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Game Genres Research sayfasına Back butonu ekle
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Araştırma sayfalarına da Back butonu ekle
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Geri butonunu sayfaların en alt kısmına ekle ve boyutunu diğer boyutlar ile eşitle.
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Herhangi bir sayfaya girdiğimiz de geri butonu görünsün.
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Oyuna Yükselt isminde buton ekle. İçerisine Stüdyo seviyesi ekle. Stüdyo seviyesi yükseldikçe yeni çalışan satın alabilelim. Stüdyo seviyesi yükseltme maliyeti olsun. Her çalışanın sadece 1 tane özellik geliştirme özelliği olsun. Bizim kendi ana karakterimiz olsun. Ana karakterimiz Her özellikten 1 tane geliştirme puanına sahip olsun. Ana karakterimizin seviyesini Yükselt butonunun içine ekle. Her seviyede daha güzel oyun yapsın ve her seviyenin kendisine göre maliyeti olsun.
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Kazanılan score puanını %95 azalt.
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Kazanç oranı çok yüksek. Genel oyun Kazancını %95 oranında düşür.
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Oyun isminin sayfa butonunu, oyun geliştirme ekranının ilk botunu yap.
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Oyun oluşturma ekranında ki market trend ve toplam ücret yazıları alt alta gelsin.
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Oyun oluşturma ekranında bulunan özellikleri seçmek için butonlar ekle. Bu butonlara oyun oluşturma içinde ki özellikleri taşı. Hangi özelliği seçecek isek butonuna basıp sayfasına girelim.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'game.addChild(notification);' Line Number: 1419
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'push')' in or related to this line: 'gameState.researchedFeatures[research.category].push(research.name);' Line Number: 1412
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Başlangıç parası 10000 olsun
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Market trendleri, oyunun türüne göre şekillensin. Oyuna birçok özellik ve tür ekle. Ama araştırma yapılması için ana ekrana araştırma butonu ekle. Araştırma butonuna girince, Ses, Grafik, Gameplay ve oyun türü hakkında butonlar oluştur. Bu butonların içine ayrı ayrı 20 çeşit değişik araştırma özellikleri ekle. Bu özellikleri araştırmadan oyun oluştururken seçme ekranında görünmesin.
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Özelliklerin tamamını %5 aşağı taşı.
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Total cost kısmını, market trend yazısının 1 satır yukarısına taşı.
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Özelliklerin tamamını 1 satır aşağı kaydır
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Market trend yazısı start development bir satır yukarısına taşı.
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Satış oranları çok yüksek. Oyunlarda ki skor oranları çok yüksek. Oyun özellikleri eklemenin bir maliyeti olsun. Para çok kolay kazanılıyor. Oyunu bayağı zorlaştır. Ayrıca market trend konusu, özellik seçerken görünsün.
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Seçilen isim oyunun yukarı kenarında görünsün.
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Oyuna "Bütün Çıkarılan Oyunlar" butonu ekle. Bu botuna basınca geçmişe dönük oyunların listesi görüntülensin. Oradan istediğimiz bir oyuna Basınca geçmişe dönük, hangi oyunu, nasıl özellikle ve hangi çalışanlarla yaptığımız, hangi gün çıkarttığımız ve ne kadar kopya sattı gibi birçok şeyin yazdığı bir sayfaya gitsin.
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Başlangıçta yalnızca 1 çalışan işe alabilelim. İlerde çalışan sayı güncellemesi yaparak yeni çalışanlar alabileceğiz. Çalışan fiyatlarını 500 ve katları olarak belirle.
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Oyunun ana sayfasına yeni bir buton ekle. Bu butona basınca yapacağımız oyunun ismini yazalım veya yapacağımız oyunun ismini rastgele sistem belirlesin.
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Oyuna gün zamanı ekle. Oyun ilk çıktığı gün, çok satsın gün geçtikçe satış oranı düşsün ve bu trend ve doğru tercihler sonucu, oyunun geliştirilme sürecine bağlı olarak değişkenlik göstersin. En sonda da oyun hiç satılmaz duruma gelince, "Oyununuz piyasadan çekildi ve toplam bu kadar kopya sattı" diye bildiri gelsin.
