User prompt
REMOVE CENTERCIRCLE ASSET
User prompt
Make sure the arrows coming out of the castle damage the soldiers, and double their distance.
User prompt
Increase the distance the arrows fired from the castle a little bit, make the arrows a little more visible and these arrows should deal 2-4 damage to enemy soldiers.
User prompt
Please fix the bug: 'ReferenceError: Arrow is not defined' in or related to this line: 'var arrow = new Arrow();' Line Number: 91
User prompt
Please fix the bug: 'Timeout.tick error: Soldier is not defined' in or related to this line: 'var s = new Soldier();' Line Number: 326
User prompt
Please fix the bug: 'Castle is not defined' in or related to this line: 'var castlePlayer = new Castle();' Line Number: 139
User prompt
I want the castle that was upgraded by paying 150 gold to shoot arrows at the incoming enemy soldiers. You need to create an object called arrow and shoot it when the enemy soldier approaches a certain distance from the castle.
User prompt
I want the castle upgraded by paying 150 gold to shoot arrows at incoming enemy soldiers
User prompt
Please fix the bug: 'enemyHealth is not defined' in or related to this line: 'var castleEnemyHealthTxt = new Text2(enemyHealth + '', {' Line Number: 339
User prompt
When you click on the castle, if you have 150 gold, subtract 150 gold and make the castle's health value 1500 and the castle will have a random attack value between 1-3 and draw an invisible circle around the castle and the castle will shoot arrows at the enemies that come into that circle, of course the enemy can do the same under the same conditions
User prompt
Update enemy soldier cost per difficulty: 110 (easy), 108 (normal), 99 (hard)
User prompt
When the game starts, a 3 stage selection screen will open: easy, medium, hard. Make it so that the enemy's soldier cost is 110 gold in easy, 105 in normal, and 99 in hard.
User prompt
When the game starts, a 3 stage selection screen will open: easy, medium, hard. Make the enemy's soldier cost 115 gold in easy, 110 in normal, 100 in hard.
User prompt
When the game starts, a 3 stage selection screen will open: easy, medium, hard. Make the enemy's soldier cost 110 gold in easy, 100 in normal, and 90 in hard.
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var roundsWon = storage.getItem('roundsWon') || 0;' Line Number: 168 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var roundsWon = storage.get('roundsWon') || 0;' Line Number: 168
User prompt
Add a counter to the top right, when you win a game, that counter will increase by one, and the name of the counter will show how many rounds we have won.
User prompt
Show how many health the enemy castle has left
User prompt
The soldiers' exit position should be moved down a bit and the castles should remain fixed.
User prompt
move the placement of the castles up a notch
User prompt
#BFFF00 color backgraund
User prompt
green backgraund
User prompt
add backgraund
User prompt
I made this soldier's random attack and health rate fixed at 25 for health and the attack should be 5-10 random.
User prompt
Soldier speeds are slowed down by 5 times, attack speed remains the same, whoever kills their opponent's unit gets an extra 10 gold
