User prompt
Oluşturduğun resimi bağımsız şekilde 1 satır aşağı kaydır.
User prompt
Stok resminin 2 satır yukarısına yeni bir resim dosyası oluştur
User prompt
Katil öldürülürse veya uzakta kalıp oyundan yok edilirse, oyun ekranına yeni bir katil girsin.
User prompt
Oyun ekranında en az 1 tane kesin olarak Katil olsun
User prompt
Mermi çarpma efeğinin adet ve boyutunu %95 oranında küçült.
User prompt
Mermi çarpma efeğini %95 oranında küçült.
User prompt
Mermiler çarptığında çok küçük bir patlama efeği yapsın.
User prompt
%10 olan yakınlaşma oranı %15 olarak değiştir. Savaşlar biraz daha uzak mesafede gerçekleşsin.
User prompt
Mermi menzili, saldırı menzili ile aynı olsun.
User prompt
Sıkılan ve yerini bulmayan mermiler, menzil dışına çıkınca yavaşça kaybolsun ve temizlensin. Böylece hedefi bulmayan her mermi için ekstra ram kullanımı sağlanmamış olur.
User prompt
Bütün mermiler için uygula bunu.
User prompt
Bütün sıkılan mermiler, menzil dışına çıkınca yavaş yavaş yok olup temizlensin. Böylece oyunun ram kullanımı azaltılsın.
User prompt
Oyunun belli bir süre sonra kasmaması için, kodları düzenle. Bunun için özel bir kod yaz. Başka bişey daha ekle, oyunun relax çalışması için.
User prompt
Haritada bulunan maden ve coinler ufak bir süre sonra yavaş yavaş yok olup temizlensinler. Oyunun bellek sorununu çözmek için.
User prompt
Oyunun belli bir süre sonra kasmaması için, kodları düzenle. Bunun için özel bir kod yaz.
User prompt
Katilin saldırı mesafesi oranını %10 düşür.
User prompt
Katil korsan öldüğünde veya yok olduğunda yeniden spawn olsun.
User prompt
Ben ölünce Katil korsan spawn olmuyor.
User prompt
spawnUpgradeStation sisteminin hatasını düzelt.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {' Line Number: 3819
User prompt
Ben ölüp respawn olduğum zaman, haritada bulunan herşey yeniden spawn olsun. Haritada ki unsurlar sıfırlansın.
User prompt
Çok uzak yerlerinde spawn olmasın, diğer korsanların spawn olduğu gibi ve spawn yerinde spawn olsun.
User prompt
Katil korsan ateş hızını 5 kat değil de, 3 kat olarak yeniden düzenle.
User prompt
Yeniden doğumu, bambaşka yerde yapsın.
User prompt
Katil korsan can oranı, normal seviyede dursun ancak anlık saldırı oranını 5 kat arttır. Canı iyi ilerliyor ama saldırı gücü zayıf kalıyor.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Asteroid = Container.expand(function () { var self = Container.call(this); var asteroidGraphics = self.attachAsset('resource', { anchorX: 0.5, anchorY: 0.5, tint: 0x8B4513, scaleX: 2, scaleY: 2 }); self.health = 50; self.resources = Math.floor(Math.random() * 10) + 5; self.vx = (Math.random() - 0.5) * 0.5; self.vy = (Math.random() - 0.5) * 0.5; self.rotationSpeed = (Math.random() - 0.5) * 0.02; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffffff, 100); }; self.update = function () { self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; }; return self; }); // Black Hole Hazard Class var BlackHole = Container.expand(function () { var self = Container.call(this); var bhGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 8, tint: 0x222222 }); self.radius = 200; self.pullStrength = 0.7 + Math.random() * 0.5; self.damageRadius = 120; self.update = function () { // Animate black hole bhGraphics.rotation += 0.03; // Pull ship if in range var dx = ship.x - self.x; var dy = ship.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.radius) { var pull = (self.radius - dist) / self.radius * self.pullStrength; ship.x -= dx / dist * pull; ship.y -= dy / dist * pull; // Camera follows ship, so move all objects accordingly for (var i = 0; i < stars.length; i++) { stars[i].x -= dx / dist * pull; stars[i].y -= dy / dist * pull; } for (var i = 0; i < npcs.length; i++) { npcs[i].x -= dx / dist * pull; npcs[i].y -= dy / dist * pull; } for (var i = 0; i < pirates.length; i++) { pirates[i].x -= dx / dist * pull; pirates[i].y -= dy / dist * pull; } for (var i = 0; i < coins.length; i++) { coins[i].x -= dx / dist * pull; coins[i].y -= dy / dist * pull; } for (var i = 0; i < resources.length; i++) { resources[i].x -= dx / dist * pull; resources[i].y -= dy / dist * pull; } for (var i = 0; i < bullets.length; i++) { bullets[i].x -= dx / dist * pull; bullets[i].y -= dy / dist * pull; } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].x -= dx / dist * pull; enemyBullets[i].y -= dy / dist * pull; } for (var i = 0; i < asteroids.length; i++) { asteroids[i].x -= dx / dist * pull; asteroids[i].y -= dy / dist * pull; } for (var i = 0; i < upgradeStations.length; i++) { upgradeStations[i].x -= dx / dist * pull; upgradeStations[i].y -= dy / dist * pull; } // boostParticles removed (no boost system) for (var i = 0; i < explosions.length; i++) { explosions[i].x -= dx / dist * pull; explosions[i].y -= dy / dist * pull; } } // Damage ship if too close if (dist < self.damageRadius) { if (!self.lastDamaged || LK.ticks - self.lastDamaged > 30) { ship.takeDamage(10); self.lastDamaged = LK.ticks; LK.effects.flashObject(ship, 0x000000, 200); } } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 10; self.directionX = 0; self.directionY = -1; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.value = Math.floor(Math.random() * 10) + 5; self.update = function () { self.rotation += 0.05; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.damage = 5; self.directionX = 0; self.directionY = 0; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); // HealthBar class for displaying health above entities var HealthBar = Container.expand(function () { var self = Container.call(this); // width, height, color, maxValue, getValueFn self._width = 60; self._height = 10; self._color = 0x00ff00; self._maxValue = 100; self._getValueFn = null; self._getMaxFn = null; self._bg = self.attachAsset('resource', { anchorX: 0.5, anchorY: 0.5, scaleX: self._width / 40, scaleY: self._height / 40, tint: 0x222222 }); self._bar = self.attachAsset('resource', { anchorX: 0.5, anchorY: 0.5, scaleX: (self._width - 4) / 40, scaleY: (self._height - 4) / 40, tint: self._color }); self._bar.x = 0; self._bar.y = 0; self.set = function (opts) { self._maxValue = opts.maxValue || 100; self._getValueFn = opts.getValueFn; self._getMaxFn = opts.getMaxFn; self._color = opts.color || 0x00ff00; self._bar.tint = self._color; if (opts.width) { self._width = opts.width; self._bg.scaleX = self._width / 40; self._bar.scaleX = (self._width - 4) / 40; } if (opts.height) { self._height = opts.height; self._bg.scaleY = self._height / 40; self._bar.scaleY = (self._height - 4) / 40; } }; self.update = function () { var value = self._getValueFn ? self._getValueFn() : self._maxValue; var maxValue = self._getMaxFn ? self._getMaxFn() : self._maxValue; var ratio = Math.max(0, Math.min(1, value / maxValue)); // Color: green > yellow > red if (ratio > 0.6) { self._bar.tint = 0x00ff00; } else if (ratio > 0.3) { self._bar.tint = 0xffff00; } else { self._bar.tint = 0xff0000; } self._bar.scaleX = (self._width - 4) * ratio / 40; }; return self; }); var NPC = Container.expand(function () { var self = Container.call(this); var npcGraphics = self.attachAsset('npc', { anchorX: 0.5, anchorY: 0.5 }); self.isAI = true; // AI-driven self.baseY = 0; self.moveSpeed = 1 + Math.random() * 2; self.moveAngle = Math.random() * Math.PI * 2; self.wanderTimer = 0; self.lastAIAction = 0; self.targetX = null; self.targetY = null; self.rpgName = "NPC-" + Math.floor(Math.random() * 10000); // --- NPC Level System --- // Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc. var minLevel = 1 + (typeof waveNumber !== "undefined" ? waveNumber : 0) * 2; var maxLevel = minLevel + 2; self.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1)); self.health = 100 + (self.level - 1) * 10; // --- Level Text --- self._levelText = new Text2("Lv." + self.level, { size: 22, fill: 0xcccccc, align: "center" }); self._levelText.anchor.set(0.5, 0); self._levelText.x = 0; self._levelText.y = 40; // Under the NPC sprite self.addChild(self._levelText); // Only floating AI logic, no quests/events/trade // Add dummy interact method to prevent TypeError self.interact = function () { // No interaction for basic NPCs, return empty string return ""; }; self.update = function () { // Update level text position in case of movement if (self._levelText) { self._levelText.x = 0; self._levelText.y = npcGraphics.height / 2 + 4; self._levelText.setText("Lv." + self.level); } // Pause logic: If pauseUntil is set and not expired, skip movement if (self.pauseUntil && LK.ticks < self.pauseUntil) { // Still paused, only float animation self.y += Math.sin(LK.ticks * 0.05) * 0.5; return; } // AI: Sometimes move toward a random point, sometimes wander self.wanderTimer++; if (self.wanderTimer > 120 + Math.random() * 120) { if (Math.random() < 0.5) { // Pick a random point to move toward (simulate AI goal seeking) self.targetX = self.x + (Math.random() - 0.5) * 800; self.targetY = self.y + (Math.random() - 0.5) * 800; } else { self.targetX = null; self.targetY = null; } self.moveAngle = Math.random() * Math.PI * 2; self.wanderTimer = 0; } // Move toward target if set, else wander if (self.targetX !== null && self.targetY !== null) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.x += dx / dist * self.moveSpeed; self.y += dy / dist * self.moveSpeed; self.moveAngle = Math.atan2(dy, dx); } else { self.targetX = null; self.targetY = null; } } else { self.x += Math.cos(self.moveAngle) * self.moveSpeed; self.y += Math.sin(self.moveAngle) * self.moveSpeed; } // Float animation on top of movement self.y += Math.sin(LK.ticks * 0.05) * 0.5; }; return self; }); var Pirate = Container.expand(function () { var self = Container.call(this); var pirateGraphics = self.attachAsset('pirate', { anchorX: 0.5, anchorY: 0.5 }); // --- Pirate Level & Scaling --- self.level = typeof waveNumber !== "undefined" ? 1 + waveNumber : 1; self.health = 30 + (self.level - 1) * 10; self.speed = 2 + Math.floor((self.level - 1) / 10) * 0.2; // Slight speed up every 10 waves self.fireRate = 60 - Math.min((self.level - 1) * 2, 30); // Faster fire at higher levels self.lastFire = 0; self.loot = Math.floor(Math.random() * 30) + 10 + (self.level - 1) * 2; self.moveAngle = Math.random() * Math.PI * 2; self.patrolTimer = 0; self.aggroRange = 600; // Korsan saldırı ve savunma gücü seviyeye göre orantılı artar self.damage = 5 + Math.floor((self.level - 1) * 1.5); // Saldırı gücü daha hızlı artar self.defense = 2 + Math.floor((self.level - 1) * 1.2); // Savunma gücü de seviyeye göre artar // --- Level Text --- self._levelText = new Text2("Lv." + self.level, { size: 22, fill: 0xcccccc, align: "center" }); self._levelText.anchor.set(0.5, 0); self._levelText.x = 0; self._levelText.y = 40; // Under the pirate sprite self.addChild(self._levelText); // Katil korsan için "Ödül:" yazısı ekle self._rewardText = null; if (self.rpgName === "Katil" || self._isKatil) { self._rewardText = new Text2("Ödül:", { size: 22, fill: 0xffcc00, align: "center" }); self._rewardText.anchor.set(0.5, 0); self._rewardText.x = 0; self._rewardText.y = self._levelText.y + 28; // Seviye yazısının hemen altında, aynı büyüklükte self.addChild(self._rewardText); } // Level text only, defense text removed self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xffffff, 100); }; self.update = function () { // Update level text position in case of movement if (self._levelText) { self._levelText.x = 0; self._levelText.y = pirateGraphics.height / 2 + 4; self._levelText.setText("Lv." + self.level); } // Katil korsan için ödül yazısı pozisyonunu güncel tut if (self.rpgName === "Katil" || self._isKatil) { if (!self._rewardText) { self._rewardText = new Text2("Ödül:", { size: 22, fill: 0xffcc00, align: "center" }); self._rewardText.anchor.set(0.5, 0); self.addChild(self._rewardText); } self._rewardText.x = 0; self._rewardText.y = self._levelText.y + 28; self._rewardText.visible = true; // Katil korsan için coin miktarı yazısı ekle/güncelle var rewardCoinValue = 0; // Katil korsan için coin değeri, öldüğünde verilecek coin miktarı ile aynı olmalı // Oyun kodunda coin.value = coin.value * (1 + Math.floor(waveNumber / 3)) * 10; // Burada coin.value rastgele 5-14 arası, ama göstermek için ortalama değer (ör: 10) kullanılabilir // Alternatif: self.level ve waveNumber'a göre hesapla var baseCoin = 10; // ortalama coin var waveNum = typeof waveNumber !== "undefined" ? waveNumber : 0; rewardCoinValue = baseCoin * (1 + Math.floor(waveNum / 3)) * 10; if (!self._rewardCoinText) { self._rewardCoinText = new Text2(rewardCoinValue + " coin", { size: 22, fill: 0xffcc00, align: "center" }); self._rewardCoinText.anchor.set(0.5, 0); self.addChild(self._rewardCoinText); } self._rewardCoinText.x = 0; self._rewardCoinText.y = self._rewardText.y + 28; self._rewardCoinText.setText(rewardCoinValue + " coin"); self._rewardCoinText.visible = true; } else if (self._rewardText) { self._rewardText.visible = false; if (self._rewardCoinText) self._rewardCoinText.visible = false; } // Defense text removed // Movement AI self.patrolTimer++; if (self.patrolTimer > 180) { self.moveAngle = Math.random() * Math.PI * 2; self.patrolTimer = 0; } // Patrol movement if (self._squadTargetNPC && self._squadTargetNPC.questType === 'defend' && self._squadTargetNPC.questActive) { // Korsan, NPC'yi hedefle var target = self._squadTargetNPC; // Eğer defend quest'te yardım kabul edildiyse, oyuncuya da saldırabilir if (target._defendHelpAccepted === true && Math.random() < 0.5) { // %50 ihtimalle oyuncuya saldır target = Math.random() < 0.5 ? self._squadTargetNPC : ship; } var dx = target.x - self.x; var dy = target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; self.moveAngle = Math.atan2(dy, dx); } // Ateş et if (LK.ticks - self.lastFire > self.fireRate) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var angle = Math.atan2(target.y - self.y, target.x - self.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; enemyBullets.push(bullet); if (game && game.addChild) game.addChild(bullet); self.lastFire = LK.ticks; } } else { self.x += Math.cos(self.moveAngle) * self.speed * 0.5; self.y += Math.sin(self.moveAngle) * self.speed * 0.5; } }; return self; }); // Pirate Base Class var PirateBase = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('pirate', { anchorX: 0.5, anchorY: 0.5, tint: 0x990000, scaleX: 3, scaleY: 3 }); self.health = 300; self.maxHealth = 300; self.attackPower = 10; self.defensePower = 10; self.spawnRadius = 350; self.pirates = []; self.lastPirateSpawn = 0; self.maxPirates = 10; self._destroyed = false; // Health bar self._healthBar = new HealthBar(); self._healthBar.set({ maxValue: function maxValue() { return self.maxHealth; }, getValueFn: function getValueFn() { return self.health; }, getMaxFn: function getMaxFn() { return self.maxHealth; }, width: 120, height: 16, color: 0xff0000 }); self._healthBar.y = -120; self.addChild(self._healthBar); self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xff0000, 120); if (self.health <= 0 && !self._destroyed) { self.health = 0; self._destroyed = true; // Remove all pirates around base for (var i = 0; i < self.pirates.length; i++) { if (self.pirates[i] && !self.pirates[i]._destroyed) { self.pirates[i].destroy(); } } // Explosion effect createExplosion(self.x, self.y); // Floating label var label = new Text2("Korsan Üssü Yok Edildi!", { size: 48, fill: 0xffcc00, align: "center" }); label.anchor.set(0.5, 0.5); label.x = self.x; label.y = self.y - 180; if (game && game.addChild) game.addChild(label); self._destroyed = true; self.destroy(); } }; self.update = function () { // Health bar update if (self._healthBar && self._healthBar.update) self._healthBar.update(); // Remove dead pirates from list for (var i = self.pirates.length - 1; i >= 0; i--) { if (!self.pirates[i] || self.pirates[i]._destroyed) { self.pirates.splice(i, 1); } } // Spawn pirates if less than max if (!self._destroyed && self.pirates.length < self.maxPirates && LK.ticks - self.lastPirateSpawn > 90) { var pirate = new Pirate(); var angle = Math.random() * Math.PI * 2; pirate.x = self.x + Math.cos(angle) * (self.spawnRadius + Math.random() * 60); pirate.y = self.y + Math.sin(angle) * (self.spawnRadius + Math.random() * 60); pirate.health = 30 + self.attackPower * 2; pirate.damage = 5 + self.attackPower; pirate.rpgName = "BaseKorsan-" + Math.floor(Math.random() * 10000); pirate._baseRef = self; // Add health bar to pirate pirate._healthBar = new HealthBar(); pirate._healthBar.set({ maxValue: function maxValue() { return pirate.health > 0 ? pirate.health : 0; }, getValueFn: function getValueFn() { return pirate.health > 0 ? pirate.health : 0; }, getMaxFn: function getMaxFn() { return 30 + self.attackPower * 2; }, width: 60, height: 10 }); pirate._healthBar.y = -60; pirate.addChild(pirate._healthBar); pirates.push(pirate); self.pirates.push(pirate); if (game && game.addChild) game.addChild(pirate); self.lastPirateSpawn = LK.ticks; } // Base defense: shoot at player if close var distToShip = Math.sqrt(Math.pow(ship.x - self.x, 2) + Math.pow(ship.y - self.y, 2)); if (!self._destroyed && distToShip < self.spawnRadius + 80 && LK.ticks % 30 === 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var angle = Math.atan2(ship.y - self.y, ship.x - self.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullet.damage = 10 + self.attackPower; enemyBullets.push(bullet); if (game && game.addChild) game.addChild(bullet); } }; return self; }); var Resource = Container.expand(function () { var self = Container.call(this); var resourceGraphics = self.attachAsset('resource', { anchorX: 0.5, anchorY: 0.5 }); // 10 farklı hammadde tipi var resourceTypes = ['metal', 'energy', 'crystal', 'gas', 'ice', 'uranium', 'silicon', 'carbon', 'plasma', 'antimatter']; // --- Değerli hammaddelerin daha az çıkmasını sağlamak için ağırlıklı seçim --- // Market kaldırıldı, sabit fiyatlar kullanılıyor var prices = [100, 80, 120, 90, 70, 200, 110, 60, 150, 300]; // Her hammaddenin ağırlığı: 1 / (fiyat^0.7) ile ters orantılı (daha değerli = daha az) // 0.7 üssüyle daha yumuşak bir dağılım, istenirse 1.0 yapılabilir var weights = []; var totalWeight = 0; for (var i = 0; i < prices.length; i++) { var w = 1 / Math.pow(prices[i], 0.7); weights.push(w); totalWeight += w; } // Rastgele ağırlıklı seçim var r = Math.random() * totalWeight; var acc = 0, idx = 0; for (var i = 0; i < weights.length; i++) { acc += weights[i]; if (r <= acc) { idx = i; break; } } self.type = resourceTypes[idx]; // Miktar: Değerli hammaddelerde miktar da az olsun // maxAmount = 1 + 4 * (ucuzluk ağırlığı) var maxAmount = Math.max(1, Math.round(1 + 4 * (weights[idx] / totalWeight * prices.length))); self.amount = Math.floor(Math.random() * maxAmount) + 1; self.update = function () { self.rotation += 0.03; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.shield = 50; self.maxShield = 50; self.shieldRegenDelay = 0; self.speed = 5; self.fireRate = 10; self.damage = 10; self.lastFire = 0; self.takeDamage = function (amount) { // Shield absorbs damage first if (self.shield > 0) { var shieldDamage = Math.min(amount, self.shield); self.shield -= shieldDamage; amount -= shieldDamage; LK.effects.flashObject(self, 0x0088ff, 100); self.shieldRegenDelay = 180; // 3 seconds delay before shield regen } if (amount > 0) { self.health -= amount; LK.effects.flashObject(self, 0xff0000, 200); } if (self.health <= 0) { self.health = 0; // --- Respawn logic instead of Game Over --- // 1. Lose 50% coins and 50% of each resource var lostCoins = Math.floor(playerCoins * 0.5); playerCoins = Math.floor(playerCoins * 0.5); var lostResources = []; for (var i = 0; i < playerResources.length; i++) { var lost = Math.floor(playerResources[i] * 0.5); lostResources.push(lost); playerResources[i] = Math.floor(playerResources[i] * 0.5); } // 2. Respawn ship at center, restore health/shield self.x = 1024; self.y = 1366; self.health = self.maxHealth; self.shield = self.maxShield; self.shieldRegenDelay = 180; // Track respawn tick for input blocking window._lastRespawnTick = LK.ticks; // 3. Show floating label for penalty var lostText = "-%50 coin & hammadde kaybı! Yeniden doğdun."; var label = new Text2(lostText, { size: 48, fill: 0xff4444, align: "center" }); label.anchor.set(0.5, 0.5); label.x = 1024; label.y = 1366 - 200; if (typeof game !== "undefined" && game.addChild) game.addChild(label); LK.setTimeout(function () { if (label.parent) label.parent.removeChild(label); }, 1800); // 4. Update UI and save progress if (typeof updateUI === "function") updateUI(); if (typeof saveProgress === "function") saveProgress(); } }; self.update = function () { // Shield regeneration if (self.shieldRegenDelay > 0) { self.shieldRegenDelay--; } else if (self.shield < self.maxShield) { self.shield = Math.min(self.shield + 0.1, self.maxShield); } }; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 0.5; starGraphics.alpha = Math.random() * 0.8 + 0.2; self.vx = (Math.random() - 0.5) * 0.5; self.vy = (Math.random() - 0.5) * 0.5; self.update = function () { // Slow floating movement self.x += self.vx; self.y += self.vy; }; return self; }); // Trade Station Class var TradeStation = Container.expand(function () { var self = Container.call(this); var tradeGraphics = self.attachAsset('npc', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ff99, scaleX: 2, scaleY: 2 }); self.type = 'trade'; self.rotationSpeed = 0.01; self.offerType = Math.random() < 0.5 ? 'buy' : 'sell'; // buy: station buys from player, sell: station sells to player self.resourceType = Math.random() < 0.5 ? 'metal' : 'energy'; self.amount = Math.floor(Math.random() * 10) + 5; self.price = Math.floor(Math.random() * 30) + 10; self.specialOffer = Math.random() < 0.2; // 20% chance for special upgrade offer self.specialUpgrade = null; if (self.specialOffer) { var upgrades = [{ name: 'maxHealth', label: 'Max Health +30', cost: 200 }, { name: 'maxShield', label: 'Max Shield +20', cost: 180 }, { name: 'damage', label: 'Damage +5', cost: 150 }, { name: 'speed', label: 'Speed +1', cost: 120 }]; self.specialUpgrade = upgrades[Math.floor(Math.random() * upgrades.length)]; } self.update = function () { self.rotation += self.rotationSpeed; // Pulse effect var scale = 2 + Math.sin(LK.ticks * 0.05) * 0.1; tradeGraphics.scaleX = scale; tradeGraphics.scaleY = scale; }; return self; }); var UpgradeStation = Container.expand(function () { var self = Container.call(this); var stationGraphics = self.attachAsset('pirate', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ffff, scaleX: 1.5, scaleY: 1.5 }); self.type = 'upgrade'; self.upgrades = [{ name: 'health', cost: 100, metalCost: 10 }, { name: 'shield', cost: 150, metalCost: 15 }, { name: 'damage', cost: 200, energyCost: 20 }, { name: 'speed', cost: 120, energyCost: 10 }]; self.currentUpgrade = 0; self.rotationSpeed = 0.01; self.update = function () { self.rotation += self.rotationSpeed; // Pulse effect var scale = 1.5 + Math.sin(LK.ticks * 0.05) * 0.1; stationGraphics.scaleX = scale; stationGraphics.scaleY = scale; }; return self; }); // Wormhole Teleporter Class var Wormhole = Container.expand(function () { var self = Container.call(this); var whGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5, tint: 0x00ffff }); self.radius = 120; self.cooldown = 0; self.update = function () { whGraphics.rotation += 0.07; // Teleport ship if close and not on cooldown var dx = ship.x - self.x; var dy = ship.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.radius && self.cooldown <= 0) { // Teleport ship to a random far location var tx = ship.x + (Math.random() - 0.5) * 4000; var ty = ship.y + (Math.random() - 0.5) * 4000; var dx2 = tx - ship.x; var dy2 = ty - ship.y; ship.x = tx; ship.y = ty; // Move all objects to keep camera effect for (var i = 0; i < stars.length; i++) { stars[i].x -= dx2; stars[i].y -= dy2; } for (var i = 0; i < npcs.length; i++) { npcs[i].x -= dx2; npcs[i].y -= dy2; } for (var i = 0; i < pirates.length; i++) { pirates[i].x -= dx2; pirates[i].y -= dy2; } for (var i = 0; i < coins.length; i++) { coins[i].x -= dx2; coins[i].y -= dy2; } for (var i = 0; i < resources.length; i++) { resources[i].x -= dx2; resources[i].y -= dy2; } for (var i = 0; i < bullets.length; i++) { bullets[i].x -= dx2; bullets[i].y -= dy2; } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].x -= dx2; enemyBullets[i].y -= dy2; } for (var i = 0; i < asteroids.length; i++) { asteroids[i].x -= dx2; asteroids[i].y -= dy2; } for (var i = 0; i < upgradeStations.length; i++) { upgradeStations[i].x -= dx2; upgradeStations[i].y -= dy2; } // boostParticles removed (no boost system) for (var i = 0; i < explosions.length; i++) { explosions[i].x -= dx2; explosions[i].y -= dy2; } for (var i = 0; i < blackHoles.length; i++) { blackHoles[i].x -= dx2; blackHoles[i].y -= dy2; } for (var i = 0; i < wormholes.length; i++) { if (wormholes[i] !== self) { wormholes[i].x -= dx2; wormholes[i].y -= dy2; } } self.cooldown = 180; LK.effects.flashScreen(0x00ffff, 500); } if (self.cooldown > 0) self.cooldown--; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ // Game variables var ship; var joystickBase; var joystickHandle; var isDragging = false; var bullets = []; var enemyBullets = []; var npcs = []; var pirates = []; var coins = []; var resources = []; var stars = []; var asteroids = []; var upgradeStations = []; var explosions = []; var blackHoles = []; var wormholes = []; var tradeStations = []; var pirateBases = []; var tradeText = null; // No trade text needed // Helper: spawn a pirate base at a random edge, with pirates around it function spawnPirateBase() { var base = new PirateBase(); // Spawn from edges of visible area var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top base.x = ship.x + (Math.random() - 0.5) * 2000; base.y = ship.y - 1600; break; case 1: // Right base.x = ship.x + 1600; base.y = ship.y + (Math.random() - 0.5) * 2000; break; case 2: // Bottom base.x = ship.x + (Math.random() - 0.5) * 2000; base.y = ship.y + 1600; break; case 3: // Left base.x = ship.x - 1600; base.y = ship.y + (Math.random() - 0.5) * 2000; break; } ; pirateBases.push(base); game.addChild(base); // Spawn initial pirates around base for (var i = 0; i < 10; i++) { var pirate = new Pirate(); var angle = Math.PI * 2 * (i / 10); pirate.x = base.x + Math.cos(angle) * (base.spawnRadius + Math.random() * 60); pirate.y = base.y + Math.sin(angle) * (base.spawnRadius + Math.random() * 60); // Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc. var minLevel = 1 + waveNumber * 2; var maxLevel = minLevel + 2; pirate.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1)); pirate.health = 30 + (pirate.level - 1) * 10 + base.attackPower * 2; pirate.damage = 5 + Math.floor((pirate.level - 1) * 1.5) + base.attackPower; pirate.defense = 2 + Math.floor((pirate.level - 1) * 1.2) + base.defensePower; pirate.rpgName = "BaseKorsan-" + Math.floor(Math.random() * 10000); pirate._baseRef = base; // Add health bar to pirate pirate._healthBar = new HealthBar(); pirate._healthBar.set({ maxValue: function maxValue() { return pirate.health > 0 ? pirate.health : 0; }, getValueFn: function getValueFn() { return pirate.health > 0 ? pirate.health : 0; }, getMaxFn: function getMaxFn() { return 30 + base.attackPower * 2; }, width: 60, height: 10 }); pirate._healthBar.y = -60; pirate.addChild(pirate._healthBar); pirates.push(pirate); base.pirates.push(pirate); game.addChild(pirate); } } // tradeText UI removed (no tradeText in this version) var camera = { x: 0, y: 0 }; // --- Helper for multi-pirate attack quest --- function spawnPirateSquad(centerX, centerY, count, targetNPC) { var squad = []; for (var i = 0; i < count; i++) { var pirate = new Pirate(); var angle = Math.PI * 2 * (i / count); pirate.x = centerX + Math.cos(angle) * 200 + (Math.random() - 0.5) * 60; pirate.y = centerY + Math.sin(angle) * 200 + (Math.random() - 0.5) * 60; // Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc. var minLevel = 1 + waveNumber * 2; var maxLevel = minLevel + 2; pirate.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1)); pirate.health = 30 + (pirate.level - 1) * 10; pirate.damage = 5 + Math.floor((pirate.level - 1) * 1.5); pirate.defense = 2 + Math.floor((pirate.level - 1) * 1.2); pirate.rpgName = "Korsan-" + Math.floor(Math.random() * 10000); pirate._squadTargetNPC = targetNPC; pirates.push(pirate); game.addChild(pirate); squad.push(pirate); } return squad; } // Trade station tap detection (RPG/ticaret) for (var i = 0; i < tradeStations.length; i++) { var ts = tradeStations[i]; var dist = Math.sqrt(Math.pow(ts.x - ship.x, 2) + Math.pow(ts.y - ship.y, 2)); if (dist < 180) { game._lastTradeStationTap = LK.ticks; break; } } var waveNumber = 0; var enemiesKilled = 0; var totalDistance = 0; // Player stats var playerCoins = storage.coins || 0; // 10 hammadde için oyuncu envanteri var playerResources = [storage.metal || 0, // metal storage.energy || 0, // energy storage.crystal || 0, // crystal storage.gas || 0, // gas storage.ice || 0, // ice storage.uranium || 0, // uranium storage.silicon || 0, // silicon storage.carbon || 0, // carbon storage.plasma || 0, // plasma storage.antimatter || 0 // antimatter ]; // Aliases for compatibility with old code var playerMetal = playerResources[0]; var playerEnergy = playerResources[1]; var questsCompleted = storage.questsCompleted || 0; // --- Player Level/EXP --- var playerLevel = typeof storage.playerLevel !== "undefined" ? storage.playerLevel : 1; var playerEXP = typeof storage.playerEXP !== "undefined" ? storage.playerEXP : 0; function expToNext(level) { // Simple EXP curve: next = 10 + 5*(level-1) return 10 + 5 * (level - 1); } // UI Elements // Calculate the unified font size (30% smaller than expText, then %10 büyüt) var unifiedFontSize = Math.round(38 * 0.7 * 1.1); var coinText = new Text2('Coins: ' + playerCoins, { size: unifiedFontSize, fill: 0xFFFF00 }); coinText.anchor.set(0, 0); coinText.x = 120; coinText.y = 20; LK.gui.topLeft.addChild(coinText); // --- NPC ile savaş butonu --- var npcFightBtnFont = Math.round(unifiedFontSize * 1.1); window.npcFightBtn = new Text2("NPC ile Savaş", { size: npcFightBtnFont, fill: 0xff4444, align: "center" }); window.npcFightBtn.anchor.set(0.5, 0.5); // Place at bottom center, above the bottom edge window.npcFightBtn.x = 2048 / 2; window.npcFightBtn.y = 2732 - 300; // moved 2 lines (about 120px) higher LK.gui.bottom.addChild(window.npcFightBtn); window.npcFightMode = false; // --- UZAY İSTASYONU TESLİMAT BUTTON (above Reset, 2 rows up) --- if (!window.stationDeliveryBtn) { var deliveryBtnFont = Math.round(unifiedFontSize * 1.1); window.stationDeliveryBtn = new Text2("", { size: deliveryBtnFont, fill: 0x00ffcc, align: "center" }); window.stationDeliveryBtn.anchor.set(1, 1); // Place 2 rows above Reset (row = 80px) window.stationDeliveryBtn.x = -40; window.stationDeliveryBtn.y = -40 - 2 * 90; // Add image above the button, 10% higher (yukarıya %10) if (!window.stationDeliveryBtnImage) { // Use the special image for the transparent button area var imgAsset = LK.getAsset('stationDeliveryBtnAreaImg', { anchorX: 1, anchorY: 1, scaleX: 0.7, scaleY: 0.7 }); // Place image at the same x, but y is 10% higher (10% of image height above the button) // Keep the station image fixed (do not move it up) imgAsset.x = window.stationDeliveryBtn.x; imgAsset.y = window.stationDeliveryBtn.y - imgAsset.height * 1.1; window.stationDeliveryBtnImage = imgAsset; LK.gui.bottomRight.addChild(window.stationDeliveryBtnImage); // Add a transparent button area exactly the size and position of the image for İstasyon Teslimat var stationDeliveryBtnArea = new Text2("", { size: 1, fill: 0xffffff, align: "center" }); stationDeliveryBtnArea.anchor.set(1, 1); // Place the button area exactly behind the image, matching its position and size stationDeliveryBtnArea.x = imgAsset.x; // Move the button area 1 row (imgAsset.height) above the image stationDeliveryBtnArea.y = imgAsset.y - imgAsset.height; stationDeliveryBtnArea.width = imgAsset.width; stationDeliveryBtnArea.height = imgAsset.height; stationDeliveryBtnArea.alpha = 0; // fully transparent, but still receives taps window.stationDeliveryBtnArea = stationDeliveryBtnArea; // Add the button area BEFORE the image so it is behind LK.gui.bottomRight.addChild(stationDeliveryBtnArea); LK.gui.bottomRight.addChild(window.stationDeliveryBtnImage); } LK.gui.bottomRight.addChild(window.stationDeliveryBtn); // Add 'İstasyona Hammadde Gönder' text 2 rows below the button if (!window.stationSendResourceText) { var sendTextFont = Math.max(8, Math.round(unifiedFontSize * 1.0) - 2); window.stationSendResourceText = new Text2("", { size: sendTextFont, fill: 0xffffff, align: "center" }); window.stationSendResourceText.anchor.set(1, 1); // 2 rows below the stationDeliveryBtn (row = 90px) window.stationSendResourceText.x = window.stationDeliveryBtn.x; window.stationSendResourceText.y = window.stationDeliveryBtn.y + 1 * 90; LK.gui.bottomRight.addChild(window.stationSendResourceText); } } // --- RESET BUTTON (bottom right) --- if (!game._resetBtn) { game._resetBtn = new Text2("Reset", { size: Math.round(unifiedFontSize * 1.1), fill: 0xff4444, align: "center" }); game._resetBtn.anchor.set(1, 1); // Place at bottom right, with margin from edge game._resetBtn.x = -40; game._resetBtn.y = -40; LK.gui.bottomRight.addChild(game._resetBtn); } // --- UZAY İSTASYONU TESLİMAT PANEL SYSTEM --- // State for delivery system if (!window.stationDeliveryState) { // 10 hammadde için rastgele 50-200 arası istek, bonus %2-5 arası window.stationDeliveryState = { requests: [], delivered: [], completed: false, bonus: 0 }; for (var i = 0; i < 10; i++) { var req = 50 + Math.floor(Math.random() * 151); // 50-200 window.stationDeliveryState.requests.push(req); window.stationDeliveryState.delivered.push(0); } window.stationDeliveryState.bonus = 2 + Math.floor(Math.random() * 4); // 2-5 window.stationDeliveryState.completed = false; window.stationDeliveryState.rewardClaimed = false; } // Helper to open/close panel window.openStationDeliveryPanel = function () { if (window.stationDeliveryPanel) return; // Increase font size by 2 for all panel texts/buttons var panelFontSize = unifiedFontSize + 2; var panelBtnFontSize = panelFontSize; var labelFontSize = panelFontSize; var closeBtnFontSize = panelFontSize; var claimBtnFontSize = panelFontSize; var bonusFontSize = panelFontSize; var infoFontSize = panelFontSize; var titleFontSize = panelFontSize; // Calculate new panel size to fit enlarged text/buttons var rowH = 80 + 8; // add 8px for extra font size var panelW = 900 + 120; // add width for larger text/buttons var panelH = 1100 + 2 * rowH; // add height for larger text/buttons var px = 1024, py = 900; // Panel BG window.stationDeliveryPanelBG = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: px, y: py, scaleX: panelW / 40, scaleY: panelH / 40, tint: 0x223355, alpha: 0.97 }); // Title window.stationDeliveryPanelTitle = new Text2("Uzay İstasyonu Teslimat", { size: titleFontSize, fill: 0x00ffcc, align: "center" }); window.stationDeliveryPanelTitle.anchor.set(0.5, 0); window.stationDeliveryPanelTitle.x = px; window.stationDeliveryPanelTitle.y = py - panelH / 2 + 40; // Info text window.stationDeliveryPanelInfoText = new Text2("İstasyonun özel hammadde isteklerini tamamla!