User prompt
קח את הלוחות הימניים עוד 5 פיקסלים ימינה קח את כפתור הסיבוב עוד 50 פיקסלים למעלה, ועוד 100 פיקסלים ימינה
User prompt
את הלוחות הימניים תיקח 15 פיקסלים ימינה את השמות תוריד עוד 20 פיקסלים למטה את כפתור הסיבוב, תעלה עוד 200 פיקסלים למעלה, ו40 פיקסלים ימינה
User prompt
את הלוחות השמאליים קח עוד 15 פיקסלים ימינה את הלוחות הימניים, קח עוד 40 פיקסלים שמאלה את כפתור הסיבוב, תעלה 100 פיקסלים למעלה, ו30 פיקסלים ימינה את השמות של כל הלוחות, קח 30 פיקסלים למטה
User prompt
את הלוחות השמאליים קח 15 פיקסלים ימינה את הלוחות השמאליים, קח 40 פיקסלים שמאלה את כפתור הסיבוב עם הכיתוב שלו תגדיל, תיקח 30 פיקסלים ימינה ו50 פיקסלים למעלה
User prompt
תתאים את הקלפים והרקע שלהם שיהיו אחד מאחורי השני באמת תנמיך את כל הלוחות עם השמות משמעותית מאוד, שים את הפח והחצים והסיבוב במרכז של הלוח למטה
User prompt
שים את איפה שנפתחים הקלפים באמצע תצמצם את הפער בים הלוחות שיהיה קטן יותר, בעיקר תנמיך את הלוחות שלמעלה תנמיך את המיקום של הפח והחצים משמעותית
User prompt
תשים את איפה שנפתחים הקלפים באמצע המסך תצמצם את הפער בים הלוחות שיהיה קטן יותר, בעיקר תנמיך את הלוחות שלמעלה תנמיך את המיקום של הפח והחצים משמעותית
User prompt
נעשה עיצוב מחדש בכל צד של משטח הקלפים יהיה 2 לוחות. בצד ימין הלוח של מחשב 2 ןתחתיו השחקן בצד שמאל הלוח של שחקן 1 ומתחתיו שחקן 3 את כפתור הסיבוב שים מתחת ללוח של השחקן בצד ימין, ואת החצים עם הפח ליד כפתור הסיבוב
User prompt
AI player 1 take 5 pixels up and 10 pixels to the right
User prompt
another 3 pixels to the left for both of them
User prompt
AI player 3 take 5 pixels to the left AI plsyer 2 take 5 pixels to the left
User prompt
תחזיר את שחקן 1 10 פיקסלים ימינה חזרה ותזיז את שחקן 2 10 פיקסלים שמאלה
User prompt
את הלוח והשם של שחקן 2 קח 10 פיקסלים שמאלה
User prompt
אני לא רואה במסך פתיחה את השורה הזאת. תוסיף אותה בבקשה
User prompt
תוסיף במסך פתיחה, שורה שאומרת שצריך ללחוץ על הצד שמאלי או הצד העליון של איפה שרוצים לשים את האבן
User prompt
תעשה, שהמחשב אם הוא יכול הוא יחבר את האבן על ידי 2 זהים ולא על ידי הטירה. הוא יבדוק את 2 הצדדים של האבן שנבחרה, יבדוק האם יש מקום מתאים בצורה כלשהי, כולל הזזת הבית, לחבר ככה שיהיה מתאים, ואם לא הוא יחבר לטירה
User prompt
תעשה, שהמחשב, כשהוא מחליט איפה לשים את האבן, הוא מעדיף קודם לחפש חיבור של 2 זהים ורק אם אין, הוא בוחר אבן שיהיה אפשר לחבר אותה לטירה. גם בחיבור, קודם מנסה לחבר על ידי 2 זהים, ורק אחרי זה מחפש חיבור לטירה
User prompt
תוסיף במסך המשחק, בנוסף למה שנוצר על האבן עצמה, כפתור שיהיה בצד ימין למטה שעושה את אותה פעולה של סיבוב על האבן. שלא יהיו חייבים ללחוץ על האבן, אלא יהיה אפשר גם באמצעות הכפתור
User prompt
תוסיף שורת הסבר על סיבוב האבן שנבחרה
User prompt
תוסיף מסך פתיחה לפני שהכל מתחיל. לפני שהמשחק נטען, לפני שהכל עובד, מסך ובו הסבר איך המשחק עובד. שאתה בכל פעם בוחר אבן, וצריך לחבר אותה לממלכה שלך. חיבור לטירה תמיד חוקי, אם לא חייב לפחות צד אחד תואם. את שיטת הספירה של הכתרים, וכפתור התחלה להריץ משחק
User prompt
תעשה שהרקע של המשחק יהיה מתחת לרקע של הקלפים שנפתחים
User prompt
תעשה רקע לכל המשחק כולו כולו מאחורי הכל
User prompt
Move player turn order section 10 pixels down
User prompt
take Round display 80 pixels right, and take the player turn order section 15 pixels down
User prompt
קח את הכותרת Round: 1 וכל מה שהוא יתחלף אליו, ותשים מעל הסבב של השחקנים
/**** * 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.currentRotationAngle = 0; // Track rotation angle in 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 - 35 + i * 15, y: -35, anchorX: 0.5, anchorY: 0.5 })); } for (var i = 0; i < rightCrowns; i++) { self.addChild(LK.getAsset('crown', { x: 60 - 35 + i * 15, y: -35, anchorX: 0.5, anchorY: 0.5 })); } // Remove the number display from here as it's handled in drawCurrentTiles // 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.currentRotationAngle = (self.currentRotationAngle + 90) % 360; self.rotation = self.currentRotationAngle * Math.PI / 180; }; self.updateTileVisuals = function () { // Normalize rotation angle to 0, 90, 180, or 270 degrees self.currentRotationAngle = (self.currentRotationAngle % 360 + 360) % 360; if (self.currentRotationAngle % 90 !