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Start Project içinde bulunan Game Engine buton sayfasının içeriğini, Platform Seç sayfası gibi boyutlandır.
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New Project sayfasında bulunan Game Engine sayfası içerisinde ki, seç butonlarının tamamını 1 satır yukarı taşı.
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New Project sayfasında bulunan Game Engine sayfası içerisinde ki, bütün tuşlar ve motor yazıları görünecek şekilde yeniden boyutlandır ve hizala.
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Başlangıç nakiti 100000 yap
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New Project sayfasında bulunan Game Engine sayfası içerisinde ki, select ve selected butonlarını 1 satır sola kaydır.
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Game Engine sayfası içerisinde ki, select ve selected butonlarını 1 satır sola kaydır.
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Bonus oranlarını %2 ve katı olacak şekilde yeniden düzenle
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Oyun Motorları çıkış yılı ekle. Ona göre bonus %lik oranını ve satın alma fiyatlarını düzenle ve çıkış yılına göre sırala.
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Oyun Motorlarının bonus %lik oranını %2 ve katları olacak şekilde yeniden düzenle.
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Oyun Motorları kalite ile birlikte satış Bonusu sağlasın.
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Oyun Motorları seç butonlarını, satın al butonlarının olduğu yere hizala. Yanında değil.
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Oyun Motoru Seç butonları anasayfada ki buton içinde değil, New Project sayfasında bulunan oyun Motorları sayfasında görünsün.
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Oyun Motorları araştırma yapmasın. Kullanmak için Sadece satın alınsın.
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New Project sayfasında bulunan Game Engine butonu açılır şeklinde değil de, tıklayınca farklı bir sayfaya girsin. Orada satın alınan oyun Motorları bulunsun. Aynı platform sayfası gibi bir sistem oluştur.
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Please fix the bug: 'Uncaught ReferenceError: buttonY is not defined' in or related to this line: 'ownedEngineBtn.y = buttonY;' Line Number: 3362
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Graphics Features butonunun yukarısına Game Engine İsimli buton oluştur. Bu butona, satın alınmış olan Game Engine içeriğini ekle.
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Game Engine sağa doğru 1 satır boşluk olacak şekilde yeniden konumlandır ve boyutlandır.
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Böylece 1 satır sol, 1 satır yukarı kaldır.
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Game Engine sayfa içeriğini, sağlı sollu 1 satır boşluk olacak şekilde yeniden konumlandır ve boyutlandır.
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Game Engine sayfasında bulunan, 3. Satırda ki butonlar 2 satır sağa, 2. Satırda ki butonlar 1 satır sağa kaydır. Ve yeniden hizalandır.
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Game Engines sayfa içini genel olarak %20 oranında küçült ve yeniden hizalı şekilde konumlandır.
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Please fix the bug: 'Cannot set properties of undefined (setting 'size')' in or related to this line: 'btn.children[1].style.size = mainMenuButtonSize;' Line Number: 722
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Sayfa içeriğini, yeniden hizalı ve bütün herşeyi görünür olacak şekilde yeniden boyutlandır. Gerekirse biraz küçült ve satır, sıra boşlukları olsun kartlar vs. arasında.
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Sayfa içeriğinde ki herşeyin boyutunu biraz küçült. Ayrıca 1 tane daha game Engine ekle ve bu oyun Motorları kalite yerine satış Bonusu versin.
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Game Engine butonunun içerisine 3 satır halinde, hizalı şekilde görünecek halde, bugüne kadar çıkmış 20 adet oyun Motoru oluştur. Bu oyun Motorları satış Bonusu eklemesi %2den başlasın ve her motor katlanarak gitsin. 2000 lira ve katları oyun Motoru fiyat sırasılaması olsun.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Button = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); var label = new Text2('Button', { size: 40, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); self.setLabel = function (text) { label.setText(text); }; self.down = function () { tween(bg, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); LK.getSound('select').play(); }; self.up = function () { tween(bg, { scaleX: 1, scaleY: 1 }, { duration: 100 }); if (self.onClick) { self.onClick(); } }; return self; }); var DeveloperCard = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5 }); var icon = self.attachAsset('developerIcon', { anchorX: 0.5, anchorY: 0.5, y: -100 }); var nameText = new Text2('Developer', { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -20; self.addChild(nameText); var specialtyText = new Text2('Graphics', { size: 25, fill: 0xFFC107 }); specialtyText.anchor.set(0.5, 0.5); specialtyText.y = 20; self.addChild(specialtyText); var costText = new Text2('Cost: $100', { size: 25, fill: 0x4CAF50 }); costText.anchor.set(0.5, 0.5); costText.y = 60; self.addChild(costText); var skillText = new Text2('Skill: 5', { size: 25, fill: 0x2196F3 }); skillText.anchor.set(0.5, 0.5); skillText.y = 100; self.addChild(skillText); self.developerData = null; self.setDeveloper = function (data) { self.developerData = data; nameText.setText(data.name); specialtyText.setText(data.specialty); costText.setText('Cost: $' + data.cost); skillText.setText('Skill: ' + data.skill); var specialtyColors = { 'Graphics': 0xff5722, 'Sound': 0x9c27b0, 'Gameplay': 0x2196f3 }; icon.tint = specialtyColors[data.specialty] || 0xffc107; }; self.down = function () { if (self.onClick) { self.onClick(self.developerData); } }; return self; }); var FeatureCard = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); var icon = self.attachAsset('featureIcon', { anchorX: 0.5, anchorY: 0.5, y: -80 }); var nameText = new Text2('Feature', { size: 25, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -20; self.addChild(nameText); var typeText = new Text2('Type', { size: 20, fill: 0x2196F3 }); typeText.anchor.set(0.5, 0.5); typeText.y = 10; self.addChild(typeText); var pointsText = new Text2('Points: 0', { size: 20, fill: 0x4CAF50 }); pointsText.anchor.set(0.5, 0.5); pointsText.y = 40; self.addChild(pointsText); self.featureData = null; self.selected = false; self.setFeature = function (data) { self.featureData = data; nameText.setText(data.name); typeText.setText(data.type); pointsText.setText('Points: ' + data.basePoints + ' | Cost: $' + data.cost); var typeColors = { 'Graphics': 0xff5722, 'Sound': 0x9c27b0, 'Gameplay': 0x2196f3 }; icon.tint = typeColors[data.type] || 0xffc107; }; self.setSelected = function (selected) { self.selected = selected; bg.tint = selected ? 0xe94560 : 0xffffff; }; self.down = function () { if (self.onClick) { self.onClick(self); } }; return self; }); var GameHistoryCard = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 0.6 }); var nameText = new Text2('Game Name', { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; self.addChild(nameText); var salesText = new Text2('Sales: 0', { size: 25, fill: 0x4CAF50 }); salesText.anchor.set(0.5, 0.5); salesText.y = 10; self.addChild(salesText); self.gameData = null; self.setGameData = function (data) { self.gameData = data; nameText.setText(data.name); var salesInfo = data.currentDailySales > 0 ? 'Sales: ' + data.totalSales + ' (Active)' : 'Sales: ' + data.totalSales + ' (Ended)'; salesText.setText(salesInfo); bg.tint = data.currentDailySales > 0 ? 0x0f3460 : 0x16213e; }; self.down = function () { if (self.onClick) { self.onClick(self.gameData); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var gameState = { money: 100000, developers: [], currentProject: null, completedGames: 0, marketTrends: [], currentDay: 1, releasedGames: [], maxHireableDevelopers: 1, studioLevel: 1, studioUpgradeCost: 5000, fans: 0, // Toplam fan sayısı mainCharacter: { name: "You", level: 1, upgradeCost: 2000, skill: 2, specialty: "All", featurePoints: { Graphics: 1, Sound: 1, Gameplay: 1 } }, gameHistory: [], researchedFeatures: { Graphics: [], Sound: [], Gameplay: [], GameGenres: [] }, currentResearch: null, // --- Game Engine system --- ownedGameEngines: [], selectedGameEngine: null, // --- Feature selection limit per category --- featureSelectionLimit: { Graphics: 1, Sound: 1, Gameplay: 1 } }; // --- Game Engines Data --- // Add release year, adjust bonus and price by year, and sort by year var gameEngines = []; // Engine data: name, year var engineData = [{ name: "RPG Maker", year: 1988 }, { name: "GameMaker", year: 1999 }, { name: "Torque 3D", year: 2001 }, { name: "MonoGame", year: 2003 }, { name: "Godot", year: 2007 }, { name: "Unity", year: 2005 }, { name: "CryEngine", year: 2002 }, { name: "Defold", year: 2016 }, { name: "Phaser", year: 2013 }, { name: "Cocos2d-x", year: 2010 }, { name: "Custom Engine", year: 1985 }, { name: "PICO-8", year: 2015 }, { name: "Construct", year: 2011 }, { name: "LibGDX", year: 2009 }, { name: "Solar2D", year: 2009 }, { name: "Ren'Py", year: 2004 }, { name: "Open 3D Engine", year: 2021 }, { name: "Stride", year: 2014 }, { name: "GDevelop", year: 2014 }, { name: "AppGameKit", year: 2011 }]; // Sort by year ascending engineData.sort(function (a, b) { return a.year - b.year; }); // Set base values var baseYear = 1985; var baseBonus = 0.02; // 2% var maxBonus = 0.40; // 40% var basePrice = 2000; var priceIncreasePerYear = 500; // Each year after baseYear increases price for (var i = 0; i < engineData.length; i++) { var data = engineData[i]; // Bonus increases by 2% (0.02) for every 2 years after baseYear, capped at 40% var bonusSteps = Math.floor((data.year - baseYear) / 2); var bonus = baseBonus + bonusSteps * 0.02; // Clamp to nearest lower multiple of 0.02 and max 0.40 if (bonus > maxBonus) bonus = maxBonus; // Round to nearest 0.02 (defensive, in case of floating point error) bonus = Math.floor(bonus * 50) / 50; // Price increases by 2000 + 500 per year after baseYear var price = basePrice + (data.year - baseYear) * priceIncreasePerYear; // Clamp minimum price if (price < basePrice) price = basePrice; gameEngines.push({ name: data.name, year: data.year, quality: bonus, price: price, researched: true, // Always researched owned: false }); } // Current game name being created var currentGameName = ''; // Game name display at top var gameNameDisplay = new Text2('', { size: 45, fill: 0xFFFFFF }); gameNameDisplay.anchor.set(0.5, 0); gameNameDisplay.y = 10; LK.gui.top.addChild(gameNameDisplay); // Available developers pool var developerPool = [{ name: 'Alex', specialty: 'Graphics', skill: 3, cost: 4000 }, { name: 'Sam', specialty: 'Sound', skill: 4, cost: 4000 }, { name: 'Jordan', specialty: 'Gameplay', skill: 5, cost: 4000 }, { name: 'Morgan', specialty: 'Graphics', skill: 6, cost: 8000 }, { name: 'Casey', specialty: 'Sound', skill: 7, cost: 8000 }, { name: 'Drew', specialty: 'Gameplay', skill: 8, cost: 8000 }, { name: 'Taylor', specialty: 'Graphics', skill: 9, cost: 12000 }, { name: 'Jamie', specialty: 'Sound', skill: 10, cost: 12000 }, { name: 'Robin', specialty: 'Gameplay', skill: 11, cost: 12000 }]; // Available features - expanded with research requirements var featurePool = [{ name: 'Pixel Art', type: 'Graphics', basePoints: 3, cost: 4000, requiresResearch: false }, { name: '3D Models', type: 'Graphics', basePoints: 5, cost: 4000, requiresResearch: false }, { name: 'Particle Effects', type: 'Graphics', basePoints: 4, cost: 4000, requiresResearch: false }, { name: 'Soundtrack', type: 'Sound', basePoints: 3, cost: 4000, requiresResearch: false }, { name: 'Voice Acting', type: 'Sound', basePoints: 6, cost: 4000, requiresResearch: false }, { name: 'Sound Effects', type: 'Sound', basePoints: 4, cost: 4000, requiresResearch: false }, { name: 'RPG Elements', type: 'Gameplay', basePoints: 5, cost: 4000, requiresResearch: false }, { name: 'Multiplayer', type: 'Gameplay', basePoints: 7, cost: 4000, requiresResearch: false }, { name: 'Puzzles', type: 'Gameplay', basePoints: 4, cost: 4000, requiresResearch: false }, { name: 'Open World', type: 'Gameplay', basePoints: 8, cost: 4000, requiresResearch: false }, { name: 'Shaders', type: 'Graphics', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Ray Tracing', type: 'Graphics', basePoints: 10, cost: 12000, requiresResearch: true }, { name: 'Motion Capture', type: 'Graphics', basePoints: 8, cost: 8000, requiresResearch: true }, { name: 'Procedural Generation', type: 'Graphics', basePoints: 7, cost: 8000, requiresResearch: true }, { name: 'Dynamic Lighting', type: 'Graphics', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Orchestral Score', type: 'Sound', basePoints: 8, cost: 8000, requiresResearch: true }, { name: '3D Audio', type: 'Sound', basePoints: 7, cost: 8000, requiresResearch: true }, { name: 'Dynamic Music', type: 'Sound', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Environmental Audio', type: 'Sound', basePoints: 5, cost: 8000, requiresResearch: true }, { name: 'Foley Effects', type: 'Sound', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Physics Engine', type: 'Gameplay', basePoints: 9, cost: 12000, requiresResearch: true }, { name: 'AI Systems', type: 'Gameplay', basePoints: 10, cost: 12000, requiresResearch: true }, { name: 'Skill Trees', type: 'Gameplay', basePoints: 6, cost: 8000, requiresResearch: true }, { name: 'Crafting System', type: 'Gameplay', basePoints: 7, cost: 8000, requiresResearch: true }, { name: 'Dialogue System', type: 'Gameplay', basePoints: 5, cost: 8000, requiresResearch: true }]; // Game genres that can be researched var gameGenres = [{ name: 'Action', baseMultiplier: 1.2, trendChance: 0.3, researchCost: 4000, requiresResearch: false }, { name: 'Adventure', baseMultiplier: 1.1, trendChance: 0.25, researchCost: 4000, requiresResearch: false }, { name: 'Puzzle', baseMultiplier: 1.0, trendChance: 0.2, researchCost: 4000, requiresResearch: false }, { name: 'Racing', baseMultiplier: 1.3, trendChance: 0.35, researchCost: 8000, requiresResearch: true }, { name: 'Strategy', baseMultiplier: 1.4, trendChance: 0.3, researchCost: 8000, requiresResearch: true }, { name: 'Simulation', baseMultiplier: 1.2, trendChance: 0.25, researchCost: 8000, requiresResearch: true }, { name: 'RPG', baseMultiplier: 1.5, trendChance: 0.4, researchCost: 12000, requiresResearch: true }, { name: 'FPS', baseMultiplier: 1.4, trendChance: 0.35, researchCost: 12000, requiresResearch: true }, { name: 'Horror', baseMultiplier: 1.3, trendChance: 0.25, researchCost: 12000, requiresResearch: true }, { name: 'Sports', baseMultiplier: 1.2, trendChance: 0.3, researchCost: 12000, requiresResearch: true }]; // UI Elements var moneyText = new Text2('Money: $10000', { size: 50, fill: 0x4CAF50 }); moneyText.anchor.set(1, 0); moneyText.x = 0; moneyText.y = 0; LK.gui.topRight.addChild(moneyText); var developersText = new Text2('Developers: 0', { size: 40, fill: 0xFFFFFF }); developersText.anchor.set(1, 0); developersText.x = 0; developersText.y = moneyText.y + moneyText.height + 8; LK.gui.topRight.addChild(developersText); var gamesText = new Text2('Games Released: 0', { size: 40, fill: 0xFFC107 }); gamesText.anchor.set(1, 0); gamesText.x = 0; gamesText.y = developersText.y + developersText.height + 8; LK.gui.topRight.addChild(gamesText); // Fan count and bonus UI var fanText = new Text2('Fan: 0', { size: 40, fill: 0x2196F3 }); fanText.anchor.set(1, 0); fanText.x = 0; fanText.y = gamesText.y + gamesText.height + 8; LK.gui.topRight.addChild(fanText); var fanBonusText = new Text2('Satış Bonusu: %0', { size: 32, fill: 0x4CAF50 }); fanBonusText.anchor.set(1, 0); fanBonusText.x = 0; fanBonusText.y = fanText.y + fanText.height + 8; LK.gui.topRight.addChild(fanBonusText); var dayText = new Text2('Day: 1', { size: 40, fill: 0x2196F3 }); dayText.anchor.set(1, 0); dayText.x = 0; dayText.y = fanBonusText.y + fanBonusText.height + 8; LK.gui.topRight.addChild(dayText); // --- Sales & Revenue Log UI --- var salesLogContainer = new Container(); salesLogContainer.x = 2048 - 40; // right align salesLogContainer.y = 220; // just below dayText LK.gui.topRight.addChild(salesLogContainer); var salesLogEntries = []; // keep references to Text2 objects for updating/removal function updateSalesLog() { // Remove old entries for (var i = 0; i < salesLogEntries.length; i++) { salesLogEntries[i].destroy(); } salesLogEntries = []; // Show up to 5 most recent games (active and ended) var allGames = gameState.releasedGames.concat(gameState.gameHistory); var recentGames = allGames.slice(-5).reverse(); var y = 0; for (var i = 0; i < recentGames.length; i++) { var g = recentGames[i]; var isActive = g.currentDailySales > 0; var pricePerCopy = typeof g.price === "number" ? g.price : 1; var revenue = Math.floor((g.currentDailySales || 0) * pricePerCopy); var txt = new Text2(g.name + ': +' + (g.currentDailySales || 0) + ' | $' + revenue, { size: 28, fill: isActive ? 