User prompt
Ağaçlr olması
User prompt
Ağaç arazinin ortasında değil en kenarlarında olsun
User prompt
Ağaçlar sadece arazinin kenarlarında olsun
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 545
User prompt
10 bölümden sonra oynanmasın oyun yeniden başlasın ve arazinin kenarlarında ağaç olsun
User prompt
Oyun 10 bölümde bitsin devam etmesin
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'briefing')' in or related to this line: 'var firstBriefing = battleConfigs[currentBattle].briefing[currentLanguage];' Line Number: 409
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'playerStartPositions')' in or related to this line: 'for (var i = 0; i < config.playerStartPositions.length; i++) {' Line Number: 439
User prompt
Arazini yanlarına ağaç koyalım
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'name')' in or related to this line: 'battleTitle.setText(config.name[currentLanguage]);' Line Number: 435
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'name')' in or related to this line: 'battleTitle.setText(config.name[currentLanguage]);' Line Number: 435
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = battlefieldContainer.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 548
User prompt
Askerbirimini biz haraket ettirelim
User prompt
Düşman tankı bize uzaktan ateş etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kırmızı tanklar uzakdan bize hızlı bir şekilde vursun ve canım 100 den 0 amdüşerse savaşı kaybedelim ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman tankları üstten gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bu düşmanlar ekrandan çıkıyor veoldurunce seviye ağlamıyor
User prompt
Yandan geliyorlar üstten gelsinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
SU DUSMANLAR ERANİN USTUNDEN GELSİNLER AMA ASAGİ İNMESİNLER UZAKTAN OLSUN ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bak silmeden önceki oyun gibi olsun kontrolleri
User prompt
Sadece ekranın üstünden gelsinler ve sağ sola gitsinler ateş etsinler aşağı inmesinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Biz ekranda yokuz
User prompt
Her ustune basıldığında karşıya ateş etsin ve düşmanlar karşıdan gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ateş edelim
User prompt
Ateş edebilelim tank uçak ve yer savaşları olsun ve toplam 10 bölüm olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentBattle: 0, battlesWon: 0, totalUnits: 12 }); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetX, targetY, owner) { var self = Container.call(this); self.owner = owner; self.speed = 8; self.active = true; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; // Calculate direction var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.update = function () { if (!self.active) return; self.x += self.velocityX; self.y += self.velocityY; // Remove if out of bounds if (self.x < -50 || self.x > 1850 || self.y < -50 || self.y > 1250) { self.active = false; self.destroy(); } }; return self; }); var DialogSystem = Container.expand(function () { var self = Container.call(this); self.visible = false; self.currentDialogIndex = 0; self.dialogData = []; var dialogBg = self.attachAsset('dialogBox', { anchorX: 0.5, anchorY: 0 }); self.commanderText = new Text2('', { size: 40, fill: '#ffffff' }); self.commanderText.anchor.set(0, 0); self.addChild(self.commanderText); self.continueText = new Text2('TAP TO CONTINUE', { size: 30, fill: '#ffff00' }); self.continueText.anchor.set(0.5, 1); self.addChild(self.continueText); self.x = 2048 / 2; self.y = 2732 - 450; self.commanderText.x = -900; self.commanderText.y = 50; self.continueText.x = 0; self.continueText.y = -50; self.showDialog = function (dialogArray) { self.dialogData = dialogArray; self.currentDialogIndex = 0; self.visible = true; self.continueText.setText(t('tapToContinue')); self.displayCurrentDialog(); }; self.displayCurrentDialog = function () { if (self.currentDialogIndex < self.dialogData.length) { var currentText = self.dialogData[self.currentDialogIndex]; self.commanderText.setText(currentText); } }; self.nextDialog = function () { self.currentDialogIndex++; if (self.currentDialogIndex < self.dialogData.length) { self.displayCurrentDialog(); } else { self.hideDialog(); } }; self.hideDialog = function () { self.visible = false; if (currentGameState === 'briefing') { startBattle(); } else if (currentGameState === 'victory') { nextBattle(); } }; self.down = function (x, y, obj) { if (self.visible) { self.nextDialog(); } }; return self; }); var Unit = Container.expand(function (type, subType, unitX, unitY) { var self = Container.call(this); self.unitType = type || 'soldier'; self.subType = subType || 'soldier'; // 'soldier', 'tank', 'aircraft' self.health = self.subType === 'tank' ? 5 : self.subType === 'aircraft' ? 2 : 3; self.maxHealth = self.health; self.selected = false; self.hasMoved = false; self.hasFired = false; self.range = self.subType === 'tank' ? 300 : self.subType === 'aircraft' ? 400 : 150; // Choose appropriate asset based on type and subtype var assetName; if (type === 'enemy') { assetName = subType === 'tank' ? 'enemyTank' : subType === 'aircraft' ? 'enemyAircraft' : 'enemyUnit'; } else { assetName = subType === 'tank' ? 'tankUnit' : subType === 'aircraft' ? 'aircraftUnit' : 'soldierUnit'; } var unitGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.x = unitX || 0; self.y = unitY || 0; self.select = function () { // Simplified selection - no complex logic self.selected = true; unitGraphics.tint = 0x00ff00; }; self.deselect = function () { self.selected = false; unitGraphics.tint = 0xffffff; }; self.moveTo = function (targetX, targetY) { if (self.selected && !self.hasMoved) { tween(self, { x: targetX, y: targetY }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.hasMoved = true; if (self.hasFired) { self.deselect(); checkTurnComplete(); } } }); LK.getSound('unitMove').play(); } }; self.fireAt = function (targetX, targetY) { if (self.selected && !self.hasFired) { var distance = Math.sqrt(Math.pow(targetX - self.x, 2) + Math.pow(targetY - self.y, 2)); if (distance <= self.range) { var bullet = new Bullet(self.x, self.y, targetX, targetY, self); bullets.push(bullet); battlefieldContainer.addChild(bullet); LK.getSound('bulletFire').play(); // Visual feedback for firing LK.effects.flashObject(self, 0xffff00, 200); self.hasFired = true; if (self.hasMoved) { self.deselect(); checkTurnComplete(); } } else { // Out of range feedback LK.effects.flashObject(self, 0xff0000, 300); } } }; self.takeDamage = function () { self.health--; if (self.health <= 0) { self.destroy(); return true; } return false; }; self.down = function (x, y, obj) { if (self.unitType !== 'enemy' && currentGameState === 'battle') { // Simple click to fire at closest enemy var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemyUnits.length; i++) { var enemy = enemyUnits[i]; if (enemy) { var distance = Math.sqrt(Math.pow(self.x - enemy.x, 2) + Math.pow(self.y - enemy.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } } if (closestEnemy) { var bullet = new Bullet(self.x, self.y, closestEnemy.x, closestEnemy.y, self); bullets.push(bullet); battlefieldContainer.addChild(bullet); LK.getSound('bulletFire').play(); LK.effects.flashObject(self, 0xffff00, 200); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c5234 }); /**** * Game Code ****/ var currentGameState = 'language_selection'; // 'language_selection', 'briefing', 'battle', 'victory', 'complete' var currentBattle = storage.currentBattle || 0; var battlesWon = storage.battlesWon || 0; var languageSelectionContainer; var selectedUnit = null; var playerUnits = []; var enemyUnits = []; var objectives = []; var bullets = []; var turnComplete = false; var currentLanguage = storage.language || 'en'; // 'en' or 'tr' // Translation system var translations = { en: { battlesWon: 'Battles Won: ', tapToContinue: 'TAP TO CONTINUE', beachLanding: 'Beach Landing', forestPatrol: 'Forest Patrol', urbanWarfare: 'Urban Warfare', battle: 'Battle', languageButton: 'TR' }, tr: { battlesWon: 'Kazanılan