User prompt
Müşteriler daha yavaş hareket etsinler.
User prompt
Fabrikalar bütün panelini biraz aşağı indir.
User prompt
Madenlerin üret yazısını biraz yukarı çıkar.
User prompt
Madenlerin üret butonunu biraz alta indir.
User prompt
Madenlerin üret butonunu biraz alta indir.
User prompt
Madenlerin üret butonunu biraz alta indir.
User prompt
Madenin Yükseltme Fiyatının yanına üret butonu ekle.
User prompt
Yükselt ve Aç yazılarını biraz büyüt.
User prompt
Yükselt ve Aç yazılarını biraz alta indir
User prompt
Bütün yazı boyutunu biraz küçült.
User prompt
Açma ve yükseltme yazılarını büyüt.
User prompt
Maden, Fabrikaların ve mağazanın olduğu Yazıların boyutunu biraz büyüt.
User prompt
Üretilmeyen ürünün müşterisi gelmesin.
User prompt
CPU fabrikası hariç diğer fabrikaları üretime açmak için belli ücret ödeyelim.
User prompt
MB, CASE, FAN, HDD, COOLER fabrikalarını biraz aşağı indir.
User prompt
MB, CASE, FAN, HDD, COOLER fabrikalarını biraz aşağı indir.
User prompt
Fabrika boşluklarını alta doğru biraz aç.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < partTypes.length; i++) {' Line Number: 220
User prompt
Her ürünün farklı fabrikası olsun.
Code edit (1 edits merged)
Please save this source code
User prompt
Bilgisayar Parçası Otomasyon: Mağaza ve Fabrika Yönetimi
Initial prompt
Idle otomasyon üretim ve mağaza yönetim oyunu. 10 bilgisayar parçası olan bir otomasyon oyunu. Müşteriler mağazadan ürün almak için geliyorlar. Her şeyin yükseltme maliyeti olacak. Fabrikada üret butonu olsun. Ek olarak 3 adet maden olsun. Bu ürünleri üretmek için 3 madenden ürün üretelim.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Factory class: base for all part factories
var BaseFactory = Container.expand(function () {
var self = Container.call(this);
self.level = 1;
self.production = 1; // per click
self.upgradeCost = 100;
self.partType = null;
self.attachAsset('factory', {
anchorX: 0.5,
anchorY: 0.5
});
// Part icon
var partIcon = null;
if (self.partType) {
partIcon = self.attachAsset('part_' + self.partType, {
anchorX: 0.5,
anchorY: 0.5,
y: -60,
scaleX: 0.7,
scaleY: 0.7
});
}
// Level text
var levelTxt = new Text2('Lv.' + self.level, {
size: 40,
fill: '#fff'
});
levelTxt.anchor.set(0.5, 0);
levelTxt.y = 90;
self.addChild(levelTxt);
self.upgrade = function () {
if (money >= self.upgradeCost) {
money -= self.upgradeCost;
self.level += 1;
self.production += 1;
self.upgradeCost = Math.floor(self.upgradeCost * 2);
levelTxt.setText('Lv.' + self.level);
updateMoneyText();
}
};
self.setPartType = function (type) {
self.partType = type;
if (partIcon) partIcon.destroy();
partIcon = self.attachAsset('part_' + type, {
anchorX: 0.5,
anchorY: 0.5,
y: -60,
scaleX: 0.7,
scaleY: 0.7
});
};
return self;
});
// Create a factory class for each part type
// Customer class: comes to store and buys a part
var Customer = Container.expand(function () {
var self = Container.call(this);
self.partType = null;
self.attachAsset('customer', {
anchorX: 0.5,
anchorY: 0.5
});
var partIcon = null;
self.setPart = function (type) {
self.partType = type;
if (partIcon) partIcon.destroy();
partIcon = self.attachAsset('part_' + type, {
anchorX: 0.5,
anchorY: 0.5,
y: 60,
scaleX: 0.5,
scaleY: 0.5
});
};
return self;
});
// Mine class: produces raw materials over time
var Mine = Container.expand(function () {
var self = Container.call(this);
self.level = 1;
self.type = 'copper'; // 'copper', 'silicon', 'iron'
self.production = 1; // per tick
self.timer = 0;
self.upgradeCost = 50;
self.attachAsset('mine', {