0x4CAF50 : 0x888888 }); txt.anchor.set(1, 0); txt.x = 0; txt.y = y; salesLogContainer.addChild(txt); salesLogEntries.push(txt); y += 36; } } // Main menu container var mainMenu = new Container(); game.addChild(mainMenu); var titleText = new Text2('Game Dev Studio', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; mainMenu.addChild(titleText); var nameGameBtn = new Button(); nameGameBtn.setLabel('Name Your Game'); nameGameBtn.x = 1024; nameGameBtn.y = 600; nameGameBtn.onClick = showNameGameMenu; mainMenu.addChild(nameGameBtn); var hireDeveloperBtn = new Button(); hireDeveloperBtn.setLabel('Hire Developer'); hireDeveloperBtn.x = 1024; hireDeveloperBtn.y = 750; hireDeveloperBtn.onClick = showHireMenu; mainMenu.addChild(hireDeveloperBtn); var startProjectBtn = new Button(); startProjectBtn.setLabel('Start Project'); startProjectBtn.x = 1024; startProjectBtn.y = 900; startProjectBtn.onClick = showProjectMenu; mainMenu.addChild(startProjectBtn); var allGamesBtn = new Button(); allGamesBtn.setLabel('All Released Games'); allGamesBtn.x = 1024; allGamesBtn.y = 1050; allGamesBtn.onClick = showAllGamesMenu; mainMenu.addChild(allGamesBtn); var researchBtn = new Button(); researchBtn.setLabel('Research'); researchBtn.x = 1024; researchBtn.y = 1200; researchBtn.onClick = showResearchMenu; mainMenu.addChild(researchBtn); // --- Game Engine Button --- var gameEngineBtn = new Button(); gameEngineBtn.setLabel('Game Engine'); gameEngineBtn.x = 1024; gameEngineBtn.y = 1500; gameEngineBtn.onClick = showGameEngineMenu; mainMenu.addChild(gameEngineBtn); // --- Platform Button --- var platformBtn = new Button(); platformBtn.setLabel('Platform'); platformBtn.x = 1024; platformBtn.y = 1650; platformBtn.onClick = showPlatformMenu; mainMenu.addChild(platformBtn); // --- Fan Button --- var fanBtn = new Button(); fanBtn.setLabel('Fan'); fanBtn.x = 1024; fanBtn.y = 1800; fanBtn.onClick = showFanMenu; mainMenu.addChild(fanBtn); // --- Fan Menu UI --- var fanMenu = new Container(); fanMenu.visible = false; game.addChild(fanMenu); var fanTitle = new Text2('Fan Dükkanı', { size: 60, fill: 0xFFFFFF }); fanTitle.anchor.set(0.5, 0.5); fanTitle.x = 1024; fanTitle.y = 200; fanMenu.addChild(fanTitle); var fanBackBtn = new Button(); fanBackBtn.setLabel('Geri'); fanBackBtn.x = 1024; fanBackBtn.y = 2400; fanBackBtn.onClick = function () { fanMenu.visible = false; mainMenu.visible = true; }; fanMenu.addChild(fanBackBtn); // Fan products (each gives fans) var fanProducts = [{ name: "Tişört", price: 400, fans: 40, desc: "Stüdyo tişörtü, 40 fan kazandırır." }, { name: "Poster", price: 800, fans: 100, desc: "Oyun posteri, 100 fan kazandırır." }, { name: "Kupa", price: 1500, fans: 200, desc: "Stüdyo kupası, 200 fan kazandırır." }, { name: "Anahtarlık", price: 2500, fans: 350, desc: "Stüdyo anahtarlığı, 350 fan kazandırır." }, { name: "Mousepad", price: 3500, fans: 500, desc: "Stüdyo mousepad'i, 500 fan kazandırır." }, { name: "Figür", price: 6000, fans: 900, desc: "Koleksiyon figürü, 900 fan kazandırır." }, { name: "Koleksiyon Paketi", price: 12000, fans: 2000, desc: "Özel koleksiyon paketi, 2000 fan kazandırır." }, { name: "Hoodie", price: 20000, fans: 3500, desc: "Stüdyo hoodie, 3500 fan kazandırır." }, { name: "Sınırlı Baskı Tablo", price: 35000, fans: 6000, desc: "Sınırlı baskı tablo, 6000 fan kazandırır." }, { name: "VIP Fan Kulübü Üyeliği", price: 50000, fans: 10000, desc: "VIP fan kulübü üyeliği, 10000 fan kazandırır." }]; // Helper for showing the fan menu function showFanMenu() { mainMenu.visible = false; fanMenu.visible = true; // Remove old product cards/buttons for (var i = fanMenu.children.length - 1; i >= 0; i--) { var child = fanMenu.children[i]; if (child !== fanTitle && child !== fanBackBtn) { child.destroy(); } } // Show all products in a grid: 2 columns per row var yStart = 500; var xStart = 700; var xSpacing = 600; var ySpacing = 300; var cols = 2; for (var i = 0; i < fanProducts.length; i++) { var prod = fanProducts[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Card background var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.7 }); container.addChild(bg); // Product name var nameText = new Text2(prod.name, { size: 40, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -60; container.addChild(nameText); // Description var descText = new Text2(prod.desc, { size: 28, fill: 0xFFC107 }); descText.anchor.set(0.5, 0.5); descText.y = 0; container.addChild(descText); // Price var priceText = new Text2('Fiyat: $' + prod.price, { size: 30, fill: 0x4CAF50 }); priceText.anchor.set(0.5, 0.5); priceText.y = 50; container.addChild(priceText); // Buy button var buyBtn = new Button(); buyBtn.setLabel('Satın Al (+ ' + prod.fans + ' fan)'); buyBtn.x = 0; buyBtn.y = 120; buyBtn.onClick = function (prod) { return function () { if (gameState.money >= prod.price) { gameState.money -= prod.price; if (!gameState.fans) gameState.fans = 0; gameState.fans += prod.fans; updateUI(); LK.getSound('success').play(); showFanMenu(); } }; }(prod); container.addChild(buyBtn); fanMenu.addChild(container); } // Show current fan count at top if (fanMenu.fanCountText) fanMenu.fanCountText.destroy(); var fanCountText = new Text2('Toplam Fan: ' + (gameState.fans || 0), { size: 45, fill: 0x2196F3 }); fanCountText.anchor.set(0.5, 0.5); fanCountText.x = 1024; fanCountText.y = 400; fanMenu.addChild(fanCountText); fanMenu.fanCountText = fanCountText; } // --- Platform Menu UI --- var platformMenu = new Container(); platformMenu.visible = false; game.addChild(platformMenu); var platformTitle = new Text2('Platformlar', { size: 60, fill: 0xFFFFFF }); platformTitle.anchor.set(0.5, 0.5); platformTitle.x = 1024; platformTitle.y = 200; platformMenu.addChild(platformTitle); var platformBackBtn = new Button(); platformBackBtn.setLabel('Geri'); platformBackBtn.x = 1024; platformBackBtn.y = 2400; platformBackBtn.onClick = function () { platformMenu.visible = false; mainMenu.visible = true; }; platformMenu.addChild(platformBackBtn); // --- Drag-to-scroll for platformMenu --- var platformMenuDrag = { dragging: false, lastY: 0, startY: 0, startMenuY: 0, minY: 0, maxY: 0 }; // Calculate scroll bounds after platforms are rendered function updatePlatformMenuScrollBounds() { // Find min/max y for scrolling (platformMenu children) var minY = 0, maxY = 0; for (var i = 0; i < platformMenu.children.length; i++) { var child = platformMenu.children[i]; if (child !== platformTitle && child !== platformBackBtn) { if (minY === 0 || child.y < minY) minY = child.y; if (child.y > maxY) maxY = child.y; } } // Allow scrolling so that last row is visible, but not too far up platformMenuDrag.minY = Math.min(0, 800 - maxY); platformMenuDrag.maxY = 0; } platformMenu.interactive = true; platformMenu.down = function (x, y, obj) { platformMenuDrag.dragging = true; platformMenuDrag.lastY = y; platformMenuDrag.startY = y; platformMenuDrag.startMenuY = platformMenu.y || 0; updatePlatformMenuScrollBounds(); }; platformMenu.move = function (x, y, obj) { if (!platformMenuDrag.dragging) return; var dy = y - platformMenuDrag.lastY; var newY = (platformMenu.y || 0) + dy; // Clamp scroll if (newY < platformMenuDrag.minY) newY = platformMenuDrag.minY; if (newY > platformMenuDrag.maxY) newY = platformMenuDrag.maxY; platformMenu.y = newY; platformMenuDrag.lastY = y; }; platformMenu.up = function (x, y, obj) { platformMenuDrag.dragging = false; }; // --- Platform data (moved up to fix ReferenceError) --- // Each platform gets a salesBonus: 0.02 * (index+1) for 2% more per platform var platforms = [{ name: "PC", year: 1981, researched: true, owned: true, researchCost: 0, price: 0 }, { name: "Commodore 64", year: 1982, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "NES", year: 1983, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Sega Master System", year: 1985, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Game Boy", year: 1989, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Super Nintendo", year: 1990, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Sega Genesis", year: 1990, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "PlayStation", year: 1994, researched: true, owned: true, researchCost: 0, price: 0 }, { name: "Sega Saturn", year: 1994, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Nintendo 64", year: 1996, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "Dreamcast", year: 1998, researched: false, owned: false, researchCost: 4000, price: 4000 }, { name: "PlayStation 2", year: 2000, researched: false, owned: false, researchCost: 4000, price: 8000 }, { name: "GameCube", year: 2001, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Xbox", year: 2001, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Game Boy Advance", year: 2001, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "PlayStation Portable", year: 2004, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Nintendo DS", year: 2004, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Xbox 360", year: 2005, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Wii", year: 2006, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "PlayStation 3", year: 2006, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "PlayStation Vita", year: 2011, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Nintendo 3DS", year: 2011, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Wii U", year: 2012, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "PlayStation 4", year: 2013, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Xbox One", year: 2013, researched: false, owned: false, researchCost: 12000, price: 12000 }, { name: "Nintendo Switch", year: 2017, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "PlayStation 5", year: 2020, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "Xbox Series X", year: 2020, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "Steam Deck", year: 2022, researched: false, owned: false, researchCost: 16000, price: 16000 }, { name: "Mobile", year: 2007, researched: false, owned: false, researchCost: 8000, price: 8000 }, { name: "Ouya", year: 2013, researched: false, owned: false, researchCost: 4000, price: 4000 }]; // Add salesBonus to each platform (2% per platform, starting from 2%) for (var i = 0; i < platforms.length; i++) { platforms[i].salesBonus = 0.02 * (i + 1); } // Sort platforms by year ascending platforms.sort(function (a, b) { return a.year - b.year; }); // Helper for showing the platform menu function showPlatformMenu() { mainMenu.visible = false; platformMenu.visible = true; platformMenu.y = 0; // Reset scroll position on open // Remove old platform cards/buttons for (var i = platformMenu.children.length - 1; i >= 0; i--) { var child = platformMenu.children[i]; if (child !== platformTitle && child !== platformBackBtn) { child.destroy(); } } // Platform data // Use the global, sorted platforms array // Store platform state in gameState if not already if (!gameState.platforms) { gameState.platforms = {}; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; gameState.platforms[plat.name] = { researched: plat.researched, owned: plat.owned }; } gameState.selectedPlatform = "PC"; } // Defensive: ensure all platforms in the list have an entry in gameState.platforms for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (!gameState.platforms[plat.name]) { gameState.platforms[plat.name] = { researched: plat.researched, owned: plat.owned }; } } // Show all platforms in a grid: 4 columns per row, all same size, fit all on screen var yStart = 500; var xStart = 320; // leftmost card center (for 4 columns) var xSpacing = 350; // horizontal distance between columns var ySpacing = 220; // vertical spacing var cols = 4; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Card background var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.35 }); container.addChild(bg); // Platform name var nameText = new Text2(plat.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); // Year var yearText = new Text2('Çıkış: ' + plat.year, { size: 28, fill: 0x4CAF50 }); yearText.anchor.set(0.5, 0.5); yearText.y = 10; container.addChild(yearText); // Sales bonus var bonusText = new Text2('Satış Bonus: +' + Math.round(plat.salesBonus * 100) + '%', { size: 24, fill: 0x2196F3 }); bonusText.anchor.set(0.5, 0.5); bonusText.y = 40; container.addChild(bonusText); // Research or Buy button var platState; if (gameState.platforms && _typeof2(gameState.platforms) === "object") { if (!gameState.platforms[plat.name]) { gameState.platforms[plat.name] = { researched: plat.researched, owned: plat.owned }; } platState = gameState.platforms[plat.name]; } else { platState = { researched: plat.researched, owned: plat.owned }; } if (!platState.owned) { var buyBtn = new Button(); buyBtn.setLabel('Satın Al ($' + plat.price + ')'); buyBtn.x = 0; buyBtn.y = 100; buyBtn.onClick = function (plat, platState) { return function () { if (gameState.money >= plat.price) { gameState.money -= plat.price; // Find the correct platState again (by name) to avoid closure bug if (gameState.platforms && gameState.platforms[plat.name]) { gameState.platforms[plat.name].owned = true; gameState.platforms[plat.name].researched = true; // Mark as researched on purchase } updateUI(); LK.getSound('success').play(); showPlatformMenu(); } }; }(plat, platState); container.addChild(buyBtn); } else { var ownedText = new Text2('Kullanılabilir', { size: 28, fill: 0xFFC107 }); ownedText.anchor.set(0.5, 0.5); ownedText.y = 100; container.addChild(ownedText); // No select button for owned platforms } platformMenu.addChild(container); } // Update scroll bounds after all cards are added updatePlatformMenuScrollBounds && updatePlatformMenuScrollBounds(); // Add info text at the bottom of the platformMenu if (platformMenu.platformInfoText) { platformMenu.platformInfoText.destroy(); } var platformInfoText = new Text2('Platform kullanmak için ana menüde bulunan platform sayfasından satın alınız.', { size: 32, fill: 0xFFC107 }); platformInfoText.anchor.set(0.5, 0.5); platformInfoText.x = 1024; platformInfoText.y = 2500; platformMenu.addChild(platformInfoText); platformMenu.platformInfoText = platformInfoText; } // --- Game Engine Menu UI --- var gameEngineMenu = new Container(); gameEngineMenu.visible = false; game.addChild(gameEngineMenu); var gameEngineTitle = new Text2('Game Engines', { size: 60, fill: 0xFFFFFF }); gameEngineTitle.anchor.set(0.5, 0.5); gameEngineTitle.x = 1024; gameEngineTitle.y = 200; gameEngineMenu.addChild(gameEngineTitle); var gameEngineBackBtn = new Button(); gameEngineBackBtn.setLabel('Back'); gameEngineBackBtn.x = 1024; gameEngineBackBtn.y = 2400; gameEngineBackBtn.onClick = function () { gameEngineMenu.visible = false; mainMenu.visible = true; }; gameEngineMenu.addChild(gameEngineBackBtn); // Helper for showing the menu function showGameEngineMenu() { mainMenu.visible = false; gameEngineMenu.visible = true; // Remove old engine cards/buttons for (var i = gameEngineMenu.children.length - 1; i >= 0; i--) { var child = gameEngineMenu.children[i]; if (child !