User prompt
it doesnt let the player play after the first turn, from the second turn and on it shows only the next turn ui and doesnt let the player play
User prompt
Make it turn base, the Ai cant continuosly play
User prompt
Change the attack zone for the mage, it can only attack characters that is on tile around its attack tile
User prompt
The position of the characters in the blue team is inverted. THE line where tha king is should be below the line of the warriors and knights
User prompt
change the characters positioning, it should be Red: Archer, Mage, King, Mage, Archer Kinght, warrior, warrior, warrior, Knight Blue: Kinght, warrior, warrior, warrior, Knight Archer, Mage, King, Mage, Archer
User prompt
change the postition fo the characters for both teams. It should be like: blue team ex: Archer, Mage, King, Mage, Archer Knight, warrior, warrior, warrior, knight
User prompt
change the postition fo the characters for both teams. It should be like: blue team ex: Knight, warrior, warrior, warrior, knight Archer, Mage, King, Mage, Archer
User prompt
increase the size, make the whole arena fit to the screen
User prompt
Increase the size of everything, so that the board fits the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create game
Code edit (1 edits merged)
Please save this source code
User prompt
Tactical Kings: Battle of Champions
Initial prompt
Title: "Tactical Kings: Battle of Champions" A fantasy-themed, chess-inspired strategy game where players control unique units with predefined attack zones. Victory comes from eliminating the opponent’s King by strategically positioning characters on a 5x10 grid. Core Mechanics: Turn-Based Gameplay: Players take turns moving one character at a time, with automatic attacks occurring after movement. Pre-Calculated Attacks: Before moving, players see highlighted attack zones to plan the best positioning. Character Roles & Counters: Spear Knights → Strong melee attacks, move straight or sideways (1-3 tiles). Archers → Long-range (8 tiles forward), move sideways freely but only one tile forward if moving forward. Mages → Cast area spells 6 tiles ahead, damaging all surrounding enemies. Tank → Instant-kill attack (1 tile forward), slow movement (only 1 tile per turn). King → Moves freely like a chess queen, but only attacks 1 tile forward. AI Strategy: Simple pattern-following—AI moves towards optimal attack positions without complex decision trees. Minimal Animations: Basic sprite interpolation for movement, slight grow and shrink for idle, and a sprite change for attacks. Win Condition: Eliminate the opponent's King—no timers or alternative victory methods.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var GridCell = Container.expand(function () {
var self = Container.call(this);
self.initialize = function (row, col, isDark) {
self.row = row;
self.col = col;
self.isDark = isDark;
var cell = self.attachAsset(isDark ? 'grid_cell_dark' : 'grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
self.highlight = null;
self.character = null;
self.isMovable = false;
self.isAttackable = false;
};
self.setHighlight = function (type) {
if (self.highlight) {
self.removeChild(self.highlight);
self.highlight = null;
}
if (type) {
self.highlight = self.attachAsset('highlight_' + type, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
}
};
self.setCharacter = function (character) {
self.character = character;
};
self.down = function (x, y, obj) {
if (gameState.currentPhase) {
gameState.handleCellClick(self);
}
};
return self;
