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remove all atack logic
Code edit (2 edits merged)
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Create a new attack Function with different aproach and add to the playerController
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Just create an player1controller, dont add any logic to it
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Remake game.handleCellClick
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when the player clicks to attack, it doesnt perform the attack, refactor hadleCellClick
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remake attackCell function
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fix to why is it not performing when calling it
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rewrite the whole attackfunction
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not performing attack
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attack function not attacking
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player 2 cant move
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the player attack is not working
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make player vs ai one level, and player vs player a another level
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'game.statusText.setText('Player Turn');' Line Number: 2065
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Please fix the bug: 'TypeError: game.clearAllHighlights is not a function' in or related to this line: 'game.clearAllHighlights();' Line Number: 2061
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'game.statusText.setText('Player Turn');' Line Number: 2065
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Please fix the bug: 'TypeError: game.clearAllHighlights is not a function' in or related to this line: 'game.clearAllHighlights();' Line Number: 2061
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fix the error
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var AIPlayer = Container.expand(function () {
var self = Container.call(this);
self.game = null;
self.makeMove = function () {
if (game.gameState !== 'aiTurn' || game.aiControlsRedTeam === false || game.gameMode === 'pvp') {
return false;
}
var difficultyLevel = game.aiDifficulty || 0.3;
var units = game.getTeamUnits('red');
// EASY MODE: Random moves with occasional attacks (difficultyLevel < 0.4)
if (difficultyLevel < 0.4 && Math.random() < 0.7) {
var movableUnits = units.filter(function (u) {
return u.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);
if (!game.grid[randomMove.row][randomMove.col].occupied) {
game.moveSelectedUnit(randomMove.row, randomMove.col);
}
return true;
}
}
// MEDIUM MODE: Improved targeting and positional awareness (difficultyLevel between 0.4 and 0.7)
if (difficultyLevel >= 0.4 && difficultyLevel < 0.7) {
// First prioritize attacks on vulnerable units
for (var i = 0; i < units.length; i++) {
var unit = units[i];
var attacks = unit.getPossibleAttacks(game.grid);
if (attacks.length > 0) {
// Find the most damaged enemy to attack
var bestTarget = null;
var lowestHealth = Infinity;
for (var j = 0; j < attacks.length; j++) {
var targetCell = game.grid[attacks[j].row][attacks[j].col];
if (targetCell.occupiedBy && targetCell.occupiedBy.health < lowestHealth) {
lowestHealth = targetCell.occupiedBy.health;
bestTarget = attacks[j];
}
}
if (bestTarget) {
game.selectUnit(unit);
game.attackCell(game.grid[bestTarget.row][bestTarget.col]);
return true;
}
// If no low health targets, make a random attack
var randomAttack = attacks[Math.floor(Math.random() * attacks.length)];
game.selectUnit(unit);
game.attackCell(game.grid[randomAttack.row][randomAttack.col]);
return true;
}
}
// If no attacks available, move toward player units
var playerUnits = game.getTeamUnits('blue');
if (playerUnits.length > 0) {
// Pick a random player unit to target
var targetUnit = playerUnits[Math.floor(Math.random() * playerUnits.length)];
// Find the closest AI unit 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 distance = Math.abs(unit.row - targetUnit.row) + Math.abs(unit.col - targetUnit.col);
if (distance < closestDistance) {
closestUnit = unit;
closestDistance = distance;
}
}
}
if (closestUnit) {
var bestMove = null;
var bestDistance = Infinity;
var moves = closestUnit.getPossibleMoves(game.grid);
for (var i = 0; i < moves.length; i++) {
var move = moves[i];
var newDistance = Math.abs(move.row - targetUnit.row) + Math.abs(move.col - targetUnit.col);
if (newDistance < bestDistance) {
bestDistance = newDistance;
bestMove = move;
}
}
if (bestMove) {
game.selectUnit(closestUnit);
game.moveSelectedUnit(bestMove.row, bestMove.col);
return true;
}
}
}
}
// HARD MODE: Strategic focus on king, tactical unit matchups, and coordinated attacks (difficultyLevel >= 0.7)
if (difficultyLevel >= 0.7) {
var playerKing = game.getKing('blue');
var playerUnits = game.getTeamUnits('blue');
var bestAction = null;
var bestScore = -Infinity;
// 1. Evaluate all possible attacks for all units (prioritize king, weak, or high-value targets)
for (var i = 0; i < units.length; i++) {
var unit = units[i];
var attacks = unit.getPossibleAttacks(game.grid);
for (var j = 0; j < attacks.length; j++) {
var targetCell = game.grid[attacks[j].row][attacks[j].col];
if (!targetCell.occupiedBy) {
continue;
}
var score = 0;
// Prioritize capturing the king
if (targetCell.occupiedBy.isKing) {
score += 10000;
}
// Critical hit bonus
if (game.isCriticalDamage(unit.type, targetCell.occupiedBy.type)) {
score += 120;
}
// Prefer attacking low-health units
score += 200 - targetCell.occupiedBy.health;
// Prefer attacking high-value units (mages, archers, knights)
if (['wizard', 'archer', 'knight'].includes(targetCell.occupiedBy.type)) {
score += 40;
}
// Prefer attacking isolated units
var adj = game.getAdjacentCells(attacks[j].row, attacks[j].col);
var allies = adj.filter(function (c) {
return c.occupied && c.occupiedBy.team === 'blue';
}).length;
if (allies === 0) {
score += 20;
}
// Slight bonus for attacking when AI is ahead
if (playerUnits.length < units.length) {
score += 15;
}
// Avoid trading king unless it's a winning move
if (unit.isKing && !targetCell.occupiedBy.isKing) {
score -= 800;
}
// Bonus for area attacks hitting multiple units
if (unit.isAreaAttacker) {
var areaHits = 0;
for (var k = 0; k < adj.length; k++) {
if (adj[k].occupied && adj[k].occupiedBy.team === 'blue') {
areaHits++;
}
}
score += areaHits * 25;
}
if (score > bestScore) {
bestScore = score;
bestAction = {
type: 'attack',
unit: unit,
target: targetCell
};
}
}
}
// 2. If no strong attack, evaluate all moves for all units (aggressive positioning)
for (var i = 0; i < units.length; i++) {
var unit = units[i];
// Only move king if threatened or if it can help attack safely
var kingCanAdvance = false;
if (unit.isKing) {
var danger = playerUnits.some(function (pu) {
var dist = Math.abs(pu.row - unit.row) + Math.abs(pu.col - unit.col);
return dist <= pu.attackRange + 1;
});
// King can advance if not in danger and can threaten something
kingCanAdvance = !danger && playerKing && Math.abs(unit.row - playerKing.row) + Math.abs(unit.col - playerKing.col) <= 3;
if (!danger && !kingCanAdvance) {
continue;
}
}
var moves = unit.getPossibleMoves(game.grid);
for (var j = 0; j < moves.length; j++) {
var move = moves[j];
var score = 0;
// Aggressive: prefer moving closer to the player's king
if (playerKing) {
var distToKing = Math.abs(move.row - playerKing.row) + Math.abs(move.col - playerKing.col);
score += (10 - distToKing) * 8;
// Try to box in the king
if (distToKing <= 2) {
score += 30;
}
}
// Prefer central control
var centerRow = Math.floor(game.grid.length / 2);
var centerCol = Math.floor(game.grid[0].length / 2);
score += 6 - (Math.abs(move.row - centerRow) + Math.abs(move.col - centerCol));
