User prompt
תיקח את טור האבנים חצי פוזישן למטה ביחס לאיפה שהם עכשיו קח את הלוח של שחקן 1 ושל המשתמש חצי פויזשן שמאלה ביחס לאיפה שהם עכשיו
User prompt
קח את הלוח של מחשבב 1 ושל המשתמש, קצת שמאלה ביחס לאיפה שהם עכשיו קח את טור האבנים שנפתחות קצת למטה
User prompt
המשחק נתקע עם הAI מסובב את האבן לא צריך להראות למשתמש את הסיבוב. רק בחירה, ואז כבר בלוח כמו שהמחשב מחליט
User prompt
אין קשר בין איפה שאני מניח את האבן, לאיפה שהוא שם אותה בפועל
User prompt
FI קרה עכשיו, שאחרי שהמחשב שינה כיוון לאבן האבן הפכה להיות של המשתמש ואז לא היה ניתן להתקדם במשחק בנוסף, הסיבוב לא קורה בצורה טובה, זה מסתובב לזוויות לא הגיוניות
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'turnOrderTexts[i].style.fill = isCurrentPlayer ? 0x00FF00 : 0xFFFFFF;' Line Number: 494
User prompt
יש כרגע בעיה המשחק לא נותן למשתמש לשחק כשתורו, והוא מחדש את האבנים על הלוח. תעשה בצד ימין למעלה, 4 מקומות בטור שמראים מה יהיה הסבב הבא. זאת אומרת, אם המשתמש בחר את האבן השלישית, ואז המחשבים השתבצו, אז בצד ימין למעלה המשתמש יופיע במקום 3, לפניו 2 המחשבים שלפניו, ואחריו המחשב שאחרי. באבנים, המחשב הראשון ייקח אבן על ידי סימון ואז הנחה, ואז השני, ואז יתאפשר למשתמש לבחור אבן ולא יתרענן לוח האבנים
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var globalPos = obj.parent.toGlobal(obj.position);' Line Number: 181
User prompt
כפתור הסיבוב של האבן לא עובד כשאני מניח את האבן על הלוח, זה לא קולט ולא מניח אותה וממשיך את המשחק. כל תור של המחשב - דבר ראשון לסמן איזה אבן, אחרי שנייה לשים, אחרי שנייה הבא מסמן איזה אבן, אחרי שנייה שם, אחרי שנייה הבא מסמן, שם ואז ממשיכים. אם תור המשתמש באמצע כמובן מחכים
User prompt
קח את טור האבנים מעט למטה ביחס לאיפה שהוא עכשיו תצמצם במעט את הרווחים ביניהם קח את כל הלוחות במעט שמאלה ביחס לאיפה שהם עכשיו תגביה מעט את מיקום הלוח של השחקן ביחס לאיפה שהוא עכשיו
User prompt
עכשיו תיקח טיפה שמאלה כל אחד מהלוחות ביחס לאיפה שהוא עכשיו את האבנים שנשלפות שים במרכז המסך בטור את השם של הלוח של השחקן, שים מעל הלוח
User prompt
תגדיל את הלוחות של כולם תיקח ימינה ביחס למיקום הנוכחי של כל לוח את הלוחות של כולם את השמות של המחשבים, תשים מתחת ללוח שלהם את האבנים, שישלפו ויעמדו בטור ולא בשורה
User prompt
תגדיל את הלוחות של המחשבים שיהיו באותו גודל כמו של השחקן תמרכז את מיקום הלוח של השחקן תגדיל את הריבועים של הלוח שיתאימו לאבני הדומינו
User prompt
אם מקום על הלוח הוא בגודל 120 על 120, אז הדומינו שפותחים יהיה 120 על 240. 2 ריבועים מחוברים מה שנשלף, מתחתיו שיהיה כתוב המספר הסידורי שלו, בין 1 ל-48. לא רק המיקום שלו בין ה-4 שנפתחו
User prompt
האבנים גדולות מדי ביחס ללוח, כשאני גורר את האבן ללוח הוא לא ממקם אותה איפה שצריך. תתאים את הגדלים. כפתור סיבוב האבן לא עובד
User prompt
כשנשלפים 4 אבנים, מתחת לכל אחת מופיע המספר הסידורי שלה. הן ממוינות ככה שידוע מי הקטנה ומי הגדולה תעשה 4 לוחות, אחת למטה באמצע למשתמש, אחת למעלה באמצע למחשב השני, אחת בימין באמצע למחשב השלישי, אחת בשמאל באמצע למחשב השני. המחשב פשוט בוחר אבן שהוא יכול לחבר אותה באחד הכיוונים ומחבר
User prompt
תייצר את כל סוגי הלבנים בדומינו ותן להם את הדירוגים 1 עד 48. כל פעם 4 רנדומליים נשלפים כאשר המשתמש בוחר אבן, נפתח לו כפתור שאיתו הוא יכול לסובב את האבן. 90 180 או 270 מעלות ואז הוא גורר ושם איפה שהוא רוצה על הלוח שלו
Code edit (1 edits merged)
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User prompt
Kingdomino
Initial prompt
Game name Kingdomino There are 48 tiles, the game plays against 3 AI. Every player have a board on the size of 5*5. The player board is big, and the computers can be small. Every player start with 1*1 kingdom at the center of the board. Every turn, 4 tiles opens with rank (1-48) on them. at the first turn the player strat, and then with the clock arrow. After that, the one that pick the lowest tile last round start, and then the second lowest and so on. to the kingdom, you can connect every tile. after that, you can connect to a tile only macthcing tile. there are tiles with crown and tiles withuot crowns. If you have a crown on your tile, the colour of this crown gain 1 point for every macthing tile connect to this one in a row. The game ends after 12 rounds, and the one with the biggest points win
