User prompt
Game Dev Studio yazısının üst satırına, İngilizce olarak "Nasıl Oynanır?" butonu ekle ve içerisine bilgi içeren İngilizce yazı yaz.
User prompt
Reset butonu görünmüyor
User prompt
Ekranın sol alt köşesine, Oyunu Sıfırla butonu ekle. İngilizce olsun.
User prompt
Ekranın sol alt köşesine, Oyunu Sıfırla butonu ekle. İngilizce olsun.
User prompt
Please fix the bug: 'window.addEventListener is not a function' in or related to this line: 'window.addEventListener('keydown', window._avaGameNameInputListener);' Line Number: 3082
User prompt
Name your game sayfasına, Oyun adını, kendimiz de yazabileceğimiz bir yazı alanı oluştur.
User prompt
Platform kullanmak için ana menüde bulunan platform sayfasından satın alınız. Yazısını İngilizceye çevir.
User prompt
New Project sayfasında bulunan özellik sayfalarına, "Anasayfa da bulunan araştırma kısmından özellik araştırması ve seçilebilir özellik sayısını artırabilirsiniz." notunu İngilizce olarak ekle.
User prompt
Hala bazı yerler Türkçe.
User prompt
Türkçe yazılar hala görünüyor.
User prompt
Oyunun içeriğinin tamamını İngilizce yap.
User prompt
Bilgi yazısını 2 font daha büyüt.
User prompt
Bu durumu düzelt ve her bank sayfasına girince yazının görünmesini sağla.
User prompt
Bank sayfasında bulunan, Geri tuşunun 3 satır yukarısına banka sistemi hakkında bilgi yazısı ekle.
User prompt
Bank sayfasında bulunan, Geri tuşunun 3 satır yukarısına banka sistemi hakkında bilgi yazısı ekle.
User prompt
Mevduat faizi, zamanı tamamlanınca dursun ve çek butonu görüntülensin.
User prompt
Mevduat yatırma oranı, Nakit paramızın maksimum %50'sine kadar yatıralım.
User prompt
Erken ödeme oranı, çekilen tutarın %10'u kadar olsun.
User prompt
Kredi vadesi dolunca, faiz oranı eklenmesin. Borç vadesi dolunca beklesin.
User prompt
Vadesi dolmadan önce %10 faiz ile borç ödeyebilelim. Vadesi dolduğunda, Normal faiz ile ödeme yapalım.
User prompt
Borç ödenmeden, Yeni kredi çekimi yapılmasın. Ayrıca kredi çekme limiti nakit paramızın %20 kadarı ile çekebilelim.
User prompt
Mevduat süresi dolunca, Güncel Mevduat bakiyesi ile yenilensin.
User prompt
Platform Butonunun yukarısına ''Bank'' adında buton oluştur. Bu buton sayfasına, Kredi çekme ve Mevduat yatırma sistemi ekle.
/**** * 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: 50000, 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, // --- Feature selection limit per category --- featureSelectionLimit: { Graphics: 1, Sound: 1, Gameplay: 1 } }; // 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: 2000, requiresResearch: false }, { name: '3D Models', type: 'Graphics', basePoints: 5, cost: 2000, requiresResearch: false }, { name: 'Particle Effects', type: 'Graphics', basePoints: 4, cost: 2000, requiresResearch: false }, { name: 'Soundtrack', type: 'Sound', basePoints: 3, cost: 2000, requiresResearch: false }, { name: 'Voice Acting', type: 'Sound', basePoints: 6, cost: 2000, requiresResearch: false }, { name: 'Sound Effects', type: 'Sound', basePoints: 4, cost: 2000, requiresResearch: false }, { name: 'RPG Elements', type: 'Gameplay', basePoints: 5, cost: 2000, requiresResearch: false }, { name: 'Multiplayer', type: 'Gameplay', basePoints: 7, cost: 2000, requiresResearch: false }, { name: 'Puzzles', type: 'Gameplay', basePoints: 4, cost: 2000, requiresResearch: false }, { name: 'Open World', type: 'Gameplay', basePoints: 8, cost: 2000, requiresResearch: false }, { name: 'Shaders', type: 'Graphics', basePoints: 6, cost: 4000, requiresResearch: true }, { name: 'Ray Tracing', type: 'Graphics', basePoints: 10, cost: 6000, requiresResearch: true }, { name: 'Motion Capture', type: 'Graphics', basePoints: 8, cost: 4000, requiresResearch: true }, { name: 'Procedural Generation', type: 'Graphics', basePoints: 7, cost: 4000, requiresResearch: true }, { name: 'Dynamic Lighting', type: 'Graphics', basePoints: 6, cost: 4000, requiresResearch: true }, { name: 'Orchestral Score', type: 'Sound', basePoints: 8, cost: 4000, requiresResearch: true }, { name: '3D Audio', type: 'Sound', basePoints: 7, cost: 4000, requiresResearch: true }, { name: 'Dynamic Music', type: 'Sound', basePoints: 6, cost: 4000, requiresResearch: true }, { name: 'Environmental Audio', type: 'Sound', basePoints: 5, cost: 4000, requiresResearch: true }, { name: 'Foley Effects', type: 'Sound', basePoints: 6, cost: 4000, requiresResearch: true }, { name: 'Physics Engine', type: 'Gameplay', basePoints: 9, cost: 6000, requiresResearch: true }, { name: 'AI Systems', type: 'Gameplay', basePoints: 10, cost: 6000, requiresResearch: true }, { name: 'Skill Trees', type: 'Gameplay', basePoints: 6, cost: 4000, requiresResearch: true }, { name: 'Crafting System', type: 'Gameplay', basePoints: 7, cost: 4000, requiresResearch: true }, { name: 'Dialogue System', type: 'Gameplay', basePoints: 5, cost: 4000, 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 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 removed) // --- Bank Button --- var bankBtn = new Button(); bankBtn.setLabel('Bank'); bankBtn.x = 1024; bankBtn.y = 1550; bankBtn.onClick = showBankMenu; mainMenu.addChild(bankBtn); // --- 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 Store Button --- var fanStoreBtn = new Button(); fanStoreBtn.setLabel('Fan Store'); fanStoreBtn.x = 1024; fanStoreBtn.y = 1920; fanStoreBtn.onClick = showFanStoreMenu; mainMenu.addChild(fanStoreBtn); // --- Rivals Button --- var rivalsBtn = new Button(); rivalsBtn.setLabel('Rivals'); rivalsBtn.x = 1024; rivalsBtn.y = 2040; // 2 satır altı (120px aralık) rivalsBtn.onClick = showRivalsMenu; mainMenu.addChild(rivalsBtn); // --- Rivals Games Button --- var rivalsGamesBtn = new Button(); rivalsGamesBtn.setLabel('Rivals Games'); rivalsGamesBtn.x = 1024; rivalsGamesBtn.y = 2160; // Rivals butonunun hemen altında rivalsGamesBtn.onClick = showRivalsGamesMenu; mainMenu.addChild(rivalsGamesBtn); // --- Bank Menu UI --- var bankMenu = new Container(); bankMenu.visible = false; game.addChild(bankMenu); var bankTitle = new Text2('Bank', { size: 60, fill: 0xFFFFFF }); bankTitle.anchor.set(0.5, 0.5); bankTitle.x = 1024; bankTitle.y = 200; bankMenu.addChild(bankTitle); // Bilgi yazısı: Banka sistemi hakkında açıklama (Geri tuşunun 3 satır yukarısına) var bankInfoText = new Text2("Bank System:\n" + "- You must have no outstanding debt to take a new loan.\n" + "- If you pay off a loan early, you pay 10% extra of the original amount.\n" + "- When a loan matures, no extra interest is added; the debt waits until paid.\n" + "- You can deposit up to 50% of your cash as a deposit.\n" + "- When a deposit matures, interest stops. Use the withdraw button to collect your money.", { size: 32, fill: 0xFFC107, align: "center" }); bankInfoText.anchor.set(0.5, 1); bankInfoText.x = 1024; bankInfoText.y = 2400 - 3 * 50; // 3 satır yukarı (her satır ~50px) bankMenu.addChild(bankInfoText); var bankBackBtn = new Button(); bankBackBtn.setLabel('Geri'); bankBackBtn.x = 1024; bankBackBtn.y = 2400; bankBackBtn.onClick = function () { bankMenu.visible = false; mainMenu.visible = true; }; bankMenu.addChild(bankBackBtn); // --- Bank state --- if (!gameState.bank) { gameState.bank = { credit: 0, creditDueDay: 0, deposit: 0, depositDueDay: 0 }; } // --- Show Bank Menu function --- function showBankMenu() { mainMenu.visible = false; bankMenu.visible = true; // Remove old UI except title and back and info text for (var i = bankMenu.children.length - 1; i >= 0; i--) { var child = bankMenu.children[i]; if (child !== bankTitle && child !== bankBackBtn && child !