User prompt
Fan Store mağazası içinde ki küçüklüğü %20 oranında büyüt ve yeniden hizala.
User prompt
Fan Store mağazası içerisine, geri butonunun yukarısına, "Haftalık Satış Miktarı:, Haftalık Kazanç:, Toplam Kaç Ürün Satıldı:" gibi yazı ekle. Oradan satışları takip edelim.
User prompt
Fan Store mağazasını 4 satır olacak şekilde, ekrana sığacak şekilde yeniden küçült ve hizala.
User prompt
Fan butonu altına, Fan Store butonu ekle. Bu buton sayfasına 20 farklı bilgisayar ve oyun hakkında ürün ekle. Toplam fan kişilerin %1-3 sayısı, her 5 günde bu çeşitli ürünlerden rastgele satın alım yapsınlar. Yani fan mağazamızda, toplam fan sayımızın %1-3 sayısınca fanlara her hafta (7 günde 1) çeşitli sayıda ve çeşitli ürünlerden otomatik ürün satalım.
User prompt
Bu sayı 1-5 olarak değil de, 1-2 olarak yeniden düzenle.
User prompt
Her oyun belli bir sayıda fan kazandırsın. Örneğin 10 kopya satılınca 1-5 arası rastgele fan kazandırsın. Bu şekilde rastgele fan sayısı artsın.
User prompt
Ana ekrandaki oyun ismi oluştur butonunu kaldır.
User prompt
Game Engine sistemini tamamen sil oyundan.
User prompt
Bütün oyun Motoru ürünleri %2 ve katları satış Bonusu versin.
User prompt
Select butonları 1er satır sola kaysın
User prompt
Game Engine sayfasının içini yeniden hizska
User prompt
Game Engine sayfasınin kartları arasına 1er satır Aralık ekle.
User prompt
Game Engine sayfasınin içeriğini %10 oranında küçült.
User prompt
Game Engine sayfasını, platform Seç sayfası gibi boyutlandır ve sırala hizala.
User prompt
Game Engine sayfasını tamamen yeniden boyutlandır ve hizala.
User prompt
Game Engine açılır pencere değil, onlar sayfa olarak oluştur
User prompt
Game Engine araştırılmasın
User prompt
Başlangıç parasını 100.000 yap
User prompt
Please fix the bug: 'Uncaught ReferenceError: buttonY is not defined' in or related to this line: 'ownedEngineBtn.y = buttonY;' Line Number: 3362
User prompt
Game Engines panelini yeniden boyutlandır ve sırala hizala.
User prompt
Start Project içinde bulunan Game Engine buton sayfasının içeriğini, kartların aralarında 1 satır boşluk olacak şekilde ekrana yeniden boyutlandır ve sırala.
User prompt
New Project içinde bulunan Game Engine buton sayfasının içeriğini, kartların aralarında 1 satır boşluk olacak şekilde ekrana yeniden boyutlandır ve sırala.
User prompt
New Project içinde bulunan Game Engine buton sayfasının içeriğini, Platform Seç sayfası gibi boyutlandır.
User prompt
New Project sayfasında bulunan Game Engine sayfası içerisinde ki butonları ön planda olsun. Görünmüyor böyle.
User prompt
Game Engine butonunun içerisinde ki seç butonları en üste taşı. Görünür hale gelsin.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Button = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); var label = new Text2('Button', { size: 40, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); self.setLabel = function (text) { label.setText(text); }; self.down = function () { tween(bg, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); LK.getSound('select').play(); }; self.up = function () { tween(bg, { scaleX: 1, scaleY: 1 }, { duration: 100 }); if (self.onClick) { self.onClick(); } }; return self; }); var DeveloperCard = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5 }); var icon = self.attachAsset('developerIcon', { anchorX: 0.5, anchorY: 0.5, y: -100 }); var nameText = new Text2('Developer', { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -20; self.addChild(nameText); var specialtyText = new Text2('Graphics', { size: 25, fill: 0xFFC107 }); specialtyText.anchor.set(0.5, 0.5); specialtyText.y = 20; self.addChild(specialtyText); var costText = new Text2('Cost: $100', { size: 25, fill: 0x4CAF50 }); costText.anchor.set(0.5, 0.5); costText.y = 60; self.addChild(costText); var skillText = new Text2('Skill: 5', { size: 25, fill: 0x2196F3 }); skillText.anchor.set(0.5, 0.5); skillText.y = 100; self.addChild(skillText); self.developerData = null; self.setDeveloper = function (data) { self.developerData = data; nameText.setText(data.name); specialtyText.setText(data.specialty); costText.setText('Cost: $' + data.cost); skillText.setText('Skill: ' + data.skill); var specialtyColors = { 'Graphics': 0xff5722, 'Sound': 0x9c27b0, 'Gameplay': 0x2196f3 }; icon.tint = specialtyColors[data.specialty] || 0xffc107; }; self.down = function () { if (self.onClick) { self.onClick(self.developerData); } }; return self; }); var FeatureCard = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); var icon = self.attachAsset('featureIcon', { anchorX: 0.5, anchorY: 0.5, y: -80 }); var nameText = new Text2('Feature', { size: 25, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -20; self.addChild(nameText); var typeText = new Text2('Type', { size: 20, fill: 0x2196F3 }); typeText.anchor.set(0.5, 0.5); typeText.y = 10; self.addChild(typeText); var pointsText = new Text2('Points: 0', { size: 20, fill: 0x4CAF50 }); pointsText.anchor.set(0.5, 0.5); pointsText.y = 40; self.addChild(pointsText); self.featureData = null; self.selected = false; self.setFeature = function (data) { self.featureData = data; nameText.setText(data.name); typeText.setText(data.type); pointsText.setText('Points: ' + data.basePoints + ' | Cost: $' + data.cost); var typeColors = { 'Graphics': 0xff5722, 'Sound': 0x9c27b0, 'Gameplay': 0x2196f3 }; icon.tint = typeColors[data.type] || 0xffc107; }; self.setSelected = function (selected) { self.selected = selected; bg.tint = selected ? 0xe94560 : 0xffffff; }; self.down = function () { if (self.onClick) { self.onClick(self); } }; return self; }); var GameHistoryCard = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 0.6 }); var nameText = new Text2('Game Name', { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; self.addChild(nameText); var salesText = new Text2('Sales: 0', { size: 25, fill: 0x4CAF50 }); salesText.anchor.set(0.5, 0.5); salesText.y = 10; self.addChild(salesText); self.gameData = null; self.setGameData = function (data) { self.gameData = data; nameText.setText(data.name); var salesInfo = data.currentDailySales > 0 ? 'Sales: ' + data.totalSales + ' (Active)' : 'Sales: ' + data.totalSales + ' (Ended)'; salesText.setText(salesInfo); bg.tint = data.currentDailySales > 0 ? 0x0f3460 : 0x16213e; }; self.down = function () { if (self.onClick) { self.onClick(self.gameData); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var gameState = { money: 100000, developers: [], currentProject: null, completedGames: 0, marketTrends: [], currentDay: 1, releasedGames: [], maxHireableDevelopers: 1, studioLevel: 1, studioUpgradeCost: 5000, fans: 0, // Toplam fan sayısı mainCharacter: { name: "You", level: 1, upgradeCost: 2000, skill: 2, specialty: "All", featurePoints: { Graphics: 1, Sound: 1, Gameplay: 1 } }, gameHistory: [], researchedFeatures: { Graphics: [], Sound: [], Gameplay: [], GameGenres: [] }, currentResearch: null, // --- Game Engine system --- ownedGameEngines: [], selectedGameEngine: null, // --- Feature selection limit per category --- featureSelectionLimit: { Graphics: 1, Sound: 1, Gameplay: 1 } }; // --- Game Engines Data --- // Add release year, adjust bonus and price by year, and sort by year var gameEngines = []; // Engine data: name, year var engineData = [{ name: "RPG Maker", year: 1988 }, { name: "GameMaker", year: 1999 }, { name: "Torque 3D", year: 2001 }, { name: "MonoGame", year: 2003 }, { name: "Godot", year: 2007 }, { name: "Unity", year: 2005 }, { name: "CryEngine", year: 2002 }, { name: "Defold", year: 2016 }, { name: "Phaser", year: 2013 }, { name: "Cocos2d-x", year: 2010 }, { name: "Custom Engine", year: 1985 }, { name: "PICO-8", year: 2015 }, { name: "Construct", year: 2011 }, { name: "LibGDX", year: 2009 }, { name: "Solar2D", year: 2009 }, { name: "Ren'Py", year: 2004 }, { name: "Open 3D Engine", year: 2021 }, { name: "Stride", year: 2014 }, { name: "GDevelop", year: 2014 }, { name: "AppGameKit", year: 2011 }]; // Sort by year ascending engineData.sort(function (a, b) { return a.year - b.year; }); // Set base values var baseYear = 1985; var baseBonus = 0.02; // 2% var maxBonus = 0.40; // 40% var basePrice = 2000; var priceIncreasePerYear = 500; // Each year after baseYear increases price for (var i = 0; i < engineData.length; i++) { var data = engineData[i]; // Bonus increases by 2% (0.02) for every 2 years after baseYear, capped at 40% var bonusSteps = Math.floor((data.year - baseYear) / 2); var bonus = baseBonus + bonusSteps * 0.02; // Clamp to nearest lower multiple of 0.02 and max 0.40 if (bonus > maxBonus) bonus = maxBonus; // Round to nearest 0.02 (defensive, in case of floating point error) bonus = Math.floor(bonus * 50) / 50; // Price increases by 2000 + 500 per year after baseYear var price = basePrice + (data.year - baseYear) * priceIncreasePerYear; // Clamp minimum price if (price < basePrice) price = basePrice; gameEngines.push({ name: data.name, year: data.year, quality: bonus, price: price, researched: true, // Always researched owned: false }); } // Current game name being created var currentGameName = ''; // Game name display at top var gameNameDisplay = new Text2('', { size: 45, fill: 0xFFFFFF }); gameNameDisplay.anchor.set(0.5, 0); gameNameDisplay.y = 10; LK.gui.top.addChild(gameNameDisplay); // Available developers pool var developerPool = [{ name: 'Alex', specialty: 'Graphics', skill: 3, cost: 4000 }, { name: 'Sam', specialty: 'Sound', skill: 4, cost: 4000 }, { name: 'Jordan', specialty: 'Gameplay', skill: 5, cost: 4000 }, { name: 'Morgan', specialty: 'Graphics', skill: 6, cost: 8000 }, { name: 'Casey', specialty: 'Sound', skill: 7, cost: 8000 }, { name: 'Drew', specialty: 'Gameplay', skill: 8, cost: 8000 }, { name: 'Taylor', specialty: 'Graphics', skill: 9, cost: 12000 }, { name: 'Jamie', specialty: 'Sound', skill: 10, cost: 12000 }, { name: 'Robin', specialty: 'Gameplay', skill: 11, cost: 12000 }]; // Available features - expanded with research requirements var featurePool = [{ name: 'Pixel Art', type: 'Graphics', basePoints: 3, cost: 4000, requiresResearch: false }, { name: '3D Models', type: 'Graphics', basePoints: 5, cost: 4000, requiresResearch: false }, { name: 'Particle Effects', type: 'Graphics', basePoints: 4, cost: 4000, requiresResearch: false }, { name: 'Soundtrack', type: 'Sound', basePoints: 3, cost: 4000, requiresResearch: false }, { name: 'Voice Acting', type: 'Sound', basePoints: 6, cost: 4000, requiresResearch: false }, { name: 'Sound Effects', type: 'Sound', basePoints: 4, cost: 4000, requiresResearch: false }, { name: 'RPG Elements', type: 'Gameplay', basePoints: 5, cost: 4000, requiresResearch: false }, { name: 'Multiplayer', type: 'Gameplay', basePoints: 7, cost: 4000, requiresResearch: false }, { name: 'Puzzles', type: 'Gameplay', basePoints: 4, cost: 4000, requiresResearch: false }, { name: 'Open World', type: 'Gameplay', basePoints: 8, cost: 4000, requiresResearch: false }, { name: 'Shaders', type: 'Graphics', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Ray Tracing', type: 'Graphics', basePoints: 10, cost: 12000, requiresResearch: true }, { name: 'Motion Capture', type: 'Graphics', basePoints: 8, cost: 8000, requiresResearch: true }, { name: 'Procedural Generation', type: 'Graphics', basePoints: 7, cost: 8000, requiresResearch: true }, { name: 'Dynamic Lighting', type: 'Graphics', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Orchestral Score', type: 'Sound', basePoints: 8, cost: 8000, requiresResearch: true }, { name: '3D Audio', type: 'Sound', basePoints: 7, cost: 8000, requiresResearch: true }, { name: 'Dynamic Music', type: 'Sound', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Environmental Audio', type: 'Sound', basePoints: 5, cost: 8000, requiresResearch: true }, { name: 'Foley Effects', type: 'Sound', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Physics Engine', type: 'Gameplay', basePoints: 9, cost: 12000, requiresResearch: true }, { name: 'AI Systems', type: 'Gameplay', basePoints: 10, cost: 12000, requiresResearch: true }, { name: 'Skill Trees', type: 'Gameplay', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Crafting System', type: 'Gameplay', basePoints: 7, cost: 8000, requiresResearch: true }, { name: 'Dialogue System', type: 'Gameplay', basePoints: 5, cost: 8000, requiresResearch: true }]; // Game genres that can be researched var gameGenres = [{ name: 'Action', baseMultiplier: 1.2, trendChance: 0.3, researchCost: 4000, requiresResearch: false }, { name: 'Adventure', baseMultiplier: 1.1, trendChance: 0.25, researchCost: 4000, requiresResearch: false }, { name: 'Puzzle', baseMultiplier: 1.0, trendChance: 0.2, researchCost: 4000, requiresResearch: false }, { name: 'Racing', baseMultiplier: 1.3, trendChance: 0.35, researchCost: 8000, requiresResearch: true }, { name: 'Strategy', baseMultiplier: 1.4, trendChance: 0.3, researchCost: 8000, requiresResearch: true }, { name: 'Simulation', baseMultiplier: 1.2, trendChance: 0.25, researchCost: 8000, requiresResearch: true }, { name: 'RPG', baseMultiplier: 1.5, trendChance: 0.4, researchCost: 12000, requiresResearch: true }, { name: 'FPS', baseMultiplier: 1.4, trendChance: 0.35, researchCost: 12000, requiresResearch: true }, { name: 'Horror', baseMultiplier: 1.3, trendChance: 0.25, researchCost: 12000, requiresResearch: true }, { name: 'Sports', baseMultiplier: 1.2, trendChance: 0.3, researchCost: 12000, requiresResearch: true }]; // UI Elements var moneyText = new Text2('Money: $10000', { size: 50, fill: 0x4CAF50 }); moneyText.anchor.set(1, 0); moneyText.x = 0; moneyText.y = 0; LK.gui.topRight.addChild(moneyText); var developersText = new Text2('Developers: 0', { size: 40, fill: 0xFFFFFF }); developersText.anchor.set(1, 0); developersText.x = 0; developersText.y = moneyText.y + moneyText.height + 8; LK.gui.topRight.addChild(developersText); var gamesText = new Text2('Games Released: 0', { size: 40, fill: 0xFFC107 }); gamesText.anchor.set(1, 0); gamesText.x = 0; gamesText.y = developersText.y + developersText.height + 8; LK.gui.topRight.addChild(gamesText); // Fan count and bonus UI var fanText = new Text2('Fan: 0', { size: 40, fill: 0x2196F3 }); fanText.anchor.set(1, 0); fanText.x = 0; fanText.y = gamesText.y + gamesText.height + 8; LK.gui.topRight.addChild(fanText); var fanBonusText = new Text2('Satış Bonusu: %0', { size: 32, fill: 0x4CAF50 }); fanBonusText.anchor.set(1, 0); fanBonusText.x = 0; fanBonusText.y = fanText.y + fanText.height + 8; LK.gui.topRight.addChild(fanBonusText); var dayText = new Text2('Day: 1', { size: 40, fill: 0x2196F3 }); dayText.anchor.set(1, 0); dayText.x = 0; dayText.y = fanBonusText.y + fanBonusText.height + 8; LK.gui.topRight.addChild(dayText); // --- Sales & Revenue Log UI --- var salesLogContainer = new Container(); salesLogContainer.x = 2048 - 40; // right align salesLogContainer.y = 220; // just below dayText LK.gui.topRight.addChild(salesLogContainer); var salesLogEntries = []; // keep references to Text2 objects for updating/removal function updateSalesLog() { // Remove old entries for (var i = 0; i < salesLogEntries.length; i++) { salesLogEntries[i].destroy(); } salesLogEntries = []; // Show up to 5 most recent games (active and ended) var allGames = gameState.releasedGames.concat(gameState.gameHistory); var recentGames = allGames.slice(-5).reverse(); var y = 0; for (var i = 0; i < recentGames.length; i++) { var g = recentGames[i]; var isActive = g.currentDailySales > 0; var pricePerCopy = typeof g.price === "number" ? g.price : 1; var revenue = Math.floor((g.currentDailySales || 0) * pricePerCopy); var txt = new Text2(g.name + ': +' + (g.currentDailySales || 0) + ' | $' + revenue, { size: 28, fill: isActive ? 0x4CAF50 : 0x888888 }); txt.anchor.set(1, 0); txt.x = 0; txt.y = y; salesLogContainer.addChild(txt); salesLogEntries.push(txt); y += 36; } } // Main menu container var mainMenu = new Container(); game.addChild(mainMenu); var titleText = new Text2('Game Dev Studio', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; mainMenu.addChild(titleText); var nameGameBtn = new Button(); nameGameBtn.setLabel('Name Your Game'); nameGameBtn.x = 1024; nameGameBtn.y = 600; nameGameBtn.onClick = showNameGameMenu; mainMenu.addChild(nameGameBtn); var hireDeveloperBtn = new Button(); hireDeveloperBtn.setLabel('Hire Developer'); hireDeveloperBtn.x = 1024; hireDeveloperBtn.y = 750; hireDeveloperBtn.onClick = showHireMenu; mainMenu.addChild(hireDeveloperBtn); var startProjectBtn = new Button(); startProjectBtn.setLabel('Start Project'); startProjectBtn.x = 1024; startProjectBtn.y = 900; startProjectBtn.onClick = showProjectMenu; mainMenu.addChild(startProjectBtn); var allGamesBtn = new Button(); allGamesBtn.setLabel('All Released Games'); allGamesBtn.x = 1024; allGamesBtn.y = 1050; allGamesBtn.onClick = showAllGamesMenu; mainMenu.addChild(allGamesBtn); var researchBtn = new Button(); researchBtn.setLabel('Research'); researchBtn.x = 1024; researchBtn.y = 1200; researchBtn.onClick = showResearchMenu; mainMenu.addChild(researchBtn); // --- Game Engine Button --- var gameEngineBtn = new Button(); gameEngineBtn.setLabel('Game Engine'); gameEngineBtn.x = 1024; gameEngineBtn.y = 1500; gameEngineBtn.onClick = showGameEngineMenu; mainMenu.addChild(gameEngineBtn); // --- Platform Button --- var platformBtn = new Button(); platformBtn.setLabel('Platform'); platformBtn.x = 1024; platformBtn.y = 1650; platformBtn.onClick = showPlatformMenu; mainMenu.addChild(platformBtn); // --- Fan Button --- var fanBtn = new Button(); fanBtn.setLabel('Fan'); fanBtn.x = 1024; fanBtn.y = 1800; fanBtn.onClick = showFanMenu; mainMenu.addChild(fanBtn); // --- Fan Menu UI --- var fanMenu = new Container(); fanMenu.visible = false; game.addChild(fanMenu); var fanTitle = new Text2('Fan Dükkanı', { size: 60, fill: 0xFFFFFF }); fanTitle.anchor.set(0.5, 0.5); fanTitle.x = 1024; fanTitle.y = 200; fanMenu.addChild(fanTitle); var fanBackBtn = new Button(); fanBackBtn.setLabel('Geri'); fanBackBtn.x = 1024; fanBackBtn.y = 2400; fanBackBtn.onClick = function () { fanMenu.visible = false; mainMenu.visible = true; }; fanMenu.addChild(fanBackBtn); // Fan products (each gives fans) var fanProducts = [{ name: "Tişört", price: 400, fans: 40, desc: "Stüdyo tişörtü, 40 fan kazandırır." }, { name: "Poster", price: 800, fans: 100, desc: "Oyun posteri, 100 fan kazandırır." }, { name: "Kupa", price: 1500, fans: 200, desc: "Stüdyo kupası, 200 fan kazandırır." }, { name: "Anahtarlık", price: 2500, fans: 350, desc: "Stüdyo anahtarlığı, 350 fan kazandırır." }, { name: "Mousepad", price: 3500, fans: 500, desc: "Stüdyo mousepad'i, 500 fan kazandırır." }, { name: "Figür", price: 6000, fans: 900, desc: "Koleksiyon figürü, 900 fan kazandırır." }, { name: "Koleksiyon Paketi", price: 12000, fans: 2000, desc: "Özel koleksiyon paketi, 2000 fan kazandırır." }, { name: "Hoodie", price: 20000, fans: 3500, desc: "Stüdyo hoodie, 3500 fan kazandırır." }, { name: "Sınırlı Baskı Tablo", price: 35000, fans: 6000, desc: "Sınırlı baskı tablo, 6000 fan kazandırır." }, { name: "VIP Fan Kulübü Üyeliği", price: 50000, fans: 10000, desc: "VIP fan kulübü üyeliği, 10000 fan kazandırır." }]; // Helper for showing the fan menu function showFanMenu() { mainMenu.visible = false; fanMenu.visible = true; // Remove old product cards/buttons for (var i = fanMenu.children.length - 1; i >= 0; i--) { var child = fanMenu.children[i]; if (child !== fanTitle && child !== fanBackBtn) { child.destroy(); } } // Show all products in a grid: 2 columns per row var yStart = 500; var xStart = 700; var xSpacing = 600; var ySpacing = 300; var cols = 2; for (var i = 0; i < fanProducts.length; i++) { var prod = fanProducts[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Card background var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.7 }); container.addChild(bg); // Product name var nameText = new Text2(prod.name, { size: 40, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -60; container.addChild(nameText); // Description var descText = new Text2(prod.desc, { size: 28, fill: 0xFFC107 }); descText.anchor.set(0.5, 0.5); descText.y = 0; container.addChild(descText); // Price var priceText = new Text2('Fiyat: $' + prod.price, { size: 30, fill: 0x4CAF50 }); priceText.anchor.set(0.5, 0.5); priceText.y = 50; container.addChild(priceText); // Buy button var buyBtn = new Button(); buyBtn.setLabel('Satın Al (+ ' + prod.fans + ' fan)'); buyBtn.x = 0; buyBtn.y = 120; buyBtn.onClick = function (prod) { return function () { if (gameState.money >= prod.price) { gameState.money -= prod.price; if (!gameState.fans) gameState.fans = 0; gameState.fans += prod.fans; updateUI(); LK.getSound('success').play(); showFanMenu(); } }; }(prod); container.addChild(buyBtn); fanMenu.addChild(container); } // Show current fan count at top if (fanMenu.fanCountText) fanMenu.fanCountText.destroy(); var fanCountText = new Text2('Toplam Fan: ' + (gameState.fans || 0), { size: 45, fill: 0x2196F3 }); fanCountText.anchor.set(0.5, 0.5); fanCountText.x = 1024; fanCountText.y = 400; fanMenu.addChild(fanCountText); fanMenu.fanCountText = fanCountText; } // --- Platform Menu UI --- var platformMenu = new Container(); platformMenu.visible = false; game.addChild(platformMenu); var platformTitle = new Text2('Platformlar', { size: 60, fill: 0xFFFFFF }); platformTitle.anchor.set(0.5, 0.5); platformTitle.x = 1024; platformTitle.y = 200; platformMenu.addChild(platformTitle); var platformBackBtn = new Button(); platformBackBtn.setLabel('Geri'); platformBackBtn.x = 1024; platformBackBtn.y = 2400; platformBackBtn.onClick = function () { platformMenu.visible = false; mainMenu.visible = true; }; platformMenu.addChild(platformBackBtn); // --- Drag-to-scroll for platformMenu --- var platformMenuDrag = { dragging: false, lastY: 0, startY: 0, startMenuY: 0, minY: 0, maxY: 0 }; // Calculate scroll bounds after platforms are rendered function updatePlatformMenuScrollBounds() { // Find min/max y for scrolling (platformMenu children) var minY = 0, maxY = 0; for (var i = 0; i < platformMenu.children.length; i++) { var child = platformMenu.children[i]; if (child !== platformTitle && child !== platformBackBtn) { if (minY === 0 || child.y < minY) minY = child.y; if (child.y > maxY) maxY = child.y; } } // Allow scrolling so that last row is visible, but not too far up platformMenuDrag.minY = Math.min(0, 800 - maxY); platformMenuDrag.maxY = 0; } platformMenu.interactive = true; platformMenu.down = function (x, y, obj) { platformMenuDrag.dragging = true; platformMenuDrag.lastY = y; platformMenuDrag.startY = y; platformMenuDrag.startMenuY = platformMenu.y || 0; updatePlatformMenuScrollBounds(); }; platformMenu.move = function (x, y, obj) { if (!platformMenuDrag.dragging) return; var dy = y - platformMenuDrag.lastY; var newY = (platformMenu.y || 0) + dy; // Clamp scroll if (newY < platformMenuDrag.minY) newY = platformMenuDrag.minY; if (newY > platformMenuDrag.maxY) newY = platformMenuDrag.maxY; platformMenu.y = newY; platformMenuDrag.lastY = y; }; platformMenu.up = function (x, y, obj) { platformMenuDrag.dragging = false; }; // --- Platform data (moved up to fix ReferenceError) --- // Each platform gets a salesBonus: 0.02 * (index+1) for 2% more per platform var platforms = [{ name: "PC", year: 1981, researched: true, owned: true, researchCost: 0, price: 0 }, { name: "Commodore 64", year: 1982, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "NES", year: 1983, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Sega Master System", year: 1985, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Game Boy", year: 1989, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Super Nintendo", year: 1990, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Sega Genesis", year: 1990, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "PlayStation", year: 1994, researched: true, owned: true, researchCost: 0, price: 0 }, { name: "Sega Saturn", year: 1994, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Nintendo 64", year: 1996, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Dreamcast", year: 1998, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "PlayStation 2", year: 2000, researched: false, owned: false, researchCost: 4000, price: 8000 }, { name: "GameCube", year: 2001, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Xbox", year: 2001, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Game Boy Advance", year: 2001, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "PlayStation Portable", year: 2004, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Nintendo DS", year: 2004, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Xbox 360", year: 2005, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Wii", year: 2006, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "PlayStation 3", year: 2006, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "PlayStation Vita", year: 2011, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Nintendo 3DS", year: 2011, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Wii U", year: 2012, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "PlayStation 4", year: 2013, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Xbox One", year: 2013, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Nintendo Switch", year: 2017, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "PlayStation 5", year: 2020, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "Xbox Series X", year: 2020, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "Steam Deck", year: 2022, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "Mobile", year: 2007, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Ouya", year: 2013, researched: false, owned: false, researchCost: 4000, price: 4000 }]; // Add salesBonus to each platform (2% per platform, starting from 2%) for (var i = 0; i < platforms.length; i++) { platforms[i].salesBonus = 0.02 * (i + 1); } // Sort platforms by year ascending platforms.sort(function (a, b) { return a.year - b.year; }); // Helper for showing the platform menu function showPlatformMenu() { mainMenu.visible = false; platformMenu.visible = true; platformMenu.y = 0; // Reset scroll position on open // Remove old platform cards/buttons for (var i = platformMenu.children.length - 1; i >= 0; i--) { var child = platformMenu.children[i]; if (child !== platformTitle && child !== platformBackBtn) { child.destroy(); } } // Platform data // Use the global, sorted platforms array // Store platform state in gameState if not already if (!gameState.platforms) { gameState.platforms = {}; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; gameState.platforms[plat.name] = { researched: plat.researched, owned: plat.owned }; } gameState.selectedPlatform = "PC"; } // Defensive: ensure all platforms in the list have an entry in gameState.platforms for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (!gameState.platforms[plat.name]) { gameState.platforms[plat.name] = { researched: plat.researched, owned: plat.owned }; } } // Show all platforms in a grid: 4 columns per row, all same size, fit all on screen var yStart = 500; var xStart = 320; // leftmost card center (for 4 columns) var xSpacing = 350; // horizontal distance between columns var ySpacing = 220; // vertical spacing var cols = 4; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Card background var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.35 }); container.addChild(bg); // Platform name var nameText = new Text2(plat.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); // Year var yearText = new Text2('Çıkış: ' + plat.year, { size: 28, fill: 0x4CAF50 }); yearText.anchor.set(0.5, 0.5); yearText.y = 10; container.addChild(yearText); // Sales bonus var bonusText = new Text2('Satış Bonus: +' + Math.round(plat.salesBonus * 100) + '%', { size: 24, fill: 0x2196F3 }); bonusText.anchor.set(0.5, 0.5); bonusText.y = 40; container.addChild(bonusText); // Research or Buy button var platState; if (gameState.platforms && _typeof2(gameState.platforms) === "object") { if (!gameState.platforms[plat.name]) { gameState.platforms[plat.name] = { researched: plat.researched, owned: plat.owned }; } platState = gameState.platforms[plat.name]; } else { platState = { researched: plat.researched, owned: plat.owned }; } if (!platState.owned) { var buyBtn = new Button(); buyBtn.setLabel('Satın Al ($' + plat.price + ')'); buyBtn.x = 0; buyBtn.y = 100; buyBtn.onClick = function (plat, platState) { return function () { if (gameState.money >= plat.price) { gameState.money -= plat.price; // Find the correct platState again (by name) to avoid closure bug if (gameState.platforms && gameState.platforms[plat.name]) { gameState.platforms[plat.name].owned = true; gameState.platforms[plat.name].researched = true; // Mark as researched on purchase } updateUI(); LK.getSound('success').play(); showPlatformMenu(); } }; }(plat, platState); container.addChild(buyBtn); } else { var ownedText = new Text2('Kullanılabilir', { size: 28, fill: 0xFFC107 }); ownedText.anchor.set(0.5, 0.5); ownedText.y = 100; container.addChild(ownedText); // No select button for owned platforms } platformMenu.addChild(container); } // Update scroll bounds after all cards are added updatePlatformMenuScrollBounds && updatePlatformMenuScrollBounds(); // Add info text at the bottom of the platformMenu if (platformMenu.platformInfoText) { platformMenu.platformInfoText.destroy(); } var platformInfoText = new Text2('Platform kullanmak için ana menüde bulunan platform sayfasından satın alınız.', { size: 32, fill: 0xFFC107 }); platformInfoText.anchor.set(0.5, 0.5); platformInfoText.x = 1024; platformInfoText.y = 2500; platformMenu.addChild(platformInfoText); platformMenu.platformInfoText = platformInfoText; } // --- Game Engine Menu UI --- var gameEngineMenu = new Container(); gameEngineMenu.visible = false; game.addChild(gameEngineMenu); var gameEngineTitle = new Text2('Game Engines', { size: 60, fill: 0xFFFFFF }); gameEngineTitle.anchor.set(0.5, 0.5); gameEngineTitle.x = 1024; gameEngineTitle.y = 200; gameEngineMenu.addChild(gameEngineTitle); var gameEngineBackBtn = new Button(); gameEngineBackBtn.setLabel('Back'); gameEngineBackBtn.x = 1024; gameEngineBackBtn.y = 2400; gameEngineBackBtn.onClick = function () { gameEngineMenu.visible = false; mainMenu.visible = true; }; gameEngineMenu.addChild(gameEngineBackBtn); // Helper for showing the menu function showGameEngineMenu() { mainMenu.visible = false; gameEngineMenu.visible = true; // Remove old engine cards/buttons for (var i = gameEngineMenu.children.length - 1; i >= 0; i--) { var child = gameEngineMenu.children[i]; if (child !== gameEngineTitle && child !