\nTümünü teslim edince +" + window.stationDeliveryState.bonus + "% bonus fiyattan satılır.", { size: infoFontSize, fill: 0xffffff, align: "center" }); window.stationDeliveryPanelInfoText.anchor.set(0.5, 0); window.stationDeliveryPanelInfoText.x = px; window.stationDeliveryPanelInfoText.y = window.stationDeliveryPanelTitle.y + 60; // Close button window.stationDeliveryPanelCloseBtn = new Text2("Kapat", { size: Math.round((unifiedFontSize + 4) * 1.3), // 2 font larger than Coins, then 30% larger fill: 0xff4444, align: "center" }); window.stationDeliveryPanelCloseBtn.anchor.set(0.5, 0.5); // Move close button above the panel title, with extra margin window.stationDeliveryPanelCloseBtn.x = px; window.stationDeliveryPanelCloseBtn.y = window.stationDeliveryPanelTitle.y - 110; // further above title // Resource request labels and delivery buttons window.stationDeliveryLabels = []; window.stationDeliveryDeliverBtns = []; window.stationDeliveryStockLabels = []; // Move all resource rows down by 3% of the panel height var startY = window.stationDeliveryPanelInfoText.y + 80 + Math.round(panelH * 0.03); for (var i = 0; i < window.resourceLabelOrder.length; i++) { var resObj = window.resourceLabelOrder[i]; var req = window.stationDeliveryState.requests[resObj.origIdx]; var delivered = window.stationDeliveryState.delivered[resObj.origIdx]; var label = new Text2(resObj.name + ": " + delivered + " / " + req, { size: labelFontSize, fill: 0xffffff, align: "left" }); label.anchor.set(0, 0.5); label.x = px - panelW / 2 + 60; label.y = startY + i * rowH; window.stationDeliveryLabels.push(label); // Oyuncu stok durumu etiketi var stockAmount = typeof playerResources[resObj.origIdx] !== "undefined" ? playerResources[resObj.origIdx] : 0; var stockLabel = new Text2("Stok: " + stockAmount, { size: Math.max(18, Math.round(labelFontSize * 0.85)), fill: 0xcccccc, align: "left" }); stockLabel.anchor.set(0, 0.5); stockLabel.x = label.x + 340; stockLabel.y = label.y; window.stationDeliveryStockLabels.push(stockLabel); // Teslim Et button var teslimBtn = new Text2("Teslim Et", { size: panelBtnFontSize, fill: 0x00ff99, align: "center" }); teslimBtn.anchor.set(0.5, 0.5); teslimBtn.x = px + 220; teslimBtn.y = label.y; teslimBtn._stationResIdx = resObj.origIdx; window.stationDeliveryDeliverBtns.push(teslimBtn); } // Bonus info window.stationDeliveryPanelBonusText = new Text2("Tüm istekler tamamlanınca +" + window.stationDeliveryState.bonus + "% bonus fiyattan satılır.", { size: bonusFontSize, fill: 0xffff00, align: "center" }); window.stationDeliveryPanelBonusText.anchor.set(0.5, 0); window.stationDeliveryPanelBonusText.x = px; window.stationDeliveryPanelBonusText.y = startY + rowH * 10 + 30; // Teslimatı Tamamla (ödül al) butonu window.stationDeliveryPanelClaimBtn = new Text2("Tümünü Teslim Et & Ödülü Al", { size: claimBtnFontSize, fill: 0xffcc00, align: "center" }); window.stationDeliveryPanelClaimBtn.anchor.set(0.5, 0.5); window.stationDeliveryPanelClaimBtn.x = px; window.stationDeliveryPanelClaimBtn.y = window.stationDeliveryPanelBonusText.y + 90; // Add to game game.addChild(window.stationDeliveryPanelBG); game.addChild(window.stationDeliveryPanelTitle); game.addChild(window.stationDeliveryPanelInfoText); game.addChild(window.stationDeliveryPanelCloseBtn); for (var i = 0; i < window.stationDeliveryLabels.length; i++) game.addChild(window.stationDeliveryLabels[i]); for (var i = 0; i < window.stationDeliveryStockLabels.length; i++) game.addChild(window.stationDeliveryStockLabels[i]); for (var i = 0; i < window.stationDeliveryDeliverBtns.length; i++) game.addChild(window.stationDeliveryDeliverBtns[i]); game.addChild(window.stationDeliveryPanelBonusText); game.addChild(window.stationDeliveryPanelClaimBtn); window.stationDeliveryPanel = true; }; window.closeStationDeliveryPanel = function () { if (!window.stationDeliveryPanel) return; if (window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent) window.stationDeliveryPanelBG.parent.removeChild(window.stationDeliveryPanelBG); if (window.stationDeliveryPanelTitle && window.stationDeliveryPanelTitle.parent) window.stationDeliveryPanelTitle.parent.removeChild(window.stationDeliveryPanelTitle); if (window.stationDeliveryPanelInfoText && window.stationDeliveryPanelInfoText.parent) window.stationDeliveryPanelInfoText.parent.removeChild(window.stationDeliveryPanelInfoText); if (window.stationDeliveryPanelCloseBtn && window.stationDeliveryPanelCloseBtn.parent) window.stationDeliveryPanelCloseBtn.parent.removeChild(window.stationDeliveryPanelCloseBtn); if (window.stationDeliveryLabels) for (var i = 0; i < window.stationDeliveryLabels.length; i++) if (window.stationDeliveryLabels[i] && window.stationDeliveryLabels[i].parent) window.stationDeliveryLabels[i].parent.removeChild(window.stationDeliveryLabels[i]); if (window.stationDeliveryDeliverBtns) for (var i = 0; i < window.stationDeliveryDeliverBtns.length; i++) if (window.stationDeliveryDeliverBtns[i] && window.stationDeliveryDeliverBtns[i].parent) window.stationDeliveryDeliverBtns[i].parent.removeChild(window.stationDeliveryDeliverBtns[i]); if (window.stationDeliveryPanelBonusText && window.stationDeliveryPanelBonusText.parent) window.stationDeliveryPanelBonusText.parent.removeChild(window.stationDeliveryPanelBonusText); if (window.stationDeliveryPanelClaimBtn && window.stationDeliveryPanelClaimBtn.parent) window.stationDeliveryPanelClaimBtn.parent.removeChild(window.stationDeliveryPanelClaimBtn); window.stationDeliveryPanel = null; window.stationDeliveryPanelBG = null; window.stationDeliveryPanelTitle = null; window.stationDeliveryPanelInfoText = null; window.stationDeliveryPanelCloseBtn = null; window.stationDeliveryLabels = null; window.stationDeliveryDeliverBtns = null; window.stationDeliveryPanelBonusText = null; window.stationDeliveryPanelClaimBtn = null; // Hide station stock labels when panel is closed if (window.stationDeliveryStockLabels) { for (var i = 0; i < window.stationDeliveryStockLabels.length; i++) { if (window.stationDeliveryStockLabels[i] && window.stationDeliveryStockLabels[i].parent) { window.stationDeliveryStockLabels[i].parent.removeChild(window.stationDeliveryStockLabels[i]); } } window.stationDeliveryStockLabels = null; } }; // --- GAME TIME LABEL --- // Track game start time in ticks var gameStartTick = LK.ticks; var gameTimeText = new Text2('Game Time: 0:00', { size: unifiedFontSize, fill: 0xcccccc }); gameTimeText.anchor.set(0, 0); gameTimeText.x = coinText.x + coinText.width + 40; gameTimeText.y = coinText.y; LK.gui.topLeft.addChild(gameTimeText); // Add an image below the Game Time label if (!window.gameTimeImage) { // Use an existing image asset, e.g. 'teslimEtBtnBg' as a placeholder // Move the Global Panel image and button to the row above the station image var imgScale = 0.7; var imgAsset = LK.getAsset('teslimEtBtnBg', { anchorX: 1, anchorY: 1, scaleX: imgScale, scaleY: imgScale }); // Place the image at the same x as the stationDeliveryBtnImage, but 1 row above it // If stationDeliveryBtnImage exists, align to it var refImg = window.stationDeliveryBtnImage; if (refImg) { imgAsset.x = refImg.x; imgAsset.y = refImg.y - refImg.height; // 1 row above station image } else { // fallback: 10% right from left edge, and 10px below the Game Time label imgAsset.x = Math.round(2048 * 0.10); imgAsset.y = gameTimeText.y + gameTimeText.height + 10; } window.gameTimeImage = imgAsset; LK.gui.bottomRight.addChild(window.gameTimeImage); // --- Add a new independent image file at the position 2 rows above Hammadde Takası (Resource Trade) image --- // Remove the previously created image if it exists if (window.resourceTradePanelImage && window.resourceTradePanelImage.parent) { window.resourceTradePanelImage.parent.removeChild(window.resourceTradePanelImage); window.resourceTradePanelImage = null; } // Create a new independent image at the same position (now 1 row above Hammadde Takası image) if (!window.resourceTradePanelIndependentImage) { var independentImgScale = 0.7; var independentImgAsset = LK.getAsset('resourceTradePanelIndependentCus', { anchorX: 1, anchorY: 1, scaleX: independentImgScale, scaleY: independentImgScale }); // Place 1 row above the Hammadde Takası (Resource Trade) image independentImgAsset.x = imgAsset.x; independentImgAsset.y = imgAsset.y - imgAsset.height * 1; window.resourceTradePanelIndependentImage = independentImgAsset; LK.gui.bottomRight.addChild(independentImgAsset); // Move the Hammadde Stoğu panel button (tap area) 2 rows above the image, image stays fixed if (!window.resourceTradePanelIndependentBtn) { var btn = new Text2("", { size: 1, fill: 0xffffff, align: "center" }); btn.anchor.set(1, 1); btn.x = independentImgAsset.x; btn.y = independentImgAsset.y - independentImgAsset.height * 2; // 2 rows above the image btn.width = independentImgAsset.width; btn.height = independentImgAsset.height; btn.alpha = 0; // fully transparent, but still receives taps window.resourceTradePanelIndependentBtn = btn; LK.gui.bottomRight.addChild(btn); } } // Add a transparent button area exactly the size and position of the image for Global Market var marketBtn = new Text2("Global Market", { size: 1, fill: 0xffffff, align: "center" }); marketBtn.anchor.set(1, 1); marketBtn.x = imgAsset.x; // Move the button area 2 rows (imgAsset.height * 2) above the image, image stays fixed marketBtn.y = imgAsset.y - imgAsset.height * 2; // Grow the button area 10% downward and shrink it 5% from the top marketBtn.width = imgAsset.width; marketBtn.height = imgAsset.height * 1.10 * 0.95; // first grow 10%, then shrink 5% from top marketBtn.alpha = 0; // fully transparent, but still receives taps window.globalMarketBtn = marketBtn; LK.gui.bottomRight.addChild(marketBtn); } // --- RESOURCE TRADE PANEL STATE --- if (!window.resourceTradePanelState) { // 10 hammadde için değerler (1-10 arası, rastgele başlat) window.resourceTradeValues = []; for (var i = 0; i < 10; i++) { window.resourceTradeValues.push(1 + Math.floor(Math.random() * 10)); } window.resourceTradePanelState = { open: false, lastValueUpdateTick: LK.ticks }; } // Timer: her 5 saniyede bir (300 tick) değerleri değiştir if (!window._resourceTradeValueTimer) { window._resourceTradeValueTimer = LK.setInterval(function () { if (!window.resourceTradeValues) return; for (var i = 0; i < window.resourceTradeValues.length; i++) { // Değeri -3/+3 arası değiştir, 1-10 aralığında tut var delta = Math.floor(Math.random() * 7) - 3; window.resourceTradeValues[i] = Math.max(1, Math.min(10, window.resourceTradeValues[i] + delta)); } // Panel açıksa UI güncelle if (window.resourceTradePanelState && window.resourceTradePanelState.open && typeof window.updateResourceTradePanel === "function") { window.updateResourceTradePanel(); } }, 5000); } // Resource UI: create 10 vertically stacked resource labels, left-aligned // Sort resourceTypes by name length descending, keep original index for mapping to playerResources var resourceTypes = ['Metal', 'Energy', 'Crystal', 'Gas', 'Ice', 'Uranium', 'Silicon', 'Carbon', 'Plasma', 'Antimatter']; var resourceTypeObjs = []; for (var i = 0; i < resourceTypes.length; i++) { resourceTypeObjs.push({ name: resourceTypes[i], origIdx: i }); } resourceTypeObjs.sort(function (a, b) { // Sort by name length descending, then alphabetically for ties if (b.name.length !== a.name.length) return b.name.length - a.name.length; return a.name.localeCompare(b.name); }); window.resourceLabels = []; window.resourceLabelOrder = resourceTypeObjs; // Save for updateUI var resourceIconMargin = 8; var resourceLabelStartY = Math.round(2732 * 0.05); // 5% down from the top for (var i = 0; i < resourceTypeObjs.length; i++) { var label = new Text2(resourceTypeObjs[i].name + ': 0', { size: unifiedFontSize, fill: 0xFFFFFF }); label.anchor.set(0, 0); label.x = 20; // flush to left edge, but leave margin for menu icon label.y = resourceLabelStartY + i * (unifiedFontSize + resourceIconMargin); // Do NOT add to GUI, so resource stock text is hidden on main screen // LK.gui.topLeft.addChild(label); window.resourceLabels.push(label); } // --- RESOURCE TRADE PANEL LOGIC --- window.openResourceTradePanel = function () { if (window.resourceTradePanelState.open) return; window.resourceTradePanelState.open = true; // Increase font size by 2 for all panel texts/buttons var panelFontSize = unifiedFontSize + 2; var panelBtnFontSize = panelFontSize; var labelFontSize = panelFontSize; var closeBtnFontSize = panelFontSize; var infoFontSize = panelFontSize; var titleFontSize = panelFontSize; // Panel boyutları ve konum (resize for larger text/buttons) var rowH = 80 + 8; var panelW = 1200 + 120; var panelH = 1200 + 2 * rowH; var px = 1024, py = 900 + rowH * 2; // Panel BG window.resourceTradePanelBG = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: px, y: py, scaleX: panelW / 40, scaleY: panelH / 40, tint: 0x223355, alpha: 0.97 }); // Başlık window.resourceTradePanelTitle = new Text2("Hammadde Takası", { size: titleFontSize, fill: 0x00ffcc, align: "center" }); window.resourceTradePanelTitle.anchor.set(0.5, 0); window.resourceTradePanelTitle.x = px; window.resourceTradePanelTitle.y = py - panelH / 2 + 40; // Bilgi yazısı window.resourceTradePanelInfoText = new Text2("Elinizdeki hammaddeleri takas edebilirsiniz.\nHer hammaddenin değeri 5-30 arası değişir ve her 5 saniyede güncellenir.", { size: infoFontSize, fill: 0xffffff, align: "center" }); window.resourceTradePanelInfoText.anchor.set(0.5, 0); window.resourceTradePanelInfoText.x = px; window.resourceTradePanelInfoText.y = window.resourceTradePanelTitle.y + 60; // Kapat butonu window.resourceTradePanelCloseBtn = new Text2("Kapat", { size: Math.round((unifiedFontSize + 4) * 1.3), // 2 font larger than Coins, then 30% larger fill: 0xff4444, align: "center" }); window.resourceTradePanelCloseBtn.anchor.set(0.5, 0.5); window.resourceTradePanelCloseBtn.x = px; window.resourceTradePanelCloseBtn.y = window.resourceTradePanelTitle.y - 110; // further above title // Hammadde satırları ve butonları window.resourceTradeLabels = []; window.resourceTradeSellBtns = []; window.resourceTradeSellAllBtns = []; window.resourceTradeBuyBtns = []; var startY = window.resourceTradePanelInfoText.y + 80 + rowH * 2; // move all rows down by 2 rows (1 row further) for (var i = 0; i < window.resourceLabelOrder.length; i++) { var resObj = window.resourceLabelOrder[i]; var idx = resObj.origIdx; var label = new Text2(resObj.name + ": " + (playerResources[idx] || 0) + " | Değer: " + (window.resourceTradeValues ? window.resourceTradeValues[idx] : 0), { size: labelFontSize, fill: 0xffffff, align: "left" }); label.anchor.set(0, 0.5); label.x = px - panelW / 2 + 60; label.y = startY + i * rowH; window.resourceTradeLabels.push(label); // Sat butonu var sellBtn = new Text2("Sat", { size: panelBtnFontSize, fill: 0x00ff99, align: "center" }); sellBtn.anchor.set(0.5, 0.5); sellBtn.x = px + 220; sellBtn.y = label.y; sellBtn._resourceIdx = idx; window.resourceTradeSellBtns.push(sellBtn); // Tümünü Sat butonu var sellAllBtn = new Text2("Tümünü Sat", { size: panelBtnFontSize, fill: 0x00cc99, align: "center" }); sellAllBtn.anchor.set(0.5, 0.5); sellAllBtn.x = px + 400; sellAllBtn.y = label.y; sellAllBtn._resourceIdx = idx; window.resourceTradeSellAllBtns.push(sellAllBtn); // Al butonu var buyBtn = new Text2("Al", { size: panelBtnFontSize, fill: 0x0099ff, align: "center" }); buyBtn.anchor.set(0.5, 0.5); buyBtn.x = px + 580; buyBtn.y = label.y; buyBtn._resourceIdx = idx; window.resourceTradeBuyBtns.push(buyBtn); } // Add to game game.addChild(window.resourceTradePanelBG); game.addChild(window.resourceTradePanelTitle); game.addChild(window.resourceTradePanelInfoText); game.addChild(window.resourceTradePanelCloseBtn); for (var i = 0; i < window.resourceTradeLabels.length; i++) game.addChild(window.resourceTradeLabels[i]); for (var i = 0; i < window.resourceTradeSellBtns.length; i++) game.addChild(window.resourceTradeSellBtns[i]); for (var i = 0; i < window.resourceTradeSellAllBtns.length; i++) game.addChild(window.resourceTradeSellAllBtns[i]); for (var i = 0; i < window.resourceTradeBuyBtns.length; i++) game.addChild(window.resourceTradeBuyBtns[i]); // Panel güncelleme fonksiyonu window.updateResourceTradePanel = function () { for (var i = 0; i < window.resourceLabelOrder.length; i++) { var resObj = window.resourceLabelOrder[i]; var idx = resObj.origIdx; if (window.resourceTradeLabels[i]) { window.resourceTradeLabels[i].setText(resObj.name + ": " + (playerResources[idx] || 0) + " | Değer: " + (window.resourceTradeValues ? window.resourceTradeValues[idx] : 0)); } } }; window.updateResourceTradePanel(); }; window.closeResourceTradePanel = function () { if (!window.resourceTradePanelState.open) return; window.resourceTradePanelState.open = false; if (window.resourceTradePanelBG && window.resourceTradePanelBG.parent) window.resourceTradePanelBG.parent.removeChild(window.resourceTradePanelBG); if (window.resourceTradePanelTitle && window.resourceTradePanelTitle.parent) window.resourceTradePanelTitle.parent.removeChild(window.resourceTradePanelTitle); if (window.resourceTradePanelInfoText && window.resourceTradePanelInfoText.parent) window.resourceTradePanelInfoText.parent.removeChild(window.resourceTradePanelInfoText); if (window.resourceTradePanelCloseBtn && window.resourceTradePanelCloseBtn.parent) window.resourceTradePanelCloseBtn.parent.removeChild(window.resourceTradePanelCloseBtn); if (window.resourceTradeLabels) for (var i = 0; i < window.resourceTradeLabels.length; i++) if (window.resourceTradeLabels[i] && window.resourceTradeLabels[i].parent) window.resourceTradeLabels[i].parent.removeChild(window.resourceTradeLabels[i]); if (window.resourceTradeSellBtns) for (var i = 0; i < window.resourceTradeSellBtns.length; i++) if (window.resourceTradeSellBtns[i] && window.resourceTradeSellBtns[i].parent) window.resourceTradeSellBtns[i].parent.removeChild(window.resourceTradeSellBtns[i]); if (window.resourceTradeSellAllBtns) for (var i = 0; i < window.resourceTradeSellAllBtns.length; i++) if (window.resourceTradeSellAllBtns[i] && window.resourceTradeSellAllBtns[i].parent) window.resourceTradeSellAllBtns[i].parent.removeChild(window.resourceTradeSellAllBtns[i]); if (window.resourceTradeBuyBtns) for (var i = 0; i < window.resourceTradeBuyBtns.length; i++) if (window.resourceTradeBuyBtns[i] && window.resourceTradeBuyBtns[i].parent) window.resourceTradeBuyBtns[i].parent.removeChild(window.resourceTradeBuyBtns[i]); window.resourceTradePanelBG = null; window.resourceTradePanelTitle = null; window.resourceTradePanelInfoText = null; window.resourceTradePanelCloseBtn = null; window.resourceTradeLabels = null; window.resourceTradeSellBtns = null; window.resourceTradeSellAllBtns = null; window.resourceTradeBuyBtns = null; }; var healthText = new Text2('Health: 100/100', { size: unifiedFontSize, fill: 0x00FF00 }); healthText.anchor.set(0.5, 0); healthText._isHealthBar = true; // Mark for tap detection LK.gui.top.addChild(healthText); var shieldText = new Text2('Shield: 50/50', { size: unifiedFontSize, fill: 0x0088FF }); shieldText.anchor.set(0.5, 0); shieldText.y = 60; LK.gui.top.addChild(shieldText); // --- Add waveText and expText UI for wave/level display --- // --- REPAIR PANEL WARNING SUPPRESSION --- // When repair panel is closed, set a suppression timer for 30 seconds (1800 ticks) if (window.repairPanel && !window._repairPanelSuppressUntil) { window._repairPanelSuppressUntil = LK.ticks + 1800; } // (removed duplicate handler, see main game.down below) var waveText = new Text2('Wave: 1', { size: unifiedFontSize, fill: 0xffffff }); waveText.anchor.set(0.5, 0); waveText.x = 1024; waveText.y = 60; // Move down to make space for market button LK.gui.top.addChild(waveText); var expText = new Text2('Level: 1 EXP: 0/10', { size: unifiedFontSize, fill: 0xffffff }); expText.anchor.set(0.5, 0); expText.x = 1024; expText.y = 70; LK.gui.top.addChild(expText); // No wave, minimap, exp, or coordinate UI in this version // Create joystick joystickBase = game.addChild(LK.getAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2432 })); joystickBase.alpha = 0.5; joystickHandle = game.addChild(LK.getAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2432 })); joystickHandle.alpha = 0.7; // Create ship ship = game.addChild(new Ship()); ship.x = 1024; ship.y = 1366; // Add health bar to ship ship._healthBar = new HealthBar(); ship._healthBar.set({ maxValue: function maxValue() { return ship.maxHealth; }, getValueFn: function getValueFn() { return ship.health; }, getMaxFn: function getMaxFn() { return ship.maxHealth; }, width: 80, height: 12 }); ship._healthBar.y = -70; ship.addChild(ship._healthBar); // Start background music LK.playMusic('bgmusic'); // Initialize star field (increased by 50%) and make them colorful for (var i = 0; i < 135; i++) { // 90 * 1.5 = 135 spawnStar(true); // pass true to enable colorful stars } // Spawn more map elements at start (20% more) for (var i = 0; i < 6; i++) { // was 5, now 6 spawnNPC(); } for (var i = 0; i < 6; i++) { // was 5, now 6 spawnPirate(); } for (var i = 0; i < 2; i++) { // was 4, now 2 (50% reduction) spawnAsteroid(); } // Helper functions function spawnStar(colorful) { var star = new Star(); // If colorful is true, assign a random color if (colorful) { // Pick a random color from a vibrant palette var palette = [0xffe066, // yellow 0xff66cc, // pink 0x66ffcc, // aqua 0x66ccff, // blue 0xcc66ff, // purple 0xff6666, // red 0x66ff66, // green 0xffffff, // white 0xffcc66, // orange 0x66ffff // cyan ]; var color = palette[Math.floor(Math.random() * palette.length)]; if (star.children && star.children.length > 0 && star.children[0]) { star.children[0].tint = color; } } // Spawn at a random position within a large area around the ship var radius = 1800 + Math.random() * 1200; // 1800-3000 px from ship var angle = Math.random() * Math.PI * 2; star.x = ship.x + Math.cos(angle) * radius; star.y = ship.y + Math.sin(angle) * radius; stars.push(star); game.addChild(star); } function spawnNPC() { var npc = new NPC(); // Spawn from edges of visible area var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top npc.x = ship.x + (Math.random() - 0.5) * 2000; npc.y = ship.y - 1500; break; case 1: // Right npc.x = ship.x + 1500; npc.y = ship.y + (Math.random() - 0.5) * 2000; break; case 2: // Bottom npc.x = ship.x + (Math.random() - 0.5) * 2000; npc.y = ship.y + 1500; break; case 3: // Left npc.x = ship.x - 1500; npc.y = ship.y + (Math.random() - 0.5) * 2000; break; } npc.baseY = npc.y; // --- Set NPC level and health to match pirate scaling --- var minLevel = 1 + waveNumber * 2; var maxLevel = minLevel + 2; npc.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1)); npc.health = 100 + (npc.level - 1) * 10; // Add health bar to NPC (for defend/hunt/escort/delivery/explore) npc._healthBar = new HealthBar(); npc._healthBar.set({ maxValue: function maxValue() { return npc.health !== undefined ? npc.health : 100; }, getValueFn: function getValueFn() { return npc.health !== undefined ? npc.health : 100; }, getMaxFn: function getMaxFn() { return 100 + (npc.level - 1) * 10; }, width: 60, height: 10 }); npc._healthBar.y = -60; npc.addChild(npc._healthBar); npcs.push(npc); game.addChild(npc); } function spawnPirate() { var pirate = new Pirate(); // Spawn from edges of visible area var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top pirate.x = ship.x + (Math.random() - 0.5) * 1800; pirate.y = ship.y - 1400; break; case 1: // Right pirate.x = ship.x + 1400; pirate.y = ship.y + (Math.random() - 0.5) * 1800; break; case 2: // Bottom pirate.x = ship.x + (Math.random() - 0.5) * 1800; pirate.y = ship.y + 1400; break; case 3: // Left pirate.x = ship.x - 1400; pirate.y = ship.y + (Math.random() - 0.5) * 1800; break; } // Set pirate level and scale stats based on wave // Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc. var minLevel = 1 + waveNumber * 2; var maxLevel = minLevel + 2; // Katil korsan spawn etme şansı: Eğer henüz yoksa ve %20 şansla, bu korsanı Katil yap if (typeof window._katilPirateSpawned === "undefined") window._katilPirateSpawned = false; if (!window._katilPirateSpawned && Math.random() < 0.2) { // Katil korsan! pirate.level = minLevel + 10; pirate.health = (30 + (pirate.level - 1) * 10) * 10; pirate.damage = (5 + Math.floor((pirate.level - 1) * 1.5)) * 10; pirate.defense = (2 + Math.floor((pirate.level - 1) * 1.2)) * 10; pirate.rpgName = "Katil"; pirate._isKatil = true; window._katilPirateSpawned = true; // Katil korsan saldırı oranını 5 kat arttır pirate.fireRate = Math.max(2, Math.floor((60 - Math.min((pirate.level - 1) * 2, 30)) / 5)); // Katil korsan için özel bir renk veya efekt istenirse burada eklenebilir } else { pirate.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1)); pirate.health = 30 + (pirate.level - 1) * 10; pirate.damage = 5 + Math.floor((pirate.level - 1) * 1.5); pirate.defense = 2 + Math.floor((pirate.level - 1) * 1.2); } // Add health bar to pirate pirate._healthBar = new HealthBar(); pirate._healthBar.set({ maxValue: function maxValue() { return pirate.health > 0 ? pirate.health : 0; }, getValueFn: function getValueFn() { return pirate.health > 0 ? pirate.health : 0; }, getMaxFn: function getMaxFn() { return 30 + waveNumber * 10; }, width: 60, height: 10 }); pirate._healthBar.y = -60; pirate.addChild(pirate._healthBar); pirates.push(pirate); game.addChild(pirate); } function spawnAsteroid() { var asteroid = new Asteroid(); var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: asteroid.x = ship.x + (Math.random() - 0.5) * 2200; asteroid.y = ship.y - 1600; break; case 1: asteroid.x = ship.x + 1600; asteroid.y = ship.y + (Math.random() - 0.5) * 2200; break; case 2: asteroid.x = ship.x + (Math.random() - 0.5) * 2200; asteroid.y = ship.y + 1600; break; case 3: asteroid.x = ship.x - 1600; asteroid.y = ship.y + (Math.random() - 0.5) * 2200; break; } // Add health bar to asteroid asteroid._healthBar = new HealthBar(); asteroid._healthBar.set({ maxValue: function maxValue() { return asteroid.health; }, getValueFn: function getValueFn() { return asteroid.health; }, getMaxFn: function getMaxFn() { return 50; }, width: 50, height: 8 }); asteroid._healthBar.y = -50; asteroid.addChild(asteroid._healthBar); asteroids.push(asteroid); game.addChild(asteroid); } // No upgrade stations in this version // No trade stations in this version function createExplosion(x, y) { for (var i = 0; i < 8; i++) { var particle = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); particle.vx = (Math.random() - 0.5) * 10; particle.vy = (Math.random() - 0.5) * 10; particle.life = 30; explosions.push(particle); game.addChild(particle); } } // No black holes or wormholes in this version function updateUI() { coinText.setText('Coins: ' + playerCoins); // Keep playerMetal/playerEnergy in sync with playerResources playerMetal = playerResources[0]; playerEnergy = playerResources[1]; // Use sorted resource label order for display if (window.resourceLabels && window.resourceLabelOrder && window.resourceLabels.length === window.resourceLabelOrder.length) { for (var i = 0; i < window.resourceLabelOrder.length; i++) { var resObj = window.resourceLabelOrder[i]; window.resourceLabels[i].setText(resObj.name + ': ' + (playerResources[resObj.origIdx] || 0)); } } // (No market price display) var healthPercent = Math.round(ship.health / ship.maxHealth * 100); healthText.setText('Health: %' + healthPercent); var shieldPercent = Math.round(ship.shield / ship.maxShield * 100); shieldText.setText('Shield: %' + shieldPercent); // Restore wave and exp UI if (typeof waveText !== "undefined") { waveText.setText('Wave: ' + (waveNumber + 1)); } if (typeof expText !