User prompt
İşlem alanını, yazının tam üzerine gelecek şekilde ve büyük olacak şekilde büyüt.
User prompt
Npc saldırı butonunun, işlem alanını büyüt. Çok küçük çoğu zaman basamıyorum.
User prompt
Düşman yazısı, Npc ölünce kaybolsun. Ekranda kalmasın.
User prompt
Please fix the bug: 'ReferenceError: hostileLabel is not defined' in or related to this line: 'hostileLabel.alpha = 1;' Line Number: 3062
User prompt
Ekranda düşman yazısı diğer yazılar gibi kaybolmasını sağla. Ayrıca düşman olan NPC'ler bize saldırabilsinler.
User prompt
Npc saldırı butonunun işlem alanını gölge gibi siyah bir transparan alan oluştur.
User prompt
Npc saldır aktiflik/pasiflik butonunun işlem alanını, yazının olduğu alan olarak yeniden konumlandır.
User prompt
Rep altında ki; Npc saldırı butonuna basınca etki etmiyor. İşlem yapabilmesi için sistem ekle.
User prompt
Npc saldırı butonu çalışmıyor. Düzelt.
User prompt
Npc saldırı butonunu her durumda aktif hale alabilelim. Pasife almak için, +rep sayısı fazla olsun.
User prompt
Reset butonu ekranda görünmüyor.
User prompt
Reset butonu aşağı kaydı. Onu 2 satır yukarı kaydır.
User prompt
Rep yazısının altına Npc Saldırı butonu ekle. Butona basınca NPC'ler ile savaşa girelim. Tekrar basınca pasif olsun. Ancak rep durumuna göre, Npc savaşı pasif duruma alınamasın.
User prompt
Npc ile savaş yazısın basınca (aktive ve pasif) olarak değiştir ve Npc ye saldırının aktif olup olmamasını göster.
User prompt
Npc saldırı aç kapat butonunu, rep yazısının altına tıkla.
User prompt
Npc ile savaş butonu ekle, her öldürdüğümüz Npc üzerinden -rep alalım. +/- hangisi fazla ise NPC'ler bize karşı tavır sergilesin.
User prompt
Korsanlar da NPC'leri yok edebilsin.
User prompt
Asteroid sistemini geri getir.
User prompt
Ekranda eskisi gibi wave ve seviye yazıları görünmüyor. Onu düzelt.
User prompt
Wave ve oyuncu seviye yazılarını oyun ekranına tekrar getir.
User prompt
Wave ve seviye oyuncu sistemini geri getir.
User prompt
" Npc kill " gibi yazıları ekranda yok olmasını sağla.
User prompt
Please fix the bug: 'ReferenceError: playerLevel is not defined' in or related to this line: 'expText.setText('Level: ' + playerLevel + ' EXP: ' + playerEXP + '/' + expToNext(playerLevel));' Line Number: 1620
User prompt
Please fix the bug: 'ReferenceError: waveText is not defined' in or related to this line: 'waveText.setText('Wave: ' + (waveNumber + 1));' Line Number: 1602
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'anchor')' in or related to this line: 'tradeText.anchor.set(0.5, 0);' Line Number: 1252
/**** * 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; } for (var i = 0; i < boostParticles.length; i++) { boostParticles[i].x -= dx / dist * pull; boostParticles[i].y -= dy / dist * pull; } for (var i = 0; i < explosions.length; i++) { explosions[i].x -= dx / dist * pull; explosions[i].y -= dy / dist * pull; } } // Damage ship if too close if (dist < self.damageRadius) { if (!self.lastDamaged || LK.ticks - self.lastDamaged > 30) { ship.takeDamage(10); self.lastDamaged = LK.ticks; LK.effects.flashObject(ship, 0x000000, 200); } } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 10; self.directionX = 0; self.directionY = -1; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.value = Math.floor(Math.random() * 10) + 5; self.update = function () { self.rotation += 0.05; }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.damage = 5; self.directionX = 0; self.directionY = 0; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; }; return self; }); // HealthBar class for displaying health above entities var HealthBar = Container.expand(function () { var self = Container.call(this); // width, height, color, maxValue, getValueFn self._width = 60; self._height = 10; self._color = 0x00ff00; self._maxValue = 100; self._getValueFn = null; self._getMaxFn = null; self._bg = self.attachAsset('resource', { anchorX: 0.5, anchorY: 0.5, scaleX: self._width / 40, scaleY: self._height / 40, tint: 0x222222 }); self._bar = self.attachAsset('resource', { anchorX: 0.5, anchorY: 0.5, scaleX: (self._width - 4) / 40, scaleY: (self._height - 4) / 40, tint: self._color }); self._bar.x = 0; self._bar.y = 0; self.set = function (opts) { self._maxValue = opts.maxValue || 100; self._getValueFn = opts.getValueFn; self._getMaxFn = opts.getMaxFn; self._color = opts.color || 0x00ff00; self._bar.tint = self._color; if (opts.width) { self._width = opts.width; self._bg.scaleX = self._width / 40; self._bar.scaleX = (self._width - 4) / 40; } if (opts.height) { self._height = opts.height; self._bg.scaleY = self._height / 40; self._bar.scaleY = (self._height - 4) / 40; } }; self.update = function () { var value = self._getValueFn ? self._getValueFn() : self._maxValue; var maxValue = self._getMaxFn ? self._getMaxFn() : self._maxValue; var ratio = Math.max(0, Math.min(1, value / maxValue)); // Color: green > yellow > red if (ratio > 0.6) { self._bar.tint = 0x00ff00; } else if (ratio > 0.3) { self._bar.tint = 0xffff00; } else { self._bar.tint = 0xff0000; } self._bar.scaleX = (self._width - 4) * ratio / 40; }; return self; }); var NPC = Container.expand(function () { var self = Container.call(this); var npcGraphics = self.attachAsset('npc', { anchorX: 0.5, anchorY: 0.5 }); self.isAI = true; // AI-driven self.baseY = 0; self.moveSpeed = 1 + Math.random() * 2; self.moveAngle = Math.random() * Math.PI * 2; self.wanderTimer = 0; self.lastAIAction = 0; self.targetX = null; self.targetY = null; self.rpgName = "NPC-" + Math.floor(Math.random() * 10000); // 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 () { // Pause logic: If pauseUntil is set and not expired, skip movement if (self.pauseUntil && LK.ticks < self.pauseUntil) { // Still paused, only float animation self.y += Math.sin(LK.ticks * 0.05) * 0.5; return; } // AI: Sometimes move toward a random point, sometimes wander self.wanderTimer++; if (self.wanderTimer > 120 + Math.random() * 120) { if (Math.random() < 0.5) { // Pick a random point to move toward (simulate AI goal seeking) self.targetX = self.x + (Math.random() - 0.5) * 800; self.targetY = self.y + (Math.random() - 0.5) * 800; } else { self.targetX = null; self.targetY = null; } self.moveAngle = Math.random() * Math.PI * 2; self.wanderTimer = 0; } // Move toward target if set, else wander if (self.targetX !== null && self.targetY !== null) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.x += dx / dist * self.moveSpeed; self.y += dy / dist * self.moveSpeed; self.moveAngle = Math.atan2(dy, dx); } else { self.targetX = null; self.targetY = null; } } else { self.x += Math.cos(self.moveAngle) * self.moveSpeed; self.y += Math.sin(self.moveAngle) * self.moveSpeed; } // Float animation on top of movement self.y += Math.sin(LK.ticks * 0.05) * 0.5; }; return self; }); var Pirate = Container.expand(function () { var self = Container.call(this); var pirateGraphics = self.attachAsset('pirate', { anchorX: 0.5, anchorY: 0.5 }); // --- Pirate Level & Scaling --- self.level = typeof waveNumber !== "undefined" ? 1 + waveNumber : 1; self.health = 30 + (self.level - 1) * 10; self.speed = 2 + Math.floor((self.level - 1) / 10) * 0.2; // Slight speed up every 10 waves self.fireRate = 60 - Math.min((self.level - 1) * 2, 30); // Faster fire at higher levels self.lastFire = 0; self.loot = Math.floor(Math.random() * 30) + 10 + (self.level - 1) * 2; self.moveAngle = Math.random() * Math.PI * 2; self.patrolTimer = 0; self.aggroRange = 600; // Korsan saldırı ve savunma gücü seviyeye göre orantılı artar self.damage = 5 + Math.floor((self.level - 1) * 1.5); // Saldırı gücü daha hızlı artar self.defense = 2 + Math.floor((self.level - 1) * 1.2); // Savunma gücü de seviyeye göre artar // --- Level Text --- self._levelText = new Text2("Lv." + self.level, { size: 22, fill: 0xcccccc, align: "center" }); self._levelText.anchor.set(0.5, 0); self._levelText.x = 0; self._levelText.y = 40; // Under the pirate sprite self.addChild(self._levelText); // 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); } // Defense text removed // Movement AI self.patrolTimer++; if (self.patrolTimer > 180) { self.moveAngle = Math.random() * Math.PI * 2; self.patrolTimer = 0; } // Patrol movement if (self._squadTargetNPC && self._squadTargetNPC.questType === 'defend' && self._squadTargetNPC.questActive) { // Korsan, NPC'yi hedefle var target = self._squadTargetNPC; // Eğer defend quest'te yardım kabul edildiyse, oyuncuya da saldırabilir if (target._defendHelpAccepted === true && Math.random() < 0.5) { // %50 ihtimalle oyuncuya saldır target = Math.random() < 0.5 ? self._squadTargetNPC : ship; } var dx = target.x - self.x; var dy = target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; self.moveAngle = Math.atan2(dy, dx); } // Ateş et if (LK.ticks - self.lastFire > self.fireRate) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var angle = Math.atan2(target.y - self.y, target.x - self.