User prompt
Yükseltme butonları alt yazılarının altında olsun.
User prompt
Her yükseltme %25 daha fazla kazandırsın.
User prompt
Panelde ki Şubelerin üstlerine yükseltme butonları ekle. Ana şube hariç, Şubelerin alt alta ara boşluklarına 1 satır ekle. Yazı renkleri beyaz olsun. Yazı fontu ''Add Table'' yazısı ile aynı olsun.
User prompt
Şubelerin alt alta 2'şer satır boşluk olsun.
User prompt
Panelde ki yazı rengini beyaz yap.
User prompt
Şubeleri 1'er satır aşağı kaydır
User prompt
Panelde ki Şubelerin üstlerine yükseltme butonları ekle. Şubelerin ara boşluklarına 1 satır ekle.
User prompt
Şubelerin arkaplanda ki kazanç oranlarını %90 yavaşlat. Ancak yükseltmeler ile şubelerin kazanç oranını artıralım.
User prompt
Şubelerin arkaplanda ki kazanç oranlarını %70 yavaşlat. Ancak yükseltmeler ile şubelerin kazanç oranını artıralım.
User prompt
En fazla 5 şube açabilelim. Ayrıca, şubelere girmesek bile, işleyiş ve satışlar arkaplanda devam etsin.
User prompt
Şube panelinde ki sürekli Close butonu panelin sağ üst köşesinde konumlansın.
User prompt
Şube panelinde ki sürekli Close butonu 2 satır aşağıda konumlansın.
User prompt
Her şubenin altında, şubeye özel toplam kazanç miktarları yazsın.
User prompt
Şubelerde ki bütün kazanılan paraların tamamı Money'de toplansın. Ana bakiye olsun. İki farklı bakiye işlenmesin.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.branches = branches;' Line Number: 813
User prompt
Bunu düzelt.
User prompt
Ana şube başlangıç parası 50000 olsun
User prompt
Sorunu düzelt.
User prompt
Başlangıç parasını 50000 yap
User prompt
Başlangıç parasını 100000 yap
User prompt
Başlangıç parasını 100000 yap
User prompt
Add Table altına bir buton oluştur. Bu butonun ismi ''New Restaurant'' olsun. Aynı sistem ile Belli bir bedel karşılığında, farklı bir şube açalım, bütün şubeden kazandığımız para Money bakiyesine eklensin. Şube listesi için ''New Restaurant'' butonu altına ''Branches'' adında buton oluştur ve bu buton ile diğer şubelere geçiş yapacağımız bir panel oluştur.
User prompt
Sorunu çöz.
User prompt
Add Table altına bir buton oluştur. Bu butonun ismi ''New Restaurant'' olsun. Aynı sistem ile farklı bir şube açalım, bütün şubeden kazandığımız para Money bakiyesine eklensin. Şube listesi için ''New Restaurant'' butonu altına ''Branches'' adında buton oluştur ve bu buton ile diğer şubelere geçiş yapacağımız bir panel oluştur.
User prompt
Panel içerisinde ki yazıyı, panelin sol kenarına yapıştır.
