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");
/****
* Classes
****/
var AIPlayer = Container.expand(function () {
var self = Container.call(this);
self.makeMove = function () {
var units = game.getTeamUnits('red');
var moveFound = false;
// First priority: attack if possible
for (var i = 0; i < units.length; i++) {
var unit = units[i];
var attacks = unit.getPossibleAttacks(game.grid);
if (attacks.length > 0) {
// Prioritize attacking king
var kingAttack = attacks.find(function (attack) {
return game.grid[attack.row][attack.col].occupiedBy && game.grid[attack.row][attack.col].occupiedBy.isKing;
});
if (kingAttack) {
game.selectUnit(unit);
game.attackCell(game.grid[kingAttack.row][kingAttack.col]);
return true;
}
// Otherwise attack first available target
game.selectUnit(unit);
game.attackCell(game.grid[attacks[0].row][attacks[0].col]);
return true;
}
}
// Second priority: move toward player king
var playerKing = game.getKing('blue');
if (playerKing) {
// Find unit closest to player king that can move
var closestUnit = null;
var closestDistance = Infinity;
for (var i = 0; i < units.length; i++) {
var unit = units[i];
var moves = unit.getPossibleMoves(game.grid);
if (moves.length > 0) {
var dist = Math.abs(unit.row - playerKing.row) + Math.abs(unit.col - playerKing.col);
if (dist < closestDistance) {
closestUnit = unit;
closestDistance = dist;
}
}
}
if (closestUnit) {
var bestMove = null;
var bestMoveScore = -Infinity;
var moves = closestUnit.getPossibleMoves(game.grid);
// Score each possible move
for (var i = 0; i < moves.length; i++) {
var move = moves[i];
var moveScore = closestDistance - (Math.abs(move.row - playerKing.row) + Math.abs(move.col - playerKing.col));
if (moveScore > bestMoveScore) {
bestMove = move;
bestMoveScore = moveScore;
}
}
if (bestMove) {
game.selectUnit(closestUnit);
game.moveSelectedUnit(bestMove.row, bestMove.col);
return true;
}
}
}
// Last resort: random move with random unit
var movableUnits = units.filter(function (unit) {
return unit.getPossibleMoves(game.grid).length > 0;
});
if (movableUnits.length > 0) {
var randomUnit = movableUnits[Math.floor(Math.random() * movableUnits.length)];
var possibleMoves = randomUnit.getPossibleMoves(game.grid);
var randomMove = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];
game.selectUnit(randomUnit);
game.moveSelectedUnit(randomMove.row, randomMove.col);
return true;
}
return false; // No move possible
};
return self;
});
var GridCell = Container.expand(function () {
var self = Container.call(this);
// Cell properties
self.row = 0;
self.col = 0;
self.occupied = false;
self.occupiedBy = null;
self.highlighted = false;
self.highlightType = null;
// Create cell graphic
var cellGraphic = self.attachAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
// Highlighting methods
self.highlight = function (type) {
if (self.highlightAsset) {
self.removeChild(self.highlightAsset);
}
self.highlighted = true;
self.highlightType = type;
if (type === 'move') {
self.highlightAsset = self.attachAsset('highlight_move', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
} else if (type === 'attack') {
self.highlightAsset = self.attachAsset('highlight_attack', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
} else if (type === 'selected') {
self.highlightAsset = self.attachAsset('highlight_selected', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
}
};
self.clearHighlight = function () {
if (self.highlightAsset) {
self.removeChild(self.highlightAsset);
self.highlightAsset = null;
}
self.highlighted = false;
self.highlightType = null;
};
// Event handlers
self.down = function (x, y, obj) {
if (game.gameState === 'playerTurn') {
game.handleCellClick(self);
}
};
return self;
});
var Unit = Container.expand(function () {
var self = Container.call(this);
// Unit properties
self.type = "";
self.team = "";
self.row = 0;
self.col = 0;
self.isKing = false;
self.alive = true;
self.selected = false;
// Initialize with type and team
self.init = function (type, team, row, col) {
self.type = type;
self.team = team;
self.row = row;
self.col = col;
self.isKing = type === 'king';
var assetId = type + '_' + team;
self.unitGraphic = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
return self;
};
// Movement validation
