/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, target, damage, isFromPlayer) { var self = Container.call(this); self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.speed = 8; self.isFromPlayer = isFromPlayer; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.tint = isFromPlayer ? 0x4CAF50 : 0xF44336; self.update = function () { if (!self.target || self.target.isDead) { self.destroy(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.target.takeDamage(self.damage); self.destroy(); return; } var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; }; return self; }); var Card = Container.expand(function (cardType) { var self = Container.call(this); self.cardType = cardType; self.cost = 3; var cardBg = self.attachAsset('cardSlot', { anchorX: 0.5, anchorY: 0.5 }); var cardIcon = LK.getAsset(cardType, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.addChild(cardIcon); var costText = new Text2(self.cost.toString(), { size: 30, fill: 0xFFFFFF }); costText.anchor.set(0.5, 0.5); costText.x = 120; costText.y = -40; self.addChild(costText); return self; }); var Tower = Container.expand(function (isPlayer, isKing) { var self = Container.call(this); self.isPlayer = isPlayer; self.isKing = isKing; self.maxHealth = isKing ? 3700 : 2400; self.currentHealth = self.maxHealth; self.isDead = false; self.range = 800; self.damage = 75; self.attackSpeed = 67; // 50% slower than 45 ticks (45 * 1.5 = 67.5, rounded to 67) self.lastAttackTime = 0; var towerGraphics = self.attachAsset(isKing ? 'kingTower' : 'tower', { anchorX: 0.5, anchorY: 1 }); towerGraphics.tint = self.isPlayer ? 0x4CAF50 : 0xF44336; // Health display var healthText = new Text2(self.currentHealth.toString(), { size: 40, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.y = -75; self.addChild(healthText); self.healthText = healthText; self.takeDamage = function (damage) { self.currentHealth -= damage; if (self.currentHealth <= 0) { self.currentHealth = 0; self.isDead = true; towersDestroyed++; LK.effects.flashObject(self, 0xFF0000, 1000); LK.getSound('towerDestroy').play(); if (self.isPlayer) { enemyTowersDestroyed++; } else { playerTowersDestroyed++; } } self.healthText.setText(self.currentHealth.toString()); LK.effects.flashObject(self, 0xFF0000, 300); }; self.attack = function () { if (self.isDead) return; // King towers cannot attack until at least one Princess tower is destroyed if (self.isKing) { var teamTowers = self.isPlayer ? playerTowers : enemyTowers; var princessTowersAlive = 0; for (var i = 0; i < teamTowers.length; i++) { if (!teamTowers[i].isKing && !teamTowers[i].isDead) { princessTowersAlive++; } } if (princessTowersAlive === 2) { return; // King tower cannot attack while both Princess towers are alive } } var targetUnits = self.isPlayer ? enemyUnits : playerUnits; var closestTarget = null; var closestDistance = Infinity; for (var i = 0; i < targetUnits.length; i++) { if (!targetUnits[i].isDead) { var distance = Math.sqrt(Math.pow(self.x - targetUnits[i].x, 2) + Math.pow(self.y - targetUnits[i].y, 2)); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestTarget = targetUnits[i]; } } } if (closestTarget && LK.ticks - self.lastAttackTime > self.attackSpeed) { var bullet = new Bullet(self.x, self.y - 50, closestTarget, self.damage, self.isPlayer); bullets.push(bullet); game.addChild(bullet); self.lastAttackTime = LK.ticks; LK.getSound('attack').play(); } }; self.update = function () { self.attack(); }; return self; }); var Unit = Container.expand(function (isPlayer, unitType, health, damage, attackSpeed, range, speed) { var self = Container.call(this); self.isPlayer = isPlayer; self.unitType = unitType; self.maxHealth = health; self.currentHealth = health; self.damage = damage; self.attackSpeed = attackSpeed; self.range = range; self.speed = speed; self.target = null; self.lastAttackTime = 0; self.isDead = false; var unitGraphics = self.attachAsset(unitType, { anchorX: 0.5, anchorY: 0.5 }); // Health bar background var healthBarBg = LK.getAsset('cardSlot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.1, y: -50 }); healthBarBg.tint = 0x000000; self.addChild(healthBarBg); // Health bar var healthBar = LK.getAsset('cardSlot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.1, y: -50 }); healthBar.tint = self.isPlayer ? 