== bankInfoText) { child.destroy(); } } // Re-add info text if not present if (!bankMenu.children.includes(bankInfoText)) { bankMenu.addChild(bankInfoText); } // Info text var infoText = new Text2('You can take a loan or make a deposit.', { size: 36, fill: 0x4CAF50 }); infoText.anchor.set(0.5, 0.5); infoText.x = 1024; infoText.y = 350; bankMenu.addChild(infoText); // --- Credit Section --- var creditTitle = new Text2('Take Loan', { size: 40, fill: 0xFFC107 }); creditTitle.anchor.set(0.5, 0.5); creditTitle.x = 1024; creditTitle.y = 500; bankMenu.addChild(creditTitle); var creditAmount = 10000; var creditInterest = 0.15; // %15 faiz var creditDuration = 10; // 10 gün vade var creditBtn = new Button(); creditBtn.setLabel('Take Loan (15% interest, 10 days, Limit: 20% of cash)'); creditBtn.x = 1024; creditBtn.y = 600; creditBtn.onClick = function () { // Prevent new credit if there is any unpaid debt (even if overdue) if (gameState.bank.credit > 0) { // Show notification var notif = new Container(); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); bg.tint = 0xE94560; notif.addChild(bg); var txt = new Text2('You must pay your previous loan first!', { size: 32, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); notif.addChild(txt); notif.x = 1024; notif.y = 800; notif.alpha = 0; game.addChild(notif); tween(notif, { alpha: 1 }, { duration: 400, onFinish: function onFinish() { LK.setTimeout(function () { tween(notif, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { notif.destroy(); } }); }, 1500); } }); return; } // Calculate credit limit as 20% of current cash (rounded down to nearest 1000) var maxCredit = Math.floor(gameState.money * 0.2 / 1000) * 1000; if (maxCredit < 1000) maxCredit = 1000; // Minimum 1000₺ var creditInterest = 0.15; // %15 faiz var creditDuration = 10; // 10 gün vade if (maxCredit <= 0) { // Show notification for no available credit var notif = new Container(); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); bg.tint = 0xE94560; notif.addChild(bg); var txt = new Text2('No loan limit! (You have too little cash)', { size: 32, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); notif.addChild(txt); notif.x = 1024; notif.y = 800; notif.alpha = 0; game.addChild(notif); tween(notif, { alpha: 1 }, { duration: 400, onFinish: function onFinish() { LK.setTimeout(function () { tween(notif, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { notif.destroy(); } }); }, 1500); } }); return; } // Grant credit gameState.money += maxCredit; gameState.bank.credit = maxCredit * (1 + creditInterest); gameState.bank.creditDueDay = gameState.currentDay + creditDuration; updateUI(); showBankMenu(); LK.getSound('success').play(); }; bankMenu.addChild(creditBtn); var creditStatus = ''; if (gameState.bank.credit > 0 && gameState.currentDay < gameState.bank.creditDueDay) { creditStatus = 'Remaining Debt: ' + Math.round(gameState.bank.credit) + ' | Due Day: ' + gameState.bank.creditDueDay; } else if (gameState.bank.credit > 0 && gameState.currentDay >= gameState.bank.creditDueDay) { creditStatus = 'Loan matured! Debt: ' + Math.round(gameState.bank.credit); } else { creditStatus = 'No active loan.'; } var creditStatusText = new Text2(creditStatus, { size: 30, fill: 0xFFFFFF }); creditStatusText.anchor.set(0.5, 0.5); creditStatusText.x = 1024; creditStatusText.y = 670; bankMenu.addChild(creditStatusText); // --- Deposit Section --- var depositTitle = new Text2('Make Deposit', { size: 40, fill: 0x2196F3 }); depositTitle.anchor.set(0.5, 0.5); depositTitle.x = 1024; depositTitle.y = 850; bankMenu.addChild(depositTitle); // Ava: Mevduat yatırma oranı, nakit paramızın maksimum %50'sine kadar olmalı var depositInterest = 0.10; // %10 faiz var depositDuration = 10; // 10 gün vade // Hesaplanan maksimum mevduat miktarı (en az 1000₺, 1000'lik katlar) var maxDeposit = Math.floor(gameState.money * 0.5 / 1000) * 1000; if (maxDeposit < 1000) maxDeposit = 1000; var depositAmount = maxDeposit; var depositBtn = new Button(); depositBtn.setLabel(maxDeposit + ' Deposit (10% interest, 10 days)'); depositBtn.x = 1024; depositBtn.y = 950; depositBtn.onClick = function () { // Only allow one active deposit at a time if (gameState.bank.deposit > 0 && gameState.currentDay < gameState.bank.depositDueDay) { // Show notification var notif = new Container(); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); bg.tint = 0xE94560; notif.addChild(bg); var txt = new Text2('Your previous deposit is still maturing!', { size: 32, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); notif.addChild(txt); notif.x = 1024; notif.y = 1150; notif.alpha = 0; game.addChild(notif); tween(notif, { alpha: 1 }, { duration: 400, onFinish: function onFinish() { LK.setTimeout(function () { tween(notif, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { notif.destroy(); } }); }, 1500); } }); return; } if (gameState.money < depositAmount) { // Show notification var notif = new Container(); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); bg.tint = 0xE94560; notif.addChild(bg); var txt = new Text2('Not enough money!', { size: 32, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); notif.addChild(txt); notif.x = 1024; notif.y = 1150; notif.alpha = 0; game.addChild(notif); tween(notif, { alpha: 1 }, { duration: 400, onFinish: function onFinish() { LK.setTimeout(function () { tween(notif, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { notif.destroy(); } }); }, 1500); } }); return; } gameState.money -= depositAmount; gameState.bank.deposit = depositAmount * (1 + depositInterest); gameState.bank.depositDueDay = gameState.currentDay + depositDuration; updateUI(); showBankMenu(); LK.getSound('success').play(); }; bankMenu.addChild(depositBtn); var depositStatus = ''; if (gameState.bank.deposit > 0 && gameState.currentDay < gameState.bank.depositDueDay) { depositStatus = 'Deposit: ' + Math.round(gameState.bank.deposit) + ' | Due Day: ' + gameState.bank.depositDueDay; } else if (gameState.bank.deposit > 0 && gameState.currentDay >= gameState.bank.depositDueDay) { depositStatus = 'Deposit matured! Withdrawable: ' + Math.round(gameState.bank.deposit); } else { depositStatus = 'No active deposit.'; } var depositStatusText = new Text2(depositStatus, { size: 30, fill: 0xFFFFFF }); depositStatusText.anchor.set(0.5, 0.5); depositStatusText.x = 1024; depositStatusText.y = 1020; bankMenu.addChild(depositStatusText); // --- Deposit Withdraw Button (if matured) --- if (gameState.bank.deposit > 0 && gameState.currentDay >= gameState.bank.depositDueDay) { var withdrawBtn = new Button(); withdrawBtn.setLabel('Withdraw Deposit (+ ' + Math.round(gameState.bank.deposit) + ')'); withdrawBtn.x = 1024; withdrawBtn.y = 1100; withdrawBtn.onClick = function () { gameState.money += Math.round(gameState.bank.deposit); gameState.bank.deposit = 0; gameState.bank.depositDueDay = 0; updateUI(); showBankMenu(); LK.getSound('success').play(); }; bankMenu.addChild(withdrawBtn); } // --- Credit Pay Button (if matured or early) --- // Early payment: allow if credit > 0 and not overdue if (gameState.bank.credit > 0 && gameState.currentDay < gameState.bank.creditDueDay) { var earlyPayBtn = new Button(); // Early payment is original credit + 10% of original credit (not 10% of current debt) // Calculate original credit amount (principal) var originalCredit = Math.round(gameState.bank.credit / 1.15); // since credit = principal * 1.15 var earlyPayAmount = Math.round(originalCredit * 1.10); // %10 fazlası earlyPayBtn.setLabel('Pay Early (-' + earlyPayAmount + ', 10% interest)'); earlyPayBtn.x = 1024; earlyPayBtn.y = 750; earlyPayBtn.onClick = function () { if (gameState.money >= earlyPayAmount) { gameState.money -= earlyPayAmount; gameState.bank.credit = 0; gameState.bank.creditDueDay = 0; updateUI(); showBankMenu(); LK.getSound('success').play(); } else { // Show notification var notif = new Container(); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); bg.tint = 0xE94560; notif.addChild(bg); var txt = new Text2('Not enough money!', { size: 32, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); notif.addChild(txt); notif.x = 1024; notif.y = 900; notif.alpha = 0; game.addChild(notif); tween(notif, { alpha: 1 }, { duration: 400, onFinish: function onFinish() { LK.setTimeout(function () { tween(notif, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { notif.destroy(); } }); }, 1500); } }); } }; bankMenu.addChild(earlyPayBtn); } // Normal payment: if matured or overdue if (gameState.bank.credit > 0 && gameState.currentDay >= gameState.bank.creditDueDay) { var payBtn = new Button(); payBtn.setLabel('Pay Loan (-' + Math.round(gameState.bank.credit) + ')'); payBtn.x = 1024; payBtn.y = 750; payBtn.onClick = function () { if (gameState.money >= Math.round(gameState.bank.credit)) { gameState.money -= Math.round(gameState.bank.credit); gameState.bank.credit = 0; gameState.bank.creditDueDay = 0; updateUI(); showBankMenu(); LK.getSound('success').play(); } else { // Show notification var notif = new Container(); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); bg.tint = 0xE94560; notif.addChild(bg); var txt = new Text2('Not enough money!', { size: 32, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); notif.addChild(txt); notif.x = 1024; notif.y = 900; notif.alpha = 0; game.addChild(notif); tween(notif, { alpha: 1 }, { duration: 400, onFinish: function onFinish() { LK.setTimeout(function () { tween(notif, { alpha: 0 }, { duration: 400, onFinish: function onFinish() { notif.destroy(); } }); }, 1500); } }); } }; bankMenu.addChild(payBtn); } } // --- Rivals Games Menu UI --- var rivalsGamesMenu = new Container(); rivalsGamesMenu.visible = false; game.addChild(rivalsGamesMenu); var rivalsGamesTitle = new Text2('Rivals Games', { size: 60, fill: 0xFFFFFF }); rivalsGamesTitle.anchor.set(0.5, 0.5); rivalsGamesTitle.x = 1024; rivalsGamesTitle.y = 200; rivalsGamesMenu.addChild(rivalsGamesTitle); var rivalsGamesBackBtn = new Button(); rivalsGamesBackBtn.setLabel('Geri'); rivalsGamesBackBtn.x = 1024; rivalsGamesBackBtn.y = 2400; rivalsGamesBackBtn.onClick = function () { rivalsGamesMenu.visible = false; mainMenu.visible = true; }; rivalsGamesMenu.addChild(rivalsGamesBackBtn); // --- Helper: Show Rivals Games Menu --- function showRivalsGamesMenu() { mainMenu.visible = false; rivalsGamesMenu.visible = true; // Eski kartları temizle (başlık ve geri hariç) for (var i = rivalsGamesMenu.children.length - 1; i >= 0; i--) { var child = rivalsGamesMenu.children[i]; if (child !