User prompt
Put street lights on 4 corners
User prompt
After selecting a character, let the weapon rotate for 5 to 10 turns and whoever stops will start. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make purple player name mushroom
User prompt
make red player name cat
User prompt
Make your blue player name potato
User prompt
change green player name to frog
User prompt
Hide broken glass
User prompt
reduce the number of obstacles
User prompt
If your opponent's path seems blocked, reduce the number of broken windows by percentage.
User prompt
Show broken windows
User prompt
Have artificial intelligence calculate the broken windows. Let it be the right path for both sides.
User prompt
shine everything on the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add game theme music
User prompt
add lighting to the screen from left and right
User prompt
When the broken glass is removed, the character returns to the previous point.
User prompt
Show broken windows
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'grid[row][col].unhighlight();' Line Number: 368
User prompt
Please fix the bug: 'gunDisplay is not defined' in or related to this line: 'gunDisplay.rotation = -Math.PI / 2;' Line Number: 303
User prompt
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' or 'playing'
var selectedCharacter = null;
var characterOptions = [];
var characterSelectionUI = [];
// Lighting variables
var leftLight;
var rightLight;
var lightingInitialized = false;
// 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: 'Green'
}, {
type: 'playerBlue',
name: 'Blue'
}, {
type: 'playerRed',
name: 'Red'
}, {
type: 'playerPurple',
name: 'Purple'
}];
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 = [];
// Initialize the main game
initMainGame();
gameState = 'playing';
}
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 30% chance)
if (Math.random() < 0.3) {
cell.isBroken = true;
brokenPanels.push({
row: row,
col: col
});
}
grid[row][col] = cell;
game.addChild(cell);
}
}
// 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;
}
// 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
}
// 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
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
if (currentTurn === 'player') {
turnText.setText('Your Turn');
highlightValidMoves(player);
} else {
turnText.setText('AI Turn');
// 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
});
}
});
}
}
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') {
highlightValidMoves(player);
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
@@ -441,8 +441,101 @@
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
@@ -452,22 +545,139 @@
grid[row][col].unhighlight();
}
}
}
- // Highlight valid moves
+ // 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]) {
- grid[newRow][newCol].highlight();
+ // 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
@@ -487,17 +697,31 @@
if (validMoves.length === 0) {
endGame();
return;
}
- // AI strategy: prioritize moving down (higher row numbers) and avoid known broken panels
- validMoves.sort(function (a, b) {
- var aIsBroken = grid[a.row][a.col].isRevealed && grid[a.row][a.col].isBroken;
- var bIsBroken = grid[b.row][b.col].isRevealed && grid[b.row][b.col].isBroken;
- if (aIsBroken && !bIsBroken) return 1;
- if (!aIsBroken && bIsBroken) return -1;
- return b.row - a.row; // Prefer higher row numbers (moving down)
- });
- var chosenMove = validMoves[0];
+ // 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;
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