User prompt
Skordan gelen item slot çekene kadar mallar gridinde kalici olmasin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1x skoru 500 yap
User prompt
Slottaki itemi tiklayınca mallar gridine geri döner
User prompt
Skordan gelmeyen item slotta tiklanirsa mallar gridine gider
User prompt
Skordan gelmeyen item slotta tiklanirsa mallar gridine gider
User prompt
Başlangıçtaki item skordan gelmiyor
User prompt
Skordan gelen itemi bir sonraki slot çekimine kadar hatirla.
User prompt
Skordan gelen item slotta tiklanirsa bir sonraki slot çalıştırmasina kadar mallar gridine gitmesin.
User prompt
score-generated items cant go goods grid when clicked in inventory slot
User prompt
1x icin puanı 500 yap
User prompt
Skordan gelen item slotta tiklanirsa mallar gridine gitmesin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelmeyen item slottayken mallar gridine tıklayınca gelmesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelen item slotta tiklanirsa mallar gridine gitmesin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
inventory slottan item yukarı kaydırilirsa efekt ekle ve skora 1000 puan ekle ve itemi yok et ve bellekten sil ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelen item goods hucresinde geriye slota gelirse ve eger slotta tiklanirsa skora refund olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelen item goods hucresinde tiklaninca slota geliyor. eger slot hucresinde tiklanirsa skora refund olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Tüm sıralar ve animasyonlar tamamlanmadan slota hucreye veya mallar hucresine tiklanamasin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelen item goods hucresinde tiklaninca slota gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelen item goods hucresinde tiklaninca geriye slota gelsin ve eger slotta tiklanirsa skora refund olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelen item goods hucresinden geriye slota geldiginde ve tekrar tiklandiginda skora refund olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan gelen item goods iteme konulup geriye slota cekildiginde tekrar tiklandiginda skora refund olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mallar gridinde iteme tiklayıp slot itemi geriye çektikten sonra tekrar tıklama çalıssin.
User prompt
1000 skor geriye ilave olurken tiklanmaya izin verme.
User prompt
Skordan elde ettigimiz slot itemine tıklayınca yok olsun ve skora geriye 1000 eklensin. Eğer mallar gridinde bir hucreye tiklarsak bu item slot hucresinden silinip oraya taşinsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Skordan elde ettigimiz slot itemine tıklayınca yok olsun ve skora geriye 1000 eklensin.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var DropShape = Container.expand(function (shapeType, color, shapeForm) {
var self = Container.call(this);
self.shapeType = shapeType;
self.color = color;
self.shapeForm = shapeForm;
self.speed = 0;
self.targetY = 0;
self.isMoving = false;
self.lane = 0;
self.row = -1;
var assetId = color + shapeForm;
var shapeGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.startDrop = function (lane, startY, endY, targetRow) {
self.lane = lane;
self.y = startY;
self.targetY = endY;
self.targetRow = targetRow;
self.speed = 120; // Double the speed for much faster movement
self.isMoving = true;
self.rotationComplete = false;
// Add slot machine spinning effect - faster rotation
tween(self, {
rotation: Math.PI * 4
}, {
duration: 800,
// Much faster rotation animation
easing: tween.easeOut,
onFinish: function onFinish() {
self.rotationComplete = true;
}
});
};
self.update = function () {
if (self.isMoving) {
self.y += self.speed;
// Much faster settling with aggressive deceleration
var distanceToTarget = Math.abs(self.targetY - self.y);