== rivalsGamesTitle && child !== rivalsGamesBackBtn) { child.destroy(); } } // Tüm rakiplerin çıkardığı oyunları topla var allRivalGames = []; for (var i = 0; i < gameState.rivals.length; i++) { var rival = gameState.rivals[i]; if (rival.games && rival.games.length > 0) { for (var j = 0; j < rival.games.length; j++) { var g = rival.games[j]; // Her oyun için rakip adı ekle allRivalGames.push({ name: g.name, revenue: g.revenue, releaseDay: g.releaseDay, rivalName: rival.name }); } } } // Oyunları en yeniye göre sırala (büyükten küçüğe) allRivalGames.sort(function (a, b) { return b.releaseDay - a.releaseDay; }); // Hiç oyun yoksa bilgi göster if (allRivalGames.length === 0) { var noRivalGamesText = new Text2('Rakipler henüz oyun çıkarmadı', { size: 40, fill: 0xFFFFFF }); noRivalGamesText.anchor.set(0.5, 0.5); noRivalGamesText.x = 1024; noRivalGamesText.y = 600; rivalsGamesMenu.addChild(noRivalGamesText); return; } // 4 sütun, 7 satır grid (28 oyun gösterilecek şekilde) var cols = 4; var xStart = 320, yStart = 440 * 1.1, xSpacing = 370 * 1.1, ySpacing = 180 * 1.1; for (var i = 0; i < allRivalGames.length && i < 28; i++) { var game = allRivalGames[i]; var col = i % cols, row = Math.floor(i / cols); var container = new Container(); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Kart arka planı var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.45 }); container.addChild(bg); // Oyun adı var nameText = new Text2(game.name, { size: 28, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); // Rakip firma adı var rivalText = new Text2('Firma: ' + game.rivalName, { size: 24, fill: 0x2196F3 }); rivalText.anchor.set(0.5, 0.5); rivalText.y = 10; container.addChild(rivalText); // Gelir veya Zarar var revenueLabel = 'Gelir: $' + game.revenue; var revenueColor = 0x4CAF50; if (typeof game.revenue === "number" && game.revenue === 0) { // Zarar varsa, revenue 0 olarak tutuluyor, ama aslında zarar vardı. // Oyun objesinde orijinal zarar bilgisini bulmak için rakip firmanın oyunlarını arayalım. var actualLoss = 0; for (var ri = 0; ri < gameState.rivals.length; ri++) { var rival = gameState.rivals[ri]; if (rival.name === game.rivalName && rival.games && rival.games.length > 0) { for (var gj = 0; gj < rival.games.length; gj++) { var g2 = rival.games[gj]; if (g2.name === game.name && g2.releaseDay === game.releaseDay) { // Orijinal revenue negatifse, onu göster if (typeof g2._originalLoss === "number" && g2._originalLoss > 0) { actualLoss = g2._originalLoss; } else if (typeof g2._originalRevenue === "number" && g2._originalRevenue < 0) { actualLoss = -g2._originalRevenue; } } } } } revenueLabel = 'Zarar: $' + (actualLoss > 0 ? actualLoss : 0); revenueColor = 0xE94560; } var revenueText = new Text2(revenueLabel, { size: 24, fill: revenueColor }); revenueText.anchor.set(0.5, 0.5); revenueText.y = 40; container.addChild(revenueText); // Çıkış günü var dayText = new Text2('Gün: ' + game.releaseDay, { size: 22, fill: 0xFFC107 }); dayText.anchor.set(0.5, 0.5); dayText.y = 70; container.addChild(dayText); rivalsGamesMenu.addChild(container); } } // --- Rivals Menu UI --- var rivalsMenu = new Container(); rivalsMenu.visible = false; game.addChild(rivalsMenu); var rivalsTitle = new Text2('Rakip Firmalar', { size: 60, fill: 0xFFFFFF }); rivalsTitle.anchor.set(0.5, 0.5); rivalsTitle.x = 1024; rivalsTitle.y = 200; rivalsMenu.addChild(rivalsTitle); var rivalsBackBtn = new Button(); rivalsBackBtn.setLabel('Geri'); rivalsBackBtn.x = 1024; rivalsBackBtn.y = 2400; rivalsBackBtn.onClick = function () { rivalsMenu.visible = false; mainMenu.visible = true; }; rivalsMenu.addChild(rivalsBackBtn); // --- Rivals Data --- if (!gameState.rivals) { // 28 popüler firma, her biri 20-30 günde bir oyun çıkarır var rivalNames = ["PixelForge", "BitMasters", "RetroSoft", "NextGen Games", "Funbyte", "DreamPixel", "CodeCrafters", "GameNest", "Playverse", "IndieGiant", "ArcadiaWorks", "QuantumPlay", "StudioNova", "BlueBox", "RedShift", "MegaFun", "GameWave", "Starbyte", "EpicPlay", "VirtuaDev", // 8 yeni firma "NeonPixel", "TurboPlay", "GameSmiths", "HyperNova", "PlayMakers", "PixelPioneers", "FunLab", "InfinityGames"]; gameState.rivals = []; for (var i = 0; i < rivalNames.length; i++) { var baseValue = 100000 + Math.floor(Math.random() * 100000); // 100k-200k arası başlangıç değeri var rival = { name: rivalNames[i], value: baseValue, ownedPercent: 0, // Oyuncunun sahip olduğu yüzde games: [], lastReleaseDay: 1 + Math.floor(Math.random() * 10), // İlk oyun çıkış günü releaseInterval: 20 + Math.floor(Math.random() * 11), // 20-30 gün arası avgRevenue: 0 // Son 3 oyunun ortalaması }; gameState.rivals.push(rival); } // Oyuncunun şirket değeri başlangıçta: anlık nakit paramın %20'si + sahip olunan şirketlerin değerleri toplamı var cash = gameState.money || 0; var cashPart = cash * 0.20; var ownedValueSum = 0; if (gameState.rivals && gameState.rivals.length > 0) { for (var i = 0; i < gameState.rivals.length; i++) { var rival = gameState.rivals[i]; if (rival.ownedPercent && rival.ownedPercent > 0) { ownedValueSum += Math.floor((rival.value || 0) * (rival.ownedPercent / 100)); } } } gameState.companyValue = Math.floor(cashPart + ownedValueSum); } // --- Helper: Rival yeni oyun çıkarır --- function rivalReleaseGame(rival, day) { // Oyun ismi ve gelirini üret var gameNames = ["Super", "Mega", "Ultra", "Epic", "Legend", "Pixel", "Quest", "Saga", "Chronicles", "World"]; var gameSuffix = ["Adventure", "Battle", "Story", "Kingdom", "Odyssey", "Arena", "Tycoon", "Empire", "Run", "Hero"]; var name = gameNames[Math.floor(Math.random() * gameNames.length)] + " " + gameSuffix[Math.floor(Math.random() * gameSuffix.length)]; // Rakip oyun kazancı, rakip şirket değerinin %1-%20 aralığında kâr veya %1-%20 aralığında zarar olacak şekilde ayarlandı var percent = (Math.random() < 0.5 ? -1 : 1) * (0.01 + Math.random() * 0.19); // -0.01 ile -0.20 veya +0.01 ile +0.20 arası var baseValue = rival.value || 100000; var revenue = Math.floor(baseValue * Math.abs(percent)); var originalRevenue = revenue; if (percent < 0) { revenue = -revenue; } var originalLoss = 0; if (revenue < 0) { originalLoss = -revenue; revenue = 0; } var game = { name: name, releaseDay: day, revenue: revenue, _originalRevenue: percent < 0 ? -originalRevenue : originalRevenue, _originalLoss: originalLoss }; rival.games.push(game); // Sadece son 3 oyunun ortalamasını tut if (rival.games.length > 3) rival.games = rival.games.slice(-3); // Firma değerini anlık olarak kâr/zarara göre değiştir: kâr ise artır, zarar ise azalt if (revenue > 0) { rival.value += revenue + Math.floor(revenue * 0.1); } else if (originalLoss > 0) { rival.value -= originalLoss; } if (rival.value < 0) rival.value = 0; // Son 3 oyunun ortalamasını güncelle var sum = 0; for (var i = 0; i < rival.games.length; i++) sum += rival.games[i].revenue; rival.avgRevenue = Math.floor(sum / rival.games.length); } // --- Helper: Oyuncu rakipten hisse satın alır --- function buyRivalShare(rival, percent) { var price = Math.floor(rival.value * percent / 100); if (gameState.money >= price && rival.ownedPercent + percent <= 100) { gameState.money -= price; rival.ownedPercent += percent; // --- Ava: Satın alınan %10'luk hisse için alış fiyatını kaydet --- if (!rival.sharePurchaseHistory) rival.sharePurchaseHistory = []; for (var i = 0; i < percent / 10; i++) { rival.sharePurchaseHistory.push(price); } // Ava: Increase player's company value by the purchased share percent of the rival's value if (!gameState.companyValue) gameState.companyValue = 0; gameState.companyValue += Math.floor(rival.value * (percent / 100)); updateUI(); LK.getSound('success').play(); showRivalsMenu(); } } // --- Helper: Rakiplerden oyuncuya gelir aktarımı --- function processRivalIncome() { for (var i = 0; i < gameState.rivals.length; i++) { var rival = gameState.rivals[i]; if (rival.ownedPercent > 0 && rival.avgRevenue > 0) { var income = Math.floor(rival.avgRevenue * (rival.ownedPercent / 100)); gameState.money += income; } } } // --- Rivals Menu Show --- function showRivalsMenu() { mainMenu.visible = false; rivalsMenu.visible = true; // Eski kartları temizle for (var i = rivalsMenu.children.length - 1; i >= 0; i--) { var child = rivalsMenu.children[i]; if (child !