== gameEngineTitle && child !== gameEngineBackBtn) { child.destroy(); } } // Show all engines in a grid: 4 columns per row, all same size, fit all on screen (like Platform menu) gameEngines.sort(function (a, b) { return a.year - b.year; }); var yStart = 500; var xStart = 320; // leftmost card center (for 4 columns) var xSpacing = 350; // horizontal distance between columns var ySpacing = 220; // vertical spacing var cols = 4; for (var i = 0; i < gameEngines.length; i++) { var engine = gameEngines[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; // Card background var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.35 }); container.addChild(bg); // Engine name var nameText = new Text2(engine.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); // Release year var yearText = new Text2('Çıkış: ' + (engine.year || '-'), { size: 28, fill: 0x4CAF50 }); yearText.anchor.set(0.5, 0.5); yearText.y = 10; container.addChild(yearText); // Quality/bonus var qualityText = new Text2('Satış Bonus: +' + Math.round(engine.quality * 100) + '%', { size: 24, fill: 0x2196F3 }); qualityText.anchor.set(0.5, 0.5); qualityText.y = 40; container.addChild(qualityText); // Only allow purchase of Game Engines; no research step if (!engine.owned) { var buyBtn = new Button(); buyBtn.setLabel('Satın Al ($' + engine.price + ')'); buyBtn.x = 0; buyBtn.y = 100; buyBtn.onClick = function (eng) { return function () { if (gameState.money >= eng.price) { gameState.money -= eng.price; eng.owned = true; eng.researched = true; // Mark as researched on purchase if (gameState.ownedGameEngines.indexOf(eng.name) === -1) { gameState.ownedGameEngines.push(eng.name); } updateUI(); LK.getSound('success').play(); showGameEngineMenu(); } }; }(engine); container.addChild(buyBtn); } else { var ownedText = new Text2('Kullanılıyor', { size: 28, fill: 0xFFC107 }); ownedText.anchor.set(0.5, 0.5); ownedText.y = 100; container.addChild(ownedText); // Select button aligned with the "Kullanılıyor" text (move 1 row up) var selectBtn = new Button(); selectBtn.setLabel(gameState.selectedGameEngine === engine.name ? 'Seçili' : 'Seç'); selectBtn.x = 0; selectBtn.y = 100; if (gameState.selectedGameEngine === engine.name) { selectBtn.children[0].tint = 0xe94560; } selectBtn.onClick = function (eng) { return function () { gameState.selectedGameEngine = eng.name; LK.getSound('select').play(); // Also update projectMenu and developmentScreen engine text if open if (projectMenu && projectMenu.visible) { if (projectMenu.engineText) projectMenu.engineText.destroy(); var engineTextLabel = 'Game Engine: ' + eng.name; if (eng.quality) engineTextLabel += ' (+' + Math.round(eng.quality * 100) + '% quality)'; var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 700; projectMenu.addChild(engineText); projectMenu.engineText = engineText; } if (developmentScreen && developmentScreen.visible) { if (developmentScreen.engineText) developmentScreen.engineText.destroy(); var engineTextLabel2 = 'Game Engine: ' + eng.name; if (eng.quality) engineTextLabel2 += ' (+' + Math.round(eng.quality * 100) + '% quality)'; var engineText2 = new Text2(engineTextLabel2, { size: 35, fill: 0x4CAF50 }); engineText2.anchor.set(0.5, 0.5); engineText2.x = 1024; engineText2.y = 300; developmentScreen.addChild(engineText2); developmentScreen.engineText = engineText2; } showGameEngineMenu(); }; }(engine); container.addChild(selectBtn); } gameEngineMenu.addChild(container); } } // --- Upgrade Button and Menu --- var upgradeBtn = new Button(); upgradeBtn.setLabel('Yükselt'); upgradeBtn.x = 1024; upgradeBtn.y = 1350; upgradeBtn.onClick = showUpgradeMenu; mainMenu.addChild(upgradeBtn); var upgradeMenu = new Container(); upgradeMenu.visible = false; game.addChild(upgradeMenu); var upgradeTitle = new Text2('Stüdyo Yükseltmeleri', { size: 60, fill: 0xFFFFFF }); upgradeTitle.anchor.set(0.5, 0.5); upgradeTitle.x = 1024; upgradeTitle.y = 200; upgradeMenu.addChild(upgradeTitle); var studioLevelText = new Text2('', { size: 40, fill: 0xFFC107 }); studioLevelText.anchor.set(0.5, 0.5); studioLevelText.x = 1024; studioLevelText.y = 350; upgradeMenu.addChild(studioLevelText); var studioUpgradeCostText = new Text2('', { size: 35, fill: 0x4CAF50 }); studioUpgradeCostText.anchor.set(0.5, 0.5); studioUpgradeCostText.x = 1024; studioUpgradeCostText.y = 420; upgradeMenu.addChild(studioUpgradeCostText); var studioUpgradeBtn = new Button(); studioUpgradeBtn.setLabel('Stüdyo Seviyesini Yükselt'); studioUpgradeBtn.x = 1024; studioUpgradeBtn.y = 500; studioUpgradeBtn.onClick = function () { if (gameState.money >= gameState.studioUpgradeCost) { gameState.money -= gameState.studioUpgradeCost; gameState.studioLevel += 1; gameState.maxHireableDevelopers += 1; gameState.studioUpgradeCost = Math.floor(gameState.studioUpgradeCost * 1.7); updateUI(); showUpgradeMenu(); LK.getSound('success').play(); } }; upgradeMenu.addChild(studioUpgradeBtn); // --- Main Character Section --- var mainCharTitle = new Text2('Ana Karakterin', { size: 40, fill: 0xFFFFFF }); mainCharTitle.anchor.set(0.5, 0.5); mainCharTitle.x = 1024; mainCharTitle.y = 700; upgradeMenu.addChild(mainCharTitle); var mainCharLevelText = new Text2('', { size: 35, fill: 0xFFC107 }); mainCharLevelText.anchor.set(0.5, 0.5); mainCharLevelText.x = 1024; mainCharLevelText.y = 770; upgradeMenu.addChild(mainCharLevelText); var mainCharSkillText = new Text2('', { size: 30, fill: 0x2196F3 }); mainCharSkillText.anchor.set(0.5, 0.5); mainCharSkillText.x = 1024; mainCharSkillText.y = 820; upgradeMenu.addChild(mainCharSkillText); var mainCharUpgradeCostText = new Text2('', { size: 30, fill: 0x4CAF50 }); mainCharUpgradeCostText.anchor.set(0.5, 0.5); mainCharUpgradeCostText.x = 1024; mainCharUpgradeCostText.y = 870; upgradeMenu.addChild(mainCharUpgradeCostText); var mainCharUpgradeBtn = new Button(); mainCharUpgradeBtn.setLabel('Ana Karakteri Yükselt'); mainCharUpgradeBtn.x = 1024; mainCharUpgradeBtn.y = 950; mainCharUpgradeBtn.onClick = function () { if (gameState.money >= gameState.mainCharacter.upgradeCost) { gameState.money -= gameState.mainCharacter.upgradeCost; gameState.mainCharacter.level += 1; gameState.mainCharacter.skill += 1; // Each level, increase all feature points by 1 gameState.mainCharacter.featurePoints.Graphics += 1; gameState.mainCharacter.featurePoints.Sound += 1; gameState.mainCharacter.featurePoints.Gameplay += 1; gameState.mainCharacter.upgradeCost = Math.floor(gameState.mainCharacter.upgradeCost * 1.8); updateUI(); showUpgradeMenu(); LK.getSound('success').play(); } }; upgradeMenu.addChild(mainCharUpgradeBtn); var backFromUpgradeBtn = new Button(); backFromUpgradeBtn.setLabel('Geri'); backFromUpgradeBtn.x = 1024; backFromUpgradeBtn.y = 2400; backFromUpgradeBtn.onClick = function () { upgradeMenu.visible = false; mainMenu.visible = true; }; upgradeMenu.addChild(backFromUpgradeBtn); function showUpgradeMenu() { mainMenu.visible = false; upgradeMenu.visible = true; studioLevelText.setText('Stüdyo Seviyesi: ' + gameState.studioLevel); studioUpgradeCostText.setText('Yükseltme Maliyeti: $' + gameState.studioUpgradeCost); mainCharLevelText.setText('Ana Karakter Seviye: ' + gameState.mainCharacter.level); mainCharSkillText.setText('Her Özellik Puanı: ' + 'Grafik: ' + gameState.mainCharacter.featurePoints.Graphics + ', Ses: ' + gameState.mainCharacter.featurePoints.Sound + ', Oynanış: ' + gameState.mainCharacter.featurePoints.Gameplay); mainCharUpgradeCostText.setText('Yükseltme Maliyeti: $' + gameState.mainCharacter.upgradeCost); } // Research menu container var researchMenu = new Container(); researchMenu.visible = false; game.addChild(researchMenu); var researchTitle = new Text2('Research Lab', { size: 60, fill: 0xFFFFFF }); researchTitle.anchor.set(0.5, 0.5); researchTitle.x = 1024; researchTitle.y = 200; researchMenu.addChild(researchTitle); var researchBackBtn = new Button(); researchBackBtn.setLabel('Back'); researchBackBtn.x = 1024; researchBackBtn.y = 2400; researchBackBtn.onClick = function () { researchMenu.visible = false; mainMenu.visible = true; }; researchMenu.addChild(researchBackBtn); // Research category menu var researchCategoryMenu = new Container(); researchCategoryMenu.visible = false; game.addChild(researchCategoryMenu); var categoryTitle = new Text2('', { size: 60, fill: 0xFFFFFF }); categoryTitle.anchor.set(0.5, 0.5); categoryTitle.x = 1024; categoryTitle.y = 200; researchCategoryMenu.addChild(categoryTitle); var categoryBackBtn = new Button(); categoryBackBtn.setLabel('Back'); categoryBackBtn.x = 1024; categoryBackBtn.y = 2400; categoryBackBtn.onClick = function () { researchCategoryMenu.visible = false; researchMenu.visible = true; }; researchCategoryMenu.addChild(categoryBackBtn); // Name game menu container var nameGameMenu = new Container(); nameGameMenu.visible = false; game.addChild(nameGameMenu); var nameGameTitle = new Text2('Name Your Game', { size: 60, fill: 0xFFFFFF }); nameGameTitle.anchor.set(0.5, 0.5); nameGameTitle.x = 1024; nameGameTitle.y = 200; nameGameMenu.addChild(nameGameTitle); var gameNameInput = new Text2('', { size: 50, fill: 0x4CAF50 }); gameNameInput.anchor.set(0.5, 0.5); gameNameInput.x = 1024; gameNameInput.y = 400; nameGameMenu.addChild(gameNameInput); var inputPrompt = new Text2('Tap to enter game name', { size: 30, fill: 0xFFFFFF }); inputPrompt.anchor.set(0.5, 0.5); inputPrompt.x = 1024; inputPrompt.y = 500; nameGameMenu.addChild(inputPrompt); var randomNameBtn = new Button(); randomNameBtn.setLabel('Random Name'); randomNameBtn.x = 1024; randomNameBtn.y = 700; randomNameBtn.onClick = generateRandomName; nameGameMenu.addChild(randomNameBtn); var confirmNameBtn = new Button(); confirmNameBtn.setLabel('Confirm Name'); confirmNameBtn.x = 1024; confirmNameBtn.y = 850; confirmNameBtn.onClick = confirmGameName; nameGameMenu.addChild(confirmNameBtn); var backFromNameBtn = new Button(); backFromNameBtn.setLabel('Back'); backFromNameBtn.x = 1024; backFromNameBtn.y = 1000; backFromNameBtn.onClick = function () { nameGameMenu.visible = false; mainMenu.visible = true; gameNameInput.setText(''); currentGameName = ''; }; nameGameMenu.addChild(backFromNameBtn); // Simple tap-to-edit name input var nameInputBg = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1 }); nameInputBg.x = 1024; nameInputBg.y = 400; nameInputBg.alpha = 0.3; nameGameMenu.addChild(nameInputBg); nameInputBg.interactive = true; nameInputBg.down = function () { // Simulate simple text input with preset options var names = ['Game Studio Pro', 'Developer Tycoon', 'Code Master', 'Pixel Dreams', 'Game Maker Plus']; var randomIndex = Math.floor(Math.random() * names.length); currentGameName = names[randomIndex]; gameNameInput.setText(currentGameName); LK.getSound('select').play(); }; // Move gameNameInput to be on top nameGameMenu.removeChild(gameNameInput); nameGameMenu.addChild(gameNameInput); // All games menu container var allGamesMenu = new Container(); allGamesMenu.visible = false; game.addChild(allGamesMenu); var allGamesTitle = new Text2('All Released Games', { size: 60, fill: 0xFFFFFF }); allGamesTitle.anchor.set(0.5, 0.5); allGamesTitle.x = 1024; allGamesTitle.y = 200; allGamesMenu.addChild(allGamesTitle); var noGamesText = new Text2('No games released yet', { size: 40, fill: 0xFFFFFF }); noGamesText.anchor.set(0.5, 0.5); noGamesText.x = 1024; noGamesText.y = 600; noGamesText.visible = false; allGamesMenu.addChild(noGamesText); var backFromAllGamesBtn = new Button(); backFromAllGamesBtn.setLabel('Back'); backFromAllGamesBtn.x = 1024; backFromAllGamesBtn.y = 2400; backFromAllGamesBtn.onClick = function () { allGamesMenu.visible = false; mainMenu.visible = true; }; allGamesMenu.addChild(backFromAllGamesBtn); // Game detail view container var gameDetailView = new Container(); gameDetailView.visible = false; game.addChild(gameDetailView); var detailBackBtn = new Button(); detailBackBtn.setLabel('Back to Games List'); detailBackBtn.x = 1024; detailBackBtn.y = 2400; detailBackBtn.onClick = function () { gameDetailView.visible = false; allGamesMenu.visible = true; }; gameDetailView.addChild(detailBackBtn); // Hire menu container var hireMenu = new Container(); hireMenu.visible = false; game.addChild(hireMenu); var hireTitle = new Text2('Hire Developer', { size: 60, fill: 0xFFFFFF }); hireTitle.anchor.set(0.5, 0.5); hireTitle.x = 1024; hireTitle.y = 200; hireMenu.addChild(hireTitle); var backFromHireBtn = new Button(); backFromHireBtn.setLabel('Back'); backFromHireBtn.x = 1024; backFromHireBtn.y = 2400; backFromHireBtn.onClick = function () { hireMenu.visible = false; mainMenu.visible = true; }; hireMenu.addChild(backFromHireBtn); // Project menu container var projectMenu = new Container(); projectMenu.visible = false; game.addChild(projectMenu); var projectTitle = new Text2('New Project', { size: 60, fill: 0xFFFFFF }); projectTitle.anchor.set(0.5, 0.5); projectTitle.x = 1024; projectTitle.y = 200; projectMenu.addChild(projectTitle); var selectFeaturesText = new Text2('Özellikleri Seç:', { size: 40, fill: 0xFFFFFF }); selectFeaturesText.anchor.set(0.5, 0.5); selectFeaturesText.x = 1024; selectFeaturesText.y = 300; projectMenu.addChild(selectFeaturesText); var startDevelopmentBtn = new Button(); startDevelopmentBtn.setLabel('Start Development'); startDevelopmentBtn.x = 1024; startDevelopmentBtn.y = 2200; startDevelopmentBtn.onClick = startDevelopment; projectMenu.addChild(startDevelopmentBtn); // Add Back button to New Project page var backFromProjectBtn = new Button(); backFromProjectBtn.setLabel('Back'); backFromProjectBtn.x = 1024; backFromProjectBtn.y = 2350; backFromProjectBtn.onClick = function () { projectMenu.visible = false; mainMenu.visible = true; selectedFeatures = []; featureCards.forEach(function (card) { card.setSelected(false); }); selectedFeatureByCategory.Graphics = null; selectedFeatureByCategory.Sound = null; selectedFeatureByCategory.Gameplay = null; projectMenu.selectedGenre = null; // Restore persistent buttons if missing (for next open) if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } }; projectMenu.addChild(backFromProjectBtn); // Feature category menu var featureCategoryMenu = new Container(); featureCategoryMenu.visible = false; game.addChild(featureCategoryMenu); var categoryMenuTitle = new Text2('', { size: 60, fill: 0xFFFFFF }); categoryMenuTitle.anchor.set(0.5, 0.5); categoryMenuTitle.x = 1024; categoryMenuTitle.y = 200; featureCategoryMenu.addChild(categoryMenuTitle); var selectedFeaturesText = new Text2('Selected: 0/5', { size: 40, fill: 0xFFFFFF }); selectedFeaturesText.anchor.set(0.5, 0.5); selectedFeaturesText.x = 1024; selectedFeaturesText.y = 300; featureCategoryMenu.addChild(selectedFeaturesText); var categoryBackBtn = new Button(); categoryBackBtn.setLabel('Back to Categories'); categoryBackBtn.x = 1024; categoryBackBtn.y = 2350; categoryBackBtn.onClick = function () { featureCategoryMenu.visible = false; projectMenu.visible = true; // Restore persistent buttons if missing if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } // Update total cost in project menu var totalCost = 0; selectedFeatures.forEach(function (f) { totalCost += f.cost; }); if (projectMenu.totalCostText) { projectMenu.totalCostText.setText('Total Cost: $' + totalCost); } // Update selectedFeatureByCategory to first selected per category, but do not remove extra selections ['Graphics', 'Sound', 'Gameplay'].forEach(function (cat) { var found = false; for (var i = 0; i < selectedFeatures.length; i++) { if (selectedFeatures[i].type === cat) { if (!found) { selectedFeatureByCategory[cat] = selectedFeatures[i]; found = true; } } } if (!found) selectedFeatureByCategory[cat] = null; }); }; featureCategoryMenu.addChild(categoryBackBtn); // --- Game Genres Research menu for projectMenu --- var projectGenresResearchMenu = new Container(); projectGenresResearchMenu.visible = false; game.addChild(projectGenresResearchMenu); var projectGenresResearchTitle = new Text2('Game Genres Research', { size: 60, fill: 0xFFFFFF }); projectGenresResearchTitle.anchor.set(0.5, 0.5); projectGenresResearchTitle.x = 1024; projectGenresResearchTitle.y = 200; projectGenresResearchMenu.addChild(projectGenresResearchTitle); var projectGenresResearchBackBtn = new Button(); projectGenresResearchBackBtn.setLabel('Back'); projectGenresResearchBackBtn.x = 1024; projectGenresResearchBackBtn.y = 2400; projectGenresResearchBackBtn.onClick = function () { projectGenresResearchMenu.visible = false; projectMenu.visible = true; // Restore persistent buttons if missing if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } }; projectGenresResearchMenu.addChild(projectGenresResearchBackBtn); function showProjectGenresResearchMenu() { projectMenu.visible = false; projectGenresResearchMenu.visible = true; // Remove old genre buttons for (var i = projectGenresResearchMenu.children.length - 1; i >= 0; i--) { var child = projectGenresResearchMenu.children[i]; if (child !