anchorX: 0.5,
anchorY: 0.5
});
// Ore icon
var oreIcon = self.attachAsset('ore_' + self.type, {
anchorX: 0.5,
anchorY: 0.5,
y: 60,
scaleX: 0.7,
scaleY: 0.7
});
// Level text
var levelTxt = new Text2('Lv.' + self.level, {
size: 40,
fill: '#fff'
});
levelTxt.anchor.set(0.5, 0);
levelTxt.y = 90;
self.addChild(levelTxt);
self.setType = function (type) {
self.type = type;
oreIcon.destroy();
var newOre = self.attachAsset('ore_' + type, {
anchorX: 0.5,
anchorY: 0.5,
y: 60,
scaleX: 0.7,
scaleY: 0.7
});
};
self.upgrade = function () {
if (money >= self.upgradeCost) {
money -= self.upgradeCost;
self.level += 1;
self.production += 1;
self.upgradeCost = Math.floor(self.upgradeCost * 1.7);
levelTxt.setText('Lv.' + self.level);
updateMoneyText();
}
};
self.update = function () {
self.timer++;
if (self.timer >= 60) {
// produce every second
self.timer = 0;
rawMaterials[self.type] += self.production;
updateRawText();
}
};
return self;
});
// Store class: sells computer parts to customers
var Store = Container.expand(function () {
var self = Container.call(this);
self.level = 1;
self.sellSpeed = 1; // customers per 2s
self.upgradeCost = 120;
self.attachAsset('store', {
anchorX: 0.5,
anchorY: 0.5
});
// Level text
var levelTxt = new Text2('Lv.' + self.level, {
size: 40,
fill: '#fff'
});
levelTxt.anchor.set(0.5, 0);
levelTxt.y = 90;
self.addChild(levelTxt);
self.upgrade = function () {
if (money >= self.upgradeCost) {
money -= self.upgradeCost;
self.level += 1;
self.sellSpeed += 1;
self.upgradeCost = Math.floor(self.upgradeCost * 2.2);
levelTxt.setText('Lv.' + self.level);
updateMoneyText();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Create a factory class for each part type
// Button
// Customer
// Factory, Store, Mine icons
// Raw materials (3 types)
// Computer parts (10 types)
// --- Global State ---
var FactoryClasses = {};
for (var i = 0; i < partTypes.length; i++) {
(function (type) {
FactoryClasses[type] = Container.expand(function () {
var self = BaseFactory.call(this);
self.setPartType(type);
return self;
});
})(partTypes[i]);
}
var partTypes = ['cpu', 'gpu', 'ram', 'ssd', 'psu', 'mb', 'case', 'fan', 'hdd', 'cooler'];
var oreTypes = ['copper', 'silicon', 'iron'];
// Inventory
var rawMaterials = {
copper: 10,
silicon: 10,
iron: 10
};
var parts = {};
for (var i = 0; i < partTypes.length; i++) parts[partTypes[i]] = 0;
// Money
var money = 100;
// UI Texts
var moneyTxt = new Text2('₺' + money, {
size: 70,
fill: '#fff'
});
moneyTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(moneyTxt);
function updateMoneyText() {
moneyTxt.setText('₺' + money);
}
var rawTxt = new Text2('', {
size: 40,
fill: '#ffb'
});
rawTxt.anchor.set(0.5, 0);
rawTxt.y = 80;
LK.gui.top.addChild(rawTxt);
function updateRawText() {
rawTxt.setText('Bakır: ' + rawMaterials.copper + ' Silikon: ' + rawMaterials.silicon + ' Demir: ' + rawMaterials.iron);
}
updateRawText();
var partsTxt = new Text2('', {
size: 40,
fill: '#bff'
});
partsTxt.anchor.set(0.5, 0);
partsTxt.y = 140;
LK.gui.top.addChild(partsTxt);
function updatePartsText() {
var s = '';
for (var i = 0; i < partTypes.length; i++) {
s += partTypes[i].toUpperCase() + ':' + parts[partTypes[i]] + ' ';
}
partsTxt.setText(s);
}
updatePartsText();
// --- Mines ---
var mines = [];
for (var i = 0; i < 3; i++) {
var mine = new Mine();
mine.x = 300 + i * 350;
mine.y = 600;
mine.setType(oreTypes[i]);
game.addChild(mine);
mines.push(mine);
}
// --- Factories for each part ---
var factories = [];
for (var i = 0; i < partTypes.length; i++) {
