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Put street lights on 4 corners
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After selecting a character, let the weapon rotate for 5 to 10 turns and whoever stops will start. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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make purple player name mushroom
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make red player name cat
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Make your blue player name potato
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change green player name to frog
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Hide broken glass
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reduce the number of obstacles
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If your opponent's path seems blocked, reduce the number of broken windows by percentage.
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Show broken windows
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Have artificial intelligence calculate the broken windows. Let it be the right path for both sides.
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shine everything on the screen โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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add game theme music
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add lighting to the screen from left and right
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When the broken glass is removed, the character returns to the previous point.
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Show broken windows
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'grid[row][col].unhighlight();' Line Number: 368
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Please fix the bug: 'gunDisplay is not defined' in or related to this line: 'gunDisplay.rotation = -Math.PI / 2;' Line Number: 303
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put character selection screen at the beginning of the game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AIPlayer = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('ai', { anchorX: 0.5, anchorY: 0.5 }); self.row = -1; // AI starts above the bridge self.col = 3; // Center column of 7-column grid self.isAI = true; self.moveTo = function (newRow, newCol) { self.row = newRow; self.col = newCol; var targetX = gameStartX + newCol * CELL_SIZE; var targetY = gameStartY + newRow * CELL_SIZE; tween(self, { x: targetX, y: targetY }, { duration: 300 }); LK.getSound('move').play(); }; return self; }); var CharacterSelectionButton = Container.expand(function (characterType, x, y) { var self = Container.call(this); var button = self.attachAsset('selectionButton', { anchorX: 0.5, anchorY: 0.5 }); var character = self.attachAsset(characterType, { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.characterType = characterType; self.selected = false; self.highlight = function () { tween(button, { tint: 0xFFFFAA }, { duration: 200 }); }; self.unhighlight = function () { tween(button, { tint: 0xFFFFFF }, { duration: 200 }); }; self.select = function () { self.selected = true; tween(button, { tint: 0x00FF00 }, { duration: 200 }); }; self.down = function (x, y, obj) { selectCharacter(self.characterType); }; return self; }); var GridCell = Container.expand(function () { var self = Container.call(this); var border = self.attachAsset('gridBorder', { anchorX: 0.5, anchorY: 0.5 }); var cell = self.attachAsset('gridCell', { anchorX: 0.5, anchorY: 0.5 }); self.isBroken = false; self.isRevealed = false; self.row = 0; self.col = 0; self.revealBroken = function () { if (self.isBroken && !self.isRevealed) { cell.visible = false; var brokenGraphics = self.attachAsset('brokenGlass', { anchorX: 0.5, anchorY: 0.5 }); self.isRevealed = true; LK.getSound('break').play(); tween(brokenGraphics, { alpha: 0.8 }, { duration: 300 }); } }; self.highlight = function () { tween(cell, { tint: 0xFFFFAA }, { duration: 200 }); }; self.unhighlight = function () { tween(cell, { tint: 0xFFFFFF }, { duration: 200 }); }; return self; }); var Player = Container.expand(function (characterType) { var self = Container.call(this); var assetName = characterType || 'player'; var graphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.row = 15; // Player starts below the bridge self.col = 3; // Center column of 7-column grid self.isAI = false; self.characterType = assetName; self.moveTo = function (newRow, newCol) { self.row = newRow; self.col = newCol; var targetX = gameStartX + newCol * CELL_SIZE; var targetY = gameStartY + newRow * CELL_SIZE; tween(self, { x: targetX, y: targetY }, { duration: 300 }); LK.getSound('move').