== "undefined") { expText.setText('Level: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel)); } waveText.setText('Wave: ' + (waveNumber + 1)); expText.setText('Level: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel)); // Show player level/exp in GUI (top right, above repText) if (!window.levelText) { window.levelText = new Text2('Seviye: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel), { size: unifiedFontSize, fill: 0xffffff }); window.levelText.anchor.set(1, 0); window.levelText.x = -20; window.levelText.y = 20; // moved up by one row (40px) LK.gui.topRight.addChild(window.levelText); } window.levelText.setText('Seviye: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel)); // Update player level/exp in top right if (window.levelText) { window.levelText.setText('Seviye: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel)); } // Update health text color if (ship.health > 60) { healthText.fill = 0x00ff00; } else if (ship.health > 30) { healthText.fill = 0xffff00; } else { healthText.fill = 0xff0000; } // Update shield text color if (ship.shield > 30) { shieldText.fill = 0x0088ff; } else if (ship.shield > 10) { shieldText.fill = 0xffff00; } else { shieldText.fill = 0xff0000; } storage.playerLevel = playerLevel; storage.playerEXP = playerEXP; } function saveProgress() { storage.coins = playerCoins; var resourceKeys = ['metal', 'energy', 'crystal', 'gas', 'ice', 'uranium', 'silicon', 'carbon', 'plasma', 'antimatter']; for (var i = 0; i < resourceKeys.length; i++) { storage[resourceKeys[i]] = playerResources[i] || 0; } // Keep playerMetal/playerEnergy in sync with playerResources playerMetal = playerResources[0]; playerEnergy = playerResources[1]; storage.questsCompleted = questsCompleted; } // Event handlers game.down = function (x, y, obj) { // --- BLOCK ALL TAPS IF ANY PANEL IS OPEN (fixes tap blocking bug) --- // --- ALSO BLOCK ALL INPUT IF SHIP IS DEAD --- if (window.stationDeliveryPanel && window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent || window.resourceTradePanelState && window.resourceTradePanelState.open || window._resourceStockPanel && window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent || window.shipUpgradePanel && window.shipUpgradePanel.parent || window.repairPanel && window.repairPanel.parent || ship && ship.health <= 0) { // If a panel is open or ship is dead, only allow taps on that panel's close/confirm buttons (handled below), block all other taps // (Panel-specific tap logic is handled further down, so just return here to block all other UI/joystick/game taps) // Exception: let panel close/confirm buttons work (handled in their own blocks) // If ship is dead, block all input until respawn label is gone if (ship && ship.health <= 0) return; // (Do not return here, let the rest of the handler run for panel close/confirm buttons) } else { // --- PAUSE BUTTON (top left) tap detection: always allow pause tap, never block it --- if (x < 100 && y < 100) { // This is the reserved area for the platform pause/menu button. // Let the LK engine handle the pause/menu tap, do not block it. // Do not return here, let the engine handle it. } // --- GLOBAL MARKET BUTTON HANDLER (exact image area) --- if (window.globalMarketBtn && window.globalMarketBtn.parent) { var btn = window.globalMarketBtn; var bx = btn.x, by = btn.y; var bw = btn.width || 320, bh = btn.height || 80; // LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right // The area is anchored at (1,1), so its (x,y) is the bottom right corner of the area // So the area covers (bx-bw, by-bh) to (bx, by) if (x > 2048 + bx - bw && x < 2048 + bx && y > 2732 + by - bh && y < 2732 + by) { window.openResourceTradePanel(); return; } } } // --- RESOURCE TRADE PANEL INDEPENDENT BUTTON HANDLER --- // If the independent button exists, check tap if (window.resourceTradePanelIndependentBtn && window.resourceTradePanelIndependentBtn.parent) { var btn = window.resourceTradePanelIndependentBtn; var bx = btn.x, by = btn.y; var bw = btn.width, bh = btn.height; // LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right // The area is anchored at (1,1), so its (x,y) is the bottom right corner of the area // So the area covers (bx-bw, by-bh) to (bx, by) if (x > 2048 + bx - bw && x < 2048 + bx && y > 2732 + by - bh && y < 2732 + by) { // Open 'Hammadde Stoğu' panel if (typeof window.openResourceStockPanel === "function") { window.openResourceStockPanel(); } else { // Fallback: show a simple panel with player's resource stock if (window._resourceStockPanel) return; var panelW = 900, panelH = 900; var px = 1024, py = 900; // Increase font size by 2 for all panel texts/buttons var panelFontSize = unifiedFontSize + 2; var labelFontSize = panelFontSize; var closeBtnFontSize = panelFontSize; var titleFontSize = panelFontSize; // Resize panel background to fit enlarged text/buttons var rowH = 70 + 8; var panelW = 900 + 120; var panelH = 900 + 2 * rowH; var bg = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: px, y: py, scaleX: panelW / 40, scaleY: panelH / 40, tint: 0x223355, alpha: 0.97 }); var title = new Text2("Hammadde Stoğu", { size: titleFontSize, fill: 0x00ffcc, align: "center" }); title.anchor.set(0.5, 0); title.x = px; title.y = py - panelH / 2 + 40; // List resources var labels = []; var startY = title.y + 80; for (var i = 0; i < window.resourceLabelOrder.length; i++) { var resObj = window.resourceLabelOrder[i]; var idx = resObj.origIdx; var label = new Text2(resObj.name + ": " + (playerResources[idx] || 0), { size: labelFontSize, fill: 0xffffff, align: "left" }); label.anchor.set(0, 0.5); label.x = px - panelW / 2 + 60; label.y = startY + i * rowH; labels.push(label); } // Close button var closeBtn = new Text2("Kapat", { size: Math.round((unifiedFontSize + 4) * 1.3), // 2 font larger than Coins, then 30% larger fill: 0xff4444, align: "center" }); closeBtn.anchor.set(0.5, 0.5); closeBtn.x = px; closeBtn.y = title.y - 110; // above the title // Add to game game.addChild(bg); game.addChild(title); for (var i = 0; i < labels.length; i++) game.addChild(labels[i]); game.addChild(closeBtn); // Store refs for tap logic/cleanup window._resourceStockPanel = { bg: bg, title: title, labels: labels, closeBtn: closeBtn }; // Add close logic closeBtn._isResourceStockCloseBtn = true; } return; } } // --- RESOURCE TRADE PANEL HANDLER --- if (window._resourceStockPanel && window._resourceStockPanel.closeBtn) { var btn = window._resourceStockPanel.closeBtn; var bx = btn.x, by = btn.y; var bw = btn.width || 300, bh = btn.height || 80; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { // Remove all panel elements if (window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent) window._resourceStockPanel.bg.parent.removeChild(window._resourceStockPanel.bg); if (window._resourceStockPanel.title && window._resourceStockPanel.title.parent) window._resourceStockPanel.title.parent.removeChild(window._resourceStockPanel.title); if (window._resourceStockPanel.labels) for (var i = 0; i < window._resourceStockPanel.labels.length; i++) if (window._resourceStockPanel.labels[i] && window._resourceStockPanel.labels[i].parent) window._resourceStockPanel.labels[i].parent.removeChild(window._resourceStockPanel.labels[i]); if (window._resourceStockPanel.closeBtn && window._resourceStockPanel.closeBtn.parent) window._resourceStockPanel.closeBtn.parent.removeChild(window._resourceStockPanel.closeBtn); window._resourceStockPanel = null; return; } } if (window.resourceTradePanelState && window.resourceTradePanelState.open) { // Close btn if (window.resourceTradePanelCloseBtn) { var bx = window.resourceTradePanelCloseBtn.x, by = window.resourceTradePanelCloseBtn.y; var bw = window.resourceTradePanelCloseBtn.width || 300, bh = window.resourceTradePanelCloseBtn.height || 80; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { window.closeResourceTradePanel(); return; } } // Sat btns if (window.resourceTradeSellBtns) { for (var i = 0; i < window.resourceTradeSellBtns.length; i++) { var btn = window.resourceTradeSellBtns[i]; var bx = btn.x, by = btn.y; var bw = btn.width || 120, bh = btn.height || 60; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { var idx = btn._resourceIdx; var amount = playerResources[idx] || 0; var value = window.resourceTradeValues ? window.resourceTradeValues[idx] : 0; if (amount > 0 && value > 0) { playerCoins += value * amount; playerResources[idx] = 0; btn.setText("Satıldı!"); btn.fill = 0x00ffcc; if (window.updateResourceTradePanel) window.updateResourceTradePanel(); updateUI(); saveProgress(); } else { btn.setText("Yok!"); btn.fill = 0xff4444; } // Reset label after short delay (function (b, orig, origFill) { LK.setTimeout(function () { b.setText("Sat"); b.fill = 0x00ff99; }, 700); })(btn, "Sat", 0x00ff99); return; } } } // Tümünü Sat btns if (window.resourceTradeSellAllBtns) { for (var i = 0; i < window.resourceTradeSellAllBtns.length; i++) { var btn = window.resourceTradeSellAllBtns[i]; var bx = btn.x, by = btn.y; var bw = btn.width || 180, bh = btn.height || 60; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { var idx = btn._resourceIdx; var amount = playerResources[idx] || 0; var value = window.resourceTradeValues ? window.resourceTradeValues[idx] : 0; if (amount > 0 && value > 0) { playerCoins += value * amount; playerResources[idx] = 0; btn.setText("Hepsi Satıldı!"); btn.fill = 0x00ffcc; if (window.updateResourceTradePanel) window.updateResourceTradePanel(); updateUI(); saveProgress(); } else { btn.setText("Yok!"); btn.fill = 0xff4444; } (function (b, orig, origFill) { LK.setTimeout(function () { b.setText("Tümünü Sat"); b.fill = 0x00cc99; }, 700); })(btn, "Tümünü Sat", 0x00cc99); return; } } } // Al btns if (window.resourceTradeBuyBtns) { for (var i = 0; i < window.resourceTradeBuyBtns.length; i++) { var btn = window.resourceTradeBuyBtns[i]; var bx = btn.x, by = btn.y; var bw = btn.width || 120, bh = btn.height || 60; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { var idx = btn._resourceIdx; var value = window.resourceTradeValues ? window.resourceTradeValues[idx] : 0; // Satın alma miktarı: 1 (veya istenirse artırılabilir) var buyAmount = 1; var totalCost = value * buyAmount; if (playerCoins >= totalCost && value > 0) { playerCoins -= totalCost; playerResources[idx] = (playerResources[idx] || 0) + buyAmount; btn.setText("Alındı!"); btn.fill = 0x00ffcc; if (window.updateResourceTradePanel) window.updateResourceTradePanel(); updateUI(); saveProgress(); } else { btn.setText("Yetersiz coin!"); btn.fill = 0xff4444; } (function (b, orig, origFill) { LK.setTimeout(function () { b.setText("Al"); b.fill = 0x0099ff; }, 700); })(btn, "Al", 0x0099ff); return; } } } // Block all other taps when panel is open return; } // --- UZAY İSTASYONU TESLİMAT BUTTON HANDLER --- // Handle tap on stationDeliveryBtnArea (transparent area, exactly image size) if (window.stationDeliveryBtnArea && window.stationDeliveryBtnArea.parent) { var btn = window.stationDeliveryBtnArea; var bx = btn.x, by = btn.y; var bw = btn.width, bh = btn.height; // LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right // The area is anchored at (1,1), so its (x,y) is the bottom right corner of the area // So the area covers (bx-bw, by-bh) to (bx, by) if (x > 2048 + bx - bw && x < 2048 + bx && y > 2732 + by - bh && y < 2732 + by) { window.openStationDeliveryPanel(); return; } } // LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right if (window.stationDeliveryBtn && window.stationDeliveryBtn.parent) { var btn = window.stationDeliveryBtn; var bx = btn.x, by = btn.y; // Button is about 180x80 px, so check if x is within 200px of right edge and y within 300-480px of bottom if (x > 2048 - 200 && y > 2732 - 300 && y < 2732 - 100) { window.openStationDeliveryPanel(); return; } } // --- UZAY İSTASYONU TESLİMAT PANEL HANDLER --- if (window.stationDeliveryPanel) { // Close btn if (window.stationDeliveryPanelCloseBtn) { var bx = window.stationDeliveryPanelCloseBtn.x, by = window.stationDeliveryPanelCloseBtn.y; var bw = window.stationDeliveryPanelCloseBtn.width || 300, bh = window.stationDeliveryPanelCloseBtn.height || 80; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { window.closeStationDeliveryPanel(); return; } } // Teslim Et btns if (window.stationDeliveryDeliverBtns) { for (var i = 0; i < window.stationDeliveryDeliverBtns.length; i++) { var btn = window.stationDeliveryDeliverBtns[i]; var bx = btn.x, by = btn.y; var bw = btn.width || 120, bh = btn.height || 60; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { var idx = btn._stationResIdx; var req = window.stationDeliveryState.requests[idx]; var delivered = window.stationDeliveryState.delivered[idx]; var canDeliver = Math.min(playerResources[idx], req - delivered); if (canDeliver > 0) { playerResources[idx] -= canDeliver; window.stationDeliveryState.delivered[idx] += canDeliver; btn.setText("Teslim Edildi!"); btn.fill = 0x00ffcc; // Update label if (window.stationDeliveryLabels && window.stationDeliveryLabels[i]) { window.stationDeliveryLabels[i].setText(window.resourceLabelOrder[i].name + ": " + window.stationDeliveryState.delivered[idx] + " / " + req); } // Update stock label if (window.stationDeliveryStockLabels && window.stationDeliveryStockLabels[i]) { var stockAmount = typeof playerResources[idx] !== "undefined" ? playerResources[idx] : 0; window.stationDeliveryStockLabels[i].setText("Stok: " + stockAmount); } updateUI(); saveProgress(); } else { btn.setText("Yok!"); btn.fill = 0xff4444; } // Reset label after short delay (function (b, orig, origFill) { LK.setTimeout(function () { b.setText(orig); b.fill = origFill; }, 700); })(btn, "Teslim Et", 0x00ff99); return; } } } // Teslimatı Tamamla (ödül al) butonu if (window.stationDeliveryPanelClaimBtn) { var btn = window.stationDeliveryPanelClaimBtn; var bx = btn.x, by = btn.y; var bw = btn.width || 400, bh = btn.height || 80; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { // Check if all delivered var allDone = true; for (var i = 0; i < 10; i++) { if (window.stationDeliveryState.delivered[i] < window.stationDeliveryState.requests[i]) { allDone = false; break; } } if (allDone && !window.stationDeliveryState.rewardClaimed) { // Calculate total value (normal market price * delivered) * (1+bonus%) var totalValue = 0; for (var i = 0; i < 10; i++) { var price = 1; // Market removed, use static price totalValue += price * window.stationDeliveryState.requests[i]; } var bonus = window.stationDeliveryState.bonus; var reward = Math.round(totalValue * (1 + bonus / 100)); playerCoins += reward; window.stationDeliveryState.rewardClaimed = true; btn.setText("Ödül Alındı! +" + reward + " coin"); btn.fill = 0x00ffcc; // Show floating label var label = new Text2("İstasyon Teslimatı Tamamlandı!\n+" + reward + " coin", { size: 48, fill: 0xffcc00, align: "center" }); label.anchor.set(0.5, 0.5); label.x = 1024; label.y = 600; game.addChild(label); LK.setTimeout(function () { if (label.parent) label.parent.removeChild(label); }, 1800); updateUI(); saveProgress(); } else if (window.stationDeliveryState.rewardClaimed) { btn.setText("Zaten Alındı!"); btn.fill = 0x888888; } else { btn.setText("Eksik Teslimat!"); btn.fill = 0xff4444; } // Reset label after short delay (function (b, orig, origFill) { LK.setTimeout(function () { b.setText("Tümünü Teslim Et & Ödülü Al"); b.fill = 0xffcc00; }, 1200); })(btn, "Tümünü Teslim Et & Ödülü Al", 0xffcc00); return; } } // Block all other taps when panel is open return; } // --- RESET BUTTON HANDLER --- if (game._resetBtn && game._resetBtn.parent) { // Convert GUI coordinates for bottomRight // LK.gui.bottomRight is anchored at (1,1) so x,y are negative from bottom right var btn = game._resetBtn; var bx = btn.x, by = btn.y; // Button is about 180x80 px, but let's use a safe area // Since anchor is (1,1), bottom right, and x/y are negative from bottom right // So, for a tap, check if x is within 200px of right edge and y within 100px of bottom // LK.gui.bottomRight: x=0,y=0 is bottom right, so x,y negative if (x > 2048 - 200 && y > 2732 - 100) { // Clear all persistent storage storage.coins = 0; storage.metal = 0; storage.energy = 0; storage.crystal = 0; storage.gas = 0; storage.ice = 0; storage.uranium = 0; storage.silicon = 0; storage.carbon = 0; storage.plasma = 0; storage.antimatter = 0; storage.questsCompleted = 0; storage.playerLevel = 1; storage.playerEXP = 0; // Optionally clear any other custom progress keys // Show a quick feedback btn.setText("Reset!"); btn.fill = 0x00ff99; // Reload game (reset all progress) LK.showGameOver(); return; } } // --- NPC ile savaş butonu handler --- if (window.npcFightBtn) { var bx = window.npcFightBtn.x, by = window.npcFightBtn.y; var bw = window.npcFightBtn.width || 400, bh = window.npcFightBtn.height || 100; // Accept generous tap area if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { window.npcFightMode = !window.npcFightMode; if (window.npcFightMode) { window.npcFightBtn.setText("NPC Savaş: AÇIK"); window.npcFightBtn.fill = 0xff0000; } else { window.npcFightBtn.setText("NPC ile Savaş"); window.npcFightBtn.fill = 0xff4444; } return; } } if (window.repairPanel && window.repairBtn && window.repairBtn.parent) { // Check tap on repair button var btn = window.repairBtn; var bx = btn.x, by = btn.y; if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) { // Try to repair var costCoins = btn._repairCostCoins, costMetal = btn._repairCostMetal, costEnergy = btn._repairCostEnergy; if (playerCoins >= costCoins && playerMetal >= costMetal && playerEnergy >= costEnergy) { playerCoins -= costCoins; playerMetal -= costMetal; playerEnergy -= costEnergy; ship.health = ship.maxHealth; updateUI(); saveProgress(); // Show feedback btn.setText("Tamir Edildi!"); btn.fill = 0x00ffcc; // Remove panel after short delay var expire = LK.ticks + 40; var origUpdate = game.update; game.update = function () { if (LK.ticks > expire) { if (window.repairPanel && window.repairPanel.parent) window.repairPanel.parent.removeChild(window.repairPanel); if (window.repairText && window.repairText.parent) window.repairText.parent.removeChild(window.repairText); if (window.repairBtn && window.repairBtn.parent) window.repairBtn.parent.removeChild(window.repairBtn); if (window.cancelRepairBtn && window.cancelRepairBtn.parent) window.cancelRepairBtn.parent.removeChild(window.cancelRepairBtn); window.repairPanel = null; window.repairText = null; window.repairBtn = null; window.cancelRepairBtn = null; game.update = origUpdate; } if (origUpdate) origUpdate.apply(game, arguments); }; } else { // Not enough resources btn.setText("Yetersiz kaynak!"); btn.fill = 0xff4444; } return; } // Check tap on cancel button var cbtn = window.cancelRepairBtn; if (cbtn) { var cbx = cbtn.x, cby = cbtn.y; if (x > cbx - 90 && x < cbx + 90 && y > cby - 40 && y < cby + 40) { // Remove all repair panel elements, allow closing even if not repaired if (window.repairPanel && window.repairPanel.parent) window.repairPanel.parent.removeChild(window.repairPanel); if (window.repairText && window.repairText.parent) window.repairText.parent.removeChild(window.repairText); if (window.repairBtn && window.repairBtn.parent) window.repairBtn.parent.removeChild(window.repairBtn); if (window.cancelRepairBtn && window.cancelRepairBtn.parent) window.cancelRepairBtn.parent.removeChild(window.cancelRepairBtn); window.repairPanel = null; window.repairText = null; window.repairBtn = null; window.cancelRepairBtn = null; window._showRepairPanel = false; return; } } } // --- Health bar tap to show repair panel --- if (healthText && healthText.parent && healthText._isHealthBar && ship.health < ship.maxHealth && ship.health > 0) { // Get healthText bounds in screen coordinates // healthText is anchored at (0.5, 0), at top center // Let's estimate its bounds var hx = healthText.x, hy = healthText.y; var hw = healthText.width || 300; var hh = healthText.height || 60; // Accept generous tap area if (x > hx - hw / 2 && x < hx + hw / 2 && y > hy && y < hy + hh) { window._showRepairPanel = true; return; } } // --- SHIP TAP: Show upgrade/can-buy-health panel --- if (ship && ship.parent) { // Ship is at (ship.x, ship.y), size is 80x100 (see asset) var sx = ship.x, sy = ship.y; var sw = 80, sh = 100; // Accept generous tap area if (x > sx - sw / 2 && x < sx + sw / 2 && y > sy - sh / 2 && y < sy + sh / 2) { // Only show if not already shown if (!window.shipUpgradePanel) { // Panel background // --- DYNAMIC PANEL SIZE BASED ON CONTENT --- var upgBtnFont = unifiedFontSize; var upgBtnWidth = 340; var upgBtnHeight = 90; var colSpacing = 80; var colXOffset = upgBtnWidth / 2 + colSpacing / 2; var upgBtnSpacingY = 140; var numUpgradeRows = 4; // 3 upgrade rows + 1 buy health row var panelContentHeight = 100 + numUpgradeRows * upgBtnSpacingY + 2 * upgBtnHeight; // title + upgrades + buy health + speed + some margin var panelContentWidth = upgBtnWidth * 2 + colSpacing + 80; // two columns + spacing + margin // Add extra for speed upgrade and close button panelContentHeight += upgBtnSpacingY + 60; // speed upgrade + close btn margin // Clamp min/max var panelWidth = Math.max(700, Math.round(panelContentWidth)); var panelHeight = Math.max(340, Math.round(panelContentHeight)); var panel = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: sx, y: sy - 220, scaleX: panelWidth / 40, // asset is 40px wide scaleY: panelHeight / 40, // asset is 40px tall tint: 0x224488 }); // Title var titleFont = Math.round(62 * 1.1) - 3; var title = new Text2("Yükseltmeler & Can Satın Al", { size: titleFont, fill: 0xffffff, align: "center" }); title.anchor.set(0.5, 0.5); title.x = sx; title.y = sy - 220 - panelHeight / 2 + 100; // Upgrade buttons, dikeyde aralıklı ve panelin içine sığacak şekilde var upgBtnY = title.y + 110; var upgBtnSpacingY = 140; // Paneldeki yazı ve butonların font boyutunu, Wave font boyutu ile aynı yap var upgBtnFont = unifiedFontSize; var upgBtnWidth = 340; var upgBtnHeight = 90; var colSpacing = 80; var colXOffset = upgBtnWidth / 2 + colSpacing / 2; // Normal upgrades var upg1 = new Text2("Max Can +20\n(600 coin, 60 metal)", { size: upgBtnFont, fill: 0x00ff99, align: "center" }); upg1.anchor.set(0.5, 0.5); upg1.x = sx - colXOffset; upg1.y = upgBtnY; upg1._isShipUpgradeBtn = true; upg1._upgradeType = "maxHealth"; upg1._upgradeCost = { coins: 600, metal: 60, energy: 0 }; var upg1x2 = new Text2("Max Can +20\n(1200 coin, 120 metal)", { size: upgBtnFont, fill: 0x00cc99, align: "center" }); upg1x2.anchor.set(0.5, 0.5); upg1x2.x = sx + colXOffset; upg1x2.y = upgBtnY; upg1x2._isShipUpgradeBtn = true; upg1x2._upgradeType = "maxHealth"; upg1x2._upgradeCost = { coins: 1200, metal: 120, energy: 0 }; upg1x2._isDoubleCost = true; var upg2 = new Text2("Max Kalkan +10\n(720 coin, 72 metal)", { size: upgBtnFont, fill: 0x00ccff, align: "center" }); upg2.anchor.set(0.5, 0.5); upg2.x = sx - colXOffset; upg2.y = upgBtnY + upgBtnSpacingY; upg2._isShipUpgradeBtn = true; upg2._upgradeType = "maxShield"; upg2._upgradeCost = { coins: 720, metal: 72, energy: 0 }; var upg2x2 = new Text2("Max Kalkan +10\n(1440 coin, 144 metal)", { size: upgBtnFont, fill: 0x00aaff, align: "center" }); upg2x2.anchor.set(0.5, 0.5); upg2x2.x = sx + colXOffset; upg2x2.y = upgBtnY + upgBtnSpacingY; upg2x2._isShipUpgradeBtn = true; upg2x2._upgradeType = "maxShield"; upg2x2._upgradeCost = { coins: 1440, metal: 144, energy: 0 }; upg2x2._isDoubleCost = true; var upg3 = new Text2("Hasar +5\n(900 coin, 90 enerji)", { size: upgBtnFont, fill: 0xffcc00, align: "center" }); upg3.anchor.set(0.5, 0.5); upg3.x = sx - colXOffset; upg3.y = upgBtnY + upgBtnSpacingY * 2; upg3._isShipUpgradeBtn = true; upg3._upgradeType = "damage"; upg3._upgradeCost = { coins: 900, metal: 0, energy: 90 }; var upg3x2 = new Text2("Hasar +5\n(1800 coin, 180 enerji)", { size: upgBtnFont, fill: 0xff9900, align: "center" }); upg3x2.anchor.set(0.5, 0.5); upg3x2.x = sx + colXOffset; upg3x2.y = upgBtnY + upgBtnSpacingY * 2; upg3x2._isShipUpgradeBtn = true; upg3x2._upgradeType = "damage"; upg3x2._upgradeCost = { coins: 1800, metal: 0, energy: 180 }; upg3x2._isDoubleCost = true; // Buy health button (if not full) var canBuyHealth = ship.health < ship.maxHealth; var buyHealthBtnFont = unifiedFontSize; // Proportional cost scaling for buy health button var healthToRestore = ship.maxHealth - ship.health; var baseFullRepairHealth = 60; var baseCoinCost = 90 * 2; var baseMetalCost = 6 * 2; var baseEnergyCost = 6 * 2; var buyHealthCostCoins = Math.max(30, Math.round(baseCoinCost * (healthToRestore / baseFullRepairHealth))); var buyHealthCostMetal = Math.max(2, Math.round(baseMetalCost * (healthToRestore / baseFullRepairHealth))); var buyHealthCostEnergy = Math.max(2, Math.round(baseEnergyCost * (healthToRestore / baseFullRepairHealth))); var buyHealthBtn = new Text2("Canı Doldur (" + buyHealthCostCoins + " coin, " + buyHealthCostMetal + " metal, " + buyHealthCostEnergy + " enerji)", { size: buyHealthBtnFont, fill: canBuyHealth ? 0x00ffcc : 0x888888, align: "center" }); buyHealthBtn.anchor.set(0.5, 0.5); buyHealthBtn.x = sx; buyHealthBtn.y = upgBtnY + upgBtnSpacingY * 3 + 30; buyHealthBtn._isShipBuyHealthBtn = true; buyHealthBtn._repairCostCoins = buyHealthCostCoins; buyHealthBtn._repairCostMetal = buyHealthCostMetal; buyHealthBtn._repairCostEnergy = buyHealthCostEnergy; // Speed upgrade button (bottom of panel) var speedUpgLevel = window.shipSpeedUpgradeLevel || 0; var speedUpgFont = unifiedFontSize; var speedUpgCost = Math.round((120 + speedUpgLevel * 60) * 1.9); var speedUpgBtn = new Text2("Hız +" + Math.round((speedUpgLevel + 1) * 10) + "%\n(" + speedUpgCost + " coin)", { size: speedUpgFont, fill: 0x00ffff, align: "center" }); speedUpgBtn.anchor.set(0.5, 0.5); speedUpgBtn.x = sx; speedUpgBtn.y = buyHealthBtn.y + upgBtnSpacingY; speedUpgBtn._isShipSpeedUpgradeBtn = true; speedUpgBtn._speedUpgradeLevel = speedUpgLevel; speedUpgBtn._speedUpgradeCost = speedUpgCost; // Close button var closeBtn = new Text2("Kapat", { size: Math.round((unifiedFontSize + 4) * 1.3), // 2 font larger than Coins, then 30% larger fill: 0xff4444, align: "center" }); closeBtn.anchor.set(0.5, 0.5); // Move close button above the panel title, with extra margin closeBtn.x = sx; closeBtn.y = title.y - 110; // further above title closeBtn._isShipUpgradeCloseBtn = true; // Add to game game.addChild(panel); game.addChild(title); game.addChild(upg1); game.addChild(upg1x2); game.addChild(upg2); game.addChild(upg2x2); game.addChild(upg3); game.addChild(upg3x2); game.addChild(buyHealthBtn); game.addChild(speedUpgBtn); game.addChild(closeBtn); // Store refs for tap logic/cleanup window.shipUpgradePanel = panel; window.shipUpgradeTitle = title; window.shipUpgradeBtn1 = upg1; window.shipUpgradeBtn1x2 = upg1x2; window.shipUpgradeBtn2 = upg2; window.shipUpgradeBtn2x2 = upg2x2; window.shipUpgradeBtn3 = upg3; window.shipUpgradeBtn3x2 = upg3x2; window.shipBuyHealthBtn = buyHealthBtn; window.shipSpeedUpgradeBtn = speedUpgBtn; window.shipUpgradeCloseBtn = closeBtn; } return; } } // --- Only allow joystick drag if ship is alive --- if (ship && ship.health > 0 && Math.sqrt(Math.pow(x - joystickBase.x, 2) + Math.pow(y - joystickBase.y, 2)) < 100) { isDragging = true; joystickHandle.x = x; joystickHandle.y = y; return; // Prevent other interactions when dragging joystick } // --- If any panel is open, block all other game/ship input (except panel close/confirm buttons) --- if (window.stationDeliveryPanel && window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent || window.resourceTradePanelState && window.resourceTradePanelState.open || window._resourceStockPanel && window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent || window.shipUpgradePanel && window.shipUpgradePanel.parent || window.repairPanel && window.repairPanel.parent) { // Only allow panel close/confirm buttons (handled below), block all other game/ship input // (Do not return here, let the rest of the handler run for panel close/confirm buttons) } else { // --- SHIP UPGRADE PANEL BUTTONS --- if (window.shipUpgradePanel) { // Upgrade buttons var btns = [window.shipUpgradeBtn1, window.shipUpgradeBtn1x2, window.shipUpgradeBtn2, window.shipUpgradeBtn2x2, window.shipUpgradeBtn3, window.shipUpgradeBtn3x2]; for (var i = 0; i < btns.length; i++) { var btn = btns[i]; if (!btn) continue; var bx = btn.x, by = btn.y; if (x > bx - 120 && x < bx + 120 && y > by - 50 && y < by + 50) { // Try to buy upgrade var upg = btn._upgradeType; var cost = btn._upgradeCost; var isDouble = !!btn._isDoubleCost; if (upg === "maxHealth" && playerCoins >= cost.coins && playerMetal >= cost.metal) { ship.maxHealth += 20; ship.health = ship.maxHealth; playerCoins -= cost.coins; playerMetal -= cost.metal; LK.effects.flashObject(ship, isDouble ? 0x00cc99 : 0x00ff99, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "maxShield" && playerCoins >= cost.coins && playerMetal >= cost.metal) { ship.maxShield += 10; ship.shield = ship.maxShield; playerCoins -= cost.coins; playerMetal -= cost.metal; LK.effects.flashObject(ship, isDouble ? 0x00aaff : 0x00ccff, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "damage" && playerCoins >= cost.coins && playerEnergy >= cost.energy) { ship.damage += 5; playerCoins -= cost.coins; playerEnergy -= cost.energy; LK.effects.flashObject(ship, isDouble ? 0xff9900 : 0xffcc00, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else { btn.setText("Yetersiz kaynak!"); btn.fill = 0xff4444; } return; } } // Buy health button var bhb = window.shipBuyHealthBtn; if (bhb) { var bx = bhb.x, by = bhb.y; if (x > bx - 180 && x < bx + 180 && y > by - 50 && y < by + 50) { if (ship.health < ship.maxHealth) { var costCoins = bhb._repairCostCoins, costMetal = bhb._repairCostMetal, costEnergy = bhb._repairCostEnergy; if (playerCoins >= costCoins && playerMetal >= costMetal && playerEnergy >= costEnergy) { playerCoins -= costCoins; playerMetal -= costMetal; playerEnergy -= costEnergy; ship.health = ship.maxHealth; updateUI(); saveProgress(); bhb.setText("Can Dolduruldu!"); bhb.fill = 0x00ffcc; } else { bhb.setText("Yetersiz kaynak!"); bhb.fill = 0xff4444; } } else { bhb.setText("Can zaten tam!"); bhb.fill = 0x888888; } return; } } // Speed upgrade button var sub = window.shipSpeedUpgradeBtn; if (sub) { var bx = sub.x, by = sub.y; if (x > bx - 180 && x < bx + 180 && y > by - 50 && y < by + 50) { var level = window.shipSpeedUpgradeLevel || 0; var cost = Math.round((120 + level * 60) * 1.9); if (playerCoins >= cost) { playerCoins -= cost; level++; window.shipSpeedUpgradeLevel = level; // Each level increases speed by 10% (multiplicative) ship.speed = Math.round(ship.speed * Math.pow(1.1, 1) * 100) / 100; sub.setText("Alındı! +" + level * 10 + "%"); sub.fill = 0x00ffcc; LK.effects.flashObject(ship, 0x00ffff, 400); updateUI(); saveProgress(); } else { sub.setText("Yetersiz coin!"); sub.fill = 0xff4444; } return; } } // Close button var cb = window.shipUpgradeCloseBtn; if (cb) { var bx = cb.x, by = cb.y; if (x > bx - 120 && x < bx + 120 && y > by - 50 && y < by + 50) { // Remove all panel elements if (window.shipUpgradePanel && window.shipUpgradePanel.parent) window.shipUpgradePanel.parent.removeChild(window.shipUpgradePanel); if (window.shipUpgradeTitle && window.shipUpgradeTitle.parent) window.shipUpgradeTitle.parent.removeChild(window.shipUpgradeTitle); if (window.shipUpgradeBtn1 && window.shipUpgradeBtn1.parent) window.shipUpgradeBtn1.parent.removeChild(window.shipUpgradeBtn1); if (window.shipUpgradeBtn1x2 && window.shipUpgradeBtn1x2.parent) window.shipUpgradeBtn1x2.parent.removeChild(window.shipUpgradeBtn1x2); if (window.shipUpgradeBtn2 && window.shipUpgradeBtn2.parent) window.shipUpgradeBtn2.parent.removeChild(window.shipUpgradeBtn2); if (window.shipUpgradeBtn2x2 && window.shipUpgradeBtn2x2.parent) window.shipUpgradeBtn2x2.parent.removeChild(window.shipUpgradeBtn2x2); if (window.shipUpgradeBtn3 && window.shipUpgradeBtn3.parent) window.shipUpgradeBtn3.parent.removeChild(window.shipUpgradeBtn3); if (window.shipUpgradeBtn3x2 && window.shipUpgradeBtn3x2.parent) window.shipUpgradeBtn3x2.parent.removeChild(window.shipUpgradeBtn3x2); if (window.shipBuyHealthBtn && window.shipBuyHealthBtn.parent) window.shipBuyHealthBtn.parent.removeChild(window.shipBuyHealthBtn); if (window.shipSpeedUpgradeBtn && window.shipSpeedUpgradeBtn.parent) window.shipSpeedUpgradeBtn.parent.removeChild(window.shipSpeedUpgradeBtn); if (window.shipUpgradeCloseBtn && window.shipUpgradeCloseBtn.parent) window.shipUpgradeCloseBtn.parent.removeChild(window.shipUpgradeCloseBtn); // Hide all upgrade panel texts window.shipUpgradePanel = null; window.shipUpgradeTitle = null; window.shipUpgradeBtn1 = null; window.shipUpgradeBtn1x2 = null; window.shipUpgradeBtn2 = null; window.shipUpgradeBtn2x2 = null; window.shipUpgradeBtn3 = null; window.shipUpgradeBtn3x2 = null; window.shipBuyHealthBtn = null; window.shipSpeedUpgradeBtn = null; window.shipUpgradeCloseBtn = null; return; } } } // --- Handle Accept/Reject quest button taps --- if (game._questDecisionAcceptBtn && game._questDecisionAcceptBtn.parent) { var btn = game._questDecisionAcceptBtn; var bx = btn.x, by = btn.y; // Button is about 180x80 px if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) { // Accept quest var npc = btn._questNPC; if (npc) { // Defend quest özel: yardım kabul edildi if (npc.questType === 'defend') { npc._defendHelpAccepted = true; // Show floating label for accepted var acceptLabel = new Text2("Yardım kabul edildi!", { size: 36, fill: 0x00ff99, align: "center" }); acceptLabel.anchor.set(0.5, 0.5); acceptLabel.x = npc.x; acceptLabel.y = npc.y + 110; game.addChild(acceptLabel); npc._npcInteractionLabel = acceptLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Teşekkürler! Beni korsanlardan koru!", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } else { // Mark quest as accepted (progress 1 means started) npc.questProgress = 1; // Show NPC response var acceptLabel = new Text2("Görev kabul edildi!", { size: 36, fill: 0x00ff99, align: "center" }); acceptLabel.anchor.set(0.5, 0.5); acceptLabel.x = npc.x; acceptLabel.y = npc.y + 110; game.addChild(acceptLabel); npc._npcInteractionLabel = acceptLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Harika! Görev başladı.", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } // Remove quest panel if (npc._questDecisionPanel && npc._questDecisionPanel.parent) npc._questDecisionPanel.parent.removeChild(npc._questDecisionPanel); if (npc._questDecisionText && npc._questDecisionText.parent) npc._questDecisionText.parent.removeChild(npc._questDecisionText); if (npc._questDecisionAcceptBtn && npc._questDecisionAcceptBtn.parent) npc._questDecisionAcceptBtn.parent.removeChild(npc._questDecisionAcceptBtn); if (npc._questDecisionRejectBtn && npc._questDecisionRejectBtn.parent) npc._questDecisionRejectBtn.parent.removeChild(npc._questDecisionRejectBtn); npc._questDecisionPanel = null; npc._questDecisionText = null; npc._questDecisionAcceptBtn = null; npc._questDecisionRejectBtn = null; game._questDecisionPanel = null; game._questDecisionAcceptBtn = null; game._questDecisionRejectBtn = null; game._questDecisionText = null; game._questDecisionNPC = null; } return; } } if (game._questDecisionRejectBtn && game._questDecisionRejectBtn.parent) { var btn = game._questDecisionRejectBtn; var bx = btn.x, by = btn.y; if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) { // Reject quest var npc = btn._questNPC; if (npc) { if (npc.questType === 'defend') { npc._defendHelpAccepted = false; // Show floating label for rejected var rejectLabel = new Text2("Yardım edilmedi.", { size: 36, fill: 0xff4444, align: "center" }); rejectLabel.anchor.set(0.5, 0.5); rejectLabel.x = npc.x; rejectLabel.y = npc.y + 110; game.addChild(rejectLabel); npc._npcInteractionLabel = rejectLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Anlaşıldı, kendi başıma savaşacağım!", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } else { // Mark quest as inactive npc.questActive = false; // Show floating label for rejected var rejectLabel = new Text2("Görev reddedildi.", { size: 36, fill: 0xff4444, align: "center" }); rejectLabel.anchor.set(0.5, 0.5); rejectLabel.x = npc.x; rejectLabel.y = npc.y + 110; game.addChild(rejectLabel); npc._npcInteractionLabel = rejectLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Belki başka zaman!", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } // Remove quest panel if (npc._questDecisionPanel && npc._questDecisionPanel.parent) npc._questDecisionPanel.parent.removeChild(npc._questDecisionPanel); if (npc._questDecisionText && npc._questDecisionText.parent) npc._questDecisionText.parent.removeChild(npc._questDecisionText); if (npc._questDecisionAcceptBtn && npc._questDecisionAcceptBtn.parent) npc._questDecisionAcceptBtn.parent.removeChild(npc._questDecisionAcceptBtn); if (npc._questDecisionRejectBtn && npc._questDecisionRejectBtn.parent) npc._questDecisionRejectBtn.parent.removeChild(npc._questDecisionRejectBtn); npc._questDecisionPanel = null; npc._questDecisionText = null; npc._questDecisionAcceptBtn = null; npc._questDecisionRejectBtn = null; game._questDecisionPanel = null; game._questDecisionAcceptBtn = null; game._questDecisionRejectBtn = null; game._questDecisionText = null; game._questDecisionNPC = null; } return; } } // Check for NPC tap (RPG/adventure/trade) for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; var dist = Math.sqrt(Math.pow(npc.x - ship.x, 2) + Math.pow(npc.y - ship.y, 2)); if (dist < 180) { game._lastNPCTap = LK.ticks; break; } } // --- Distress event tap detection --- if (window.distressEvent && window.distressEvent.helpBtn && window.distressEvent.ignoreBtn) { game._lastDistressTapTick = LK.ticks; game._lastDistressTapX = x; game._lastDistressTapY = y; } } }; game.move = function (x, y, obj) { // Only allow joystick drag if ship is alive if (isDragging && ship && ship.health > 0) { var dx = x - joystickBase.x; var dy = y - joystickBase.y; var distance = Math.sqrt(dx * dx + dy * dy); // Clamp handle to joystick base radius (100px) if (distance > 100) { dx = dx / distance * 100; dy = dy / distance * 100; } joystickHandle.x = joystickBase.x + dx; joystickHandle.y = joystickBase.y + dy; } }; game.up = function (x, y, obj) { // Only allow joystick release if ship is alive isDragging = false; if (ship && ship.health > 0) { // Snap handle back to base joystickHandle.x = joystickBase.x; joystickHandle.y = joystickBase.y; } }; // Main game loop game.update = function () { // --- SHIP MOVEMENT SYSTEM --- // Defensive: always reset deltas var shipDX = 0; var shipDY = 0; // Block all ship movement and input if ship is dead or just respawned if (ship && ship.health <= 0) { // Do not move ship, do not process joystick, do not update camera, do not fire, etc. // Optionally, you could add a "dead" animation or effect here. // (Handled by respawn logic) return; } else if (typeof window._lastRespawnTick !