User prompt
Müşteri siparişini bekleyen garsonlar, mutfak yanında durup beklesinler.
User prompt
Özetle bahsettiğin sistemi entegre eder misin. Yeni kod yaz gerekirse yada kodu düzelt.
User prompt
Satın alınan bir garson, satın alınmış garsonlardan bağımsız çalışsın.
User prompt
Neden 1 garson sadece çalışıyor oluyor? Yeni bir garson satın alınca neden sistemsel olarak siparişler iletilmiyor?
User prompt
Müşteri olmayan masaya garson yemek götürüyor. Bunu düzelt.
User prompt
Bir garson, bir müşteri ile ilgilenince diğer garsonlar neden duruyor? Her garsonun müşterisi farklı olsun. Diğer garsonlar beklemesin. Bu sorunu düzelt. Gerekirse kod yaz.
User prompt
Her garson, farklı müşteriler ile ilgilensin.
User prompt
Upgrade Speed butonunun alt satırına "Advertisement" yükseltmesi ekle, her yükseltme Restaurant da bulunan anlık müşteri sayısına ek olarak +2 daha fazla müşteri gelmesini sağlasın.
User prompt
Çalışanlar başlangıçta, kasa önünde spawn olsun.
User prompt
Game Over olduğunda bütün satın alımlar sıfırlansın.
User prompt
To the left edge of the coin, Add a Reset Game button.
User prompt
Başlangıç parasını 1000 yap.
User prompt
Yeni bir garson alınınca, garson görevleri çakışıyor. Bu sorunu çöz.
User prompt
Salın alınan garson neden çalışmıyor? Sorunsuz şekilde çalışmasını sağla, var olan garson ile aynı masa ile ilgilenmesinler. Yeni alınan başka masa ile ilgilensin.
User prompt
Yeni alınan Waiter görevlerini, var olan Waiter görevleri ile eşdeğer yap. Aynı masa ile ilgilenmesinler. Her yeni alınan Waiter farklı masa ile ilgilensin.
User prompt
Sağ üst kenara, en son satılan yemek ismi ve alınan ücret bilgisi ekle.
User prompt
5 çeşit yemek türü daha oluştur. (isimleri ve resim dosyaları dahil)
User prompt
Her yemeğin kendisine özel ismi ve resim dosyasını oluştur.
User prompt
Her yemeğin fiyatı farklı olsun. 6 ve %10 katları olacak şekilde.
User prompt
"Add Table" alt satırına, "Buy Waiter" butonu ekle.
User prompt
Masada oturan müşteri, ücret ödeyip, oyundan çıkmadan yeni bir müşteri masasına oturmasın. Beklesin.
User prompt
Yemek yerken, yemek resmi müşteri üzerinde spawn olsun.
User prompt
Bu sorunu düzelt. Ayrıca garsonlar 2 kez siparişi götürmesin.
User prompt
Herhangi bir masanın siparişi teslim edildikten sonra başka bir masaya sipariş almak için yönelsin.