if (distanceToTarget < 150) {
self.speed = Math.max(8, self.speed * 0.85); // Higher minimum speed and faster deceleration
}
// Stop at target with bounce effect
if (self.y >= self.targetY) {
self.y = self.targetY;
self.isMoving = false;
self.speed = 0;
// No bounce animation to keep consistent size
// Calculate which row this shape is in - use targetRow if available
if (self.targetRow !== undefined) {
self.row = self.targetRow;
} else {
self.row = Math.floor((self.y - gridStartY) / (cellSize + cellMargin));
}
}
}
};
return self;
});
var GoodsItem = Container.expand(function (goodsType) {
var self = Container.call(this);
self.goodsType = goodsType;
var itemGraphics = self.attachAsset(goodsType, {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
// Prevent interaction while any sequence or animation is running
if (isScoreRefunding || isSequenceRunning || isTweenAnimating) return;
// Check if this item is from score and currently in goods grid
if (self.isFromScore) {
var gridIndex = goodsGrid.indexOf(self);
if (gridIndex !== -1) {
// Item is in goods grid, move it to inventory slot
moveToInventory(self);
return;
} else {
// Item is in inventory slot, refund to score
// Set refund flag to prevent multiple clicks
isScoreRefunding = true;
// Destroy the item and refund 1000 to score
self.destroy();
// Clear from inventory if it was the current inventory item
if (currentInventoryItem === self) {
currentInventoryItem = null;
}
LK.setScore(LK.getScore() + 1000);
updateScore();
// Clear refund flag after animation completes
LK.setTimeout(function () {
isScoreRefunding = false;
}, 300);
return;
}
}
// Move this item to inventory slot
moveToInventory(self);
};
return self;
});
var Lever = Container.expand(function () {
var self = Container.call(this);
self.isPulled = false;
self.canPull = true;
var leverBase = self.attachAsset('lever', {
anchorX: 0.5,
anchorY: 1.0
});
self.leverHandle = self.attachAsset('leverHandle', {
anchorX: 0.5,
anchorY: 0.5
});
self.leverHandle.y = -700;
self.pull = function () {
if (!self.canPull || isShifting || isAnimating) return;
// Check if player has enough money (10₺ required)
if (money < 10) return;
// Deduct 10₺ for using the slot machine
money -= 10;
updateMoney();
pullCount++; // Increment pull count
self.canPull = false;
self.isPulled = true;
LK.getSound('leverPull').play();
// Animate lever handle moving down - much faster
tween(self.leverHandle, {
y: -100
}, {
duration: 15,
easing: tween.easeOut
});
// Keep lever pulled state - will be reset on touch release
// Allow immediate next pull
self.canPull = true;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2a1810
});
/****
* Game Code
****/
var lanes = [];
var dropShapes = [];
var cellSize = 300; // Square cell size
var cellMargin = 15; // 15 pixel margin between cells
var totalGridWidth = 4 * cellSize + 3 * cellMargin; // Total width of 4 columns with margins
var totalGridHeight = 4 * cellSize + 3 * cellMargin; // Total height of 4 rows with margins
var gridStartX = (2048 - totalGridWidth) / 2 - 200; // Shift the 4x5 grid to the left
var gridStartY = 600 - (cellSize + cellMargin); // Shift grid up by one grid cell height
var laneWidth = cellSize + cellMargin; // Width per column including margin
var laneBackgroundWidth = cellSize; // Square cell background
var cellHeight = cellSize + cellMargin; // Height per row including margin
var shapeTypes = ['red', 'blue', 'green', 'yellow'];
var shapeForms = ['Shape', 'Circle'];
var lever;
var scoreTxt;
var money = 0;
var moneyTxt;
var goodsGrid = [];
var inventorySlot = null;
var currentInventoryItem = null;
var sellButton = null;
var goodsTypes = ['apple', 'banana', 'orange', 'grape', 'bread', 'cheese', 'meat', 'fish'];
// Create lane backgrounds for 4x4 grid
for (var col = 0; col < 4; col++) {