== gameEngineBackBtn) { child.destroy(); } } // Show all engines in a grid: 4 columns per row, all same size, fit all on screen (like Platform menu) gameEngines.sort(function (a, b) { return a.year - b.year; }); var yStart = 500; var xStart = 320; // leftmost card center (for 4 columns) var xSpacing = 350; // horizontal distance between columns var ySpacing = 220; // vertical spacing var cols = 4; for (var i = 0; i < gameEngines.length; i++) { var engine = gameEngines[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Card background var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.35 }); container.addChild(bg); // Engine name var nameText = new Text2(engine.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); // Release year var yearText = new Text2('Çıkış: ' + (engine.year || '-'), { size: 28, fill: 0x4CAF50 }); yearText.anchor.set(0.5, 0.5); yearText.y = 10; container.addChild(yearText); // Quality/bonus var qualityText = new Text2('Satış Bonus: +' + Math.round(engine.quality * 100) + '%', { size: 24, fill: 0x2196F3 }); qualityText.anchor.set(0.5, 0.5); qualityText.y = 40; container.addChild(qualityText); // Only allow purchase of Game Engines; no research step if (!engine.owned) { var buyBtn = new Button(); buyBtn.setLabel('Satın Al ($' + engine.price + ')'); buyBtn.x = 0; buyBtn.y = 100; buyBtn.onClick = function (eng) { return function () { if (gameState.money >= eng.price) { gameState.money -= eng.price; eng.owned = true; eng.researched = true; // Mark as researched on purchase if (gameState.ownedGameEngines.indexOf(eng.name) === -1) { gameState.ownedGameEngines.push(eng.name); } updateUI(); LK.getSound('success').play(); showGameEngineMenu(); } }; }(engine); container.addChild(buyBtn); } else { // Move select button to the top of the card for visibility var selectBtn = new Button(); selectBtn.setLabel(gameState.selectedGameEngine === engine.name ? 'Seçili' : 'Seç'); selectBtn.x = 0; selectBtn.y = -70; // Move to top of card, above engine name if (gameState.selectedGameEngine === engine.name) { selectBtn.children[0].tint = 0xe94560; } selectBtn.onClick = function (eng) { return function () { gameState.selectedGameEngine = eng.name; LK.getSound('select').play(); // Also update projectMenu and developmentScreen engine text if open if (projectMenu && projectMenu.visible) { if (projectMenu.engineText) projectMenu.engineText.destroy(); var engineTextLabel = 'Game Engine: ' + eng.name; if (eng.quality) engineTextLabel += ' (+' + Math.round(eng.quality * 100) + '% quality)'; var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 700; projectMenu.addChild(engineText); projectMenu.engineText = engineText; } if (developmentScreen && developmentScreen.visible) { if (developmentScreen.engineText) developmentScreen.engineText.destroy(); var engineTextLabel2 = 'Game Engine: ' + eng.name; if (eng.quality) engineTextLabel2 += ' (+' + Math.round(eng.quality * 100) + '% quality)'; var engineText2 = new Text2(engineTextLabel2, { size: 35, fill: 0x4CAF50 }); engineText2.anchor.set(0.5, 0.5); engineText2.x = 1024; engineText2.y = 300; developmentScreen.addChild(engineText2); developmentScreen.engineText = engineText2; } showGameEngineMenu(); }; }(engine); container.addChild(selectBtn); // Show "Kullanılıyor" text below select button var ownedText = new Text2('Kullanılıyor', { size: 28, fill: 0xFFC107 }); ownedText.anchor.set(0.5, 0.5); ownedText.y = 100; container.addChild(ownedText); } gameEngineMenu.addChild(container); } } // --- Upgrade Button and Menu --- var upgradeBtn = new Button(); upgradeBtn.setLabel('Yükselt'); upgradeBtn.x = 1024; upgradeBtn.y = 1350; upgradeBtn.onClick = showUpgradeMenu; mainMenu.addChild(upgradeBtn); var upgradeMenu = new Container(); upgradeMenu.visible = false; game.addChild(upgradeMenu); var upgradeTitle = new Text2('Stüdyo Yükseltmeleri', { size: 60, fill: 0xFFFFFF }); upgradeTitle.anchor.set(0.5, 0.5); upgradeTitle.x = 1024; upgradeTitle.y = 200; upgradeMenu.addChild(upgradeTitle); var studioLevelText = new Text2('', { size: 40, fill: 0xFFC107 }); studioLevelText.anchor.set(0.5, 0.5); studioLevelText.x = 1024; studioLevelText.y = 350; upgradeMenu.addChild(studioLevelText); var studioUpgradeCostText = new Text2('', { size: 35, fill: 0x4CAF50 }); studioUpgradeCostText.anchor.set(0.5, 0.5); studioUpgradeCostText.x = 1024; studioUpgradeCostText.y = 420; upgradeMenu.addChild(studioUpgradeCostText); var studioUpgradeBtn = new Button(); studioUpgradeBtn.setLabel('Stüdyo Seviyesini Yükselt'); studioUpgradeBtn.x = 1024; studioUpgradeBtn.y = 500; studioUpgradeBtn.onClick = function () { if (gameState.money >= gameState.studioUpgradeCost) { gameState.money -= gameState.studioUpgradeCost; gameState.studioLevel += 1; gameState.maxHireableDevelopers += 1; gameState.studioUpgradeCost = Math.floor(gameState.studioUpgradeCost * 1.7); updateUI(); showUpgradeMenu(); LK.getSound('success').play(); } }; upgradeMenu.addChild(studioUpgradeBtn); // --- Main Character Section --- var mainCharTitle = new Text2('Ana Karakterin', { size: 40, fill: 0xFFFFFF }); mainCharTitle.anchor.set(0.5, 0.5); mainCharTitle.x = 1024; mainCharTitle.y = 700; upgradeMenu.addChild(mainCharTitle); var mainCharLevelText = new Text2('', { size: 35, fill: 0xFFC107 }); mainCharLevelText.anchor.set(0.5, 0.5); mainCharLevelText.x = 1024; mainCharLevelText.y = 770; upgradeMenu.addChild(mainCharLevelText); var mainCharSkillText = new Text2('', { size: 30, fill: 0x2196F3 }); mainCharSkillText.anchor.set(0.5, 0.5); mainCharSkillText.x = 1024; mainCharSkillText.y = 820; upgradeMenu.addChild(mainCharSkillText); var mainCharUpgradeCostText = new Text2('', { size: 30, fill: 0x4CAF50 }); mainCharUpgradeCostText.anchor.set(0.5, 0.5); mainCharUpgradeCostText.x = 1024; mainCharUpgradeCostText.y = 870; upgradeMenu.addChild(mainCharUpgradeCostText); var mainCharUpgradeBtn = new Button(); mainCharUpgradeBtn.setLabel('Ana Karakteri Yükselt'); mainCharUpgradeBtn.x = 1024; mainCharUpgradeBtn.y = 950; mainCharUpgradeBtn.onClick = function () { if (gameState.money >= gameState.mainCharacter.upgradeCost) { gameState.money -= gameState.mainCharacter.upgradeCost; gameState.mainCharacter.level += 1; gameState.mainCharacter.skill += 1; // Each level, increase all feature points by 1 gameState.mainCharacter.featurePoints.Graphics += 1; gameState.mainCharacter.featurePoints.Sound += 1; gameState.mainCharacter.featurePoints.Gameplay += 1; gameState.mainCharacter.upgradeCost = Math.floor(gameState.mainCharacter.upgradeCost * 1.8); updateUI(); showUpgradeMenu(); LK.getSound('success').play(); } }; upgradeMenu.addChild(mainCharUpgradeBtn); var backFromUpgradeBtn = new Button(); backFromUpgradeBtn.setLabel('Geri'); backFromUpgradeBtn.x = 1024; backFromUpgradeBtn.y = 2400; backFromUpgradeBtn.onClick = function () { upgradeMenu.visible = false; mainMenu.visible = true; }; upgradeMenu.addChild(backFromUpgradeBtn); function showUpgradeMenu() { mainMenu.visible = false; upgradeMenu.visible = true; studioLevelText.setText('Stüdyo Seviyesi: ' + gameState.studioLevel); studioUpgradeCostText.setText('Yükseltme Maliyeti: $' + gameState.studioUpgradeCost); mainCharLevelText.setText('Ana Karakter Seviye: ' + gameState.mainCharacter.level); mainCharSkillText.setText('Her Özellik Puanı: ' + 'Grafik: ' + gameState.mainCharacter.featurePoints.Graphics + ', Ses: ' + gameState.mainCharacter.featurePoints.Sound + ', Oynanış: ' + gameState.mainCharacter.featurePoints.Gameplay); mainCharUpgradeCostText.setText('Yükseltme Maliyeti: $' + gameState.mainCharacter.upgradeCost); } // Research menu container var researchMenu = new Container(); researchMenu.visible = false; game.addChild(researchMenu); var researchTitle = new Text2('Research Lab', { size: 60, fill: 0xFFFFFF }); researchTitle.anchor.set(0.5, 0.5); researchTitle.x = 1024; researchTitle.y = 200; researchMenu.addChild(researchTitle); var researchBackBtn = new Button(); researchBackBtn.setLabel('Back'); researchBackBtn.x = 1024; researchBackBtn.y = 2400; researchBackBtn.onClick = function () { researchMenu.visible = false; mainMenu.visible = true; }; researchMenu.addChild(researchBackBtn); // Research category menu var researchCategoryMenu = new Container(); researchCategoryMenu.visible = false; game.addChild(researchCategoryMenu); var categoryTitle = new Text2('', { size: 60, fill: 0xFFFFFF }); categoryTitle.anchor.set(0.5, 0.5); categoryTitle.x = 1024; categoryTitle.y = 200; researchCategoryMenu.addChild(categoryTitle); var categoryBackBtn = new Button(); categoryBackBtn.setLabel('Back'); categoryBackBtn.x = 1024; categoryBackBtn.y = 2400; categoryBackBtn.onClick = function () { researchCategoryMenu.visible = false; researchMenu.visible = true; }; researchCategoryMenu.addChild(categoryBackBtn); // Name game menu container var nameGameMenu = new Container(); nameGameMenu.visible = false; game.addChild(nameGameMenu); var nameGameTitle = new Text2('Name Your Game', { size: 60, fill: 0xFFFFFF }); nameGameTitle.anchor.set(0.5, 0.5); nameGameTitle.x = 1024; nameGameTitle.y = 200; nameGameMenu.addChild(nameGameTitle); var gameNameInput = new Text2('', { size: 50, fill: 0x4CAF50 }); gameNameInput.anchor.set(0.5, 0.5); gameNameInput.x = 1024; gameNameInput.y = 400; nameGameMenu.addChild(gameNameInput); var inputPrompt = new Text2('Tap to enter game name', { size: 30, fill: 0xFFFFFF }); inputPrompt.anchor.set(0.5, 0.5); inputPrompt.x = 1024; inputPrompt.y = 500; nameGameMenu.addChild(inputPrompt); var randomNameBtn = new Button(); randomNameBtn.setLabel('Random Name'); randomNameBtn.x = 1024; randomNameBtn.y = 700; randomNameBtn.onClick = generateRandomName; nameGameMenu.addChild(randomNameBtn); var confirmNameBtn = new Button(); confirmNameBtn.setLabel('Confirm Name'); confirmNameBtn.x = 1024; confirmNameBtn.y = 850; confirmNameBtn.onClick = confirmGameName; nameGameMenu.addChild(confirmNameBtn); var backFromNameBtn = new Button(); backFromNameBtn.setLabel('Back'); backFromNameBtn.x = 1024; backFromNameBtn.y = 1000; backFromNameBtn.onClick = function () { nameGameMenu.visible = false; mainMenu.visible = true; gameNameInput.setText(''); currentGameName = ''; }; nameGameMenu.addChild(backFromNameBtn); // Simple tap-to-edit name input var nameInputBg = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1 }); nameInputBg.x = 1024; nameInputBg.y = 400; nameInputBg.alpha = 0.3; nameGameMenu.addChild(nameInputBg); nameInputBg.interactive = true; nameInputBg.down = function () { // Simulate simple text input with preset options var names = ['Game Studio Pro', 'Developer Tycoon', 'Code Master', 'Pixel Dreams', 'Game Maker Plus']; var randomIndex = Math.floor(Math.random() * names.length); currentGameName = names[randomIndex]; gameNameInput.setText(currentGameName); LK.getSound('select').play(); }; // Move gameNameInput to be on top nameGameMenu.removeChild(gameNameInput); nameGameMenu.addChild(gameNameInput); // All games menu container var allGamesMenu = new Container(); allGamesMenu.visible = false; game.addChild(allGamesMenu); var allGamesTitle = new Text2('All Released Games', { size: 60, fill: 0xFFFFFF }); allGamesTitle.anchor.set(0.5, 0.5); allGamesTitle.x = 1024; allGamesTitle.y = 200; allGamesMenu.addChild(allGamesTitle); var noGamesText = new Text2('No games released yet', { size: 40, fill: 0xFFFFFF }); noGamesText.anchor.set(0.5, 0.5); noGamesText.x = 1024; noGamesText.y = 600; noGamesText.visible = false; allGamesMenu.addChild(noGamesText); var backFromAllGamesBtn = new Button(); backFromAllGamesBtn.setLabel('Back'); backFromAllGamesBtn.x = 1024; backFromAllGamesBtn.y = 2400; backFromAllGamesBtn.onClick = function () { allGamesMenu.visible = false; mainMenu.visible = true; }; allGamesMenu.addChild(backFromAllGamesBtn); // Game detail view container var gameDetailView = new Container(); gameDetailView.visible = false; game.addChild(gameDetailView); var detailBackBtn = new Button(); detailBackBtn.setLabel('Back to Games List'); detailBackBtn.x = 1024; detailBackBtn.y = 2400; detailBackBtn.onClick = function () { gameDetailView.visible = false; allGamesMenu.visible = true; }; gameDetailView.addChild(detailBackBtn); // Hire menu container var hireMenu = new Container(); hireMenu.visible = false; game.addChild(hireMenu); var hireTitle = new Text2('Hire Developer', { size: 60, fill: 0xFFFFFF }); hireTitle.anchor.set(0.5, 0.5); hireTitle.x = 1024; hireTitle.y = 200; hireMenu.addChild(hireTitle); var backFromHireBtn = new Button(); backFromHireBtn.setLabel('Back'); backFromHireBtn.x = 1024; backFromHireBtn.y = 2400; backFromHireBtn.onClick = function () { hireMenu.visible = false; mainMenu.visible = true; }; hireMenu.addChild(backFromHireBtn); // Project menu container var projectMenu = new Container(); projectMenu.visible = false; game.addChild(projectMenu); var projectTitle = new Text2('New Project', { size: 60, fill: 0xFFFFFF }); projectTitle.anchor.set(0.5, 0.5); projectTitle.x = 1024; projectTitle.y = 200; projectMenu.addChild(projectTitle); var selectFeaturesText = new Text2('Özellikleri Seç:', { size: 40, fill: 0xFFFFFF }); selectFeaturesText.anchor.set(0.5, 0.5); selectFeaturesText.x = 1024; selectFeaturesText.y = 300; projectMenu.addChild(selectFeaturesText); var startDevelopmentBtn = new Button(); startDevelopmentBtn.setLabel('Start Development'); startDevelopmentBtn.x = 1024; startDevelopmentBtn.y = 2200; startDevelopmentBtn.onClick = startDevelopment; projectMenu.addChild(startDevelopmentBtn); // Add Back button to New Project page var backFromProjectBtn = new Button(); backFromProjectBtn.setLabel('Back'); backFromProjectBtn.x = 1024; backFromProjectBtn.y = 2350; backFromProjectBtn.onClick = function () { projectMenu.visible = false; mainMenu.visible = true; selectedFeatures = []; featureCards.forEach(function (card) { card.setSelected(false); }); selectedFeatureByCategory.Graphics = null; selectedFeatureByCategory.Sound = null; selectedFeatureByCategory.Gameplay = null; projectMenu.selectedGenre = null; // Restore persistent buttons if missing (for next open) if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } }; projectMenu.addChild(backFromProjectBtn); // Feature category menu var featureCategoryMenu = new Container(); featureCategoryMenu.visible = false; game.addChild(featureCategoryMenu); var categoryMenuTitle = new Text2('', { size: 60, fill: 0xFFFFFF }); categoryMenuTitle.anchor.set(0.5, 0.5); categoryMenuTitle.x = 1024; categoryMenuTitle.y = 200; featureCategoryMenu.addChild(categoryMenuTitle); var selectedFeaturesText = new Text2('Selected: 0/5', { size: 40, fill: 0xFFFFFF }); selectedFeaturesText.anchor.set(0.5, 0.5); selectedFeaturesText.x = 1024; selectedFeaturesText.y = 300; featureCategoryMenu.addChild(selectedFeaturesText); var categoryBackBtn = new Button(); categoryBackBtn.setLabel('Back to Categories'); categoryBackBtn.x = 1024; categoryBackBtn.y = 2350; categoryBackBtn.onClick = function () { featureCategoryMenu.visible = false; projectMenu.visible = true; // Restore persistent buttons if missing if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } // Update total cost in project menu var totalCost = 0; selectedFeatures.forEach(function (f) { totalCost += f.cost; }); if (projectMenu.totalCostText) { projectMenu.totalCostText.setText('Total Cost: $' + totalCost); } // Update selectedFeatureByCategory to first selected per category, but do not remove extra selections ['Graphics', 'Sound', 'Gameplay'].forEach(function (cat) { var found = false; for (var i = 0; i < selectedFeatures.length; i++) { if (selectedFeatures[i].type === cat) { if (!found) { selectedFeatureByCategory[cat] = selectedFeatures[i]; found = true; } } } if (!found) selectedFeatureByCategory[cat] = null; }); }; featureCategoryMenu.addChild(categoryBackBtn); // --- Game Genres Research menu for projectMenu --- var projectGenresResearchMenu = new Container(); projectGenresResearchMenu.visible = false; game.addChild(projectGenresResearchMenu); var projectGenresResearchTitle = new Text2('Game Genres Research', { size: 60, fill: 0xFFFFFF }); projectGenresResearchTitle.anchor.set(0.5, 0.5); projectGenresResearchTitle.x = 1024; projectGenresResearchTitle.y = 200; projectGenresResearchMenu.addChild(projectGenresResearchTitle); var projectGenresResearchBackBtn = new Button(); projectGenresResearchBackBtn.setLabel('Back'); projectGenresResearchBackBtn.x = 1024; projectGenresResearchBackBtn.y = 2400; projectGenresResearchBackBtn.onClick = function () { projectGenresResearchMenu.visible = false; projectMenu.visible = true; // Restore persistent buttons if missing if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } }; projectGenresResearchMenu.addChild(projectGenresResearchBackBtn); function showProjectGenresResearchMenu() { projectMenu.visible = false; projectGenresResearchMenu.visible = true; // Remove old genre buttons for (var i = projectGenresResearchMenu.children.length - 1; i >= 0; i--) { var child = projectGenresResearchMenu.children[i]; if (child !== projectGenresResearchTitle && child !== projectGenresResearchBackBtn) { child.destroy(); } } // Show researched genres as selectable, and unresearched as buttons var yStart = 400; var researched = gameState.researchedFeatures.GameGenres; gameGenres.forEach(function (genre, idx) { if (!genre.requiresResearch || researched.indexOf(genre.name) !== -1) { // Make researched genres selectable (only one can be selected) var isSelected = projectMenu.selectedGenre && projectMenu.selectedGenre.name === genre.name; var genreBtn = new Button(); genreBtn.setLabel(genre.name + (isSelected ? ' (Selected)' : ' (Researched)')); genreBtn.x = 1024; genreBtn.y = yStart + idx * 120; if (isSelected) { // Highlight selected genre genreBtn.children[0].tint = 0xe94560; } genreBtn.onClick = function (g) { return function () { projectMenu.selectedGenre = g; // Sync selected genre to gameState for persistence gameState.selectedGenre = g; LK.getSound('select').play(); if (projectMenu.genreText) { projectMenu.genreText.setText('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None')); } showProjectGenresResearchMenu(); }; }(genre); projectGenresResearchMenu.addChild(genreBtn); } else { var btn = new Button(); btn.setLabel(genre.name + ' ($' + genre.researchCost + ')'); btn.x = 1024; btn.y = yStart + idx * 120; btn.onClick = function (g) { return function () { if (gameState.money >= g.researchCost && !gameState.currentResearch) { gameState.money -= g.researchCost; gameState.currentResearch = { name: g.name, category: 'GameGenres', timeRemaining: 180 }; updateUI(); LK.getSound('select').play(); showProjectGenresResearchMenu(); } }; }(genre); projectGenresResearchMenu.addChild(btn); } }); } // Development screen var developmentScreen = new Container(); developmentScreen.visible = false; game.addChild(developmentScreen); var devTitle = new Text2('Developing Game', { size: 60, fill: 0xFFFFFF }); devTitle.anchor.set(0.5, 0.5); devTitle.x = 1024; devTitle.y = 200; developmentScreen.addChild(devTitle); var targetScoreText = new Text2('Target Score: 100', { size: 40, fill: 0xFFFFFF }); targetScoreText.anchor.set(0.5, 0.5); targetScoreText.x = 1024; targetScoreText.y = 400; developmentScreen.addChild(targetScoreText); var currentScoreText = new Text2('Current Score: 0', { size: 40, fill: 0x4CAF50 }); currentScoreText.anchor.set(0.5, 0.5); currentScoreText.x = 1024; currentScoreText.y = 500; developmentScreen.addChild(currentScoreText); var progressBarBg = LK.getAsset('progressBar', { anchorX: 0.5, anchorY: 0.5 }); progressBarBg.x = 1024; progressBarBg.y = 700; developmentScreen.addChild(progressBarBg); var progressBarFill = LK.getAsset('progressFill', { anchorX: 0, anchorY: 0.5 }); progressBarFill.x = 624; progressBarFill.y = 700; progressBarFill.scaleX = 0; developmentScreen.addChild(progressBarFill); var releaseBtn = new Button(); releaseBtn.setLabel('Release Game!'); releaseBtn.x = 1024; releaseBtn.y = 900; releaseBtn.visible = false; releaseBtn.onClick = releaseGame; developmentScreen.addChild(releaseBtn); // Market trends display var trendsContainer = new Container(); trendsContainer.x = 1024; trendsContainer.y = 1200; developmentScreen.addChild(trendsContainer); var trendsTitle = new Text2('Market Trends:', { size: 35, fill: 0xFF5722 }); trendsTitle.anchor.set(0.5, 0.5); trendsContainer.addChild(trendsTitle); // Arrays for UI elements var developerCards = []; var featureCards = []; var selectedFeatures = []; // Track selected feature per category for new project var selectedFeatureByCategory = { Graphics: null, Sound: null, Gameplay: null }; // Functions function updateUI() { moneyText.setText('Money: $' + gameState.money); developersText.setText('Developers: ' + gameState.developers.length); gamesText.setText('Games Released: ' + gameState.completedGames); dayText.setText('Day: ' + gameState.currentDay); // Fan UI fanText.setText('Fan: ' + (gameState.fans || 0)); // Calculate fan bonus: every 1000 fans = +10% sales bonus, max 100% // Now: fan bonus is proportional, e.g. 200 fan = %2, 1000 fan = %10, 2500 fan = %25, max 100% // Platform-specific: always use the selected platform's salesBonus var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; // 1 fan = 0.1%, 10 fan = 1%, 100 fan = 10% if (fanBonus > 100) fanBonus = 100; } var displayFanBonus = 0; if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { displayFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus * 100); // e.g. 16% platform: 200 fan = %3, 1000 fan = %16 } else { displayFanBonus = Math.round(fanBonus); } fanBonusText.setText('Satış Bonusu: %' + displayFanBonus); } function showResearchMenu() { mainMenu.visible = false; researchMenu.visible = true; // Clear existing buttons for (var i = researchMenu.children.length - 1; i >= 0; i--) { if (researchMenu.children[i] instanceof Button && researchMenu.children[i] !== researchBackBtn) { researchMenu.children[i].destroy(); } } // Create category buttons var categories = ['Graphics', 'Sound', 'Gameplay', 'GameGenres']; categories.forEach(function (category, index) { var btn = new Button(); var displayName = category === 'GameGenres' ? 'Game Genres' : category; btn.setLabel(displayName + ' Research'); btn.x = 1024; btn.y = 400 + index * 150; btn.onClick = function () { showResearchCategory(category); }; researchMenu.addChild(btn); }); } function showResearchCategory(category) { researchMenu.visible = false; researchCategoryMenu.visible = true; var displayName = category === 'GameGenres' ? 'Game Genres' : category; categoryTitle.setText(displayName + ' Research'); // Clear existing items for (var i = researchCategoryMenu.children.length - 1; i >= 0; i--) { var child = researchCategoryMenu.children[i]; if (child !== categoryTitle && child !== categoryBackBtn) { child.destroy(); } } // Get researchable items for this category var items = []; if (category === 'GameGenres') { items = gameGenres.filter(function (genre) { return genre.requiresResearch && gameState.researchedFeatures.GameGenres.indexOf(genre.name) === -1; }); } else { items = featurePool.filter(function (feature) { return feature.type === category && feature.requiresResearch && gameState.researchedFeatures[category].indexOf(feature.name) === -1; }); } // Display research items items.forEach(function (item, index) { var container = new Container(); container.x = 1024; container.y = 400 + index * 120; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.4 }); container.addChild(bg); var nameText = new Text2(item.name, { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -20; container.addChild(nameText); var cost = category === 'GameGenres' ? item.researchCost : item.cost * 3; var costText = new Text2('Research Cost: $' + cost, { size: 25, fill: 0x4CAF50 }); costText.anchor.set(0.5, 0.5); costText.y = 20; container.addChild(costText); container.interactive = true; container.down = function () { if (gameState.money >= cost && !gameState.currentResearch) { gameState.money -= cost; gameState.currentResearch = { name: item.name, category: category, timeRemaining: 180 // 3 seconds }; updateUI(); LK.getSound('select').play(); showResearchCategory(category); } }; researchCategoryMenu.addChild(container); }); // Add research option to increase selection limit for this category (if not already maxed) if (category === 'Graphics' || category === 'Sound' || category === 'Gameplay') { var maxLimit = 5; var currentLimit = 1; if (gameState.featureSelectionLimit && typeof gameState.featureSelectionLimit[category] === "number") { currentLimit = gameState.featureSelectionLimit[category]; } if (currentLimit < maxLimit) { var y = 400 + items.length * 120 + 60; var limitContainer = new Container(); limitContainer.x = 1024; limitContainer.y = y; var bg2 = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.4 }); limitContainer.addChild(bg2); var limitText = new Text2('Seçim Limiti Artır: ' + category + ' (' + currentLimit + ' → ' + (currentLimit + 1) + ')', { size: 30, fill: 0xFFC107 }); limitText.anchor.set(0.5, 0.5); limitText.y = -20; limitContainer.addChild(limitText); var limitCost = 8000 * currentLimit; var limitCostText = new Text2('Araştırma Maliyeti: $' + limitCost, { size: 25, fill: 0x4CAF50 }); limitCostText.anchor.set(0.5, 0.5); limitCostText.y = 20; limitContainer.addChild(limitCostText); limitContainer.interactive = true; limitContainer.down = function () { if (gameState.money >= limitCost && !gameState.currentResearch) { gameState.money -= limitCost; gameState.currentResearch = { name: 'IncreaseLimit_' + category, category: 'IncreaseLimit_' + category, timeRemaining: 180 }; updateUI(); LK.getSound('select').play(); showResearchCategory(category); } }; researchCategoryMenu.addChild(limitContainer); } } // Add a Back button specifically for Game Genres, Gameplay, Graphics, and Sound Research page if (category === 'GameGenres' || category === 'Gameplay' || category === 'Graphics' || category === 'Sound') { // Remove previous genre/gameplay/graphics/sound back button if any if (researchCategoryMenu.genreBackBtn) { researchCategoryMenu.removeChild(researchCategoryMenu.genreBackBtn); researchCategoryMenu.genreBackBtn.destroy(); researchCategoryMenu.genreBackBtn = null; } var genreBackBtn = new Button(); genreBackBtn.setLabel('Back'); genreBackBtn.x = 1024; genreBackBtn.y = 2400; genreBackBtn.onClick = function () { researchCategoryMenu.visible = false; researchMenu.visible = true; updateGlobalBackBtn && updateGlobalBackBtn(); }; researchCategoryMenu.addChild(genreBackBtn); researchCategoryMenu.genreBackBtn = genreBackBtn; } // Show current research if any if (gameState.currentResearch) { var researchInfo = new Text2('Currently researching: ' + gameState.currentResearch.name, { size: 35, fill: 0xFFC107 }); researchInfo.anchor.set(0.5, 0.5); researchInfo.x = 1024; researchInfo.y = 300; researchCategoryMenu.addChild(researchInfo); } } function showNameGameMenu() { mainMenu.visible = false; nameGameMenu.visible = true; currentGameName = ''; gameNameInput.setText(''); } function generateRandomName() { var prefixes = ['Super', 'Mega', 'Ultra', 'Epic', 'Legendary', 'Amazing', 'Incredible', 'Fantastic']; var genres = ['Adventure', 'Quest', 'Battle', 'World', 'Kingdom', 'Legend', 'Saga', 'Chronicles']; var suffixes = ['2000', 'X', 'Plus', 'HD', 'Remastered', 'Ultimate', 'Deluxe', 'Pro']; var name = prefixes[Math.floor(Math.random() * prefixes.length)] + ' ' + genres[Math.floor(Math.random() * genres.length)] + ' ' + suffixes[Math.floor(Math.random() * suffixes.length)]; currentGameName = name; gameNameInput.setText(name); LK.getSound('select').play(); } function confirmGameName() { if (currentGameName && currentGameName.length > 0) { // Store the game name for later use nameGameMenu.visible = false; // If projectMenu is hidden, show it again (for project flow) if (!mainMenu.visible && projectMenu) { projectMenu.visible = true; } else { mainMenu.visible = true; } LK.getSound('success').play(); // Update game name display gameNameDisplay.setText('Next Game: ' + currentGameName); // Show confirmation message var confirmText = new Text2('Next game will be: ' + currentGameName, { size: 30, fill: 0x4CAF50 }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 1024; confirmText.y = 1050; confirmText.alpha = 0; mainMenu.addChild(confirmText); tween(confirmText, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(confirmText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { confirmText.destroy(); } }); }, 2000); } }); } } function showAllGamesMenu() { mainMenu.visible = false; allGamesMenu.visible = true; // Clear existing game cards var cardsToRemove = []; allGamesMenu.children.forEach(function (child) { if (child instanceof GameHistoryCard) { cardsToRemove.push(child); } }); cardsToRemove.forEach(function (card) { card.destroy(); }); // Show all games (both active and completed) var allGames = gameState.releasedGames.concat(gameState.gameHistory); if (allGames.length === 0) { noGamesText.visible = true; } else { noGamesText.visible = false; allGames.forEach(function (game, index) { var card = new GameHistoryCard(); card.setGameData(game); card.x = 1024; card.y = 400 + index * 150; card.onClick = showGameDetail; allGamesMenu.addChild(card); }); } } function showGameDetail(gameData) { allGamesMenu.visible = false; gameDetailView.visible = true; // Clear previous content for (var i = gameDetailView.children.length - 1; i >= 0; i--) { if (gameDetailView.children[i] !== detailBackBtn) { gameDetailView.children[i].destroy(); } } // Game title var titleText = new Text2(gameData.name, { size: 60, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 200; gameDetailView.addChild(titleText); // Release info var releaseText = new Text2('Released on Day ' + gameData.releaseDay, { size: 35, fill: 0x2196F3 }); releaseText.anchor.set(0.5, 0.5); releaseText.x = 1024; releaseText.y = 300; gameDetailView.addChild(releaseText); // Sales info var salesStatus = gameData.currentDailySales > 0 ? 