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; enemyBullets.push(bullet); if (game && game.addChild) game.addChild(bullet); self.lastFire = LK.ticks; } } else { self.x += Math.cos(self.moveAngle) * self.speed * 0.5; self.y += Math.sin(self.moveAngle) * self.speed * 0.5; } }; return self; }); // Pirate Base Class var PirateBase = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('pirate', { anchorX: 0.5, anchorY: 0.5, tint: 0x990000, scaleX: 3, scaleY: 3 }); self.health = 300; self.maxHealth = 300; self.attackPower = 10; self.defensePower = 10; self.spawnRadius = 350; self.pirates = []; self.lastPirateSpawn = 0; self.maxPirates = 10; self._destroyed = false; // Health bar self._healthBar = new HealthBar(); self._healthBar.set({ maxValue: function maxValue() { return self.maxHealth; }, getValueFn: function getValueFn() { return self.health; }, getMaxFn: function getMaxFn() { return self.maxHealth; }, width: 120, height: 16, color: 0xff0000 }); self._healthBar.y = -120; self.addChild(self._healthBar); self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xff0000, 120); if (self.health <= 0 && !self._destroyed) { self.health = 0; self._destroyed = true; // Remove all pirates around base for (var i = 0; i < self.pirates.length; i++) { if (self.pirates[i] && !self.pirates[i]._destroyed) { self.pirates[i].destroy(); } } // Explosion effect createExplosion(self.x, self.y); // Floating label var label = new Text2("Korsan Üssü Yok Edildi!", { size: 48, fill: 0xffcc00, align: "center" }); label.anchor.set(0.5, 0.5); label.x = self.x; label.y = self.y - 180; if (game && game.addChild) game.addChild(label); self._destroyed = true; self.destroy(); } }; self.update = function () { // Health bar update if (self._healthBar && self._healthBar.update) self._healthBar.update(); // Remove dead pirates from list for (var i = self.pirates.length - 1; i >= 0; i--) { if (!self.pirates[i] || self.pirates[i]._destroyed) { self.pirates.splice(i, 1); } } // Spawn pirates if less than max if (!self._destroyed && self.pirates.length < self.maxPirates && LK.ticks - self.lastPirateSpawn > 90) { var pirate = new Pirate(); var angle = Math.random() * Math.PI * 2; pirate.x = self.x + Math.cos(angle) * (self.spawnRadius + Math.random() * 60); pirate.y = self.y + Math.sin(angle) * (self.spawnRadius + Math.random() * 60); pirate.health = 30 + self.attackPower * 2; pirate.damage = 5 + self.attackPower; pirate.rpgName = "BaseKorsan-" + Math.floor(Math.random() * 10000); pirate._baseRef = self; // Add health bar to pirate pirate._healthBar = new HealthBar(); pirate._healthBar.set({ maxValue: function maxValue() { return pirate.health > 0 ? pirate.health : 0; }, getValueFn: function getValueFn() { return pirate.health > 0 ? pirate.health : 0; }, getMaxFn: function getMaxFn() { return 30 + self.attackPower * 2; }, width: 60, height: 10 }); pirate._healthBar.y = -60; pirate.addChild(pirate._healthBar); pirates.push(pirate); self.pirates.push(pirate); if (game && game.addChild) game.addChild(pirate); self.lastPirateSpawn = LK.ticks; } // Base defense: shoot at player if close var distToShip = Math.sqrt(Math.pow(ship.x - self.x, 2) + Math.pow(ship.y - self.y, 2)); if (!self._destroyed && distToShip < self.spawnRadius + 80 && LK.ticks % 30 === 0) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; var angle = Math.atan2(ship.y - self.y, ship.x - self.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullet.damage = 10 + self.attackPower; enemyBullets.push(bullet); if (game && game.addChild) game.addChild(bullet); } }; return self; }); var Resource = Container.expand(function () { var self = Container.call(this); var resourceGraphics = self.attachAsset('resource', { anchorX: 0.5, anchorY: 0.5 }); self.type = Math.random() < 0.5 ? 'metal' : 'energy'; self.amount = Math.floor(Math.random() * 5) + 1; self.update = function () { self.rotation += 0.03; }; return self; }); var Ship = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('ship', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.shield = 50; self.maxShield = 50; self.shieldRegenDelay = 0; self.speed = 5; self.fireRate = 10; self.damage = 10; self.lastFire = 0; self.boostSpeed = 0; self.boostCooldown = 0; self.takeDamage = function (amount) { // Shield absorbs damage first if (self.shield > 0) { var shieldDamage = Math.min(amount, self.shield); self.shield -= shieldDamage; amount -= shieldDamage; LK.effects.flashObject(self, 0x0088ff, 100); self.shieldRegenDelay = 180; // 3 seconds delay before shield regen } if (amount > 0) { self.health -= amount; LK.effects.flashObject(self, 0xff0000, 200); } if (self.health <= 0) { self.health = 0; LK.showGameOver(); } }; 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); } // Boost cooldown if (self.boostCooldown > 0) { self.boostCooldown--; } if (self.boostSpeed > 0) { self.boostSpeed -= 0.2; } }; 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; } for (var i = 0; i < boostParticles.length; i++) { boostParticles[i].x -= dx2; boostParticles[i].y -= dy2; } for (var i = 0; i < explosions.length; i++) { explosions[i].x -= dx2; explosions[i].y -= dy2; } for (var i = 0; i < blackHoles.length; i++) { blackHoles[i].x -= dx2; blackHoles[i].y -= dy2; } for (var i = 0; i < wormholes.length; i++) { if (wormholes[i] !== self) { wormholes[i].x -= dx2; wormholes[i].y -= dy2; } } self.cooldown = 180; LK.effects.flashScreen(0x00ffff, 500); } if (self.cooldown > 0) self.cooldown--; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ // Game variables var ship; var joystickBase; var joystickHandle; var isDragging = false; var bullets = []; var enemyBullets = []; var npcs = []; var pirates = []; var coins = []; var resources = []; var stars = []; var asteroids = []; var upgradeStations = []; var boostParticles = []; 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; // --- MINI MAP OVERLAY DRAW/UPDATE --- if (window._miniMapVisible) { // Helper to convert world to mini map var toMiniMap = function toMiniMap(wx, wy) { return { x: mapCenterX + (wx - ship.x) * mapScale, y: mapCenterY + (wy - ship.y) * mapScale }; }; // Draw ship // Create container if not exists if (!window._miniMapContainer) { var miniMapContainer = new Container(); // Position: below the ship, centered horizontally // Ship is at (ship.x, ship.y) in world, but we want minimap in screen coordinates // Center horizontally, and place just below the ship (ship.y + ship height/2 + margin) var mapSize = 480; var marginBelowShip = 80; var screenW = 2048, screenH = 2732; var miniMapX = (screenW - mapSize) / 2; var miniMapY = Math.min(screenH - mapSize - 40, Math.max(0, ship.y + 100 + marginBelowShip - mapSize / 2)); // Clamp to screen miniMapY = Math.max(200, Math.min(screenH - mapSize - 40, miniMapY)); miniMapContainer.x = miniMapX; miniMapContainer.y = miniMapY; window._miniMapContainer = miniMapContainer; game.addChild(miniMapContainer); } var miniMapContainer = window._miniMapContainer; // Remove previous elements for (var i = 0; i < window._miniMapElements.length; i++) { if (window._miniMapElements[i] && window._miniMapElements[i].parent) { window._miniMapElements[i].parent.removeChild(window._miniMapElements[i]); } } window._miniMapElements = []; // Draw background var bg = LK.getAsset('resource', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 12, scaleY: 12, tint: 0x111133, alpha: 0.92 }); miniMapContainer.addChild(bg); window._miniMapElements.push(bg); // Draw border var border = LK.getAsset('resource', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 12, scaleY: 12, tint: 0x00ccff, alpha: 0.25 }); miniMapContainer.addChild(border); window._miniMapElements.push(border); // Mini map covers 6000x6000 px area centered on ship var mapSize = 480; var worldSize = 6000; var halfWorld = worldSize / 2; var mapScale = mapSize / worldSize; var mapCenterX = mapSize / 2; var mapCenterY = mapSize / 2; var shipPos = toMiniMap(ship.x, ship.y); var shipDot = LK.getAsset('ship', { anchorX: 0.5, anchorY: 0.5, x: shipPos.x, y: shipPos.y, scaleX: 0.3, scaleY: 0.3, tint: 0x00ff00, alpha: 1 }); miniMapContainer.addChild(shipDot); window._miniMapElements.push(shipDot); // Draw pirates for (var i = 0; i < pirates.length; i++) { var p = pirates[i]; if (p._destroyed) continue; var pos = toMiniMap(p.x, p.y); var pirateDot = LK.getAsset('pirate', { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y, scaleX: 0.18, scaleY: 0.18, tint: 0xff4444, alpha: 0.85 }); miniMapContainer.addChild(pirateDot); window._miniMapElements.push(pirateDot); } // Draw NPCs for (var i = 0; i < npcs.length; i++) { var n = npcs[i]; var pos = toMiniMap(n.x, n.y); var npcDot = LK.getAsset('npc', { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y, scaleX: 0.18, scaleY: 0.18, tint: 0x00ccff, alpha: 0.85 }); miniMapContainer.addChild(npcDot); window._miniMapElements.push(npcDot); // If NPC has active quest target, draw target marker if (n.questActive && n.questTarget) { var tx, ty; if (n.questType === 'hunt' && n.questTarget.x !== undefined && n.questTarget.y !== undefined && !n.questTarget._destroyed) { tx = n.questTarget.x; ty = n.questTarget.y; } else if (n.questTarget.x !== undefined && n.questTarget.y !== undefined) { tx = n.questTarget.x; ty = n.questTarget.y; } if (typeof tx === "number" && typeof ty === "number") { var tpos = toMiniMap(tx, ty); var color = 0xffff00; if (n.questType === 'explore') color = 0x00ffcc; if (n.questType === 'delivery') color = 0xffcc00; if (n.questType === 'escort') color = 0x00ff99; if (n.questType === 'hunt') color = 0xff4444; var targetDot = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: tpos.x, y: tpos.y, scaleX: 0.22, scaleY: 0.22, tint: color, alpha: 0.95 }); miniMapContainer.addChild(targetDot); window._miniMapElements.push(targetDot); // Add label var label = new Text2(n.questType.charAt(0).toUpperCase() + n.questType.slice(1), { size: 18, fill: color, align: "center" }); label.anchor.set(0.5, 0); label.x = tpos.x; label.y = tpos.y + 12; miniMapContainer.addChild(label); window._miniMapElements.push(label); } } } // Draw derelict ship if (window.derelictShip && window.derelictShip.x !== undefined && window.derelictShip.y !== undefined) { var d = window.derelictShip; var dpos = toMiniMap(d.x, d.y); var derelictDot = LK.getAsset('ship', { anchorX: 0.5, anchorY: 0.5, x: dpos.x, y: dpos.y, scaleX: 0.22, scaleY: 0.22, tint: 0xcccccc, alpha: 0.8 }); miniMapContainer.addChild(derelictDot); window._miniMapElements.push(derelictDot); var label = new Text2("Gemi", { size: 16, fill: 0xcccccc, align: "center" }); label.anchor.set(0.5, 0); label.x = dpos.x; label.y = dpos.y + 10; miniMapContainer.addChild(label); window._miniMapElements.push(label); } // Draw distress event if (window.distressEvent && window.distressEvent.x !== undefined && window.distressEvent.y !