for (var row = 0; row < 4; row++) {
var assetType = 'cell';
var cellBack = LK.getAsset(assetType, {
width: cellSize,
height: cellSize,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
cellBack.x = gridStartX + col * (cellSize + cellMargin) + cellSize / 2;
cellBack.y = gridStartY + row * (cellSize + cellMargin) + cellSize / 2;
game.addChild(cellBack);
}
}
// Result cell removed
// Create lever
lever = game.addChild(new Lever());
lever.x = 1700; // Move to the left
lever.y = 1400 - (cellSize + cellMargin); // Move up by one cell height
// Create score display
scoreTxt = new Text2('Skor: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create money display
moneyTxt = new Text2('Para: 0₺', {
size: 60,
fill: 0x00ff00
});
moneyTxt.anchor.set(0.5, 0);
moneyTxt.y = 100;
LK.gui.top.addChild(moneyTxt);
// Create goods grid (4x3) below main grid
var goodsGridStartX = gridStartX;
var goodsGridStartY = gridStartY + totalGridHeight + 100;
var goodsCellSize = cellSize; // Use same size as main grid cells (300px)
var goodsMargin = cellMargin; // Use same margin as main grid (15px)
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 4; col++) {
// Create cell background
var cellBack = LK.getAsset('goodsCell', {
width: goodsCellSize,
height: goodsCellSize,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
cellBack.x = goodsGridStartX + col * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
cellBack.y = goodsGridStartY + row * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
game.addChild(cellBack);
// Only create goods item for the first cell (start with 1 item)
if (row === 0 && col === 0) {
var randomGoodsType = goodsTypes[Math.floor(Math.random() * goodsTypes.length)];
var goodsItem = new GoodsItem(randomGoodsType);
goodsItem.x = cellBack.x;
goodsItem.y = cellBack.y;
game.addChild(goodsItem);
goodsGrid.push(goodsItem);
} else {
goodsGrid.push(null);
}
}
}
// Create inventory slot on the right side
inventorySlot = LK.getAsset('inventorySlot', {
width: goodsCellSize,
height: goodsCellSize,
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6
});
inventorySlot.x = 1750;
inventorySlot.y = goodsGridStartY + goodsCellSize / 2;
inventorySlot.down = function (x, y, obj) {
// Prevent interaction while any sequence or animation is running
if (isScoreRefunding || isSequenceRunning || isTweenAnimating) return;
// If there's an item in inventory, handle refund if it's from score
if (currentInventoryItem && currentInventoryItem.isFromScore) {
// Set refund flag to prevent multiple clicks
isScoreRefunding = true;
// Destroy the item and refund 1000 to score
currentInventoryItem.destroy();
// Clear from goods grid if it was placed there
var gridIndex = goodsGrid.indexOf(currentInventoryItem);
if (gridIndex !== -1) {
goodsGrid[gridIndex] = null;
}
currentInventoryItem = null;
LK.setScore(LK.getScore() + 1000);
updateScore();
// Clear refund flag after animation completes
LK.setTimeout(function () {
isScoreRefunding = false;
}, 300);
return;
} else if (currentInventoryItem && !currentInventoryItem.isFromScore) {
// Only allow non-score items to move to goods grid
var gridIndex = goodsGrid.indexOf(currentInventoryItem);
if (gridIndex !== -1) {
var row = Math.floor(gridIndex / 4);
var col = gridIndex % 4;
var targetX = goodsGridStartX + col * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
var targetY = goodsGridStartY + row * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
tween(currentInventoryItem, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut
});
}
currentInventoryItem = null;
} else if (LK.getScore() >= 1000) {
// Only generate item if inventory is empty and score >= 1000
var randomGoodsType = goodsTypes[Math.floor(Math.random() * goodsTypes.length)];
var goodsItem = new GoodsItem(randomGoodsType);