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Castle class for player and enemy castles var Castle = Container.expand(function () { var self = Container.call(this); // Properties self.team = null; self.health = CASTLE_HEALTH_INIT; self.hasUpgrade = false; self.attack = 0; self.arrowCooldown = 0; self.arrowCooldownMax = 60; // frames between shots self.attackRadius = 500; // px, for arrow shooting self.asset = null; // Initialize castle self.init = function (team, x, y) { self.team = team; self.x = x; self.y = y; self.health = CASTLE_HEALTH_INIT; self.hasUpgrade = false; self.attack = 0; self.arrowCooldown = 0; // Remove previous asset if any if (self.asset) { self.removeChild(self.asset); } // Add correct asset if (team === 'player') { self.asset = self.attachAsset('castle_player', { anchorX: 0.5, anchorY: 0.5 }); } else { self.asset = self.attachAsset('castle_enemy', { anchorX: 0.5, anchorY: 0.5 }); } }; // Upgrade castle self.upgrade = function () { self.hasUpgrade = true; self.health = 1500; self.attack = 1 + Math.floor(Math.random() * 3); // 1-3 self.arrowCooldown = 0; }; // Update castle (shoot arrows if upgraded) self.update = function () { if (self.hasUpgrade && self.health > 0) { // Only shoot at enemy soldiers in range var targets = []; if (self.team === 'player') { for (var i = 0; i < enemySoldiers.length; i++) { var e = enemySoldiers[i]; var dx = e.x - self.x; var dy = e.y - self.y; if (dx * dx + dy * dy <= self.attackRadius * self.attackRadius) { targets.push(e); } } } else { for (var i = 0; i < playerSoldiers.length; i++) { var e = playerSoldiers[i]; var dx = e.x - self.x; var dy = e.y - self.y; if (dx * dx + dy * dy <= self.attackRadius * self.attackRadius) { targets.push(e); } } } // Shoot at first target if cooldown is ready if (targets.length > 0 && self.arrowCooldown <= 0) { var target = targets[0]; var arrow = new Arrow(); arrow.init(self.x, self.y, target, self.attack, self.team); arrows.push(arrow); game.addChild(arrow); self.arrowCooldown = self.arrowCooldownMax; } if (self.arrowCooldown > 0) self.arrowCooldown--; } }; return self; }); // Soldier class for both player and enemy soldiers var Soldier = Container.expand(function () { var self = Container.call(this); self.team = null; self.health = 100; self.attack = 10; self.speed = SOLDIER_SPEED; self.inCombat = false; self.asset = null; self.lastX = 0; self.lastY = 0; // Initialize soldier self.init = function (team, health, attack) { self.team = team; self.health = health; self.attack = attack; self.inCombat = false; // Remove previous asset if any if (self.asset) { self.removeChild(self.asset); } // Add correct asset if (team === 'player') { self.asset = self.attachAsset('soldier_player', { anchorX: 0.5, anchorY: 0.5 }); } else { self.asset = self.attachAsset('soldier_enemy', { anchorX: 0.5, anchorY: 0.5 }); } }; // Update soldier position (move forward if not in combat) self.update = function () { self.lastX = self.x; self.lastY = self.y; if (!self.inCombat) { if (self.team === 'player') { self.x += self.speed; } else { self.x -= self.speed; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xBFFF00 }); /**** * Game Code ****/ // --- Add background image --- var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: GAME_W, height: GAME_H }); game.addChild(background); // --- Game constants --- // Player castle (blue) // Enemy castle (red) // Player soldier (green) // Enemy soldier (orange) var GAME_W = 2048, GAME_H = 2732; var CASTLE_OFFSET_X = 120, CASTLE_OFFSET_Y = GAME_H - 520; // moved up by 200px var CASTLE_HEALTH_INIT = 1000; var GOLD_INIT = 200; var GOLD_PER_TICK = 5; var GOLD_TICK_MS = 200; var SOLDIER_COST = 100; var SOLDIER_HEALTH_MIN = 80, SOLDIER_HEALTH_MAX = 160; var SOLDIER_ATTACK_MIN = 20, SOLDIER_ATTACK_MAX = 50; var SOLDIER_SPEED = 14 / 5; // px per frame (slowed down by 5x) // --- Difficulty selection --- var difficulty = null; var ENEMY_SOLDIER_COST = 100; // default, will be set by difficulty // Show difficulty selection overlay var diffOverlay = new Container(); diffOverlay.zIndex = 10000; // ensure on top diffOverlay.width = GAME_W; diffOverlay.height = GAME_H; var overlayBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 20, scaleY: 20, x: GAME_W / 2, y: GAME_H / 2, tint: 0x000000, alpha: 0.7 }); diffOverlay.addChild(overlayBg); var diffTitle = new