// Avoid moving into danger
var danger = playerUnits.some(function (pu) {
var dist = Math.abs(move.row - pu.row) + Math.abs(move.col - pu.col);
return dist <= pu.attackRange + 1;
});
if (danger) {
score -= 60;
}
// Don't expose low-health units
if (unit.health < 40 && danger) {
score -= 120;
}
// Don't move king into danger
if (unit.isKing && danger) {
score -= 2000;
}
// Prefer grouping with allies for attack support
var adj = game.getAdjacentCells(move.row, move.col);
var friends = adj.filter(function (c) {
return c.occupied && c.occupiedBy.team === 'red';
}).length;
score += friends * 4;
// Bonus for threatening multiple player units
var threats = 0;
for (var k = 0; k < playerUnits.length; k++) {
var pu = playerUnits[k];
var threatDist = Math.abs(move.row - pu.row) + Math.abs(move.col - pu.col);
if (threatDist <= unit.attackRange + 1) {
threats++;
}
}
score += threats * 15;
if (score > bestScore) {
bestScore = score;
bestAction = {
type: 'move',
unit: unit,
move: move
};
}
}
}
// 3. Execute the best action found
if (bestAction) {
if (bestAction.type === 'attack') {
game.selectUnit(bestAction.unit);
game.attackCell(bestAction.target);
return true;
} else if (bestAction.type === 'move') {
game.selectUnit(bestAction.unit);
game.moveSelectedUnit(bestAction.move.row, bestAction.move.col);
return true;
}
}
// 4. If nothing else, fallback to random move
var movableUnits = units.filter(function (u) {
return u.getPossibleMoves(game.grid).length > 0 && !u.isKing;
});
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;
}
for (var i = 0; i < units.length; i++) {
var unit = units[i];
var attacks = unit.getPossibleAttacks(game.grid);
if (attacks.length > 0) {
var kingAttack = attacks.find(function (a) {
return game.grid[a.row][a.col].occupiedBy && game.grid[a.row][a.col].occupiedBy.isKing;
});
if (kingAttack) {
game.selectUnit(unit);
game.attackCell(game.grid[kingAttack.row][kingAttack.col]);
return true;
}
var criticalAttack = attacks.find(function (a) {
var target = game.grid[a.row][a.col].occupiedBy;
return target && game.isCriticalDamage(unit.type, target.type);
});
if (criticalAttack) {
game.selectUnit(unit);
game.attackCell(game.grid[criticalAttack.row][criticalAttack.col]);
return true;
}
if (unit.type === 'warrior' && attacks.length > 0) {
game.selectUnit(unit);
game.attackCell(game.grid[attacks[0].row][attacks[0].col]);
return true;
}
if (unit.type === 'wizard' && attacks.length > 0) {
var bestAttack = attacks[0],
bestCount = 0;
for (var j = 0; j < attacks.length; j++) {
var attack = attacks[j];
var adjacentCells = self.game.getAdjacentCells(attack.row, attack.col);
var enemyCount = 0;
for (var k = 0; k < adjacentCells.length; k++) {
var cell = adjacentCells[k];
if (cell.occupied && cell.occupiedBy.team === 'blue') {
enemyCount++;
}
}
if (enemyCount > bestCount) {
bestCount = enemyCount;
bestAttack = attack;
}
}
game.selectUnit(unit);
game.attackCell(game.grid[bestAttack.row][bestAttack.col]);
return true;
}
game.selectUnit(unit);
game.attackCell(game.grid[attacks[0].row][attacks[0].col]);
return true;
}
}
var playerKing = game.getKing('blue');
if (playerKing) {
var closestUnit = null,
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 (unit.type === 'knight') {
dist -= 2;
} else if (unit.type === 'archer') {
if (dist > 4) {
dist -= 1;
} else if (dist < 3) {
dist += 2;
}
} else if (unit.type === 'warrior') {
dist -= 3;
} else if (unit.type === 'wizard') {
if (dist > 3 && dist < 6) {
dist -= 2;
}
}
if (dist < closestDistance) {
closestUnit = unit;
closestDistance = dist;
}
}
}
if (closestUnit) {
var bestMove = null,
bestMoveScore = -Infinity;
var moves = closestUnit.getPossibleMoves(game.grid);
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));
var difficultyLevel = 1.0;
if (closestUnit.type === 'knight') {
var potentialAttackRange = Math.abs(move.row - playerKing.row) + Math.abs(move.col - playerKing.col);
if (potentialAttackRange <= closestUnit.attackRange + 1) {
moveScore += 3 * difficultyLevel;
}
} else if (closestUnit.type === 'archer') {
var distAfterMove = Math.abs(move.row - playerKing.row) + Math.abs(move.col - playerKing.col);
if (distAfterMove >= 3 && distAfterMove <= 5) {
moveScore += 4 * difficultyLevel;
}
} else if (closestUnit.type === 'wizard') {
var adjacentCells = self.game.getAdjacentCells(move.row, move.col);
var playerUnitsNearby = 0;
for (var j = 0; j < adjacentCells.length; j++) {
var cell = adjacentCells[j];
if (cell.occupied && cell.occupiedBy.team === 'blue') {
playerUnitsNearby++;
}
}
moveScore += playerUnitsNearby * 2;
}
if (moveScore > bestMoveScore) {
bestMove = move;
bestMoveScore = moveScore;
}
}
if (bestMove) {
game.selectUnit(closestUnit);
game.moveSelectedUnit(bestMove.row, bestMove.col);
return true;
}
}
}
var unitsInDanger = units.filter(function (unit) {
var playerUnits = game.getTeamUnits('blue');
for (var i = 0; i < playerUnits.length; i++) {
var playerUnit = playerUnits[i];
var rowDiff = Math.abs(playerUnit.row - unit.row);
var colDiff = Math.abs(playerUnit.col - unit.col);
var inDanger = false;
if (playerUnit.type === 'warrior' && rowDiff + colDiff <= playerUnit.moveRange + playerUnit.attackRange) {
inDanger = true;
} else if (playerUnit.type === 'archer' && colDiff === 0 && rowDiff <= playerUnit.attackRange + 1) {
inDanger = true;
} else if (playerUnit.type === 'knight' && (rowDiff === 0 || colDiff === 0) && rowDiff + colDiff <= playerUnit.attackRange + 1) {
inDanger = true;
} else if (playerUnit.type === 'wizard' && rowDiff + colDiff <= playerUnit.moveRange + 2) {
inDanger = true;
}
if (inDanger && unit.isKing) {
return true;
} else if (inDanger && unit.health < 50) {
return true;
}
}
return false;
});
if (unitsInDanger.length > 0) {
var unitToSave = unitsInDanger.find(function (u) {
return u.isKing;
}) || unitsInDanger[0];
var moves = unitToSave.getPossibleMoves(game.grid);
if (moves.length > 0) {
var playerUnits = game.getTeamUnits('blue');
var bestMove = null,
bestSafetyScore = -Infinity;
for (var i = 0; i < moves.length; i++) {
var move = moves[i],
safetyScore = 0;
for (var j = 0; j < playerUnits.length; j++) {
var playerUnit = playerUnits[j];
var dist = Math.abs(move.row - playerUnit.row) + Math.abs(move.col - playerUnit.col);
safetyScore += dist;
}
if (safetyScore > bestSafetyScore) {
bestSafetyScore = safetyScore;
bestMove = move;
}
}
if (bestMove) {
game.selectUnit(unitToSave);
game.moveSelectedUnit(bestMove.row, bestMove.col);
return true;
}
}
}
var movableUnits = units.filter(function (u) {
return u.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);
if (!game.grid[randomMove.row][randomMove.col].occupied) {
game.moveSelectedUnit(randomMove.row, randomMove.col);
}
return true;
}
return false;
};
return self;
});
var CriticalDamageEffect = Container.expand(function () {
var self = Container.call(this);
self.init = function (damage, x, y) {
// Create the critical hit text with animation
var critText = new Text2('CRITICAL HIT!', {
size: 80,
fill: '#FF0000'
});
critText.anchor.set(0.5, 0.5);
self.addChild(critText);
// Create the damage text
var damageText = new Text2('-' + damage, {
size: 100,
fill: '#FFFF00'
});
damageText.anchor.set(0.5, 0.5);
damageText.y = 80;
self.addChild(damageText);
// Position the effect
self.x = x;
self.y = y;
// Initial scale and alpha
self.scale.set(0.1);
self.alpha = 0;
// Animate in
tween(self, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 1
}, {
duration: 300,
easing: tween.elasticOut
});
// Animate out after showing
LK.setTimeout(function () {
tween(self, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0,
y: self.y - 100
}, {
duration: 700,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
self.parent.removeChild(self);
}
});
}, 1200);
return self;
};
return self;
});
var DifficultySelectWindow = Container.expand(function () {