var FactoryClass = FactoryClasses[partTypes[i]];
var f = new FactoryClass();
// Arrange factories in two rows of 5
var col = i % 5;
var row = Math.floor(i / 5);
f.x = 500 + col * 300;
f.y = 1100 + row * 350;
game.addChild(f);
factories.push(f);
}
// --- Store ---
var store = new Store();
store.x = 1700;
store.y = 600;
game.addChild(store);
// --- Upgrade Buttons ---
var mineBtns = [];
for (var i = 0; i < 3; i++) {
var btn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
btn.x = mines[i].x;
btn.y = mines[i].y + 200;
game.addChild(btn);
var txt = new Text2('Maden Yükselt\n₺' + mines[i].upgradeCost, {
size: 32,
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.y = btn.y - 30;
txt.x = btn.x;
game.addChild(txt);
btn.mineIndex = i;
btn.txt = txt;
btn.down = function (x, y, obj) {
var idx = this.mineIndex;
var m = mines[idx];
if (money >= m.upgradeCost) {
m.upgrade();
this.txt.setText('Maden Yükselt\n₺' + m.upgradeCost);
}
};
mineBtns.push(btn);
}
// Factory upgrade buttons for each part
var factoryBtns = [];
for (var i = 0; i < factories.length; i++) {
var f = factories[i];
var btn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
btn.x = f.x;
btn.y = f.y + 200;
game.addChild(btn);
var txt = new Text2(partTypes[i].toUpperCase() + " Yükselt\n₺" + f.upgradeCost, {
size: 32,
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.x = btn.x;
txt.y = btn.y - 30;
game.addChild(txt);
btn.factoryIndex = i;
btn.txt = txt;
btn.down = function (x, y, obj) {
var idx = this.factoryIndex;
var f = factories[idx];
if (money >= f.upgradeCost) {
f.upgrade();
this.txt.setText(partTypes[idx].toUpperCase() + " Yükselt\n₺" + f.upgradeCost);
}
};
factoryBtns.push(btn);
}
// Store upgrade button
var storeBtn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
storeBtn.x = store.x;
storeBtn.y = store.y + 200;
game.addChild(storeBtn);
var storeBtnTxt = new Text2('Mağaza Yükselt\n₺' + store.upgradeCost, {
size: 32,
fill: '#fff'
});
storeBtnTxt.anchor.set(0.5, 0.5);
storeBtnTxt.x = storeBtn.x;
storeBtnTxt.y = storeBtn.y - 30;
game.addChild(storeBtnTxt);
storeBtn.down = function (x, y, obj) {
if (money >= store.upgradeCost) {
store.upgrade();
storeBtnTxt.setText('Mağaza Yükselt\n₺' + store.upgradeCost);
}
};
// --- Production Buttons and Logic for each factory ---
var prodBtns = [];
for (var i = 0; i < factories.length; i++) {
(function (idx) {
var f = factories[idx];
var btn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
btn.x = f.x;
btn.y = f.y + 350;
game.addChild(btn);
var txt = new Text2('ÜRET', {
size: 50,
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.x = btn.x;
txt.y = btn.y;
game.addChild(txt);
btn.factoryIndex = idx;
btn.down = function (x, y, obj) {
var idx = this.factoryIndex;
var f = factories[idx];
var part = partTypes[idx];
var produced = 0;
for (var j = 0; j < f.production; j++) {
// Each part needs: copper:2, silicon:1, iron:1
if (rawMaterials.copper >= 2 && rawMaterials.silicon >= 1 && rawMaterials.iron >= 1) {
rawMaterials.copper -= 2;
rawMaterials.silicon -= 1;
rawMaterials.iron -= 1;
parts[part] += 1;
produced++;
}
}
if (produced > 0) {
updateRawText();
updatePartsText();
// Animate factory
tween(f, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(f, {
scaleX: 1,
scaleY: 1
}, {
duration: 120
});
}
});
}
};
prodBtns.push(btn);
})(i);
}
// --- Customer/Store Logic ---
var customers = [];
var customerTimer = 0;
var customerInterval = 120; // 2s
function spawnCustomer() {
var c = new Customer();
c.x = store.x - 300;
c.y = store.y + 120;
// Pick a random part type to buy
