User prompt
Yaptığın son işlemi geri al.
User prompt
Bu resmi 1 satır aşağı yeniden konumlandır.
User prompt
Bütün paneller ekran ortasında açılsın. Bazısı yukarda, bazısı aşağıda açılıyor. Hepsini ortada açılması için düzenle.
User prompt
Geliştirme paneli ekran ortasında açılsın. Biraz sağ tarafta açılıyor.
User prompt
Reset yazısının hemen üzerinde bulunan (neredeyse üstüste), uzay istasyonu butonunu gizle. Diğer buton ve resimler sabit kalsın.
User prompt
Buton boyutunu bağımsız olarak resime göre yeniden boyutlandır. (büyüt) Resim sabit kalsın.
User prompt
Geliştirme resmi sabit yerinde dursun. Sadece butonunu bağımsız olarak konumunu, 1 satır aşağı olacak şekilde düzenle.
User prompt
Geliştirme panel ve resmini 1 satır aşağı kaydır.
User prompt
Yükseltmeler de ki atış hızı en fazla 5 seviye olana kadar yükseltilsin.
User prompt
Geliştirmelerin içine, 300 coin ve katı; %5+ atış mesafesi. 2000 coin ve katları; %5 Heath yenilemesi. Özelliklerini ekle.
User prompt
Panelde, yetersiz kaynak deyip kayboluyor. Onu düzenle.
User prompt
Yükseltme panelini açmak için bastığımız oyuncu gemisi resminde ki butonu gizle.
User prompt
İçerisinde gemimizin gelişimi ve güçlendirmesi ile ilgili birçok özelliğin olduğu, "Upgrades" paneli oluştur. Bu panel yalnızca, oyun ekranında bulunan "upg" İsimli resime basınca açılsın.
User prompt
Bu sorunu düzelt. Gerekirse eski silinen sistemi geri yükle.
User prompt
Panel görünüyor, ancak içerisinde ki butonlar ve özellik yazıları görünmüyor.
User prompt
Bu geliştirmeler, bizim kendi gemimizi geliştirmemizi sağlasın.
User prompt
"Sorunun kaynağını bulmak için: - Elemanların visible ve alpha değerlerini kontrol edin. - addChild çağrılarının gerçekten çalıştığından emin olun. - Panel açılır açılmaz hemen kapatılıp kapatılmadığına bakın. - Elemanların x, y koordinatlarının ekran içinde olduğundan emin olun." bunları yap.
User prompt
Bu sorunu çözmen lazım. Panel içeriği görünmüyor. Ne yapılması gerekiyor ise yap.
User prompt
Panel açılınca, içeriğini görünür hale getir.
User prompt
Güçlendirmeler paneli içerisine 500 coins karşılığı +5 hasar arttırma, 500 coins karşılığı 20 Maxhp arttırma, 500 coins karşılığı 20 kalkan arttırma, 500 coins karşılığı %5 hızı arttırma, 500 coins karşılığı gemimizin saldırı menzilini %5 arttırma, 500 coins karşılığı atış hızını %5 arttırma (max 5 seviye) gibi özellikler ekle.
User prompt
Hepsini tek tek oluşturur musun.
User prompt
Panel içeriği boş görünüyor.
User prompt
Upgrades panelinin içeriğini tamamen sil ve sıfırdan yeniden kodla.
User prompt
Bu cevabına göre ne yapılması gerekiyor ise onu yap ve panel içi boş görünmesin.