== 0) { self.currentRotationAngle = Math.round(self.currentRotationAngle / 90) * 90; } // Set Container rotation based on angle self.rotation = self.currentRotationAngle * Math.PI / 180; }; 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; self.hasMoved = false; // Track if player has moved kingdom // 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 - 35 + c * 15, 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; 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 - need at least one matching adjacent terrain var validConnections = 0; 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') { // Castle connection is always valid - everything matches castle validConnections++; } else { // Check if terrain matches var terrainIndex = p; var tileType = terrainIndex === 0 ? tile.leftType : tile.rightType; if (self.grid[nr][nc].type === tileType) { validConnections++; } } } } } return validConnections >= 1; }; self.getTilePositions = function (tile, row, col) { var positions; if (tile.currentRotationAngle === 0) { // Horizontal: left-right if (col >= 4) { return null; } positions = [[row, col], [row, col + 1]]; } else if (tile.currentRotationAngle === 90) { // Vertical: top-bottom if (row >= 4) { return null; } positions = [[row, col], [row + 1, col]]; } else if (tile.currentRotationAngle === 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.currentRotationAngle === 0 || tile.currentRotationAngle === 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 }; }; // Check if kingdom can be moved in a direction self.canMoveKingdom = function (direction) { // Find bounds of current kingdom var minRow = 5, maxRow = -1, minCol = 5, maxCol = -1; for (var i = 0; i < 5; i++) { for (var j = 0; j < 5; j++) { if (self.grid[i][j] !== null) { minRow = Math.min(minRow, i); maxRow = Math.max(maxRow, i); minCol = Math.min(minCol, j); maxCol = Math.max(maxCol, j); } } } // Check if movement is possible if (direction === 'up' && minRow <= 0) { return false; } if (direction === 'down' && maxRow >= 4) { return false; } if (direction === 'left' && minCol <= 0) { return false; } if (direction === 'right' && maxCol >= 4) { return false; } return true; }; // Move entire kingdom in a direction self.moveKingdom = function (direction) { if (!self.canMoveKingdom(direction)) { return false; } var newGrid = []; for (var i = 0; i < 5; i++) { newGrid[i] = []; for (var j = 0; j < 5; j++) { newGrid[i][j] = null; } } var deltaRow = 0, deltaCol = 0; if (direction === 'up') { deltaRow = -1; } if (direction === 'down') { deltaRow = 1; } if (direction === 'left') { deltaCol = -1; } if (direction === 'right') { deltaCol = 1; } // Move all tiles for (var i = 0; i < 5; i++) { for (var j = 0; j < 5; j++) { if (self.grid[i][j] !== null) { var newRow = i + deltaRow; var newCol = j + deltaCol; if (newRow >= 0 && newRow < 5 && newCol >= 0 && newCol < 5) { newGrid[newRow][newCol] = self.grid[i][j]; } } } } self.grid = newGrid; self.drawKingdom(); self.hasMoved = true; // Mark that kingdom has been moved return true; }; self.drawKingdom(); return self; }); var StartScreen = Container.expand(function () { var self = Container.call(this); // Create background overlay var overlay = self.addChild(LK.getAsset('kingdomBackground', { x: 1024, y: 1366, anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 4 })); overlay.alpha = 0.95; overlay.tint = 0x000000; // Game title var titleText = self.addChild(new Text2('KINGDOMINO', { size: 80, fill: 0xFFD700 })); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; // Instructions text var instructionsText = self.addChild(new Text2('HOW TO PLAY:\n\n• Select a tile each round\n• Rotate selected tile using ↻ button\n• Connect