User prompt
Coinlerde zararına satışı aktif et. Maliyet olmasına gerek yok.
User prompt
Yatırım paneli açık iken madenlerin bütün tuşları işlemez duruma gelsin.
User prompt
Yatırım paneli açık iken fabrikaların bütün butonları işlemez duruma geçsin.
User prompt
Yatırım panelini açılınca mağazanın üzerine getir.
User prompt
Yatırım paneli açık iken mağaza da bulunan butonlar işlemesin
User prompt
Yatırım panelinde kapat butonunu biraz sağ getir.
User prompt
Teklifler panellerinde bulunan satın al ve sat butonlarını biraz aşağıya indir
User prompt
İnternet teklifi yazısı ve toplu satış teklifi yazısını bulunduğu panellerinin sağına yanaştır. Sadece bu başlıklar yanaşsın.
User prompt
Toplu satış teklifi ve İnternet teklifi fontlarını biraz küçült.
User prompt
Yatırım panelinin kapat butonunu biraz sağa getir.
User prompt
Bütün coinlerin isimleri sadece parantez içindekiler kalsın.
User prompt
Bütün coinlerin fiyat değişim hızı %95 oranında yavaşlat
User prompt
Yatırımda satın alınan coin ortalaması olarak maliyet gösterilsin
User prompt
Yatırım paneli açılınca overlay dan daha ön planda görünsün.
User prompt
Yatırım paneli açılınca açılan overlay ekranı komple kaplasın.
User prompt
Yatırım paneli açılınca fabrikaların olduğu alanı komple kaplasın.
User prompt
Coin fiyatları değişim hızı %95 oranda yavaşlasın
User prompt
Yatırım paneli ekranın tam ortasında ve açılınca en ön planda açılsın.
User prompt
Yatırım paneli ön planda açılsın.
User prompt
Oyun açılmıyor. Hata varmı hızlı araştır.
User prompt
Açılır sayfa yeni bir sayfada açılsın. Geri dönüş için açılır sayfa içine geri dön butonu eklensin.
User prompt
Açılır pencere ekranın en üstünde açılsın. Coin alım satımı yapılabilsin. Bütün Coin fiyatları %25 oranda rastgele yükseliş ve düşüş sağlasın.
User prompt
Mağaza sayfasının sol yanına Yatırım isimli buton ekle ve açılır içine pencere ekle. Açılır pencereye 10 adet popüler coin ekle.
User prompt
Geri dön butonunu komple sil.
User prompt
Geri dön butonuna açılır bir pencere ekle.
/**** * 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; // Production time in frames (default 30, halves every 5 levels, min 5) self.getProductionTime = function () { // Each 5 levels halves the time, min 5 frames var base = 30; var speedup = Math.floor((self.level - 1) / 5); var prodTime = Math.floor(base / Math.pow(2, speedup)); if (prodTime < 5) { prodTime = 5; } return prodTime; }; 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 * 3.5); levelTxt.setText('Lv.' + self.level); updateMoneyText(); // Reset autoTick so production interval is not skipped after upgrade self.autoTick = 0; // --- Reduce production time by 10% after each upgrade, if customProductionTime is present --- if (typeof self.customProductionTime === "number") { self.customProductionTime = Math.max(Math.floor(self.customProductionTime * 0.9), 60); // min 1s (60 frames) } // Update production time text if present if (self._prodTimeTxt) { var prodTime = self.getProductionTime ? self.getProductionTime() : 30; var prodTimeSec = (prodTime / 60).toFixed(2); self._prodTimeTxt.setText("Üretim: " + prodTimeSec + " sn"); } } }; 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 * 2.975); levelTxt.setText('Lv.' + self.level); updateMoneyText(); } }; self.update = function () { self.timer++; // No automatic production }; 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 * 3.85); 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) var partTypes = ['mouse', 'gpu', 'ram', 'ssd', 'psu', 'mb', 'case', 'fan', 'hdd', 'cooler']; var oreTypes = ['copper', 'silicon', 'iron']; var FactoryClasses = {}; // Üretim süreleri sırası ile 2, 4, 6, ... 20 saniye (2 ve katları, 60fps) olacak şekilde ayarlanır var partProductionTimes = []; for (var i = 0; i < partTypes.length; i++) { partProductionTimes[i] = (i + 1) * 2 * 60; // 2,4,6,...,20 saniye (frame cinsinden) } for (var i = 0; i < partTypes.length; i++) { (function (type, idx) { FactoryClasses[type] = Container.expand(function () { var self = BaseFactory.call(this); self.setPartType(type); // Override getProductionTime to use diversified 1-3-5-7s pattern // Store a custom production time for this factory instance self.customProductionTime = partProductionTimes[idx]; self.getProductionTime = function () { // Use the customProductionTime, which is reduced by 10% on each upgrade var prodTime = self.customProductionTime; // Each 5 levels halves the time, min 1s (60 frames) var speedup = Math.floor((self.level - 1) / 5); prodTime = Math.floor(prodTime / Math.pow(2, speedup)); if (prodTime < 60) { prodTime = 60; } return prodTime; }; return self; }); })(partTypes[i], 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 = 2000; // UI Texts var moneyTxt = new Text2('₺' + money, { size: 50, fill: '#fff' }); moneyTxt.anchor.set(0.5, 0); LK.gui.top.addChild(moneyTxt); // --- Mağaza Button --- var magazaBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 180, height: 70 }); magazaBtn.x = moneyTxt.x - 220; magazaBtn.y = 40; LK.gui.top.addChild(magazaBtn); var magazaBtnTxt = new Text2('Mağaza', { size: 36, fill: '#fff' }); magazaBtnTxt.anchor.set(0.5, 0.5); magazaBtnTxt.x = magazaBtn.x; magazaBtnTxt.y = magazaBtn.y; LK.gui.top.addChild(magazaBtnTxt); // Mağaza butonuna tıklanınca mağaza sayfasına dön (burada örnek olarak bir fonksiyon çağırıyoruz, gerçek sayfa geçişi LK tarafından yönetilir) magazaBtn.down = function (x, y, obj) { // Mağaza sayfasına dönmek için bir fonksiyon çağırabilirsiniz veya burada bir event tetikleyebilirsiniz. // Örneğin: if (typeof goToStorePage === "function") { goToStorePage(); } }; // --- Yatırım Button ve Açılır Pencere --- // Yatırım butonunu mağaza butonunun soluna ekle var yatirimBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 180, height: 70 }); yatirimBtn.x = magazaBtn.x - 220; yatirimBtn.y = magazaBtn.y; LK.gui.top.addChild(yatirimBtn); var yatirimBtnTxt = new Text2('Yatırım', { size: 36, fill: '#fff' }); yatirimBtnTxt.anchor.set(0.5, 0.5); yatirimBtnTxt.x = yatirimBtn.x; yatirimBtnTxt.y = yatirimBtn.y; LK.gui.top.addChild(yatirimBtnTxt); // Açılır pencereyi oluştur (başta görünmez) - EKRANIN EN ÜSTÜNDE var yatirimPanel = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, // anchorY: 0.5 ile tam ortada başlat width: 600, height: 900, x: 2048 / 2, // ekranın tam ortası y: 2732 / 2 // ekranın tam ortası }); yatirimPanel.visible = false; // Yatırım panelini ve başlığını en önde göstermek için game üstünde en sona ekle game.addChild(yatirimPanel); game.setChildIndex(yatirimPanel, game.children.length - 1); var yatirimTitle = new Text2('Yatırım - Popüler Coinler', { size: 44, fill: '#fff' }); yatirimTitle.anchor.set(0.5, 0); yatirimTitle.x = yatirimPanel.x; yatirimTitle.y = yatirimPanel.y - yatirimPanel.height / 2 + 20; // panelin üstüne hizala yatirimTitle.visible = false; game.addChild(yatirimTitle); game.setChildIndex(yatirimTitle, game.children.length - 1); // 10 popüler coin listesi var coinList = [{ name: "Bitcoin", symbol: "BTC" }, { name: "Ethereum", symbol: "ETH" }, { name: "Tether", symbol: "USDT" }, { name: "BNB", symbol: "BNB" }, { name: "Solana", symbol: "SOL" }, { name: "XRP", symbol: "XRP" }, { name: "Dogecoin", symbol: "DOGE" }, { name: "Cardano", symbol: "ADA" }, { name: "Toncoin", symbol: "TON" }, { name: "Shiba Inu", symbol: "SHIB" }]; // Coin fiyatları ve kullanıcı bakiyesi var coinPrices = []; var coinHoldings = []; for (var i = 0; i < coinList.length; i++) { // Başlangıç fiyatları: BTC 1.000.000, ETH 50.000, diğerleri 10.000-1.000 arası var base = 1000000; if (i === 1) base = 50000;else if (i > 1) base = 10000 - i * 900; coinPrices[i] = base; coinHoldings[i] = 0; } // Coin ortalama maliyetlerini ve toplam harcanan tutarı tutan diziler var coinTotalCost = []; var coinAvgCost = []; for (var i = 0; i < coinList.length; i++) { coinTotalCost[i] = 0; coinAvgCost[i] = 0; } // Coin fiyatlarını gösterecek ve al/sat butonları var coinTxts = []; var coinPriceTxts = []; var coinHoldingTxts = []; var coinBuyBtns = []; var coinSellBtns = []; var coinBuyBtnTxts = []; var coinSellBtnTxts = []; var coinBuyInputTxts = []; var coinSellInputTxts = []; var coinBuyAmounts = []; var coinSellAmounts = []; for (var i = 0; i < coinList.length; i++) { // Coin adı (sadece parantez içindekiler, yani symbol) var coinTxt = new Text2(i + 1 + ". " + coinList[i].symbol, { size: 32, fill: '#bff' }); coinTxt.anchor.set(0, 0); coinTxt.x = yatirimPanel.x - 270; coinTxt.y = yatirimPanel.y + 80 + i * 75; coinTxt.visible = false; game.addChild(coinTxt); coinTxts.push(coinTxt); // Fiyat var coinPriceTxt = new Text2("₺" + coinPrices[i], { size: 28, fill: '#fff' }); coinPriceTxt.anchor.set(0, 0); coinPriceTxt.x = yatirimPanel.x - 30; coinPriceTxt.y = coinTxt.y; coinPriceTxt.visible = false; game.addChild(coinPriceTxt); coinPriceTxts.push(coinPriceTxt); // Kullanıcı bakiyesi var coinHoldingTxt = new Text2("Adet: 0", { size: 24, fill: '#ffb' }); coinHoldingTxt.anchor.set(0, 0); coinHoldingTxt.x = yatirimPanel.x + 120; coinHoldingTxt.y = coinTxt.y; coinHoldingTxt.visible = false; game.addChild(coinHoldingTxt); coinHoldingTxts.push(coinHoldingTxt); // Al butonu var buyBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 40, x: yatirimPanel.x + 260, y: coinTxt.y + 18 }); buyBtn.visible = false; game.addChild(buyBtn); coinBuyBtns.push(buyBtn); var buyBtnTxt = new Text2('Al', { size: 22, fill: '#fff' }); buyBtnTxt.anchor.set(0.5, 0.5); buyBtnTxt.x = buyBtn.x; buyBtnTxt.y = buyBtn.y; buyBtnTxt.visible = false; game.addChild(buyBtnTxt); coinBuyBtnTxts.push(buyBtnTxt); // Sat butonu var sellBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 40, x: yatirimPanel.x + 330, y: coinTxt.y + 18 }); sellBtn.visible = false; game.addChild(sellBtn); coinSellBtns.push(sellBtn); var sellBtnTxt = new Text2('Sat', { size: 22, fill: '#fff' }); sellBtnTxt.anchor.set(0.5, 0.5); sellBtnTxt.x = sellBtn.x; sellBtnTxt.y = sellBtn.y; sellBtnTxt.visible = false; game.addChild(sellBtnTxt); coinSellBtnTxts.push(sellBtnTxt); // Alım miktarı (sabit 1, artırmak için input yok, mobilde kolaylık için) coinBuyAmounts[i] = 1; coinSellAmounts[i] = 1; } // Paneli kapatmak için bir kapat butonu ekle var yatirimKapatBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 60, x: yatirimPanel.x + 320, // moved 50px more to the right (total 100px from original) y: yatirimPanel.y + 20 }); yatirimKapatBtn.visible = false; game.addChild(yatirimKapatBtn); var yatirimKapatBtnTxt = new Text2('Kapat', { size: 32, fill: '#fff' }); yatirimKapatBtnTxt.anchor.set(0.5, 0.5); yatirimKapatBtnTxt.x = yatirimKapatBtn.x; yatirimKapatBtnTxt.y = yatirimKapatBtn.y; yatirimKapatBtnTxt.visible = false; game.addChild(yatirimKapatBtnTxt); // Yatırım paneli açıldığında tüm ekranı kaplayan overlay'i oluştur (başta görünmez) if (typeof yatirimOverlay === "undefined") { var yatirimOverlay = LK.getAsset('button', { anchorX: 0, anchorY: 0, width: 2048, height: 2732, // Tüm ekranı kapla x: 0, y: 0 // Ekranın en üstünden başla }); yatirimOverlay.visible = false; yatirimOverlay.alpha = 0.65; // Yarı saydam game.addChild(yatirimOverlay); } // Panel açma yatirimBtn.down = function (x, y, obj) { yatirimPanel.visible = true; yatirimTitle.visible = true; yatirimKapatBtn.visible = true; yatirimKapatBtnTxt.visible = true; yatirimOverlay.visible = true; // Overlay'i göster // Panelin merkezine göre coin paneli elemanlarını hizala for (var i = 0; i < coinTxts.length; i++) { coinTxts[i].x = yatirimPanel.x - 270; coinTxts[i].y = yatirimPanel.y - yatirimPanel.height / 2 + 80 + i * 75; coinPriceTxts[i].x = yatirimPanel.x - 30; coinPriceTxts[i].y = coinTxts[i].y; coinHoldingTxts[i].x = yatirimPanel.x + 120; coinHoldingTxts[i].y = coinTxts[i].y; coinBuyBtns[i].x = yatirimPanel.x + 260; coinBuyBtns[i].y = coinTxts[i].y + 18; coinSellBtns[i].x = yatirimPanel.x + 330; coinSellBtns[i].y = coinTxts[i].y + 18; coinBuyBtnTxts[i].x = coinBuyBtns[i].x; coinBuyBtnTxts[i].y = coinBuyBtns[i].y; coinSellBtnTxts[i].x = coinSellBtns[i].x; coinSellBtnTxts[i].y = coinSellBtns[i].y; coinTxts[i].visible = true; coinPriceTxts[i].visible = true; coinHoldingTxts[i].visible = true; coinBuyBtns[i].visible = true; coinSellBtns[i].visible = true; coinBuyBtnTxts[i].visible = true; coinSellBtnTxts[i].visible = true; } // Kapat butonunu ve başlığı panelin üstüne hizala yatirimKapatBtn.x = yatirimPanel.x + 320; // moved 50px more to the right (total 100px from original) yatirimKapatBtn.y = yatirimPanel.y - yatirimPanel.height / 2 + 20; yatirimKapatBtnTxt.x = yatirimKapatBtn.x; yatirimKapatBtnTxt.y = yatirimKapatBtn.y; yatirimTitle.x = yatirimPanel.x; yatirimTitle.y = yatirimPanel.y - yatirimPanel.height / 2 + 20; updateCoinPanel(); // Panel ve içeriğini en öne getir if (game.setChildIndex) { // Önce overlay'i panelden hemen arkaya al // Paneli ve içeriğini en öne al game.setChildIndex(yatirimOverlay, game.children.length - 1); // overlay'i en öne al game.setChildIndex(yatirimPanel, game.children.length - 1); // paneli overlay'in önüne al game.setChildIndex(yatirimTitle, game.children.length - 1); game.setChildIndex(yatirimKapatBtn, game.children.length - 1); game.setChildIndex(yatirimKapatBtnTxt, game.children.length - 1); for (var i = 0; i < coinTxts.length; i++) { game.setChildIndex(coinTxts[i], game.children.length - 1); game.setChildIndex(coinPriceTxts[i], game.children.length - 1); game.setChildIndex(coinHoldingTxts[i], game.children.length - 1); game.setChildIndex(coinBuyBtns[i], game.children.length - 1); game.setChildIndex(coinSellBtns[i], game.children.length - 1); game.setChildIndex(coinBuyBtnTxts[i], game.children.length - 1); game.setChildIndex(coinSellBtnTxts[i], game.children.length - 1); } // Overlay panelden hemen arkada kalacak şekilde tekrar index ayarla var panelIdx = game.children.indexOf(yatirimPanel); if (panelIdx > 0) { game.setChildIndex(yatirimOverlay, panelIdx - 1); } } }; // Panel kapama yatirimKapatBtn.down = function (x, y, obj) { yatirimPanel.visible = false; yatirimTitle.visible = false; yatirimKapatBtn.visible = false; yatirimKapatBtnTxt.visible = false; if (typeof yatirimOverlay !== "undefined") yatirimOverlay.visible = false; for (var i = 0; i < coinTxts.length; i++) { coinTxts[i].visible = false; coinPriceTxts[i].visible = false; coinHoldingTxts[i].visible = false; coinBuyBtns[i].visible = false; coinSellBtns[i].visible = false; coinBuyBtnTxts[i].visible = false; coinSellBtnTxts[i].visible = false; } }; // Coin panelini güncelle function updateCoinPanel() { for (var i = 0; i < coinList.length; i++) { coinPriceTxts[i].setText("₺" + coinPrices[i]); // Ortalama maliyet gösterimi if (coinHoldings[i] > 0) { coinHoldingTxts[i].setText("Adet: " + coinHoldings[i] + "\nMaliyet: ₺" + Math.round(coinAvgCost[i])); } else { coinHoldingTxts[i].setText("Adet: 0"); } } } // Coin alım-satım butonları for (var i = 0; i < coinList.length; i++) { // Al coinBuyBtns[i].down = function (idx) { return function (x, y, obj) { var adet = coinBuyAmounts[idx]; var tutar = coinPrices[idx] * adet; if (money >= tutar) { money -= tutar; // Ortalama maliyet ve toplam maliyet güncelle coinTotalCost[idx] += tutar; coinHoldings[idx] += adet; coinAvgCost[idx] = coinHoldings[idx] > 0 ? coinTotalCost[idx] / coinHoldings[idx] : 0; updateMoneyText(); updateCoinPanel(); // Buton animasyonu tween(coinBuyBtns[idx], { scaleX: 1.15, scaleY: 1.15 }, { duration: 80, onFinish: function onFinish() { tween(coinBuyBtns[idx], { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); } else { // Yetersiz bakiye animasyonu tween(coinBuyBtns[idx], { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(coinBuyBtns[idx], { tint: 0x222222 }, { duration: 120 }); } }); } }; }(i); // Sat coinSellBtns[i].down = function (idx) { return function (x, y, obj) { var adet = coinSellAmounts[idx]; // Zararına satış aktif: coinHoldings >= adet ise, maliyet bakılmaksızın satış yapılır if (coinHoldings[idx] >= adet) { var tutar = coinPrices[idx] * adet; // Satışta ortalama maliyeti azalt (FIFO: en basit haliyle, toplam maliyetten orantılı azalt) if (coinHoldings[idx] > 0) { var costPer = coinAvgCost[idx]; coinTotalCost[idx] -= costPer * adet; if (coinTotalCost[idx] < 0) coinTotalCost[idx] = 0; } coinHoldings[idx] -= adet; if (coinHoldings[idx] > 0) { coinAvgCost[idx] = coinTotalCost[idx] / coinHoldings[idx]; } else { coinAvgCost[idx] = 0; coinTotalCost[idx] = 0; } money += tutar; updateMoneyText(); updateCoinPanel(); // Buton animasyonu tween(coinSellBtns[idx], { scaleX: 1.15, scaleY: 1.15 }, { duration: 80, onFinish: function onFinish() { tween(coinSellBtns[idx], { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); } else { // Yetersiz coin animasyonu