});
var Unit = Container.expand(function () {
var self = Container.call(this);
self.initialize = function (type, team, row, col) {
self.type = type;
self.team = team;
self.row = row;
self.col = col;
var asset = self.attachAsset(type + '_' + team, {
anchorX: 0.5,
anchorY: 0.5
});
// Set up movement and attack patterns based on unit type
self.setupPatterns();
};
self.setupPatterns = function () {
// Define movement and attack patterns for different unit types
switch (self.type) {
case 'king':
self.movePattern = [{
row: -1,
col: -1
}, {
row: -1,
col: 0
}, {
row: -1,
col: 1
}, {
row: 0,
col: -1
}, {
row: 0,
col: 1
}, {
row: 1,
col: -1
}, {
row: 1,
col: 0
}, {
row: 1,
col: 1
}];
self.attackPattern = [{
row: -1,
col: -1
}, {
row: -1,
col: 0
}, {
row: -1,
col: 1
}, {
row: 0,
col: -1
}, {
row: 0,
col: 1
}, {
row: 1,
col: -1
}, {
row: 1,
col: 0
}, {
row: 1,
col: 1
}];
break;
case 'knight':
self.movePattern = [{
row: -2,
col: -1
}, {
row: -2,
col: 1
}, {
row: -1,
col: -2
}, {
row: -1,
col: 2
}, {
row: 1,
col: -2
}, {
row: 1,
col: 2
}, {
row: 2,
col: -1
}, {
row: 2,
col: 1
}];
self.attackPattern = [{
row: -1,
col: -1
}, {
row: -1,
col: 1
}, {
row: 1,
col: -1
}, {
row: 1,
col: 1
}];
break;
case 'wizard':
self.movePattern = [{
row: -1,
col: 0
}, {
row: 0,
col: -1
}, {
row: 0,
col: 1
}, {
row: 1,
col: 0
}];
self.attackPattern = [{
row: -2,
col: -2
}, {
row: -2,
col: 0
}, {
row: -2,
col: 2
}, {
row: 0,
col: -2
}, {
row: 0,
col: 2
}, {
row: 2,
col: -2
}, {
row: 2,
col: 0
}, {
row: 2,
col: 2
}];
break;
case 'archer':
self.movePattern = [{
row: -1,
col: 0
}, {
row: 0,
col: -1
}, {
row: 0,
col: 1
}, {
row: 1,
col: 0
}];
self.attackPattern = [{
row: -3,
col: 0
}, {
row: -2,
col: 0
}, {
row: -1,
col: 0
}, {
row: 0,
col: -3
}, {
row: 0,
col: -2
}, {
row: 0,
col: -1
}, {
row: 0,
col: 1
}, {
row: 0,
col: 2
}, {
row: 0,
col: 3
}, {
row: 1,
col: 0
}, {
row: 2,
col: 0
}, {
row: 3,
col: 0
}];
break;
case 'warrior':
self.movePattern = [{
row: -1,
col: 0
}, {
row: 0,
col: -1
}, {
row: 0,
col: 1
}, {
row: 1,
col: 0
}, {
row: -1,
col: -1
}, {
row: -1,
col: 1
}, {
row: 1,
col: -1
}, {
row: 1,
col: 1
}];
self.attackPattern = [{
row: -1,
col: 0
}, {
row: 0,
col: -1
}, {
row: 0,
col: 1
}, {
row: 1,
col: 0
}];
break;
default:
self.movePattern = [];
self.attackPattern = [];
}
};
self.moveTo = function (row, col) {
self.row = row;
self.col = col;
};
self.down = function (x, y, obj) {
if (gameState.currentPhase === "select" && self.team === gameState.currentPlayer) {
gameState.selectUnit(self);
LK.getSound('select').play();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2a623d
});
/****
* Game Code
****/
// Constants
var GRID_ROWS = 10;
var GRID_COLS = 5;
var CELL_SIZE = 130;
var GRID_WIDTH = GRID_COLS * CELL_SIZE;
var GRID_HEIGHT = GRID_ROWS * CELL_SIZE;
// Game state
var gameState = {
grid: [],
units: [],
selectedUnit: null,
currentPlayer: "blue",
// blue or red
currentPhase: null,
// select, move, attack
turnCount: 0,
initialize: function initialize() {
// Set up game grid
this.createGrid();
// Create initial units
this.createUnits();
// Start the game
this.startGame();
},
createGrid: function createGrid() {
this.gridContainer = new Container();
game.addChild(this.gridContainer);
// Center the grid
this.gridContainer.x = (2048 - GRID_WIDTH) / 2;
this.gridContainer.y = (2732 - GRID_HEIGHT) / 2;
// Create grid cells
for (var row = 0; row < GRID_ROWS; row++) {
this.grid[row] = [];
for (var col = 0; col < GRID_COLS; col++) {
var isDark = (row + col) % 2 === 1;
var cell = new GridCell();
cell.initialize(row, col, isDark);