== undefined) { var e = window.distressEvent; var epos = toMiniMap(e.x, e.y); var distressDot = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, x: epos.x, y: epos.y, scaleX: 0.22, scaleY: 0.22, tint: 0xff00ff, alpha: 0.8 }); miniMapContainer.addChild(distressDot); window._miniMapElements.push(distressDot); var label = new Text2("İmdat", { size: 16, fill: 0xff00ff, align: "center" }); label.anchor.set(0.5, 0); label.x = epos.x; label.y = epos.y + 10; miniMapContainer.addChild(label); window._miniMapElements.push(label); } // Draw trade stations for (var i = 0; i < tradeStations.length; i++) { var ts = tradeStations[i]; var tpos = toMiniMap(ts.x, ts.y); var tradeDot = LK.getAsset('npc', { anchorX: 0.5, anchorY: 0.5, x: tpos.x, y: tpos.y, scaleX: 0.16, scaleY: 0.16, tint: 0x00ffcc, alpha: 0.7 }); miniMapContainer.addChild(tradeDot); window._miniMapElements.push(tradeDot); } // Draw upgrade stations for (var i = 0; i < upgradeStations.length; i++) { var us = upgradeStations[i]; var upos = toMiniMap(us.x, us.y); var upgDot = LK.getAsset('pirate', { anchorX: 0.5, anchorY: 0.5, x: upos.x, y: upos.y, scaleX: 0.16, scaleY: 0.16, tint: 0x00ffff, alpha: 0.7 }); miniMapContainer.addChild(upgDot); window._miniMapElements.push(upgDot); } // Draw black holes for (var i = 0; i < blackHoles.length; i++) { var bh = blackHoles[i]; var bhpos = toMiniMap(bh.x, bh.y); var bhDot = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, x: bhpos.x, y: bhpos.y, scaleX: 0.18, scaleY: 0.18, tint: 0x222222, alpha: 0.7 }); miniMapContainer.addChild(bhDot); window._miniMapElements.push(bhDot); } // Draw wormholes for (var i = 0; i < wormholes.length; i++) { var wh = wormholes[i]; var whpos = toMiniMap(wh.x, wh.y); var whDot = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, x: whpos.x, y: whpos.y, scaleX: 0.18, scaleY: 0.18, tint: 0x00ffff, alpha: 0.7 }); miniMapContainer.addChild(whDot); window._miniMapElements.push(whDot); } // Draw pirate bases for (var i = 0; i < pirateBases.length; i++) { var pb = pirateBases[i]; var pbpos = toMiniMap(pb.x, pb.y); var pbDot = LK.getAsset('pirate', { anchorX: 0.5, anchorY: 0.5, x: pbpos.x, y: pbpos.y, scaleX: 0.22, scaleY: 0.22, tint: 0xff00ff, alpha: 0.8 }); miniMapContainer.addChild(pbDot); window._miniMapElements.push(pbDot); var label = new Text2("Üs", { size: 16, fill: 0xff00ff, align: "center" }); label.anchor.set(0.5, 0); label.x = pbpos.x; label.y = pbpos.y + 10; miniMapContainer.addChild(label); window._miniMapElements.push(label); } // Draw asteroids (only those close to ship) for (var i = 0; i < asteroids.length; i++) { var a = asteroids[i]; var dist = Math.sqrt(Math.pow(a.x - ship.x, 2) + Math.pow(a.y - ship.y, 2)); if (dist > 3000) continue; var apos = toMiniMap(a.x, a.y); var aDot = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: apos.x, y: apos.y, scaleX: 0.12, scaleY: 0.12, tint: 0x8B4513, alpha: 0.6 }); miniMapContainer.addChild(aDot); window._miniMapElements.push(aDot); } // Draw label var title = new Text2("Mini Map", { size: 32, fill: 0xffffff, align: "center" }); title.anchor.set(0.5, 0); title.x = mapSize / 2; title.y = 10; miniMapContainer.addChild(title); window._miniMapElements.push(title); // Draw close hint var hint = new Text2("Kapatmak için tekrar dokun", { size: 18, fill: 0xcccccc, align: "center" }); hint.anchor.set(0.5, 1); hint.x = mapSize / 2; hint.y = mapSize - 10; miniMapContainer.addChild(hint); window._miniMapElements.push(hint); } else if (window._miniMapContainer && window._miniMapContainer.parent) { window._miniMapContainer.parent.removeChild(window._miniMapContainer); window._miniMapElements = []; window._miniMapContainer = null; } } ; 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 }; // --- Reputation system --- var playerGoodRep = storage.playerGoodRep || 0; var playerBadRep = storage.playerBadRep || 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; var playerMetal = storage.metal || 0; var playerEnergy = storage.energy || 0; 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; // --- 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); } // --- 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); var resourceText = new Text2('Metal: ' + playerMetal + ' Energy: ' + playerEnergy, { size: unifiedFontSize, fill: 0xFFFFFF }); resourceText.anchor.set(0, 0); resourceText.x = 120; resourceText.y = 80; LK.gui.topLeft.addChild(resourceText); 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); var boostText = new Text2('BOOST READY', { size: unifiedFontSize, fill: 0x00FFFF }); boostText.anchor.set(0.5, 0); boostText.y = 110; LK.gui.top.addChild(boostText); // --- Add waveText and expText UI for wave/level display --- var waveText = new Text2('Wave: 1', { size: unifiedFontSize, fill: 0xffffff }); waveText.anchor.set(0.5, 0); waveText.x = 1024; waveText.y = 20; LK.gui.top.addChild(waveText); var expText = new Text2('Level: 1 EXP: 0/10', { size: unifiedFontSize, fill: 0xffffff }); expText.anchor.set(0.5, 0); expText.x = 1024; expText.y = 70; LK.gui.top.addChild(expText); // No wave, minimap, exp, or coordinate UI in this version // Create joystick joystickBase = game.addChild(LK.getAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2432 })); joystickBase.alpha = 0.5; joystickHandle = game.addChild(LK.getAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2432 })); joystickHandle.alpha = 0.7; // Create ship ship = game.addChild(new Ship()); ship.x = 1024; ship.y = 1366; // Add health bar to ship ship._healthBar = new HealthBar(); ship._healthBar.set({ maxValue: function maxValue() { return ship.maxHealth; }, getValueFn: function getValueFn() { return ship.health; }, getMaxFn: function getMaxFn() { return ship.maxHealth; }, width: 80, height: 12 }); ship._healthBar.y = -70; ship.addChild(ship._healthBar); // Start background music LK.playMusic('bgmusic'); // Initialize star field for (var i = 0; i < 50; i++) { spawnStar(); } // Helper functions function spawnStar() { var star = new Star(); // Spawn from edges of visible area var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top star.x = ship.x + (Math.random() - 0.5) * 2500; star.y = ship.y - 1500; break; case 1: // Right star.x = ship.x + 1500; star.y = ship.y + (Math.random() - 0.5) * 2500; break; case 2: // Bottom star.x = ship.x + (Math.random() - 0.5) * 2500; star.y = ship.y + 1500; break; case 3: // Left star.x = ship.x - 1500; star.y = ship.y + (Math.random() - 0.5) * 2500; break; } 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; // 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; }, 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; pirate.level = minLevel + Math.floor(Math.random() * (maxLevel - minLevel + 1)); pirate.health = 30 + (pirate.level - 1) * 10; pirate.damage = 5 + Math.floor((pirate.level - 1) * 1.5); pirate.defense = 2 + Math.floor((pirate.level - 1) * 1.2); // Add health bar to pirate pirate._healthBar = new HealthBar(); pirate._healthBar.set({ maxValue: function maxValue() { return pirate.health > 0 ? pirate.health : 0; }, getValueFn: function getValueFn() { return pirate.health > 0 ? pirate.health : 0; }, getMaxFn: function getMaxFn() { return 30 + waveNumber * 10; }, width: 60, height: 10 }); pirate._healthBar.y = -60; pirate.addChild(pirate._healthBar); pirates.push(pirate); game.addChild(pirate); } function spawnAsteroid() { var asteroid = new Asteroid(); var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: asteroid.x = ship.x + (Math.random() - 0.5) * 2200; asteroid.y = ship.y - 1600; break; case 1: asteroid.x = ship.x + 1600; asteroid.y = ship.y + (Math.random() - 0.5) * 2200; break; case 2: asteroid.x = ship.x + (Math.random() - 0.5) * 2200; asteroid.y = ship.y + 1600; break; case 3: asteroid.x = ship.x - 1600; asteroid.y = ship.y + (Math.random() - 0.5) * 2200; break; } // Add health bar to asteroid asteroid._healthBar = new HealthBar(); asteroid._healthBar.set({ maxValue: function maxValue() { return asteroid.health; }, getValueFn: function getValueFn() { return asteroid.health; }, getMaxFn: function getMaxFn() { return 50; }, width: 50, height: 8 }); asteroid._healthBar.y = -50; asteroid.addChild(asteroid._healthBar); asteroids.push(asteroid); game.addChild(asteroid); } // No upgrade stations in this version // No trade stations in this version function createExplosion(x, y) { for (var i = 0; i < 8; i++) { var particle = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); particle.vx = (Math.random() - 0.5) * 10; particle.vy = (Math.random() - 0.5) * 10; particle.life = 30; explosions.push(particle); game.addChild(particle); } } // No black holes or wormholes in this version function createBoostParticle() { var particle = LK.getAsset('boostParticle', { anchorX: 0.5, anchorY: 0.5, x: ship.x - Math.cos(ship.rotation - Math.PI / 2) * 50, y: ship.y - Math.sin(ship.rotation - Math.PI / 2) * 50 }); particle.vx = -Math.cos(ship.rotation - Math.PI / 2) * 5 + (Math.random() - 0.5) * 2; particle.vy = -Math.sin(ship.rotation - Math.PI / 2) * 5 + (Math.random() - 0.5) * 2; particle.life = 20; boostParticles.push(particle); game.addChild(particle); } function updateUI() { coinText.setText('Coins: ' + playerCoins); resourceText.setText('Metal: ' + playerMetal + ' Energy: ' + playerEnergy); healthText.setText('Health: ' + ship.health + '/' + ship.maxHealth); shieldText.setText('Shield: ' + Math.floor(ship.shield) + '/' + ship.maxShield); // 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 rep in GUI if (!window.repText) { window.repText = new Text2('Rep: +' + playerGoodRep + ' / -' + playerBadRep, { size: unifiedFontSize, fill: 0xffffff }); window.repText.anchor.set(1, 0); window.repText.x = -20; window.repText.y = 140; LK.gui.topRight.addChild(window.repText); } window.repText.setText('Rep: +' + playerGoodRep + ' / -' + playerBadRep); // --- Add NPC Saldırı button below repText if not already added --- if (!window.npcSaldiriBtn) { var npcSaldiriBtnFont = Math.round(unifiedFontSize * 1.0); window.npcSaldiriBtn = new Text2("NPC Saldırı: PASİF", { size: npcSaldiriBtnFont, fill: 0xff4444, align: "center" }); window.npcSaldiriBtn.anchor.set(1, 0); window.npcSaldiriBtn.x = -20; window.npcSaldiriBtn.y = window.repText.y + window.repText.height + 24; window.npcSaldiriBtn._active = false; LK.gui.topRight.addChild(window.npcSaldiriBtn); } // Create or update the shadow area so it is always centered and larger than the text if (!window.npcSaldiriBtnShadow) { window.npcSaldiriBtnShadow = LK.getAsset('resource', { anchorX: 1, anchorY: 0, x: window.npcSaldiriBtn.x, y: window.npcSaldiriBtn.y, scaleX: (window.npcSaldiriBtn.width ? window.npcSaldiriBtn.width * 1.5 : 600) / 40, scaleY: (window.npcSaldiriBtn.height ? window.npcSaldiriBtn.height * 2.2 : Math.round(unifiedFontSize * 1.0) * 2.2) / 40, tint: 