User prompt
Müşteriler, çıkış yaptıkları yerden girsinler. Müşterilerin giriş Konumlarını ona göre düzenle.
User prompt
Panel boyutunu aşağı doğru %10 uzat
User prompt
Panelin arka plan resim dosyası oluştur
User prompt
Panelin arka plan resmi oluştur.
User prompt
Chair resmi her masada 1 tane olsun
User prompt
Ana ekran arkaplan resim dosyasını oluştur.
User prompt
10 farklı müşteri resim dosyası oluştur.
User prompt
''Son Satış'' altına, ''En Çok Satılan 5 Yemek'' listesinin olduğu bir panel oluştur.
User prompt
Her garson, sadece 1 masanın siparişi ile ilgilensin. Her garson, her zaman tek takılsın ve boşta durmak olmasın. Sürekli sipariş bekleyen müşterilerin siparişleri için çalışma sağlansın.
User prompt
Yeni alınan garson belli bir süre sonra mutfakta duruyor. Hareket etmiyor.
User prompt
Yeni garson gelince, tamamen boşta olan müşteri ile ilgilensin.
User prompt
Paranın alt satırına, "Restaurant Seviye Yükselt" butonu ekle ve buton satın alındıktan sonra, Yeni bir Aşçı ve Yeni bir garson satın alınsın. Sipariş bekleyen müşterilere yetişmek için.
User prompt
Masalar 3'erli değil, 4'erli olacak şekilde olsun. Toplam masa 16 adet olsun.
User prompt
Maksimum masa 12 adet olsun.
User prompt
Masalar 2'şerli değil, 3'erli sıra olacak şekilde oluştur.
User prompt
Reset yapınca, bütün yükseltmeler sıfırlansın.
User prompt
Çalışan hızı yükseltmesi maksimum 5 seviye olana kadar yükselt. Fazlası olmasın. Ayrıca bütün her yükseltme mevcut maliyetin 2 katı olsun.
User prompt
Garson yükseltmesi maksimum 5 seviye olana kadar yükselt. Fazlası olmasın. Ayrıca bütün her yükseltme mevcut maliyetin 2 katı olsun.
User prompt
Evet böyle olsun.
User prompt
Upgrade Speed İsimli yükseltme, çalışan hızını artırmıyor.
User prompt
Uprage Speed satın alınca, her seviyede çalışanların hareket hızını %10 oranında artırır.
User prompt
Çalışan satın alma işlemini ve butonunu kaldır.
User prompt
Yeni bir sipariş oluştuğunda garsonların yeni sipariş işlemini gerçekleşmesini sağlamak.
User prompt
Bu sorunu bahsettiğin durumlara göre düzenle ve düzelt.
User prompt
Garsonlar Müşterilerin siparişini iletmek için, boşta beklemek yerine müşteri siparişini aşçıya iletsinler.
/**** * 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); // Pick a random customer image from 10 options var customerImageIds = ['customer1', 'customer2', 'customer3', 'customer4', 'customer5', 'customer6', 'customer7', 'customer8', 'customer9', 'customer10']; self.customerImageId = customerImageIds[Math.floor(Math.random() * customerImageIds.length)]; var customerGraphics = self.attachAsset(self.customerImageId, { 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]; // Increment food sales count if (typeof foodSales !== "undefined" && self.foodType >= 0 && self.foodType < foodSales.length) { foodSales[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 // Find the first table with an order that is not being served var foundTable = false; 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 && (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); foundTable = true; break; } } // If no table found, remain idle, but do not allow waiter to be idle if there are waiting orders if (!foundTable) { // Check if there are any tables with orderPlaced and not being served for (var i = 0; i < tables.length; i++) { 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; } } } if (tables[i].orderPlaced && !orderTaken[i] && !beingServed) { // Assign this waiter to this table self.state = 'goingToTable'; self.targetTable = tables[i]; self.targetTableIndex = i; self.servingTableIndex = i; 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'; } } else { // If not serving any table and not carrying food, reset to idle so waiter doesn't get stuck at kitchen if (!self.hasFood && (self.servingTableIndex === -1 || typeof self.servingTableIndex === "undefined")) { self.state = 'idle'; self.targetTable = null; self.targetTableIndex = -1; } } // Stay at kitchen waiting for food - don't go back to idle unless above } } 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; // Always immediately pick up next waiting order if available 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) { // If there are still waiting orders, do not allow waiter to be idle for (var i = 0; i < tables.length; i++) { 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; } } } if (tables[i].orderPlaced && !orderTaken[i] && !beingServed) { self.state = 'goingToTable'; self.targetTable = tables[i]; self.targetTableIndex = i; self.servingTableIndex = i; break; } } if (self.state !== 'goingToTable') { self.state = 'idle'; } } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xF5DEB3 }); /**** * Game Code ****/ // Add main menu background image (covers full game area) var mainMenuBg = game.addChild(LK.getAsset('mainMenuBg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 })); // 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 and upgrades to initial values before game over storage.money = 1000; storage.restaurantLevel = 1; storage.tableCount = 2; storage.upgradeSpeedLevel = 0; storage.upgradeSpeedCost = 50; storage.advertisementLevel = 0; 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); // --- Top 5 Most Sold Foods Panel (below Son Satış) --- var foodSales = []; for (var i = 0; i < foodTypes.length; i++) { foodSales[i] = 0; } var top5PanelBg = LK.getAsset('table', { anchorX: 1, anchorY: 0, x: 2048, y: 120, width: 500, height: 350, tint: 0xf5f5f5 }); top5PanelBg.alpha = 0.92; game.addChild(top5PanelBg); var top5Title = new Text2('En Çok Satılan 5 Yemek', { size: 40, fill: 0x000000 }); top5Title.anchor.set(1, 0); top5Title.x = 2048 - 20; top5Title.y = 140; game.addChild(top5Title); var top5TextLines = []; for (var i = 0; i < 5; i++) { var txt = new Text2('', { size: 36, fill: 0x333333 }); txt.anchor.set(1, 0); txt.x = 2048 - 40; txt.y = 200 + i * 55; game.addChild(txt); top5TextLines.push(txt); } // 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()); // Arrange tables in rows of 4 var row = Math.floor(index / 4); var col = index % 4; table.x = 400 + col * 300; 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); // Track upgrade cost and max level var upgradeSpeedLevel = typeof storage.upgradeSpeedLevel !