it to your kingdom\n• Castle connections are always valid\n• Other terrains must match at least one side\n• Score = Territory Size × Crown Count\n• Move kingdom for -10 points\n• Trash tile for -5 points', { size: 45, fill: 0xFFFFFF })); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 1024; instructionsText.y = 800; // Crown scoring explanation var crownText = self.addChild(new Text2('CROWN SCORING:\nLarger connected territories\nwith more crowns = higher score!', { size: 40, fill: 0xFFD700 })); crownText.anchor.set(0.5, 0.5); crownText.x = 1024; crownText.y = 1200; // Start button var startButton = self.addChild(new Text2('TAP TO START', { size: 60, fill: 0x00FF00 })); startButton.anchor.set(0.5, 0.5); startButton.x = 1024; startButton.y = 1500; // Pulsing animation for start button var pulseScale = 1.0; var pulseDirection = 1; self.update = function () { pulseScale += pulseDirection * 0.02; if (pulseScale > 1.2) { pulseScale = 1.2; pulseDirection = -1; } else if (pulseScale < 1.0) { pulseScale = 1.0; pulseDirection = 1; } startButton.scaleX = pulseScale; startButton.scaleY = pulseScale; }; self.down = function (x, y, obj) { // Start the game startGame(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ // Add game background var gameBackground = game.addChild(LK.getAsset('gameBoard', { x: 1024, y: 1366, anchorX: 0.5, anchorY: 0.5, scaleX: 1.28, scaleY: 1.71 })); // Send background to the very back game.addChildAt(gameBackground, 0); // Game state variables var showingStartScreen = true; var startScreen = null; // Initialize basic game assets 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(1, 0); scoreTxt.x = -120; scoreTxt.y = 10; LK.gui.topRight.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: 0x000000 }); instructionTxt.anchor.set(0.5, 1); LK.gui.bottom.addChild(instructionTxt); // AI players score display var aiScoresContainer = new Container(); aiScoresContainer.x = 50; aiScoresContainer.y = 250; LK.gui.topLeft.addChild(aiScoresContainer); var aiScoreTexts = []; for (var i = 1; i < 4; i++) { var aiScoreTxt = new Text2('AI ' + i + ' Score: 0', { size: 35, fill: 0xFFFFFF }); aiScoreTxt.anchor.set(0, 0); aiScoreTxt.y = (i - 1) * 45; aiScoresContainer.addChild(aiScoreTxt); aiScoreTexts.push(aiScoreTxt); } // Function to update AI scores display function updateAIScoresDisplay() { for (var i = 1; i < 4; i++) { var kingdom = kingdoms[i]; var score = kingdom.calculateScore(); if (kingdom.hasMoved) { score = Math.max(0, score - 10); } aiScoreTexts[i - 1].setText('AI ' + i + ' Score: ' + score); } } // Movement control buttons var moveButtonContainer = new Container(); moveButtonContainer.x = 50; moveButtonContainer.y = 1550; LK.gui.topLeft.addChild(moveButtonContainer); var moveUpBtn = new Text2('↑', { size: 50, fill: 0xFFFFFF }); moveUpBtn.anchor.set(0.5, 0.5); moveUpBtn.x = 75; moveUpBtn.y = 0; moveButtonContainer.addChild(moveUpBtn); var moveLeftBtn = new Text2('←', { size: 50, fill: 0xFFFFFF }); moveLeftBtn.anchor.set(0.5, 0.5); moveLeftBtn.x = 25; moveLeftBtn.y = 50; moveButtonContainer.addChild(moveLeftBtn); var moveRightBtn = new Text2('→', { size: 50, fill: 0xFFFFFF }); moveRightBtn.anchor.set(0.5, 0.5); moveRightBtn.x = 125; moveRightBtn.y = 50; moveButtonContainer.addChild(moveRightBtn); var moveDownBtn = new Text2('↓', { size: 50, fill: 0xFFFFFF }); moveDownBtn.anchor.set(0.5, 0.5); moveDownBtn.x = 75; moveDownBtn.y = 100; moveButtonContainer.addChild(moveDownBtn); // Trash button var trashBtn = new Text2('🗑', { size: 60, fill: 0xFF0000 }); trashBtn.anchor.set(0.5, 0.5); trashBtn.x = 135; trashBtn.y = 1750; LK.gui.topLeft.addChild(trashBtn); var trashLabel = new Text2('Trash (-5pts)', { size: 30, fill: 0xFFFFFF }); trashLabel.anchor.set(0.5, 0); trashLabel.x = 135; trashLabel.y = 1790; LK.gui.topLeft.addChild(trashLabel); // Rotation button