User prompt
yanlış yaptın diğerlerin hedef barı olmasın sadece aşağıdakilerin olsun hedefe yaklaştıkça bar rengi kırmızıdan yeşile dönsün
User prompt
6 tane hedefin hepsinin barı olsun yanında hedef tamamlandıkça kırmı renkten yeşilş renge dönsün ton olarak
User prompt
tamam eklemişsin ama bunu hep göster ve barları düzelt yazıların üstüne geliyo
User prompt
bunları neden hedef barına eklemiyorsun
User prompt
traffic yazıyor ama hedef barında değiştir
User prompt
Traffic Efficiency yaz
User prompt
traffic verimiliği yaz
User prompt
bu kazanma koşullarını bar olarak ekle
User prompt
bu söylediklerini eklermisin yapılması gerek çubuklara alt tarfta yazdığın yere
User prompt
ızgara daha büyük olsun
User prompt
traffic yazısı ve sustainability yazıları bina eklediğimiz zman o yazı renkleri soluyor yazılar okunsun ve binanın üsütne tıkladığımız zaman bilgi veriyor ama çok küçükler yazı boyutu büyük olsun
User prompt
bu oyun tamam sadece yazılar ve oyun daha büyük sayfada olsun menüdeki yazılar üst üste gelmesin kullanıcı yazıları okuyabilsin
User prompt
daha detalı ve karışık sitemli olsun gerçek bir şehir parametri oyun tasrımı gibi
User prompt
evet bu oyun güzel ama daha interaktif ve bilgi verici ve daha fazla grid olsun
Code edit (1 edits merged)
Please save this source code
User prompt
AI City Architect: Parametric Paradise
Initial prompt
urban buildings with parametric and design and green traffic in the city and turn them into a parametric architecture artificial intelligence game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Building = Container.expand(function (buildingType) { var self = Container.call(this); buildingType = buildingType || 'residential'; self.buildingType = buildingType; var assetName = buildingType + 'Building'; var buildingGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1.0 }); var greenSpace = self.attachAsset('greenSpace', { anchorX: 0.5, anchorY: 1.0, alpha: 0.7 }); greenSpace.y = -10; var waterSystem = self.attachAsset('waterSystem', { anchorX: 0.5, anchorY: 1.0, alpha: 0.6 }); waterSystem.y = -5; waterSystem.x = 30; var powerGrid = self.attachAsset('powerGrid', { anchorX: 0.5, anchorY: 1.0, alpha: 0.8 }); powerGrid.y = -15; powerGrid.x = -30; // Realistic city parameters self.buildingHeight = 1.0; self.buildingWidth = 1.0; self.density = 0.5; self.greenCoverage = 0.3; self.energyEfficiency = 0.5; self.waterManagement = 0.5; self.accessibility = 0.5; self.populationCapacity = 100; self.economicValue = 50; self.trafficGeneration = 50; self.pollutionLevel = 30; self.noiseLevel = 40; self.trafficScore = 50; self.sustainabilityScore = 50; self.livabilityScore = 50; self.economicScore = 50; // Building type specific properties self.setBuildingTypeProperties = function () { switch (self.buildingType) { case 'residential': self.populationCapacity = 150; self.trafficGeneration = 30; self.pollutionLevel = 10; self.noiseLevel = 20; break; case 'commercial': self.populationCapacity = 50; self.trafficGeneration = 80; self.pollutionLevel = 25; self.noiseLevel = 60; self.economicValue = 80; break; case 'industrial': self.populationCapacity = 20; self.trafficGeneration = 90; self.pollutionLevel = 70; self.noiseLevel = 80; self.economicValue = 100; break; case 'office': self.populationCapacity = 200; self.trafficGeneration = 70; self.pollutionLevel = 15; self.noiseLevel = 30; self.economicValue = 90; break; } }; self.updateBuilding = function () { buildingGraphics.scaleX = self.buildingWidth; buildingGraphics.scaleY = self.buildingHeight; // Complex visual representation based on efficiency var efficiencyLevel = (self.energyEfficiency + self.waterManagement + self.accessibility) / 3; var densityColor = Math.floor(255 * (1 - self.density * 0.7)); var efficiencyBonus = Math.floor(100 * efficiencyLevel); buildingGraphics.tint = densityColor + efficiencyBonus << 16 | densityColor + efficiencyBonus << 8 | 255; greenSpace.scaleX = self.greenCoverage; greenSpace.scaleY = self.greenCoverage; greenSpace.alpha = self.greenCoverage * 0.8; waterSystem.scaleX = self.waterManagement; waterSystem.scaleY = self.waterManagement; waterSystem.alpha = self.waterManagement * 0.8; powerGrid.scaleX = self.energyEfficiency; powerGrid.scaleY = self.energyEfficiency; powerGrid.alpha = self.energyEfficiency * 0.9; self.setBuildingTypeProperties(); self.calculateScores(); }; self.calculateScores = function () { // Complex multi-factor scoring system var densityFactor = 1 - self.density * 0.6; var heightFactor = Math.min(1, 2 - self.buildingHeight); var greenFactor = self.greenCoverage; var energyFactor = self.energyEfficiency; var waterFactor = self.waterManagement; var accessFactor = self.accessibility; // Traffic score considers building type and efficiency self.trafficScore = Math.max(0, Math.min(100, 80 - self.trafficGeneration * 0.6 + greenFactor * 25 + accessFactor * 20)); // Sustainability includes multiple environmental factors self.sustainabilityScore = Math.max(0, Math.min(100, greenFactor * 30 + energyFactor * 25 + waterFactor * 20 + heightFactor * 15 + (1 - self.pollutionLevel / 100) * 10)); // Livability considers noise, pollution, green space self.livabilityScore = Math.max(0, Math.min(100, greenFactor * 35 + (1 - self.noiseLevel / 100) * 25 + (1 - self.pollutionLevel / 100) * 20 + accessFactor * 20)); // Economic score based on building type and efficiency self.economicScore = Math.max(0, Math.min(100, self.economicValue * 0.6 + energyFactor * 20 + self.density * 20)); }; self.down = function (x, y, obj) { LK.getSound('buildingPlace').play(); tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut }); tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); }; self.setBuildingTypeProperties(); return self; }); var BuildingTypeSelector = Container.expand(function (buildingType, label) { var self = Container.call(this); self.buildingType = buildingType; self.isSelected = false; var button = self.attachAsset('buildingTypeButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(label, { size: 24, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonText.x = 0; buttonText.y = 0; self.addChild(buttonText); self.setSelected = function (selected) { self.isSelected = selected; if (selected) { button.tint = 0x3498db; buttonText.tint = 0xFFFFFF; } else { button.tint = 0x2c3e50; buttonText.tint = 0xBDC3C7; } }; self.down = function (x, y, obj) { LK.getSound('zoneChange').play(); selectedBuildingType = self.buildingType; updateBuildingTypeSelectors(); }; return self; }); var GridCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.occupied = false; self.building = null; self.zoneType = null; self.down = function (x, y, obj) { if (!self.occupied && selectedBuildingType) { self.building = new Building(selectedBuildingType); self.building.x = 0; self.building.y = 0; self.addChild(self.building); self.occupied = true; self.zoneType = selectedBuildingType; buildings.push(self.building); // Apply current parameter values to new building if (heightSlider) self.building.buildingHeight = heightSlider.currentValue; if (widthSlider) self.building.buildingWidth = widthSlider.currentValue; if (densitySlider) self.building.density = densitySlider.currentValue; if (greenSlider) self.building.greenCoverage = greenSlider.currentValue; if (energySlider) self.building.energyEfficiency = energySlider.currentValue; if (waterSlider) self.building.waterManagement = waterSlider.currentValue; if (accessSlider) self.building.accessibility = accessSlider.currentValue; self.building.updateBuilding(); LK.getSound('infrastructurePlace').play(); updateCityScores(); } else