Code edit (1 edits merged)
Please save this source code
/**** * 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 var gameState = { money: 10000, developers: [], currentProject: null, completedGames: 0, marketTrends: [], currentDay: 1, releasedGames: [], maxHireableDevelopers: 1, studioLevel: 1, studioUpgradeCost: 5000, 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 }; // 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: 500 }, { name: 'Sam', specialty: 'Sound', skill: 4, cost: 1000 }, { name: 'Jordan', specialty: 'Gameplay', skill: 5, cost: 1500 }, { name: 'Morgan', specialty: 'Graphics', skill: 6, cost: 2000 }, { name: 'Casey', specialty: 'Sound', skill: 7, cost: 2500 }, { name: 'Drew', specialty: 'Gameplay', skill: 8, cost: 3000 }]; // Available features - expanded with research requirements var featurePool = [{ name: 'Pixel Art', type: 'Graphics', basePoints: 3, cost: 100, requiresResearch: false }, { name: '3D Models', type: 'Graphics', basePoints: 5, cost: 300, requiresResearch: false }, { name: 'Particle Effects', type: 'Graphics', basePoints: 4, cost: 200, requiresResearch: false }, { name: 'Soundtrack', type: 'Sound', basePoints: 3, cost: 150, requiresResearch: false }, { name: 'Voice Acting', type: 'Sound', basePoints: 6, cost: 400, requiresResearch: false }, { name: 'Sound Effects', type: 'Sound', basePoints: 4, cost: 200, requiresResearch: false }, { name: 'RPG Elements', type: 'Gameplay', basePoints: 5, cost: 250, requiresResearch: false }, { name: 'Multiplayer', type: 'Gameplay', basePoints: 7, cost: 500, requiresResearch: false }, { name: 'Puzzles', type: 'Gameplay', basePoints: 4, cost: 200, requiresResearch: false }, { name: 'Open World', type: 'Gameplay', basePoints: 8, cost: 600, requiresResearch: false }, { name: 'Shaders', type: 'Graphics', basePoints: 6, cost: 400, requiresResearch: true }, { name: 'Ray Tracing', type: 'Graphics', basePoints: 10, cost: 800, requiresResearch: true }, { name: 'Motion Capture', type: 'Graphics', basePoints: 8, cost: 600, requiresResearch: true }, { name: 'Procedural Generation', type: 'Graphics', basePoints: 7, cost: 500, requiresResearch: true }, { name: 'Dynamic Lighting', type: 'Graphics', basePoints: 6, cost: 450, requiresResearch: true }, { name: 'Orchestral Score', type: 'Sound', basePoints: 8, cost: 600, requiresResearch: true }, { name: '3D Audio', type: 'Sound', basePoints: 7, cost: 500, requiresResearch: true }, { name: 'Dynamic Music', type: 'Sound', basePoints: 6, cost: 400, requiresResearch: true }, { name: 'Environmental Audio', type: 'Sound', basePoints: 5, cost: 350, requiresResearch: true }, { name: 'Foley Effects', type: 'Sound', basePoints: 6, cost: 450, requiresResearch: true }, { name: 'Physics Engine', type: 'Gameplay', basePoints: 9, cost: 700, requiresResearch: true }, { name: 'AI Systems', type: 'Gameplay', basePoints: 10, cost: 800, requiresResearch: true }, { name: 'Skill Trees', type: 'Gameplay', basePoints: 6, cost: 400, requiresResearch: true }, { name: 'Crafting System', type: 'Gameplay', basePoints: 7, cost: 500, requiresResearch: true }, { name: 'Dialogue System', type: 'Gameplay', basePoints: 5, cost: 350, requiresResearch: true }]; // Game genres that can be researched var gameGenres = [{ name: 'Action', baseMultiplier: 1.2, trendChance: 0.3, researchCost: 1000, requiresResearch: false }, { name: 'Adventure', baseMultiplier: 1.1, trendChance: 0.25, researchCost: 800, requiresResearch: false }, { name: 'Puzzle', baseMultiplier: 1.0, trendChance: 0.2, researchCost: 600, requiresResearch: false }, { name: 'Racing', baseMultiplier: 1.3, trendChance: 0.35, researchCost: 1200, requiresResearch: true }, { name: 'Strategy', baseMultiplier: 1.4, trendChance: 0.3, researchCost: 1500, requiresResearch: true }, { name: 'Simulation', baseMultiplier: 1.2, trendChance: 0.25, researchCost: 1000, requiresResearch: true }, { name: 'RPG', baseMultiplier: 1.5, trendChance: 0.4, researchCost: 2000, requiresResearch: true }, { name: 'FPS', baseMultiplier: 1.4, trendChance: 0.35, researchCost: 1800, requiresResearch: true }, { name: 'Horror', baseMultiplier: 1.3, trendChance: 0.25, researchCost: 1200, requiresResearch: true }, { name: 'Sports', baseMultiplier: 1.2, trendChance: 