'Active' : 'Ended'; var salesText = new Text2('Total Sales: ' + gameData.totalSales + ' copies (' + salesStatus + ')', { size: 35, fill: 0x4CAF50 }); salesText.anchor.set(0.5, 0.5); salesText.x = 1024; salesText.y = 380; gameDetailView.addChild(salesText); // Show total earned money (use actual price and revenue formula) var pricePerCopy = typeof gameData.price === "number" ? gameData.price : 1; var totalMoneyEarned = Math.floor((gameData.totalSales || 0) * pricePerCopy); var moneyText = new Text2('Total Money Earned: $' + totalMoneyEarned, { size: 32, fill: 0xFFC107 }); moneyText.anchor.set(0.5, 0.5); moneyText.x = 1024; moneyText.y = 420; gameDetailView.addChild(moneyText); // Score info var scoreText = new Text2('Score: ' + Math.floor(gameData.score) + ' / ' + gameData.targetScore, { size: 35, fill: 0xFFC107 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 460; gameDetailView.addChild(scoreText); // Show price per copy if (typeof gameData.price === "number") { var priceText = new Text2('Oyun Fiyatı: $' + gameData.price, { size: 32, fill: 0xFFC107 }); priceText.anchor.set(0.5, 0.5); priceText.x = 1024; priceText.y = 500; gameDetailView.addChild(priceText); } // Genre info if (gameData.genre) { var genreText = new Text2('Genre: ' + gameData.genre.name, { size: 35, fill: 0x9C27B0 }); genreText.anchor.set(0.5, 0.5); genreText.x = 1024; genreText.y = 540; gameDetailView.addChild(genreText); } // Features title var featuresTitle = new Text2('Features Used:', { size: 40, fill: 0xFFFFFF }); featuresTitle.anchor.set(0.5, 0.5); featuresTitle.x = 1024; featuresTitle.y = 600; gameDetailView.addChild(featuresTitle); // Display features gameData.features.forEach(function (feature, index) { var featureText = new Text2('• ' + feature.name + ' (' + feature.type + ')', { size: 30, fill: 0x2196F3 }); featureText.anchor.set(0.5, 0.5); featureText.x = 1024; featureText.y = 680 + index * 40; gameDetailView.addChild(featureText); }); // Developers title var devsTitle = new Text2('Developed by:', { size: 40, fill: 0xFFFFFF }); devsTitle.anchor.set(0.5, 0.5); devsTitle.x = 1024; devsTitle.y = 1000; gameDetailView.addChild(devsTitle); // Display developers if stored if (gameData.developers) { gameData.developers.forEach(function (dev, index) { var devText = new Text2('• ' + dev.name + ' (' + dev.specialty + ', Skill: ' + dev.skill + ')', { size: 30, fill: 0xFFC107 }); devText.anchor.set(0.5, 0.5); devText.x = 1024; devText.y = 1080 + index * 40; gameDetailView.addChild(devText); }); } // Show reviews if present if (gameData.reviews && gameData.reviews.length > 0) { var reviewsTitle = new Text2('Reviews:', { size: 40, fill: 0xFFFFFF }); reviewsTitle.anchor.set(0.5, 0.5); reviewsTitle.x = 1024; reviewsTitle.y = 1400; gameDetailView.addChild(reviewsTitle); // Show average review score var avgScore = 0; for (var i = 0; i < gameData.reviews.length; i++) { avgScore += gameData.reviews[i].score; } avgScore = Math.round(avgScore / gameData.reviews.length); var avgScoreText = new Text2('Average Score: ' + avgScore + '/100', { size: 35, fill: avgScore >= 80 ? 0x4CAF50 : avgScore >= 60 ? 0xFFC107 : 0xE94560 }); avgScoreText.anchor.set(0.5, 0.5); avgScoreText.x = 1024; avgScoreText.y = 1460; gameDetailView.addChild(avgScoreText); // Show up to 10 reviews gameData.reviews.forEach(function (review, idx) { var reviewText = new Text2(review.company + ": " + review.score + "/100 - " + review.text, { size: 28, fill: 0xFFFFFF }); reviewText.anchor.set(0.5, 0.5); reviewText.x = 1024; reviewText.y = 1540 + idx * 60; gameDetailView.addChild(reviewText); }); } } function showHireMenu() { mainMenu.visible = false; hireMenu.visible = true; // Clear existing cards developerCards.forEach(function (card) { card.destroy(); }); developerCards = []; // Show available developers info var infoText = new Text2('Available Developers: ' + gameState.maxHireableDevelopers, { size: 35, fill: 0xFFC107 }); infoText.anchor.set(0.5, 0.5); infoText.x = 1024; infoText.y = 350; hireMenu.addChild(infoText); // Show main character as always hired var mainCharCard = new DeveloperCard(); mainCharCard.setDeveloper({ name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill, cost: 0 }); mainCharCard.x = 1024; mainCharCard.y = 600; mainCharCard.developerData = { name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill, cost: 0 }; mainCharCard.down = function () {}; hireMenu.addChild(mainCharCard); developerCards.push(mainCharCard); // Create developer cards as a grid, restrict hiring to studio level var availableDevelopers = developerPool.filter(function (dev) { return !gameState.developers.some(function (hired) { return hired.name === dev.name; }); }); // Only allow hiring up to maxHireableDevelopers (studioLevel+1, including main character) var canHireCount = gameState.maxHireableDevelopers - gameState.developers.length; if (canHireCount < 0) canHireCount = 0; // Arrange developer cards in a grid (3 per row) var cardsPerRow = 3; var cardSpacingX = 400; var cardSpacingY = 500; var startX = 1024 - cardSpacingX; var startY = 1000; availableDevelopers.forEach(function (dev, index) { var card = new DeveloperCard(); card.setDeveloper(dev); var col = index % cardsPerRow; var row = Math.floor(index / cardsPerRow); card.x = startX + col * cardSpacingX; card.y = startY + row * cardSpacingY; // If we can't hire more, gray out the card and disable click if (index >= canHireCount) { card.alpha = 0.4; card.down = function () { // Optionally show a message or play a sound LK.getSound('select').play(); }; // Show a message overlay var lockText = new Text2('Stüdyo seviyesini yükseltmelisin', { size: 28, fill: 0xE94560 }); lockText.anchor.set(0.5, 0.5); lockText.y = 160; card.addChild(lockText); } else { card.onClick = function (developer) { if (gameState.money >= developer.cost) { gameState.money -= developer.cost; gameState.developers.push({ name: developer.name, specialty: developer.specialty, skill: developer.skill, cost: developer.cost, assignedFeature: null // Only 1 feature can be assigned }); updateUI(); LK.getSound('hire').play(); showHireMenu(); // Refresh menu } }; } hireMenu.addChild(card); developerCards.push(card); }); } function showFeatureCategory(category) { projectMenu.visible = false; featureCategoryMenu.visible = true; categoryMenuTitle.setText(category + ' Features'); selectedFeaturesText.setText('Selected: ' + selectedFeatures.length); // Clear existing feature cards for (var i = featureCategoryMenu.children.length - 1; i >= 0; i--) { var child = featureCategoryMenu.children[i]; if (child instanceof FeatureCard) { child.destroy(); } } // Get available features for this category var availableFeatures = featurePool.filter(function (feature) { return feature.type === category && (!feature.requiresResearch || gameState.researchedFeatures[feature.type].indexOf(feature.name) !== -1); }); // Create feature cards availableFeatures.forEach(function (feature, index) { var card = new FeatureCard(); card.setFeature(feature); card.x = 400 + index % 4 * 250; card.y = 500 + Math.floor(index / 4) * 350; // Set selected state if already selected var isSelected = selectedFeatures.some(function (f) { return f.name === feature.name; }); card.setSelected(isSelected); // Highlight trending features if (gameState.marketTrends.indexOf(feature.type) !== -1) { var trendIcon = LK.getAsset('trendIcon', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); trendIcon.x = 100; trendIcon.y = -100; card.addChild(trendIcon); } card.onClick = function (clickedCard) { var cat = category; // Determine max selection for this category var maxPerCategory = 1; if (gameState.featureSelectionLimit && typeof gameState.featureSelectionLimit[cat] === "number") { maxPerCategory = gameState.featureSelectionLimit[cat]; } // Count how many are already selected in this category var selectedInCategory = selectedFeatures.filter(function (f) { return f.type === cat; }).length; // If already selected, deselect if (clickedCard.selected) { clickedCard.setSelected(false); selectedFeatures = selectedFeatures.filter(function (f) { return f !== clickedCard.featureData; }); // If this was the only selected in category, clear selectedFeatureByCategory if (selectedFeatureByCategory[cat] && selectedFeatureByCategory[cat].name === clickedCard.featureData.name) { selectedFeatureByCategory[cat] = null; } } else { // Only allow up to maxPerCategory selections per category if (selectedInCategory >= maxPerCategory) { // Show notification var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.6 }); bg.tint = 0xE94560; notification.addChild(bg); var text = new Text2('Bu kategoriden en fazla ' + maxPerCategory + ' özellik seçebilirsin!', { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); return; } clickedCard.setSelected(true); selectedFeatures.push(clickedCard.featureData); selectedFeatureByCategory[cat] = clickedCard.featureData; LK.getSound('select').play(); } // Update selected count selectedFeaturesText.setText('Selected: ' + selectedFeatures.length); }; featureCategoryMenu.addChild(card); }); } function showProjectMenu() { // Allow project creation if there is at least one developer OR the main character (always present) if (gameState.developers.length === 0 && !gameState.mainCharacter) { return; } mainMenu.visible = false; projectMenu.visible = true; selectedFeatures = []; // Reset per-category selection selectedFeatureByCategory.Graphics = null; selectedFeatureByCategory.Sound = null; selectedFeatureByCategory.Gameplay = null; // Clear existing cards featureCards.forEach(function (card) { card.destroy(); }); featureCards = []; // Clear any existing category buttons, but do NOT destroy persistent buttons (priceBtn, platformBtn, gameGenresResearchBtn, startDevelopmentBtn, backFromProjectBtn) for (var i = projectMenu.children.length - 1; i >= 0; i--) { var child = projectMenu.children[i]; // Only destroy category feature buttons (those not persistent) if (child instanceof Button && child !== startDevelopmentBtn && child !== backFromProjectBtn && child !== projectMenu.priceBtn && child !== projectMenu.platformBtn && child !== projectMenu.gameGenresResearchBtn) { child.destroy(); } } // Restore selected genre from gameState if available if (gameState.selectedGenre) { projectMenu.selectedGenre = gameState.selectedGenre; } else { projectMenu.selectedGenre = null; gameState.selectedGenre = null; } // Update selected genre text if (projectMenu.genreText) { projectMenu.genreText.setText('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None')); } // Persist marketTrends for the duration of a project (until game is released) // Only generate new trends if there are no trends yet (i.e., at the start of a new project, not just on menu open) if (!gameState.marketTrends || !Array.isArray(gameState.marketTrends) || gameState.marketTrends.length === 0) { gameState.marketTrends = []; var trendTypes = ['Graphics', 'Sound', 'Gameplay']; var availableGenres = gameGenres.filter(function (genre) { return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1; }); // Only allow market trends from researched genres var researchedGenres = gameGenres.filter(function (genre) { return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1; }); var trend = trendTypes[Math.floor(Math.random() * trendTypes.length)]; gameState.marketTrends.push(trend); // Only pick genre trends from researched genres if (researchedGenres.length > 0) { var genreTrend = researchedGenres[Math.floor(Math.random() * researchedGenres.length)]; gameState.marketTrends.push(genreTrend.name + ' games'); } } // Display trends at top var trendsText = new Text2('Market Trends: ' + gameState.marketTrends.join(' & ') + ' are hot!', { size: 35, fill: 0xFF5722 }); trendsText.anchor.set(0.5, 0.5); trendsText.x = 1024; trendsText.y = 400; projectMenu.addChild(trendsText); // --- Ava: Show sales bonus summary for selected features --- if (projectMenu.featureBonusText) { projectMenu.featureBonusText.destroy(); } var featureBonusSummary = ''; (function () { // Calculate bonuses for selected features var bonusParts = []; // Engine bonus var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } if (selectedEngineObj && selectedEngineObj.quality) { bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış'); } // Platform bonus var selectedPlatformName = gameState.selectedPlatform || "PC"; var selectedPlatformObj = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === selectedPlatformName) { selectedPlatformObj = platforms[i]; break; } } if (selectedPlatformObj && selectedPlatformObj.salesBonus) { bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış'); } // Genre bonus if (projectMenu.selectedGenre) { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) { bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış'); } } // Feature trend bonus var trendTypes = []; if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") { trendTypes.push(gameState.marketTrends[i]); } } } var trendBonus = 0; if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) { for (var i = 0; i < selectedFeatures.length; i++) { if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) { trendBonus = 50; break; } } if (trendBonus > 0) { bonusParts.push('Trend Özellik: +50% satış'); } } // Genre trend bonus if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) { bonusParts.push('Trend Tür: +30% satış'); break; } } } // Fan bonus (platform-specific) var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; if (fanBonus > 100) fanBonus = 100; if (fanBonus > 0) { if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus); bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)'); } else { bonusParts.push('Fan: +' + fanBonus + '% satış'); } } } // Compose summary if (bonusParts.length > 0) { featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', '); } else { featureBonusSummary = 'Satış bonusu yok.'; } })(); var featureBonusText = new Text2(featureBonusSummary, { size: 32, fill: 0x4CAF50 }); featureBonusText.anchor.set(0.5, 0.5); featureBonusText.x = 1024; featureBonusText.y = 360; projectMenu.addChild(featureBonusText); projectMenu.featureBonusText = featureBonusText; // --- Genre selection UI removed: genre can only be selected from Game Genres Research page --- // Show selected genre (if any) if (!projectMenu.selectedGenre) { projectMenu.selectedGenre = null; gameState.selectedGenre = null; } var genreText = new Text2('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None'), { size: 35, fill: 0x9C27B0 }); genreText.anchor.set(0.5, 0.5); genreText.x = 1024; genreText.y = 480; projectMenu.addChild(genreText); projectMenu.genreText = genreText; // Total cost display var totalCostText = new Text2('Total Cost: $0', { size: 35, fill: 0x4CAF50 }); totalCostText.anchor.set(0.5, 0.5); totalCostText.x = 1024; totalCostText.y = 530; projectMenu.addChild(totalCostText); // Store totalCostText reference for later updates projectMenu.totalCostText = totalCostText; // --- Oyun Fiyatı (Game Price) UI --- if (!projectMenu.priceText) { // Default price per copy if (typeof projectMenu.selectedPrice !== "number") { projectMenu.selectedPrice = 1; // $1 per copy default } var priceText = new Text2('Oyun Fiyatı: $' + projectMenu.selectedPrice, { size: 35, fill: 0xFFC107 }); priceText.anchor.set(0.5, 0.5); priceText.x = 1024; priceText.y = 580; projectMenu.addChild(priceText); projectMenu.priceText = priceText; // Price select button var priceBtn = new Button(); priceBtn.setLabel('Oyun Fiyatı Seç'); priceBtn.x = 1024; priceBtn.y = 630; priceBtn.onClick = function () { // Show a simple price selection popup if (projectMenu.pricePopup) { projectMenu.pricePopup.destroy(); projectMenu.pricePopup = null; } var popup = new Container(); popup.x = 1024; popup.y = 900; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1 }); bg.tint = 0x16213e; popup.addChild(bg); var title = new Text2('Oyun Fiyatı Seçin', { size: 40, fill: 0xFFC107 }); title.anchor.set(0.5, 0.5); title.y = -120; popup.addChild(title); // Price options var prices = [0.5, 1, 2, 3, 5, 10]; prices.forEach(function (p, idx) { var btn = new Button(); btn.setLabel('$' + p); btn.x = 0; btn.y = -40 + idx * 70; btn.onClick = function () { projectMenu.selectedPrice = p; projectMenu.priceText.setText('Oyun Fiyatı: $' + p); if (projectMenu.pricePopup) { projectMenu.pricePopup.destroy(); projectMenu.pricePopup = null; } LK.getSound('select').play(); }; popup.addChild(btn); }); // Close button var closeBtn = new Button(); closeBtn.setLabel('Kapat'); closeBtn.x = 0; closeBtn.y = 400; closeBtn.onClick = function () { if (projectMenu.pricePopup) { projectMenu.pricePopup.destroy(); projectMenu.pricePopup = null; } }; popup.addChild(closeBtn); projectMenu.pricePopup = popup; game.addChild(popup); }; projectMenu.addChild(priceBtn); projectMenu.priceBtn = priceBtn; } // --- Show selected Game Engine --- // If a game name was set, show it in projectMenu if (currentGameName && currentGameName.length > 0) { if (projectMenu.gameNameText) { projectMenu.gameNameText.destroy(); } var gameNameText = new Text2('Oyun Adı: ' + currentGameName, { size: 35, fill: 0xFFC107 }); gameNameText.anchor.set(0.5, 0.5); gameNameText.x = 1024; gameNameText.y = 800; projectMenu.addChild(gameNameText); projectMenu.gameNameText = gameNameText; } else if (projectMenu.gameNameText) { projectMenu.gameNameText.destroy(); projectMenu.gameNameText = null; } if (projectMenu.engineText) { projectMenu.engineText.destroy(); } var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } var engineTextLabel = 'Game Engine: ' + selectedEngineName; if (selectedEngineObj && selectedEngineObj.quality) { engineTextLabel += ' (+' + Math.round(selectedEngineObj.quality * 100) + '% quality)'; } var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 700; projectMenu.addChild(engineText); projectMenu.engineText = engineText; // --- Platform Selection Button and Text --- if (projectMenu.platformText) { projectMenu.platformText.destroy(); } var selectedPlatformName = gameState.selectedPlatform || "PC"; var platformText = new Text2('Platform: ' + selectedPlatformName, { size: 35, fill: 0xFFC107 }); platformText.anchor.set(0.5, 0.5); platformText.x = 1024; platformText.y = 750; projectMenu.addChild(platformText); projectMenu.platformText = platformText; if (!projectMenu.platformBtn) { var platformBtn = new Button(); platformBtn.setLabel('Platform Seç'); platformBtn.x = 1024; // We'll set the y position after all other buttons are placed platformBtn.onClick = function () { // Show the platformMenu as a page, but in selection mode mainMenu.visible = false; projectMenu.visible = false; platformMenu.visible = true; platformMenu.y = 0; // Mark that we are in platform selection mode for projectMenu platformMenu._selectForProjectMenu = true; // Remove old platform cards/buttons except title and back for (var i = platformMenu.children.length - 1; i >= 0; i--) { var child = platformMenu.children[i]; if (child !== platformTitle && child !== platformBackBtn) { child.destroy(); } } // Show only owned platforms as selectable, others as locked var yStart = 500; var xStart = 320; var xSpacing = 350; var ySpacing = 220; var cols = 4; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.35 }); container.addChild(bg); var nameText = new Text2(plat.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); var yearText = new Text2('Çıkış: ' + plat.year, { size: 28, fill: 0x4CAF50 }); yearText.anchor.set(0.5, 0.5); yearText.y = 10; container.addChild(yearText); var bonusText = new Text2('Satış Bonus: +' + Math.round(plat.salesBonus * 100) + '%', { size: 24, fill: 0x2196F3 }); bonusText.anchor.set(0.5, 0.5); bonusText.y = 40; container.addChild(bonusText); var platState = gameState.platforms && gameState.platforms[plat.name] ? gameState.platforms[plat.name] : { researched: plat.researched, owned: plat.owned }; if (platState && platState.owned) { // Selectable for projectMenu var selectBtn = new Button(); selectBtn.setLabel(gameState.selectedPlatform === plat.name ? 'Seçili' : 'Seç'); selectBtn.x = 0; selectBtn.y = 100; if (gameState.selectedPlatform === plat.name) { selectBtn.children[0].tint = 0xe94560; } selectBtn.onClick = function (platName) { return function () { gameState.selectedPlatform = platName; if (projectMenu.platformText) { projectMenu.platformText.setText('Platform: ' + platName); } LK.getSound('select').play(); // Return to projectMenu after selection platformMenu.visible = false; projectMenu.visible = true; platformMenu._selectForProjectMenu = false; // Restore persistent buttons if missing if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } // --- Ava: Update sales bonus summary instantly when platform is changed --- if (projectMenu.featureBonusText) { projectMenu.featureBonusText.destroy(); } var featureBonusSummary = ''; (function () { var bonusParts = []; // Engine bonus var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } if (selectedEngineObj && selectedEngineObj.quality) { bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış'); } // Platform bonus var selectedPlatformName = gameState.selectedPlatform || "PC"; var selectedPlatformObj = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === selectedPlatformName) { selectedPlatformObj = platforms[i]; break; } } if (selectedPlatformObj && selectedPlatformObj.salesBonus) { bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış'); } // Genre bonus if (projectMenu.selectedGenre) { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) { bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış'); } } // Feature trend bonus var trendTypes = []; if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") { trendTypes.push(gameState.marketTrends[i]); } } } var trendBonus = 0; if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) { for (var i = 0; i < selectedFeatures.length; i++) { if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) { trendBonus = 50; break; } } if (trendBonus > 0) { bonusParts.push('Trend Özellik: +50% satış'); } } // Genre trend bonus if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) { bonusParts.push('Trend Tür: +30% satış'); break; } } } // Fan bonus (platform-specific) var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; if (fanBonus > 100) fanBonus = 100; if (fanBonus > 0) { if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus); bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)'); } else { bonusParts.push('Fan: +' + fanBonus + '% satış'); } } } if (bonusParts.length > 0) { featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', '); } else { featureBonusSummary = 'Satış bonusu yok.'; } })(); var featureBonusText = new Text2(featureBonusSummary, { size: 32, fill: 0x4CAF50 }); featureBonusText.anchor.set(0.5, 0.5); featureBonusText.x = 1024; featureBonusText.y = 360; projectMenu.addChild(featureBonusText); projectMenu.featureBonusText = featureBonusText; }; }(plat.name); container.addChild(selectBtn); } else { // Not owned, show as locked var lockedText = new Text2('Satın Al: $' + plat.price, { size: 28, fill: 0x888888 }); lockedText.anchor.set(0.5, 0.5); lockedText.y = 100; container.addChild(lockedText); } platformMenu.addChild(container); } updatePlatformMenuScrollBounds && updatePlatformMenuScrollBounds(); // Patch platformBackBtn to return to projectMenu if in selection mode platformBackBtn.onClick = function () { platformMenu.visible = false; if (platformMenu._selectForProjectMenu) { projectMenu.visible = true; platformMenu._selectForProjectMenu = false; } else { mainMenu.visible = true; } }; updateGlobalBackBtn && updateGlobalBackBtn(); }; projectMenu.addChild(platformBtn); projectMenu.platformBtn = platformBtn; } else { // We'll set the y position after all other buttons are placed } // --- Add Game Engine button above Graphics Features --- // Define buttonY and buttonSpacing for vertical button layout var buttonY = 900; var buttonSpacing = 110; if (!projectMenu.ownedEngineBtn) { var ownedEngineBtn = new Button(); ownedEngineBtn.setLabel('Game Engine'); ownedEngineBtn.x = 1024; ownedEngineBtn.y = buttonY; ownedEngineBtn.onClick = function () { // Open the full game engine menu page, like Platform mainMenu.visible = false; projectMenu.visible = false; gameEngineMenu.visible = true; // Mark that we are in engine selection mode for projectMenu gameEngineMenu._selectForProjectMenu = true; // Remove old engine cards/buttons except title and back for (var i = gameEngineMenu.children.length - 1; i >= 0; i--) { var child = gameEngineMenu.children[i]; if (child !== gameEngineTitle && child !== gameEngineBackBtn) { child.destroy(); } } // Show only owned engines as selectable, others as locked var scale = 0.8; var yStart = 640 * scale; var xStart = 524 * scale; var xSpacing = 500 * scale; var ySpacing = 220 * scale; var cols = 3; var ownedEngines = gameEngines.filter(function (eng) { return eng.owned; }); if (ownedEngines.length === 0) { var noEngineText = new Text2('Henüz bir oyun motoru satın almadın.', { size: 32, fill: 0xFFFFFF }); noEngineText.anchor.set(0.5, 0.5); noEngineText.x = 1024; noEngineText.y = 900; gameEngineMenu.addChild(noEngineText); gameEngineMenu.noEngineText = noEngineText; } else { for (var i = 0; i < ownedEngines.length; i++) { var engine = ownedEngines[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; container.scaleX = scale; container.scaleY = scale; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); container.addChild(bg); var nameText = new Text2(engine.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); var qualityText = new Text2('Quality: +' + Math.round(engine.quality * 100) + '%', { size: 28, fill: 0x4CAF50 }); qualityText.anchor.set(0.5, 0.5); qualityText.y = 10; container.addChild(qualityText); // Select button var selectBtn = new Button(); selectBtn.setLabel(gameState.selectedGameEngine === engine.name ? 'Selected' : 'Select'); // Move select button 1 row up: align vertically with buy/owned button selectBtn.x = 0; selectBtn.y = 210; // same as buy/owned button if (gameState.selectedGameEngine === engine.name) { selectBtn.children[0].tint = 0xe94560; } selectBtn.onClick = function (eng) { return function () { gameState.selectedGameEngine = eng.name; LK.getSound('select').play(); // Return to projectMenu after selection gameEngineMenu.visible = false; projectMenu.visible = true; gameEngineMenu._selectForProjectMenu = false; // Update engine text in projectMenu if (projectMenu.engineText) projectMenu.engineText.destroy(); var engineTextLabel = 'Game Engine: ' + eng.name; if (eng.quality) engineTextLabel += ' (+' + Math.round(eng.quality * 100) + '% quality)'; var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 700; projectMenu.addChild(engineText); projectMenu.engineText = engineText; // Update sales bonus summary if (projectMenu.featureBonusText) { projectMenu.featureBonusText.destroy(); } var featureBonusSummary = ''; (function () { var bonusParts = []; var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } if (selectedEngineObj && selectedEngineObj.quality) { bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış'); } var selectedPlatformName = gameState.selectedPlatform || "PC"; var selectedPlatformObj = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === selectedPlatformName) { selectedPlatformObj = platforms[i]; break; } } if (selectedPlatformObj && selectedPlatformObj.salesBonus) { bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış'); } if (projectMenu.selectedGenre) { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) { bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış'); } } var trendTypes = []; if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") { trendTypes.push(gameState.marketTrends[i]); } } } var trendBonus = 0; if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) { for (var i = 0; i < selectedFeatures.length; i++) { if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) { trendBonus = 50; break; } } if (trendBonus > 0) { bonusParts.push('Trend Özellik: +50% satış'); } } if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) { bonusParts.push('Trend Tür: +30% satış'); break; } } } var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; if (fanBonus > 100) fanBonus = 100; if (fanBonus > 0) { if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus); bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)'); } else { bonusParts.push('Fan: +' + fanBonus + '% satış'); } } } if (bonusParts.length > 0) { featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', '); } else { featureBonusSummary = 'Satış bonusu yok.'; } })(); var featureBonusText = new Text2(featureBonusSummary, { size: 32, fill: 0x4CAF50 }); featureBonusText.anchor.set(0.5, 0.5); featureBonusText.x = 1024; featureBonusText.y = 360; projectMenu.addChild(featureBonusText); projectMenu.featureBonusText = featureBonusText; }; }(engine); container.addChild(selectBtn); gameEngineMenu.addChild(container); } } // Patch gameEngineBackBtn to return to projectMenu if in selection mode gameEngineBackBtn.onClick = function () { gameEngineMenu.visible = false; if (gameEngineMenu._selectForProjectMenu) { projectMenu.visible = true; gameEngineMenu._selectForProjectMenu = false; } else { mainMenu.visible = true; } updateGlobalBackBtn && updateGlobalBackBtn(); }; updateGlobalBackBtn && updateGlobalBackBtn(); }; projectMenu.addChild(ownedEngineBtn); projectMenu.ownedEngineBtn = ownedEngineBtn; } else { if (projectMenu.children.indexOf(projectMenu.ownedEngineBtn) === -1) { projectMenu.addChild(projectMenu.ownedEngineBtn); } projectMenu.ownedEngineBtn.y = buttonY; } buttonY += buttonSpacing; // Feature category buttons var categories = ['Graphics', 'Sound', 'Gameplay']; categories.forEach(function (category, index) { var categoryBtn = new Button(); categoryBtn.setLabel(category + ' Features'); categoryBtn.x = 1024; categoryBtn.y = buttonY; categoryBtn.onClick = function () { showFeatureCategory(category); }; projectMenu.addChild(categoryBtn); buttonY += buttonSpacing; }); // Oyun Fiyatı button (move to next row) if (projectMenu.priceBtn) { // If not already present, re-add to projectMenu if (projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } projectMenu.priceBtn.y = buttonY; buttonY += buttonSpacing; } // Game Genres Research button (move to next row) if (!projectMenu.gameGenresResearchBtn) { var gameGenresResearchBtn = new Button(); gameGenresResearchBtn.setLabel('Game Genres Research'); gameGenresResearchBtn.x = 1024; gameGenresResearchBtn.y = buttonY; gameGenresResearchBtn.onClick = function () { showProjectGenresResearchMenu(); }; projectMenu.addChild(gameGenresResearchBtn); projectMenu.gameGenresResearchBtn = gameGenresResearchBtn; } else { // If not already present, re-add to projectMenu if (projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } projectMenu.gameGenresResearchBtn.y = buttonY; } // Move Platform Seç button to be below the last button if (projectMenu.platformBtn) { projectMenu.platformBtn.y = buttonY + buttonSpacing; buttonY = projectMenu.platformBtn.y; } // Add Oyun Adı Seç button below Platform Seç if (!projectMenu.nameGameBtn) { var nameGameBtn = new Button(); nameGameBtn.setLabel('Oyun Adı Seç'); nameGameBtn.x = 1024; nameGameBtn.y = buttonY + buttonSpacing; nameGameBtn.onClick = function () { mainMenu.visible = false; projectMenu.visible = false; nameGameMenu.visible = true; currentGameName = ''; gameNameInput.setText(''); }; projectMenu.addChild(nameGameBtn); projectMenu.nameGameBtn = nameGameBtn; } else { // If not already present, re-add to projectMenu if (projectMenu.children.indexOf(projectMenu.nameGameBtn) === -1) { projectMenu.addChild(projectMenu.nameGameBtn); } projectMenu.nameGameBtn.y = buttonY + buttonSpacing; } buttonY = projectMenu.nameGameBtn.y; // Add info text at the bottom of the platform selection page in Start Project if (projectMenu.platformInfoText) { projectMenu.platformInfoText.destroy(); } var projectPlatformInfoText = new Text2('Platform kullanmak için ana menüde bulunan platform sayfasından satın alınız.', { size: 32, fill: 0xFFC107 }); projectPlatformInfoText.anchor.set(0.5, 