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var GameTile = Container.expand(function (leftType, rightType, leftCrowns, rightCrowns, number) { var self = Container.call(this); self.leftType = leftType; self.rightType = rightType; self.leftCrowns = leftCrowns; self.rightCrowns = rightCrowns; self.number = number; self.selected = false; self.rotation = 0; // 0, 90, 180, 270 degrees self.isDragging = false; self.ownerPlayer = null; // Track which player owns this tile // Create tile background var bg = self.addChild(LK.getAsset('tileSlot', { anchorX: 0.5, anchorY: 0.5 })); // Create terrain sections var leftTerrain = self.addChild(LK.getAsset(leftType, { x: -60, y: 0, anchorX: 0.5, anchorY: 0.5 })); var rightTerrain = self.addChild(LK.getAsset(rightType, { x: 60, y: 0, anchorX: 0.5, anchorY: 0.5 })); // Add crowns for (var i = 0; i < leftCrowns; i++) { self.addChild(LK.getAsset('crown', { x: -60 + i * 15 - 7.5, y: -35, anchorX: 0.5, anchorY: 0.5 })); } for (var i = 0; i < rightCrowns; i++) { self.addChild(LK.getAsset('crown', { x: 60 + i * 15 - 7.5, y: -35, anchorX: 0.5, anchorY: 0.5 })); } // Add number var numberText = self.addChild(new Text2(number.toString(), { size: 30, fill: 0xFFFFFF })); numberText.anchor.set(0.5, 0.5); numberText.x = 0; numberText.y = 70; // Add rotation button (only visible when selected) var rotateBtn = self.addChild(new Text2('↻', { size: 30, fill: 0x00FF00 })); rotateBtn.anchor.set(0.5, 0.5); rotateBtn.x = 100; rotateBtn.y = -50; rotateBtn.alpha = 0; self.rotateBtn = rotateBtn; // Store original terrain references for rotation self.leftTerrain = leftTerrain; self.rightTerrain = rightTerrain; self.rotateTile = function () { self.rotation = (self.rotation + 90) % 360; self.updateTileVisuals(); }; self.updateTileVisuals = function () { // Normalize rotation to 0, 90, 180, or 270 degrees self.rotation = (self.rotation % 360 + 360) % 360; if (self.rotation % 90 !== 0) { self.rotation = Math.round(self.rotation / 90) * 90; } // Update terrain positions based on rotation var leftX, leftY, rightX, rightY; if (self.rotation === 0) { leftX = -60; leftY = 0; rightX = 60; rightY = 0; } else if (self.rotation === 90) { leftX = 0; leftY = -60; rightX = 0; rightY = 60; } else if (self.rotation === 180) { leftX = 60; leftY = 0; rightX = -60; rightY = 0; } else { // 270 leftX = 0; leftY = 60; rightX = 0; rightY = -60; } self.leftTerrain.x = leftX; self.leftTerrain.y = leftY; self.rightTerrain.x = rightX; self.rightTerrain.y = rightY; // Update crowns positions var leftCrownStartX = leftX; var leftCrownStartY = leftY - 35; var rightCrownStartX = rightX; var rightCrownStartY = rightY - 35; // Remove existing crowns and recreate them for (var i = self.children.length - 1; i >= 0; i--) { if (self.children[i].isCrown) { self.removeChild(self.children[i]); } } // Add left crowns for (var i = 0; i < self.leftCrowns; i++) { var crown = self.addChild(LK.getAsset('crown', { x: leftCrownStartX + i * 15 - 7.5, y: leftCrownStartY, anchorX: 0.5, anchorY: 0.5 })); crown.isCrown = true; } // Add right crowns for (var i = 0; i < self.rightCrowns; i++) { var crown = self.addChild(LK.getAsset('crown', { x: rightCrownStartX + i * 15 - 7.5, y: rightCrownStartY, anchorX: 0.5, anchorY: 0.5 })); crown.isCrown = true; } }; self.setSelected = function (selected) { self.selected = selected; if (selected) { if (!self.selectedBg) { self.selectedBg = self.addChildAt(LK.getAsset('selectedTile', { anchorX: 0.5, anchorY: 0.5 }), 0); } self.rotateBtn.alpha = 1; } else { if (self.selectedBg) { self.removeChild(self.selectedBg); self.selectedBg = null; } self.rotateBtn.alpha = 0; } }; self.down = function (x, y, obj) { // Prevent interaction if tile is owned by AI player or during AI turn if (self.ownerPlayer && self.ownerPlayer !