cell.x = col * CELL_SIZE + CELL_SIZE / 2;
cell.y = row * CELL_SIZE + CELL_SIZE / 2;
this.gridContainer.addChild(cell);
this.grid[row][col] = cell;
}
}
},
createUnits: function createUnits() {
// Create blue team units (bottom)
this.createUnit('king', 'blue', 9, 2);
this.createUnit('knight', 'blue', 9, 1);
this.createUnit('knight', 'blue', 9, 3);
this.createUnit('wizard', 'blue', 9, 0);
this.createUnit('wizard', 'blue', 9, 4);
this.createUnit('warrior', 'blue', 8, 1);
this.createUnit('warrior', 'blue', 8, 3);
this.createUnit('archer', 'blue', 8, 0);
this.createUnit('archer', 'blue', 8, 2);
this.createUnit('archer', 'blue', 8, 4);
// Create red team units (top)
this.createUnit('king', 'red', 0, 2);
this.createUnit('knight', 'red', 0, 1);
this.createUnit('knight', 'red', 0, 3);
this.createUnit('wizard', 'red', 0, 0);
this.createUnit('wizard', 'red', 0, 4);
this.createUnit('warrior', 'red', 1, 1);
this.createUnit('warrior', 'red', 1, 3);
this.createUnit('archer', 'red', 1, 0);
this.createUnit('archer', 'red', 1, 2);
this.createUnit('archer', 'red', 1, 4);
},
createUnit: function createUnit(type, team, row, col) {
var unit = new Unit();
unit.initialize(type, team, row, col);
var cell = this.grid[row][col];
cell.setCharacter(unit);
// Position unit on the cell
unit.x = cell.x;
unit.y = cell.y;
this.gridContainer.addChild(unit);
this.units.push(unit);
return unit;
},
startGame: function startGame() {
this.createUI();
this.startTurn();
LK.playMusic('bgm');
},
createUI: function createUI() {
// Create turn indicator
this.turnText = new Text2("BLUE'S TURN", {
size: 80,
fill: 0x0000FF
});
this.turnText.anchor.set(0.5, 0);
this.turnText.x = 2048 / 2;
this.turnText.y = 50;
LK.gui.addChild(this.turnText);
// Create phase indicator
this.phaseText = new Text2("SELECT UNIT", {
size: 60,
fill: 0xFFFFFF
});
this.phaseText.anchor.set(0.5, 0);
this.phaseText.x = 2048 / 2;
this.phaseText.y = 140;
LK.gui.addChild(this.phaseText);
// Create end turn button
this.endTurnButton = new Container();
var buttonBackground = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0x888888
});
this.endTurnButton.addChild(buttonBackground);
var buttonText = new Text2("END TURN", {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
this.endTurnButton.addChild(buttonText);
this.endTurnButton.x = 2048 - 200;
this.endTurnButton.y = 100;
LK.gui.addChild(this.endTurnButton);
this.endTurnButton.interactive = true;
this.endTurnButton.down = function () {
if (gameState.currentPhase) {
gameState.endTurn();
}
};
},
startTurn: function startTurn() {
this.currentPhase = "select";
this.turnCount++;
// Update UI
this.turnText.setText(this.currentPlayer.toUpperCase() + "'S TURN");
this.turnText.style.fill = this.currentPlayer === "blue" ? "#0000ff" : "#ff0000";
this.phaseText.setText("SELECT UNIT");
// Reset all highlights
this.clearHighlights();
},
selectUnit: function selectUnit(unit) {
if (this.currentPhase !== "select" || unit.team !== this.currentPlayer) {
return;
}
// Deselect previously selected unit
if (this.selectedUnit) {
var oldCell = this.getCellAt(this.selectedUnit.row, this.selectedUnit.col);
oldCell.setHighlight(null);
}
this.selectedUnit = unit;
// Highlight selected unit
var selectedCell = this.getCellAt(unit.row, unit.col);
selectedCell.setHighlight("selected");
// Show movement options
this.showMoveOptions();
// Update phase
this.currentPhase = "move";
this.phaseText.setText("MOVE UNIT");
},
showMoveOptions: function showMoveOptions() {
this.clearHighlights("selected");
var unit = this.selectedUnit;