Savaşlar: ', tapToContinue: 'DEVAM İÇİN DOKUN', beachLanding: 'Sahil Çıkarması', forestPatrol: 'Orman Devriyesi', urbanWarfare: 'Şehir Savaşı', battle: 'Savaş', languageButton: 'EN' } }; function t(key) { return translations[currentLanguage][key] || translations.en[key] || key; } // Battle configurations var battleConfigs = [{ name: { en: "Beach Landing", tr: "Sahil Çıkarması" }, briefing: { en: ["Commander: Welcome to Operation Overlord, soldier!", "Your mission: Secure the beach and eliminate enemy resistance.", "Move your units carefully - the enemy has defensive positions.", "TAP units to select, then TAP destination to move or fire. Good luck!"], tr: ["Komutan: Overlord Harekâtına hoş geldin asker!", "Görevin: Sahili ele geçir ve düşman direncini yok et.", "Birliklerini dikkatli hareket ettir - düşmanın savunma mevzileri var.", "Birlikleri seçmek için DOKUN, hareket veya ateş etmek için tekrar DOKUN. İyi şanslar!"] }, playerStartPositions: [[200, 800, 'soldier'], [200, 900, 'soldier'], [200, 1000, 'tank']], enemyPositions: [[1600, 400, 'soldier'], [1600, 600, 'tank']], objectivePos: [1600, 500] }, { name: { en: "Tank Assault", tr: "Tank Saldırısı" }, briefing: { en: ["Heavy armor engagement ahead!", "Use your tanks to break enemy lines.", "Coordinate infantry and armor for maximum effect!"], tr: ["Ağır zırhlı çatışma yaklaşıyor!", "Düşman hatlarını kırmak için tanklarını kullan.", "Maksimum etki için piyade ve zırhı koordine et!"] }, playerStartPositions: [[300, 1000, 'tank'], [400, 1000, 'soldier'], [500, 1000, 'tank']], enemyPositions: [[1400, 300, 'tank'], [1500, 500, 'soldier'], [1300, 700, 'tank']], objectivePos: [1450, 400] }, { name: { en: "Air Superiority", tr: "Hava Üstünlüğü" }, briefing: { en: ["Control the skies soldier!", "Aircraft have superior range but less armor.", "Use hit and run tactics with air units!"], tr: ["Gökleri kontrol et asker!", "Uçakların menzili üstün ama zırhı az.", "Hava birlikleriyle vur-kaç taktiği kullan!"] }, playerStartPositions: [[150, 1100, 'aircraft'], [250, 1100, 'soldier'], [350, 1100, 'aircraft']], enemyPositions: [[1500, 200, 'aircraft'], [1400, 400, 'tank'], [1600, 600, 'aircraft']], objectivePos: [1500, 350] }, { name: { en: "Combined Arms", tr: "Birleşik Kuvvetler" }, briefing: { en: ["All unit types in action!", "Coordinate soldiers, tanks, and aircraft.", "Each unit has unique strengths - use them wisely!"], tr: ["Tüm birlik türleri harekete geçiyor!", "Asker, tank ve uçakları koordine et.", "Her birliğin benzersiz gücü var - akıllıca kullan!"] }, playerStartPositions: [[200, 1000, 'soldier'], [300, 1000, 'tank'], [400, 1000, 'aircraft'], [500, 1000, 'soldier']], enemyPositions: [[1400, 300, 'tank'], [1500, 400, 'aircraft'], [1600, 500, 'soldier'], [1300, 600, 'tank']], objectivePos: [1500, 400] }]; // Extend battle configs to 10 battles for (var i = 3; i < 10; i++) { var baseConfig = battleConfigs[i % 3]; battleConfigs.push({ name: { en: "Battle " + (i + 1), tr: "Savaş " + (i + 1) }, briefing: { en: ["Commander: Battle " + (i + 1) + " awaits!", "The enemy grows stronger with each encounter.", "Use everything you've learned so far!"], tr: ["Komutan: Savaş " + (i + 1) + " seni bekliyor!", "Düşman her karşılaşmada daha da güçleniyor.", "Şimdiye kadar öğrendiğin her şeyi kullan!"] }, playerStartPositions: baseConfig.playerStartPositions, enemyPositions: baseConfig.enemyPositions, objectivePos: baseConfig.objectivePos }); } // UI Elements var battlefieldContainer = game.addChild(new Container()); var battlefield = battlefieldContainer.attachAsset('battlefield', { anchorX: 0.5, anchorY: 0.5 }); battlefieldContainer.x = 2048 / 2; battlefieldContainer.y = (2732 - 400) / 2; var dialogSystem = game.addChild(new DialogSystem()); var battleTitle = new Text2('', { size: 60, fill: '#ffffff' }); battleTitle.anchor.set(0.5, 0); LK.gui.top.addChild(battleTitle); battleTitle.y = 100; var scoreText = new Text2('Battles Won: 0/10', { size: 40, fill: '#ffffff' }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -20; scoreText.y = 20; // Language toggle button var langButton = new Text2(t('languageButton'), { size: 40, fill: '#ffffff' }); langButton.anchor.set(0.5, 0); LK.gui.topRight.addChild(langButton); langButton.x = -60; langButton.y = 80; langButton.interactive = true; langButton.buttonMode = true; langButton.on('pointerdown', function () { currentLanguage = currentLanguage === 'en' ? 