goodsItem.x = inventorySlot.x;
goodsItem.y = inventorySlot.y;
// Mark as item generated from score
goodsItem.isFromScore = true;
// Mark that it hasn't been moved to inventory yet (stays temporary until moved)
goodsItem.isTemporary = true;
game.addChild(goodsItem);
currentInventoryItem = goodsItem;
// Deduct 1000 from score
LK.setScore(LK.getScore() - 1000);
updateScore();
}
};
game.addChild(inventorySlot);
// Create sell button below inventory slot
sellButton = LK.getAsset('sellButton', {
width: goodsCellSize,
height: goodsCellSize / 2,
anchorX: 0.5,
anchorY: 0.5
});
sellButton.x = inventorySlot.x;
sellButton.y = inventorySlot.y + goodsCellSize / 2 + goodsMargin + goodsCellSize / 4;
game.addChild(sellButton);
// Add sell button text
var sellButtonText = new Text2('Sat', {
size: 80,
fill: 0xffffff
});
sellButtonText.anchor.set(0.5, 0.5);
sellButtonText.x = sellButton.x;
sellButtonText.y = sellButton.y;
game.addChild(sellButtonText);
function updateScore() {
scoreTxt.setText('Skor: ' + LK.getScore());
}
function updateMoney() {
moneyTxt.setText('Para: ' + money + '₺');
}
function moveToInventory(goodsItem) {
// If clicking on the same item that's already in inventory, return it to grid
if (currentInventoryItem === goodsItem) {
var gridIndex = goodsGrid.indexOf(currentInventoryItem);
if (gridIndex !== -1) {
var row = Math.floor(gridIndex / 4);
var col = gridIndex % 4;
var targetX = goodsGridStartX + col * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
var targetY = goodsGridStartY + row * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
isTweenAnimating = true;
tween(currentInventoryItem, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
isTweenAnimating = false;
}
});
}
currentInventoryItem = null;
return;
}
if (currentInventoryItem) {
// Return current item to its original position in grid
var gridIndex = goodsGrid.indexOf(currentInventoryItem);
if (gridIndex !== -1) {
var row = Math.floor(gridIndex / 4);
var col = gridIndex % 4;
var targetX = goodsGridStartX + col * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
var targetY = goodsGridStartY + row * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
isTweenAnimating = true;
tween(currentInventoryItem, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
isTweenAnimating = false;
}
});
}
}
// Move new item to inventory - preserve score flag
currentInventoryItem = goodsItem;
// Keep the score flag so items can still be refunded if they were from score
// currentInventoryItem.isFromScore remains unchanged
// If this was a temporary score item, make it permanent now that it's been moved to inventory
if (goodsItem.isTemporary) {
goodsItem.isTemporary = false;
}
isTweenAnimating = true;
tween(goodsItem, {
x: inventorySlot.x,
y: inventorySlot.y
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
isTweenAnimating = false;
}
});
}
function sellItem() {
if (currentInventoryItem) {
money += 100;
updateMoney();
// Flash money text
tween(moneyTxt, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(moneyTxt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
// Remove sold item without replacement
var gridIndex = goodsGrid.indexOf(currentInventoryItem);
if (gridIndex !== -1) {
currentInventoryItem.destroy();
goodsGrid[gridIndex] = null;
}
currentInventoryItem = null;
}
}
function buyItem() {
// Original buy functionality (unchanged)
// Check if player has enough money (50₺ required)
if (money < 50) return;
// Find first empty slot in goods grid
var emptySlotIndex = -1;
for (var i = 0; i < goodsGrid.length; i++) {
if (goodsGrid[i] === null) {
emptySlotIndex = i;
break;
}
}
// If no empty slot, don't buy
if (emptySlotIndex === -1) return;
// Deduct money for buying item
money -= 50;
updateMoney();
// Flash money text
