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solve the issue of characters occupying same position, no character can occupy an currently occupied position, enemies characters are doing that
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king, knights and mage can jump over characters, move to front of them if is within movement range and its not an occupied position
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enemy characters are overlapping ocuppied positions, solve that
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Please fix the bug: 'ReferenceError: Knight is not defined' in or related to this line: 'unit = new Knight().init(type, team, row, col);' Line Number: 735
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Fix 4: Fix endTurn function to prevent skipping AI turn by checking state transitions properly
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Fix 3: Improve AI wizard strategy to fix adjacent cell access for area attacks
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Fix 2: Properly initialize AI in game code with game reference to fix AI turns being skipped
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Fix 1: Improve AIPlayer class by properly passing game reference to avoid method access issues
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Make the images of all the characters be alpha 1
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Make the king have free movement across all board, and update that information in the tutorial screen
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im getting turns in row and the ai is not playing, fix that
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its skipping the ai turn
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the ai is not making any moves
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fix the whole AIPlayer Container
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fix the ai not playing
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its skipping the enemy's turn
Code edit (2 edits merged)
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Delete the AI Difficulty feature
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var localPos = sliderBg.toLocal(obj.position);' Line Number: 503
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Please fix the bug: 'Uncaught ReferenceError: handleMove is not defined' in or related to this line: 'if (handleMove) {' Line Number: 1575
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Please fix the bug: 'Uncaught ReferenceError: character is not defined' in or related to this line: 'dragNode = character;' Line Number: 1565
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Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 1541
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AIPlayer = Container.expand(function () { var self = Container.call(this); // Make sure the AI player has access to the game object self.game = null; // Will be set when AI is initialized self.makeMove = function () { // Only make a move if it's AI's turn if (game.gameState !== 'aiTurn') { return false; } // Use fixed difficulty level (maximum difficulty) var difficultyLevel = 1.0; // At lower difficulty, there's a chance to make a random move instead of the best move var makeRandomMove = Math.random() > difficultyLevel; var units = game.getTeamUnits('red'); var moveFound = false; // At very low difficulty, just make random moves if (difficultyLevel < 0.3 && Math.random() < 0.7) { // Make a completely random move with a 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; } } // 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 && game.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]; // Use self.game reference to access getAdjacentCells var adjacentCells = self.game.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 and difficulty // Use fixed difficulty level (maximum difficulty) var difficultyLevel = 1.0; 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) { // Strategic bonus scales with difficulty moveScore += 3 * difficultyLevel; } } 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) { // Strategic bonus scales with difficulty moveScore += 4 * difficultyLevel; } } else if (closestUnit.type === 'wizard') { // Wizards prefer positions that might hit multiple units next turn 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; } } } // 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() { 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) { if (game.gameState === 'playerTurn') { 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.startGame(); } }); }; 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) { // 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 anywhere on the board // Check if the target position is different from current position var rowDiff = Math.abs(targetRow - self.row); var colDiff = Math.abs(targetCol - self.col); // Allow movement to any unoccupied cell on the board 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); // 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; }); // 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 var grid = []; var units = []; var selectedUnit = null; var gameState = 'mainMenu'; // mainMenu, tutorial, settings, playerTurn, aiTurn, gameOver 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(); // 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 player units if (team === 'blue') { unit.down = function (x, y, obj) { if (game.gameState === 'playerTurn') { selectUnit(unit); } }; } // Animate unit entry with enhanced effect tween(unit.unitGraphic, { scaleX: 1.0, scaleY: 1.0, alpha: 0.8 }, { duration: 600, easing: tween.elasticOut, delay: 100 * (row + col) % 5 // Staggered appearance for visual interest }); return unit; } // Handle cell click game.handleCellClick = function (cell) { if (!selectedUnit || game.gameState !== 'playerTurn') { return; } // If cell is highlighted for movement if (cell.highlighted && cell.highlightType === 'move') { moveSelectedUnit(cell.row, cell.col); } // If cell is highlighted for attack else if (cell.highlighted && cell.highlightType === 'attack') { attackCell(cell); } }; // Select a unit function selectUnit(unit) { // Can only select your own units if (unit.team !== 'blue' && gameState === 'playerTurn') { return; } if (unit.team !== 'red' && gameState === 'aiTurn') { return; } // Deselect previous unit if there was one if (selectedUnit) { selectedUnit.deselect(); clearAllHighlights(); } // Select new unit selectedUnit = unit; selectedUnit.select(); // Enhanced selection animation with glow effect tween(selectedUnit.unitGraphic, { scaleX: 1.2, scaleY: 1.2, alpha: 1.0 }, { duration: 200, easing: tween.elasticOut, onFinish: function onFinish() { tween(selectedUnit.unitGraphic, { scaleX: 1.0, scaleY: 1.0, alpha: 0.9 }, { duration: 200, easing: tween.easeOutQuad }); } }); // Highlight cell under selected unit grid[unit.row][unit.col].highlight('selected'); // Highlight possible moves with delay for better visual feedback var possibleMoves = unit.getPossibleMoves(grid); for (var i = 0; i < possibleMoves.length; i++) { (function (index) { LK.setTimeout(function () { if (selectedUnit === unit) { // Only highlight if still selected var move = possibleMoves[index]; grid[move.row][move.col].highlight('move'); } }, index * 30); })(i); } // Highlight possible attacks with delay var possibleAttacks = unit.getPossibleAttacks(grid); for (var i = 0; i < possibleAttacks.length; i++) { (function (index) { LK.setTimeout(function () { if (selectedUnit === unit) { // Only highlight if still selected var attack = possibleAttacks[index]; grid[attack.row][attack.col].highlight('attack'); } }, (possibleMoves.length + index) * 30); })(i); } } // Move selected unit to new position function moveSelectedUnit(targetRow, targetCol) { if (!selectedUnit) { return; } // Update grid occupation grid[selectedUnit.row][selectedUnit.col].occupied = false; grid[selectedUnit.row][selectedUnit.col].occupiedBy = null; // Move unit with animation selectedUnit.moveTo(targetRow, targetCol); // Animate movement with tween var targetX = grid[targetRow][targetCol].x; var targetY = grid[targetRow][targetCol].y; tween(selectedUnit, { x: targetX, y: targetY }, { duration: 300, easing: tween.easeOutQuad, onFinish: function onFinish() { // Update grid occupation at new position grid[targetRow][targetCol].occupied = true; grid[targetRow][targetCol].occupiedBy = selectedUnit; // Deselect unit and clear highlights selectedUnit.deselect(); clearAllHighlights(); selectedUnit = null; // Check if any attacks are possible after movement checkForAutoAttack(); // Switch turns endTurn(); } }); } // Attack a cell function attackCell(cell) { if (!selectedUnit || !cell.occupied || cell.occupiedBy.team === selectedUnit.team) { return; } var targetUnit = cell.occupiedBy; // Animate the attacker - "lunge" toward target var originalX = selectedUnit.x; var originalY = selectedUnit.y; var directionX = targetUnit.x - selectedUnit.x; var directionY = targetUnit.y - selectedUnit.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); var normalizedX = directionX / distance * 30; // small lunge var normalizedY = directionY / distance * 30; // Enhanced attack animation sequence tween(selectedUnit, { x: selectedUnit.x + normalizedX * 1.5, // More pronounced lunge y: selectedUnit.y + normalizedY * 1.5 }, { duration: 200, easing: tween.easeOutQuad, onFinish: function onFinish() { // More dramatic visual flash on target LK.effects.flashObject(targetUnit, 0xff0000, 400); // Return attacker to original position tween(selectedUnit, { x: originalX, y: originalY }, { duration: 200, easing: tween.easeOutQuad, onFinish: function onFinish() { // 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); game.