0x4CAF50 : 0xF44336; self.addChild(healthBar); self.healthBar = healthBar; self.takeDamage = function (damage) { self.currentHealth -= damage; if (self.currentHealth <= 0) { self.currentHealth = 0; self.isDead = true; } // Update health bar var healthPercent = self.currentHealth / self.maxHealth; self.healthBar.scaleX = 0.2 * healthPercent; // Flash red when taking damage LK.effects.flashObject(self, 0xFF0000, 300); }; self.findTarget = function () { var closestDistance = Infinity; var closestTarget = null; // Find closest enemy tower var targetTowers = self.isPlayer ? enemyTowers : playerTowers; for (var i = 0; i < targetTowers.length; i++) { if (!targetTowers[i].isDead) { var distance = Math.sqrt(Math.pow(self.x - targetTowers[i].x, 2) + Math.pow(self.y - targetTowers[i].y, 2)); if (distance < closestDistance) { closestDistance = distance; closestTarget = targetTowers[i]; } } } // Also check for enemy units in range var targetUnits = self.isPlayer ? enemyUnits : playerUnits; for (var i = 0; i < targetUnits.length; i++) { if (!targetUnits[i].isDead) { var distance = Math.sqrt(Math.pow(self.x - targetUnits[i].x, 2) + Math.pow(self.y - targetUnits[i].y, 2)); if (distance < self.range && distance < closestDistance) { closestDistance = distance; closestTarget = targetUnits[i]; } } } self.target = closestTarget; }; self.moveToTarget = function () { if (!self.target || self.target.isDead) { self.findTarget(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.range) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } }; self.attack = function () { if (!self.target || self.target.isDead) return; var distance = Math.sqrt(Math.pow(self.x - self.target.x, 2) + Math.pow(self.y - self.target.y, 2)); if (distance <= self.range && LK.ticks - self.lastAttackTime > self.attackSpeed) { // Create bullet var bullet = new Bullet(self.x, self.y, self.target, self.damage, self.isPlayer); bullets.push(bullet); game.addChild(bullet); self.lastAttackTime = LK.ticks; LK.getSound('attack').play(); } }; self.update = function () { if (self.isDead) return; // Always check if current target is still valid if (self.target && self.target.isDead) { self.target = null; } self.findTarget(); self.moveToTarget(); self.attack(); }; return self; }); var Knight = Unit.expand(function (isPlayer) { var self = Unit.call(this, isPlayer, 'knight', 825, 160, 60, 168, 2); // Range increased from 120 to 168 (40% increase) return self; }); var Archer = Unit.expand(function (isPlayer) { var self = Unit.call(this, isPlayer, 'archer', 425, 75, 90, 756, 1.5); // Range increased from 540 to 756 (40% increase) return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ /* CARD AND TOWER STATS: TOWERS: - Princess Towers: 2400 HP, 75 damage, attacks every 1.1s (67 ticks), range 800 units - King Tower: 3700 HP, 75 damage, attacks every 1.1s (67 ticks), range 800 units * King tower cannot attack until at least one Princess tower is destroyed CARDS: - Archers: 3 elixir cost, 425 HP each, 75 damage, attacks every 1.5s (90 ticks), range 756 units, speed 1.5 * Deploys 2 archers, can attack air and ground targets - Knight: 3 elixir cost, 825 HP, 160 damage, attacks every 1s (60 ticks), range 168 units, speed 2 * Single melee unit, ground targets only ELIXIR SYSTEM: - Maximum: 10 elixir - Regeneration: 1 elixir every 2.8 seconds (168 ticks at 60fps) - Starting amount: 5 elixir GAME RULES: - Match duration: 2 minutes (120 seconds) - Victory: Most towers destroyed wins - Tiebreaker: Remaining tower health - Draw: Equal towers destroyed and equal remaining health */ var gameTime = 120; // 2 minutes in seconds var elixir = 5; // Starting elixir var maxElixir = 10; var elixirRegenRate = 168; // Ticks for 2.8 seconds at 60fps var lastElixirRegen = 0; var playerUnits = []; var enemyUnits = []; var bullets = []; var playerTowers = []; var enemyTowers = []; var playerTowersDestroyed = 0; var enemyTowersDestroyed = 0; var towersDestroyed = 0; var gameEnded = false; var aiLastDeploy = 0; var aiDeployInterval = 240; // 4 seconds // Create battlefield divider var battlefieldLine = game.addChild(LK.getAsset('battlefield', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); battlefieldLine.tint = 0x000000; battlefieldLine.alpha = 0.3; // Create towers // Player towers (bottom) var playerLeftTower = game.addChild(new Tower(true, false)); playerLeftTower.x = 512; playerLeftTower.y = 2400; playerTowers.push(playerLeftTower); var playerRightTower = game.addChild(new