/**** * 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 exit (register) if no table available // Move downwards from the register position (registerY) if (self.y < registerY + 200) { self.y += customerSpeed; } } } else if (self.state === 'eating') { // Do not show food image above customer; only show food on table when delivered self.eatingTime++; if (self.eatingTime > 180) { // 3 seconds at 60fps self.state = 'paying'; // No food image above customer to remove 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, font: "'GillSans',Impact,'Arial Black',Tahoma" // Remove bold font }); 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) 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 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 : 50000; 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: 36, fill: 0xFFFFFF, font: "'GillSans',Tahoma" // Remove bold font }); 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, wordWrap: true, wordWrapWidth: 140 }); resetButton.anchor.set(1, 0); // right-top anchor resetButton.x = moneyText.x - 180 - 2048 * 0.05; // Move 5% of screen width further left resetButton.y = moneyText.y + 8; // Align vertically with moneyText resetButton.interactive = true; resetButton.buttonMode = true; resetButton.down = function () { // Reset all purchases, upgrades, and research to initial values before game over storage.money = 50000; storage.restaurantLevel = 1; storage.tableCount = 2; storage.upgradeSpeedLevel = 0; storage.upgradeSpeedCost = 50; storage.advertisementLevel = 0; storage.customerSpeedLevel = 0; storage.customerSpeedCost = 50; // Clear any other persistent research/progress // Optionally clear food sales and other stats if stored 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: 0xFFFFFF, font: "'GillSans',Tahoma" // Remove bold font }); 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('top5PanelBg', { anchorX: 1, anchorY: 0, x: 2048, y: 120, width: 500, height: 385 // 350 * 1.1 = 385 }); top5PanelBg.alpha = 0.92; game.addChild(top5PanelBg); var top5Title = new Text2('TOP 5', { size: 40, fill: 0xFFFFFF, font: "'GillSans',Tahoma" // Remove bold font }); // Anchor left-top top5Title.anchor.set(0, 0); // Align to left edge of the panel (panel x = 2048, width = 500) top5Title.x = 2048 - 500 + 20; top5Title.y = 140; game.addChild(top5Title); var top5TextLines = []; for (var i = 0; i < 5; i++) { var txt = new Text2('', { size: 36, fill: 0xFFFFFF, font: "'GillSans',Tahoma" // Remove bold font }); // Anchor left-top txt.anchor.set(0, 0); // Align to left edge of the panel (panel x = 2048, width = 500) txt.x = 2048 - 500 + 20; 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 5 var row = Math.floor(index / 5); var col = index % 5; table.x = 300 + 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: 36, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 260 }); 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); // Also upgrade current branch's upgradeSpeedLevel for background earnings if (branches[currentBranchIndex]) { branches[currentBranchIndex].upgradeSpeedLevel = upgradeSpeedLevel; } 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: 36, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 260 }); advertisementText.anchor.set(0.5, 0.5); advertisementText.x = 500; advertisementText.y = 2280; game.addChild(advertisementText); // Track advertisement upgrade cost, default to 100 * (advertisementLevel+1) var advertisementCost = typeof storage.advertisementCost !