tween(moneyTxt, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(moneyTxt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
// Create new random goods item
var randomGoodsType = goodsTypes[Math.floor(Math.random() * goodsTypes.length)];
var goodsItem = new GoodsItem(randomGoodsType);
// Calculate position based on empty slot index
var row = Math.floor(emptySlotIndex / 4);
var col = emptySlotIndex % 4;
var targetX = goodsGridStartX + col * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
var targetY = goodsGridStartY + row * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
goodsItem.x = targetX;
goodsItem.y = targetY;
game.addChild(goodsItem);
goodsGrid[emptySlotIndex] = goodsItem;
}
function getRandomShape() {
var color = shapeTypes[Math.floor(Math.random() * shapeTypes.length)];
var form = shapeForms[Math.floor(Math.random() * shapeForms.length)];
return {
color: color,
form: form
};
}
function spawnShapes() {
spawnNewShapes();
}
function spawnNewShapes() {
// Prevent spawning if already animating
if (isAnimating || isSequenceRunning) return;
// Set animation flags to prevent all interactions
isAnimating = true;
isSequenceRunning = true;
// Fill all rows sequentially starting from row 3 (bottom) going up to row 0 (top)
fillRowSequentially(3);
}
function fillRowSequentially(currentRow) {
if (currentRow < 0) {
// All rows filled, clear all animation flags
isAnimating = false;
isSequenceRunning = false;
return;
}
// Fill current row with shapes
var currentRowShapes = [];
for (var i = 0; i < 4; i++) {
(function (laneIndex) {
LK.setTimeout(function () {
var shapeData = getRandomShape();
var shape = new DropShape(shapeData.color + shapeData.form, shapeData.color, shapeData.form);
shape.x = gridStartX + laneIndex * (cellSize + cellMargin) + cellSize / 2;
var targetY = gridStartY + currentRow * (cellSize + cellMargin) + cellSize / 2;
shape.startDrop(laneIndex, gridStartY - 100, targetY, currentRow);
currentRowShapes.push(shape);
game.addChild(shape);
dropShapes.push(shape);
}, laneIndex * 50); // Stagger each lane by 50ms
})(i);
}
// Wait for all rotation animations to complete before proceeding
function waitForRotationComplete() {
var allRotationComplete = true;
for (var i = 0; i < currentRowShapes.length; i++) {
if (!currentRowShapes[i].rotationComplete) {
allRotationComplete = false;
break;
}
}
if (allRotationComplete) {
// All rotations complete, now check matches and fill next row
checkMatchesForRow(currentRow, function () {
// After checking matches for current row, fill the next row up
fillRowSequentially(currentRow - 1);
});
} else {
// Check again in 50ms
LK.setTimeout(waitForRotationComplete, 50);
}
}
// Start checking after shapes are spawned (account for stagger time)
LK.setTimeout(waitForRotationComplete, 300);
}
function checkMatches() {
// Check result row (row 3 - bottom row) for matches
checkMatchesForRow(3);
}
function checkMatchesForRow(targetRow, callback) {
// Check specific row for matches
var rowShapes = [];
for (var i = 0; i < dropShapes.length; i++) {
if (dropShapes[i].row === targetRow) {
rowShapes.push(dropShapes[i]);
}
}
if (rowShapes.length < 2) {
if (callback) callback();
return;
}
// Count identical shapes (same color + same form)
var shapeColorCount = {};
for (var i = 0; i < rowShapes.length; i++) {
var shape = rowShapes[i];
shapeColorCount[shape.color + shape.shapeForm] = (shapeColorCount[shape.color + shape.shapeForm] || 0) + 1;
}
// Find all matching groups
var matchingGroups = [];
for (var key in shapeColorCount) {
if (shapeColorCount[key] === 4) {
matchingGroups.push({
type: key,
count: 4,
points: 500
});
} else if (shapeColorCount[key] === 3) {
matchingGroups.push({
type: key,
count: 3,
points: 250
});
} else if (shapeColorCount[key] === 2) {
matchingGroups.push({
type: key,
count: 2,
points: 500
});
}
}