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); game.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 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'; statusText.setText('AI Turn'); // 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; } }; // 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); // 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); // Set game state gameState = 'tutorial'; }; game.showSettings = function () { // Show settings screen game.removeChild(titleScreen); game.removeChild(tutorialScreen); game.addChild(settingsScreen); // Set game state gameState = 'settings'; }; game.startGame = function () { // Clear screens game.removeChild(titleScreen); game.removeChild(tutorialScreen); game.removeChild(settingsScreen); // 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; statusText.setText('Player Turn'); // Set game state gameState = 'playerTurn'; }; 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 grid = []; units = []; selectedUnit = null; }; // Initialize game initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -7,16 +7,26 @@
* Classes
****/
var AIPlayer = Container.expand(function () {
var self = Container.call(this);
- self.game = null;
+ // Make sure the AI player has access to the game object
+ self.game = null; // Will be set when AI is initialized
self.makeMove = function () {
- if (game.gameState !== 'aiTurn') return false;
+ // Only make a move if it's AI's turn
+ if (game.gameState !== 'aiTurn') {
+ return false;
+ }
+ // Use fixed difficulty level (maximum difficulty)
var difficultyLevel = 1.0;
+ // At lower difficulty, there's a chance to make a random move instead of the best move
+ var makeRandomMove = Math.random() > difficultyLevel;
var units = game.getTeamUnits('red');
+ var moveFound = false;
+ // At very low difficulty, just make random moves
if (difficultyLevel < 0.3 && Math.random() < 0.7) {
- var movableUnits = units.filter(function (u) {
- return u.getPossibleMoves(game.grid).length > 0;
+ // Make a completely random move with a 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);
@@ -25,44 +35,54 @@
game.moveSelectedUnit(randomMove.row, randomMove.col);
return true;
}
}
+ // 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) {
- var kingAttack = attacks.find(function (a) {
- return game.grid[a.row][a.col].occupiedBy && game.grid[a.row][a.col].occupiedBy.isKing;
+ // 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;
}
- var criticalAttack = attacks.find(function (a) {
- var target = game.grid[a.row][a.col].occupiedBy;
+ // Look for advantageous critical attacks first
+ var criticalAttack = attacks.find(function (attack) {
+ var target = game.grid[attack.row][attack.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;
}
+ // 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) {
- var bestAttack = attacks[0],
- bestCount = 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 = game.getAdjacentCells(attack.row, attack.col);
+ // Use self.game reference to access getAdjacentCells
+ var adjacentCells = self.game.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 && cell.occupiedBy.team === 'blue') enemyCount++;
+ if (cell.occupied && cell.occupiedBy.team === 'blue') {
+ enemyCount++;
+ }
}
if (enemyCount > bestCount) {
bestCount = enemyCount;
bestAttack = attack;
@@ -71,53 +91,86 @@
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) {
- var closestUnit = null,
- closestDistance = Infinity;
+ // Find unit closest to player king that can move
+ var closestUnit = null;
+ var closestDistance = Infinity;
for (var i = 0; i < units.length; i++) {
var unit = units[i];
var moves = unit.getPossibleMoves(game.grid);
if (moves.length > 0) {
var dist = Math.abs(unit.row - playerKing.row) + Math.abs(unit.col - playerKing.col);
- if (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;
+ // 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,
- bestMoveScore = -Infinity;
+ 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 and difficulty
+ // Use fixed difficulty level (maximum difficulty)
var difficultyLevel = 1.0;
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 * difficultyLevel;
+ if (potentialAttackRange <= closestUnit.attackRange + 1) {
+ // Strategic bonus scales with difficulty
+ moveScore += 3 * difficultyLevel;
+ }
} 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 * difficultyLevel;
+ if (distAfterMove >= 3 && distAfterMove <= 5) {
+ // Strategic bonus scales with difficulty
+ moveScore += 4 * difficultyLevel;
+ }
} else if (closestUnit.type === 'wizard') {
+ // Wizards prefer positions that might hit multiple units next turn
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++;
+ if (cell.occupied && cell.occupiedBy.team === 'blue') {
+ playerUnitsNearby++;
+ }
}
moveScore += playerUnitsNearby * 2;