== "undefined" ? storage.advertisementCost : 100 * (advertisementLevel + 1); function updateAdvertisementText() { advertisementText.setText('Advertisement $' + advertisementCost); } advertisementButton.down = function () { if (money >= advertisementCost) { money -= advertisementCost; advertisementLevel++; advertisementCost = 100 * (advertisementLevel + 1); storage.advertisementLevel = advertisementLevel; storage.advertisementCost = advertisementCost; storage.money = money; LK.effects.flashObject(advertisementButton, 0x00FF00, 500); updateAdvertisementText(); } }; updateAdvertisementText(); // --- Customer Speed Upgrade Button below Advertisement --- var customerSpeedLevel = typeof storage.customerSpeedLevel !== "undefined" ? storage.customerSpeedLevel : 0; var customerSpeedCost = typeof storage.customerSpeedCost !== "undefined" ? storage.customerSpeedCost : 50; var CUSTOMER_SPEED_MAX_LEVEL = 5; var customerSpeedButton = game.addChild(LK.getAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, x: 500, y: 2360 })); var customerSpeedText = new Text2('Customer Speed $' + customerSpeedCost, { size: 36, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 260 }); customerSpeedText.anchor.set(0.5, 0.5); customerSpeedText.x = 500; customerSpeedText.y = 2360; game.addChild(customerSpeedText); function updateCustomerSpeedText() { if (customerSpeedLevel >= CUSTOMER_SPEED_MAX_LEVEL) { customerSpeedText.setText('Customer Speed (MAX)'); } else { customerSpeedText.setText('Customer Speed $' + customerSpeedCost); } } customerSpeedButton.down = function () { if (customerSpeedLevel < CUSTOMER_SPEED_MAX_LEVEL && money >= customerSpeedCost) { money -= customerSpeedCost; customerSpeedLevel++; customerSpeedCost = customerSpeedCost * 2; // Increase customerSpeed by 20% (multiply by 1.2) for each upgrade customerSpeed = customerSpeed * 1.2; storage.customerSpeedLevel = customerSpeedLevel; storage.customerSpeedCost = customerSpeedCost; storage.money = money; LK.effects.flashObject(customerSpeedButton, 0x00FF00, 500); updateCustomerSpeedText(); } }; updateCustomerSpeedText(); // Add table button var addTableButton = game.addChild(LK.getAsset('addTableButton', { anchorX: 0.5, anchorY: 0.5, x: 1500, y: 2200 })); var addTableCost = typeof storage.addTableCost !== "undefined" ? storage.addTableCost : 200 * (tableCount - 1 + 1); // 200, 400, 600, ... var addTableText = new Text2('Add Table $' + addTableCost, { size: 36, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 260 }); addTableText.anchor.set(0.5, 0.5); addTableText.x = 1500; addTableText.y = 2200; game.addChild(addTableText); function updateAddTableText() { addTableText.setText('Add Table $' + addTableCost); } addTableButton.down = function () { if (money >= addTableCost && tables.length < 20 && branches.length <= 5) { money -= addTableCost; createTable(tables.length); tableCount++; addTableCost = 200 * (tableCount - 1 + 1); storage.tableCount = tableCount; storage.addTableCost = addTableCost; storage.money = money; LK.effects.flashObject(addTableButton, 0x00FF00, 500); updateAddTableText(); } else if (branches.length > 5) { LK.effects.flashObject(addTableButton, 0xFF0000, 500); } }; updateAddTableText(); // --- New Restaurant Button --- var branches = typeof storage.branches !== "undefined" ? storage.branches : [{ name: "Main Branch", // Remove per-branch money, use only global money restaurantLevel: restaurantLevel, tableCount: tableCount, addTableCost: addTableCost, advertisementLevel: advertisementLevel, advertisementCost: advertisementCost, customerSpeedLevel: customerSpeedLevel, customerSpeedCost: customerSpeedCost, foodSales: foodSales.slice() // Add more per-branch state as needed }]; var currentBranchIndex = typeof storage.currentBranchIndex !