var self = Container.call(this);
// Semi-transparent background overlay to focus on the popup
var overlay = LK.getAsset('grid_cell_dark', {
anchorX: 0,
anchorY: 0,
width: 2048,
height: 2732,
alpha: 0.7
});
self.addChild(overlay);
// Main popup window
var popup = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 1200,
height: 800,
alpha: 0.95
});
popup.x = 1024;
popup.y = 1366;
self.addChild(popup);
// Title for the popup
var titleText = new Text2('SELECT DIFFICULTY', {
size: 100,
fill: '#000000'
});
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 1066;
self.addChild(titleText);
// Create buttons for each difficulty
var createDifficultyButton = function createDifficultyButton(text, yOffset) {
var button = new Container();
// Button background
var bg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
width: 700,
height: 120
});
button.addChild(bg);
// Button text
var buttonText = new Text2(text, {
size: 80,
fill: '#000000'
});
buttonText.anchor.set(0.5, 0.5);
button.addChild(buttonText);
// Position button
button.x = 1024;
button.y = yOffset;
// Button press animation
button.down = function (x, y, obj) {
tween(bg, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
button.up = function (x, y, obj) {
tween(bg, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut
});
};
return button;
};
// Create difficulty buttons
var easyButton = createDifficultyButton('EASY', 1266);
var mediumButton = createDifficultyButton('MEDIUM', 1416);
var hardButton = createDifficultyButton('HARD', 1566);
// Add buttons to container
self.addChild(easyButton);
self.addChild(mediumButton);
self.addChild(hardButton);
// Close popup when clicking outside
overlay.down = function (x, y, obj) {
// Check if click is outside the popup area
var localPos = popup.toLocal({
x: x,
y: y
});
if (Math.abs(localPos.x) > popup.width / 2 || Math.abs(localPos.y) > popup.height / 2) {
game.closeDifficultyWindow();
}
};
// Button functionality - currently these don't do anything specific
// except close the window since difficulty isn't implemented yet
easyButton.up = function (x, y, obj) {
tween(easyButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.closeDifficultyWindow();
// Set AI difficulty to easy (0.3 out of 1.0)
game.aiDifficulty = 0.3;
game.gameMode = 'pvai';
game.aiControlsRedTeam = true;
game.startGame();
}
});
};
mediumButton.up = function (x, y, obj) {
tween(mediumButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.closeDifficultyWindow();
// Set AI difficulty to medium (0.6 out of 1.0)
game.aiDifficulty = 0.6;
game.gameMode = 'pvai';
game.aiControlsRedTeam = true;
game.startGame();
}
});
};
hardButton.up = function (x, y, obj) {
tween(hardButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.closeDifficultyWindow();
// Set AI difficulty to hard (0.9 out of 1.0)
game.aiDifficulty = 0.9;
game.gameMode = 'pvai';
game.aiControlsRedTeam = true;
game.startGame();
}
});
};
return self;
});
var GameModeScreen = Container.expand(function () {
var self = Container.call(this);
// Logo image
var logo = LK.getAsset('game_logo', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -500
});
self.addChild(logo);
// Title text
var titleText = new Text2('SELECT GAME MODE', {
size: 150,
fill: '#FFFFFF'
});
titleText.anchor.set(0.5, 0);
titleText.y = 0;
self.addChild(titleText);
// Create a button for game mode selection
var createButton = function createButton(text, yOffset) {
var button = new Container();
// Button background
var bg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
width: text === 'PLAYER VS PLAYER' ? 1000 : text === 'BACK' ? 500 : 800,
height: 150
});
button.addChild(bg);
// Button text
var buttonText = new Text2(text, {
size: 100,
fill: '#000000'
});
buttonText.anchor.set(0.5, 0.5);
button.addChild(buttonText);
// Position button
button.y = yOffset;
// Button press animation
button.down = function (x, y, obj) {
tween(bg, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
button.up = function (x, y, obj) {
tween(bg, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut
});
};
return button;
};
// Create buttons for the two game modes
var pvpButton = createButton('PLAYER VS PLAYER', 300);
var pvaiButton = createButton('PLAYER VS AI', 500);
// Add back button
var backButton = createButton('BACK', 1200);
// Add buttons to container
self.addChild(pvpButton);
self.addChild(pvaiButton);
self.addChild(backButton);
// Animate buttons with grow and shrink effect
function animateButton(button, delay) {
LK.setTimeout(function () {
tween(button, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(button, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateButton(button, 0);
}
});
}
});
}, delay);
}
// Start button animations with staggered delays
animateButton(pvpButton, 0);
animateButton(pvaiButton, 300);
animateButton(backButton, 600);
// Button functionality
pvpButton.up = function (x, y, obj) {
tween(pvpButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Player vs Player mode - start game directly, disable AI
game.aiControlsRedTeam = false;
game.gameMode = 'pvp';
game.startGame();
}
});
};
pvaiButton.up = function (x, y, obj) {
tween(pvaiButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Show difficulty selection for AI mode
game.showDifficultyWindow();
}
});
};
backButton.up = function (x, y, obj) {
tween(backButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.showTitleScreen();
}
});
};
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' && selectedUnit && selectedUnit.team === 'blue' || game.gameState === 'aiTurn' && selectedUnit && selectedUnit.team === 'red') {
game.handleCellClick(self);
}
};
return self;
});
var SettingsScreen = Container.expand(function () {
var self = Container.call(this);
// Title
var titleText = new Text2('SETTINGS', {
size: 150,
fill: '#FFFFFF'
});
titleText.anchor.set(0.5, 0);
titleText.y = -2732 / 3;
self.addChild(titleText);
// Create toggle button
var createToggle = function createToggle(text, yPos, initialState, xPos) {
var container = new Container();
container.y = yPos;
container.x = xPos;
// Label
var label = new Text2(text, {
size: 80,
fill: '#FFFFFF'
});
label.anchor.set(0, 0.5);
container.addChild(label);
// Toggle background
var toggleBg = LK.getAsset('grid_cell_dark', {
anchorX: 0.5,
anchorY: 0.5,
width: 200,
height: 100,
alpha: 0.8
});
toggleBg.x = 900;
container.addChild(toggleBg);
// Toggle indicator
var indicator = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
height: 80
});
indicator.x = initialState ? 950 : 850;
indicator.y = 0;
container.addChild(indicator);
// State
container.state = initialState;
// Toggle functionality
toggleBg.down = function (x, y, obj) {
container.state = !container.state;
tween(indicator, {
x: container.state ? 950 : 850
}, {
duration: 200,
easing: tween.easeOutQuad
});
};
return container;
};
// Create difficulty slider
var createSlider = function createSlider(text, yPos, initialValue, xPos) {
var container = new Container();
container.y = yPos;
container.x = xPos;
// Label
var label = new Text2(text, {
size: 80,
fill: '#FFFFFF'
});
label.anchor.set(0, 0.5);
container.addChild(label);
// Slider background
var sliderBg = LK.getAsset('grid_cell_dark', {
anchorX: 0,
anchorY: 0.5,
width: 500,
height: 40,
alpha: 0.8
});
sliderBg.x = 650;
container.addChild(sliderBg);
// Slider handle
var handle = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
height: 80
});
handle.x = 650 + initialValue * 500;
container.addChild(handle);
// Value display
var valueText = new Text2(initialValue.toString(), {
size: 60,
fill: '#FFFFFF'
});
valueText.anchor.set(0, 0.5);
valueText.x = 1200;
container.addChild(valueText);
// State
container.value = initialValue;
// Slider functionality
var isDragging = false;
handle.down = function (x, y, obj) {
isDragging = true;
};
container.move = function (x, y, obj) {