}
if (moveScore > bestMoveScore) {
@@ -131,32 +184,52 @@
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 (inDanger && unit.isKing) return true;else if (inDanger && unit.health < 50) return true;
+ 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) {
- var unitToSave = unitsInDanger.find(function (u) {
- return u.isKing;
+ // 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,
- bestSafetyScore = -Infinity;
+ var bestMove = null;
+ var bestSafetyScore = -Infinity;
for (var i = 0; i < moves.length; i++) {
- var move = moves[i],
- safetyScore = 0;
+ 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;
@@ -172,10 +245,11 @@
return true;
}
}
}
- var movableUnits = units.filter(function (u) {
- return u.getPossibleMoves(game.grid).length > 0;
+ // 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);
@@ -183,40 +257,46 @@
game.selectUnit(randomUnit);
game.moveSelectedUnit(randomMove.row, randomMove.col);
return true;
}
- return false;
+ 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,
@@ -235,31 +315,46 @@
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);
+ if (self.highlightAsset) {
+ self.removeChild(self.highlightAsset);
+ }
self.highlighted = true;
self.highlightType = type;
- var asset = null;
- if (type === 'move') asset = 'highlight_move';else if (type === 'attack') asset = 'highlight_attack';else if (type === 'selected') asset = 'highlight_selected';
- if (asset) {
- self.highlightAsset = self.attachAsset(asset, {
+ 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) {
@@ -268,32 +363,39 @@
}
self.highlighted = false;
self.highlightType = null;
};
- self.down = function () {
- if (game.gameState === 'playerTurn') game.handleCellClick(self);
+ // Event handlers
+ self.down = function (x, y, obj) {
+ if (game.gameState === 'playerTurn') {
+ 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,
@@ -301,8 +403,9 @@
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,
@@ -310,10 +413,12 @@
});
indicator.x = initialState ? 950 : 850;
indicator.y = 0;
container.addChild(indicator);
+ // State
container.state = initialState;
- toggleBg.down = function () {
+ // Toggle functionality
+ toggleBg.down = function (x, y, obj) {
container.state = !container.state;
tween(indicator, {
x: container.state ? 950 : 850
}, {
@@ -322,10 +427,77 @@
});
};
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,
@@ -340,19 +512,21 @@
backText.anchor.set(0.5, 0.5);
backButton.addChild(backBg);
backButton.addChild(backText);
backButton.x = 0;
- backButton.y = musicToggle.y + 200;
+ backButton.y = 800;
self.addChild(backButton);
- backButton.down = function () {
+ // 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
@@ -370,10 +544,11 @@
});
}
});
}
+ // Start the animation
animateBackButton();
- backButton.up = function () {
+ backButton.up = function (x, y, obj) {
tween(backBg, {
scaleX: 1,
scaleY: 1
}, {
@@ -387,47 +562,55 @@
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);
- function createButton(text, yOffset) {
+ // 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.down = function () {
+ // 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 () {
+ button.up = function (x, y, obj) {
tween(bg, {
scaleX: 1,
scaleY: 1
}, {
@@ -435,15 +618,18 @@
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,
@@ -465,21 +651,23 @@
}
});
}, delay);
}
+ // Start button animations with staggered delays
animateButton(playButton, 0);
animateButton(tutorialButton, 300);
animateButton(settingsButton, 600);
- playButton.down = function () {
+ // 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 () {
+ playButton.up = function (x, y, obj) {
tween(playButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
@@ -489,18 +677,18 @@
game.startGame();
}
});
};
- tutorialButton.down = function () {
+ tutorialButton.down = function (x, y, obj) {
tween(tutorialButton.children[0], {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
- tutorialButton.up = function () {
+ tutorialButton.up = function (x, y, obj) {
tween(tutorialButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
@@ -510,18 +698,18 @@
game.showTutorial();
}
});
};
- settingsButton.down = function () {
+ settingsButton.down = function (x, y, obj) {
tween(settingsButton.children[0], {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100,
easing: tween.easeOutQuad
});
};
- settingsButton.up = function () {
+ settingsButton.up = function (x, y, obj) {
tween(settingsButton.children[0], {
scaleX: 1,
scaleY: 1
}, {
@@ -533,346 +721,740 @@
});
};
return self;
});
-// Base Unit class
+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.health = 100;
- self.attackStrength = 30;
- self.moveRange = 2;
- self.attackRange = 1;
- self.selected = false;
- self.isKing = false;
- self.isAreaAttacker = false;
- self.hasInstantKill = false;
+ 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;
};
- self.moveTo = function (row, col) {