in bottom right corner var globalRotateBtn = new Text2('↻', { size: 80, fill: 0x00FF00 }); globalRotateBtn.anchor.set(0.5, 0.5); globalRotateBtn.x = -120; globalRotateBtn.y = -200; LK.gui.bottomRight.addChild(globalRotateBtn); var rotateLabel = new Text2('Rotate', { size: 35, fill: 0xFFFFFF }); rotateLabel.anchor.set(0.5, 0); rotateLabel.x = -120; rotateLabel.y = -150; LK.gui.bottomRight.addChild(rotateLabel); // Movement cost label var moveCostLabel = new Text2('Move (-10pts)', { size: 30, fill: 0xFFFFFF }); moveCostLabel.anchor.set(0.5, 0); moveCostLabel.x = 140; moveCostLabel.y = 1480; LK.gui.topLeft.addChild(moveCostLabel); // Turn order display var turnOrderContainer = new Container(); turnOrderContainer.x = -200; turnOrderContainer.y = 75; 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: '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: 'lake', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'lake', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, // Tiles 9-16: Grassland { leftType: 'lake', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'grassland', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'swamp', rightType: 'swamp', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'forest', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'swamp', leftCrowns: 0, rightCrowns: 0 }, // Tiles 17-24: Forest { leftType: 'forest', rightType: 'lake', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'forest', rightType: 'grassland', leftCrowns: 0, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'forest', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'lake', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'grassland', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'swamp', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'mine', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'forest', rightType: 'wheat', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'forest', rightType: 'wheat', leftCrowns: 1, rightCrowns: 0 }, // Tiles 25-32: Lake { leftType: 'forest', rightType: 'wheat', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'forest', rightType: 'wheat', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'forest', rightType: 'lake', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'forest', rightType: 'grassland', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'lake', rightType: 'wheat', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'lake', rightType: 'wheat', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'lake', rightType: 'forest', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'lake', rightType: 'forest', leftCrowns: 1, rightCrowns: 0 }, // Tiles 33-40: Swamp and Mine { leftType: 'lake', rightType: 'forest', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'lake', rightType: 'forest', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'grassland', leftCrowns: 0, rightCrowns: 1 }, { leftType: 'lake', rightType: 'grassland', leftCrowns: 0, rightCrowns: 1 }, { leftType: 'wheat', rightType: 'swamp', leftCrowns: 0, rightCrowns: 1 }, { leftType: 'grassland', rightType: 'swamp', leftCrowns: 0, rightCrowns: 1 }, { leftType: 'mine', rightType: 'wheat', leftCrowns: 1, rightCrowns: 0 }, { leftType: 'wheat', rightType: 'grassland', leftCrowns: 0, rightCrowns: 2 }, // Tiles 41-48: Crown tiles { leftType: 'lake', rightType: 'grassland', leftCrowns: 0, rightCrowns: 2 }, { leftType: 'wheat', rightType: 'swamp', leftCrowns: 0, rightCrowns: 2 }, { leftType: 'grassland', rightType: 'swamp', leftCrowns: 0, rightCrowns: 2 }, { leftType: 'mine', rightType: 'wheat', leftCrowns: 2, rightCrowns: 0 }, { leftType: 'swamp', rightType: 'mine', leftCrowns: 0, rightCrowns: 2 }, { leftType: 'swamp', rightType: 'mine', leftCrowns: 0, rightCrowns: 2 }, { leftType: 'wheat', rightType: 'mine', leftCrowns: 