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x001122 }); /**** * Game Code ****/ var GRID_ROWS = 15; var GRID_COLS = 7; // Expanded from 5 to 7 columns for wider gameplay area var CELL_SIZE = 120; // Increased cell size for better mobile experience var gameStartX = (2048 - GRID_COLS * CELL_SIZE) / 2 + CELL_SIZE / 2; var totalGameHeight = CELL_SIZE + GRID_ROWS * CELL_SIZE + CELL_SIZE + 100; // AI start area + bridge + player start area + padding var gameStartY = (2732 - totalGameHeight) / 2 + CELL_SIZE; // Center vertically and account for AI start area var startingAreaY = gameStartY - CELL_SIZE - 50; // Starting area above bridge for AI var endingAreaY = gameStartY + GRID_ROWS * CELL_SIZE + 50; // Starting area below bridge for player var grid = []; var brokenPanels = []; var player; var aiPlayer; var currentTurn = 'player'; var gameOver = false; var turnInProgress = false; var gunDisplay; // Gun display for showing turn order // Previous position tracking for broken glass restoration var playerPreviousPosition = { row: 15, col: 3 }; // Player's previous position var aiPreviousPosition = { row: -1, col: 3 }; // AI's previous position // Character selection variables var gameState = 'characterSelection'; // 'characterSelection', 'weaponRotation', or 'playing' var selectedCharacter = null; var characterOptions = []; var characterSelectionUI = []; // Weapon rotation variables var weaponRotationGun; var rotationTurns = 0; var maxRotationTurns = 0; var rotationSpeed = 100; // Initial rotation speed in ms var rotationTimer = null; var whoStarts = 'player'; // Will be determined by weapon rotation // Lighting variables var leftLight; var rightLight; var lightingInitialized = false; // Street light variables var streetLights = []; var streetLightBulbs = []; // Initialize character selection screen function initCharacterSelection() { var titleText = new Text2('Choose Your Character', { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 400; game.addChild(titleText); characterSelectionUI.push(titleText); // Add shine effect to title text tween(titleText, { tint: 0xFFDD00 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { tint: 0xFFFFFF }, { duration: 1500, easing: tween.easeInOut }); } }); var characters = [{ type: 'player', name: 'Frog' }, { type: 'playerBlue', name: 'Potato' }, { type: 'playerRed', name: 'Cat' }, { type: 'playerPurple', name: 'Mushroom' }]; var startX = 2048 / 2 - (characters.length - 1) * 150; for (var i = 0; i < characters.length; i++) { var button = new CharacterSelectionButton(characters[i].type, startX + i * 300, 2732 / 2); game.addChild(button); characterOptions.push(button); characterSelectionUI.push(button); var nameText = new Text2(characters[i].name, { size: 60, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = button.x; nameText.y = button.y + 150; game.addChild(nameText); characterSelectionUI.push(nameText); // Add shine effect to character selection buttons var delay = i * 200; LK.setTimeout(function (btn, txt) { return function () { tween(btn, { tint: 0xFFDD88 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { tween(btn, { tint: 0xFFFFFF }, { duration: 1200, easing: tween.easeInOut }); } }); tween(txt, { tint: 0xFFDD88 }, { duration: 1200, easing: tween.easeInOut, onFinish: function onFinish() { tween(txt, { tint: 0xFFFFFF }, { duration: 1200, easing: tween.easeInOut }); } }); }; }(button, nameText), delay); } } function selectCharacter(characterType) { selectedCharacter = characterType; // Clear character selection UI for (var i = 0; i < characterSelectionUI.length; i++) { characterSelectionUI[i].destroy(); } characterSelectionUI = []; characterOptions = []; // Start weapon rotation to determine who goes first startWeaponRotation(); } function startWeaponRotation() { gameState = 'weaponRotation'; // Create title text for weapon rotation var rotationTitle = new Text2('Spinning to decide who starts...', { size: 100, fill: 0xFFFFFF }); rotationTitle.anchor.set(0.5, 0.5); rotationTitle.x = 2048 / 2; rotationTitle.y = 500; game.addChild(rotationTitle); // Create weapon display for rotation weaponRotationGun = LK.getAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); weaponRotationGun.x = 2048 / 2; weaponRotationGun.y = 2732 / 2; weaponRotationGun.scaleX = 1.5; weaponRotationGun.scaleY = 1.5; game.addChild(weaponRotationGun); // Create player indicators var playerIndicator = new Text2('YOU', { size: 80, fill: 0x00FF00 }); playerIndicator.anchor.set(0.5, 0.5); playerIndicator.x = 2048 / 2; playerIndicator.y = 2732 / 2 - 300; game.addChild(playerIndicator); var aiIndicator = new Text2('AI', { size: 80, fill: 0xFF0000 }); aiIndicator.anchor.set(0.5, 0.5); aiIndicator.x = 2048 / 2; aiIndicator.y = 2732 / 2 + 300; game.addChild(aiIndicator); // Set random number of turns (5-10) maxRotationTurns = Math.floor(Math.random() * 6) + 5; // 5 to 10 turns rotationTurns = 0; rotationSpeed = 100; // Start rotation rotateWeapon(); } function rotateWeapon() { // Rotate gun 180 degrees tween(weaponRotationGun, { rotation: weaponRotationGun.rotation + Math.PI }, { duration: rotationSpeed, easing: tween.easeInOut, onFinish: function onFinish() { rotationTurns++; // Determine who the gun is pointing at var normalizedRotation = weaponRotationGun.rotation % (2 * Math.PI); if (normalizedRotation < 0) normalizedRotation += 2 * Math.PI; // Gun points up (to player) when rotation is around -ฯ/2 or 3ฯ/2 // Gun points down (to AI) when rotation is around ฯ/2 var pointingUp = normalizedRotation > Math.PI * 1.25 && normalizedRotation < Math.PI * 1.75 || normalizedRotation > Math.PI * 0.25 && normalizedRotation < Math.PI * 0.75; whoStarts = pointingUp ? 'ai' : 'player'; if (rotationTurns >= maxRotationTurns) { // Stop rotation and show result finishWeaponRotation(); } else { // Continue rotation but slow down gradually rotationSpeed += 50; // Increase duration to slow down rotateWeapon(); } } }); } function finishWeaponRotation() { // Show who starts var resultText = new Text2(whoStarts === 'player' ? 'You start!' : 'AI starts!', { size: 120, fill: whoStarts === 'player' ? 0x00FF00 : 0xFF0000 }); resultText.anchor.set(0.5, 0.5); resultText.x = 2048 / 2; resultText.y = 800; game.addChild(resultText); // Flash the result tween(resultText, { tint: 0xFFFFAA }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(resultText, { tint: 0xFFFFFF }, { duration: 500, easing: tween.easeInOut }); } }); // Wait 2 seconds then start the main game LK.setTimeout(function () { // Clear weapon rotation UI game.removeChild(weaponRotationGun); // Clear all children to remove rotation UI while (game.children.length > 0) { game.children[0].destroy(); } // Set initial turn based on weapon rotation result currentTurn = whoStarts; // Initialize the main game initMainGame(); gameState = 'playing'; }, 2000); } function initMainGame() { // Initialize grid for (var row = 0; row < GRID_ROWS; row++) { grid[row] = []; for (var col = 0; col < GRID_COLS; col++) { var cell = new GridCell(); cell.row = row; cell.col = col; cell.x = gameStartX + col * CELL_SIZE; cell.y = gameStartY + row * CELL_SIZE; // Randomly assign broken panels (about 20% chance) if (Math.random() < 0.2) { cell.isBroken = true; brokenPanels.push({ row: row, col: col }); } grid[row][col] = cell; game.addChild(cell); // Broken windows will only be revealed when stepped on } } // Create starting areas var aiStartArea = new GridCell(); aiStartArea.x = gameStartX + 3 * CELL_SIZE; // Center column of 7-column grid aiStartArea.y = startingAreaY; game.addChild(aiStartArea); var playerStartArea = new GridCell(); playerStartArea.x = gameStartX + 3 * CELL_SIZE; // Center column of 7-column grid playerStartArea.y = endingAreaY; game.addChild(playerStartArea); // Create players player = new Player(selectedCharacter); player.row = 15; // Start below the bridge player.x = gameStartX + player.col * CELL_SIZE; player.y = endingAreaY; game.addChild(player); aiPlayer = new AIPlayer(); aiPlayer.row = -1; // Start above the bridge aiPlayer.x = gameStartX + aiPlayer.col * CELL_SIZE; aiPlayer.y = startingAreaY; game.addChild(aiPlayer); // Initialize previous positions playerPreviousPosition = { row: player.row, col: player.col }; aiPreviousPosition = { row: aiPlayer.row, col: aiPlayer.col }; // Initialize lighting system if (!lightingInitialized) { leftLight = LK.getAsset('leftLight', { anchorX: 1.0, anchorY: 0.5, alpha: 0.15 }); leftLight.x = 0; leftLight.y = 2732 / 2; game.addChild(leftLight); rightLight = LK.getAsset('rightLight', { anchorX: 0.0, anchorY: 0.5, alpha: 0.15 }); rightLight.x = 2048; rightLight.y = 2732 / 