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add a delay of 0.2 seconds to the screen flash
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Add fast 0.5 alpha yellow screen flash to when an unit attacks the oponents unit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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set the screen shake to have 0.2 seconds delay ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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set the screen shake to have 0.5 seconds delay ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a small screen shake when a unit attacks the oponent unit
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Turn Transition Effects: Smooth fades or motion effects when switching turns. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add: Explosion Effects: Wizards' area attacks create a magical explosion with debris and sparkles. Arrow Streaks: Archers' shots leave a glowing arrow trail as they fly towards enemies. Dust Kick-Up: Warriors cause small dust clouds when moving or attacking. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add: ### 12. **Ambient Board Effects** - Subtle animated background elements (e.g., floating particles, drifting clouds). - Occasional sparkles or glints on the board for atmosphere. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add this movement mechanics ### 5. **Movement Trails** - When units move, leave behind a fading trail or afterimage. - Use subtle dust clouds or footprints for ground movement. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add a floating ui text that desapears slowly with the damage each character take when attacking ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add freedom of move to the kings unit
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Remove the tutorial button and the settings button from the pause menu
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Remove the tutorial button and the settings button from the main menu
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when its in the pause menu and the player clicks back both in the tutorial screen and in the settings screen it should take back to the pause menu and not to main menu, but only when its through the pause menu
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in null' in or related to this line: 'tween(selectedUnit, {' Line Number: 1107 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When player goes back to main menu it should reset the game of the gameplayScreen
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Add a pause menu to the gameplay screen, it should show the button to main menu, button to tutorial and button to settings
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update the healthText color to be black
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Remove the Status Text
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if (gameMode === 'PVP') { // In PVP mode, blue units can be selected during playerTurn and red units during player2Turn if (team === 'blue' && game.gameState === 'playerTurn' || team === 'red' && game.gameState === 'player2Turn') { console.log("[Unit Debug] Unit eligible for selection"); selectUnit(unit); } else { console.log("[Unit Debug] Unit not eligible for selection - wrong team for current turn"); } } else { // In PVA mode, only blue units can be selected during player turn if (team === 'blue' && game.gameState === 'playerTurn') { console.log("[Unit Debug] Unit eligible for selection"); selectUnit(unit); } else { console.log("[Unit Debug] Unit not eligible for selection - PVA mode restrictions"); } } in this code in the create unit function there is a leak, because when player 1 clicks a red team unit TO ATTACK, the code thinks the player is trying to select the red unit instead of trying to attack
