Code edit (20 edits merged)
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in unitharvester stopOtherActions, user unit player tint instead of 0xFFFFFF
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implent fog of war
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Update the findPath A* algorithm to take into account the range when openSet.length === 0
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Update the findPath A* algorithm to take into account the range
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add a new 'range' argument to findPath that give the desired range to destination. default is 0
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add a new 'range' argument to findPath and return the path when distance to destination is <= range
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in guard, only add units and building of other player in allTargets
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in guard function, also search for buildings
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Code edit (4 edits merged)
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in prepareMap, add 2 WindTraps for player 2
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if displayActionItems, also check if unit health > 0 before displaying actions
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in fire(), if target element health <=0 return to attackMode = 0
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in setOnElement, if element health <=0 hide the selector
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in findPath return the best path even if it doest reach the destination
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in findPath pathfinding algorithm avoid also cells with units
===================================================================
--- original.js
+++ change.js
@@ -178,9 +178,9 @@
'health': 80,
'constructionTime': 1,
// 30 TEMP DEBUG !!!!
'className': 'HeavyFactory',
- 'buildable': ['unitLightTank'],
+ 'buildable': ['unitLightTank', 'unitHeavyTank'],
'requires': '' //lightFactory TEMP DEBUG !!!! TEMP DEBUG !!!!
},
'unitQuad': {
'name': 'Quad',
@@ -197,8 +197,17 @@
'constructionTime': 1,
// 5 TEMP DEBUG !!!
'className': 'UnitLightTank',
'buildable': []
+ },
+ 'unitHeavyTank': {
+ 'name': 'Heavy Tank',
+ 'cost': 600,
+ 'energy': 0,
+ 'constructionTime': 1,
+ // 10 TEMP DEBUG !!!
+ 'className': 'UnitHeavyTank',
+ 'buildable': []
}
// Add more buildables as needed
};
self.getBuildableInfo = function (type) {
@@ -667,9 +676,9 @@
var self = Container.call(this);
self.playerId = playerId;
self.resources = 0;
self.tint = 0xFFFFFF;
- self.spice = 1000; // Initialize spice property with 1000
+ self.spice = 2000; // Initialize spice property with 1000
self.energy = 0; // Initialize spice property with 1000
// Initialize player-specific properties here
self.buildings = []; // Array to store all the player's buildings
self.units = []; // Array to store all the player's units
@@ -848,9 +857,9 @@
self.isMoving = true;
self.onArrivedCallback = callback;
};
self.updateMovement = function (delta) {
- if (!self.isMoving) {
+ if (!self.isMoving || self.isDestroying) {
return;
}
if (!self.path || self.pathIndex >= self.path.length) {
console.log("updateMovement will stop ", self.path, self.pathIndex, self.onArrivedCallback);
@@ -1049,8 +1058,13 @@
var self = Unit.call(this, x, y, playerId, 'unitLightTank');
// Additional properties and methods for UnitLightTank can be added here
return self;
});
+var UnitHeavyTank = Unit.expand(function (x, y, playerId) {
+ var self = Unit.call(this, x, y, playerId, 'unitHeavyTank');
+ // Additional properties and methods for UnitHeavyTank can be added here
+ return self;
+});
var UnitHarvester = Unit.expand(function (x, y, playerId) {
var self = Unit.call(this, x, y, playerId, 'unitHarvester');
self.harvestedSpiceCapacity = 600;
self.harvestedSpiceOnTripCounter = 0;
@@ -1184,8 +1198,23 @@
'sightRange': 6,
'attackRange': 4,
'attackSpeed': 3,
'attackDamage': 3
+ },
+ 'unitHeavyTank': {
+ 'name': 'Heavy Tank',
+ 'cost': 600,
+ 'energy': 0,
+ 'constructionTime': 2,
+ // 10
+ 'className': 'UnitHeavyTank',
+ 'actions': ['move', 'attack', 'return'],
+ 'health': 5,
+ //20, TEMP DEBUG !!!
+ 'sightRange': 8,
+ 'attackRange': 6,
+ 'attackSpeed': 5,
+ 'attackDamage': 6
}
// Add more units as needed
};
self.getUnitInfo = function (type) {
@@ -1295,8 +1324,15 @@
if (path.length > 0) {
unit.moveAlongPath(path, function () {});
}
break;
+ case 'UnitHeavyTank':
+ unit = new UnitHeavyTank(x, y, playerId);
+ var path = findAvailablePositionAroundBuilding(x, y);
+ if (path.length > 0) {
+ unit.moveAlongPath(path, function () {});
+ }
+ break;
// Add additional cases for other unit classes as needed
default:
throw new Error('Unknown unit class: ' + unitInfo.className);
}
@@ -1530,8 +1566,11 @@
break;
case 'UnitLightTank':
buildable = new UnitLightTank(0, 0, player1.playerId);
break;
+ case 'UnitHeavyTank':
+ buildable = new UnitHeavyTank(0, 0, player1.playerId);
+ break;
// Add cases for other buildings as needed
}
if (!buildable) {
console.error('Building object is not defined.');
@@ -1714,8 +1753,17 @@
var initialConstructionYard2 = new ConstructionYard(rockIlot2Center.x, rockIlot2Center.y, 2);
gameMap.cells[rockIlot2Center.x][rockIlot2Center.y].building = initialConstructionYard2;
applyCellOccupation(rockIlot2Center.x, rockIlot2Center.y);
player2.addBuilding(initialConstructionYard2);
+ // Add 2 WindTraps for player 2
+ var windTrap1 = new WindTrap(rockIlot2Center.x + 2, rockIlot2Center.y, 2);
+ gameMap.cells[rockIlot2Center.x + 2][rockIlot2Center.y].building = windTrap1;
+ applyCellOccupation(rockIlot2Center.x + 2, rockIlot2Center.y);
+ player2.addBuilding(windTrap1);
+ var windTrap2 = new WindTrap(rockIlot2Center.x + 4, rockIlot2Center.y, 2);
+ gameMap.cells[rockIlot2Center.x + 4][rockIlot2Center.y].building = windTrap2;
+ applyCellOccupation(rockIlot2Center.x + 4, rockIlot2Center.y);
+ player2.addBuilding(windTrap2);
// Spawn a Quad for player 2 next to its ConstructionYard
var quadForPlayer2 = new UnitQuad(rockIlot2Center.x + 2, rockIlot2Center.y, 2);
gameMap.cells[rockIlot2Center.x + 2][rockIlot2Center.y].unit = quadForPlayer2;
player2.addUnit(quadForPlayer2);
a tileable sand terrain tile.
A square tileable rock terrain tile WITHOUT BBORDER. Single Game Texture. In-Game asset. 2d. No shadows. No Border
Zenith view of Dune's Wind Trap power facility square fence. Ressembles a bit to Sydney's Opera. Zenith view Directly from above.
grey cancel icon. UI
thin white circle empty.
0x5e86ff
Zenith view of a white rectangular Harvester shape of a garbage truck with a triangular head. Harvesting on sand, with flowing spice in the back. inside a square fence. Zenith view. Directly overhead. Plumb view.
Minimal Ui icon of an right sign aside with an icon of a target. sand background
Minimal icon of a home with direction icon pointing to the home. sand background
3 white flat isometric concentric circles like a target.
Remove background
Gray background
Minimal Ui icon of target sign on a fire icon.. sand background
top view of an explosion effect.
Simple heavy army tank factory buiding a tank with a crane. Square fence... Zenith view Directly overhead. Plumb view.
an empty black popup UI. UI