== "undefined" && LK.ticks - window._lastRespawnTick < 60) { // Block all input/movement for 1 second after respawn return; } else { // Block ship movement if ANY panel is open (but always allow joystick to move) if (!(window.stationDeliveryPanel && window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent) && !(window.resourceTradePanelState && window.resourceTradePanelState.open) && !(window._resourceStockPanel && window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent) && !(window.shipUpgradePanel && window.shipUpgradePanel.parent) && !(window.repairPanel && window.repairPanel.parent)) { // Only move if dragging joystick if (isDragging) { var dx = joystickHandle.x - joystickBase.x; var dy = joystickHandle.y - joystickBase.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only move if joystick is moved enough if (distance > 10) { // Normalize direction, scale by ship speed and joystick displacement var norm = Math.min(distance, 100) / 100; var effectiveSpeed = ship.speed * norm; shipDX = dx / distance * effectiveSpeed; shipDY = dy / distance * effectiveSpeed; // Rotate ship to face movement direction ship.rotation = Math.atan2(dy, dx) + Math.PI / 2; } } } // Actually move the ship's logical position, but keep it visually centered ship.x += shipDX; ship.y += shipDY; } // Track total distance traveled totalDistance += Math.sqrt(shipDX * shipDX + shipDY * shipDY); // --- Keep ship always visually centered --- // Calculate the offset needed to keep the ship at the center of the screen var centerX = 2048 / 2; var centerY = 2732 / 2; var offsetX = centerX - ship.x; var offsetY = centerY - ship.y; // Visually place the ship at the center ship.x = centerX; ship.y = centerY; // Move all world objects by the offset so the ship appears to move through the world for (var i = 0; i < stars.length; i++) { stars[i].x += offsetX; stars[i].y += offsetY; } for (var i = 0; i < npcs.length; i++) { npcs[i].x += offsetX; npcs[i].y += offsetY; } for (var i = 0; i < pirates.length; i++) { pirates[i].x += offsetX; pirates[i].y += offsetY; } for (var i = 0; i < coins.length; i++) { coins[i].x += offsetX; coins[i].y += offsetY; } for (var i = 0; i < resources.length; i++) { resources[i].x += offsetX; resources[i].y += offsetY; } for (var i = 0; i < bullets.length; i++) { bullets[i].x += offsetX; bullets[i].y += offsetY; } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].x += offsetX; enemyBullets[i].y += offsetY; } for (var i = 0; i < asteroids.length; i++) { asteroids[i].x += offsetX; asteroids[i].y += offsetY; } for (var i = 0; i < upgradeStations.length; i++) { upgradeStations[i].x += offsetX; upgradeStations[i].y += offsetY; } // boostParticles removed (no boost system) for (var i = 0; i < explosions.length; i++) { explosions[i].x += offsetX; explosions[i].y += offsetY; } // Auto fire at very close pirates or asteroids // Saldırı mesafesi %10 arttırıldı (200 -> 220) var ATTACK_RANGE = 220; if (LK.ticks - ship.lastFire > ship.fireRate && (pirates.length > 0 || asteroids.length > 0)) { // Find nearest pirate or asteroid within 220 pixels var nearestTarget = null; var nearestDistance = Infinity; var isPirate = false; // Check pirates for (var i = 0; i < pirates.length; i++) { var dist = Math.sqrt(Math.pow(pirates[i].x - ship.x, 2) + Math.pow(pirates[i].y - ship.y, 2)); if (dist < ATTACK_RANGE && dist < nearestDistance) { nearestDistance = dist; nearestTarget = pirates[i]; isPirate = true; } } // Check asteroids for (var i = 0; i < asteroids.length; i++) { var dist = Math.sqrt(Math.pow(asteroids[i].x - ship.x, 2) + Math.pow(asteroids[i].y - ship.y, 2)); if (dist < ATTACK_RANGE && dist < nearestDistance) { nearestDistance = dist; nearestTarget = asteroids[i]; isPirate = false; } } if (nearestTarget) { var bullet = new Bullet(); bullet.x = ship.x; bullet.y = ship.y; var angle = Math.atan2(nearestTarget.y - ship.y, nearestTarget.x - ship.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullets.push(bullet); game.addChild(bullet); ship.lastFire = LK.ticks; LK.getSound('shoot').play(); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with pirates for (var j = pirates.length - 1; j >= 0; j--) { if (bullet.intersects(pirates[j])) { pirates[j].takeDamage(bullet.damage); var killedByPlayer = !bullet._npcBullet; var killedByNPC = !!bullet._npcBullet; if (pirates[j].health <= 0) { enemiesKilled++; createExplosion(pirates[j].x, pirates[j].y); // Drop loot var coin = new Coin(); coin.x = pirates[j].x; coin.y = pirates[j].y; // Katil korsan ise 10 kat coin ver if (pirates[j]._isKatil) { coin.value = coin.value * (1 + Math.floor(waveNumber / 3)) * 10; // Katil korsan öldü, tekrar spawn edilebilir window._katilPirateSpawned = false; // Katil korsan öldükten sonra tekrar spawn için timer başlat if (typeof window._katilPirateRespawnTimer !== "undefined" && window._katilPirateRespawnTimer) { LK.clearTimeout(window._katilPirateRespawnTimer); } window._katilPirateRespawnTimer = LK.setTimeout(function () { if (!window._katilPirateSpawned) { // Katil korsanı tekrar spawn et var pirate = new Pirate(); // Katil korsan statlarını tekrar ayarla var minLevel = 1 + waveNumber * 2; pirate.level = minLevel + 10; pirate.health = (30 + (pirate.level - 1) * 10) * 10; pirate.damage = (5 + Math.floor((pirate.level - 1) * 1.5)) * 10; pirate.defense = (2 + Math.floor((pirate.level - 1) * 1.2)) * 10; pirate.rpgName = "Katil"; pirate._isKatil = true; pirate.fireRate = Math.max(2, Math.floor((60 - Math.min((pirate.level - 1) * 2, 30)) / 5)); window._katilPirateSpawned = true; // Rastgele bir kenardan spawn et var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: pirate.x = ship.x + (Math.random() - 0.5) * 1800; pirate.y = ship.y - 1400; break; case 1: pirate.x = ship.x + 1400; pirate.y = ship.y + (Math.random() - 0.5) * 1800; break; case 2: pirate.x = ship.x + (Math.random() - 0.5) * 1800; pirate.y = ship.y + 1400; break; case 3: pirate.x = ship.x - 1400; pirate.y = ship.y + (Math.random() - 0.5) * 1800; break; } // Add health bar to katil pirate pirate._healthBar = new HealthBar(); pirate._healthBar.set({ maxValue: function maxValue() { return pirate.health > 0 ? pirate.health : 0; }, getValueFn: function getValueFn() { return pirate.health > 0 ? pirate.health : 0; }, getMaxFn: function getMaxFn() { return 30 + waveNumber * 10; }, width: 60, height: 10 }); pirate._healthBar.y = -60; pirate.addChild(pirate._healthBar); pirates.push(pirate); game.addChild(pirate); } window._katilPirateRespawnTimer = null; }, 6000); // 6 saniye sonra tekrar spawn // Katil etiketiyle özel bir label göster var katilLabel = new Text2("KATİL KORSAN ÖLDÜRÜLDÜ!\n+10x coin", { size: 40, fill: 0xff0000, align: "center" }); katilLabel.anchor.set(0.5, 0.5); katilLabel.x = pirates[j].x; katilLabel.y = pirates[j].y - 120; game.addChild(katilLabel); LK.setTimeout(function () { if (katilLabel.parent) katilLabel.parent.removeChild(katilLabel); }, 1500); } else { coin.value = coin.value * (1 + Math.floor(waveNumber / 3)); } coins.push(coin); game.addChild(coin); if (Math.random() < 0.3) { var resource = new Resource(); resource.x = pirates[j].x + (Math.random() - 0.5) * 50; resource.y = pirates[j].y + (Math.random() - 0.5) * 50; resources.push(resource); game.addChild(resource); } // Remove KILL label after 2 seconds if present if (pirates[j]._killLabel) { // If not already expiring, set expire tick if (!pirates[j]._killLabel._expireTick) { pirates[j]._killLabel._expireTick = LK.ticks + 120; } } // Remove KILL label if expired if (pirates[j]._killLabel && pirates[j]._killLabel._expireTick && LK.ticks > pirates[j]._killLabel._expireTick) { if (pirates[j]._killLabel.parent) pirates[j]._killLabel.parent.removeChild(pirates[j]._killLabel); pirates[j]._killLabel = null; } if (killedByPlayer) { // Oyuncu öldürdü: sadece exp kazan var pirateExp = 3 + Math.floor(Math.random() * 3); playerEXP += pirateExp; // Level up if enough EXP while (playerEXP >= expToNext(playerLevel)) { playerEXP -= expToNext(playerLevel); playerLevel++; LK.effects.flashObject(ship, 0x00ffcc, 800); } } else if (killedByNPC) { // NPC öldürdü: yoluna devam etsin, rep/exp yok // Kısa bir etiket göster (isteğe bağlı) var npcLabel = new Text2("NPC KILL", { size: 28, fill: 0xccccff, align: "center" }); npcLabel.anchor.set(0.5, 0.5); npcLabel.x = pirates[j].x; npcLabel.y = pirates[j].y - 80; game.addChild(npcLabel); // Fade out and remove after 700ms LK.setTimeout(function () { if (npcLabel.parent) { npcLabel.parent.removeChild(npcLabel); } }, 700); } // Update UI after EXP gain updateUI(); pirates[j].destroy(); pirates.splice(j, 1); // Check for wave completion if (enemiesKilled >= 10 + waveNumber * 5) { waveNumber++; enemiesKilled = 0; // Spawn upgrade station every 3 waves if (waveNumber % 3 === 0) { spawnUpgradeStation(); } } } bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); break; } } // --- PLAYER CAN ATTACK NPCs IF FIGHT MODE IS ON --- if (window.npcFightMode) { for (var j = npcs.length - 1; j >= 0; j--) { var npc = npcs[j]; if (bullet.intersects(npc)) { if (typeof npc.health === "undefined") npc.health = 100; npc.health -= bullet.damage; LK.effects.flashObject(npc, 0xff0000, 120); // Floating label for NPC hit var npcHitLabel = new Text2("NPC HIT", { size: 24, fill: 0xff8888, align: "center" }); npcHitLabel.anchor.set(0.5, 0.5); npcHitLabel.x = npc.x; npcHitLabel.y = npc.y - 60; game.addChild(npcHitLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcHitLabel), 600); // Remove NPC if dead if (npc.health <= 0) { // Floating label for NPC kill var npcKillLabel = new Text2("NPC KILL", { size: 28, fill: 0xccccff, align: "center" }); npcKillLabel.anchor.set(0.5, 0.5); npcKillLabel.x = npc.x; npcKillLabel.y = npc.y - 80; game.addChild(npcKillLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcKillLabel), 700); // Oyuncu NPC öldürdü: coin kaybı uygula var coinLoss = 10 + Math.floor(Math.random() * 41); // 10-50 arası coin kaybı playerCoins = Math.max(0, playerCoins - coinLoss); // Kısa bir etiket göster var coinLossLabel = new Text2("-" + coinLoss + " coin", { size: 28, fill: 0xff4444, align: "center" }); coinLossLabel.anchor.set(0.5, 0.5); coinLossLabel.x = npc.x; coinLossLabel.y = npc.y - 120; game.addChild(coinLossLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }, 900, coinLossLabel); updateUI(); // Remove hostile label if present if (npc._hostileLabel && npc._hostileLabel.parent) { npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } // Instantly remove Düşman! label if it exists (defensive, in case above missed) if (npc._hostileLabel && npc._hostileLabel.parent) { npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } npc.destroy(); npcs.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); break; } } } // Check collision with asteroids for (var j = asteroids.length - 1; j >= 0; j--) { if (bullet.intersects(asteroids[j])) { asteroids[j].takeDamage(bullet.damage); if (asteroids[j].health <= 0) { // Drop multiple resources (reduced by 80%) var dropCount = Math.max(1, Math.floor(asteroids[j].resources * 0.2)); for (var k = 0; k < dropCount; k++) { var resource = new Resource(); resource.x = asteroids[j].x + (Math.random() - 0.5) * 100; resource.y = asteroids[j].y + (Math.random() - 0.5) * 100; resource.amount = Math.floor(Math.random() * 3) + 1; resources.push(resource); game.addChild(resource); } createExplosion(asteroids[j].x, asteroids[j].y); asteroids[j].destroy(); asteroids.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } if (bullet.intersects(ship)) { ship.takeDamage(bullet.damage); updateUI(); bullet.destroy(); enemyBullets.splice(i, 1); LK.getSound('hit').play(); continue; } // --- NEW: Pirate bullets can hit NPCs --- for (var n = npcs.length - 1; n >= 0; n--) { var npc = npcs[n]; if (bullet.intersects(npc)) { // Damage NPC if (typeof npc.health === "undefined") npc.health = 100; npc.health -= bullet.damage; LK.effects.flashObject(npc, 0xff0000, 120); // Floating label for NPC hit (optional) var npcHitLabel = new Text2("NPC HIT", { size: 24, fill: 0xff8888, align: "center" }); npcHitLabel.anchor.set(0.5, 0.5); npcHitLabel.x = npc.x; npcHitLabel.y = npc.y - 60; game.addChild(npcHitLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcHitLabel), 600); // Remove NPC if dead if (npc.health <= 0) { // Floating label for NPC kill var npcKillLabel = new Text2("NPC KILL", { size: 28, fill: 0xccccff, align: "center" }); npcKillLabel.anchor.set(0.5, 0.5); npcKillLabel.x = npc.x; npcKillLabel.y = npc.y - 80; game.addChild(npcKillLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcKillLabel), 700); // Remove hostile label if present if (npc._hostileLabel && npc._hostileLabel.parent) { npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } // Remove NPC from world npc.destroy(); npcs.splice(n, 1); } bullet.destroy(); enemyBullets.splice(i, 1); LK.getSound('hit').play(); break; } } } // Update pirates for (var i = 0; i < pirates.length; i++) { var pirate = pirates[i]; if (pirate._healthBar && pirate._healthBar.update) pirate._healthBar.update(); // --- Pirate AI: Always attack the nearest target (NPC or player) --- var nearestTarget = null; var minDist = Infinity; // Find nearest NPC for (var n = 0; n < npcs.length; n++) { var npc = npcs[n]; var distToNPC = Math.sqrt(Math.pow(npc.x - pirate.x, 2) + Math.pow(npc.y - pirate.y, 2)); if (distToNPC < minDist) { minDist = distToNPC; nearestTarget = npc; } } // Compare with player distance var distToPlayer = Math.sqrt(Math.pow(ship.x - pirate.x, 2) + Math.pow(ship.y - pirate.y, 2)); if (distToPlayer < minDist) { minDist = distToPlayer; nearestTarget = ship; } // If there is a target, move and attack if (nearestTarget && minDist < 600) { // --- 10% mesafe kuralı: hedefe %10 mesafe bırak, iç içe girme --- var targetRadius = 40; // Varsayılan hedef yarıçapı (NPC/ship/pirate boyutu) if (nearestTarget._healthBar && nearestTarget._healthBar._width) { targetRadius = Math.max(targetRadius, nearestTarget._healthBar._width / 2); } var selfRadius = 35; // Korsan yarıçapı if (pirate._healthBar && pirate._healthBar._width) { selfRadius = Math.max(selfRadius, pirate._healthBar._width / 2); } var minBuffer = (minDist + selfRadius + targetRadius) * 0.10; // %10 buffer var minAllowedDist = selfRadius + targetRadius + minBuffer; var angle = Math.atan2(nearestTarget.y - pirate.y, nearestTarget.x - pirate.x); // Sadece minAllowedDist'ten uzaktaysa yaklaş if (minDist > minAllowedDist) { var moveDist = Math.min(pirate.speed, minDist - minAllowedDist); pirate.x += Math.cos(angle) * moveDist; pirate.y += Math.sin(angle) * moveDist; pirate.rotation = angle + Math.PI / 2; } else { // Hedefe çok yaklaştıysa sadece dön, hareket etme pirate.rotation = angle + Math.PI / 2; } // Shoot at target if (LK.ticks - pirate.lastFire > pirate.fireRate) { var bullet = new EnemyBullet(); bullet.x = pirate.x; bullet.y = pirate.y; bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullet._pirateBullet = true; enemyBullets.push(bullet); game.addChild(bullet); pirate.lastFire = LK.ticks; } } else { // Wander randomly pirate.x += Math.cos(pirate.moveAngle) * pirate.speed * 0.5; pirate.y += Math.sin(pirate.moveAngle) * pirate.speed * 0.5; } // Remove pirates that are too far away var dist = Math.sqrt(Math.pow(ship.x - pirate.x, 2) + Math.pow(ship.y - pirate.y, 2)); if (dist > 2000) { pirate.destroy(); pirates.splice(i, 1); i--; } } // Update NPCs for (var i = npcs.length - 1; i >= 0; i--) { var npc = npcs[i]; if (npc._healthBar && npc._healthBar.update) npc._healthBar.update(); // Remove NPCs that are too far away var dist = Math.sqrt(Math.pow(npc.x - ship.x, 2) + Math.pow(npc.y - ship.y, 2)); if (dist > 2500) { npc.destroy(); npcs.splice(i, 1); continue; } // Remove any floating text if player is not close if (npc._npcText && npc._npcText.parent) { npc._npcText.parent.removeChild(npc._npcText); npc._npcText = null; } // --- NPC ATTITUDE: Rep sistemi kaldırıldı, sadece NPC Saldırı butonuna göre saldırı --- // Eğer NPC Saldırı aktifse, her durumda NPC'ler oyuncuya saldırır var npcHostile = false; if (window.npcSaldiriBtn && window.npcSaldiriBtn._active) { npcHostile = true; } else { npcHostile = false; } // --- NPC AI: Always attack the nearest target (pirate or player) --- // If NPC Saldırı is PASİF, NPCs never attack the player var nearestTarget = null; var minDist = Infinity; // Find nearest pirate for (var j = 0; j < pirates.length; j++) { var p = pirates[j]; if (p._destroyed) continue; var d = Math.sqrt(Math.pow(p.x - npc.x, 2) + Math.pow(p.y - npc.y, 2)); if (d < minDist) { minDist = d; nearestTarget = p; } } // Compare with player distance only if NPC Saldırı is AKTİF var npcSaldiriActive = window.npcSaldiriBtn && window.npcSaldiriBtn._active; if (npcSaldiriActive) { var distToPlayer = Math.sqrt(Math.pow(ship.x - npc.x, 2) + Math.pow(ship.y - npc.y, 2)); if (distToPlayer < minDist) { minDist = distToPlayer; nearestTarget = ship; } } // If there is a target, move and attack if (nearestTarget && minDist < 600) { // --- 10% mesafe kuralı: hedefe %10 mesafe bırak, iç içe girme --- var targetRadius = 40; if (nearestTarget._healthBar && nearestTarget._healthBar._width) { targetRadius = Math.max(targetRadius, nearestTarget._healthBar._width / 2); } var selfRadius = 30; if (npc._healthBar && npc._healthBar._width) { selfRadius = Math.max(selfRadius, npc._healthBar._width / 2); } var minBuffer = (minDist + selfRadius + targetRadius) * 0.10; var minAllowedDist = selfRadius + targetRadius + minBuffer; var dx = nearestTarget.x - npc.x; var dy = nearestTarget.y - npc.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > minAllowedDist) { var moveDist = Math.min(npc.moveSpeed * 1.2, d - minAllowedDist); npc.x += dx / d * moveDist; npc.y += dy / d * moveDist; } // Shoot at target (use NPC bullet fire rate) if (typeof npc._aiAttackTimer === "undefined") npc._aiAttackTimer = 0; npc._aiAttackTimer++; // Use the same fire rate as pirates (EnemyBullet speed) var npcFireRate = 8; if (typeof npc.fireRate === "number") { npcFireRate = npc.fireRate; } else { npcFireRate = 40; } if (d < 300 && npc._aiAttackTimer > npcFireRate) { var bullet; var angle = Math.atan2(nearestTarget.y - npc.y, nearestTarget.x - npc.x); if (nearestTarget === ship) { bullet = new EnemyBullet(); bullet._npcBullet = true; } else { bullet = new Bullet(); bullet._npcBullet = true; } bullet.x = npc.x; bullet.y = npc.y; bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; if (nearestTarget === ship) { enemyBullets.push(bullet); } else { bullets.push(bullet); } game.addChild(bullet); npc._aiAttackTimer = 0; } // Show angry label above NPC if attacking player if (nearestTarget === ship) { if (!npc._hostileLabel || !npc._hostileLabel.parent) { npc._hostileLabel = new Text2("Düşman!", { size: 32, fill: 0xff4444, align: "center" }); npc._hostileLabel.anchor.set(0.5, 0.5); npc._hostileLabel.x = npc.x; npc._hostileLabel.y = npc.y - 80; npc._hostileLabel.alpha = 1; game.addChild(npc._hostileLabel); } if (npc._hostileLabel) { npc._hostileLabel.x = npc.x; npc._hostileLabel.y = npc.y - 80; npc._hostileLabel.alpha = 1; npc._hostileLabel._expireTick = LK.ticks + 60; // 1 second } if (npc._hostileLabel && npc._hostileLabel._expireTick && LK.ticks > npc._hostileLabel._expireTick) { if (npc._hostileLabel.parent) npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } else if (npc._hostileLabel && npc._hostileLabel._expireTick) { var fadeStart = npc._hostileLabel._expireTick - 20; if (LK.ticks > fadeStart) { npc._hostileLabel.alpha = Math.max(0, (npc._hostileLabel._expireTick - LK.ticks) / 20); } else { npc._hostileLabel.alpha = 1; } } } else { // Remove hostile label if present if (npc._hostileLabel && npc._hostileLabel.parent) { npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } } } else { // Remove hostile label if present if (npc._hostileLabel && npc._hostileLabel.parent) { npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } } } // Update asteroids for (var i = asteroids.length - 1; i >= 0; i--) { var asteroid = asteroids[i]; if (asteroid._healthBar && asteroid._healthBar.update) asteroid._healthBar.update(); var dist = Math.sqrt(Math.pow(asteroid.x - ship.x, 2) + Math.pow(asteroid.y - ship.y, 2)); if (dist > 2500) { asteroid.destroy(); asteroids.splice(i, 1); } } // Update explosion particles for (var i = explosions.length - 1; i >= 0; i--) { var particle = explosions[i]; particle.x += particle.vx; particle.y += particle.vy; particle.vx *= 0.9; particle.vy *= 0.9; particle.life--; particle.alpha = particle.life / 30; particle.scaleX = particle.scaleY = 1 + (30 - particle.life) / 10; if (particle.life <= 0) { particle.destroy(); explosions.splice(i, 1); } } // Collect items for (var i = coins.length - 1; i >= 0; i--) { if (coins[i].intersects(ship)) { playerCoins += coins[i].value; coins[i].destroy(); coins.splice(i, 1); LK.getSound('collect').play(); updateUI(); saveProgress(); } } for (var i = resources.length - 1; i >= 0; i--) { if (resources[i].intersects(ship)) { // 10 tip için index bul var resourceTypes = ['metal', 'energy', 'crystal', 'gas', 'ice', 'uranium', 'silicon', 'carbon', 'plasma', 'antimatter']; var idx = resourceTypes.indexOf(resources[i].type); if (idx >= 0) { playerResources[idx] += resources[i].amount; } resources[i].destroy(); resources.splice(i, 1); LK.getSound('collect').play(); updateUI(); saveProgress(); } } // Update stars for (var i = stars.length - 1; i >= 0; i--) { var dist = Math.sqrt(Math.pow(stars[i].x - ship.x, 2) + Math.pow(stars[i].y - ship.y, 2)); if (dist > 2000) { stars[i].destroy(); stars.splice(i, 1); } } // Spawn entities (star spawn frequency is now random interval) if (typeof window._nextStarSpawnTick === "undefined") { window._nextStarSpawnTick = LK.ticks + Math.floor(20 + Math.random() * 60); // 20-80 ticks } if (LK.ticks >= window._nextStarSpawnTick) { spawnStar(true); window._nextStarSpawnTick = LK.ticks + Math.floor(20 + Math.random() * 60); // 20-80 ticks } // Spawn pirates and NPCs at intervals if (pirates.length < 6 && Math.random() < 0.3) { spawnPirate(); } if (npcs.length < 4 && Math.random() < 0.2) { spawnNPC(); } // --- ASTEROID SYSTEM RESTORED --- // Spawn asteroids if less than 3 in the world (50% reduction from 6) // Also halve the spawn rate if (asteroids.length < 3 && Math.random() < 0.0125) { spawnAsteroid(); } // Update score LK.setScore(playerCoins + questsCompleted * 100 + enemiesKilled * 10 + Math.floor(totalDistance / 100)); if (ship._healthBar && ship._healthBar.update) ship._healthBar.update(); updateUI(); // --- AUTO-REPAIR PANEL WHEN HEALTH IS LOW OR HEALTH BAR TAPPED --- // Show repair panel ONLY if explicitly requested (not automatically when health decreases) if (!window.repairPanel && ship.health < ship.maxHealth && ship.health > 0 && window._showRepairPanel && (!window._repairPanelSuppressUntil || LK.ticks > window._repairPanelSuppressUntil)) { // Do nothing: do not auto-open repair panel when health decreases // The repair panel will only open if window._showRepairPanel is set by explicit user action (e.g. health bar tap) } else if (window.repairPanel && ship.health >= ship.maxHealth * 0.7) { // Remove repair panel if health is restored if (window.repairPanel.parent) window.repairPanel.parent.removeChild(window.repairPanel); if (window.repairText && window.repairText.parent) window.repairText.parent.removeChild(window.repairText); if (window.repairBtn && window.repairBtn.parent) window.repairBtn.parent.removeChild(window.repairBtn); if (window.cancelRepairBtn && window.cancelRepairBtn.parent) window.cancelRepairBtn.parent.removeChild(window.cancelRepairBtn); window.repairPanel = null; window.repairText = null; window.repairBtn = null; window.cancelRepairBtn = null; window._showRepairPanel = false; } // If health < 50% and not dead, do NOT auto-show repair panel (disabled as per new requirement) // (window._showRepairPanel is only set by explicit user action, e.g. health bar tap) // --- GAME TIME UPDATE --- // Calculate elapsed time in seconds var elapsedTicks = LK.ticks - gameStartTick; var elapsedSeconds = Math.floor(elapsedTicks / 60); var minutes = Math.floor(elapsedSeconds / 60); var seconds = elapsedSeconds % 60; if (typeof gameTimeText !== "undefined") { // Format as mm:ss var timeStr = "Game Time: " + minutes + ":" + (seconds < 10 ? "0" : "") + seconds; gameTimeText.setText(timeStr); // Always keep gameTimeText to the right of coinText gameTimeText.x = coinText.x + coinText.width + 40; gameTimeText.y = coinText.y; } // --- Synchronize LK.ticks with real game time --- // This ensures all time-based systems use real elapsed time, not just frame count LK.ticks = gameStartTick + Math.floor((Date.now() - (window._gameStartRealTime || (window._gameStartRealTime = Date.now()))) / (1000 / 60)); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Asteroid = Container.expand(function () {
var self = Container.call(this);
var asteroidGraphics = self.attachAsset('resource', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x8B4513,
scaleX: 2,
scaleY: 2
});
self.health = 50;
self.resources = Math.floor(Math.random() * 10) + 5;
self.vx = (Math.random() - 0.5) * 0.5;
self.vy = (Math.random() - 0.5) * 0.5;
self.rotationSpeed = (Math.random() - 0.5) * 0.02;
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xffffff, 100);
};
self.update = function () {
self.x += self.vx;
self.y += self.vy;
self.rotation += self.rotationSpeed;
};
return self;
});
// Black Hole Hazard Class
var BlackHole = Container.expand(function () {
var self = Container.call(this);
var bhGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 8,
tint: 0x222222
});
self.radius = 200;
self.pullStrength = 0.7 + Math.random() * 0.5;
self.damageRadius = 120;
self.update = function () {
// Animate black hole
bhGraphics.rotation += 0.03;
// Pull ship if in range
var dx = ship.x - self.x;
var dy = ship.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.radius) {
var pull = (self.radius - dist) / self.radius * self.pullStrength;
ship.x -= dx / dist * pull;
ship.y -= dy / dist * pull;
// Camera follows ship, so move all objects accordingly
for (var i = 0; i < stars.length; i++) {
stars[i].x -= dx / dist * pull;
stars[i].y -= dy / dist * pull;
}
for (var i = 0; i < npcs.length; i++) {
npcs[i].x -= dx / dist * pull;
npcs[i].y -= dy / dist * pull;
}
for (var i = 0; i < pirates.length; i++) {
pirates[i].x -= dx / dist * pull;
pirates[i].y -= dy / dist * pull;
}
for (var i = 0; i < coins.length; i++) {
coins[i].x -= dx / dist * pull;
coins[i].y -= dy / dist * pull;
}
for (var i = 0; i < resources.length; i++) {
resources[i].x -= dx / dist * pull;
resources[i].y -= dy / dist * pull;
}
for (var i = 0; i < bullets.length; i++) {
bullets[i].x -= dx / dist * pull;
bullets[i].y -= dy / dist * pull;
}
for (var i = 0; i < enemyBullets.length; i++) {
enemyBullets[i].x -= dx / dist * pull;
enemyBullets[i].y -= dy / dist * pull;
}
for (var i = 0; i < asteroids.length; i++) {
asteroids[i].x -= dx / dist * pull;
asteroids[i].y -= dy / dist * pull;
}
for (var i = 0; i < upgradeStations.length; i++) {
upgradeStations[i].x -= dx / dist * pull;
upgradeStations[i].y -= dy / dist * pull;
}
// boostParticles removed (no boost system)
for (var i = 0; i < explosions.length; i++) {
explosions[i].x -= dx / dist * pull;
explosions[i].y -= dy / dist * pull;
}
}
// Damage ship if too close
if (dist < self.damageRadius) {
if (!self.lastDamaged || LK.ticks - self.lastDamaged > 30) {
ship.takeDamage(10);
self.lastDamaged = LK.ticks;
LK.effects.flashObject(ship, 0x000000, 200);
}
}
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.damage = 10;
self.directionX = 0;
self.directionY = -1;
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = Math.floor(Math.random() * 10) + 5;
self.update = function () {
self.rotation += 0.05;
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 5;
self.directionX = 0;
self.directionY = 0;
self.update = function () {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
};
return self;
});
// HealthBar class for displaying health above entities
var HealthBar = Container.expand(function () {
var self = Container.call(this);
// width, height, color, maxValue, getValueFn
self._width = 60;
self._height = 10;
self._color = 0x00ff00;
self._maxValue = 100;
self._getValueFn = null;
self._getMaxFn = null;
self._bg = self.attachAsset('resource', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: self._width / 40,
scaleY: self._height / 40,
tint: 0x222222
});
self._bar = self.attachAsset('resource', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: (self._width - 4) / 40,
scaleY: (self._height - 4) / 40,
tint: self._color
});
self._bar.x = 0;
self._bar.y = 0;
self.set = function (opts) {
self._maxValue = opts.maxValue || 100;
self._getValueFn = opts.getValueFn;
self._getMaxFn = opts.getMaxFn;
self._color = opts.color || 0x00ff00;
self._bar.tint = self._color;
if (opts.width) {
self._width = opts.width;
self._bg.scaleX = self._width / 40;
self._bar.scaleX = (self._width - 4) / 40;
}
if (opts.height) {
self._height = opts.height;
self._bg.scaleY = self._height / 40;
self._bar.scaleY = (self._height - 4) / 40;
}
};
self.update = function () {
var value = self._getValueFn ? self._getValueFn() : self._maxValue;
var maxValue = self._getMaxFn ? self._getMaxFn() : self._maxValue;
var ratio = Math.max(0, Math.min(1, value / maxValue));
// Color: green > yellow > red
if (ratio > 0.6) {
self._bar.tint = 0x00ff00;
} else if (ratio > 0.3) {
self._bar.tint = 0xffff00;
} else {
self._bar.tint = 0xff0000;
}
self._bar.scaleX = (self._width - 4) * ratio / 40;
};
return self;
});
var NPC = Container.expand(function () {
var self = Container.call(this);
var npcGraphics = self.attachAsset('npc', {
anchorX: 0.5,
anchorY: 0.5
});
self.isAI = true; // AI-driven
self.baseY = 0;
self.moveSpeed = 1 + Math.random() * 2;
self.moveAngle = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.lastAIAction = 0;
self.targetX = null;
self.targetY = null;
self.rpgName = "NPC-" + Math.floor(Math.random() * 10000);
// --- NPC Level System ---
// Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc.
