User prompt
Let the enemy upgrade the castle for 800 gold and have features like mine
User prompt
Let the enemy upgrade the castle for 800 gold and have features like mine,
User prompt
If archer enemy is not available, send soldier enemy soldier enemy, but after sending 10 soldier enemies, wait, give 350 gold and upgrade your castle.
User prompt
After the enemy sends 3 soldiers_enemy, he must send 1 archer_enemy. After the enemy sends 10 soldiers_enemy, he must spend 350 gold and upgrade his castle. After the enemy sends 30 soldiers_enemy, he must spend 800 gold and upgrade his castle.
User prompt
PLAY BY SAVING SOME OF THE ENEMY'S MONEY TO MAKE UPGRADES
User prompt
AFTER THE ENEMY GAVE 350 GOLD AND UPGRADE HIS CASTLE, AFTER SENDING 30 UNITS, HE SHOULD SAVE 800 GOLD AND MAKE THE CASTLE UPGRADE GIVEN 800 GOLD.
User prompt
DÜŞMAN DA BU GELİŞMEYE 350 ALTIN GELİŞMESİNİ YAPTIKTAN SONRA 30 BİRİM GÖNDERDİYSE GELİŞTİRME YAPMASI MECBURİ OLSUN TABİ O DA 800 ALTIN ÖDESİN
User prompt
350 tabanlı kaleyi geliştirdiğimiz sistem gibi yeni bir tane daha geliştirme sistemi ekle bu 800 altın değerinde olsun, 350 altın değerinde iyileştirme yapıldıktan sonra yapılsın yine hem düşman hem bizim için sistemi önceki geliştirme sistemi gibi olsun sadece ilk olarak 350 altın değerindeki yapılsın
User prompt
ALL UNITS, INCLUDING THE UNITS OF THE ENEMY, PROGRESS AT 100% FAST
User prompt
ALL UNITS, INCLUDING THE UNITS OF THE ENEMY, PROGRESS 25% FASTER
User prompt
ALL UNITS, INCLUDING THE UNITS OF THE ENEMY, PROGRESS AT 75% FASTER
User prompt
ALL UNITS INCLUDING THE ENEMY'S UNITS MOVE 90% SLOWER
User prompt
CONVERT ALL TEXT FONTS TO PIXEL GAME FONTS
User prompt
Let the life value of wall_player and wall_enemy be 40
User prompt
The enemy must spawn a wall_enemy for every 5 soldier_enemys sent, it should work like the wall_player I use against me, but
User prompt
When the enemy sends a wall_enemy for every 5 soldier_enemys, they will spawn a wall_enemy.
User prompt
The enemy can do these too, but when he does it, wall_enemy appears. Wall_enemy has properties like wall_player. When my units touch the wall_enemy, they stop and deal damage equal to the damage value.
User prompt
When enemy units touch the wall_player, they stop and deal damage equal to the damage value.
User prompt
Let wall_player's health be 25
User prompt
When you click on the wall_button, create a wall_player in the middle of the two castles.
User prompt
When you click on the wall_button, 50 gold will be deducted
User prompt
, add wall_button to the right of solder_button, it will appear when easy medium hard stage is selected and it will say 50 G under it
User prompt
The 100 G text should not be visible without selecting one of the easy or difficult modes.