2; game.addChild(rightLight); // Start lighting animation animateLighting(); lightingInitialized = true; // Add street lights on 4 corners var cornerPositions = [{ x: 200, y: 300 }, // Top left corner { x: 2048 - 200, y: 300 }, // Top right corner { x: 200, y: 2732 - 300 }, // Bottom left corner { x: 2048 - 200, y: 2732 - 300 } // Bottom right corner ]; for (var i = 0; i < cornerPositions.length; i++) { // Create street light pole var streetLight = LK.getAsset('streetLight', { anchorX: 0.5, anchorY: 1.0 }); streetLight.x = cornerPositions[i].x; streetLight.y = cornerPositions[i].y; game.addChild(streetLight); streetLights.push(streetLight); // Create street light bulb var streetLightBulb = LK.getAsset('streetLightBulb', { anchorX: 0.5, anchorY: 0.5 }); streetLightBulb.x = cornerPositions[i].x; streetLightBulb.y = cornerPositions[i].y - 180; // Position bulb at top of pole game.addChild(streetLightBulb); streetLightBulbs.push(streetLightBulb); } } // Gun display for game order gunDisplay = LK.getAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); gunDisplay.x = 200; // Middle left position gunDisplay.y = 2732 / 2; // Vertically centered game.addChild(gunDisplay); // Start playing theme music LK.playMusic('themeMusic'); // Add shine effect to all elements LK.setTimeout(function () { addShineToAllElements(); }, 1000); // Delay to ensure all elements are properly initialized // Automatically reduce obstacles after initialization LK.setTimeout(function () { reduceBrokenWindows(20); // Remove 20% of broken windows at start }, 1500); } // Start with character selection initCharacterSelection(); // Gun barrel rotation to show turn order function updateGunDirection() { if (!gunDisplay) return; // Don't update if gun not initialized yet if (currentTurn === 'player') { // Point gun up towards AI gunDisplay.rotation = -Math.PI / 2; } else { // Point gun down towards player gunDisplay.rotation = Math.PI / 2; } } // Initialize gun direction based on weapon rotation result updateGunDirection(); // UI Elements var turnText = new Text2('Your Turn', { size: 80, fill: 0xFFFFFF }); turnText.anchor.set(0.5, 0); turnText.visible = false; LK.gui.top.addChild(turnText); var instructionText = new Text2('Tap adjacent cell to move', { size: 60, fill: 0xCCCCCC }); instructionText.anchor.set(0.5, 0); instructionText.y = 100; instructionText.visible = false; LK.gui.top.addChild(instructionText); var progressText = new Text2('Progress: You 0/15 - AI 0/15', { size: 50, fill: 0xFFFFFF }); progressText.anchor.set(0.5, 1); LK.gui.bottom.addChild(progressText); function updateProgressText() { var playerProgress = Math.max(0, 15 - player.row); // Player progress from starting position var aiProgress = Math.max(0, aiPlayer.row + 1); // AI progress from starting position progressText.setText('Progress: You ' + playerProgress + '/15 - AI ' + aiProgress + '/15'); } function isValidMove(fromRow, fromCol, toRow, toCol) { // Special case: moving from starting areas onto bridge if (fromRow === -1 && toRow === 0) { // AI entering bridge from above return toCol >= 0 && toCol < GRID_COLS && Math.abs(toCol - fromCol) <= 1; } if (fromRow === 15 && toRow === 14) { // Player entering bridge from below return toCol >= 0 && toCol < GRID_COLS && Math.abs(toCol - fromCol) <= 1; } // Check bounds for normal bridge movement if (toRow < 0 || toRow >= GRID_ROWS || toCol < 0 || toCol >= GRID_COLS) { return false; } // Check if adjacent (including diagonal) var rowDiff = Math.abs(toRow - fromRow); var colDiff = Math.abs(toCol - fromCol); if (rowDiff > 1 || colDiff > 1 || rowDiff === 0 && colDiff === 0) { return false; } return true; } // Calculate optimal path for player (moving up to reach top) function calculatePlayerPath(startRow, startCol, targetRow) { var openSet = [{ row: startRow, col: startCol, gScore: 0, fScore: Math.abs(startRow - targetRow), parent: null }]; var closedSet = []; var visited = {}; while (openSet.length > 0) { // Find node with lowest fScore var current = openSet[0]; var currentIndex = 0; for (var i = 1; i < openSet.length; i++) { if (openSet[i].fScore < current.fScore) { current = openSet[i]; currentIndex = i; } } // Remove current from openSet openSet.splice(currentIndex, 1); // Add to closed set var key = current.row + ',' + current.col; closedSet.push(current); visited[key] = true; // Check if we reached target row if (current.row <= targetRow) { // Reconstruct path var path = []; var node = current; while (node !