- self.row = row;
- self.col = col;
+ // Movement validation
+ self.canMoveTo = function (targetRow, targetCol) {
+ // Base movement logic to be overridden by specific unit types
+ return false;
};
- self.select = function () {
- self.selected = true;
+ // Attack validation
+ self.canAttack = function (targetRow, targetCol) {
+ // Base attack logic to be overridden by specific unit types
+ return false;
};
- self.deselect = function () {
- self.selected = false;
- };
+ // Get possible move cells
self.getPossibleMoves = function (grid) {
var moves = [];
- var directions = [{
- r: -1,
- c: 0
- }, {
- r: 1,
- c: 0
- }, {
- r: 0,
- c: -1
- }, {
- r: 0,
- c: 1
- }];
- for (var i = 0; i < directions.length; i++) {
- for (var range = 1; range <= self.moveRange; range++) {
- var newRow = self.row + directions[i].r * range;
- var newCol = self.col + directions[i].c * range;
- if (newRow >= 0 && newRow < grid.length && newCol >= 0 && newCol < grid[0].length) {
- if (!grid[newRow][newCol].occupied) {
- moves.push({
- row: newRow,
- col: newCol
- });
- } else {
- break; // Stop checking in this direction if occupied
- }
+ 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 = Math.max(0, self.row - self.attackRange); r <= Math.min(grid.length - 1, self.row + self.attackRange); r++) {
- for (var c = Math.max(0, self.col - self.attackRange); c <= Math.min(grid[0].length - 1, self.col + self.attackRange); c++) {
- var rowDiff = Math.abs(r - self.row);
- var colDiff = Math.abs(c - self.col);
- if (rowDiff + colDiff <= self.attackRange && !(r === self.row && c === self.col)) {
- if (grid[r][c].occupied && grid[r][c].occupiedBy.team !== self.team) {
- attacks.push({
- row: r,
- col: c
- });
- }
+ 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;
});
-// Wizard class
var Wizard = Unit.expand(function () {
var self = Unit.call(this);
- var baseInit = self.init;
- self.init = function (type, team, row, col) {
- baseInit.call(self, type, team, row, col);
- self.moveRange = 2;
- self.attackRange = 2;
- self.attackStrength = 20;
- self.isAreaAttacker = true;
- return self;
+ // 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;
};
- var baseMoves = self.getPossibleMoves;
- self.getPossibleMoves = function (grid) {
- var moves = baseMoves.call(self, grid);
- var directions = [{
- r: -1,
- c: 0
- }, {
- r: 1,
- c: 0
- }, {
- r: 0,
- c: -1
- }, {
- r: 0,
- c: 1
- }];
- // Check for jump moves
- for (var i = 0; i < directions.length; i++) {
- for (var range = 1; range <= self.moveRange; range++) {
- var jumpRow = self.row + directions[i].r * range;
- var jumpCol = self.col + directions[i].c * range;
- // If there's an occupied cell in our path
- if (jumpRow >= 0 && jumpRow < grid.length && jumpCol >= 0 && jumpCol < grid[0].length && grid[jumpRow][jumpCol].occupied) {
- // Check if we can jump over to the next cell
- var landRow = jumpRow + directions[i].r;
- var landCol = jumpCol + directions[i].c;
- // If the landing spot is valid and unoccupied and within movement range, add it as a move
- if (landRow >= 0 && landRow < grid.length && landCol >= 0 && landCol < grid[0].length && !grid[landRow][landCol].occupied && Math.abs(landRow - self.row) + Math.abs(landCol - self.col) <= self.moveRange + 1) {
- moves.push({
- row: landRow,
- col: landCol
- });
- }
- break; // Stop checking in this direction after finding an occupied cell
- }
- }
- }
- return moves;
+ // 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;
});
-// Warrior class
var Warrior = Unit.expand(function () {
var self = Unit.call(this);
- var baseInit = self.init;
- self.init = function (type, team, row, col) {
- baseInit.call(self, type, team, row, col);
- self.moveRange = 1;
- self.attackRange = 1;
- self.attackStrength = 40;
- self.hasInstantKill = true;
- return self;
+ // 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;
});
-// Knight class
var Knight = Unit.expand(function () {
var self = Unit.call(this);
- var baseInit = self.init;
- self.init = function (type, team, row, col) {
- baseInit.call(self, type, team, row, col);
- self.moveRange = 3;
- self.attackRange = 1;
- self.attackStrength = 35;
- return self;
+ // 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;
};
- var baseMoves = self.getPossibleMoves;
- self.getPossibleMoves = function (grid) {
- var moves = baseMoves.call(self, grid);
- var directions = [{
- r: -1,
- c: 0
- }, {
- r: 1,
- c: 0
- }, {
- r: 0,
- c: -1
- }, {
- r: 0,
- c: 1
- }];
- // Check for jump moves
- for (var i = 0; i < directions.length; i++) {
- for (var range = 1; range <= self.moveRange; range++) {
- var jumpRow = self.row + directions[i].r * range;
- var jumpCol = self.col + directions[i].c * range;
- // If there's an occupied cell in our path
- if (jumpRow >= 0 && jumpRow < grid.length && jumpCol >= 0 && jumpCol < grid[0].length && grid[jumpRow][jumpCol].occupied) {