0.3, researchCost: 1000, requiresResearch: true }]; // UI Elements var moneyText = new Text2('Money: $10000', { size: 50, fill: 0x4CAF50 }); moneyText.anchor.set(1, 0); LK.gui.topRight.addChild(moneyText); var developersText = new Text2('Developers: 0', { size: 40, fill: 0xFFFFFF }); developersText.anchor.set(1, 0); developersText.y = 60; LK.gui.topRight.addChild(developersText); var gamesText = new Text2('Games Released: 0', { size: 40, fill: 0xFFC107 }); gamesText.anchor.set(1, 0); gamesText.y = 110; LK.gui.topRight.addChild(gamesText); var dayText = new Text2('Day: 1', { size: 40, fill: 0x2196F3 }); dayText.anchor.set(1, 0); dayText.y = 160; LK.gui.topRight.addChild(dayText); // Main menu container var mainMenu = new Container(); game.addChild(mainMenu); var titleText = new Text2('Game Dev Studio', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; mainMenu.addChild(titleText); var nameGameBtn = new Button(); nameGameBtn.setLabel('Name Your Game'); nameGameBtn.x = 1024; nameGameBtn.y = 600; nameGameBtn.onClick = showNameGameMenu; mainMenu.addChild(nameGameBtn); var hireDeveloperBtn = new Button(); hireDeveloperBtn.setLabel('Hire Developer'); hireDeveloperBtn.x = 1024; hireDeveloperBtn.y = 750; hireDeveloperBtn.onClick = showHireMenu; mainMenu.addChild(hireDeveloperBtn); var startProjectBtn = new Button(); startProjectBtn.setLabel('Start Project'); startProjectBtn.x = 1024; startProjectBtn.y = 900; startProjectBtn.onClick = showProjectMenu; mainMenu.addChild(startProjectBtn); var allGamesBtn = new Button(); allGamesBtn.setLabel('All Released Games'); allGamesBtn.x = 1024; allGamesBtn.y = 1050; allGamesBtn.onClick = showAllGamesMenu; mainMenu.addChild(allGamesBtn); var researchBtn = new Button(); researchBtn.setLabel('Research'); researchBtn.x = 1024; researchBtn.y = 1200; researchBtn.onClick = showResearchMenu; mainMenu.addChild(researchBtn); // --- 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.studioLevel; 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('Select 5 Features:', { 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); 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); }); }; 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; // 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); } }; featureCategoryMenu.addChild(categoryBackBtn); // 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 = []; // Functions function updateUI() { moneyText.setText('Money: $' + gameState.money); developersText.setText('Developers: ' + gameState.developers.length); gamesText.setText('Games Released: ' + gameState.completedGames); dayText.setText('Day: ' + gameState.currentDay); } 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 a Back button specifically for Game Genres Research page if (category === 'GameGenres') { // Remove previous genre 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; 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); // 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); // 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); }); } } 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 var availableDevelopers = developerPool.filter(function (dev) { return !gameState.developers.some(function (hired) { return hired.name === dev.name; }); }); // Only show developers up to the current max hireable limit var developersToShow = availableDevelopers.slice(0, gameState.maxHireableDevelopers); developersToShow.forEach(function (dev, index) { var card = new DeveloperCard(); card.setDeveloper(dev); card.x = 512 + index % 3 * 350; card.y = 1000 + Math.floor(index / 3) * 450; 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 + '/5'); // 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) { if (clickedCard.selected) { clickedCard.setSelected(false); selectedFeatures = selectedFeatures.filter(function (f) { return f !== clickedCard.featureData; }); } else if (selectedFeatures.length < 5) { clickedCard.setSelected(true); selectedFeatures.push(clickedCard.featureData); LK.getSound('select').play(); } // Update selected count selectedFeaturesText.setText('Selected: ' + selectedFeatures.length + '/5'); }; featureCategoryMenu.addChild(card); }); } function showProjectMenu() { if (gameState.developers.length === 0) { return; } mainMenu.visible = false; projectMenu.visible = true; selectedFeatures = []; // Clear existing cards featureCards.forEach(function (card) { card.destroy(); }); featureCards = []; // Clear any existing category buttons for (var i = projectMenu.children.length - 1; i >= 0; i--) { var child = projectMenu.children[i]; if (child instanceof Button && child !