0x000000, alpha: 0.45 }); LK.gui.topRight.addChild(window.npcSaldiriBtnShadow); } // Always keep shadow behind the button and update its size/position if (window.npcSaldiriBtnShadow && window.npcSaldiriBtn) { window.npcSaldiriBtnShadow.x = window.npcSaldiriBtn.x; window.npcSaldiriBtnShadow.y = window.npcSaldiriBtn.y; window.npcSaldiriBtnShadow.scaleX = (window.npcSaldiriBtn.width ? window.npcSaldiriBtn.width * 1.5 : 600) / 40; window.npcSaldiriBtnShadow.scaleY = (window.npcSaldiriBtn.height ? window.npcSaldiriBtn.height * 2.2 : Math.round(unifiedFontSize * 1.0) * 2.2) / 40; // Ensure shadow is rendered below the button if (window.npcSaldiriBtnShadow.parent && window.npcSaldiriBtn.parent) { var parent = window.npcSaldiriBtn.parent; if (parent.getChildIndex && parent.getChildIndex(window.npcSaldiriBtnShadow) > parent.getChildIndex(window.npcSaldiriBtn)) { parent.swapChildren(window.npcSaldiriBtnShadow, window.npcSaldiriBtn); } } } // Update button state and lock if needed if (window.npcSaldiriBtn) { // If -rep > +rep, allow always activation, but only allow deactivation if +rep > -rep if (playerBadRep > playerGoodRep) { window.npcSaldiriBtn._locked = true; if (!window.npcSaldiriBtn._active) { window.npcSaldiriBtn._active = true; } window.npcSaldiriBtn.setText("NPC Saldırı: KİLİTLİ"); window.npcSaldiriBtn.fill = 0xff0000; window.npcFightMode = true; } else { window.npcSaldiriBtn._locked = false; if (window.npcSaldiriBtn._active) { window.npcSaldiriBtn.setText("NPC Saldırı: AKTİF"); window.npcSaldiriBtn.fill = 0xff0000; window.npcFightMode = true; } else { window.npcSaldiriBtn.setText("NPC Saldırı: PASİF"); window.npcSaldiriBtn.fill = 0xff4444; window.npcFightMode = false; } } } // 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; } // Update boost text if (ship.boostCooldown <= 0) { boostText.setText('BOOST READY'); boostText.fill = 0x00ffff; } else { boostText.setText('BOOST: ' + Math.ceil(ship.boostCooldown / 60) + 's'); boostText.fill = 0x888888; } storage.playerLevel = playerLevel; storage.playerEXP = playerEXP; } function saveProgress() { storage.coins = playerCoins; storage.metal = playerMetal; storage.energy = playerEnergy; storage.questsCompleted = questsCompleted; storage.playerGoodRep = playerGoodRep; storage.playerBadRep = playerBadRep; } // Event handlers game.down = function (x, y, obj) { // --- 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.questsCompleted = 0; storage.playerLevel = 1; storage.playerEXP = 0; storage.playerGoodRep = 0; storage.playerBadRep = 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; } } // --- MINI MAP BUTTON HANDLER --- if (game._miniMapBtn && game._miniMapBtn.parent) { // Mini map button is about 180x80 px, left of Reset // x: 2048 - 400 to 2048 - 220, y: 2732 - 100 to 2732 if (x > 2048 - 400 && x < 2048 - 220 && y > 2732 - 100 && y < 2732) { window._miniMapVisible = !window._miniMapVisible; // If hiding, remove all mini map elements if (!window._miniMapVisible && window._miniMapContainer && window._miniMapContainer.parent) { window._miniMapContainer.parent.removeChild(window._miniMapContainer); window._miniMapElements = []; window._miniMapContainer = null; } // If showing, force a minimap update by calling the minimap overlay logic if (window._miniMapVisible) { // The minimap overlay is drawn in the main game loop, so we just need to trigger a redraw // by setting _miniMapVisible = true. The next game.update will draw it. // Optionally, we can force a redraw immediately by calling game.update() if needed. if (typeof game.update === "function") { game.update(); } } 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; } } // --- NPC Saldırı butonu handler (top right, below repText) --- if (window.npcSaldiriBtn) { var bx = window.npcSaldiriBtn.x + 2048, // LK.gui.topRight anchor is (1,0) by = window.npcSaldiriBtn.y; var bw = (window.npcSaldiriBtn.width || 400) * 1.7, // 70% wider tap area bh = (window.npcSaldiriBtn.height || 100) * 2.2; // 120% taller tap area // Tap area is now much larger than the text area for easier pressing if (x > bx - bw / 2 && x < bx + bw / 2 && y > by - bh / 2 && y < by + bh / 2) { // Always allow activation if (!window.npcSaldiriBtn._active) { window.npcSaldiriBtn._active = true; window.npcSaldiriBtn.setText("NPC Saldırı: AKTİF"); window.npcSaldiriBtn.fill = 0xff0000; window.npcFightMode = true; // Update UI to reflect new state if (typeof updateUI === "function") updateUI(); } else { // Only allow deactivation if +rep > -rep if (playerGoodRep > playerBadRep) { window.npcSaldiriBtn._active = false; window.npcSaldiriBtn.setText("NPC Saldırı: PASİF"); window.npcSaldiriBtn.fill = 0xff4444; window.npcFightMode = false; if (typeof updateUI === "function") updateUI(); } else { // Cannot deactivate, show feedback LK.effects.flashObject(window.npcSaldiriBtn, 0xff0000, 300); } } 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; var cbx = cbtn.x, cby = cbtn.y; if (x > cbx - 90 && x < cbx + 90 && y > cby - 40 && y < cby + 40) { 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; return; } } // --- Health bar tap to show repair panel --- if (healthText && healthText.parent && healthText._isHealthBar && ship.health < ship.maxHealth && ship.health > 0) { // Get healthText bounds in screen coordinates // healthText is anchored at (0.5, 0), at top center // Let's estimate its bounds var hx = healthText.x, hy = healthText.y; var hw = healthText.width || 300; var hh = healthText.height || 60; // Accept generous tap area if (x > hx - hw / 2 && x < hx + hw / 2 && y > hy && y < hy + hh) { window._showRepairPanel = true; return; } } // --- SHIP TAP: Show upgrade/can-buy-health panel --- if (ship && ship.parent) { // Ship is at (ship.x, ship.y), size is 80x100 (see asset) var sx = ship.x, sy = ship.y; var sw = 80, sh = 100; // Accept generous tap area if (x > sx - sw / 2 && x < sx + sw / 2 && y > sy - sh / 2 && y < sy + sh / 2) { // Only show if not already shown if (!window.shipUpgradePanel) { // Panel background // --- DYNAMIC PANEL SIZE BASED ON CONTENT --- var upgBtnFont = unifiedFontSize; var upgBtnWidth = 340; var upgBtnHeight = 90; var colSpacing = 80; var colXOffset = upgBtnWidth / 2 + colSpacing / 2; var upgBtnSpacingY = 140; var numUpgradeRows = 4; // 3 upgrade rows + 1 buy health row var panelContentHeight = 100 + numUpgradeRows * upgBtnSpacingY + 2 * upgBtnHeight; // title + upgrades + buy health + speed + some margin var panelContentWidth = upgBtnWidth * 2 + colSpacing + 80; // two columns + spacing + margin // Add extra for speed upgrade and close button panelContentHeight += upgBtnSpacingY + 60; // speed upgrade + close btn margin // Clamp min/max var panelWidth = Math.max(700, Math.round(panelContentWidth)); var panelHeight = Math.max(340, Math.round(panelContentHeight)); var panel = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: sx, y: sy - 220, scaleX: panelWidth / 40, // asset is 40px wide scaleY: panelHeight / 40, // asset is 40px tall tint: 0x224488 }); // Title var titleFont = Math.round(62 * 1.1); var title = new Text2("Yükseltmeler & Can Satın Al", { size: titleFont, fill: 0xffffff, align: "center" }); title.anchor.set(0.5, 0.5); title.x = sx; title.y = sy - 220 - panelHeight / 2 + 100; // Upgrade buttons, dikeyde aralıklı ve panelin içine sığacak şekilde var upgBtnY = title.y + 110; var upgBtnSpacingY = 140; // Paneldeki yazı ve butonların font boyutunu, Wave font boyutu ile aynı yap var upgBtnFont = unifiedFontSize; var upgBtnWidth = 340; var upgBtnHeight = 90; var colSpacing = 80; var colXOffset = upgBtnWidth / 2 + colSpacing / 2; // Normal upgrades var upg1 = new Text2("Max Can +20\n(100 coin, 10 metal)", { size: upgBtnFont, fill: 0x00ff99, align: "center" }); upg1.anchor.set(0.5, 0.5); upg1.x = sx - colXOffset; upg1.y = upgBtnY; upg1._isShipUpgradeBtn = true; upg1._upgradeType = "maxHealth"; upg1._upgradeCost = { coins: 100, metal: 10, energy: 0 }; var upg1x2 = new Text2("Max Can +20\n(200 coin, 20 metal)", { size: upgBtnFont, fill: 0x00cc99, align: "center" }); upg1x2.anchor.set(0.5, 0.5); upg1x2.x = sx + colXOffset; upg1x2.y = upgBtnY; upg1x2._isShipUpgradeBtn = true; upg1x2._upgradeType = "maxHealth"; upg1x2._upgradeCost = { coins: 200, metal: 20, energy: 0 }; upg1x2._isDoubleCost = true; var upg2 = new Text2("Max Kalkan +10\n(120 coin, 12 metal)", { size: upgBtnFont, fill: 0x00ccff, align: "center" }); upg2.anchor.set(0.5, 0.5); upg2.x = sx - colXOffset; upg2.y = upgBtnY + upgBtnSpacingY; upg2._isShipUpgradeBtn = true; upg2._upgradeType = "maxShield"; upg2._upgradeCost = { coins: 120, metal: 12, energy: 0 }; var upg2x2 = new Text2("Max Kalkan +10\n(240 coin, 24 metal)", { size: upgBtnFont, fill: 0x00aaff, align: "center" }); upg2x2.anchor.set(0.5, 0.5); upg2x2.x = sx + colXOffset; upg2x2.y = upgBtnY + upgBtnSpacingY; upg2x2._isShipUpgradeBtn = true; upg2x2._upgradeType = "maxShield"; upg2x2._upgradeCost = { coins: 240, metal: 24, energy: 0 }; upg2x2._isDoubleCost = true; var upg3 = new Text2("Hasar +5\n(150 coin, 15 enerji)", { size: upgBtnFont, fill: 0xffcc00, align: "center" }); upg3.anchor.set(0.5, 0.5); upg3.x = sx - colXOffset; upg3.y = upgBtnY + upgBtnSpacingY * 2; upg3._isShipUpgradeBtn = true; upg3._upgradeType = "damage"; upg3._upgradeCost = { coins: 150, metal: 0, energy: 15 }; var upg3x2 = new Text2("Hasar +5\n(300 coin, 30 enerji)", { size: upgBtnFont, fill: 0xff9900, align: "center" }); upg3x2.anchor.set(0.5, 0.5); upg3x2.x = sx + colXOffset; upg3x2.y = upgBtnY + upgBtnSpacingY * 2; upg3x2._isShipUpgradeBtn = true; upg3x2._upgradeType = "damage"; upg3x2._upgradeCost = { coins: 300, metal: 0, energy: 30 }; upg3x2._isDoubleCost = true; // Buy health button (if not full) var canBuyHealth = ship.health < ship.maxHealth; var buyHealthBtnFont = unifiedFontSize; // Proportional cost scaling for buy health button var healthToRestore = ship.maxHealth - ship.health; var baseFullRepairHealth = 60; var baseCoinCost = 90; var baseMetalCost = 6; var baseEnergyCost = 6; var buyHealthCostCoins = Math.max(30, Math.round(baseCoinCost * (healthToRestore / baseFullRepairHealth))); var buyHealthCostMetal = Math.max(2, Math.round(baseMetalCost * (healthToRestore / baseFullRepairHealth))); var buyHealthCostEnergy = Math.max(2, Math.round(baseEnergyCost * (healthToRestore / baseFullRepairHealth))); var buyHealthBtn = new Text2("Canı Doldur (" + buyHealthCostCoins + " coin, " + buyHealthCostMetal + " metal, " + buyHealthCostEnergy + " enerji)", { size: buyHealthBtnFont, fill: canBuyHealth ? 