tween(coinSellBtns[idx], { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(coinSellBtns[idx], { tint: 0x222222 }, { duration: 120 }); } }); } }; }(i); } // Coin fiyatlarını %0.05 rastgele değiştir (her 2 saniyede bir) -- %95 daha yavaş LK.setInterval(function () { for (var i = 0; i < coinPrices.length; i++) { var degisim = 1 + (Math.random() * 0.0005 - 0.00025); // -%0.025 ile +%0.025 arası coinPrices[i] = Math.max(1, Math.floor(coinPrices[i] * degisim)); } updateCoinPanel(); }, 120); // 2 saniye (60fps * 2) function updateMoneyText() { moneyTxt.setText('₺' + money); updateBorcText && updateBorcText(); } // --- Banka Button & Borç Logic --- var bankBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 180, height: 70 }); bankBtn.x = moneyTxt.x + 220; bankBtn.y = 40; LK.gui.top.addChild(bankBtn); var bankBtnTxt = new Text2('Banka', { size: 36, fill: '#fff' }); bankBtnTxt.anchor.set(0.5, 0.5); bankBtnTxt.x = bankBtn.x; bankBtnTxt.y = bankBtn.y; LK.gui.top.addChild(bankBtnTxt); var borc = 0; var borcTxt = new Text2('', { size: 32, fill: '#ffb' }); borcTxt.anchor.set(0.5, 0); borcTxt.x = moneyTxt.x + 420; borcTxt.y = 10; LK.gui.top.addChild(borcTxt); // Borç Öde button var borcOdeBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 140, height: 54 }); borcOdeBtn.x = borcTxt.x + 180; borcOdeBtn.y = borcTxt.y + 28; LK.gui.top.addChild(borcOdeBtn); var borcOdeBtnTxt = new Text2('Borç Öde', { size: 28, fill: '#fff' }); borcOdeBtnTxt.anchor.set(0.5, 0.5); borcOdeBtnTxt.x = borcOdeBtn.x; borcOdeBtnTxt.y = borcOdeBtn.y; LK.gui.top.addChild(borcOdeBtnTxt); borcOdeBtn.down = function (x, y, obj) { if (borc > 0) { var odeme = Math.min(money, borc); if (odeme > 0) { money -= odeme; borc -= odeme; if (borc < 0) { borc = 0; } updateMoneyText(); updateBorcText(); } // If borç is now 0, clear timers if (borc <= 0) { borc = 0; updateBorcText(); if (typeof borcOdemeTimer !== "undefined" && borcOdemeTimer) { LK.clearInterval(borcOdemeTimer); borcOdemeTimer = null; } if (typeof borcOdemeTimeTimer !== "undefined" && borcOdemeTimeTimer) { LK.clearInterval(borcOdemeTimeTimer); borcOdemeTimeTimer = null; } } } else { // Flash button red if no debt tween(borcOdeBtn, { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(borcOdeBtn, { tint: 0x222222 }, { duration: 120 }); } }); } }; // Repayment time text var borcTimeTxt = new Text2('', { size: 28, fill: '#ffb' }); borcTimeTxt.anchor.set(0.5, 0); borcTimeTxt.x = borcTxt.x; borcTimeTxt.y = borcTxt.y + 38; LK.gui.top.addChild(borcTimeTxt); var borcOdemeKalan = 0; // seconds left to next repayment var borcOdemeTimeTimer = null; function updateBorcText() { if (borc > 0) { borcTxt.setText('Borç: ₺' + borc); if (borcOdemeKalan > 0) { var min = Math.floor(borcOdemeKalan / 60); var sec = borcOdemeKalan % 60; var timeStr = min > 0 ? min + " dk " + (sec < 10 ? "0" : "") + sec + " sn" : sec + " sn"; borcTimeTxt.setText("Geri ödeme: " + timeStr); } else { borcTimeTxt.setText(''); } } else { borcTxt.setText(''); borcTimeTxt.setText(''); } } updateBorcText(); var borcOdemeTimer = null; bankBtn.down = function (x, y, obj) { // Only allow one active loan at a time if (borc > 0) { // Flash button red to indicate already borrowed tween(bankBtn, { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(bankBtn, { tint: 0x222222 }, { duration: 120 }); } }); return; } borc = 1000; money += 1000; updateMoneyText(); updateBorcText(); // Start repayment every 10 minutes (600s = 36000 frames) if (borcOdemeTimer) { LK.clearInterval(borcOdemeTimer); } if (borcOdemeTimeTimer) { LK.clearInterval(borcOdemeTimeTimer); } borcOdemeKalan = 600; // seconds to next repayment (10 minutes) updateBorcText(); // Repayment time countdown, updates every 1 second borcOdemeTimeTimer = LK.setInterval(function () { if (borc > 0) { borcOdemeKalan--; if (borcOdemeKalan < 0) { borcOdemeKalan = 0; } updateBorcText(); } else { borcOdemeKalan = 0; updateBorcText(); if (borcOdemeTimeTimer) { LK.clearInterval(borcOdemeTimeTimer); borcOdemeTimeTimer = null; } } }, 60); // 1 second at 60fps borcOdemeTimer = LK.setInterval(function () { if (borc > 0) { var odeme = Math.ceil(borc * 0.25); if (money >= odeme) { money -= odeme; borc -= odeme; if (borc < 0) { borc = 0; } updateMoneyText(); updateBorcText(); } else { // Not enough money, take all money and reduce borc accordingly borc -= money; money = 0; if (borc < 0) { borc = 0; } updateMoneyText(); updateBorcText(); } if (borc <= 0) { borc = 0; updateBorcText(); if (borcOdemeTimer) { LK.clearInterval(borcOdemeTimer); borcOdemeTimer = null; } if (borcOdemeTimeTimer) { LK.clearInterval(borcOdemeTimeTimer); borcOdemeTimeTimer = null; } } borcOdemeKalan = 600; // reset repayment time for next cycle (10 minutes) updateBorcText(); } }, 36000); // 10 minutes at 60fps }; 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 += (i === 0 ? "MOUSE" : partTypes[i].toUpperCase()) + ':' + parts[partTypes[i]] + ' '; } partsTxt.setText(s); } updatePartsText(); // --- Mines --- var mines = []; var mineAutoProduce = [false, false, false]; // Track auto-produce state for each mine var mineAutoBtns = []; var mineAutoTxts = []; 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); // Add auto-produce toggle button var autoBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); // Move auto-produce button further down autoBtn.x = mine.x; autoBtn.y = mine.y + 480; game.addChild(autoBtn); var autoMineCost = (i + 1) * 500; // 500, 1000, 1500 for each mine var autoTxt = new Text2('Oto Üret: Kapalı', { size: 36, fill: '#fff' }); autoTxt.anchor.set(0.5, 0.5); autoTxt.x = autoBtn.x; autoTxt.y = autoBtn.y; game.addChild(autoTxt); autoBtn.mineIndex = i; autoBtn.down = function (x, y, obj) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; var idx = this.mineIndex; var autoMineCost = (idx + 1) * 500; if (!mineAutoProduce[idx]) { if (money >= autoMineCost) { money -= autoMineCost; updateMoneyText(); mineAutoProduce[idx] = true; mineAutoTxts[idx].setText('Oto Üret: Açık'); } else { // Not enough money, flash button red tween(this, { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(autoBtn, { tint: 0x222222 }, { duration: 120 }); } }); } } else { // Oto Üret kapatılmasın: Satın alındıktan sonra kapatmaya izin verme // Artık kapatma işlemi yapılmıyor, buton işlevsiz. } }; mineAutoBtns.push(autoBtn); mineAutoTxts.push(autoTxt); // Set initial text autoTxt.setText('Oto Üret: Kapalı\n₺' + autoMineCost); } // --- Factories for each part --- var factories = []; var factoryUnlocks = []; var factoryUnlockCosts = [0, 350, 525, 700, 875, 1050, 1225, 1400, 1575, 1750]; // Apply 50% price increase to all except the first (CPU) for (var i = 1; i < factoryUnlockCosts.length; i++) { factoryUnlockCosts[i] = Math.floor(factoryUnlockCosts[i] * 1.5); } var factoryAutoProduce = []; var factoryAutoBtns = []; var factoryAutoTxts = []; 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); // Add vertical spacing (gap) between factory panels var factoryPanelGap = 24; f.x = 500 + col * 300 + col * factoryPanelGap; // Move MB, CASE, FAN, HDD, COOLER (indices 5,6,7,8,9) further down // Move the whole factories panel lower by +200px if (i >= 5) { // Increase the offset for the second row and move these factories further down f.y = 1300 + row * 420 + 320; } else { f.y = 1300 + row * 420; } game.addChild(f); factories.push(f); // Add production time text under the part icon var prodTime = f.getProductionTime ? f.getProductionTime() : 30; var prodTimeSec = (prodTime / 60).toFixed(2); // Add a panel image behind the production time text var prodTimePanel = LK.getAsset('button', { anchorX: 0.5, anchorY: 0, width: 220, height: 54, x: f.x, y: f.y - 60 + 60 * 0.7 + 28, // 10px higher to allow for text padding scaleX: 0.8, scaleY: 0.7 }); // Add horizontal gap to prodTimePanel to match factory panel gap prodTimePanel.x = f.x; game.addChild(prodTimePanel); var prodTimeTxt = new Text2("Üretim: " + prodTimeSec + " sn", { size: 32, fill: "#fff" }); prodTimeTxt.anchor.set(0.5, 0); // Place under the part icon (which is at y: -60, scale 0.7, so about -60+60*0.7+10) prodTimeTxt.x = f.x; prodTimeTxt.y = f.y - 60 + 60 * 0.7 + 38; game.addChild(prodTimeTxt); // Store reference for later update on upgrade f._prodTimeTxt = prodTimeTxt; // Unlock state: CPU (i==0) is always unlocked, others locked factoryUnlocks.push(i === 0 ? true : false); // Add auto-produce toggle button for each factory factoryAutoProduce.push(false); var autoBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); autoBtn.x = f.x; // Move auto-produce button further down // Add horizontal gap to autoBtn to match factory panel gap autoBtn.x = f.x; if (i >= 5) { autoBtn.y = f.y + 530 + 80; } else { autoBtn.y = f.y + 530; } game.addChild(autoBtn); var autoTxt = new Text2('Oto Üret: Kapalı', { size: 36, fill: '#fff' }); autoTxt.anchor.set(0.5, 0.5); autoTxt.x = autoBtn.x; autoTxt.y = autoBtn.y; game.addChild(autoTxt); autoBtn.factoryIndex = i; autoBtn.down = function (x, y, obj) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; var idx = this.factoryIndex; if (!factoryAutoProduce[idx]) { // Cost to enable auto-produce for factory: 1000 var autoFactoryCost = (idx + 1) * 1000; if (money >= autoFactoryCost) { money -= autoFactoryCost; updateMoneyText(); factoryAutoProduce[idx] = true; factoryAutoTxts[idx].setText('Oto Üret: Açık'); } else { // Not enough money, flash button red tween(this, { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(autoBtn, { tint: 0x222222 }, { duration: 120 }); } }); } } else { // Oto Üret kapatılmasın: Satın alındıktan sonra kapatmaya izin verme // Artık kapatma işlemi yapılmıyor, buton işlevsiz. } }; factoryAutoBtns.push(autoBtn); factoryAutoTxts.push(autoTxt); // Set initial text var autoFactoryCost = (i + 1) * 1000; autoTxt.setText('Oto Üret: Kapalı\n₺' + autoFactoryCost); } // --- 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 - 80; // Move left to make space for produce button btn.y = mines[i].y + 200; game.addChild(btn); var txt = new Text2('Maden Yükselt\n₺' + mines[i].upgradeCost, { size: 44, 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) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; 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); // Add ÜRET (Produce) button next to upgrade var prodBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); prodBtn.x = mines[i].x + 80; // Place to the right of upgrade button prodBtn.y = mines[i].y + 320; // moved even lower game.addChild(prodBtn); var prodTxt = new Text2('ÜRET', { size: 44, fill: '#fff' }); prodTxt.anchor.set(0.5, 0.5); prodTxt.x = prodBtn.x; prodTxt.y = prodBtn.y + 10; // moved higher game.addChild(prodTxt); prodBtn.mineIndex = i; prodBtn.down = function (x, y, obj) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; var idx = this.mineIndex; var m = mines[idx]; // Instantly produce one batch of raw material for this mine rawMaterials[m.type] += m.production; updateRawText(); // Animate mine for feedback tween(m, { scaleX: 1.1, scaleY: 1.1 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(m, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); }; } // 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; // Add