'tr' : 'en'; storage.language = currentLanguage; langButton.setText(t('languageButton')); updateScoreDisplay(); // Update dialog continue text dialogSystem.continueText.setText(t('tapToContinue')); // Update battle title if currently displayed var config = battleConfigs[currentBattle]; if (config) { battleTitle.setText(config.name[currentLanguage]); } }); // Game Functions function startGame() { currentGameState = 'briefing'; if (languageSelectionContainer) { languageSelectionContainer.destroy(); } battlefieldContainer.visible = true; battleTitle.visible = true; scoreText.visible = true; langButton.visible = true; dialogSystem.visible = true; // Update UI text with selected language langButton.setText(t('languageButton')); dialogSystem.continueText.setText(t('tapToContinue')); // Initialize first battle setupBattle(); updateScoreDisplay(); var firstBriefing = battleConfigs[currentBattle].briefing[currentLanguage]; dialogSystem.showDialog(firstBriefing); } function clearAllSelections() { selectedUnit = null; for (var i = 0; i < playerUnits.length; i++) { playerUnits[i].deselect(); } } function setupBattle() { // Clear previous battle for (var i = playerUnits.length - 1; i >= 0; i--) { playerUnits[i].destroy(); } for (var i = enemyUnits.length - 1; i >= 0; i--) { enemyUnits[i].destroy(); } for (var i = objectives.length - 1; i >= 0; i--) { objectives[i].destroy(); } playerUnits = []; enemyUnits = []; objectives = []; var config = battleConfigs[currentBattle]; battleTitle.setText(config.name[currentLanguage]); // Create player units for (var i = 0; i < config.playerStartPositions.length; i++) { var pos = config.playerStartPositions[i]; var unitSubType = pos[2] || 'soldier'; var unit = new Unit('player', unitSubType, pos[0], pos[1]); playerUnits.push(unit); battlefieldContainer.addChild(unit); } // Create enemy units at top of screen for (var i = 0; i < config.enemyPositions.length; i++) { var pos = config.enemyPositions[i]; var unitSubType = pos[2] || 'soldier'; // Position enemies at top area of screen with spread positions var enemyX = 400 + i * 300 + Math.random() * 150; var enemyY = 50 + Math.random() * 100; // Top area only var enemy = new Unit('enemy', unitSubType, enemyX, enemyY); enemyUnits.push(enemy); battlefieldContainer.addChild(enemy); } // Create objective var objPos = config.objectivePos; var objective = battlefieldContainer.attachAsset('objective', { anchorX: 0.5, anchorY: 0.5, x: objPos[0], y: objPos[1] }); objectives.push(objective); } function checkTurnComplete() { // Simplified - just check victory condition if (checkVictoryCondition()) { handleVictory(); } } function checkVictoryCondition() { if (enemyUnits.length === 0) return true; // Check if any player unit is near objective for (var i = 0; i < playerUnits.length; i++) { var unit = playerUnits[i]; var objective = objectives[0]; var distance = Math.sqrt(Math.pow(unit.x - objective.x, 2) + Math.pow(unit.y - objective.y, 2)); if (distance < 120) { return true; } } return false; } function handleVictory() { battlesWon++; storage.battlesWon = battlesWon; storage.currentBattle = currentBattle + 1; LK.getSound('battleWin').play(); updateScoreDisplay(); if (currentBattle >= 9) { // Won all 10 battles currentGameState = 'complete'; var completeMessages = currentLanguage === 'en' ? ["Commander: Outstanding work, soldier!", "You have successfully completed all 10 battles!", "The war is won thanks to your strategic brilliance!", "You are a true military commander!"] : ["Komutan: Olağanüstü iş başardın asker!", "10 savaşın tamamını başarıyla tamamladın!", "Savaş senin stratejik dehanla kazanıldı!", "Sen