== 0) return; if (gameState === 'aiTurn') return; if (gameState === 'selectTile' && currentPlayer === 0) { selectTile(self); } else if (gameState === 'placeTile' && currentPlayer === 0 && self.selected) { // Check if clicked on rotation button using local coordinates directly if (x > 85 && x < 115 && y > -65 && y < -35) { self.rotateTile(); LK.getSound('selectSound').play(); } else { // Start dragging self.isDragging = true; draggedTile = self; } } }; return self; }); var Kingdom = Container.expand(function (playerIndex) { var self = Container.call(this); self.playerIndex = playerIndex; self.grid = []; self.score = 0; // Initialize 5x5 grid for (var i = 0; i < 5; i++) { self.grid[i] = []; for (var j = 0; j < 5; j++) { self.grid[i][j] = null; } } // Place castle at center self.grid[2][2] = { type: 'castle', crowns: 0 }; // Draw kingdom grid self.drawKingdom = function () { // Clear existing visuals for (var i = self.children.length - 1; i >= 0; i--) { self.removeChild(self.children[i]); } for (var i = 0; i < 5; i++) { for (var j = 0; j < 5; j++) { var cell = self.addChild(LK.getAsset('kingdomCell', { x: j * 125, y: i * 125, anchorX: 0, anchorY: 0 })); if (self.grid[i][j]) { var terrain = self.addChild(LK.getAsset(self.grid[i][j].type, { x: j * 125 + 62.5, y: i * 125 + 62.5, anchorX: 0.5, anchorY: 0.5 })); // Add crowns if present for (var c = 0; c < self.grid[i][j].crowns; c++) { var crown = self.addChild(LK.getAsset('crown', { x: j * 125 + 62.5 + c * 15 - 7.5, y: i * 125 + 35, anchorX: 0.5, anchorY: 0.5 })); } } } } }; self.canPlaceTile = function (tile, row, col) { // Check if positions are valid and empty based on rotation var positions = self.getTilePositions(tile, row, col); if (!positions) return false; if (self.grid[positions[0][0]][positions[0][1]] !== null || self.grid[positions[1][0]][positions[1][1]] !== null) return false; // Check if adjacent to existing kingdom var adjacent = false; var positions = [[row, col], [row, col + 1]]; for (var p = 0; p < positions.length; p++) { var r = positions[p][0]; var c = positions[p][1]; // Check all 4 directions var directions = [[-1, 0], [1, 0], [0, -1], [0, 1]]; for (var d = 0; d < directions.length; d++) { var nr = r + directions[d][0]; var nc = c + directions[d][1]; if (nr >= 0 && nr < 5 && nc >= 0 && nc < 5 && self.grid[nr][nc] !== null) { adjacent = true; break; } } if (adjacent) break; } if (!adjacent) return false; // Check terrain matching (except for first tile after castle) var hasNonCastleNeighbor = false; for (var p = 0; p < positions.length; p++) { var r = positions[p][0]; var c = positions[p][1]; var directions = [[-1, 0], [1, 0], [0, -1], [0, 1]]; for (var d = 0; d < directions.length; d++) { var nr = r + directions[d][0]; var nc = c + directions[d][1]; if (nr >= 0 && nr < 5 && nc >= 0 && nc < 5 && self.grid[nr][nc] !== null) { if (self.grid[nr][nc].type !== 'castle') { hasNonCastleNeighbor = true; var terrainIndex = p; var tileType = terrainIndex === 0 ? tile.leftType : tile.rightType; if (self.grid[nr][nc].type !