Text2("Select Difficulty", { size: 120, fill: "#fff" }); diffTitle.anchor.set(0.5, 0.5); diffTitle.x = GAME_W / 2; diffTitle.y = GAME_H / 2 - 300; diffOverlay.addChild(diffTitle); var btnEasy = new Text2("Easy", { size: 100, fill: 0x00FF00 }); btnEasy.anchor.set(0.5, 0.5); btnEasy.x = GAME_W / 2; btnEasy.y = GAME_H / 2 - 80; diffOverlay.addChild(btnEasy); var btnNormal = new Text2("Normal", { size: 100, fill: 0xFFFF00 }); btnNormal.anchor.set(0.5, 0.5); btnNormal.x = GAME_W / 2; btnNormal.y = GAME_H / 2 + 80; diffOverlay.addChild(btnNormal); var btnHard = new Text2("Hard", { size: 100, fill: 0xFF0000 }); btnHard.anchor.set(0.5, 0.5); btnHard.x = GAME_W / 2; btnHard.y = GAME_H / 2 + 240; diffOverlay.addChild(btnHard); game.addChild(diffOverlay); // Disable game input until difficulty is chosen var gameInputEnabled = false; // Helper to start game with selected difficulty function selectDifficulty(level) { difficulty = level; if (difficulty === "easy") { ENEMY_SOLDIER_COST = 110; } else if (difficulty === "normal") { ENEMY_SOLDIER_COST = 108; } else if (difficulty === "hard") { ENEMY_SOLDIER_COST = 99; } gameInputEnabled = true; diffOverlay.destroy(); } // Add touch/click handlers for buttons btnEasy.down = function (x, y, obj) { selectDifficulty("easy"); }; btnNormal.down = function (x, y, obj) { selectDifficulty("normal"); }; btnHard.down = function (x, y, obj) { selectDifficulty("hard"); }; // --- State variables --- // (removed, handled by castlePlayer.health and castleEnemy.health) var playerGold = GOLD_INIT; var enemyGold = GOLD_INIT; var playerSoldiers = []; var enemySoldiers = []; // --- Castles --- var castlePlayer = new Castle(); castlePlayer.init('player', CASTLE_OFFSET_X, CASTLE_OFFSET_Y); game.addChild(castlePlayer); var castleEnemy = new Castle(); castleEnemy.init('enemy', GAME_W - CASTLE_OFFSET_X, CASTLE_OFFSET_Y); game.addChild(castleEnemy); // --- Enemy castle health display above castle --- var castleEnemyHealthTxt = new Text2(castleEnemy.health + '', { size: 60, fill: '#fff' }); castleEnemyHealthTxt.anchor.set(0.5, 1.2); castleEnemyHealthTxt.x = castleEnemy.x; castleEnemyHealthTxt.y = castleEnemy.y - 260; // above the castle game.addChild(castleEnemyHealthTxt); // --- GUI: Health and Gold displays --- var playerHealthTxt = new Text2('1000', { size: 70, fill: '#fff' }); playerHealthTxt.anchor.set(0, 0); LK.gui.top.addChild(playerHealthTxt); var playerGoldTxt = new Text2('200', { size: 60, fill: '#ffe600' }); playerGoldTxt.anchor.set(0, 0); LK.gui.top.addChild(playerGoldTxt); var enemyHealthTxt = new Text2('1000', { size: 70, fill: '#fff' }); enemyHealthTxt.anchor.set(1, 0); LK.gui.top.addChild(enemyHealthTxt); var enemyGoldTxt = new Text2('200', { size: 60, fill: '#ffe600' }); enemyGoldTxt.anchor.set(1, 0); LK.gui.top.addChild(enemyGoldTxt); // --- Win Counter (Rounds Won) --- // Use storage plugin for persistence var roundsWon = storage.roundsWon || 0; var roundsWonTxt = new Text2('Rounds Won: ' + roundsWon, { size: 60, fill: '#00ff00' }); roundsWonTxt.anchor.set(1, 0); LK.gui.top.addChild(roundsWonTxt); roundsWonTxt.x = LK.gui.width - 40; roundsWonTxt.y = 220; // Position GUI elements playerHealthTxt.x = 120; playerHealthTxt.y = 40; playerGoldTxt.x = 120; playerGoldTxt.y = 120; enemyHealthTxt.x = LK.gui.width - 120; enemyHealthTxt.y = 40; enemyGoldTxt.x = LK.gui.width - 120; enemyGoldTxt.y = 120; // --- Gold income timer --- var goldTimer = LK.setInterval(function () { playerGold += GOLD_PER_TICK; enemyGold += GOLD_PER_TICK; updateGui(); }, GOLD_TICK_MS); // --- GUI update function --- function updateGui() { playerHealthTxt.setText(castlePlayer.health); playerGoldTxt.setText(playerGold); enemyHealthTxt.setText(castleEnemy.health); enemyGoldTxt.setText(enemyGold); // Update enemy castle health text and