== startDevelopmentBtn && child !== backFromProjectBtn) { child.destroy(); } } // Generate and display market trends gameState.marketTrends = []; var trendTypes = ['Graphics', 'Sound', 'Gameplay']; var availableGenres = gameGenres.filter(function (genre) { return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1; }); // Feature type trend var trend = trendTypes[Math.floor(Math.random() * trendTypes.length)]; gameState.marketTrends.push(trend); // Genre trend if (availableGenres.length > 0) { var genreTrend = availableGenres[Math.floor(Math.random() * availableGenres.length)]; gameState.marketTrends.push(genreTrend.name + ' games'); } // Display trends at top var trendsText = new Text2('Market Trends: ' + gameState.marketTrends.join(' & ') + ' are hot!', { size: 35, fill: 0xFF5722 }); trendsText.anchor.set(0.5, 0.5); trendsText.x = 1024; trendsText.y = 400; projectMenu.addChild(trendsText); // 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 = 480; projectMenu.addChild(totalCostText); // Store totalCostText reference for later updates projectMenu.totalCostText = totalCostText; // Create category buttons var categories = ['Graphics', 'Sound', 'Gameplay']; categories.forEach(function (category, index) { var categoryBtn = new Button(); categoryBtn.setLabel(category + ' Features'); categoryBtn.x = 512 + index * 400; categoryBtn.y = 600; categoryBtn.onClick = function () { showFeatureCategory(category); }; projectMenu.addChild(categoryBtn); }); } function startDevelopment() { if (selectedFeatures.length !== 5) { 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; // 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 + gameState.completedGames * 50; targetScoreText.setText('Target Score: ' + baseTarget); // Add genre selection var selectedGenre = null; var availableGenres = gameGenres.filter(function (genre) { return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1; }); if (availableGenres.length > 0) { selectedGenre = availableGenres[Math.floor(Math.random() * availableGenres.length)]; } // Start project gameState.currentProject = { features: selectedFeatures, targetScore: baseTarget, currentScore: 0, developmentSpeed: 0, genre: selectedGenre }; // Assign features to developers (1 per developer, main character can do all) 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: main character gets all features, others get 1 each var devAssignments = []; selectedFeatures.forEach(function (feature, idx) { if (idx === 0) { // Main character gets all features devAssignments.push({ dev: allDevs[0], feature: feature }); } else { // Assign to next available developer var devIdx = idx; if (devIdx >= allDevs.length) devIdx = allDevs.length - 1; devAssignments.push({ dev: allDevs[devIdx], feature: feature }); allDevs[devIdx].assignedFeature = feature.name; } }); // Calculate development speed var totalSpeed = 0; devAssignments.forEach(function (assignment) { // Main character: use featurePoints for each type if (assignment.dev.name === gameState.mainCharacter.name) { var fp = assignment.dev.featurePoints[assignment.feature.type] || 1; totalSpeed += (assignment.dev.skill + fp) * 0.5; } else { 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; // 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; } var initialDailySales = Math.floor(finalScore / project.targetScore * baseSalesMultiplier * trendMultiplier); var gameName = currentGameName && currentGameName.length > 0 ? currentGameName : 'Game #' + (gameState.completedGames + 1); var releasedGame = { name: gameName, releaseDay: gameState.currentDay, score: finalScore, targetScore: project.targetScore, initialDailySales: initialDailySales, currentDailySales: initialDailySales, totalSales: 0, features: project.features, trendBonus: trendMultiplier, developers: gameState.developers.slice(), genre: project.genre }; // Reset game