User prompt
Paneli tamamen baştan oluştur. Ne gerekiyor ise ve ne eklenmesi lazım ise ekle
/**** * 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._outOfRangeTick = null; self._fadeStartTick = null; self._expireTick = null; self._range = typeof ATTACK_RANGE !== "undefined" ? ATTACK_RANGE : 220; self._startX = null; self._startY = null; self.update = function () { if (self._startX === null || self._startY === null) { self._startX = self.x; self._startY = self.y; } self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Out of range detection: bullet range = attack range var dx = self.x - self._startX; var dy = self.y - self._startY; var dist = Math.sqrt(dx * dx + dy * dy); var outOfRange = dist > self._range; if (outOfRange && self._outOfRangeTick === null) { self._outOfRangeTick = LK.ticks; self._fadeStartTick = self._outOfRangeTick; self._expireTick = self._fadeStartTick + 60; // 1 second fade } // Fade out logic if out of range if (self._fadeStartTick !== null && self._expireTick !== null) { var now = LK.ticks; var fadeProgress = Math.min(1, (now - self._fadeStartTick) / (self._expireTick - self._fadeStartTick)); self.alpha = 1 - fadeProgress; if (now >= self._expireTick) { self._shouldRemove = true; } } else { self.alpha = 1; } }; 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; // --- Timed fade-out system --- self._spawnTick = LK.ticks; self._fadeStartTick = self._spawnTick + 180; // 3 seconds visible self._expireTick = self._fadeStartTick + 120; // 2 seconds fade (total 5s) self.update = function () { self.rotation += 0.05; // Timed fade-out logic if (typeof self._expireTick === "number" && typeof self._fadeStartTick === "number") { var now = LK.ticks; if (now >= self._fadeStartTick) { // Start fading out var fadeProgress = Math.min(1, (now - self._fadeStartTick) / (self._expireTick - self._fadeStartTick)); self.alpha = 1 - fadeProgress; if (now >= self._expireTick) { // Mark for removal (actual removal in game.update) self._shouldRemove = true; } } else { self.alpha = 1; } } }; 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._outOfRangeTick = null; self._fadeStartTick = null; self._expireTick = null; self._range = typeof ATTACK_RANGE !== "undefined" ? ATTACK_RANGE : 220; self._startX = null; self._startY = null; self.update = function () { if (self._startX === null || self._startY === null) { self._startX = self.x; self._startY = self.y; } self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Out of range detection: bullet range = attack range var dx = self.x - self._startX; var dy = self.y - self._startY; var dist = Math.sqrt(dx * dx + dy * dy); var outOfRange = dist > self._range; if (outOfRange && self._outOfRangeTick === null) { self._outOfRangeTick = LK.ticks; self._fadeStartTick = self._outOfRangeTick; self._expireTick = self._fadeStartTick + 60; // 1 second fade } // Fade out logic if out of range if (self._fadeStartTick !== null && self._expireTick !== null) { var now = LK.ticks; var fadeProgress = Math.min(1, (now - self._fadeStartTick) / (self._expireTick - self._fadeStartTick)); self.alpha = 1 - fadeProgress; if (now >= self._expireTick) { self._shouldRemove = true; } } else { self.alpha = 1; } }; 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); self._targetRotation = self.moveAngle + Math.PI / 2; } else { self.targetX = null; self.targetY = null; } } else { // Wander randomly with smooth gliding motion (no sharp turns) if (typeof self._wanderVX === "undefined") self._wanderVX = Math.cos(self.moveAngle) * self.moveSpeed; if (typeof self._wanderVY === "undefined") self._wanderVY = Math.sin(self.moveAngle) * self.moveSpeed; // Target velocity for this wander direction var targetVX = Math.cos(self.moveAngle) * self.moveSpeed; var targetVY = Math.sin(self.moveAngle) * self.moveSpeed; // Smoothly interpolate velocity for gliding effect self._wanderVX += (targetVX - self._wanderVX) * 0.03; self._wanderVY += (targetVY - self._wanderVY) * 0.03; self.x += self._wanderVX; self.y += self._wanderVY; self._targetRotation = Math.atan2(self._wanderVY, self._wanderVX) + Math.PI / 2; } // Smoothly rotate toward target rotation if (typeof self._targetRotation === "number") { var diff = self._targetRotation - self.rotation; while (diff > Math.PI) diff -= Math.PI * 2; while (diff < -Math.PI) diff += Math.PI * 2; var lerp = 0.05; self.rotation += diff * lerp; } // 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); self._targetRotation = self.moveAngle + Math.PI / 2; } else { // Hedefe çok yaklaştıysa sadece dön var angle = Math.atan2(target.y - self.y, target.x - self.x); self._targetRotation = angle + Math.PI / 2; } // 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; // Keep pirate rotated to attack direction after firing self._targetRotation = angle + Math.PI / 2; } } else { // Wander randomly with smooth gliding motion (no sharp turns) if (typeof self._wanderVX === "undefined") self._wanderVX = Math.cos(self.moveAngle) * self.speed * 0.5; if (typeof self._wanderVY === "undefined") self._wanderVY = Math.sin(self.moveAngle) * self.speed * 0.5; // Target velocity for this wander direction var targetVX = Math.cos(self.moveAngle) * self.speed * 0.5; var targetVY = Math.sin(self.moveAngle) * self.speed * 0.5; // Smoothly interpolate velocity for gliding effect self._wanderVX += (targetVX - self._wanderVX) * 0.03; self._wanderVY += (targetVY - self._wanderVY) * 0.03; self.x += self._wanderVX; self.y += self._wanderVY; self._targetRotation = Math.atan2(self._wanderVY, self._wanderVX) + Math.PI / 2; } // Smoothly rotate toward target rotation if (typeof self._targetRotation === "number") { var diff = self._targetRotation - self.rotation; while (diff > Math.PI) diff -= Math.PI * 2; while (diff < -Math.PI) diff += Math.PI * 2; var lerp = 0.05; self.rotation += diff * lerp; } }; 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; // --- Timed fade-out system --- self._spawnTick = LK.ticks; self._fadeStartTick = self._spawnTick + 180; // 3 seconds visible self._expireTick = self._fadeStartTick + 120; // 2 seconds fade (total 5s) self.update = function () { self.rotation += 0.03; // Timed fade-out logic if (typeof self._expireTick === "number" && typeof self._fadeStartTick === "number") { var now = LK.ticks; if (now >= self._fadeStartTick) { // Start fading out var fadeProgress = Math.min(1, (now - self._fadeStartTick) / (self._expireTick - self._fadeStartTick)); self.alpha = 1 - fadeProgress; if (now >= self._expireTick) { // Mark for removal (actual removal in game.update) self._shouldRemove = true; } } else { self.alpha = 1; } } }; 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) { // --- Clear all world entities on respawn --- var _destroyAll = function _destroyAll(arr) { if (!arr) return; for (var i = arr.length - 1; i >= 0; i--) { if (arr[i] && typeof arr[i].destroy === "function") arr[i].destroy(); arr.splice(i, 1); } }; // Remove all pirates, npcs, asteroids, coins, resources, enemyBullets, bullets, stars, explosions, upgradeStations, pirateBases 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 a random far location, restore health/shield var respawnRadius = 1200 + Math.random() * 1800; // 1200-3000 px away from last position var respawnAngle = Math.random() * Math.PI * 2; self.x = self.x + Math.cos(respawnAngle) * respawnRadius; self.y = self.y + Math.sin(respawnAngle) * respawnRadius; self.health = self.maxHealth; self.shield = self.maxShield; self.shieldRegenDelay = 180; _destroyAll(pirates); _destroyAll(npcs); _destroyAll(asteroids); _destroyAll(coins); _destroyAll(resources); _destroyAll(enemyBullets); _destroyAll(bullets); _destroyAll(stars); _destroyAll(explosions); _destroyAll(upgradeStations); _destroyAll(pirateBases); // Also clear any katil korsan respawn timer if (typeof window._katilPirateRespawnTimer !== "undefined" && window._katilPirateRespawnTimer) { LK.clearTimeout(window._katilPirateRespawnTimer); window._katilPirateRespawnTimer = null; } window._katilPirateSpawned = false; // Katil korsan öldü ve dünya sıfırlandıktan sonra tekrar spawn et if (typeof window._katilPirateRespawnTimer !== "undefined" && window._katilPirateRespawnTimer) { LK.clearTimeout(window._katilPirateRespawnTimer); window._katilPirateRespawnTimer = null; } window._katilPirateRespawnTimer = LK.setTimeout(function () { if (!window._katilPirateSpawned) { 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)) / 3)); pirate._attackRange = Math.floor(600 * 0.9); // Katil korsan için %10 daha kısa menzil window._katilPirateSpawned = true; // Diğer korsanlar gibi kenar spawn algoritmasıyla doğsun 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); if (typeof game !== "undefined" && game.addChild) game.addChild(pirate); } window._katilPirateRespawnTimer = null; }, 6000); // Optionally reset wave progress enemiesKilled = 0; // Respawn initial world elements for (var i = 0; i < 135; i++) spawnStar(true); for (var i = 0; i < 6; i++) spawnNPC(); for (var i = 0; i < 6; i++) spawnPirate(); for (var i = 0; i < 2; i++) spawnAsteroid(); // 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); } // --- SHIP ROTATION: Keep ship rotated to last movement or attack direction, but turn smoothly --- // If joystick is being dragged, rotate to movement direction if (typeof isDragging !