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if (gameMode === 'PVP') { // In PVP mode, blue units can be selected during playerTurn and red units during player2Turn if (team === 'blue' && game.gameState === 'playerTurn' || team === 'red' && game.gameState === 'player2Turn') { console.log("[Unit Debug] Unit eligible for selection"); selectUnit(unit); } else { console.log("[Unit Debug] Unit not eligible for selection - wrong team for current turn"); } } else { // In PVA mode, only blue units can be selected during player turn if (team === 'blue' && game.gameState === 'playerTurn') { console.log("[Unit Debug] Unit eligible for selection"); selectUnit(unit); } else { console.log("[Unit Debug] Unit not eligible for selection - PVA mode restrictions"); } } in this code there is a leak, because when player 1 clicks a red team unit TO ATTACK, the code thinks the player is trying to select the red unit instead of trying to attack
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[Unit Debug] Unit clicked: {type: 'warrior', team: 'red', row: 1, col: 3, gameMode: 'PVP', ...} VM449:826 [Unit Debug] Unit not eligible for selection - wrong team for current turn when the blue player tries to attack this appears. Make sure that when a player clicks in a highlight attack cell, it performs the attack function instead of trying to select the the oponent character
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[Unit Debug] Unit clicked: {type: 'knight', team: 'red', row: 4, col: 4, gameMode: 'PVP', ...} VM413:826 [Unit Debug] Unit not eligible for selection - wrong team for current turn VM413:812 [Unit Debug] Unit clicked: {type: 'knight', team: 'red', row: 4, col: 4, gameMode: 'PVP', ...} VM413:826 [Unit Debug] Unit not eligible for selection - wrong team for current turn this happens when i try to attack in the third turn with the blue team
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Solve the issue accordingly with what you said
/**** * 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; } // Look for advantageous critical attacks first var criticalAttack = attacks.find(function (attack) { var target = game.grid[attack.row][attack.col].occupiedBy; return target && isCriticalDamage(unit.type, target.type); }); if (criticalAttack) { game.selectUnit(unit); game.attackCell(game.grid[criticalAttack.row][criticalAttack.col]); return true; } // For warriors, prioritize attacks to use their instant kill if (unit.type === 'warrior' && attacks.length > 0) { game.selectUnit(unit); game.attackCell(game.grid[attacks[0].row][attacks[0].col]); return true; } // For wizards, prioritize attack positions that can hit multiple enemies if (unit.type === 'wizard' && attacks.length > 0) { // Try to find attack that might hit multiple enemies due to area effect var bestAttack = attacks[0]; var bestCount = 0; for (var j = 0; j < attacks.length; j++) { var attack = attacks[j]; var adjacentCells = getAdjacentCells(attack.row, attack.col); var enemyCount = 0; // Count adjacent enemy units 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; } // 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); // Give priority to certain unit types based on their strengths if (unit.type === 'knight') { // Knights are mobile, so give them priority dist -= 2; } else if (unit.type === 'archer') { // Archers should try to get in position but not too close if (dist > 4) { dist -= 1; } // Encourage moving closer if far away else if (dist < 3) { dist += 2; } // Discourage getting too close } else if (unit.type === 'warrior') { // Warriors should get close for their instant kill dist -= 3; } else if (unit.type === 'wizard') { // Wizards should stay at medium distance for area attacks if (dist > 3 && dist < 6) { dist -= 2; } } 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)); // Special movement strategy based on unit type if (closestUnit.type === 'knight') { // Knights should try to position for attack next turn var potentialAttackRange = Math.abs(move.row - playerKing.row) + Math.abs(move.col - playerKing.col); if (potentialAttackRange <= closestUnit.attackRange + 1) { moveScore += 3; } } else if (closestUnit.type === 'archer') { // Archers want to be at their optimal attack range var distAfterMove = Math.abs(move.row - playerKing.row) + Math.abs(move.col - playerKing.col); if (distAfterMove >= 3 && distAfterMove <= 5) { moveScore += 4; } } else if (closestUnit.type === 'wizard') { // Wizards prefer positions that might hit multiple units next turn var adjacentCells = 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; } } } // Check if any unit is in danger and try to move it to safety var unitsInDanger = units.filter(function (unit) { // Check if any player unit could attack this unit in the next turn var playerUnits = game.getTeamUnits('blue'); for (var i = 0; i < playerUnits.length; i++) { var playerUnit = playerUnits[i]; // Calculate if the player unit could potentially attack this AI unit var rowDiff = Math.abs(playerUnit.row - unit.row); var colDiff = Math.abs(playerUnit.col - unit.col); // Check if in potential attack range based on unit type 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 king is in danger, prioritize its safety if (inDanger && unit.isKing) { return true; } else if (inDanger && unit.health < 50) { return true; } } return false; }); if (unitsInDanger.length > 0) { // Prioritize king safety var unitToSave = unitsInDanger.find(function (unit) { return unit.isKing; }) || unitsInDanger[0]; var moves = unitToSave.getPossibleMoves(game.grid); if (moves.length > 0) { // Find safest move (furthest from player units) var playerUnits = game.getTeamUnits('blue'); var bestMove = null; var bestSafetyScore = -Infinity; for (var i = 0; i < moves.length; i++) { var move = moves[i]; var safetyScore = 0; // Calculate safety based on distance from all player units 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; } } } // 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 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() { if (self.parent) { self.parent.removeChild(self); } } }); }, 1200); return self; }; 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) { console.log("[GridCell Debug] Cell clicked:", { row: self.row, col: self.col, gameState: game.gameState, occupied: self.occupied, occupiedByTeam: self.occupied ? self.occupiedBy.team : null, occupiedByType: self.occupied ? self.occupiedBy.type : null, highlighted: self.highlighted, highlightType: self.highlightType }); if (game.gameState === 'playerTurn' || game.gameState === 'player2Turn') { // If cell is highlighted for attack, directly perform the attack instead of trying to select the unit if (self.highlighted && self.highlightType === 'attack' && selectedUnit) { console.log("[GridCell Debug] Processing cell as attack target"); game.attackCell(self); return; // Prevent further processing } else { game.handleCellClick(self); } } }; return self; }); var PauseMenu = Container.expand(function () { var self = Container.call(this); // Create semi-transparent background overlay var overlay = self.attachAsset('grid_cell_dark', { anchorX: 0, anchorY: 0, width: 2048, height: 2732, alpha: 0.8 }); // Create pause menu title var titleText = new Text2('PAUSED', { size: 150, fill: '#FFFFFF' }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 800; self.addChild(titleText); // Create menu buttons var resumeButton = createButton('RESUME', 1200, 2048 / 2, 600, 150, 85); var menuButton = createButton('MAIN MENU', 1600, 2048 / 2, 600, 150, 85); // Add buttons to container self.addChild(resumeButton); self.addChild(menuButton); // Animate buttons with staggered delays animateButton(resumeButton, 0, 0.95); animateButton(menuButton, 150, 0.95); // Button interactions resumeButton.interactive = true; resumeButton.down = function () { game.togglePause(); }; menuButton.interactive = true; menuButton.down = function () { game.togglePause(); showMainMenu(); }; 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 = 1; // Can move 1 tile in any direction 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 }); 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) { // 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); // 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 up to moveRange tile in any direction 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); // 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 moveRange tiles 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); // Override movement validation self.canMoveTo = function (targetRow, targetCol) { // King can move freely to any unoccupied cell except its current position if (targetRow === self.row && targetCol === self.col) { return false; } return true; }; // 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); // 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 moveRange tiles forward if (self.team === 'blue') { return colDiff > 0 && rowDiff === 0 || // sideways targetRow === self.row - self.moveRange && colDiff === 0; // forward } else { return colDiff > 0 && rowDiff === 0 || // sideways targetRow === self.row + self.moveRange && colDiff === 0; // forward } }; // 