User prompt
Garson tek masada takılı kalıyor.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Chef = Container.expand(function () {
var self = Container.call(this);
var chefGraphics = self.attachAsset('chef', {
anchorX: 0.5,
anchorY: 0.5
});
self.cooking = false;
self.cookTime = 0;
self.currentFoodType = -1; // Track which food type is being cooked
self.targetTableIndex = -1; // Track which table the food is for
self.update = function () {
if (chefHasOrder && !self.cooking && !foodReady) {
self.cooking = true;
self.cookTime = 0;
self.currentFoodType = currentOrderFoodType; // Remember which food to cook
self.targetTableIndex = currentOrderTableIndex; // Remember which table it's for
// Log which table number's order is being cooked
if (self.targetTableIndex >= 0 && self.targetTableIndex < tables.length) {
console.log('Chef cooking for table number: ' + tables[self.targetTableIndex].tableNumber);
}
chefHasOrder = false;
}
if (self.cooking) {
self.cookTime++;
if (self.cookTime > cookingSpeed) {
self.cooking = false;
foodReady = true;
// Pass cooked food info back through globals
currentOrderFoodType = self.currentFoodType;
currentOrderTableIndex = self.targetTableIndex;
// Reset order taken for the specific table
if (self.targetTableIndex >= 0 && self.targetTableIndex < orderTaken.length) {
orderTaken[self.targetTableIndex] = false;
}
}
}
};
return self;
});
var Customer = Container.expand(function () {
var self = Container.call(this);
var customerGraphics = self.attachAsset('customer', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetTable = null;
self.targetTableIndex = -1; // Track which table index is reserved
self.state = 'entering'; // entering, seated, waiting, eating, paying, leaving
self.eatingTime = 0;
self.waitTime = 0;
self.foodType = Math.floor(Math.random() * foodTypes.length); // Random food type
self.update = function () {
if (self.state === 'entering') {
if (self.targetTable) {
// Only allow sitting if table is not occupied and no customer is still at the table
if (!self.targetTable.occupied && !self.targetTable.customer) {
var dx = self.targetTable.x - self.x;
var dy = self.targetTable.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 5) {
self.x += dx / dist * customerSpeed;
self.y += dy / dist * customerSpeed;
} else {
self.state = 'seated';
self.targetTable.occupied = true;
self.targetTable.customer = self;
}
} else {
// Table is not available, clear assignment and wait
self.targetTable = null;
self.targetTableIndex = -1;
}
} else {
// Wait in line near entrance if no table available
if (self.y < 200) {
self.y += customerSpeed;
}
}
} else if (self.state === 'eating') {
// Spawn food image above customer if not already present
if (!self.foodOnHead) {
self.foodOnHead = self.attachAsset(foodImageIds[self.foodType], {
anchorX: 0.5,
anchorY: 1.2,
y: -60
});
}
self.eatingTime++;
if (self.eatingTime > 180) {
// 3 seconds at 60fps
self.state = 'paying';
// Remove food from above customer
if (self.foodOnHead) {
self.foodOnHead.destroy();
self.foodOnHead = null;
}
if (self.targetTable) {
self.targetTable.foodDelivered = false;
if (self.targetTable.food) {
self.targetTable.food.destroy();
self.targetTable.food = null;
}
}
}
} else if (self.state === 'paying') {
var dx = registerX - self.x;
var dy = registerY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 5) {
self.x += dx / dist * customerSpeed;
self.y += dy / dist * customerSpeed;
} else {
// Add money based on food type price
money += foodPrices[self.foodType];
// Update last sold food info
lastSoldFoodName = foodNames[self.foodType];
lastSoldFoodPrice = foodPrices[self.foodType];
self.state = 'leaving';
if (self.targetTable) {
self.targetTable.occupied = false;
self.targetTable.customer = null;
self.targetTable.orderPlaced = false;
self.targetTable.orderedFoodType = -1; // Reset food type
}
// Clear reservation
if (self.targetTableIndex >= 0) {
tableReservations[self.targetTableIndex] = false;
}
}
} else if (self.state === 'leaving') {
self.y += customerSpeed;
if (self.y > 2800) {
// Clear reservation before destroying
if (self.targetTableIndex >= 0) {
tableReservations[self.targetTableIndex] = false;
}
// Clean up food on table if still present
if (self.targetTable && self.targetTable.food) {