== tileType) { return false; } } } } } return true; }; self.getTilePositions = function (tile, row, col) { var positions; if (tile.rotation === 0) { // Horizontal: left-right if (col >= 4) return null; positions = [[row, col], [row, col + 1]]; } else if (tile.rotation === 90) { // Vertical: top-bottom if (row >= 4) return null; positions = [[row, col], [row + 1, col]]; } else if (tile.rotation === 180) { // Horizontal: right-left if (col >= 4) return null; positions = [[row, col + 1], [row, col]]; } else { // 270 // Vertical: bottom-top if (row >= 4) return null; positions = [[row + 1, col], [row, col]]; } // Check bounds for (var i = 0; i < positions.length; i++) { if (positions[i][0] < 0 || positions[i][0] >= 5 || positions[i][1] < 0 || positions[i][1] >= 5) { return null; } } return positions; }; self.placeTile = function (tile, row, col) { var positions = self.getTilePositions(tile, row, col); if (!positions) return false; // Place based on rotation if (tile.rotation === 0 || tile.rotation === 180) { // Horizontal placement self.grid[positions[0][0]][positions[0][1]] = { type: tile.leftType, crowns: tile.leftCrowns }; self.grid[positions[1][0]][positions[1][1]] = { type: tile.rightType, crowns: tile.rightCrowns }; } else { // Vertical placement self.grid[positions[0][0]][positions[0][1]] = { type: tile.leftType, crowns: tile.leftCrowns }; self.grid[positions[1][0]][positions[1][1]] = { type: tile.rightType, crowns: tile.rightCrowns }; } self.drawKingdom(); return true; }; self.calculateScore = function () { var visited = []; var totalScore = 0; for (var i = 0; i < 5; i++) { visited[i] = []; for (var j = 0; j < 5; j++) { visited[i][j] = false; } } for (var i = 0; i < 5; i++) { for (var j = 0; j < 5; j++) { if (!visited[i][j] && self.grid[i][j] && self.grid[i][j].type !== 'castle') { var result = self.floodFill(i, j, self.grid[i][j].type, visited); totalScore += result.size * result.crowns; } } } self.score = totalScore; return totalScore; }; self.floodFill = function (row, col, terrainType, visited) { if (row < 0 || row >= 5 || col < 0 || col >= 5) return { size: 0, crowns: 0 }; if (visited[row][col]) return { size: 0, crowns: 0 }; if (!self.grid[row][col] || self.grid[row][col].type !== terrainType) return { size: 0, crowns: 0 }; visited[row][col] = true; var size = 1; var crowns = self.grid[row][col].crowns; var directions = [[-1, 0], [1, 0], [0, -1], [0, 1]]; for (var d = 0; d < directions.length; d++) { var result = self.floodFill(row + directions[d][0], col + directions[d][1], terrainType, visited); size += result.size; crowns += result.crowns; } return { size: size, crowns: crowns }; }; self.drawKingdom(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ // Initialize basic game assets // Game state variables var gameState = 'selectTile'; // 'selectTile', 'placeTile', 'gameOver' var currentPlayer = 0; var round = 1; var maxRounds = 12; var selectedTile = null; var draggedTile = null; var placementRow = -1; var placementCol = -1; // Player kingdoms var kingdoms = []; var players = ['Human', 'AI1', 'AI2', 'AI3']; var turnOrder = [0, 1, 2, 3]; // Tile deck var tileDeck = []; var currentTiles = []; var selectedTiles = []; // UI elements var scoreTxt = new Text2('Round: 1', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var playerScoreTxt = new Text2('Your Score: 0', { size: 45, fill: 0xFFFFFF }); playerScoreTxt.anchor.set(0, 0); playerScoreTxt.x = 50; playerScoreTxt.y = 150; LK.gui.topLeft.addChild(playerScoreTxt); var instructionTxt = new Text2('Select a tile', { size: 40, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 1); LK.gui.bottom.addChild(instructionTxt); // Turn order display var turnOrderContainer = new Container(); turnOrderContainer.x = -200; turnOrderContainer.y = 50; LK.gui.topRight.addChild(turnOrderContainer); var turnOrderTexts = []; for (var i = 0; i < 4; i++) { var turnText = new Text2('', { size: 35, fill: 0xFFFFFF }); turnText.anchor.set(1, 0); turnText.y = i * 45; turnOrderContainer.addChild(turnText); turnOrderTexts.push(turnText); } // Update turn order display function updateTurnOrderDisplay() { var playerNames = ['YOU', 'AI 1', 'AI 2', 'AI 3']; for (var i = 0; i < 4; i++) { if (turnOrderTexts[i]) { var playerIndex = turnOrder[i]; var isCurrentPlayer = i === turnOrder.indexOf(currentPlayer); turnOrderTexts[i].setText(i + 1 + '. ' + playerNames[playerIndex]); turnOrderTexts[i].tint = isCurrentPlayer ? 