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 chair = self.attachAsset('chair', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 60
});
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;
}
// Panel background image for Top 5 Most Sold Foods
var top5PanelBg = LK.getAsset('mainMenuBg', {
anchorX: 1,
anchorY: 0,
x: 2048,
y: 120,
width: 500,
height: 350
});
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
@@ -512,16 +512,16 @@
var foodSales = [];
for (var i = 0; i < foodTypes.length; i++) {
foodSales[i] = 0;
}
-var top5PanelBg = LK.getAsset('table', {
+// Panel background image for Top 5 Most Sold Foods
+var top5PanelBg = LK.getAsset('mainMenuBg', {
anchorX: 1,
anchorY: 0,
x: 2048,
y: 120,
width: 500,
- height: 350,
- tint: 0xf5f5f5
+ height: 350
});
top5PanelBg.alpha = 0.92;
game.addChild(top5PanelBg);
var top5Title = new Text2('En Çok Satılan 5 Yemek', {
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