if (isDragging && obj && obj.position) {
var localPos = sliderBg.toLocal(obj.position);
if (localPos) {
var newX = Math.max(0, Math.min(500, localPos.x));
handle.x = 650 + newX;
container.value = Math.round(newX / 500 * 10) / 10;
valueText.setText(container.value.toString());
}
}
};
container.up = function (x, y, obj) {
isDragging = false;
};
return container;
};
// Create settings controls
var soundToggle = createToggle('Sound Effects', 400, true, -500);
var musicToggle = createToggle('Music', 550, true, -500);
// Add controls to container
self.addChild(soundToggle);
self.addChild(musicToggle);
// Back button
var backButton = new Container();
var backBg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
width: 500,
height: 120
});
var backText = new Text2('BACK', {
size: 80,
fill: '#000000'
});
backText.anchor.set(0.5, 0.5);
backButton.addChild(backBg);
backButton.addChild(backText);
backButton.x = 0;
backButton.y = 800;
self.addChild(backButton);
// Back button functionality
backButton.down = function (x, y, obj) {
tween(backBg, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
// Add grow and shrink animation to back button
function animateBackButton() {
tween(backBg, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(backBg, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: animateBackButton
});
}
});
}
// Start the animation
animateBackButton();
backButton.up = function (x, y, obj) {
tween(backBg, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.showTitleScreen();
}
});
};
return self;
});
var TitleScreen = Container.expand(function () {
var self = Container.call(this);
// Logo image
var logo = LK.getAsset('game_logo', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -200
});
self.addChild(logo);
// Title text placeholder to maintain layout structure
var titleText = new Text2('', {
size: 200,
fill: '#FFFFFF'
});
titleText.anchor.set(0.5, 0.5);
self.addChild(titleText);
// Create buttons for different game modes
var createButton = function createButton(text, yOffset) {
var button = new Container();
// Button background
var bg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
width: 800,
height: 150
});
button.addChild(bg);
// Button text
var buttonText = new Text2(text, {
size: 100,
fill: '#000000'
});
buttonText.anchor.set(0.5, 0.5);
button.addChild(buttonText);
// Position button
button.y = yOffset;
// Button hover/press effects
button.down = function (x, y, obj) {
tween(bg, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
button.up = function (x, y, obj) {
tween(bg, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut
});
};
return button;
};
// Create menu buttons
var playButton = createButton('PLAY GAME', 100);
var tutorialButton = createButton('TUTORIAL', 300);
var settingsButton = createButton('SETTINGS', 500);
// Add buttons to container
self.addChild(playButton);
self.addChild(tutorialButton);
self.addChild(settingsButton);
// Animate buttons with grow and shrink effect
function animateButton(button, delay) {
LK.setTimeout(function () {
tween(button, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(button, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
animateButton(button, 0);
}
});
}
});
}, delay);
}
// Start button animations with staggered delays
animateButton(playButton, 0);
animateButton(tutorialButton, 300);
animateButton(settingsButton, 600);
// Button functionality
playButton.down = function (x, y, obj) {
tween(playButton.children[0], {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
playButton.up = function (x, y, obj) {
tween(playButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.showGameModeScreen();
}
});
};
tutorialButton.down = function (x, y, obj) {
tween(tutorialButton.children[0], {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
tutorialButton.up = function (x, y, obj) {
tween(tutorialButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.showTutorial();
}
});
};
settingsButton.down = function (x, y, obj) {
tween(settingsButton.children[0], {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
settingsButton.up = function (x, y, obj) {
tween(settingsButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.showSettings();
}
});
};
return self;
});
var TutorialScreen = Container.expand(function () {
var self = Container.call(this);
// Add background overlay for better readability
var bg = LK.getAsset('grid_cell_dark', {
anchorX: 0,
anchorY: 0,
width: 2048,
height: 2732,
alpha: 0.2
});
self.addChild(bg);
// Main container to allow scrolling
var scrollContainer = new Container();
self.scrollContainer = scrollContainer; // Expose scrollContainer as a property
self.addChild(scrollContainer);
// Title container with fancier styling
var titleContainer = new Container();
titleContainer.y = 80;
scrollContainer.addChild(titleContainer);
// Title background for emphasis
var titleBg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 1800,
height: 180,
alpha: 0.0
});
titleContainer.addChild(titleBg);
// Main title text
var titleText = new Text2('Tactical Kings: Tutorials', {
size: 120,
fill: '#FFFFFF'
});
titleText.anchor.set(0.5, 0.5);
titleContainer.addChild(titleText);
// Content creation helper function with visual aids
var createTutorialSection = function createTutorialSection(title, content, yPos, visualType) {
var section = new Container();
section.y = yPos;
// Section header background
var headerBg = LK.getAsset('highlight_move', {
anchorX: 0.5,
anchorY: 0.5,
width: 1600,
height: 120,
alpha: 0.6
});
headerBg.y = 50;
section.addChild(headerBg);
// Section title with better styling
var sectionTitle = new Text2(title, {
size: 90,
fill: '#FFFFFF'
});
sectionTitle.anchor.set(0.5, 0.5);
sectionTitle.y = 50;
section.addChild(sectionTitle);
// Content background for better readability
var contentBg = LK.getAsset('grid_cell_dark', {
anchorX: 0.5,
anchorY: 0,
width: 1800,
height: content.split('\n').length * 70 + 160,
// Dynamic height based on content
alpha: 0.0
});
contentBg.y = 120;
section.addChild(contentBg);
// Section content with improved formatting
var sectionContent = new Text2(content, {
size: 60,
fill: '#FFFFFF',
wordWrap: true,
wordWrapWidth: 1600
});
sectionContent.anchor.set(0.5, 0);
sectionContent.y = 140;
section.addChild(sectionContent);
// Visual aid based on section type
if (visualType === 'core') {
// Game objective visual - chessboard with highlighted king
var boardVisual = new Container();
boardVisual.y = contentBg.height + 750;
// Mini grid visual
for (var i = 0; i < 3; i++) {
for (var j = 0; j < 3; j++) {
var cell = LK.getAsset((i + j) % 2 === 0 ? 'grid_cell' : 'grid_cell_dark', {
anchorX: 0.5,
anchorY: 0.5,
width: 120,
height: 120,
alpha: 0.7
});
cell.x = (j - 1) * 130;
cell.y = (i - 1) * 130;
boardVisual.addChild(cell);
// Add highlight to center to show objective
if (i === 1 && j === 1) {
var highlight = LK.getAsset('highlight_selected', {
anchorX: 0.5,
anchorY: 0.5,
width: 120,
height: 120,
alpha: 0.7
});
cell.addChild(highlight);
// Add king piece
var king = LK.getAsset('king_red', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
height: 80
});
cell.addChild(king);
}
}
}
section.addChild(boardVisual);
// Adjust content background height to include visual
contentBg.height += 400;
} else if (visualType === 'characters') {
// Character roster visual
var charactersVisual = new Container();
charactersVisual.y = contentBg.height + 1000;
// Create visual for each character type
var characters = [{
type: 'knight_blue',
name: 'Knight',
x: -600
}, {
type: 'archer_blue',
name: 'Archer',
x: -300
}, {
type: 'wizard_blue',
name: 'Mage',
x: 0
}, {
type: 'warrior_blue',
name: 'Tank',
x: 300
}, {
type: 'king_blue',
name: 'King',
x: 600
}];
characters.forEach(function (_char) {
var charContainer = new Container();
charContainer.x = _char.x;
// Background circle