0x00FF00 : 0xFFFFFF; } } } // Initialize tile deck function initializeTileDeck() { // Complete set of 48 Kingdomino tiles with exact terrain and crown combinations var tileData = [ // Tiles 1-8: Wheat fields { leftType: 'wheat', rightType: 'wheat', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'wheat', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'wheat', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'wheat', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'wheat', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, // Tiles 9-16: Grassland { leftType: 'grassland', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, // Tiles 17-24: Forest { leftType: 'forest', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, // Tiles 25-32: Lake { leftType: 'lake', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'lake', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'lake', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'lake', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'lake', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'lake', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'lake', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'grassland', leftCrowns: 1, rightCrowns: 0 }, // Tiles 33-40: Swamp and Mine { leftType: 'swamp', rightType: 'swamp', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'swamp', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'mine', rightType: 'mine', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'mine', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'mine', leftCrowns: 0, rightCrowns: 1 }, { leftType: 'grassland', rightType: 'swamp', leftCrowns: 0, rightCrowns: 1 }, { leftType: 'forest', rightType: 'grassland', leftCrowns: 0, rightCrowns: 1 }, { leftType: 'forest', rightType: 'wheat', leftCrowns: 0, rightCrowns: 1 }, // Tiles 41-48: Crown tiles { leftType: 'wheat', rightType: 'forest', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'lake', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'lake', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'forest', rightType: 'lake', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'swamp', rightType: 'forest', leftCrowns: 1, rightCrowns: 1 }, { leftType: 'mine', rightType: 'wheat', leftCrowns: 2, rightCrowns: 0 }, { leftType: 'swamp', rightType: 'mine', leftCrowns: 2, rightCrowns: 1 }, { leftType: 'mine', rightType: 'mine', leftCrowns: 3, rightCrowns: 0 }]; // Create shuffled deck var shuffledIndices = []; for (var i = 0; i < 48; i++) { shuffledIndices.push(i); } // Shuffle the indices for (var i = shuffledIndices.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = shuffledIndices[i]; shuffledIndices[i] = shuffledIndices[j]; shuffledIndices[j] = temp; } // Create tileDeck with shuffled order but maintain original numbering for (var i = 0; i < 48; i++) { var data = tileData[shuffledIndices[i]]; tileDeck.push({ leftType: data.leftType, rightType: data.rightType, leftCrowns: data.leftCrowns, rightCrowns: data.rightCrowns, number: i + 1 }); } } // Initialize kingdoms function initializeKingdoms() { for (var i = 0; i < 4; i++) { var kingdom = new Kingdom(i); kingdoms.push(kingdom); // Position kingdoms around the screen if (i === 0) { // Human player - bottom center, moved left more kingdom.x = 1024 - 312 - 100; // Center horizontally (625 width / 2) moved left by 100 more kingdom.y = 2050; // Move up slightly kingdom.scaleX = 1.0; kingdom.scaleY = 1.0; game.addChild(kingdom); // Add player label above kingdom var playerLabel = new Text2('YOUR KINGDOM', { size: 40, fill: 0xFFFFFF }); playerLabel.anchor.set(0.5, 1); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y - 20; // Above kingdom game.addChild(playerLabel); } else if (i === 1) { // AI 1 - top center, moved left more kingdom.x = 1024 - 312 - 100; // Center horizontally moved left by 100 more kingdom.y = 100; kingdom.scaleX = 1.0; kingdom.scaleY = 1.0; game.addChild(kingdom); // Add player label var playerLabel = new Text2('AI PLAYER 1', { size: 40, fill: 0xFFFFFF }); playerLabel.anchor.set(0.5, 0); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y + 625 + 20; // Below kingdom game.addChild(playerLabel); } else if (i === 2) { // AI 2 - right center, moved left slightly kingdom.x = 1400 + 50; kingdom.y = 1366 - 312; // Center vertically kingdom.scaleX = 1.0; kingdom.scaleY = 1.0; game.addChild(kingdom); // Add player label var playerLabel = new Text2('AI PLAYER 2', { size: 40, fill: 0xFFFFFF }); playerLabel.anchor.set(0.5, 0); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y + 625 + 20; // Below kingdom game.addChild(playerLabel); } else if (i === 3) { // AI 3 - left center, moved left slightly kingdom.x = 20 + 50; kingdom.y = 1366 - 312; // Center vertically kingdom.scaleX = 1.0; kingdom.scaleY = 1.0; game.addChild(kingdom); // Add player label var playerLabel = new Text2('AI PLAYER 3', { size: 40, fill: 0xFFFFFF }); playerLabel.anchor.set(0.5, 0); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y + 625 + 20; // Below kingdom game.addChild(playerLabel); } } } // Draw current tiles function drawCurrentTiles() { // Clear existing tiles for (var i = 0; i < currentTiles.length; i++) { if (currentTiles[i].parent) { currentTiles[i].parent.removeChild(currentTiles[i]); } } currentTiles = []; // Get 4 tiles and sort them by number var tilesToShow = []; for (var i = 0; i < 4; i++) { if (tileDeck.length > 0) { tilesToShow.push(tileDeck.shift()); } } // Sort tiles by number (lowest to highest) tilesToShow.sort(function (a, b) { return a.number - b.number; }); // Draw sorted tiles in a column centered on screen, moved down for (var i = 0; i < tilesToShow.length; i++) { var tileData = tilesToShow[i]; var tile = new GameTile(tileData.leftType, tileData.rightType, tileData.leftCrowns, tileData.rightCrowns, tileData.number); tile.x = 1024; // Center horizontally (screen width / 2) tile.y = 1366 - 200 + i * 250; // Move down more (changed from -500 to -200) currentTiles.push(tile); game.addChild(tile); } } // Select tile function selectTile(tile) { if (gameState !== 'selectTile' || currentPlayer !== 0) return; if (selectedTile) { selectedTile.setSelected(false); } selectedTile = tile; tile.setSelected(true); gameState = 'placeTile'; updateTurnOrderDisplay(); instructionTxt.setText('Click to place tile on your kingdom'); LK.getSound('selectSound').play(); } // AI turn function aiTurn() { if (currentPlayer === 0) return; // Prevent user interaction during AI turn gameState = 'aiTurn'; updateTurnOrderDisplay(); // AI selects random available tile var availableTiles = []; for (var i = 0; i < currentTiles.length; i++) { if (!currentTiles[i].selected) { availableTiles.push(currentTiles[i]); } } if (availableTiles.length > 0) { var randomTile = availableTiles[Math.floor(Math.random() * availableTiles.length)]; selectedTile = randomTile; randomTile.setSelected(true); // Mark tile as owned by current AI player to prevent user interaction randomTile.ownerPlayer = currentPlayer; instructionTxt.setText('AI Player ' + currentPlayer + ' selecting tile...'); LK.getSound('selectSound').play(); // Delay before placing tile LK.setTimeout(function () { // AI places tile randomly with rotation attempts var kingdom = kingdoms[currentPlayer]; var placed = false; for (var attempts = 0; attempts < 200 && !placed; attempts++) { var row = Math.floor(Math.random() * 