== rivalsTitle && child !== rivalsBackBtn) { child.destroy(); } } // 4 sütunlu grid, 7 satır (ekrana sığacak şekilde 28 firma için) // YENİ: yStart bir satır aşağı (ör: +40px), fontlar 30, hizalama güncellendi var cols = 4; var xStart = 320, yStart = 440 * 1.1, // 1 satır aşağı xSpacing = 370 * 1.1, ySpacing = 260 * 1.1; for (var i = 0; i < gameState.rivals.length; i++) { var rival = gameState.rivals[i]; var col = i % cols, row = Math.floor(i / cols); var container = new Container(); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Kart arka planı var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.55 }); container.addChild(bg); // Firma adı var nameText = new Text2(rival.name, { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -50; container.addChild(nameText); // Değer var valueText = new Text2('Değer: $' + rival.value, { size: 30, fill: 0x4CAF50 }); valueText.anchor.set(0.5, 0.5); valueText.y = -10; container.addChild(valueText); // Sahip olunan yüzde var ownedText = new Text2('Sahiplik: %' + rival.ownedPercent, { size: 30, fill: rival.ownedPercent >= 100 ? 0xFFC107 : 0x2196F3 }); ownedText.anchor.set(0.5, 0.5); ownedText.y = 30; container.addChild(ownedText); // Son oyun(lar) var lastGame = rival.games.length > 0 ? rival.games[rival.games.length - 1] : null; var lastGameText = ""; if (lastGame) { if (typeof lastGame.revenue === "number" && lastGame.revenue === 0) { // Zarar miktarını göster var actualLoss = 0; if (typeof lastGame._originalLoss === "number" && lastGame._originalLoss > 0) { actualLoss = lastGame._originalLoss; } else if (typeof lastGame._originalRevenue === "number" && lastGame._originalRevenue < 0) { actualLoss = -lastGame._originalRevenue; } lastGameText = "Son Oyun: " + lastGame.name + " (Zarar: $" + (actualLoss > 0 ? actualLoss : 0) + ")"; } else { lastGameText = "Son Oyun: " + lastGame.name + " ($" + lastGame.revenue + ")"; } } else { lastGameText = "Henüz oyun yok"; } var gameText = new Text2(lastGameText, { size: 30, fill: 0xFFFFFF }); gameText.anchor.set(0.5, 0.5); gameText.y = 70; container.addChild(gameText); // Sadece 1 tane %10'luk buton göster, %100 olana kadar if (rival.ownedPercent < 100) { var percent = 10; var price = Math.floor(rival.value * percent / 100); var buyBtn = new Button(); buyBtn.setLabel('%10 Al ($' + price + ')'); buyBtn.x = -90; buyBtn.y = 120; buyBtn.scaleX = 0.7; buyBtn.scaleY = 0.7; buyBtn.onClick = function (rival, percent) { return function () { buyRivalShare(rival, percent); }; }(rival, percent); container.addChild(buyBtn); // --- %10 Sat butonu --- if (rival.ownedPercent >= 10) { // --- Ava: Satış fiyatı, ilk alış fiyatına göre hesaplanmalı! --- // Satın alınan her %10'luk hisse için alış fiyatını kaydet if (!rival.sharePurchaseHistory) rival.sharePurchaseHistory = []; // Eğer sharePurchaseHistory eksikse, eski kayıtlara göre doldur (eski kayıtsız oyunlar için) var ownedShares = Math.floor(rival.ownedPercent / 10); while (rival.sharePurchaseHistory.length < ownedShares) { // Eski oyunlarda, ilk alış fiyatı olarak o anki değeri kaydet rival.sharePurchaseHistory.push(Math.floor(rival.value * 0.1)); } // Satılacak ilk %10'luk hissenin alış fiyatı var sellPrice = rival.sharePurchaseHistory.length > 0 ? rival.sharePurchaseHistory[0] : price; var sellBtn = new Button(); sellBtn.setLabel('%10 Sat (+$' + sellPrice + ')'); sellBtn.x = 90; sellBtn.y = 120; sellBtn.scaleX = 0.7; sellBtn.scaleY = 0.7; sellBtn.onClick = function (rival, percent) { return function () { // Satış işlemi: %10 hisseyi sat, para al, şirket değerini azalt if (rival.ownedPercent >= percent && rival.sharePurchaseHistory && rival.sharePurchaseHistory.length > 0) { rival.ownedPercent -= percent; var soldPrice = rival.sharePurchaseHistory.shift(); gameState.money += soldPrice; // Ava: Satınca şirket değerini de orantılı azalt if (!gameState.companyValue) gameState.companyValue = 0; gameState.companyValue -= Math.floor(rival.value * (percent / 100)); if (gameState.companyValue < 0) gameState.companyValue = 0; updateUI(); LK.getSound('success').play(); showRivalsMenu(); } }; }(rival, percent); container.addChild(sellBtn); } } else { // %100 ise, gelirinin tamamı oyuncuya geçer var fullText = new Text2('Tüm gelir sana ait!', { size: 30, fill: 0xFFC107 }); fullText.anchor.set(0.5, 0.5); fullText.y = 120; container.addChild(fullText); } rivalsMenu.addChild(container); } // Rivals sayfasına girince şirket değerini anlık olarak güncelle var cash = gameState.money || 0; var cashPart = cash * 0.20; var ownedValueSum = 0; if (gameState.rivals && gameState.rivals.length > 0) { for (var i = 0; i < gameState.rivals.length; i++) { var rival = gameState.rivals[i]; if (rival.ownedPercent && rival.ownedPercent > 0) { ownedValueSum += Math.floor((rival.value || 0) * (rival.ownedPercent / 100)); } } } gameState.companyValue = Math.floor(cashPart + ownedValueSum); // Oyuncu şirket değeri göster if (rivalsMenu.companyValueText) rivalsMenu.companyValueText.destroy(); var companyValueText = new Text2('Senin Şirket Değerin: $' + (gameState.companyValue || 0), { size: 38, fill: 0xE94560 }); companyValueText.anchor.set(0.5, 0.5); companyValueText.x = 1024; companyValueText.y = 350; rivalsMenu.addChild(companyValueText); rivalsMenu.companyValueText = companyValueText; } // --- Her gün başında rakipler yeni oyun çıkarır ve gelirler işlenir --- if (!gameState._rivalLastDay) gameState._rivalLastDay = gameState.currentDay; var _oldGameUpdate = game.update; game.update = function () { // Her gün başında if (gameState.currentDay !== gameState._rivalLastDay) { for (var i = 0; i < gameState.rivals.length; i++) { var rival = gameState.rivals[i]; if (!rival.lastReleaseDay) rival.lastReleaseDay = 1; if (!rival.releaseInterval) rival.releaseInterval = 25; if (gameState.currentDay - rival.lastReleaseDay >= rival.releaseInterval) { rivalReleaseGame(rival, gameState.currentDay); rival.lastReleaseDay = gameState.currentDay; } } // Oyuncuya rakiplerden gelir aktar processRivalIncome(); // Oyuncu şirket değeri: Son 3 oyunun ortalamasının 5 katı + 50k var myAvg = 0; if (gameState.releasedGames && gameState.releasedGames.length > 0) { var sum = 0, count = 0; for (var i = gameState.releasedGames.length - 1; i >= 0 && count < 3; i--, count++) { var g = gameState.releasedGames[i]; var pricePerCopy = typeof g.price === "number" ? g.price : 1; sum += (g.totalSales || 0) * pricePerCopy; } if (count > 0) myAvg = Math.floor(sum / count); } // --- Ava: Şirket değeri, anlık nakit paramın %20'si + aldığım şirketlerin değerleri toplamı olarak hesaplanır --- var cash = gameState.money || 0; var cashPart = cash * 0.20; var ownedValueSum = 0; if (gameState.rivals && gameState.rivals.length > 0) { for (var i = 0; i < gameState.rivals.length; i++) { var rival = gameState.rivals[i]; if (rival.ownedPercent && rival.ownedPercent > 0) { ownedValueSum += Math.floor((rival.value || 0) * (rival.ownedPercent / 100)); } } } gameState.companyValue = Math.floor(cashPart + ownedValueSum); gameState._rivalLastDay = gameState.currentDay; } if (_oldGameUpdate) _oldGameUpdate(); }; // --- 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." }]; // --- Fan Store Products (20 items, computers and game-related) --- var fanStoreProducts = [{ name: "Retro PC", price: 2000, desc: "Klasik 80'ler bilgisayarı.", type: "hardware" }, { name: "Oyun Konsolu", price: 3000, desc: "Efsanevi oyun konsolu.", type: "hardware" }, { name: "Joystick", price: 500, desc: "Retro joystick.", type: "accessory" }, { name: "Oyun Mouse", price: 800, desc: "Hassas oyun faresi.", type: "accessory" }, { name: "Klavye", price: 700, desc: "Mekanik klavye.", type: "accessory" }, { name: "Oyun Kulaklığı", price: 1200, desc: "Surround sesli kulaklık.", type: "accessory" }, { name: "Oyun Dergisi", price: 300, desc: "Koleksiyon dergisi.", type: "magazine" }, { name: "Oyun Kartuşu", price: 600, desc: "Nadir oyun kartuşu.", type: "game" }, { name: "Collector's Edition", price: 5000, desc: "Özel koleksiyon kutusu.", type: "game" }, { name: "Oyun Posteri", price: 400, desc: "Klasik oyun posteri.", type: "poster" }, { name: "Masaüstü Bilgisayar", price: 4000, desc: "Güçlü masaüstü PC.", type: "hardware" }, { name: "Laptop", price: 3500, desc: "Taşınabilir oyun laptopu.", type: "hardware" }, { name: "Oyun Mousepad", price: 350, desc: "Büyük mousepad.", type: "accessory" }, { name: "Oyun Figürü", price: 900, desc: "Koleksiyon figürü.", type: "figure" }, { name: "Oyun Anahtarlık", price: 200, desc: "Oyun temalı anahtarlık.", type: "accessory" }, { name: "Oyun Tişörtü", price: 250, desc: "Oyun logolu tişört.", type: "clothing" }, { name: "Oyun Hoodie", price: 600, desc: "Sıcak hoodie.", type: "clothing" }, { name: "Oyun Tablosu", price: 1500, desc: "Sanatsal oyun tablosu.", type: "poster" }, { name: "Oyun Mouse Bilekliği", price: 150, desc: "Konforlu bileklik.", type: "accessory" }, { name: "Oyun Sticker Paketi", price: 100, desc: "10'lu sticker paketi.", type: "accessory" }, // --- 5 yeni ürün eklendi --- { name: "RGB LED Şerit", price: 450, desc: "Oyun odası için renkli LED şerit.", type: "accessory" }, { name: "Oyun Mouse Standı", price: 300, desc: "Şık mouse standı.", type: "accessory" }, { name: "Oyun Defteri", price: 200, desc: "Not almak için oyun temalı defter.", type: "stationery" }, { name: "Oyun Kalem Seti", price: 120, desc: "5'li oyun temalı kalem seti.", type: "stationery" }, { name: "Oyun Puzzle", price: 600, desc: "500 parçalık oyun temalı puzzle.", type: "game" }]; // --- Fan Store Menu UI --- var fanStoreMenu = new Container(); fanStoreMenu.visible = false; game.addChild(fanStoreMenu); var fanStoreTitle = new Text2('Fan Store', { size: 60, fill: 0xFFFFFF }); fanStoreTitle.anchor.set(0.5, 0.5); fanStoreTitle.x = 1024; fanStoreTitle.y = 200; fanStoreMenu.addChild(fanStoreTitle); var fanStoreBackBtn = new Button(); fanStoreBackBtn.setLabel('Geri'); fanStoreBackBtn.x = 1024; fanStoreBackBtn.y = 2400; fanStoreBackBtn.onClick = function () { fanStoreMenu.visible = false; mainMenu.visible = true; }; fanStoreMenu.addChild(fanStoreBackBtn); // 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; } // Helper for showing the fan store menu function showFanStoreMenu() { mainMenu.visible = false; fanStoreMenu.visible = true; // Remove old product cards/buttons for (var i = fanStoreMenu.children.length - 1; i >= 0; i--) { var child = fanStoreMenu.children[i]; if (child !== fanStoreTitle && child !== fanStoreBackBtn) { child.destroy(); } } // Show all products in a grid: 5 columns per row, 4 rows (ekrana sığacak şekilde %20 büyütülmüş ve hizalanmış) // 20 ürün için 5x4 grid var yStart = 550; var xStart = 180; var xSpacing = 385; // %20 büyütülmüş kartlar için aralık artırıldı var ySpacing = 310; // %20 büyütülmüş kartlar için aralık artırıldı var cols = 5; for (var i = 0; i < fanStoreProducts.length; i++) { var prod = fanStoreProducts[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: 0.84, // 0.7 * 1.2 = 0.84, %20 büyütme scaleY: 0.6 // 0.5 * 1.2 = 0.6, %20 büyütme }); container.addChild(bg); // Product name var nameText = new Text2(prod.name, { size: 34, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -45; container.addChild(nameText); // Description var descText = new Text2(prod.desc, { size: 22, fill: 0xFFC107 }); descText.anchor.set(0.5, 0.5); descText.y = 0; container.addChild(descText); // Price (Satış fiyatı: alış fiyatı + %10 kâr) var salePrice = Math.round(prod.price * 1.1); var priceText = new Text2('Satış Fiyatı: $' + salePrice + ' (Alış: $' + prod.price + ')', { size: 24, fill: 0x4CAF50 }); priceText.anchor.set(0.5, 0.5); priceText.y = 38; container.addChild(priceText); // Buy button for Fan Store products var buyBtn = new Button(); buyBtn.setLabel('Satın Al (Fanlar için)'); // Scale down by 30% buyBtn.scaleX = 0.7; buyBtn.scaleY = 0.7; // Move button lower to visually separate from price buyBtn.x = 0; buyBtn.y = 120; buyBtn.onClick = function (prod) { return function () { // Only allow if player has enough money AND at least 50 fans if (gameState.money >= prod.price && (gameState.fans || 0) >= 50) { gameState.money -= prod.price; // Track owned count for each product if (!prod.owned) prod.owned = 0; prod.owned += 1; // Deduct 50 fans per purchase gameState.fans -= 50; updateUI(); LK.getSound('success').play(); showFanStoreMenu(); } }; }(prod); container.addChild(buyBtn); // Show owned count if any if (prod.owned && prod.owned > 0) { var ownedText = new Text2('Sende: ' + prod.owned, { size: 22, fill: 0x2196F3 }); ownedText.anchor.set(0.5, 0.5); ownedText.y = 65; container.addChild(ownedText); } fanStoreMenu.addChild(container); } // Show current fan count at top if (fanStoreMenu.fanCountText) fanStoreMenu.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; fanStoreMenu.addChild(fanCountText); fanStoreMenu.fanCountText = fanCountText; // --- Ava: Haftalık Satış Miktarı, Haftalık Kazanç, Toplam Kaç Ürün Satıldı --- // Find last week's sales log var lastLog = null; if (gameState.fanStoreAutoSaleLog && gameState.fanStoreAutoSaleLog.length > 0) { lastLog = gameState.fanStoreAutoSaleLog[gameState.fanStoreAutoSaleLog.length - 1]; } var weeklySalesCount = 0; var weeklyRevenue = 0; var weeklyProductCount = 0; if (lastLog) { for (var i = 0; i < lastLog.sales.length; i++) { weeklySalesCount += lastLog.sales[i].qty; weeklyProductCount += 1; } weeklyRevenue = lastLog.totalRevenue; } // Info text about profit margin if (fanStoreMenu.profitInfoText) fanStoreMenu.profitInfoText.destroy(); var profitInfoText = new Text2("Fan ürünleri alış fiyatının %10 üstüne satılır (ör: 500₺ ürün 550₺'ye satılır).", { size: 30, fill: 0x4CAF50, align: "center" }); profitInfoText.anchor.set(0.5, 1); profitInfoText.x = 1024; // Move 2 lines higher (assume 2x line height, ~64px per line for size 30) profitInfoText.y = fanStoreBackBtn.y - 120 - 64 * 2; fanStoreMenu.addChild(profitInfoText); fanStoreMenu.profitInfoText = profitInfoText; // Ava: Her ürün alışı 50 fan maliyetindedir. açıklamasını ekle if (fanStoreMenu.fanCostInfoText) fanStoreMenu.fanCostInfoText.destroy(); var fanCostInfoText = new Text2("Her ürün alışı 50 Fan maliyetindedir.", { size: 28, fill: 0x4CAF50, align: "center" }); fanCostInfoText.anchor.set(0.5, 1); fanCostInfoText.x = 1024; fanCostInfoText.y = profitInfoText.y + 40; fanStoreMenu.addChild(fanCostInfoText); fanStoreMenu.fanCostInfoText = fanCostInfoText; // Ava: Her ürün satışı 100 fan maliyetindedir. açıklamasını ekle (alt satır) if (fanStoreMenu.fanSaleCostInfoText) fanStoreMenu.fanSaleCostInfoText.destroy(); var fanSaleCostInfoText = new Text2("Her ürün satışı 100 Fan maliyetindedir.", { size: 28, fill: 0x4CAF50, align: "center" }); fanSaleCostInfoText.anchor.set(0.5, 1); fanSaleCostInfoText.x = 1024; fanSaleCostInfoText.y = fanCostInfoText.y + 40; fanStoreMenu.addChild(fanSaleCostInfoText); fanStoreMenu.fanSaleCostInfoText = fanSaleCostInfoText; // Calculate total number of products sold since the beginning var totalProductSold = 0; if (gameState.fanStoreAutoSaleLog && gameState.fanStoreAutoSaleLog.length > 0) { for (var i = 0; i < gameState.fanStoreAutoSaleLog.length; i++) { var log = gameState.fanStoreAutoSaleLog[i]; if (log && log.sales && log.sales.length > 0) { for (var j = 0; j < log.sales.length; j++) { totalProductSold += log.sales[j].qty; } } } } // Compose info text var weeklyInfoText = "Haftalık Satış Miktarı: " + weeklySalesCount + "\nHaftalık Kazanç: $" + weeklyRevenue + "\nToplam Kaç Ürün Satıldı: " + totalProductSold; if (fanStoreMenu.weeklyInfoText) fanStoreMenu.weeklyInfoText.destroy(); var infoText = new Text2(weeklyInfoText, { size: 32, fill: 0xFFC107, align: "center" }); infoText.anchor.set(0.5, 1); infoText.x = 1024; infoText.y = fanStoreBackBtn.y - 60; fanStoreMenu.addChild(infoText); fanStoreMenu.weeklyInfoText = infoText; } // --- Fan Store: Günlük orantılı satış sistemi --- // Her gün başında, mevcut fan sayısına orantılı olarak sahip olunan Store ürünlerinden satış yapılır if (typeof gameState.fanStoreAutoSaleLog === "undefined") { gameState.fanStoreAutoSaleLog = []; } // Yardımcı: Rastgele tamsayı [min, max] function getRandomIntFanStore(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } // Günlük fan store satış fonksiyonu function processFanStoreDailySale() { var totalFans = gameState.fans || 0; if (totalFans < 1) return; // En az 1 fan olmalı // Satış yapılacak toplam ürün adedi: her 100 fan için 1 satış, ancak 100'den az fan varsa da 1 satış yapılır var saleCount = Math.floor(totalFans / 100); if (saleCount < 1 && totalFans > 0) saleCount = 1; // Satış için yeterli fan yoksa, satış yapılmaz if (gameState.fans < 100) return; // Satılabilir ürünler: sadece owned > 0 olanlar var ownedProducts = fanStoreProducts.filter(function (prod) { return prod.owned && prod.owned > 0; }); if (ownedProducts.length === 0) return; // Satılacak ürün yoksa çık // Satışları orantılı dağıt: fan sayısına göre, sahip olunan ürünlerden rastgele seçerek var sales = []; var totalRevenue = 0; var fansBefore = gameState.fans; var fansToLose = 0; // Her ürün için, sahip olunan adede ve toplam fan sayısına göre satış miktarı belirle // Her ürün için: (ürün owned / toplam owned) * saleCount kadar satış var totalOwned = 0; for (var i = 0; i < ownedProducts.length; i++) { totalOwned += ownedProducts[i].owned; } // Her ürün için satış miktarını hesapla var remainingSaleCount = saleCount; for (var i = 0; i < ownedProducts.length; i++) { var prod = ownedProducts[i]; // Oranla dağıt, en az 1 satılabilir var prodSale = Math.floor(prod.owned / totalOwned * saleCount); if (prodSale < 1 && remainingSaleCount > 0) prodSale = 1; if (prodSale > prod.owned) prodSale = prod.owned; if (prodSale > remainingSaleCount) prodSale = remainingSaleCount; if (prodSale > 0) { sales.push({ name: prod.name, price: prod.price, qty: prodSale }); // Owned azalt prod.owned -= prodSale; // Kâr ekle (Satış fiyatı: alış fiyatı + %10 kâr) // Satış fiyatı = alış fiyatı * 1.1, kâr = alış fiyatı * 0.1 var salePrice = Math.round(prod.price * 1.1); totalRevenue += salePrice * prodSale; // Fan kaybı: her satışta 100 fan kaybı, ancak toplu olarak gün sonunda uygula fansToLose += prodSale * 100; // Her ürün satışı 100 fan maliyetindedir remainingSaleCount -= prodSale; } if (remainingSaleCount <= 0) break; } // Eğer yeterli fan yoksa, satış miktarını azalt if (fansToLose > gameState.fans) { // Kaç ürün satılabilir? var maxSales = Math.floor(gameState.fans / 100); // Satışları yeniden dağıt var totalReduced = 0; for (var i = 0; i < sales.length; i++) { if (totalReduced + sales[i].qty > maxSales) { sales[i].qty = Math.max(0, maxSales - totalReduced); } totalReduced += sales[i].qty; } // Owned'ları tekrar güncelle (fazla azaltılmışsa geri ekle) for (var i = 0; i < ownedProducts.length; i++) { var prod = ownedProducts[i]; var sale = sales.find(function (s) { return s.name === prod.name; }); if (sale) { var sold = sale.qty; var originallyReduced = prod.owned + sold; prod.owned += originallyReduced - sold; } } // fansToLose'u güncelle fansToLose = maxSales * 100; // totalRevenue'u güncelle totalRevenue = 0; for (var i = 0; i < sales.length; i++) { var salePrice = Math.round(sales[i].price * 1.1); totalRevenue += salePrice * sales[i].qty; } } // Para ekle gameState.money += totalRevenue; // Fan sayısını azalt: toplamda 100 fan/ürün, ancak en fazla mevcut fan kadar var fansAfter = gameState.fans; if (fansToLose > 0) { if (fansToLose > gameState.fans) fansToLose = gameState.fans; gameState.fans -= fansToLose; fansAfter = gameState.fans; } // Satış kaydını logla var logEntry = { day: gameState.currentDay, sales: sales, totalRevenue: totalRevenue, fansBefore: fansBefore, fansAfter: fansAfter }; gameState.fanStoreAutoSaleLog.push(logEntry); // Bildirim gösterme (popup kaldırıldı) updateUI(); } // --- Her gün başında fan store satışını tetikle --- // Günlük ilerleme kodunda çağrılacak, game.update içinde dayTimer >= 180 kısmında // --- 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, 7 rows (ekrana sığacak şekilde 28 platform için) var yStart = 500; var xStart = 220; // leftmost card center (for 4 columns, more margin for 7 rows) var xSpacing = 420; // horizontal distance between columns (wider for 4 columns) var ySpacing = 220; // vertical spacing (keep as is) 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 and related UI removed) // --- 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); // Sync gameState.currentDay with the dayText UI (top right Day ilerlemesi) var dayFromUI = 1; if (typeof dayText.text === "string") { var match = dayText.text.match(/Day:\s*(\d+)/); if (match && match[1]) { dayFromUI = parseInt(match[1], 10); if (!isNaN(dayFromUI)) { gameState.currentDay = dayFromUI; } } } dayText.setText('Day: ' + gameState.currentDay); // Fan UI fanText.setText('Fan: ' + (gameState.fans || 0)); // Calculate fan bonus: 100000 fans = %100 bonus, scale linearly up to that point, 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 = gameState.fans / 100000 * 100; // 100000 fan = %100 bonus if (fanBonus > 100) fanBonus = 100; } var displayFanBonus = 0; if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { displayFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus); // platforma göre çarp } 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'); } } // --- Ava: Destroy old Market Trends and Total Cost text to prevent duplicates --- if (projectMenu.trendsText) { projectMenu.trendsText.destroy(); projectMenu.trendsText = null; } if (projectMenu.totalCostText) { projectMenu.totalCostText.destroy(); projectMenu.totalCostText = null; } // 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); projectMenu.trendsText = 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 = []; // 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 = gameState.fans / 100000 * 100; 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: +' + Math.round(fanBonus) + '% satış'); } } } // Compose summary if (bonusParts.length > 0) { featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', '); } else { featureBonusSummary = 'Satış bonusu yok.'; } })(); // Satış Bonusları: yazısını 2 satır olacak şekilde ayarla ve hizala var featureBonusLines = []; if (featureBonusSummary.length > 40) { // Satış bonusu metni uzunsa, virgülden bölerek iki satıra ayır var parts = featureBonusSummary.split(':'); if (parts.length > 1) { var bonuses = parts[1].split(','); var mid = Math.ceil(bonuses.length / 2); var firstLine = (parts[0] + ':' + bonuses.slice(0, mid).join(',')).trim(); var secondLine = bonuses.slice(mid).join(',').trim(); featureBonusLines = [firstLine, secondLine]; } else { featureBonusLines = [featureBonusSummary, '']; } } else { featureBonusLines = [featureBonusSummary, '']; } var featureBonusText = new Text2(featureBonusLines[0] + (featureBonusLines[1] ? '\n' + featureBonusLines[1] : ''), { size: 32, fill: 0x4CAF50, align: "center" }); featureBonusText.anchor.set(0.5, 0.5); featureBonusText.x = 1024; featureBonusText.y = 360; projectMenu.addChild(featureBonusText); projectMenu.featureBonusText = featureBonusText; // --- Satış Bonusları kutusunun altındaki butonları aşağı kaydır (hizalama) --- var buttonY = 650 + 240; // Move all buttons 2 rows (240px) down if (featureBonusText.height > 40) { buttonY += 30; // 2 satır ise biraz daha aşağı kaydır } var buttonSpacing = 120; // 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; // --- 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; } if (projectMenu.genreText) { projectMenu.genreText.destroy(); projectMenu.genreText = 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; } // 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(); } // (Game Engine UI removed) // --- Platform Selection Button and Text --- if (projectMenu.platformText) { projectMenu.platformText.destroy(); projectMenu.platformText = null; } 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 = []; // 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 } // Create all project menu buttons in a single vertical column, one per row var buttonY = 650 + 240; // Move all buttons 2 rows (240px) down var buttonSpacing = 120; // 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; // (Game Engine UI removed from development screen) // 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 removed) // 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; var initialDailySales = Math.floor(finalScore / project.targetScore * baseSalesMultiplier * trendMultiplier * priceSalesMultiplier * pricePenaltyMultiplier * platformSalesBonus); var gameName = currentGameName && currentGameName.length > 0 ? currentGameName : 'Game #' + (gameState.completedGames + 1); // --- Review and score system --- // Ava: Reviewers are now much more pessimistic! // Only 5 reviewers, each with unique focus: feature, price, platform, etc. var reviewCompanies = ["IGN", "GameSpot", "Polygon", "Eurogamer", "Kotaku"]; 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 || project.features.length > 3 && gameState.marketTrends.indexOf(project.features[3].type) !