if (!unit) return;
// Highlight possible moves
for (var i = 0; i < unit.movePattern.length; i++) {
var move = unit.movePattern[i];
var newRow = unit.row + move.row;
var newCol = unit.col + move.col;
// Check if the new position is within the grid and empty
if (this.isValidPosition(newRow, newCol)) {
var cell = this.getCellAt(newRow, newCol);
if (!cell.character) {
cell.setHighlight("move");
cell.isMovable = true;
}
}
}
},
showAttackOptions: function showAttackOptions() {
this.clearHighlights();
var unit = this.selectedUnit;
if (!unit) return;
// Highlight the unit
var selectedCell = this.getCellAt(unit.row, unit.col);
selectedCell.setHighlight("selected");
// Highlight possible attacks
for (var i = 0; i < unit.attackPattern.length; i++) {
var attack = unit.attackPattern[i];
var targetRow = unit.row + attack.row;
var targetCol = unit.col + attack.col;
// Check if the target position is within the grid
if (this.isValidPosition(targetRow, targetCol)) {
var cell = this.getCellAt(targetRow, targetCol);
if (cell.character && cell.character.team !== unit.team) {
cell.setHighlight("attack");
cell.isAttackable = true;
}
}
}
},
handleCellClick: function handleCellClick(cell) {
if (this.currentPhase === "move" && cell.isMovable) {
this.moveUnit(cell);
} else if (this.currentPhase === "attack" && cell.isAttackable) {
this.attackUnit(cell);
}
},
moveUnit: function moveUnit(targetCell) {
if (!this.selectedUnit) return;
// Get current cell
var currentCell = this.getCellAt(this.selectedUnit.row, this.selectedUnit.col);
// Update unit position
this.selectedUnit.moveTo(targetCell.row, targetCell.col);
// Update cell references
currentCell.setCharacter(null);
targetCell.setCharacter(this.selectedUnit);
// Animate movement
tween(this.selectedUnit, {
x: targetCell.x,
y: targetCell.y
}, {
duration: 300,
onFinish: function onFinish() {
gameState.currentPhase = "attack";
gameState.phaseText.setText("ATTACK OR END TURN");
gameState.showAttackOptions();
LK.getSound('move').play();
}
});
},
attackUnit: function attackUnit(targetCell) {
var target = targetCell.character;
if (!target) return;
// Play attack sound
LK.getSound('attack').play();
// Flash target
LK.effects.flashObject(target, 0xff0000, 500);
// Remove target unit
this.removeUnit(target);
// Check if game over (king eliminated)
if (target.type === 'king') {
this.gameOver(this.currentPlayer);
return;
}
// End turn after attack
this.endTurn();
},
removeUnit: function removeUnit(unit) {
// Remove from grid cell
var cell = this.getCellAt(unit.row, unit.col);
cell.setCharacter(null);
// Remove from display
this.gridContainer.removeChild(unit);
// Remove from units array
var index = this.units.indexOf(unit);
if (index !== -1) {
this.units.splice(index, 1);
}
},
endTurn: function endTurn() {
this.selectedUnit = null;
this.clearHighlights();
// Switch players
this.currentPlayer = this.currentPlayer === "blue" ? "red" : "blue";
// Start new turn
this.startTurn();
},
gameOver: function gameOver(winner) {
// Update score
LK.setScore(winner === "blue" ? 1 : 2);
// Show game over screen
LK.showYouWin();
},
clearHighlights: function clearHighlights(except) {
for (var row = 0; row < GRID_ROWS; row++) {
for (var col = 0; col < GRID_COLS; col++) {
var cell = this.grid[row][col];
if (!except || cell.highlight !== except) {
cell.setHighlight(null);
cell.isMovable = false;
cell.isAttackable = false;
}
}
}
},
getCellAt: function getCellAt(row, col) {
if (this.isValidPosition(row, col)) {
return this.grid[row][col];
}
return null;
},