5); var col = Math.floor(Math.random() * 4); // Try different rotations for (var rot = 0; rot < 4 && !placed; rot++) { // Set rotation internally without visual update var originalRotation = selectedTile.rotation; selectedTile.rotation = rot * 90; if (kingdom.canPlaceTile(selectedTile, row, col)) { // Update visuals only when placing selectedTile.updateTileVisuals(); kingdom.placeTile(selectedTile, row, col); placed = true; } else { // Restore original rotation if placement failed selectedTile.rotation = originalRotation; } } } if (placed) { selectedTiles.push({ tile: selectedTile, player: currentPlayer }); // Remove tile from display selectedTile.parent.removeChild(selectedTile); selectedTile = null; LK.getSound('placeSound').play(); } instructionTxt.setText('AI Player ' + currentPlayer + ' placed tile'); LK.setTimeout(function () { nextPlayer(); }, 1000); }, 1000); } } // Next player function nextPlayer() { // Check if all 4 players have selected tiles in this round if (selectedTiles.length === 4) { // All players finished, start new round round++; if (round > maxRounds) { endGame(); return; } // Update turn order based on selected tiles selectedTiles.sort(function (a, b) { return a.tile.number - b.tile.number; }); turnOrder = []; for (var i = 0; i < selectedTiles.length; i++) { turnOrder.push(selectedTiles[i].player); } selectedTiles = []; currentPlayer = turnOrder[0]; drawCurrentTiles(); scoreTxt.setText('Round: ' + round); updateTurnOrderDisplay(); if (currentPlayer === 0) { gameState = 'selectTile'; instructionTxt.setText('Select a tile'); } else { LK.setTimeout(aiTurn, 500); } } else { // Move to next player in current round var currentTurnIndex = turnOrder.indexOf(currentPlayer); var nextTurnIndex = (currentTurnIndex + 1) % 4; currentPlayer = turnOrder[nextTurnIndex]; updateTurnOrderDisplay(); if (currentPlayer !== 0) { LK.setTimeout(aiTurn, 500); } else { gameState = 'selectTile'; instructionTxt.setText('Select a tile'); } } } // End game function endGame() { gameState = 'gameOver'; // Calculate final scores var finalScores = []; for (var i = 0; i < kingdoms.length; i++) { finalScores.push({ player: i, score: kingdoms[i].calculateScore() }); } finalScores.sort(function (a, b) { return b.score - a.score; }); var playerRank = 1; for (var i = 0; i < finalScores.length; i++) { if (finalScores[i].player === 0) { playerRank = i + 1; break; } } if (playerRank === 1) { LK.showYouWin(); } else { LK.showGameOver(); } } // Kingdom click handler function handleKingdomClick(x, y) { if (gameState !== 'placeTile' || currentPlayer !== 0 || !selectedTile) return; var kingdom = kingdoms[0]; // Convert click coordinates to kingdom local coordinates // Account for kingdom position offset var relativeX = x - kingdom.x; var relativeY = y - kingdom.y; // Calculate grid position based on cell size (125px) var row = Math.floor(relativeY / 125); var col = Math.floor(relativeX / 125); // Ensure coordinates are within valid bounds if (row < 0 || row >= 5 || col < 0 || col >= 5) return; // For horizontal tiles, ensure there's space for both cells if ((selectedTile.rotation === 0 || selectedTile.rotation === 180) && col >= 4) { col = 3; // Ensure tile fits horizontally } // For vertical tiles, ensure there's space for both cells if ((selectedTile.rotation === 90 || selectedTile.rotation === 270) && row >= 4) { row = 3; // Ensure tile fits vertically } if (kingdom.canPlaceTile(selectedTile, row, col)) { kingdom.placeTile(selectedTile, row, col); selectedTiles.push({ tile: selectedTile, player: currentPlayer }); // Remove tile from game selectedTile.parent.removeChild(selectedTile); selectedTile = null; LK.getSound('placeSound').play(); gameState = 'waitingForOthers'; instructionTxt.setText('Wait for other