gerçek bir askeri komutansın!"]; dialogSystem.showDialog(completeMessages); LK.showYouWin(); } else { currentGameState = 'victory'; var victoryMessages = currentLanguage === 'en' ? ["Commander: Excellent work! Battle won!", "Your tactical skills are improving with each victory.", "Prepare for the next engagement, soldier."] : ["Komutan: Mükemmel iş! Savaş kazanıldı!", "Taktik yeteneklerin her zaferle gelişiyor.", "Bir sonraki çatışmaya hazırlan asker."]; dialogSystem.showDialog(victoryMessages); } } function nextBattle() { currentBattle++; if (currentBattle < 10) { currentGameState = 'briefing'; setupBattle(); var config = battleConfigs[currentBattle]; dialogSystem.showDialog(config.briefing[currentLanguage]); } } function startBattle() { currentGameState = 'battle'; } function updateScoreDisplay() { scoreText.setText(t('battlesWon') + battlesWon + '/10'); } // Mouse/Touch handling - simplified battlefieldContainer.down = function (x, y, obj) { if (currentGameState !== 'battle') return; // No complex battlefield interaction needed }; function initializeLanguageSelection() { // Hide main game UI battlefieldContainer.visible = false; battleTitle.visible = false; scoreText.visible = false; langButton.visible = false; dialogSystem.visible = false; // Setup selection screen languageSelectionContainer = new Container(); languageSelectionContainer.x = 2048 / 2; languageSelectionContainer.y = 2732 / 2; game.addChild(languageSelectionContainer); var title = new Text2('Select Language / Dil Seçiniz', { size: 70, fill: '#ffffff', align: 'center' }); title.anchor.set(0.5, 0.5); title.y = -350; languageSelectionContainer.addChild(title); var btnEn = LK.getAsset('flag_en', { anchorX: 0.5, anchorY: 0.5 }); btnEn.y = -100; btnEn.interactive = true; btnEn.buttonMode = true; btnEn.down = function () { currentLanguage = 'en'; storage.language = 'en'; startGame(); }; languageSelectionContainer.addChild(btnEn); var btnTr = LK.getAsset('flag_tr', { anchorX: 0.5, anchorY: 0.5 }); btnTr.y = 200; btnTr.interactive = true; btnTr.buttonMode = true; btnTr.down = function () { currentLanguage = 'tr'; storage.language = 'tr'; startGame(); }; languageSelectionContainer.addChild(btnTr); } initializeLanguageSelection(); game.update = function () { if (currentGameState === 'language_selection') return; // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet && bullet.active) { // Check bullet collisions with enemy units (player bullets) if (bullet.owner && bullet.owner.unitType !== 'enemy') { for (var j = 0; j < enemyUnits.length; j++) { var enemy = enemyUnits[j]; if (enemy) { var distance = Math.sqrt(Math.pow(bullet.x - enemy.x, 2) + Math.pow(bullet.y - enemy.y, 2)); if (distance < 50) { if (enemy.takeDamage()) { enemy.destroy(); enemyUnits.splice(j, 1); } bullet.active = false; bullet.destroy(); bullets.splice(i, 1); LK.getSound('unitAttack').play(); break; } } } } // Check bullet collisions with player units (enemy bullets) if (bullet && bullet.active && bullet.owner && bullet.owner.unitType === 'enemy') { for (var j = 0; j < playerUnits.length; j++) { var player = playerUnits[j]; if (player) { var distance = Math.sqrt(Math.pow(bullet.x - player.x, 2) + Math.pow(bullet.y - player.y, 2)); if (distance < 50) { if (player.takeDamage()) { player.destroy(); playerUnits.splice(j, 1); } bullet.active = false; bullet.destroy(); bullets.splice(i, 1); LK.getSound('unitAttack').play(); break; } } } } } else if (bullet && !bullet.active) { bullets.splice(i, 1); } } // Simplified auto-fire - no restrictions if (currentGameState === 'battle' && LK.ticks % 90 === 0) { for (var i = 0; i < playerUnits.length; i++) { var unit = playerUnits[i]; if (unit) { // Find closest enemy to auto-fire at var closestEnemy = null; var closestDistance = Infinity; for (var j = 0; j < enemyUnits.length; j++) { var enemy = enemyUnits[j]; if (enemy) { var distance = Math.sqrt(Math.pow(unit.x - enemy.x, 2) + Math.pow(unit.y - enemy.