- // Check if we can jump over to the next cell
- var landRow = jumpRow + directions[i].r;
- var landCol = jumpCol + directions[i].c;
- // If the landing spot is valid and unoccupied, add it as a move
- if (landRow >= 0 && landRow < grid.length && landCol >= 0 && landCol < grid[0].length && !grid[landRow][landCol].occupied) {
- moves.push({
- row: landRow,
- col: landCol
- });
- }
- break; // Stop checking in this direction after finding an occupied cell
- }
- }
- }
- return moves;
+ // 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;
};
- var basePossibleAttacks = self.getPossibleAttacks;
- self.getPossibleAttacks = function (grid) {
- // Knights can only attack orthogonally (up, down, left, right)
- var attacks = [];
- var directions = [{
- r: -1,
- c: 0
- }, {
- r: 1,
- c: 0
- }, {
- r: 0,
- c: -1
- }, {
- r: 0,
- c: 1
- }];
- for (var i = 0; i < directions.length; i++) {
- var r = self.row + directions[i].r;
- var c = self.col + directions[i].c;
- if (r >= 0 && r < grid.length && c >= 0 && c < grid[0].length) {
- if (grid[r][c].occupied && grid[r][c].occupiedBy.team !== self.team) {
- attacks.push({
- row: r,
- col: c
- });
- }
- }
- }
- return attacks;
- };
return self;
});
-// King class
var King = Unit.expand(function () {
var self = Unit.call(this);
- var baseInit = self.init;
- self.init = function (type, team, row, col) {
- baseInit.call(self, type, team, row, col);
- self.moveRange = 1;
- self.attackRange = 1;
- self.attackStrength = 30;
- self.health = 150;
- self.isKing = true;
- return self;
+ // Override movement validation
+ self.canMoveTo = function (targetRow, targetCol) {
+ // King can move anywhere on the board
+ // Check if the target position is different from current position
+ var rowDiff = Math.abs(targetRow - self.row);
+ var colDiff = Math.abs(targetCol - self.col);
+ // Allow movement to any unoccupied cell on the board
+ return rowDiff > 0 || colDiff > 0;
};
- var baseMoves = self.getPossibleMoves;
- self.getPossibleMoves = function (grid) {
- var moves = baseMoves.call(self, grid);
- var directions = [{
- r: -1,
- c: 0
- }, {
- r: 1,
- c: 0
- }, {
- r: 0,
- c: -1
- }, {
- r: 0,
- c: 1
- }];
- // Check for jump moves
- for (var i = 0; i < directions.length; i++) {
- var jumpRow = self.row + directions[i].r;
- var jumpCol = self.col + directions[i].c;
- // If there's an occupied cell in our path
- if (jumpRow >= 0 && jumpRow < grid.length && jumpCol >= 0 && jumpCol < grid[0].length && grid[jumpRow][jumpCol].occupied) {
- // Check if we can jump over to the next cell
- var landRow = jumpRow + directions[i].r;
- var landCol = jumpCol + directions[i].c;
- // If the landing spot is valid and unoccupied, add it as a move
- if (landRow >= 0 && landRow < grid.length && landCol >= 0 && landCol < grid[0].length && !grid[landRow][landCol].occupied) {
- moves.push({
- row: landRow,
- col: landCol
- });
- }
- }
- }
- return moves;
+ // 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;
});
-// Archer class
var Archer = Unit.expand(function () {
var self = Unit.call(this);
- var baseInit = self.init;
- self.init = function (type, team, row, col) {
- baseInit.call(self, type, team, row, col);
- self.moveRange = 2;
- self.attackRange = 3;
- self.attackStrength = 25;
- return self;
+ // 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
+ }
};
- var basePossibleAttacks = self.getPossibleAttacks;
- self.getPossibleAttacks = function (grid) {
- // Archers can attack in straight lines only
- var attacks = [];
- var directions = [{
- r: -1,
- c: 0
- }, {
- r: 1,
- c: 0
- }, {
- r: 0,
- c: -1
- }, {
- r: 0,
- c: 1
- }];
- for (var i = 0; i < directions.length; i++) {
- for (var range = 1; range <= self.attackRange; range++) {
- var r = self.row + directions[i].r * range;
- var c = self.col + directions[i].c * range;
- if (r >= 0 && r < grid.length && c >= 0 && c < grid[0].length) {
- if (grid[r][c].occupied) {
- if (grid[r][c].occupiedBy.team !== self.team) {
- attacks.push({
- row: r,
- col: c
- });
- }
- break; // Stop checking in this direction if any unit found
- }
- }
- }
+ // 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 attacks;
};
return self;
});
-// Vector2 class
+// 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;
@@ -903,66 +1485,92 @@
/****
* 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;
+var dragNode = null; // Initialize dragNode for drag functionality
var GRID_ROWS = 10;
var GRID_COLS = 5;
-var CELL_SIZE = 250;
+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';
+var gameState = 'mainMenu'; // mainMenu, tutorial, settings, playerTurn, aiTurn, gameOver
var ai = new AIPlayer();
-ai.game = game; // Set game reference for AI
+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 Container(); // Placeholder, implement as needed
+var tutorialScreen = new TutorialScreen();
var settingsScreen = new SettingsScreen();