isValidPosition: function isValidPosition(row, col) {
return row >= 0 && row < GRID_ROWS && col >= 0 && col < GRID_COLS;
}
};
// Initialize the game
gameState.initialize();
// Game update function
game.update = function () {
// Game logic that needs to run every frame can go here
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,618 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var GridCell = Container.expand(function () {
+ var self = Container.call(this);
+ self.initialize = function (row, col, isDark) {
+ self.row = row;
+ self.col = col;
+ self.isDark = isDark;
+ var cell = self.attachAsset(isDark ? 'grid_cell_dark' : 'grid_cell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8
+ });
+ self.highlight = null;
+ self.character = null;
+ self.isMovable = false;
+ self.isAttackable = false;
+ };
+ self.setHighlight = function (type) {
+ if (self.highlight) {
+ self.removeChild(self.highlight);
+ self.highlight = null;
+ }
+ if (type) {
+ self.highlight = self.attachAsset('highlight_' + type, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5
+ });
+ }
+ };
+ self.setCharacter = function (character) {
+ self.character = character;
+ };
+ self.down = function (x, y, obj) {
+ if (gameState.currentPhase) {
+ gameState.handleCellClick(self);
+ }
+ };
+ return self;
+});
+var Unit = Container.expand(function () {
+ var self = Container.call(this);
+ self.initialize = function (type, team, row, col) {
+ self.type = type;
+ self.team = team;
+ self.row = row;
+ self.col = col;
+ var asset = self.attachAsset(type + '_' + team, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set up movement and attack patterns based on unit type
+ self.setupPatterns();
+ };
+ self.setupPatterns = function () {
+ // Define movement and attack patterns for different unit types
+ switch (self.type) {
+ case 'king':
+ self.movePattern = [{
+ row: -1,
+ col: -1
+ }, {
+ row: -1,
+ col: 0
+ }, {
+ row: -1,
+ col: 1
+ }, {
+ row: 0,
+ col: -1
+ }, {
+ row: 0,
+ col: 1
+ }, {
+ row: 1,
+ col: -1
+ }, {
+ row: 1,
+ col: 0
+ }, {
+ row: 1,
+ col: 1
+ }];
+ self.attackPattern = [{
+ row: -1,
+ col: -1
+ }, {
+ row: -1,
+ col: 0
+ }, {
+ row: -1,
+ col: 1
+ }, {
+ row: 0,
+ col: -1
+ }, {
+ row: 0,
+ col: 1
+ }, {
+ row: 1,
+ col: -1
+ }, {
+ row: 1,
+ col: 0
+ }, {
+ row: 1,
+ col: 1
+ }];
+ break;
+ case 'knight':
+ self.movePattern = [{
+ row: -2,
+ col: -1
+ }, {
+ row: -2,
+ col: 1
+ }, {
+ row: -1,
+ col: -2
+ }, {
+ row: -1,
+ col: 2
+ }, {
+ row: 1,
+ col: -2
+ }, {
+ row: 1,
+ col: 2
+ }, {
+ row: 2,
+ col: -1
+ }, {
+ row: 2,
+ col: 1
+ }];
+ self.attackPattern = [{
+ row: -1,
+ col: -1
+ }, {
+ row: -1,
+ col: 1
+ }, {
+ row: 1,
+ col: -1
+ }, {
+ row: 1,
+ col: 1
+ }];
+ break;
+ case 'wizard':
+ self.movePattern = [{
+ row: -1,
+ col: 0
+ }, {
+ row: 0,
+ col: -1
+ }, {
+ row: 0,
+ col: 1
+ }, {
+ row: 1,
+ col: 0
+ }];
+ self.attackPattern = [{
+ row: -2,
+ col: -2
+ }, {
+ row: -2,
+ col: 0
+ }, {
+ row: -2,
+ col: 2
+ }, {
+ row: 0,
+ col: -2
+ }, {
+ row: 0,
+ col: 2
+ }, {
+ row: 2,
+ col: -2
+ }, {
+ row: 2,
+ col: 0
+ }, {
+ row: 2,
+ col: 2
+ }];
+ break;
+ case 'archer':
+ self.movePattern = [{
+ row: -1,
+ col: 0
+ }, {
+ row: 0,
+ col: -1
+ }, {
+ row: 0,
+ col: 1
+ }, {
+ row: 1,
+ col: 0
+ }];
+ self.attackPattern = [{
+ row: -3,
+ col: 0
+ }, {
+ row: -2,
+ col: 0
+ }, {
+ row: -1,
+ col: 0
+ }, {
+ row: 0,
+ col: -3
+ }, {
+ row: 0,
+ col: -2
+ }, {
+ row: 0,
+ col: -1
+ }, {
+ row: 0,
+ col: 1
+ }, {
+ row: 0,
+ col: 2
+ }, {
+ row: 0,
+ col: 3
+ }, {
+ row: 1,
+ col: 0