0.5); projectPlatformInfoText.x = 1024; projectPlatformInfoText.y = 2500; projectMenu.addChild(projectPlatformInfoText); projectMenu.platformInfoText = projectPlatformInfoText; } function startDevelopment() { // Must have at least one feature per category if (!selectedFeatureByCategory.Graphics || !selectedFeatureByCategory.Sound || !selectedFeatureByCategory.Gameplay) { // Show a notification or feedback var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.6 }); bg.tint = 0xE94560; notification.addChild(bg); var text = new Text2('Her kategoriden en az 1 özellik seçmelisin!', { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); return; } // --- Require a researched genre to be selected before starting development --- var researchedGenres = gameState.researchedFeatures.GameGenres; // Fix: Check if selectedGenre is not null and its name is in researchedGenres or does not require research if (!projectMenu.selectedGenre || // Find the genre object in gameGenres function () { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } // If genreObj is not found, treat as not researched if (!genreObj) return true; // If genre does not require research, allow if (!genreObj.requiresResearch) return false; // If genre requires research, check if it's in researchedGenres return researchedGenres.indexOf(genreObj.name) === -1; }()) { // Show a notification or feedback var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.6 }); bg.tint = 0xE94560; notification.addChild(bg); var text = new Text2('Please select a researched genre before starting!', { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); return; } // Calculate total cost var totalCost = 0; selectedFeatures.forEach(function (feature) { totalCost += feature.cost; }); // Check if player can afford if (gameState.money < totalCost) { return; } // Deduct costs gameState.money -= totalCost; updateUI(); projectMenu.visible = false; developmentScreen.visible = true; // Show selected engine in development screen if (developmentScreen.engineText) { developmentScreen.engineText.destroy(); } var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } var engineTextLabel = 'Game Engine: ' + selectedEngineName; if (selectedEngineObj && selectedEngineObj.quality) { engineTextLabel += ' (+' + Math.round(selectedEngineObj.quality * 100) + '% quality)'; } var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 300; developmentScreen.addChild(engineText); developmentScreen.engineText = engineText; // Display trends for (var i = trendsContainer.children.length - 1; i > 0; i--) { trendsContainer.children[i].destroy(); } gameState.marketTrends.forEach(function (trend, index) { var trendText = new Text2(trend + ' is trending!', { size: 30, fill: 0xFF5722 }); trendText.anchor.set(0.5, 0.5); trendText.y = 40 + index * 35; trendsContainer.addChild(trendText); }); // Calculate target score var baseTarget = 100; targetScoreText.setText('Target Score: ' + baseTarget); // Use selected genre from projectMenu var selectedGenre = projectMenu.selectedGenre || null; // Start project gameState.currentProject = { features: selectedFeatures, targetScore: baseTarget, currentScore: 0, developmentSpeed: 0, genre: selectedGenre, price: typeof projectMenu.selectedPrice === "number" ? projectMenu.selectedPrice : 1 }; // Assign features to developers (main character is always included and can contribute to all features) var assignedDevelopers = []; var assignedFeatures = []; // Always include main character as a developer var allDevs = [{ name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill, featurePoints: Object.assign({}, gameState.mainCharacter.featurePoints) }].concat(gameState.developers.map(function (dev) { return { name: dev.name, specialty: dev.specialty, skill: dev.skill, assignedFeature: null }; })); // Assign features: each feature is assigned to a developer, but main character always contributes to all var devAssignments = []; selectedFeatures.forEach(function (feature, idx) { // Assign to next available developer (skip main character for assignment, but main character always contributes) var devIdx = (idx + 1) % allDevs.length; if (devIdx === 0 && allDevs.length > 1) devIdx = 1; // avoid assigning all to main character devAssignments.push({ dev: allDevs[devIdx], feature: feature }); allDevs[devIdx].assignedFeature = feature.name; }); // Calculate development speed var totalSpeed = 0; // Main character always contributes to all features selectedFeatures.forEach(function (feature) { var fp = gameState.mainCharacter.featurePoints[feature.type] || 1; totalSpeed += (gameState.mainCharacter.skill + fp) * 0.5; }); // Other developers contribute to their assigned feature devAssignments.forEach(function (assignment) { if (assignment.dev.name !== gameState.mainCharacter.name) { totalSpeed += assignment.dev.skill * 0.5; } }); gameState.currentProject.developmentSpeed = totalSpeed; gameState.currentProject.devAssignments = devAssignments; LK.getSound('develop').play(); releaseBtn.visible = false; progressBarFill.scaleX = 0; } function releaseGame() { var project = gameState.currentProject; // Calculate final score with bonuses var finalScore = project.currentScore; // --- Game Engine quality bonus --- // Each 0.05 quality = +5% quality bonus, max 20% (0.20) // Now: Game Engine quality gives a SALES bonus, not just a score/quality bonus var engineBonus = 0; if (gameState.selectedGameEngine) { for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === gameState.selectedGameEngine) { // Clamp to max 0.20 (20%) engineBonus = Math.min(gameEngines[i].quality || 0, 0.20); break; } } } // Remove score bonus, apply sales bonus later //if (engineBonus > 0) { // finalScore *= 1 + Math.floor(engineBonus * 20) * 0.05; // Trend bonus var trendMultiplier = 1; project.features.forEach(function (feature) { if (gameState.marketTrends.indexOf(feature.type) !== -1) { finalScore *= 1.5; trendMultiplier += 0.3; } }); // Genre bonus if (project.genre) { finalScore *= project.genre.baseMultiplier; if (gameState.marketTrends.some(function (trend) { return trend.indexOf(project.genre.name) !== -1; })) { finalScore *= 1.3; trendMultiplier += 0.4; } } // Calculate initial sales potential var baseSalesMultiplier = 20; if (finalScore >= project.targetScore) { baseSalesMultiplier = 40; } // Price effect on sales: higher price = lower sales, lower price = higher sales var priceSalesMultiplier = 1; if (project.price) { if (project.price > 1) { priceSalesMultiplier = 1 / (0.7 + (project.price - 1) * 0.5); // $2 = ~0.67x, $5 = ~0.29x if (priceSalesMultiplier < 0.15) priceSalesMultiplier = 0.15; } else if (project.price < 1) { priceSalesMultiplier = 1 + (1 - project.price) * 0.7; // $0.5 = 1.35x } } // --- Ava: Reduce sales multiplier if features and review score are low and price is high --- var featureQuality = 0; for (var i = 0; i < project.features.length; i++) { featureQuality += project.features[i].basePoints || 0; } var avgFeatureQuality = featureQuality / project.features.length; var reviewScoreForPenalty = 0; var scoreRatio = finalScore / project.targetScore; if (scoreRatio >= 1.5) reviewScoreForPenalty = 95;else if (scoreRatio >= 1.2) reviewScoreForPenalty = 85;else if (scoreRatio >= 1.0) reviewScoreForPenalty = 75;else if (scoreRatio >= 0.8) reviewScoreForPenalty = 60;else reviewScoreForPenalty = 40; // If price is high, but features and review are low, apply a penalty to sales var pricePenaltyMultiplier = 1; if (project.price > 2) { // If both feature quality and review are low, penalize more if (avgFeatureQuality < 5 && reviewScoreForPenalty < 70) { pricePenaltyMultiplier = 0.5 - Math.min((project.price - 2) * 0.1, 0.3); // up to -30% more penalty } else if (avgFeatureQuality < 6 || reviewScoreForPenalty < 75) { pricePenaltyMultiplier = 0.7 - Math.min((project.price - 2) * 0.05, 0.2); // up to -20% more penalty } // Never less than 0.2x if (pricePenaltyMultiplier < 0.2) pricePenaltyMultiplier = 0.2; } // Find selected platform and apply its salesBonus var selectedPlatform = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === gameState.selectedPlatform) { selectedPlatform = platforms[i]; break; } } var platformSalesBonus = selectedPlatform && selectedPlatform.salesBonus ? 1 + selectedPlatform.salesBonus : 1; // --- Ava: Apply Game Engine quality as a sales bonus multiplier --- var engineSalesBonus = 1; if (engineBonus > 0) { // Each 0.01 = +1% sales, up to 20% engineSalesBonus = 1 + engineBonus; } var initialDailySales = Math.floor(finalScore / project.targetScore * baseSalesMultiplier * trendMultiplier * priceSalesMultiplier * pricePenaltyMultiplier * platformSalesBonus * engineSalesBonus); var gameName = currentGameName && currentGameName.length > 0 ? currentGameName : 'Game #' + (gameState.completedGames + 1); // --- Review and score system --- var reviewCompanies = ["IGN", "GameSpot", "Polygon", "Eurogamer", "Kotaku", "PC Gamer", "Game Informer", "Destructoid", "Edge", "Metacritic"]; var reviews = []; var reviewScore = 0; var genreTrend = gameState.marketTrends.find(function (trend) { return project.genre && trend.indexOf(project.genre.name) !== -1; }); var featureTrend = gameState.marketTrends.indexOf(project.features[0].type) !== -1 || gameState.marketTrends.indexOf(project.features[1].type) !== -1 || gameState.marketTrends.indexOf(project.features[2].type) !== -1 || gameState.marketTrends.indexOf(project.features[3].type) !== -1 || gameState.marketTrends.indexOf(project.features[4].type) !== -1; // Calculate review score (0-100) var scoreRatio = finalScore / project.targetScore; if (scoreRatio >= 1.5) reviewScore = 95 + Math.floor(Math.random() * 6);else if (scoreRatio >= 1.2) reviewScore = 85 + Math.floor(Math.random() * 10);else if (scoreRatio >= 1.0) reviewScore = 75 + Math.floor(Math.random() * 10);else if (scoreRatio >= 0.8) reviewScore = 60 + Math.floor(Math.random() * 10);else reviewScore = 40 + Math.floor(Math.random() * 20); // If genre matches trend, boost score if (genreTrend) reviewScore += 5; if (featureTrend) reviewScore += 5; // --- Price effect on review score --- if (project.price) { // $1 is neutral, higher price reduces review, lower price increases if (project.price > 1) { reviewScore -= Math.floor((project.price - 1) * 4); // -4 puan/extra dollar } else if (project.price < 1) { reviewScore += Math.floor((1 - project.price) * 6); // +6 puan/discounted dollar } } if (reviewScore > 100) reviewScore = 100; if (reviewScore < 0) reviewScore = 0; // Generate reviews for (var i = 0; i < reviewCompanies.length; i++) { var company = reviewCompanies[i]; var text = ""; var score = reviewScore + Math.floor(Math.random() * 7 - 3); if (score > 100) score = 100; if (score < 0) score = 0; // Pick a feature to highlight or criticize var highlightFeature = project.features[Math.floor(Math.random() * project.features.length)]; var highlightDev = gameState.developers.length > 0 ? gameState.developers[Math.floor(Math.random() * gameState.developers.length)] : null; // Compose unique review text based on score and game details if (score >= 90) { var phrases = ["A masterpiece! " + gameName + " sets a new standard for " + (project.genre ? project.genre.name : "games") + ".", "Unmissable! " + gameName + " excels in " + highlightFeature.name + " and delivers a flawless experience.", "Stunning achievement. " + gameName + " is a triumph in " + highlightFeature.type + "."]; text = phrases[i % phrases.length]; } else if (score >= 80) { var phrases = ["Excellent! " + gameName + " is a must-play for fans of " + (project.genre ? project.genre.name : "the genre") + ".", gameName + " impresses with its " + highlightFeature.name + " and strong " + highlightFeature.type + ".", "A great effort, especially in " + highlightFeature.type + "."]; text = phrases[i % phrases.length]; } else if (score >= 70) { var phrases = [gameName + " is a solid experience with some great moments.", "Enjoyable overall, but " + highlightFeature.name + " could be even better.", "Good fun, though " + (highlightDev ? highlightDev.name + "'s work on " + highlightFeature.name : "some features") + " stands out."]; text = phrases[i % phrases.length]; } else if (score >= 60) { var phrases = [gameName + " is decent, but could use more polish.", "Average experience. " + highlightFeature.name + " is a bit underwhelming.", "Not bad, but " + (highlightDev ? highlightDev.name + "'s " + highlightFeature.type : "the team") + " could improve."]; text = phrases[i % phrases.length]; } else if (score >= 50) { var phrases = [gameName + " struggles to impress, but has a few redeeming qualities.", "Mediocre. " + highlightFeature.name + " doesn't quite hit the mark.", "Some fun to be had, but " + highlightFeature.type + " needs work."]; text = phrases[i % phrases.length]; } else { var phrases = ["Disappointing. " + gameName + " fails to deliver.", "A letdown. " + highlightFeature.name + " is poorly implemented.", "Not recommended. " + (highlightDev ? highlightDev.name + "'s " + highlightFeature.type : "the team") + " missed the mark."]; text = phrases[i % phrases.length]; } // If genre/feature matches trend, make review more positive if ((genreTrend || featureTrend) && score >= 70) { var trendPhrases = [" Riding the latest trends paid off!", " Trendy and timely, a smart move.", " The market will love this!"]; text += trendPhrases[i % trendPhrases.length]; } if (!genreTrend && !featureTrend && score < 70) { var missPhrases = [" Missed the mark on current trends.", " Feels outdated compared to what's hot.", " Lacks the innovation players want."]; text += missPhrases[i % missPhrases.length]; } // Add a tip or suggestion for low scores if (score < 60) { var tipPhrases = [" Consider focusing more on " + highlightFeature.type + " next time.", " A stronger " + highlightFeature.type + " could help future games.", " More polish in " + highlightFeature.name + " is needed."]; text += " " + tipPhrases[i % tipPhrases.length]; } reviews.push({ company: company, score: score, text: text }); } var releasedGame = { name: gameName, releaseDay: gameState.currentDay, score: finalScore, targetScore: project.targetScore, initialDailySales: initialDailySales, currentDailySales: initialDailySales, totalSales: 0, features: project.features, trendBonus: trendMultiplier, price: project.price || 1, // Add main character as a developer in the released game developers: [{ name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill }].concat(gameState.developers.slice()), genre: project.genre, reviews: reviews, reviewScore: reviewScore }; // Reset game name after use currentGameName = ''; gameNameDisplay.setText(''); // Clear marketTrends so new trends are generated for the next project gameState.marketTrends = []; gameState.releasedGames.push(releasedGame); // Success check if (finalScore >= project.targetScore) { gameState.money += Math.floor(finalScore * 0.00025); // 95% less gameState.completedGames++; LK.getSound('success').play(); LK.setScore(gameState.completedGames); if (gameState.completedGames >= 10) { LK.showYouWin(); } } else { gameState.money += Math.floor(finalScore * 0.0000625); // 95% less } LK.getSound('release').play(); // Reset gameState.currentProject = null; developmentScreen.visible = false; mainMenu.visible = true; updateUI(); updateSalesLog(); } // Game update var dayTimer = 0; game.update = function () { // Handle research progress if (gameState.currentResearch) { gameState.currentResearch.timeRemaining--; if (gameState.currentResearch.timeRemaining <= 0) { // Research complete var research = gameState.currentResearch; // GameEngines research is not used anymore; skip if (research.category === 'Platforms') { // Mark platform as researched if (gameState.platforms && gameState.platforms[research.name]) { gameState.platforms[research.name].researched = true; } } else if (research.category === 'IncreaseLimit_Graphics' || research.category === 'IncreaseLimit_Sound' || research.category === 'IncreaseLimit_Gameplay') { // Increase the selection limit for the relevant category var cat = research.category.replace('IncreaseLimit_', ''); if (!gameState.featureSelectionLimit) gameState.featureSelectionLimit = {}; if (typeof gameState.featureSelectionLimit[cat] !== "number") gameState.featureSelectionLimit[cat] = 1; gameState.featureSelectionLimit[cat]++; } else { gameState.researchedFeatures[research.category].push(research.name); } gameState.currentResearch = null; LK.getSound('success').play(); // Show notification var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.8 }); bg.tint = 0x4CAF50; notification.addChild(bg); var text = new Text2('Research Complete: ' + research.name, { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); } } // Day progression (every 3 seconds = 1 day) dayTimer++; if (dayTimer >= 180) { // 60 fps * 3 seconds dayTimer = 0; gameState.currentDay++; updateUI(); // Process game sales for (var i = gameState.releasedGames.length - 1; i >= 0; i--) { var releasedGame = gameState.releasedGames[i]; var daysSinceRelease = gameState.currentDay - releasedGame.releaseDay; // Calculate sales decline var declineRate = 0.75; // Base 25% daily decline // Better games decline slower if (releasedGame.score >= releasedGame.targetScore * 1.5) { declineRate = 0.85; } else if (releasedGame.score >= releasedGame.targetScore) { declineRate = 0.80; } // Apply trend bonus to decline rate declineRate += (releasedGame.trendBonus - 1) * 0.03; declineRate = Math.min(declineRate, 0.90); // Calculate review score multiplier (0.3x for <60, 1x for 60-74, 1.7x for 75-89, 2.5x for 90+) // Ava: Review scores now have a much stronger effect on sales! var reviewMultiplier = 1; if (releasedGame.reviewScore !== undefined) { if (releasedGame.reviewScore >= 90) reviewMultiplier = 2.5;else if (releasedGame.reviewScore >= 75) reviewMultiplier = 1.7;else if (releasedGame.reviewScore >= 60) reviewMultiplier = 1;else reviewMultiplier = 0.3; } // Calculate fan sales bonus: proportional, e.g. 200 fan = %2, 1000 fan = %10, max 100% // Platform-specific: always use the selected platform's salesBonus var fanSalesBonus = 1; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { var bonusPercent = Math.floor(gameState.fans / 10) / 10; // 1 fan = 0.1%, 10 fan = 1%, 100 fan = 10% if (bonusPercent > 100) bonusPercent = 100; // Always use platform's salesBonus if available if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { fanSalesBonus = 1 + bonusPercent * selectedPlatformObj.salesBonus; } else { fanSalesBonus = 1 + bonusPercent / 100; } } // Calculate current day sales releasedGame.currentDailySales = Math.floor(releasedGame.initialDailySales * Math.pow(declineRate, daysSinceRelease) * reviewMultiplier * fanSalesBonus); // Add to total sales and money if (releasedGame.currentDailySales > 0) { releasedGame.totalSales += releasedGame.currentDailySales; var pricePerCopy = releasedGame.price || 1; var revenue = Math.floor(releasedGame.currentDailySales * pricePerCopy); // 100% of price per copy to player gameState.money += revenue; // --- Fan gain from sales: %2-%20 of daily sales, random per game, but fixed for this game --- if (typeof releasedGame.fanGainPercent !== "number") { // Assign a random percent between 2 and 20 for this game, fixed for its lifetime releasedGame.fanGainPercent = 2 + Math.floor(Math.random() * 19); // 2-20 } var fansGained = Math.floor(releasedGame.currentDailySales * releasedGame.fanGainPercent / 100); if (!gameState.fans) gameState.fans = 0; gameState.fans += fansGained; } else { // Game no longer selling - remove from market var removedGame = gameState.releasedGames.splice(i, 1)[0]; gameState.gameHistory.push(removedGame); // Show notification var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.2 }); bg.tint = 0x0f3460; notification.addChild(bg); var titleText = new Text2(removedGame.name + ' removed from market', { size: 35, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.y = -30; notification.addChild(titleText); var salesText = new Text2('Total copies sold: ' + removedGame.totalSales, { size: 30, fill: 0x4CAF50 }); salesText.anchor.set(0.5, 0.5); salesText.y = 20; notification.addChild(salesText); notification.x = 1024; notification.y = 1366; notification.alpha = 0; // Animate notification tween(notification, { alpha: 1, y: 1000 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); } } updateUI(); updateSalesLog(); } if (gameState.currentProject && developmentScreen.visible) { var project = gameState.currentProject; // Development progress if (project.currentScore < project.targetScore) { // --- Ava: Make score gain speed depend on studio level and total developer skill --- // Calculate base points per tick var pointsPerTick = project.developmentSpeed / 30; // Calculate total skill of all developers (including main character) var totalDevSkill = gameState.mainCharacter.skill; for (var i = 0; i < gameState.developers.length; i++) { totalDevSkill += gameState.developers[i].skill; } // Studio level bonus: higher level = faster progress var studioLevelBonus = 1 + (gameState.studioLevel - 1) * 0.15; // +15% per studio level above 1 // Skill bonus: more total skill = faster progress, but with diminishing returns var skillBonus = 0.5 + Math.log(1 + totalDevSkill) * 0.5; // log curve, min 0.5x // Feature synergy bonus (as before) var synergy = 1; if (gameState.mainCharacter.featurePoints) { project.features.forEach(function (feature) { if (gameState.mainCharacter.featurePoints[feature.type] && gameState.mainCharacter.featurePoints[feature.type] > 0) { synergy += 0.1; } }); } project.features.forEach(function (feature) { gameState.developers.forEach(function (dev) { if (dev.specialty === feature.type) { synergy += 0.1; } }); }); // Final points per tick: base * studioLevelBonus * skillBonus * synergy var finalPointsPerTick = pointsPerTick * studioLevelBonus * skillBonus * synergy; // Clamp minimum progress to avoid being stuck at 0 if (finalPointsPerTick < 0.01) finalPointsPerTick = 0.01; project.currentScore += finalPointsPerTick; // Update UI currentScoreText.setText('Current Score: ' + Math.floor(project.currentScore)); var progress = Math.min(project.currentScore / project.targetScore, 1); progressBarFill.scaleX = progress; // Show release button when ready if (progress >= 1 && !releaseBtn.visible) { releaseBtn.visible = true; tween(releaseBtn, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(releaseBtn, { scaleX: 1, scaleY: 1 }, { duration: 500 }); } }); } } } // Check game over if (gameState.money < 100 && gameState.developers.length === 0 && !gameState.currentProject) { LK.showGameOver(); } }; // Global Back Button (bottom) var globalBackBtn = new Button(); globalBackBtn.setLabel('Geri'); // Place at bottom center, matching other menu button size (400x100) globalBackBtn.x = 1024; globalBackBtn.y = 2600; globalBackBtn.visible = false; LK.gui.bottom.addChild(globalBackBtn); // Global Back Button (top) var globalBackBtnTop = new Button(); globalBackBtnTop.setLabel('Geri'); globalBackBtnTop.x = 1024; globalBackBtnTop.y = 100; globalBackBtnTop.visible = false; LK.gui.top.addChild(globalBackBtnTop); // Helper to check if any menu except mainMenu is visible function isAnyMenuOpen() { return upgradeMenu.visible || researchMenu.visible || researchCategoryMenu.visible || nameGameMenu.visible || allGamesMenu.visible || gameDetailView.visible || hireMenu.visible || projectMenu.visible || featureCategoryMenu.visible || developmentScreen.visible; } // Helper to close the topmost open menu and return to mainMenu function closeCurrentMenu() { if (upgradeMenu.visible) { upgradeMenu.visible = false; mainMenu.visible = true; } else if (researchCategoryMenu.visible) { researchCategoryMenu.visible = false; researchMenu.visible = true; } else if (researchMenu.visible) { researchMenu.visible = false; mainMenu.visible = true; } else if (nameGameMenu.visible) { nameGameMenu.visible = false; mainMenu.visible = true; gameNameInput.setText(''); currentGameName = ''; } else if (allGamesMenu.visible) { allGamesMenu.visible = false; mainMenu.visible = true; } else if (gameDetailView.visible) { gameDetailView.visible = false; allGamesMenu.visible = true; } else if (hireMenu.visible) { hireMenu.visible = false; mainMenu.visible = true; } else if (featureCategoryMenu.visible) { featureCategoryMenu.visible = false; projectMenu.visible = true; // Update total cost in project menu var totalCost = 0; selectedFeatures.forEach(function (f) { totalCost += f.cost; }); if (projectMenu.totalCostText) { projectMenu.totalCostText.setText('Total Cost: $' + totalCost); } } else if (projectMenu.visible) { projectMenu.visible = false; mainMenu.visible = true; selectedFeatures = []; featureCards.forEach(function (card) { card.setSelected(false); }); // Restore persistent buttons if missing (for next open) if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } } else if (developmentScreen.visible) { developmentScreen.visible = false; mainMenu.visible = true; } } // Attach handler to global back button globalBackBtn.onClick = function () { closeCurrentMenu(); }; globalBackBtnTop.onClick = function () { closeCurrentMenu(); }; // Show/hide global back button depending on menu state function updateGlobalBackBtn() { // Show if any menu except mainMenu is visible var show = isAnyMenuOpen() && !mainMenu.visible; globalBackBtn.visible = show; globalBackBtnTop.visible = show; } // Patch all menu show functions to update global back button var _showUpgradeMenu = showUpgradeMenu; showUpgradeMenu = function showUpgradeMenu() { _showUpgradeMenu(); updateGlobalBackBtn(); }; var _showPlatformMenu = showPlatformMenu; showPlatformMenu = function showPlatformMenu() { _showPlatformMenu(); updateGlobalBackBtn(); }; var _showResearchMenu = showResearchMenu; showResearchMenu = function showResearchMenu() { _showResearchMenu(); updateGlobalBackBtn(); }; var _showAllGamesMenu = showAllGamesMenu; showAllGamesMenu = function showAllGamesMenu() { _showAllGamesMenu(); updateGlobalBackBtn(); }; var _showHireMenu = showHireMenu; showHireMenu = function showHireMenu() { _showHireMenu(); updateGlobalBackBtn(); }; var _showProjectMenu = showProjectMenu; showProjectMenu = function showProjectMenu() { _showProjectMenu(); updateGlobalBackBtn(); }; var _showFeatureCategory = showFeatureCategory; showFeatureCategory = function showFeatureCategory(category) { _showFeatureCategory(category); updateGlobalBackBtn(); }; var _showResearchCategory = showResearchCategory; showResearchCategory = function showResearchCategory(category) { _showResearchCategory(category); updateGlobalBackBtn(); }; var _showNameGameMenu = showNameGameMenu; showNameGameMenu = function showNameGameMenu() { _showNameGameMenu(); updateGlobalBackBtn(); }; var _showGameDetail = showGameDetail; showGameDetail = function showGameDetail(gameData) { _showGameDetail(gameData); updateGlobalBackBtn(); }; // Patch all menu back/close buttons to update global back button function patchBackBtn(btn, closeFn) { var old = btn.onClick; btn.onClick = function () { if (old) old(); updateGlobalBackBtn(); }; } patchBackBtn(backFromUpgradeBtn); patchBackBtn(researchBackBtn); patchBackBtn(categoryBackBtn); patchBackBtn(backFromNameBtn); patchBackBtn(backFromAllGamesBtn); patchBackBtn(detailBackBtn); patchBackBtn(backFromHireBtn); patchBackBtn(backFromProjectBtn); patchBackBtn(categoryBackBtn); patchBackBtn(researchBackBtn); patchBackBtn(categoryBackBtn); // Also update on developmentScreen close (release) var _releaseGame = releaseGame; releaseGame = function releaseGame() { _releaseGame(); updateGlobalBackBtn(); }; // Also update on game update (in case of state changes) var _updateUI = updateUI; updateUI = function updateUI() { _updateUI(); updateGlobalBackBtn(); }; // Initialize updateUI(); updateGlobalBackBtn();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Button = Container.expand(function () {
var self = Container.call(this);
var bg = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var label = new Text2('Button', {
size: 40,
fill: 0xFFFFFF
});
label.anchor.set(0.5, 0.5);
self.addChild(label);
self.setLabel = function (text) {
label.setText(text);
};
self.down = function () {
tween(bg, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
LK.getSound('select').play();
};
self.up = function () {
tween(bg, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
if (self.onClick) {
self.onClick();
}
};
return self;
});
var DeveloperCard = Container.expand(function () {
var self = Container.call(this);
var bg = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
var icon = self.attachAsset('developerIcon', {
anchorX: 0.5,
anchorY: 0.5,
y: -100
});
var nameText = new Text2('Developer', {
size: 30,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -20;
self.addChild(nameText);
var specialtyText = new Text2('Graphics', {
size: 25,
fill: 0xFFC107
});
specialtyText.anchor.set(0.5, 0.5);
specialtyText.y = 20;
self.addChild(specialtyText);
var costText = new Text2('Cost: $100', {
size: 25,
fill: 0x4CAF50
});
costText.anchor.set(0.5, 0.5);
costText.y = 60;
self.addChild(costText);
var skillText = new Text2('Skill: 5', {
size: 25,
fill: 0x2196F3
});
skillText.anchor.set(0.5, 0.5);
skillText.y = 100;
self.addChild(skillText);
self.developerData = null;
self.setDeveloper = function (data) {
self.developerData = data;
nameText.setText(data.name);
specialtyText.setText(data.specialty);
costText.setText('Cost: $' + data.cost);
skillText.setText('Skill: ' + data.skill);
var specialtyColors = {
'Graphics': 0xff5722,
'Sound': 0x9c27b0,
'Gameplay': 0x2196f3
};
icon.tint = specialtyColors[data.specialty] || 0xffc107;
};
self.down = function () {
if (self.onClick) {
self.onClick(self.developerData);
}
};
return self;
});
var FeatureCard = Container.expand(function () {
var self = Container.call(this);
var bg = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
var icon = self.attachAsset('featureIcon', {
anchorX: 0.5,
anchorY: 0.5,
y: -80
});
var nameText = new Text2('Feature', {
size: 25,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -20;
self.addChild(nameText);
var typeText = new Text2('Type', {
size: 20,
fill: 0x2196F3
});
typeText.anchor.set(0.5, 0.5);
typeText.y = 10;
self.addChild(typeText);
var pointsText = new Text2('Points: 0', {
size: 20,
fill: 0x4CAF50
});
pointsText.anchor.set(0.5, 0.5);
pointsText.y = 40;
self.addChild(pointsText);
self.featureData = null;
self.selected = false;
self.setFeature = function (data) {
self.featureData = data;
nameText.setText(data.name);
typeText.setText(data.type);
pointsText.setText('Points: ' + data.basePoints + ' | Cost: $' + data.cost);
var typeColors = {
'Graphics': 0xff5722,
'Sound': 0x9c27b0,
'Gameplay': 0x2196f3
};
icon.tint = typeColors[data.type] || 0xffc107;
};
self.setSelected = function (selected) {
self.selected = selected;
bg.tint = selected ? 0xe94560 : 0xffffff;
};
self.down = function () {