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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Background image asset // Game constants 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 = 'mainMenu'; // mainMenu, playerTurn, aiTurn, gameOver var gameMode; // PVP, PVA var ai = new AIPlayer(); var statusText = new Text2('Player Turn', { size: 120, // Significantly increased text size fill: 0xFFFFFF }); statusText.visible = false; // Hide status text from display // Create containers for different screens var mainMenuContainer = new Container(); var gameplayContainer = new Container(); var tutorialContainer = new Container(); var settingsContainer = new Container(); var gameModeContainer = new Container(); var pauseMenuContainer = new Container(); // Initial visibility mainMenuContainer.visible = true; gameplayContainer.visible = false; tutorialContainer.visible = false; settingsContainer.visible = false; gameModeContainer.visible = false; pauseMenuContainer.visible = false; // Initialize the game board function initializeGame() { // Play background music LK.playMusic('game_music', { volume: 0.3, fade: { start: 0, end: 0.5, duration: 1000 } }); // 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); // Add containers to game game.addChild(mainMenuContainer); game.addChild(gameplayContainer); game.addChild(tutorialContainer); game.addChild(settingsContainer); game.addChild(gameModeContainer); game.addChild(pauseMenuContainer); // Create pause button in gameplay var pauseButton = createButton('II', 100, 2048 - 100, 150, 150, 70); pauseButton.interactive = true; pauseButton.down = function () { game.togglePause(); }; gameplayContainer.addChild(pauseButton); // 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; gameplayContainer.addChild(cell); } } // Create units for both teams createUnits(); // Status text is handled internally by the game without UI display // Set up main menu createMainMenu(); createTutorialScreen(); createSettingsScreen(); createGameModeScreen(); createPauseMenu(); } // 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: 0x000000 // Black color for health text }); 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 gameplay container gameplayContainer.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 depending on game mode unit.down = function (x, y, obj) { console.log("[Unit Debug] Unit clicked:", { type: unit.type, team: team, row: unit.row, col: unit.col, gameMode: gameMode, gameState: game.gameState }); // Check if we're clicking on an enemy unit that's highlighted for attack var cell = grid[unit.row][unit.col]; if (cell.highlighted && cell.highlightType === 'attack' && selectedUnit) { console.log("[Unit Debug] Processing as attack target"); game.attackCell(cell); return; // Prevent further selection logic } if (gameMode === 'PVP') { // In PVP mode, blue units can be selected during playerTurn and red units during player2Turn if (team === 'blue' && game.gameState === 'playerTurn' || team === 'red' && game.gameState === 'player2Turn') { console.log("[Unit Debug] Unit eligible for selection"); selectUnit(unit); } else { console.log("[Unit Debug] Unit not eligible for selection - wrong team for current turn"); } } else { // In PVA mode, only blue units can be selected during player turn if (team === 'blue' && game.gameState === 'playerTurn') { console.log("[Unit Debug] Unit eligible for selection"); selectUnit(unit); } else { console.log("[Unit Debug] Unit not eligible for selection - PVA mode restrictions"); } } }; // 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) { console.log("[Click Debug] Cell clicked:", { row: cell.row, col: cell.col, highlighted: cell.highlighted, highlightType: cell.highlightType, hasSelectedUnit: !!selectedUnit, gameState: game.gameState }); if (!selectedUnit || game.gameState !== 'playerTurn' && game.gameState !== 'player2Turn') { console.log("[Click Debug] Click ignored: no unit selected or wrong game state"); return; } // If cell is highlighted for movement if (cell.highlighted && cell.highlightType === 'move') { console.log("[Click Debug] Processing as move"); moveSelectedUnit(cell.row, cell.col); } // If cell is highlighted for attack else if (cell.highlighted && cell.highlightType === 'attack') { console.log("[Click Debug] Processing as attack"); attackCell(cell); } else { console.log("[Click Debug] Cell not highlighted for move or attack"); } }; // Select a unit function selectUnit(unit) { console.log("[Select Debug] Unit selection attempt:", { unitType: unit.type, unitTeam: unit.team, gameMode: gameMode, gameState: game.gameState // Use game.gameState instead of gameState }); // Can only select your own units if (gameMode === 'PVP') { // In PVP mode, blue units during playerTurn and red units during player2Turn if (unit.team !