== "undefined" ? storage.currentBranchIndex : 0; function saveBranches() { try { // Deep clone branches to avoid circular references and non-serializable objects var serializableBranches = []; for (var i = 0; i < branches.length; i++) { var b = branches[i]; var branchCopy = {}; for (var key in b) { // Only copy serializable properties (skip objects/functions) if (_typeof(b[key]) !== "object" && typeof b[key] !== "function") { branchCopy[key] = b[key]; } else if (Array.isArray(b[key])) { // Shallow copy arrays (e.g. foodSales) branchCopy[key] = b[key].slice(); } } // Always save upgradeSpeedLevel for background upgrades if (typeof b.upgradeSpeedLevel !== "undefined") { branchCopy.upgradeSpeedLevel = b.upgradeSpeedLevel; } serializableBranches.push(branchCopy); } storage.branches = serializableBranches; storage.currentBranchIndex = currentBranchIndex; } catch (e) { console.log("Error saving branches to storage:", e); } } function loadBranch(idx) { // Save current branch state before switching if (branches[currentBranchIndex]) { // Do not save per-branch money, only save other state branches[currentBranchIndex].restaurantLevel = restaurantLevel; branches[currentBranchIndex].tableCount = tableCount; branches[currentBranchIndex].addTableCost = addTableCost; branches[currentBranchIndex].advertisementLevel = advertisementLevel; branches[currentBranchIndex].advertisementCost = advertisementCost; branches[currentBranchIndex].customerSpeedLevel = customerSpeedLevel; branches[currentBranchIndex].customerSpeedCost = customerSpeedCost; branches[currentBranchIndex].foodSales = foodSales.slice(); // Add more per-branch state as needed } // Load new branch state var b = branches[idx]; if (b) { // Do not load per-branch money, always use global money restaurantLevel = b.restaurantLevel; tableCount = b.tableCount; addTableCost = b.addTableCost; advertisementLevel = b.advertisementLevel; advertisementCost = b.advertisementCost; customerSpeedLevel = b.customerSpeedLevel; customerSpeedCost = b.customerSpeedCost; upgradeSpeedLevel = typeof b.upgradeSpeedLevel !== "undefined" ? b.upgradeSpeedLevel : 0; for (var i = 0; i < foodSales.length; i++) foodSales[i] = b.foodSales[i] || 0; // Reset tables, customers, etc. // Remove old tables for (var i = tables.length - 1; i >= 0; i--) { if (tables[i] && tables[i].destroy) tables[i].destroy(); tables.splice(i, 1); orderTaken.splice(i, 1); tableReservations.splice(i, 1); } // Re-create tables for (var i = 0; i < tableCount; i++) { createTable(i); } // Remove all customers for (var i = customers.length - 1; i >= 0; i--) { if (customers[i] && customers[i].destroy) customers[i].destroy(); customers.splice(i, 1); } // Reset upgrades UI updateAddTableText(); updateAdvertisementText(); updateCustomerSpeedText(); updateUpgradeText(); // Reset last sold food info lastSoldFoodName = ''; lastSoldFoodPrice = 0; // Save currentBranchIndex = idx; saveBranches(); } } var newRestaurantCost = 5000 + 5000 * branches.length; // 5000, 10000, 15000... var newRestaurantButton = new Text2('New Restaurant $' + newRestaurantCost, { size: 36, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 260 }); newRestaurantButton.anchor.set(0.5, 0.5); newRestaurantButton.x = 1500; newRestaurantButton.y = 2280; game.addChild(newRestaurantButton); function updateNewRestaurantButton() { newRestaurantCost = 5000 + 5000 * branches.length; newRestaurantButton.setText('New Restaurant $' + newRestaurantCost); } newRestaurantButton.interactive = true; newRestaurantButton.buttonMode = true; newRestaurantButton.down = function () { if (branches.length >= 5) { LK.effects.flashObject(newRestaurantButton, 0xFF0000, 500); return; } if (money >= newRestaurantCost) { money -= newRestaurantCost; // Create new branch with default values var newBranch = { name: "Branch " + (branches.length + 1), // No per-branch money, only global money is used restaurantLevel: 1, tableCount: 2, addTableCost: 200, advertisementLevel: 0, advertisementCost: 100, customerSpeedLevel: 0, customerSpeedCost: 50, upgradeSpeedLevel: 0, foodSales: function () { var arr = []; for (var i = 0; i < foodTypes.length; i++) arr[i] = 0; return arr; }() }; branches.push(newBranch); saveBranches(); updateNewRestaurantButton(); LK.effects.flashObject(newRestaurantButton, 0x00FF00, 500); } }; updateNewRestaurantButton(); // --- Branches Button --- var branchesButton = new Text2('Branches', { size: 36, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 260 }); branchesButton.anchor.set(0.5, 0.5); branchesButton.x = 1500; branchesButton.y = 2360; game.addChild(branchesButton); branchesButton.interactive = true; branchesButton.buttonMode = true; // --- Branches Panel --- var branchesPanel = null; function showBranchesPanel() { if (branchesPanel && branchesPanel.parent) { branchesPanel.parent.removeChild(branchesPanel); branchesPanel = null; return; } branchesPanel = new Container(); // Panel background var panelBg = LK.getAsset('top5PanelBg', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, width: 800, height: 900 }); panelBg.alpha = 0.98; branchesPanel.addChild(panelBg); // Title var panelTitle = new Text2('Branches', { size: 48, fill: 0xFFFFFF, font: "'GillSans',Tahoma" }); panelTitle.anchor.set(0.5, 0); panelTitle.x = 1024; panelTitle.y = 900; branchesPanel.addChild(panelTitle); // List branches for (var i = 0; i < branches.length; i++) { (function (idx) { var b = branches[idx]; // --- Upgrade Button for this branch --- var branchUpgradeLevel = typeof b.upgradeSpeedLevel !== "undefined" ? b.upgradeSpeedLevel : 0; var branchUpgradeCost = 200 * (branchUpgradeLevel + 1); var branchUpgradeBtn = new Text2('Yükselt ($' + branchUpgradeCost + ')', { size: 32, fill: 0x00FF00, font: "'GillSans',Tahoma" }); branchUpgradeBtn.anchor.set(0.5, 0); branchUpgradeBtn.x = 1024; branchUpgradeBtn.y = 1000 + idx * 80 - 38; branchUpgradeBtn.interactive = true; branchUpgradeBtn.buttonMode = true; branchUpgradeBtn.down = function () { // Only allow upgrade if not maxed and enough money var maxLevel = 5; if (b.upgradeSpeedLevel === undefined) b.upgradeSpeedLevel = 0; if (b.upgradeSpeedLevel < maxLevel && money >= 200 * (b.upgradeSpeedLevel + 1)) { money -= 200 * (b.upgradeSpeedLevel + 1); b.upgradeSpeedLevel++; saveBranches(); showBranchesPanel(); LK.effects.flashObject(branchUpgradeBtn, 0x00FF00, 500); } else { LK.effects.flashObject(branchUpgradeBtn, 0xFF0000, 500); } }; branchesPanel.addChild(branchUpgradeBtn); // --- Branch Name Button --- var branchBtn = new Text2((idx === currentBranchIndex ? '▶ ' : '') + b.name, { size: 40, fill: idx === currentBranchIndex ? 0x00FF00 : 0xFFFFFF, font: "'GillSans',Tahoma" }); branchBtn.anchor.set(0.5, 0); branchBtn.x = 1024; branchBtn.y = 1000 + idx * 80; branchBtn.interactive = true; branchBtn.buttonMode = true; branchBtn.down = function () { if (idx !== currentBranchIndex) { loadBranch(idx); showBranchesPanel(); // Refresh panel } }; branchesPanel.addChild(branchBtn); // --- Show per-branch total earnings under each branch --- var branchTotalEarnings = 0; if (b.foodSales && Array.isArray(b.foodSales)) { for (var fs = 0; fs < b.foodSales.length; fs++) { // Use foodPrices[fs] if available, otherwise fallback to 0 var price = typeof foodPrices !== "undefined" && foodPrices[fs] !