if (matchingGroups.length > 0) {
// Process each matching group sequentially
processMatchingGroups(matchingGroups, rowShapes, 0, callback);
} else {
// No match, call callback immediately
if (callback) callback();
}
}
function processMatchingGroups(matchingGroups, rowShapes, groupIndex, callback) {
if (groupIndex >= matchingGroups.length) {
// All groups processed, call final callback
if (callback) callback();
return;
}
var group = matchingGroups[groupIndex];
var points = group.points;
// Add points for this group
LK.setScore(LK.getScore() + points);
updateScore();
updateMoney();
// Play sound based on match count
if (points === 500 && group.count === 4) {
LK.getSound('4xMatch').play();
} else if (points === 250) {
LK.getSound('3xMatch').play();
} else if (points === 500 && group.count === 2) {
LK.getSound('2xMatch').play();
}
// Enhanced visual feedback for wins
var flashColor = points >= 500 ? 0xffd700 : points >= 250 ? 0xff6600 : 0xffffff;
// Collect shapes for this specific group
var scoringShapes = [];
for (var i = 0; i < rowShapes.length; i++) {
var shape = rowShapes[i];
if (shape.color + shape.shapeForm === group.type) {
scoringShapes.push(shape);
}
}
// Animate only the scoring shapes for this group
var animationsCompleted = 0;
var totalAnimations = scoringShapes.length;
for (var i = 0; i < scoringShapes.length; i++) {
var shape = scoringShapes[i];
LK.effects.flashObject(shape, flashColor, 1000);
// Add temporary scaling and glow effect
(function (currentShape) {
tween(currentShape, {
scaleX: 1.8,
scaleY: 1.8,
alpha: 1.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Return to original size and alpha
tween(currentShape, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 1.0
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
animationsCompleted++;
if (animationsCompleted >= totalAnimations) {
// All animations for this group completed, process next group after delay
LK.setTimeout(function () {
processMatchingGroups(matchingGroups, rowShapes, groupIndex + 1, callback);
}, 200); // Small delay between groups
}
}
});
}
});
})(shape);
}
// Animate score text on big wins
if (points >= 250) {
tween(scoreTxt, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(scoreTxt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200
});
}
});
}
}
function isGridFull() {
for (var laneIndex = 0; laneIndex < 4; laneIndex++) {
var occupiedRows = 0;
for (var j = 0; j < dropShapes.length; j++) {
if (dropShapes[j].lane === laneIndex && !dropShapes[j].isMoving) {
occupiedRows++;
}
}
if (occupiedRows >= 4) {
return true;
}
}
return false;
}
function shiftShapesDown() {
isShifting = true;
isAnimating = true;
// Move all shapes down by one row
var shapesToShift = 0;
var shapesCompleted = 0;
// Count shapes that need to be shifted
for (var i = 0; i < dropShapes.length; i++) {
if (!dropShapes[i].isMoving) {
shapesToShift++;
}
}
for (var i = 0; i < dropShapes.length; i++) {
var shape = dropShapes[i];
if (!shape.isMoving) {
shape.row += 1;
var newTargetY = gridStartY + shape.row * (cellSize + cellMargin) + cellSize / 2;
// Animate the shift down - much faster
tween(shape, {
y: newTargetY
}, {
duration: 120,
// Much faster shift animation
easing: tween.easeOut,
onFinish: function onFinish() {
shapesCompleted++;
if (shapesCompleted >= shapesToShift) {
isShifting = false;
isAnimating = false;
}
}
});
}
}
// Fallback to reset flag if no shapes to shift
if (shapesToShift === 0) {
isShifting = false;
isAnimating = false;
}
}
function cleanupOffscreenShapes() {
// Check if any shape has reached row 4 (beyond the 4x4 grid)
var shouldClearAll = false;
for (var i = 0; i < dropShapes.length; i++) {
if (dropShapes[i].row >= 4) {
shouldClearAll = true;
break;
}
}
// If any shape reached row 4, clear all shapes from the grid
if (shouldClearAll) {