horizontal gap to unlock buttons to match factory panel gap 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((i === 0 ? "MOUSE" : partTypes[i].toUpperCase()) + " Aç\n₺" + factoryUnlockCosts[i], { size: 44, 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) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; 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; // Add horizontal gap to upgrade/unlock/production buttons to match factory panel gap 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((i === 0 ? "MOUSE" : partTypes[i].toUpperCase()) + " Yükselt\n₺" + f.upgradeCost, { size: 44, 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) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; var idx = this.factoryIndex; var f = factories[idx]; if (money >= f.upgradeCost) { f.upgrade(); this.txt.setText((idx === 0 ? "MOUSE" : 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; // Add horizontal gap to upgrade button after unlock to match factory panel gap 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((idx === 0 ? "MOUSE" : partTypes[idx].toUpperCase()) + " Yükselt\n₺" + f.upgradeCost, { size: 44, 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) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; var idx = this.factoryIndex; var f = factories[idx]; if (money >= f.upgradeCost) { f.upgrade(); this.txt.setText((idx === 0 ? "MOUSE" : 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: 44, 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; // Add horizontal gap to production buttons to match factory panel gap 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) { // Disable if investment panel is open if (yatirimPanel && yatirimPanel.visible) return; 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 // Calculate production cost as 50% of the sale price (which is 30~49, so use 40 as avg, or use 30 + Math.floor(Math.random()*20)/2 for dynamic) var salePrice = 30 + Math.floor(Math.random() * 20); var productionCost = Math.floor(salePrice * 0.5); if (rawMaterials.copper >= 2 && rawMaterials.silicon >= 1 && rawMaterials.iron >= 1 && money >= productionCost) { rawMaterials.copper -= 2; rawMaterials.silicon -= 1; rawMaterials.iron -= 1; money -= productionCost; updateMoneyText(); 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 (slower) tween(c, { x: store.x }, { duration: 1200, // doubled duration for slower movement 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 (slower) tween(c, { x: store.x + 300 }, { duration: 800, // doubled duration for slower movement 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(); // Auto-produce for mine if enabled if (mineAutoProduce[i]) { // Produce every 30 frames (~0.5s) if (!mines[i].autoTick) { mines[i].autoTick = 0; } mines[i].autoTick++; if (mines[i].autoTick >= 30) { rawMaterials[mines[i].type] += mines[i].production; updateRawText(); // Animate mine for feedback tween(mines[i], { scaleX: 1.1, scaleY: 1.1 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(this.target, { scaleX: 1, scaleY: 1 }, { duration: 120 }); }.bind({ target: mines[i] }) }); mines[i].autoTick = 0; } } } // Auto-produce for factories for (var i = 0; i < factories.length; i++) { if (factoryAutoProduce[i] && factoryUnlocks[i]) { if (!factories[i].autoTick) { factories[i].autoTick = 0; } factories[i].autoTick++; // Use per-factory production time (speed up with level) var prodTime = factories[i].getProductionTime ? factories[i].getProductionTime() : 30; if (factories[i].autoTick >= prodTime) { var f = factories[i]; var part = partTypes[i]; var produced = 0; for (var j = 0; j < f.production; j++) { // Each part needs: copper:2, silicon:1, iron:1 // Calculate production cost as 50% of the sale price (which is 30~49, so use 40 as avg, or use 30 + Math.floor(Math.random()*20)/2 for dynamic) var salePrice = 30 + Math.floor(Math.random() * 20); var productionCost = Math.floor(salePrice * 0.5); if (rawMaterials.copper >= 2 && rawMaterials.silicon >= 1 && rawMaterials.iron >= 1 && money >= productionCost) { rawMaterials.copper -= 2; rawMaterials.silicon -= 1; rawMaterials.iron -= 1; money -= productionCost; updateMoneyText(); 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(this.target, { scaleX: 1, scaleY: 1 }, { duration: 120 }); }.bind({ target: f }) }); } factories[i].autoTick = 0; } } } // 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 }; // --- Internet Offer Panel --- // Panel variables var offerPanel = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 420, height: 340, x: 120, y: 1366 // center of 2732 }); game.addChild(offerPanel); var offerTitle = new Text2('İNTERNET TEKLİFİ', { size: 32, fill: '#fff' }); // Move to right edge of panel offerTitle.anchor.set(1, 0); offerTitle.x = offerPanel.x + offerPanel.width / 2 - 20; offerTitle.y = offerPanel.y - 140; game.addChild(offerTitle); var offerPartTxt = new Text2('', { size: 28, fill: '#bff' }); offerPartTxt.anchor.set(0.5, 0); offerPartTxt.x = offerPanel.x; offerPartTxt.y = offerPanel.y - 60; game.addChild(offerPartTxt); var offerAmountTxt = new Text2('', { size: 28, fill: '#fff' }); offerAmountTxt.anchor.set(0.5, 0); offerAmountTxt.x = offerPanel.x; offerAmountTxt.y = offerPanel.y - 10; game.addChild(offerAmountTxt); var offerPriceTxt = new Text2('', { size: 28, fill: '#ffb' }); offerPriceTxt.anchor.set(0.5, 0); offerPriceTxt.x = offerPanel.x; offerPriceTxt.y = offerPanel.y + 40; game.addChild(offerPriceTxt); var offerBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 70, x: offerPanel.x, y: offerPanel.y + 150 // moved 30px lower }); game.addChild(offerBtn); var offerBtnTxt = new Text2('Satın Al', { size: 36, fill: '#fff' }); offerBtnTxt.anchor.set(0.5, 0.5); offerBtnTxt.x = offerBtn.x; offerBtnTxt.y = offerBtn.y; game.addChild(offerBtnTxt); // Offer state var currentOffer = { part: null, amount: 0, price: 0, active: false // yeni teklif aktif mi }; // Helper to generate a new offer var offerTimeLeft = 0; var offerTimerInterval = null; var offerTimeTxt = new Text2('', { size: 32, fill: '#ffb' }); offerTimeTxt.anchor.set(0.5, 0); offerTimeTxt.x = offerPanel.x; offerTimeTxt.y = offerPanel.y + 90; game.addChild(offerTimeTxt); function updateOfferTimeTxt() { if (offerTimeLeft > 0) { var min = Math.floor(offerTimeLeft / 60); var sec = offerTimeLeft % 60; var timeStr = min > 0 ? min + " dk " + (sec < 10 ? "0" : "") + sec + " sn" : sec + " sn"; offerTimeTxt.setText("Yeni teklif: " + timeStr); } else { offerTimeTxt.setText(''); } } function generateInternetOffer() { // Pick a random part type var idx = Math.floor(Math.random() * partTypes.length); var part = partTypes[idx]; // Random amount: 2-8 var amount = 2 + Math.floor(Math.random() * 7); // Random price per item: 18-32 var pricePer = 18 + Math.floor(Math.random() * 15); var totalPrice = pricePer * amount; currentOffer.part = part; currentOffer.amount = amount; currentOffer.price = totalPrice; currentOffer.active = true; // Update UI offerPartTxt.setText(idx === 0 ? "MOUSE" : part.toUpperCase()); offerAmountTxt.setText("Adet: " + amount); offerPriceTxt.setText("Toplam: ₺" + totalPrice); offerBtn.visible = true; offerBtnTxt.visible = true; // Rastgele 1-2 dakika (60-120 saniye) arası süre belirle offerTimeLeft = (60 + Math.floor(Math.random() * 61)) * 60; updateOfferTimeTxt(); // Start timer for next offer if (offerTimerInterval) { LK.clearInterval(offerTimerInterval); offerTimerInterval = null; } offerTimerInterval = LK.setInterval(function () { if (!currentOffer.active) { LK.clearInterval(offerTimerInterval); offerTimerInterval = null; return; } offerTimeLeft--; updateOfferTimeTxt(); if (offerTimeLeft <= 0) { // Süre doldu, yeni teklif gelsin currentOffer.active = false; offerBtn.visible = false; offerBtnTxt.visible = false; offerPartTxt.setText("Süre doldu!"); offerAmountTxt.setText(""); offerPriceTxt.setText(""); updateOfferTimeTxt(); LK.clearInterval(offerTimerInterval); offerTimerInterval = null; LK.setTimeout(function () { generateInternetOffer(); }, 60); // 1 frame sonra yeni teklif gelsin } }, 60); // 1 saniye } generateInternetOffer(); // Button logic offerBtn.down = function (x, y, obj) { if (!currentOffer.active) return; if (money >= currentOffer.price) { money -= currentOffer.price; parts[currentOffer.part] += currentOffer.amount; updateMoneyText(); updatePartsText(); // Animate panel for feedback tween(offerPanel, { scaleX: 1.08, scaleY: 1.08 }, { duration: 120, onFinish: function onFinish() { tween(offerPanel, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); // Teklif tamamlandı, yeni teklif gelene kadar butonu kapat currentOffer.active = false; offerBtn.visible = false; offerBtnTxt.visible = false; offerPartTxt.setText("Teklif tamamlandı!"); offerAmountTxt.setText(""); offerPriceTxt.setText(""); offerTimeLeft = 1200; updateOfferTimeTxt(); if (offerTimerInterval) { LK.clearInterval(offerTimerInterval); offerTimerInterval = null; } // Yeni teklif rastgele 1-2 dakika sonra gelsin var nextOfferDelay = (60 + Math.floor(Math.random() * 61)) * 60; LK.setTimeout(function () { generateInternetOffer(); }, nextOfferDelay); } else { // Not enough money, flash button red tween(offerBtn, { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(offerBtn, { tint: 0x222222 }, { duration: 120 }); } }); } }; // --- Toplu Satış Paneli --- var sellPanel = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 420, height: 340, x: 120, y: 1366 + 400 // offerPanel.y + 400 px altına }); game.addChild(sellPanel); var sellTitle = new Text2('TOPLU SATIŞ TEKLİFİ', { size: 32, fill: '#fff' }); // Move to right edge of panel sellTitle.anchor.set(1, 0); sellTitle.x = sellPanel.x + sellPanel.width / 2 - 20; sellTitle.y = sellPanel.y - 140; game.addChild(sellTitle); var sellPartTxt = new Text2('', { size: 28, fill: '#bff' }); sellPartTxt.anchor.set(0.5, 0); sellPartTxt.x = sellPanel.x; sellPartTxt.y = sellPanel.y - 60; game.addChild(sellPartTxt); var sellAmountTxt = new Text2('', { size: 28, fill: '#fff' }); sellAmountTxt.anchor.set(0.5, 0); sellAmountTxt.x = sellPanel.x; sellAmountTxt.y = sellPanel.y - 10; game.addChild(sellAmountTxt); var sellPriceTxt = new Text2('', { size: 28, fill: '#ffb' }); sellPriceTxt.anchor.set(0.5, 0); sellPriceTxt.x = sellPanel.x; sellPriceTxt.y = sellPanel.y + 40; game.addChild(sellPriceTxt); var sellBtn = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 70, x: sellPanel.x, y: sellPanel.y + 150 // moved 30px lower }); game.addChild(sellBtn); var sellBtnTxt = new Text2('Sat', { size: 36, fill: '#fff' }); sellBtnTxt.anchor.set(0.5, 0.5); sellBtnTxt.x = sellBtn.x; sellBtnTxt.y = sellBtn.y; game.addChild(sellBtnTxt); // Satış teklifi state var currentSellOffer = { part: null, amount: 0, price: 0, active: false }; // Helper to generate a new sell offer var sellOfferTimeLeft = 0; var sellOfferTimerInterval = null; var sellOfferTimeTxt = new Text2('', { size: 32, fill: '#ffb' }); sellOfferTimeTxt.anchor.set(0.5, 0); sellOfferTimeTxt.x = sellPanel.x; sellOfferTimeTxt.y = sellPanel.y + 90; game.addChild(sellOfferTimeTxt); function updateSellOfferTimeTxt() { if (sellOfferTimeLeft > 