self.targetTable.food.destroy();
self.targetTable.food = null;
self.targetTable.foodDelivered = false;
self.targetTable.orderPlaced = false;
self.targetTable.orderedFoodType = -1;
}
self.destroy();
var index = customers.indexOf(self);
if (index > -1) customers.splice(index, 1);
}
} else if (self.state === 'seated') {
self.waitTime++;
if (self.waitTime > 120) {
// 2 seconds
self.targetTable.orderPlaced = true;
self.targetTable.orderedFoodType = self.foodType; // Set the food type on table
self.state = 'waiting';
}
}
};
return self;
});
var Table = Container.expand(function () {
var self = Container.call(this);
var tableGraphics = self.attachAsset('table', {
anchorX: 0.5,
anchorY: 0.5
});
var chairLeft = self.attachAsset('chair', {
anchorX: 0.5,
anchorY: 0.5,
x: -80,
y: 0
});
var chairRight = self.attachAsset('chair', {
anchorX: 0.5,
anchorY: 0.5,
x: 80,
y: 0
});
self.occupied = false;
self.customer = null;
self.food = null;
self.orderPlaced = false;
self.foodDelivered = false;
self.orderedFoodType = -1; // Store which food type was ordered
self.tableNumber = -1; // Table number for tracking
// Create table number text
self.numberText = new Text2('', {
size: 50,
fill: 0xFFFFFF
});
self.numberText.anchor.set(0.5, 0.5);
self.addChild(self.numberText);
// Method to set table number
self.setTableNumber = function (number) {
self.tableNumber = number;
self.numberText.setText('' + number);
};
return self;
});
var Waiter = Container.expand(function () {
var self = Container.call(this);
var waiterGraphics = self.attachAsset('waiter', {
anchorX: 0.5,
anchorY: 0.5
});
self.state = 'idle'; // idle, goingToTable, goingToKitchen, deliveringFood
self.targetTable = null;
self.hasFood = false;
self.food = null;
self.carryingFoodType = -1; // Track which food type waiter is carrying
self.targetTableIndex = -1; // Track which table the order/food is for
self.servingTableIndex = -1; // Track which table is being served until order is complete
self.update = function () {
if (self.state === 'idle') {
// If currently serving a table, check for ready food for that table
if (self.servingTableIndex >= 0 && foodReady && !foodBeingDelivered && currentOrderTableIndex === self.servingTableIndex) {
self.state = 'goingToKitchen';
} else if (self.servingTableIndex < 0) {
// Only take new orders when not serving any table
// Check for tables with orders
for (var i = 0; i < tables.length; i++) {
// Check if any other waiter is already serving this table
var beingServed = false;
// Check main waiter
if (typeof waiter !== "undefined" && waiter !== self && waiter.servingTableIndex === i) beingServed = true;
// Check extra waiters
if (typeof game !== "undefined" && game.extraWaiters) {
for (var w = 0; w < game.extraWaiters.length; w++) {
if (game.extraWaiters[w] !== self && game.extraWaiters[w].servingTableIndex === i) {
beingServed = true;
break;
}
}
}
// Only serve table if not being served by any waiter, and not already assigned to another waiter
if (tables[i].orderPlaced && !orderTaken[i] && !beingServed && (
// Make sure this waiter is not already serving this table
self.servingTableIndex === -1 || self.servingTableIndex !== i)) {
self.state = 'goingToTable';
self.targetTable = tables[i];
self.targetTableIndex = i;
self.servingTableIndex = i; // Start serving this table
// Log which table number is being served
console.log('Waiter serving table number: ' + tables[i].tableNumber);
break;
}
}
}
} else if (self.state === 'goingToTable') {
var dx = self.targetTable.x - self.x;
var dy = self.targetTable.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 5) {
self.x += dx / dist * waiterSpeed;
self.y += dy / dist * waiterSpeed;
} else {
orderTaken[self.targetTableIndex] = true;
self.carryingFoodType = self.targetTable.orderedFoodType; // Remember the food type
// Pass order details to chef through global variables
currentOrderFoodType = self.carryingFoodType;
currentOrderTableIndex = self.targetTableIndex;
chefHasOrder = true;
self.state = 'goingToKitchen';
}
} else if (self.state === 'goingToKitchen') {
var dx = kitchenX - self.x;
var dy = kitchenY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 5) {
self.x += dx / dist * waiterSpeed;
self.y += dy / dist * waiterSpeed;