+ }, {
+ row: 2,
+ col: 0
+ }, {
+ row: 3,
+ col: 0
+ }];
+ break;
+ case 'warrior':
+ self.movePattern = [{
+ row: -1,
+ col: 0
+ }, {
+ row: 0,
+ col: -1
+ }, {
+ row: 0,
+ col: 1
+ }, {
+ row: 1,
+ col: 0
+ }, {
+ row: -1,
+ col: -1
+ }, {
+ row: -1,
+ col: 1
+ }, {
+ row: 1,
+ col: -1
+ }, {
+ row: 1,
+ col: 1
+ }];
+ self.attackPattern = [{
+ row: -1,
+ col: 0
+ }, {
+ row: 0,
+ col: -1
+ }, {
+ row: 0,
+ col: 1
+ }, {
+ row: 1,
+ col: 0
+ }];
+ break;
+ default:
+ self.movePattern = [];
+ self.attackPattern = [];
+ }
+ };
+ self.moveTo = function (row, col) {
+ self.row = row;
+ self.col = col;
+ };
+ self.down = function (x, y, obj) {
+ if (gameState.currentPhase === "select" && self.team === gameState.currentPlayer) {
+ gameState.selectUnit(self);
+ LK.getSound('select').play();
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2a623d
+});
+
+/****
+* Game Code
+****/
+// Constants
+var GRID_ROWS = 10;
+var GRID_COLS = 5;
+var CELL_SIZE = 130;
+var GRID_WIDTH = GRID_COLS * CELL_SIZE;
+var GRID_HEIGHT = GRID_ROWS * CELL_SIZE;
+// Game state
+var gameState = {
+ grid: [],
+ units: [],
+ selectedUnit: null,
+ currentPlayer: "blue",
+ // blue or red
+ currentPhase: null,
+ // select, move, attack
+ turnCount: 0,
+ initialize: function initialize() {
+ // Set up game grid
+ this.createGrid();
+ // Create initial units
+ this.createUnits();
+ // Start the game
+ this.startGame();
+ },
+ createGrid: function createGrid() {
+ this.gridContainer = new Container();
+ game.addChild(this.gridContainer);
+ // Center the grid
+ this.gridContainer.x = (2048 - GRID_WIDTH) / 2;
+ this.gridContainer.y = (2732 - GRID_HEIGHT) / 2;
+ // Create grid cells
+ for (var row = 0; row < GRID_ROWS; row++) {
+ this.grid[row] = [];
+ for (var col = 0; col < GRID_COLS; col++) {
+ var isDark = (row + col) % 2 === 1;
+ var cell = new GridCell();
+ cell.initialize(row, col, isDark);
+ cell.x = col * CELL_SIZE + CELL_SIZE / 2;
+ cell.y = row * CELL_SIZE + CELL_SIZE / 2;
+ this.gridContainer.addChild(cell);
+ this.grid[row][col] = cell;
+ }
+ }
+ },
+ createUnits: function createUnits() {
+ // Create blue team units (bottom)
+ this.createUnit('king', 'blue', 9, 2);
+ this.createUnit('knight', 'blue', 9, 1);
+ this.createUnit('knight', 'blue', 9, 3);
+ this.createUnit('wizard', 'blue', 9, 0);
+ this.createUnit('wizard', 'blue', 9, 4);
+ this.createUnit('warrior', 'blue', 8, 1);
+ this.createUnit('warrior', 'blue', 8, 3);
+ this.createUnit('archer', 'blue', 8, 0);
+ this.createUnit('archer', 'blue', 8, 2);
+ this.createUnit('archer', 'blue', 8, 4);
+ // Create red team units (top)
+ this.createUnit('king', 'red', 0, 2);
+ this.createUnit('knight', 'red', 0, 1);
+ this.createUnit('knight', 'red', 0, 3);
+ this.createUnit('wizard', 'red', 0, 0);
+ this.createUnit('wizard', 'red', 0, 4);
+ this.createUnit('warrior', 'red', 1, 1);
+ this.createUnit('warrior', 'red', 1, 3);
+ this.createUnit('archer', 'red', 1, 0);
+ this.createUnit('archer', 'red', 1, 2);
+ this.createUnit('archer', 'red', 1, 4);
+ },
+ createUnit: function createUnit(type, team, row, col) {
+ var unit = new Unit();
+ unit.initialize(type, team, row, col);
+ var cell = this.grid[row][col];
+ cell.setCharacter(unit);
+ // Position unit on the cell
+ unit.x = cell.x;
+ unit.y = cell.y;
+ this.gridContainer.addChild(unit);
+ this.units.push(unit);
+ return unit;
+ },
+ startGame: function startGame() {
+ this.createUI();
+ this.startTurn();
+ LK.playMusic('bgm');
+ },
+ createUI: function createUI() {
+ // Create turn indicator