Tower(true, false)); playerRightTower.x = 1536; playerRightTower.y = 2400; playerTowers.push(playerRightTower); var playerKingTower = game.addChild(new Tower(true, true)); playerKingTower.x = 1024; playerKingTower.y = 2600; playerTowers.push(playerKingTower); // Enemy towers (top) var enemyLeftTower = game.addChild(new Tower(false, false)); enemyLeftTower.x = 512; enemyLeftTower.y = 400; enemyTowers.push(enemyLeftTower); var enemyRightTower = game.addChild(new Tower(false, false)); enemyRightTower.x = 1536; enemyRightTower.y = 400; enemyTowers.push(enemyRightTower); var enemyKingTower = game.addChild(new Tower(false, true)); enemyKingTower.x = 1024; enemyKingTower.y = 200; enemyTowers.push(enemyKingTower); // UI Elements var timerText = new Text2(gameTime.toString(), { size: 60, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var elixirText = new Text2(elixir + "/" + maxElixir, { size: 40, fill: 0xE91E63 }); elixirText.anchor.set(0, 1); elixirText.x = 50; LK.gui.bottomLeft.addChild(elixirText); // Cards var archerCard = LK.gui.bottom.addChild(new Card('archer')); archerCard.x = -200; archerCard.y = -100; var knightCard = LK.gui.bottom.addChild(new Card('knight')); knightCard.x = 200; knightCard.y = -100; // Dragging variables var draggedCard = null; var dragOffset = { x: 0, y: 0 }; function deployUnit(cardType, x, y, isPlayer) { if (isPlayer && elixir < 3) return false; // Check if position is in correct half if (isPlayer && y < 1366) return false; // Player can only deploy in bottom half if (!isPlayer && y > 1366) return false; // AI can only deploy in top half var unit = null; if (cardType === 'archer') { // Deploy 2 archers var archer1 = new Archer(isPlayer); var archer2 = new Archer(isPlayer); archer1.x = x - 40; // Left archer archer1.y = y; archer2.x = x + 40; // Right archer archer2.y = y; if (isPlayer) { playerUnits.push(archer1); playerUnits.push(archer2); elixir -= 3; elixirText.setText(elixir + "/" + maxElixir); } else { enemyUnits.push(archer1); enemyUnits.push(archer2); } game.addChild(archer1); game.addChild(archer2); LK.getSound('deploy').play(); return true; } else if (cardType === 'knight') { unit = new Knight(isPlayer); } if (unit) { unit.x = x; unit.y = y; if (isPlayer) { playerUnits.push(unit); elixir -= 3; elixirText.setText(elixir + "/" + maxElixir); } else { enemyUnits.push(unit); } game.addChild(unit); LK.getSound('deploy').play(); return true; } return false; } function aiDeploy() { if (LK.ticks - aiLastDeploy > aiDeployInterval && Math.random() < 0.7) { var cardTypes = ['archer', 'knight']; var randomCard = cardTypes[Math.floor(Math.random() * cardTypes.length)]; var randomX = 300 + Math.random() * 1448; var randomY = 200 + Math.random() * 1000; if (deployUnit(randomCard, randomX, randomY, false)) { aiLastDeploy = LK.ticks; // Randomize next deploy interval (4-6 seconds) aiDeployInterval = 240 + Math.random() * 120; } } } function checkGameEnd() { if (gameTime <= 0 && !gameEnded) { gameEnded = true; if (playerTowersDestroyed > enemyTowersDestroyed) { LK.showGameOver(); } else if (enemyTowersDestroyed > playerTowersDestroyed) { LK.showYouWin(); } else { // Tie-breaker: check tower health var playerTotalHealth = 0; var enemyTotalHealth = 0; for (var i = 0; i < playerTowers.length; i++) { playerTotalHealth += playerTowers[i].currentHealth; } for (var i = 0; i < enemyTowers.length; i++) { enemyTotalHealth += enemyTowers[i].currentHealth; } if (playerTotalHealth > enemyTotalHealth) { LK.showYouWin(); } else if (enemyTotalHealth > playerTotalHealth) { LK.showGameOver(); } else { LK.showGameOver(); // Draw counts as loss } } } } // Event handlers archerCard.down = function (x, y, obj) { if (elixir >= 3) { draggedCard = 'archer'; } }; knightCard.down = function (x, y, obj) { if (elixir >= 3) { draggedCard = 'knight'; } }; game.down = function (x, y, obj) { // This will handle deployment when clicking on the battlefield }; game.up = function (x, y, obj) { if (draggedCard) { // Convert coordinates to game space var gamePos = { x: x, y: y }; if (obj && obj.parent) { var globalPos = obj.parent.toGlobal ? obj.parent.toGlobal(obj.position) : { x: x, y: y }; gamePos = game.toLocal ? game.toLocal(globalPos) : { x: x, y: y }; } if (deployUnit(draggedCard, gamePos.x, gamePos.y, true)) { // Unit deployed successfully } draggedCard = null; } }; game.update = function () { if (gameEnded) return; // Update