} else {
// Check if food is ready for pickup
if (foodReady && !self.hasFood && currentOrderTableIndex === self.servingTableIndex) {
self.hasFood = true;
foodReady = false;
foodBeingDelivered = true;
self.carryingFoodType = currentOrderFoodType; // Remember which food type
self.targetTableIndex = currentOrderTableIndex; // Remember target table
self.food = self.attachAsset(foodImageIds[self.carryingFoodType], {
anchorX: 0.5,
anchorY: 0.5,
y: -40
});
// Deliver to the specific table that ordered this food
if (self.targetTableIndex >= 0 && self.targetTableIndex < tables.length) {
self.targetTable = tables[self.targetTableIndex];
self.state = 'deliveringFood';
}
}
// Stay at kitchen waiting for food - don't go back to idle
}
} else if (self.state === 'deliveringFood') {
var dx = self.targetTable.x - self.x;
var dy = self.targetTable.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 5) {
self.x += dx / dist * waiterSpeed;
self.y += dy / dist * waiterSpeed;
} else {
if (self.food) {
self.food.destroy();
self.food = null;
}
self.hasFood = false;
foodBeingDelivered = false;
// Mark food delivered and reset order state so waiter doesn't deliver again
self.targetTable.foodDelivered = true;
self.targetTable.food = self.targetTable.attachAsset(foodImageIds[self.carryingFoodType], {
anchorX: 0.5,
anchorY: 0.5,
y: -20
});
self.targetTable.orderPlaced = false; // Reset orderPlaced so waiter doesn't deliver again
orderTaken[self.targetTableIndex] = false; // Reset orderTaken for this table
self.targetTable.orderedFoodType = -1; // Reset food type for this table
if (self.targetTable.customer) {
self.targetTable.customer.state = 'eating';
}
self.servingTableIndex = -1; // Order complete, can serve another table
self.targetTable = null;
// Immediately check for next table to serve
var foundNextTable = false;
for (var i = 0; i < tables.length; i++) {
// Check if any other waiter is already serving this table
var beingServed = false;
if (typeof waiter !== "undefined" && waiter !== self && waiter.servingTableIndex === i) beingServed = true;
if (typeof game !== "undefined" && game.extraWaiters) {
for (var w = 0; w < game.extraWaiters.length; w++) {
if (game.extraWaiters[w] !== self && game.extraWaiters[w].servingTableIndex === i) {
beingServed = true;
break;
}
}
}
// Only serve table if not being served by any waiter, and not already assigned to another waiter
if (tables[i].orderPlaced && !orderTaken[i] && !beingServed && (self.servingTableIndex === -1 || self.servingTableIndex !== i)) {
self.state = 'goingToTable';
self.targetTable = tables[i];
self.targetTableIndex = i;
self.servingTableIndex = i; // Start serving this table
console.log('Waiter immediately serving next table number: ' + tables[i].tableNumber);
foundNextTable = true;
break;
}
}
if (!foundNextTable) {
self.state = 'idle';
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xF5DEB3
});
/****
* Game Code
****/
// Game variables
// Food image assets (replace with your own images as needed)
var money = typeof storage.money !== "undefined" ? storage.money : 1000;
var restaurantLevel = storage.restaurantLevel || 1;
var tableCount = storage.tableCount || 2;
var tableReservations = []; // Track which tables are reserved by customers
// Food types
var foodTypes = ['pizza', 'burger', 'pasta', 'salad', 'soup', 'sushi', 'steak', 'curry', 'taco', 'dumpling'];
var foodNames = ['Pizza', 'Burger', 'Pasta', 'Salad', 'Soup', 'Sushi', 'Steak', 'Curry', 'Taco', 'Dumpling'];
var foodImageIds = ['food_pizza', 'food_burger', 'food_pasta', 'food_salad', 'food_soup', 'food_sushi', 'food_steak', 'food_curry', 'food_taco', 'food_dumpling'];
var foodColors = [0xff6347, 0x8b4513, 0xffa500, 0x32cd32, 0xffd700, 0x6ad1e3, 0x8b0000, 0xf7b32b, 0xf4a259, 0xf7e7ce];
// Food prices: multiples of 6, each next is 10% more (rounded to nearest integer)
var foodPrices = [6, 7, 8, 9, 10, 11, 12, 13, 14, 15]; // Will be set below
// Calculate food prices as 6, 6*1.1, 6*1.21, ... for all foodTypes (rounded)
foodPrices[0] = 6;
for (var i = 1; i < foodTypes.length; i++) {
foodPrices[i] = Math.round(foodPrices[i - 1] * 1.1);
}
// Speed variables (lower is faster)
var customerSpeed = 3;
var waiterSpeed = 4;
var cookingSpeed = 180; // 3 seconds at 60fps
