User prompt
After every 2 sholdier_enemy uses, the enemy is required to use 1 archer_enemy
User prompt
When the enemy is in easy mode, the gold spent by their units is the same as mine, when they are in normal mode, the gold spent by their units is 0.9 of mine, when they are in mode, the gold spent by their units is 0.7 of mine.
User prompt
When the enemy is in easy mode, the gold spent by their units is the same as mine, when they are in normal mode, the gold spent by their units is half of mine, when they are in mode, the gold spent by their units is one fifth of mine.
User prompt
archer_enemy , can be used by the enemy like archer_player, same conditions, same features
User prompt
archer_button appear after castle upgrade with 150 gold
User prompt
archer_player should be worth 120 gold
User prompt
Archer player life value should be twice that of soldier player
User prompt
archer_player, get 20 health
User prompt
archer_player, get 10 health
User prompt
archer_player should use the archer_player asset and exit when archer_button is pressed
User prompt
archer_player and soldier_player should be the same, remove the differences
User prompt
I CAN GET ARCHER_PLAYER FOR 10 GOLD,
User prompt
ARCHER_PLAYER WILL SEND ARROW_SHAPE LIKE A CASTLE TO SHOLDER_ENEMY
User prompt
ARCHER_PLAYER SHOOTS ARROWS LIKE THE CASTLE SHOOTS, ATTACK VALUE IS 10-20 RANDOM, DISTANCE IS TWICE THE CASTLE'S DISTANCE
User prompt
ARCHER_PLAYER SHOOTS ARROW LIKE THE CASTLE SHOOTS ARROW, BUT ATTACK VALUE SHOOTS 10-20 RANDOM
User prompt
ARCHER SHOOTS ARROW LIKE KALENIN SHOOTS ARROW, BUT HAS AN ATTACK VALUE BETWEEN 10-20 AND LET IT HIT THE ENEMIES FROM A DISTANCE
User prompt
ARCHER HIT ENEMIES FROM A DISTANCE
User prompt
Let the other features of archer_player and shoulder_player be the same.
User prompt
archer_player exits from the same position as shoulder_player
User prompt
When you click on the archer_button, archer_player will appear.
User prompt
the same as the shoulder system in the archer system
User prompt
Now, instead of removing the sending of soldiers with each mouse click, it allows sending soldiers when clicking the shoulder button.
User prompt
In the middle section, add archer_button and solder_button side by side so that they appear when you select one of the easy, medium or hard stages.
User prompt
I am talking about the part where we choose the game difficulty, easy, medium, hard, so that the gold in the game does not increase without making a choice and the background of these texts is black.
User prompt
Add objects with ready archer_button and shoulder_button assets side by side in the middle section
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Arrow class for castle arrow shooting var Arrow = Container.expand(function () { var self = Container.call(this); // Increase arrow speed for longer distance self.speed = 40; // px per frame (was 32) self.damage = 2 + Math.floor(Math.random() * 3); // 2-4 damage self.target = null; self.team = null; self.destroyed = false; self.asset = null; self.lastX = 0; self.lastY = 0; // Initialize arrow self.init = function (x, y, target, damage, team) { self.x = x; self.y = y; self.target = target; // Arrow damage is randomized 2-4, ignore passed damage param for castle arrows self.damage = 2 + Math.floor(Math.random() * 3); self.team = team; // Remove previous asset if any if (self.asset) { self.removeChild(self.asset); } // Use a visible arrow using a rectangle shape since centerCircle is removed self.asset = self.attachAsset('arrow_shape', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.3, tint: team === 'player' ? 0x00aaff : 0xffaa00 // more visible blue/orange }); }; // Update arrow position and check for hit self.update = function () { self.lastX = self.x; self.lastY = self.y; if (!self.target || self.target.destroyed || self.destroyed) { self.destroyed = true; self.destroy(); return; } // Move towards target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 1) dist = 1; var vx = dx / dist * self.speed; var vy = dy / dist * self.speed; self.x += vx; self.y += vy; // Rotate arrow to face target self.asset.rotation = Math.atan2(dy, dx); // Check for collision with target (simple distance check) if (dist < 60) { // Hit! if (typeof self.target.health === "number") { self.target.health -= self.damage; // If the target is a soldier and its health drops to 0 or below, destroy it and remove from array if (self.target.health <= 0 && typeof self.target.team === "string") { self.target.destroyed = true; self.target.destroy(); // Remove from correct array if (self.target.team === "enemy" && typeof enemySoldiers !== "undefined") { for (var i = 0; i < enemySoldiers.length; i++) { if (enemySoldiers[i] === self.target) { enemySoldiers.splice(i, 1); break; } } } else if (self.target.team === "player" && typeof playerSoldiers !