== 'blue' && game.gameState === 'playerTurn' || unit.team !== 'red' && game.gameState === 'player2Turn') { console.log("[Select Debug] Selection rejected: wrong team for current turn"); return; } } else { // Original PVA mode logic if (unit.team !== 'blue' && game.gameState === 'playerTurn') { console.log("[Select Debug] Selection rejected: not a blue unit during player turn"); return; } if (unit.team !== 'red' && game.gameState === 'aiTurn') { console.log("[Select Debug] Selection rejected: not a red unit during AI turn"); return; } } console.log("[Select Debug] Unit successfully selected"); // 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 if (selectedUnit && selectedUnit.unitGraphic) { tween(selectedUnit.unitGraphic, { scaleX: 1.2, scaleY: 1.2, alpha: 1.0 }, { duration: 200, easing: tween.elasticOut, onFinish: function onFinish() { if (selectedUnit && selectedUnit.unitGraphic) { 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; // Play move sound effect only if sound is enabled if (game.soundEnabled) { LK.getSound('move_sound').play(); } // 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) { console.log("[Attack Debug] Attack started with params:", { hasSelectedUnit: !!selectedUnit, cellOccupied: cell.occupied, cellTeam: cell.occupied ? cell.occupiedBy.team : null, selectedUnitTeam: selectedUnit ? selectedUnit.team : null, gameMode: gameMode, gameState: game.gameState // Use game.gameState instead of gameState }); if (!selectedUnit || !cell.occupied || cell.occupiedBy.team === selectedUnit.team) { console.log("[Attack Debug] Attack aborted: basic validation failed"); return; } // Additional check for PVP mode to ensure correct team attacking in the right turn if (gameMode === 'PVP') { console.log("[Attack Debug] PVP check:", { isPlayerTurn: game.gameState === 'playerTurn', isPlayer2Turn: game.gameState === 'player2Turn', selectedUnitTeam: selectedUnit.team }); // Ensure only the correct team can attack during their turn if (game.gameState === 'playerTurn' && selectedUnit.team !== 'blue' || game.gameState === 'player2Turn' && selectedUnit.team !== 'red') { console.log("[Attack Debug] Attack aborted: wrong team for current turn"); return; } } console.log("[Attack Debug] Attack proceeding with target:", cell.occupiedBy.type); 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; // Play attack sound only if sound is enabled if (game.soundEnabled) { LK.getSound('attack_sound').play(); } // 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() { // Check for critical damage var isCritical = isCriticalDamage(selectedUnit.type, targetUnit.type); var damageMultiplier = isCritical ? getCriticalDamageMultiplier() : 1.0; var actualDamage = Math.floor(selectedUnit.attackStrength * damageMultiplier); // Perform attack after animation if (selectedUnit.hasInstantKill && !targetUnit.isKing) { // Warrior's instant kill works on all enemies except kings removeUnit(targetUnit); } else if (targetUnit.isKing) { // King only dies in one hit if attacked by a warrior if (selectedUnit.type === 'warrior') { removeUnit(targetUnit); } else { // Apply normal damage to king var isCritical = isCriticalDamage(selectedUnit.type, targetUnit.type); var damageMultiplier = isCritical ? getCriticalDamageMultiplier() : 1.0; var actualDamage = Math.floor(selectedUnit.attackStrength * damageMultiplier); targetUnit.health -= actualDamage; targetUnit.healthText.setText(targetUnit.health.toString()); if (targetUnit.health <= 0) { removeUnit(targetUnit); } } } else if (selectedUnit.isAreaAttacker) { // Area attack affects target and adjacent units of opposite team var adjacentCells = getAdjacentCells(cell.row, cell.col); // Apply damage instead of instant kill targetUnit.health -= actualDamage; targetUnit.healthText.setText(targetUnit.health.toString()); // Show critical hit effect if applicable if (isCritical) { var critEffect = new CriticalDamageEffect().init(actualDamage, targetUnit.x, targetUnit.y - 50); gameplayContainer.addChild(critEffect); // Add stronger visual feedback tween(targetUnit, { scaleX: 0.8, scaleY: 0.8, rotation: 0.2 }, { duration: 100, easing: tween.easeOutQuad, onFinish: function onFinish() { tween(targetUnit, { scaleX: 1.0, scaleY: 1.0, rotation: 0 }, { duration: 200, easing: tween.elasticOut }); } }); } if (targetUnit.health <= 0) { removeUnit(targetUnit); } for (var i = 0; i < adjacentCells.length; i++) { var adjCell = adjacentCells[i]; if (adjCell.occupied && adjCell.occupiedBy.team !