self.canMoveTo = function (targetRow, targetCol) {
// Base movement logic to be overridden by specific unit types
return false;
};
// Attack validation
self.canAttack = function (targetRow, targetCol) {
// Base attack logic to be overridden by specific unit types
return false;
};
// Get possible move cells
self.getPossibleMoves = function (grid) {
var moves = [];
for (var r = 0; r < grid.length; r++) {
for (var c = 0; c < grid[r].length; c++) {
if (this.canMoveTo(r, c) && !grid[r][c].occupied) {
moves.push({
row: r,
col: c
});
}
}
}
return moves;
};
// Get possible attack cells
self.getPossibleAttacks = function (grid) {
var attacks = [];
for (var r = 0; r < grid.length; r++) {
for (var c = 0; c < grid[r].length; c++) {
if (this.canAttack(r, c) && grid[r][c].occupied && grid[r][c].occupiedBy.team !== this.team) {
attacks.push({
row: r,
col: c
});
}
}
}
return attacks;
};
// Move unit to new position
self.moveTo = function (targetRow, targetCol) {
self.row = targetRow;
self.col = targetCol;
};
// Select unit
self.select = function () {
self.selected = true;
self.unitGraphic.alpha = 1.0;
};
// Deselect unit
self.deselect = function () {
self.selected = false;
self.unitGraphic.alpha = 0.8;
};
return self;
});
var Wizard = Unit.expand(function () {
var self = Unit.call(this);
// Override movement validation
self.canMoveTo = function (targetRow, targetCol) {
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
// Wizard can move diagonally or in straight lines
return rowDiff <= 2 && colDiff <= 2;
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// Attack only one tile around the wizard's position
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
// Can only attack one tile in any direction
return rowDiff <= 1 && colDiff <= 1 && !(rowDiff === 0 && colDiff === 0);
};
// Wizards do area damage
self.isAreaAttacker = true;
return self;
});
var Warrior = Unit.expand(function () {
var self = Unit.call(this);
// Override movement validation
self.canMoveTo = function (targetRow, targetCol) {
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
// Warrior can only move 1 tile in any direction
return rowDiff <= 1 && colDiff <= 1 && !(rowDiff === 0 && colDiff === 0);
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// Instant-kill attack (1 tile forward)
if (self.team === 'blue') {
return targetRow === self.row - 1 && targetCol === self.col;
} else {
return targetRow === self.row + 1 && targetCol === self.col;
}
};
// Warriors have instant kill ability
self.hasInstantKill = true;
return self;
});
var Knight = Unit.expand(function () {
var self = Unit.call(this);
// Override movement validation
self.canMoveTo = function (targetRow, targetCol) {
// Knight moves straight or sideways (1-3 tiles)
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
// Can move horizontally or vertically up to 3 tiles
return rowDiff === 0 && colDiff > 0 && colDiff <= 3 || colDiff === 0 && rowDiff > 0 && rowDiff <= 3;
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// Same as movement - can attack in movement range
return self.canMoveTo(targetRow, targetCol);
};
return self;
});
var King = Unit.expand(function () {
var self = Unit.call(this);
// Override movement validation
self.canMoveTo = function (targetRow, targetCol) {
// King moves like a chess queen but limited distance
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
// Can move in any direction but maximum 1 space
return rowDiff <= 1 && colDiff <= 1 && !(rowDiff === 0 && colDiff === 0);
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// King only attacks 1 tile forward based on team direction
var forwardRow = self.team === 'blue' ? self.row - 1 : self.row + 1;
return targetRow === forwardRow && targetCol === self.col;
};
return self;
});
var Archer = Unit.expand(function () {
var self = Unit.call(this);
// Override movement validation
self.canMoveTo = function (targetRow, targetCol) {
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
// Can move sideways freely, but only one tile forward
if (self.team === 'blue') {
return colDiff > 0 && rowDiff === 0 ||
// sideways
targetRow === self.row - 1 && colDiff === 0; // one forward
} else {
return colDiff > 0 && rowDiff === 0 ||
// sideways
targetRow === self.row + 1 && colDiff === 0; // one forward