if (self.occupied && self.building) { // Show building info when tapped var globalPos = self.toGlobal({ x: 0, y: 0 }); infoDisplay.x = Math.min(2100, globalPos.x + 60); infoDisplay.y = Math.max(50, globalPos.y - 150); infoDisplay.showInfo(self.building); } }; return self; }); var InfoDisplay = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('slider', { anchorX: 0, anchorY: 0, alpha: 0.95 }); background.width = 500; background.height = 400; background.tint = 0x2c3e50; var infoText = new Text2('', { size: 28, fill: 0xFFFFFF }); infoText.anchor.set(0, 0); infoText.x = 15; infoText.y = 15; self.addChild(infoText); self.showInfo = function (building) { if (building) { var info = '=== ' + building.buildingType.toUpperCase() + ' BUILDING ===\n\n'; info += 'PHYSICAL PROPERTIES:\n'; info += '• Height: ' + building.buildingHeight.toFixed(1) + ' floors\n'; info += '• Width: ' + building.buildingWidth.toFixed(1) + 'x scale\n'; info += '• Density: ' + (building.density * 100).toFixed(0) + '%\n'; info += '• Population: ' + Math.round(building.populationCapacity * building.density) + ' people\n\n'; info += 'INFRASTRUCTURE:\n'; info += '• Green Coverage: ' + (building.greenCoverage * 100).toFixed(0) + '%\n'; info += '• Energy Efficiency: ' + (building.energyEfficiency * 100).toFixed(0) + '%\n'; info += '• Water Management: ' + (building.waterManagement * 100).toFixed(0) + '%\n'; info += '• Accessibility: ' + (building.accessibility * 100).toFixed(0) + '%\n\n'; info += 'PERFORMANCE SCORES:\n'; info += '• Traffic Impact: ' + building.trafficScore.toFixed(0) + '/100\n'; info += '• Sustainability: ' + building.sustainabilityScore.toFixed(0) + '/100\n'; info += '• Livability: ' + building.livabilityScore.toFixed(0) + '/100\n'; info += '• Economic Value: ' + building.economicScore.toFixed(0) + '/100\n\n'; info += 'ENVIRONMENTAL IMPACT:\n'; info += '• Pollution Level: ' + building.pollutionLevel.toFixed(0) + '%\n'; info += '• Noise Level: ' + building.noiseLevel.toFixed(0) + '%'; infoText.setText(info); self.visible = true; } else { self.visible = false; } }; self.visible = false; return self; }); var ParameterSlider = Container.expand(function () { var self = Container.call(this); var sliderTrack = self.attachAsset('slider', { anchorX: 0, anchorY: 0.5 }); var handle = self.attachAsset('sliderHandle', { anchorX: 0.5, anchorY: 0.5 }); self.minValue = 0; self.maxValue = 1; self.currentValue = 0.5; self.onValueChange = null; self.isDragging = false; self.updateHandle = function () { var normalizedValue = (self.currentValue - self.minValue) / (self.maxValue - self.minValue); handle.x = normalizedValue * sliderTrack.width; }; self.setValue = function (value) { self.currentValue = Math.max(self.minValue, Math.min(self.maxValue, value)); self.updateHandle(); if (self.onValueChange) { self.onValueChange(self.currentValue); } }; self.down = function (x, y, obj) { self.isDragging = true; var localX = x; var normalizedValue = Math.max(0, Math.min(1, localX / sliderTrack.width)); var newValue = self.minValue + normalizedValue * (self.maxValue - self.minValue); self.setValue(newValue); LK.getSound('parameterChange').play(); }; self.updateHandle(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50, width: 2560, height: 3200 }); /**** * Game Code ****/ var buildings = []; var gridCells = []; var selectedBuildingType = 'residential'; var buildingTypeSelectors = []; var totalTrafficScore = 0; var totalSustainabilityScore = 0; var totalLivabilityScore = 0; var totalEconomicScore = 0; var cityPopulation = 0; var cityPollution = 0; var cityNoise = 0; var targetTrafficScore = 75; var targetSustainabilityScore = 80; var targetLivabilityScore = 70; var targetEconomicScore = 65; var maxCityPopulation = 5000; // Create grid - increased size for larger interactive gameplay var gridSize = 12; var cellSize = 100; var gridStartX = 2560 / 2 - gridSize * cellSize / 2; var gridStartY = 800; for (var row = 0; row < gridSize; row++) { for (var col = 0; col < gridSize; col++) { var cell = new GridCell(); cell.x = gridStartX + col * cellSize; cell.y = gridStartY + row * cellSize; gridCells.push(cell); game.addChild(cell); } } // UI Elements var titleText = new Text2('AI City Architect', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 2560 / 2; titleText.y = 80; game.addChild(titleText); var instructionText = new Text2('Select building type, then tap grid cells to place', { size: 42, fill: 0xECF0F1 }); instructionText.anchor.set(0.5, 0); instructionText.x = 2560 / 2; instructionText.y = 160; game.addChild(instructionText); // Building Type Selectors var buildingTypes = [{ type: 'residential', label: 'RESIDENTIAL' }, { type: 'commercial', label: 'COMMERCIAL' }, { type: 'industrial', label: 'INDUSTRIAL' }, { type: 'office', label: 'OFFICE' }]; for (var i = 0; i < buildingTypes.length; i++) { var selector = new BuildingTypeSelector(buildingTypes[i].type, buildingTypes[i].label); selector.x = 420 + i * 260; selector.y = 280; buildingTypeSelectors.push(selector); game.addChild(selector); } function updateBuildingTypeSelectors() { for (var i = 0; i < buildingTypeSelectors.length; i++) { buildingTypeSelectors[i].setSelected(buildingTypeSelectors[i].buildingType === selectedBuildingType); } } // Set initial selection updateBuildingTypeSelectors(); // Parameter Sliders var heightSlider = new ParameterSlider(); heightSlider.x = 150; heightSlider.y = 450; heightSlider.minValue = 0.5; heightSlider.maxValue = 2.0; heightSlider.setValue(1.0); heightSlider.onValueChange = function (value) { updateAllBuildings('buildingHeight', value); }; game.addChild(heightSlider); var heightLabel = new Text2('Height', { size: 32, fill: 0xFFFFFF }); heightLabel.anchor.set(0, 0.5); heightLabel.x = 150; heightLabel.y = 415; game.addChild(heightLabel); var widthSlider = new ParameterSlider(); widthSlider.x = 150; widthSlider.y = 560; widthSlider.minValue = 0.5; widthSlider.maxValue = 2.0; widthSlider.setValue(1.0); widthSlider.onValueChange = function (value) { updateAllBuildings('buildingWidth', value); }; game.addChild(widthSlider); var widthLabel = new Text2('Width', { size: 32, fill: 0xFFFFFF }); widthLabel.anchor.set(0, 0.5); widthLabel.x = 150; widthLabel.y = 525; game.addChild(widthLabel); var densitySlider = new ParameterSlider(); densitySlider.x = 150; densitySlider.y = 670; densitySlider.minValue = 0.1; densitySlider.maxValue = 1.0; densitySlider.setValue(0.5); densitySlider.onValueChange = function (value) { updateAllBuildings('density', value); }; game.addChild(densitySlider); var densityLabel = new Text2('Density', { size: 32, fill: 0xFFFFFF }); densityLabel.anchor.set(0, 0.5); densityLabel.x = 150; densityLabel.y = 635; game.addChild(densityLabel); var greenSlider = new ParameterSlider(); greenSlider.x = 1750; greenSlider.y = 450; greenSlider.minValue = 0.0; greenSlider.maxValue = 1.0; greenSlider.setValue(0.3); greenSlider.onValueChange = function (value) { updateAllBuildings('greenCoverage', value); }; game.addChild(greenSlider); var greenLabel = new Text2('Green Coverage', { size: 28, fill: 0xFFFFFF }); greenLabel.anchor.set(0, 0.5); greenLabel.x = 1750; greenLabel.y = 415; game.addChild(greenLabel); // Energy Efficiency Slider var energySlider = new ParameterSlider(); energySlider.x = 1750; energySlider.y = 560; energySlider.minValue = 0.1; energySlider.maxValue = 1.0; energySlider.setValue(0.5); energySlider.onValueChange = function (value) { updateAllBuildings('energyEfficiency', value); }; game.addChild(energySlider); var energyLabel = new Text2('Energy