User prompt
add a sound for when units leave the castle
User prompt
church music including ottoman melodies, kanun, tambourine and zurna melodies add a background music on kalolilik
/**** * 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 ****/ // Ottoman-inspired church music with kanun, tambourine, zurna melodies // --- 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); // Play Ottoman-inspired church music with kanun, tambourine, zurna melodies LK.playMusic('ottoman_church_bg'); // --- 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 * 0.1 * 4.0; // px per frame (now 100% faster than previous) // --- 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", font: "PressStart2P,Pixel,monospace" }); 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, font: "PressStart2P,Pixel,monospace" }); 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, font: "PressStart2P,Pixel,monospace" }); 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, font: "PressStart2P,Pixel,monospace" }); 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 = SOLDIER_COST; // same as player } else if (difficulty === "normal") { ENEMY_SOLDIER_COST = Math.floor(SOLDIER_COST * 0.9); // 0.9 of player } else if (difficulty === "hard") { ENEMY_SOLDIER_COST = Math.floor(SOLDIER_COST * 0.7); // 0.7 of player } gameInputEnabled = true; diffOverlay.destroy(); // Show solder button in the middle section (archerBtn will appear after upgrade) archerBtn.visible = false; solderBtn.visible = true; solderBtnLabel.visible = true; wallBtn.visible = true; wallBtnLabel.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', font: "PressStart2P,Pixel,monospace" }); castleEnemyHealthTxt.anchor.set(0.5, 1.2); castleEnemyHealthTxt.x = castleEnemy.x; castleEnemyHealthTxt.y = castleEnemy.y - 260; // above the castle game.addChild(castleEnemyHealthTxt); // --- Player castle unit cost labels above castle --- // --- Player castle upgrade cost label under player castle --- var playerCastleUpgradeTxt = new Text2("YOU NEED 350 GOLD\nTO UPGRADE.", { size: 54, fill: "#000", font: "PressStart2P,Pixel,monospace" }); playerCastleUpgradeTxt.anchor.set(0.5, -0.2); // anchor above the text baseline playerCastleUpgradeTxt.x = castlePlayer.x + 180; playerCastleUpgradeTxt.y = castlePlayer.y + 320; // under the castle game.addChild(playerCastleUpgradeTxt); // --- Left side: archer_button and solder_button side by side, visible on screen --- var leftButtonsY = GAME_H / 2 + 100; var leftButtonSpacing = 40; var leftButtonStartX = 120 + 75; // 120px margin + half button width (150/2) // Archer button (leftmost) var archerBtn = LK.getAsset('archer_button', { anchorX: 0.5, anchorY: 0.5, x: leftButtonStartX, y: leftButtonsY }); archerBtn.visible = false; game.addChild(archerBtn); // Add "150 G" label under archerBtn, but only show after castle is upgraded var archerBtnLabel = new Text2("150 G", { size: 48, fill: "#000", font: "PressStart2P,Pixel,monospace" }); archerBtnLabel.anchor.set(0.5, 0); archerBtnLabel.x = archerBtn.x; archerBtnLabel.y = archerBtn.y + 90; // 90px below center of button (button is 150px tall) archerBtnLabel.visible = false; game.addChild(archerBtnLabel); // Solder button (right of archer) var solderBtn = LK.getAsset('solder_button', { anchorX: 0.5, anchorY: 0.5, x: leftButtonStartX + 150 + leftButtonSpacing, // 150 is button width y: leftButtonsY }); solderBtn.visible = false; game.addChild(solderBtn); // Add "100 G" label under solderBtn var solderBtnLabel = new Text2("100 G", { size: 48, fill: "#000", font: "PressStart2P,Pixel,monospace" }); solderBtnLabel.anchor.set(0.5, 0); solderBtnLabel.x = solderBtn.x; solderBtnLabel.y = solderBtn.y + 90; // 90px below center of button (button is 150px tall) solderBtnLabel.visible = false; game.addChild(solderBtnLabel); // Wall button (right of solderBtn) var wallBtn = LK.getAsset('wall_button', { anchorX: 0.5, anchorY: 0.5, x: solderBtn.x + 150 + leftButtonSpacing, y: leftButtonsY }); wallBtn.visible = false; game.addChild(wallBtn); // Add "50 G" label under