for (var i = dropShapes.length - 1; i >= 0; i--) {
var shape = dropShapes[i];
shape.destroy();
dropShapes.splice(i, 1);
}
} else {
// Original cleanup logic for shapes that might be off-screen
for (var i = dropShapes.length - 1; i >= 0; i--) {
var shape = dropShapes[i];
// Clean up shapes that go beyond the bottom of the 4x4 grid (row 4 and beyond)
if (shape.row >= 4) {
// No scaling animation to keep consistent size
shape.destroy();
dropShapes.splice(i, 1);
}
}
}
}
var lastLeverPulled = false;
var isDragging = false;
var dragStartY = 0;
var dragThreshold = 200; // Minimum drag distance to trigger slot
var isShifting = false; // Flag to prevent lever pulling during animations
var isAnimating = false; // Flag to track if any animations are ongoing
var pullCount = 0; // Track number of pulls
var isScoreRefunding = false; // Flag to prevent clicks during score refund
var isSequenceRunning = false; // Flag to prevent interactions during any sequence/animation
var isTweenAnimating = false; // Flag to track tween animations
// Add touch/drag functionality to game - only near lever handle
game.down = function (x, y, obj) {
// Prevent interaction while any sequence or animation is running
if (isSequenceRunning || isTweenAnimating) return;
// Check if sell button was clicked
var sellButtonDistance = Math.sqrt(Math.pow(x - sellButton.x, 2) + Math.pow(y - sellButton.y, 2));
if (sellButtonDistance <= goodsCellSize / 2) {
sellItem();
return;
}
// Check if clicked on goods grid cells when inventory has item
if (currentInventoryItem && currentInventoryItem.isFromScore && !currentInventoryItem.isTemporary) {
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 4; col++) {
var cellX = goodsGridStartX + col * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
var cellY = goodsGridStartY + row * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
var cellDistance = Math.sqrt(Math.pow(x - cellX, 2) + Math.pow(y - cellY, 2));
if (cellDistance <= goodsCellSize / 2) {
var gridIndex = row * 4 + col;
// Move inventory item to any clicked cell (empty or occupied)
// Check if this item was already in the grid (existing item being moved)
var wasAlreadyInGrid = goodsGrid.indexOf(currentInventoryItem) !== -1;
var itemToMove = currentInventoryItem;
// If target cell is occupied, swap items
if (goodsGrid[gridIndex] !== null) {
var targetItem = goodsGrid[gridIndex];
// Move target item to inventory
isTweenAnimating = true;
tween(targetItem, {
x: inventorySlot.x,
y: inventorySlot.y
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
isTweenAnimating = false;
}
});
// Keep target item's score flag so it can still be refunded if it was from score
// targetItem.isFromScore remains unchanged
currentInventoryItem = targetItem;
} else {
currentInventoryItem = null;
}
// Move the item to the clicked cell
if (itemToMove) {
isTweenAnimating = true;
tween(itemToMove, {
x: cellX,
y: cellY
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
isTweenAnimating = false;
}
});
// Remove item from its old position if it was already in grid
if (wasAlreadyInGrid) {
var oldIndex = goodsGrid.indexOf(itemToMove);
if (oldIndex !== -1) {
goodsGrid[oldIndex] = null;
}
}
// Place the item in the new grid position
goodsGrid[gridIndex] = itemToMove;
// Keep the score flag when placing in grid so it can still be refunded
// itemToMove.isFromScore remains unchanged
}
return;
}
}
}
}
if (!isShifting && !isAnimating) {
// Calculate lever handle's world position
var handleWorldX = lever.x;
var handleWorldY = lever.y + lever.leverHandle.y;
// Check if touch is near the lever handle (within 200 pixels)
var distance = Math.sqrt(Math.pow(x - handleWorldX, 2) + Math.pow(y - handleWorldY, 2));
if (distance <= 200) {
isDragging = true;
dragStartY = y;
}
}
};
game.move = function (x, y, obj) {