+// 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;
}
- if (obj && obj.down) obj.__isTouchDown = true;
- if (handleMove) handleMove(x, y, obj);
+ // 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() {
- for (var row = 0; row < GRID_ROWS; row++) {
- grid[row] = [];
- for (var col = 0; col < GRID_COLS; col++) {
- grid[row][col] = {};
- }
- }
+ // Add background image first so it's behind other elements
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
@@ -970,11 +1578,22 @@
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);
@@ -983,8 +1602,11 @@
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);
@@ -994,46 +1616,12 @@
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) {
- // Check if position is already occupied
- if (grid[row] && grid[row][col] && grid[row][col].occupied) {
- console.log("Position " + row + "," + col + " already occupied, finding alternate position");
- // Find nearest unoccupied position
- var foundPosition = false;
- for (var r = 0; r < GRID_ROWS; r++) {
- for (var c = 0; c < GRID_COLS; c++) {
- // Only place units on their respective sides of the board
- if (!grid[r][c].occupied && (team === 'blue' && r >= GRID_ROWS / 2 || team === 'red' && r < GRID_ROWS / 2)) {
- row = r;
- col = c;
- foundPosition = true;
- break;
- }
- }
- if (foundPosition) break;
- }
- // If still no position found, try anywhere on the board
- if (!foundPosition) {
- for (var r = 0; r < GRID_ROWS; r++) {
- for (var c = 0; c < GRID_COLS; c++) {
- if (!grid[r][c].occupied) {
- row = r;
- col = c;
- foundPosition = true;
- break;
- }
- }
- if (foundPosition) break;
- }
- }
- if (!foundPosition) {
- console.log("Cannot place unit: all positions occupied");
- return null; // Return null if no position can be found
- }
- }
var unit;
+ // Create the appropriate unit type
switch (type) {
case 'king':
unit = new King().init(type, team, row, col);
break;
@@ -1049,53 +1637,81 @@
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
+ 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 player units
if (team === 'blue') {
unit.down = function (x, y, obj) {
- if (game.gameState === 'playerTurn') selectUnit(unit);
+ if (game.gameState === 'playerTurn') {
+ selectUnit(unit);
+ }
};
}
+ // Animate unit entry with enhanced effect
tween(unit.unitGraphic, {
scaleX: 1.0,
scaleY: 1.0,
alpha: 0.8
}, {
duration: 600,
easing: tween.elasticOut,
- delay: 100 * (row + col) % 5
+ delay: 100 * (row + col) % 5 // Staggered appearance for visual interest
});
return unit;
}
+// Handle cell click
game.handleCellClick = function (cell) {
- if (!selectedUnit || game.gameState !== 'playerTurn') return;
- if (cell.highlighted && cell.highlightType === 'move') moveSelectedUnit(cell.row, cell.col);else if (cell.highlighted && cell.highlightType === 'attack') attackCell(cell);
+ if (!selectedUnit || game.gameState !== 'playerTurn') {
+ return;
+ }
+ // If cell is highlighted for movement
+ if (cell.highlighted && cell.highlightType === 'move') {
+ moveSelectedUnit(cell.row, cell.col);
+ }
+ // If cell is highlighted for attack
+ else if (cell.highlighted && cell.highlightType === 'attack') {
+ attackCell(cell);
+ }
};
+// Select a unit
function selectUnit(unit) {
- if (unit.team !== 'blue' && gameState === 'playerTurn') return;
- if (unit.team !== 'red' && gameState === 'aiTurn') return;
+ // 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
@@ -1104,44 +1720,56 @@
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(selectedUnit.unitGraphic, {
scaleX: 1.0,
- scaleY: 1.0
+ scaleY: 1.0,
+ alpha: 0.9
}, {
duration: 200,
- easing: tween.elasticOut
+ 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;
+ 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,
@@ -1149,66 +1777,89 @@
}, {
duration: 300,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
+ // Update grid occupation at new position
grid[targetRow][targetCol].occupied = true;
grid[targetRow][targetCol].occupiedBy = selectedUnit;
+ // Deselect unit and clear highlights
selectedUnit.deselect();
clearAllHighlights();
selectedUnit = null;
+ // Check if any attacks are possible after movement
checkForAutoAttack();
+ // Switch turns
endTurn();
}
});
}
+// Attack a cell
function attackCell(cell) {
- if (!selectedUnit || !cell.occupied || cell.occupiedBy.team === selectedUnit.team) return;
+ if (!selectedUnit || !cell.occupied || cell.occupiedBy.team === selectedUnit.team) {
+ return;
+ }
var targetUnit = cell.occupiedBy;
- var originalX = selectedUnit.x,
- originalY = selectedUnit.y;
- var directionX = targetUnit.x - selectedUnit.x,
- directionY = targetUnit.y - selectedUnit.y;
+ // 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,
- normalizedY = directionY / distance * 30;
+ var normalizedX = directionX / distance * 30; // small lunge
+ var normalizedY = directionY / distance * 30;
+ // Enhanced attack animation sequence
tween(selectedUnit, {
x: selectedUnit.x + normalizedX * 1.5,