if (self.onClick) {
self.onClick(self);
}
};
return self;
});
var GameHistoryCard = Container.expand(function () {
var self = Container.call(this);
var bg = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 0.6
});
var nameText = new Text2('Game Name', {
size: 30,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -30;
self.addChild(nameText);
var salesText = new Text2('Sales: 0', {
size: 25,
fill: 0x4CAF50
});
salesText.anchor.set(0.5, 0.5);
salesText.y = 10;
self.addChild(salesText);
self.gameData = null;
self.setGameData = function (data) {
self.gameData = data;
nameText.setText(data.name);
var salesInfo = data.currentDailySales > 0 ? 'Sales: ' + data.totalSales + ' (Active)' : 'Sales: ' + data.totalSales + ' (Ended)';
salesText.setText(salesInfo);
bg.tint = data.currentDailySales > 0 ? 0x0f3460 : 0x16213e;
};
self.down = function () {
if (self.onClick) {
self.onClick(self.gameData);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Game state
function _typeof2(o) {
"@babel/helpers - typeof";
return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof2(o);
}
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
var gameState = {
money: 100000,
developers: [],
currentProject: null,
completedGames: 0,
marketTrends: [],
currentDay: 1,
releasedGames: [],
maxHireableDevelopers: 1,
studioLevel: 1,
studioUpgradeCost: 5000,
fans: 0,
// Toplam fan sayısı
mainCharacter: {
name: "You",
level: 1,
upgradeCost: 2000,
skill: 2,
specialty: "All",
featurePoints: {
Graphics: 1,
Sound: 1,
Gameplay: 1
}
},
gameHistory: [],
researchedFeatures: {
Graphics: [],
Sound: [],
Gameplay: [],
GameGenres: []
},
currentResearch: null,
// --- Game Engine system ---
ownedGameEngines: [],
selectedGameEngine: null,
// --- Feature selection limit per category ---
featureSelectionLimit: {
Graphics: 1,
Sound: 1,
Gameplay: 1
}
};
// --- Game Engines Data ---
// Add release year, adjust bonus and price by year, and sort by year
var gameEngines = [];
// Engine data: name, year
var engineData = [{
name: "RPG Maker",
year: 1988
}, {
name: "GameMaker",
year: 1999
}, {
name: "Torque 3D",
year: 2001
}, {
name: "MonoGame",
year: 2003
}, {
name: "Godot",
year: 2007
}, {
name: "Unity",
year: 2005
}, {
name: "CryEngine",
year: 2002
}, {
name: "Defold",
year: 2016
}, {
name: "Phaser",
year: 2013
}, {
name: "Cocos2d-x",
year: 2010
}, {
name: "Custom Engine",
year: 1985
}, {
name: "PICO-8",
year: 2015
}, {
name: "Construct",
year: 2011
}, {
name: "LibGDX",
year: 2009
}, {
name: "Solar2D",
year: 2009
}, {
name: "Ren'Py",
year: 2004
}, {
name: "Open 3D Engine",
year: 2021
}, {
name: "Stride",
year: 2014
}, {
name: "GDevelop",
year: 2014
}, {
name: "AppGameKit",
year: 2011
}];
// Sort by year ascending
engineData.sort(function (a, b) {
return a.year - b.year;
});
// Set base values
var baseYear = 1985;
var baseBonus = 0.02; // 2%
var maxBonus = 0.40; // 40%
var basePrice = 2000;
var priceIncreasePerYear = 500; // Each year after baseYear increases price
for (var i = 0; i < engineData.length; i++) {
var data = engineData[i];
// Bonus increases by 2% (0.02) for every 2 years after baseYear, capped at 40%
var bonusSteps = Math.floor((data.year - baseYear) / 2);
var bonus = baseBonus + bonusSteps * 0.02;
// Clamp to nearest lower multiple of 0.02 and max 0.40
if (bonus > maxBonus) bonus = maxBonus;
// Round to nearest 0.02 (defensive, in case of floating point error)
bonus = Math.floor(bonus * 50) / 50;
// Price increases by 2000 + 500 per year after baseYear
var price = basePrice + (data.year - baseYear) * priceIncreasePerYear;
// Clamp minimum price
if (price < basePrice) price = basePrice;
gameEngines.push({
name: data.name,
year: data.year,
quality: bonus,
price: price,
researched: true,
// Always researched
owned: false
});
}
// Current game name being created
var currentGameName = '';
// Game name display at top
var gameNameDisplay = new Text2('', {
size: 45,
fill: 0xFFFFFF
});
gameNameDisplay.anchor.set(0.5, 0);
gameNameDisplay.y = 10;
LK.gui.top.addChild(gameNameDisplay);
// Available developers pool
var developerPool = [{
name: 'Alex',
specialty: 'Graphics',
skill: 3,
cost: 4000
}, {
name: 'Sam',
specialty: 'Sound',
skill: 4,
cost: 4000
}, {
name: 'Jordan',
specialty: 'Gameplay',
skill: 5,
cost: 4000
}, {
name: 'Morgan',
specialty: 'Graphics',
skill: 6,
cost: 8000
}, {
name: 'Casey',
specialty: 'Sound',
skill: 7,
cost: 8000
}, {
name: 'Drew',
specialty: 'Gameplay',
skill: 8,
cost: 8000
}, {
name: 'Taylor',
specialty: 'Graphics',
skill: 9,
cost: 12000
}, {
name: 'Jamie',
specialty: 'Sound',
skill: 10,
cost: 12000
}, {
name: 'Robin',
specialty: 'Gameplay',
skill: 11,
cost: 12000
}];
// Available features - expanded with research requirements
var featurePool = [{
name: 'Pixel Art',
type: 'Graphics',
basePoints: 3,
cost: 4000,
requiresResearch: false
}, {
name: '3D Models',
type: 'Graphics',
basePoints: 5,
cost: 4000,
requiresResearch: false
}, {
name: 'Particle Effects',
type: 'Graphics',
basePoints: 4,
cost: 4000,
requiresResearch: false
}, {
name: 'Soundtrack',
type: 'Sound',
basePoints: 3,
cost: 4000,
requiresResearch: false
}, {
name: 'Voice Acting',
type: 'Sound',
basePoints: 6,
cost: 4000,
requiresResearch: false
}, {
name: 'Sound Effects',
type: 'Sound',
basePoints: 4,
cost: 4000,
requiresResearch: false
}, {
name: 'RPG Elements',
type: 'Gameplay',
basePoints: 5,
cost: 4000,
requiresResearch: false
}, {
name: 'Multiplayer',
type: 'Gameplay',
basePoints: 7,
cost: 4000,
requiresResearch: false
}, {
name: 'Puzzles',
type: 'Gameplay',
basePoints: 4,
cost: 4000,
requiresResearch: false
}, {
name: 'Open World',
type: 'Gameplay',
basePoints: 8,
cost: 4000,
requiresResearch: false
}, {
name: 'Shaders',
type: 'Graphics',
basePoints: 6,
cost: 8000,
requiresResearch: true
}, {
name: 'Ray Tracing',
type: 'Graphics',
basePoints: 10,
cost: 12000,
requiresResearch: true
}, {
name: 'Motion Capture',
type: 'Graphics',
basePoints: 8,
cost: 8000,
requiresResearch: true
}, {
name: 'Procedural Generation',
type: 'Graphics',
basePoints: 7,
cost: 8000,
requiresResearch: true
}, {
name: 'Dynamic Lighting',
type: 'Graphics',
basePoints: 6,
cost: 8000,
requiresResearch: true
}, {
name: 'Orchestral Score',
type: 'Sound',
basePoints: 8,
cost: 8000,
requiresResearch: true
}, {
name: '3D Audio',
type: 'Sound',
basePoints: 7,
cost: 8000,
requiresResearch: true
}, {
name: 'Dynamic Music',
type: 'Sound',
basePoints: 6,
cost: 8000,
requiresResearch: true
}, {
name: 'Environmental Audio',
type: 'Sound',
basePoints: 5,
cost: 8000,
requiresResearch: true
}, {
name: 'Foley Effects',
type: 'Sound',
basePoints: 6,
cost: 8000,
requiresResearch: true
}, {
name: 'Physics Engine',
type: 'Gameplay',
basePoints: 9,
cost: 12000,
requiresResearch: true
}, {
name: 'AI Systems',
type: 'Gameplay',
basePoints: 10,
cost: 12000,
requiresResearch: true
}, {
name: 'Skill Trees',
type: 'Gameplay',
basePoints: 6,
cost: 8000,
requiresResearch: true
}, {
name: 'Crafting System',
type: 'Gameplay',
basePoints: 7,
cost: 8000,
requiresResearch: true
}, {
name: 'Dialogue System',
type: 'Gameplay',
basePoints: 5,
cost: 8000,
requiresResearch: true
}];
// Game genres that can be researched
var gameGenres = [{
name: 'Action',
baseMultiplier: 1.2,
trendChance: 0.3,
researchCost: 4000,
requiresResearch: false
}, {
name: 'Adventure',
baseMultiplier: 1.1,
trendChance: 0.25,
researchCost: 4000,
requiresResearch: false
}, {
name: 'Puzzle',
baseMultiplier: 1.0,
trendChance: 0.2,
researchCost: 4000,
requiresResearch: false
}, {
name: 'Racing',
baseMultiplier: 1.3,
trendChance: 0.35,
researchCost: 8000,
requiresResearch: true
}, {
name: 'Strategy',
baseMultiplier: 1.4,
trendChance: 0.3,
researchCost: 8000,
requiresResearch: true
}, {
name: 'Simulation',
baseMultiplier: 1.2,
trendChance: 0.25,
researchCost: 8000,
requiresResearch: true
}, {
name: 'RPG',
baseMultiplier: 1.5,
trendChance: 0.4,
researchCost: 12000,
requiresResearch: true
}, {
name: 'FPS',
baseMultiplier: 1.4,
trendChance: 0.35,
researchCost: 12000,
requiresResearch: true
}, {
name: 'Horror',
baseMultiplier: 1.3,
trendChance: 0.25,
researchCost: 12000,
requiresResearch: true
}, {
name: 'Sports',
baseMultiplier: 1.2,
trendChance: 0.3,
researchCost: 12000,
requiresResearch: true
}];
// UI Elements
var moneyText = new Text2('Money: $10000', {
size: 50,
fill: 0x4CAF50
});
moneyText.anchor.set(1, 0);
moneyText.x = 0;
moneyText.y = 0;
LK.gui.topRight.addChild(moneyText);
var developersText = new Text2('Developers: 0', {
size: 40,
fill: 0xFFFFFF
});
developersText.anchor.set(1, 0);
developersText.x = 0;
developersText.y = moneyText.y + moneyText.height + 8;
LK.gui.topRight.addChild(developersText);
var gamesText = new Text2('Games Released: 0', {
size: 40,
fill: 0xFFC107
});
gamesText.anchor.set(1, 0);
gamesText.x = 0;
gamesText.y = developersText.y + developersText.height + 8;
LK.gui.topRight.addChild(gamesText);
// Fan count and bonus UI
var fanText = new Text2('Fan: 0', {
size: 40,
fill: 0x2196F3
});
fanText.anchor.set(1, 0);
fanText.x = 0;
fanText.y = gamesText.y + gamesText.height + 8;
LK.gui.topRight.addChild(fanText);
var fanBonusText = new Text2('Satış Bonusu: %0', {
size: 32,
fill: 0x4CAF50
});
fanBonusText.anchor.set(1, 0);
fanBonusText.x = 0;
fanBonusText.y = fanText.y + fanText.height + 8;
LK.gui.topRight.addChild(fanBonusText);
var dayText = new Text2('Day: 1', {
size: 40,
fill: 0x2196F3
});
dayText.anchor.set(1, 0);
dayText.x = 0;
dayText.y = fanBonusText.y + fanBonusText.height + 8;
LK.gui.topRight.addChild(dayText);
// --- Sales & Revenue Log UI ---
var salesLogContainer = new Container();
salesLogContainer.x = 2048 - 40; // right align
salesLogContainer.y = 220; // just below dayText
LK.gui.topRight.addChild(salesLogContainer);
var salesLogEntries = []; // keep references to Text2 objects for updating/removal
function updateSalesLog() {
// Remove old entries
for (var i = 0; i < salesLogEntries.length; i++) {
salesLogEntries[i].destroy();
}
salesLogEntries = [];
// Show up to 5 most recent games (active and ended)
var allGames = gameState.releasedGames.concat(gameState.gameHistory);
var recentGames = allGames.slice(-5).reverse();
var y = 0;
for (var i = 0; i < recentGames.length; i++) {
var g = recentGames[i];
var isActive = g.currentDailySales > 0;
var pricePerCopy = typeof g.price === "number" ? g.price : 1;
var revenue = Math.floor((g.currentDailySales || 0) * pricePerCopy);
var txt = new Text2(g.name + ': +' + (g.currentDailySales || 0) + ' | $' + revenue, {
size: 28,
fill: isActive ? 0x4CAF50 : 0x888888
});
txt.anchor.set(1, 0);
txt.x = 0;
txt.y = y;
salesLogContainer.addChild(txt);
salesLogEntries.push(txt);
y += 36;
}
}
// Main menu container
var mainMenu = new Container();
game.addChild(mainMenu);
var titleText = new Text2('Game Dev Studio', {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 300;
mainMenu.addChild(titleText);
var nameGameBtn = new Button();
nameGameBtn.setLabel('Name Your Game');
nameGameBtn.x = 1024;
nameGameBtn.y = 600;
nameGameBtn.onClick = showNameGameMenu;
mainMenu.addChild(nameGameBtn);
var hireDeveloperBtn = new Button();
hireDeveloperBtn.setLabel('Hire Developer');
hireDeveloperBtn.x = 1024;
hireDeveloperBtn.y = 750;
hireDeveloperBtn.onClick = showHireMenu;
mainMenu.addChild(hireDeveloperBtn);
var startProjectBtn = new Button();
startProjectBtn.setLabel('Start Project');
startProjectBtn.x = 1024;
startProjectBtn.y = 900;
startProjectBtn.onClick = showProjectMenu;
mainMenu.addChild(startProjectBtn);
var allGamesBtn = new Button();
allGamesBtn.setLabel('All Released Games');
allGamesBtn.x = 1024;
allGamesBtn.y = 1050;
allGamesBtn.onClick = showAllGamesMenu;
mainMenu.addChild(allGamesBtn);
var researchBtn = new Button();
researchBtn.setLabel('Research');
researchBtn.x = 1024;
researchBtn.y = 1200;
researchBtn.onClick = showResearchMenu;
mainMenu.addChild(researchBtn);
// --- Game Engine Button ---
var gameEngineBtn = new Button();
gameEngineBtn.setLabel('Game Engine');
gameEngineBtn.x = 1024;
gameEngineBtn.y = 1500;
gameEngineBtn.onClick = showGameEngineMenu;
mainMenu.addChild(gameEngineBtn);
// --- Platform Button ---
var platformBtn = new Button();
platformBtn.setLabel('Platform');
platformBtn.x = 1024;
platformBtn.y = 1650;
platformBtn.onClick = showPlatformMenu;
mainMenu.addChild(platformBtn);
// --- Fan Button ---
var fanBtn = new Button();
fanBtn.setLabel('Fan');
fanBtn.x = 1024;
fanBtn.y = 1800;
fanBtn.onClick = showFanMenu;
mainMenu.addChild(fanBtn);
// --- Fan Menu UI ---
var fanMenu = new Container();
fanMenu.visible = false;
game.addChild(fanMenu);
var fanTitle = new Text2('Fan Dükkanı', {
size: 60,
fill: 0xFFFFFF
});
fanTitle.anchor.set(0.5, 0.5);
fanTitle.x = 1024;
fanTitle.y = 200;
fanMenu.addChild(fanTitle);
var fanBackBtn = new Button();
fanBackBtn.setLabel('Geri');
fanBackBtn.x = 1024;
fanBackBtn.y = 2400;
fanBackBtn.onClick = function () {
fanMenu.visible = false;
mainMenu.visible = true;
};
fanMenu.addChild(fanBackBtn);
// Fan products (each gives fans)
var fanProducts = [{
name: "Tişört",
price: 400,
fans: 40,
desc: "Stüdyo tişörtü, 40 fan kazandırır."
}, {
name: "Poster",
price: 800,
fans: 100,
desc: "Oyun posteri, 100 fan kazandırır."
}, {
name: "Kupa",
price: 1500,
fans: 200,
desc: "Stüdyo kupası, 200 fan kazandırır."
}, {
name: "Anahtarlık",
price: 2500,
fans: 350,
desc: "Stüdyo anahtarlığı, 350 fan kazandırır."
}, {
name: "Mousepad",
price: 3500,
fans: 500,
desc: "Stüdyo mousepad'i, 500 fan kazandırır."
}, {
name: "Figür",
price: 6000,
fans: 900,
desc: "Koleksiyon figürü, 900 fan kazandırır."
}, {
name: "Koleksiyon Paketi",
price: 12000,
fans: 2000,
desc: "Özel koleksiyon paketi, 2000 fan kazandırır."
}, {
name: "Hoodie",
price: 20000,
fans: 3500,
desc: "Stüdyo hoodie, 3500 fan kazandırır."
}, {
name: "Sınırlı Baskı Tablo",
price: 35000,
fans: 6000,
desc: "Sınırlı baskı tablo, 6000 fan kazandırır."
}, {
name: "VIP Fan Kulübü Üyeliği",
price: 50000,
fans: 10000,
desc: "VIP fan kulübü üyeliği, 10000 fan kazandırır."
}];
// Helper for showing the fan menu
function showFanMenu() {
mainMenu.visible = false;
fanMenu.visible = true;
// Remove old product cards/buttons
for (var i = fanMenu.children.length - 1; i >= 0; i--) {
var child = fanMenu.children[i];
if (child !== fanTitle && child !== fanBackBtn) {
child.destroy();
}
}
// Show all products in a grid: 2 columns per row
var yStart = 500;
var xStart = 700;
var xSpacing = 600;
var ySpacing = 300;
var cols = 2;
for (var i = 0; i < fanProducts.length; i++) {
var prod = fanProducts[i];
var container = new Container();
var col = i % cols;
var row = Math.floor(i / cols);
container.x = xStart + col * xSpacing;
container.y = yStart + row * ySpacing;
// Card background
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 0.7
});
container.addChild(bg);
// Product name
var nameText = new Text2(prod.name, {
size: 40,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -60;
container.addChild(nameText);
// Description
var descText = new Text2(prod.desc, {
size: 28,
fill: 0xFFC107
});
descText.anchor.set(0.5, 0.5);
descText.y = 0;
container.addChild(descText);
// Price
var priceText = new Text2('Fiyat: $' + prod.price, {
size: 30,
fill: 0x4CAF50
});
priceText.anchor.set(0.5, 0.5);
priceText.y = 50;
container.addChild(priceText);
// Buy button
var buyBtn = new Button();
buyBtn.setLabel('Satın Al (+ ' + prod.fans + ' fan)');
buyBtn.x = 0;
buyBtn.y = 120;
buyBtn.onClick = function (prod) {
return function () {
if (gameState.money >= prod.price) {
gameState.money -= prod.price;
if (!gameState.fans) gameState.fans = 0;
gameState.fans += prod.fans;
updateUI();
LK.getSound('success').play();
showFanMenu();
}
};
}(prod);
container.addChild(buyBtn);
fanMenu.addChild(container);
}
// Show current fan count at top
if (fanMenu.fanCountText) fanMenu.fanCountText.destroy();
var fanCountText = new Text2('Toplam Fan: ' + (gameState.fans || 0), {
size: 45,
fill: 0x2196F3
});
fanCountText.anchor.set(0.5, 0.5);
fanCountText.x = 1024;
fanCountText.y = 400;
fanMenu.addChild(fanCountText);
fanMenu.fanCountText = fanCountText;
}
// --- Platform Menu UI ---
var platformMenu = new Container();
platformMenu.visible = false;
game.addChild(platformMenu);
var platformTitle = new Text2('Platformlar', {
size: 60,
fill: 0xFFFFFF
});
platformTitle.anchor.set(0.5, 0.5);
platformTitle.x = 1024;
platformTitle.y = 200;
platformMenu.addChild(platformTitle);
var platformBackBtn = new Button();
platformBackBtn.setLabel('Geri');
platformBackBtn.x = 1024;
platformBackBtn.y = 2400;
platformBackBtn.onClick = function () {
platformMenu.visible = false;
mainMenu.visible = true;
};
platformMenu.addChild(platformBackBtn);
// --- Drag-to-scroll for platformMenu ---
var platformMenuDrag = {
dragging: false,
lastY: 0,
startY: 0,
startMenuY: 0,
minY: 0,
maxY: 0
};
// Calculate scroll bounds after platforms are rendered
function updatePlatformMenuScrollBounds() {
// Find min/max y for scrolling (platformMenu children)
var minY = 0,
maxY = 0;
for (var i = 0; i < platformMenu.children.length; i++) {
var child = platformMenu.children[i];
if (child !== platformTitle && child !== platformBackBtn) {
if (minY === 0 || child.y < minY) minY = child.y;
if (child.y > maxY) maxY = child.y;
}
}
// Allow scrolling so that last row is visible, but not too far up
platformMenuDrag.minY = Math.min(0, 800 - maxY);
platformMenuDrag.maxY = 0;
}
platformMenu.interactive = true;
platformMenu.down = function (x, y, obj) {
platformMenuDrag.dragging = true;
platformMenuDrag.lastY = y;
platformMenuDrag.startY = y;
platformMenuDrag.startMenuY = platformMenu.y || 0;
updatePlatformMenuScrollBounds();
};
platformMenu.move = function (x, y, obj) {
if (!platformMenuDrag.dragging) return;
var dy = y - platformMenuDrag.lastY;
var newY = (platformMenu.y || 0) + dy;
// Clamp scroll
if (newY < platformMenuDrag.minY) newY = platformMenuDrag.minY;
if (newY > platformMenuDrag.maxY) newY = platformMenuDrag.maxY;
platformMenu.y = newY;
platformMenuDrag.lastY = y;
};
platformMenu.up = function (x, y, obj) {
platformMenuDrag.dragging = false;
};
// --- Platform data (moved up to fix ReferenceError) ---
// Each platform gets a salesBonus: 0.02 * (index+1) for 2% more per platform
var platforms = [{
name: "PC",
year: 1981,
researched: true,
owned: true,
researchCost: 0,
price: 0
}, {
name: "Commodore 64",
year: 1982,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "NES",
year: 1983,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "Sega Master System",
year: 1985,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "Game Boy",
year: 1989,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "Super Nintendo",
year: 1990,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "Sega Genesis",
year: 1990,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "PlayStation",
year: 1994,
researched: true,
owned: true,
researchCost: 0,
price: 0
}, {
name: "Sega Saturn",
year: 1994,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "Nintendo 64",
year: 1996,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "Dreamcast",
year: 1998,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}, {
name: "PlayStation 2",
year: 2000,
researched: false,
owned: false,
researchCost: 4000,
price: 8000
}, {
name: "GameCube",
year: 2001,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "Xbox",
year: 2001,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "Game Boy Advance",
year: 2001,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "PlayStation Portable",
year: 2004,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "Nintendo DS",
year: 2004,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "Xbox 360",
year: 2005,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "Wii",
year: 2006,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "PlayStation 3",
year: 2006,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "PlayStation Vita",
year: 2011,
researched: false,
owned: false,
researchCost: 12000,
price: 12000
}, {
name: "Nintendo 3DS",
year: 2011,
researched: false,
owned: false,
researchCost: 12000,
price: 12000
}, {
name: "Wii U",
year: 2012,
researched: false,
owned: false,
researchCost: 12000,
price: 12000
}, {
name: "PlayStation 4",
year: 2013,
researched: false,
owned: false,
researchCost: 12000,
price: 12000
}, {
name: "Xbox One",
year: 2013,
researched: false,
owned: false,
researchCost: 12000,
price: 12000
}, {
name: "Nintendo Switch",
year: 2017,
researched: false,
owned: false,
researchCost: 16000,
price: 16000
}, {
name: "PlayStation 5",
year: 2020,
researched: false,
owned: false,
researchCost: 16000,
price: 16000
}, {
name: "Xbox Series X",
year: 2020,
researched: false,
owned: false,
researchCost: 16000,
price: 16000
}, {
name: "Steam Deck",
year: 2022,
researched: false,
owned: false,
researchCost: 16000,
price: 16000
}, {
name: "Mobile",
year: 2007,
researched: false,
owned: false,
researchCost: 8000,
price: 8000
}, {
name: "Ouya",
year: 2013,
researched: false,
owned: false,
researchCost: 4000,
price: 4000
}];
// Add salesBonus to each platform (2% per platform, starting from 2%)
for (var i = 0; i < platforms.length; i++) {
platforms[i].salesBonus = 0.02 * (i + 1);
}
// Sort platforms by year ascending
platforms.sort(function (a, b) {
return a.year - b.year;
});
// Helper for showing the platform menu
function showPlatformMenu() {
mainMenu.visible = false;
platformMenu.visible = true;
platformMenu.y = 0; // Reset scroll position on open
// Remove old platform cards/buttons
for (var i = platformMenu.children.length - 1; i >= 0; i--) {
var child = platformMenu.children[i];
if (child !== platformTitle && child !== platformBackBtn) {
child.destroy();
}
}
// Platform data
// Use the global, sorted platforms array
// Store platform state in gameState if not already
if (!gameState.platforms) {
gameState.platforms = {};
for (var i = 0; i < platforms.length; i++) {
var plat = platforms[i];
gameState.platforms[plat.name] = {
researched: plat.researched,
owned: plat.owned
};
}
gameState.selectedPlatform = "PC";
}
// Defensive: ensure all platforms in the list have an entry in gameState.platforms
for (var i = 0; i < platforms.length; i++) {
var plat = platforms[i];
if (!gameState.platforms[plat.name]) {
gameState.platforms[plat.name] = {
researched: plat.researched,
owned: plat.owned
};
}
}
// Show all platforms in a grid: 4 columns per row, all same size, fit all on screen
var yStart = 500;
var xStart = 320; // leftmost card center (for 4 columns)
var xSpacing = 350; // horizontal distance between columns
var ySpacing = 220; // vertical spacing
var cols = 4;
for (var i = 0; i < platforms.length; i++) {
var plat = platforms[i];
var container = new Container();
var col = i % cols;
var row = Math.floor(i / cols);
container.x = xStart + col * xSpacing;
container.y = yStart + row * ySpacing;
// Card background
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 0.35
});
container.addChild(bg);
// Platform name
var nameText = new Text2(plat.name, {
size: 35,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -30;
container.addChild(nameText);
// Year
var yearText = new Text2('Çıkış: ' + plat.year, {
size: 28,
fill: 0x4CAF50
});
yearText.anchor.set(0.5, 0.5);
yearText.y = 10;
container.addChild(yearText);
// Sales bonus
var bonusText = new Text2('Satış Bonus: +' + Math.round(plat.salesBonus * 100) + '%', {
size: 24,
fill: 0x2196F3
});
bonusText.anchor.set(0.5, 0.5);
bonusText.y = 40;
container.addChild(bonusText);
// Research or Buy button
var platState;
if (gameState.platforms && _typeof2(gameState.platforms) === "object") {
if (!gameState.platforms[plat.name]) {
gameState.platforms[plat.name] = {
researched: plat.researched,
owned: plat.owned
};
}
platState = gameState.platforms[plat.name];
} else {
platState = {
researched: plat.researched,
owned: plat.owned
};
}
if (!platState.owned) {
var buyBtn = new Button();
buyBtn.setLabel('Satın Al ($' + plat.price + ')');
buyBtn.x = 0;
buyBtn.y = 100;
buyBtn.onClick = function (plat, platState) {
return function () {
if (gameState.money >= plat.price) {
gameState.money -= plat.price;
// Find the correct platState again (by name) to avoid closure bug
if (gameState.platforms && gameState.platforms[plat.name]) {
gameState.platforms[plat.name].owned = true;
gameState.platforms[plat.name].researched = true; // Mark as researched on purchase
}
updateUI();
LK.getSound('success').play();
showPlatformMenu();
}
};
}(plat, platState);
container.addChild(buyBtn);
} else {
var ownedText = new Text2('Kullanılabilir', {
size: 28,
fill: 0xFFC107
});
ownedText.anchor.set(0.5, 0.5);
ownedText.y = 100;
container.addChild(ownedText);
// No select button for owned platforms
}
platformMenu.addChild(container);
}
// Update scroll bounds after all cards are added
updatePlatformMenuScrollBounds && updatePlatformMenuScrollBounds();
// Add info text at the bottom of the platformMenu
if (platformMenu.platformInfoText) {
platformMenu.platformInfoText.destroy();
}
var platformInfoText = new Text2('Platform kullanmak için ana menüde bulunan platform sayfasından satın alınız.', {
size: 32,
fill: 0xFFC107
});
platformInfoText.anchor.set(0.5, 0.5);
platformInfoText.x = 1024;
platformInfoText.y = 2500;
platformMenu.addChild(platformInfoText);
platformMenu.platformInfoText = platformInfoText;
}
// --- Game Engine Menu UI ---
var gameEngineMenu = new Container();
gameEngineMenu.visible = false;
game.addChild(gameEngineMenu);
var gameEngineTitle = new Text2('Game Engines', {
size: 60,
fill: 0xFFFFFF
});
gameEngineTitle.anchor.set(0.5, 0.5);
gameEngineTitle.x = 1024;
gameEngineTitle.y = 200;
gameEngineMenu.addChild(gameEngineTitle);
var gameEngineBackBtn = new Button();
gameEngineBackBtn.setLabel('Back');
gameEngineBackBtn.x = 1024;
gameEngineBackBtn.y = 2400;
gameEngineBackBtn.onClick = function () {
gameEngineMenu.visible = false;
mainMenu.visible = true;
};
gameEngineMenu.addChild(gameEngineBackBtn);
// Helper for showing the menu
function showGameEngineMenu() {
mainMenu.visible = false;
gameEngineMenu.visible = true;
// Remove old engine cards/buttons
for (var i = gameEngineMenu.children.length - 1; i >= 0; i--) {
var child = gameEngineMenu.children[i];
if (child !== gameEngineTitle && child !== gameEngineBackBtn) {
child.destroy();
}
}
// Show all engines in a grid: 4 columns per row, all same size, fit all on screen (like Platform menu)
gameEngines.sort(function (a, b) {
return a.year - b.year;
});
var yStart = 500;
var xStart = 320; // leftmost card center (for 4 columns)
var xSpacing = 350; // horizontal distance between columns
var ySpacing = 220; // vertical spacing
var cols = 4;
for (var i = 0; i < gameEngines.length; i++) {
var engine = gameEngines[i];
var container = new Container();
var col = i % cols;
var row = Math.floor(i / cols);
container.x = xStart + col * xSpacing;
container.y = yStart + row * ySpacing;
// Card background
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 0.35
});
container.addChild(bg);
// Engine name
var nameText = new Text2(engine.name, {
size: 35,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -30;
container.addChild(nameText);
// Release year
var yearText = new Text2('Çıkış: ' + (engine.year || '-'), {
size: 28,
fill: 0x4CAF50
});
yearText.anchor.set(0.5, 0.5);
yearText.y = 10;
container.addChild(yearText);
// Quality/bonus
var qualityText = new Text2('Satış Bonus: +' + Math.round(engine.quality * 100) + '%', {
size: 24,
fill: 0x2196F3
});
qualityText.anchor.set(0.5, 0.5);
qualityText.y = 40;
container.addChild(qualityText);
// Only allow purchase of Game Engines; no research step
if (!engine.owned) {
var buyBtn = new Button();
buyBtn.setLabel('Satın Al ($' + engine.price + ')');
buyBtn.x = 0;
buyBtn.y = 100;
buyBtn.onClick = function (eng) {
return function () {
if (gameState.money >= eng.price) {
gameState.money -= eng.price;
eng.owned = true;
eng.researched = true; // Mark as researched on purchase
if (gameState.ownedGameEngines.indexOf(eng.name) === -1) {
gameState.ownedGameEngines.push(eng.name);
}
updateUI();
LK.getSound('success').play();
showGameEngineMenu();
}
};
}(engine);
container.addChild(buyBtn);
} else {
// Move select button to the top of the card for visibility
var selectBtn = new Button();
selectBtn.setLabel(gameState.selectedGameEngine === engine.name ? 'Seçili' : 'Seç');
selectBtn.x = 0;
selectBtn.y = -70; // Move to top of card, above engine name
if (gameState.selectedGameEngine === engine.name) {
selectBtn.children[0].tint = 0xe94560;
}
selectBtn.onClick = function (eng) {
return function () {
gameState.selectedGameEngine = eng.name;
LK.getSound('select').play();
// Also update projectMenu and developmentScreen engine text if open
if (projectMenu && projectMenu.visible) {
if (projectMenu.engineText) projectMenu.engineText.destroy();
var engineTextLabel = 'Game Engine: ' + eng.name;
if (eng.quality) engineTextLabel += ' (+' + Math.round(eng.quality * 100) + '% quality)';
var engineText = new Text2(engineTextLabel, {
size: 35,
fill: 0x4CAF50
});
engineText.anchor.set(0.5, 0.5);
engineText.x = 1024;
engineText.y = 700;
projectMenu.addChild(engineText);
projectMenu.engineText = engineText;
}
if (developmentScreen && developmentScreen.visible) {
if (developmentScreen.engineText) developmentScreen.engineText.destroy();
var engineTextLabel2 = 'Game Engine: ' + eng.name;
if (eng.quality) engineTextLabel2 += ' (+' + Math.round(eng.quality * 100) + '% quality)';
var engineText2 = new Text2(engineTextLabel2, {
size: 35,
fill: 0x4CAF50
});
engineText2.anchor.set(0.5, 0.5);
engineText2.x = 1024;
engineText2.y = 300;
developmentScreen.addChild(engineText2);
developmentScreen.engineText = engineText2;
}
showGameEngineMenu();
};
}(engine);
container.addChild(selectBtn);
// Show "Kullanılıyor" text below select button
var ownedText = new Text2('Kullanılıyor', {
size: 28,
fill: 0xFFC107
});
ownedText.anchor.set(0.5, 0.5);
ownedText.y = 100;
container.addChild(ownedText);
}
gameEngineMenu.addChild(container);
}
}
// --- Upgrade Button and Menu ---
var upgradeBtn = new Button();
upgradeBtn.setLabel('Yükselt');
upgradeBtn.x = 1024;
upgradeBtn.y = 1350;
upgradeBtn.onClick = showUpgradeMenu;
mainMenu.addChild(upgradeBtn);
var upgradeMenu = new Container();
upgradeMenu.visible = false;
game.addChild(upgradeMenu);
var upgradeTitle = new Text2('Stüdyo Yükseltmeleri', {
size: 60,
fill: 0xFFFFFF
});
upgradeTitle.anchor.set(0.5, 0.5);
upgradeTitle.x = 1024;
upgradeTitle.y = 200;
upgradeMenu.addChild(upgradeTitle);
var studioLevelText = new Text2('', {
size: 40,
fill: 0xFFC107
});
studioLevelText.anchor.set(0.5, 0.5);
studioLevelText.x = 1024;
studioLevelText.y = 350;
upgradeMenu.addChild(studioLevelText);
var studioUpgradeCostText = new Text2('', {
size: 35,
fill: 0x4CAF50
});
studioUpgradeCostText.anchor.set(0.5, 0.5);
studioUpgradeCostText.x = 1024;
studioUpgradeCostText.y = 420;
upgradeMenu.addChild(studioUpgradeCostText);
var studioUpgradeBtn = new Button();
studioUpgradeBtn.setLabel('Stüdyo Seviyesini Yükselt');
studioUpgradeBtn.x = 1024;