0x00ffcc : 0x888888, align: "center" }); buyHealthBtn.anchor.set(0.5, 0.5); buyHealthBtn.x = sx; buyHealthBtn.y = upgBtnY + upgBtnSpacingY * 3 + 30; buyHealthBtn._isShipBuyHealthBtn = true; buyHealthBtn._repairCostCoins = buyHealthCostCoins; buyHealthBtn._repairCostMetal = buyHealthCostMetal; buyHealthBtn._repairCostEnergy = buyHealthCostEnergy; // Speed upgrade button (bottom of panel) var speedUpgLevel = window.shipSpeedUpgradeLevel || 0; var speedUpgFont = unifiedFontSize; var speedUpgCost = 120 + speedUpgLevel * 60; var speedUpgBtn = new Text2("Hız +" + Math.round((speedUpgLevel + 1) * 10) + "%\n(" + speedUpgCost + " coin)", { size: speedUpgFont, fill: 0x00ffff, align: "center" }); speedUpgBtn.anchor.set(0.5, 0.5); speedUpgBtn.x = sx; speedUpgBtn.y = buyHealthBtn.y + upgBtnSpacingY; speedUpgBtn._isShipSpeedUpgradeBtn = true; speedUpgBtn._speedUpgradeLevel = speedUpgLevel; speedUpgBtn._speedUpgradeCost = speedUpgCost; // Close button var closeBtnFont = unifiedFontSize; var closeBtn = new Text2("Kapat", { size: closeBtnFont, fill: 0xff4444, align: "center" }); closeBtn.anchor.set(0.5, 0.5); // Move close button above the panel title, with extra margin closeBtn.x = sx; closeBtn.y = title.y - 90; closeBtn._isShipUpgradeCloseBtn = true; // Add to game game.addChild(panel); game.addChild(title); game.addChild(upg1); game.addChild(upg1x2); game.addChild(upg2); game.addChild(upg2x2); game.addChild(upg3); game.addChild(upg3x2); game.addChild(buyHealthBtn); game.addChild(speedUpgBtn); game.addChild(closeBtn); // Store refs for tap logic/cleanup window.shipUpgradePanel = panel; window.shipUpgradeTitle = title; window.shipUpgradeBtn1 = upg1; window.shipUpgradeBtn1x2 = upg1x2; window.shipUpgradeBtn2 = upg2; window.shipUpgradeBtn2x2 = upg2x2; window.shipUpgradeBtn3 = upg3; window.shipUpgradeBtn3x2 = upg3x2; window.shipBuyHealthBtn = buyHealthBtn; window.shipSpeedUpgradeBtn = speedUpgBtn; window.shipUpgradeCloseBtn = closeBtn; } return; } } if (Math.sqrt(Math.pow(x - joystickBase.x, 2) + Math.pow(y - joystickBase.y, 2)) < 100) { isDragging = true; joystickHandle.x = x; joystickHandle.y = y; } else if (y < 300 && ship.boostCooldown <= 0) { ship.boostSpeed = 10; ship.boostCooldown = 300; // 5 seconds cooldown if (LK.getSound('boost')) { LK.getSound('boost').play(); } } else { // --- SHIP UPGRADE PANEL BUTTONS --- if (window.shipUpgradePanel) { // Upgrade buttons var btns = [window.shipUpgradeBtn1, window.shipUpgradeBtn1x2, window.shipUpgradeBtn2, window.shipUpgradeBtn2x2, window.shipUpgradeBtn3, window.shipUpgradeBtn3x2]; for (var i = 0; i < btns.length; i++) { var btn = btns[i]; if (!btn) continue; var bx = btn.x, by = btn.y; if (x > bx - 120 && x < bx + 120 && y > by - 50 && y < by + 50) { // Try to buy upgrade var upg = btn._upgradeType; var cost = btn._upgradeCost; var isDouble = !!btn._isDoubleCost; if (upg === "maxHealth" && playerCoins >= cost.coins && playerMetal >= cost.metal) { ship.maxHealth += 20; ship.health = ship.maxHealth; playerCoins -= cost.coins; playerMetal -= cost.metal; LK.effects.flashObject(ship, isDouble ? 0x00cc99 : 0x00ff99, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "maxShield" && playerCoins >= cost.coins && playerMetal >= cost.metal) { ship.maxShield += 10; ship.shield = ship.maxShield; playerCoins -= cost.coins; playerMetal -= cost.metal; LK.effects.flashObject(ship, isDouble ? 0x00aaff : 0x00ccff, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else if (upg === "damage" && playerCoins >= cost.coins && playerEnergy >= cost.energy) { ship.damage += 5; playerCoins -= cost.coins; playerEnergy -= cost.energy; LK.effects.flashObject(ship, isDouble ? 0xff9900 : 0xffcc00, 400); btn.setText("Alındı!"); btn.fill = 0x00ffcc; updateUI(); saveProgress(); } else { btn.setText("Yetersiz kaynak!"); btn.fill = 0xff4444; } return; } } // Buy health button var bhb = window.shipBuyHealthBtn; if (bhb) { var bx = bhb.x, by = bhb.y; if (x > bx - 180 && x < bx + 180 && y > by - 50 && y < by + 50) { if (ship.health < ship.maxHealth) { var costCoins = bhb._repairCostCoins, costMetal = bhb._repairCostMetal, costEnergy = bhb._repairCostEnergy; if (playerCoins >= costCoins && playerMetal >= costMetal && playerEnergy >= costEnergy) { playerCoins -= costCoins; playerMetal -= costMetal; playerEnergy -= costEnergy; ship.health = ship.maxHealth; updateUI(); saveProgress(); bhb.setText("Can Dolduruldu!"); bhb.fill = 0x00ffcc; } else { bhb.setText("Yetersiz kaynak!"); bhb.fill = 0xff4444; } } else { bhb.setText("Can zaten tam!"); bhb.fill = 0x888888; } return; } } // Speed upgrade button var sub = window.shipSpeedUpgradeBtn; if (sub) { var bx = sub.x, by = sub.y; if (x > bx - 180 && x < bx + 180 && y > by - 50 && y < by + 50) { var level = window.shipSpeedUpgradeLevel || 0; var cost = 120 + level * 60; if (playerCoins >= cost) { playerCoins -= cost; level++; window.shipSpeedUpgradeLevel = level; // Each level increases speed by 10% (multiplicative) ship.speed = Math.round(ship.speed * Math.pow(1.1, 1) * 100) / 100; sub.setText("Alındı! +" + level * 10 + "%"); sub.fill = 0x00ffcc; LK.effects.flashObject(ship, 0x00ffff, 400); updateUI(); saveProgress(); } else { sub.setText("Yetersiz coin!"); sub.fill = 0xff4444; } return; } } // Close button var cb = window.shipUpgradeCloseBtn; if (cb) { var bx = cb.x, by = cb.y; if (x > bx - 120 && x < bx + 120 && y > by - 50 && y < by + 50) { // Remove all panel elements if (window.shipUpgradePanel && window.shipUpgradePanel.parent) window.shipUpgradePanel.parent.removeChild(window.shipUpgradePanel); if (window.shipUpgradeTitle && window.shipUpgradeTitle.parent) window.shipUpgradeTitle.parent.removeChild(window.shipUpgradeTitle); if (window.shipUpgradeBtn1 && window.shipUpgradeBtn1.parent) window.shipUpgradeBtn1.parent.removeChild(window.shipUpgradeBtn1); if (window.shipUpgradeBtn1x2 && window.shipUpgradeBtn1x2.parent) window.shipUpgradeBtn1x2.parent.removeChild(window.shipUpgradeBtn1x2); if (window.shipUpgradeBtn2 && window.shipUpgradeBtn2.parent) window.shipUpgradeBtn2.parent.removeChild(window.shipUpgradeBtn2); if (window.shipUpgradeBtn2x2 && window.shipUpgradeBtn2x2.parent) window.shipUpgradeBtn2x2.parent.removeChild(window.shipUpgradeBtn2x2); if (window.shipUpgradeBtn3 && window.shipUpgradeBtn3.parent) window.shipUpgradeBtn3.parent.removeChild(window.shipUpgradeBtn3); if (window.shipUpgradeBtn3x2 && window.shipUpgradeBtn3x2.parent) window.shipUpgradeBtn3x2.parent.removeChild(window.shipUpgradeBtn3x2); if (window.shipBuyHealthBtn && window.shipBuyHealthBtn.parent) window.shipBuyHealthBtn.parent.removeChild(window.shipBuyHealthBtn); if (window.shipSpeedUpgradeBtn && window.shipSpeedUpgradeBtn.parent) window.shipSpeedUpgradeBtn.parent.removeChild(window.shipSpeedUpgradeBtn); if (window.shipUpgradeCloseBtn && window.shipUpgradeCloseBtn.parent) window.shipUpgradeCloseBtn.parent.removeChild(window.shipUpgradeCloseBtn); // Hide all upgrade panel texts window.shipUpgradePanel = null; window.shipUpgradeTitle = null; window.shipUpgradeBtn1 = null; window.shipUpgradeBtn1x2 = null; window.shipUpgradeBtn2 = null; window.shipUpgradeBtn2x2 = null; window.shipUpgradeBtn3 = null; window.shipUpgradeBtn3x2 = null; window.shipBuyHealthBtn = null; window.shipSpeedUpgradeBtn = null; window.shipUpgradeCloseBtn = null; return; } } } // --- Handle Accept/Reject quest button taps --- if (game._questDecisionAcceptBtn && game._questDecisionAcceptBtn.parent) { var btn = game._questDecisionAcceptBtn; var bx = btn.x, by = btn.y; // Button is about 180x80 px if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) { // Accept quest var npc = btn._questNPC; if (npc) { // Defend quest özel: yardım kabul edildi if (npc.questType === 'defend') { npc._defendHelpAccepted = true; // Show floating label for accepted var acceptLabel = new Text2("Yardım kabul edildi!", { size: 36, fill: 0x00ff99, align: "center" }); acceptLabel.anchor.set(0.5, 0.5); acceptLabel.x = npc.x; acceptLabel.y = npc.y + 110; game.addChild(acceptLabel); npc._npcInteractionLabel = acceptLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Teşekkürler! Beni korsanlardan koru!", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } else { // Mark quest as accepted (progress 1 means started) npc.questProgress = 1; // Show NPC response var acceptLabel = new Text2("Görev kabul edildi!", { size: 36, fill: 0x00ff99, align: "center" }); acceptLabel.anchor.set(0.5, 0.5); acceptLabel.x = npc.x; acceptLabel.y = npc.y + 110; game.addChild(acceptLabel); npc._npcInteractionLabel = acceptLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Harika! Görev başladı.", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } // Remove quest panel if (npc._questDecisionPanel && npc._questDecisionPanel.parent) npc._questDecisionPanel.parent.removeChild(npc._questDecisionPanel); if (npc._questDecisionText && npc._questDecisionText.parent) npc._questDecisionText.parent.removeChild(npc._questDecisionText); if (npc._questDecisionAcceptBtn && npc._questDecisionAcceptBtn.parent) npc._questDecisionAcceptBtn.parent.removeChild(npc._questDecisionAcceptBtn); if (npc._questDecisionRejectBtn && npc._questDecisionRejectBtn.parent) npc._questDecisionRejectBtn.parent.removeChild(npc._questDecisionRejectBtn); npc._questDecisionPanel = null; npc._questDecisionText = null; npc._questDecisionAcceptBtn = null; npc._questDecisionRejectBtn = null; game._questDecisionPanel = null; game._questDecisionAcceptBtn = null; game._questDecisionRejectBtn = null; game._questDecisionText = null; game._questDecisionNPC = null; } return; } } if (game._questDecisionRejectBtn && game._questDecisionRejectBtn.parent) { var btn = game._questDecisionRejectBtn; var bx = btn.x, by = btn.y; if (x > bx - 90 && x < bx + 90 && y > by - 40 && y < by + 40) { // Reject quest var npc = btn._questNPC; if (npc) { if (npc.questType === 