== "undefined" ? storage.upgradeSpeedLevel : 0; var upgradeSpeedCost = typeof storage.upgradeSpeedCost !== "undefined" ? storage.upgradeSpeedCost : 50; var UPGRADE_SPEED_MAX_LEVEL = 5; function updateUpgradeText() { if (upgradeSpeedLevel >= UPGRADE_SPEED_MAX_LEVEL) { upgradeText.setText('Upgrade Speed (MAX)'); } else { upgradeText.setText('Upgrade Speed $' + upgradeSpeedCost); } } upgradeButton.down = function () { if (upgradeSpeedLevel < UPGRADE_SPEED_MAX_LEVEL && money >= upgradeSpeedCost) { money -= upgradeSpeedCost; upgradeSpeedLevel++; upgradeSpeedCost = upgradeSpeedCost * 2; restaurantLevel++; customerSpeed = Math.max(2, customerSpeed - 0.5); waiterSpeed = waiterSpeed * 1.1; cookingSpeed = Math.max(60, cookingSpeed - 20); storage.restaurantLevel = restaurantLevel; storage.money = money; storage.upgradeSpeedLevel = upgradeSpeedLevel; storage.upgradeSpeedCost = upgradeSpeedCost; LK.effects.flashObject(upgradeButton, 0x00FF00, 500); updateUpgradeText(); } }; updateUpgradeText(); // --- 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); } }; // --- Restaurant Level Up Button below Advertisement --- var restaurantLevelUpButton = game.addChild(LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 2360 })); var restaurantLevelUpText = new Text2('Restaurant Seviye Yükselt $500', { size: 40, fill: 0xFFFFFF }); restaurantLevelUpText.anchor.set(0.5, 0.5); restaurantLevelUpText.x = 500; restaurantLevelUpText.y = 2360; game.addChild(restaurantLevelUpText); restaurantLevelUpButton.down = function () { if (money >= 500) { money -= 500; restaurantLevel++; storage.restaurantLevel = restaurantLevel; storage.money = money; LK.effects.flashObject(restaurantLevelUpButton, 0x00FF00, 500); // Add new chef var newChef = game.addChild(new Chef()); newChef.x = kitchenX + 120 * (game.extraChefs ? game.extraChefs.length + 1 : 1); newChef.y = kitchenY; if (!game.extraChefs) game.extraChefs = []; game.extraChefs.push(newChef); // Add new waiter var newWaiter = game.addChild(new Waiter()); newWaiter.x = registerX - 120; newWaiter.y = registerY + 60 + 100 * (game.extraWaiters.length + 1); game.extraWaiters.push(newWaiter); // --- Assign new waiter to a completely idle customer if available --- var idleCustomerIndex = -1; for (var ci = 0; ci < customers.length; ci++) { // Customer must be seated, not eating, not waiting for food, not paying, not leaving, and their table must not have orderPlaced or foodDelivered var cust = customers[ci]; if (cust.state === 'seated' && cust.targetTable && !cust.targetTable.orderPlaced && !cust.targetTable.foodDelivered && !cust.targetTable.food && !orderTaken[cust.targetTableIndex]) { idleCustomerIndex = ci; break; } } if (idleCustomerIndex !== -1) { // Find the table for this customer and assign the waiter to serve it var cust = customers[idleCustomerIndex]; var tIdx = cust.targetTableIndex; if (tIdx >= 0 && tIdx < tables.length) { newWaiter.state = 'goingToTable'; newWaiter.targetTable = tables[tIdx]; newWaiter.targetTableIndex = tIdx; newWaiter.servingTableIndex = tIdx; // Log assignment console.log('New waiter immediately assigned to idle customer at table: ' + tables[tIdx].tableNumber); } } } }; // 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 < 16) { money -= 100; createTable(tables.length); tableCount++; storage.tableCount = tableCount; storage.money = money; LK.effects.flashObject(addTableButton, 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 all chefs (main and extra) if (typeof chef !== "undefined" && chef.update) chef.update(); if (typeof game !== "undefined" && game.extraChefs) { for (var c = 0; c < game.extraChefs.length; c++) { if (game.extraChefs[c] && game.extraChefs[c].update) game.extraChefs[c].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(''); } // Update Top 5 Most Sold Foods Panel // Find top 5 indices by sales count var topIndices = []; for (var i = 0; i < foodSales.length; i++) topIndices.push(i); topIndices.sort(function (a, b) { return foodSales[b] - foodSales[a]; }); for (var i = 0; i < 5; i++) { var idx = topIndices[i]; if (foodSales[idx] > 0) { top5TextLines[i].setText(i + 1 + '. ' + foodNames[idx] + ' - ' + foodSales[idx] + ' adet'); } else { top5TextLines[i].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) { // Başlangıçta müşteri sayısı 1, her reklam yükseltmesinde +2 müşteri 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
@@ -431,10 +431,19 @@
/****
* Game Code
****/
-// Food image assets (replace with your own images as needed)
+// Add main menu background image (covers full game area)
+var mainMenuBg = game.addChild(LK.getAsset('mainMenuBg', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 2732
+}));
// 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
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