== undefined ? foodPrices[fs] : 0; branchTotalEarnings += (b.foodSales[fs] || 0) * price; } } var branchEarningsText = new Text2('Toplam Kazanç: $' + branchTotalEarnings, { size: 28, fill: 0xFFFF00, font: "'GillSans',Tahoma" }); branchEarningsText.anchor.set(0.5, 0); branchEarningsText.x = 1024; branchEarningsText.y = 1000 + idx * 80 + 38; branchesPanel.addChild(branchEarningsText); // Show upgrade level for background earnings branchUpgradeLevel = typeof b.upgradeSpeedLevel !== "undefined" ? b.upgradeSpeedLevel : 0; var branchUpgradeText = new Text2('Arkaplan Hız Yükseltme: Seviye ' + branchUpgradeLevel, { size: 22, fill: 0x00FFFF, font: "'GillSans',Tahoma" }); branchUpgradeText.anchor.set(0.5, 0); branchUpgradeText.x = 1024; branchUpgradeText.y = 1000 + idx * 80 + 68; branchesPanel.addChild(branchUpgradeText); // --- Separator line between branches (except after last) --- if (idx < branches.length - 1) { var sep = new Text2('────────────────────────────', { size: 18, fill: 0x888888, font: "'GillSans',Tahoma" }); sep.anchor.set(0.5, 0); sep.x = 1024; sep.y = 1000 + idx * 80 + 98; branchesPanel.addChild(sep); } })(i); } // Close button var closeBtn = new Text2('Close', { size: 36, fill: 0xFFFFFF }); // Anchor top right closeBtn.anchor.set(1, 0); // Place at top right of the panel background (800px wide, centered at x=1024) closeBtn.x = 1024 + 400 - 24; // 1024 + half width - margin closeBtn.y = 900 + 16; // panel top y + margin closeBtn.interactive = true; closeBtn.buttonMode = true; closeBtn.down = function () { if (branchesPanel && branchesPanel.parent) { branchesPanel.parent.removeChild(branchesPanel); branchesPanel = null; } }; branchesPanel.addChild(closeBtn); game.addChild(branchesPanel); } branchesButton.down = function () { showBranchesPanel(); }; // 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) { // Show food icon, count, and total earned // Create icon if not already present if (!top5TextLines[i].foodIcon) { var icon = LK.getAsset(foodImageIds[idx], { anchorX: 0.5, anchorY: 0.5, // Place icon to the left of the text, with a small margin x: top5TextLines[i].x - 50, y: top5TextLines[i].y + 20, width: 40, height: 40 }); game.addChild(icon); top5TextLines[i].foodIcon = icon; } else { // Update icon to correct food type and position top5TextLines[i].foodIcon.setAsset(foodImageIds[idx]); // Place icon to the left of the text, with a small margin top5TextLines[i].foodIcon.x = top5TextLines[i].x - 50; top5TextLines[i].foodIcon.y = top5TextLines[i].y + 20; top5TextLines[i].foodIcon.visible = true; } // Calculate total earned for this food var totalEarned = foodSales[idx] * foodPrices[idx]; top5TextLines[i].setText(i + 1 + '. ' + foodNames[idx] + ' - ' + foodSales[idx] + ' adet $' + totalEarned); } else { top5TextLines[i].setText(''); // Hide icon if present if (top5TextLines[i].foodIcon) { top5TextLines[i].foodIcon.visible = false; } } } // 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; // Set waiting customer's position to the exit (register) location customers[j].x = registerX; customers[j].y = registerY; // 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()); // Customers now enter from the exit (register) location customer.x = registerX; customer.y = registerY; 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 } } } // Simulate background sales for all branches (except current) // Background branches earn at 10% speed, but can be increased by upgrades if (LK.ticks % 60 === 0 && branches.length > 1) { for (var bidx = 0; bidx < branches.length; bidx++) { if (bidx === currentBranchIndex) continue; var b = branches[bidx]; // Calculate background earning multiplier: base 0.1 (10%), plus 0.05 per upgradeSpeedLevel (max 0.35 at level 5) var branchUpgradeLevel = typeof b.upgradeSpeedLevel !