== projectGenresResearchTitle && child !== projectGenresResearchBackBtn) { child.destroy(); } } // Show researched genres as selectable, and unresearched as buttons var yStart = 400; var researched = gameState.researchedFeatures.GameGenres; gameGenres.forEach(function (genre, idx) { if (!genre.requiresResearch || researched.indexOf(genre.name) !== -1) { // Make researched genres selectable (only one can be selected) var isSelected = projectMenu.selectedGenre && projectMenu.selectedGenre.name === genre.name; var genreBtn = new Button(); genreBtn.setLabel(genre.name + (isSelected ? ' (Selected)' : ' (Researched)')); genreBtn.x = 1024; genreBtn.y = yStart + idx * 120; if (isSelected) { // Highlight selected genre genreBtn.children[0].tint = 0xe94560; } genreBtn.onClick = function (g) { return function () { projectMenu.selectedGenre = g; // Sync selected genre to gameState for persistence gameState.selectedGenre = g; LK.getSound('select').play(); if (projectMenu.genreText) { projectMenu.genreText.setText('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None')); } showProjectGenresResearchMenu(); }; }(genre); projectGenresResearchMenu.addChild(genreBtn); } else { var btn = new Button(); btn.setLabel(genre.name + ' ($' + genre.researchCost + ')'); btn.x = 1024; btn.y = yStart + idx * 120; btn.onClick = function (g) { return function () { if (gameState.money >= g.researchCost && !gameState.currentResearch) { gameState.money -= g.researchCost; gameState.currentResearch = { name: g.name, category: 'GameGenres', timeRemaining: 180 }; updateUI(); LK.getSound('select').play(); showProjectGenresResearchMenu(); } }; }(genre); projectGenresResearchMenu.addChild(btn); } }); } // Development screen var developmentScreen = new Container(); developmentScreen.visible = false; game.addChild(developmentScreen); var devTitle = new Text2('Developing Game', { size: 60, fill: 0xFFFFFF }); devTitle.anchor.set(0.5, 0.5); devTitle.x = 1024; devTitle.y = 200; developmentScreen.addChild(devTitle); var targetScoreText = new Text2('Target Score: 100', { size: 40, fill: 0xFFFFFF }); targetScoreText.anchor.set(0.5, 0.5); targetScoreText.x = 1024; targetScoreText.y = 400; developmentScreen.addChild(targetScoreText); var currentScoreText = new Text2('Current Score: 0', { size: 40, fill: 0x4CAF50 }); currentScoreText.anchor.set(0.5, 0.5); currentScoreText.x = 1024; currentScoreText.y = 500; developmentScreen.addChild(currentScoreText); var progressBarBg = LK.getAsset('progressBar', { anchorX: 0.5, anchorY: 0.5 }); progressBarBg.x = 1024; progressBarBg.y = 700; developmentScreen.addChild(progressBarBg); var progressBarFill = LK.getAsset('progressFill', { anchorX: 0, anchorY: 0.5 }); progressBarFill.x = 624; progressBarFill.y = 700; progressBarFill.scaleX = 0; developmentScreen.addChild(progressBarFill); var releaseBtn = new Button(); releaseBtn.setLabel('Release Game!'); releaseBtn.x = 1024; releaseBtn.y = 900; releaseBtn.visible = false; releaseBtn.onClick = releaseGame; developmentScreen.addChild(releaseBtn); // Market trends display var trendsContainer = new Container(); trendsContainer.x = 1024; trendsContainer.y = 1200; developmentScreen.addChild(trendsContainer); var trendsTitle = new Text2('Market Trends:', { size: 35, fill: 0xFF5722 }); trendsTitle.anchor.set(0.5, 0.5); trendsContainer.addChild(trendsTitle); // Arrays for UI elements var developerCards = []; var featureCards = []; var selectedFeatures = []; // Track selected feature per category for new project var selectedFeatureByCategory = { Graphics: null, Sound: null, Gameplay: null }; // Functions function updateUI() { moneyText.setText('Money: $' + gameState.money); developersText.setText('Developers: ' + gameState.developers.length); gamesText.setText('Games Released: ' + gameState.completedGames); dayText.setText('Day: ' + gameState.currentDay); // Fan UI fanText.setText('Fan: ' + (gameState.fans || 0)); // Calculate fan bonus: every 1000 fans = +10% sales bonus, max 100% // Now: fan bonus is proportional, e.g. 200 fan = %2, 1000 fan = %10, 2500 fan = %25, max 100% // Platform-specific: always use the selected platform's salesBonus var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; // 1 fan = 0.1%, 10 fan = 1%, 100 fan = 10% if (fanBonus > 100) fanBonus = 100; } var displayFanBonus = 0; if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { displayFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus * 100); // e.g. 16% platform: 200 fan = %3, 1000 fan = %16 } else { displayFanBonus = Math.round(fanBonus); } fanBonusText.setText('Satış Bonusu: %' + displayFanBonus); } function showResearchMenu() { mainMenu.visible = false; researchMenu.visible = true; // Clear existing buttons for (var i = researchMenu.children.length - 1; i >= 0; i--) { if (researchMenu.children[i] instanceof Button && researchMenu.children[i] !== researchBackBtn) { researchMenu.children[i].destroy(); } } // Create category buttons var categories = ['Graphics', 'Sound', 'Gameplay', 'GameGenres']; categories.forEach(function (category, index) { var btn = new Button(); var displayName = category === 'GameGenres' ? 'Game Genres' : category; btn.setLabel(displayName + ' Research'); btn.x = 1024; btn.y = 400 + index * 150; btn.onClick = function () { showResearchCategory(category); }; researchMenu.addChild(btn); }); } function showResearchCategory(category) { researchMenu.visible = false; researchCategoryMenu.visible = true; var displayName = category === 'GameGenres' ? 'Game Genres' : category; categoryTitle.setText(displayName + ' Research'); // Clear existing items for (var i = researchCategoryMenu.children.length - 1; i >= 0; i--) { var child = researchCategoryMenu.children[i]; if (child !== categoryTitle && child !== categoryBackBtn) { child.destroy(); } } // Get researchable items for this category var items = []; if (category === 'GameGenres') { items = gameGenres.filter(function (genre) { return genre.requiresResearch && gameState.researchedFeatures.GameGenres.indexOf(genre.name) === -1; }); } else { items = featurePool.filter(function (feature) { return feature.type === category && feature.requiresResearch && gameState.researchedFeatures[category].indexOf(feature.name) === -1; }); } // Display research items items.forEach(function (item, index) { var container = new Container(); container.x = 1024; container.y = 400 + index * 120; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.4 }); container.addChild(bg); var nameText = new Text2(item.name, { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -20; container.addChild(nameText); var cost = category === 'GameGenres' ? item.researchCost : item.cost * 3; var costText = new Text2('Research Cost: $' + cost, { size: 25, fill: 0x4CAF50 }); costText.anchor.set(0.5, 0.5); costText.y = 20; container.addChild(costText); container.interactive = true; container.down = function () { if (gameState.money >= cost && !gameState.currentResearch) { gameState.money -= cost; gameState.currentResearch = { name: item.name, category: category, timeRemaining: 180 // 3 seconds }; updateUI(); LK.getSound('select').play(); showResearchCategory(category); } }; researchCategoryMenu.addChild(container); }); // Add research option to increase selection limit for this category (if not already maxed) if (category === 'Graphics' || category === 'Sound' || category === 'Gameplay') { var maxLimit = 5; var currentLimit = 1; if (gameState.featureSelectionLimit && typeof gameState.featureSelectionLimit[category] === "number") { currentLimit = gameState.featureSelectionLimit[category]; } if (currentLimit < maxLimit) { var y = 400 + items.length * 120 + 60; var limitContainer = new Container(); limitContainer.x = 1024; limitContainer.y = y; var bg2 = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.4 }); limitContainer.addChild(bg2); var limitText = new Text2('Seçim Limiti Artır: ' + category + ' (' + currentLimit + ' → ' + (currentLimit + 1) + ')', { size: 30, fill: 0xFFC107 }); limitText.anchor.set(0.5, 0.5); limitText.y = -20; limitContainer.addChild(limitText); var limitCost = 8000 * currentLimit; var limitCostText = new Text2('Araştırma Maliyeti: $' + limitCost, { size: 25, fill: 0x4CAF50 }); limitCostText.anchor.set(0.5, 0.5); limitCostText.y = 20; limitContainer.addChild(limitCostText); limitContainer.interactive = true; limitContainer.down = function () { if (gameState.money >= limitCost && !gameState.currentResearch) { gameState.money -= limitCost; gameState.currentResearch = { name: 'IncreaseLimit_' + category, category: 'IncreaseLimit_' + category, timeRemaining: 180 }; updateUI(); LK.getSound('select').play(); showResearchCategory(category); } }; researchCategoryMenu.addChild(limitContainer); } } // Add a Back button specifically for Game Genres, Gameplay, Graphics, and Sound Research page if (category === 'GameGenres' || category === 'Gameplay' || category === 'Graphics' || category === 'Sound') { // Remove previous genre/gameplay/graphics/sound back button if any if (researchCategoryMenu.genreBackBtn) { researchCategoryMenu.removeChild(researchCategoryMenu.genreBackBtn); researchCategoryMenu.genreBackBtn.destroy(); researchCategoryMenu.genreBackBtn = null; } var genreBackBtn = new Button(); genreBackBtn.setLabel('Back'); genreBackBtn.x = 1024; genreBackBtn.y = 2400; genreBackBtn.onClick = function () { researchCategoryMenu.visible = false; researchMenu.visible = true; updateGlobalBackBtn && updateGlobalBackBtn(); }; researchCategoryMenu.addChild(genreBackBtn); researchCategoryMenu.genreBackBtn = genreBackBtn; } // Show current research if any if (gameState.currentResearch) { var researchInfo = new Text2('Currently researching: ' + gameState.currentResearch.name, { size: 35, fill: 0xFFC107 }); researchInfo.anchor.set(0.5, 0.5); researchInfo.x = 1024; researchInfo.y = 300; researchCategoryMenu.addChild(researchInfo); } } function showNameGameMenu() { mainMenu.visible = false; nameGameMenu.visible = true; currentGameName = ''; gameNameInput.setText(''); } function generateRandomName() { var prefixes = ['Super', 'Mega', 'Ultra', 'Epic', 'Legendary', 'Amazing', 'Incredible', 'Fantastic']; var genres = ['Adventure', 'Quest', 'Battle', 'World', 'Kingdom', 'Legend', 'Saga', 'Chronicles']; var suffixes = ['2000', 'X', 'Plus', 'HD', 'Remastered', 'Ultimate', 'Deluxe', 'Pro']; var name = prefixes[Math.floor(Math.random() * prefixes.length)] + ' ' + genres[Math.floor(Math.random() * genres.length)] + ' ' + suffixes[Math.floor(Math.random() * suffixes.length)]; currentGameName = name; gameNameInput.setText(name); LK.getSound('select').play(); } function confirmGameName() { if (currentGameName && currentGameName.length > 0) { // Store the game name for later use nameGameMenu.visible = false; // If projectMenu is hidden, show it again (for project flow) if (!mainMenu.visible && projectMenu) { projectMenu.visible = true; } else { mainMenu.visible = true; } LK.getSound('success').play(); // Update game name display gameNameDisplay.setText('Next Game: ' + currentGameName); // Show confirmation message var confirmText = new Text2('Next game will be: ' + currentGameName, { size: 30, fill: 0x4CAF50 }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 1024; confirmText.y = 1050; confirmText.alpha = 0; mainMenu.addChild(confirmText); tween(confirmText, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(confirmText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { confirmText.destroy(); } }); }, 2000); } }); } } function showAllGamesMenu() { mainMenu.visible = false; allGamesMenu.visible = true; // Clear existing game cards var cardsToRemove = []; allGamesMenu.children.forEach(function (child) { if (child instanceof GameHistoryCard) { cardsToRemove.push(child); } }); cardsToRemove.forEach(function (card) { card.destroy(); }); // Show all games (both active and completed) var allGames = gameState.releasedGames.concat(gameState.gameHistory); if (allGames.length === 0) { noGamesText.visible = true; } else { noGamesText.visible = false; allGames.forEach(function (game, index) { var card = new GameHistoryCard(); card.setGameData(game); card.x = 1024; card.y = 400 + index * 150; card.onClick = showGameDetail; allGamesMenu.addChild(card); }); } } function showGameDetail(gameData) { allGamesMenu.visible = false; gameDetailView.visible = true; // Clear previous content for (var i = gameDetailView.children.length - 1; i >= 0; i--) { if (gameDetailView.children[i] !== detailBackBtn) { gameDetailView.children[i].destroy(); } } // Game title var titleText = new Text2(gameData.name, { size: 60, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 200; gameDetailView.addChild(titleText); // Release info var releaseText = new Text2('Released on Day ' + gameData.releaseDay, { size: 35, fill: 0x2196F3 }); releaseText.anchor.set(0.5, 0.5); releaseText.x = 1024; releaseText.y = 300; gameDetailView.addChild(releaseText); // Sales info var salesStatus = gameData.currentDailySales > 0 ? 'Active' : 'Ended'; var salesText = new Text2('Total Sales: ' + gameData.totalSales + ' copies (' + salesStatus + ')', { size: 35, fill: 0x4CAF50 }); salesText.anchor.set(0.5, 0.5); salesText.x = 1024; salesText.y = 380; gameDetailView.addChild(salesText); // Show total earned money (use actual price and revenue formula) var pricePerCopy = typeof gameData.price === "number" ? gameData.price : 1; var totalMoneyEarned = Math.floor((gameData.totalSales || 0) * pricePerCopy); var moneyText = new Text2('Total Money Earned: $' + totalMoneyEarned, { size: 32, fill: 0xFFC107 }); moneyText.anchor.set(0.5, 0.5); moneyText.x = 1024; moneyText.y = 420; gameDetailView.addChild(moneyText); // Score info var scoreText = new Text2('Score: ' + Math.floor(gameData.score) + ' / ' + gameData.targetScore, { size: 35, fill: 0xFFC107 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 460; gameDetailView.addChild(scoreText); // Show price per copy if (typeof gameData.price === "number") { var priceText = new Text2('Oyun Fiyatı: $' + gameData.price, { size: 32, fill: 0xFFC107 }); priceText.anchor.set(0.5, 0.5); priceText.x = 1024; priceText.y = 500; gameDetailView.addChild(priceText); } // Genre info if (gameData.genre) { var genreText = new Text2('Genre: ' + gameData.genre.name, { size: 35, fill: 0x9C27B0 }); genreText.anchor.set(0.5, 0.5); genreText.x = 1024; genreText.y = 540; gameDetailView.addChild(genreText); } // Features title var featuresTitle = new Text2('Features Used:', { size: 40, fill: 0xFFFFFF }); featuresTitle.anchor.set(0.5, 0.5); featuresTitle.x = 1024; featuresTitle.y = 600; gameDetailView.addChild(featuresTitle); // Display features gameData.features.forEach(function (feature, index) { var featureText = new Text2('• ' + feature.name + ' (' + feature.type + ')', { size: 30, fill: 0x2196F3 }); featureText.anchor.set(0.5, 0.5); featureText.x = 1024; featureText.y = 680 + index * 40; gameDetailView.addChild(featureText); }); // Developers title var devsTitle = new Text2('Developed by:', { size: 40, fill: 0xFFFFFF }); devsTitle.anchor.set(0.5, 0.5); devsTitle.x = 1024; devsTitle.y = 1000; gameDetailView.addChild(devsTitle); // Display developers if stored if (gameData.developers) { gameData.developers.forEach(function (dev, index) { var devText = new Text2('• ' + dev.name + ' (' + dev.specialty + ', Skill: ' + dev.skill + ')', { size: 30, fill: 0xFFC107 }); devText.anchor.set(0.5, 0.5); devText.x = 1024; devText.y = 1080 + index * 40; gameDetailView.addChild(devText); }); } // Show reviews if present if (gameData.reviews && gameData.reviews.length > 0) { var reviewsTitle = new Text2('Reviews:', { size: 40, fill: 0xFFFFFF }); reviewsTitle.anchor.set(0.5, 0.5); reviewsTitle.x = 1024; reviewsTitle.y = 1400; gameDetailView.addChild(reviewsTitle); // Show average review score var avgScore = 0; for (var i = 0; i < gameData.reviews.length; i++) { avgScore += gameData.reviews[i].score; } avgScore = Math.round(avgScore / gameData.reviews.length); var avgScoreText = new Text2('Average Score: ' + avgScore + '/100', { size: 35, fill: avgScore >= 80 ? 