var idx = Math.floor(Math.random() * partTypes.length);
var part = partTypes[idx];
c.setPart(part);
c.partType = part;
game.addChild(c);
customers.push(c);
// Animate customer moving to store
tween(c, {
x: store.x
}, {
duration: 600,
easing: tween.cubicOut
});
}
function processCustomers() {
for (var i = customers.length - 1; i >= 0; i--) {
var c = customers[i];
// If at store, try to sell
if (Math.abs(c.x - store.x) < 10) {
var part = c.partType;
if (parts[part] > 0) {
parts[part] -= 1;
var price = 30 + Math.floor(Math.random() * 20);
money += price;
updateMoneyText();
updatePartsText();
// Animate customer leaving
tween(c, {
x: store.x + 300
}, {
duration: 400,
onFinish: function onFinish() {
c.destroy();
}
});
customers.splice(i, 1);
}
}
}
}
// --- Game Update ---
game.update = function () {
// Update mines
for (var i = 0; i < mines.length; i++) {
mines[i].update();
}
// Customer spawn logic
customerTimer++;
if (customerTimer >= customerInterval / store.sellSpeed) {
customerTimer = 0;
spawnCustomer();
}
processCustomers();
};
// --- Dragging (for fun, not required) ---
var dragNode = null;
game.down = function (x, y, obj) {
// No drag for now
};
game.move = function (x, y, obj) {
// No drag for now
};
game.up = function (x, y, obj) {
// No drag for now
}; ===================================================================
--- original.js
+++ change.js
@@ -5,40 +5,30 @@
/****
* Classes
****/
-// Customer class: comes to store and buys a part
-var Customer = Container.expand(function () {
+// Factory class: base for all part factories
+var BaseFactory = Container.expand(function () {
var self = Container.call(this);
+ self.level = 1;
+ self.production = 1; // per click
+ self.upgradeCost = 100;
self.partType = null;
- self.attachAsset('customer', {
+ self.attachAsset('factory', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Part icon
var partIcon = null;
- self.setPart = function (type) {
- self.partType = type;
- if (partIcon) partIcon.destroy();
- partIcon = self.attachAsset('part_' + type, {
+ if (self.partType) {
+ partIcon = self.attachAsset('part_' + self.partType, {
anchorX: 0.5,
anchorY: 0.5,
- y: 60,
- scaleX: 0.5,
- scaleY: 0.5
+ y: -60,
+ scaleX: 0.7,
+ scaleY: 0.7
});
- };
- return self;
-});
-// Factory class: produces computer parts from raw materials
-var Factory = Container.expand(function () {
- var self = Container.call(this);
- self.level = 1;
- self.production = 1; // per click
- self.upgradeCost = 100;
- self.attachAsset('factory', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ }
// Level text
var levelTxt = new Text2('Lv.' + self.level, {
size: 40,
fill: '#fff'
@@ -55,10 +45,44 @@
levelTxt.setText('Lv.' + self.level);
updateMoneyText();
}
};
+ self.setPartType = function (type) {
+ self.partType = type;
+ if (partIcon) partIcon.destroy();
+ partIcon = self.attachAsset('part_' + type, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: -60,
+ scaleX: 0.7,
+ scaleY: 0.7
+ });
+ };
return self;
});
+// Create a factory class for each part type
+// Customer class: comes to store and buys a part
+var Customer = Container.expand(function () {
+ var self = Container.call(this);
+ self.partType = null;
+ self.attachAsset('customer', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var partIcon = null;
+ self.setPart = function (type) {
+ self.partType = type;
+ if (partIcon) partIcon.destroy();
+ partIcon = self.attachAsset('part_' + type, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: 60,
+ scaleX: 0.5,
+ scaleY: 0.5