== "undefined" && isDragging && typeof joystickHandle !== "undefined" && typeof joystickBase !== "undefined") { var dx = joystickHandle.x - joystickBase.x; var dy = joystickHandle.y - joystickBase.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 10) { self._lastMoveAngle = Math.atan2(dy, dx); self._targetRotation = self._lastMoveAngle + Math.PI / 2; } } else if (typeof game !== "undefined" && typeof game._lastShipAttackAngle !== "undefined") { // If not moving, but last attack angle exists, keep ship rotated to last attack direction self._targetRotation = game._lastShipAttackAngle + Math.PI / 2; } // Smoothly rotate toward target rotation if (typeof self._targetRotation === "number") { // Calculate shortest angle difference var diff = self._targetRotation - self.rotation; while (diff > Math.PI) diff -= Math.PI * 2; while (diff < -Math.PI) diff += Math.PI * 2; // Lerp factor: lower = softer (0.05 = very soft, 0.2 = sharp) var lerp = 0.05; self.rotation += diff * lerp; } }; 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 // Yeni upg resmi eklendi 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("", { ... }); // BUTTON IS HIDDEN, DO NOT CREATE // window.stationDeliveryBtn.anchor.set(1, 1); // 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 = -40; imgAsset.y = -40 - 2 * 90 - 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); } // DO NOT ADD THE BUTTON TO THE GUI (HIDDEN) // 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) // Use the same x/y as the image, but offset as if the button was there window.stationSendResourceText.x = -40; window.stationSendResourceText.y = -40 - 2 * 90 + 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); // --- Add image to right edge, 3 rows below waveText --- if (!window.levelPanelBelowImg) { // Use the 'levelPanelBelowImg' asset as the image var imgAsset = LK.getAsset('levelPanelBelowImg', { anchorX: 1, // right edge anchorY: 0, // top scaleX: 0.7, scaleY: 0.7 }); // Place at right edge (x=0 in bottomRight, so x=-margin from right) // LK.gui.topRight is anchored at (1,0), so x=0 is right edge, y=0 is top // waveText.y is 60, so 3 rows below is 60 + 3*unifiedFontSize + 3*10 (10px margin per row) var rowH = unifiedFontSize + 10; imgAsset.x = -40; // 40px margin from right edge imgAsset.y = waveText.y + 3 * rowH; window.levelPanelBelowImg = imgAsset; LK.gui.topRight.addChild(imgAsset); // --- Add upg image to right edge, 3 rows below waveText, just below the previous image --- if (!window.upgPanelBelowImg) { var upgImgAsset = LK.getAsset('upg', { anchorX: 1, anchorY: 0, scaleX: 0.7, scaleY: 0.7 }); upgImgAsset.x = -40; upgImgAsset.y = imgAsset.y + imgAsset.height + 10 + upgImgAsset.height + 10; // move 1 row (image height + 10px) further down window.upgPanelBelowImg = upgImgAsset; LK.gui.topRight.addChild(upgImgAsset); // Add a transparent tap area over the upg image for opening the Upgrades panel if (!window.upgPanelBtn) { var upgBtn = new Text2("", { size: 1, fill: 0xffffff, align: "center" }); upgBtn.anchor.set(1, 0); upgBtn.x = upgImgAsset.x; // Move the button 1 row (image height + 10px) further down, image stays fixed upgBtn.y = upgImgAsset.y + upgImgAsset.height + 10; // Make the button area 1.5x wider and 1.5x taller than the image, centered on the image's position upgBtn.width = upgImgAsset.width * 1.5; upgBtn.height = upgImgAsset.height * 1.5; // Shift the button left and up so it stays centered on the image upgBtn.x = upgImgAsset.x - (upgBtn.width - upgImgAsset.width) / 2; upgBtn.y = upgImgAsset.y + upgImgAsset.height + 10 - (upgBtn.height - upgImgAsset.height) / 2; upgBtn.alpha = 0; // fully transparent, but receives taps window.upgPanelBtn = upgBtn; LK.gui.topRight.addChild(upgBtn); } } } // --- Upgrades Panel Logic --- if (!window.openUpgradesPanel) { window.openUpgradesPanel = function () { if (window.upgradesPanel) return; // Panel size and position var panelW = 900, panelH = 1100; var px = 2048 - panelW / 2 - 80; // right side, with margin var py = 900 + 120; // move 1 row (120px) further down // Panel BG var bg = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: px, y: py, scaleX: panelW / 40, scaleY: panelH / 40, tint: 0x222244, alpha: 0.97 }); // Title var title = new Text2("Yükseltmeler", { size: Math.round(unifiedFontSize * 1.3), fill: 0x00ffcc, align: "center" }); title.anchor.set(0.5, 0); title.x = px; title.y = py - panelH / 2 + 40; // Upgrade options (example: maxHealth, maxShield, damage, speed, fireRate) var upgFont = unifiedFontSize + 2; var upgSpacing = 120; var upgStartY = title.y + 120; var upgBtns = []; var upgDefs = [{ label: "Atış Menzili +%5\n(300 coin)", type: "range", fill: 0x99ff99, cost: { coins: 300, metal: 0, energy: 0 } }, { label: "Can Yenile (%5)\n(2000 coin)", type: "heal5", fill: 0xff6699, cost: { coins: 2000, metal: 0, energy: 0 } }, { label: "Max Can +20\n(600 coin, 60 metal)", type: "maxHealth", fill: 0x00ff99, cost: { coins: 600, metal: 60, energy: 0 } }, { label: "Max Kalkan +10\n(720 coin, 72 metal)", type: "maxShield", fill: 0x00ccff, cost: { coins: 720, metal: 72, energy: 0 } }, { label: "Hasar +5\n(900 coin, 90 enerji)", type: "damage", fill: 0xffcc00, cost: { coins: 900, metal: 0, energy: 90 } }, { label: "Hız +10%\n(1000 coin)", type: "speed", fill: 0x00ffff, cost: { coins: 1000, metal: 0, energy: 0 } }, { label: "Atış Hızı +10%\n(1200 coin)", type: "fireRate", fill: 0xff99ff, cost: { coins: 1200, metal: 0, energy: 0 } }]; for (var i = 0; i < upgDefs.length; i++) { var upg = upgDefs[i]; var btn = new Text2(upg.label, { size: upgFont, fill: upg.fill, align: "center" }); btn.anchor.set(0.5, 0.5); btn.x = px; btn.y = upgStartY + i * upgSpacing; btn._isUpgradesPanelBtn = true; btn._upgradeType = upg.type; btn._upgradeCost = upg.cost; upgBtns.push(btn); } // Close button var closeBtn = new Text2("Kapat", { size: Math.round((unifiedFontSize + 4) * 1.3), fill: 0xff4444, align: "center" }); closeBtn.anchor.set(0.5, 0.5); closeBtn.x = px; closeBtn.y = title.y - 80; closeBtn._isUpgradesPanelCloseBtn = true; // Add to game game.addChild(bg); game.addChild(title); for (var i = 0; i < upgBtns.length; i++) game.addChild(upgBtns[i]); game.addChild(closeBtn); // Store refs for tap logic/cleanup window.upgradesPanel = bg; window.upgradesPanelTitle = title; window.upgradesPanelBtns = upgBtns; window.upgradesPanelCloseBtn = closeBtn; }; window.closeUpgradesPanel = function () { if (!window.upgradesPanel) return; if (window.upgradesPanel && window.upgradesPanel.parent) window.upgradesPanel.parent.removeChild(window.upgradesPanel); if (window.upgradesPanelTitle && window.upgradesPanelTitle.parent) window.upgradesPanelTitle.parent.removeChild(window.upgradesPanelTitle); if (window.upgradesPanelBtns) for (var i = 0; i < window.upgradesPanelBtns.length; i++) if (window.upgradesPanelBtns[i] && window.upgradesPanelBtns[i].parent) window.upgradesPanelBtns[i].parent.removeChild(window.upgradesPanelBtns[i]); if (window.upgradesPanelCloseBtn && window.upgradesPanelCloseBtn.parent) window.upgradesPanelCloseBtn.parent.removeChild(window.upgradesPanelCloseBtn); window.upgradesPanel = null; window.upgradesPanelTitle = null; window.upgradesPanelBtns = null; window.upgradesPanelCloseBtn = null; }; } // 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(); } // Ensure at least one Katil korsan exists at game start if (typeof window._katilPirateSpawned === "undefined" || !window._katilPirateSpawned) { var pirate = new Pirate(); 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)) / 3)); pirate._attackRange = Math.floor(600 * 0.9); // Katil korsan için %10 daha kısa menzil window._katilPirateSpawned = true; // Spawn from edge like other pirates 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); } 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 3 kat arttır pirate.fireRate = Math.max(2, Math.floor((60 - Math.min((pirate.level - 1) * 2, 30)) / 3)); pirate._attackRange = Math.floor(600 * 0.9); // Katil korsan için %10 daha kısa menzil // 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); } // Spawn an upgrade station at a random edge and add it to the world function spawnUpgradeStation() { var station = new UpgradeStation(); // Spawn from edges of visible area var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top station.x = ship.x + (Math.random() - 0.5) * 1800; station.y = ship.y - 1400; break; case 1: // Right station.x = ship.x + 1400; station.y = ship.y + (Math.random() - 0.5) * 1800; break; case 2: // Bottom station.x = ship.x + (Math.random() - 0.5) * 1800; station.y = ship.y + 1400; break; case 3: // Left station.x = ship.x - 1400; station.y = ship.y + (Math.random() - 0.5) * 1800; break; } upgradeStations.push(station); game.addChild(station); } // No trade stations in this version function createExplosion(x, y) { // %95 küçült: 8 * 0.05 = 0.4, en az 1 partikül bırakıyoruz for (var i = 0; i < 1; i++) { var particle = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 0.22, // %95 küçült (1 - 0.95 = 0.05, yani 0.05x, ama çok küçük olur, 0.22 ile 8 partikülün toplam alanı korunur) scaleY: 0.22 }); particle.vx = (Math.random() - 0.5) * 2; // Hızı da azalt, daha küçük efekt için particle.vy = (Math.random() - 0.5) * 2; particle.life = 12; // Daha kısa ömür 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; } } // --- UPGRADE PANEL BUTTON HANDLER (upg image tap) --- if (window.upgPanelBtn && window.upgPanelBtn.parent) { var btn = window.upgPanelBtn; var bx = btn.x, by = btn.y; var bw = btn.width, bh = btn.height; // LK.gui.topRight is anchored at (1,0), so x negative from right, y positive from top // So the area covers (2048+bx-bw, by) to (2048+bx, by+bh) if (x > 2048 + bx - bw && x < 2048 + bx && y > by && y < by + bh) { window.openUpgradesPanel(); 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 --- // Oyuncu gemisi resmi üzerindeki buton GİZLENDİ. Artık bu panel gemi resmine tıklanarak açılamaz. // (Bu alanı bilerek boş bırakıyoruz, panel açılmayacak.) // --- 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) { // (existing ship upgrade panel logic unchanged) // ... (no change here) } // --- UPGRADES PANEL BUTTONS --- if (window.upgradesPanel) { // Upgrade buttons var btns = window.upgradesPanelBtns || []; for (var i = 0; i < btns.length; i++) { var btn = btns[i]; if (!btn) continue; 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) { // Try to buy upgrade var upg = btn._upgradeType; var cost = btn._upgradeCost; if (upg === "range" && playerCoins >= cost.coins) { // Increase attack range by 5% if (typeof window._rangeUpgradeLevel === "undefined") window._rangeUpgradeLevel = 0; window._rangeUpgradeLevel++; // Store in storage for persistence storage.rangeUpgradeLevel = window._rangeUpgradeLevel; playerCoins -= cost.coins; LK.effects.flashObject(ship, 0x99ff99, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "heal5" && playerCoins >= cost.coins) { // Heal 5% of max health, but not above max var healAmount = Math.round(ship.maxHealth * 0.05); ship.health = Math.min(ship.health + healAmount, ship.maxHealth); playerCoins -= cost.coins; LK.effects.flashObject(ship, 0xff6699, 400); btn.setText("Yenilendi!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "maxHealth" && playerCoins >= cost.coins && playerResources[0] >= cost.metal) { ship.maxHealth += 20; ship.health = ship.maxHealth; playerCoins -= cost.coins; playerResources[0] -= cost.metal; LK.effects.flashObject(ship, 0x00ff99, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "maxShield" && playerCoins >= cost.coins && playerResources[0] >= cost.metal) { ship.maxShield += 10; ship.shield = ship.maxShield; playerCoins -= cost.coins; playerResources[0] -= cost.metal; LK.effects.flashObject(ship, 0x00ccff, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "damage" && playerCoins >= cost.coins && playerResources[1] >= cost.energy) { ship.damage += 5; playerCoins -= cost.coins; playerResources[1] -= cost.energy; LK.effects.flashObject(ship, 0xffcc00, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "speed" && playerCoins >= cost.coins) { ship.speed = Math.round(ship.speed * 1.1 * 100) / 100; playerCoins -= cost.coins; LK.effects.flashObject(ship, 0x00ffff, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "fireRate") { if (typeof window._fireRateUpgradeLevel === "undefined") window._fireRateUpgradeLevel = 0; if (window._fireRateUpgradeLevel >= 5) { btn.setText("Maks. seviye!"); btn.fill = 0xff4444; LK.setTimeout(function () { btn.setText("Atış Hızı +10%\n(1200 coin)"); btn.fill = 0xff99ff; }, 900); } else if (playerCoins >= cost.coins) { ship.fireRate = Math.max(2, Math.round(ship.fireRate * 0.9)); playerCoins -= cost.coins; window._fireRateUpgradeLevel++; storage.fireRateUpgradeLevel = window._fireRateUpgradeLevel; LK.effects.flashObject(ship, 0xff99ff, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else { btn.setText("Yetersiz kaynak!"); btn.fill = 0xff4444; LK.setTimeout(function () { btn.setText("Atış Hızı +10%\n(1200 coin)"); btn.fill = 0xff99ff; }, 900); } } else { var origText = ""; var origFill = btn.fill; if (upg === "maxHealth") { origText = "Max Can +20\n(600 coin, 60 metal)"; origFill = 0x00ff99; } else if (upg === "maxShield") { origText = "Max Kalkan +10\n(720 coin, 72 metal)"; origFill = 0x00ccff; } else if (upg === "damage") { origText = "Hasar +5\n(900 coin, 90 enerji)"; origFill = 0xffcc00; } else if (upg === "speed") { origText = "Hız +10%\n(1000 coin)"; origFill = 0x00ffff; } else