0x4CAF50 : avgScore >= 60 ? 0xFFC107 : 0xE94560 }); avgScoreText.anchor.set(0.5, 0.5); avgScoreText.x = 1024; avgScoreText.y = 1460; gameDetailView.addChild(avgScoreText); // Show up to 10 reviews gameData.reviews.forEach(function (review, idx) { var reviewText = new Text2(review.company + ": " + review.score + "/100 - " + review.text, { size: 28, fill: 0xFFFFFF }); reviewText.anchor.set(0.5, 0.5); reviewText.x = 1024; reviewText.y = 1540 + idx * 60; gameDetailView.addChild(reviewText); }); } } function showHireMenu() { mainMenu.visible = false; hireMenu.visible = true; // Clear existing cards developerCards.forEach(function (card) { card.destroy(); }); developerCards = []; // Show available developers info var infoText = new Text2('Available Developers: ' + gameState.maxHireableDevelopers, { size: 35, fill: 0xFFC107 }); infoText.anchor.set(0.5, 0.5); infoText.x = 1024; infoText.y = 350; hireMenu.addChild(infoText); // Show main character as always hired var mainCharCard = new DeveloperCard(); mainCharCard.setDeveloper({ name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill, cost: 0 }); mainCharCard.x = 1024; mainCharCard.y = 600; mainCharCard.developerData = { name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill, cost: 0 }; mainCharCard.down = function () {}; hireMenu.addChild(mainCharCard); developerCards.push(mainCharCard); // Create developer cards as a grid, restrict hiring to studio level var availableDevelopers = developerPool.filter(function (dev) { return !gameState.developers.some(function (hired) { return hired.name === dev.name; }); }); // Only allow hiring up to maxHireableDevelopers (studioLevel+1, including main character) var canHireCount = gameState.maxHireableDevelopers - gameState.developers.length; if (canHireCount < 0) canHireCount = 0; // Arrange developer cards in a grid (3 per row) var cardsPerRow = 3; var cardSpacingX = 400; var cardSpacingY = 500; var startX = 1024 - cardSpacingX; var startY = 1000; availableDevelopers.forEach(function (dev, index) { var card = new DeveloperCard(); card.setDeveloper(dev); var col = index % cardsPerRow; var row = Math.floor(index / cardsPerRow); card.x = startX + col * cardSpacingX; card.y = startY + row * cardSpacingY; // If we can't hire more, gray out the card and disable click if (index >= canHireCount) { card.alpha = 0.4; card.down = function () { // Optionally show a message or play a sound LK.getSound('select').play(); }; // Show a message overlay var lockText = new Text2('Stüdyo seviyesini yükseltmelisin', { size: 28, fill: 0xE94560 }); lockText.anchor.set(0.5, 0.5); lockText.y = 160; card.addChild(lockText); } else { card.onClick = function (developer) { if (gameState.money >= developer.cost) { gameState.money -= developer.cost; gameState.developers.push({ name: developer.name, specialty: developer.specialty, skill: developer.skill, cost: developer.cost, assignedFeature: null // Only 1 feature can be assigned }); updateUI(); LK.getSound('hire').play(); showHireMenu(); // Refresh menu } }; } hireMenu.addChild(card); developerCards.push(card); }); } function showFeatureCategory(category) { projectMenu.visible = false; featureCategoryMenu.visible = true; categoryMenuTitle.setText(category + ' Features'); selectedFeaturesText.setText('Selected: ' + selectedFeatures.length); // Clear existing feature cards for (var i = featureCategoryMenu.children.length - 1; i >= 0; i--) { var child = featureCategoryMenu.children[i]; if (child instanceof FeatureCard) { child.destroy(); } } // Get available features for this category var availableFeatures = featurePool.filter(function (feature) { return feature.type === category && (!feature.requiresResearch || gameState.researchedFeatures[feature.type].indexOf(feature.name) !== -1); }); // Create feature cards availableFeatures.forEach(function (feature, index) { var card = new FeatureCard(); card.setFeature(feature); card.x = 400 + index % 4 * 250; card.y = 500 + Math.floor(index / 4) * 350; // Set selected state if already selected var isSelected = selectedFeatures.some(function (f) { return f.name === feature.name; }); card.setSelected(isSelected); // Highlight trending features if (gameState.marketTrends.indexOf(feature.type) !== -1) { var trendIcon = LK.getAsset('trendIcon', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); trendIcon.x = 100; trendIcon.y = -100; card.addChild(trendIcon); } card.onClick = function (clickedCard) { var cat = category; // Determine max selection for this category var maxPerCategory = 1; if (gameState.featureSelectionLimit && typeof gameState.featureSelectionLimit[cat] === "number") { maxPerCategory = gameState.featureSelectionLimit[cat]; } // Count how many are already selected in this category var selectedInCategory = selectedFeatures.filter(function (f) { return f.type === cat; }).length; // If already selected, deselect if (clickedCard.selected) { clickedCard.setSelected(false); selectedFeatures = selectedFeatures.filter(function (f) { return f !== clickedCard.featureData; }); // If this was the only selected in category, clear selectedFeatureByCategory if (selectedFeatureByCategory[cat] && selectedFeatureByCategory[cat].name === clickedCard.featureData.name) { selectedFeatureByCategory[cat] = null; } } else { // Only allow up to maxPerCategory selections per category if (selectedInCategory >= maxPerCategory) { // Show notification var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.6 }); bg.tint = 0xE94560; notification.addChild(bg); var text = new Text2('Bu kategoriden en fazla ' + maxPerCategory + ' özellik seçebilirsin!', { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); return; } clickedCard.setSelected(true); selectedFeatures.push(clickedCard.featureData); selectedFeatureByCategory[cat] = clickedCard.featureData; LK.getSound('select').play(); } // Update selected count selectedFeaturesText.setText('Selected: ' + selectedFeatures.length); }; featureCategoryMenu.addChild(card); }); } function showProjectMenu() { // Allow project creation if there is at least one developer OR the main character (always present) if (gameState.developers.length === 0 && !gameState.mainCharacter) { return; } mainMenu.visible = false; projectMenu.visible = true; selectedFeatures = []; // Reset per-category selection selectedFeatureByCategory.Graphics = null; selectedFeatureByCategory.Sound = null; selectedFeatureByCategory.Gameplay = null; // Clear existing cards featureCards.forEach(function (card) { card.destroy(); }); featureCards = []; // Clear any existing category buttons, but do NOT destroy persistent buttons (priceBtn, platformBtn, gameGenresResearchBtn, startDevelopmentBtn, backFromProjectBtn) for (var i = projectMenu.children.length - 1; i >= 0; i--) { var child = projectMenu.children[i]; // Only destroy category feature buttons (those not persistent) if (child instanceof Button && child !== startDevelopmentBtn && child !== backFromProjectBtn && child !== projectMenu.priceBtn && child !== projectMenu.platformBtn && child !== projectMenu.gameGenresResearchBtn) { child.destroy(); } } // Restore selected genre from gameState if available if (gameState.selectedGenre) { projectMenu.selectedGenre = gameState.selectedGenre; } else { projectMenu.selectedGenre = null; gameState.selectedGenre = null; } // Update selected genre text if (projectMenu.genreText) { projectMenu.genreText.setText('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None')); } // Persist marketTrends for the duration of a project (until game is released) // Only generate new trends if there are no trends yet (i.e., at the start of a new project, not just on menu open) if (!gameState.marketTrends || !Array.isArray(gameState.marketTrends) || gameState.marketTrends.length === 0) { gameState.marketTrends = []; var trendTypes = ['Graphics', 'Sound', 'Gameplay']; var availableGenres = gameGenres.filter(function (genre) { return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1; }); // Only allow market trends from researched genres var researchedGenres = gameGenres.filter(function (genre) { return !genre.requiresResearch || gameState.researchedFeatures.GameGenres.indexOf(genre.name) !== -1; }); var trend = trendTypes[Math.floor(Math.random() * trendTypes.length)]; gameState.marketTrends.push(trend); // Only pick genre trends from researched genres if (researchedGenres.length > 0) { var genreTrend = researchedGenres[Math.floor(Math.random() * researchedGenres.length)]; gameState.marketTrends.push(genreTrend.name + ' games'); } } // Display trends at top var trendsText = new Text2('Market Trends: ' + gameState.marketTrends.join(' & ') + ' are hot!', { size: 35, fill: 0xFF5722 }); trendsText.anchor.set(0.5, 0.5); trendsText.x = 1024; trendsText.y = 400; projectMenu.addChild(trendsText); // --- Ava: Show sales bonus summary for selected features --- if (projectMenu.featureBonusText) { projectMenu.featureBonusText.destroy(); } var featureBonusSummary = ''; (function () { // Calculate bonuses for selected features var bonusParts = []; // Engine bonus var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } if (selectedEngineObj && selectedEngineObj.quality) { bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış'); } // Platform bonus var selectedPlatformName = gameState.selectedPlatform || "PC"; var selectedPlatformObj = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === selectedPlatformName) { selectedPlatformObj = platforms[i]; break; } } if (selectedPlatformObj && selectedPlatformObj.salesBonus) { bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış'); } // Genre bonus if (projectMenu.selectedGenre) { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) { bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış'); } } // Feature trend bonus var trendTypes = []; if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") { trendTypes.push(gameState.marketTrends[i]); } } } var trendBonus = 0; if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) { for (var i = 0; i < selectedFeatures.length; i++) { if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) { trendBonus = 50; break; } } if (trendBonus > 0) { bonusParts.push('Trend Özellik: +50% satış'); } } // Genre trend bonus if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) { bonusParts.push('Trend Tür: +30% satış'); break; } } } // Fan bonus (platform-specific) var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; if (fanBonus > 100) fanBonus = 100; if (fanBonus > 0) { if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus); bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)'); } else { bonusParts.push('Fan: +' + fanBonus + '% satış'); } } } // Compose summary if (bonusParts.length > 0) { featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', '); } else { featureBonusSummary = 'Satış bonusu yok.'; } })(); var featureBonusText = new Text2(featureBonusSummary, { size: 32, fill: 0x4CAF50 }); featureBonusText.anchor.set(0.5, 0.5); featureBonusText.x = 1024; featureBonusText.y = 360; projectMenu.addChild(featureBonusText); projectMenu.featureBonusText = featureBonusText; // --- Genre selection UI removed: genre can only be selected from Game Genres Research page --- // Show selected genre (if any) if (!projectMenu.selectedGenre) { projectMenu.selectedGenre = null; gameState.selectedGenre = null; } var genreText = new Text2('Selected Genre: ' + (projectMenu.selectedGenre ? projectMenu.selectedGenre.name : 'None'), { size: 35, fill: 0x9C27B0 }); genreText.anchor.set(0.5, 0.5); genreText.x = 1024; genreText.y = 480; projectMenu.addChild(genreText); projectMenu.genreText = genreText; // Total cost display var totalCostText = new Text2('Total Cost: $0', { size: 35, fill: 0x4CAF50 }); totalCostText.anchor.set(0.5, 0.5); totalCostText.x = 1024; totalCostText.y = 530; projectMenu.addChild(totalCostText); // Store totalCostText reference for later updates projectMenu.totalCostText = totalCostText; // --- Oyun Fiyatı (Game Price) UI --- if (!projectMenu.priceText) { // Default price per copy if (typeof projectMenu.selectedPrice !== "number") { projectMenu.selectedPrice = 1; // $1 per copy default } var priceText = new Text2('Oyun Fiyatı: $' + projectMenu.selectedPrice, { size: 35, fill: 0xFFC107 }); priceText.anchor.set(0.5, 0.5); priceText.x = 1024; priceText.y = 580; projectMenu.addChild(priceText); projectMenu.priceText = priceText; // Price select button var priceBtn = new Button(); priceBtn.setLabel('Oyun Fiyatı Seç'); priceBtn.x = 1024; priceBtn.y = 630; priceBtn.onClick = function () { // Show a simple price selection popup if (projectMenu.pricePopup) { projectMenu.pricePopup.destroy(); projectMenu.pricePopup = null; } var popup = new Container(); popup.x = 1024; popup.y = 900; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1 }); bg.tint = 0x16213e; popup.addChild(bg); var title = new Text2('Oyun Fiyatı Seçin', { size: 40, fill: 0xFFC107 }); title.anchor.set(0.5, 0.5); title.y = -120; popup.addChild(title); // Price options var prices = [0.5, 1, 2, 3, 5, 10]; prices.forEach(function (p, idx) { var btn = new Button(); btn.setLabel('$' + p); btn.x = 0; btn.y = -40 + idx * 70; btn.onClick = function () { projectMenu.selectedPrice = p; projectMenu.priceText.setText('Oyun Fiyatı: $' + p); if (projectMenu.pricePopup) { projectMenu.pricePopup.destroy(); projectMenu.pricePopup = null; } LK.getSound('select').play(); }; popup.addChild(btn); }); // Close button var closeBtn = new Button(); closeBtn.setLabel('Kapat'); closeBtn.x = 0; closeBtn.y = 400; closeBtn.onClick = function () { if (projectMenu.pricePopup) { projectMenu.pricePopup.destroy(); projectMenu.pricePopup = null; } }; popup.addChild(closeBtn); projectMenu.pricePopup = popup; game.addChild(popup); }; projectMenu.addChild(priceBtn); projectMenu.priceBtn = priceBtn; } // --- Show selected Game Engine --- // If a game name was set, show it in projectMenu if (currentGameName && currentGameName.length > 0) { if (projectMenu.gameNameText) { projectMenu.gameNameText.destroy(); } var gameNameText = new Text2('Oyun Adı: ' + currentGameName, { size: 35, fill: 0xFFC107 }); gameNameText.anchor.set(0.5, 0.5); gameNameText.x = 1024; gameNameText.y = 800; projectMenu.addChild(gameNameText); projectMenu.gameNameText = gameNameText; } else if (projectMenu.gameNameText) { projectMenu.gameNameText.destroy(); projectMenu.gameNameText = null; } if (projectMenu.engineText) { projectMenu.engineText.destroy(); } var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } var engineTextLabel = 'Game Engine: ' + selectedEngineName; if (selectedEngineObj && selectedEngineObj.quality) { engineTextLabel += ' (+' + Math.round(selectedEngineObj.quality * 100) + '% quality)'; } var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 700; projectMenu.addChild(engineText); projectMenu.engineText = engineText; // --- Platform Selection Button and Text --- if (projectMenu.platformText) { projectMenu.platformText.destroy(); } var selectedPlatformName = gameState.selectedPlatform || "PC"; var platformText = new Text2('Platform: ' + selectedPlatformName, { size: 35, fill: 0xFFC107 }); platformText.anchor.set(0.5, 0.5); platformText.x = 1024; platformText.y = 750; projectMenu.addChild(platformText); projectMenu.platformText = platformText; if (!projectMenu.platformBtn) { var platformBtn = new Button(); platformBtn.setLabel('Platform Seç'); platformBtn.x = 1024; // We'll set the y position after all other buttons are placed platformBtn.onClick = function () { // Show the platformMenu as a page, but in selection mode mainMenu.visible = false; projectMenu.visible = false; platformMenu.visible = true; platformMenu.y = 0; // Mark that we are in platform selection mode for projectMenu platformMenu._selectForProjectMenu = true; // Remove old platform cards/buttons except title and back for (var i = platformMenu.children.length - 1; i >= 0; i--) { var child = platformMenu.children[i]; if (child !