}
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// Can attack up to 8 tiles ahead
if (self.team === 'blue') {
return targetCol === self.col && targetRow < self.row && self.row - targetRow <= 8;
} else {
return targetCol === self.col && targetRow > self.row && targetRow - self.row <= 8;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game constants
// Import tween plugin
var GRID_ROWS = 10;
var GRID_COLS = 5;
var CELL_SIZE = 250; // Significantly increased cell size
var GRID_PADDING_X = (2048 - GRID_COLS * CELL_SIZE) / 2;
var GRID_PADDING_Y = (2732 - GRID_ROWS * CELL_SIZE) / 2;
// Game variables
var grid = [];
var units = [];
var selectedUnit = null;
var gameState = 'playerTurn'; // playerTurn, aiTurn, gameOver
var ai = new AIPlayer();
var statusText = new Text2('Player Turn', {
size: 120,
// Significantly increased text size
fill: 0xFFFFFF
});
// Initialize the game board
function initializeGame() {
// Create grid
for (var row = 0; row < GRID_ROWS; row++) {
grid[row] = [];
for (var col = 0; col < GRID_COLS; col++) {
var cell = new GridCell();
cell.row = row;
cell.col = col;
cell.x = GRID_PADDING_X + col * CELL_SIZE + CELL_SIZE / 2;
cell.y = GRID_PADDING_Y + row * CELL_SIZE + CELL_SIZE / 2;
// Alternate cell colors
if ((row + col) % 2 === 0) {
cell.removeChild(cell.children[0]); // Remove default graphic
cell.attachAsset('grid_cell_dark', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
}
grid[row][col] = cell;
game.addChild(cell);
}
}
// Create units for both teams
createUnits();
// Add status text
statusText.anchor.set(0.5, 0);
statusText.x = 2048 / 2;
statusText.y = 50;
LK.gui.top.addChild(statusText);
}
// Create all units for both teams
function createUnits() {
// Blue team (player) - bottom of the board
// Formation: Knight, Warrior, Warrior, Warrior, Knight (row 8)
// Formation: Archer, Mage, King, Mage, Archer (row 9)
createUnit('knight', 'blue', 8, 0);
createUnit('warrior', 'blue', 8, 1);
createUnit('warrior', 'blue', 8, 2);
createUnit('warrior', 'blue', 8, 3);
createUnit('knight', 'blue', 8, 4);
createUnit('archer', 'blue', 9, 0);
createUnit('wizard', 'blue', 9, 1);
createUnit('king', 'blue', 9, 2);
createUnit('wizard', 'blue', 9, 3);
createUnit('archer', 'blue', 9, 4);
// Red team (AI) - top of the board
// Formation: Knight, Warrior, Warrior, Warrior, Knight (row 1)
// Formation: Archer, Mage, King, Mage, Archer (row 0)
createUnit('knight', 'red', 1, 0);
createUnit('warrior', 'red', 1, 1);
createUnit('warrior', 'red', 1, 2);
createUnit('warrior', 'red', 1, 3);
createUnit('knight', 'red', 1, 4);
createUnit('archer', 'red', 0, 0);
createUnit('wizard', 'red', 0, 1);
createUnit('king', 'red', 0, 2);
createUnit('wizard', 'red', 0, 3);
createUnit('archer', 'red', 0, 4);
}
// Create a single unit
function createUnit(type, team, row, col) {
var unit;
// Create the appropriate unit type
switch (type) {
case 'king':
unit = new King().init(type, team, row, col);
break;
case 'knight':
unit = new Knight().init(type, team, row, col);
break;
case 'archer':
unit = new Archer().init(type, team, row, col);
break;
case 'wizard':
unit = new Wizard().init(type, team, row, col);
break;
case 'warrior':
unit = new Warrior().init(type, team, row, col);
break;
}
// Position unit
unit.x = grid[row][col].x;
unit.y = grid[row][col].y;
unit.unitGraphic.alpha = 0.8;
// Add subtle entry animation
unit.unitGraphic.scale.set(0.1);
unit.unitGraphic.alpha = 0.3;
// Add unit to game
game.addChild(unit);
units.push(unit);
// Mark cell as occupied
grid[row][col].occupied = true;
grid[row][col].occupiedBy = unit;
// Add click handler for player units
if (team === 'blue') {
unit.down = function (x, y, obj) {
if (gameState === 'playerTurn') {
selectUnit(unit);
}
};
}
// Animate unit entry with enhanced effect
tween(unit.unitGraphic, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 0.8
}, {
duration: 600,
easing: tween.elasticOut,
delay: 100 * (row + col) % 5 // Staggered appearance for visual interest
});
return unit;
}
// Handle cell click
game.handleCellClick = function (cell) {
if (!selectedUnit) return;
// If cell is highlighted for movement
if (cell.highlighted && cell.highlightType === 'move') {
moveSelectedUnit(cell.row, cell.col);
}
// If cell is highlighted for attack