== selectedUnit.team) { var adjTargetUnit = adjCell.occupiedBy; var adjDamage = Math.floor(actualDamage / 2); // Half damage for adjacent units adjTargetUnit.health -= adjDamage; adjTargetUnit.healthText.setText(adjTargetUnit.health.toString()); if (adjTargetUnit.health <= 0) { removeUnit(adjTargetUnit); } } } } else { // Normal attack targetUnit.health -= actualDamage; targetUnit.healthText.setText(targetUnit.health.toString()); // Show critical hit effect if applicable if (isCritical) { var critEffect = new CriticalDamageEffect().init(actualDamage, targetUnit.x, targetUnit.y - 50); gameplayContainer.addChild(critEffect); // Add stronger visual feedback for critical hit tween(targetUnit, { scaleX: 0.7, scaleY: 0.7, rotation: 0.3 }, { duration: 100, easing: tween.easeOutQuad, onFinish: function onFinish() { tween(targetUnit, { scaleX: 1.0, scaleY: 1.0, rotation: 0 }, { duration: 300, easing: tween.elasticOut }); } }); } if (targetUnit.health <= 0) { 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 gameplayContainer.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 (gameMode === 'PVP') { // In PVP mode, toggle between blue and red player turns if (game.gameState === 'playerTurn') { gameState = 'player2Turn'; game.gameState = 'player2Turn'; statusText.setText('Red Player Turn'); } else if (game.gameState === 'player2Turn') { gameState = 'playerTurn'; game.gameState = 'playerTurn'; statusText.setText('Blue Player Turn'); } } else { // Original PVA mode logic if (game.gameState === 'playerTurn') { gameState = 'aiTurn'; game.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 { gameState = 'playerTurn'; game.gameState = 'playerTurn'; statusText.setText('Player Turn'); } }, 500); // Small delay for better user experience } else if (game.gameState === 'aiTurn') { gameState = 'playerTurn'; game.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(); LK.setTimeout(function () { showMainMenu(); }, 3000); } else { statusText.setText('Game Over'); LK.showGameOver(); LK.setTimeout(function () { showMainMenu(); }, 3000); } } // 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; // Toggle pause functionality game.isPaused = false; game.togglePause = function () { game.isPaused = !game.isPaused; pauseMenuContainer.visible = game.isPaused; // Store previous game state when pausing if (game.isPaused) { game.previousGameState = game.gameState; } else { // Restore previous game state when unpausing if (game.previousGameState) { game.gameState = game.previousGameState; } } }; // 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; } }); // Create main menu function createMainMenu() { // Add game logo var logo = LK.getAsset('game_logo', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 800 }); mainMenuContainer.addChild(logo); // Add play button var playButton = createButton('PLAY GAME', 2732 / 2 + 100, 2048 / 2, 500, 150, 85); var tutorialButton = createButton('TUTORIAL', 2732 / 2 + 300, 2048 / 2, 500, 150, 85); var settingsButton = createButton('SETTINGS', 2732 / 2 + 500, 2048 / 2, 500, 150, 85); // Start button animations with staggered delays animateButton(playButton, 0, 0.95); animateButton(tutorialButton, 300); animateButton(settingsButton, 600); // Add button to main menu mainMenuContainer.addChild(playButton); mainMenuContainer.addChild(tutorialButton); mainMenuContainer.addChild(settingsButton); // Add button interaction playButton.interactive = true; playButton.down = function () { showGameMode(); }; tutorialButton.interactive = true; tutorialButton.down = function () { showTutorial(); }; settingsButton.interactive = true; settingsButton.down = function () { showSettings(); }; } //Create tutorial screen function createTutorialScreen() { // Add background overlay for better readability var bg = LK.getAsset('grid_cell_dark', { anchorX: 0, anchorY: 0, width: 2048, height: 2732, alpha: 0.2 }); tutorialContainer.addChild(bg); // Main container to allow scrolling var scrollContainer = new Container(); tutorialContainer.scrollContainer = scrollContainer; // Expose scrollContainer as a property tutorialContainer.