== null) { path.unshift({ row: node.row, col: node.col }); node = node.parent; } return path; } // Explore neighbors for (var dRow = -1; dRow <= 1; dRow++) { for (var dCol = -1; dCol <= 1; dCol++) { if (dRow === 0 && dCol === 0) continue; var newRow = current.row + dRow; var newCol = current.col + dCol; var neighborKey = newRow + ',' + newCol; // Skip if already visited or invalid move if (visited[neighborKey] || !isValidMove(current.row, current.col, newRow, newCol)) { continue; } // Skip if we know it's broken glass if (newRow >= 0 && newRow < GRID_ROWS && grid[newRow] && grid[newRow][newCol] && grid[newRow][newCol].isRevealed && grid[newRow][newCol].isBroken) { continue; } // Calculate scores var gScore = current.gScore + 1; // Add penalty for potentially broken glass (unexplored cells) var heuristic = Math.abs(newRow - targetRow) + Math.abs(3 - newCol); // Prefer center column if (newRow >= 0 && newRow < GRID_ROWS && grid[newRow] && grid[newRow][newCol] && !grid[newRow][newCol].isRevealed) { heuristic += 1; // Small penalty for unknown cells } var fScore = gScore + heuristic; // Check if this path to neighbor is better var existingNode = null; for (var j = 0; j < openSet.length; j++) { if (openSet[j].row === newRow && openSet[j].col === newCol) { existingNode = openSet[j]; break; } } if (existingNode === null || gScore < existingNode.gScore) { var neighbor = { row: newRow, col: newCol, gScore: gScore, fScore: fScore, parent: current }; if (existingNode === null) { openSet.push(neighbor); } else { existingNode.gScore = gScore; existingNode.fScore = fScore; existingNode.parent = current; } } } } } return null; // No path found } function highlightValidMoves(currentPlayer) { // Check if grid is initialized if (!grid || grid.length === 0) return; // Unhighlight all cells first for (var row = 0; row < GRID_ROWS; row++) { for (var col = 0; col < GRID_COLS; col++) { if (grid[row] && grid[row][col]) { grid[row][col].unhighlight(); } } } // Calculate optimal path for player guidance var optimalPath = null; if (!currentPlayer.isAI) { optimalPath = calculatePlayerPath(currentPlayer.row, currentPlayer.col, 0); } // Highlight valid moves with path guidance for (var dRow = -1; dRow <= 1; dRow++) { for (var dCol = -1; dCol <= 1; dCol++) { if (dRow === 0 && dCol === 0) continue; var newRow = currentPlayer.row + dRow; var newCol = currentPlayer.col + dCol; if (isValidMove(currentPlayer.row, currentPlayer.col, newRow, newCol)) { if (grid[newRow] && grid[newRow][newCol]) { // Check if this move is part of optimal path var isOptimalMove = false; if (optimalPath && optimalPath.length > 1) { for (var p = 1; p < optimalPath.length; p++) { if (optimalPath[p].row === newRow && optimalPath[p].col === newCol) { isOptimalMove = true; break; } } } if (isOptimalMove) { // Highlight optimal moves more prominently tween(grid[newRow][newCol], { tint: 0x00FF88 // Green for optimal path }, { duration: 200 }); } else { grid[newRow][newCol].highlight(); } } } } } } // AI pathfinding algorithm using A* search function calculateAIPath(startRow, startCol, targetRow) { var openSet = [{ row: startRow, col: startCol, gScore: 0, fScore: Math.abs(targetRow - startRow), parent: null }]; var closedSet = []; var visited = {}; while (openSet.length > 0) { // Find node with lowest fScore var current = openSet[0]; var currentIndex = 0; for (var i = 1; i < openSet.length; i++) { if (openSet[i].fScore < current.fScore) { current = openSet[i]; currentIndex = i; } } // Remove current from openSet openSet.splice(currentIndex, 1); // Add to closed set var key = current.row + ',' + current.col; closedSet.push(current); visited[key] = true; // Check if we reached target row if (current.row >= targetRow) { // Reconstruct path var path = []; var node = current; while (node !