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 partTypes = ['cpu', 'gpu', 'ram', 'ssd', 'psu', 'mb', 'case', 'fan', 'hdd', 'cooler'];
var oreTypes = ['copper', 'silicon', 'iron'];
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]);
}
// 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: 50,
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 = [];
var factoryUnlocks = [];
var factoryUnlockCosts = [0, 200, 300, 400, 500, 600, 700, 800, 900, 1000]; // CPU is free, others cost money to unlock
for (var i = 0; i < partTypes.length; i++) {
var FactoryClass = FactoryClasses[partTypes[i]];
var f = new FactoryClass();
// Arrange factories in two rows of 5, with extra vertical spacing between rows
var col = i % 5;
var row = Math.floor(i / 5);
f.x = 500 + col * 300;
// Move MB, CASE, FAN, HDD, COOLER (indices 5,6,7,8,9) further down
if (i >= 5) {
// Increase the offset for the second row
f.y = 1100 + row * 420 + 180;
} else {
f.y = 1100 + row * 420;
}
game.addChild(f);
factories.push(f);
// Unlock state: CPU (i==0) is always unlocked, others locked
factoryUnlocks.push(i === 0 ? true : false);
}
// --- 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: 36,
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.y = btn.y + 20;
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 = [];
var factoryUnlockBtns = [];
for (var i = 0; i < factories.length; i++) {
var f = factories[i];
// If factory is locked (except CPU), show unlock button instead of upgrade
if (!factoryUnlocks[i]) {
var unlockBtn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
unlockBtn.x = f.x;
if (i >= 5) {
unlockBtn.y = f.y + 200 + 80;
} else {
unlockBtn.y = f.y + 200;
}
game.addChild(unlockBtn);
var unlockTxt = new Text2(partTypes[i].toUpperCase() + " Aç\n₺" + factoryUnlockCosts[i], {
size: 36,
fill: '#fff'
});
unlockTxt.anchor.set(0.5, 0.5);
unlockTxt.x = unlockBtn.x;
unlockTxt.y = unlockBtn.y + 20;
game.addChild(unlockTxt);
unlockBtn.factoryIndex = i;
unlockBtn.txt = unlockTxt;
unlockBtn.down = function (x, y, obj) {
var idx = this.factoryIndex;
if (!factoryUnlocks[idx] && money >= factoryUnlockCosts[idx]) {
money -= factoryUnlockCosts[idx];
updateMoneyText();
factoryUnlocks[idx] = true;
// Remove unlock button and text
this.destroy();
this.txt.destroy();
// Show upgrade button for this factory
showFactoryUpgradeButton(idx);
}
};
factoryUnlockBtns.push(unlockBtn);
// Don't show upgrade button for locked factories
continue;
}
// Show upgrade button for unlocked factories
var btn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
btn.x = f.x;
// Move MB, CASE, FAN, HDD, COOLER (indices 5,6,7,8,9) buttons further down
if (i >= 5) {
btn.y = f.y + 200 + 80;
} else {
btn.y = f.y + 200;
}
game.addChild(btn);
var txt = new Text2(partTypes[i].toUpperCase() + " Yükselt\n₺" + f.upgradeCost, {
size: 36,
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.x = btn.x;
txt.y = btn.y + 20;
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);
}
// Helper to show upgrade button after unlock
function showFactoryUpgradeButton(idx) {
var f = factories[idx];
var btn = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
btn.x = f.x;
if (idx >= 5) {
btn.y = f.y + 200 + 80;
} else {
btn.y = f.y + 200;
}
game.addChild(btn);
var txt = new Text2(partTypes[idx].toUpperCase() + " Yükselt\n₺" + f.upgradeCost, {
size: 36,
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.x = btn.x;
txt.y = btn.y + 20;
game.addChild(txt);
btn.factoryIndex = idx;
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[idx] = 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: 36,
fill: '#fff'
});
storeBtnTxt.anchor.set(0.5, 0.5);
storeBtnTxt.x = storeBtn.x;
storeBtnTxt.y = storeBtn.y + 20;
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;
// Move MB, CASE, FAN, HDD, COOLER (indices 5,6,7,8,9) production buttons further down
if (idx >= 5) {
btn.y = f.y + 350 + 80;
} else {
btn.y = f.y + 350;
}
game.addChild(btn);
var txt = new Text2('ÜRET', {
size: 36,
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;
// Only allow production if factory is unlocked
if (!factoryUnlocks[idx]) {
// Optionally, flash or shake to indicate locked
tween(factories[idx], {
scaleX: 1.15,
scaleY: 1.15
}, {
duration: 80,
onFinish: function onFinish() {
tween(factories[idx], {
scaleX: 1,
scaleY: 1
}, {
duration: 80
});
}
});
return;
}
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() {
// Only allow customer for parts that have been produced at least once
var availableParts = [];
for (var i = 0; i < partTypes.length; i++) {
if (parts[partTypes[i]] > 0) {
availableParts.push(partTypes[i]);
}
}
if (availableParts.length === 0) {
// No available parts, do not spawn customer
return;
}
var c = new Customer();
c.x = store.x - 300;
c.y = store.y + 120;
// Pick a random available part type to buy
var idx = Math.floor(Math.random() * availableParts.length);
var part = availableParts[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
@@ -300,9 +300,9 @@
size: 36,
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
- txt.y = btn.y - 30;
+ txt.y = btn.y + 20;
txt.x = btn.x;
game.addChild(txt);
btn.mineIndex = i;
btn.txt = txt;
@@ -339,9 +339,9 @@
fill: '#fff'
});
unlockTxt.anchor.set(0.5, 0.5);
unlockTxt.x = unlockBtn.x;
- unlockTxt.y = unlockBtn.y - 30;
+ unlockTxt.y = unlockBtn.y + 20;
game.addChild(unlockTxt);
unlockBtn.factoryIndex = i;
unlockBtn.txt = unlockTxt;
unlockBtn.down = function (x, y, obj) {
@@ -379,9 +379,9 @@
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.x = btn.x;
- txt.y = btn.y - 30;
+ txt.y = btn.y + 20;
game.addChild(txt);
btn.factoryIndex = i;
btn.txt = txt;
btn.down = function (x, y, obj) {
@@ -413,9 +413,9 @@
fill: '#fff'
});
txt.anchor.set(0.5, 0.5);
txt.x = btn.x;
- txt.y = btn.y - 30;
+ txt.y = btn.y + 20;
game.addChild(txt);
btn.factoryIndex = idx;
btn.txt = txt;
btn.down = function (x, y, obj) {
@@ -441,9 +441,9 @@
fill: '#fff'
});
storeBtnTxt.anchor.set(0.5, 0.5);
storeBtnTxt.x = storeBtn.x;
-storeBtnTxt.y = storeBtn.y - 30;
+storeBtnTxt.y = storeBtn.y + 20;
game.addChild(storeBtnTxt);
storeBtn.down = function (x, y, obj) {
if (money >= store.upgradeCost) {
store.upgrade();
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
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