// Game state
var tables = [];
var customers = [];
var orderTaken = [];
var chefHasOrder = false;
var foodReady = false;
var foodBeingDelivered = false;
var currentOrderFoodType = -1; // Track current order food type
var currentOrderTableIndex = -1; // Track current order table index
// Positions
var kitchenX = 1024;
var kitchenY = 400;
var registerX = 1024;
var registerY = 2400;
// UI Elements
var moneyText = new Text2('Money: $0', {
size: 60,
fill: 0x000000
});
moneyText.anchor.set(0.5, 0);
LK.gui.top.addChild(moneyText);
// --- Reset Game Button (to the left of the coin) ---
var resetButton = new Text2('Reset', {
size: 48,
fill: 0xFFFFFF
});
resetButton.anchor.set(1, 0); // right-top anchor
resetButton.x = moneyText.x - 180; // Place to the left of moneyText (coin)
resetButton.y = moneyText.y + 8; // Align vertically with moneyText
resetButton.interactive = true;
resetButton.buttonMode = true;
resetButton.down = function () {
// Reset all purchases to initial values before game over
storage.money = 1000;
storage.restaurantLevel = 1;
storage.tableCount = 2;
LK.showGameOver(); // This will reset the game state
};
LK.gui.top.addChild(resetButton);
// --- Last sold food info (top right) ---
var lastSoldFoodName = '';
var lastSoldFoodPrice = 0;
var lastSoldText = new Text2('', {
size: 48,
fill: 0x000000
});
lastSoldText.anchor.set(1, 0); // right-top
LK.gui.topRight.addChild(lastSoldText);
// Create kitchen
var kitchen = game.addChild(LK.getAsset('kitchen', {
anchorX: 0.5,
anchorY: 0.5,
x: kitchenX,
y: kitchenY
}));
// Create register
var register = game.addChild(LK.getAsset('register', {
anchorX: 0.5,
anchorY: 0.5,
x: registerX,
y: registerY
}));
// Create chef
var chef = game.addChild(new Chef());
chef.x = kitchenX;
chef.y = kitchenY;
// Create waiter
var waiter = game.addChild(new Waiter());
// Spawn main waiter in front of the register (kasa)
waiter.x = registerX - 120;
waiter.y = registerY + 60;
// Always initialize extraWaiters as an array so new waiters can be added and updated
game.extraWaiters = [];
// Create initial tables
function createTable(index) {
var table = game.addChild(new Table());
var row = Math.floor(index / 2);
var col = index % 2;
table.x = 600 + col * 400;
table.y = 800 + row * 300;
table.setTableNumber(index + 1); // Set table number (1-based)
tables.push(table);
orderTaken.push(false);
tableReservations.push(false); // Initialize reservation status
}
for (var i = 0; i < tableCount; i++) {
createTable(i);
}
// Upgrade speed button
var upgradeButton = game.addChild(LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 500,
y: 2200
}));
var upgradeText = new Text2('Upgrade Speed $50', {
size: 40,
fill: 0xFFFFFF
});
upgradeText.anchor.set(0.5, 0.5);
upgradeText.x = 500;
upgradeText.y = 2200;
game.addChild(upgradeText);
upgradeButton.down = function () {
if (money >= 50) {
money -= 50;
restaurantLevel++;
customerSpeed = Math.max(2, customerSpeed - 0.5);
waiterSpeed = Math.max(2, waiterSpeed - 0.5);
cookingSpeed = Math.max(60, cookingSpeed - 20);
storage.restaurantLevel = restaurantLevel;
storage.money = money;
LK.effects.flashObject(upgradeButton, 0x00FF00, 500);
}
};
// --- Advertisement Upgrade Button below Upgrade Speed ---
var advertisementLevel = typeof storage.advertisementLevel !== "undefined" ? storage.advertisementLevel : 0;
var advertisementButton = game.addChild(LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 500,
y: 2280
}));
var advertisementText = new Text2('Advertisement $100', {
size: 40,
fill: 0xFFFFFF
});
advertisementText.anchor.set(0.5, 0.5);
advertisementText.x = 500;
advertisementText.y = 2280;
game.addChild(advertisementText);
advertisementButton.down = function () {
if (money >= 100) {
money -= 100;
advertisementLevel++;
storage.advertisementLevel = advertisementLevel;
storage.money = money;
LK.effects.flashObject(advertisementButton, 0x00FF00, 500);
}
};
// Add table button
var addTableButton = game.addChild(LK.getAsset('addTableButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1500,
y: 2200
}));
var addTableText = new Text2('Add Table $100', {
size: 40,
fill: 0xFFFFFF
});
addTableText.anchor.set(0.5, 0.5);
addTableText.x = 1500;
addTableText.y = 2200;
game.addChild(addTableText);