== -1 || project.features.length > 4 && gameState.marketTrends.indexOf(project.features[4].type) !== -1; // Calculate review score (0-100) -- pessimistic version var scoreRatio = finalScore / project.targetScore; if (scoreRatio >= 1.5) reviewScore = 80 + Math.floor(Math.random() * 6); // was 95+ else if (scoreRatio >= 1.2) reviewScore = 65 + Math.floor(Math.random() * 10); // was 85+ else if (scoreRatio >= 1.0) reviewScore = 55 + Math.floor(Math.random() * 10); // was 75+ else if (scoreRatio >= 0.8) reviewScore = 40 + Math.floor(Math.random() * 10); // was 60+ else reviewScore = 20 + Math.floor(Math.random() * 20); // was 40+ // If genre matches trend, boost score (less than before) if (genreTrend) reviewScore += 2; if (featureTrend) reviewScore += 2; // --- Price effect on review score --- if (project.price) { // $1 is neutral, higher price reduces review, lower price increases (harsher penalty) if (project.price > 1) { reviewScore -= Math.floor((project.price - 1) * 7); // -7 puan/extra dollar } else if (project.price < 1) { reviewScore += Math.floor((1 - project.price) * 3); // +3 puan/discounted dollar } } if (reviewScore > 100) reviewScore = 100; if (reviewScore < 0) reviewScore = 0; // --- 5 unique reviews: each with a different focus --- // 1. Feature focus var feature = project.features[0]; var featureScore = reviewScore + Math.floor(Math.random() * 5 - 2); if (featureScore > 100) featureScore = 100; if (featureScore < 0) featureScore = 0; var featureText = ""; if (featureScore >= 80) { featureText = "The standout feature is '" + feature.name + "'. It really elevates the experience."; } else if (featureScore >= 60) { featureText = "'" + feature.name + "' is decent, but could use more polish."; } else { featureText = "The '" + feature.name + "' feature is a major letdown."; } reviews.push({ company: reviewCompanies[0], score: featureScore, text: featureText }); // 2. Price focus var priceScore = reviewScore + Math.floor(Math.random() * 5 - 2); if (priceScore > 100) priceScore = 100; if (priceScore < 0) priceScore = 0; var priceText = ""; if (project.price > 3) { priceText = "At $" + project.price + ", the game feels overpriced for what it offers."; } else if (project.price < 1) { priceText = "Great value for money! The low price makes this game more appealing."; } else { priceText = "The price is fair for the content provided."; } reviews.push({ company: reviewCompanies[1], score: priceScore, text: priceText }); // 3. Platform compatibility focus var platformName = gameState.selectedPlatform || "PC"; var platformScore = reviewScore + Math.floor(Math.random() * 5 - 2); if (platformScore > 100) platformScore = 100; if (platformScore < 0) platformScore = 0; var platformText = ""; if (platformName === "PC") { platformText = "Runs smoothly on PC, but we'd love to see more platform options."; } else { platformText = "Great to see support for " + platformName + "."; } reviews.push({ company: reviewCompanies[2], score: platformScore, text: platformText }); // 4. Trend/genre focus var trendScore = reviewScore + Math.floor(Math.random() * 5 - 2); if (trendScore > 100) trendScore = 100; if (trendScore < 0) trendScore = 0; var trendText = ""; if (genreTrend) { trendText = "Smart move to follow the '" + project.genre.name + "' trend. It pays off!"; } else if (featureTrend) { trendText = "The game tries to follow current feature trends, but doesn't quite hit the mark."; } else { trendText = "Misses out on current market trends, making it feel a bit outdated."; } reviews.push({ company: reviewCompanies[3], score: trendScore, text: trendText }); // 5. General polish/compatibility focus var polishScore = reviewScore + Math.floor(Math.random() * 5 - 2); if (polishScore > 100) polishScore = 100; if (polishScore < 0) polishScore = 0; var polishText = ""; if (polishScore >= 80) { polishText = "A well-polished game with few bugs. Impressive work!"; } else if (polishScore >= 60) { polishText = "Some rough edges, but overall a stable experience."; } else { polishText = "Technical issues and lack of polish hold this game back."; } reviews.push({ company: reviewCompanies[4], score: polishScore, text: polishText }); 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(); // --- Rakiplerden biri de oyun çıkarsın (oyuncu oyun çıkardığında) --- if (gameState.rivals && gameState.rivals.length > 0) { // Rastgele bir rakip seç var rivalIndex = Math.floor(Math.random() * gameState.rivals.length); var rival = gameState.rivals[rivalIndex]; // Oyun ismi ve gelirini üret var gameNames = ["Super", "Mega", "Ultra", "Epic", "Legend", "Pixel", "Quest", "Saga", "Chronicles", "World"]; var gameSuffix = ["Adventure", "Battle", "Story", "Kingdom", "Odyssey", "Arena", "Tycoon", "Empire", "Run", "Hero"]; var name = gameNames[Math.floor(Math.random() * gameNames.length)] + " " + gameSuffix[Math.floor(Math.random() * gameSuffix.length)]; // Son 3 oyunun ortalamasını bul var last3 = rival.games && rival.games.length > 0 ? rival.games.slice(-3) : []; var avg = 40000; if (last3.length > 0) { var sum = 0; for (var i = 0; i < last3.length; i++) sum += last3[i].revenue; avg = Math.floor(sum / last3.length); } // Rakip oyun kazancı, rakip şirket değerinin %1-%20 aralığında kâr veya %1-%20 aralığında zarar olacak şekilde ayarlandı var percent = (Math.random() < 0.5 ? -1 : 1) * (0.01 + Math.random() * 0.19); // -0.01 ile -0.20 veya +0.01 ile +0.20 arası var baseValue = rival.value || 100000; var revenue = Math.floor(baseValue * Math.abs(percent)); var originalRevenue = revenue; if (percent < 0) { revenue = -revenue; } var originalLoss = 0; if (revenue < 0) { originalLoss = -revenue; revenue = 0; } // Oyun objesi var rivalGame = { name: name, releaseDay: gameState.currentDay, revenue: revenue, _originalRevenue: percent < 0 ? -originalRevenue : originalRevenue, _originalLoss: originalLoss }; rival.games.push(rivalGame); // Sadece son 3 oyunu tut if (rival.games.length > 3) rival.games = rival.games.slice(-3); // Firma değerini anlık olarak kâr/zarara göre değiştir: kâr ise artır, zarar ise azalt if (revenue > 0) { rival.value += revenue + Math.floor(revenue * 0.1); } else if (originalLoss > 0) { rival.value -= originalLoss; } // Firma değeri 0'ın altına düşmesin if (rival.value < 0) rival.value = 0; // Son 3 oyunun ortalamasını güncelle var sum2 = 0; for (var i = 0; i < rival.games.length; i++) sum2 += rival.games[i].revenue; rival.avgRevenue = Math.floor(sum2 / rival.games.length); } } // 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; 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++; // --- Bank: Process credit and deposit on day change --- // Credit: No daily penalty, payment handled at normal interest (see showBankMenu) // Deposit: If matured, do NOT auto-renew. Wait for user to withdraw. (Faiz zamanı tamamlanınca dursun, çek butonu görüntülensin) // No action needed here; handled in showBankMenu withdrawBtn // Kredi vadesi dolunca faiz eklenmesin, borç vadesi dolunca beklesin (hiçbir işlem yapılmaz) updateUI(); // Fan Store günlük satış sistemi: Her gün başında çalıştır processFanStoreDailySale(); // 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 = gameState.fans / 100000 * 100; // 100000 fan = %100 bonus if (bonusPercent > 100) bonusPercent = 100; // Always use platform's salesBonus if available if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { fanSalesBonus = 1 + bonusPercent * selectedPlatformObj.salesBonus / 100; } else { fanSalesBonus = 1 + bonusPercent / 100; } } // Calculate current day sales // Ava: +200% general sales boost, then reduce by 25% (multiply by 0.75) // Satışları %35 artırmak için çarpanı 3.0*0.75 yerine 3.0*0.75*1.35 yapıyoruz releasedGame.currentDailySales = Math.floor(releasedGame.initialDailySales * Math.pow(declineRate, daysSinceRelease) * reviewMultiplier * fanSalesBonus * 3.0 * 0.75 * 1.35); // 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: Her 10 kopya satışta 1-5 arası rastgele fan kazandır --- if (!releasedGame._fanSalesRemainder) releasedGame._fanSalesRemainder = 0; var totalSalesForFan = releasedGame.currentDailySales + releasedGame._fanSalesRemainder; var fansGained = 0; if (totalSalesForFan >= 10) { var fanAwardCount = Math.floor(totalSalesForFan / 10); for (var f = 0; f < fanAwardCount; f++) { fansGained += 1 + Math.floor(Math.random() * 2); // 1-2 arası rastgele } releasedGame._fanSalesRemainder = totalSalesForFan % 10; } else { releasedGame._fanSalesRemainder = totalSalesForFan; } if (!gameState.fans) gameState.fans = 0; gameState.fans += fansGained; // --- Eski random fanGainPercent sistemini kaldır --- // (Kaldırıldı) } 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();