studioUpgradeBtn.y = 500;
studioUpgradeBtn.onClick = function () {
if (gameState.money >= gameState.studioUpgradeCost) {
gameState.money -= gameState.studioUpgradeCost;
gameState.studioLevel += 1;
gameState.maxHireableDevelopers += 1;
gameState.studioUpgradeCost = Math.floor(gameState.studioUpgradeCost * 1.7);
updateUI();
showUpgradeMenu();
LK.getSound('success').play();
}
};
upgradeMenu.addChild(studioUpgradeBtn);
// --- Main Character Section ---
var mainCharTitle = new Text2('Ana Karakterin', {
size: 40,
fill: 0xFFFFFF
});
mainCharTitle.anchor.set(0.5, 0.5);
mainCharTitle.x = 1024;
mainCharTitle.y = 700;
upgradeMenu.addChild(mainCharTitle);
var mainCharLevelText = new Text2('', {
size: 35,
fill: 0xFFC107
});
mainCharLevelText.anchor.set(0.5, 0.5);
mainCharLevelText.x = 1024;
mainCharLevelText.y = 770;
upgradeMenu.addChild(mainCharLevelText);
var mainCharSkillText = new Text2('', {
size: 30,
fill: 0x2196F3
});
mainCharSkillText.anchor.set(0.5, 0.5);
mainCharSkillText.x = 1024;
mainCharSkillText.y = 820;
upgradeMenu.addChild(mainCharSkillText);
var mainCharUpgradeCostText = new Text2('', {
size: 30,
fill: 0x4CAF50
});
mainCharUpgradeCostText.anchor.set(0.5, 0.5);
mainCharUpgradeCostText.x = 1024;
mainCharUpgradeCostText.y = 870;
upgradeMenu.addChild(mainCharUpgradeCostText);
var mainCharUpgradeBtn = new Button();
mainCharUpgradeBtn.setLabel('Ana Karakteri Yükselt');
mainCharUpgradeBtn.x = 1024;
mainCharUpgradeBtn.y = 950;
mainCharUpgradeBtn.onClick = function () {
if (gameState.money >= gameState.mainCharacter.upgradeCost) {
gameState.money -= gameState.mainCharacter.upgradeCost;
gameState.mainCharacter.level += 1;
gameState.mainCharacter.skill += 1;
// Each level, increase all feature points by 1
gameState.mainCharacter.featurePoints.Graphics += 1;
gameState.mainCharacter.featurePoints.Sound += 1;
gameState.mainCharacter.featurePoints.Gameplay += 1;
gameState.mainCharacter.upgradeCost = Math.floor(gameState.mainCharacter.upgradeCost * 1.8);
updateUI();
showUpgradeMenu();
LK.getSound('success').play();
}
};
upgradeMenu.addChild(mainCharUpgradeBtn);
var backFromUpgradeBtn = new Button();
backFromUpgradeBtn.setLabel('Geri');
backFromUpgradeBtn.x = 1024;
backFromUpgradeBtn.y = 2400;
backFromUpgradeBtn.onClick = function () {
upgradeMenu.visible = false;
mainMenu.visible = true;
};
upgradeMenu.addChild(backFromUpgradeBtn);
function showUpgradeMenu() {
mainMenu.visible = false;
upgradeMenu.visible = true;
studioLevelText.setText('Stüdyo Seviyesi: ' + gameState.studioLevel);
studioUpgradeCostText.setText('Yükseltme Maliyeti: $' + gameState.studioUpgradeCost);
mainCharLevelText.setText('Ana Karakter Seviye: ' + gameState.mainCharacter.level);
mainCharSkillText.setText('Her Özellik Puanı: ' + 'Grafik: ' + gameState.mainCharacter.featurePoints.Graphics + ', Ses: ' + gameState.mainCharacter.featurePoints.Sound + ', Oynanış: ' + gameState.mainCharacter.featurePoints.Gameplay);
mainCharUpgradeCostText.setText('Yükseltme Maliyeti: $' + gameState.mainCharacter.upgradeCost);
}
// Research menu container
var researchMenu = new Container();
researchMenu.visible = false;
game.addChild(researchMenu);
var researchTitle = new Text2('Research Lab', {
size: 60,
fill: 0xFFFFFF
});
researchTitle.anchor.set(0.5, 0.5);
researchTitle.x = 1024;
researchTitle.y = 200;
researchMenu.addChild(researchTitle);
var researchBackBtn = new Button();
researchBackBtn.setLabel('Back');
researchBackBtn.x = 1024;
researchBackBtn.y = 2400;
researchBackBtn.onClick = function () {
researchMenu.visible = false;
mainMenu.visible = true;
};
researchMenu.addChild(researchBackBtn);
// Research category menu
var researchCategoryMenu = new Container();
researchCategoryMenu.visible = false;
game.addChild(researchCategoryMenu);
var categoryTitle = new Text2('', {
size: 60,
fill: 0xFFFFFF
});
categoryTitle.anchor.set(0.5, 0.5);
categoryTitle.x = 1024;
categoryTitle.y = 200;
researchCategoryMenu.addChild(categoryTitle);
var categoryBackBtn = new Button();
categoryBackBtn.setLabel('Back');
categoryBackBtn.x = 1024;
categoryBackBtn.y = 2400;
categoryBackBtn.onClick = function () {
researchCategoryMenu.visible = false;
researchMenu.visible = true;
};
researchCategoryMenu.addChild(categoryBackBtn);
// Name game menu container
var nameGameMenu = new Container();
nameGameMenu.visible = false;
game.addChild(nameGameMenu);
var nameGameTitle = new Text2('Name Your Game', {
size: 60,
fill: 0xFFFFFF
});
nameGameTitle.anchor.set(0.5, 0.5);
nameGameTitle.x = 1024;
nameGameTitle.y = 200;
nameGameMenu.addChild(nameGameTitle);
var gameNameInput = new Text2('', {
size: 50,
fill: 0x4CAF50
});
gameNameInput.anchor.set(0.5, 0.5);
gameNameInput.x = 1024;
gameNameInput.y = 400;
nameGameMenu.addChild(gameNameInput);
var inputPrompt = new Text2('Tap to enter game name', {
size: 30,
fill: 0xFFFFFF
});
inputPrompt.anchor.set(0.5, 0.5);
inputPrompt.x = 1024;
inputPrompt.y = 500;
nameGameMenu.addChild(inputPrompt);
var randomNameBtn = new Button();
randomNameBtn.setLabel('Random Name');
randomNameBtn.x = 1024;
randomNameBtn.y = 700;
randomNameBtn.onClick = generateRandomName;
nameGameMenu.addChild(randomNameBtn);
var confirmNameBtn = new Button();
confirmNameBtn.setLabel('Confirm Name');
confirmNameBtn.x = 1024;
confirmNameBtn.y = 850;
confirmNameBtn.onClick = confirmGameName;
nameGameMenu.addChild(confirmNameBtn);
var backFromNameBtn = new Button();
backFromNameBtn.setLabel('Back');
backFromNameBtn.x = 1024;
backFromNameBtn.y = 1000;
backFromNameBtn.onClick = function () {
nameGameMenu.visible = false;
mainMenu.visible = true;
gameNameInput.setText('');
currentGameName = '';
};
nameGameMenu.addChild(backFromNameBtn);
// Simple tap-to-edit name input
var nameInputBg = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1
});
nameInputBg.x = 1024;
nameInputBg.y = 400;
nameInputBg.alpha = 0.3;
nameGameMenu.addChild(nameInputBg);
nameInputBg.interactive = true;
nameInputBg.down = function () {
// Simulate simple text input with preset options
var names = ['Game Studio Pro', 'Developer Tycoon', 'Code Master', 'Pixel Dreams', 'Game Maker Plus'];
var randomIndex = Math.floor(Math.random() * names.length);
currentGameName = names[randomIndex];
gameNameInput.setText(currentGameName);
LK.getSound('select').play();
};
// Move gameNameInput to be on top
nameGameMenu.removeChild(gameNameInput);
nameGameMenu.addChild(gameNameInput);
// All games menu container
var allGamesMenu = new Container();
allGamesMenu.visible = false;
game.addChild(allGamesMenu);
var allGamesTitle = new Text2('All Released Games', {
size: 60,
fill: 0xFFFFFF
});
allGamesTitle.anchor.set(0.5, 0.5);
allGamesTitle.x = 1024;
allGamesTitle.y = 200;
allGamesMenu.addChild(allGamesTitle);
var noGamesText = new Text2('No games released yet', {
size: 40,
fill: 0xFFFFFF
});
noGamesText.anchor.set(0.5, 0.5);
noGamesText.x = 1024;
noGamesText.y = 600;
noGamesText.visible = false;
allGamesMenu.addChild(noGamesText);
var backFromAllGamesBtn = new Button();
backFromAllGamesBtn.setLabel('Back');
backFromAllGamesBtn.x = 1024;
backFromAllGamesBtn.y = 2400;
backFromAllGamesBtn.onClick = function () {
allGamesMenu.visible = false;
mainMenu.visible = true;
};
allGamesMenu.addChild(backFromAllGamesBtn);
// Game detail view container
var gameDetailView = new Container();
gameDetailView.visible = false;
game.addChild(gameDetailView);
var detailBackBtn = new Button();
detailBackBtn.setLabel('Back to Games List');
detailBackBtn.x = 1024;
detailBackBtn.y = 2400;
detailBackBtn.onClick = function () {
gameDetailView.visible = false;
allGamesMenu.visible = true;
};
gameDetailView.addChild(detailBackBtn);
// Hire menu container
var hireMenu = new Container();
hireMenu.visible = false;
game.addChild(hireMenu);
var hireTitle = new Text2('Hire Developer', {
size: 60,
fill: 0xFFFFFF
});
hireTitle.anchor.set(0.5, 0.5);
hireTitle.x = 1024;
hireTitle.y = 200;
hireMenu.addChild(hireTitle);
var backFromHireBtn = new Button();
backFromHireBtn.setLabel('Back');
backFromHireBtn.x = 1024;
backFromHireBtn.y = 2400;
backFromHireBtn.onClick = function () {
hireMenu.visible = false;
mainMenu.visible = true;
};
hireMenu.addChild(backFromHireBtn);
// Project menu container
var projectMenu = new Container();
projectMenu.visible = false;
game.addChild(projectMenu);
var projectTitle = new Text2('New Project', {
size: 60,
fill: 0xFFFFFF
});
projectTitle.anchor.set(0.5, 0.5);
projectTitle.x = 1024;
projectTitle.y = 200;
projectMenu.addChild(projectTitle);
var selectFeaturesText = new Text2('Özellikleri Seç:', {
size: 40,
fill: 0xFFFFFF
});
selectFeaturesText.anchor.set(0.5, 0.5);
selectFeaturesText.x = 1024;
selectFeaturesText.y = 300;
projectMenu.addChild(selectFeaturesText);
var startDevelopmentBtn = new Button();
startDevelopmentBtn.setLabel('Start Development');
startDevelopmentBtn.x = 1024;
startDevelopmentBtn.y = 2200;
startDevelopmentBtn.onClick = startDevelopment;
projectMenu.addChild(startDevelopmentBtn);
// Add Back button to New Project page
var backFromProjectBtn = new Button();
backFromProjectBtn.setLabel('Back');
backFromProjectBtn.x = 1024;
backFromProjectBtn.y = 2350;
backFromProjectBtn.onClick = function () {
projectMenu.visible = false;
mainMenu.visible = true;
selectedFeatures = [];
featureCards.forEach(function (card) {
card.setSelected(false);
});
selectedFeatureByCategory.Graphics = null;
selectedFeatureByCategory.Sound = null;
selectedFeatureByCategory.Gameplay = null;
projectMenu.selectedGenre = null;
// Restore persistent buttons if missing (for next open)
if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) {
projectMenu.addChild(projectMenu.priceBtn);
}
if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) {
projectMenu.addChild(projectMenu.platformBtn);
}
if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) {
projectMenu.addChild(projectMenu.gameGenresResearchBtn);
}
};
projectMenu.addChild(backFromProjectBtn);
// Feature category menu
var featureCategoryMenu = new Container();
featureCategoryMenu.visible = false;
game.addChild(featureCategoryMenu);
var categoryMenuTitle = new Text2('', {
size: 60,
fill: 0xFFFFFF
});
categoryMenuTitle.anchor.set(0.5, 0.5);
categoryMenuTitle.x = 1024;
categoryMenuTitle.y = 200;
featureCategoryMenu.addChild(categoryMenuTitle);
var selectedFeaturesText = new Text2('Selected: 0/5', {
size: 40,
fill: 0xFFFFFF
});
selectedFeaturesText.anchor.set(0.5, 0.5);
selectedFeaturesText.x = 1024;
selectedFeaturesText.y = 300;
featureCategoryMenu.addChild(selectedFeaturesText);
var categoryBackBtn = new Button();
categoryBackBtn.setLabel('Back to Categories');
categoryBackBtn.x = 1024;
categoryBackBtn.y = 2350;
categoryBackBtn.onClick = function () {
featureCategoryMenu.visible = false;
projectMenu.visible = true;
// Restore persistent buttons if missing
if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) {
projectMenu.addChild(projectMenu.priceBtn);
}
if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) {
projectMenu.addChild(projectMenu.platformBtn);
}
if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) {
projectMenu.addChild(projectMenu.gameGenresResearchBtn);
}
// Update total cost in project menu
var totalCost = 0;
selectedFeatures.forEach(function (f) {
totalCost += f.cost;
});
if (projectMenu.totalCostText) {
projectMenu.totalCostText.setText('Total Cost: $' + totalCost);
}
// Update selectedFeatureByCategory to first selected per category, but do not remove extra selections
['Graphics', 'Sound', 'Gameplay'].forEach(function (cat) {
var found = false;
for (var i = 0; i < selectedFeatures.length; i++) {
if (selectedFeatures[i].type === cat) {
if (!found) {
selectedFeatureByCategory[cat] = selectedFeatures[i];
found = true;
}
}
}
if (!found) selectedFeatureByCategory[cat] = null;
});
};
featureCategoryMenu.addChild(categoryBackBtn);
// --- Game Genres Research menu for projectMenu ---
var projectGenresResearchMenu = new Container();
projectGenresResearchMenu.visible = false;
game.addChild(projectGenresResearchMenu);
var projectGenresResearchTitle = new Text2('Game Genres Research', {
size: 60,
fill: 0xFFFFFF
});
projectGenresResearchTitle.anchor.set(0.5, 0.5);
projectGenresResearchTitle.x = 1024;
projectGenresResearchTitle.y = 200;
projectGenresResearchMenu.addChild(projectGenresResearchTitle);
var projectGenresResearchBackBtn = new Button();
projectGenresResearchBackBtn.setLabel('Back');
projectGenresResearchBackBtn.x = 1024;
projectGenresResearchBackBtn.y = 2400;
projectGenresResearchBackBtn.onClick = function () {
projectGenresResearchMenu.visible = false;
projectMenu.visible = true;
// Restore persistent buttons if missing
if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) {
projectMenu.addChild(projectMenu.priceBtn);
}
if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) {
projectMenu.addChild(projectMenu.platformBtn);
}
if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) {
projectMenu.addChild(projectMenu.gameGenresResearchBtn);
}
};
projectGenresResearchMenu.addChild(projectGenresResearchBackBtn);
function showProjectGenresResearchMenu() {
projectMenu.visible = false;
projectGenresResearchMenu.visible = true;
// Remove old genre buttons
for (var i = projectGenresResearchMenu.children.length - 1; i >= 0; i--) {
var child = projectGenresResearchMenu.children[i];
if (child !== projectGenresResearchTitle && child !== projectGenresResearchBackBtn) {
child.destroy();
}
}
// Show researched genres as selectable, and unresearched as buttons
var yStart = 400;
var researched = gameState.researchedFeatures.GameGenres;
gameGenres.forEach(function (genre, idx) {
if (!genre.requiresResearch || researched.indexOf(genre.name) !== -1) {
// Make researched genres selectable (only one can be selected)
var isSelected = projectMenu.selectedGenre && projectMenu.selectedGenre.name === genre.name;
var genreBtn = new Button();
genreBtn.setLabel(genre.name + (isSelected ? ' (Selected)' : ' (Researched)'));
genreBtn.x = 1024;
genreBtn.y = yStart + idx * 120;
if (isSelected) {
// Highlight selected genre
genreBtn.children[0].tint = 0xe94560;
}
genreBtn.onClick = function (g) {
return function () {
projectMenu.selectedGenre = g;
// Sync selected genre to gameState for persistence
gameState.selectedGenre = g;
LK.getSound('select').play();
if (projectMenu.genreText) {
projectMenu.genreText.setText('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None'));
}
showProjectGenresResearchMenu();
};
}(genre);
projectGenresResearchMenu.addChild(genreBtn);
} else {
var btn = new Button();
btn.setLabel(genre.name + ' ($' + genre.researchCost + ')');
btn.x = 1024;
btn.y = yStart + idx * 120;
btn.onClick = function (g) {
return function () {
if (gameState.money >= g.researchCost && !gameState.currentResearch) {
gameState.money -= g.researchCost;
gameState.currentResearch = {
name: g.name,
category: 'GameGenres',
timeRemaining: 180
};
updateUI();
LK.getSound('select').play();
showProjectGenresResearchMenu();
}
};
}(genre);
projectGenresResearchMenu.addChild(btn);
}
});
}
// Development screen
var developmentScreen = new Container();
developmentScreen.visible = false;
game.addChild(developmentScreen);
var devTitle = new Text2('Developing Game', {
size: 60,
fill: 0xFFFFFF
});
devTitle.anchor.set(0.5, 0.5);
devTitle.x = 1024;
devTitle.y = 200;
developmentScreen.addChild(devTitle);
var targetScoreText = new Text2('Target Score: 100', {
size: 40,
fill: 0xFFFFFF
});
targetScoreText.anchor.set(0.5, 0.5);
targetScoreText.x = 1024;
targetScoreText.y = 400;
developmentScreen.addChild(targetScoreText);
var currentScoreText = new Text2('Current Score: 0', {
size: 40,
fill: 0x4CAF50
});
currentScoreText.anchor.set(0.5, 0.5);
currentScoreText.x = 1024;
currentScoreText.y = 500;
developmentScreen.addChild(currentScoreText);
var progressBarBg = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5
});
progressBarBg.x = 1024;
progressBarBg.y = 700;
developmentScreen.addChild(progressBarBg);
var progressBarFill = LK.getAsset('progressFill', {
anchorX: 0,
anchorY: 0.5
});
progressBarFill.x = 624;
progressBarFill.y = 700;
progressBarFill.scaleX = 0;
developmentScreen.addChild(progressBarFill);
var releaseBtn = new Button();
releaseBtn.setLabel('Release Game!');
releaseBtn.x = 1024;
releaseBtn.y = 900;
releaseBtn.visible = false;
releaseBtn.onClick = releaseGame;
developmentScreen.addChild(releaseBtn);
// Market trends display
var trendsContainer = new Container();
trendsContainer.x = 1024;
trendsContainer.y = 1200;
developmentScreen.addChild(trendsContainer);
var trendsTitle = new Text2('Market Trends:', {
size: 35,
fill: 0xFF5722
});
trendsTitle.anchor.set(0.5, 0.5);
trendsContainer.addChild(trendsTitle);
// Arrays for UI elements
var developerCards = [];
var featureCards = [];
var selectedFeatures = [];
// Track selected feature per category for new project
var selectedFeatureByCategory = {
Graphics: null,
Sound: null,
Gameplay: null
};
// Functions
function updateUI() {
moneyText.setText('Money: $' + gameState.money);
developersText.setText('Developers: ' + gameState.developers.length);
gamesText.setText('Games Released: ' + gameState.completedGames);
dayText.setText('Day: ' + gameState.currentDay);
// Fan UI
fanText.setText('Fan: ' + (gameState.fans || 0));
// Calculate fan bonus: every 1000 fans = +10% sales bonus, max 100%
// Now: fan bonus is proportional, e.g. 200 fan = %2, 1000 fan = %10, 2500 fan = %25, max 100%
// Platform-specific: always use the selected platform's salesBonus
var fanBonus = 0;
var selectedPlatformObj = null;
if (gameState.selectedPlatform) {
for (var pi = 0; pi < platforms.length; pi++) {
if (platforms[pi].name === gameState.selectedPlatform) {
selectedPlatformObj = platforms[pi];
break;
}
}
}
if (gameState.fans && gameState.fans > 0) {
fanBonus = Math.floor(gameState.fans / 10) / 10; // 1 fan = 0.1%, 10 fan = 1%, 100 fan = 10%
if (fanBonus > 100) fanBonus = 100;
}
var displayFanBonus = 0;
if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") {
displayFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus * 100); // e.g. 16% platform: 200 fan = %3, 1000 fan = %16
} else {
displayFanBonus = Math.round(fanBonus);
}
fanBonusText.setText('Satış Bonusu: %' + displayFanBonus);
}
function showResearchMenu() {
mainMenu.visible = false;
researchMenu.visible = true;
// Clear existing buttons
for (var i = researchMenu.children.length - 1; i >= 0; i--) {
if (researchMenu.children[i] instanceof Button && researchMenu.children[i] !== researchBackBtn) {
researchMenu.children[i].destroy();
}
}
// Create category buttons
var categories = ['Graphics', 'Sound', 'Gameplay', 'GameGenres'];
categories.forEach(function (category, index) {
var btn = new Button();
var displayName = category === 'GameGenres' ? 'Game Genres' : category;
btn.setLabel(displayName + ' Research');
btn.x = 1024;
btn.y = 400 + index * 150;
btn.onClick = function () {
showResearchCategory(category);
};
researchMenu.addChild(btn);
});
}
function showResearchCategory(category) {
researchMenu.visible = false;
researchCategoryMenu.visible = true;
var displayName = category === 'GameGenres' ? 'Game Genres' : category;
categoryTitle.setText(displayName + ' Research');
// Clear existing items
for (var i = researchCategoryMenu.children.length - 1; i >= 0; i--) {
var child = researchCategoryMenu.children[i];
if (child !== categoryTitle && child !== categoryBackBtn) {
child.destroy();
}
}
// Get researchable items for this category
var items = [];
if (category === 'GameGenres') {
items = gameGenres.filter(function (genre) {
return genre.requiresResearch && gameState.researchedFeatures.GameGenres.indexOf(genre.name) === -1;
});
} else {
items = featurePool.filter(function (feature) {
return feature.type === category && feature.requiresResearch && gameState.researchedFeatures[category].indexOf(feature.name) === -1;
});
}
// Display research items
items.forEach(function (item, index) {
var container = new Container();
container.x = 1024;
container.y = 400 + index * 120;
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.4
});
container.addChild(bg);
var nameText = new Text2(item.name, {
size: 30,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -20;
container.addChild(nameText);
var cost = category === 'GameGenres' ? item.researchCost : item.cost * 3;
var costText = new Text2('Research Cost: $' + cost, {
size: 25,
fill: 0x4CAF50
});
costText.anchor.set(0.5, 0.5);
costText.y = 20;
container.addChild(costText);
container.interactive = true;
container.down = function () {
if (gameState.money >= cost && !gameState.currentResearch) {
gameState.money -= cost;
gameState.currentResearch = {
name: item.name,
category: category,
timeRemaining: 180 // 3 seconds
};
updateUI();
LK.getSound('select').play();
showResearchCategory(category);
}
};
researchCategoryMenu.addChild(container);
});
// Add research option to increase selection limit for this category (if not already maxed)
if (category === 'Graphics' || category === 'Sound' || category === 'Gameplay') {
var maxLimit = 5;
var currentLimit = 1;
if (gameState.featureSelectionLimit && typeof gameState.featureSelectionLimit[category] === "number") {
currentLimit = gameState.featureSelectionLimit[category];
}
if (currentLimit < maxLimit) {
var y = 400 + items.length * 120 + 60;
var limitContainer = new Container();
limitContainer.x = 1024;
limitContainer.y = y;
var bg2 = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.4
});
limitContainer.addChild(bg2);
var limitText = new Text2('Seçim Limiti Artır: ' + category + ' (' + currentLimit + ' → ' + (currentLimit + 1) + ')', {
size: 30,
fill: 0xFFC107
});
limitText.anchor.set(0.5, 0.5);
limitText.y = -20;
limitContainer.addChild(limitText);
var limitCost = 8000 * currentLimit;
var limitCostText = new Text2('Araştırma Maliyeti: $' + limitCost, {
size: 25,
fill: 0x4CAF50
});
limitCostText.anchor.set(0.5, 0.5);
limitCostText.y = 20;
limitContainer.addChild(limitCostText);
limitContainer.interactive = true;
limitContainer.down = function () {
if (gameState.money >= limitCost && !gameState.currentResearch) {
gameState.money -= limitCost;
gameState.currentResearch = {
name: 'IncreaseLimit_' + category,
category: 'IncreaseLimit_' + category,
timeRemaining: 180
};
updateUI();
LK.getSound('select').play();
showResearchCategory(category);
}
};
researchCategoryMenu.addChild(limitContainer);
}
}
// Add a Back button specifically for Game Genres, Gameplay, Graphics, and Sound Research page
if (category === 'GameGenres' || category === 'Gameplay' || category === 'Graphics' || category === 'Sound') {
// Remove previous genre/gameplay/graphics/sound back button if any
if (researchCategoryMenu.genreBackBtn) {
researchCategoryMenu.removeChild(researchCategoryMenu.genreBackBtn);
researchCategoryMenu.genreBackBtn.destroy();
researchCategoryMenu.genreBackBtn = null;
}
var genreBackBtn = new Button();
genreBackBtn.setLabel('Back');
genreBackBtn.x = 1024;
genreBackBtn.y = 2400;
genreBackBtn.onClick = function () {
researchCategoryMenu.visible = false;
researchMenu.visible = true;
updateGlobalBackBtn && updateGlobalBackBtn();
};
researchCategoryMenu.addChild(genreBackBtn);
researchCategoryMenu.genreBackBtn = genreBackBtn;
}
// Show current research if any
if (gameState.currentResearch) {
var researchInfo = new Text2('Currently researching: ' + gameState.currentResearch.name, {
size: 35,
fill: 0xFFC107
});
researchInfo.anchor.set(0.5, 0.5);
researchInfo.x = 1024;
researchInfo.y = 300;
researchCategoryMenu.addChild(researchInfo);
}
}
function showNameGameMenu() {
mainMenu.visible = false;
nameGameMenu.visible = true;
currentGameName = '';
gameNameInput.setText('');
}
function generateRandomName() {
var prefixes = ['Super', 'Mega', 'Ultra', 'Epic', 'Legendary', 'Amazing', 'Incredible', 'Fantastic'];
var genres = ['Adventure', 'Quest', 'Battle', 'World', 'Kingdom', 'Legend', 'Saga', 'Chronicles'];
var suffixes = ['2000', 'X', 'Plus', 'HD', 'Remastered', 'Ultimate', 'Deluxe', 'Pro'];
var name = prefixes[Math.floor(Math.random() * prefixes.length)] + ' ' + genres[Math.floor(Math.random() * genres.length)] + ' ' + suffixes[Math.floor(Math.random() * suffixes.length)];
currentGameName = name;
gameNameInput.setText(name);
LK.getSound('select').play();
}
function confirmGameName() {
if (currentGameName && currentGameName.length > 0) {
// Store the game name for later use
nameGameMenu.visible = false;
// If projectMenu is hidden, show it again (for project flow)
if (!mainMenu.visible && projectMenu) {
projectMenu.visible = true;
} else {
mainMenu.visible = true;
}
LK.getSound('success').play();
// Update game name display
gameNameDisplay.setText('Next Game: ' + currentGameName);
// Show confirmation message
var confirmText = new Text2('Next game will be: ' + currentGameName, {
size: 30,
fill: 0x4CAF50
});
confirmText.anchor.set(0.5, 0.5);
confirmText.x = 1024;
confirmText.y = 1050;
confirmText.alpha = 0;
mainMenu.addChild(confirmText);
tween(confirmText, {
alpha: 1
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(confirmText, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
confirmText.destroy();
}
});
}, 2000);
}
});
}
}
function showAllGamesMenu() {
mainMenu.visible = false;
allGamesMenu.visible = true;
// Clear existing game cards
var cardsToRemove = [];
allGamesMenu.children.forEach(function (child) {
if (child instanceof GameHistoryCard) {
cardsToRemove.push(child);
}
});
cardsToRemove.forEach(function (card) {
card.destroy();
});
// Show all games (both active and completed)
var allGames = gameState.releasedGames.concat(gameState.gameHistory);
if (allGames.length === 0) {
noGamesText.visible = true;
} else {
noGamesText.visible = false;
allGames.forEach(function (game, index) {
var card = new GameHistoryCard();
card.setGameData(game);
card.x = 1024;
card.y = 400 + index * 150;
card.onClick = showGameDetail;
allGamesMenu.addChild(card);
});
}
}
function showGameDetail(gameData) {
allGamesMenu.visible = false;
gameDetailView.visible = true;
// Clear previous content
for (var i = gameDetailView.children.length - 1; i >= 0; i--) {
if (gameDetailView.children[i] !== detailBackBtn) {
gameDetailView.children[i].destroy();
}
}
// Game title
var titleText = new Text2(gameData.name, {
size: 60,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 200;
gameDetailView.addChild(titleText);
// Release info
var releaseText = new Text2('Released on Day ' + gameData.releaseDay, {
size: 35,
fill: 0x2196F3
});
releaseText.anchor.set(0.5, 0.5);
releaseText.x = 1024;
releaseText.y = 300;
gameDetailView.addChild(releaseText);
// Sales info
var salesStatus = gameData.currentDailySales > 0 ? 'Active' : 'Ended';
var salesText = new Text2('Total Sales: ' + gameData.totalSales + ' copies (' + salesStatus + ')', {
size: 35,
fill: 0x4CAF50
});
salesText.anchor.set(0.5, 0.5);
salesText.x = 1024;
salesText.y = 380;
gameDetailView.addChild(salesText);
// Show total earned money (use actual price and revenue formula)
var pricePerCopy = typeof gameData.price === "number" ? gameData.price : 1;
var totalMoneyEarned = Math.floor((gameData.totalSales || 0) * pricePerCopy);
var moneyText = new Text2('Total Money Earned: $' + totalMoneyEarned, {
size: 32,
fill: 0xFFC107
});
moneyText.anchor.set(0.5, 0.5);
moneyText.x = 1024;
moneyText.y = 420;
gameDetailView.addChild(moneyText);
// Score info
var scoreText = new Text2('Score: ' + Math.floor(gameData.score) + ' / ' + gameData.targetScore, {
size: 35,
fill: 0xFFC107
});
scoreText.anchor.set(0.5, 0.5);
scoreText.x = 1024;
scoreText.y = 460;
gameDetailView.addChild(scoreText);
// Show price per copy
if (typeof gameData.price === "number") {
var priceText = new Text2('Oyun Fiyatı: $' + gameData.price, {
size: 32,
fill: 0xFFC107
});
priceText.anchor.set(0.5, 0.5);
priceText.x = 1024;
priceText.y = 500;
gameDetailView.addChild(priceText);
}
// Genre info
if (gameData.genre) {
var genreText = new Text2('Genre: ' + gameData.genre.name, {
size: 35,
fill: 0x9C27B0
});
genreText.anchor.set(0.5, 0.5);
genreText.x = 1024;
genreText.y = 540;
gameDetailView.addChild(genreText);
}
// Features title
var featuresTitle = new Text2('Features Used:', {
size: 40,
fill: 0xFFFFFF
});
featuresTitle.anchor.set(0.5, 0.5);
featuresTitle.x = 1024;
featuresTitle.y = 600;
gameDetailView.addChild(featuresTitle);
// Display features
gameData.features.forEach(function (feature, index) {
var featureText = new Text2('• ' + feature.name + ' (' + feature.type + ')', {
size: 30,
fill: 0x2196F3
});
featureText.anchor.set(0.5, 0.5);
featureText.x = 1024;
featureText.y = 680 + index * 40;
gameDetailView.addChild(featureText);
});
// Developers title
var devsTitle = new Text2('Developed by:', {
size: 40,
fill: 0xFFFFFF
});
devsTitle.anchor.set(0.5, 0.5);
devsTitle.x = 1024;
devsTitle.y = 1000;
gameDetailView.addChild(devsTitle);
// Display developers if stored
if (gameData.developers) {
gameData.developers.forEach(function (dev, index) {
var devText = new Text2('• ' + dev.name + ' (' + dev.specialty + ', Skill: ' + dev.skill + ')', {
size: 30,
fill: 0xFFC107
});
devText.anchor.set(0.5, 0.5);
devText.x = 1024;
devText.y = 1080 + index * 40;
gameDetailView.addChild(devText);
});
}
// Show reviews if present
if (gameData.reviews && gameData.reviews.length > 0) {
var reviewsTitle = new Text2('Reviews:', {
size: 40,
fill: 0xFFFFFF
});
reviewsTitle.anchor.set(0.5, 0.5);
reviewsTitle.x = 1024;
reviewsTitle.y = 1400;
gameDetailView.addChild(reviewsTitle);
// Show average review score
var avgScore = 0;
for (var i = 0; i < gameData.reviews.length; i++) {
avgScore += gameData.reviews[i].score;
}
avgScore = Math.round(avgScore / gameData.reviews.length);
var avgScoreText = new Text2('Average Score: ' + avgScore + '/100', {
size: 35,
fill: avgScore >= 80 ? 0x4CAF50 : avgScore >= 60 ? 0xFFC107 : 0xE94560
});
avgScoreText.anchor.set(0.5, 0.5);
avgScoreText.x = 1024;
avgScoreText.y = 1460;
gameDetailView.addChild(avgScoreText);
// Show up to 10 reviews
gameData.reviews.forEach(function (review, idx) {
var reviewText = new Text2(review.company + ": " + review.score + "/100 - " + review.text, {
size: 28,
fill: 0xFFFFFF
});
reviewText.anchor.set(0.5, 0.5);
reviewText.x = 1024;
reviewText.y = 1540 + idx * 60;
gameDetailView.addChild(reviewText);
});
}
}
function showHireMenu() {
mainMenu.visible = false;
hireMenu.visible = true;
// Clear existing cards
developerCards.forEach(function (card) {
card.destroy();
});
developerCards = [];
// Show available developers info
var infoText = new Text2('Available Developers: ' + gameState.maxHireableDevelopers, {
size: 35,
fill: 0xFFC107
});
infoText.anchor.set(0.5, 0.5);
infoText.x = 1024;
infoText.y = 350;
hireMenu.addChild(infoText);
// Show main character as always hired
var mainCharCard = new DeveloperCard();
mainCharCard.setDeveloper({
name: gameState.mainCharacter.name,
specialty: "All",
skill: gameState.mainCharacter.skill,
cost: 0
});
mainCharCard.x = 1024;
mainCharCard.y = 600;
mainCharCard.developerData = {
name: gameState.mainCharacter.name,
specialty: "All",