+ // More pronounced lunge
y: selectedUnit.y + normalizedY * 1.5
}, {
duration: 200,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
+ // More dramatic visual flash on target
LK.effects.flashObject(targetUnit, 0xff0000, 400);
+ // Return attacker to original position
tween(selectedUnit, {
x: originalX,
y: originalY
}, {
duration: 200,
easing: tween.easeOutQuad,
onFinish: function onFinish() {
+ // 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);
+ 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);
game.addChild(critEffect);
+ // Add stronger visual feedback
tween(targetUnit, {
scaleX: 0.8,
scaleY: 0.8,
rotation: 0.2
@@ -1226,25 +1877,32 @@
});
}
});
}
- if (targetUnit.health <= 0) removeUnit(targetUnit);
+ 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);
+ 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);
+ 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);
game.addChild(critEffect);
+ // Add stronger visual feedback for critical hit
tween(targetUnit, {
scaleX: 0.7,
scaleY: 0.7,
rotation: 0.3
@@ -1262,20 +1920,28 @@
});
}
});
}
- if (targetUnit.health <= 0) removeUnit(targetUnit);
+ if (targetUnit.health <= 0) {
+ removeUnit(targetUnit);
+ }
}
+ // Deselect unit and clear highlights
selectedUnit.deselect();
clearAllHighlights();
selectedUnit = null;
+ // Switch turns
endTurn();
}
});
}
});
}
-function checkForAutoAttack() {}
+// 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,
@@ -1302,52 +1968,75 @@
r: 1,
c: 1
}];
for (var i = 0; i < directions.length; i++) {
- var newRow = row + directions[i].r,
- newCol = col + directions[i].c;
+ 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);
+ 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');
+ 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';
statusText.setText('AI Turn');
+ // 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') {
- var moveSuccessful = ai.makeMove();
- if (!moveSuccessful) {
+ 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);
+ }, 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!');
@@ -1356,105 +2045,143 @@
statusText.setText('Game Over');
LK.showGameOver();
}
}
+// Helper functions to determine critical damage relationships
function isCriticalDamage(attackerType, targetType) {
- if (attackerType === 'knight' && targetType === 'archer') return true;
- if (attackerType === 'archer' && targetType === 'wizard') return true;
- if (attackerType === 'wizard' && targetType === 'knight') return true;
+ // 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];
+ 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;
- var backButton = tutorialScreen.children[tutorialScreen.children.length - 2];
+ // 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;
- var scrollIndicator = tutorialScreen.children[tutorialScreen.children.length - 1];
+ // 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;
}
};
+// 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);
+ // 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);
+ // Set game state
gameState = 'tutorial';
};
game.showSettings = function () {
+ // Show settings screen
game.removeChild(titleScreen);
game.removeChild(tutorialScreen);
game.addChild(settingsScreen);
+ // Set game state
gameState = 'settings';
};
game.startGame = function () {
+ // Clear screens
game.removeChild(titleScreen);
game.removeChild(tutorialScreen);
game.removeChild(settingsScreen);
+ // 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]);
+ cell.removeChild(cell.children[0]); // Remove default graphic
cell.attachAsset('grid_cell_dark', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
@@ -1463,23 +2190,32 @@
grid[row][col] = cell;
game.addChild(cell);
}
}
+ // Create units
createUnits();
+ // Show status text during gameplay
statusText.visible = true;
statusText.setText('Player Turn');
+ // Set game state
gameState = 'playerTurn';
};
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]);
+ 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
grid = [];
units = [];
selectedUnit = null;
};
+// Initialize game
initializeGame();
\ No newline at end of file
top view
make it have red-ish clothes
Make it seen from behind top view
make it seen from behind top view
make it just a grass field, and make it from 3 times far away
Create a logo for this game based on this description: Title: "Tactical Kings: Battle of Champions" A fantasy-themed, chess-inspired strategy game where players control unique units with predefined attack zones. Victory comes from eliminating the opponent’s King by strategically positioning characters on a 5x10 grid.. In-Game asset. 2d. High contrast. No shadows
make it wear more blue ish colors
make it from top view
paint the word silver
top view, seeing the back of the character
top down view, do not cut any elements off screen
Make it seen from his back, do not cut any elements off screen