+ this.turnText = new Text2("BLUE'S TURN", {
+ size: 80,
+ fill: 0x0000FF
+ });
+ this.turnText.anchor.set(0.5, 0);
+ this.turnText.x = 2048 / 2;
+ this.turnText.y = 50;
+ LK.gui.addChild(this.turnText);
+ // Create phase indicator
+ this.phaseText = new Text2("SELECT UNIT", {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ this.phaseText.anchor.set(0.5, 0);
+ this.phaseText.x = 2048 / 2;
+ this.phaseText.y = 140;
+ LK.gui.addChild(this.phaseText);
+ // Create end turn button
+ this.endTurnButton = new Container();
+ var buttonBackground = LK.getAsset('grid_cell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 300,
+ height: 80,
+ tint: 0x888888
+ });
+ this.endTurnButton.addChild(buttonBackground);
+ var buttonText = new Text2("END TURN", {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ buttonText.anchor.set(0.5, 0.5);
+ this.endTurnButton.addChild(buttonText);
+ this.endTurnButton.x = 2048 - 200;
+ this.endTurnButton.y = 100;
+ LK.gui.addChild(this.endTurnButton);
+ this.endTurnButton.interactive = true;
+ this.endTurnButton.down = function () {
+ if (gameState.currentPhase) {
+ gameState.endTurn();
+ }
+ };
+ },
+ startTurn: function startTurn() {
+ this.currentPhase = "select";
+ this.turnCount++;
+ // Update UI
+ this.turnText.setText(this.currentPlayer.toUpperCase() + "'S TURN");
+ this.turnText.style.fill = this.currentPlayer === "blue" ? "#0000ff" : "#ff0000";
+ this.phaseText.setText("SELECT UNIT");
+ // Reset all highlights
+ this.clearHighlights();
+ },
+ selectUnit: function selectUnit(unit) {
+ if (this.currentPhase !== "select" || unit.team !== this.currentPlayer) {
+ return;
+ }
+ // Deselect previously selected unit
+ if (this.selectedUnit) {
+ var oldCell = this.getCellAt(this.selectedUnit.row, this.selectedUnit.col);
+ oldCell.setHighlight(null);
+ }
+ this.selectedUnit = unit;
+ // Highlight selected unit
+ var selectedCell = this.getCellAt(unit.row, unit.col);
+ selectedCell.setHighlight("selected");
+ // Show movement options
+ this.showMoveOptions();
+ // Update phase
+ this.currentPhase = "move";
+ this.phaseText.setText("MOVE UNIT");
+ },
+ showMoveOptions: function showMoveOptions() {
+ this.clearHighlights("selected");
+ var unit = this.selectedUnit;
+ if (!unit) return;
+ // Highlight possible moves
+ for (var i = 0; i < unit.movePattern.length; i++) {
+ var move = unit.movePattern[i];
+ var newRow = unit.row + move.row;
+ var newCol = unit.col + move.col;
+ // Check if the new position is within the grid and empty
+ if (this.isValidPosition(newRow, newCol)) {
+ var cell = this.getCellAt(newRow, newCol);
+ if (!cell.character) {
+ cell.setHighlight("move");
+ cell.isMovable = true;
+ }
+ }
+ }
+ },
+ showAttackOptions: function showAttackOptions() {
+ this.clearHighlights();
+ var unit = this.selectedUnit;
+ if (!unit) return;
+ // Highlight the unit
+ var selectedCell = this.getCellAt(unit.row, unit.col);
+ selectedCell.setHighlight("selected");
+ // Highlight possible attacks
+ for (var i = 0; i < unit.attackPattern.length; i++) {
+ var attack = unit.attackPattern[i];
+ var targetRow = unit.row + attack.row;
+ var targetCol = unit.col + attack.col;
+ // Check if the target position is within the grid
+ if (this.isValidPosition(targetRow, targetCol)) {
+ var cell = this.getCellAt(targetRow, targetCol);
+ if (cell.character && cell.character.team !== unit.team) {
+ cell.setHighlight("attack");
+ cell.isAttackable = true;
+ }
+ }
+ }
+ },
+ handleCellClick: function handleCellClick(cell) {
+ if (this.currentPhase === "move" && cell.isMovable) {