if (upg === "fireRate") { origText = "Atış Hızı +10%\n(1200 coin)"; origFill = 0xff99ff; } else { origText = btn.text; origFill = btn.fill; } btn.setText("Yetersiz kaynak!"); btn.fill = 0xff4444; // Reset label after short delay LK.setTimeout(function () { btn.setText(origText); btn.fill = origFill; }, 900); } return; } } // Close button var cb = window.upgradesPanelCloseBtn; if (cb) { var bx = cb.x, by = cb.y; var bw = cb.width || 300, bh = cb.height || 80; if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { window.closeUpgradesPanel(); 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 () { // --- PERIODIC WORLD CLEANUP TO PREVENT LAG --- // Every 600 ticks (~10 seconds), remove excess or orphaned entities if (typeof window._lastWorldCleanupTick === "undefined") window._lastWorldCleanupTick = LK.ticks; if (LK.ticks - window._lastWorldCleanupTick > 600) { // Defensive: Remove destroyed, undefined, or offscreen objects from all arrays var cleanupArray = function cleanupArray(arr, maxCount, offscreenDist) { if (!arr) return; for (var i = arr.length - 1; i >= 0; i--) { var obj = arr[i]; // Remove if destroyed, undefined, or missing x/y if (!obj || typeof obj.x !== "number" || typeof obj.y !== "number" || obj._destroyed) { if (obj && typeof obj.destroy === "function") obj.destroy(); arr.splice(i, 1); continue; } // Remove if far offscreen (relative to ship) if (typeof ship !== "undefined" && ship && typeof ship.x === "number" && typeof ship.y === "number" && typeof offscreenDist === "number") { var dx = obj.x - ship.x; var dy = obj.y - ship.y; if (Math.sqrt(dx * dx + dy * dy) > offscreenDist) { if (typeof obj.destroy === "function") obj.destroy(); arr.splice(i, 1); continue; } } } // Clamp array to maxCount (remove oldest if too many) if (typeof maxCount === "number" && arr.length > maxCount) { for (var j = arr.length - 1; j >= maxCount; j--) { if (arr[j] && typeof arr[j].destroy === "function") arr[j].destroy(); arr.splice(j, 1); } } }; // Clean up all major arrays // Remove any nulls from arrays (defensive) var compactArray = function compactArray(arr) { if (!arr) return; for (var i = arr.length - 1; i >= 0; i--) { if (!arr[i]) arr.splice(i, 1); } }; cleanupArray(bullets, 100, 3000); cleanupArray(enemyBullets, 100, 3000); cleanupArray(pirates, 30, 4000); cleanupArray(npcs, 20, 4000); cleanupArray(asteroids, 10, 4000); cleanupArray(coins, 30, 4000); cleanupArray(resources, 30, 4000); cleanupArray(stars, 200, 6000); cleanupArray(upgradeStations, 5, 6000); cleanupArray(explosions, 30, 4000); cleanupArray(pirateBases, 5, 6000); compactArray(bullets); compactArray(enemyBullets); compactArray(pirates); compactArray(npcs); compactArray(asteroids); compactArray(coins); compactArray(resources); compactArray(stars); compactArray(upgradeStations); compactArray(explosions); compactArray(pirateBases); window._lastWorldCleanupTick = LK.ticks; } // --- 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) // +%5 menzil yükseltmeleri uygula var baseRange = 220; var rangeBonus = (typeof window._rangeUpgradeLevel !== "undefined" ? window._rangeUpgradeLevel : storage.rangeUpgradeLevel || 0) * 0.05; var ATTACK_RANGE = Math.round(baseRange * (1 + rangeBonus)); 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; // Store last attack angle for ship rotation game._lastShipAttackAngle = angle; if (typeof ship !== "undefined") { ship._lastMoveAngle = angle; } 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 || typeof bullet.x === "undefined" || typeof bullet.y === "undefined") { // Defensive: remove undefined or destroyed bullet if (bullet && typeof bullet.destroy === "function") bullet.destroy(); bullets.splice(i, 1); continue; } // Remove if marked for removal by fade-out if (bullet._shouldRemove) { bullet.destroy(); bullets.splice(i, 1); continue; } // (No longer destroy instantly when out of range, fade-out will handle it) // Check collision with pirates for (var j = pirates.length - 1; j >= 0; j--) { if (bullet.intersects(pirates[j])) { // Small explosion effect at collision createExplosion(bullet.x, bullet.y); 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 veya yok olduğunda 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)) / 3)); pirate._attackRange = Math.floor(600 * 0.9); // Katil korsan için %10 daha kısa menzil window._katilPirateSpawned = true; // Diğer korsanlar gibi kenar spawn algoritmasıyla doğsun 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; } // 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 korsan yok olduğunda da tekrar spawn edilmesini sağla for (var i = pirates.length - 1; i >= 0; i--) { var p = pirates[i]; if (p && p._isKatil && (p._destroyed || typeof p.x === "undefined" || typeof p.y === "undefined")) { // Katil korsan yok olduysa, tekrar spawn için timer başlat window._katilPirateSpawned = false; if (typeof window._katilPirateRespawnTimer !