== platformTitle && child !== platformBackBtn) { child.destroy(); } } // Show only owned platforms as selectable, others as locked var yStart = 500; var xStart = 320; var xSpacing = 350; var ySpacing = 220; var cols = 4; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 0.35 }); container.addChild(bg); var nameText = new Text2(plat.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); var yearText = new Text2('Çıkış: ' + plat.year, { size: 28, fill: 0x4CAF50 }); yearText.anchor.set(0.5, 0.5); yearText.y = 10; container.addChild(yearText); var bonusText = new Text2('Satış Bonus: +' + Math.round(plat.salesBonus * 100) + '%', { size: 24, fill: 0x2196F3 }); bonusText.anchor.set(0.5, 0.5); bonusText.y = 40; container.addChild(bonusText); var platState = gameState.platforms && gameState.platforms[plat.name] ? gameState.platforms[plat.name] : { researched: plat.researched, owned: plat.owned }; if (platState && platState.owned) { // Selectable for projectMenu var selectBtn = new Button(); selectBtn.setLabel(gameState.selectedPlatform === plat.name ? 'Seçili' : 'Seç'); selectBtn.x = 0; selectBtn.y = 100; if (gameState.selectedPlatform === plat.name) { selectBtn.children[0].tint = 0xe94560; } selectBtn.onClick = function (platName) { return function () { gameState.selectedPlatform = platName; if (projectMenu.platformText) { projectMenu.platformText.setText('Platform: ' + platName); } LK.getSound('select').play(); // Return to projectMenu after selection platformMenu.visible = false; projectMenu.visible = true; platformMenu._selectForProjectMenu = false; // Restore persistent buttons if missing if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } // --- Ava: Update sales bonus summary instantly when platform is changed --- if (projectMenu.featureBonusText) { projectMenu.featureBonusText.destroy(); } var featureBonusSummary = ''; (function () { var bonusParts = []; // Engine bonus var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } if (selectedEngineObj && selectedEngineObj.quality) { bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış'); } // Platform bonus var selectedPlatformName = gameState.selectedPlatform || "PC"; var selectedPlatformObj = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === selectedPlatformName) { selectedPlatformObj = platforms[i]; break; } } if (selectedPlatformObj && selectedPlatformObj.salesBonus) { bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış'); } // Genre bonus if (projectMenu.selectedGenre) { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) { bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış'); } } // Feature trend bonus var trendTypes = []; if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") { trendTypes.push(gameState.marketTrends[i]); } } } var trendBonus = 0; if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) { for (var i = 0; i < selectedFeatures.length; i++) { if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) { trendBonus = 50; break; } } if (trendBonus > 0) { bonusParts.push('Trend Özellik: +50% satış'); } } // Genre trend bonus if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) { bonusParts.push('Trend Tür: +30% satış'); break; } } } // Fan bonus (platform-specific) var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; if (fanBonus > 100) fanBonus = 100; if (fanBonus > 0) { if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus); bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)'); } else { bonusParts.push('Fan: +' + fanBonus + '% satış'); } } } if (bonusParts.length > 0) { featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', '); } else { featureBonusSummary = 'Satış bonusu yok.'; } })(); var featureBonusText = new Text2(featureBonusSummary, { size: 32, fill: 0x4CAF50 }); featureBonusText.anchor.set(0.5, 0.5); featureBonusText.x = 1024; featureBonusText.y = 360; projectMenu.addChild(featureBonusText); projectMenu.featureBonusText = featureBonusText; }; }(plat.name); container.addChild(selectBtn); } else { // Not owned, show as locked var lockedText = new Text2('Satın Al: $' + plat.price, { size: 28, fill: 0x888888 }); lockedText.anchor.set(0.5, 0.5); lockedText.y = 100; container.addChild(lockedText); } platformMenu.addChild(container); } updatePlatformMenuScrollBounds && updatePlatformMenuScrollBounds(); // Patch platformBackBtn to return to projectMenu if in selection mode platformBackBtn.onClick = function () { platformMenu.visible = false; if (platformMenu._selectForProjectMenu) { projectMenu.visible = true; platformMenu._selectForProjectMenu = false; } else { mainMenu.visible = true; } }; updateGlobalBackBtn && updateGlobalBackBtn(); }; projectMenu.addChild(platformBtn); projectMenu.platformBtn = platformBtn; } else { // We'll set the y position after all other buttons are placed } // --- Add Game Engine button above Graphics Features --- // Define buttonY and buttonSpacing for vertical button layout var buttonY = 900; var buttonSpacing = 110; if (!projectMenu.ownedEngineBtn) { var ownedEngineBtn = new Button(); ownedEngineBtn.setLabel('Game Engine'); ownedEngineBtn.x = 1024; ownedEngineBtn.y = buttonY; ownedEngineBtn.onClick = function () { // Open the full game engine menu page, like Platform mainMenu.visible = false; projectMenu.visible = false; gameEngineMenu.visible = true; // Mark that we are in engine selection mode for projectMenu gameEngineMenu._selectForProjectMenu = true; // Remove old engine cards/buttons except title and back for (var i = gameEngineMenu.children.length - 1; i >= 0; i--) { var child = gameEngineMenu.children[i]; if (child !== gameEngineTitle && child !== gameEngineBackBtn) { child.destroy(); } } // Show only owned engines as selectable, others as locked var scale = 0.8; var yStart = 640 * scale; var xStart = 524 * scale; var xSpacing = 500 * scale; var ySpacing = 220 * scale; var cols = 3; var ownedEngines = gameEngines.filter(function (eng) { return eng.owned; }); if (ownedEngines.length === 0) { var noEngineText = new Text2('Henüz bir oyun motoru satın almadın.', { size: 32, fill: 0xFFFFFF }); noEngineText.anchor.set(0.5, 0.5); noEngineText.x = 1024; noEngineText.y = 900; gameEngineMenu.addChild(noEngineText); gameEngineMenu.noEngineText = noEngineText; } else { for (var i = 0; i < ownedEngines.length; i++) { var engine = ownedEngines[i]; var container = new Container(); var col = i % cols; var row = Math.floor(i / cols); container.x = xStart + col * xSpacing; container.y = yStart + row * ySpacing; container.scaleX = scale; container.scaleY = scale; var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.5 }); container.addChild(bg); var nameText = new Text2(engine.name, { size: 35, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = -30; container.addChild(nameText); var qualityText = new Text2('Quality: +' + Math.round(engine.quality * 100) + '%', { size: 28, fill: 0x4CAF50 }); qualityText.anchor.set(0.5, 0.5); qualityText.y = 10; container.addChild(qualityText); // Select button var selectBtn = new Button(); selectBtn.setLabel(gameState.selectedGameEngine === engine.name ? 'Selected' : 'Select'); // Move select button 1 row up: align vertically with buy/owned button selectBtn.x = 0; selectBtn.y = 210; // same as buy/owned button if (gameState.selectedGameEngine === engine.name) { selectBtn.children[0].tint = 0xe94560; } selectBtn.onClick = function (eng) { return function () { gameState.selectedGameEngine = eng.name; LK.getSound('select').play(); // Return to projectMenu after selection gameEngineMenu.visible = false; projectMenu.visible = true; gameEngineMenu._selectForProjectMenu = false; // Update engine text in projectMenu if (projectMenu.engineText) projectMenu.engineText.destroy(); var engineTextLabel = 'Game Engine: ' + eng.name; if (eng.quality) engineTextLabel += ' (+' + Math.round(eng.quality * 100) + '% quality)'; var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 700; projectMenu.addChild(engineText); projectMenu.engineText = engineText; // Update sales bonus summary if (projectMenu.featureBonusText) { projectMenu.featureBonusText.destroy(); } var featureBonusSummary = ''; (function () { var bonusParts = []; var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } if (selectedEngineObj && selectedEngineObj.quality) { bonusParts.push('Oyun motoru: +' + Math.round(selectedEngineObj.quality * 100) + '% satış'); } var selectedPlatformName = gameState.selectedPlatform || "PC"; var selectedPlatformObj = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === selectedPlatformName) { selectedPlatformObj = platforms[i]; break; } } if (selectedPlatformObj && selectedPlatformObj.salesBonus) { bonusParts.push('Platform: +' + Math.round(selectedPlatformObj.salesBonus * 100) + '% satış'); } if (projectMenu.selectedGenre) { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } if (genreObj && genreObj.baseMultiplier && genreObj.baseMultiplier > 1) { bonusParts.push('Tür: +' + Math.round((genreObj.baseMultiplier - 1) * 100) + '% satış'); } } var trendTypes = []; if (gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (gameState.marketTrends[i] === "Graphics" || gameState.marketTrends[i] === "Sound" || gameState.marketTrends[i] === "Gameplay") { trendTypes.push(gameState.marketTrends[i]); } } } var trendBonus = 0; if (trendTypes.length > 0 && selectedFeatures && selectedFeatures.length > 0) { for (var i = 0; i < selectedFeatures.length; i++) { if (trendTypes.indexOf(selectedFeatures[i].type) !== -1) { trendBonus = 50; break; } } if (trendBonus > 0) { bonusParts.push('Trend Özellik: +50% satış'); } } if (projectMenu.selectedGenre && gameState.marketTrends && Array.isArray(gameState.marketTrends)) { for (var i = 0; i < gameState.marketTrends.length; i++) { if (typeof gameState.marketTrends[i] === "string" && gameState.marketTrends[i].indexOf(projectMenu.selectedGenre.name) !== -1) { bonusParts.push('Trend Tür: +30% satış'); break; } } } var fanBonus = 0; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { fanBonus = Math.floor(gameState.fans / 10) / 10; if (fanBonus > 100) fanBonus = 100; if (fanBonus > 0) { if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { var platformFanBonus = Math.round(fanBonus * selectedPlatformObj.salesBonus); bonusParts.push('Fan: +' + platformFanBonus + '% satış (platforma göre)'); } else { bonusParts.push('Fan: +' + fanBonus + '% satış'); } } } if (bonusParts.length > 0) { featureBonusSummary = 'Satış Bonusları: ' + bonusParts.join(', '); } else { featureBonusSummary = 'Satış bonusu yok.'; } })(); var featureBonusText = new Text2(featureBonusSummary, { size: 32, fill: 0x4CAF50 }); featureBonusText.anchor.set(0.5, 0.5); featureBonusText.x = 1024; featureBonusText.y = 360; projectMenu.addChild(featureBonusText); projectMenu.featureBonusText = featureBonusText; }; }(engine); container.addChild(selectBtn); gameEngineMenu.addChild(container); } } // Patch gameEngineBackBtn to return to projectMenu if in selection mode gameEngineBackBtn.onClick = function () { gameEngineMenu.visible = false; if (gameEngineMenu._selectForProjectMenu) { projectMenu.visible = true; gameEngineMenu._selectForProjectMenu = false; } else { mainMenu.visible = true; } updateGlobalBackBtn && updateGlobalBackBtn(); }; updateGlobalBackBtn && updateGlobalBackBtn(); }; projectMenu.addChild(ownedEngineBtn); projectMenu.ownedEngineBtn = ownedEngineBtn; } else { if (projectMenu.children.indexOf(projectMenu.ownedEngineBtn) === -1) { projectMenu.addChild(projectMenu.ownedEngineBtn); } projectMenu.ownedEngineBtn.y = buttonY; } buttonY += buttonSpacing; // Feature category buttons var categories = ['Graphics', 'Sound', 'Gameplay']; categories.forEach(function (category, index) { var categoryBtn = new Button(); categoryBtn.setLabel(category + ' Features'); categoryBtn.x = 1024; categoryBtn.y = buttonY; categoryBtn.onClick = function () { showFeatureCategory(category); }; projectMenu.addChild(categoryBtn); buttonY += buttonSpacing; }); // Oyun Fiyatı button (move to next row) if (projectMenu.priceBtn) { // If not already present, re-add to projectMenu if (projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } projectMenu.priceBtn.y = buttonY; buttonY += buttonSpacing; } // Game Genres Research button (move to next row) if (!projectMenu.gameGenresResearchBtn) { var gameGenresResearchBtn = new Button(); gameGenresResearchBtn.setLabel('Game Genres Research'); gameGenresResearchBtn.x = 1024; gameGenresResearchBtn.y = buttonY; gameGenresResearchBtn.onClick = function () { showProjectGenresResearchMenu(); }; projectMenu.addChild(gameGenresResearchBtn); projectMenu.gameGenresResearchBtn = gameGenresResearchBtn; } else { // If not already present, re-add to projectMenu if (projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } projectMenu.gameGenresResearchBtn.y = buttonY; } // Move Platform Seç button to be below the last button if (projectMenu.platformBtn) { projectMenu.platformBtn.y = buttonY + buttonSpacing; buttonY = projectMenu.platformBtn.y; } // Add Oyun Adı Seç button below Platform Seç if (!projectMenu.nameGameBtn) { var nameGameBtn = new Button(); nameGameBtn.setLabel('Oyun Adı Seç'); nameGameBtn.x = 1024; nameGameBtn.y = buttonY + buttonSpacing; nameGameBtn.onClick = function () { mainMenu.visible = false; projectMenu.visible = false; nameGameMenu.visible = true; currentGameName = ''; gameNameInput.setText(''); }; projectMenu.addChild(nameGameBtn); projectMenu.nameGameBtn = nameGameBtn; } else { // If not already present, re-add to projectMenu if (projectMenu.children.indexOf(projectMenu.nameGameBtn) === -1) { projectMenu.addChild(projectMenu.nameGameBtn); } projectMenu.nameGameBtn.y = buttonY + buttonSpacing; } buttonY = projectMenu.nameGameBtn.y; // Add info text at the bottom of the platform selection page in Start Project if (projectMenu.platformInfoText) { projectMenu.platformInfoText.destroy(); } var projectPlatformInfoText = new Text2('Platform kullanmak için ana menüde bulunan platform sayfasından satın alınız.', { size: 32, fill: 0xFFC107 }); projectPlatformInfoText.anchor.set(0.5, 0.5); projectPlatformInfoText.x = 1024; projectPlatformInfoText.y = 2500; projectMenu.addChild(projectPlatformInfoText); projectMenu.platformInfoText = projectPlatformInfoText; } function startDevelopment() { // Must have at least one feature per category if (!selectedFeatureByCategory.Graphics || !selectedFeatureByCategory.Sound || !selectedFeatureByCategory.Gameplay) { // Show a notification or feedback var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.6 }); bg.tint = 0xE94560; notification.addChild(bg); var text = new Text2('Her kategoriden en az 1 özellik