else if (cell.highlighted && cell.highlightType === 'attack') {
attackCell(cell);
}
};
// Select a unit
function selectUnit(unit) {
// Can only select your own units
if (unit.team !== 'blue' && gameState === 'playerTurn') return;
if (unit.team !== 'red' && gameState === 'aiTurn') return;
// Deselect previous unit if there was one
if (selectedUnit) {
selectedUnit.deselect();
clearAllHighlights();
}
// Select new unit
selectedUnit = unit;
selectedUnit.select();
// Enhanced selection animation with glow effect
tween(selectedUnit.unitGraphic, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 1.0
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(selectedUnit.unitGraphic, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 0.9
}, {
duration: 200,
easing: tween.easeOutQuad
});
}
});
// Highlight cell under selected unit
grid[unit.row][unit.col].highlight('selected');
// Highlight possible moves with delay for better visual feedback
var possibleMoves = unit.getPossibleMoves(grid);
for (var i = 0; i < possibleMoves.length; i++) {
(function (index) {
LK.setTimeout(function () {
if (selectedUnit === unit) {
// Only highlight if still selected
var move = possibleMoves[index];
grid[move.row][move.col].highlight('move');
}
}, index * 30);
})(i);
}
// Highlight possible attacks with delay
var possibleAttacks = unit.getPossibleAttacks(grid);
for (var i = 0; i < possibleAttacks.length; i++) {
(function (index) {
LK.setTimeout(function () {
if (selectedUnit === unit) {
// Only highlight if still selected
var attack = possibleAttacks[index];
grid[attack.row][attack.col].highlight('attack');
}
}, (possibleMoves.length + index) * 30);
})(i);
}
}
// Move selected unit to new position
function moveSelectedUnit(targetRow, targetCol) {
if (!selectedUnit) return;
// Update grid occupation
grid[selectedUnit.row][selectedUnit.col].occupied = false;
grid[selectedUnit.row][selectedUnit.col].occupiedBy = null;
// Move unit with animation
selectedUnit.moveTo(targetRow, targetCol);
// Animate movement with tween
var targetX = grid[targetRow][targetCol].x;
var targetY = grid[targetRow][targetCol].y;
tween(selectedUnit, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// Update grid occupation at new position
grid[targetRow][targetCol].occupied = true;
grid[targetRow][targetCol].occupiedBy = selectedUnit;
// Deselect unit and clear highlights
selectedUnit.deselect();
clearAllHighlights();
selectedUnit = null;
// Check if any attacks are possible after movement
checkForAutoAttack();
// Switch turns
endTurn();
}
});
}
// Attack a cell
function attackCell(cell) {
if (!selectedUnit || !cell.occupied || cell.occupiedBy.team === selectedUnit.team) return;
var targetUnit = cell.occupiedBy;
// Animate the attacker - "lunge" toward target
var originalX = selectedUnit.x;
var originalY = selectedUnit.y;
var directionX = targetUnit.x - selectedUnit.x;
var directionY = targetUnit.y - selectedUnit.y;
var distance = Math.sqrt(directionX * directionX + directionY * directionY);
var normalizedX = directionX / distance * 30; // small lunge
var normalizedY = directionY / distance * 30;
// Enhanced attack animation sequence
tween(selectedUnit, {
x: selectedUnit.x + normalizedX * 1.5,
// More pronounced lunge
y: selectedUnit.y + normalizedY * 1.5
}, {
duration: 200,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// More dramatic visual flash on target
LK.effects.flashObject(targetUnit, 0xff0000, 400);
// Return attacker to original position
tween(selectedUnit, {
x: originalX,
y: originalY
}, {
duration: 200,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// Perform attack after animation
if (selectedUnit.hasInstantKill || targetUnit.isKing) {
// Instant kill or attacking king always results in death
removeUnit(targetUnit);
} else if (selectedUnit.isAreaAttacker) {
// Area attack affects target and adjacent units of opposite team
var adjacentCells = getAdjacentCells(cell.row, cell.col);
removeUnit(targetUnit);
for (var i = 0; i < adjacentCells.length; i++) {
var adjCell = adjacentCells[i];
if (adjCell.occupied && adjCell.occupiedBy.team !== selectedUnit.team) {
removeUnit(adjCell.occupiedBy);
}
}
} else {
// Normal attack
removeUnit(targetUnit);
}
// Deselect unit and clear highlights
selectedUnit.deselect();
clearAllHighlights();