== "undefined" ? b.upgradeSpeedLevel : 0; var backgroundMultiplier = 0.1 + 0.05 * branchUpgradeLevel; if (backgroundMultiplier > 1) backgroundMultiplier = 1; // Simulate a small number of sales per tick (e.g. 0-2 random sales) var salesCount = Math.floor(Math.random() * 3); // 0, 1, or 2 // Apply multiplier (simulate fractional sales probabilistically) var effectiveSales = 0; for (var s = 0; s < salesCount; s++) { if (Math.random() < backgroundMultiplier) { effectiveSales++; } } for (var s = 0; s < effectiveSales; s++) { // Pick a random food type var foodIdx = Math.floor(Math.random() * foodTypes.length); if (!b.foodSales) b.foodSales = []; if (typeof b.foodSales[foodIdx] !== "number") b.foodSales[foodIdx] = 0; b.foodSales[foodIdx]++; // Add money to global money if (typeof foodPrices[foodIdx] === "number") { money += foodPrices[foodIdx]; } } } } // Save periodically if (LK.ticks % 300 === 0) { storage.money = money; } };
===================================================================
--- original.js
+++ change.js
@@ -958,8 +958,37 @@
// List branches
for (var i = 0; i < branches.length; i++) {
(function (idx) {
var b = branches[idx];
+ // --- Upgrade Button for this branch ---
+ var branchUpgradeLevel = typeof b.upgradeSpeedLevel !== "undefined" ? b.upgradeSpeedLevel : 0;
+ var branchUpgradeCost = 200 * (branchUpgradeLevel + 1);
+ var branchUpgradeBtn = new Text2('Yükselt ($' + branchUpgradeCost + ')', {
+ size: 32,
+ fill: 0x00FF00,
+ font: "'GillSans',Tahoma"
+ });
+ branchUpgradeBtn.anchor.set(0.5, 0);
+ branchUpgradeBtn.x = 1024;
+ branchUpgradeBtn.y = 1000 + idx * 80 - 38;
+ branchUpgradeBtn.interactive = true;
+ branchUpgradeBtn.buttonMode = true;
+ branchUpgradeBtn.down = function () {
+ // Only allow upgrade if not maxed and enough money
+ var maxLevel = 5;
+ if (b.upgradeSpeedLevel === undefined) b.upgradeSpeedLevel = 0;
+ if (b.upgradeSpeedLevel < maxLevel && money >= 200 * (b.upgradeSpeedLevel + 1)) {
+ money -= 200 * (b.upgradeSpeedLevel + 1);
+ b.upgradeSpeedLevel++;
+ saveBranches();
+ showBranchesPanel();
+ LK.effects.flashObject(branchUpgradeBtn, 0x00FF00, 500);
+ } else {
+ LK.effects.flashObject(branchUpgradeBtn, 0xFF0000, 500);
+ }
+ };
+ branchesPanel.addChild(branchUpgradeBtn);
+ // --- Branch Name Button ---
var branchBtn = new Text2((idx === currentBranchIndex ? '▶ ' : '') + b.name, {
size: 40,
fill: idx === currentBranchIndex ? 0x00FF00 : 0xFFFFFF,
font: "'GillSans',Tahoma"
@@ -994,9 +1023,9 @@
branchEarningsText.x = 1024;
branchEarningsText.y = 1000 + idx * 80 + 38;
branchesPanel.addChild(branchEarningsText);
// Show upgrade level for background earnings
- var branchUpgradeLevel = typeof b.upgradeSpeedLevel !== "undefined" ? b.upgradeSpeedLevel : 0;
+ branchUpgradeLevel = typeof b.upgradeSpeedLevel !== "undefined" ? b.upgradeSpeedLevel : 0;
var branchUpgradeText = new Text2('Arkaplan Hız Yükseltme: Seviye ' + branchUpgradeLevel, {
size: 22,
fill: 0x00FFFF,
font: "'GillSans',Tahoma"
@@ -1004,8 +1033,20 @@
branchUpgradeText.anchor.set(0.5, 0);
branchUpgradeText.x = 1024;
branchUpgradeText.y = 1000 + idx * 80 + 68;
branchesPanel.addChild(branchUpgradeText);
+ // --- Separator line between branches (except after last) ---
+ if (idx < branches.length - 1) {
+ var sep = new Text2('────────────────────────────', {
+ size: 18,
+ fill: 0x888888,
+ font: "'GillSans',Tahoma"
+ });
+ sep.anchor.set(0.5, 0);
+ sep.x = 1024;
+ sep.y = 1000 + idx * 80 + 98;
+ branchesPanel.addChild(sep);
+ }
})(i);
}
// Close button
var closeBtn = new Text2('Close', {
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