var minLevel = 1 + (typeof waveNumber !== "undefined" ? waveNumber : 0) * 2;
var maxLevel = minLevel + 2;
self.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1));
self.health = 100 + (self.level - 1) * 10;
// --- Level Text ---
self._levelText = new Text2("Lv." + self.level, {
size: 22,
fill: 0xcccccc,
align: "center"
});
self._levelText.anchor.set(0.5, 0);
self._levelText.x = 0;
self._levelText.y = 40; // Under the NPC sprite
self.addChild(self._levelText);
// Only floating AI logic, no quests/events/trade
// Add dummy interact method to prevent TypeError
self.interact = function () {
// No interaction for basic NPCs, return empty string
return "";
};
self.update = function () {
// Update level text position in case of movement
if (self._levelText) {
self._levelText.x = 0;
self._levelText.y = npcGraphics.height / 2 + 4;
self._levelText.setText("Lv." + self.level);
}
// Pause logic: If pauseUntil is set and not expired, skip movement
if (self.pauseUntil && LK.ticks < self.pauseUntil) {
// Still paused, only float animation
self.y += Math.sin(LK.ticks * 0.05) * 0.5;
return;
}
// AI: Sometimes move toward a random point, sometimes wander
self.wanderTimer++;
if (self.wanderTimer > 120 + Math.random() * 120) {
if (Math.random() < 0.5) {
// Pick a random point to move toward (simulate AI goal seeking)
self.targetX = self.x + (Math.random() - 0.5) * 800;
self.targetY = self.y + (Math.random() - 0.5) * 800;
} else {
self.targetX = null;
self.targetY = null;
}
self.moveAngle = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
}
// Move toward target if set, else wander
if (self.targetX !== null && self.targetY !== null) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
self.x += dx / dist * self.moveSpeed;
self.y += dy / dist * self.moveSpeed;
self.moveAngle = Math.atan2(dy, dx);
} else {
self.targetX = null;
self.targetY = null;
}
} else {
self.x += Math.cos(self.moveAngle) * self.moveSpeed;
self.y += Math.sin(self.moveAngle) * self.moveSpeed;
}
// Float animation on top of movement
self.y += Math.sin(LK.ticks * 0.05) * 0.5;
};
return self;
});
var Pirate = Container.expand(function () {
var self = Container.call(this);
var pirateGraphics = self.attachAsset('pirate', {
anchorX: 0.5,
anchorY: 0.5
});
// --- Pirate Level & Scaling ---
self.level = typeof waveNumber !== "undefined" ? 1 + waveNumber : 1;
self.health = 30 + (self.level - 1) * 10;
self.speed = 2 + Math.floor((self.level - 1) / 10) * 0.2; // Slight speed up every 10 waves
self.fireRate = 60 - Math.min((self.level - 1) * 2, 30); // Faster fire at higher levels
self.lastFire = 0;
self.loot = Math.floor(Math.random() * 30) + 10 + (self.level - 1) * 2;
self.moveAngle = Math.random() * Math.PI * 2;
self.patrolTimer = 0;
self.aggroRange = 600;
// Korsan saldırı ve savunma gücü seviyeye göre orantılı artar
self.damage = 5 + Math.floor((self.level - 1) * 1.5); // Saldırı gücü daha hızlı artar
self.defense = 2 + Math.floor((self.level - 1) * 1.2); // Savunma gücü de seviyeye göre artar
// --- Level Text ---
self._levelText = new Text2("Lv." + self.level, {
size: 22,
fill: 0xcccccc,
align: "center"
});
self._levelText.anchor.set(0.5, 0);
self._levelText.x = 0;
self._levelText.y = 40; // Under the pirate sprite
self.addChild(self._levelText);
// Katil korsan için "Ödül:" yazısı ekle
self._rewardText = null;
if (self.rpgName === "Katil" || self._isKatil) {
self._rewardText = new Text2("Ödül:", {
size: 22,
fill: 0xffcc00,
align: "center"
});
self._rewardText.anchor.set(0.5, 0);
self._rewardText.x = 0;
self._rewardText.y = self._levelText.y + 28; // Seviye yazısının hemen altında, aynı büyüklükte
self.addChild(self._rewardText);
}
// Level text only, defense text removed
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xffffff, 100);
};
self.update = function () {
// Update level text position in case of movement
if (self._levelText) {
self._levelText.x = 0;
self._levelText.y = pirateGraphics.height / 2 + 4;
self._levelText.setText("Lv." + self.level);
}
// Katil korsan için ödül yazısı pozisyonunu güncel tut
if (self.rpgName === "Katil" || self._isKatil) {
if (!self._rewardText) {
self._rewardText = new Text2("Ödül:", {
size: 22,
fill: 0xffcc00,
align: "center"
});
self._rewardText.anchor.set(0.5, 0);
self.addChild(self._rewardText);
}
self._rewardText.x = 0;
self._rewardText.y = self._levelText.y + 28;
self._rewardText.visible = true;
// Katil korsan için coin miktarı yazısı ekle/güncelle
var rewardCoinValue = 0;
// Katil korsan için coin değeri, öldüğünde verilecek coin miktarı ile aynı olmalı
// Oyun kodunda coin.value = coin.value * (1 + Math.floor(waveNumber / 3)) * 10;
// Burada coin.value rastgele 5-14 arası, ama göstermek için ortalama değer (ör: 10) kullanılabilir
// Alternatif: self.level ve waveNumber'a göre hesapla
var baseCoin = 10; // ortalama coin
var waveNum = typeof waveNumber !== "undefined" ? waveNumber : 0;
rewardCoinValue = baseCoin * (1 + Math.floor(waveNum / 3)) * 10;
if (!self._rewardCoinText) {
self._rewardCoinText = new Text2(rewardCoinValue + " coin", {
size: 22,
fill: 0xffcc00,
align: "center"
});
self._rewardCoinText.anchor.set(0.5, 0);
self.addChild(self._rewardCoinText);
}
self._rewardCoinText.x = 0;
self._rewardCoinText.y = self._rewardText.y + 28;
self._rewardCoinText.setText(rewardCoinValue + " coin");
self._rewardCoinText.visible = true;
} else if (self._rewardText) {
self._rewardText.visible = false;
if (self._rewardCoinText) self._rewardCoinText.visible = false;
}
// Defense text removed
// Movement AI
self.patrolTimer++;
if (self.patrolTimer > 180) {
self.moveAngle = Math.random() * Math.PI * 2;
self.patrolTimer = 0;
}
// Patrol movement
if (self._squadTargetNPC && self._squadTargetNPC.questType === 'defend' && self._squadTargetNPC.questActive) {
// Korsan, NPC'yi hedefle
var target = self._squadTargetNPC;
// Eğer defend quest'te yardım kabul edildiyse, oyuncuya da saldırabilir
if (target._defendHelpAccepted === true && Math.random() < 0.5) {
// %50 ihtimalle oyuncuya saldır
target = Math.random() < 0.5 ? self._squadTargetNPC : ship;
}
var dx = target.x - self.x;
var dy = target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
self.moveAngle = Math.atan2(dy, dx);
}
// Ateş et
if (LK.ticks - self.lastFire > self.fireRate) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = Math.atan2(target.y - self.y, target.x - self.x);
bullet.directionX = Math.cos(angle);
bullet.directionY = Math.sin(angle);
bullet.rotation = angle + Math.PI / 2;
enemyBullets.push(bullet);
if (game && game.addChild) game.addChild(bullet);
self.lastFire = LK.ticks;
}
} else {
self.x += Math.cos(self.moveAngle) * self.speed * 0.5;
self.y += Math.sin(self.moveAngle) * self.speed * 0.5;
}
};
return self;
});
// Pirate Base Class
var PirateBase = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('pirate', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x990000,
scaleX: 3,
scaleY: 3
});
self.health = 300;
self.maxHealth = 300;
self.attackPower = 10;
self.defensePower = 10;
self.spawnRadius = 350;
self.pirates = [];
self.lastPirateSpawn = 0;
self.maxPirates = 10;
self._destroyed = false;
// Health bar
self._healthBar = new HealthBar();
self._healthBar.set({
maxValue: function maxValue() {
return self.maxHealth;
},
getValueFn: function getValueFn() {
return self.health;
},
getMaxFn: function getMaxFn() {
return self.maxHealth;
},
width: 120,
height: 16,
color: 0xff0000
});
self._healthBar.y = -120;
self.addChild(self._healthBar);
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 120);
if (self.health <= 0 && !self._destroyed) {
self.health = 0;
self._destroyed = true;
// Remove all pirates around base
for (var i = 0; i < self.pirates.length; i++) {
if (self.pirates[i] && !self.pirates[i]._destroyed) {
self.pirates[i].destroy();
}
}
// Explosion effect
createExplosion(self.x, self.y);
// Floating label
var label = new Text2("Korsan Üssü Yok Edildi!", {
size: 48,
fill: 0xffcc00,
align: "center"
});
label.anchor.set(0.5, 0.5);
label.x = self.x;
label.y = self.y - 180;
if (game && game.addChild) game.addChild(label);
self._destroyed = true;
self.destroy();
}
};
self.update = function () {
// Health bar update
if (self._healthBar && self._healthBar.update) self._healthBar.update();
// Remove dead pirates from list
for (var i = self.pirates.length - 1; i >= 0; i--) {
if (!self.pirates[i] || self.pirates[i]._destroyed) {
self.pirates.splice(i, 1);
}
}
// Spawn pirates if less than max
if (!self._destroyed && self.pirates.length < self.maxPirates && LK.ticks - self.lastPirateSpawn > 90) {
var pirate = new Pirate();
var angle = Math.random() * Math.PI * 2;
pirate.x = self.x + Math.cos(angle) * (self.spawnRadius + Math.random() * 60);
pirate.y = self.y + Math.sin(angle) * (self.spawnRadius + Math.random() * 60);
pirate.health = 30 + self.attackPower * 2;
pirate.damage = 5 + self.attackPower;
pirate.rpgName = "BaseKorsan-" + Math.floor(Math.random() * 10000);
pirate._baseRef = self;
// Add health bar to pirate
pirate._healthBar = new HealthBar();
pirate._healthBar.set({
maxValue: function maxValue() {
return pirate.health > 0 ? pirate.health : 0;
},
getValueFn: function getValueFn() {
return pirate.health > 0 ? pirate.health : 0;
},
getMaxFn: function getMaxFn() {
return 30 + self.attackPower * 2;
},
width: 60,
height: 10
});
pirate._healthBar.y = -60;
pirate.addChild(pirate._healthBar);
pirates.push(pirate);
self.pirates.push(pirate);
if (game && game.addChild) game.addChild(pirate);
self.lastPirateSpawn = LK.ticks;
}
// Base defense: shoot at player if close
var distToShip = Math.sqrt(Math.pow(ship.x - self.x, 2) + Math.pow(ship.y - self.y, 2));
if (!self._destroyed && distToShip < self.spawnRadius + 80 && LK.ticks % 30 === 0) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y;
var angle = Math.atan2(ship.y - self.y, ship.x - self.x);
bullet.directionX = Math.cos(angle);
bullet.directionY = Math.sin(angle);
bullet.rotation = angle + Math.PI / 2;
bullet.damage = 10 + self.attackPower;
enemyBullets.push(bullet);
if (game && game.addChild) game.addChild(bullet);
}
};
return self;
});
var Resource = Container.expand(function () {
var self = Container.call(this);
var resourceGraphics = self.attachAsset('resource', {
anchorX: 0.5,
anchorY: 0.5
});
// 10 farklı hammadde tipi
var resourceTypes = ['metal', 'energy', 'crystal', 'gas', 'ice', 'uranium', 'silicon', 'carbon', 'plasma', 'antimatter'];
// --- Değerli hammaddelerin daha az çıkmasını sağlamak için ağırlıklı seçim ---
// Market kaldırıldı, sabit fiyatlar kullanılıyor
var prices = [100, 80, 120, 90, 70, 200, 110, 60, 150, 300];
// Her hammaddenin ağırlığı: 1 / (fiyat^0.7) ile ters orantılı (daha değerli = daha az)
// 0.7 üssüyle daha yumuşak bir dağılım, istenirse 1.0 yapılabilir
var weights = [];
var totalWeight = 0;
for (var i = 0; i < prices.length; i++) {
var w = 1 / Math.pow(prices[i], 0.7);
weights.push(w);
totalWeight += w;
}
// Rastgele ağırlıklı seçim
var r = Math.random() * totalWeight;
var acc = 0,
idx = 0;
for (var i = 0; i < weights.length; i++) {
acc += weights[i];
if (r <= acc) {
idx = i;
break;
}
}
self.type = resourceTypes[idx];
// Miktar: Değerli hammaddelerde miktar da az olsun
// maxAmount = 1 + 4 * (ucuzluk ağırlığı)
var maxAmount = Math.max(1, Math.round(1 + 4 * (weights[idx] / totalWeight * prices.length)));
self.amount = Math.floor(Math.random() * maxAmount) + 1;
self.update = function () {
self.rotation += 0.03;
};
return self;
});
var Ship = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.shield = 50;
self.maxShield = 50;
self.shieldRegenDelay = 0;
self.speed = 5;
self.fireRate = 10;
self.damage = 10;
self.lastFire = 0;
self.takeDamage = function (amount) {
// Shield absorbs damage first
if (self.shield > 0) {
var shieldDamage = Math.min(amount, self.shield);
self.shield -= shieldDamage;
amount -= shieldDamage;
LK.effects.flashObject(self, 0x0088ff, 100);
self.shieldRegenDelay = 180; // 3 seconds delay before shield regen
}
if (amount > 0) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
}
if (self.health <= 0) {
self.health = 0;
// --- Respawn logic instead of Game Over ---
// 1. Lose 50% coins and 50% of each resource
var lostCoins = Math.floor(playerCoins * 0.5);
playerCoins = Math.floor(playerCoins * 0.5);
var lostResources = [];
for (var i = 0; i < playerResources.length; i++) {
var lost = Math.floor(playerResources[i] * 0.5);
lostResources.push(lost);
playerResources[i] = Math.floor(playerResources[i] * 0.5);
}
// 2. Respawn ship at center, restore health/shield
self.x = 1024;
self.y = 1366;
self.health = self.maxHealth;
self.shield = self.maxShield;
self.shieldRegenDelay = 180;
// Track respawn tick for input blocking
window._lastRespawnTick = LK.ticks;
// 3. Show floating label for penalty
var lostText = "-%50 coin & hammadde kaybı! Yeniden doğdun.";
var label = new Text2(lostText, {
size: 48,
fill: 0xff4444,
align: "center"
});
label.anchor.set(0.5, 0.5);
label.x = 1024;
label.y = 1366 - 200;
if (typeof game !== "undefined" && game.addChild) game.addChild(label);
LK.setTimeout(function () {
if (label.parent) label.parent.removeChild(label);
}, 1800);
// 4. Update UI and save progress
if (typeof updateUI === "function") updateUI();
if (typeof saveProgress === "function") saveProgress();
}
};
self.update = function () {
// Shield regeneration
if (self.shieldRegenDelay > 0) {
self.shieldRegenDelay--;
} else if (self.shield < self.maxShield) {
self.shield = Math.min(self.shield + 0.1, self.maxShield);
}
};
return self;
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = Math.random() * 2 + 0.5;
starGraphics.alpha = Math.random() * 0.8 + 0.2;
self.vx = (Math.random() - 0.5) * 0.5;
self.vy = (Math.random() - 0.5) * 0.5;
self.update = function () {
// Slow floating movement
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Trade Station Class
var TradeStation = Container.expand(function () {
var self = Container.call(this);
var tradeGraphics = self.attachAsset('npc', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ff99,
scaleX: 2,
scaleY: 2
});
self.type = 'trade';
self.rotationSpeed = 0.01;
self.offerType = Math.random() < 0.5 ? 'buy' : 'sell'; // buy: station buys from player, sell: station sells to player
self.resourceType = Math.random() < 0.5 ? 'metal' : 'energy';
self.amount = Math.floor(Math.random() * 10) + 5;
self.price = Math.floor(Math.random() * 30) + 10;
self.specialOffer = Math.random() < 0.2; // 20% chance for special upgrade offer
self.specialUpgrade = null;
if (self.specialOffer) {
var upgrades = [{
name: 'maxHealth',
label: 'Max Health +30',
cost: 200
}, {
name: 'maxShield',
label: 'Max Shield +20',
cost: 180
}, {
name: 'damage',
label: 'Damage +5',
cost: 150
}, {
name: 'speed',
label: 'Speed +1',
cost: 120
}];
self.specialUpgrade = upgrades[Math.floor(Math.random() * upgrades.length)];
}
self.update = function () {
self.rotation += self.rotationSpeed;
// Pulse effect
var scale = 2 + Math.sin(LK.ticks * 0.05) * 0.1;
tradeGraphics.scaleX = scale;
tradeGraphics.scaleY = scale;
};
return self;
});
var UpgradeStation = Container.expand(function () {
var self = Container.call(this);
var stationGraphics = self.attachAsset('pirate', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ffff,
scaleX: 1.5,
scaleY: 1.5
});
self.type = 'upgrade';
self.upgrades = [{
name: 'health',
cost: 100,
metalCost: 10
}, {
name: 'shield',
cost: 150,
metalCost: 15
}, {
name: 'damage',
cost: 200,
energyCost: 20
}, {
name: 'speed',
cost: 120,
energyCost: 10
}];
self.currentUpgrade = 0;
self.rotationSpeed = 0.01;
self.update = function () {
self.rotation += self.rotationSpeed;
// Pulse effect
var scale = 1.5 + Math.sin(LK.ticks * 0.05) * 0.1;
stationGraphics.scaleX = scale;
stationGraphics.scaleY = scale;
};
return self;
});
// Wormhole Teleporter Class
var Wormhole = Container.expand(function () {
var self = Container.call(this);
var whGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 5,
tint: 0x00ffff
});
self.radius = 120;
self.cooldown = 0;
self.update = function () {
whGraphics.rotation += 0.07;
// Teleport ship if close and not on cooldown
var dx = ship.x - self.x;
var dy = ship.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.radius && self.cooldown <= 0) {
// Teleport ship to a random far location
var tx = ship.x + (Math.random() - 0.5) * 4000;
var ty = ship.y + (Math.random() - 0.5) * 4000;
var dx2 = tx - ship.x;
var dy2 = ty - ship.y;
ship.x = tx;
ship.y = ty;
// Move all objects to keep camera effect
for (var i = 0; i < stars.length; i++) {
stars[i].x -= dx2;
stars[i].y -= dy2;
}
for (var i = 0; i < npcs.length; i++) {
npcs[i].x -= dx2;
npcs[i].y -= dy2;
}
for (var i = 0; i < pirates.length; i++) {
pirates[i].x -= dx2;
pirates[i].y -= dy2;
}
for (var i = 0; i < coins.length; i++) {
coins[i].x -= dx2;
coins[i].y -= dy2;
}
for (var i = 0; i < resources.length; i++) {
resources[i].x -= dx2;
resources[i].y -= dy2;
}
for (var i = 0; i < bullets.length; i++) {
bullets[i].x -= dx2;
bullets[i].y -= dy2;
}
for (var i = 0; i < enemyBullets.length; i++) {
enemyBullets[i].x -= dx2;
enemyBullets[i].y -= dy2;
}
for (var i = 0; i < asteroids.length; i++) {
asteroids[i].x -= dx2;
asteroids[i].y -= dy2;
}
for (var i = 0; i < upgradeStations.length; i++) {
upgradeStations[i].x -= dx2;
upgradeStations[i].y -= dy2;
}
// boostParticles removed (no boost system)
for (var i = 0; i < explosions.length; i++) {
explosions[i].x -= dx2;
explosions[i].y -= dy2;
}
for (var i = 0; i < blackHoles.length; i++) {
blackHoles[i].x -= dx2;
blackHoles[i].y -= dy2;
}
for (var i = 0; i < wormholes.length; i++) {
if (wormholes[i] !== self) {
wormholes[i].x -= dx2;
wormholes[i].y -= dy2;
}
}
self.cooldown = 180;
LK.effects.flashScreen(0x00ffff, 500);
}
if (self.cooldown > 0) self.cooldown--;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
// Game variables
var ship;
var joystickBase;
var joystickHandle;
var isDragging = false;
var bullets = [];
var enemyBullets = [];
var npcs = [];
var pirates = [];
var coins = [];
var resources = [];
var stars = [];
var asteroids = [];
var upgradeStations = [];
var explosions = [];
var blackHoles = [];
var wormholes = [];
var tradeStations = [];
var pirateBases = [];
var tradeText = null; // No trade text needed
// Helper: spawn a pirate base at a random edge, with pirates around it
function spawnPirateBase() {
var base = new PirateBase();
// Spawn from edges of visible area
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
// Top
base.x = ship.x + (Math.random() - 0.5) * 2000;
base.y = ship.y - 1600;
break;
case 1:
// Right
base.x = ship.x + 1600;
base.y = ship.y + (Math.random() - 0.5) * 2000;
break;
case 2:
// Bottom
base.x = ship.x + (Math.random() - 0.5) * 2000;
base.y = ship.y + 1600;
break;
case 3:
// Left
base.x = ship.x - 1600;
base.y = ship.y + (Math.random() - 0.5) * 2000;
break;
}
;
pirateBases.push(base);
game.addChild(base);
// Spawn initial pirates around base
for (var i = 0; i < 10; i++) {
var pirate = new Pirate();
var angle = Math.PI * 2 * (i / 10);
pirate.x = base.x + Math.cos(angle) * (base.spawnRadius + Math.random() * 60);
pirate.y = base.y + Math.sin(angle) * (base.spawnRadius + Math.random() * 60);
// Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc.
var minLevel = 1 + waveNumber * 2;
var maxLevel = minLevel + 2;
pirate.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1));
pirate.health = 30 + (pirate.level - 1) * 10 + base.attackPower * 2;
pirate.damage = 5 + Math.floor((pirate.level - 1) * 1.5) + base.attackPower;
pirate.defense = 2 + Math.floor((pirate.level - 1) * 1.2) + base.defensePower;
pirate.rpgName = "BaseKorsan-" + Math.floor(Math.random() * 10000);
pirate._baseRef = base;
// Add health bar to pirate
pirate._healthBar = new HealthBar();
pirate._healthBar.set({
maxValue: function maxValue() {
return pirate.health > 0 ? pirate.health : 0;
},
getValueFn: function getValueFn() {
return pirate.health > 0 ? pirate.health : 0;
},
getMaxFn: function getMaxFn() {
return 30 + base.attackPower * 2;
},
width: 60,
height: 10
});
pirate._healthBar.y = -60;
pirate.addChild(pirate._healthBar);
pirates.push(pirate);
base.pirates.push(pirate);
game.addChild(pirate);
}
}
// tradeText UI removed (no tradeText in this version)
var camera = {
x: 0,
y: 0
};
// --- Helper for multi-pirate attack quest ---
function spawnPirateSquad(centerX, centerY, count, targetNPC) {
var squad = [];
for (var i = 0; i < count; i++) {
var pirate = new Pirate();
var angle = Math.PI * 2 * (i / count);
pirate.x = centerX + Math.cos(angle) * 200 + (Math.random() - 0.5) * 60;
pirate.y = centerY + Math.sin(angle) * 200 + (Math.random() - 0.5) * 60;
// Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc.
var minLevel = 1 + waveNumber * 2;
var maxLevel = minLevel + 2;
pirate.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1));
pirate.health = 30 + (pirate.level - 1) * 10;
pirate.damage = 5 + Math.floor((pirate.level - 1) * 1.5);
pirate.defense = 2 + Math.floor((pirate.level - 1) * 1.2);
pirate.rpgName = "Korsan-" + Math.floor(Math.random() * 10000);
pirate._squadTargetNPC = targetNPC;
pirates.push(pirate);
game.addChild(pirate);
squad.push(pirate);
}
return squad;
}
// Trade station tap detection (RPG/ticaret)
for (var i = 0; i < tradeStations.length; i++) {
var ts = tradeStations[i];
var dist = Math.sqrt(Math.pow(ts.x - ship.x, 2) + Math.pow(ts.y - ship.y, 2));
if (dist < 180) {
game._lastTradeStationTap = LK.ticks;
break;
}
}
var waveNumber = 0;
var enemiesKilled = 0;
var totalDistance = 0;
// Player stats
var playerCoins = storage.coins || 0;
// 10 hammadde için oyuncu envanteri
var playerResources = [storage.metal || 0,
// metal
storage.energy || 0,
// energy
storage.crystal || 0,
// crystal
storage.gas || 0,
// gas
storage.ice || 0,
// ice
storage.uranium || 0,
// uranium
storage.silicon || 0,
// silicon
storage.carbon || 0,
// carbon
storage.plasma || 0,
// plasma
storage.antimatter || 0 // antimatter
];
// Aliases for compatibility with old code
var playerMetal = playerResources[0];
var playerEnergy = playerResources[1];
var questsCompleted = storage.questsCompleted || 0;
// --- Player Level/EXP ---
var playerLevel = typeof storage.playerLevel !== "undefined" ? storage.playerLevel : 1;
var playerEXP = typeof storage.playerEXP !== "undefined" ? storage.playerEXP : 0;
function expToNext(level) {
// Simple EXP curve: next = 10 + 5*(level-1)
return 10 + 5 * (level - 1);
}
// UI Elements
// Calculate the unified font size (30% smaller than expText, then %10 büyüt)
var unifiedFontSize = Math.round(38 * 0.7 * 1.1);
var coinText = new Text2('Coins: ' + playerCoins, {
size: unifiedFontSize,
fill: 0xFFFF00
});
coinText.anchor.set(0, 0);
coinText.x = 120;
coinText.y = 20;
LK.gui.topLeft.addChild(coinText);
// --- NPC ile savaş butonu ---
var npcFightBtnFont = Math.round(unifiedFontSize * 1.1);
window.npcFightBtn = new Text2("NPC ile Savaş", {
size: npcFightBtnFont,
fill: 0xff4444,
align: "center"
});
window.npcFightBtn.anchor.set(0.5, 0.5);
// Place at bottom center, above the bottom edge
window.npcFightBtn.x = 2048 / 2;
window.npcFightBtn.y = 2732 - 300; // moved 2 lines (about 120px) higher
LK.gui.bottom.addChild(window.npcFightBtn);
window.npcFightMode = false;
// --- UZAY İSTASYONU TESLİMAT BUTTON (above Reset, 2 rows up) ---
if (!window.stationDeliveryBtn) {
var deliveryBtnFont = Math.round(unifiedFontSize * 1.1);
window.stationDeliveryBtn = new Text2("", {
size: deliveryBtnFont,
fill: 0x00ffcc,
align: "center"
});
window.stationDeliveryBtn.anchor.set(1, 1);
// Place 2 rows above Reset (row = 80px)
window.stationDeliveryBtn.x = -40;
window.stationDeliveryBtn.y = -40 - 2 * 90;
// Add image above the button, 10% higher (yukarıya %10)
if (!window.stationDeliveryBtnImage) {
// Use the special image for the transparent button area
var imgAsset = LK.getAsset('stationDeliveryBtnAreaImg', {
anchorX: 1,
anchorY: 1,
scaleX: 0.7,
scaleY: 0.7
});
// Place image at the same x, but y is 10% higher (10% of image height above the button)
// Keep the station image fixed (do not move it up)
imgAsset.x = window.stationDeliveryBtn.x;
imgAsset.y = window.stationDeliveryBtn.y - imgAsset.height * 1.1;
window.stationDeliveryBtnImage = imgAsset;
LK.gui.bottomRight.addChild(window.stationDeliveryBtnImage);
// Add a transparent button area exactly the size and position of the image for İstasyon Teslimat
var stationDeliveryBtnArea = new Text2("", {
size: 1,
fill: 0xffffff,
align: "center"
});
stationDeliveryBtnArea.anchor.set(1, 1);
// Place the button area exactly behind the image, matching its position and size
stationDeliveryBtnArea.x = imgAsset.x;
// Move the button area 1 row (imgAsset.height) above the image
stationDeliveryBtnArea.y = imgAsset.y - imgAsset.height;
stationDeliveryBtnArea.width = imgAsset.width;
stationDeliveryBtnArea.height = imgAsset.height;
stationDeliveryBtnArea.alpha = 0; // fully transparent, but still receives taps
window.stationDeliveryBtnArea = stationDeliveryBtnArea;
// Add the button area BEFORE the image so it is behind
LK.gui.bottomRight.addChild(stationDeliveryBtnArea);
LK.gui.bottomRight.addChild(window.stationDeliveryBtnImage);
}
LK.gui.bottomRight.addChild(window.stationDeliveryBtn);
// Add 'İstasyona Hammadde Gönder' text 2 rows below the button
if (!window.stationSendResourceText) {
var sendTextFont = Math.max(8, Math.round(unifiedFontSize * 1.0) - 2);
window.stationSendResourceText = new Text2("", {
size: sendTextFont,
fill: 0xffffff,
align: "center"
});
window.stationSendResourceText.anchor.set(1, 1);
// 2 rows below the stationDeliveryBtn (row = 90px)
window.stationSendResourceText.x = window.stationDeliveryBtn.x;
window.stationSendResourceText.y = window.stationDeliveryBtn.y + 1 * 90;
LK.gui.bottomRight.addChild(window.stationSendResourceText);
}
}
// --- RESET BUTTON (bottom right) ---
if (!game._resetBtn) {
game._resetBtn = new Text2("Reset", {
size: Math.round(unifiedFontSize * 1.1),
fill: 0xff4444,
align: "center"
});
game._resetBtn.anchor.set(1, 1);
// Place at bottom right, with margin from edge
game._resetBtn.x = -40;
game._resetBtn.y = -40;
LK.gui.bottomRight.addChild(game._resetBtn);
}
// --- UZAY İSTASYONU TESLİMAT PANEL SYSTEM ---
// State for delivery system
if (!window.stationDeliveryState) {
// 10 hammadde için rastgele 50-200 arası istek, bonus %2-5 arası
window.stationDeliveryState = {
requests: [],
delivered: [],
completed: false,
bonus: 0
};
for (var i = 0; i < 10; i++) {
var req = 50 + Math.floor(Math.random() * 151); // 50-200
window.stationDeliveryState.requests.push(req);
window.stationDeliveryState.delivered.push(0);
}
window.stationDeliveryState.bonus = 2 + Math.floor(Math.random() * 4); // 2-5
window.stationDeliveryState.completed = false;
window.stationDeliveryState.rewardClaimed = false;
}
// Helper to open/close panel
window.openStationDeliveryPanel = function () {
if (window.stationDeliveryPanel) return;
// Increase font size by 2 for all panel texts/buttons
var panelFontSize = unifiedFontSize + 2;
var panelBtnFontSize = panelFontSize;
var labelFontSize = panelFontSize;
var closeBtnFontSize = panelFontSize;
var claimBtnFontSize = panelFontSize;
var bonusFontSize = panelFontSize;
var infoFontSize = panelFontSize;
var titleFontSize = panelFontSize;
// Calculate new panel size to fit enlarged text/buttons
var rowH = 80 + 8; // add 8px for extra font size
var panelW = 900 + 120; // add width for larger text/buttons
var panelH = 1100 + 2 * rowH; // add height for larger text/buttons
var px = 1024,
py = 900;
// Panel BG
window.stationDeliveryPanelBG = LK.getAsset('resource', {
anchorX: 0.5,
anchorY: 0.5,
x: px,
y: py,
scaleX: panelW / 40,
scaleY: panelH / 40,
tint: 0x223355,
alpha: 0.97
});
// Title
window.stationDeliveryPanelTitle = new Text2("Uzay İstasyonu Teslimat", {
size: titleFontSize,
fill: 0x00ffcc,
align: "center"
});
window.stationDeliveryPanelTitle.anchor.set(0.5, 0);
window.stationDeliveryPanelTitle.x = px;
window.stationDeliveryPanelTitle.y = py - panelH / 2 + 40;
// Info text
window.stationDeliveryPanelInfoText = new Text2("İstasyonun özel hammadde isteklerini tamamla!\nTümünü teslim edince +" + window.stationDeliveryState.bonus + "% bonus fiyattan satılır.", {
size: infoFontSize,
fill: 0xffffff,
align: "center"
});
window.stationDeliveryPanelInfoText.anchor.set(0.5, 0);
window.stationDeliveryPanelInfoText.x = px;
window.stationDeliveryPanelInfoText.y = window.stationDeliveryPanelTitle.y + 60;
// Close button
window.stationDeliveryPanelCloseBtn = new Text2("Kapat", {
size: Math.round((unifiedFontSize + 4) * 1.3),
// 2 font larger than Coins, then 30% larger
fill: 0xff4444,
align: "center"
});
window.stationDeliveryPanelCloseBtn.anchor.set(0.5, 0.5);
// Move close button above the panel title, with extra margin
window.stationDeliveryPanelCloseBtn.x = px;
window.stationDeliveryPanelCloseBtn.y = window.stationDeliveryPanelTitle.y - 110; // further above title
// Resource request labels and delivery buttons
window.stationDeliveryLabels = [];
window.stationDeliveryDeliverBtns = [];
window.stationDeliveryStockLabels = [];
// Move all resource rows down by 3% of the panel height
var startY = window.stationDeliveryPanelInfoText.y + 80 + Math.round(panelH * 0.03);
for (var i = 0; i < window.resourceLabelOrder.length; i++) {
var resObj = window.resourceLabelOrder[i];
var req = window.stationDeliveryState.requests[resObj.origIdx];
var delivered = window.stationDeliveryState.delivered[resObj.origIdx];
var label = new Text2(resObj.name + ": " + delivered + " / " + req, {
size: labelFontSize,
fill: 0xffffff,
align: "left"
});
