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. āŖš” 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 āŖš” 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 20% chance) if (Math.random() < 0.2) { cell.isBroken = true; brokenPanels.push({ row: row, col: col }); } grid[row][col] = cell; game.addChild(cell); // Show broken windows immediately if (cell.isBroken) { cell.revealBroken(); } } } // 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 // 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 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'); 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 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') { 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
@@ -299,10 +299,10 @@
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) {
+ // Randomly assign broken panels (about 20% chance)
+ if (Math.random() < 0.2) {
cell.isBroken = true;
brokenPanels.push({
row: row,
col: col
@@ -380,8 +380,12 @@
// 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
@@ -768,10 +772,10 @@
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 30% when opponent's path is blocked
- reduceBrokenWindows(30);
+ // Reduce broken windows by 50% when opponent's path is blocked
+ reduceBrokenWindows(50);
}
if (currentTurn === 'player') {
turnText.setText('Your Turn');
highlightValidMoves(player);
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