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); // Define tutorial offset for positioning var tutorialOffset = { x: 0, y: 0 }; // 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 // Back button functionality var backButton = createButton('BACK', 2732 - 200, 200, 200, 100, 60); tutorialContainer.addChild(backButton); backButton.interactive = true; backButton.down = function () { showMainMenu(); }; animateButton(backButton, 0, 0.95); var scrollY = 0; tutorialContainer.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; tutorialContainer.down = function (x, y, obj) { lastY = y; lastTime = Date.now(); scrollVelocity = 0; isDragging = true; }; tutorialContainer.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; tutorialContainer.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; } }; tutorialContainer.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; tutorialContainer.scrollY = scrollY; // Update property scrollVelocity = 0; } else if (scrollY > maxScroll) { tween(scrollContainer, { y: -maxScroll }, { duration: 300, easing: tween.elasticOut }); scrollY = maxScroll; tutorialContainer.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; tutorialContainer.scrollY = scrollY; // Update property scrollVelocity = 0; } else if (scrollY > maxScroll) { scrollY = maxScroll; tutorialContainer.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 } } } //Create settings screen function createSettingsScreen() { // Ensure settingsContainer is properly initialized when settings screen is created settingsContainer.visible = false; // Title text var titleText = new Text2('Settings', { size: 150, fill: '#FFFFFF' }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 500; settingsContainer.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 }); }; // Expose elements for external access container.toggleBg = toggleBg; container.indicator = indicator; return container; }; // Create settings controls var soundToggle = createToggle('Sound Effects', 2732 / 2 + 400, true, 2048 / 2 - 600); var musicToggle = createToggle('Music', 2732 / 2 + 550, true, 2048 / 2 - 600); // Add music toggle functionality musicToggle.toggleBg.down = function (x, y, obj) { musicToggle.state = !musicToggle.state; tween(musicToggle.indicator, { x: musicToggle.state ? 950 : 850 }, { duration: 200, easing: tween.easeOutQuad }); // Toggle music based on the toggle state if (musicToggle.state) { LK.playMusic('game_music', { fade: { start: 0, end: 0.5, duration: 500 } }); } else { LK.stopMusic(); } }; // Add sound toggle functionality soundToggle.toggleBg.down = function (x, y, obj) { soundToggle.state = !soundToggle.state; game.soundEnabled = soundToggle.state; tween(soundToggle.indicator, { x: soundToggle.state ? 950 : 850 }, { duration: 200, easing: tween.easeOutQuad }); }; // Expose sound toggle state to the game object game.soundEnabled = soundToggle.state; // Add controls to container settingsContainer.addChild(soundToggle); settingsContainer.addChild(musicToggle); // Back button var backButton = createButton('BACK', 2732 - 200, 200, 200, 100, 60); settingsContainer.addChild(backButton); backButton.interactive = true; backButton.down = function () { showMainMenu(); }; animateButton(backButton, 0, 0.95); } //Create Game Mode screen function createGameModeScreen() { // Add game logo var logo = LK.getAsset('game_logo', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 800 }); gameModeContainer.addChild(logo); var titleText = new Text2('GAME MODE', { size: 150, fill: '#FFFFFF' }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 1350; gameModeContainer.addChild(titleText); // Add play button var pVpButton = createButton('PLAYER VS PLAYER', 2732 / 2 + 300, 2048 / 2, 800, 150, 85); var pvaButton = createButton('PLAYER VS AI', 2732 / 2 + 500, 2048 / 2, 600, 150, 85); // Start button animations with staggered delays animateButton(pVpButton, 0, 0.95); animateButton(pvaButton, 300, 0.95); // Add buttons to game mode container gameModeContainer.addChild(pVpButton); gameModeContainer.addChild(pvaButton); // Add