+ this.moveUnit(cell);
+ } else if (this.currentPhase === "attack" && cell.isAttackable) {
+ this.attackUnit(cell);
+ }
+ },
+ moveUnit: function moveUnit(targetCell) {
+ if (!this.selectedUnit) return;
+ // Get current cell
+ var currentCell = this.getCellAt(this.selectedUnit.row, this.selectedUnit.col);
+ // Update unit position
+ this.selectedUnit.moveTo(targetCell.row, targetCell.col);
+ // Update cell references
+ currentCell.setCharacter(null);
+ targetCell.setCharacter(this.selectedUnit);
+ // Animate movement
+ tween(this.selectedUnit, {
+ x: targetCell.x,
+ y: targetCell.y
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ gameState.currentPhase = "attack";
+ gameState.phaseText.setText("ATTACK OR END TURN");
+ gameState.showAttackOptions();
+ LK.getSound('move').play();
+ }
+ });
+ },
+ attackUnit: function attackUnit(targetCell) {
+ var target = targetCell.character;
+ if (!target) return;
+ // Play attack sound
+ LK.getSound('attack').play();
+ // Flash target
+ LK.effects.flashObject(target, 0xff0000, 500);
+ // Remove target unit
+ this.removeUnit(target);
+ // Check if game over (king eliminated)
+ if (target.type === 'king') {
+ this.gameOver(this.currentPlayer);
+ return;
+ }
+ // End turn after attack
+ this.endTurn();
+ },
+ removeUnit: function removeUnit(unit) {
+ // Remove from grid cell
+ var cell = this.getCellAt(unit.row, unit.col);
+ cell.setCharacter(null);
+ // Remove from display
+ this.gridContainer.removeChild(unit);
+ // Remove from units array
+ var index = this.units.indexOf(unit);
+ if (index !== -1) {
+ this.units.splice(index, 1);
+ }
+ },
+ endTurn: function endTurn() {
+ this.selectedUnit = null;
+ this.clearHighlights();
+ // Switch players
+ this.currentPlayer = this.currentPlayer === "blue" ? "red" : "blue";
+ // Start new turn
+ this.startTurn();
+ },
+ gameOver: function gameOver(winner) {
+ // Update score
+ LK.setScore(winner === "blue" ? 1 : 2);
+ // Show game over screen
+ LK.showYouWin();
+ },
+ clearHighlights: function clearHighlights(except) {
+ for (var row = 0; row < GRID_ROWS; row++) {
+ for (var col = 0; col < GRID_COLS; col++) {
+ var cell = this.grid[row][col];
+ if (!except || cell.highlight !== except) {
+ cell.setHighlight(null);
+ cell.isMovable = false;
+ cell.isAttackable = false;
+ }
+ }
+ }
+ },
+ getCellAt: function getCellAt(row, col) {
+ if (this.isValidPosition(row, col)) {
+ return this.grid[row][col];
+ }
+ return null;
+ },
+ isValidPosition: function isValidPosition(row, col) {
+ return row >= 0 && row < GRID_ROWS && col >= 0 && col < GRID_COLS;
+ }
+};
+// Initialize the game
+gameState.initialize();
+// Game update function
+game.update = function () {
+ // Game logic that needs to run every frame can go here
+};
\ No newline at end of file
top view
make it have red-ish clothes
Make it seen from behind top view
make it seen from behind top view
make it just a grass field, and make it from 3 times far away
Create a logo for this game based on this description: Title: "Tactical Kings: Battle of Champions" A fantasy-themed, chess-inspired strategy game where players control unique units with predefined attack zones. Victory comes from eliminating the opponent’s King by strategically positioning characters on a 5x10 grid.. In-Game asset. 2d. High contrast. No shadows
make it wear more blue ish colors
make it from top view
paint the word silver
top view, seeing the back of the character
top down view, do not cut any elements off screen
Make it seen from his back, do not cut any elements off screen