0) { var min = Math.floor(sellOfferTimeLeft / 60); var sec = sellOfferTimeLeft % 60; var timeStr = min > 0 ? min + " dk " + (sec < 10 ? "0" : "") + sec + " sn" : sec + " sn"; sellOfferTimeTxt.setText("Yeni teklif: " + timeStr); } else { sellOfferTimeTxt.setText(''); } } // Helper to generate a new sell offer function generateSellOffer() { // Sadece stoğunda en az 2 olanlardan rastgele seç var available = []; for (var i = 0; i < partTypes.length; i++) { if (parts[partTypes[i]] >= 2) available.push(partTypes[i]); } // Eğer hiç stoğu olan ürün yoksa, teklif oluşturma if (available.length === 0) { currentSellOffer.part = null; currentSellOffer.amount = 0; currentSellOffer.price = 0; currentSellOffer.active = false; sellPartTxt.setText("Stokta ürün yok"); sellAmountTxt.setText(""); sellPriceTxt.setText(""); sellBtn.visible = false; sellBtnTxt.visible = false; return; } var idx = Math.floor(Math.random() * available.length); var part = available[idx]; // Satış miktarı: 2-8, ama stoğundan fazla olamaz var maxAmount = Math.min(parts[part], 8); var amount = 2 + Math.floor(Math.random() * (maxAmount - 1)); // Satış fiyatı: 28-45 arası birim fiyat var pricePer = 28 + Math.floor(Math.random() * 18); var totalPrice = pricePer * amount; currentSellOffer.part = part; currentSellOffer.amount = amount; currentSellOffer.price = totalPrice; currentSellOffer.active = true; sellPartTxt.setText(idx === 0 ? "MOUSE" : part.toUpperCase()); sellAmountTxt.setText("Adet: " + amount); sellPriceTxt.setText("Toplam: ₺" + totalPrice); sellBtn.visible = true; sellBtnTxt.visible = true; // Süreyi rastgele 1-2 dakika (60-120 saniye) arası belirle sellOfferTimeLeft = (60 + Math.floor(Math.random() * 61)) * 60; updateSellOfferTimeTxt(); // Timer varsa temizle if (sellOfferTimerInterval) { LK.clearInterval(sellOfferTimerInterval); sellOfferTimerInterval = null; } sellOfferTimerInterval = LK.setInterval(function () { if (!currentSellOffer.active) { LK.clearInterval(sellOfferTimerInterval); sellOfferTimerInterval = null; return; } sellOfferTimeLeft--; updateSellOfferTimeTxt(); if (sellOfferTimeLeft <= 0) { // Süre doldu, yeni teklif gelsin currentSellOffer.active = false; sellBtn.visible = false; sellBtnTxt.visible = false; sellPartTxt.setText("Süre doldu!"); sellAmountTxt.setText(""); sellPriceTxt.setText(""); updateSellOfferTimeTxt(); LK.clearInterval(sellOfferTimerInterval); sellOfferTimerInterval = null; LK.setTimeout(function () { generateSellOffer(); }, 60); // 1 frame sonra yeni teklif gelsin } }, 60); // 1 saniye } generateSellOffer(); // Satış butonu logic sellBtn.down = function (x, y, obj) { // If not active or not enough stock, do nothing (button is visually disabled) if (!currentSellOffer.active || parts[currentSellOffer.part] < currentSellOffer.amount) { // Optionally, flash button red and show warning if user tries to press when not enough stock tween(sellBtn, { tint: 0xff2222 }, { duration: 120, onFinish: function onFinish() { tween(sellBtn, { tint: 0x222222 }, { duration: 120 }); } }); // 'Stok yetersiz' uyarısı göster sellBtnTxt.setText('Stok yetersiz'); LK.setTimeout(function () { // Eğer buton hala görünürse eski haline döndür if (sellBtn.visible) { sellBtnTxt.setText('Sat'); } // Teklifi yenileme, teklif tamamlanmasın! }, 300); // 5 saniye = 300 frame return; } // Satış işlemi parts[currentSellOffer.part] -= currentSellOffer.amount; money += currentSellOffer.price; updateMoneyText(); updatePartsText(); // Panel animasyonu tween(sellPanel, { scaleX: 1.08, scaleY: 1.08 }, { duration: 120, onFinish: function onFinish() { tween(sellPanel, { scaleX: 1, scaleY: 1 }, { duration: 120 }); } }); // Teklif tamamlandı, yeni teklif gelene kadar butonu kapat currentSellOffer.active = false; sellBtn.visible = false; sellBtnTxt.visible = false; sellPartTxt.setText("Teklif tamamlandı!"); sellAmountTxt.setText(""); sellPriceTxt.setText(""); // Yeni teklif rastgele 1-2 dakika sonra gelsin var nextSellOfferDelay = (60 + Math.floor(Math.random() * 61)) * 60; LK.setTimeout(function () { generateSellOffer(); }, nextSellOfferDelay); }; // Satış teklifi her rastgele 1-5 dakikada bir yenilensin (eğer aktif değilse) function scheduleNextSellOfferInterval() { var interval = (60 + Math.floor(Math.random() * 61)) * 60; LK.setTimeout(function () { if (!currentSellOffer.active) generateSellOffer(); scheduleNextSellOfferInterval(); }, interval); } scheduleNextSellOfferInterval();
===================================================================
--- original.js
+++ change.js
@@ -204,14 +204,14 @@
/****
* Game Code
****/
-// Computer parts (10 types)
-// Raw materials (3 types)
-// Factory, Store, Mine icons
-// Customer
-// Button
// Create a factory class for each part type
+// Button
+// Customer
+// Factory, Store, Mine icons
+// Raw materials (3 types)
+// Computer parts (10 types)
var partTypes = ['mouse', 'gpu', 'ram', 'ssd', 'psu', 'mb', 'case', 'fan', 'hdd', 'cooler'];
var oreTypes = ['copper', 'silicon', 'iron'];
var FactoryClasses = {};
// Üretim süreleri sırası ile 2, 4, 6, ... 20 saniye (2 ve katları, 60fps) olacak şekilde ayarlanır
@@ -653,8 +653,9 @@
// Sat
coinSellBtns[i].down = function (idx) {
return function (x, y, obj) {
var adet = coinSellAmounts[idx];
+ // Zararına satış aktif: coinHoldings >= adet ise, maliyet bakılmaksızın satış yapılır
if (coinHoldings[idx] >= adet) {
var tutar = coinPrices[idx] * adet;
// Satışta ortalama maliyeti azalt (FIFO: en basit haliyle, toplam maliyetten orantılı azalt)
if (coinHoldings[idx] > 0) {
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