if (isDragging && !isShifting && !isAnimating) {
var dragDistance = y - dragStartY;
// If dragged down enough, trigger lever pull
if (dragDistance > dragThreshold) {
lever.pull();
isDragging = false; // Prevent multiple triggers during same drag
}
}
};
game.up = function (x, y, obj) {
isDragging = false;
// Only allow lever handle to return up when touch is released
if (lever.isPulled) {
// Animate lever handle back up when released - much faster
tween(lever.leverHandle, {
y: -700
}, {
duration: 30,
easing: tween.easeOut,
onFinish: function onFinish() {
// Play lever release sound when handle reaches top
LK.getSound('leverRelease').play();
// Clear all cells first
for (var i = dropShapes.length - 1; i >= 0; i--) {
var shape = dropShapes[i];
shape.destroy();
dropShapes.splice(i, 1);
}
// Start spawning immediately after clearing
spawnShapes();
}
});
lever.isPulled = false;
}
};
game.update = function () {
cleanupOffscreenShapes();
// Update lever appearance based on money availability
if (money < 10) {
// Show passive lever when not enough money
if (lever.leverHandle.texture !== LK.getAsset('leverHandlePassive', {}).texture) {
lever.removeChild(lever.leverHandle);
lever.leverHandle = lever.attachAsset('leverHandlePassive', {
anchorX: 0.5,
anchorY: 0.5
});
lever.leverHandle.y = -700;
}
} else {
// Show active lever when enough money
if (lever.leverHandle.texture !== LK.getAsset('leverHandle', {}).texture) {
lever.removeChild(lever.leverHandle);
lever.leverHandle = lever.attachAsset('leverHandle', {
anchorX: 0.5,
anchorY: 0.5
});
lever.leverHandle.y = -700;
}
}
};
updateScore(); ===================================================================
--- original.js
+++ change.js
@@ -300,8 +300,10 @@
goodsItem.x = inventorySlot.x;
goodsItem.y = inventorySlot.y;
// Mark as item generated from score
goodsItem.isFromScore = true;
+ // Mark that it hasn't been moved to inventory yet (stays temporary until moved)
+ goodsItem.isTemporary = true;
game.addChild(goodsItem);
currentInventoryItem = goodsItem;
// Deduct 1000 from score
LK.setScore(LK.getScore() - 1000);
@@ -382,8 +384,12 @@
// Move new item to inventory - preserve score flag
currentInventoryItem = goodsItem;
// Keep the score flag so items can still be refunded if they were from score
// currentInventoryItem.isFromScore remains unchanged
+ // If this was a temporary score item, make it permanent now that it's been moved to inventory
+ if (goodsItem.isTemporary) {
+ goodsItem.isTemporary = false;
+ }
isTweenAnimating = true;
tween(goodsItem, {
x: inventorySlot.x,
y: inventorySlot.y
@@ -776,9 +782,9 @@
sellItem();
return;
}
// Check if clicked on goods grid cells when inventory has item
- if (currentInventoryItem && currentInventoryItem.isFromScore) {
+ if (currentInventoryItem && currentInventoryItem.isFromScore && !currentInventoryItem.isTemporary) {
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 4; col++) {
var cellX = goodsGridStartX + col * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
var cellY = goodsGridStartY + row * (goodsCellSize + goodsMargin) + goodsCellSize / 2;
Corn. In-Game asset. 2d. High contrast. No shadows
Green apple. In-Game asset. 2d. High contrast. No shadows
Grape. In-Game asset. 2d. High contrast. No shadows
Green grape. In-Game asset. 2d. High contrast. No shadows
ekmek. In-Game asset. 2d. High contrast. No shadows
peynir. In-Game asset. 2d. High contrast. No shadows
meat. In-Game asset. 2d. High contrast. No shadows
fish. In-Game asset. 2d. High contrast. No shadows
red apple. In-Game asset. 2d. High contrast. No shadows
orange. In-Game asset. 2d. High contrast. No shadows
3d gray ball shiny. In-Game asset. 2d. High contrast. No shadows
200x800 inset corners box gray shiny. In-Game asset. 2d. High contrast. No shadows