0, rightCrowns: 3 }]; // 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 and original tile numbers 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: shuffledIndices[i] + 1 // Use the original tile number from shuffled deck }); } } // 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 by half position kingdom.x = 1024 - 312 - 12.5; // Center horizontally moved left by half position (changed from +50 to -12.5) kingdom.y = 2050; // Move up slightly kingdom.scaleX = 1.0; kingdom.scaleY = 1.0; // Add background for kingdom var kingdomBg = game.addChild(LK.getAsset('kingdomBackground', { x: kingdom.x + 312, y: kingdom.y + 312, anchorX: 0.5, anchorY: 0.5 })); game.addChild(kingdom); // Add player label above kingdom var playerLabel = new Text2('YOUR KINGDOM', { size: 40, fill: 0x000000 }); playerLabel.anchor.set(0.5, 1); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y + 3; // Above kingdom game.addChild(playerLabel); } else if (i === 1) { // AI 1 - top center, moved left by half position kingdom.x = 1024 - 312 - 12.5; // Center horizontally moved left by half position (changed from +50 to -12.5) kingdom.y = 100; kingdom.scaleX = 1.0; kingdom.scaleY = 1.0; // Add background for kingdom var kingdomBg = game.addChild(LK.getAsset('kingdomBackground', { x: kingdom.x + 312, y: kingdom.y + 312, anchorX: 0.5, anchorY: 0.5 })); game.addChild(kingdom); // Add player label var playerLabel = new Text2('AI PLAYER 1', { size: 40, fill: 0x000000 }); playerLabel.anchor.set(0.5, 0); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y + 620; // Below kingdom game.addChild(playerLabel); } else if (i === 2) { // AI 2 - right center, moved left slightly kingdom.x = 1400 + 50 - 30 - 30 - 5; kingdom.y = 1366 - 312; // Center vertically kingdom.scaleX = 1.0; kingdom.scaleY = 1.0; // Add background for kingdom var kingdomBg = game.addChild(LK.getAsset('kingdomBackground', { x: kingdom.x + 312, y: kingdom.y + 312, anchorX: 0.5, anchorY: 0.5 })); game.addChild(kingdom); // Add player label var playerLabel = new Text2('AI PLAYER 2', { size: 40, fill: 0x000000 }); playerLabel.anchor.set(0.5, 0); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y + 620; // 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; // Add background for kingdom var kingdomBg = game.addChild(LK.getAsset('kingdomBackground', { x: kingdom.x + 312, y: kingdom.y + 312, anchorX: 0.5, anchorY: 0.5 })); game.addChild(kingdom); // Add player label var playerLabel = new Text2('AI PLAYER 3', { size: 40, fill: 0x000000 }); playerLabel.anchor.set(0.5, 0); playerLabel.x = kingdom.x + 312; playerLabel.y = kingdom.y + 620; // 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]); } // Also remove the global number text if (currentTiles[i].globalNumberText && currentTiles[i].globalNumberText.parent) { currentTiles[i].globalNumberText.parent.removeChild(currentTiles[i].globalNumberText); } } currentTiles = []; // Add background for tile selection area var tilesBackground = game.addChild(LK.getAsset('tilesBackground', { x: 1024, y: 1366 - 375 + 375, anchorX: 0.5, anchorY: 0.5 })); // Send background to back but in front of game background game.addChildAt(tilesBackground, 1); // Get 4 tiles from deck var tilesToShow = []; for (var i = 0; i < 4; i++) { if (tileDeck.length > 0) { tilesToShow.push(tileDeck.shift()); } } // Sort tiles by their original number (lowest to highest) tilesToShow.sort(function (a, b) { return a.number - b.number; }); // Draw sorted tiles in a column centered on screen 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 - 375 + i * 250; // Move down by half position (changed from -500 to -375) currentTiles.push(tile); game.addChild(tile); // Add global tile number below the tile (showing the actual shuffled tile number) var globalNumberText = new Text2(tileData.number.toString(), { size: 40, fill: 