Efficiency', { size: 28, fill: 0xFFFFFF }); energyLabel.anchor.set(0, 0.5); energyLabel.x = 1750; energyLabel.y = 525; game.addChild(energyLabel); // Water Management Slider var waterSlider = new ParameterSlider(); waterSlider.x = 1750; waterSlider.y = 670; waterSlider.minValue = 0.1; waterSlider.maxValue = 1.0; waterSlider.setValue(0.5); waterSlider.onValueChange = function (value) { updateAllBuildings('waterManagement', value); }; game.addChild(waterSlider); var waterLabel = new Text2('Water Management', { size: 28, fill: 0xFFFFFF }); waterLabel.anchor.set(0, 0.5); waterLabel.x = 1750; waterLabel.y = 635; game.addChild(waterLabel); // Accessibility Slider var accessSlider = new ParameterSlider(); accessSlider.x = 1750; accessSlider.y = 780; accessSlider.minValue = 0.2; accessSlider.maxValue = 1.0; accessSlider.setValue(0.5); accessSlider.onValueChange = function (value) { updateAllBuildings('accessibility', value); }; game.addChild(accessSlider); var accessLabel = new Text2('Accessibility', { size: 28, fill: 0xFFFFFF }); accessLabel.anchor.set(0, 0.5); accessLabel.x = 1750; accessLabel.y = 745; game.addChild(accessLabel); // Score Display var trafficScoreText = new Text2('Traffic: 0/70', { size: 48, fill: 0xFFFFFF }); trafficScoreText.anchor.set(0, 0); trafficScoreText.x = 800; trafficScoreText.y = 2000; game.addChild(trafficScoreText); var sustainabilityScoreText = new Text2('Sustainability: 0/75', { size: 48, fill: 0xFFFFFF }); sustainabilityScoreText.anchor.set(0, 0); sustainabilityScoreText.x = 800; sustainabilityScoreText.y = 2070; game.addChild(sustainabilityScoreText); var goalText = new Text2('Goal: Reach target scores!', { size: 42, fill: 0xE74C3C }); goalText.anchor.set(0.5, 0); goalText.x = 2560 / 2; goalText.y = 2800; game.addChild(goalText); // Add interactive information display var infoDisplay = new InfoDisplay(); game.addChild(infoDisplay); // Add building counter var buildingCountText = new Text2('Buildings: 0/' + gridSize * gridSize, { size: 34, fill: 0xFFFFFF }); buildingCountText.anchor.set(0, 0); buildingCountText.x = 150; buildingCountText.y = 750; game.addChild(buildingCountText); // Add progress indicators var trafficProgress = LK.getAsset('trafficLine', { anchorX: 0, anchorY: 0.5 }); trafficProgress.x = 1300; trafficProgress.y = 2015; trafficProgress.scaleX = 0; trafficProgress.tint = 0xF39C12; game.addChild(trafficProgress); var sustainabilityProgress = LK.getAsset('trafficLine', { anchorX: 0, anchorY: 0.5 }); sustainabilityProgress.x = 1300; sustainabilityProgress.y = 2085; sustainabilityProgress.scaleX = 0; sustainabilityProgress.tint = 0x2ECC71; game.addChild(sustainabilityProgress); // Add informative tips var tipsText = new Text2('Tip: Tap buildings for details, balance density with green space!', { size: 32, fill: 0x95A5A6 }); tipsText.anchor.set(0.5, 0); tipsText.x = 2560 / 2; tipsText.y = 220; game.addChild(tipsText); // Add comprehensive winning conditions information var winConditionsText = new Text2('HOW TO WIN: Reach ALL target scores (Traffic: 75+, Sustainability: 80+, Livability: 70+, Economic: 65+) + Build 20+ buildings + 1500+ population', { size: 28, fill: 0xF1C40F }); winConditionsText.anchor.set(0.5, 0); winConditionsText.x = 2560 / 2; winConditionsText.y = 2850; game.addChild(winConditionsText); var strategyTipsText = new Text2('STRATEGY: Use balanced mix of building types (residential, commercial, industrial, office) • Keep green coverage high • Optimize energy & water efficiency • Balance density carefully', { size: 26, fill: 0x3498DB }); strategyTipsText.anchor.set(0.5, 0); strategyTipsText.x = 2560 / 2; strategyTipsText.y = 2900; game.addChild(strategyTipsText); var gameplayTipsText = new Text2('CONTROLS: Select building type above • Tap grid cells to build • Adjust sliders to modify all buildings • Tap buildings for detailed info • Create realistic smart city!', { size: 26, fill: 0x95A5A6 }); gameplayTipsText.anchor.set(0.5, 0); gameplayTipsText.x = 2560 / 2; gameplayTipsText.y = 2950; game.addChild(gameplayTipsText); function updateAllBuildings(property, value) { for (var i = 0; i < buildings.length; i++) { buildings[i][property] = value; buildings[i].updateBuilding(); } updateCityScores(); } function updateCityScores() { if (buildings.length === 0) { totalTrafficScore = 0; totalSustainabilityScore = 0; totalLivabilityScore = 0; totalEconomicScore = 0; cityPopulation = 0; cityPollution = 0; cityNoise = 0; } else { var trafficSum = 0; var sustainabilitySum = 0; var livabilitySum = 0; var economicSum = 0; var populationSum = 0; var pollutionSum = 0; var noiseSum = 0; for (var i = 0; i < buildings.length; i++) { var building = buildings[i]; trafficSum += building.trafficScore; sustainabilitySum += building.sustainabilityScore; livabilitySum += building.livabilityScore; economicSum += building.economicScore; populationSum += Math.round(building.populationCapacity * building.density); pollutionSum += building.pollutionLevel; noiseSum += building.noiseLevel; } totalTrafficScore = Math.round(trafficSum / buildings.length); totalSustainabilityScore = Math.round(sustainabilitySum / buildings.length); totalLivabilityScore = Math.round(livabilitySum / buildings.length); totalEconomicScore = Math.round(economicSum / buildings.length); cityPopulation = populationSum; cityPollution = Math.round(pollutionSum / buildings.length); cityNoise = Math.round(noiseSum / buildings.length); } // Update building counter buildingCountText.setText('Buildings: ' + buildings.length + '/' + gridSize * gridSize + ' | Population: ' + cityPopulation); // Update score displays with colors and comprehensive metrics var trafficColor = totalTrafficScore >= targetTrafficScore ? 0x2ECC71 : 0xF39C12; var sustainabilityColor = totalSustainabilityScore >= targetSustainabilityScore ? 0x2ECC71 : 0xE74C3C; var livabilityColor = totalLivabilityScore >= targetLivabilityScore ? 0x2ECC71 : 0xE67E22; var economicColor = totalEconomicScore >= targetEconomicScore ? 0x2ECC71 : 0x9B59B6; trafficScoreText.setText('Traffic Efficiency: ' + totalTrafficScore + '/' + targetTrafficScore); trafficScoreText.tint = 0xFFFFFF; trafficScoreText.alpha = 1.0; sustainabilityScoreText.setText('Sustainability: ' + totalSustainabilityScore + '/' + targetSustainabilityScore); sustainabilityScoreText.tint = 0xFFFFFF; sustainabilityScoreText.alpha = 1.0; // Update progress bars trafficProgress.scaleX = Math.min(1, totalTrafficScore / targetTrafficScore); sustainabilityProgress.scaleX = Math.min(1, totalSustainabilityScore / targetSustainabilityScore); // Enhanced win condition - requires balanced city development var allTargetsMet = totalTrafficScore >= targetTrafficScore && totalSustainabilityScore >= targetSustainabilityScore && totalLivabilityScore >= targetLivabilityScore && totalEconomicScore >= targetEconomicScore; if (allTargetsMet) { var totalScore = totalTrafficScore + totalSustainabilityScore + totalLivabilityScore + totalEconomicScore; LK.setScore(totalScore); if (buildings.length >= 20 && cityPopulation >= 1500) { goalText.setText('MASTERPIECE! Perfect Smart City Achieved!'); goalText.tint = 0x2ecc71; LK.showYouWin(); } } else { var progressText = 'City Progress: '; progressText += 'Traffic:' + totalTrafficScore + ' '; progressText += 'Eco:' + totalSustainabilityScore + ' '; progressText += 'Live:' + totalLivabilityScore + ' '; progressText += 'Econ:' + totalEconomicScore; goalText.setText(progressText); goalText.tint = 0xF39C12; } } var draggedSlider = null; game.move = function (x, y, obj) { if (draggedSlider && draggedSlider.isDragging) { var localPos = draggedSlider.toLocal({ x: x, y: y }); var normalizedValue = Math.max(0, Math.min(1, localPos.x / 300)); var newValue = draggedSlider.minValue + normalizedValue * (draggedSlider.maxValue - draggedSlider.minValue); draggedSlider.setValue(newValue); } }; game.down = function (x, y, obj) { draggedSlider = null; // Hide info display when clicking elsewhere var clickedOnGridCell = false; var clickedOnSelector = false; for (var i = 0; i < gridCells.length; i++) { if (obj === gridCells[i] || obj.parent && obj.parent === gridCells[i]) { clickedOnGridCell = true; break; } } for (var i = 0; i < buildingTypeSelectors.length; i++) { if (obj === buildingTypeSelectors[i] || obj.parent && obj.parent === buildingTypeSelectors[i]) { clickedOnSelector = true; break; } } if (!clickedOnGridCell && !clickedOnSelector) { infoDisplay.showInfo(null); } if (obj === heightSlider || obj.parent === heightSlider) { draggedSlider = heightSlider; draggedSlider.isDragging = true; } else if (obj === widthSlider || obj.parent === widthSlider) { draggedSlider = widthSlider; draggedSlider.isDragging = true; } else if (obj === densitySlider || obj.parent === densitySlider) { draggedSlider = densitySlider; draggedSlider.isDragging = true; } else if (obj === greenSlider || obj.parent === greenSlider) { draggedSlider = greenSlider; draggedSlider.isDragging = true; } else if (obj === energySlider || obj.parent === energySlider) { draggedSlider = energySlider; draggedSlider.isDragging = true; } else if (obj === waterSlider || obj.parent === waterSlider) { draggedSlider = waterSlider; draggedSlider.isDragging = true; } else if (obj === accessSlider || obj.parent === accessSlider) { draggedSlider = accessSlider; draggedSlider.isDragging = true; } }; game.up = function (x, y, obj) { if (draggedSlider) { draggedSlider.isDragging = false; draggedSlider = null; } }; game.update = function () { // Animate building color variations based on performance for (var i = 0; i < buildings.length; i++) { var building = buildings[i]; var combinedScore = (building.trafficScore + building.sustainabilityScore) / 2; if (combinedScore > 60) { building.alpha = 1.0; } else { building.alpha = 0.7 + 0.3 * Math.sin(LK.ticks * 0.1); } } };
===================================================================
--- original.js
+++ change.js
@@ -584,8 +584,33 @@
tipsText.anchor.set(0.5, 0);
tipsText.x = 2560 / 2;
tipsText.y = 220;
game.addChild(tipsText);
+// Add comprehensive winning conditions information
+var winConditionsText = new Text2('HOW TO WIN: Reach ALL target scores (Traffic: 75+, Sustainability: 80+, Livability: 70+, Economic: 65+) + Build 20+ buildings + 1500+ population', {
+ size: 28,
+ fill: 0xF1C40F
+});
+winConditionsText.anchor.set(0.5, 0);
+winConditionsText.x = 2560 / 2;
+winConditionsText.y = 2850;
+game.addChild(winConditionsText);
+var strategyTipsText = new Text2('STRATEGY: Use balanced mix of building types (residential, commercial, industrial, office) • Keep green coverage high • Optimize energy & water efficiency • Balance density carefully', {
+ size: 26,
+ fill: 0x3498DB
+});
+strategyTipsText.anchor.set(0.5, 0);
+strategyTipsText.x = 2560 / 2;
+strategyTipsText.y = 2900;
+game.addChild(strategyTipsText);
+var gameplayTipsText = new Text2('CONTROLS: Select building type above • Tap grid cells to build • Adjust sliders to modify all buildings • Tap buildings for detailed info • Create realistic smart city!', {
+ size: 26,
+ fill: 0x95A5A6
+});
+gameplayTipsText.anchor.set(0.5, 0);
+gameplayTipsText.x = 2560 / 2;
+gameplayTipsText.y = 2950;
+game.addChild(gameplayTipsText);
function updateAllBuildings(property, value) {
for (var i = 0; i < buildings.length; i++) {
buildings[i][property] = value;
buildings[i].updateBuilding();