button interaction pVpButton.interactive = true; pVpButton.down = function () { gameMode = 'PVP'; showGameplay(); }; pvaButton.interactive = true; pvaButton.down = function () { gameMode = 'PVA'; showGameplay(); }; // Back button var backButton = createButton('BACK', 2732 - 200, 200, 200, 100, 60); gameModeContainer.addChild(backButton); backButton.interactive = true; backButton.down = function () { showMainMenu(); }; animateButton(backButton, 0, 0.95); } // Show gameplay screen function showGameplay() { mainMenuContainer.visible = false; gameplayContainer.visible = true; gameModeContainer.visible = false; pauseMenuContainer.visible = false; game.isPaused = false; if (gameMode === 'PVP') { gameState = 'playerTurn'; game.gameState = 'playerTurn'; statusText.setText('Blue Player Turn'); } else { gameState = 'playerTurn'; game.gameState = 'playerTurn'; statusText.setText('Player Turn'); } } // Function to return to main menu function showMainMenu() { gameplayContainer.visible = false; mainMenuContainer.visible = true; tutorialContainer.visible = false; settingsContainer.visible = false; gameModeContainer.visible = false; pauseMenuContainer.visible = false; gameState = 'mainMenu'; // Reset the game state resetGame(); } // Function to show tutorial screen function showTutorial() { mainMenuContainer.visible = false; tutorialContainer.visible = true; gameState = 'tutorial'; } // Function to show settings screen function showSettings() { mainMenuContainer.visible = false; settingsContainer.visible = true; gameState = 'settings'; } function showGameMode() { mainMenuContainer.visible = false; gameModeContainer.visible = true; } // Create pause menu function createPauseMenu() { // Create pause menu var pauseMenu = new PauseMenu(); pauseMenuContainer.addChild(pauseMenu); } // Reset game state function resetGame() { // Clear the grid for (var row = 0; row < GRID_ROWS; row++) { for (var col = 0; col < GRID_COLS; col++) { if (grid[row] && grid[row][col]) { grid[row][col].occupied = false; grid[row][col].occupiedBy = null; grid[row][col].clearHighlight(); } } } // Remove all units for (var i = units.length - 1; i >= 0; i--) { if (units[i] && units[i].parent) { units[i].parent.removeChild(units[i]); } } units = []; // Reset selection and game state selectedUnit = null; // Recreate units createUnits(); } // Create buttons for different game modes var createButton = function createButton(text, yPos, xPos, width, height, textSize) { var button = new Container(); textSize = textSize || 100; // Button background var bg = LK.getAsset('grid_cell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8, width: width, height: height }); button.addChild(bg); // Button text var buttonText = new Text2(text, { size: textSize, fill: '#000000' }); buttonText.anchor.set(0.5, 0.5); button.addChild(buttonText); // Position button button.y = yPos; button.x = xPos; // 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; }; // Animate buttons with grow and shrink effect function animateButton(button, delay, startScale, endScale) { // Provide default values for startScale and endScale if not specified startScale = startScale || 1.1; endScale = endScale || 1.0; LK.setTimeout(function () { tween(button, { scaleX: startScale, scaleY: startScale }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(button, { scaleX: endScale, scaleY: endScale }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { animateButton(button, 0); } }); } }); }, delay); } // Initialize game initializeGame(); ;
===================================================================
--- original.js
+++ change.js
@@ -586,13 +586,13 @@
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 moveRange spaces
- return rowDiff <= self.moveRange && colDiff <= self.moveRange && !(rowDiff === 0 && colDiff === 0);
+ // King can move freely to any unoccupied cell except its current position
+ if (targetRow === self.row && targetCol === self.col) {
+ return false;
+ }
+ return true;
};
// Override attack validation
self.canAttack = function (targetRow, targetCol) {
// King only attacks forward based on team direction and attack range
@@ -641,10 +641,10 @@
/****
* Game Code
****/
-// Game constants
// Background image asset
+// Game constants
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;
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