seçmelisin!', { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); return; } // --- Require a researched genre to be selected before starting development --- var researchedGenres = gameState.researchedFeatures.GameGenres; // Fix: Check if selectedGenre is not null and its name is in researchedGenres or does not require research if (!projectMenu.selectedGenre || // Find the genre object in gameGenres function () { var genreObj = null; for (var i = 0; i < gameGenres.length; i++) { if (gameGenres[i].name === projectMenu.selectedGenre.name) { genreObj = gameGenres[i]; break; } } // If genreObj is not found, treat as not researched if (!genreObj) return true; // If genre does not require research, allow if (!genreObj.requiresResearch) return false; // If genre requires research, check if it's in researchedGenres return researchedGenres.indexOf(genreObj.name) === -1; }()) { // Show a notification or feedback var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.6 }); bg.tint = 0xE94560; notification.addChild(bg); var text = new Text2('Please select a researched genre before starting!', { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); return; } // Calculate total cost var totalCost = 0; selectedFeatures.forEach(function (feature) { totalCost += feature.cost; }); // Check if player can afford if (gameState.money < totalCost) { return; } // Deduct costs gameState.money -= totalCost; updateUI(); projectMenu.visible = false; developmentScreen.visible = true; // Show selected engine in development screen if (developmentScreen.engineText) { developmentScreen.engineText.destroy(); } var selectedEngineName = gameState.selectedGameEngine || "None"; var selectedEngineObj = null; for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === selectedEngineName) { selectedEngineObj = gameEngines[i]; break; } } var engineTextLabel = 'Game Engine: ' + selectedEngineName; if (selectedEngineObj && selectedEngineObj.quality) { engineTextLabel += ' (+' + Math.round(selectedEngineObj.quality * 100) + '% quality)'; } var engineText = new Text2(engineTextLabel, { size: 35, fill: 0x4CAF50 }); engineText.anchor.set(0.5, 0.5); engineText.x = 1024; engineText.y = 300; developmentScreen.addChild(engineText); developmentScreen.engineText = engineText; // Display trends for (var i = trendsContainer.children.length - 1; i > 0; i--) { trendsContainer.children[i].destroy(); } gameState.marketTrends.forEach(function (trend, index) { var trendText = new Text2(trend + ' is trending!', { size: 30, fill: 0xFF5722 }); trendText.anchor.set(0.5, 0.5); trendText.y = 40 + index * 35; trendsContainer.addChild(trendText); }); // Calculate target score var baseTarget = 100; targetScoreText.setText('Target Score: ' + baseTarget); // Use selected genre from projectMenu var selectedGenre = projectMenu.selectedGenre || null; // Start project gameState.currentProject = { features: selectedFeatures, targetScore: baseTarget, currentScore: 0, developmentSpeed: 0, genre: selectedGenre, price: typeof projectMenu.selectedPrice === "number" ? projectMenu.selectedPrice : 1 }; // Assign features to developers (main character is always included and can contribute to all features) var assignedDevelopers = []; var assignedFeatures = []; // Always include main character as a developer var allDevs = [{ name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill, featurePoints: Object.assign({}, gameState.mainCharacter.featurePoints) }].concat(gameState.developers.map(function (dev) { return { name: dev.name, specialty: dev.specialty, skill: dev.skill, assignedFeature: null }; })); // Assign features: each feature is assigned to a developer, but main character always contributes to all var devAssignments = []; selectedFeatures.forEach(function (feature, idx) { // Assign to next available developer (skip main character for assignment, but main character always contributes) var devIdx = (idx + 1) % allDevs.length; if (devIdx === 0 && allDevs.length > 1) devIdx = 1; // avoid assigning all to main character devAssignments.push({ dev: allDevs[devIdx], feature: feature }); allDevs[devIdx].assignedFeature = feature.name; }); // Calculate development speed var totalSpeed = 0; // Main character always contributes to all features selectedFeatures.forEach(function (feature) { var fp = gameState.mainCharacter.featurePoints[feature.type] || 1; totalSpeed += (gameState.mainCharacter.skill + fp) * 0.5; }); // Other developers contribute to their assigned feature devAssignments.forEach(function (assignment) { if (assignment.dev.name !== gameState.mainCharacter.name) { totalSpeed += assignment.dev.skill * 0.5; } }); gameState.currentProject.developmentSpeed = totalSpeed; gameState.currentProject.devAssignments = devAssignments; LK.getSound('develop').play(); releaseBtn.visible = false; progressBarFill.scaleX = 0; } function releaseGame() { var project = gameState.currentProject; // Calculate final score with bonuses var finalScore = project.currentScore; // --- Game Engine quality bonus --- // Each 0.05 quality = +5% quality bonus, max 20% (0.20) // Now: Game Engine quality gives a SALES bonus, not just a score/quality bonus var engineBonus = 0; if (gameState.selectedGameEngine) { for (var i = 0; i < gameEngines.length; i++) { if (gameEngines[i].name === gameState.selectedGameEngine) { // Clamp to max 0.20 (20%) engineBonus = Math.min(gameEngines[i].quality || 0, 0.20); break; } } } // Remove score bonus, apply sales bonus later //if (engineBonus > 0) { // finalScore *= 1 + Math.floor(engineBonus * 20) * 0.05; // Trend bonus var trendMultiplier = 1; project.features.forEach(function (feature) { if (gameState.marketTrends.indexOf(feature.type) !== -1) { finalScore *= 1.5; trendMultiplier += 0.3; } }); // Genre bonus if (project.genre) { finalScore *= project.genre.baseMultiplier; if (gameState.marketTrends.some(function (trend) { return trend.indexOf(project.genre.name) !== -1; })) { finalScore *= 1.3; trendMultiplier += 0.4; } } // Calculate initial sales potential var baseSalesMultiplier = 20; if (finalScore >= project.targetScore) { baseSalesMultiplier = 40; } // Price effect on sales: higher price = lower sales, lower price = higher sales var priceSalesMultiplier = 1; if (project.price) { if (project.price > 1) { priceSalesMultiplier = 1 / (0.7 + (project.price - 1) * 0.5); // $2 = ~0.67x, $5 = ~0.29x if (priceSalesMultiplier < 0.15) priceSalesMultiplier = 0.15; } else if (project.price < 1) { priceSalesMultiplier = 1 + (1 - project.price) * 0.7; // $0.5 = 1.35x } } // --- Ava: Reduce sales multiplier if features and review score are low and price is high --- var featureQuality = 0; for (var i = 0; i < project.features.length; i++) { featureQuality += project.features[i].basePoints || 0; } var avgFeatureQuality = featureQuality / project.features.length; var reviewScoreForPenalty = 0; var scoreRatio = finalScore / project.targetScore; if (scoreRatio >= 1.5) reviewScoreForPenalty = 95;else if (scoreRatio >= 1.2) reviewScoreForPenalty = 85;else if (scoreRatio >= 1.0) reviewScoreForPenalty = 75;else if (scoreRatio >= 0.8) reviewScoreForPenalty = 60;else reviewScoreForPenalty = 40; // If price is high, but features and review are low, apply a penalty to sales var pricePenaltyMultiplier = 1; if (project.price > 2) { // If both feature quality and review are low, penalize more if (avgFeatureQuality < 5 && reviewScoreForPenalty < 70) { pricePenaltyMultiplier = 0.5 - Math.min((project.price - 2) * 0.1, 0.3); // up to -30% more penalty } else if (avgFeatureQuality < 6 || reviewScoreForPenalty < 75) { pricePenaltyMultiplier = 0.7 - Math.min((project.price - 2) * 0.05, 0.2); // up to -20% more penalty } // Never less than 0.2x if (pricePenaltyMultiplier < 0.2) pricePenaltyMultiplier = 0.2; } // Find selected platform and apply its salesBonus var selectedPlatform = null; for (var i = 0; i < platforms.length; i++) { if (platforms[i].name === gameState.selectedPlatform) { selectedPlatform = platforms[i]; break; } } var platformSalesBonus = selectedPlatform && selectedPlatform.salesBonus ? 1 + selectedPlatform.salesBonus : 1; // --- Ava: Apply Game Engine quality as a sales bonus multiplier --- var engineSalesBonus = 1; if (engineBonus > 0) { // Each 0.01 = +1% sales, up to 20% engineSalesBonus = 1 + engineBonus; } var initialDailySales = Math.floor(finalScore / project.targetScore * baseSalesMultiplier * trendMultiplier * priceSalesMultiplier * pricePenaltyMultiplier * platformSalesBonus * engineSalesBonus); var gameName = currentGameName && currentGameName.length > 0 ? currentGameName : 'Game #' + (gameState.completedGames + 1); // --- Review and score system --- var reviewCompanies = ["IGN", "GameSpot", "Polygon", "Eurogamer", "Kotaku", "PC Gamer", "Game Informer", "Destructoid", "Edge", "Metacritic"]; var reviews = []; var reviewScore = 0; var genreTrend = gameState.marketTrends.find(function (trend) { return project.genre && trend.indexOf(project.genre.name) !== -1; }); var featureTrend = gameState.marketTrends.indexOf(project.features[0].type) !== -1 || gameState.marketTrends.indexOf(project.features[1].type) !== -1 || gameState.marketTrends.indexOf(project.features[2].type) !== -1 || gameState.marketTrends.indexOf(project.features[3].type) !== -1 || gameState.marketTrends.indexOf(project.features[4].type) !== -1; // Calculate review score (0-100) var scoreRatio = finalScore / project.targetScore; if (scoreRatio >= 1.5) reviewScore = 95 + Math.floor(Math.random() * 6);else if (scoreRatio >= 1.2) reviewScore = 85 + Math.floor(Math.random() * 10);else if (scoreRatio >= 1.0) reviewScore = 75 + Math.floor(Math.random() * 10);else if (scoreRatio >= 0.8) reviewScore = 60 + Math.floor(Math.random() * 10);else reviewScore = 40 + Math.floor(Math.random() * 20); // If genre matches trend, boost score if (genreTrend) reviewScore += 5; if (featureTrend) reviewScore += 5; // --- Price effect on review score --- if (project.price) { // $1 is neutral, higher price reduces review, lower price increases if (project.price > 1) { reviewScore -= Math.floor((project.price - 1) * 4); // -4 puan/extra dollar } else if (project.price < 1) { reviewScore += Math.floor((1 - project.price) * 6); // +6 puan/discounted dollar } } if (reviewScore > 100) reviewScore = 100; if (reviewScore < 0) reviewScore = 0; // Generate reviews for (var i = 0; i < reviewCompanies.length; i++) { var company = reviewCompanies[i]; var text = ""; var score = reviewScore + Math.floor(Math.random() * 7 - 3); if (score > 100) score = 100; if (score < 0) score = 0; // Pick a feature to highlight or criticize var highlightFeature = project.features[Math.floor(Math.random() * project.features.length)]; var highlightDev = gameState.developers.length > 0 ? gameState.developers[Math.floor(Math.random() * gameState.developers.length)] : null; // Compose unique review text based on score and game details if (score >= 90) { var phrases = ["A masterpiece! " + gameName + " sets a new standard for " + (project.genre ? project.genre.name : "games") + ".", "Unmissable! " + gameName + " excels in " + highlightFeature.name + " and delivers a flawless experience.", "Stunning achievement. " + gameName + " is a triumph in " + highlightFeature.type + "."]; text = phrases[i % phrases.length]; } else if (score >= 80) { var phrases = ["Excellent! " + gameName + " is a must-play for fans of " + (project.genre ? project.genre.name : "the genre") + ".", gameName + " impresses with its " + highlightFeature.name + " and strong " + highlightFeature.type + ".", "A great effort, especially in " + highlightFeature.type + "."]; text = phrases[i % phrases.length]; } else if (score >= 70) { var phrases = [gameName + " is a solid experience with some great moments.", "Enjoyable overall, but " + highlightFeature.name + " could be even better.", "Good fun, though " + (highlightDev ? highlightDev.name + "'s work on " + highlightFeature.name : "some features") + " stands out."]; text = phrases[i % phrases.length]; } else if (score >= 60) { var phrases = [gameName + " is decent, but could use more polish.", "Average experience. " + highlightFeature.name + " is a bit underwhelming.", "Not bad, but " + (highlightDev ? highlightDev.name + "'s " + highlightFeature.type : "the team") + " could improve."]; text = phrases[i % phrases.length]; } else if (score >= 50) { var phrases = [gameName + " struggles to impress, but has a few redeeming qualities.", "Mediocre. " + highlightFeature.name + " doesn't quite hit the mark.", "Some fun to be had, but " + highlightFeature.type + " needs work."]; text = phrases[i % phrases.length]; } else { var phrases = ["Disappointing. " + gameName + " fails to deliver.", "A letdown. " + highlightFeature.name + " is poorly implemented.", "Not recommended. " + (highlightDev ? highlightDev.name + "'s " + highlightFeature.type : "the team") + " missed the mark."]; text = phrases[i % phrases.length]; } // If genre/feature matches trend, make review more positive if ((genreTrend || featureTrend) && score >= 70) { var trendPhrases = [" Riding the latest trends paid off!", " Trendy and timely, a smart move.", " The market will love this!"]; text += trendPhrases[i % trendPhrases.length]; } if (!genreTrend && !featureTrend && score < 70) { var missPhrases = [" Missed the mark on current trends.", " Feels outdated compared to what's hot.", " Lacks the innovation players want."]; text += missPhrases[i % missPhrases.length]; } // Add a tip or suggestion for low scores if (score < 60) { var tipPhrases = [" Consider focusing more on " + highlightFeature.type + " next time.", " A stronger " + highlightFeature.type + " could help future games.", " More polish in " + highlightFeature.name + " is needed."]; text += " " + tipPhrases[i % tipPhrases.length]; } reviews.push({ company: company, score: score, text: text }); } var releasedGame = { name: gameName, releaseDay: gameState.currentDay, score: finalScore, targetScore: project.targetScore, initialDailySales: initialDailySales, currentDailySales: initialDailySales, totalSales: 0, features: project.features, trendBonus: trendMultiplier, price: project.price || 1, // Add main character as a developer in the released game developers: [{ name: gameState.mainCharacter.name, specialty: "All", skill: gameState.mainCharacter.skill }].concat(gameState.developers.slice()), genre: project.genre, reviews: reviews, reviewScore: reviewScore }; // Reset game name after use currentGameName = ''; gameNameDisplay.setText(''); // Clear marketTrends so new trends are generated for the next project gameState.marketTrends = []; gameState.releasedGames.push(releasedGame); // Success check if (finalScore >= project.targetScore) { gameState.money += Math.floor(finalScore * 0.00025); // 95% less gameState.completedGames++; LK.getSound('success').play(); LK.setScore(gameState.completedGames); if (gameState.completedGames >= 10) { LK.showYouWin(); } } else { gameState.money += Math.floor(finalScore * 0.0000625); // 95% less } LK.getSound('release').play(); // Reset gameState.currentProject = null; developmentScreen.visible = false; mainMenu.visible = true; updateUI(); updateSalesLog(); } // Game update var dayTimer = 0; game.update = function () { // Handle research progress if (gameState.currentResearch) { gameState.currentResearch.timeRemaining--; if (gameState.currentResearch.timeRemaining <= 0) { // Research complete var research = gameState.currentResearch; // GameEngines research is not used anymore; skip if (research.category === 'Platforms') { // Mark platform as researched if (gameState.platforms && gameState.platforms[research.name]) { gameState.platforms[research.name].researched = true; } } else if (research.category === 'IncreaseLimit_Graphics' || research.category === 'IncreaseLimit_Sound' || research.category === 'IncreaseLimit_Gameplay') { // Increase the selection limit for the relevant category var cat = research.category.replace('IncreaseLimit_', ''); if (!gameState.featureSelectionLimit) gameState.featureSelectionLimit = {}; if (typeof gameState.featureSelectionLimit[cat] !