===================================================================
--- original.js
+++ change.js
@@ -712,9 +712,9 @@
bankTitle.x = 1024;
bankTitle.y = 200;
bankMenu.addChild(bankTitle);
// Bilgi yazısı: Banka sistemi hakkında açıklama (Geri tuşunun 3 satır yukarısına)
-var bankInfoText = new Text2("Banka Sistemi:\n" + "- Kredi çekmek için mevcut borcunuz olmamalı.\n" + "- Kredi erken ödenirse, çekilen tutarın %10'u kadar ödeme yapılır.\n" + "- Kredi vadesi dolunca faiz eklenmez, borç ödenene kadar bekler.\n" + "- Mevduat yatırımı, nakit paranızın en fazla %50'si kadar olabilir.\n" + "- Mevduat vadesi dolunca faiz durur, çek butonu ile paranızı alabilirsiniz.", {
+var bankInfoText = new Text2("Bank System:\n" + "- You must have no outstanding debt to take a new loan.\n" + "- If you pay off a loan early, you pay 10% extra of the original amount.\n" + "- When a loan matures, no extra interest is added; the debt waits until paid.\n" + "- You can deposit up to 50% of your cash as a deposit.\n" + "- When a deposit matures, interest stops. Use the withdraw button to collect your money.", {
size: 32,
fill: 0xFFC107,
align: "center"
});
@@ -755,18 +755,18 @@
if (!bankMenu.children.includes(bankInfoText)) {
bankMenu.addChild(bankInfoText);
}
// Info text
- var infoText = new Text2('Kredi çekebilir veya mevduat yatırabilirsiniz.', {
+ var infoText = new Text2('You can take a loan or make a deposit.', {
size: 36,
fill: 0x4CAF50
});
infoText.anchor.set(0.5, 0.5);
infoText.x = 1024;
infoText.y = 350;
bankMenu.addChild(infoText);
// --- Credit Section ---
- var creditTitle = new Text2('Kredi Çek', {
+ var creditTitle = new Text2('Take Loan', {
size: 40,
fill: 0xFFC107
});
creditTitle.anchor.set(0.5, 0.5);
@@ -776,9 +776,9 @@
var creditAmount = 10000;
var creditInterest = 0.15; // %15 faiz
var creditDuration = 10; // 10 gün vade
var creditBtn = new Button();
- creditBtn.setLabel('Kredi Al (%15 faiz, 10 gün, Limit: %20 nakit)');
+ creditBtn.setLabel('Take Loan (15% interest, 10 days, Limit: 20% of cash)');
creditBtn.x = 1024;
creditBtn.y = 600;
creditBtn.onClick = function () {
// Prevent new credit if there is any unpaid debt (even if overdue)
@@ -792,9 +792,9 @@
scaleY: 0.5
});
bg.tint = 0xE94560;
notif.addChild(bg);
- var txt = new Text2('Önceki kredinizi ödemelisiniz!', {
+ var txt = new Text2('You must pay your previous loan first!', {
size: 32,
fill: 0xFFFFFF
});
txt.anchor.set(0.5, 0.5);
@@ -837,9 +837,9 @@
scaleY: 0.5
});
bg.tint = 0xE94560;
notif.addChild(bg);
- var txt = new Text2('Kredi limiti yok! (Nakit paranız çok az)', {
+ var txt = new Text2('No loan limit! (You have too little cash)', {
size: 32,
fill: 0xFFFFFF
});
txt.anchor.set(0.5, 0.5);
@@ -877,13 +877,13 @@
};
bankMenu.addChild(creditBtn);
var creditStatus = '';
if (gameState.bank.credit > 0 && gameState.currentDay < gameState.bank.creditDueDay) {
- creditStatus = 'Kalan Borç: ' + Math.round(gameState.bank.credit) + '₺ | Son Gün: ' + gameState.bank.creditDueDay + '. gün';
+ creditStatus = 'Remaining Debt: ' + Math.round(gameState.bank.credit) + ' | Due Day: ' + gameState.bank.creditDueDay;
} else if (gameState.bank.credit > 0 && gameState.currentDay >= gameState.bank.creditDueDay) {
- creditStatus = 'Kredi vadesi doldu! Borç: ' + Math.round(gameState.bank.credit) + '₺';
+ creditStatus = 'Loan matured! Debt: ' + Math.round(gameState.bank.credit);
} else {
- creditStatus = 'Aktif kredi yok.';
+ creditStatus = 'No active loan.';
}
var creditStatusText = new Text2(creditStatus, {
size: 30,
fill: 0xFFFFFF
@@ -892,9 +892,9 @@
creditStatusText.x = 1024;
creditStatusText.y = 670;
bankMenu.addChild(creditStatusText);
// --- Deposit Section ---
- var depositTitle = new Text2('Mevduat Yatır', {
+ var depositTitle = new Text2('Make Deposit', {
size: 40,
fill: 0x2196F3
});
depositTitle.anchor.set(0.5, 0.5);
@@ -908,9 +908,9 @@
var maxDeposit = Math.floor(gameState.money * 0.5 / 1000) * 1000;
if (maxDeposit < 1000) maxDeposit = 1000;
var depositAmount = maxDeposit;
var depositBtn = new Button();
- depositBtn.setLabel(maxDeposit + '₺ Mevduat (%10 faiz, 10 gün)');
+ depositBtn.setLabel(maxDeposit + ' Deposit (10% interest, 10 days)');
depositBtn.x = 1024;
depositBtn.y = 950;
depositBtn.onClick = function () {
// Only allow one active deposit at a time
@@ -924,9 +924,9 @@
scaleY: 0.5
});
bg.tint = 0xE94560;
notif.addChild(bg);
- var txt = new Text2('Önceki mevduatınız vadesini bekliyor!', {
+ var txt = new Text2('Your previous deposit is still maturing!', {
size: 32,
fill: 0xFFFFFF
});
txt.anchor.set(0.5, 0.5);
@@ -964,9 +964,9 @@
scaleY: 0.5
});
bg.tint = 0xE94560;
notif.addChild(bg);
- var txt = new Text2('Yeterli paranız yok!', {
+ var txt = new Text2('Not enough money!', {
size: 32,
fill: 0xFFFFFF
});
txt.anchor.set(0.5, 0.5);
@@ -1003,13 +1003,13 @@
};
bankMenu.addChild(depositBtn);
var depositStatus = '';
if (gameState.bank.deposit > 0 && gameState.currentDay < gameState.bank.depositDueDay) {
- depositStatus = 'Mevduat: ' + Math.round(gameState.bank.deposit) + '₺ | Son Gün: ' + gameState.bank.depositDueDay + '. gün';
+ depositStatus = 'Deposit: ' + Math.round(gameState.bank.deposit) + ' | Due Day: ' + gameState.bank.depositDueDay;
} else if (gameState.bank.deposit > 0 && gameState.currentDay >= gameState.bank.depositDueDay) {
- depositStatus = 'Mevduat vadesi doldu! Çekilebilir: ' + Math.round(gameState.bank.deposit) + '₺';
+ depositStatus = 'Deposit matured! Withdrawable: ' + Math.round(gameState.bank.deposit);
} else {
- depositStatus = 'Aktif mevduat yok.';
+ depositStatus = 'No active deposit.';
}
var depositStatusText = new Text2(depositStatus, {
size: 30,
fill: 0xFFFFFF
@@ -1020,9 +1020,9 @@
bankMenu.addChild(depositStatusText);
// --- Deposit Withdraw Button (if matured) ---
if (gameState.bank.deposit > 0 && gameState.currentDay >= gameState.bank.depositDueDay) {
var withdrawBtn = new Button();
- withdrawBtn.setLabel('Mevduatı Çek (+ ' + Math.round(gameState.bank.deposit) + '₺)');
+ withdrawBtn.setLabel('Withdraw Deposit (+ ' + Math.round(gameState.bank.deposit) + ')');
withdrawBtn.x = 1024;
withdrawBtn.y = 1100;
withdrawBtn.onClick = function () {
gameState.money += Math.round(gameState.bank.deposit);
@@ -1041,9 +1041,9 @@
// Early payment is original credit + 10% of original credit (not 10% of current debt)
// Calculate original credit amount (principal)
var originalCredit = Math.round(gameState.bank.credit / 1.15); // since credit = principal * 1.15
var earlyPayAmount = Math.round(originalCredit * 1.10); // %10 fazlası
- earlyPayBtn.setLabel('Erken Öde (-' + earlyPayAmount + '₺, %10 faiz)');
+ earlyPayBtn.setLabel('Pay Early (-' + earlyPayAmount + ', 10% interest)');
earlyPayBtn.x = 1024;
earlyPayBtn.y = 750;
earlyPayBtn.onClick = function () {
if (gameState.money >= earlyPayAmount) {
@@ -1063,9 +1063,9 @@
scaleY: 0.5
});
bg.tint = 0xE94560;
notif.addChild(bg);
- var txt = new Text2('Yeterli paranız yok!', {
+ var txt = new Text2('Not enough money!', {
size: 32,
fill: 0xFFFFFF
});
txt.anchor.set(0.5, 0.5);
@@ -1097,9 +1097,9 @@
}
// Normal payment: if matured or overdue
if (gameState.bank.credit > 0 && gameState.currentDay >= gameState.bank.creditDueDay) {
var payBtn = new Button();
- payBtn.setLabel('Kredi Borcunu Öde (-' + Math.round(gameState.bank.credit) + '₺)');
+ payBtn.setLabel('Pay Loan (-' + Math.round(gameState.bank.credit) + ')');
payBtn.x = 1024;
payBtn.y = 750;
payBtn.onClick = function () {
if (gameState.money >= Math.round(gameState.bank.credit)) {
@@ -1119,9 +1119,9 @@
scaleY: 0.5
});
bg.tint = 0xE94560;
notif.addChild(bg);
- var txt = new Text2('Yeterli paranız yok!', {
+ var txt = new Text2('Not enough money!', {
size: 32,
fill: 0xFFFFFF
});
txt.anchor.set(0.5, 0.5);