var bg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 180,
height: 180,
alpha: 0.5
});
charContainer.addChild(bg);
// Character icon
var icon = LK.getAsset(_char.type, {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 150
});
charContainer.addChild(icon);
// Character name
var name = new Text2(_char.name, {
size: 40,
fill: '#FFFFFF'
});
name.anchor.set(0.5, 0);
name.y = 100;
charContainer.addChild(name);
charactersVisual.addChild(charContainer);
});
section.addChild(charactersVisual);
// Adjust content background height to include visual
contentBg.height += 350;
} else if (visualType === 'tactics') {
// Tactics visual - counter relationship diagram
var tacticsVisual = new Container();
tacticsVisual.y = contentBg.height + 1000;
// Create counter relationship triangle
var counterPositions = [{
type: 'knight_blue',
name: 'Knight',
x: -300,
y: 0
}, {
type: 'archer_blue',
name: 'Archer',
x: 300,
y: 0
}, {
type: 'wizard_blue',
name: 'Mage',
x: 0,
y: -260
}];
// Draw relationship lines first (so they appear behind icons)
var relationshipLines = new Container();
// Draw triangle connecting the three unit types
var p1 = counterPositions[0];
var p2 = counterPositions[1];
var p3 = counterPositions[2];
// Create line assets as rectangles
var line1 = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2)),
height: 10,
alpha: 0.6
});
line1.x = (p1.x + p2.x) / 2;
line1.y = (p1.y + p2.y) / 2;
line1.rotation = Math.atan2(p2.y - p1.y, p2.x - p1.x);
relationshipLines.addChild(line1);
var line2 = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: Math.sqrt(Math.pow(p3.x - p2.x, 2) + Math.pow(p3.y - p2.y, 2)),
height: 10,
alpha: 0.6
});
line2.x = (p2.x + p3.x) / 2;
line2.y = (p2.y + p3.y) / 2;
line2.rotation = Math.atan2(p3.y - p2.y, p3.x - p2.x);
relationshipLines.addChild(line2);
var line3 = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: Math.sqrt(Math.pow(p1.x - p3.x, 2) + Math.pow(p1.y - p3.y, 2)),
height: 10,
alpha: 0.6
});
line3.x = (p3.x + p1.x) / 2;
line3.y = (p3.y + p1.y) / 2;
line3.rotation = Math.atan2(p1.y - p3.y, p1.x - p3.x);
relationshipLines.addChild(line3);
tacticsVisual.addChild(relationshipLines);
// Add character icons with labels
counterPositions.forEach(function (pos) {
var unitContainer = new Container();
unitContainer.x = pos.x;
unitContainer.y = pos.y;
// Background circle
var bg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 180,
height: 180,
alpha: 0.5
});
unitContainer.addChild(bg);
// Unit icon
var icon = LK.getAsset(pos.type, {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 150
});
unitContainer.addChild(icon);
// Unit name
var name = new Text2(pos.name, {
size: 40,
fill: '#FFFFFF'
});
name.anchor.set(0.5, 0);
name.y = 100;
unitContainer.addChild(name);
tacticsVisual.addChild(unitContainer);
});
section.addChild(tacticsVisual);
// Adjust content background height to include visual
contentBg.height += 500;
}
return section;
};
// Define content with better formatting and line breaks for readability
var coreContent = "The objective of Tactical Kings is to capture the opponent's King while protecting your own.\n\n" + "• Turn-Based Gameplay: Players take turns moving units and attacking enemies\n\n" + "• Attack Zones: Each unit type has unique movement patterns and attack ranges\n\n" + "• Strategic Planning: Control territory and set up favorable exchanges\n\n" + "• Win Condition: Eliminate the enemy King to win the match";
var characterContent = "• Knight: Moves horizontally and vertically up to 3 tiles. Attacks along movement paths. Strong against Archers.\n\n" + "• Archer: Moves sideways freely and 1 tile forward. Attacks up to 4 tiles ahead in a straight line. Counters Mages.\n\n" + "• Mage: Moves 2 tiles in any direction. Has area-effect attacks up to 3 tiles away, damaging adjacent enemies. Effective against Knights.\n\n" + "• Tank: Slow movement but high health. Can instantly defeat non-King units in front of it.\n\n" + "• King: Can teleport freely to any unoccupied cell on the board. Attacks 1 tile forward. Must be protected at all costs - losing it means defeat.";
var tacticsContent = "• Unit Counters: Use the right units against enemies:\n - Knights beat Archers\n - Archers beat Mages\n - Mages beat Knights\n\n" + "• Territory Control: Position units to control key areas of the board\n\n" + "• King Protection: Always keep defensive units near your King\n\n" + "• Tactical Retreats: Sometimes moving away from danger is better than attacking\n\n" + "• Sacrifice Strategies: Trading pieces can be advantageous if it creates a winning position";
// Calculate vertical spacing between sections
var ySpacing = 340;
// Add tutorial sections with improved spacing and visual aids - adjusted positioning
var coreConceptsSection = createTutorialSection("Core Concepts", coreContent, ySpacing, 'core');
var characterGuidesSection = createTutorialSection("Character Guides", characterContent, ySpacing + 1800, 'characters');
var advancedTacticsSection = createTutorialSection("Advanced Tactics", tacticsContent, ySpacing + 3800, 'tactics');
// Add sections to scroll container
scrollContainer.addChild(coreConceptsSection);
scrollContainer.addChild(characterGuidesSection);
scrollContainer.addChild(advancedTacticsSection);
// Center the scroll container horizontally and apply offset
scrollContainer.x = 1024 + tutorialOffset.x;
// Position the content vertically to avoid overlapping with offset
scrollContainer.y = 0 + tutorialOffset.y;
// Update content positioning
titleContainer.y = 150;
// Adjust section spacing to prevent overlapping
var ySpacing = 450; // Increased spacing between sections
// Back button with improved visibility
var backButton = new Container();
var backBg = LK.getAsset('grid_cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9,
width: 300,
height: 120
});
var backText = new Text2('BACK', {
size: 70,
fill: '#000000'
});
backText.anchor.set(0.5, 0.5);
backButton.addChild(backBg);
backButton.addChild(backText);
backButton.x = 200 + tutorialOffset.x; // Position in bottom-left with offset
backButton.y = 2500 + tutorialOffset.y; // Adjusted position with offset
self.addChild(backButton);
// Back button functionality
backButton.down = function (x, y, obj) {
tween(backBg, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
// Add grow and shrink animation to back button
function animateBackButton() {
tween(backBg, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(backBg, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: animateBackButton
});
}
});
}
// Start the animation
animateBackButton();
backButton.up = function (x, y, obj) {
tween(backBg, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut,
onFinish: function onFinish() {
game.showTitleScreen();
}
});
};
// Add scroll indicator to show users the screen is scrollable
var scrollIndicator = new Container();
var arrowUp = LK.getAsset('highlight_attack', {
anchorX: 0.5,
anchorY: 0,
width: 50,
height: 30,
alpha: 0.8
});
arrowUp.y = -35;
scrollIndicator.addChild(arrowUp);
var arrowDown = LK.getAsset('highlight_attack', {
anchorX: 0.5,
anchorY: 1,
width: 50,
height: 30,
alpha: 0.8
});
arrowDown.y = 35;
arrowDown.rotation = Math.PI;
scrollIndicator.addChild(arrowDown);
var indicatorText = new Text2("Scroll", {
size: 40,
fill: '#FFFFFF'
});
indicatorText.anchor.set(0.5, 0.5);
scrollIndicator.addChild(indicatorText);
scrollIndicator.x = 1950;
scrollIndicator.y = 1366;
self.addChild(scrollIndicator);
// Animate scroll indicator to attract attention
function animateScrollIndicator() {
tween(scrollIndicator, {
alpha: 0.3
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(scrollIndicator, {
alpha: 1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: animateScrollIndicator
});
}
});
}
animateScrollIndicator();
// Enhanced scroll functionality with momentum
var scrollY = 0;
self.scrollY = scrollY; // Expose scrollY as a property