+ });
+ };
+ return self;
+});
// Mine class: produces raw materials over time
var Mine = Container.expand(function () {
var self = Container.call(this);
self.level = 1;
@@ -158,14 +182,25 @@
/****
* Game Code
****/
+// Create a factory class for each part type
// Button
// Customer
// Factory, Store, Mine icons
// Raw materials (3 types)
// Computer parts (10 types)
// --- Global State ---
+var FactoryClasses = {};
+for (var i = 0; i < partTypes.length; i++) {
+ (function (type) {
+ FactoryClasses[type] = Container.expand(function () {
+ var self = BaseFactory.call(this);
+ self.setPartType(type);
+ return self;
+ });
+ })(partTypes[i]);
+}
var partTypes = ['cpu', 'gpu', 'ram', 'ssd', 'psu', 'mb', 'case', 'fan', 'hdd', 'cooler'];
var oreTypes = ['copper', 'silicon', 'iron'];
// Inventory
var rawMaterials = {
@@ -222,13 +257,21 @@
mine.setType(oreTypes[i]);
game.addChild(mine);
mines.push(mine);
}
-// --- Factory ---
-var factory = new Factory();
-factory.x = 1024;
-factory.y = 1200;
-game.addChild(factory);
+// --- Factories for each part ---
+var factories = [];
+for (var i = 0; i < partTypes.length; i++) {
+ var FactoryClass = FactoryClasses[partTypes[i]];
+ var f = new FactoryClass();
+ // Arrange factories in two rows of 5
+ var col = i % 5;
+ var row = Math.floor(i / 5);
+ f.x = 500 + col * 300;
+ f.y = 1100 + row * 350;
+ game.addChild(f);
+ factories.push(f);
+}
// --- Store ---
var store = new Store();
store.x = 1700;
store.y = 600;
@@ -262,30 +305,39 @@
}
};
mineBtns.push(btn);
}
-// Factory upgrade button
-var factoryBtn = LK.getAsset('button', {
- anchorX: 0.5,
- anchorY: 0.5
-});
-factoryBtn.x = factory.x;
-factoryBtn.y = factory.y + 200;
-game.addChild(factoryBtn);
-var factoryBtnTxt = new Text2('Fabrika Yükselt\n₺' + factory.upgradeCost, {
- size: 32,
- fill: '#fff'
-});
-factoryBtnTxt.anchor.set(0.5, 0.5);
-factoryBtnTxt.x = factoryBtn.x;
-factoryBtnTxt.y = factoryBtn.y - 30;
-game.addChild(factoryBtnTxt);
-factoryBtn.down = function (x, y, obj) {
- if (money >= factory.upgradeCost) {
- factory.upgrade();
- factoryBtnTxt.setText('Fabrika Yükselt\n₺' + factory.upgradeCost);
- }
-};
+// Factory upgrade buttons for each part
+var factoryBtns = [];
+for (var i = 0; i < factories.length; i++) {
+ var f = factories[i];
+ var btn = LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ btn.x = f.x;
+ btn.y = f.y + 200;
+ game.addChild(btn);
+ var txt = new Text2(partTypes[i].toUpperCase() + " Yükselt\n₺" + f.upgradeCost, {
+ size: 32,
+ fill: '#fff'
+ });
+ txt.anchor.set(0.5, 0.5);
+ txt.x = btn.x;
+ txt.y = btn.y - 30;
+ game.addChild(txt);
+ btn.factoryIndex = i;
+ btn.txt = txt;
+ btn.down = function (x, y, obj) {
+ var idx = this.factoryIndex;
+ var f = factories[idx];
+ if (money >= f.upgradeCost) {
+ f.upgrade();
+ this.txt.setText(partTypes[idx].toUpperCase() + " Yükselt\n₺" + f.upgradeCost);
+ }
+ };
+ factoryBtns.push(btn);
+}
// Store upgrade button
var storeBtn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
@@ -306,62 +358,68 @@
store.upgrade();
storeBtnTxt.setText('Mağaza Yükselt\n₺' + store.upgradeCost);
}
};
-// --- Production Button ---
-var prodBtn = LK.getAsset('button', {
- anchorX: 0.5,
- anchorY: 0.5
-});
-prodBtn.x = factory.x;
-prodBtn.y = factory.y + 350;
-game.addChild(prodBtn);
-var prodBtnTxt = new Text2('ÜRET', {
- size: 50,
- fill: '#fff'
-});
-prodBtnTxt.anchor.set(0.5, 0.5);
-prodBtnTxt.x = prodBtn.x;
-prodBtnTxt.y = prodBtn.y;
-game.addChild(prodBtnTxt);
-// --- Production Logic ---
-prodBtn.down = function (x, y, obj) {