selectedUnit = null;
// Switch turns
endTurn();
}
});
}
});
}
// Check if auto-attack is possible (for units that moved next to enemies)
function checkForAutoAttack() {
// Not implemented in this version - all attacks are chosen by player
}
// Get adjacent cells
function getAdjacentCells(row, col) {
var adjacent = [];
var directions = [{
r: -1,
c: 0
}, {
r: 1,
c: 0
}, {
r: 0,
c: -1
}, {
r: 0,
c: 1
}, {
r: -1,
c: -1
}, {
r: -1,
c: 1
}, {
r: 1,
c: -1
}, {
r: 1,
c: 1
}];
for (var i = 0; i < directions.length; i++) {
var newRow = row + directions[i].r;
var newCol = col + directions[i].c;
if (newRow >= 0 && newRow < GRID_ROWS && newCol >= 0 && newCol < GRID_COLS) {
adjacent.push(grid[newRow][newCol]);
}
}
return adjacent;
}
// Remove a unit from the game
function removeUnit(unit) {
// Clear grid cell
grid[unit.row][unit.col].occupied = false;
grid[unit.row][unit.col].occupiedBy = null;
// Remove from units array
var index = units.indexOf(unit);
if (index > -1) {
units.splice(index, 1);
}
// Remove from display
game.removeChild(unit);
// Check for game over if a king was killed
if (unit.isKing) {
if (unit.team === 'blue') {
endGame('red');
} else {
endGame('blue');
}
}
}
// Clear all highlights from the grid
function clearAllHighlights() {
for (var row = 0; row < GRID_ROWS; row++) {
for (var col = 0; col < GRID_COLS; col++) {
grid[row][col].clearHighlight();
}
}
}
// End the current turn
function endTurn() {
if (gameState === 'playerTurn') {
gameState = 'aiTurn';
statusText.setText('AI Turn');
// Add "Next Turn" button for player to control when AI takes its turn
var nextTurnButton = new Container();
var buttonBackground = nextTurnButton.attachAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 150,
tint: 0x00aaff
});
var buttonText = new Text2('Next Turn', {
size: 80,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
nextTurnButton.addChild(buttonText);
nextTurnButton.x = 2048 / 2;
nextTurnButton.y = 2732 - 200;
game.addChild(nextTurnButton);
// Handle button click
nextTurnButton.down = function () {
// Execute AI turn
ai.makeMove();
// Remove button
game.removeChild(nextTurnButton);
// Switch back to player turn
gameState = 'playerTurn';
statusText.setText('Player Turn');
};
} else if (gameState === 'aiTurn') {
gameState = 'playerTurn';
statusText.setText('Player Turn');
}
}
// End the game with a winner
function endGame(winner) {
gameState = 'gameOver';
if (winner === 'blue') {
statusText.setText('You Win!');
LK.showYouWin();
} else {
statusText.setText('Game Over');
LK.showGameOver();
}
}
// Helper functions
game.getTeamUnits = function (team) {
return units.filter(function (unit) {
return unit.team === team;
});
};
game.getKing = function (team) {
for (var i = 0; i < units.length; i++) {
if (units[i].isKing && units[i].team === team) {
return units[i];
}
}
return null;
};
// Expose functions to game object for access from other classes
game.selectUnit = selectUnit;
game.moveSelectedUnit = moveSelectedUnit;
game.attackCell = attackCell;
game.grid = grid;
game.gameState = gameState;
// Initialize game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -712,15 +712,36 @@
function endTurn() {
if (gameState === 'playerTurn') {
gameState = 'aiTurn';
statusText.setText('AI Turn');
- // Small delay before AI makes its move
- LK.setTimeout(function () {
+ // Add "Next Turn" button for player to control when AI takes its turn
+ var nextTurnButton = new Container();
+ var buttonBackground = nextTurnButton.attachAsset('grid_cell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 400,
+ height: 150,
+ tint: 0x00aaff
+ });
+ var buttonText = new Text2('Next Turn', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ buttonText.anchor.set(0.5, 0.5);
+ nextTurnButton.addChild(buttonText);
+ nextTurnButton.x = 2048 / 2;
+ nextTurnButton.y = 2732 - 200;
+ game.addChild(nextTurnButton);
+ // Handle button click
+ nextTurnButton.down = function () {
+ // Execute AI turn
ai.makeMove();
+ // Remove button
+ game.removeChild(nextTurnButton);
// Switch back to player turn
gameState = 'playerTurn';
statusText.setText('Player Turn');
- }, 500);
+ };
} else if (gameState === 'aiTurn') {
gameState = 'playerTurn';
statusText.setText('Player Turn');
}
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