var scrollVelocity = 0;
var maxScroll = 4000; // Reduced to prevent scrolling past content
var isDragging = false;
var lastY = 0;
var lastTime = 0;
self.down = function (x, y, obj) {
lastY = y;
lastTime = Date.now();
scrollVelocity = 0;
isDragging = true;
};
self.move = function (x, y, obj) {
if (isDragging) {
var currentTime = Date.now();
var deltaTime = currentTime - lastTime;
var deltaY = y - lastY;
// Calculate velocity (pixels per millisecond)
if (deltaTime > 0) {
scrollVelocity = deltaY / deltaTime * 7.5; // Scale factor for better feel
}
scrollY -= deltaY;
self.scrollY = scrollY; // Update property
// Clamp scrolling with elastic effect
if (scrollY < 0) {
scrollY = scrollY * 0.5; // Resistance when pulling past top
} else if (scrollY > maxScroll) {
scrollY = maxScroll + (scrollY - maxScroll) * 0.5; // Resistance when pulling past bottom
}
// Apply scroll with offset vector
scrollContainer.y = -scrollY + tutorialOffset.y;
lastY = y;
lastTime = currentTime;
}
};
self.up = function (x, y, obj) {
isDragging = false;
// Apply elastic snapback if pulled past boundaries
if (scrollY < 0) {
tween(scrollContainer, {
y: 0
}, {
duration: 300,
easing: tween.elasticOut
});
scrollY = 0;
self.scrollY = scrollY; // Update property
scrollVelocity = 0;
} else if (scrollY > maxScroll) {
tween(scrollContainer, {
y: -maxScroll
}, {
duration: 300,
easing: tween.elasticOut
});
scrollY = maxScroll;
self.scrollY = scrollY; // Update property
scrollVelocity = 0;
}
// Apply momentum scrolling
if (Math.abs(scrollVelocity) > 0.1) {
applyScrollMomentum();
}
};
// Handle momentum scrolling
function applyScrollMomentum() {
// Apply velocity with decay
scrollY -= scrollVelocity * 10;
scrollVelocity *= 0.95; // Decay factor
// Boundary checking
if (scrollY < 0) {
scrollY = 0;
self.scrollY = scrollY; // Update property
scrollVelocity = 0;
} else if (scrollY > maxScroll) {
scrollY = maxScroll;
self.scrollY = scrollY; // Update property
scrollVelocity = 0;
}
// Apply scroll with offset vector
scrollContainer.y = -scrollY + tutorialOffset.y;
// Continue animation if velocity is significant
if (Math.abs(scrollVelocity) > 0.1) {
LK.setTimeout(applyScrollMomentum, 16); // ~60fps
}
}
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;
self.health = 100; // Base health for all units
self.attackStrength = 20; // Base attack strength for all units
// 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';
// Set different health and attack values based on unit type
switch (type) {
case 'king':
self.health = 250;
self.attackStrength = 35;
self.moveRange = Infinity; // Can move anywhere on the board
self.attackRange = 1; // Can attack 1 tile forward
break;
case 'warrior':
self.health = 280;
self.attackStrength = 45;
self.moveRange = 1; // Can move 1 tile in any direction
self.attackRange = 1; // Can attack 1 tile forward
break;
case 'knight':
self.health = 150;
self.attackStrength = 40;
self.moveRange = 3; // Can move up to 3 tiles horizontally or vertically
self.attackRange = 2; // Can attack in movement range
break;
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
break;
case 'archer':
self.health = 100;
self.attackStrength = 50;
self.moveRange = 1; // Can move sideways freely, 1 tile forward
self.attackRange = 4; // Can attack up to 8 tiles ahead
break;
}
var assetId = type + '_' + team;
self.unitGraphic = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1.0
});
return self;
};
// Movement validation
self.canMoveTo = function (targetRow, targetCol) {
if (grid[targetRow][targetCol].occupied) {
return false;
}
// 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++) {
// Add occupation check here
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);
self.canMoveTo = function (targetRow, targetCol) {
if (grid[targetRow][targetCol].occupied) {
return false;
}
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
return rowDiff <= 2 && colDiff <= 2;
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// Wizard can attack up to 3 tiles away in any direction
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
// Total distance (Manhattan distance) should be less than or equal to attack range
return rowDiff + colDiff <= self.attackRange && !(rowDiff === 0 && colDiff === 0);
};
// Wizards do area damage
self.isAreaAttacker = true;
return self;
});
var Warrior = Unit.expand(function () {
var self = Unit.call(this);
self.canMoveTo = function (targetRow, targetCol) {
if (grid[targetRow][targetCol].occupied) {
return false;
}
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
return rowDiff <= self.moveRange && colDiff <= self.moveRange && !(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 - self.attackRange && targetCol === self.col;
} else {
return targetRow === self.row + self.attackRange && targetCol === self.col;
}
};
// Warriors have instant kill ability
self.hasInstantKill = true;
return self;
});
var Knight = Unit.expand(function () {
var self = Unit.call(this);
self.canMoveTo = function (targetRow, targetCol) {
if (grid[targetRow][targetCol].occupied) {
return false;
}
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
return rowDiff === 0 && colDiff > 0 && colDiff <= self.moveRange || colDiff === 0 && rowDiff > 0 && rowDiff <= self.moveRange;
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// Knight can attack along the same paths as movement
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
return rowDiff === 0 && colDiff > 0 && colDiff <= self.attackRange || colDiff === 0 && rowDiff > 0 && rowDiff <= self.attackRange;
};
return self;
});
var King = Unit.expand(function () {
var self = Unit.call(this);
self.canMoveTo = function (targetRow, targetCol) {
if (grid[targetRow][targetCol].occupied) {
return false;
}
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
return rowDiff > 0 || colDiff > 0;
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// King only attacks forward based on team direction and attack range
var forwardRow = self.team === 'blue' ? self.row - self.attackRange : self.row + self.attackRange;
return targetRow === forwardRow && targetCol === self.col;
};
return self;
});
var Archer = Unit.expand(function () {
var self = Unit.call(this);
self.canMoveTo = function (targetRow, targetCol) {
if (grid[targetRow][targetCol].occupied) {
return false;
}
var rowDiff = Math.abs(targetRow - self.row);
var colDiff = Math.abs(targetCol - self.col);
if (self.team === 'blue') {
return colDiff > 0 && rowDiff === 0 || targetRow === self.row - self.moveRange && colDiff === 0;
} else {
return colDiff > 0 && rowDiff === 0 || targetRow === self.row + self.moveRange && colDiff === 0;
}
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// Can attack any enemy in the line attackRange tiles forward
if (self.team === 'blue') {
// For blue team, attack any cell in the same column forward (up) within attack range
return targetCol === self.col && targetRow < self.row && self.row - targetRow <= self.attackRange;
} else {
// For red team, attack any cell in the same column forward (down) within attack range
return targetCol === self.col && targetRow > self.row && targetRow - self.row <= self.attackRange;
}
};
return self;
});
// Vector2 class is now defined in the Classes section
var Vector2 = Container.expand(function () {
var self = Container.call(this);
self.init = function (x, y) {
self.x = x || 0;
self.y = y || 0;
return self;
};
self.add = function (v) {
return new Vector2().init(self.x + v.x, self.y + v.y);
};
self.subtract = function (v) {
return new Vector2().init(self.x - v.x, self.y - v.y);
};
self.multiply = function (scalar) {
return new Vector2().init(self.x * scalar, self.y * scalar);
};
self.clone = function () {
return new Vector2().init(self.x, self.y);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Background image asset
// Game constants