== "undefined" && window._katilPirateRespawnTimer) { LK.clearTimeout(window._katilPirateRespawnTimer); } window._katilPirateRespawnTimer = LK.setTimeout(function () { if (!window._katilPirateSpawned) { var pirate = new Pirate(); 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)) / 3)); pirate._attackRange = Math.floor(600 * 0.9); // Katil korsan için %10 daha kısa menzil window._katilPirateSpawned = true; 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; } 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); break; // Sadece bir kere tetiklenmeli } } // 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)) { // Small explosion effect at collision createExplosion(bullet.x, bullet.y); 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])) { // Small explosion effect at collision createExplosion(bullet.x, bullet.y); 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 || typeof bullet.x === "undefined" || typeof bullet.y === "undefined") { // Defensive: remove undefined or destroyed bullet if (bullet && typeof bullet.destroy === "function") bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Remove if marked for removal by fade-out if (bullet._shouldRemove) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // (No longer destroy instantly when out of range, fade-out will handle it) if (bullet.intersects(ship)) { // Small explosion effect at collision createExplosion(bullet.x, bullet.y); 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)) { // Small explosion effect at collision createExplosion(bullet.x, bullet.y); // 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 var pirateAttackRange = typeof pirate._attackRange === "number" ? pirate._attackRange : 600; if (nearestTarget && minDist < pirateAttackRange) { // --- 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) * 0.15; // %15 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) { // Katil korsan ise tekrar spawn için timer başlat if (pirate._isKatil) { window._katilPirateSpawned = false; if (typeof window._katilPirateRespawnTimer !== "undefined" && window._katilPirateRespawnTimer) { LK.clearTimeout(window._katilPirateRespawnTimer); } window._katilPirateRespawnTimer = LK.setTimeout(function () { if (!window._katilPirateSpawned) { var pirate = new Pirate(); 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)) / 3)); pirate._attackRange = Math.floor(600 * 0.9); window._katilPirateSpawned = true; 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; } 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); } 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) * 0.15; 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--) { // Remove if marked for removal by fade-out if (coins[i]._shouldRemove) { coins[i].destroy(); coins.splice(i, 1); continue; } 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--) { // Remove if marked for removal by fade-out if (resources[i]._shouldRemove) { resources[i].destroy(); resources.splice(i, 1); continue; } 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)); };
===================================================================
--- original.js
+++ change.js
@@ -1327,17 +1327,12 @@
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;
+ // window.stationDeliveryBtn = new Text2("", { ... }); // BUTTON IS HIDDEN, DO NOT CREATE
+ // window.stationDeliveryBtn.anchor.set(1, 1);
+ // 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', {
@@ -1347,10 +1342,10 @@
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;
+ imgAsset.x = -40;
+ imgAsset.y = -40 - 2 * 90 - 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("", {
@@ -1370,9 +1365,9 @@
// 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);
+ // DO NOT ADD THE BUTTON TO THE GUI (HIDDEN)
// 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("", {
@@ -1381,10 +1376,11 @@
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;
+ // Use the same x/y as the image, but offset as if the button was there
+ window.stationSendResourceText.x = -40;
+ window.stationSendResourceText.y = -40 - 2 * 90 + 1 * 90;
LK.gui.bottomRight.addChild(window.stationSendResourceText);
}
}
// --- RESET BUTTON (bottom right) ---
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