label.anchor.set(0, 0.5);
label.x = px - panelW / 2 + 60;
label.y = startY + i * rowH;
window.stationDeliveryLabels.push(label);
// Oyuncu stok durumu etiketi
var stockAmount = typeof playerResources[resObj.origIdx] !== "undefined" ? playerResources[resObj.origIdx] : 0;
var stockLabel = new Text2("Stok: " + stockAmount, {
size: Math.max(18, Math.round(labelFontSize * 0.85)),
fill: 0xcccccc,
align: "left"
});
stockLabel.anchor.set(0, 0.5);
stockLabel.x = label.x + 340;
stockLabel.y = label.y;
window.stationDeliveryStockLabels.push(stockLabel);
// Teslim Et button
var teslimBtn = new Text2("Teslim Et", {
size: panelBtnFontSize,
fill: 0x00ff99,
align: "center"
});
teslimBtn.anchor.set(0.5, 0.5);
teslimBtn.x = px + 220;
teslimBtn.y = label.y;
teslimBtn._stationResIdx = resObj.origIdx;
window.stationDeliveryDeliverBtns.push(teslimBtn);
}
// Bonus info
window.stationDeliveryPanelBonusText = new Text2("Tüm istekler tamamlanınca +" + window.stationDeliveryState.bonus + "% bonus fiyattan satılır.", {
size: bonusFontSize,
fill: 0xffff00,
align: "center"
});
window.stationDeliveryPanelBonusText.anchor.set(0.5, 0);
window.stationDeliveryPanelBonusText.x = px;
window.stationDeliveryPanelBonusText.y = startY + rowH * 10 + 30;
// Teslimatı Tamamla (ödül al) butonu
window.stationDeliveryPanelClaimBtn = new Text2("Tümünü Teslim Et & Ödülü Al", {
size: claimBtnFontSize,
fill: 0xffcc00,
align: "center"
});
window.stationDeliveryPanelClaimBtn.anchor.set(0.5, 0.5);
window.stationDeliveryPanelClaimBtn.x = px;
window.stationDeliveryPanelClaimBtn.y = window.stationDeliveryPanelBonusText.y + 90;
// Add to game
game.addChild(window.stationDeliveryPanelBG);
game.addChild(window.stationDeliveryPanelTitle);
game.addChild(window.stationDeliveryPanelInfoText);
game.addChild(window.stationDeliveryPanelCloseBtn);
for (var i = 0; i < window.stationDeliveryLabels.length; i++) game.addChild(window.stationDeliveryLabels[i]);
for (var i = 0; i < window.stationDeliveryStockLabels.length; i++) game.addChild(window.stationDeliveryStockLabels[i]);
for (var i = 0; i < window.stationDeliveryDeliverBtns.length; i++) game.addChild(window.stationDeliveryDeliverBtns[i]);
game.addChild(window.stationDeliveryPanelBonusText);
game.addChild(window.stationDeliveryPanelClaimBtn);
window.stationDeliveryPanel = true;
};
window.closeStationDeliveryPanel = function () {
if (!window.stationDeliveryPanel) return;
if (window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent) window.stationDeliveryPanelBG.parent.removeChild(window.stationDeliveryPanelBG);
if (window.stationDeliveryPanelTitle && window.stationDeliveryPanelTitle.parent) window.stationDeliveryPanelTitle.parent.removeChild(window.stationDeliveryPanelTitle);
if (window.stationDeliveryPanelInfoText && window.stationDeliveryPanelInfoText.parent) window.stationDeliveryPanelInfoText.parent.removeChild(window.stationDeliveryPanelInfoText);
if (window.stationDeliveryPanelCloseBtn && window.stationDeliveryPanelCloseBtn.parent) window.stationDeliveryPanelCloseBtn.parent.removeChild(window.stationDeliveryPanelCloseBtn);
if (window.stationDeliveryLabels) for (var i = 0; i < window.stationDeliveryLabels.length; i++) if (window.stationDeliveryLabels[i] && window.stationDeliveryLabels[i].parent) window.stationDeliveryLabels[i].parent.removeChild(window.stationDeliveryLabels[i]);
if (window.stationDeliveryDeliverBtns) for (var i = 0; i < window.stationDeliveryDeliverBtns.length; i++) if (window.stationDeliveryDeliverBtns[i] && window.stationDeliveryDeliverBtns[i].parent) window.stationDeliveryDeliverBtns[i].parent.removeChild(window.stationDeliveryDeliverBtns[i]);
if (window.stationDeliveryPanelBonusText && window.stationDeliveryPanelBonusText.parent) window.stationDeliveryPanelBonusText.parent.removeChild(window.stationDeliveryPanelBonusText);
if (window.stationDeliveryPanelClaimBtn && window.stationDeliveryPanelClaimBtn.parent) window.stationDeliveryPanelClaimBtn.parent.removeChild(window.stationDeliveryPanelClaimBtn);
window.stationDeliveryPanel = null;
window.stationDeliveryPanelBG = null;
window.stationDeliveryPanelTitle = null;
window.stationDeliveryPanelInfoText = null;
window.stationDeliveryPanelCloseBtn = null;
window.stationDeliveryLabels = null;
window.stationDeliveryDeliverBtns = null;
window.stationDeliveryPanelBonusText = null;
window.stationDeliveryPanelClaimBtn = null;
// Hide station stock labels when panel is closed
if (window.stationDeliveryStockLabels) {
for (var i = 0; i < window.stationDeliveryStockLabels.length; i++) {
if (window.stationDeliveryStockLabels[i] && window.stationDeliveryStockLabels[i].parent) {
window.stationDeliveryStockLabels[i].parent.removeChild(window.stationDeliveryStockLabels[i]);
}
}
window.stationDeliveryStockLabels = null;
}
};
// --- GAME TIME LABEL ---
// Track game start time in ticks
var gameStartTick = LK.ticks;
var gameTimeText = new Text2('Game Time: 0:00', {
size: unifiedFontSize,
fill: 0xcccccc
});
gameTimeText.anchor.set(0, 0);
gameTimeText.x = coinText.x + coinText.width + 40;
gameTimeText.y = coinText.y;
LK.gui.topLeft.addChild(gameTimeText);
// Add an image below the Game Time label
if (!window.gameTimeImage) {
// Use an existing image asset, e.g. 'teslimEtBtnBg' as a placeholder
// Move the Global Panel image and button to the row above the station image
var imgScale = 0.7;
var imgAsset = LK.getAsset('teslimEtBtnBg', {
anchorX: 1,
anchorY: 1,
scaleX: imgScale,
scaleY: imgScale
});
// Place the image at the same x as the stationDeliveryBtnImage, but 1 row above it
// If stationDeliveryBtnImage exists, align to it
var refImg = window.stationDeliveryBtnImage;
if (refImg) {
imgAsset.x = refImg.x;
imgAsset.y = refImg.y - refImg.height; // 1 row above station image
} else {
// fallback: 10% right from left edge, and 10px below the Game Time label
imgAsset.x = Math.round(2048 * 0.10);
imgAsset.y = gameTimeText.y + gameTimeText.height + 10;
}
window.gameTimeImage = imgAsset;
LK.gui.bottomRight.addChild(window.gameTimeImage);
// --- Add a new independent image file at the position 2 rows above Hammadde Takası (Resource Trade) image ---
// Remove the previously created image if it exists
if (window.resourceTradePanelImage && window.resourceTradePanelImage.parent) {
window.resourceTradePanelImage.parent.removeChild(window.resourceTradePanelImage);
window.resourceTradePanelImage = null;
}
// Create a new independent image at the same position (now 1 row above Hammadde Takası image)
if (!window.resourceTradePanelIndependentImage) {
var independentImgScale = 0.7;
var independentImgAsset = LK.getAsset('resourceTradePanelIndependentCus', {
anchorX: 1,
anchorY: 1,
scaleX: independentImgScale,
scaleY: independentImgScale
});
// Place 1 row above the Hammadde Takası (Resource Trade) image
independentImgAsset.x = imgAsset.x;
independentImgAsset.y = imgAsset.y - imgAsset.height * 1;
window.resourceTradePanelIndependentImage = independentImgAsset;
LK.gui.bottomRight.addChild(independentImgAsset);
// Move the Hammadde Stoğu panel button (tap area) 2 rows above the image, image stays fixed
if (!window.resourceTradePanelIndependentBtn) {
var btn = new Text2("", {
size: 1,
fill: 0xffffff,
align: "center"
});
btn.anchor.set(1, 1);
btn.x = independentImgAsset.x;
btn.y = independentImgAsset.y - independentImgAsset.height * 2; // 2 rows above the image
btn.width = independentImgAsset.width;
btn.height = independentImgAsset.height;
btn.alpha = 0; // fully transparent, but still receives taps
window.resourceTradePanelIndependentBtn = btn;
LK.gui.bottomRight.addChild(btn);
}
}
// Add a transparent button area exactly the size and position of the image for Global Market
var marketBtn = new Text2("Global Market", {
size: 1,
fill: 0xffffff,
align: "center"
});
marketBtn.anchor.set(1, 1);
marketBtn.x = imgAsset.x;
// Move the button area 2 rows (imgAsset.height * 2) above the image, image stays fixed
marketBtn.y = imgAsset.y - imgAsset.height * 2;
// Grow the button area 10% downward and shrink it 5% from the top
marketBtn.width = imgAsset.width;
marketBtn.height = imgAsset.height * 1.10 * 0.95; // first grow 10%, then shrink 5% from top
marketBtn.alpha = 0; // fully transparent, but still receives taps
window.globalMarketBtn = marketBtn;
LK.gui.bottomRight.addChild(marketBtn);
}
// --- RESOURCE TRADE PANEL STATE ---
if (!window.resourceTradePanelState) {
// 10 hammadde için değerler (1-10 arası, rastgele başlat)
window.resourceTradeValues = [];
for (var i = 0; i < 10; i++) {
window.resourceTradeValues.push(1 + Math.floor(Math.random() * 10));
}
window.resourceTradePanelState = {
open: false,
lastValueUpdateTick: LK.ticks
};
}
// Timer: her 5 saniyede bir (300 tick) değerleri değiştir
if (!window._resourceTradeValueTimer) {
window._resourceTradeValueTimer = LK.setInterval(function () {
if (!window.resourceTradeValues) return;
for (var i = 0; i < window.resourceTradeValues.length; i++) {
// Değeri -3/+3 arası değiştir, 1-10 aralığında tut
var delta = Math.floor(Math.random() * 7) - 3;
window.resourceTradeValues[i] = Math.max(1, Math.min(10, window.resourceTradeValues[i] + delta));
}
// Panel açıksa UI güncelle
if (window.resourceTradePanelState && window.resourceTradePanelState.open && typeof window.updateResourceTradePanel === "function") {
window.updateResourceTradePanel();
}
}, 5000);
}
// Resource UI: create 10 vertically stacked resource labels, left-aligned
// Sort resourceTypes by name length descending, keep original index for mapping to playerResources
var resourceTypes = ['Metal', 'Energy', 'Crystal', 'Gas', 'Ice', 'Uranium', 'Silicon', 'Carbon', 'Plasma', 'Antimatter'];
var resourceTypeObjs = [];
for (var i = 0; i < resourceTypes.length; i++) {
resourceTypeObjs.push({
name: resourceTypes[i],
origIdx: i
});
}
resourceTypeObjs.sort(function (a, b) {
// Sort by name length descending, then alphabetically for ties
if (b.name.length !== a.name.length) return b.name.length - a.name.length;
return a.name.localeCompare(b.name);
});
window.resourceLabels = [];
window.resourceLabelOrder = resourceTypeObjs; // Save for updateUI
var resourceIconMargin = 8;
var resourceLabelStartY = Math.round(2732 * 0.05); // 5% down from the top
for (var i = 0; i < resourceTypeObjs.length; i++) {
var label = new Text2(resourceTypeObjs[i].name + ': 0', {
size: unifiedFontSize,
fill: 0xFFFFFF
});
label.anchor.set(0, 0);
label.x = 20; // flush to left edge, but leave margin for menu icon
label.y = resourceLabelStartY + i * (unifiedFontSize + resourceIconMargin);
// Do NOT add to GUI, so resource stock text is hidden on main screen
// LK.gui.topLeft.addChild(label);
window.resourceLabels.push(label);
}
// --- RESOURCE TRADE PANEL LOGIC ---
window.openResourceTradePanel = function () {
if (window.resourceTradePanelState.open) return;
window.resourceTradePanelState.open = true;
// Increase font size by 2 for all panel texts/buttons
var panelFontSize = unifiedFontSize + 2;
var panelBtnFontSize = panelFontSize;
var labelFontSize = panelFontSize;
var closeBtnFontSize = panelFontSize;
var infoFontSize = panelFontSize;
var titleFontSize = panelFontSize;
// Panel boyutları ve konum (resize for larger text/buttons)
var rowH = 80 + 8;
var panelW = 1200 + 120;
var panelH = 1200 + 2 * rowH;
var px = 1024,
py = 900 + rowH * 2;
// Panel BG
window.resourceTradePanelBG = LK.getAsset('resource', {
anchorX: 0.5,
anchorY: 0.5,
x: px,
y: py,
scaleX: panelW / 40,
scaleY: panelH / 40,
tint: 0x223355,
alpha: 0.97
});
// Başlık
window.resourceTradePanelTitle = new Text2("Hammadde Takası", {
size: titleFontSize,
fill: 0x00ffcc,
align: "center"
});
window.resourceTradePanelTitle.anchor.set(0.5, 0);
window.resourceTradePanelTitle.x = px;
window.resourceTradePanelTitle.y = py - panelH / 2 + 40;
// Bilgi yazısı
window.resourceTradePanelInfoText = new Text2("Elinizdeki hammaddeleri takas edebilirsiniz.\nHer hammaddenin değeri 5-30 arası değişir ve her 5 saniyede güncellenir.", {
size: infoFontSize,
fill: 0xffffff,
align: "center"
});
window.resourceTradePanelInfoText.anchor.set(0.5, 0);
window.resourceTradePanelInfoText.x = px;
window.resourceTradePanelInfoText.y = window.resourceTradePanelTitle.y + 60;
// Kapat butonu
window.resourceTradePanelCloseBtn = new Text2("Kapat", {
size: Math.round((unifiedFontSize + 4) * 1.3),
// 2 font larger than Coins, then 30% larger
fill: 0xff4444,
align: "center"
});
window.resourceTradePanelCloseBtn.anchor.set(0.5, 0.5);
window.resourceTradePanelCloseBtn.x = px;
window.resourceTradePanelCloseBtn.y = window.resourceTradePanelTitle.y - 110; // further above title
// Hammadde satırları ve butonları
window.resourceTradeLabels = [];
window.resourceTradeSellBtns = [];
window.resourceTradeSellAllBtns = [];
window.resourceTradeBuyBtns = [];
var startY = window.resourceTradePanelInfoText.y + 80 + rowH * 2; // move all rows down by 2 rows (1 row further)
for (var i = 0; i < window.resourceLabelOrder.length; i++) {
var resObj = window.resourceLabelOrder[i];
var idx = resObj.origIdx;
var label = new Text2(resObj.name + ": " + (playerResources[idx] || 0) + " | Değer: " + (window.resourceTradeValues ? window.resourceTradeValues[idx] : 0), {
size: labelFontSize,
fill: 0xffffff,
align: "left"
});
label.anchor.set(0, 0.5);
label.x = px - panelW / 2 + 60;
label.y = startY + i * rowH;
window.resourceTradeLabels.push(label);
// Sat butonu
var sellBtn = new Text2("Sat", {
size: panelBtnFontSize,
fill: 0x00ff99,
align: "center"
});
sellBtn.anchor.set(0.5, 0.5);
sellBtn.x = px + 220;
sellBtn.y = label.y;
sellBtn._resourceIdx = idx;
window.resourceTradeSellBtns.push(sellBtn);
// Tümünü Sat butonu
var sellAllBtn = new Text2("Tümünü Sat", {
size: panelBtnFontSize,
fill: 0x00cc99,
align: "center"
});
sellAllBtn.anchor.set(0.5, 0.5);
sellAllBtn.x = px + 400;
sellAllBtn.y = label.y;
sellAllBtn._resourceIdx = idx;
window.resourceTradeSellAllBtns.push(sellAllBtn);
// Al butonu
var buyBtn = new Text2("Al", {
size: panelBtnFontSize,
fill: 0x0099ff,
align: "center"
});
buyBtn.anchor.set(0.5, 0.5);
buyBtn.x = px + 580;
buyBtn.y = label.y;
buyBtn._resourceIdx = idx;
window.resourceTradeBuyBtns.push(buyBtn);
}
// Add to game
game.addChild(window.resourceTradePanelBG);
game.addChild(window.resourceTradePanelTitle);
game.addChild(window.resourceTradePanelInfoText);
game.addChild(window.resourceTradePanelCloseBtn);
for (var i = 0; i < window.resourceTradeLabels.length; i++) game.addChild(window.resourceTradeLabels[i]);
for (var i = 0; i < window.resourceTradeSellBtns.length; i++) game.addChild(window.resourceTradeSellBtns[i]);
for (var i = 0; i < window.resourceTradeSellAllBtns.length; i++) game.addChild(window.resourceTradeSellAllBtns[i]);
for (var i = 0; i < window.resourceTradeBuyBtns.length; i++) game.addChild(window.resourceTradeBuyBtns[i]);
// Panel güncelleme fonksiyonu
window.updateResourceTradePanel = function () {
for (var i = 0; i < window.resourceLabelOrder.length; i++) {
var resObj = window.resourceLabelOrder[i];
var idx = resObj.origIdx;
if (window.resourceTradeLabels[i]) {
window.resourceTradeLabels[i].setText(resObj.name + ": " + (playerResources[idx] || 0) + " | Değer: " + (window.resourceTradeValues ? window.resourceTradeValues[idx] : 0));
}
}
};
window.updateResourceTradePanel();
};
window.closeResourceTradePanel = function () {
if (!window.resourceTradePanelState.open) return;
window.resourceTradePanelState.open = false;
if (window.resourceTradePanelBG && window.resourceTradePanelBG.parent) window.resourceTradePanelBG.parent.removeChild(window.resourceTradePanelBG);
if (window.resourceTradePanelTitle && window.resourceTradePanelTitle.parent) window.resourceTradePanelTitle.parent.removeChild(window.resourceTradePanelTitle);
if (window.resourceTradePanelInfoText && window.resourceTradePanelInfoText.parent) window.resourceTradePanelInfoText.parent.removeChild(window.resourceTradePanelInfoText);
if (window.resourceTradePanelCloseBtn && window.resourceTradePanelCloseBtn.parent) window.resourceTradePanelCloseBtn.parent.removeChild(window.resourceTradePanelCloseBtn);
if (window.resourceTradeLabels) for (var i = 0; i < window.resourceTradeLabels.length; i++) if (window.resourceTradeLabels[i] && window.resourceTradeLabels[i].parent) window.resourceTradeLabels[i].parent.removeChild(window.resourceTradeLabels[i]);
if (window.resourceTradeSellBtns) for (var i = 0; i < window.resourceTradeSellBtns.length; i++) if (window.resourceTradeSellBtns[i] && window.resourceTradeSellBtns[i].parent) window.resourceTradeSellBtns[i].parent.removeChild(window.resourceTradeSellBtns[i]);
if (window.resourceTradeSellAllBtns) for (var i = 0; i < window.resourceTradeSellAllBtns.length; i++) if (window.resourceTradeSellAllBtns[i] && window.resourceTradeSellAllBtns[i].parent) window.resourceTradeSellAllBtns[i].parent.removeChild(window.resourceTradeSellAllBtns[i]);
if (window.resourceTradeBuyBtns) for (var i = 0; i < window.resourceTradeBuyBtns.length; i++) if (window.resourceTradeBuyBtns[i] && window.resourceTradeBuyBtns[i].parent) window.resourceTradeBuyBtns[i].parent.removeChild(window.resourceTradeBuyBtns[i]);
window.resourceTradePanelBG = null;
window.resourceTradePanelTitle = null;
window.resourceTradePanelInfoText = null;
window.resourceTradePanelCloseBtn = null;
window.resourceTradeLabels = null;
window.resourceTradeSellBtns = null;
window.resourceTradeSellAllBtns = null;
window.resourceTradeBuyBtns = null;
};
var healthText = new Text2('Health: 100/100', {
size: unifiedFontSize,
fill: 0x00FF00
});
healthText.anchor.set(0.5, 0);
healthText._isHealthBar = true; // Mark for tap detection
LK.gui.top.addChild(healthText);
var shieldText = new Text2('Shield: 50/50', {
size: unifiedFontSize,
fill: 0x0088FF
});
shieldText.anchor.set(0.5, 0);
shieldText.y = 60;
LK.gui.top.addChild(shieldText);
// --- Add waveText and expText UI for wave/level display ---
// --- REPAIR PANEL WARNING SUPPRESSION ---
// When repair panel is closed, set a suppression timer for 30 seconds (1800 ticks)
if (window.repairPanel && !window._repairPanelSuppressUntil) {
window._repairPanelSuppressUntil = LK.ticks + 1800;
}
// (removed duplicate handler, see main game.down below)
var waveText = new Text2('Wave: 1', {
size: unifiedFontSize,
fill: 0xffffff
});
waveText.anchor.set(0.5, 0);
waveText.x = 1024;
waveText.y = 60; // Move down to make space for market button
LK.gui.top.addChild(waveText);
var expText = new Text2('Level: 1 EXP: 0/10', {
size: unifiedFontSize,
fill: 0xffffff
});
expText.anchor.set(0.5, 0);
expText.x = 1024;
expText.y = 70;
LK.gui.top.addChild(expText);
// No wave, minimap, exp, or coordinate UI in this version
// Create joystick
joystickBase = game.addChild(LK.getAsset('joystickBase', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
y: 2432
}));
joystickBase.alpha = 0.5;
joystickHandle = game.addChild(LK.getAsset('joystickHandle', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
y: 2432
}));
joystickHandle.alpha = 0.7;
// Create ship
ship = game.addChild(new Ship());
ship.x = 1024;
ship.y = 1366;
// Add health bar to ship
ship._healthBar = new HealthBar();
ship._healthBar.set({
maxValue: function maxValue() {
return ship.maxHealth;
},
getValueFn: function getValueFn() {
return ship.health;
},
getMaxFn: function getMaxFn() {
return ship.maxHealth;
},
width: 80,
height: 12
});
ship._healthBar.y = -70;
ship.addChild(ship._healthBar);
// Start background music
LK.playMusic('bgmusic');
// Initialize star field (increased by 50%) and make them colorful
for (var i = 0; i < 135; i++) {
// 90 * 1.5 = 135
spawnStar(true); // pass true to enable colorful stars
}
// Spawn more map elements at start (20% more)
for (var i = 0; i < 6; i++) {
// was 5, now 6
spawnNPC();
}
for (var i = 0; i < 6; i++) {
// was 5, now 6
spawnPirate();
}
for (var i = 0; i < 2; i++) {
// was 4, now 2 (50% reduction)
spawnAsteroid();
}
// Helper functions
function spawnStar(colorful) {
var star = new Star();
// If colorful is true, assign a random color
if (colorful) {
// Pick a random color from a vibrant palette
var palette = [0xffe066,
// yellow
0xff66cc,
// pink
0x66ffcc,
// aqua
0x66ccff,
// blue
0xcc66ff,
// purple
0xff6666,
// red
0x66ff66,
// green
0xffffff,
// white
0xffcc66,
// orange
0x66ffff // cyan
];
var color = palette[Math.floor(Math.random() * palette.length)];
if (star.children && star.children.length > 0 && star.children[0]) {
star.children[0].tint = color;
}
}
// Spawn at a random position within a large area around the ship
var radius = 1800 + Math.random() * 1200; // 1800-3000 px from ship
var angle = Math.random() * Math.PI * 2;
star.x = ship.x + Math.cos(angle) * radius;
star.y = ship.y + Math.sin(angle) * radius;
stars.push(star);
game.addChild(star);
}
function spawnNPC() {
var npc = new NPC();
// Spawn from edges of visible area
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
// Top
npc.x = ship.x + (Math.random() - 0.5) * 2000;
npc.y = ship.y - 1500;
break;
case 1:
// Right
npc.x = ship.x + 1500;
npc.y = ship.y + (Math.random() - 0.5) * 2000;
break;
case 2:
// Bottom
npc.x = ship.x + (Math.random() - 0.5) * 2000;
npc.y = ship.y + 1500;
break;
case 3:
// Left
npc.x = ship.x - 1500;
npc.y = ship.y + (Math.random() - 0.5) * 2000;
break;
}
npc.baseY = npc.y;
// --- Set NPC level and health to match pirate scaling ---
var minLevel = 1 + waveNumber * 2;
var maxLevel = minLevel + 2;
npc.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1));
npc.health = 100 + (npc.level - 1) * 10;
// Add health bar to NPC (for defend/hunt/escort/delivery/explore)
npc._healthBar = new HealthBar();
npc._healthBar.set({
maxValue: function maxValue() {
return npc.health !== undefined ? npc.health : 100;
},
getValueFn: function getValueFn() {
return npc.health !== undefined ? npc.health : 100;
},
getMaxFn: function getMaxFn() {
return 100 + (npc.level - 1) * 10;
},
width: 60,
height: 10
});
npc._healthBar.y = -60;
npc.addChild(npc._healthBar);
npcs.push(npc);
game.addChild(npc);
}
function spawnPirate() {
var pirate = new Pirate();
// Spawn from edges of visible area
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
// Top
pirate.x = ship.x + (Math.random() - 0.5) * 1800;
pirate.y = ship.y - 1400;
break;
case 1:
// Right
pirate.x = ship.x + 1400;
pirate.y = ship.y + (Math.random() - 0.5) * 1800;
break;
case 2:
// Bottom
pirate.x = ship.x + (Math.random() - 0.5) * 1800;
pirate.y = ship.y + 1400;
break;
case 3:
// Left
pirate.x = ship.x - 1400;
pirate.y = ship.y + (Math.random() - 0.5) * 1800;
break;
}
// Set pirate level and scale stats based on wave
// Level range: wave 1 => 1-3, wave 2 => 3-5, wave 3 => 5-7, etc.
var minLevel = 1 + waveNumber * 2;
var maxLevel = minLevel + 2;
// Katil korsan spawn etme şansı: Eğer henüz yoksa ve %20 şansla, bu korsanı Katil yap
if (typeof window._katilPirateSpawned === "undefined") window._katilPirateSpawned = false;
if (!window._katilPirateSpawned && Math.random() < 0.2) {
// Katil korsan!
pirate.level = minLevel + 10;
pirate.health = (30 + (pirate.level - 1) * 10) * 10;
pirate.damage = (5 + Math.floor((pirate.level - 1) * 1.5)) * 10;
pirate.defense = (2 + Math.floor((pirate.level - 1) * 1.2)) * 10;
pirate.rpgName = "Katil";
pirate._isKatil = true;
window._katilPirateSpawned = true;
// Katil korsan saldırı oranını 5 kat arttır
pirate.fireRate = Math.max(2, Math.floor((60 - Math.min((pirate.level - 1) * 2, 30)) / 5));
// Katil korsan için özel bir renk veya efekt istenirse burada eklenebilir
} else {
pirate.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1));
pirate.health = 30 + (pirate.level - 1) * 10;
pirate.damage = 5 + Math.floor((pirate.level - 1) * 1.5);
pirate.defense = 2 + Math.floor((pirate.level - 1) * 1.2);
}
// Add health bar to pirate
pirate._healthBar = new HealthBar();
pirate._healthBar.set({
maxValue: function maxValue() {
return pirate.health > 0 ? pirate.health : 0;
},
getValueFn: function getValueFn() {
return pirate.health > 0 ? pirate.health : 0;
},
getMaxFn: function getMaxFn() {
return 30 + waveNumber * 10;
},
width: 60,
height: 10
});
pirate._healthBar.y = -60;
pirate.addChild(pirate._healthBar);
pirates.push(pirate);
game.addChild(pirate);
}
function spawnAsteroid() {
var asteroid = new Asteroid();
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
asteroid.x = ship.x + (Math.random() - 0.5) * 2200;
asteroid.y = ship.y - 1600;
break;
case 1:
asteroid.x = ship.x + 1600;
asteroid.y = ship.y + (Math.random() - 0.5) * 2200;
break;
case 2:
asteroid.x = ship.x + (Math.random() - 0.5) * 2200;
asteroid.y = ship.y + 1600;
break;
case 3:
asteroid.x = ship.x - 1600;
asteroid.y = ship.y + (Math.random() - 0.5) * 2200;
break;
}
// Add health bar to asteroid
asteroid._healthBar = new HealthBar();
asteroid._healthBar.set({
maxValue: function maxValue() {
return asteroid.health;
},
getValueFn: function getValueFn() {
return asteroid.health;
},
getMaxFn: function getMaxFn() {
return 50;
},
width: 50,
height: 8
});
asteroid._healthBar.y = -50;
asteroid.addChild(asteroid._healthBar);
asteroids.push(asteroid);
game.addChild(asteroid);
}
// No upgrade stations in this version
// No trade stations in this version
function createExplosion(x, y) {
for (var i = 0; i < 8; i++) {
var particle = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
particle.vx = (Math.random() - 0.5) * 10;
particle.vy = (Math.random() - 0.5) * 10;
particle.life = 30;
explosions.push(particle);
game.addChild(particle);
}
}
// No black holes or wormholes in this version
function updateUI() {
coinText.setText('Coins: ' + playerCoins);
// Keep playerMetal/playerEnergy in sync with playerResources
playerMetal = playerResources[0];
playerEnergy = playerResources[1];
// Use sorted resource label order for display
if (window.resourceLabels && window.resourceLabelOrder && window.resourceLabels.length === window.resourceLabelOrder.length) {
for (var i = 0; i < window.resourceLabelOrder.length; i++) {
var resObj = window.resourceLabelOrder[i];
window.resourceLabels[i].setText(resObj.name + ': ' + (playerResources[resObj.origIdx] || 0));
}
}
// (No market price display)
var healthPercent = Math.round(ship.health / ship.maxHealth * 100);
healthText.setText('Health: %' + healthPercent);
var shieldPercent = Math.round(ship.shield / ship.maxShield * 100);
shieldText.setText('Shield: %' + shieldPercent);
// Restore wave and exp UI
if (typeof waveText !== "undefined") {
waveText.setText('Wave: ' + (waveNumber + 1));
}
if (typeof expText !== "undefined") {
expText.setText('Level: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel));
}
waveText.setText('Wave: ' + (waveNumber + 1));
expText.setText('Level: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel));
// Show player level/exp in GUI (top right, above repText)
if (!window.levelText) {
window.levelText = new Text2('Seviye: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel), {
size: unifiedFontSize,
fill: 0xffffff
});
window.levelText.anchor.set(1, 0);
window.levelText.x = -20;
window.levelText.y = 20; // moved up by one row (40px)
LK.gui.topRight.addChild(window.levelText);
}
window.levelText.setText('Seviye: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel));
// Update player level/exp in top right
if (window.levelText) {
window.levelText.setText('Seviye: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel));
}
// Update health text color
if (ship.health > 60) {
healthText.fill = 0x00ff00;
} else if (ship.health > 30) {
healthText.fill = 0xffff00;
} else {
healthText.fill = 0xff0000;
}
// Update shield text color
if (ship.shield > 30) {
shieldText.fill = 0x0088ff;
} else if (ship.shield > 10) {
shieldText.fill = 0xffff00;
} else {
shieldText.fill = 0xff0000;
}
storage.playerLevel = playerLevel;
storage.playerEXP = playerEXP;
}
function saveProgress() {
storage.coins = playerCoins;
var resourceKeys = ['metal', 'energy', 'crystal', 'gas', 'ice', 'uranium', 'silicon', 'carbon', 'plasma', 'antimatter'];
for (var i = 0; i < resourceKeys.length; i++) {
storage[resourceKeys[i]] = playerResources[i] || 0;
}
// Keep playerMetal/playerEnergy in sync with playerResources
playerMetal = playerResources[0];
playerEnergy = playerResources[1];
storage.questsCompleted = questsCompleted;
}
// Event handlers
game.down = function (x, y, obj) {
// --- BLOCK ALL TAPS IF ANY PANEL IS OPEN (fixes tap blocking bug) ---
// --- ALSO BLOCK ALL INPUT IF SHIP IS DEAD ---
if (window.stationDeliveryPanel && window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent || window.resourceTradePanelState && window.resourceTradePanelState.open || window._resourceStockPanel && window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent || window.shipUpgradePanel && window.shipUpgradePanel.parent || window.repairPanel && window.repairPanel.parent || ship && ship.health <= 0) {
// If a panel is open or ship is dead, only allow taps on that panel's close/confirm buttons (handled below), block all other taps
// (Panel-specific tap logic is handled further down, so just return here to block all other UI/joystick/game taps)
// Exception: let panel close/confirm buttons work (handled in their own blocks)
// If ship is dead, block all input until respawn label is gone
if (ship && ship.health <= 0) return;
// (Do not return here, let the rest of the handler run for panel close/confirm buttons)
} else {
// --- PAUSE BUTTON (top left) tap detection: always allow pause tap, never block it ---
if (x < 100 && y < 100) {
// This is the reserved area for the platform pause/menu button.
// Let the LK engine handle the pause/menu tap, do not block it.
// Do not return here, let the engine handle it.