position castleEnemyHealthTxt.setText(castleEnemy.health); castleEnemyHealthTxt.x = castleEnemy.x; castleEnemyHealthTxt.y = castleEnemy.y - 260; } // --- Deploy soldier function --- function deploySoldier(team) { // Block deployment if difficulty not chosen if (!gameInputEnabled) return false; var gold = team === 'player' ? playerGold : enemyGold; var cost = team === 'player' ? SOLDIER_COST : ENEMY_SOLDIER_COST; if (gold < cost) return false; // Deduct gold if (team === 'player') playerGold -= SOLDIER_COST;else enemyGold -= ENEMY_SOLDIER_COST; // Fixed health and random attack var health = 25; var attack = 5 + Math.floor(Math.random() * 6); // 5-10 inclusive // Create soldier var s = new Soldier(); s.init(team, health, attack); s.speed = SOLDIER_SPEED; s.inCombat = false; // Position s.y = CASTLE_OFFSET_Y + 120; // Move soldiers' exit position down by 120px if (team === 'player') { s.x = castlePlayer.x + 120; playerSoldiers.push(s); } else { s.x = castleEnemy.x - 120; enemySoldiers.push(s); } game.addChild(s); return true; } // --- Player tap to deploy soldier or upgrade castle --- game.down = function (x, y, obj) { // Block input until difficulty is chosen if (!gameInputEnabled) return; // Check if player clicked on their castle for upgrade var dx = x - castlePlayer.x; var dy = y - castlePlayer.y; if (dx * dx + dy * dy < 250 * 250 && !castlePlayer.hasUpgrade && playerGold >= 150) { playerGold -= 150; castlePlayer.upgrade(); updateGui(); return; } // Only allow tap in lower half of screen (avoid top left menu) if (y > GAME_H / 2 && playerGold >= SOLDIER_COST) { deploySoldier('player'); updateGui(); } }; // --- Enemy AI: deploy soldier automatically if enough gold --- var enemyDeployTimer = LK.setInterval(function () { // Block AI until difficulty is chosen if (!gameInputEnabled) return; // Try to upgrade castle if not already upgraded and enough gold if (!castleEnemy.hasUpgrade && enemyGold >= 150) { enemyGold -= 150; castleEnemy.upgrade(); updateGui(); return; } if (enemyGold >= ENEMY_SOLDIER_COST) { deploySoldier('enemy'); updateGui(); } }, 600); // --- Arrows array --- var arrows = []; // --- Main update loop --- game.update = function () { // --- Update castles (health, arrows) --- castlePlayer.update(); castleEnemy.update(); // --- Update all soldiers --- // 1. Move soldiers forward if not in combat // 2. Check for combat with opposing soldiers // 3. If at enemy castle, attack castle // --- Player soldiers --- for (var i = playerSoldiers.length - 1; i >= 0; i--) { var s = playerSoldiers[i]; s.inCombat = false; // Check for enemy soldier in range var engaged = false; for (var j = 0; j < enemySoldiers.length; j++) { var e = enemySoldiers[j]; // If close enough (overlap) if (Math.abs(s.x - e.x) < 80) { // Engage in combat s.inCombat = true; e.inCombat = true; // Both attack each other if (LK.ticks % 12 === 0) { // Attack every 12 frames (~5 times/sec) e.health -= s.attack; s.health -= e.attack; } // Remove dead soldiers if (e.health <= 0) { e.destroy(); enemySoldiers.splice(j, 1); j--; // Award 10 gold to player for killing enemy soldier playerGold += 10; updateGui(); } if (s.health <= 0) { s.destroy(); playerSoldiers.splice(i, 1); i--; // Award 10 gold to enemy for killing player soldier enemyGold += 10; updateGui(); engaged = true; break; } engaged = true; break; } } if (engaged) continue; // If not in combat, check if at enemy castle if (Math.abs(s.x - castleEnemy.x) < 120) { s.inCombat = true; if (LK.ticks % 12 === 0) { castleEnemy.health -= s.attack; if (castleEnemy.health < 0) castleEnemy.health = 0; updateGui(); } // Remove soldier if castle destroyed if (castleEnemy.health <= 0) { s.destroy(); playerSoldiers.splice(i, 1); i--; } } } // --- Enemy soldiers --- for (var i = enemySoldiers.length - 1; i >= 