var shopTop = 2732 - 50 - shopButton.height;
+ var shopBottom = 2732 - 50;
if (x >= shopLeft && x <= shopRight && y >= shopTop && y <= shopBottom) {
- // Toggle shopping interface
- if (!isShoppingOpen) {
- shoppingInterface.visible = true;
- isShoppingOpen = true;
- }
+ // Toggle shop UI
+ isShopOpen = !isShopOpen;
+ shoppingUI.visible = isShopOpen;
return;
}
- // Check if enemy was clicked (close shopping if open, otherwise increment win)
+ // If shop is open, check for clicks outside to close it
+ if (isShopOpen) {
+ var shopBgLeft = 1024 - 2048 * 0.65 / 2;
+ var shopBgRight = 1024 + 2048 * 0.65 / 2;
+ var shopBgTop = 1366 - 2732 * 0.65 / 2;
+ var shopBgBottom = 1366 + 2732 * 0.65 / 2;
+ // If click is outside shop UI, close it
+ if (x < shopBgLeft || x > shopBgRight || y < shopBgTop || y > shopBgBottom) {
+ isShopOpen = false;
+ shoppingUI.visible = false;
+ return;
+ }
+ }
+ // Check if enemy was clicked and character has muscle >= 10
var enemyLeft = enemy.x - 100;
var enemyRight = enemy.x + 100;
var enemyTop = enemy.y - 100;
var enemyBottom = enemy.y + 100;
- if (x >= enemyLeft && x <= enemyRight && y >= enemyTop && y <= enemyBottom) {
- if (isShoppingOpen) {
- // Close shopping interface
- shoppingInterface.visible = false;
- isShoppingOpen = false;
- } else if (muscle >= 10) {
- // Wait 1.25 seconds then increment win
- LK.setTimeout(function () {
- win += 1;
- }, 1250);
- }
+ if (x >= enemyLeft && x <= enemyRight && y >= enemyTop && y <= enemyBottom && muscle >= 10) {
+ // Wait 1.25 seconds then increment win
+ LK.setTimeout(function () {
+ win += 1;
+ }, 1250);
return;
}
// Check if weight lifting rectangle was clicked
var rectLeft = weightLiftingRect.x - 175;
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