'defend') { npc._defendHelpAccepted = false; // Show floating label for rejected var rejectLabel = new Text2("Yardım edilmedi.", { size: 36, fill: 0xff4444, align: "center" }); rejectLabel.anchor.set(0.5, 0.5); rejectLabel.x = npc.x; rejectLabel.y = npc.y + 110; game.addChild(rejectLabel); npc._npcInteractionLabel = rejectLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Anlaşıldı, kendi başıma savaşacağım!", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } else { // Mark quest as inactive npc.questActive = false; // Show floating label for rejected var rejectLabel = new Text2("Görev reddedildi.", { size: 36, fill: 0xff4444, align: "center" }); rejectLabel.anchor.set(0.5, 0.5); rejectLabel.x = npc.x; rejectLabel.y = npc.y + 110; game.addChild(rejectLabel); npc._npcInteractionLabel = rejectLabel; npc._npcInteractionLabelExpire = LK.ticks + 120; npc.pauseUntil = LK.ticks + 120; npc._npcText && npc._npcText.parent && npc._npcText.parent.removeChild(npc._npcText); npc._npcText = new Text2(npc.rpgName + ": Belki başka zaman!", { size: 32, fill: 0x00ffcc, align: "center" }); npc._npcText.anchor.set(0.5, 1); npc._npcText.x = npc.x; npc._npcText.y = npc.y - 70; game.addChild(npc._npcText); } // Remove quest panel if (npc._questDecisionPanel && npc._questDecisionPanel.parent) npc._questDecisionPanel.parent.removeChild(npc._questDecisionPanel); if (npc._questDecisionText && npc._questDecisionText.parent) npc._questDecisionText.parent.removeChild(npc._questDecisionText); if (npc._questDecisionAcceptBtn && npc._questDecisionAcceptBtn.parent) npc._questDecisionAcceptBtn.parent.removeChild(npc._questDecisionAcceptBtn); if (npc._questDecisionRejectBtn && npc._questDecisionRejectBtn.parent) npc._questDecisionRejectBtn.parent.removeChild(npc._questDecisionRejectBtn); npc._questDecisionPanel = null; npc._questDecisionText = null; npc._questDecisionAcceptBtn = null; npc._questDecisionRejectBtn = null; game._questDecisionPanel = null; game._questDecisionAcceptBtn = null; game._questDecisionRejectBtn = null; game._questDecisionText = null; game._questDecisionNPC = null; } return; } } // Check for NPC tap (RPG/adventure/trade) for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; var dist = Math.sqrt(Math.pow(npc.x - ship.x, 2) + Math.pow(npc.y - ship.y, 2)); if (dist < 180) { game._lastNPCTap = LK.ticks; break; } } // --- Distress event tap detection --- if (window.distressEvent && window.distressEvent.helpBtn && window.distressEvent.ignoreBtn) { game._lastDistressTapTick = LK.ticks; game._lastDistressTapX = x; game._lastDistressTapY = y; } } }; game.move = function (x, y, obj) { if (isDragging) { var dx = x - joystickBase.x; var dy = y - joystickBase.y; var distance = Math.sqrt(dx * dx + dy * dy); 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) { isDragging = false; joystickHandle.x = joystickBase.x; joystickHandle.y = joystickBase.y; }; // Main game loop game.update = function () { // Ship movement var shipDX = 0; var shipDY = 0; if (isDragging) { var dx = joystickHandle.x - joystickBase.x; var dy = joystickHandle.y - joystickBase.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 10) { var effectiveSpeed = ship.speed + ship.boostSpeed; shipDX = dx / 100 * effectiveSpeed; shipDY = dy / 100 * effectiveSpeed; ship.rotation = Math.atan2(dy, dx) + Math.PI / 2; // Create boost particles when boosting if (ship.boostSpeed > 0 && LK.ticks % 2 === 0) { createBoostParticle(); } } } // Track total distance traveled totalDistance += Math.sqrt(shipDX * shipDX + shipDY * shipDY); // Update camera to follow ship movement camera.x += shipDX; camera.y += shipDY; // Move all world objects opposite to ship movement to create camera effect for (var i = 0; i < stars.length; i++) { stars[i].x -= shipDX; stars[i].y -= shipDY; } for (var i = 0; i < npcs.length; i++) { npcs[i].x -= shipDX; npcs[i].y -= shipDY; } for (var i = 0; i < pirates.length; i++) { pirates[i].x -= shipDX; pirates[i].y -= shipDY; } for (var i = 0; i < coins.length; i++) { coins[i].x -= shipDX; coins[i].y -= shipDY; } for (var i = 0; i < resources.length; i++) { resources[i].x -= shipDX; resources[i].y -= shipDY; } for (var i = 0; i < bullets.length; i++) { bullets[i].x -= shipDX; bullets[i].y -= shipDY; } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i].x -= shipDX; enemyBullets[i].y -= shipDY; } for (var i = 0; i < asteroids.length; i++) { asteroids[i].x -= shipDX; asteroids[i].y -= shipDY; } for (var i = 0; i < upgradeStations.length; i++) { upgradeStations[i].x -= shipDX; upgradeStations[i].y -= shipDY; } for (var i = 0; i < boostParticles.length; i++) { boostParticles[i].x -= shipDX; boostParticles[i].y -= shipDY; } for (var i = 0; i < explosions.length; i++) { explosions[i].x -= shipDX; explosions[i].y -= shipDY; } // Auto fire at very close pirates or asteroids // Saldırı mesafesi %10 arttırıldı (200 -> 220) var ATTACK_RANGE = 220; if (LK.ticks - ship.lastFire > ship.fireRate && (pirates.length > 0 || asteroids.length > 0)) { // Find nearest pirate or asteroid within 220 pixels var nearestTarget = null; var nearestDistance = Infinity; var isPirate = false; // Check pirates for (var i = 0; i < pirates.length; i++) { var dist = Math.sqrt(Math.pow(pirates[i].x - ship.x, 2) + Math.pow(pirates[i].y - ship.y, 2)); if (dist < ATTACK_RANGE && dist < nearestDistance) { nearestDistance = dist; nearestTarget = pirates[i]; isPirate = true; } } // Check asteroids for (var i = 0; i < asteroids.length; i++) { var dist = Math.sqrt(Math.pow(asteroids[i].x - ship.x, 2) + Math.pow(asteroids[i].y - ship.y, 2)); if (dist < ATTACK_RANGE && dist < nearestDistance) { nearestDistance = dist; nearestTarget = asteroids[i]; isPirate = false; } } if (nearestTarget) { var bullet = new Bullet(); bullet.x = ship.x; bullet.y = ship.y; var angle = Math.atan2(nearestTarget.y - ship.y, nearestTarget.x - ship.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullets.push(bullet); game.addChild(bullet); ship.lastFire = LK.ticks; LK.getSound('shoot').play(); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with pirates for (var j = pirates.length - 1; j >= 0; j--) { if (bullet.intersects(pirates[j])) { pirates[j].takeDamage(bullet.damage); var killedByPlayer = !bullet._npcBullet; var killedByNPC = !!bullet._npcBullet; if (pirates[j].health <= 0) { enemiesKilled++; createExplosion(pirates[j].x, pirates[j].y); // Drop loot var coin = new Coin(); coin.x = pirates[j].x; coin.y = pirates[j].y; 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: +rep ve exp playerGoodRep += 1; var pirateExp = 3 + Math.floor(Math.random() * 3); playerEXP += pirateExp; // Level up if enough EXP while (playerEXP >= expToNext(playerLevel)) { playerEXP -= expToNext(playerLevel); playerLevel++; LK.effects.flashObject(ship, 0x00ffcc, 800); } } else if (killedByNPC) { // NPC öldürdü: yoluna devam etsin, rep/exp yok // Kısa bir etiket göster (isteğe bağlı) var npcLabel = new Text2("NPC KILL", { size: 28, fill: 0xccccff, align: "center" }); npcLabel.anchor.set(0.5, 0.5); npcLabel.x = pirates[j].x; npcLabel.y = pirates[j].y - 80; game.addChild(npcLabel); // Fade out and remove after 700ms LK.setTimeout(function () { if (npcLabel.parent) { npcLabel.parent.removeChild(npcLabel); } }, 700); } // Update UI after EXP gain updateUI(); pirates[j].destroy(); pirates.splice(j, 1); // Check for wave completion if (enemiesKilled >= 10 + waveNumber * 5) { waveNumber++; enemiesKilled = 0; // Spawn upgrade station every 3 waves if (waveNumber % 3 === 0) { spawnUpgradeStation(); } } } bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); break; } } // --- PLAYER CAN ATTACK NPCs IF FIGHT MODE IS ON --- if (window.npcFightMode) { for (var j = npcs.length - 1; j >= 0; j--) { var npc = npcs[j]; if (bullet.intersects(npc)) { if (typeof npc.health === "undefined") npc.health = 100; npc.health -= bullet.damage; LK.effects.flashObject(npc, 0xff0000, 120); // Floating label for NPC hit var npcHitLabel = new Text2("NPC HIT", { size: 24, fill: 0xff8888, align: "center" }); npcHitLabel.anchor.set(0.5, 0.5); npcHitLabel.x = npc.x; npcHitLabel.y = npc.y - 60; game.addChild(npcHitLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcHitLabel), 600); // Remove NPC if dead if (npc.health <= 0) { // Floating label for NPC kill var npcKillLabel = new Text2("NPC KILL", { size: 28, fill: 0xccccff, align: "center" }); npcKillLabel.anchor.set(0.5, 0.5); npcKillLabel.x = npc.x; npcKillLabel.y = npc.y - 80; game.addChild(npcKillLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcKillLabel), 700); // -rep for killing NPC playerBadRep += 1; updateUI(); // Remove hostile label if present if (npc._hostileLabel && npc._hostileLabel.parent) { npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } npc.destroy(); npcs.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); break; } } } // Check collision with asteroids for (var j = asteroids.length - 1; j >= 0; j--) { if (bullet.intersects(asteroids[j])) { asteroids[j].takeDamage(bullet.damage); if (asteroids[j].health <= 0) { // Drop multiple resources for (var k = 0; k < asteroids[j].resources; k++) { var resource = new Resource(); resource.x = asteroids[j].x + (Math.random() - 0.5) * 100; resource.y = asteroids[j].y + (Math.random() - 0.5) * 100; resource.amount = Math.floor(Math.random() * 3) + 1; resources.push(resource); game.addChild(resource); } createExplosion(asteroids[j].x, asteroids[j].y); asteroids[j].destroy(); asteroids.