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } } // Auto-fire at closest enemy if (closestEnemy) { var bullet = new Bullet(unit.x, unit.y, closestEnemy.x, closestEnemy.y, unit); bullets.push(bullet); battlefieldContainer.addChild(bullet); LK.getSound('bulletFire').play(); LK.effects.flashObject(unit, 0xffff00, 200); } } } } // Enhanced AI for enemies - horizontal movement and firing from top area only if (currentGameState === 'battle' && LK.ticks % 90 === 0 && enemyUnits.length > 0) { for (var i = 0; i < enemyUnits.length; i++) { var enemy = enemyUnits[i]; if (enemy && playerUnits.length > 0) { var targetPlayer = playerUnits[Math.floor(Math.random() * playerUnits.length)]; var distance = Math.sqrt(Math.pow(targetPlayer.x - enemy.x, 2) + Math.pow(targetPlayer.y - enemy.y, 2)); // Fire if in range if (distance <= enemy.range) { var bullet = new Bullet(enemy.x, enemy.y, targetPlayer.x, targetPlayer.y, enemy); bullets.push(bullet); battlefieldContainer.addChild(bullet); LK.getSound('bulletFire').play(); } // Move horizontally only (left or right) and stay in top area var moveDirection = Math.random() > 0.5 ? 1 : -1; var moveX = enemy.x + moveDirection * 120; // Keep within battlefield bounds horizontally if (moveX < 200) moveX = 200; if (moveX > 1600) moveX = 1600; // Ensure they stay in top area (no downward movement) var topAreaY = 50 + Math.random() * 100; tween(enemy, { x: moveX, y: topAreaY }, { duration: 1000, easing: tween.easeOut }); } } } // Check for close combat (melee when units are very close) if (currentGameState === 'battle' && LK.ticks % 60 === 0) { for (var i = playerUnits.length - 1; i >= 0; i--) { for (var j = enemyUnits.length - 1; j >= 0; j--) { if (playerUnits[i] && enemyUnits[j]) { var player = playerUnits[i]; var enemy = enemyUnits[j]; var distance = Math.sqrt(Math.pow(player.x - enemy.x, 2) + Math.pow(player.y - enemy.y, 2)); if (distance < 80) { LK.getSound('unitAttack').play(); if (Math.random() > 0.5) { if (enemy.takeDamage()) { enemyUnits.splice(j, 1); } } else { if (player.takeDamage()) { playerUnits.splice(i, 1); } } // Check game over condition if (playerUnits.length === 0) { LK.showGameOver(); } } } } } } };
===================================================================
--- original.js
+++ change.js
@@ -423,11 +423,11 @@
// Create enemy units at top of screen
for (var i = 0; i < config.enemyPositions.length; i++) {
var pos = config.enemyPositions[i];
var unitSubType = pos[2] || 'soldier';
- // Position enemies at top of screen with random X positions
- var enemyX = 300 + i * 200 + Math.random() * 100;
- var enemyY = 100; // Top of screen
+ // Position enemies at top area of screen with spread positions
+ var enemyX = 400 + i * 300 + Math.random() * 150;
+ var enemyY = 50 + Math.random() * 100; // Top area only
var enemy = new Unit('enemy', unitSubType, enemyX, enemyY);
enemyUnits.push(enemy);
battlefieldContainer.addChild(enemy);
}
@@ -624,9 +624,9 @@
}
}
}
}
- // Enhanced AI for enemies - horizontal movement and firing from top
+ // Enhanced AI for enemies - horizontal movement and firing from top area only
if (currentGameState === 'battle' && LK.ticks % 90 === 0 && enemyUnits.length > 0) {
for (var i = 0; i < enemyUnits.length; i++) {
var enemy = enemyUnits[i];
if (enemy && playerUnits.length > 0) {
@@ -638,18 +638,21 @@
bullets.push(bullet);
battlefieldContainer.addChild(bullet);
LK.getSound('bulletFire').play();
}
- // Move horizontally only (left or right)
+ // Move horizontally only (left or right) and stay in top area
var moveDirection = Math.random() > 0.5 ? 1 : -1;
- var moveX = enemy.x + moveDirection * 100;
- // Keep within battlefield bounds
- if (moveX < 100) moveX = 100;
- if (moveX > 1700) moveX = 1700;
+ var moveX = enemy.x + moveDirection * 120;
+ // Keep within battlefield bounds horizontally
+ if (moveX < 200) moveX = 200;
+ if (moveX > 1600) moveX = 1600;
+ // Ensure they stay in top area (no downward movement)
+ var topAreaY = 50 + Math.random() * 100;
tween(enemy, {
- x: moveX
+ x: moveX,
+ y: topAreaY
}, {
- duration: 800,
+ duration: 1000,
easing: tween.easeOut
});
}
}