0x000000 }); globalNumberText.anchor.set(0.5, 0); globalNumberText.x = tile.x; globalNumberText.y = tile.y + 80; // Position below the tile game.addChild(globalNumberText); // Store reference to remove it later tile.globalNumberText = globalNumberText; } } // 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.currentRotationAngle; selectedTile.currentRotationAngle = 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.currentRotationAngle = originalRotation; } } } // If tile couldn't be placed, try moving kingdom if (!placed) { var directions = ['up', 'down', 'left', 'right']; for (var d = 0; d < directions.length && !placed; d++) { if (kingdom.canMoveKingdom(directions[d])) { var oldHasMoved = kingdom.hasMoved; kingdom.moveKingdom(directions[d]); if (!oldHasMoved) { kingdom.score = Math.max(0, kingdom.calculateScore() - 10); } updateAIScoresDisplay(); // Try placing again after movement for (var attempts2 = 0; attempts2 < 100 && !placed; attempts2++) { var row = Math.floor(Math.random() * 5); var col = Math.floor(Math.random() * 4); for (var rot = 0; rot < 4 && !placed; rot++) { var originalRotation = selectedTile.currentRotationAngle; selectedTile.currentRotationAngle = rot * 90; if (kingdom.canPlaceTile(selectedTile, row, col)) { selectedTile.updateTileVisuals(); kingdom.placeTile(selectedTile, row, col); placed = true; } else { selectedTile.currentRotationAngle = originalRotation; } } } } } } if (placed) { updateAIScoresDisplay(); selectedTiles.push({ tile: selectedTile, player: currentPlayer }); // Remove tile from display selectedTile.parent.removeChild(selectedTile); // Also remove the global number text if (selectedTile.globalNumberText && selectedTile.globalNumberText.parent) { selectedTile.globalNumberText.parent.removeChild(selectedTile.globalNumberText); } selectedTile = null; LK.getSound('placeSound').play(); } else { // AI couldn't place tile even after trying to move, trash it kingdom.score = Math.max(0, kingdom.calculateScore() - 5); updateAIScoresDisplay(); selectedTiles.push({ tile: selectedTile, player: currentPlayer }); selectedTile.parent.removeChild(selectedTile); if (selectedTile.globalNumberText && selectedTile.globalNumberText.parent) { selectedTile.globalNumberText.parent.removeChild(selectedTile.globalNumberText); } 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++) { // Use stored score for human player (includes penalties), calculate for AI var finalScore = i === 0 ? kingdoms[i].score : kingdoms[i].calculateScore(); finalScores.push({ player: i, score: finalScore }); } 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.currentRotationAngle === 0 || selectedTile.currentRotationAngle === 180) && col >= 4) { col = 3; // Ensure tile fits horizontally } // For vertical tiles, ensure there's space for both cells if ((selectedTile.currentRotationAngle === 90 || selectedTile.currentRotationAngle === 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); // Also remove the global number text if (selectedTile.globalNumberText && selectedTile.globalNumberText.parent) { selectedTile.globalNumberText.parent.removeChild(selectedTile.globalNumberText); } 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; } }; // Movement button handlers moveUpBtn.down = function () { if (currentPlayer === 0 && (gameState === 'selectTile' || gameState === 'placeTile')) { var kingdom = kingdoms[0]; if (kingdom.canMoveKingdom('up')) { kingdom.moveKingdom('up'); if (!kingdom.hasMoved) { kingdom.score = Math.max(0, kingdom.calculateScore() - 10); } playerScoreTxt.setText('Your Score: ' + kingdom.score); LK.getSound('selectSound').play(); } } }; moveDownBtn.down = function () { if (currentPlayer === 0 && (gameState === 'selectTile' || gameState === 'placeTile')) { var kingdom = kingdoms[0]; if (kingdom.canMoveKingdom('down')) { kingdom.moveKingdom('down'); if (!kingdom.hasMoved) { kingdom.score = Math.max(0, kingdom.calculateScore() - 10); } playerScoreTxt.setText('Your Score: ' + kingdom.score); LK.getSound('selectSound').play(); } } }; moveLeftBtn.down = function () { if (currentPlayer === 0 && (gameState === 'selectTile' || gameState === 'placeTile')) { var kingdom = kingdoms[0]; if (kingdom.canMoveKingdom('left')) { kingdom.moveKingdom('left'); if (!kingdom.hasMoved) { kingdom.score = Math.max(0, kingdom.calculateScore() - 10); } playerScoreTxt.setText('Your Score: ' + kingdom.score); LK.getSound('selectSound').play(); } } }; moveRightBtn.down = function () { if (currentPlayer === 0 && (gameState === 'selectTile' || gameState === 'placeTile')) { var kingdom = kingdoms[0]; if (kingdom.canMoveKingdom('right')) { kingdom.moveKingdom('right'); if (!kingdom.hasMoved) { kingdom.score = Math.max(0, kingdom.calculateScore() - 10); } playerScoreTxt.setText('Your Score: ' + kingdom.score); LK.getSound('selectSound').play(); } } }; // Trash button handler trashBtn.down = function () { if (currentPlayer === 0 && gameState === 'placeTile' && selectedTile) { // Remove tile and deduct points var kingdom = kingdoms[0]; kingdom.score = Math.max(0, kingdom.calculateScore() - 5); playerScoreTxt.setText('Your Score: ' + kingdom.score); // Remove tile from display selectedTile.parent.removeChild(selectedTile); if (selectedTile.globalNumberText && selectedTile.globalNumberText.parent) { selectedTile.globalNumberText.parent.removeChild(selectedTile.globalNumberText); } selectedTiles.push({ tile: selectedTile, player: currentPlayer }); selectedTile = null; LK.getSound('placeSound').play(); gameState = 'waitingForOthers'; instructionTxt.setText('Wait for other players...'); nextPlayer(); } }; // Global rotation button handler globalRotateBtn.down = function () { if (currentPlayer === 0 && gameState === 'placeTile' && selectedTile) { selectedTile.rotateTile(); LK.getSound('selectSound').play(); } }; // 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 }; // Function to start the actual game function startGame() { if (startScreen) { game.removeChild(startScreen); startScreen = null; } showingStartScreen = false; // Initialize game initializeTileDeck(); initializeKingdoms(); drawCurrentTiles(); // Start with human player gameState = 'selectTile'; updateTurnOrderDisplay(); updateAIScoresDisplay(); instructionTxt.setText('Select a tile'); } // Show start screen initially if (showingStartScreen) { startScreen = new StartScreen(); game.addChild(startScreen); }
===================================================================
--- original.js
+++ change.js
@@ -639,8 +639,25 @@
trashLabel.anchor.set(0.5, 0);
trashLabel.x = 135;
trashLabel.y = 1790;
LK.gui.topLeft.addChild(trashLabel);
+// Rotation button in bottom right corner
+var globalRotateBtn = new Text2('↻', {
+ size: 80,
+ fill: 0x00FF00
+});
+globalRotateBtn.anchor.set(0.5, 0.5);
+globalRotateBtn.x = -120;
+globalRotateBtn.y = -200;
+LK.gui.bottomRight.addChild(globalRotateBtn);
+var rotateLabel = new Text2('Rotate', {
+ size: 35,
+ fill: 0xFFFFFF
+});
+rotateLabel.anchor.set(0.5, 0);
+rotateLabel.x = -120;
+rotateLabel.y = -150;
+LK.gui.bottomRight.addChild(rotateLabel);
// Movement cost label
var moveCostLabel = new Text2('Move (-10pts)', {
size: 30,
fill: 0xFFFFFF
@@ -1449,8 +1466,15 @@
instructionTxt.setText('Wait for other players...');
nextPlayer();
}
};
+// Global rotation button handler
+globalRotateBtn.down = function () {
+ if (currentPlayer === 0 && gameState === 'placeTile' && selectedTile) {
+ selectedTile.rotateTile();
+ LK.getSound('selectSound').play();
+ }
+};
// Game event handlers
game.down = function (x, y, obj) {
if (gameState === 'placeTile' && currentPlayer === 0 && !draggedTile) {
handleKingdomClick(x, y);
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