addTableButton.down = function () {
if (money >= 100 && tables.length < 8) {
money -= 100;
createTable(tables.length);
tableCount++;
storage.tableCount = tableCount;
storage.money = money;
LK.effects.flashObject(addTableButton, 0x00FF00, 500);
}
};
// --- Buy Waiter button below Add Table ---
var buyWaiterButton = game.addChild(LK.getAsset('addTableButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1500,
y: 2300
}));
var buyWaiterText = new Text2('Buy Waiter $200', {
size: 40,
fill: 0xFFFFFF
});
buyWaiterText.anchor.set(0.5, 0.5);
buyWaiterText.x = 1500;
buyWaiterText.y = 2300;
game.addChild(buyWaiterText);
buyWaiterButton.down = function () {
// Always ensure extraWaiters is an array
if (!game.extraWaiters) {
game.extraWaiters = [];
}
// Only allow buying if enough money and max 4 waiters total (1 main + 3 extra)
if (money >= 200 && game.extraWaiters.length < 3) {
money -= 200;
// Find a table index that is not being served by any waiter
var servingTableIndices = [];
if (typeof waiter !== "undefined") {
if (waiter.servingTableIndex >= 0) servingTableIndices.push(waiter.servingTableIndex);
}
for (var w = 0; w < game.extraWaiters.length; w++) {
if (game.extraWaiters[w].servingTableIndex >= 0) servingTableIndices.push(game.extraWaiters[w].servingTableIndex);
}
// Create a new waiter and place in front of the register (kasa)
var extraWaiter = game.addChild(new Waiter());
extraWaiter.x = registerX + 120 + 100 * game.extraWaiters.length;
extraWaiter.y = registerY + 60;
// Ensure new waiter is not serving the same table as others (will be handled in Waiter logic)
game.extraWaiters.push(extraWaiter);
storage.money = money;
LK.effects.flashObject(buyWaiterButton, 0x00FF00, 500);
}
};
// Customer spawn timer
var customerSpawnTimer = 0;
// Game update
game.update = function () {
// Update all waiters (main and extra)
if (typeof waiter !== "undefined" && waiter.update) waiter.update();
if (typeof game !== "undefined" && game.extraWaiters) {
for (var w = 0; w < game.extraWaiters.length; w++) {
if (game.extraWaiters[w] && game.extraWaiters[w].update) game.extraWaiters[w].update();
}
}
// Update money display
moneyText.setText('Money: $' + money);
// Update last sold food info display
if (lastSoldFoodName && lastSoldFoodPrice) {
lastSoldText.setText('Son Satış: ' + lastSoldFoodName + ' ($' + lastSoldFoodPrice + ')');
} else {
lastSoldText.setText('');
}
// Spawn customers
customerSpawnTimer++;
if (customerSpawnTimer > 300) {
// Every 5 seconds
customerSpawnTimer = 0;
// Check if there are waiting customers first
var hasWaitingCustomer = false;
for (var j = 0; j < customers.length; j++) {
if (customers[j].state === 'entering' && !customers[j].targetTable) {
hasWaitingCustomer = true;
// Try to assign a table to waiting customer
for (var k = 0; k < tables.length; k++) {
if (!tables[k].occupied && !tables[k].customer && !tableReservations[k]) {
customers[j].targetTable = tables[k];
customers[j].targetTableIndex = k;
tableReservations[k] = true; // Reserve the table
break;
}
}
break;
}
}
// Only spawn new customer if no one is waiting
if (!hasWaitingCustomer) {
// Determine how many customers to spawn: 1 + 2 per advertisementLevel
var advLevel = typeof advertisementLevel !== "undefined" ? advertisementLevel : typeof storage.advertisementLevel !== "undefined" ? storage.advertisementLevel : 0;
var spawnCount = 1 + 2 * advLevel;
for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) {
var customer = game.addChild(new Customer());
customer.x = 1024;
customer.y = -50;
customers.push(customer);
// Try to find available table
for (var i = 0; i < tables.length; i++) {
if (!tables[i].occupied && !tables[i].customer && !tableReservations[i]) {
customer.targetTable = tables[i];
customer.targetTableIndex = i;
tableReservations[i] = true; // Reserve the table
break;
}
}
// If no table available, customer will wait
}
}
}
// Save periodically
if (LK.ticks % 300 === 0) {
storage.money = money;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -508,8 +508,33 @@
storage.money = money;
LK.effects.flashObject(upgradeButton, 0x00FF00, 500);
}
};
+// --- Advertisement Upgrade Button below Upgrade Speed ---
+var advertisementLevel = typeof storage.advertisementLevel !== "undefined" ? storage.advertisementLevel : 0;