skill: gameState.mainCharacter.skill,
cost: 0
};
mainCharCard.down = function () {};
hireMenu.addChild(mainCharCard);
developerCards.push(mainCharCard);
// Create developer cards as a grid, restrict hiring to studio level
var availableDevelopers = developerPool.filter(function (dev) {
return !gameState.developers.some(function (hired) {
return hired.name === dev.name;
});
});
// Only allow hiring up to maxHireableDevelopers (studioLevel+1, including main character)
var canHireCount = gameState.maxHireableDevelopers - gameState.developers.length;
if (canHireCount < 0) canHireCount = 0;
// Arrange developer cards in a grid (3 per row)
var cardsPerRow = 3;
var cardSpacingX = 400;
var cardSpacingY = 500;
var startX = 1024 - cardSpacingX;
var startY = 1000;
availableDevelopers.forEach(function (dev, index) {
var card = new DeveloperCard();
card.setDeveloper(dev);
var col = index % cardsPerRow;
var row = Math.floor(index / cardsPerRow);
card.x = startX + col * cardSpacingX;
card.y = startY + row * cardSpacingY;
// If we can't hire more, gray out the card and disable click
if (index >= canHireCount) {
card.alpha = 0.4;
card.down = function () {
// Optionally show a message or play a sound
LK.getSound('select').play();
};
// Show a message overlay
var lockText = new Text2('Stüdyo seviyesini yükseltmelisin', {
size: 28,
fill: 0xE94560
});
lockText.anchor.set(0.5, 0.5);
lockText.y = 160;
card.addChild(lockText);
} else {
card.onClick = function (developer) {
if (gameState.money >= developer.cost) {
gameState.money -= developer.cost;
gameState.developers.push({
name: developer.name,
specialty: developer.specialty,
skill: developer.skill,
cost: developer.cost,
assignedFeature: null // Only 1 feature can be assigned
});
updateUI();
LK.getSound('hire').play();
showHireMenu(); // Refresh menu
}
};
}
hireMenu.addChild(card);
developerCards.push(card);
});
}
function showFeatureCategory(category) {
projectMenu.visible = false;
featureCategoryMenu.visible = true;
categoryMenuTitle.setText(category + ' Features');
selectedFeaturesText.setText('Selected: ' + selectedFeatures.length);
// Clear existing feature cards
for (var i = featureCategoryMenu.children.length - 1; i >= 0; i--) {
var child = featureCategoryMenu.children[i];
if (child instanceof FeatureCard) {
child.destroy();
}
}
// Get available features for this category
var availableFeatures = featurePool.filter(function (feature) {
return feature.type === category && (!feature.requiresResearch || gameState.researchedFeatures[feature.type].indexOf(feature.name) !== -1);
});
// Create feature cards
availableFeatures.forEach(function (feature, index) {
var card = new FeatureCard();
card.setFeature(feature);
card.x = 400 + index % 4 * 250;
card.y = 500 + Math.floor(index / 4) * 350;
// Set selected state if already selected
var isSelected = selectedFeatures.some(function (f) {
return f.name === feature.name;
});
card.setSelected(isSelected);
// Highlight trending features
if (gameState.marketTrends.indexOf(feature.type) !== -1) {
var trendIcon = LK.getAsset('trendIcon', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
trendIcon.x = 100;
trendIcon.y = -100;
card.addChild(trendIcon);
}
card.onClick = function (clickedCard) {
var cat = category;
// Determine max selection for this category
var maxPerCategory = 1;
if (gameState.featureSelectionLimit && typeof gameState.featureSelectionLimit[cat] === "number") {
maxPerCategory = gameState.featureSelectionLimit[cat];
}
// Count how many are already selected in this category
var selectedInCategory = selectedFeatures.filter(function (f) {
return f.type === cat;
}).length;
// If already selected, deselect
if (clickedCard.selected) {
clickedCard.setSelected(false);
selectedFeatures = selectedFeatures.filter(function (f) {
return f !== clickedCard.featureData;
});
// If this was the only selected in category, clear selectedFeatureByCategory
if (selectedFeatureByCategory[cat] && selectedFeatureByCategory[cat].name === clickedCard.featureData.name) {
selectedFeatureByCategory[cat] = null;
}
} else {
// Only allow up to maxPerCategory selections per category
if (selectedInCategory >= maxPerCategory) {
// Show notification
var notification = new Container();
game.addChild(notification);
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.6
});
bg.tint = 0xE94560;
notification.addChild(bg);
var text = new Text2('Bu kategoriden en fazla ' + maxPerCategory + ' özellik seçebilirsin!', {
size: 35,
fill: 0xFFFFFF
});
text.anchor.set(0.5, 0.5);
notification.addChild(text);
notification.x = 1024;
notification.y = 600;
notification.alpha = 0;
tween(notification, {
alpha: 1
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 2000);
}
});
return;
}
clickedCard.setSelected(true);
selectedFeatures.push(clickedCard.featureData);
selectedFeatureByCategory[cat] = clickedCard.featureData;
LK.getSound('select').play();
}
// Update selected count
selectedFeaturesText.setText('Selected: ' + selectedFeatures.length);
};
featureCategoryMenu.addChild(card);
});
}
function showProjectMenu() {
// Allow project creation if there is at least one developer OR the main character (always present)
if (gameState.developers.length === 0 && !gameState.mainCharacter) {
return;
}
mainMenu.visible = false;
projectMenu.visible = true;
selectedFeatures = [];
// Reset per-category selection
selectedFeatureByCategory.Graphics = null;
selectedFeatureByCategory.Sound = null;
selectedFeatureByCategory.Gameplay = null;
// Clear existing cards
featureCards.forEach(function (card) {
card.destroy();
});
featureCards = [];
// Clear any existing category buttons, but do NOT destroy persistent buttons (priceBtn, platformBtn, gameGenresResearchBtn, startDevelopmentBtn, backFromProjectBtn)
for (var i = projectMenu.children.length - 1; i >= 0; i--) {
var child = projectMenu.children[i];
// Only destroy category feature buttons (those not persistent)
if (child instanceof Button && child !== startDevelopmentBtn && child !== backFromProjectBtn && child !== projectMenu.priceBtn && child !== projectMenu.platformBtn && child !== projectMenu.gameGenresResearchBtn) {
child.destroy();
}
}
// Restore selected genre from gameState if available
if (gameState.selectedGenre) {
projectMenu.selectedGenre = gameState.selectedGenre;
} else {
projectMenu.selectedGenre = null;
gameState.selectedGenre = null;
}
// Update selected genre text
if (projectMenu.genreText) {
projectMenu.genreText.setText('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None'));
}
// Persist marketTrends for the duration of a project (until game is released)
// Only generate new trends if there are no trends yet (i.e., at the start of a new project, not just on menu open)
if (!gameState.marketTrends || !Array.isArray(gameState.marketTrends) || gameState.marketTrends.length === 0) {
gameState.marketTrends = [];
var trendTypes = ['Graphics', 'Sound', 'Gameplay'];
var availableGenres = gameGenres.filter(function (genre) {
return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1;
});
// Only allow market trends from researched genres
var researchedGenres = gameGenres.filter(function (genre) {
return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1;
});
var trend = trendTypes[Math.floor(Math.random() * trendTypes.length)];
gameState.marketTrends.push(trend);
// Only pick genre trends from researched genres
if (researchedGenres.length > 0) {
var genreTrend = researchedGenres[Math.floor(Math.random() * researchedGenres.length)];
gameState.marketTrends.push(genreTrend.name + ' games');
}
}
// Display trends at top
var trendsText = new Text2('Market Trends: ' + gameState.marketTrends.join(' & ') + ' are hot!', {
size: 35,
fill: 0xFF5722
});
trendsText.anchor.set(0.5, 0.5);
trendsText.x = 1024;
trendsText.y = 400;
projectMenu.addChild(trendsText);
// --- Ava: Show sales bonus summary for selected features ---
if (projectMenu.featureBonusText) {
projectMenu.featureBonusText.destroy();
}
var featureBonusSummary = '';
(function () {
// Calculate bonuses for selected features
var bonusParts = [];
// Engine bonus
var selectedEngineName = gameState.selectedGameEngine || "None";
var selectedEngineObj = null;
for (var i = 0; i < gameEngines.length; i++) {
if (gameEngines[i].name === selectedEngineName) {
selectedEngineObj = gameEngines[i];
break;
}
}
if (selectedEngineObj && selectedEngineObj.quality) {
bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış');
}
// Platform bonus
var selectedPlatformName = gameState.selectedPlatform || "PC";
var selectedPlatformObj = null;
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].name === selectedPlatformName) {
selectedPlatformObj = platforms[i];
break;
}
}
if (selectedPlatformObj && selectedPlatformObj.salesBonus) {
bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış');
}
// Genre bonus
if (projectMenu.selectedGenre) {
var genreObj = null;
for (var i = 0; i < gameGenres.length; i++) {
if (gameGenres[i].name === projectMenu.selectedGenre.name) {
genreObj = gameGenres[i];
break;
}
}
if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) {
bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış');
}
}
// Feature trend bonus
var trendTypes = [];
if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) {
for (var i = 0; i < gameState.marketTrends.length; i++) {
if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") {
trendTypes.push(gameState.marketTrends[i]);
}
}
}
var trendBonus = 0;
if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) {
for (var i = 0; i < selectedFeatures.length; i++) {
if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) {
trendBonus = 50;
break;
}
}
if (trendBonus > 0) {
bonusParts.push('Trend Özellik: +50% satış');
}
}
// Genre trend bonus
if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) {
for (var i = 0; i < gameState.marketTrends.length; i++) {
if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) {
bonusParts.push('Trend Tür: +30% satış');
break;
}
}
}
// Fan bonus (platform-specific)
var fanBonus = 0;
var selectedPlatformObj = null;
if (gameState.selectedPlatform) {
for (var pi = 0; pi < platforms.length; pi++) {
if (platforms[pi].name === gameState.selectedPlatform) {
selectedPlatformObj = platforms[pi];
break;
}
}
}
if (gameState.fans && gameState.fans > 0) {
fanBonus = Math.floor(gameState.fans / 10) / 10;
if (fanBonus > 100) fanBonus = 100;
if (fanBonus > 0) {
if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") {
var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus);
bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)');
} else {
bonusParts.push('Fan: +' + fanBonus + '% satış');
}
}
}
// Compose summary
if (bonusParts.length > 0) {
featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', ');
} else {
featureBonusSummary = 'Satış bonusu yok.';
}
})();
var featureBonusText = new Text2(featureBonusSummary, {
size: 32,
fill: 0x4CAF50
});
featureBonusText.anchor.set(0.5, 0.5);
featureBonusText.x = 1024;
featureBonusText.y = 360;
projectMenu.addChild(featureBonusText);
projectMenu.featureBonusText = featureBonusText;
// --- Genre selection UI removed: genre can only be selected from Game Genres Research page ---
// Show selected genre (if any)
if (!projectMenu.selectedGenre) {
projectMenu.selectedGenre = null;
gameState.selectedGenre = null;
}
var genreText = new Text2('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None'), {
size: 35,
fill: 0x9C27B0
});
genreText.anchor.set(0.5, 0.5);
genreText.x = 1024;
genreText.y = 480;
projectMenu.addChild(genreText);
projectMenu.genreText = genreText;
// Total cost display
var totalCostText = new Text2('Total Cost: $0', {
size: 35,
fill: 0x4CAF50
});
totalCostText.anchor.set(0.5, 0.5);
totalCostText.x = 1024;
totalCostText.y = 530;
projectMenu.addChild(totalCostText);
// Store totalCostText reference for later updates
projectMenu.totalCostText = totalCostText;
// --- Oyun Fiyatı (Game Price) UI ---
if (!projectMenu.priceText) {
// Default price per copy
if (typeof projectMenu.selectedPrice !== "number") {
projectMenu.selectedPrice = 1; // $1 per copy default
}
var priceText = new Text2('Oyun Fiyatı: $' + projectMenu.selectedPrice, {
size: 35,
fill: 0xFFC107
});
priceText.anchor.set(0.5, 0.5);
priceText.x = 1024;
priceText.y = 580;
projectMenu.addChild(priceText);
projectMenu.priceText = priceText;
// Price select button
var priceBtn = new Button();
priceBtn.setLabel('Oyun Fiyatı Seç');
priceBtn.x = 1024;
priceBtn.y = 630;
priceBtn.onClick = function () {
// Show a simple price selection popup
if (projectMenu.pricePopup) {
projectMenu.pricePopup.destroy();
projectMenu.pricePopup = null;
}
var popup = new Container();
popup.x = 1024;
popup.y = 900;
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1
});
bg.tint = 0x16213e;
popup.addChild(bg);
var title = new Text2('Oyun Fiyatı Seçin', {
size: 40,
fill: 0xFFC107
});
title.anchor.set(0.5, 0.5);
title.y = -120;
popup.addChild(title);
// Price options
var prices = [0.5, 1, 2, 3, 5, 10];
prices.forEach(function (p, idx) {
var btn = new Button();
btn.setLabel('$' + p);
btn.x = 0;
btn.y = -40 + idx * 70;
btn.onClick = function () {
projectMenu.selectedPrice = p;
projectMenu.priceText.setText('Oyun Fiyatı: $' + p);
if (projectMenu.pricePopup) {
projectMenu.pricePopup.destroy();
projectMenu.pricePopup = null;
}
LK.getSound('select').play();
};
popup.addChild(btn);
});
// Close button
var closeBtn = new Button();
closeBtn.setLabel('Kapat');
closeBtn.x = 0;
closeBtn.y = 400;
closeBtn.onClick = function () {
if (projectMenu.pricePopup) {
projectMenu.pricePopup.destroy();
projectMenu.pricePopup = null;
}
};
popup.addChild(closeBtn);
projectMenu.pricePopup = popup;
game.addChild(popup);
};
projectMenu.addChild(priceBtn);
projectMenu.priceBtn = priceBtn;
}
// --- Show selected Game Engine ---
// If a game name was set, show it in projectMenu
if (currentGameName && currentGameName.length > 0) {
if (projectMenu.gameNameText) {
projectMenu.gameNameText.destroy();
}
var gameNameText = new Text2('Oyun Adı: ' + currentGameName, {
size: 35,
fill: 0xFFC107
});
gameNameText.anchor.set(0.5, 0.5);
gameNameText.x = 1024;
gameNameText.y = 800;
projectMenu.addChild(gameNameText);
projectMenu.gameNameText = gameNameText;
} else if (projectMenu.gameNameText) {
projectMenu.gameNameText.destroy();
projectMenu.gameNameText = null;
}
if (projectMenu.engineText) {
projectMenu.engineText.destroy();
}
var selectedEngineName = gameState.selectedGameEngine || "None";
var selectedEngineObj = null;
for (var i = 0; i < gameEngines.length; i++) {
if (gameEngines[i].name === selectedEngineName) {
selectedEngineObj = gameEngines[i];
break;
}
}
var engineTextLabel = 'Game Engine: ' + selectedEngineName;
if (selectedEngineObj && selectedEngineObj.quality) {
engineTextLabel += ' (+' + Math.round(selectedEngineObj.quality * 100) + '% quality)';
}
var engineText = new Text2(engineTextLabel, {
size: 35,
fill: 0x4CAF50
});
engineText.anchor.set(0.5, 0.5);
engineText.x = 1024;
engineText.y = 700;
projectMenu.addChild(engineText);
projectMenu.engineText = engineText;
// --- Platform Selection Button and Text ---
if (projectMenu.platformText) {
projectMenu.platformText.destroy();
}
var selectedPlatformName = gameState.selectedPlatform || "PC";
var platformText = new Text2('Platform: ' + selectedPlatformName, {
size: 35,
fill: 0xFFC107
});
platformText.anchor.set(0.5, 0.5);
platformText.x = 1024;
platformText.y = 750;
projectMenu.addChild(platformText);
projectMenu.platformText = platformText;
if (!projectMenu.platformBtn) {
var platformBtn = new Button();
platformBtn.setLabel('Platform Seç');
platformBtn.x = 1024;
// We'll set the y position after all other buttons are placed
platformBtn.onClick = function () {
// Show the platformMenu as a page, but in selection mode
mainMenu.visible = false;
projectMenu.visible = false;
platformMenu.visible = true;
platformMenu.y = 0;
// Mark that we are in platform selection mode for projectMenu
platformMenu._selectForProjectMenu = true;
// Remove old platform cards/buttons except title and back
for (var i = platformMenu.children.length - 1; i >= 0; i--) {
var child = platformMenu.children[i];
if (child !== platformTitle && child !== platformBackBtn) {
child.destroy();
}
}
// Show only owned platforms as selectable, others as locked
var yStart = 500;
var xStart = 320;
var xSpacing = 350;
var ySpacing = 220;
var cols = 4;
for (var i = 0; i < platforms.length; i++) {
var plat = platforms[i];
var container = new Container();
var col = i % cols;
var row = Math.floor(i / cols);
container.x = xStart + col * xSpacing;
container.y = yStart + row * ySpacing;
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 0.35
});
container.addChild(bg);
var nameText = new Text2(plat.name, {
size: 35,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -30;
container.addChild(nameText);
var yearText = new Text2('Çıkış: ' + plat.year, {
size: 28,
fill: 0x4CAF50
});
yearText.anchor.set(0.5, 0.5);
yearText.y = 10;
container.addChild(yearText);
var bonusText = new Text2('Satış Bonus: +' + Math.round(plat.salesBonus * 100) + '%', {
size: 24,
fill: 0x2196F3
});
bonusText.anchor.set(0.5, 0.5);
bonusText.y = 40;
container.addChild(bonusText);
var platState = gameState.platforms && gameState.platforms[plat.name] ? gameState.platforms[plat.name] : {
researched: plat.researched,
owned: plat.owned
};
if (platState && platState.owned) {
// Selectable for projectMenu
var selectBtn = new Button();
selectBtn.setLabel(gameState.selectedPlatform === plat.name ? 'Seçili' : 'Seç');
selectBtn.x = 0;
selectBtn.y = 100;
if (gameState.selectedPlatform === plat.name) {
selectBtn.children[0].tint = 0xe94560;
}
selectBtn.onClick = function (platName) {
return function () {
gameState.selectedPlatform = platName;
if (projectMenu.platformText) {
projectMenu.platformText.setText('Platform: ' + platName);
}
LK.getSound('select').play();
// Return to projectMenu after selection
platformMenu.visible = false;
projectMenu.visible = true;
platformMenu._selectForProjectMenu = false;
// Restore persistent buttons if missing
if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) {
projectMenu.addChild(projectMenu.priceBtn);
}
if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) {
projectMenu.addChild(projectMenu.platformBtn);
}
if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) {
projectMenu.addChild(projectMenu.gameGenresResearchBtn);
}
// --- Ava: Update sales bonus summary instantly when platform is changed ---
if (projectMenu.featureBonusText) {
projectMenu.featureBonusText.destroy();
}
var featureBonusSummary = '';
(function () {
var bonusParts = [];
// Engine bonus
var selectedEngineName = gameState.selectedGameEngine || "None";
var selectedEngineObj = null;
for (var i = 0; i < gameEngines.length; i++) {
if (gameEngines[i].name === selectedEngineName) {
selectedEngineObj = gameEngines[i];
break;
}
}
if (selectedEngineObj && selectedEngineObj.quality) {
bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış');
}
// Platform bonus
var selectedPlatformName = gameState.selectedPlatform || "PC";
var selectedPlatformObj = null;
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].name === selectedPlatformName) {
selectedPlatformObj = platforms[i];
break;
}
}
if (selectedPlatformObj && selectedPlatformObj.salesBonus) {
bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış');
}
// Genre bonus
if (projectMenu.selectedGenre) {
var genreObj = null;
for (var i = 0; i < gameGenres.length; i++) {
if (gameGenres[i].name === projectMenu.selectedGenre.name) {
genreObj = gameGenres[i];
break;
}
}
if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) {
bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış');
}
}
// Feature trend bonus
var trendTypes = [];
if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) {
for (var i = 0; i < gameState.marketTrends.length; i++) {
if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") {
trendTypes.push(gameState.marketTrends[i]);
}
}
}
var trendBonus = 0;
if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) {
for (var i = 0; i < selectedFeatures.length; i++) {
if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) {
trendBonus = 50;
break;
}
}
if (trendBonus > 0) {
bonusParts.push('Trend Özellik: +50% satış');
}
}
// Genre trend bonus
if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) {
for (var i = 0; i < gameState.marketTrends.length; i++) {
if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) {
bonusParts.push('Trend Tür: +30% satış');
break;
}
}
}
// Fan bonus (platform-specific)
var fanBonus = 0;
var selectedPlatformObj = null;
if (gameState.selectedPlatform) {
for (var pi = 0; pi < platforms.length; pi++) {
if (platforms[pi].name === gameState.selectedPlatform) {
selectedPlatformObj = platforms[pi];
break;
}
}
}
if (gameState.fans && gameState.fans > 0) {
fanBonus = Math.floor(gameState.fans / 10) / 10;
if (fanBonus > 100) fanBonus = 100;
if (fanBonus > 0) {
if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") {
var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus);
bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)');
} else {
bonusParts.push('Fan: +' + fanBonus + '% satış');
}
}
}
if (bonusParts.length > 0) {
featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', ');
} else {
featureBonusSummary = 'Satış bonusu yok.';
}
})();
var featureBonusText = new Text2(featureBonusSummary, {
size: 32,
fill: 0x4CAF50
});
featureBonusText.anchor.set(0.5, 0.5);
featureBonusText.x = 1024;
featureBonusText.y = 360;
projectMenu.addChild(featureBonusText);
projectMenu.featureBonusText = featureBonusText;
};
}(plat.name);
container.addChild(selectBtn);
} else {
// Not owned, show as locked
var lockedText = new Text2('Satın Al: $' + plat.price, {
size: 28,
fill: 0x888888
});
lockedText.anchor.set(0.5, 0.5);
lockedText.y = 100;
container.addChild(lockedText);
}
platformMenu.addChild(container);
}
updatePlatformMenuScrollBounds && updatePlatformMenuScrollBounds();
// Patch platformBackBtn to return to projectMenu if in selection mode
platformBackBtn.onClick = function () {
platformMenu.visible = false;
if (platformMenu._selectForProjectMenu) {
projectMenu.visible = true;
platformMenu._selectForProjectMenu = false;
} else {
mainMenu.visible = true;
}
};
updateGlobalBackBtn && updateGlobalBackBtn();
};
projectMenu.addChild(platformBtn);
projectMenu.platformBtn = platformBtn;
} else {
// We'll set the y position after all other buttons are placed
}
// --- Add Game Engine button above Graphics Features ---
// Define buttonY and buttonSpacing for vertical button layout
var buttonY = 900;
var buttonSpacing = 110;
if (!projectMenu.ownedEngineBtn) {
var ownedEngineBtn = new Button();
ownedEngineBtn.setLabel('Game Engine');
ownedEngineBtn.x = 1024;
ownedEngineBtn.y = buttonY;
ownedEngineBtn.onClick = function () {
// Open the full game engine menu page, like Platform
mainMenu.visible = false;
projectMenu.visible = false;
gameEngineMenu.visible = true;
// Mark that we are in engine selection mode for projectMenu
gameEngineMenu._selectForProjectMenu = true;
// Remove old engine cards/buttons except title and back
for (var i = gameEngineMenu.children.length - 1; i >= 0; i--) {
var child = gameEngineMenu.children[i];
if (child !== gameEngineTitle && child !== gameEngineBackBtn) {
child.destroy();
}
}
// Show only owned engines as selectable, others as locked
var scale = 0.8;
var yStart = 640 * scale;
var xStart = 524 * scale;
var xSpacing = 500 * scale;
var ySpacing = 220 * scale;
var cols = 3;
var ownedEngines = gameEngines.filter(function (eng) {
return eng.owned;
});
if (ownedEngines.length === 0) {
var noEngineText = new Text2('Henüz bir oyun motoru satın almadın.', {
size: 32,
fill: 0xFFFFFF
});
noEngineText.anchor.set(0.5, 0.5);
noEngineText.x = 1024;
noEngineText.y = 900;
gameEngineMenu.addChild(noEngineText);
gameEngineMenu.noEngineText = noEngineText;
} else {
for (var i = 0; i < ownedEngines.length; i++) {
var engine = ownedEngines[i];
var container = new Container();
var col = i % cols;
var row = Math.floor(i / cols);
container.x = xStart + col * xSpacing;
container.y = yStart + row * ySpacing;
container.scaleX = scale;
container.scaleY = scale;
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.5
});
container.addChild(bg);
var nameText = new Text2(engine.name, {
size: 35,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = -30;
container.addChild(nameText);
var qualityText = new Text2('Quality: +' + Math.round(engine.quality * 100) + '%', {
size: 28,
fill: 0x4CAF50
});
qualityText.anchor.set(0.5, 0.5);
qualityText.y = 10;
container.addChild(qualityText);
// Select button
var selectBtn = new Button();
selectBtn.setLabel(gameState.selectedGameEngine === engine.name ? 'Selected' : 'Select');
// Move select button 1 row up: align vertically with buy/owned button
selectBtn.x = 0;
selectBtn.y = 210; // same as buy/owned button
if (gameState.selectedGameEngine === engine.name) {
selectBtn.children[0].tint = 0xe94560;
}
selectBtn.onClick = function (eng) {
return function () {
gameState.selectedGameEngine = eng.name;
LK.getSound('select').play();
// Return to projectMenu after selection
gameEngineMenu.visible = false;
projectMenu.visible = true;
gameEngineMenu._selectForProjectMenu = false;
// Update engine text in projectMenu
if (projectMenu.engineText) projectMenu.engineText.destroy();
var engineTextLabel = 'Game Engine: ' + eng.name;
if (eng.quality) engineTextLabel += ' (+' + Math.round(eng.quality * 100) + '% quality)';
var engineText = new Text2(engineTextLabel, {
size: 35,
fill: 0x4CAF50
});
engineText.anchor.set(0.5, 0.5);
engineText.x = 1024;
engineText.y = 700;
projectMenu.addChild(engineText);
projectMenu.engineText = engineText;
// Update sales bonus summary
if (projectMenu.featureBonusText) {
projectMenu.featureBonusText.destroy();
}
var featureBonusSummary = '';
(function () {
var bonusParts = [];
var selectedEngineName = gameState.selectedGameEngine || "None";
var selectedEngineObj = null;
for (var i = 0; i < gameEngines.length; i++) {
if (gameEngines[i].name === selectedEngineName) {
selectedEngineObj = gameEngines[i];
break;
}
}
if (selectedEngineObj && selectedEngineObj.quality) {
bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış');
}
var selectedPlatformName = gameState.selectedPlatform || "PC";
var selectedPlatformObj = null;
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].name === selectedPlatformName) {
selectedPlatformObj = platforms[i];
break;
}
}
if (selectedPlatformObj && selectedPlatformObj.salesBonus) {
bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış');
}
if (projectMenu.selectedGenre) {
var genreObj = null;
for (var i = 0; i < gameGenres.length; i++) {
if (gameGenres[i].name === projectMenu.selectedGenre.name) {
genreObj = gameGenres[i];
break;
}
}
if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) {
bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış');
}
}
var trendTypes = [];
if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) {
for (var i = 0; i < gameState.marketTrends.length; i++) {
if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") {
trendTypes.push(gameState.marketTrends[i]);
}
}
}
var trendBonus = 0;
if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) {
for (var i = 0; i < selectedFeatures.length; i++) {
if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) {
trendBonus = 50;
break;
}
}
if (trendBonus > 0) {
bonusParts.push('Trend Özellik: +50% satış');
}
}
if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) {
for (var i = 0; i < gameState.marketTrends.length; i++) {
if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) {
bonusParts.push('Trend Tür: +30% satış');
break;
}
}
}
var fanBonus = 0;
var selectedPlatformObj = null;
if (gameState.selectedPlatform) {
for (var pi = 0; pi < platforms.length; pi++) {
if (platforms[pi].name === gameState.selectedPlatform) {
selectedPlatformObj = platforms[pi];
break;
}
}
}
if (gameState.fans && gameState.fans > 0) {
fanBonus = Math.floor(gameState.fans / 10) / 10;
if (fanBonus > 100) fanBonus = 100;
if (fanBonus > 0) {
if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") {
var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus);
bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)');
} else {
bonusParts.push('Fan: +' + fanBonus + '% satış');
}
}
}
if (bonusParts.length > 0) {
featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', ');
} else {
featureBonusSummary = 'Satış bonusu yok.';
}
})();
var featureBonusText = new Text2(featureBonusSummary, {
size: 32,
fill: 0x4CAF50
});
featureBonusText.anchor.set(0.5, 0.5);
featureBonusText.x = 1024;
featureBonusText.y = 360;
projectMenu.addChild(featureBonusText);
projectMenu.featureBonusText = featureBonusText;
};
}(engine);
container.addChild(selectBtn);
gameEngineMenu.addChild(container);
}
}
// Patch gameEngineBackBtn to return to projectMenu if in selection mode
gameEngineBackBtn.onClick = function () {
gameEngineMenu.visible = false;
if (gameEngineMenu._selectForProjectMenu) {
projectMenu.visible = true;
gameEngineMenu._selectForProjectMenu = false;
} else {
mainMenu.visible = true;
}
updateGlobalBackBtn && updateGlobalBackBtn();
};
updateGlobalBackBtn && updateGlobalBackBtn();
};
projectMenu.addChild(ownedEngineBtn);
projectMenu.ownedEngineBtn = ownedEngineBtn;
} else {
if (projectMenu.children.indexOf(projectMenu.ownedEngineBtn) === -1) {
projectMenu.addChild(projectMenu.ownedEngineBtn);
}
projectMenu.ownedEngineBtn.y = buttonY;
}
buttonY += buttonSpacing;
// Feature category buttons
var categories = ['Graphics', 'Sound', 'Gameplay'];
categories.forEach(function (category, index) {
var categoryBtn = new Button();
categoryBtn.setLabel(category + ' Features');
categoryBtn.x = 1024;
categoryBtn.y = buttonY;
categoryBtn.onClick = function () {
showFeatureCategory(category);
};
projectMenu.addChild(categoryBtn);
buttonY += buttonSpacing;
});
// Oyun Fiyatı button (move to next row)
if (projectMenu.priceBtn) {
// If not already present, re-add to projectMenu
if (projectMenu.children.indexOf(projectMenu.priceBtn) === -1) {
projectMenu.addChild(projectMenu.priceBtn);
}
projectMenu.priceBtn.y = buttonY;
buttonY += buttonSpacing;
}
// Game Genres Research button (move to next row)
if (!projectMenu.gameGenresResearchBtn) {
var gameGenresResearchBtn = new Button();
gameGenresResearchBtn.setLabel('Game Genres Research');
gameGenresResearchBtn.x = 1024;
gameGenresResearchBtn.y = buttonY;
gameGenresResearchBtn.onClick = function () {
showProjectGenresResearchMenu();
};
projectMenu.addChild(gameGenresResearchBtn);
projectMenu.gameGenresResearchBtn = gameGenresResearchBtn;
} else {
// If not already present, re-add to projectMenu
if (projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) {
projectMenu.addChild(projectMenu.gameGenresResearchBtn);
}
projectMenu.gameGenresResearchBtn.y = buttonY;
}
// Move Platform Seç button to be below the last button
if (projectMenu.platformBtn) {