// Import tween plugin
// Add global vector for tutorial content positioning
var tutorialOffset = new Vector2().init(0, 0);
var dragNode = null; // Initialize dragNode for drag functionality
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
// Initialize grid as a 2D array of empty objects to avoid undefined references
var grid = [];
for (var row = 0; row < GRID_ROWS; row++) {
grid[row] = [];
for (var col = 0; col < GRID_COLS; col++) {
grid[row][col] = {};
}
}
var units = [];
var selectedUnit = null;
var gameState = 'mainMenu'; // mainMenu, tutorial, settings, playerTurn, aiTurn, gameOver
var gameMode = null; // 'pvp' for player vs player, 'pvai' for player vs AI
var ai = new AIPlayer();
ai.game = game; // Properly pass game reference to AI player
var statusText = new Text2('Player Turn', {
size: 120,
// Significantly increased text size
fill: 0xFFFFFF
});
// Screen instances
var titleScreen = new TitleScreen();
var tutorialScreen = new TutorialScreen();
var settingsScreen = new SettingsScreen();
var gameModeScreen = new GameModeScreen();
var difficultyWindow = new DifficultySelectWindow();
// Make settings screen accessible to the game object
game.settingsScreen = settingsScreen;
// Fix the global move handler to properly handle slider dragging
game.move = function (x, y, obj) {
// If we have a dragNode (for character dragging), handle that
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
// If we're in settings screen, handle movement
if (settingsScreen && settingsScreen.parent && obj) {
// No sliders to handle after removing AI difficulty slider
}
};
// Create handleMove function
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
}
// Handle touch/mouse down state for sliders
game.down = function (x, y, obj) {
// Only set dragNode if character exists and is defined
if (typeof character !== 'undefined') {
dragNode = character;
} else {
dragNode = null;
}
// Mark objects as being touched down
if (obj && obj.down) {
obj.__isTouchDown = true;
}
// Also call move handler right away to make effect instant
if (handleMove) {
handleMove(x, y, obj);
}
};
// Handle touch/mouse up for sliders
game.up = function (x, y, obj) {
// Original logic
dragNode = null;
// Reset touch down states
if (settingsScreen && settingsScreen.parent) {
// No sliders to reset after removing AI difficulty slider
}
};
// Position screens at center
titleScreen.x = 1024;
titleScreen.y = 1366;
tutorialScreen.x = 0;
tutorialScreen.y = 0;
settingsScreen.x = 1024;
settingsScreen.y = 1366;
// Initialize the game board
function initializeGame() {
// Add background image first so it's behind other elements
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
game.addChild(background);
// First show the title screen instead of starting the game directly
game.showTitleScreen();
// Add status text (hidden initially, shown during gameplay)
statusText.anchor.set(0.5, 0);
statusText.x = 2048 / 2;
statusText.y = 50;
statusText.visible = false;
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 health display
unit.healthText = new Text2(unit.health.toString(), {
size: 50,
fill: 0xFFD700 // Golden yellow color for better visibility
});
unit.healthText.anchor.set(0.5, 0.5);
unit.healthText.y = unit.unitGraphic.height / 2 + 10;
unit.addChild(unit.healthText);
// 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 units
// For blue team: clickable during player 1's turn
// For red team: clickable during player 2's turn if PvP mode or AI is disabled
if (team === 'blue') {
unit.down = function (x, y, obj) {
if (game.gameState === 'playerTurn') {
selectUnit(unit);
}
};
} else if (team === 'red') {
unit.down = function (x, y, obj) {
if (game.gameState === 'aiTurn' && (game.gameMode === 'pvp' || !game.aiControlsRedTeam)) {
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 no unit is selected, we can't do anything
if (!selectedUnit) {
return;
}
// If cell is empty and it's a valid move, move the unit
if (!cell.occupied && selectedUnit.canMoveTo(cell.row, cell.col)) {
moveSelectedUnit(cell.row, cell.col);
return;
}
// If cell contains an enemy unit and it's a valid attack, attack it
if (cell.occupied && cell.occupiedBy.team !== selectedUnit.team && selectedUnit.canAttack(cell.row, cell.col)) {
attackCell(cell);
return;
}
// If we click on a highlighted cell that isn't the current unit's cell
if (cell.highlighted && !(cell.row === selectedUnit.row && cell.col === selectedUnit.col)) {
if (cell.highlightType === 'move') {
moveSelectedUnit(cell.row, cell.col);
} else if (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) {
// Basic validation - ensure we have a selected unit and a valid target
if (!selectedUnit) {
console.log("No unit selected for attack");
return false;
}
// Make sure the cell is occupied by an enemy
if (!cell.occupied || cell.occupiedBy.team === selectedUnit.team) {
console.log("Invalid target: empty cell or friendly unit");
return false;
}
var targetUnit = cell.occupiedBy;
// Check if this is a valid attack based on unit type and position
if (!selectedUnit.canAttack(cell.row, cell.col)) {
console.log("Target not in attack range");
return false;
}
// Calculate damage
var damage = selectedUnit.attackStrength;
var isCritical = isCriticalDamage(selectedUnit.type, targetUnit.type);
if (isCritical) {
damage *= getCriticalDamageMultiplier();
// Show critical hit effect
var critEffect = new CriticalDamageEffect().init(damage, targetUnit.x, targetUnit.y - 100);
game.addChild(critEffect);
}
// For warrior's instant kill ability
if (selectedUnit.hasInstantKill && !targetUnit.isKing) {
damage = targetUnit.health;
}
// Animate the attack
var originalX = selectedUnit.x;
var originalY = selectedUnit.y;
var midX = (selectedUnit.x + targetUnit.x) / 2;
var midY = (selectedUnit.y + targetUnit.y) / 2;
// Move toward target
tween(selectedUnit, {
x: midX,
y: midY
}, {
duration: 150,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// Flash target red to indicate damage
LK.effects.flashObject(targetUnit, 0xff0000, 300);
// Show damage number
var damageText = new Text2('-' + damage, {
size: 80,
fill: isCritical ? '#FFFF00' : '#FFFFFF'
});
damageText.anchor.set(0.5, 0.5);
damageText.x = targetUnit.x;
damageText.y = targetUnit.y - 50;
game.addChild(damageText);
// Animate damage text up and fade out
tween(damageText, {
y: damageText.y - 100,
alpha: 0
}, {
duration: 800,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
game.removeChild(damageText);
}
});
// Apply damage
targetUnit.health -= damage;
// Update health display
if (targetUnit.health <= 0) {
targetUnit.health = 0;
}
targetUnit.healthText.setText(targetUnit.health.toString());
// Move back to original position
tween(selectedUnit, {
x: originalX,
y: originalY
}, {
duration: 150,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
// Check if target is defeated
if (targetUnit.health <= 0) {
// Kill animation
tween(targetUnit, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 400,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
removeUnit(targetUnit);
}
});
}
// If this is a wizard (area attacker), also damage adjacent units
if (selectedUnit.isAreaAttacker) {
var adjacentCells = getAdjacentCells(cell.row, cell.col);
var splashDamage = Math.floor(damage * 0.5);
for (var i = 0; i < adjacentCells.length; i++) {
var adjCell = adjacentCells[i];
if (adjCell.occupied && adjCell.occupiedBy.team !== selectedUnit.team) {
// Apply splash damage
adjCell.occupiedBy.health -= splashDamage;
if (adjCell.occupiedBy.health <= 0) {
adjCell.occupiedBy.health = 0;
// Kill animation for adjacent units
tween(adjCell.occupiedBy, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 400,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
removeUnit(adjCell.occupiedBy);
}
});
}
// Update health display
adjCell.occupiedBy.healthText.setText(adjCell.occupiedBy.health.toString());