+var advertisementButton = game.addChild(LK.getAsset('upgradeButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 500,
+ y: 2280
+}));
+var advertisementText = new Text2('Advertisement $100', {
+ size: 40,
+ fill: 0xFFFFFF
+});
+advertisementText.anchor.set(0.5, 0.5);
+advertisementText.x = 500;
+advertisementText.y = 2280;
+game.addChild(advertisementText);
+advertisementButton.down = function () {
+ if (money >= 100) {
+ money -= 100;
+ advertisementLevel++;
+ storage.advertisementLevel = advertisementLevel;
+ storage.money = money;
+ LK.effects.flashObject(advertisementButton, 0x00FF00, 500);
+ }
+};
// Add table button
var addTableButton = game.addChild(LK.getAsset('addTableButton', {
anchorX: 0.5,
anchorY: 0.5,
@@ -617,22 +642,27 @@
}
}
// Only spawn new customer if no one is waiting
if (!hasWaitingCustomer) {
- var customer = game.addChild(new Customer());
- customer.x = 1024;
- customer.y = -50;
- customers.push(customer);
- // Try to find available table
- for (var i = 0; i < tables.length; i++) {
- if (!tables[i].occupied && !tables[i].customer && !tableReservations[i]) {
- customer.targetTable = tables[i];
- customer.targetTableIndex = i;
- tableReservations[i] = true; // Reserve the table
- break;
+ // Determine how many customers to spawn: 1 + 2 per advertisementLevel
+ var advLevel = typeof advertisementLevel !== "undefined" ? advertisementLevel : typeof storage.advertisementLevel !== "undefined" ? storage.advertisementLevel : 0;
+ var spawnCount = 1 + 2 * advLevel;
+ for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) {
+ var customer = game.addChild(new Customer());
+ customer.x = 1024;
+ customer.y = -50;
+ customers.push(customer);
+ // Try to find available table
+ for (var i = 0; i < tables.length; i++) {
+ if (!tables[i].occupied && !tables[i].customer && !tableReservations[i]) {
+ customer.targetTable = tables[i];
+ customer.targetTableIndex = i;
+ tableReservations[i] = true; // Reserve the table
+ break;
+ }
}
+ // If no table available, customer will wait
}
- // If no table available, customer will wait
}
}
// Save periodically
if (LK.ticks % 300 === 0) {
Chair - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Chef - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Müşteri - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Bayan Müşteri - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Müşteri - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Garson - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Üstten görünüm table - Yazısız - Gerçekçi. In-Game asset. 2d. High contrast. No shadows
Masa ve sandalyesiz - üstten görünüm restaurant gerçekçi - yazısız. In-Game asset. 2d. High contrast. No shadows
Mutfak - üstten görünüm - gerçekçi - yazısız. In-Game asset. 2d. High contrast. No shadows
Üstten Bakış Yazar Kasa - Yazısız - Gerçekçi. In-Game asset. 2d. High contrast. No shadows
Yemek - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Burger - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Curry - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
dumpling - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
pasta - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Pizza - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
salad - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Soup - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Steak - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Tabakta Sushi - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Tabakta Taco - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
İçindeki içecekler görünen, meşrubat dolabı, gerçekçi - yazısız. In-Game asset. 2d. High contrast. No shadows
Ayran - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
caffee - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Cola - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Fanta - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
İcetea - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
OrangeJuice - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Maden suyu - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows
Su şişesi - Gerçekçi - Yazısız. In-Game asset. 2d. High contrast. No shadows