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var TutorialScreen = Container.expand(function () { var self = Container.call(this); // Title var titleText = new Text2('TUTORIAL', { size: 150, fill: '#FFFFFF' }); titleText.anchor.set(0.5, 0); titleText.y = 2732 / 3 -150; // Position in top third of screen this variable is not changing the position of the title: titleText.y = 2732 / 3 -150; // Position in top third of screen
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The Tutorial texts are overlapping, fix their position, the Tutorial page title should be in the top third of the screen centered in x
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Animate grow and shrink each button, on move the title to the top third of the screen centered in x ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Create a new level for the main menu
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Add an background image
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the archer must attack any enemy character in the line with attackRange tiles forward of him ex: x x x x x <- attack any character in this line _ _ _ archer
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change the attack zone of the archers, to be any tile in the line of its attackRange
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the wizard has attack range of 3, correct the code to correspond to these variables: case 'wizard': self.health = 90; self.attackStrength = 60; self.moveRange = 2; // Can move up to 2 tiles in any direction self.attackRange = 3; // Attack 6 tiles ahead and surrounding
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you should update the values of each character for both teams and make the ai react accordingly
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create something like this but for the movement and attack zones: switch (type) { case 'king': self.health = 200; self.attackStrength = 30; break; case 'warrior': self.health = 250; self.attackStrength = 40; break; case 'knight': self.health = 130; self.attackStrength = 35; break; case 'wizard': self.health = 80; self.attackStrength = 50; break; case 'archer': self.health = 90; self.attackStrength = 45; break;
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change the color of the health text to be golden yellow
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Only the warrior should kill the king in one hit, because the warrior kills every enemy in one hit, all the other characters should take a normal hit against the king
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Add critical damage for this : knights are strong against archers, archers against mages, mages against knights. And when its critical damage add special UI saying critical damage and how much it took of the oponent and make it animated ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Lets Add an attack strenght variable for each character and an health variable for each character
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Adjust the mage attack, it should be 6 tiles ahead of the mage, and can only attack one of the tiles that is directly around that tile including that tile
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Adjust the mage attack, it should be 6 tiles ahead of the mage, and can only attack one of the tiles that is directly around that tile
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Something is wrong, it should be one turn each, the player is not allowed to play after first turn. Refactor the whole code if needed
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remove the next turn button
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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
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Make it turn base, the Ai cant continuosly play
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Change the attack zone for the mage, it can only attack characters that is on tile around its attack tile
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AIPlayer = Container.expand(function () { var self = Container.call(this); self.makeMove = function () { // Only make a move if it's AI's turn if (game.gameState !== 'aiTurn') return false; 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) { // Determine the attack point 6 tiles ahead based on team direction var attackPointRow = self.team === 'blue' ? self.row - 6 : self.row + 6; var attackPointCol = self.col; // Check if the target is around the attack point (1 tile in any direction) var rowDiffFromAttackPoint = Math.abs(targetRow - attackPointRow); var colDiffFromAttackPoint = Math.abs(targetCol - attackPointCol); // Can only attack tiles that are directly adjacent to the attack point (including diagonals) // But not the attack point itself return rowDiffFromAttackPoint <= 1 && colDiffFromAttackPoint <= 1 && !(rowDiffFromAttackPoint === 0 && colDiffFromAttackPoint === 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 (game.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 || game.gameState !== 'playerTurn') 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'); // Execute AI turn with delay for better visibility LK.setTimeout(function () { if (ai.makeMove()) { // AI successfully made a move, turn will be ended in the attack/move handlers } else { // AI couldn't make a move, switch back to player gameState = 'playerTurn'; statusText.setText('Player Turn'); } }, 500); // Small delay for better user experience } 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; // Create a getter/setter for game state to ensure consistency Object.defineProperty(game, 'gameState', { get: function get() { return gameState; }, set: function set(value) { gameState = value; } }); // Initialize game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -235,13 +235,17 @@
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);
+ // Determine the attack point 6 tiles ahead based on team direction
+ var attackPointRow = self.team === 'blue' ? self.row - 6 : self.row + 6;
+ var attackPointCol = self.col;
+ // Check if the target is around the attack point (1 tile in any direction)
+ var rowDiffFromAttackPoint = Math.abs(targetRow - attackPointRow);
+ var colDiffFromAttackPoint = Math.abs(targetCol - attackPointCol);
+ // Can only attack tiles that are directly adjacent to the attack point (including diagonals)
+ // But not the attack point itself
+ return rowDiffFromAttackPoint <= 1 && colDiffFromAttackPoint <= 1 && !(rowDiffFromAttackPoint === 0 && colDiffFromAttackPoint === 0);
};
// Wizards do area damage
self.isAreaAttacker = true;
return self;
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