name after use currentGameName = ''; gameNameDisplay.setText(''); gameState.releasedGames.push(releasedGame); // Success check if (finalScore >= project.targetScore) { gameState.money += Math.floor(finalScore * 0.005); gameState.completedGames++; LK.getSound('success').play(); LK.setScore(gameState.completedGames); if (gameState.completedGames >= 10) { LK.showYouWin(); } } else { gameState.money += Math.floor(finalScore * 0.00125); } LK.getSound('release').play(); // Reset gameState.currentProject = null; developmentScreen.visible = false; mainMenu.visible = true; updateUI(); } // 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; gameState.researchedFeatures[research.category].push(research.name); gameState.currentResearch = null; LK.getSound('success').play(); // Show notification var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.8 }); bg.tint = 0x4CAF50; notification.addChild(bg); var text = new Text2('Research Complete: ' + research.name, { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); } } // Day progression (every 3 seconds = 1 day) dayTimer++; if (dayTimer >= 180) { // 60 fps * 3 seconds dayTimer = 0; gameState.currentDay++; updateUI(); // Process game sales for (var i = gameState.releasedGames.length - 1; i >= 0; i--) { var releasedGame = gameState.releasedGames[i]; var daysSinceRelease = gameState.currentDay - releasedGame.releaseDay; // Calculate sales decline var declineRate = 0.75; // Base 25% daily decline // Better games decline slower if (releasedGame.score >= releasedGame.targetScore * 1.5) { declineRate = 0.85; } else if (releasedGame.score >= releasedGame.targetScore) { declineRate = 0.80; } // Apply trend bonus to decline rate declineRate += (releasedGame.trendBonus - 1) * 0.03; declineRate = Math.min(declineRate, 0.90); // Calculate current day sales releasedGame.currentDailySales = Math.floor(releasedGame.initialDailySales * Math.pow(declineRate, daysSinceRelease)); // Add to total sales and money if (releasedGame.currentDailySales > 0) { releasedGame.totalSales += releasedGame.currentDailySales; var revenue = Math.floor(releasedGame.currentDailySales * 0.25); gameState.money += revenue; } 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(); } if (gameState.currentProject && developmentScreen.visible) { var project = gameState.currentProject; // Development progress if (project.currentScore < project.targetScore * 10) { // Calculate points per tick var pointsPerTick = project.developmentSpeed / 30; // Feature synergy bonus var synergy = 1; // Main character synergy if (gameState.mainCharacter.featurePoints) { project.features.forEach(function (feature) { if (gameState.mainCharacter.featurePoints[feature.type] && gameState.mainCharacter.featurePoints[feature.type] > 0) { synergy += 0.1; } }); } // Other developers project.features.forEach(function (feature) { gameState.developers.forEach(function (dev) { if (dev.specialty === feature.type) { synergy += 0.1; } }); }); project.currentScore += pointsPerTick * synergy; // Update UI currentScoreText.setText('Current Score: ' + Math.floor(project.currentScore)); var progress = Math.min(project.currentScore / (project.targetScore * 10), 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 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); // 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); }); } else if (developmentScreen.visible) { developmentScreen.visible = false; mainMenu.visible = true; } } // Attach handler to global back button globalBackBtn.onClick = function () { closeCurrentMenu(); }; // Show/hide global back button depending on menu state function updateGlobalBackBtn() { // Show if any menu except mainMenu is visible globalBackBtn.visible = isAnyMenuOpen() && !mainMenu.visible; } // Patch all menu show functions to update global back button var _showUpgradeMenu = showUpgradeMenu; showUpgradeMenu = function showUpgradeMenu() { _showUpgradeMenu(); 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
@@ -1106,8 +1106,28 @@
}
};
researchCategoryMenu.addChild(container);
});
+ // Add a Back button specifically for Game Genres Research page
+ if (category === 'GameGenres') {
+ // Remove previous genre 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,