- // Try to produce as many as possible (one per click per level)
- var produced = 0;
- for (var i = 0; i < factory.production; i++) {
- // Pick a random part type
- var idx = Math.floor(Math.random() * partTypes.length);
- var part = partTypes[idx];
- // Each part needs: copper:2, silicon:1, iron:1
- if (rawMaterials.copper >= 2 && rawMaterials.silicon >= 1 && rawMaterials.iron >= 1) {
- rawMaterials.copper -= 2;
- rawMaterials.silicon -= 1;
- rawMaterials.iron -= 1;
- parts[part] += 1;
- produced++;
- }
- }
- if (produced > 0) {
- updateRawText();
- updatePartsText();
- // Animate factory
- tween(factory, {
- scaleX: 1.1,
- scaleY: 1.1
- }, {
- duration: 120,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(factory, {
- scaleX: 1,
- scaleY: 1
+// --- Production Buttons and Logic for each factory ---
+var prodBtns = [];
+for (var i = 0; i < factories.length; i++) {
+ (function (idx) {
+ var f = factories[idx];
+ var btn = LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ btn.x = f.x;
+ btn.y = f.y + 350;
+ game.addChild(btn);
+ var txt = new Text2('ÜRET', {
+ size: 50,
+ fill: '#fff'
+ });
+ txt.anchor.set(0.5, 0.5);
+ txt.x = btn.x;
+ txt.y = btn.y;
+ game.addChild(txt);
+ btn.factoryIndex = idx;
+ btn.down = function (x, y, obj) {
+ var idx = this.factoryIndex;
+ var f = factories[idx];
+ var part = partTypes[idx];
+ var produced = 0;
+ for (var j = 0; j < f.production; j++) {
+ // Each part needs: copper:2, silicon:1, iron:1
+ if (rawMaterials.copper >= 2 && rawMaterials.silicon >= 1 && rawMaterials.iron >= 1) {
+ rawMaterials.copper -= 2;
+ rawMaterials.silicon -= 1;
+ rawMaterials.iron -= 1;
+ parts[part] += 1;
+ produced++;
+ }
+ }
+ if (produced > 0) {
+ updateRawText();
+ updatePartsText();
+ // Animate factory
+ tween(f, {
+ scaleX: 1.1,
+ scaleY: 1.1
}, {
- duration: 120
+ duration: 120,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(f, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 120
+ });
+ }
});
}
- });
- }
-};
+ };
+ prodBtns.push(btn);
+ })(i);
+}
// --- Customer/Store Logic ---
var customers = [];
var customerTimer = 0;
var customerInterval = 120; // 2s
Factory. In-Game asset. 2d. High contrast. No shadows
Copper. In-Game asset. 2d. High contrast. No shadows
Müşteri. In-Game asset. 2d. High contrast. No shadows
Iron. In-Game asset. 2d. High contrast. No shadows
Silicon. In-Game asset. 2d. High contrast. No shadows
Store. In-Game asset. 2d. High contrast. No shadows
CPU. In-Game asset. 2d. High contrast. No shadows
PC Case. In-Game asset. 2d. High contrast. No shadows
PC GPU. In-Game asset. 2d. High contrast. No shadows
PC RAM. In-Game asset. 2d. High contrast. No shadows
PC Klavye. In-Game asset. 2d. High contrast. No shadows
PC Monitör. In-Game asset. 2d. High contrast. No shadows
City. In-Game asset. 2d. High contrast. No shadows
Bilgisayar teknikeri personel. In-Game asset. 2d. High contrast. No shadows
Mavi gömlekli bilgisayar teknikeri personeli. In-Game asset. 2d. High contrast. No shadows
Silver madeni. In-Game asset. 2d. High contrast. No shadows
Altın cevheri. In-Game asset. 2d. High contrast. No shadows
Nikel cevheri. In-Game asset. 2d. High contrast. No shadows
SSD bilgisayar Parçası. In-Game asset. 2d. High contrast. No shadows
PSU bilgisayar Parçası. In-Game asset. 2d. High contrast. No shadows
ANAKART Bilgisayar Parçası. In-Game asset. 2d. High contrast. No shadows
Maden girişi. In-Game asset. 2d. High contrast. No shadows
2000 sayısı ve Buy butonu. In-Game asset. 2d. High contrast. No shadows