}
// --- GLOBAL MARKET BUTTON HANDLER (exact image area) ---
if (window.globalMarketBtn && window.globalMarketBtn.parent) {
var btn = window.globalMarketBtn;
var bx = btn.x,
by = btn.y;
var bw = btn.width || 320,
bh = btn.height || 80;
// LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right
// The area is anchored at (1,1), so its (x,y) is the bottom right corner of the area
// So the area covers (bx-bw, by-bh) to (bx, by)
if (x > 2048 + bx - bw && x < 2048 + bx && y > 2732 + by - bh && y < 2732 + by) {
window.openResourceTradePanel();
return;
}
}
}
// --- RESOURCE TRADE PANEL INDEPENDENT BUTTON HANDLER ---
// If the independent button exists, check tap
if (window.resourceTradePanelIndependentBtn && window.resourceTradePanelIndependentBtn.parent) {
var btn = window.resourceTradePanelIndependentBtn;
var bx = btn.x,
by = btn.y;
var bw = btn.width,
bh = btn.height;
// LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right
// The area is anchored at (1,1), so its (x,y) is the bottom right corner of the area
// So the area covers (bx-bw, by-bh) to (bx, by)
if (x > 2048 + bx - bw && x < 2048 + bx && y > 2732 + by - bh && y < 2732 + by) {
// Open 'Hammadde Stoğu' panel
if (typeof window.openResourceStockPanel === "function") {
window.openResourceStockPanel();
} else {
// Fallback: show a simple panel with player's resource stock
if (window._resourceStockPanel) return;
var panelW = 900,
panelH = 900;
var px = 1024,
py = 900;
// Increase font size by 2 for all panel texts/buttons
var panelFontSize = unifiedFontSize + 2;
var labelFontSize = panelFontSize;
var closeBtnFontSize = panelFontSize;
var titleFontSize = panelFontSize;
// Resize panel background to fit enlarged text/buttons
var rowH = 70 + 8;
var panelW = 900 + 120;
var panelH = 900 + 2 * rowH;
var bg = LK.getAsset('resource', {
anchorX: 0.5,
anchorY: 0.5,
x: px,
y: py,
scaleX: panelW / 40,
scaleY: panelH / 40,
tint: 0x223355,
alpha: 0.97
});
var title = new Text2("Hammadde Stoğu", {
size: titleFontSize,
fill: 0x00ffcc,
align: "center"
});
title.anchor.set(0.5, 0);
title.x = px;
title.y = py - panelH / 2 + 40;
// List resources
var labels = [];
var startY = title.y + 80;
for (var i = 0; i < window.resourceLabelOrder.length; i++) {
var resObj = window.resourceLabelOrder[i];
var idx = resObj.origIdx;
var label = new Text2(resObj.name + ": " + (playerResources[idx] || 0), {
size: labelFontSize,
fill: 0xffffff,
align: "left"
});
label.anchor.set(0, 0.5);
label.x = px - panelW / 2 + 60;
label.y = startY + i * rowH;
labels.push(label);
}
// Close button
var closeBtn = new Text2("Kapat", {
size: Math.round((unifiedFontSize + 4) * 1.3),
// 2 font larger than Coins, then 30% larger
fill: 0xff4444,
align: "center"
});
closeBtn.anchor.set(0.5, 0.5);
closeBtn.x = px;
closeBtn.y = title.y - 110; // above the title
// Add to game
game.addChild(bg);
game.addChild(title);
for (var i = 0; i < labels.length; i++) game.addChild(labels[i]);
game.addChild(closeBtn);
// Store refs for tap logic/cleanup
window._resourceStockPanel = {
bg: bg,
title: title,
labels: labels,
closeBtn: closeBtn
};
// Add close logic
closeBtn._isResourceStockCloseBtn = true;
}
return;
}
}
// --- RESOURCE TRADE PANEL HANDLER ---
if (window._resourceStockPanel && window._resourceStockPanel.closeBtn) {
var btn = window._resourceStockPanel.closeBtn;
var bx = btn.x,
by = btn.y;
var bw = btn.width || 300,
bh = btn.height || 80;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
// Remove all panel elements
if (window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent) window._resourceStockPanel.bg.parent.removeChild(window._resourceStockPanel.bg);
if (window._resourceStockPanel.title && window._resourceStockPanel.title.parent) window._resourceStockPanel.title.parent.removeChild(window._resourceStockPanel.title);
if (window._resourceStockPanel.labels) for (var i = 0; i < window._resourceStockPanel.labels.length; i++) if (window._resourceStockPanel.labels[i] && window._resourceStockPanel.labels[i].parent) window._resourceStockPanel.labels[i].parent.removeChild(window._resourceStockPanel.labels[i]);
if (window._resourceStockPanel.closeBtn && window._resourceStockPanel.closeBtn.parent) window._resourceStockPanel.closeBtn.parent.removeChild(window._resourceStockPanel.closeBtn);
window._resourceStockPanel = null;
return;
}
}
if (window.resourceTradePanelState && window.resourceTradePanelState.open) {
// Close btn
if (window.resourceTradePanelCloseBtn) {
var bx = window.resourceTradePanelCloseBtn.x,
by = window.resourceTradePanelCloseBtn.y;
var bw = window.resourceTradePanelCloseBtn.width || 300,
bh = window.resourceTradePanelCloseBtn.height || 80;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
window.closeResourceTradePanel();
return;
}
}
// Sat btns
if (window.resourceTradeSellBtns) {
for (var i = 0; i < window.resourceTradeSellBtns.length; i++) {
var btn = window.resourceTradeSellBtns[i];
var bx = btn.x,
by = btn.y;
var bw = btn.width || 120,
bh = btn.height || 60;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
var idx = btn._resourceIdx;
var amount = playerResources[idx] || 0;
var value = window.resourceTradeValues ? window.resourceTradeValues[idx] : 0;
if (amount > 0 && value > 0) {
playerCoins += value * amount;
playerResources[idx] = 0;
btn.setText("Satıldı!");
btn.fill = 0x00ffcc;
if (window.updateResourceTradePanel) window.updateResourceTradePanel();
updateUI();
saveProgress();
} else {
btn.setText("Yok!");
btn.fill = 0xff4444;
}
// Reset label after short delay
(function (b, orig, origFill) {
LK.setTimeout(function () {
b.setText("Sat");
b.fill = 0x00ff99;
}, 700);
})(btn, "Sat", 0x00ff99);
return;
}
}
}
// Tümünü Sat btns
if (window.resourceTradeSellAllBtns) {
for (var i = 0; i < window.resourceTradeSellAllBtns.length; i++) {
var btn = window.resourceTradeSellAllBtns[i];
var bx = btn.x,
by = btn.y;
var bw = btn.width || 180,
bh = btn.height || 60;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
var idx = btn._resourceIdx;
var amount = playerResources[idx] || 0;
var value = window.resourceTradeValues ? window.resourceTradeValues[idx] : 0;
if (amount > 0 && value > 0) {
playerCoins += value * amount;
playerResources[idx] = 0;
btn.setText("Hepsi Satıldı!");
btn.fill = 0x00ffcc;
if (window.updateResourceTradePanel) window.updateResourceTradePanel();
updateUI();
saveProgress();
} else {
btn.setText("Yok!");
btn.fill = 0xff4444;
}
(function (b, orig, origFill) {
LK.setTimeout(function () {
b.setText("Tümünü Sat");
b.fill = 0x00cc99;
}, 700);
})(btn, "Tümünü Sat", 0x00cc99);
return;
}
}
}
// Al btns
if (window.resourceTradeBuyBtns) {
for (var i = 0; i < window.resourceTradeBuyBtns.length; i++) {
var btn = window.resourceTradeBuyBtns[i];
var bx = btn.x,
by = btn.y;
var bw = btn.width || 120,
bh = btn.height || 60;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
var idx = btn._resourceIdx;
var value = window.resourceTradeValues ? window.resourceTradeValues[idx] : 0;
// Satın alma miktarı: 1 (veya istenirse artırılabilir)
var buyAmount = 1;
var totalCost = value * buyAmount;
if (playerCoins >= totalCost && value > 0) {
playerCoins -= totalCost;
playerResources[idx] = (playerResources[idx] || 0) + buyAmount;
btn.setText("Alındı!");
btn.fill = 0x00ffcc;
if (window.updateResourceTradePanel) window.updateResourceTradePanel();
updateUI();
saveProgress();
} else {
btn.setText("Yetersiz coin!");
btn.fill = 0xff4444;
}
(function (b, orig, origFill) {
LK.setTimeout(function () {
b.setText("Al");
b.fill = 0x0099ff;
}, 700);
})(btn, "Al", 0x0099ff);
return;
}
}
}
// Block all other taps when panel is open
return;
}
// --- UZAY İSTASYONU TESLİMAT BUTTON HANDLER ---
// Handle tap on stationDeliveryBtnArea (transparent area, exactly image size)
if (window.stationDeliveryBtnArea && window.stationDeliveryBtnArea.parent) {
var btn = window.stationDeliveryBtnArea;
var bx = btn.x,
by = btn.y;
var bw = btn.width,
bh = btn.height;
// LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right
// The area is anchored at (1,1), so its (x,y) is the bottom right corner of the area
// So the area covers (bx-bw, by-bh) to (bx, by)
if (x > 2048 + bx - bw && x < 2048 + bx && y > 2732 + by - bh && y < 2732 + by) {
window.openStationDeliveryPanel();
return;
}
}
// LK.gui.bottomRight is anchored at (1,1), so x,y negative from bottom right
if (window.stationDeliveryBtn && window.stationDeliveryBtn.parent) {
var btn = window.stationDeliveryBtn;
var bx = btn.x,
by = btn.y;
// Button is about 180x80 px, so check if x is within 200px of right edge and y within 300-480px of bottom
if (x > 2048 - 200 && y > 2732 - 300 && y < 2732 - 100) {
window.openStationDeliveryPanel();
return;
}
}
// --- UZAY İSTASYONU TESLİMAT PANEL HANDLER ---
if (window.stationDeliveryPanel) {
// Close btn
if (window.stationDeliveryPanelCloseBtn) {
var bx = window.stationDeliveryPanelCloseBtn.x,
by = window.stationDeliveryPanelCloseBtn.y;
var bw = window.stationDeliveryPanelCloseBtn.width || 300,
bh = window.stationDeliveryPanelCloseBtn.height || 80;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
window.closeStationDeliveryPanel();
return;
}
}
// Teslim Et btns
if (window.stationDeliveryDeliverBtns) {
for (var i = 0; i < window.stationDeliveryDeliverBtns.length; i++) {
var btn = window.stationDeliveryDeliverBtns[i];
var bx = btn.x,
by = btn.y;
var bw = btn.width || 120,
bh = btn.height || 60;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
var idx = btn._stationResIdx;
var req = window.stationDeliveryState.requests[idx];
var delivered = window.stationDeliveryState.delivered[idx];
var canDeliver = Math.min(playerResources[idx], req - delivered);
if (canDeliver > 0) {
playerResources[idx] -= canDeliver;
window.stationDeliveryState.delivered[idx] += canDeliver;
btn.setText("Teslim Edildi!");
btn.fill = 0x00ffcc;
// Update label
if (window.stationDeliveryLabels && window.stationDeliveryLabels[i]) {
window.stationDeliveryLabels[i].setText(window.resourceLabelOrder[i].name + ": " + window.stationDeliveryState.delivered[idx] + " / " + req);
}
// Update stock label
if (window.stationDeliveryStockLabels && window.stationDeliveryStockLabels[i]) {
var stockAmount = typeof playerResources[idx] !== "undefined" ? playerResources[idx] : 0;
window.stationDeliveryStockLabels[i].setText("Stok: " + stockAmount);
}
updateUI();
saveProgress();
} else {
btn.setText("Yok!");
btn.fill = 0xff4444;
}
// Reset label after short delay
(function (b, orig, origFill) {
LK.setTimeout(function () {
b.setText(orig);
b.fill = origFill;
}, 700);
})(btn, "Teslim Et", 0x00ff99);
return;
}
}
}
// Teslimatı Tamamla (ödül al) butonu
if (window.stationDeliveryPanelClaimBtn) {
var btn = window.stationDeliveryPanelClaimBtn;
var bx = btn.x,
by = btn.y;
var bw = btn.width || 400,
bh = btn.height || 80;
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
// Check if all delivered
var allDone = true;
for (var i = 0; i < 10; i++) {
if (window.stationDeliveryState.delivered[i] < window.stationDeliveryState.requests[i]) {
allDone = false;
break;
}
}
if (allDone && !window.stationDeliveryState.rewardClaimed) {
// Calculate total value (normal market price * delivered) * (1+bonus%)
var totalValue = 0;
for (var i = 0; i < 10; i++) {
var price = 1; // Market removed, use static price
totalValue += price * window.stationDeliveryState.requests[i];
}
var bonus = window.stationDeliveryState.bonus;
var reward = Math.round(totalValue * (1 + bonus / 100));
playerCoins += reward;
window.stationDeliveryState.rewardClaimed = true;
btn.setText("Ödül Alındı! +" + reward + " coin");
btn.fill = 0x00ffcc;
// Show floating label
var label = new Text2("İstasyon Teslimatı Tamamlandı!\n+" + reward + " coin", {
size: 48,
fill: 0xffcc00,
align: "center"
});
label.anchor.set(0.5, 0.5);
label.x = 1024;
label.y = 600;
game.addChild(label);
LK.setTimeout(function () {
if (label.parent) label.parent.removeChild(label);
}, 1800);
updateUI();
saveProgress();
} else if (window.stationDeliveryState.rewardClaimed) {
btn.setText("Zaten Alındı!");
btn.fill = 0x888888;
} else {
btn.setText("Eksik Teslimat!");
btn.fill = 0xff4444;
}
// Reset label after short delay
(function (b, orig, origFill) {
LK.setTimeout(function () {
b.setText("Tümünü Teslim Et & Ödülü Al");
b.fill = 0xffcc00;
}, 1200);
})(btn, "Tümünü Teslim Et & Ödülü Al", 0xffcc00);
return;
}
}
// Block all other taps when panel is open
return;
}
// --- RESET BUTTON HANDLER ---
if (game._resetBtn && game._resetBtn.parent) {
// Convert GUI coordinates for bottomRight
// LK.gui.bottomRight is anchored at (1,1) so x,y are negative from bottom right
var btn = game._resetBtn;
var bx = btn.x,
by = btn.y;
// Button is about 180x80 px, but let's use a safe area
// Since anchor is (1,1), bottom right, and x/y are negative from bottom right
// So, for a tap, check if x is within 200px of right edge and y within 100px of bottom
// LK.gui.bottomRight: x=0,y=0 is bottom right, so x,y negative
if (x > 2048 - 200 && y > 2732 - 100) {
// Clear all persistent storage
storage.coins = 0;
storage.metal = 0;
storage.energy = 0;
storage.crystal = 0;
storage.gas = 0;
storage.ice = 0;
storage.uranium = 0;
storage.silicon = 0;
storage.carbon = 0;
storage.plasma = 0;
storage.antimatter = 0;
storage.questsCompleted = 0;
storage.playerLevel = 1;
storage.playerEXP = 0;
// Optionally clear any other custom progress keys
// Show a quick feedback
btn.setText("Reset!");
btn.fill = 0x00ff99;
// Reload game (reset all progress)
LK.showGameOver();
return;
}
}
// --- NPC ile savaş butonu handler ---
if (window.npcFightBtn) {
var bx = window.npcFightBtn.x,
by = window.npcFightBtn.y;
var bw = window.npcFightBtn.width || 400,
bh = window.npcFightBtn.height || 100;
// Accept generous tap area
if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) {
window.npcFightMode = !window.npcFightMode;
if (window.npcFightMode) {
window.npcFightBtn.setText("NPC Savaş: AÇIK");
window.npcFightBtn.fill = 0xff0000;
} else {
window.npcFightBtn.setText("NPC ile Savaş");
window.npcFightBtn.fill = 0xff4444;
}
return;
}
}
if (window.repairPanel && window.repairBtn && window.repairBtn.parent) {
// Check tap on repair button
var btn = window.repairBtn;
var bx = btn.x,
by = btn.y;
if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) {
// Try to repair
var costCoins = btn._repairCostCoins,
costMetal = btn._repairCostMetal,
costEnergy = btn._repairCostEnergy;
if (playerCoins >= costCoins && playerMetal >= costMetal && playerEnergy >= costEnergy) {
playerCoins -= costCoins;
playerMetal -= costMetal;
playerEnergy -= costEnergy;
ship.health = ship.maxHealth;
updateUI();
saveProgress();
// Show feedback
btn.setText("Tamir Edildi!");
btn.fill = 0x00ffcc;
// Remove panel after short delay
var expire = LK.ticks + 40;
var origUpdate = game.update;
game.update = function () {
if (LK.ticks > expire) {
if (window.repairPanel && window.repairPanel.parent) window.repairPanel.parent.removeChild(window.repairPanel);
if (window.repairText && window.repairText.parent) window.repairText.parent.removeChild(window.repairText);
if (window.repairBtn && window.repairBtn.parent) window.repairBtn.parent.removeChild(window.repairBtn);
if (window.cancelRepairBtn && window.cancelRepairBtn.parent) window.cancelRepairBtn.parent.removeChild(window.cancelRepairBtn);
window.repairPanel = null;
window.repairText = null;
window.repairBtn = null;
window.cancelRepairBtn = null;
game.update = origUpdate;
}
if (origUpdate) origUpdate.apply(game, arguments);
};
} else {
// Not enough resources
btn.setText("Yetersiz kaynak!");
btn.fill = 0xff4444;
}
return;
}
// Check tap on cancel button
var cbtn = window.cancelRepairBtn;
if (cbtn) {
var cbx = cbtn.x,
cby = cbtn.y;
if (x > cbx - 90 && x < cbx + 90 && y > cby - 40 && y < cby + 40) {
// Remove all repair panel elements, allow closing even if not repaired
if (window.repairPanel && window.repairPanel.parent) window.repairPanel.parent.removeChild(window.repairPanel);
if (window.repairText && window.repairText.parent) window.repairText.parent.removeChild(window.repairText);
if (window.repairBtn && window.repairBtn.parent) window.repairBtn.parent.removeChild(window.repairBtn);
if (window.cancelRepairBtn && window.cancelRepairBtn.parent) window.cancelRepairBtn.parent.removeChild(window.cancelRepairBtn);
window.repairPanel = null;
window.repairText = null;
window.repairBtn = null;
window.cancelRepairBtn = null;
window._showRepairPanel = false;
return;
}
}
}
// --- Health bar tap to show repair panel ---
if (healthText && healthText.parent && healthText._isHealthBar && ship.health < ship.maxHealth && ship.health > 0) {
// Get healthText bounds in screen coordinates
// healthText is anchored at (0.5, 0), at top center
// Let's estimate its bounds
var hx = healthText.x,
hy = healthText.y;
var hw = healthText.width || 300;
var hh = healthText.height || 60;
// Accept generous tap area
if (x > hx - hw / 2 && x < hx + hw / 2 && y > hy && y < hy + hh) {
window._showRepairPanel = true;
return;
}
}
// --- SHIP TAP: Show upgrade/can-buy-health panel ---
if (ship && ship.parent) {
// Ship is at (ship.x, ship.y), size is 80x100 (see asset)
var sx = ship.x,
sy = ship.y;
var sw = 80,
sh = 100;
// Accept generous tap area
if (x > sx - sw / 2 && x < sx + sw / 2 && y > sy - sh / 2 && y < sy + sh / 2) {
// Only show if not already shown
if (!window.shipUpgradePanel) {
// Panel background
// --- DYNAMIC PANEL SIZE BASED ON CONTENT ---
var upgBtnFont = unifiedFontSize;
var upgBtnWidth = 340;
var upgBtnHeight = 90;
var colSpacing = 80;
var colXOffset = upgBtnWidth / 2 + colSpacing / 2;
var upgBtnSpacingY = 140;
var numUpgradeRows = 4; // 3 upgrade rows + 1 buy health row
var panelContentHeight = 100 + numUpgradeRows * upgBtnSpacingY + 2 * upgBtnHeight; // title + upgrades + buy health + speed + some margin
var panelContentWidth = upgBtnWidth * 2 + colSpacing + 80; // two columns + spacing + margin
// Add extra for speed upgrade and close button
panelContentHeight += upgBtnSpacingY + 60; // speed upgrade + close btn margin
// Clamp min/max
var panelWidth = Math.max(700, Math.round(panelContentWidth));
var panelHeight = Math.max(340, Math.round(panelContentHeight));
var panel = LK.getAsset('resource', {
anchorX: 0.5,
anchorY: 0.5,
x: sx,
y: sy - 220,
scaleX: panelWidth / 40,
// asset is 40px wide
scaleY: panelHeight / 40,
// asset is 40px tall
tint: 0x224488
});
// Title
var titleFont = Math.round(62 * 1.1) - 3;
var title = new Text2("Yükseltmeler & Can Satın Al", {
size: titleFont,
fill: 0xffffff,
align: "center"
});
title.anchor.set(0.5, 0.5);
title.x = sx;
title.y = sy - 220 - panelHeight / 2 + 100;
// Upgrade buttons, dikeyde aralıklı ve panelin içine sığacak şekilde
var upgBtnY = title.y + 110;
var upgBtnSpacingY = 140;
// Paneldeki yazı ve butonların font boyutunu, Wave font boyutu ile aynı yap
var upgBtnFont = unifiedFontSize;
var upgBtnWidth = 340;
var upgBtnHeight = 90;
var colSpacing = 80;
var colXOffset = upgBtnWidth / 2 + colSpacing / 2;
// Normal upgrades
var upg1 = new Text2("Max Can +20\n(600 coin, 60 metal)", {
size: upgBtnFont,
fill: 0x00ff99,
align: "center"
});
upg1.anchor.set(0.5, 0.5);
upg1.x = sx - colXOffset;
upg1.y = upgBtnY;
upg1._isShipUpgradeBtn = true;
upg1._upgradeType = "maxHealth";
upg1._upgradeCost = {
coins: 600,
metal: 60,
energy: 0
};
var upg1x2 = new Text2("Max Can +20\n(1200 coin, 120 metal)", {
size: upgBtnFont,
fill: 0x00cc99,
align: "center"
});
upg1x2.anchor.set(0.5, 0.5);
upg1x2.x = sx + colXOffset;
upg1x2.y = upgBtnY;
upg1x2._isShipUpgradeBtn = true;
upg1x2._upgradeType = "maxHealth";
upg1x2._upgradeCost = {
coins: 1200,
metal: 120,
energy: 0
};
upg1x2._isDoubleCost = true;
var upg2 = new Text2("Max Kalkan +10\n(720 coin, 72 metal)", {
size: upgBtnFont,
fill: 0x00ccff,
align: "center"
});
upg2.anchor.set(0.5, 0.5);
upg2.x = sx - colXOffset;
upg2.y = upgBtnY + upgBtnSpacingY;
upg2._isShipUpgradeBtn = true;
upg2._upgradeType = "maxShield";
upg2._upgradeCost = {
coins: 720,
metal: 72,
energy: 0
};
var upg2x2 = new Text2("Max Kalkan +10\n(1440 coin, 144 metal)", {
size: upgBtnFont,
fill: 0x00aaff,
align: "center"
});
upg2x2.anchor.set(0.5, 0.5);
upg2x2.x = sx + colXOffset;
upg2x2.y = upgBtnY + upgBtnSpacingY;
upg2x2._isShipUpgradeBtn = true;
upg2x2._upgradeType = "maxShield";
upg2x2._upgradeCost = {
coins: 1440,
metal: 144,
energy: 0
};
upg2x2._isDoubleCost = true;
var upg3 = new Text2("Hasar +5\n(900 coin, 90 enerji)", {
size: upgBtnFont,
fill: 0xffcc00,
align: "center"
});
upg3.anchor.set(0.5, 0.5);
upg3.x = sx - colXOffset;
upg3.y = upgBtnY + upgBtnSpacingY * 2;
upg3._isShipUpgradeBtn = true;
upg3._upgradeType = "damage";
upg3._upgradeCost = {
coins: 900,
metal: 0,
energy: 90
};
var upg3x2 = new Text2("Hasar +5\n(1800 coin, 180 enerji)", {
size: upgBtnFont,
fill: 0xff9900,
align: "center"
});
upg3x2.anchor.set(0.5, 0.5);
upg3x2.x = sx + colXOffset;
upg3x2.y = upgBtnY + upgBtnSpacingY * 2;
upg3x2._isShipUpgradeBtn = true;
upg3x2._upgradeType = "damage";
upg3x2._upgradeCost = {
coins: 1800,
metal: 0,
energy: 180
};
upg3x2._isDoubleCost = true;
// Buy health button (if not full)
var canBuyHealth = ship.health < ship.maxHealth;
var buyHealthBtnFont = unifiedFontSize;
// Proportional cost scaling for buy health button
var healthToRestore = ship.maxHealth - ship.health;
var baseFullRepairHealth = 60;
var baseCoinCost = 90 * 2;
var baseMetalCost = 6 * 2;
var baseEnergyCost = 6 * 2;
var buyHealthCostCoins = Math.max(30, Math.round(baseCoinCost * (healthToRestore / baseFullRepairHealth)));
var buyHealthCostMetal = Math.max(2, Math.round(baseMetalCost * (healthToRestore / baseFullRepairHealth)));
var buyHealthCostEnergy = Math.max(2, Math.round(baseEnergyCost * (healthToRestore / baseFullRepairHealth)));
var buyHealthBtn = new Text2("Canı Doldur (" + buyHealthCostCoins + " coin, " + buyHealthCostMetal + " metal, " + buyHealthCostEnergy + " enerji)", {
size: buyHealthBtnFont,
fill: canBuyHealth ? 0x00ffcc : 0x888888,
align: "center"
});
buyHealthBtn.anchor.set(0.5, 0.5);
buyHealthBtn.x = sx;
buyHealthBtn.y = upgBtnY + upgBtnSpacingY * 3 + 30;
buyHealthBtn._isShipBuyHealthBtn = true;
buyHealthBtn._repairCostCoins = buyHealthCostCoins;
buyHealthBtn._repairCostMetal = buyHealthCostMetal;
buyHealthBtn._repairCostEnergy = buyHealthCostEnergy;
// Speed upgrade button (bottom of panel)
var speedUpgLevel = window.shipSpeedUpgradeLevel || 0;
var speedUpgFont = unifiedFontSize;
var speedUpgCost = Math.round((120 + speedUpgLevel * 60) * 1.9);
var speedUpgBtn = new Text2("Hız +" + Math.round((speedUpgLevel + 1) * 10) + "%\n(" + speedUpgCost + " coin)", {
size: speedUpgFont,
fill: 0x00ffff,
align: "center"
});
speedUpgBtn.anchor.set(0.5, 0.5);
speedUpgBtn.x = sx;
speedUpgBtn.y = buyHealthBtn.y + upgBtnSpacingY;
speedUpgBtn._isShipSpeedUpgradeBtn = true;
speedUpgBtn._speedUpgradeLevel = speedUpgLevel;
speedUpgBtn._speedUpgradeCost = speedUpgCost;
// Close button
var closeBtn = new Text2("Kapat", {
size: Math.round((unifiedFontSize + 4) * 1.3),
// 2 font larger than Coins, then 30% larger
fill: 0xff4444,
align: "center"
});
closeBtn.anchor.set(0.5, 0.5);
// Move close button above the panel title, with extra margin
closeBtn.x = sx;
closeBtn.y = title.y - 110; // further above title
closeBtn._isShipUpgradeCloseBtn = true;
// Add to game
game.addChild(panel);
game.addChild(title);
game.addChild(upg1);
game.addChild(upg1x2);
game.addChild(upg2);
game.addChild(upg2x2);
game.addChild(upg3);
game.addChild(upg3x2);
game.addChild(buyHealthBtn);
game.addChild(speedUpgBtn);
game.addChild(closeBtn);
// Store refs for tap logic/cleanup
window.shipUpgradePanel = panel;
window.shipUpgradeTitle = title;
window.shipUpgradeBtn1 = upg1;
window.shipUpgradeBtn1x2 = upg1x2;
window.shipUpgradeBtn2 = upg2;
window.shipUpgradeBtn2x2 = upg2x2;
window.shipUpgradeBtn3 = upg3;
window.shipUpgradeBtn3x2 = upg3x2;
window.shipBuyHealthBtn = buyHealthBtn;
window.shipSpeedUpgradeBtn = speedUpgBtn;
window.shipUpgradeCloseBtn = closeBtn;
}
return;
}
}
// --- Only allow joystick drag if ship is alive ---
if (ship && ship.health > 0 && Math.sqrt(Math.pow(x - joystickBase.x, 2) + Math.pow(y - joystickBase.y, 2)) < 100) {
isDragging = true;
joystickHandle.x = x;
joystickHandle.y = y;
return; // Prevent other interactions when dragging joystick
}
// --- If any panel is open, block all other game/ship input (except panel close/confirm buttons) ---
if (window.stationDeliveryPanel && window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent || window.resourceTradePanelState && window.resourceTradePanelState.open || window._resourceStockPanel && window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent || window.shipUpgradePanel && window.shipUpgradePanel.parent || window.repairPanel && window.repairPanel.parent) {
// Only allow panel close/confirm buttons (handled below), block all other game/ship input
// (Do not return here, let the rest of the handler run for panel close/confirm buttons)
} else {
// --- SHIP UPGRADE PANEL BUTTONS ---
if (window.shipUpgradePanel) {
// Upgrade buttons
var btns = [window.shipUpgradeBtn1, window.shipUpgradeBtn1x2, window.shipUpgradeBtn2, window.shipUpgradeBtn2x2, window.shipUpgradeBtn3, window.shipUpgradeBtn3x2];
for (var i = 0; i < btns.length; i++) {
var btn = btns[i];
if (!btn) continue;
var bx = btn.x,
by = btn.y;
if (x > bx - 120 && x < bx + 120 && y > by - 50 && y < by + 50) {
// Try to buy upgrade
var upg = btn._upgradeType;
var cost = btn._upgradeCost;
var isDouble = !!btn._isDoubleCost;
if (upg === "maxHealth" && playerCoins >= cost.coins && playerMetal >= cost.metal) {
ship.maxHealth += 20;
ship.health = ship.maxHealth;
playerCoins -= cost.coins;
playerMetal -= cost.metal;
LK.effects.flashObject(ship, isDouble ? 0x00cc99 : 0x00ff99, 400);
btn.setText("Alındı!");
btn.fill = 0x00ffcc;
updateUI();
saveProgress();
} else if (upg === "maxShield" && playerCoins >= cost.coins && playerMetal >= cost.metal) {
ship.maxShield += 10;
ship.shield = ship.maxShield;
playerCoins -= cost.coins;
playerMetal -= cost.metal;
LK.effects.flashObject(ship, isDouble ? 0x00aaff : 0x00ccff, 400);
btn.setText("Alındı!");
btn.fill = 0x00ffcc;
updateUI();
saveProgress();
} else if (upg === "damage" && playerCoins >= cost.coins && playerEnergy >= cost.energy) {
ship.damage += 5;
playerCoins -= cost.coins;
playerEnergy -= cost.energy;
LK.effects.flashObject(ship, isDouble ? 0xff9900 : 0xffcc00, 400);
btn.setText("Alındı!");
btn.fill = 0x00ffcc;
updateUI();
saveProgress();
} else {
btn.setText("Yetersiz kaynak!");
btn.fill = 0xff4444;
}
return;
}
}
// Buy health button
var bhb = window.shipBuyHealthBtn;
if (bhb) {
var bx = bhb.x,
by = bhb.y;
if (x > bx - 180 && x < bx + 180 && y > by - 50 && y < by + 50) {
if (ship.health < ship.maxHealth) {
var costCoins = bhb._repairCostCoins,
costMetal = bhb._repairCostMetal,
costEnergy = bhb._repairCostEnergy;
if (playerCoins >= costCoins && playerMetal >= costMetal && playerEnergy >= costEnergy) {
playerCoins -= costCoins;
playerMetal -= costMetal;
playerEnergy -= costEnergy;
ship.health = ship.maxHealth;
updateUI();
saveProgress();
bhb.setText("Can Dolduruldu!");
bhb.fill = 0x00ffcc;
} else {
bhb.setText("Yetersiz kaynak!");
bhb.fill = 0xff4444;
}
} else {
bhb.setText("Can zaten tam!");
bhb.fill = 0x888888;
}
return;
}
}
// Speed upgrade button
var sub = window.shipSpeedUpgradeBtn;
if (sub) {
var bx = sub.x,
by = sub.y;
if (x > bx - 180 && x < bx + 180 && y > by - 50 && y < by + 50) {
var level = window.shipSpeedUpgradeLevel || 0;
var cost = Math.round((120 + level * 60) * 1.9);
if (playerCoins >= cost) {
playerCoins -= cost;
level++;
window.shipSpeedUpgradeLevel = level;
// Each level increases speed by 10% (multiplicative)
ship.speed = Math.round(ship.speed * Math.pow(1.1, 1) * 100) / 100;
sub.setText("Alındı! +" + level * 10 + "%");
sub.fill = 0x00ffcc;
LK.effects.flashObject(ship, 0x00ffff, 400);
updateUI();
saveProgress();
} else {
sub.setText("Yetersiz coin!");
sub.fill = 0xff4444;
}
return;
}
}
// Close button
var cb = window.shipUpgradeCloseBtn;
if (cb) {
var bx = cb.x,
by = cb.y;
if (x > bx - 120 && x < bx + 120 && y > by - 50 && y < by + 50) {
// Remove all panel elements
if (window.shipUpgradePanel && window.shipUpgradePanel.parent) window.shipUpgradePanel.parent.removeChild(window.shipUpgradePanel);
if (window.shipUpgradeTitle && window.shipUpgradeTitle.parent) window.shipUpgradeTitle.parent.removeChild(window.shipUpgradeTitle);
if (window.shipUpgradeBtn1 && window.shipUpgradeBtn1.parent) window.shipUpgradeBtn1.parent.removeChild(window.shipUpgradeBtn1);
if (window.shipUpgradeBtn1x2 && window.shipUpgradeBtn1x2.parent) window.shipUpgradeBtn1x2.parent.removeChild(window.shipUpgradeBtn1x2);
if (window.shipUpgradeBtn2 && window.shipUpgradeBtn2.parent) window.shipUpgradeBtn2.parent.removeChild(window.shipUpgradeBtn2);
if (window.shipUpgradeBtn2x2 && window.shipUpgradeBtn2x2.parent) window.shipUpgradeBtn2x2.parent.removeChild(window.shipUpgradeBtn2x2);
if (window.shipUpgradeBtn3 && window.shipUpgradeBtn3.parent) window.shipUpgradeBtn3.parent.removeChild(window.shipUpgradeBtn3);
if (window.shipUpgradeBtn3x2 && window.shipUpgradeBtn3x2.parent) window.shipUpgradeBtn3x2.parent.removeChild(window.shipUpgradeBtn3x2);
if (window.shipBuyHealthBtn && window.shipBuyHealthBtn.parent) window.shipBuyHealthBtn.parent.removeChild(window.shipBuyHealthBtn);
if (window.shipSpeedUpgradeBtn && window.shipSpeedUpgradeBtn.parent) window.shipSpeedUpgradeBtn.parent.removeChild(window.shipSpeedUpgradeBtn);
if (window.shipUpgradeCloseBtn && window.shipUpgradeCloseBtn.parent) window.shipUpgradeCloseBtn.parent.removeChild(window.shipUpgradeCloseBtn);
// Hide all upgrade panel texts
window.shipUpgradePanel = null;
window.shipUpgradeTitle = null;
window.shipUpgradeBtn1 = null;
window.shipUpgradeBtn1x2 = null;
window.shipUpgradeBtn2 = null;
window.shipUpgradeBtn2x2 = null;
window.shipUpgradeBtn3 = null;
window.shipUpgradeBtn3x2 = null;
window.shipBuyHealthBtn = null;
window.shipSpeedUpgradeBtn = null;
window.shipUpgradeCloseBtn = null;
return;
}
}
}
// --- Handle Accept/Reject quest button taps ---
if (game._questDecisionAcceptBtn && game._questDecisionAcceptBtn.parent) {
var btn = game._questDecisionAcceptBtn;
var bx = btn.x,
by = btn.y;
// Button is about 180x80 px
if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) {
// Accept quest
var npc = btn._questNPC;
if (npc) {
// Defend quest özel: yardım kabul edildi
if (npc.questType === 'defend') {
npc._defendHelpAccepted = true;
// Show floating label for accepted
var acceptLabel = new Text2("Yardım kabul edildi!", {
size: 36,
fill: 0x00ff99,
align: "center"
});
acceptLabel.anchor.set(0.5, 0.5);
acceptLabel.x = npc.x;
acceptLabel.y = npc.y + 110;
game.addChild(acceptLabel);
npc._npcInteractionLabel = acceptLabel;
npc._npcInteractionLabelExpire = LK.ticks + 120;
npc.pauseUntil = LK.ticks + 120;
npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText);
npc._npcText = new Text2(npc.rpgName + ": Teşekkürler! Beni korsanlardan koru!", {
size: 32,
fill: 0x00ffcc,
align: "center"
});
npc._npcText.anchor.set(0.5, 1);
npc._npcText.x = npc.x;
npc._npcText.y = npc.y - 70;
game.addChild(npc._npcText);
} else {
// Mark quest as accepted (progress 1 means started)
npc.questProgress = 1;
// Show NPC response
var acceptLabel = new Text2("Görev kabul edildi!", {
size: 36,
fill: 0x00ff99,
align: "center"
});
acceptLabel.anchor.set(0.5, 0.5);
acceptLabel.x = npc.x;
acceptLabel.y = npc.y + 110;
game.addChild(acceptLabel);
npc._npcInteractionLabel = acceptLabel;
npc._npcInteractionLabelExpire = LK.ticks + 120;
npc.pauseUntil = LK.ticks + 120;
npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText);
npc._npcText = new Text2(npc.rpgName + ": Harika! Görev başladı.", {
size: 32,
fill: 0x00ffcc,
align: "center"
});
npc._npcText.anchor.set(0.5, 1);
npc._npcText.x = npc.x;
npc._npcText.y = npc.y - 70;
game.addChild(npc._npcText);
}
// Remove quest panel
if (npc._questDecisionPanel && npc._questDecisionPanel.parent) npc._questDecisionPanel.parent.removeChild(npc._questDecisionPanel);
if (npc._questDecisionText && npc._questDecisionText.parent) npc._questDecisionText.parent.removeChild(npc._questDecisionText);
if (npc._questDecisionAcceptBtn && npc._questDecisionAcceptBtn.parent) npc._questDecisionAcceptBtn.parent.removeChild(npc._questDecisionAcceptBtn);
if (npc._questDecisionRejectBtn && npc._questDecisionRejectBtn.parent) npc._questDecisionRejectBtn.parent.removeChild(npc._questDecisionRejectBtn);
npc._questDecisionPanel = null;
npc._questDecisionText = null;
npc._questDecisionAcceptBtn = null;
npc._questDecisionRejectBtn = null;
game._questDecisionPanel = null;
game._questDecisionAcceptBtn = null;
game._questDecisionRejectBtn = null;
game._questDecisionText = null;
game._questDecisionNPC = null;
}
return;
}
}
if (game._questDecisionRejectBtn && game._questDecisionRejectBtn.parent) {
var btn = game._questDecisionRejectBtn;
var bx = btn.x,
by = btn.y;
if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) {
// Reject quest
var npc = btn._questNPC;
if (npc) {
if (npc.questType === 'defend') {
npc._defendHelpAccepted = false;
// Show floating label for rejected
var rejectLabel = new Text2("Yardım edilmedi.", {
size: 36,
fill: 0xff4444,
align: "center"
});
rejectLabel.anchor.set(0.5, 0.5);
rejectLabel.x = npc.x;
rejectLabel.y = npc.y + 110;
game.addChild(rejectLabel);
npc._npcInteractionLabel = rejectLabel;
npc._npcInteractionLabelExpire = LK.ticks + 120;
npc.pauseUntil = LK.ticks + 120;
npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText);
npc._npcText = new Text2(npc.rpgName + ": Anlaşıldı, kendi başıma savaşacağım!", {
size: 32,
fill: 0x00ffcc,
align: "center"
});
npc._npcText.anchor.set(0.5, 1);
npc._npcText.x = npc.x;
npc._npcText.y = npc.y - 70;
game.addChild(npc._npcText);
} else {
// Mark quest as inactive
npc.questActive = false;
// Show floating label for rejected
var rejectLabel = new Text2("Görev reddedildi.", {
size: 36,
fill: 0xff4444,
align: "center"
});
rejectLabel.anchor.set(0.5, 0.5);
rejectLabel.x = npc.x;
rejectLabel.y = npc.y + 110;
game.addChild(rejectLabel);
npc._npcInteractionLabel = rejectLabel;
npc._npcInteractionLabelExpire = LK.ticks + 120;
npc.pauseUntil = LK.ticks + 120;
npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText);
npc._npcText = new Text2(npc.rpgName + ": Belki başka zaman!", {
size: 32,
fill: 0x00ffcc,
align: "center"
});
npc._npcText.anchor.set(0.5, 1);
npc._npcText.x = npc.x;
npc._npcText.y = npc.y - 70;
game.addChild(npc._npcText);
}
// Remove quest panel
if (npc._questDecisionPanel && npc._questDecisionPanel.parent) npc._questDecisionPanel.parent.removeChild(npc._questDecisionPanel);
if (npc._questDecisionText && npc._questDecisionText.parent) npc._questDecisionText.parent.removeChild(npc._questDecisionText);
if (npc._questDecisionAcceptBtn && npc._questDecisionAcceptBtn.parent) npc._questDecisionAcceptBtn.parent.removeChild(npc._questDecisionAcceptBtn);
if (npc._questDecisionRejectBtn && npc._questDecisionRejectBtn.parent) npc._questDecisionRejectBtn.parent.removeChild(npc._questDecisionRejectBtn);
npc._questDecisionPanel = null;
npc._questDecisionText = null;
npc._questDecisionAcceptBtn = null;
npc._questDecisionRejectBtn = null;
game._questDecisionPanel = null;
game._questDecisionAcceptBtn = null;
game._questDecisionRejectBtn = null;
game._questDecisionText = null;
game._questDecisionNPC = null;
}
return;
}
}
// Check for NPC tap (RPG/adventure/trade)
for (var i = 0; i < npcs.length; i++) {
var npc = npcs[i];
var dist = Math.sqrt(Math.pow(npc.x - ship.x, 2) + Math.pow(npc.y - ship.y, 2));
if (dist < 180) {
game._lastNPCTap = LK.ticks;
break;
}
}
// --- Distress event tap detection ---
if (window.distressEvent && window.distressEvent.helpBtn && window.distressEvent.ignoreBtn) {
game._lastDistressTapTick = LK.ticks;
game._lastDistressTapX = x;
game._lastDistressTapY = y;
}
}
};
game.move = function (x, y, obj) {
// Only allow joystick drag if ship is alive
if (isDragging && ship && ship.health > 0) {
var dx = x - joystickBase.x;
var dy = y - joystickBase.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Clamp handle to joystick base radius (100px)
if (distance > 100) {
dx = dx / distance * 100;
dy = dy / distance * 100;
}
joystickHandle.x = joystickBase.x + dx;
joystickHandle.y = joystickBase.y + dy;
}
};
game.up = function (x, y, obj) {
// Only allow joystick release if ship is alive
isDragging = false;
if (ship && ship.health > 0) {
// Snap handle back to base
joystickHandle.x = joystickBase.x;
joystickHandle.y = joystickBase.y;
}
};
// Main game loop
game.update = function () {
// --- SHIP MOVEMENT SYSTEM ---
// Defensive: always reset deltas
var shipDX = 0;
var shipDY = 0;
// Block all ship movement and input if ship is dead or just respawned
if (ship && ship.health <= 0) {
// Do not move ship, do not process joystick, do not update camera, do not fire, etc.