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); LK.getSound('hit').play(); break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.x < -50 || bullet.x > 2098 || bullet.y < -50 || bullet.y > 2782) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } if (bullet.intersects(ship)) { ship.takeDamage(bullet.damage); updateUI(); bullet.destroy(); enemyBullets.splice(i, 1); LK.getSound('hit').play(); continue; } // --- NEW: Pirate bullets can hit NPCs --- for (var n = npcs.length - 1; n >= 0; n--) { var npc = npcs[n]; if (bullet.intersects(npc)) { // Damage NPC if (typeof npc.health === "undefined") npc.health = 100; npc.health -= bullet.damage; LK.effects.flashObject(npc, 0xff0000, 120); // Floating label for NPC hit (optional) var npcHitLabel = new Text2("NPC HIT", { size: 24, fill: 0xff8888, align: "center" }); npcHitLabel.anchor.set(0.5, 0.5); npcHitLabel.x = npc.x; npcHitLabel.y = npc.y - 60; game.addChild(npcHitLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcHitLabel), 600); // Remove NPC if dead if (npc.health <= 0) { // Floating label for NPC kill var npcKillLabel = new Text2("NPC KILL", { size: 28, fill: 0xccccff, align: "center" }); npcKillLabel.anchor.set(0.5, 0.5); npcKillLabel.x = npc.x; npcKillLabel.y = npc.y - 80; game.addChild(npcKillLabel); LK.setTimeout(function (label) { if (label.parent) label.parent.removeChild(label); }.bind(null, npcKillLabel), 700); // Remove 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: Attack nearest NPC if close --- var nearestNPC = null; var minDistNPC = Infinity; 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 < minDistNPC) { minDistNPC = distToNPC; nearestNPC = npc; } } // 50% chance to attack NPC if close, otherwise wander if (nearestNPC && minDistNPC < 350 && Math.random() < 0.5) { // Move toward NPC var angle = Math.atan2(nearestNPC.y - pirate.y, nearestNPC.x - pirate.x); pirate.x += Math.cos(angle) * pirate.speed; pirate.y += Math.sin(angle) * pirate.speed; pirate.rotation = angle + Math.PI / 2; // Shoot at NPC if (LK.ticks - pirate.lastFire > pirate.fireRate) { var bullet = new EnemyBullet(); bullet.x = pirate.x; bullet.y = pirate.y; bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullet._pirateBullet = true; enemyBullets.push(bullet); game.addChild(bullet); pirate.lastFire = LK.ticks; } } else { // Wander randomly pirate.x += Math.cos(pirate.moveAngle) * pirate.speed * 0.5; pirate.y += Math.sin(pirate.moveAngle) * pirate.speed * 0.5; } // Remove pirates that are too far away var dist = Math.sqrt(Math.pow(ship.x - pirate.x, 2) + Math.pow(ship.y - pirate.y, 2)); if (dist > 2000) { pirate.destroy(); pirates.splice(i, 1); i--; } } // Update NPCs for (var i = npcs.length - 1; i >= 0; i--) { var npc = npcs[i]; if (npc._healthBar && npc._healthBar.update) npc._healthBar.update(); // Remove NPCs that are too far away var dist = Math.sqrt(Math.pow(npc.x - ship.x, 2) + Math.pow(npc.y - ship.y, 2)); if (dist > 2500) { npc.destroy(); npcs.splice(i, 1); continue; } // Remove any floating text if player is not close if (npc._npcText && npc._npcText.parent) { npc._npcText.parent.removeChild(npc._npcText); npc._npcText = null; } // --- NPC ATTITUDE: Hostile if -rep > +rep, friendly if +rep > -rep --- var npcHostile = false; if (playerBadRep > playerGoodRep) { npcHostile = true; } else if (playerGoodRep > playerBadRep) { npcHostile = false; } else { // If equal, neutral (not hostile) npcHostile = false; } // --- NPC AI: Attack pirates sometimes, or attack player if hostile --- if (npcHostile) { // Hostile: attack player if close var distToPlayer = Math.sqrt(Math.pow(ship.x - npc.x, 2) + Math.pow(ship.y - npc.y, 2)); if (distToPlayer < 600) { // Move toward player var dx = ship.x - npc.x; var dy = ship.y - npc.y; var d = Math.sqrt(dx * dx + dy * dy); if (d > 80) { npc.x += dx / d * npc.moveSpeed * 1.2; npc.y += dy / d * npc.moveSpeed * 1.2; } // Shoot at player (every 40 ticks) npc._aiAttackTimer = (npc._aiAttackTimer || 0) + 1; if (d < 300 && npc._aiAttackTimer > 40) { var bullet = new EnemyBullet(); bullet.x = npc.x; bullet.y = npc.y; var angle = Math.atan2(ship.y - npc.y, ship.x - npc.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullet._npcBullet = true; enemyBullets.push(bullet); game.addChild(bullet); npc._aiAttackTimer = 0; } } // Show angry label above NPC if (!npc._hostileLabel || !npc._hostileLabel.parent) { // Create label if not present or removed 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); } // Always update label position to follow NPC 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 } // Fade out and remove after expireTick 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) { // Fade out in last 20 ticks 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 { // Friendly/neutral: remove hostile label if present if (npc._hostileLabel && npc._hostileLabel.parent) { npc._hostileLabel.parent.removeChild(npc._hostileLabel); npc._hostileLabel = null; } // --- NPC AI: Attack pirates sometimes --- // Only if there are pirates and not already targeting one if (!npc._aiTargetPirate || npc._aiTargetPirate._destroyed) { // 30% chance to pick a new pirate target if (pirates.length > 0 && Math.random() < 0.3) { // Find nearest pirate var minDist = Infinity; var targetPirate = null; 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; targetPirate = p; } } if (targetPirate && minDist < 800) { npc._aiTargetPirate = targetPirate; npc._aiAttackTimer = 0; } } } // Attack target pirate if set if (npc._aiTargetPirate && !npc._aiTargetPirate._destroyed) { var tp = npc._aiTargetPirate; var dx = tp.x - npc.x; var dy = tp.y - npc.y; var d = Math.sqrt(dx * dx + dy * dy); // Approach if (d > 120) { npc.x += dx / d * npc.moveSpeed * 1.2; npc.y += dy / d * npc.moveSpeed * 1.2; } // Shoot (every 30 ticks) npc._aiAttackTimer = (npc._aiAttackTimer || 0) + 1; if (d < 300 && npc._aiAttackTimer > 30) { var bullet = new Bullet(); bullet.x = npc.x; bullet.y = npc.y; var angle = Math.atan2(tp.y - npc.y, tp.x - npc.x); bullet.directionX = Math.cos(angle); bullet.directionY = Math.sin(angle); bullet.rotation = angle + Math.PI / 2; bullet._npcBullet = true; bullets.push(bullet); game.addChild(bullet); npc._aiAttackTimer = 0; } if (tp.health <= 0 || tp._destroyed) { npc._aiTargetPirate = null; } } else { npc._aiTargetPirate = 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 boost particles for (var i = boostParticles.length - 1; i >= 0; i--) { var particle = boostParticles[i]; particle.x += particle.vx; particle.y += particle.vy; particle.life--; particle.alpha = particle.life / 20; if (particle.life <= 0) { particle.destroy(); boostParticles.splice(i, 1); } } // Update explosion particles for (var i = explosions.length - 1; i >= 0; i--) { var particle = explosions[i]; particle.x += particle.vx; particle.y += particle.vy; particle.vx *= 0.9; particle.vy *= 0.9; particle.life--; particle.alpha = particle.life / 30; particle.scaleX = particle.scaleY = 1 + (30 - particle.life) / 10; if (particle.life <= 0) { particle.destroy(); explosions.splice(i, 1); } } // Collect items for (var i = coins.length - 1; i >= 0; i--) { if (coins[i].intersects(ship)) { playerCoins += coins[i].value; coins[i].destroy(); coins.splice(i, 1); LK.getSound('collect').play(); updateUI(); saveProgress(); } } for (var i = resources.length - 1; i >= 0; i--) { if (resources[i].intersects(ship)) { if (resources[i].type === 'metal') { playerMetal += resources[i].amount; } else { playerEnergy += 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 increased 3x) if (LK.ticks % 33 === 0) { if (Math.random() < 0.5) { spawnStar(); } // 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 8 in the world if (asteroids.length < 8 && Math.random() < 0.25) { 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 if health < 100% and not dead, and not already shown if (!window.repairPanel && ship.health < ship.maxHealth && ship.health > 0 && window._showRepairPanel) { // Calculate how much health will be restored var healthToRestore = ship.maxHealth - ship.health; // Proportional cost scaling // Base costs for full repair: 90 coins, 6 metal, 6 energy (for 60 health missing) // Scale linearly with health to restore, but clamp minimums var baseFullRepairHealth = 60; var baseCoinCost = 90; var baseMetalCost = 6; var baseEnergyCost = 6; var repairCostCoins = Math.max(30, Math.round(baseCoinCost * (healthToRestore / baseFullRepairHealth))); var repairCostMetal = Math.max(2, Math.round(baseMetalCost * (healthToRestore / baseFullRepairHealth))); var repairCostEnergy = Math.max(2, Math.round(baseEnergyCost * (healthToRestore / baseFullRepairHealth))); // Panel background // --- DYNAMIC REPAIR PANEL SIZE BASED ON TEXT --- var repairTextStr = "Gemi hasarlı! Tamir: " + repairCostCoins + " coin, " + repairCostMetal + " metal, " + repairCostEnergy + " enerji"; var repairPanelFontSize = 38; var repairPanelWidth = Math.max(700, repairTextStr.length * repairPanelFontSize * 0.32); var repairPanelHeight = 180 + repairPanelFontSize * 1.5; // text + buttons var panel = LK.getAsset('resource', { anchorX: 0.5, anchorY: 0.5, x: ship.x, y: ship.y - 220, scaleX: repairPanelWidth / 40, scaleY: repairPanelHeight / 40, tint: 0x224444 }); // Repair text var repairText = new Text2("Gemi hasarlı! Tamir: " + repairCostCoins + " coin, " + repairCostMetal + " metal, " + repairCostEnergy + " enerji", { size: 38, fill: 0xffffff, align: "center" }); repairText.anchor.set(0.5, 0.5); repairText.x = ship.x; repairText.y = ship.y - 240; // Repair button var repairBtn = new Text2("Tamir Et", { size: 44, fill: 0x00ff99, align: "center" }); repairBtn.anchor.set(0.5, 0.5); repairBtn.x = ship.x - 100; repairBtn.y = ship.y - 160; // Cancel button var cancelBtn = new Text2("Kapat", { size: 44, fill: 0xff4444, align: "center" }); cancelBtn.anchor.set(0.5, 0.5); cancelBtn.x = ship.x + 100; cancelBtn.y = ship.y - 160; // Add to game game.addChild(panel); game.addChild(repairText); game.addChild(repairBtn); game.addChild(cancelBtn); // Store references for tap logic and cleanup window.repairPanel = panel; window.repairText = repairText; window.repairBtn = repairBtn; window.cancelRepairBtn = cancelBtn; repairBtn._isRepairBtn = true; cancelBtn._isCancelRepairBtn = true; repairBtn._repairCostCoins = repairCostCoins; repairBtn._repairCostMetal = repairCostMetal; repairBtn._repairCostEnergy = repairCostEnergy; window._showRepairPanel = false; // Reset flag } 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, auto-show repair panel (legacy behavior) if (!window.repairPanel && ship.health < ship.maxHealth * 0.5 && ship.health > 0) { window._showRepairPanel = true; } // --- 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)); // Update coordinateText with current ship coordinates (rounded) in real time to the left of waveText if (typeof coordinateText !== "undefined" && ship && typeof waveText !