== "number") gameState.featureSelectionLimit[cat] = 1; gameState.featureSelectionLimit[cat]++; } else { gameState.researchedFeatures[research.category].push(research.name); } gameState.currentResearch = null; LK.getSound('success').play(); // Show notification var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.8 }); bg.tint = 0x4CAF50; notification.addChild(bg); var text = new Text2('Research Complete: ' + research.name, { size: 35, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); notification.addChild(text); notification.x = 1024; notification.y = 600; notification.alpha = 0; tween(notification, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); } } // Day progression (every 3 seconds = 1 day) dayTimer++; if (dayTimer >= 180) { // 60 fps * 3 seconds dayTimer = 0; gameState.currentDay++; updateUI(); // Process game sales for (var i = gameState.releasedGames.length - 1; i >= 0; i--) { var releasedGame = gameState.releasedGames[i]; var daysSinceRelease = gameState.currentDay - releasedGame.releaseDay; // Calculate sales decline var declineRate = 0.75; // Base 25% daily decline // Better games decline slower if (releasedGame.score >= releasedGame.targetScore * 1.5) { declineRate = 0.85; } else if (releasedGame.score >= releasedGame.targetScore) { declineRate = 0.80; } // Apply trend bonus to decline rate declineRate += (releasedGame.trendBonus - 1) * 0.03; declineRate = Math.min(declineRate, 0.90); // Calculate review score multiplier (0.3x for <60, 1x for 60-74, 1.7x for 75-89, 2.5x for 90+) // Ava: Review scores now have a much stronger effect on sales! var reviewMultiplier = 1; if (releasedGame.reviewScore !== undefined) { if (releasedGame.reviewScore >= 90) reviewMultiplier = 2.5;else if (releasedGame.reviewScore >= 75) reviewMultiplier = 1.7;else if (releasedGame.reviewScore >= 60) reviewMultiplier = 1;else reviewMultiplier = 0.3; } // Calculate fan sales bonus: proportional, e.g. 200 fan = %2, 1000 fan = %10, max 100% // Platform-specific: always use the selected platform's salesBonus var fanSalesBonus = 1; var selectedPlatformObj = null; if (gameState.selectedPlatform) { for (var pi = 0; pi < platforms.length; pi++) { if (platforms[pi].name === gameState.selectedPlatform) { selectedPlatformObj = platforms[pi]; break; } } } if (gameState.fans && gameState.fans > 0) { var bonusPercent = Math.floor(gameState.fans / 10) / 10; // 1 fan = 0.1%, 10 fan = 1%, 100 fan = 10% if (bonusPercent > 100) bonusPercent = 100; // Always use platform's salesBonus if available if (selectedPlatformObj && typeof selectedPlatformObj.salesBonus === "number") { fanSalesBonus = 1 + bonusPercent * selectedPlatformObj.salesBonus; } else { fanSalesBonus = 1 + bonusPercent / 100; } } // Calculate current day sales releasedGame.currentDailySales = Math.floor(releasedGame.initialDailySales * Math.pow(declineRate, daysSinceRelease) * reviewMultiplier * fanSalesBonus); // Add to total sales and money if (releasedGame.currentDailySales > 0) { releasedGame.totalSales += releasedGame.currentDailySales; var pricePerCopy = releasedGame.price || 1; var revenue = Math.floor(releasedGame.currentDailySales * pricePerCopy); // 100% of price per copy to player gameState.money += revenue; // --- Fan gain from sales: %2-%20 of daily sales, random per game, but fixed for this game --- if (typeof releasedGame.fanGainPercent !== "number") { // Assign a random percent between 2 and 20 for this game, fixed for its lifetime releasedGame.fanGainPercent = 2 + Math.floor(Math.random() * 19); // 2-20 } var fansGained = Math.floor(releasedGame.currentDailySales * releasedGame.fanGainPercent / 100); if (!gameState.fans) gameState.fans = 0; gameState.fans += fansGained; } else { // Game no longer selling - remove from market var removedGame = gameState.releasedGames.splice(i, 1)[0]; gameState.gameHistory.push(removedGame); // Show notification var notification = new Container(); game.addChild(notification); var bg = LK.getAsset('card', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.2 }); bg.tint = 0x0f3460; notification.addChild(bg); var titleText = new Text2(removedGame.name + ' removed from market', { size: 35, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.y = -30; notification.addChild(titleText); var salesText = new Text2('Total copies sold: ' + removedGame.totalSales, { size: 30, fill: 0x4CAF50 }); salesText.anchor.set(0.5, 0.5); salesText.y = 20; notification.addChild(salesText); notification.x = 1024; notification.y = 1366; notification.alpha = 0; // Animate notification tween(notification, { alpha: 1, y: 1000 }, { duration: 500, onFinish: function onFinish() { LK.setTimeout(function () { tween(notification, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { notification.destroy(); } }); }, 2000); } }); } } updateUI(); updateSalesLog(); } if (gameState.currentProject && developmentScreen.visible) { var project = gameState.currentProject; // Development progress if (project.currentScore < project.targetScore) { // --- Ava: Make score gain speed depend on studio level and total developer skill --- // Calculate base points per tick var pointsPerTick = project.developmentSpeed / 30; // Calculate total skill of all developers (including main character) var totalDevSkill = gameState.mainCharacter.skill; for (var i = 0; i < gameState.developers.length; i++) { totalDevSkill += gameState.developers[i].skill; } // Studio level bonus: higher level = faster progress var studioLevelBonus = 1 + (gameState.studioLevel - 1) * 0.15; // +15% per studio level above 1 // Skill bonus: more total skill = faster progress, but with diminishing returns var skillBonus = 0.5 + Math.log(1 + totalDevSkill) * 0.5; // log curve, min 0.5x // Feature synergy bonus (as before) var synergy = 1; if (gameState.mainCharacter.featurePoints) { project.features.forEach(function (feature) { if (gameState.mainCharacter.featurePoints[feature.type] && gameState.mainCharacter.featurePoints[feature.type] > 0) { synergy += 0.1; } }); } project.features.forEach(function (feature) { gameState.developers.forEach(function (dev) { if (dev.specialty === feature.type) { synergy += 0.1; } }); }); // Final points per tick: base * studioLevelBonus * skillBonus * synergy var finalPointsPerTick = pointsPerTick * studioLevelBonus * skillBonus * synergy; // Clamp minimum progress to avoid being stuck at 0 if (finalPointsPerTick < 0.01) finalPointsPerTick = 0.01; project.currentScore += finalPointsPerTick; // Update UI currentScoreText.setText('Current Score: ' + Math.floor(project.currentScore)); var progress = Math.min(project.currentScore / project.targetScore, 1); progressBarFill.scaleX = progress; // Show release button when ready if (progress >= 1 && !releaseBtn.visible) { releaseBtn.visible = true; tween(releaseBtn, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(releaseBtn, { scaleX: 1, scaleY: 1 }, { duration: 500 }); } }); } } } // Check game over if (gameState.money < 100 && gameState.developers.length === 0 && !gameState.currentProject) { LK.showGameOver(); } }; // Global Back Button (bottom) var globalBackBtn = new Button(); globalBackBtn.setLabel('Geri'); // Place at bottom center, matching other menu button size (400x100) globalBackBtn.x = 1024; globalBackBtn.y = 2600; globalBackBtn.visible = false; LK.gui.bottom.addChild(globalBackBtn); // Global Back Button (top) var globalBackBtnTop = new Button(); globalBackBtnTop.setLabel('Geri'); globalBackBtnTop.x = 1024; globalBackBtnTop.y = 100; globalBackBtnTop.visible = false; LK.gui.top.addChild(globalBackBtnTop); // Helper to check if any menu except mainMenu is visible function isAnyMenuOpen() { return upgradeMenu.visible || researchMenu.visible || researchCategoryMenu.visible || nameGameMenu.visible || allGamesMenu.visible || gameDetailView.visible || hireMenu.visible || projectMenu.visible || featureCategoryMenu.visible || developmentScreen.visible; } // Helper to close the topmost open menu and return to mainMenu function closeCurrentMenu() { if (upgradeMenu.visible) { upgradeMenu.visible = false; mainMenu.visible = true; } else if (researchCategoryMenu.visible) { researchCategoryMenu.visible = false; researchMenu.visible = true; } else if (researchMenu.visible) { researchMenu.visible = false; mainMenu.visible = true; } else if (nameGameMenu.visible) { nameGameMenu.visible = false; mainMenu.visible = true; gameNameInput.setText(''); currentGameName = ''; } else if (allGamesMenu.visible) { allGamesMenu.visible = false; mainMenu.visible = true; } else if (gameDetailView.visible) { gameDetailView.visible = false; allGamesMenu.visible = true; } else if (hireMenu.visible) { hireMenu.visible = false; mainMenu.visible = true; } else if (featureCategoryMenu.visible) { featureCategoryMenu.visible = false; projectMenu.visible = true; // Update total cost in project menu var totalCost = 0; selectedFeatures.forEach(function (f) { totalCost += f.cost; }); if (projectMenu.totalCostText) { projectMenu.totalCostText.setText('Total Cost: $' + totalCost); } } else if (projectMenu.visible) { projectMenu.visible = false; mainMenu.visible = true; selectedFeatures = []; featureCards.forEach(function (card) { card.setSelected(false); }); // Restore persistent buttons if missing (for next open) if (projectMenu.priceBtn && projectMenu.children.indexOf(projectMenu.priceBtn) === -1) { projectMenu.addChild(projectMenu.priceBtn); } if (projectMenu.platformBtn && projectMenu.children.indexOf(projectMenu.platformBtn) === -1) { projectMenu.addChild(projectMenu.platformBtn); } if (projectMenu.gameGenresResearchBtn && projectMenu.children.indexOf(projectMenu.gameGenresResearchBtn) === -1) { projectMenu.addChild(projectMenu.gameGenresResearchBtn); } } else if (developmentScreen.visible) { developmentScreen.visible = false; mainMenu.visible = true; } } // Attach handler to global back button globalBackBtn.onClick = function () { closeCurrentMenu(); }; globalBackBtnTop.onClick = function () { closeCurrentMenu(); }; // Show/hide global back button depending on menu state function updateGlobalBackBtn() { // Show if any menu except mainMenu is visible var show = isAnyMenuOpen() && !mainMenu.visible; globalBackBtn.visible = show; globalBackBtnTop.visible = show; } // Patch all menu show functions to update global back button var _showUpgradeMenu = showUpgradeMenu; showUpgradeMenu = function showUpgradeMenu() { _showUpgradeMenu(); updateGlobalBackBtn(); }; var _showPlatformMenu = showPlatformMenu; showPlatformMenu = function showPlatformMenu() { _showPlatformMenu(); updateGlobalBackBtn(); }; var _showResearchMenu = showResearchMenu; showResearchMenu = function showResearchMenu() { _showResearchMenu(); updateGlobalBackBtn(); }; var _showAllGamesMenu = showAllGamesMenu; showAllGamesMenu = function showAllGamesMenu() { _showAllGamesMenu(); updateGlobalBackBtn(); }; var _showHireMenu = showHireMenu; showHireMenu = function showHireMenu() { _showHireMenu(); updateGlobalBackBtn(); }; var _showProjectMenu = showProjectMenu; showProjectMenu = function showProjectMenu() { _showProjectMenu(); updateGlobalBackBtn(); }; var _showFeatureCategory = showFeatureCategory; showFeatureCategory = function showFeatureCategory(category) { _showFeatureCategory(category); updateGlobalBackBtn(); }; var _showResearchCategory = showResearchCategory; showResearchCategory = function showResearchCategory(category) { _showResearchCategory(category); updateGlobalBackBtn(); }; var _showNameGameMenu = showNameGameMenu; showNameGameMenu = function showNameGameMenu() { _showNameGameMenu(); updateGlobalBackBtn(); }; var _showGameDetail = showGameDetail; showGameDetail = function showGameDetail(gameData) { _showGameDetail(gameData); updateGlobalBackBtn(); }; // Patch all menu back/close buttons to update global back button function patchBackBtn(btn, closeFn) { var old = btn.onClick; btn.onClick = function () { if (old) old(); updateGlobalBackBtn(); }; } patchBackBtn(backFromUpgradeBtn); patchBackBtn(researchBackBtn); patchBackBtn(categoryBackBtn); patchBackBtn(backFromNameBtn); patchBackBtn(backFromAllGamesBtn); patchBackBtn(detailBackBtn); patchBackBtn(backFromHireBtn); patchBackBtn(backFromProjectBtn); patchBackBtn(categoryBackBtn); patchBackBtn(researchBackBtn); patchBackBtn(categoryBackBtn); // Also update on developmentScreen close (release) var _releaseGame = releaseGame; releaseGame = function releaseGame() { _releaseGame(); updateGlobalBackBtn(); }; // Also update on game update (in case of state changes) var _updateUI = updateUI; updateUI = function updateUI() { _updateUI(); updateGlobalBackBtn(); }; // Initialize updateUI(); updateGlobalBackBtn();
===================================================================
--- original.js
+++ change.js
@@ -1418,22 +1418,17 @@
if (child !== gameEngineTitle && child !== gameEngineBackBtn) {
child.destroy();
}
}
- // Show all engines in a grid: 4 columns, 5 rows (for up to 20 engines), fit all on screen and ensure all buttons/texts are visible
- // Sort gameEngines by year ascending before display
+ // Show all engines in a grid: 4 columns per row, all same size, fit all on screen (like Platform menu)
gameEngines.sort(function (a, b) {
return a.year - b.year;
});
- // New layout: 4 columns, 5 rows, scale cards to fit, and space for all buttons/texts
+ var yStart = 500;
+ var xStart = 320; // leftmost card center (for 4 columns)
+ var xSpacing = 350; // horizontal distance between columns
+ var ySpacing = 220; // vertical spacing
var cols = 4;
- var rows = Math.ceil(gameEngines.length / cols);
- var cardWidth = 350;
- var cardHeight = 260;
- var xSpacing = 420;
- var ySpacing = 320;
- var xStart = 1024 - (cols - 1) * xSpacing / 2;
- var yStart = 400;
for (var i = 0; i < gameEngines.length; i++) {
var engine = gameEngines[i];
var container = new Container();
var col = i % cols;
@@ -1443,42 +1438,42 @@
// Card background
var bg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.1,
- scaleY: 0.7
+ scaleX: 1.0,
+ scaleY: 0.35
});
container.addChild(bg);
// Engine name
var nameText = new Text2(engine.name, {
- size: 32,
+ size: 35,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
- nameText.y = -60;
+ nameText.y = -30;
container.addChild(nameText);
// Release year
var yearText = new Text2('Çıkış: ' + (engine.year || '-'), {
- size: 24,
- fill: 0xFFC107
+ size: 28,
+ fill: 0x4CAF50
});
yearText.anchor.set(0.5, 0.5);
- yearText.y = -20;
+ yearText.y = 10;
container.addChild(yearText);
// Quality/bonus
var qualityText = new Text2('Satış Bonus: +' + Math.round(engine.quality * 100) + '%', {
size: 24,
- fill: 0x4CAF50
+ fill: 0x2196F3
});
qualityText.anchor.set(0.5, 0.5);
- qualityText.y = 20;
+ qualityText.y = 40;
container.addChild(qualityText);
// Only allow purchase of Game Engines; no research step
if (!engine.owned) {
var buyBtn = new Button();
buyBtn.setLabel('Satın Al ($' + engine.price + ')');
buyBtn.x = 0;
- buyBtn.y = 80;
+ buyBtn.y = 100;
buyBtn.onClick = function (eng) {
return function () {
if (gameState.money >= eng.price) {
gameState.money -= eng.price;
@@ -1495,19 +1490,19 @@
}(engine);
container.addChild(buyBtn);
} else {
var ownedText = new Text2('Kullanılıyor', {
- size: 26,
+ size: 28,
fill: 0xFFC107
});
ownedText.anchor.set(0.5, 0.5);
- ownedText.y = 80;
+ ownedText.y = 100;
container.addChild(ownedText);
- // Select button aligned with the "Owned" text (move 1 row up)
+ // Select button aligned with the "Kullanılıyor" text (move 1 row up)
var selectBtn = new Button();
selectBtn.setLabel(gameState.selectedGameEngine === engine.name ? 'Seçili' : 'Seç');
- selectBtn.x = 0; // align vertically with buy button and owned text
- selectBtn.y = 80; // move to same row as "Kullanılıyor" (owned) text
+ selectBtn.x = 0;
+ selectBtn.y = 100;
if (gameState.selectedGameEngine === engine.name) {
selectBtn.children[0].tint = 0xe94560;
}
selectBtn.onClick = function (eng) {