// Optionally, you could add a "dead" animation or effect here.
// (Handled by respawn logic)
return;
} else if (typeof window._lastRespawnTick !== "undefined" && LK.ticks - window._lastRespawnTick < 60) {
// Block all input/movement for 1 second after respawn
return;
} else {
// Block ship movement if ANY panel is open (but always allow joystick to move)
if (!(window.stationDeliveryPanel && window.stationDeliveryPanelBG && window.stationDeliveryPanelBG.parent) && !(window.resourceTradePanelState && window.resourceTradePanelState.open) && !(window._resourceStockPanel && window._resourceStockPanel.bg && window._resourceStockPanel.bg.parent) && !(window.shipUpgradePanel && window.shipUpgradePanel.parent) && !(window.repairPanel && window.repairPanel.parent)) {
// Only move if dragging joystick
if (isDragging) {
var dx = joystickHandle.x - joystickBase.x;
var dy = joystickHandle.y - joystickBase.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only move if joystick is moved enough
if (distance > 10) {
// Normalize direction, scale by ship speed and joystick displacement
var norm = Math.min(distance, 100) / 100;
var effectiveSpeed = ship.speed * norm;
shipDX = dx / distance * effectiveSpeed;
shipDY = dy / distance * effectiveSpeed;
// Rotate ship to face movement direction
ship.rotation = Math.atan2(dy, dx) + Math.PI / 2;
}
}
}
// Actually move the ship's logical position, but keep it visually centered
ship.x += shipDX;
ship.y += shipDY;
}
// Track total distance traveled
totalDistance += Math.sqrt(shipDX * shipDX + shipDY * shipDY);
// --- Keep ship always visually centered ---
// Calculate the offset needed to keep the ship at the center of the screen
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var offsetX = centerX - ship.x;
var offsetY = centerY - ship.y;
// Visually place the ship at the center
ship.x = centerX;
ship.y = centerY;
// Move all world objects by the offset so the ship appears to move through the world
for (var i = 0; i < stars.length; i++) {
stars[i].x += offsetX;
stars[i].y += offsetY;
}
for (var i = 0; i < npcs.length; i++) {
npcs[i].x += offsetX;
npcs[i].y += offsetY;
}
for (var i = 0; i < pirates.length; i++) {
pirates[i].x += offsetX;
pirates[i].y += offsetY;
}
for (var i = 0; i < coins.length; i++) {
coins[i].x += offsetX;
coins[i].y += offsetY;
}
for (var i = 0; i < resources.length; i++) {
resources[i].x += offsetX;
resources[i].y += offsetY;
}
for (var i = 0; i < bullets.length; i++) {
bullets[i].x += offsetX;
bullets[i].y += offsetY;
}
for (var i = 0; i < enemyBullets.length; i++) {
enemyBullets[i].x += offsetX;
enemyBullets[i].y += offsetY;
}
for (var i = 0; i < asteroids.length; i++) {
asteroids[i].x += offsetX;
asteroids[i].y += offsetY;
}
for (var i = 0; i < upgradeStations.length; i++) {
upgradeStations[i].x += offsetX;
upgradeStations[i].y += offsetY;
}
// boostParticles removed (no boost system)
for (var i = 0; i < explosions.length; i++) {
explosions[i].x += offsetX;
explosions[i].y += offsetY;
}
// Auto fire at very close pirates or asteroids
// Saldırı mesafesi %10 arttırıldı (200 -> 220)
var ATTACK_RANGE = 220;
if (LK.ticks - ship.lastFire > ship.fireRate && (pirates.length > 0 || asteroids.length > 0)) {
// Find nearest pirate or asteroid within 220 pixels
var nearestTarget = null;
var nearestDistance = Infinity;
var isPirate = false;
// Check pirates
for (var i = 0; i < pirates.length; i++) {
var dist = Math.sqrt(Math.pow(pirates[i].x - ship.x, 2) + Math.pow(pirates[i].y - ship.y, 2));
if (dist < ATTACK_RANGE && dist < nearestDistance) {
nearestDistance = dist;
nearestTarget = pirates[i];
isPirate = true;
}
}
// Check asteroids
for (var i = 0; i < asteroids.length; i++) {
var dist = Math.sqrt(Math.pow(asteroids[i].x - ship.x, 2) + Math.pow(asteroids[i].y - ship.y, 2));
if (dist < ATTACK_RANGE && dist < nearestDistance) {
nearestDistance = dist;
nearestTarget = asteroids[i];
isPirate = false;
}
}
if (nearestTarget) {
var bullet = new Bullet();
bullet.x = ship.x;
bullet.y = ship.y;
var angle = Math.atan2(nearestTarget.y - ship.y, nearestTarget.x - ship.x);
bullet.directionX = Math.cos(angle);
bullet.directionY = Math.sin(angle);
bullet.rotation = angle + Math.PI / 2;
bullets.push(bullet);
game.addChild(bullet);
ship.lastFire = LK.ticks;
LK.getSound('shoot').play();
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check collision with pirates
for (var j = pirates.length - 1; j >= 0; j--) {
if (bullet.intersects(pirates[j])) {
pirates[j].takeDamage(bullet.damage);
var killedByPlayer = !bullet._npcBullet;
var killedByNPC = !!bullet._npcBullet;
if (pirates[j].health <= 0) {
enemiesKilled++;
createExplosion(pirates[j].x, pirates[j].y);
// Drop loot
var coin = new Coin();
coin.x = pirates[j].x;
coin.y = pirates[j].y;
// Katil korsan ise 10 kat coin ver
if (pirates[j]._isKatil) {
coin.value = coin.value * (1 + Math.floor(waveNumber / 3)) * 10;
// Katil korsan öldü, tekrar spawn edilebilir
window._katilPirateSpawned = false;
// Katil korsan öldükten sonra tekrar spawn için timer başlat
if (typeof window._katilPirateRespawnTimer !== "undefined" && window._katilPirateRespawnTimer) {
LK.clearTimeout(window._katilPirateRespawnTimer);
}
window._katilPirateRespawnTimer = LK.setTimeout(function () {
if (!window._katilPirateSpawned) {
// Katil korsanı tekrar spawn et
var pirate = new Pirate();
// Katil korsan statlarını tekrar ayarla
var minLevel = 1 + waveNumber * 2;
pirate.level = minLevel + 10;
pirate.health = (30 + (pirate.level - 1) * 10) * 10;
pirate.damage = (5 + Math.floor((pirate.level - 1) * 1.5)) * 10;
pirate.defense = (2 + Math.floor((pirate.level - 1) * 1.2)) * 10;
pirate.rpgName = "Katil";
pirate._isKatil = true;
pirate.fireRate = Math.max(2, Math.floor((60 - Math.min((pirate.level - 1) * 2, 30)) / 5));
window._katilPirateSpawned = true;
// Rastgele bir kenardan spawn et
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
pirate.x = ship.x + (Math.random() - 0.5) * 1800;
pirate.y = ship.y - 1400;
break;
case 1:
pirate.x = ship.x + 1400;
pirate.y = ship.y + (Math.random() - 0.5) * 1800;
break;
case 2:
pirate.x = ship.x + (Math.random() - 0.5) * 1800;
pirate.y = ship.y + 1400;
break;
case 3:
pirate.x = ship.x - 1400;
pirate.y = ship.y + (Math.random() - 0.5) * 1800;
break;
}
// Add health bar to katil pirate
pirate._healthBar = new HealthBar();
pirate._healthBar.set({
maxValue: function maxValue() {
return pirate.health > 0 ? pirate.health : 0;
},
getValueFn: function getValueFn() {
return pirate.health > 0 ? pirate.health : 0;
},
getMaxFn: function getMaxFn() {
return 30 + waveNumber * 10;
},
width: 60,
height: 10
});
pirate._healthBar.y = -60;
pirate.addChild(pirate._healthBar);
pirates.push(pirate);
game.addChild(pirate);
}
window._katilPirateRespawnTimer = null;
}, 6000); // 6 saniye sonra tekrar spawn
// Katil etiketiyle özel bir label göster
var katilLabel = new Text2("KATİL KORSAN ÖLDÜRÜLDÜ!\n+10x coin", {
size: 40,
fill: 0xff0000,
align: "center"
});
katilLabel.anchor.set(0.5, 0.5);
katilLabel.x = pirates[j].x;
katilLabel.y = pirates[j].y - 120;
game.addChild(katilLabel);
LK.setTimeout(function () {
if (katilLabel.parent) katilLabel.parent.removeChild(katilLabel);
}, 1500);
} else {
coin.value = coin.value * (1 + Math.floor(waveNumber / 3));
}
coins.push(coin);
game.addChild(coin);
if (Math.random() < 0.3) {
var resource = new Resource();
resource.x = pirates[j].x + (Math.random() - 0.5) * 50;
resource.y = pirates[j].y + (Math.random() - 0.5) * 50;
resources.push(resource);
game.addChild(resource);
}
// Remove KILL label after 2 seconds if present
if (pirates[j]._killLabel) {
// If not already expiring, set expire tick
if (!pirates[j]._killLabel._expireTick) {
pirates[j]._killLabel._expireTick = LK.ticks + 120;
}
}
// Remove KILL label if expired
if (pirates[j]._killLabel && pirates[j]._killLabel._expireTick && LK.ticks > pirates[j]._killLabel._expireTick) {
if (pirates[j]._killLabel.parent) pirates[j]._killLabel.parent.removeChild(pirates[j]._killLabel);
pirates[j]._killLabel = null;
}
if (killedByPlayer) {
// Oyuncu öldürdü: sadece exp kazan
var pirateExp = 3 + Math.floor(Math.random() * 3);
playerEXP += pirateExp;
// Level up if enough EXP
while (playerEXP >= expToNext(playerLevel)) {
playerEXP -= expToNext(playerLevel);
playerLevel++;
LK.effects.flashObject(ship, 0x00ffcc, 800);
}
} else if (killedByNPC) {
// NPC öldürdü: yoluna devam etsin, rep/exp yok
// Kısa bir etiket göster (isteğe bağlı)
var npcLabel = new Text2("NPC KILL", {
size: 28,
fill: 0xccccff,
align: "center"
});
npcLabel.anchor.set(0.5, 0.5);
npcLabel.x = pirates[j].x;
npcLabel.y = pirates[j].y - 80;
game.addChild(npcLabel);
// Fade out and remove after 700ms
LK.setTimeout(function () {
if (npcLabel.parent) {
npcLabel.parent.removeChild(npcLabel);
}
}, 700);
}
// Update UI after EXP gain
updateUI();
pirates[j].destroy();
pirates.splice(j, 1);
// Check for wave completion
if (enemiesKilled >= 10 + waveNumber * 5) {
waveNumber++;
enemiesKilled = 0;
// Spawn upgrade station every 3 waves
if (waveNumber % 3 === 0) {
spawnUpgradeStation();
}
}
}
bullet.destroy();
bullets.splice(i, 1);
LK.getSound('hit').play();
break;
}
}
// --- PLAYER CAN ATTACK NPCs IF FIGHT MODE IS ON ---
if (window.npcFightMode) {
for (var j = npcs.length - 1; j >= 0; j--) {
var npc = npcs[j];
if (bullet.intersects(npc)) {
if (typeof npc.health === "undefined") npc.health = 100;
npc.health -= bullet.damage;
LK.effects.flashObject(npc, 0xff0000, 120);
// Floating label for NPC hit
var npcHitLabel = new Text2("NPC HIT", {
size: 24,
fill: 0xff8888,
align: "center"
});
npcHitLabel.anchor.set(0.5, 0.5);
npcHitLabel.x = npc.x;
npcHitLabel.y = npc.y - 60;
game.addChild(npcHitLabel);
LK.setTimeout(function (label) {
if (label.parent) label.parent.removeChild(label);
}.bind(null, npcHitLabel), 600);
// Remove NPC if dead
if (npc.health <= 0) {
// Floating label for NPC kill
var npcKillLabel = new Text2("NPC KILL", {
size: 28,
fill: 0xccccff,
align: "center"
});
npcKillLabel.anchor.set(0.5, 0.5);
npcKillLabel.x = npc.x;
npcKillLabel.y = npc.y - 80;
game.addChild(npcKillLabel);
LK.setTimeout(function (label) {
if (label.parent) label.parent.removeChild(label);
}.bind(null, npcKillLabel), 700);
// Oyuncu NPC öldürdü: coin kaybı uygula
var coinLoss = 10 + Math.floor(Math.random() * 41); // 10-50 arası coin kaybı
playerCoins = Math.max(0, playerCoins - coinLoss);
// Kısa bir etiket göster
var coinLossLabel = new Text2("-" + coinLoss + " coin", {
size: 28,
fill: 0xff4444,
align: "center"
});
coinLossLabel.anchor.set(0.5, 0.5);
coinLossLabel.x = npc.x;
coinLossLabel.y = npc.y - 120;
game.addChild(coinLossLabel);
LK.setTimeout(function (label) {
if (label.parent) label.parent.removeChild(label);
}, 900, coinLossLabel);
updateUI();
// Remove hostile label if present
if (npc._hostileLabel && npc._hostileLabel.parent) {
npc._hostileLabel.parent.removeChild(npc._hostileLabel);
npc._hostileLabel = null;
}
// Instantly remove Düşman! label if it exists (defensive, in case above missed)
if (npc._hostileLabel && npc._hostileLabel.parent) {
npc._hostileLabel.parent.removeChild(npc._hostileLabel);
npc._hostileLabel = null;
}
npc.destroy();
npcs.splice(j, 1);
}
bullet.destroy();
bullets.splice(i, 1);
LK.getSound('hit').play();
break;
}
}
}
// Check collision with asteroids
for (var j = asteroids.length - 1; j >= 0; j--) {
if (bullet.intersects(asteroids[j])) {
asteroids[j].takeDamage(bullet.damage);
if (asteroids[j].health <= 0) {
// Drop multiple resources (reduced by 80%)
var dropCount = Math.max(1, Math.floor(asteroids[j].resources * 0.2));
for (var k = 0; k < dropCount; k++) {
var resource = new Resource();
resource.x = asteroids[j].x + (Math.random() - 0.5) * 100;
resource.y = asteroids[j].y + (Math.random() - 0.5) * 100;
resource.amount = Math.floor(Math.random() * 3) + 1;
resources.push(resource);
game.addChild(resource);
}
createExplosion(asteroids[j].x, asteroids[j].y);
asteroids[j].destroy();
asteroids.splice(j, 1);
}
bullet.destroy();
bullets.splice(i, 1);
LK.getSound('hit').play();
break;
}
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
if (bullet.intersects(ship)) {
ship.takeDamage(bullet.damage);
updateUI();
bullet.destroy();
enemyBullets.splice(i, 1);
LK.getSound('hit').play();
continue;
}
// --- NEW: Pirate bullets can hit NPCs ---
for (var n = npcs.length - 1; n >= 0; n--) {
var npc = npcs[n];
if (bullet.intersects(npc)) {
// Damage NPC
if (typeof npc.health === "undefined") npc.health = 100;
npc.health -= bullet.damage;
LK.effects.flashObject(npc, 0xff0000, 120);
// Floating label for NPC hit (optional)
var npcHitLabel = new Text2("NPC HIT", {
size: 24,
fill: 0xff8888,
align: "center"
});
npcHitLabel.anchor.set(0.5, 0.5);
npcHitLabel.x = npc.x;
npcHitLabel.y = npc.y - 60;
game.addChild(npcHitLabel);
LK.setTimeout(function (label) {
if (label.parent) label.parent.removeChild(label);
}.bind(null, npcHitLabel), 600);
// Remove NPC if dead
if (npc.health <= 0) {
// Floating label for NPC kill
var npcKillLabel = new Text2("NPC KILL", {
size: 28,
fill: 0xccccff,
align: "center"
});
npcKillLabel.anchor.set(0.5, 0.5);
npcKillLabel.x = npc.x;
npcKillLabel.y = npc.y - 80;
game.addChild(npcKillLabel);
LK.setTimeout(function (label) {
if (label.parent) label.parent.removeChild(label);
}.bind(null, npcKillLabel), 700);
// Remove hostile label if present
if (npc._hostileLabel && npc._hostileLabel.parent) {
npc._hostileLabel.parent.removeChild(npc._hostileLabel);
npc._hostileLabel = null;
}
// Remove NPC from world
npc.destroy();
npcs.splice(n, 1);
}
bullet.destroy();
enemyBullets.splice(i, 1);
LK.getSound('hit').play();
break;
}
}
}
// Update pirates
for (var i = 0; i < pirates.length; i++) {
var pirate = pirates[i];
if (pirate._healthBar && pirate._healthBar.update) pirate._healthBar.update();
// --- Pirate AI: Always attack the nearest target (NPC or player) ---
var nearestTarget = null;
var minDist = Infinity;
// Find nearest NPC
for (var n = 0; n < npcs.length; n++) {
var npc = npcs[n];
var distToNPC = Math.sqrt(Math.pow(npc.x - pirate.x, 2) + Math.pow(npc.y - pirate.y, 2));
if (distToNPC < minDist) {
minDist = distToNPC;
nearestTarget = npc;
}
}
// Compare with player distance
var distToPlayer = Math.sqrt(Math.pow(ship.x - pirate.x, 2) + Math.pow(ship.y - pirate.y, 2));
if (distToPlayer < minDist) {
minDist = distToPlayer;
nearestTarget = ship;
}
// If there is a target, move and attack
if (nearestTarget && minDist < 600) {
// --- 10% mesafe kuralı: hedefe %10 mesafe bırak, iç içe girme ---
var targetRadius = 40; // Varsayılan hedef yarıçapı (NPC/ship/pirate boyutu)
if (nearestTarget._healthBar && nearestTarget._healthBar._width) {
targetRadius = Math.max(targetRadius, nearestTarget._healthBar._width / 2);
}
var selfRadius = 35; // Korsan yarıçapı
if (pirate._healthBar && pirate._healthBar._width) {
selfRadius = Math.max(selfRadius, pirate._healthBar._width / 2);
}
var minBuffer = (minDist + selfRadius + targetRadius) * 0.10; // %10 buffer
var minAllowedDist = selfRadius + targetRadius + minBuffer;
var angle = Math.atan2(nearestTarget.y - pirate.y, nearestTarget.x - pirate.x);
// Sadece minAllowedDist'ten uzaktaysa yaklaş
if (minDist > minAllowedDist) {
var moveDist = Math.min(pirate.speed, minDist - minAllowedDist);
pirate.x += Math.cos(angle) * moveDist;
pirate.y += Math.sin(angle) * moveDist;
pirate.rotation = angle + Math.PI / 2;
} else {
// Hedefe çok yaklaştıysa sadece dön, hareket etme
pirate.rotation = angle + Math.PI / 2;
}
// Shoot at target
if (LK.ticks - pirate.lastFire > pirate.fireRate) {
var bullet = new EnemyBullet();
bullet.x = pirate.x;
bullet.y = pirate.y;
bullet.directionX = Math.cos(angle);
bullet.directionY = Math.sin(angle);
bullet.rotation = angle + Math.PI / 2;
bullet._pirateBullet = true;
enemyBullets.push(bullet);
game.addChild(bullet);
pirate.lastFire = LK.ticks;
}
} else {
// Wander randomly
pirate.x += Math.cos(pirate.moveAngle) * pirate.speed * 0.5;
pirate.y += Math.sin(pirate.moveAngle) * pirate.speed * 0.5;
}
// Remove pirates that are too far away
var dist = Math.sqrt(Math.pow(ship.x - pirate.x, 2) + Math.pow(ship.y - pirate.y, 2));
if (dist > 2000) {
pirate.destroy();
pirates.splice(i, 1);
i--;
}
}
// Update NPCs
for (var i = npcs.length - 1; i >= 0; i--) {
var npc = npcs[i];
if (npc._healthBar && npc._healthBar.update) npc._healthBar.update();
// Remove NPCs that are too far away
var dist = Math.sqrt(Math.pow(npc.x - ship.x, 2) + Math.pow(npc.y - ship.y, 2));
if (dist > 2500) {
npc.destroy();
npcs.splice(i, 1);
continue;
}
// Remove any floating text if player is not close
if (npc._npcText && npc._npcText.parent) {
npc._npcText.parent.removeChild(npc._npcText);
npc._npcText = null;
}
// --- NPC ATTITUDE: Rep sistemi kaldırıldı, sadece NPC Saldırı butonuna göre saldırı ---
// Eğer NPC Saldırı aktifse, her durumda NPC'ler oyuncuya saldırır
var npcHostile = false;
if (window.npcSaldiriBtn && window.npcSaldiriBtn._active) {
npcHostile = true;
} else {
npcHostile = false;
}
// --- NPC AI: Always attack the nearest target (pirate or player) ---
// If NPC Saldırı is PASİF, NPCs never attack the player
var nearestTarget = null;
var minDist = Infinity;
// Find nearest pirate
for (var j = 0; j < pirates.length; j++) {
var p = pirates[j];
if (p._destroyed) continue;
var d = Math.sqrt(Math.pow(p.x - npc.x, 2) + Math.pow(p.y - npc.y, 2));
if (d < minDist) {
minDist = d;
nearestTarget = p;
}
}
// Compare with player distance only if NPC Saldırı is AKTİF
var npcSaldiriActive = window.npcSaldiriBtn && window.npcSaldiriBtn._active;
if (npcSaldiriActive) {
var distToPlayer = Math.sqrt(Math.pow(ship.x - npc.x, 2) + Math.pow(ship.y - npc.y, 2));
if (distToPlayer < minDist) {
minDist = distToPlayer;
nearestTarget = ship;
}
}
// If there is a target, move and attack
if (nearestTarget && minDist < 600) {
// --- 10% mesafe kuralı: hedefe %10 mesafe bırak, iç içe girme ---
var targetRadius = 40;
if (nearestTarget._healthBar && nearestTarget._healthBar._width) {
targetRadius = Math.max(targetRadius, nearestTarget._healthBar._width / 2);
}
var selfRadius = 30;
if (npc._healthBar && npc._healthBar._width) {
selfRadius = Math.max(selfRadius, npc._healthBar._width / 2);
}
var minBuffer = (minDist + selfRadius + targetRadius) * 0.10;
var minAllowedDist = selfRadius + targetRadius + minBuffer;
var dx = nearestTarget.x - npc.x;
var dy = nearestTarget.y - npc.y;
var d = Math.sqrt(dx * dx + dy * dy);
if (d > minAllowedDist) {
var moveDist = Math.min(npc.moveSpeed * 1.2, d - minAllowedDist);
npc.x += dx / d * moveDist;
npc.y += dy / d * moveDist;
}
// Shoot at target (use NPC bullet fire rate)
if (typeof npc._aiAttackTimer === "undefined") npc._aiAttackTimer = 0;
npc._aiAttackTimer++;
// Use the same fire rate as pirates (EnemyBullet speed)
var npcFireRate = 8;
if (typeof npc.fireRate === "number") {
npcFireRate = npc.fireRate;
} else {
npcFireRate = 40;
}
if (d < 300 && npc._aiAttackTimer > npcFireRate) {
var bullet;
var angle = Math.atan2(nearestTarget.y - npc.y, nearestTarget.x - npc.x);
if (nearestTarget === ship) {
bullet = new EnemyBullet();
bullet._npcBullet = true;
} else {
bullet = new Bullet();
bullet._npcBullet = true;
}
bullet.x = npc.x;
bullet.y = npc.y;
bullet.directionX = Math.cos(angle);
bullet.directionY = Math.sin(angle);
bullet.rotation = angle + Math.PI / 2;
if (nearestTarget === ship) {
enemyBullets.push(bullet);
} else {
bullets.push(bullet);
}
game.addChild(bullet);
npc._aiAttackTimer = 0;
}
// Show angry label above NPC if attacking player
if (nearestTarget === ship) {
if (!npc._hostileLabel || !npc._hostileLabel.parent) {
npc._hostileLabel = new Text2("Düşman!", {
size: 32,
fill: 0xff4444,
align: "center"
});
npc._hostileLabel.anchor.set(0.5, 0.5);
npc._hostileLabel.x = npc.x;
npc._hostileLabel.y = npc.y - 80;
npc._hostileLabel.alpha = 1;
game.addChild(npc._hostileLabel);
}
if (npc._hostileLabel) {
npc._hostileLabel.x = npc.x;
npc._hostileLabel.y = npc.y - 80;
npc._hostileLabel.alpha = 1;
npc._hostileLabel._expireTick = LK.ticks + 60; // 1 second
}
if (npc._hostileLabel && npc._hostileLabel._expireTick && LK.ticks > npc._hostileLabel._expireTick) {
if (npc._hostileLabel.parent) npc._hostileLabel.parent.removeChild(npc._hostileLabel);
npc._hostileLabel = null;
} else if (npc._hostileLabel && npc._hostileLabel._expireTick) {
var fadeStart = npc._hostileLabel._expireTick - 20;
if (LK.ticks > fadeStart) {
npc._hostileLabel.alpha = Math.max(0, (npc._hostileLabel._expireTick - LK.ticks) / 20);
} else {
npc._hostileLabel.alpha = 1;
}
}
} else {
// Remove hostile label if present
if (npc._hostileLabel && npc._hostileLabel.parent) {
npc._hostileLabel.parent.removeChild(npc._hostileLabel);
npc._hostileLabel = null;
}
}
} else {
// Remove hostile label if present
if (npc._hostileLabel && npc._hostileLabel.parent) {
npc._hostileLabel.parent.removeChild(npc._hostileLabel);
npc._hostileLabel = null;
}
}
}
// Update asteroids
for (var i = asteroids.length - 1; i >= 0; i--) {
var asteroid = asteroids[i];
if (asteroid._healthBar && asteroid._healthBar.update) asteroid._healthBar.update();
var dist = Math.sqrt(Math.pow(asteroid.x - ship.x, 2) + Math.pow(asteroid.y - ship.y, 2));
if (dist > 2500) {
asteroid.destroy();
asteroids.splice(i, 1);
}
}
// Update explosion particles
for (var i = explosions.length - 1; i >= 0; i--) {
var particle = explosions[i];
particle.x += particle.vx;
particle.y += particle.vy;
particle.vx *= 0.9;
particle.vy *= 0.9;
particle.life--;
particle.alpha = particle.life / 30;
particle.scaleX = particle.scaleY = 1 + (30 - particle.life) / 10;
if (particle.life <= 0) {
particle.destroy();
explosions.splice(i, 1);
}
}
// Collect items
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i].intersects(ship)) {
playerCoins += coins[i].value;
coins[i].destroy();
coins.splice(i, 1);
LK.getSound('collect').play();
updateUI();
saveProgress();
}
}
for (var i = resources.length - 1; i >= 0; i--) {
if (resources[i].intersects(ship)) {
// 10 tip için index bul
var resourceTypes = ['metal', 'energy', 'crystal', 'gas', 'ice', 'uranium', 'silicon', 'carbon', 'plasma', 'antimatter'];
var idx = resourceTypes.indexOf(resources[i].type);
if (idx >= 0) {
playerResources[idx] += resources[i].amount;
}
resources[i].destroy();
resources.splice(i, 1);
LK.getSound('collect').play();
updateUI();
saveProgress();
}
}
// Update stars
for (var i = stars.length - 1; i >= 0; i--) {
var dist = Math.sqrt(Math.pow(stars[i].x - ship.x, 2) + Math.pow(stars[i].y - ship.y, 2));
if (dist > 2000) {
stars[i].destroy();
stars.splice(i, 1);
}
}
// Spawn entities (star spawn frequency is now random interval)
if (typeof window._nextStarSpawnTick === "undefined") {
window._nextStarSpawnTick = LK.ticks + Math.floor(20 + Math.random() * 60); // 20-80 ticks
}
if (LK.ticks >= window._nextStarSpawnTick) {
spawnStar(true);
window._nextStarSpawnTick = LK.ticks + Math.floor(20 + Math.random() * 60); // 20-80 ticks
}
// Spawn pirates and NPCs at intervals
if (pirates.length < 6 && Math.random() < 0.3) {
spawnPirate();
}
if (npcs.length < 4 && Math.random() < 0.2) {
spawnNPC();
}
// --- ASTEROID SYSTEM RESTORED ---
// Spawn asteroids if less than 3 in the world (50% reduction from 6)
// Also halve the spawn rate
if (asteroids.length < 3 && Math.random() < 0.0125) {
spawnAsteroid();
}
// Update score
LK.setScore(playerCoins + questsCompleted * 100 + enemiesKilled * 10 + Math.floor(totalDistance / 100));
if (ship._healthBar && ship._healthBar.update) ship._healthBar.update();
updateUI();
// --- AUTO-REPAIR PANEL WHEN HEALTH IS LOW OR HEALTH BAR TAPPED ---
// Show repair panel ONLY if explicitly requested (not automatically when health decreases)
if (!window.repairPanel && ship.health < ship.maxHealth && ship.health > 0 && window._showRepairPanel && (!window._repairPanelSuppressUntil || LK.ticks > window._repairPanelSuppressUntil)) {
// Do nothing: do not auto-open repair panel when health decreases
// The repair panel will only open if window._showRepairPanel is set by explicit user action (e.g. health bar tap)
} else if (window.repairPanel && ship.health >= ship.maxHealth * 0.7) {
// Remove repair panel if health is restored
if (window.repairPanel.parent) window.repairPanel.parent.removeChild(window.repairPanel);
if (window.repairText && window.repairText.parent) window.repairText.parent.removeChild(window.repairText);
if (window.repairBtn && window.repairBtn.parent) window.repairBtn.parent.removeChild(window.repairBtn);
if (window.cancelRepairBtn && window.cancelRepairBtn.parent) window.cancelRepairBtn.parent.removeChild(window.cancelRepairBtn);
window.repairPanel = null;
window.repairText = null;
window.repairBtn = null;
window.cancelRepairBtn = null;
window._showRepairPanel = false;
}
// If health < 50% and not dead, do NOT auto-show repair panel (disabled as per new requirement)
// (window._showRepairPanel is only set by explicit user action, e.g. health bar tap)
// --- GAME TIME UPDATE ---
// Calculate elapsed time in seconds
var elapsedTicks = LK.ticks - gameStartTick;
var elapsedSeconds = Math.floor(elapsedTicks / 60);
var minutes = Math.floor(elapsedSeconds / 60);
var seconds = elapsedSeconds % 60;
if (typeof gameTimeText !== "undefined") {
// Format as mm:ss
var timeStr = "Game Time: " + minutes + ":" + (seconds < 10 ? "0" : "") + seconds;
gameTimeText.setText(timeStr);
// Always keep gameTimeText to the right of coinText
gameTimeText.x = coinText.x + coinText.width + 40;
gameTimeText.y = coinText.y;
}
// --- Synchronize LK.ticks with real game time ---
// This ensures all time-based systems use real elapsed time, not just frame count
LK.ticks = gameStartTick + Math.floor((Date.now() - (window._gameStartRealTime || (window._gameStartRealTime = Date.now()))) / (1000 / 60));
};
Uzay temalı global Cevher ticareti, gerçekçi, Altında "Trade" yazsın. In-Game asset. High contrast. No shadows
Uzay temalı global Cevher ticareti, uzay istasyonu, gerçekçi, Altında "Space Stations" yazsın. In-Game asset. High contrast. No shadows
Uzay temalı global Cevher deposu, uzay kargosu, gerçekçi, Altında "Storage" yazsın. In-Game asset. High contrast. No shadows
Uzay temalı Gemi Geliştirme, Tamirci İstasyonu, gerçekçi, Altında "Upgrade" yazsın. In-Game asset. High contrast. No shadows
Uzay temalı global Achievements, gerçekçi, Altında "Achievements" yazsın. In-Game asset. High contrast. No shadows
Uzay temalı, içi altın dolu kapağı açık kasa, gerçekçi, In-Game asset. High contrast. No shadows
Uzay temalı Spaceship Crew, gerçekçi, Altında "crew" yazsın. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı altın coin, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı Savaş Gemisi, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows
Uzay temalı asteroid, üzerinde cevherler bulunsun, gerçekçi, yazısız üstten görünüm. In-Game asset. High contrast. No shadows