== "undefined") { for (var i = 0; i < playerSoldiers.length; i++) { if (playerSoldiers[i] === self.target) { playerSoldiers.splice(i, 1); break; } } } } } self.destroyed = true; self.destroy(); } // Remove if out of bounds (double the distance for longer arrows) if (self.x < -600 || self.x > 3200 || self.y < -600 || self.y > 4000) { self.destroyed = true; self.destroy(); } }; return self; }); // 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; // Use a Text2 as a fake overlay background (solid block) since centerCircle is removed var overlayBg = new Text2(" ", { size: 10, fill: 0x000000 }); overlayBg.width = GAME_W; overlayBg.height = GAME_H; overlayBg.alpha = 0.7; overlayBg.x = 0; overlayBg.y = 0; diffOverlay.addChild(overlayBg); // Difficulty title with black background var diffTitleBg = new Text2(" ", { size: 10, fill: 0x000000 }); diffTitleBg.width = 900; diffTitleBg.height = 160; diffTitleBg.alpha = 0.95; diffTitleBg.anchor.set(0.5, 0.5); diffTitleBg.x = GAME_W / 2; diffTitleBg.y = GAME_H / 2 - 300; diffOverlay.addChild(diffTitleBg); 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); // Easy button with black background var btnEasyBg = new Text2(" ", { size: 10, fill: 0x000000 }); btnEasyBg.width = 600; btnEasyBg.height = 120; btnEasyBg.alpha = 0.95; btnEasyBg.anchor.set(0.5, 0.5); btnEasyBg.x = GAME_W / 2; btnEasyBg.y = GAME_H / 2 - 80; diffOverlay.addChild(btnEasyBg); 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); // Normal button with black background var btnNormalBg = new Text2(" ", { size: 10, fill: 0x000000 }); btnNormalBg.width = 600; btnNormalBg.height = 120; btnNormalBg.alpha = 0.95; btnNormalBg.anchor.set(0.5, 0.5); btnNormalBg.x = GAME_W / 2; btnNormalBg.y = GAME_H / 2 + 80; diffOverlay.addChild(btnNormalBg); 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); // Hard button with black background var btnHardBg = new Text2(" ", { size: 10, fill: 0x000000 }); btnHardBg.width = 600; btnHardBg.height = 120; btnHardBg.alpha = 0.95; btnHardBg.anchor.set(0.5, 0.5); btnHardBg.x = GAME_W / 2; btnHardBg.y = GAME_H / 2 + 240; diffOverlay.addChild(btnHardBg); 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(); // Show archer and solder buttons in the middle section archerBtn.visible = true; solderBtn.visible = true; } // 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); // --- Middle section: archer_button and solder_button side by side --- var middleButtonsY = GAME_H / 2 + 100; var buttonSpacing = 80; // Archer button var archerBtn = LK.getAsset('archer_button', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2 - 100 - buttonSpacing / 2, y: middleButtonsY }); archerBtn.visible = false; game.addChild(archerBtn); // Solder button var solderBtn = LK.getAsset('solder_button', { anchorX: 0.5, anchorY: 0.5, x: GAME_W / 2 + 100 + buttonSpacing / 2, y: middleButtonsY }); solderBtn.visible = false; game.addChild(solderBtn); // --- 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 () { // Only increase gold if difficulty has been chosen if (!gameInputEnabled) return; 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 upgrade castle only (soldier deploy moved to solderBtn.down) --- 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; } // (Removed: deploySoldier on screen tap) }; // --- Deploy soldier when solderBtn is pressed --- solderBtn.down = function (x, y, obj) { if (!gameInputEnabled) return; if (playerGold >= SOLDIER_COST) { deploySoldier('player'); updateGui(); } }; // --- Deploy archer arrow when archerBtn is pressed --- archerBtn.down = function (x, y, obj) { if (!gameInputEnabled) return; // Find nearest enemy soldier if (enemySoldiers.length === 0) return; var minDist = 999999, nearest = null; for (var i = 0; i < enemySoldiers.length; i++) { var e = enemySoldiers[i]; var dx = e.x - castlePlayer.x; var dy = e.y - castlePlayer.y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; nearest = e; } } if (nearest) { var arrow = new Arrow(); arrow.init(castlePlayer.x, castlePlayer.y, nearest, 0, 'player'); arrows.push(arrow); game.addChild(arrow); } }; // --- 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
@@ -554,8 +554,32 @@
deploySoldier('player');
updateGui();
}
};
+// --- Deploy archer arrow when archerBtn is pressed ---
+archerBtn.down = function (x, y, obj) {
+ if (!gameInputEnabled) return;
+ // Find nearest enemy soldier
+ if (enemySoldiers.length === 0) return;
+ var minDist = 999999,
+ nearest = null;
+ for (var i = 0; i < enemySoldiers.length; i++) {
+ var e = enemySoldiers[i];
+ var dx = e.x - castlePlayer.x;
+ var dy = e.y - castlePlayer.y;
+ var dist = dx * dx + dy * dy;
+ if (dist < minDist) {
+ minDist = dist;
+ nearest = e;
+ }
+ }
+ if (nearest) {
+ var arrow = new Arrow();
+ arrow.init(castlePlayer.x, castlePlayer.y, nearest, 0, 'player');
+ arrows.push(arrow);
+ game.addChild(arrow);
+ }
+};
// --- Enemy AI: deploy soldier automatically if enough gold ---
var enemyDeployTimer = LK.setInterval(function () {
// Block AI until difficulty is chosen
if (!gameInputEnabled) return;
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