== null) { path.unshift({ row: node.row, col: node.col }); node = node.parent; } return path; } // Explore neighbors for (var dRow = -1; dRow <= 1; dRow++) { for (var dCol = -1; dCol <= 1; dCol++) { if (dRow === 0 && dCol === 0) continue; var newRow = current.row + dRow; var newCol = current.col + dCol; var neighborKey = newRow + ',' + newCol; // Skip if already visited or invalid move if (visited[neighborKey] || !isValidMove(current.row, current.col, newRow, newCol)) { continue; } // Skip if we know it's broken glass if (newRow >= 0 && newRow < GRID_ROWS && grid[newRow] && grid[newRow][newCol] && grid[newRow][newCol].isRevealed && grid[newRow][newCol].isBroken) { continue; } // Calculate scores var gScore = current.gScore + 1; // Add penalty for potentially broken glass (unexplored cells) var heuristic = Math.abs(targetRow - newRow) + Math.abs(3 - newCol); // Prefer center column if (newRow >= 0 && newRow < GRID_ROWS && grid[newRow] && grid[newRow][newCol] && !grid[newRow][newCol].isRevealed) { heuristic += 2; // Small penalty for unknown cells } var fScore = gScore + heuristic; // Check if this path to neighbor is better var existingNode = null; for (var j = 0; j < openSet.length; j++) { if (openSet[j].row === newRow && openSet[j].col === newCol) { existingNode = openSet[j]; break; } } if (existingNode === null || gScore < existingNode.gScore) { var neighbor = { row: newRow, col: newCol, gScore: gScore, fScore: fScore, parent: current }; if (existingNode === null) { openSet.push(neighbor); } else { existingNode.gScore = gScore; existingNode.fScore = fScore; existingNode.parent = current; } } } } } return null; // No path found } function makeAIMove() { if (gameOver || turnInProgress) return; var validMoves = []; // Find all valid moves for AI for (var dRow = -1; dRow <= 1; dRow++) { for (var dCol = -1; dCol <= 1; dCol++) { if (dRow === 0 && dCol === 0) continue; var newRow = aiPlayer.row + dRow; var newCol = aiPlayer.col + dCol; if (isValidMove(aiPlayer.row, aiPlayer.col, newRow, newCol)) { validMoves.push({ row: newRow, col: newCol }); } } } if (validMoves.length === 0) { endGame(); return; } // Use AI pathfinding to determine best move var bestPath = calculateAIPath(aiPlayer.row, aiPlayer.col, 14); // Target: reach bottom of bridge var chosenMove; if (bestPath && bestPath.length > 1) { // Follow the calculated path chosenMove = bestPath[1]; // Next step in optimal path } else { // Fallback to heuristic-based strategy if no path found validMoves.sort(function (a, b) { // Prioritize avoiding known broken panels var aIsBroken = a.row >= 0 && a.row < GRID_ROWS && grid[a.row][a.col].isRevealed && grid[a.row][a.col].isBroken; var bIsBroken = b.row >= 0 && b.row < GRID_ROWS && grid[b.row][b.col].isRevealed && grid[b.row][b.col].isBroken; if (aIsBroken && !bIsBroken) return 1; if (!aIsBroken && bIsBroken) return -1; // Prefer moves toward center columns (safer) var aCenterDist = Math.abs(a.col - 3); var bCenterDist = Math.abs(b.col - 3); if (aCenterDist !== bCenterDist) return aCenterDist - bCenterDist; // Prefer moving down (higher row numbers) return b.row - a.row; }); chosenMove = validMoves[0]; } executeMove(aiPlayer, chosenMove.row, chosenMove.col); } function executeMove(currentPlayer, newRow, newCol) { turnInProgress = true; // Store current position as previous position before moving if (currentPlayer.isAI) { aiPreviousPosition = { row: currentPlayer.row, col: currentPlayer.col }; } else { playerPreviousPosition = { row: currentPlayer.row, col: currentPlayer.col }; } currentPlayer.moveTo(newRow, newCol); LK.setTimeout(function () { var targetCell = grid[newRow][newCol]; if (targetCell.isBroken) { targetCell.revealBroken(); // Return to previous position when stepping on broken glass LK.setTimeout(function () { if (currentPlayer.isAI) { currentPlayer.moveTo(aiPreviousPosition.row, aiPreviousPosition.col); } else { currentPlayer.moveTo(playerPreviousPosition.row, playerPreviousPosition.col); } }, 500); // Wait for broken glass animation to complete } updateProgressText(); checkGameEnd(); if (!gameOver) { switchTurn(); } turnInProgress = false; }, 400); } function switchTurn() { currentTurn = currentTurn === 'player' ? 'ai' : 'player'; updateGunDirection(); // Update gun barrel direction // Check if opponent's path is blocked and reduce broken windows if needed var opponent = currentTurn === 'player' ? aiPlayer : player; if (isPathBlocked(opponent)) { // Reduce broken windows by 50% when opponent's path is blocked reduceBrokenWindows(50); } if (currentTurn === 'player') { turnText.setText('Your Turn'); turnText.visible = true; instructionText.visible = true; highlightValidMoves(player); } else { turnText.setText('AI Turn'); turnText.visible = true; instructionText.visible = false; // Unhighlight all cells for (var row = 0; row < GRID_ROWS; row++) { for (var col = 0; col < GRID_COLS; col++) { grid[row][col].unhighlight(); } } LK.setTimeout(function () { makeAIMove(); }, 1000); } } function checkGameEnd() { var playerProgress = Math.max(0, 15 - player.row); // Player progress from starting position var aiProgress = Math.max(0, aiPlayer.row + 1); // AI progress from starting position // Check if player reached the end (top of bridge) if (player.row <= 0) { LK.showYouWin(); gameOver = true; return; } // Check if AI reached the end (bottom of bridge) if (aiPlayer.row >= 14) { LK.showGameOver(); gameOver = true; return; } // Check if no valid moves available var playerHasMoves = false; var aiHasMoves = false; for (var dRow = -1; dRow <= 1; dRow++) { for (var dCol = -1; dCol <= 1; dCol++) { if (dRow === 0 && dCol === 0) continue; var playerNewRow = player.row + dRow; var playerNewCol = player.col + dCol; if (isValidMove(player.row, player.col, playerNewRow, playerNewCol)) { playerHasMoves = true; } var aiNewRow = aiPlayer.row + dRow; var aiNewCol = aiPlayer.col + dCol; if (isValidMove(aiPlayer.row, aiPlayer.col, aiNewRow, aiNewCol)) { aiHasMoves = true; } } } if (!playerHasMoves && !aiHasMoves) { endGame(); } } function animateLighting() { if (!leftLight || !rightLight) return; // Animate left light tween(leftLight, { alpha: 0.25 }, { duration: 2000, yoyo: true, repeat: -1, ease: 'sine' }); // Animate right light with offset timing LK.setTimeout(function () { tween(rightLight, { alpha: 0.25 }, { duration: 2000, yoyo: true, repeat: -1, ease: 'sine' }); }, 500); } function addShineToAllElements() { // Add shine effect to all grid cells for (var row = 0; row < GRID_ROWS; row++) { for (var col = 0; col < GRID_COLS; col++) { if (grid[row] && grid[row][col]) { var delay = (row * GRID_COLS + col) * 50; // Stagger the animations LK.setTimeout(function (cell) { return function () { tween(cell, { tint: 0xFFFFAA }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(cell, { tint: 0xFFFFFF }, { duration: 1500, easing: tween.easeInOut }); } }); }; }(grid[row][col]), delay); } } } // Add shine effect to players if (player) { tween(player, { tint: 0xFFDD88 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { tint: 0xFFFFFF }, { duration: 2000, easing: tween.easeInOut }); } }); } if (aiPlayer) { tween(aiPlayer, { tint: 0x88DDFF }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(aiPlayer, { tint: 0xFFFFFF }, { duration: 2000, easing: tween.easeInOut }); } }); } // Add shine effect to gun display if (gunDisplay) { tween(gunDisplay, { tint: 0xFFCC00 }, { duration: 1800, easing: tween.easeInOut, onFinish: function onFinish() { tween(gunDisplay, { tint: 0xFFFFFF }, { duration: 1800, easing: tween.easeInOut }); } }); } // Add shine effect to lighting if (leftLight) { tween(leftLight, { tint: 0xFFFFCC }, { duration: 2500, easing: tween.easeInOut, onFinish: function onFinish() { tween(leftLight, { tint: 0xFFFFFF }, { duration: 2500, easing: tween.easeInOut }); } }); } if (rightLight) { tween(rightLight, { tint: 0xFFFFCC }, { duration: 2500, easing: tween.easeInOut, onFinish: function onFinish() { tween(rightLight, { tint: 0xFFFFFF }, { duration: 2500, easing: tween.easeInOut }); } }); } // Add shine effect to street lights for (var i = 0; i < streetLights.length; i++) { var delay = i * 300; LK.setTimeout(function (light, bulb) { return function () { tween(light, { tint: 0xAAAADD }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(light, { tint: 0xFFFFFF }, { duration: 2000, easing: tween.easeInOut }); } }); tween(bulb, { tint: 0xFFFFCC, alpha: 0.9 }, { duration: 1800, yoyo: true, repeat: -1, easing: tween.easeInOut }); }; }(streetLights[i], streetLightBulbs[i]), delay); } } function isPathBlocked(currentPlayer) { var targetRow = currentPlayer.isAI ? 14 : 0; var path = currentPlayer.isAI ? calculateAIPath(currentPlayer.row, currentPlayer.col, targetRow) : calculatePlayerPath(currentPlayer.row, currentPlayer.col, targetRow); return path === null || path.length <= 1; } function reduceBrokenWindows(percentage) { var brokenCells = []; // Collect all currently broken and revealed cells for (var row = 0; row < GRID_ROWS; row++) { for (var col = 0; col < GRID_COLS; col++) { if (grid[row] && grid[row][col] && grid[row][col].isBroken && grid[row][col].isRevealed) { brokenCells.push(grid[row][col]); } } } // Calculate how many to repair var numberToRepair = Math.floor(brokenCells.length * (percentage / 100)); // Randomly select cells to repair for (var i = 0; i < numberToRepair && brokenCells.length > 0; i++) { var randomIndex = Math.floor(Math.random() * brokenCells.length); var cellToRepair = brokenCells[randomIndex]; brokenCells.splice(randomIndex, 1); // Repair the cell - hide broken glass and show normal