projectMenu.platformBtn.y = buttonY + buttonSpacing;
buttonY = projectMenu.platformBtn.y;
}
// Add Oyun Adı Seç button below Platform Seç
if (!projectMenu.nameGameBtn) {
var nameGameBtn = new Button();
nameGameBtn.setLabel('Oyun Adı Seç');
nameGameBtn.x = 1024;
nameGameBtn.y = buttonY + buttonSpacing;
nameGameBtn.onClick = function () {
mainMenu.visible = false;
projectMenu.visible = false;
nameGameMenu.visible = true;
currentGameName = '';
gameNameInput.setText('');
};
projectMenu.addChild(nameGameBtn);
projectMenu.nameGameBtn = nameGameBtn;
} else {
// If not already present, re-add to projectMenu
if (projectMenu.children.indexOf(projectMenu.nameGameBtn) === -1) {
projectMenu.addChild(projectMenu.nameGameBtn);
}
projectMenu.nameGameBtn.y = buttonY + buttonSpacing;
}
buttonY = projectMenu.nameGameBtn.y;
// Add info text at the bottom of the platform selection page in Start Project
if (projectMenu.platformInfoText) {
projectMenu.platformInfoText.destroy();
}
var projectPlatformInfoText = new Text2('Platform kullanmak için ana menüde bulunan platform sayfasından satın alınız.', {
size: 32,
fill: 0xFFC107
});
projectPlatformInfoText.anchor.set(0.5, 0.5);
projectPlatformInfoText.x = 1024;
projectPlatformInfoText.y = 2500;
projectMenu.addChild(projectPlatformInfoText);
projectMenu.platformInfoText = projectPlatformInfoText;
}
function startDevelopment() {
// Must have at least one feature per category
if (!selectedFeatureByCategory.Graphics || !selectedFeatureByCategory.Sound || !selectedFeatureByCategory.Gameplay) {
// Show a notification or feedback
var notification = new Container();
game.addChild(notification);
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.6
});
bg.tint = 0xE94560;
notification.addChild(bg);
var text = new Text2('Her kategoriden en az 1 özellik seçmelisin!', {
size: 35,
fill: 0xFFFFFF
});
text.anchor.set(0.5, 0.5);
notification.addChild(text);
notification.x = 1024;
notification.y = 600;
notification.alpha = 0;
tween(notification, {
alpha: 1
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 2000);
}
});
return;
}
// --- Require a researched genre to be selected before starting development ---
var researchedGenres = gameState.researchedFeatures.GameGenres;
// Fix: Check if selectedGenre is not null and its name is in researchedGenres or does not require research
if (!projectMenu.selectedGenre ||
// Find the genre object in gameGenres
function () {
var genreObj = null;
for (var i = 0; i < gameGenres.length; i++) {
if (gameGenres[i].name === projectMenu.selectedGenre.name) {
genreObj = gameGenres[i];
break;
}
}
// If genreObj is not found, treat as not researched
if (!genreObj) return true;
// If genre does not require research, allow
if (!genreObj.requiresResearch) return false;
// If genre requires research, check if it's in researchedGenres
return researchedGenres.indexOf(genreObj.name) === -1;
}()) {
// Show a notification or feedback
var notification = new Container();
game.addChild(notification);
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.6
});
bg.tint = 0xE94560;
notification.addChild(bg);
var text = new Text2('Please select a researched genre before starting!', {
size: 35,
fill: 0xFFFFFF
});
text.anchor.set(0.5, 0.5);
notification.addChild(text);
notification.x = 1024;
notification.y = 600;
notification.alpha = 0;
tween(notification, {
alpha: 1
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 2000);
}
});
return;
}
// Calculate total cost
var totalCost = 0;
selectedFeatures.forEach(function (feature) {
totalCost += feature.cost;
});
// Check if player can afford
if (gameState.money < totalCost) {
return;
}
// Deduct costs
gameState.money -= totalCost;
updateUI();
projectMenu.visible = false;
developmentScreen.visible = true;
// Show selected engine in development screen
if (developmentScreen.engineText) {
developmentScreen.engineText.destroy();
}
var selectedEngineName = gameState.selectedGameEngine || "None";
var selectedEngineObj = null;
for (var i = 0; i < gameEngines.length; i++) {
if (gameEngines[i].name === selectedEngineName) {
selectedEngineObj = gameEngines[i];
break;
}
}
var engineTextLabel = 'Game Engine: ' + selectedEngineName;
if (selectedEngineObj && selectedEngineObj.quality) {
engineTextLabel += ' (+' + Math.round(selectedEngineObj.quality * 100) + '% quality)';
}
var engineText = new Text2(engineTextLabel, {
size: 35,
fill: 0x4CAF50
});
engineText.anchor.set(0.5, 0.5);
engineText.x = 1024;
engineText.y = 300;
developmentScreen.addChild(engineText);
developmentScreen.engineText = engineText;
// Display trends
for (var i = trendsContainer.children.length - 1; i > 0; i--) {
trendsContainer.children[i].destroy();
}
gameState.marketTrends.forEach(function (trend, index) {
var trendText = new Text2(trend + ' is trending!', {
size: 30,
fill: 0xFF5722
});
trendText.anchor.set(0.5, 0.5);
trendText.y = 40 + index * 35;
trendsContainer.addChild(trendText);
});
// Calculate target score
var baseTarget = 100;
targetScoreText.setText('Target Score: ' + baseTarget);
// Use selected genre from projectMenu
var selectedGenre = projectMenu.selectedGenre || null;
// Start project
gameState.currentProject = {
features: selectedFeatures,
targetScore: baseTarget,
currentScore: 0,
developmentSpeed: 0,
genre: selectedGenre,
price: typeof projectMenu.selectedPrice === "number" ? projectMenu.selectedPrice : 1
};
// Assign features to developers (main character is always included and can contribute to all features)
var assignedDevelopers = [];
var assignedFeatures = [];
// Always include main character as a developer
var allDevs = [{
name: gameState.mainCharacter.name,
specialty: "All",
skill: gameState.mainCharacter.skill,
featurePoints: Object.assign({}, gameState.mainCharacter.featurePoints)
}].concat(gameState.developers.map(function (dev) {
return {
name: dev.name,
specialty: dev.specialty,
skill: dev.skill,
assignedFeature: null
};
}));
// Assign features: each feature is assigned to a developer, but main character always contributes to all
var devAssignments = [];
selectedFeatures.forEach(function (feature, idx) {
// Assign to next available developer (skip main character for assignment, but main character always contributes)
var devIdx = (idx + 1) % allDevs.length;
if (devIdx === 0 && allDevs.length > 1) devIdx = 1; // avoid assigning all to main character
devAssignments.push({
dev: allDevs[devIdx],
feature: feature
});
allDevs[devIdx].assignedFeature = feature.name;
});
// Calculate development speed
var totalSpeed = 0;
// Main character always contributes to all features
selectedFeatures.forEach(function (feature) {
var fp = gameState.mainCharacter.featurePoints[feature.type] || 1;
totalSpeed += (gameState.mainCharacter.skill + fp) * 0.5;
});
// Other developers contribute to their assigned feature
devAssignments.forEach(function (assignment) {
if (assignment.dev.name !== gameState.mainCharacter.name) {
totalSpeed += assignment.dev.skill * 0.5;
}
});
gameState.currentProject.developmentSpeed = totalSpeed;
gameState.currentProject.devAssignments = devAssignments;
LK.getSound('develop').play();
releaseBtn.visible = false;
progressBarFill.scaleX = 0;
}
function releaseGame() {
var project = gameState.currentProject;
// Calculate final score with bonuses
var finalScore = project.currentScore;
// --- Game Engine quality bonus ---
// Each 0.05 quality = +5% quality bonus, max 20% (0.20)
// Now: Game Engine quality gives a SALES bonus, not just a score/quality bonus
var engineBonus = 0;
if (gameState.selectedGameEngine) {
for (var i = 0; i < gameEngines.length; i++) {
if (gameEngines[i].name === gameState.selectedGameEngine) {
// Clamp to max 0.20 (20%)
engineBonus = Math.min(gameEngines[i].quality || 0, 0.20);
break;
}
}
}
// Remove score bonus, apply sales bonus later
//if (engineBonus > 0) {
// finalScore *= 1 + Math.floor(engineBonus * 20) * 0.05;
// Trend bonus
var trendMultiplier = 1;
project.features.forEach(function (feature) {
if (gameState.marketTrends.indexOf(feature.type) !== -1) {
finalScore *= 1.5;
trendMultiplier += 0.3;
}
});
// Genre bonus
if (project.genre) {
finalScore *= project.genre.baseMultiplier;
if (gameState.marketTrends.some(function (trend) {
return trend.indexOf(project.genre.name) !== -1;
})) {
finalScore *= 1.3;
trendMultiplier += 0.4;
}
}
// Calculate initial sales potential
var baseSalesMultiplier = 20;
if (finalScore >= project.targetScore) {
baseSalesMultiplier = 40;
}
// Price effect on sales: higher price = lower sales, lower price = higher sales
var priceSalesMultiplier = 1;
if (project.price) {
if (project.price > 1) {
priceSalesMultiplier = 1 / (0.7 + (project.price - 1) * 0.5); // $2 = ~0.67x, $5 = ~0.29x
if (priceSalesMultiplier < 0.15) priceSalesMultiplier = 0.15;
} else if (project.price < 1) {
priceSalesMultiplier = 1 + (1 - project.price) * 0.7; // $0.5 = 1.35x
}
}
// --- Ava: Reduce sales multiplier if features and review score are low and price is high ---
var featureQuality = 0;
for (var i = 0; i < project.features.length; i++) {
featureQuality += project.features[i].basePoints || 0;
}
var avgFeatureQuality = featureQuality / project.features.length;
var reviewScoreForPenalty = 0;
var scoreRatio = finalScore / project.targetScore;
if (scoreRatio >= 1.5) reviewScoreForPenalty = 95;else if (scoreRatio >= 1.2) reviewScoreForPenalty = 85;else if (scoreRatio >= 1.0) reviewScoreForPenalty = 75;else if (scoreRatio >= 0.8) reviewScoreForPenalty = 60;else reviewScoreForPenalty = 40;
// If price is high, but features and review are low, apply a penalty to sales
var pricePenaltyMultiplier = 1;
if (project.price > 2) {
// If both feature quality and review are low, penalize more
if (avgFeatureQuality < 5 && reviewScoreForPenalty < 70) {
pricePenaltyMultiplier = 0.5 - Math.min((project.price - 2) * 0.1, 0.3); // up to -30% more penalty
} else if (avgFeatureQuality < 6 || reviewScoreForPenalty < 75) {
pricePenaltyMultiplier = 0.7 - Math.min((project.price - 2) * 0.05, 0.2); // up to -20% more penalty
}
// Never less than 0.2x
if (pricePenaltyMultiplier < 0.2) pricePenaltyMultiplier = 0.2;
}
// Find selected platform and apply its salesBonus
var selectedPlatform = null;
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].name === gameState.selectedPlatform) {
selectedPlatform = platforms[i];
break;
}
}
var platformSalesBonus = selectedPlatform && selectedPlatform.salesBonus ? 1 + selectedPlatform.salesBonus : 1;
// --- Ava: Apply Game Engine quality as a sales bonus multiplier ---
var engineSalesBonus = 1;
if (engineBonus > 0) {
// Each 0.01 = +1% sales, up to 20%
engineSalesBonus = 1 + engineBonus;
}
var initialDailySales = Math.floor(finalScore / project.targetScore * baseSalesMultiplier * trendMultiplier * priceSalesMultiplier * pricePenaltyMultiplier * platformSalesBonus * engineSalesBonus);
var gameName = currentGameName && currentGameName.length > 0 ? currentGameName : 'Game #' + (gameState.completedGames + 1);
// --- Review and score system ---
var reviewCompanies = ["IGN", "GameSpot", "Polygon", "Eurogamer", "Kotaku", "PC Gamer", "Game Informer", "Destructoid", "Edge", "Metacritic"];
var reviews = [];
var reviewScore = 0;
var genreTrend = gameState.marketTrends.find(function (trend) {
return project.genre && trend.indexOf(project.genre.name) !== -1;
});
var featureTrend = gameState.marketTrends.indexOf(project.features[0].type) !== -1 || gameState.marketTrends.indexOf(project.features[1].type) !== -1 || gameState.marketTrends.indexOf(project.features[2].type) !== -1 || gameState.marketTrends.indexOf(project.features[3].type) !== -1 || gameState.marketTrends.indexOf(project.features[4].type) !== -1;
// Calculate review score (0-100)
var scoreRatio = finalScore / project.targetScore;
if (scoreRatio >= 1.5) reviewScore = 95 + Math.floor(Math.random() * 6);else if (scoreRatio >= 1.2) reviewScore = 85 + Math.floor(Math.random() * 10);else if (scoreRatio >= 1.0) reviewScore = 75 + Math.floor(Math.random() * 10);else if (scoreRatio >= 0.8) reviewScore = 60 + Math.floor(Math.random() * 10);else reviewScore = 40 + Math.floor(Math.random() * 20);
// If genre matches trend, boost score
if (genreTrend) reviewScore += 5;
if (featureTrend) reviewScore += 5;
// --- Price effect on review score ---
if (project.price) {
// $1 is neutral, higher price reduces review, lower price increases
if (project.price > 1) {
reviewScore -= Math.floor((project.price - 1) * 4); // -4 puan/extra dollar
} else if (project.price < 1) {
reviewScore += Math.floor((1 - project.price) * 6); // +6 puan/discounted dollar
}
}
if (reviewScore > 100) reviewScore = 100;
if (reviewScore < 0) reviewScore = 0;
// Generate reviews
for (var i = 0; i < reviewCompanies.length; i++) {
var company = reviewCompanies[i];
var text = "";
var score = reviewScore + Math.floor(Math.random() * 7 - 3);
if (score > 100) score = 100;
if (score < 0) score = 0;
// Pick a feature to highlight or criticize
var highlightFeature = project.features[Math.floor(Math.random() * project.features.length)];
var highlightDev = gameState.developers.length > 0 ? gameState.developers[Math.floor(Math.random() * gameState.developers.length)] : null;
// Compose unique review text based on score and game details
if (score >= 90) {
var phrases = ["A masterpiece! " + gameName + " sets a new standard for " + (project.genre ? project.genre.name : "games") + ".", "Unmissable! " + gameName + " excels in " + highlightFeature.name + " and delivers a flawless experience.", "Stunning achievement. " + gameName + " is a triumph in " + highlightFeature.type + "."];
text = phrases[i % phrases.length];
} else if (score >= 80) {
var phrases = ["Excellent! " + gameName + " is a must-play for fans of " + (project.genre ? project.genre.name : "the genre") + ".", gameName + " impresses with its " + highlightFeature.name + " and strong " + highlightFeature.type + ".", "A great effort, especially in " + highlightFeature.type + "."];
text = phrases[i % phrases.length];
} else if (score >= 70) {
var phrases = [gameName + " is a solid experience with some great moments.", "Enjoyable overall, but " + highlightFeature.name + " could be even better.", "Good fun, though " + (highlightDev ? highlightDev.name + "'s work on " + highlightFeature.name : "some features") + " stands out."];
text = phrases[i % phrases.length];
} else if (score >= 60) {
var phrases = [gameName + " is decent, but could use more polish.", "Average experience. " + highlightFeature.name + " is a bit underwhelming.", "Not bad, but " + (highlightDev ? highlightDev.name + "'s " + highlightFeature.type : "the team") + " could improve."];
text = phrases[i % phrases.length];
} else if (score >= 50) {
var phrases = [gameName + " struggles to impress, but has a few redeeming qualities.", "Mediocre. " + highlightFeature.name + " doesn't quite hit the mark.", "Some fun to be had, but " + highlightFeature.type + " needs work."];
text = phrases[i % phrases.length];
} else {
var phrases = ["Disappointing. " + gameName + " fails to deliver.", "A letdown. " + highlightFeature.name + " is poorly implemented.", "Not recommended. " + (highlightDev ? highlightDev.name + "'s " + highlightFeature.type : "the team") + " missed the mark."];
text = phrases[i % phrases.length];
}
// If genre/feature matches trend, make review more positive
if ((genreTrend || featureTrend) && score >= 70) {
var trendPhrases = [" Riding the latest trends paid off!", " Trendy and timely, a smart move.", " The market will love this!"];
text += trendPhrases[i % trendPhrases.length];
}
if (!genreTrend && !featureTrend && score < 70) {
var missPhrases = [" Missed the mark on current trends.", " Feels outdated compared to what's hot.", " Lacks the innovation players want."];
text += missPhrases[i % missPhrases.length];
}
// Add a tip or suggestion for low scores
if (score < 60) {
var tipPhrases = [" Consider focusing more on " + highlightFeature.type + " next time.", " A stronger " + highlightFeature.type + " could help future games.", " More polish in " + highlightFeature.name + " is needed."];
text += " " + tipPhrases[i % tipPhrases.length];
}
reviews.push({
company: company,
score: score,
text: text
});
}
var releasedGame = {
name: gameName,
releaseDay: gameState.currentDay,
score: finalScore,
targetScore: project.targetScore,
initialDailySales: initialDailySales,
currentDailySales: initialDailySales,
totalSales: 0,
features: project.features,
trendBonus: trendMultiplier,
price: project.price || 1,
// Add main character as a developer in the released game
developers: [{
name: gameState.mainCharacter.name,
specialty: "All",
skill: gameState.mainCharacter.skill
}].concat(gameState.developers.slice()),
genre: project.genre,
reviews: reviews,
reviewScore: reviewScore
};
// Reset game name after use
currentGameName = '';
gameNameDisplay.setText('');
// Clear marketTrends so new trends are generated for the next project
gameState.marketTrends = [];
gameState.releasedGames.push(releasedGame);
// Success check
if (finalScore >= project.targetScore) {
gameState.money += Math.floor(finalScore * 0.00025); // 95% less
gameState.completedGames++;
LK.getSound('success').play();
LK.setScore(gameState.completedGames);
if (gameState.completedGames >= 10) {
LK.showYouWin();
}
} else {
gameState.money += Math.floor(finalScore * 0.0000625); // 95% less
}
LK.getSound('release').play();
// Reset
gameState.currentProject = null;
developmentScreen.visible = false;
mainMenu.visible = true;
updateUI();
updateSalesLog();
}
// Game update
var dayTimer = 0;
game.update = function () {
// Handle research progress
if (gameState.currentResearch) {
gameState.currentResearch.timeRemaining--;
if (gameState.currentResearch.timeRemaining <= 0) {
// Research complete
var research = gameState.currentResearch;
// GameEngines research is not used anymore; skip
if (research.category === 'Platforms') {
// Mark platform as researched
if (gameState.platforms && gameState.platforms[research.name]) {
gameState.platforms[research.name].researched = true;
}
} else if (research.category === 'IncreaseLimit_Graphics' || research.category === 'IncreaseLimit_Sound' || research.category === 'IncreaseLimit_Gameplay') {
// Increase the selection limit for the relevant category
var cat = research.category.replace('IncreaseLimit_', '');
if (!gameState.featureSelectionLimit) gameState.featureSelectionLimit = {};
if (typeof gameState.featureSelectionLimit[cat] !== "number") gameState.featureSelectionLimit[cat] = 1;
gameState.featureSelectionLimit[cat]++;
} else {
gameState.researchedFeatures[research.category].push(research.name);
}
gameState.currentResearch = null;
LK.getSound('success').play();
// Show notification
var notification = new Container();
game.addChild(notification);
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 0.8
});
bg.tint = 0x4CAF50;
notification.addChild(bg);
var text = new Text2('Research Complete: ' + research.name, {
size: 35,
fill: 0xFFFFFF
});
text.anchor.set(0.5, 0.5);
notification.addChild(text);
notification.x = 1024;
notification.y = 600;
notification.alpha = 0;
tween(notification, {
alpha: 1
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 2000);
}
});
}
}
// Day progression (every 3 seconds = 1 day)
dayTimer++;
if (dayTimer >= 180) {
// 60 fps * 3 seconds
dayTimer = 0;
gameState.currentDay++;
updateUI();
// Process game sales
for (var i = gameState.releasedGames.length - 1; i >= 0; i--) {
var releasedGame = gameState.releasedGames[i];
var daysSinceRelease = gameState.currentDay - releasedGame.releaseDay;
// Calculate sales decline
var declineRate = 0.75; // Base 25% daily decline
// Better games decline slower
if (releasedGame.score >= releasedGame.targetScore * 1.5) {
declineRate = 0.85;
} else if (releasedGame.score >= releasedGame.targetScore) {
declineRate = 0.80;
}
// Apply trend bonus to decline rate
declineRate += (releasedGame.trendBonus - 1) * 0.03;
declineRate = Math.min(declineRate, 0.90);
// Calculate review score multiplier (0.3x for <60, 1x for 60-74, 1.7x for 75-89, 2.5x for 90+)
// Ava: Review scores now have a much stronger effect on sales!
var reviewMultiplier = 1;
if (releasedGame.reviewScore !== undefined) {
if (releasedGame.reviewScore >= 90) reviewMultiplier = 2.5;else if (releasedGame.reviewScore >= 75) reviewMultiplier = 1.7;else if (releasedGame.reviewScore >= 60) reviewMultiplier = 1;else reviewMultiplier = 0.3;
}
// Calculate fan sales bonus: proportional, e.g. 200 fan = %2, 1000 fan = %10, max 100%
// Platform-specific: always use the selected platform's salesBonus
var fanSalesBonus = 1;
var selectedPlatformObj = null;
if (gameState.selectedPlatform) {
for (var pi = 0; pi < platforms.length; pi++) {
if (platforms[pi].name === gameState.selectedPlatform) {
selectedPlatformObj = platforms[pi];
break;
}
}
}
if (gameState.fans && gameState.fans > 0) {
var bonusPercent = Math.floor(gameState.fans / 10) / 10; // 1 fan = 0.1%, 10 fan = 1%, 100 fan = 10%
if (bonusPercent > 100) bonusPercent = 100;
// Always use platform's salesBonus if available
if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") {
fanSalesBonus = 1 + bonusPercent * selectedPlatformObj.salesBonus;
} else {
fanSalesBonus = 1 + bonusPercent / 100;
}
}
// Calculate current day sales
releasedGame.currentDailySales = Math.floor(releasedGame.initialDailySales * Math.pow(declineRate, daysSinceRelease) * reviewMultiplier * fanSalesBonus);
// Add to total sales and money
if (releasedGame.currentDailySales > 0) {
releasedGame.totalSales += releasedGame.currentDailySales;
var pricePerCopy = releasedGame.price || 1;
var revenue = Math.floor(releasedGame.currentDailySales * pricePerCopy); // 100% of price per copy to player
gameState.money += revenue;
// --- Fan gain from sales: %2-%20 of daily sales, random per game, but fixed for this game ---
if (typeof releasedGame.fanGainPercent !== "number") {
// Assign a random percent between 2 and 20 for this game, fixed for its lifetime
releasedGame.fanGainPercent = 2 + Math.floor(Math.random() * 19); // 2-20
}
var fansGained = Math.floor(releasedGame.currentDailySales * releasedGame.fanGainPercent / 100);
if (!gameState.fans) gameState.fans = 0;
gameState.fans += fansGained;
} else {
// Game no longer selling - remove from market
var removedGame = gameState.releasedGames.splice(i, 1)[0];
gameState.gameHistory.push(removedGame);
// Show notification
var notification = new Container();
game.addChild(notification);
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1.2
});
bg.tint = 0x0f3460;
notification.addChild(bg);
var titleText = new Text2(removedGame.name + ' removed from market', {
size: 35,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -30;
notification.addChild(titleText);
var salesText = new Text2('Total copies sold: ' + removedGame.totalSales, {
size: 30,
fill: 0x4CAF50
});
salesText.anchor.set(0.5, 0.5);
salesText.y = 20;
notification.addChild(salesText);
notification.x = 1024;
notification.y = 1366;
notification.alpha = 0;
// Animate notification
tween(notification, {
alpha: 1,
y: 1000
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(notification, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
notification.destroy();
}
});
}, 2000);
}
});
}
}
updateUI();
updateSalesLog();
}
if (gameState.currentProject && developmentScreen.visible) {
var project = gameState.currentProject;
// Development progress
if (project.currentScore < project.targetScore) {
// --- Ava: Make score gain speed depend on studio level and total developer skill ---
// Calculate base points per tick
var pointsPerTick = project.developmentSpeed / 30;
// Calculate total skill of all developers (including main character)
var totalDevSkill = gameState.mainCharacter.skill;
for (var i = 0; i < gameState.developers.length; i++) {
totalDevSkill += gameState.developers[i].skill;
}
// Studio level bonus: higher level = faster progress
var studioLevelBonus = 1 + (gameState.studioLevel - 1) * 0.15; // +15% per studio level above 1
// Skill bonus: more total skill = faster progress, but with diminishing returns
var skillBonus = 0.5 + Math.log(1 + totalDevSkill) * 0.5; // log curve, min 0.5x
// Feature synergy bonus (as before)
var synergy = 1;
if (gameState.mainCharacter.featurePoints) {
project.features.forEach(function (feature) {
if (gameState.mainCharacter.featurePoints[feature.type] && gameState.mainCharacter.featurePoints[feature.type] > 0) {
synergy += 0.1;
}
});
}
project.features.forEach(function (feature) {
gameState.developers.forEach(function (dev) {
if (dev.specialty === feature.type) {
synergy += 0.1;
}
});
});
// Final points per tick: base * studioLevelBonus * skillBonus * synergy
var finalPointsPerTick = pointsPerTick * studioLevelBonus * skillBonus * synergy;
// Clamp minimum progress to avoid being stuck at 0
if (finalPointsPerTick < 0.01) finalPointsPerTick = 0.01;
project.currentScore += finalPointsPerTick;
// Update UI
currentScoreText.setText('Current Score: ' + Math.floor(project.currentScore));
var progress = Math.min(project.currentScore / project.targetScore, 1);
progressBarFill.scaleX = progress;
// Show release button when ready
if (progress >= 1 && !releaseBtn.visible) {
releaseBtn.visible = true;
tween(releaseBtn, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(releaseBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 500
});
}
});
}
}
}
// Check game over
if (gameState.money < 100 && gameState.developers.length === 0 && !gameState.currentProject) {
LK.showGameOver();
}
};
// Global Back Button (bottom)
var globalBackBtn = new Button();
globalBackBtn.setLabel('Geri');
// Place at bottom center, matching other menu button size (400x100)
globalBackBtn.x = 1024;
globalBackBtn.y = 2600;
globalBackBtn.visible = false;
LK.gui.bottom.addChild(globalBackBtn);
// Global Back Button (top)
var globalBackBtnTop = new Button();
globalBackBtnTop.setLabel('Geri');
globalBackBtnTop.x = 1024;
globalBackBtnTop.y = 100;
globalBackBtnTop.visible = false;
LK.gui.top.addChild(globalBackBtnTop);
// Helper to check if any menu except mainMenu is visible
function isAnyMenuOpen() {
return upgradeMenu.visible || researchMenu.visible || researchCategoryMenu.visible || nameGameMenu.visible || allGamesMenu.visible || gameDetailView.visible || hireMenu.visible || projectMenu.visible || featureCategoryMenu.visible || developmentScreen.visible;
}
// Helper to close the topmost open menu and return to mainMenu
function closeCurrentMenu() {
if (upgradeMenu.visible) {
upgradeMenu.visible = false;
mainMenu.visible = true;
} else if (researchCategoryMenu.visible) {
researchCategoryMenu.visible = false;
researchMenu.visible = true;
} else if (researchMenu.visible) {
researchMenu.visible = false;
mainMenu.visible = true;
} else if (nameGameMenu.visible) {
nameGameMenu.visible = false;
mainMenu.visible = true;
gameNameInput.setText('');
currentGameName = '';
} else if (allGamesMenu.visible) {
allGamesMenu.visible = false;
mainMenu.visible = true;
} else if (gameDetailView.visible) {
gameDetailView.visible = false;
allGamesMenu.visible = true;
} else if (hireMenu.visible) {
hireMenu.visible = false;
mainMenu.visible = true;
} else if (featureCategoryMenu.visible) {
featureCategoryMenu.visible = false;
projectMenu.visible = true;
// Update total cost in project menu
var totalCost = 0;
selectedFeatures.forEach(function (f) {
totalCost += f.cost;
});
if (projectMenu.totalCostText) {
projectMenu.totalCostText.setText('Total Cost: $' + totalCost);
}
} else if (projectMenu.visible) {
projectMenu.visible = false;
mainMenu.visible = true;
selectedFeatures = [];
featureCards.forEach(function (card) {
card.setSelected(false);
});
// Restore persistent buttons if missing (for next open)
if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) {
projectMenu.addChild(projectMenu.priceBtn);
}
if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) {
projectMenu.addChild(projectMenu.platformBtn);
}
if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) {
projectMenu.addChild(projectMenu.gameGenresResearchBtn);
}
} else if (developmentScreen.visible) {
developmentScreen.visible = false;
mainMenu.visible = true;
}
}
// Attach handler to global back button
globalBackBtn.onClick = function () {
closeCurrentMenu();
};
globalBackBtnTop.onClick = function () {
closeCurrentMenu();
};
// Show/hide global back button depending on menu state
function updateGlobalBackBtn() {
// Show if any menu except mainMenu is visible
var show = isAnyMenuOpen() && !mainMenu.visible;
globalBackBtn.visible = show;
globalBackBtnTop.visible = show;
}
// Patch all menu show functions to update global back button
var _showUpgradeMenu = showUpgradeMenu;
showUpgradeMenu = function showUpgradeMenu() {
_showUpgradeMenu();
updateGlobalBackBtn();
};
var _showPlatformMenu = showPlatformMenu;
showPlatformMenu = function showPlatformMenu() {
_showPlatformMenu();
updateGlobalBackBtn();
};
var _showResearchMenu = showResearchMenu;
showResearchMenu = function showResearchMenu() {
_showResearchMenu();
updateGlobalBackBtn();
};
var _showAllGamesMenu = showAllGamesMenu;
showAllGamesMenu = function showAllGamesMenu() {
_showAllGamesMenu();
updateGlobalBackBtn();
};
var _showHireMenu = showHireMenu;
showHireMenu = function showHireMenu() {
_showHireMenu();
updateGlobalBackBtn();
};
var _showProjectMenu = showProjectMenu;
showProjectMenu = function showProjectMenu() {
_showProjectMenu();
updateGlobalBackBtn();
};
var _showFeatureCategory = showFeatureCategory;
showFeatureCategory = function showFeatureCategory(category) {
_showFeatureCategory(category);
updateGlobalBackBtn();
};
var _showResearchCategory = showResearchCategory;
showResearchCategory = function showResearchCategory(category) {
_showResearchCategory(category);
updateGlobalBackBtn();
};
var _showNameGameMenu = showNameGameMenu;
showNameGameMenu = function showNameGameMenu() {
_showNameGameMenu();
updateGlobalBackBtn();
};
var _showGameDetail = showGameDetail;
showGameDetail = function showGameDetail(gameData) {
_showGameDetail(gameData);
updateGlobalBackBtn();
};
// Patch all menu back/close buttons to update global back button
function patchBackBtn(btn, closeFn) {
var old = btn.onClick;
btn.onClick = function () {
if (old) old();
updateGlobalBackBtn();
};
}
patchBackBtn(backFromUpgradeBtn);
patchBackBtn(researchBackBtn);
patchBackBtn(categoryBackBtn);
patchBackBtn(backFromNameBtn);
patchBackBtn(backFromAllGamesBtn);
patchBackBtn(detailBackBtn);
patchBackBtn(backFromHireBtn);
patchBackBtn(backFromProjectBtn);
patchBackBtn(categoryBackBtn);
patchBackBtn(researchBackBtn);
patchBackBtn(categoryBackBtn);
// Also update on developmentScreen close (release)
var _releaseGame = releaseGame;
releaseGame = function releaseGame() {
_releaseGame();
updateGlobalBackBtn();
};
// Also update on game update (in case of state changes)
var _updateUI = updateUI;
updateUI = function updateUI() {
_updateUI();
updateGlobalBackBtn();
};
// Initialize
updateUI();
updateGlobalBackBtn();