// Flash effect
LK.effects.flashObject(adjCell.occupiedBy, 0xff0000, 300);
}
}
}
// Deselect current unit
selectedUnit.deselect();
clearAllHighlights();
selectedUnit = null;
// End turn
endTurn();
}
});
}
});
return true;
}
// 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() {
// Store the current state before any changes
var currentState = gameState;
if (currentState === 'playerTurn') {
// Update state first before AI processing
gameState = 'aiTurn';
// Update text based on game mode and whether AI or Player 2 is controlling red team
if (game.gameMode === 'pvp') {
statusText.setText('Player 2 Turn');
} else {
statusText.setText(game.aiControlsRedTeam ? 'AI Turn' : 'Player 2 Turn');
}
// If AI controls red team and we're in PvAI mode, let AI make a move after delay
if (game.aiControlsRedTeam && game.gameMode === 'pvai') {
// Execute AI turn with delay for better visibility
LK.setTimeout(function () {
// Only continue AI processing if we're still in AI turn
// This prevents state inconsistency if player somehow triggered endTurn again
if (gameState === 'aiTurn') {
if (ai.makeMove()) {
// AI successfully made a move, turn will be ended in the attack/move handlers
// No state change needed here - the AI's attack/move will call endTurn() again
} 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 (currentState === 'aiTurn') {
// Only change to player turn if we were actually in AI turn
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 to determine critical damage relationships
function isCriticalDamage(attackerType, targetType) {
// Knights are strong against archers
if (attackerType === 'knight' && targetType === 'archer') {
return true;
}
// Archers are strong against mages/wizards
if (attackerType === 'archer' && targetType === 'wizard') {
return true;
}
// Mages/wizards are strong against knights
if (attackerType === 'wizard' && targetType === 'knight') {
return true;
}
return false;
}
// Make isCriticalDamage available to the game object
game.isCriticalDamage = isCriticalDamage;
function getCriticalDamageMultiplier() {
// Critical damage is 2x normal damage
return 2.0;
}
// 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;
game.getAdjacentCells = getAdjacentCells;
// 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;
}
});
// Function to update tutorial position
game.updateTutorialPosition = function (x, y) {
// Update the offset vector
tutorialOffset.x = x || tutorialOffset.x;
tutorialOffset.y = y || tutorialOffset.y;
// Update positions if tutorial is active
if (tutorialScreen && tutorialScreen.parent) {
// Update main container position
tutorialScreen.scrollContainer.x = 1024 + tutorialOffset.x;
tutorialScreen.scrollContainer.y = -tutorialScreen.scrollY + tutorialOffset.y;
// Update back button position
var backButton = tutorialScreen.children[tutorialScreen.children.length - 2]; // Back button is second to last child
backButton.x = 200 + tutorialOffset.x;
backButton.y = 2500 + tutorialOffset.y;
// Update scroll indicator position
var scrollIndicator = tutorialScreen.children[tutorialScreen.children.length - 1]; // Scroll indicator is last child
scrollIndicator.x = 1950 + tutorialOffset.x;
scrollIndicator.y = 1366 + tutorialOffset.y;
}
};
// Show difficulty selection window
game.showDifficultyWindow = function () {
game.addChild(difficultyWindow);
};
// Close difficulty selection window
game.closeDifficultyWindow = function () {
game.removeChild(difficultyWindow);
};
// Screen management functions
game.showTitleScreen = function () {
// Clear any existing game elements
game.removeAllGameElements();
// Show title screen
game.addChild(titleScreen);
game.removeChild(tutorialScreen);
game.removeChild(settingsScreen);
game.removeChild(gameModeScreen);
// Hide status text during main menu
statusText.visible = false;
// Set game state
gameState = 'mainMenu';
// Animate title to top third of screen
var logo = titleScreen.children[0];
var titleText = titleScreen.children[1];
// Animate logo
tween(logo, {
y: -500
}, {
duration: 800,
easing: tween.elasticOut
});
// Animate title text
tween(titleText, {
y: 800
}, {
duration: 800,
easing: tween.elasticOut
});
};
game.showTutorial = function () {
// Show tutorial screen
game.removeChild(titleScreen);
game.addChild(tutorialScreen);
game.removeChild(settingsScreen);
game.removeChild(gameModeScreen);
// Set game state
gameState = 'tutorial';
};
game.showSettings = function () {
// Show settings screen
game.removeChild(titleScreen);
game.removeChild(tutorialScreen);
game.removeChild(gameModeScreen);
game.addChild(settingsScreen);
// Set game state
gameState = 'settings';
};
game.showGameModeScreen = function () {
// Show game mode selection screen
game.removeChild(titleScreen);
game.removeChild(tutorialScreen);
game.removeChild(settingsScreen);
game.addChild(gameModeScreen);
// Center the screen
gameModeScreen.x = 1024;
gameModeScreen.y = 1366;
// Set game state
gameState = 'gameMode';
};
game.startGame = function () {
// Clear screens
game.removeChild(titleScreen);
game.removeChild(tutorialScreen);
game.removeChild(settingsScreen);
game.removeChild(gameModeScreen);
// Set default game mode if not already set
if (game.gameMode === undefined || game.gameMode === null) {
game.gameMode = 'pvai'; // Default to Player vs AI
}
// Set default AI difficulty if not already set
if (game.aiDifficulty === undefined) {
game.aiDifficulty = 0.3; // Default to easy
}
// Ensure aiControlsRedTeam is set properly
if (game.aiControlsRedTeam === undefined) {
game.aiControlsRedTeam = game.gameMode === 'pvai'; // Only let AI control red team in PvAI mode
}
// Initialize the game 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
createUnits();
// Show status text during gameplay
statusText.visible = true;
// Set game state to player's turn
gameState = 'playerTurn';
statusText.setText('Player Turn');
// Deselect any selected unit
selectedUnit = null;
// Clear all highlights
clearAllHighlights();
};
// Remove all game elements (grid cells and units)
game.removeAllGameElements = function () {
// Remove grid cells if they exist
for (var row = 0; row < grid.length; row++) {
for (var col = 0; col < grid[row].length; col++) {
if (grid[row][col]) {
game.removeChild(grid[row][col]);
}
}
}
// Remove units
for (var i = 0; i < units.length; i++) {
game.removeChild(units[i]);
}
// Reset game variables and re-initialize grid as empty objects to avoid undefined references
grid = [];
for (var row = 0; row < GRID_ROWS; row++) {
grid[row] = [];
for (var col = 0; col < GRID_COLS; col++) {
grid[row][col] = {};
}
}
units = [];
selectedUnit = null;
};
// Initialize game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -2185,9 +2185,32 @@
});
return unit;
}
// Handle cell click
-game.handleCellClick = function (cell) {};
+game.handleCellClick = function (cell) {
+ // If no unit is selected, we can't do anything
+ if (!selectedUnit) {
+ return;
+ }
+ // If cell is empty and it's a valid move, move the unit
+ if (!cell.occupied && selectedUnit.canMoveTo(cell.row, cell.col)) {
+ moveSelectedUnit(cell.row, cell.col);
+ return;
+ }
+ // If cell contains an enemy unit and it's a valid attack, attack it
+ if (cell.occupied && cell.occupiedBy.team !== selectedUnit.team && selectedUnit.canAttack(cell.row, cell.col)) {
+ attackCell(cell);
+ return;
+ }
+ // If we click on a highlighted cell that isn't the current unit's cell
+ if (cell.highlighted && !(cell.row === selectedUnit.row && cell.col === selectedUnit.col)) {
+ if (cell.highlightType === 'move') {
+ moveSelectedUnit(cell.row, cell.col);
+ } else if (cell.highlightType === 'attack') {
+ attackCell(cell);
+ }
+ }
+};
// Select a unit
function selectUnit(unit) {
// Can only select your own units
if (unit.team !== 'blue' && gameState === 'playerTurn') {
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