cell cellToRepair.isBroken = false; cellToRepair.isRevealed = false; // Remove all children (broken glass graphics) while (cellToRepair.children.length > 2) { cellToRepair.children[cellToRepair.children.length - 1].destroy(); } // Make normal cell visible again cellToRepair.children[1].visible = true; } } function endGame() { gameOver = true; var playerProgress = Math.max(0, 15 - player.row); // Player progress from starting position var aiProgress = Math.max(0, aiPlayer.row + 1); // AI progress from starting position if (playerProgress > aiProgress) { LK.showYouWin(); } else if (aiProgress > playerProgress) { LK.showGameOver(); } else { LK.showGameOver(); // Tie goes to AI } } // Initialize first turn - only after main game is initialized if (gameState === 'playing') { if (currentTurn === 'player') { turnText.setText('Your Turn'); turnText.visible = true; instructionText.visible = true; highlightValidMoves(player); } else { turnText.setText('AI Turn'); turnText.visible = true; instructionText.visible = false; LK.setTimeout(function () { makeAIMove(); }, 1000); } updateProgressText(); } game.down = function (x, y, obj) { if (gameState !== 'playing') return; if (gameOver || turnInProgress || currentTurn !== 'player') return; // Find which cell was clicked var clickedRow = Math.floor((y - gameStartY + CELL_SIZE / 2) / CELL_SIZE); var clickedCol = Math.floor((x - gameStartX + CELL_SIZE / 2) / CELL_SIZE); if (clickedRow < 0 || clickedRow >= GRID_ROWS || clickedCol < 0 || clickedCol >= GRID_COLS) { return; } if (isValidMove(player.row, player.col, clickedRow, clickedCol)) { executeMove(player, clickedRow, clickedCol); } };
===================================================================
--- original.js
+++ change.js
@@ -194,8 +194,11 @@
// Lighting variables
var leftLight;
var rightLight;
var lightingInitialized = false;
+// Street light variables
+var streetLights = [];
+var streetLightBulbs = [];
// Initialize character selection screen
function initCharacterSelection() {
var titleText = new Text2('Choose Your Character', {
size: 120,
@@ -480,8 +483,49 @@
game.addChild(rightLight);
// Start lighting animation
animateLighting();
lightingInitialized = true;
+ // Add street lights on 4 corners
+ var cornerPositions = [{
+ x: 200,
+ y: 300
+ },
+ // Top left corner
+ {
+ x: 2048 - 200,
+ y: 300
+ },
+ // Top right corner
+ {
+ x: 200,
+ y: 2732 - 300
+ },
+ // Bottom left corner
+ {
+ x: 2048 - 200,
+ y: 2732 - 300
+ } // Bottom right corner
+ ];
+ for (var i = 0; i < cornerPositions.length; i++) {
+ // Create street light pole
+ var streetLight = LK.getAsset('streetLight', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ streetLight.x = cornerPositions[i].x;
+ streetLight.y = cornerPositions[i].y;
+ game.addChild(streetLight);
+ streetLights.push(streetLight);
+ // Create street light bulb
+ var streetLightBulb = LK.getAsset('streetLightBulb', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ streetLightBulb.x = cornerPositions[i].x;
+ streetLightBulb.y = cornerPositions[i].y - 180; // Position bulb at top of pole
+ game.addChild(streetLightBulb);
+ streetLightBulbs.push(streetLightBulb);
+ }
}
// Gun display for game order
gunDisplay = LK.getAsset('gun', {
anchorX: 0.5,
@@ -1080,8 +1124,39 @@
});
}
});
}
+ // Add shine effect to street lights
+ for (var i = 0; i < streetLights.length; i++) {
+ var delay = i * 300;
+ LK.setTimeout(function (light, bulb) {
+ return function () {
+ tween(light, {
+ tint: 0xAAAADD
+ }, {
+ duration: 2000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(light, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 2000,
+ easing: tween.easeInOut
+ });
+ }
+ });
+ tween(bulb, {
+ tint: 0xFFFFCC,
+ alpha: 0.9
+ }, {
+ duration: 1800,
+ yoyo: true,
+ repeat: -1,
+ easing: tween.easeInOut
+ });
+ };
+ }(streetLights[i], streetLightBulbs[i]), delay);
+ }
}
function isPathBlocked(currentPlayer) {
var targetRow = currentPlayer.isAI ? 14 : 0;
var path = currentPlayer.isAI ? calculateAIPath(currentPlayer.row, currentPlayer.col, targetRow) : calculatePlayerPath(currentPlayer.row, currentPlayer.col, targetRow);
old 6-shooter pistol. In-Game asset
square glass top view. In-Game asset
broken glass
frog top view. In-Game asset
potato top view. In-Game asset
mushroom top view. In-Game asset
cat top view. In-Game asset
Robot Potato. In-Game asset
street light. In-Game asset
street light. In-Game asset
burst of light in all directions. In-Game asset