0; i--) { var s = enemySoldiers[i]; s.inCombat = false; // Check for player soldier in range var engaged = false; for (var j = 0; j < playerSoldiers.length; j++) { var e = playerSoldiers[j]; if (Math.abs(s.x - e.x) < 80) { s.inCombat = true; e.inCombat = true; if (LK.ticks % 12 === 0) { e.health -= s.attack; s.health -= e.attack; } if (e.health <= 0) { e.destroy(); playerSoldiers.splice(j, 1); j--; // Award 10 gold to enemy for killing player soldier enemyGold += 10; updateGui(); } if (s.health <= 0) { s.destroy(); enemySoldiers.splice(i, 1); i--; // Award 10 gold to player for killing enemy soldier playerGold += 10; updateGui(); engaged = true; break; } engaged = true; break; } } if (engaged) continue; // If not in combat, check if at player castle if (Math.abs(s.x - castlePlayer.x) < 120) { s.inCombat = true; if (LK.ticks % 12 === 0) { castlePlayer.health -= s.attack; if (castlePlayer.health < 0) castlePlayer.health = 0; updateGui(); } if (castlePlayer.health <= 0) { s.destroy(); enemySoldiers.splice(i, 1); i--; } } } // --- Move soldiers --- for (var i = 0; i < playerSoldiers.length; i++) { playerSoldiers[i].update(); } for (var i = 0; i < enemySoldiers.length; i++) { enemySoldiers[i].update(); } // --- Update arrows --- for (var i = arrows.length - 1; i >= 0; i--) { var a = arrows[i]; a.update(); if (a.destroyed) { arrows.splice(i, 1); } } // --- Check win/lose --- if (castlePlayer.health <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } if (castleEnemy.health <= 0) { // Increase and persist rounds won roundsWon = (storage.roundsWon || 0) + 1; storage.roundsWon = roundsWon; roundsWonTxt.setText('Rounds Won: ' + roundsWon); LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); return; } }; // --- Clean up timers on game over --- game.destroy = function () { LK.clearInterval(goldTimer); LK.clearInterval(enemyDeployTimer); };
===================================================================
--- original.js
+++ change.js
@@ -88,8 +88,56 @@
}
};
return self;
});
+// Soldier class for both player and enemy soldiers
+var Soldier = Container.expand(function () {
+ var self = Container.call(this);
+ self.team = null;
+ self.health = 100;
+ self.attack = 10;
+ self.speed = SOLDIER_SPEED;
+ self.inCombat = false;
+ self.asset = null;
+ self.lastX = 0;
+ self.lastY = 0;
+ // Initialize soldier
+ self.init = function (team, health, attack) {
+ self.team = team;
+ self.health = health;
+ self.attack = attack;
+ self.inCombat = false;
+ // Remove previous asset if any
+ if (self.asset) {
+ self.removeChild(self.asset);
+ }
+ // Add correct asset
+ if (team === 'player') {
+ self.asset = self.attachAsset('soldier_player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else {
+ self.asset = self.attachAsset('soldier_enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ };
+ // Update soldier position (move forward if not in combat)
+ self.update = function () {
+ self.lastX = self.x;
+ self.lastY = self.y;
+ if (!self.inCombat) {
+ if (self.team === 'player') {
+ self.x += self.speed;
+ } else {
+ self.x -= self.speed;
+ }
+ }
+ };
+ return self;
+});
/****
* Initialize Game
****/
ottoman castle. In-Game asset. 2d. High contrast. No shadows. pixel art
roma knight. In-Game asset. 2d. High contrast. No shadows
Ottoman Janissary. In-Game asset. 2d. High contrast. No shadows
sword. In-Game asset. 2d. High contrast. No shadows
Ottoman camel warrior. In-Game asset. 2d. High contrast. No shadows. pixel art
Roman cavalry. In-Game asset. 2d. High contrast. No shadows
camel face. In-Game asset. 2d. High contrast. No shadows. pixel art
wall icon game. In-Game asset. 2d. High contrast. No shadows
RED CRESCENT ICON. In-Game asset. 2d. High contrast. No shadows
HEALING TENT OTTOMAN. In-Game asset. 2d. High contrast. No shadows