players...'); // Update score playerScoreTxt.setText('Your Score: ' + kingdom.calculateScore()); nextPlayer(); } } // Game move handler for dragging game.move = function (x, y, obj) { if (draggedTile && draggedTile.isDragging) { draggedTile.x = x; draggedTile.y = y; } }; // Game up handler for dropping tiles game.up = function (x, y, obj) { if (draggedTile && draggedTile.isDragging) { draggedTile.isDragging = false; // Try to place tile on kingdom handleKingdomClick(x, y); draggedTile = null; } }; // Game event handlers game.down = function (x, y, obj) { if (gameState === 'placeTile' && currentPlayer === 0 && !draggedTile) { handleKingdomClick(x, y); } }; game.update = function () { // Game update logic handled by event system and timeouts }; // Initialize game initializeTileDeck(); initializeKingdoms(); drawCurrentTiles(); // Start with human player gameState = 'selectTile'; updateTurnOrderDisplay(); instructionTxt.setText('Select a tile');
===================================================================
--- original.js
+++ change.js
@@ -749,10 +749,10 @@
var kingdom = new Kingdom(i);
kingdoms.push(kingdom);
// Position kingdoms around the screen
if (i === 0) {
- // Human player - bottom center, moved left slightly
- kingdom.x = 1024 - 312 + 50; // Center horizontally (625 width / 2) + 50 right (moved left by 50 more)
+ // Human player - bottom center, moved left more
+ kingdom.x = 1024 - 312 - 100; // Center horizontally (625 width / 2) moved left by 100 more
kingdom.y = 2050; // Move up slightly
kingdom.scaleX = 1.0;
kingdom.scaleY = 1.0;
game.addChild(kingdom);
@@ -765,10 +765,10 @@
playerLabel.x = kingdom.x + 312;
playerLabel.y = kingdom.y - 20; // Above kingdom
game.addChild(playerLabel);
} else if (i === 1) {
- // AI 1 - top center, moved left slightly
- kingdom.x = 1024 - 312 + 50; // Center horizontally + 50 right (moved left by 50 more)
+ // AI 1 - top center, moved left more
+ kingdom.x = 1024 - 312 - 100; // Center horizontally moved left by 100 more
kingdom.y = 100;
kingdom.scaleX = 1.0;
kingdom.scaleY = 1.0;
game.addChild(kingdom);
@@ -835,14 +835,14 @@
// Sort tiles by number (lowest to highest)
tilesToShow.sort(function (a, b) {
return a.number - b.number;
});
- // Draw sorted tiles in a column centered on screen
+ // Draw sorted tiles in a column centered on screen, moved down
for (var i = 0; i < tilesToShow.length; i++) {
var tileData = tilesToShow[i];
var tile = new GameTile(tileData.leftType, tileData.rightType, tileData.leftCrowns, tileData.rightCrowns, tileData.number);
tile.x = 1024; // Center horizontally (screen width / 2)
- tile.y = 1366 - 500 + i * 250; // Move down and reduce spacing
+ tile.y = 1366 - 200 + i * 250; // Move down more (changed from -500 to -200)
currentTiles.push(tile);
game.addChild(tile);
}
}
טחנת דגן בלב שדה חיטה עם רקע צהוב. In-Game asset. 2d. High contrast. No shadows
כתר בעל קווי מתאר שחורים. In-Game asset. 2d. High contrast. No shadows
יער מלא בעצים. In-Game asset. 2d. High contrast. No shadows
מכרה זהב עם רקע כהה. In-Game asset. 2d. High contrast. No shadows
ים עם אי בודד במרכזו. In-Game asset. 2d. High contrast. No shadows
מרעה ירוק עם דיר קטן במרכזו. In-Game asset. 2d. High contrast. No shadows
ביצה טובענית בצבעי חום. In-Game asset. 2d. High contrast. No shadows
טירה אפורה. In-Game asset. 2d. High contrast. No shadows
שקיעה ירוקה עם צבעים כהים למעלה וכהים למטה, למטה זה עצים ולמעלה הרים, השמש לא רואים אותה באמצע, ציורי ופסטורלי מהאגדות. In-Game asset. 2d. High contrast. No shadows
ריבוע חלול עם קו מתאר חום. In-Game asset. 2d. High contrast. No shadows
תמונה מלבנית בצבע שמנת ביחס 2 על1 ממוסגרת עם מסגרת דקה בצבע חום. In-Game asset. 2d. High contrast. No shadows
אדמה חולית בצורת ריבוע בצבע צהוב עם פינות מעוגלות. In-Game asset. 2d. High contrast. No shadows