wallBtn var wallBtnLabel = new Text2("50 G", { size: 48, fill: "#000", font: "PressStart2P,Pixel,monospace" }); wallBtnLabel.anchor.set(0.5, 0); wallBtnLabel.x = wallBtn.x; wallBtnLabel.y = wallBtn.y + 90; wallBtnLabel.visible = false; game.addChild(wallBtnLabel); // --- Walls array to track all wall_player objects --- var wallPlayers = []; // --- Walls array to track all wall_enemy objects --- var wallEnemies = []; // Deduct 50 gold from player when wallBtn is pressed wallBtn.down = function (x, y, obj) { if (!gameInputEnabled) return; if (playerGold >= 50) { playerGold -= 50; updateGui(); // Place wall_player in the middle of the two castles var wallX = (castlePlayer.x + castleEnemy.x) / 2; var wallY = CASTLE_OFFSET_Y + 120; // align with soldiers' path var wallPlayer = LK.getAsset('wall_player', { anchorX: 0.5, anchorY: 0.5, x: wallX, y: wallY }); wallPlayer.health = 40; wallPlayer.maxHealth = 40; wallPlayer.destroyed = false; game.addChild(wallPlayer); wallPlayers.push(wallPlayer); } }; // --- Enemy AI: Deploy wall_enemy if enough gold and no wall exists --- function deployWallEnemy() { // Only one wall_enemy at a time if (wallEnemies.length > 0) return false; if (enemyGold < 50) return false; enemyGold -= 50; updateGui(); var wallX = (castlePlayer.x + castleEnemy.x) / 2; var wallY = CASTLE_OFFSET_Y + 120; var wallEnemy = LK.getAsset('wall_enemy', { anchorX: 0.5, anchorY: 0.5, x: wallX, y: wallY }); wallEnemy.health = 40; wallEnemy.maxHealth = 40; wallEnemy.destroyed = false; game.addChild(wallEnemy); wallEnemies.push(wallEnemy); return true; } // --- GUI: Health and Gold displays --- var playerHealthTxt = new Text2('1000', { size: 70, fill: '#fff', font: "PressStart2P,Pixel,monospace" }); playerHealthTxt.anchor.set(0, 0); LK.gui.top.addChild(playerHealthTxt); // Player LIFE label var playerLifeLabel = new Text2('LIFE', { size: 38, fill: "#000", font: "PressStart2P,Pixel,monospace" }); playerLifeLabel.anchor.set(0, 0); LK.gui.top.addChild(playerLifeLabel); var playerGoldTxt = new Text2('200', { size: 60, fill: '#ffe600', font: "PressStart2P,Pixel,monospace" }); playerGoldTxt.anchor.set(0, 0); LK.gui.top.addChild(playerGoldTxt); // Add soldier/cavalry cost labels to the left of the tan score // Removed soldier/cavalry cost labels from GUI // Player GOLD label var playerGoldLabel = new Text2('GOLD', { size: 38, fill: "#000", font: "PressStart2P,Pixel,monospace" }); playerGoldLabel.anchor.set(0, 0); LK.gui.top.addChild(playerGoldLabel); var enemyHealthTxt = new Text2('1000', { size: 70, fill: '#fff', font: "PressStart2P,Pixel,monospace" }); enemyHealthTxt.anchor.set(1, 0); LK.gui.top.addChild(enemyHealthTxt); // Enemy LIFE label var enemyLifeLabel = new Text2('LIFE', { size: 38, fill: "#000", font: "PressStart2P,Pixel,monospace" }); enemyLifeLabel.anchor.set(1, 0); LK.gui.top.addChild(enemyLifeLabel); var enemyGoldTxt = new Text2('200', { size: 60, fill: '#ffe600', font: "PressStart2P,Pixel,monospace" }); enemyGoldTxt.anchor.set(1, 0); LK.gui.top.addChild(enemyGoldTxt); // Enemy GOLD label var enemyGoldLabel = new Text2('GOLD', { size: 38, fill: "#000", font: "PressStart2P,Pixel,monospace" }); enemyGoldLabel.anchor.set(1, 0); LK.gui.top.addChild(enemyGoldLabel); // --- 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', font: "PressStart2P,Pixel,monospace" }); 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; playerLifeLabel.x = playerHealthTxt.x + playerHealthTxt.width + 18; playerLifeLabel.y = playerHealthTxt.y + 10; playerGoldTxt.x = 120; playerGoldTxt.y = 120; playerGoldLabel.x = playerGoldTxt.x + playerGoldTxt.width + 18; playerGoldLabel.y = playerGoldTxt.y + 8; // (Removed: Position soldier/cavalry cost labels to the left of the tan score) enemyHealthTxt.x = LK.gui.width - 120; enemyHealthTxt.y = 40; enemyLifeLabel.x = enemyHealthTxt.x - enemyHealthTxt.width - 18; enemyLifeLabel.y = enemyHealthTxt.y + 10; enemyGoldTxt.x = LK.gui.width - 120; enemyGoldTxt.y = 120; enemyGoldLabel.x = enemyGoldTxt.x - enemyGoldTxt.width - 18; enemyGoldLabel.y = enemyGoldTxt.y + 8; // --- 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); playerLifeLabel.x = playerHealthTxt.x + playerHealthTxt.width + 18; playerLifeLabel.y = playerHealthTxt.y + 10; playerGoldTxt.setText(playerGold); playerGoldLabel.x = playerGoldTxt.x + playerGoldTxt.width + 18; playerGoldLabel.y = playerGoldTxt.y + 8; enemyHealthTxt.setText(castleEnemy.health); enemyLifeLabel.x = enemyHealthTxt.x - enemyHealthTxt.width - 18; enemyLifeLabel.y = enemyHealthTxt.y + 10; enemyGoldTxt.setText(enemyGold); enemyGoldLabel.x = enemyGoldTxt.x - enemyGoldTxt.width - 18; enemyGoldLabel.y = enemyGoldTxt.y + 8; // 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); // Play sound when unit leaves the castle LK.getSound('unit_leave_castle').play(); 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 >= 350) { playerGold -= 350; castlePlayer.upgrade(); updateGui(); // Show archerBtn after upgrade archerBtn.visible = true; // Show '150 G' label under archerBtn after upgrade archerBtnLabel.visible = true; // Remove the upgrade text after rising the castle if (playerCastleUpgradeTxt && typeof playerCastleUpgradeTxt.destroy === "function") { playerCastleUpgradeTxt.destroy(); playerCastleUpgradeTxt = null; } 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_player when archerBtn is pressed (uses archer_player asset, cost 10 gold) --- archerBtn.down = function (x, y, obj) { if (!gameInputEnabled) return; if (playerGold >= 150) { playerGold -= 150; // Create a new Soldier but use archer_player asset var s = new Soldier(); // Set archer_player health to be twice that of soldier_player var baseSoldierHealth = 25; s.init('player', baseSoldierHealth * 2, 5 + Math.floor(Math.random() * 6)); // health 50, attack 5-10 s.speed = SOLDIER_SPEED * 0.8; // Already uses updated SOLDIER_SPEED, now 75% faster s.inCombat = false; // Remove previous asset and attach archer_player asset if (s.asset) { s.removeChild(s.asset); } s.asset = s.attachAsset('archer_player', { anchorX: 0.5, anchorY: 0.5 }); // Position s.y = CASTLE_OFFSET_Y + 120; s.x = castlePlayer.x + 120; playerSoldiers.push(s); game.addChild(s); // Play sound when archer leaves the castle LK.getSound('unit_leave_castle').play(); updateGui(); } }; // --- Enemy AI: deploy soldier automatically if enough gold --- // Track enemy soldier deployments for 2:1 soldier:archer ratio var enemySoldierDeployCount = 0; var enemyNextUnit = 'soldier'; // always start with soldier var enemyTotalSoldierDeployed = 0; var enemyUpgradeGoldReserved = 200; // Track total enemy soldier_enemys since last wall_enemy var enemySoldierSinceLastWall = 0; var enemyDeployTimer = LK.setInterval(function () { // Block AI until difficulty is chosen if (!gameInputEnabled) return; // If not upgraded, reserve 200 gold for upgrade after 10 soldiers if (!castleEnemy.hasUpgrade) { // In hard mode, upgrade for free after 10 soldiers if (difficulty === "hard") { if (enemyTotalSoldierDeployed >= 10) { castleEnemy.upgrade(); updateGui(); return; } } else { // Only upgrade after 10 soldier_enemy deployed and enough gold (350 - 200 = 150 must be available for upgrade) if (enemyTotalSoldierDeployed >= 10 && enemyGold >= 350 - enemyUpgradeGoldReserved) { enemyGold -= 350 - enemyUpgradeGoldReserved; castleEnemy.upgrade(); updateGui(); return; } } } // If not upgraded and haven't deployed 10 soldiers, only deploy if enough gold and after reserving 200 for upgrade if (!castleEnemy.hasUpgrade && enemyTotalSoldierDeployed < 10) { if (enemyNextUnit === 'soldier' && enemyGold >= ENEMY_SOLDIER_COST + enemyUpgradeGoldReserved) { if (deploySoldier('enemy')) { updateGui(); enemySoldierDeployCount++; enemyTotalSoldierDeployed++; enemySoldierSinceLastWall++; // Track for wall_enemy spawn // For every 5 soldier_enemys, spawn a wall_enemy if (enemySoldierSinceLastWall >= 5) { if (enemyGold >= 50 && wallEnemies.length === 0) { deployWallEnemy(); } enemySoldierSinceLastWall = 0; } // After 2 soldiers, next must be archer (if possible) if (enemySoldierDeployCount >= 2) { enemyNextUnit = 'soldier'; // No archers before upgrade enemySoldierDeployCount = 0; } } } // Do not deploy archers before upgrade return; } // After upgrade, normal logic: after every 2 soldiers, deploy 1 archer if (enemyNextUnit === 'soldier' && enemyGold >= ENEMY_SOLDIER_COST) { if (deploySoldier('enemy')) { updateGui(); enemySoldierDeployCount++; enemyTotalSoldierDeployed++; enemySoldierSinceLastWall++; // Track for wall_enemy spawn // For every 5 soldier_enemys, spawn a wall_enemy if (enemySoldierSinceLastWall >= 5) { if (enemyGold >= 50 && wallEnemies.length === 0) { deployWallEnemy(); } enemySoldierSinceLastWall = 0; } // After 2 soldiers, next must be archer (if possible) if (enemySoldierDeployCount >= 2 && castleEnemy.hasUpgrade) { enemyNextUnit = 'archer'; } else { enemyNextUnit = 'soldier'; } } // Try to deploy wall_enemy if enough gold and no wall exists (after soldier deploy) if (castleEnemy.hasUpgrade && enemyGold >= 50 && wallEnemies.length === 0) { deployWallEnemy(); } } else if (enemyNextUnit === 'archer' && castleEnemy.hasUpgrade && enemyGold >= 150) { // Deploy archer_enemy enemyGold -= 150; var s = new Soldier(); var baseSoldierHealth = 25; s.init('enemy', baseSoldierHealth * 2, 5 + Math.floor(Math.random() * 6)); // health 50, attack 5-10 s.speed = SOLDIER_SPEED * 0.8; // Already uses updated SOLDIER_SPEED, now 75% faster s.inCombat = false; if (s.asset) { s.removeChild(s.asset); } s.asset = s.attachAsset('archer_enemy', { anchorX: 0.5, anchorY: 0.5 }); s.y = CASTLE_OFFSET_Y + 120; s.x = castleEnemy.x - 120; enemySoldiers.push(s); game.addChild(s); // Play sound when archer_enemy leaves the castle LK.getSound('unit_leave_castle').play(); updateGui(); // Reset soldier deploy count and go back to soldier enemySoldierDeployCount = 0; enemyNextUnit = 'soldier'; // Try to deploy wall_enemy if enough gold and no wall exists (after archer deploy) if (castleEnemy.hasUpgrade && enemyGold >= 50 && wallEnemies.length === 0) { deployWallEnemy(); } } }, 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 wall_enemy collision --- var wallEngaged = false; for (var w = 0; w < wallEnemies.length; w++) { var wall = wallEnemies[w]; if (wall.destroyed) continue; // Simple collision: check if close enough horizontally and vertically if (Math.abs(s.x - wall.x) < 80 && Math.abs(s.y - wall.y) < 180) { s.inCombat = true; wallEngaged = true; // Player attacks wall every 12 frames if (LK.ticks % 12 === 0) { wall.health -= s.attack; } // If wall destroyed, remove from game and array if (wall.health <= 0) { wall.destroyed = true; if (typeof wall.destroy === "function") wall.destroy(); wallEnemies.splice(w, 1); w--; } break; // Only engage one wall at a time } } if (wallEngaged) continue; // 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 wall_player collision --- var wallEngaged = false; for (var w = 0; w < wallPlayers.length; w++) { var wall = wallPlayers[w]; if (wall.destroyed) continue; // Simple collision: check if close enough horizontally and vertically if (Math.abs(s.x - wall.x) < 80 && Math.abs(s.y - wall.y) < 180) { s.inCombat = true; wallEngaged = true; // Enemy attacks wall every 12 frames if (LK.ticks % 12 === 0) { wall.health -= s.attack; } // If wall destroyed, remove from game and array if (wall.health <= 0) { wall.destroyed = true; if (typeof wall.destroy === "function") wall.destroy(); wallPlayers.splice(w, 1); w--; } break; // Only engage one wall at a time } } if (wallEngaged) continue; // 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
@@ -269,9 +269,9 @@
var SOLDIER_HEALTH_MIN = 80,
SOLDIER_HEALTH_MAX = 160;
var SOLDIER_ATTACK_MIN = 20,
SOLDIER_ATTACK_MAX = 50;
-var SOLDIER_SPEED = 14 / 5 * 0.1 * 2.0; // px per frame (now 25% faster than previous)
+var SOLDIER_SPEED = 14 / 5 * 0.1 * 4.0; // px per frame (now 100% faster than previous)
// --- Difficulty selection ---
var difficulty = null;
var ENEMY_SOLDIER_COST = 100; // default, will be set by difficulty
// Show difficulty selection overlay
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