== "undefined") { // Show the actual current coordinates of the ship coordinateText.setText('X: ' + Math.round(ship.x) + ' Y: ' + Math.round(ship.y)); // Always keep coordinateText to the left of waveText, and keep size 30% smaller than expText coordinateText.size = Math.round(expText.size * 0.7); coordinateText.x = waveText.x - waveText.width - 30; coordinateText.y = waveText.y + waveText.height / 2; } // --- QUEST TARGET ARROW INDICATOR --- // Only one arrow at a time, create if needed if (!window.questArrow) { // Use a yellow triangle as arrow var arrow = LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 1.2, tint: 0xffff00, alpha: 0.85 }); arrow.visible = false; window.questArrow = arrow; game.addChild(arrow); } var showArrow = false; var arrowX = 0, arrowY = 0, arrowRot = 0; var questTarget = null; var minDist = Infinity; // Find the nearest active coordinate-based quest target for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; if (!npc.questActive || !npc.questTarget) continue; // Only for coordinate-based quests if (npc.questType === 'explore' || npc.questType === 'delivery' || npc.questType === 'escort' || npc.questType === 'hunt') { // For hunt, questTarget can be a pirate, otherwise it's {x, y} var tx, ty; if (npc.questType === 'hunt' && npc.questTarget && npc.questTarget.x !== undefined && npc.questTarget.y !== undefined && !npc.questTarget._destroyed) { tx = npc.questTarget.x; ty = npc.questTarget.y; } else if (npc.questTarget.x !== undefined && npc.questTarget.y !== undefined) { tx = npc.questTarget.x; ty = npc.questTarget.y; } if (typeof tx === "number" && typeof ty === "number") { var dist = Math.sqrt(Math.pow(tx - ship.x, 2) + Math.pow(ty - ship.y, 2)); if (dist > 120 && dist < minDist) { // Only show if not already at target minDist = dist; questTarget = { x: tx, y: ty }; } } } } // --- Derelict ship arrow logic --- if (!questTarget && window.derelictShip && window.derelictShip.x !== undefined && window.derelictShip.y !== undefined) { var d = window.derelictShip; var dist = Math.sqrt(Math.pow(d.x - ship.x, 2) + Math.pow(d.y - ship.y, 2)); if (dist > 120 && dist < 3000) { questTarget = { x: d.x, y: d.y }; } } if (questTarget) { // Project questTarget to screen edge var dx = questTarget.x - ship.x; var dy = questTarget.y - ship.y; var angle = Math.atan2(dy, dx); // Screen center in game coordinates var screenW = 2048, screenH = 2732; var margin = 90; // keep arrow inside screen var cx = screenW / 2, cy = screenH / 2; // Find intersection with screen edge var ex = cx + Math.cos(angle) * (Math.min(cx, cy) - margin); var ey = cy + Math.sin(angle) * (Math.min(cx, cy) - margin); // Clamp to screen bounds ex = Math.max(margin, Math.min(screenW - margin, ex)); ey = Math.max(margin, Math.min(screenH - margin, ey)); // Don't show if target is on screen (within 40% of screen from center) if (Math.abs(dx) > screenW * 0.2 || Math.abs(dy) > screenH * 0.2) { showArrow = true; arrowX = ex; arrowY = ey; arrowRot = angle + Math.PI / 2; } } if (window.questArrow) { window.questArrow.visible = showArrow; if (showArrow) { window.questArrow.x = arrowX; window.questArrow.y = arrowY; window.questArrow.rotation = arrowRot; window.questArrow.alpha = 0.85 + Math.sin(LK.ticks * 0.1) * 0.15; window.questArrow.scaleX = 2.5 + Math.sin(LK.ticks * 0.07) * 0.2; window.questArrow.scaleY = 1.2 + Math.cos(LK.ticks * 0.09) * 0.1; window.questArrow.zIndex = 9999; } } // --- Remaining Distance Label for Quest/Event Target --- // Only one label at a time, create if needed if (!window.questDistanceLabel) { var questDistanceLabel = new Text2('', { size: Math.round(unifiedFontSize * 0.9), fill: 0xffffff, align: "center" }); questDistanceLabel.anchor.set(0.5, 0.5); questDistanceLabel.visible = false; window.questDistanceLabel = questDistanceLabel; game.addChild(questDistanceLabel); } var showDistanceLabel = false; var labelX = 0, labelY = 0, labelText = ''; if (questTarget) { // Calculate distance var distToTarget = Math.sqrt(Math.pow(questTarget.x - ship.x, 2) + Math.pow(questTarget.y - ship.y, 2)); // Only show if not already at target and not on screen if (showArrow && distToTarget > 120) { showDistanceLabel = true; // Place label near the arrow, but offset further outwards var labelOffset = 70; labelX = arrowX + Math.cos(arrowRot - Math.PI / 2) * labelOffset; labelY = arrowY + Math.sin(arrowRot - Math.PI / 2) * labelOffset; // Show in km if >1000, else in px if (distToTarget >= 1000) { labelText = Math.round(distToTarget / 10) / 100 + "k px"; } else { labelText = Math.round(distToTarget) + " px"; } // If quest is from an NPC, show a short label for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; if (npc.questActive && npc.questTarget && (npc.questType === 'explore' || npc.questType === 'delivery' || npc.questType === 'escort') && npc.questTarget.x === questTarget.x && npc.questTarget.y === questTarget.y) { if (npc.questType === 'explore') labelText = "Keşif: " + labelText;else if (npc.questType === 'delivery') labelText = "Teslimat: " + labelText;else if (npc.questType === 'escort') labelText = "Eşlik: " + labelText; break; } if (npc.questActive && npc.questType === 'hunt' && npc.questTarget && npc.questTarget.x === questTarget.x && npc.questTarget.y === questTarget.y) { labelText = "Av: " + labelText; break; } } } } // Derelict ship distance if (!showDistanceLabel && window.derelictShip && window.derelictShip.x !== undefined && window.derelictShip.y !== undefined) { var d = window.derelictShip; var dist = Math.sqrt(Math.pow(d.x - ship.x, 2) + Math.pow(d.y - ship.y, 2)); if (dist > 120 && dist < 3000 && window.questArrow && window.questArrow.visible) { showDistanceLabel = true; var labelOffset = 70; labelX = window.questArrow.x + Math.cos(window.questArrow.rotation - Math.PI / 2) * labelOffset; labelY = window.questArrow.y + Math.sin(window.questArrow.rotation - Math.PI / 2) * labelOffset; labelText = "Gemi: " + (dist >= 1000 ? Math.round(dist / 10) / 100 + "k px" : Math.round(dist) + " px"); } } // Distress event distance if (!showDistanceLabel && window.distressEvent && window.distressEvent.x !== undefined && window.distressEvent.y !== undefined) { var e = window.distressEvent; var dist = Math.sqrt(Math.pow(e.x - ship.x, 2) + Math.pow(e.y - ship.y, 2)); if (dist > 120 && dist < 3000 && window.questArrow && window.questArrow.visible) { showDistanceLabel = true; var labelOffset = 70; labelX = window.questArrow.x + Math.cos(window.questArrow.rotation - Math.PI / 2) * labelOffset; labelY = window.questArrow.y + Math.sin(window.questArrow.rotation - Math.PI / 2) * labelOffset; labelText = "İmdat: " + (dist >= 1000 ? Math.round(dist / 10) / 100 + "k px" : Math.round(dist) + " px"); } } if (window.questDistanceLabel) { window.questDistanceLabel.visible = showDistanceLabel; if (showDistanceLabel) { window.questDistanceLabel.x = labelX; window.questDistanceLabel.y = labelY; window.questDistanceLabel.setText(labelText); window.questDistanceLabel.alpha = 0.9 + Math.sin(LK.ticks * 0.1) * 0.1; window.questDistanceLabel.size = Math.round(unifiedFontSize * 0.9); window.questDistanceLabel.zIndex = 9999; } } };
===================================================================
--- original.js
+++ change.js
@@ -1617,28 +1617,8 @@
LK.gui.topRight.addChild(window.repText);
}
window.repText.setText('Rep: +' + playerGoodRep + ' / -' + playerBadRep);
// --- Add NPC Saldırı button below repText if not already added ---
- if (!window.npcSaldiriBtnShadow) {
- // Create a shadow area behind the button, matching the text area
- var shadowWidth = 0,
- shadowHeight = 0;
- var shadowFont = Math.round(unifiedFontSize * 1.0);
- // Estimate width/height based on font size and text length
- shadowWidth = window.repText && window.repText.width ? window.repText.width * 1.1 : 400;
- shadowHeight = shadowFont * 1.5;
- window.npcSaldiriBtnShadow = LK.getAsset('resource', {
- anchorX: 1,
- anchorY: 0,
- x: -20,
- y: window.repText.y + window.repText.height + 24,
- scaleX: shadowWidth / 40,
- scaleY: shadowHeight / 40,
- tint: 0x000000,
- alpha: 0.45
- });
- LK.gui.topRight.addChild(window.npcSaldiriBtnShadow);
- }
if (!window.npcSaldiriBtn) {
var npcSaldiriBtnFont = Math.round(unifiedFontSize * 1.0);
window.npcSaldiriBtn = new Text2("NPC Saldırı: PASİF", {
size: npcSaldiriBtnFont,
@@ -1650,14 +1630,28 @@
window.npcSaldiriBtn.y = window.repText.y + window.repText.height + 24;
window.npcSaldiriBtn._active = false;
LK.gui.topRight.addChild(window.npcSaldiriBtn);
}
+ // Create or update the shadow area so it is always centered and larger than the text
+ if (!window.npcSaldiriBtnShadow) {
+ window.npcSaldiriBtnShadow = LK.getAsset('resource', {
+ anchorX: 1,
+ anchorY: 0,
+ x: window.npcSaldiriBtn.x,
+ y: window.npcSaldiriBtn.y,
+ scaleX: (window.npcSaldiriBtn.width ? window.npcSaldiriBtn.width * 1.5 : 600) / 40,
+ scaleY: (window.npcSaldiriBtn.height ? window.npcSaldiriBtn.height * 2.2 : Math.round(unifiedFontSize * 1.0) * 2.2) / 40,
+ tint: 0x000000,
+ alpha: 0.45
+ });
+ LK.gui.topRight.addChild(window.npcSaldiriBtnShadow);
+ }
// Always keep shadow behind the button and update its size/position
if (window.npcSaldiriBtnShadow && window.npcSaldiriBtn) {
window.npcSaldiriBtnShadow.x = window.npcSaldiriBtn.x;
window.npcSaldiriBtnShadow.y = window.npcSaldiriBtn.y;
- window.npcSaldiriBtnShadow.scaleX = (window.npcSaldiriBtn.width ? window.npcSaldiriBtn.width * 1.1 : 400) / 40;
- window.npcSaldiriBtnShadow.scaleY = (window.npcSaldiriBtn.height ? window.npcSaldiriBtn.height * 1.2 : Math.round(unifiedFontSize * 1.0) * 1.5) / 40;
+ window.npcSaldiriBtnShadow.scaleX = (window.npcSaldiriBtn.width ? window.npcSaldiriBtn.width * 1.5 : 600) / 40;
+ window.npcSaldiriBtnShadow.scaleY = (window.npcSaldiriBtn.height ? window.npcSaldiriBtn.height * 2.2 : Math.round(unifiedFontSize * 1.0) * 2.2) / 40;
// Ensure shadow is rendered below the button
if (window.npcSaldiriBtnShadow.parent && window.npcSaldiriBtn.parent) {
var parent = window.npcSaldiriBtn.parent;
if (parent.getChildIndex && parent.getChildIndex(window.npcSaldiriBtnShadow) > parent.getChildIndex(window.npcSaldiriBtn)) {
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