timer if (LK.ticks % 60 === 0 && gameTime > 0) { gameTime--; timerText.setText(gameTime.toString()); } // Regenerate elixir if (LK.ticks - lastElixirRegen >= elixirRegenRate && elixir < maxElixir) { elixir++; elixirText.setText(elixir + "/" + maxElixir); lastElixirRegen = LK.ticks; } // AI deployment aiDeploy(); // Clean up dead units for (var i = playerUnits.length - 1; i >= 0; i--) { if (playerUnits[i].isDead) { playerUnits[i].destroy(); playerUnits.splice(i, 1); } } for (var i = enemyUnits.length - 1; i >= 0; i--) { if (enemyUnits[i].isDead) { enemyUnits[i].destroy(); enemyUnits.splice(i, 1); } } // Clean up bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].destroyed || bullets[i].y < -100 || bullets[i].y > 2800) { bullets[i].destroy(); bullets.splice(i, 1); } } // Check for immediate game end conditions var allPlayerTowersDead = true; var allEnemyTowersDead = true; for (var i = 0; i < playerTowers.length; i++) { if (!playerTowers[i].isDead) { allPlayerTowersDead = false; break; } } for (var i = 0; i < enemyTowers.length; i++) { if (!enemyTowers[i].isDead) { allEnemyTowersDead = false; break; } } if (allPlayerTowersDead && !gameEnded) { gameEnded = true; LK.showGameOver(); } else if (allEnemyTowersDead && !gameEnded) { gameEnded = true; LK.showYouWin(); } checkGameEnd(); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (startX, startY, target, damage, isFromPlayer) {
var self = Container.call(this);
self.x = startX;
self.y = startY;
self.target = target;
self.damage = damage;
self.speed = 8;
self.isFromPlayer = isFromPlayer;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
bulletGraphics.tint = isFromPlayer ? 0x4CAF50 : 0xF44336;
self.update = function () {
if (!self.target || self.target.isDead) {
self.destroy();
return;
}
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 20) {
self.target.takeDamage(self.damage);
self.destroy();
return;
}
var moveX = dx / distance * self.speed;
var moveY = dy / distance * self.speed;
self.x += moveX;
self.y += moveY;
};
return self;
});
var Card = Container.expand(function (cardType) {
var self = Container.call(this);
self.cardType = cardType;
self.cost = 3;
var cardBg = self.attachAsset('cardSlot', {
anchorX: 0.5,
anchorY: 0.5
});
var cardIcon = LK.getAsset(cardType, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.addChild(cardIcon);
var costText = new Text2(self.cost.toString(), {
size: 30,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0.5);
costText.x = 120;
costText.y = -40;
self.addChild(costText);
return self;
});
var Tower = Container.expand(function (isPlayer, isKing) {
var self = Container.call(this);
self.isPlayer = isPlayer;
self.isKing = isKing;
self.maxHealth = isKing ? 3700 : 2400;
self.currentHealth = self.maxHealth;
self.isDead = false;
self.range = 800;
self.damage = 75;
self.attackSpeed = 67; // 50% slower than 45 ticks (45 * 1.5 = 67.5, rounded to 67)
self.lastAttackTime = 0;
var towerGraphics = self.attachAsset(isKing ? 'kingTower' : 'tower', {
anchorX: 0.5,
anchorY: 1
});
towerGraphics.tint = self.isPlayer ? 0x4CAF50 : 0xF44336;
// Health display
var healthText = new Text2(self.currentHealth.toString(), {
size: 40,
fill: 0xFFFFFF
});
healthText.anchor.set(0.5, 0.5);
healthText.y = -75;
self.addChild(healthText);
self.healthText = healthText;
self.takeDamage = function (damage) {
self.currentHealth -= damage;
if (self.currentHealth <= 0) {
self.currentHealth = 0;
self.isDead = true;
towersDestroyed++;
LK.effects.flashObject(self, 0xFF0000, 1000);
LK.getSound('towerDestroy').play();
if (self.isPlayer) {
enemyTowersDestroyed++;
} else {
playerTowersDestroyed++;
}
}
self.healthText.setText(self.currentHealth.toString());
LK.effects.flashObject(self, 0xFF0000, 300);
};
self.attack = function () {
if (self.isDead) return;
// King towers cannot attack until at least one Princess tower is destroyed
if (self.isKing) {
var teamTowers = self.isPlayer ? playerTowers : enemyTowers;
var princessTowersAlive = 0;
for (var i = 0; i < teamTowers.length; i++) {
if (!teamTowers[i].isKing && !teamTowers[i].isDead) {
princessTowersAlive++;
}
}
if (princessTowersAlive === 2) {
return; // King tower cannot attack while both Princess towers are alive
}
}
var targetUnits = self.isPlayer ? enemyUnits : playerUnits;
var closestTarget = null;
var closestDistance = Infinity;
for (var i = 0; i < targetUnits.length; i++) {
if (!targetUnits[i].isDead) {
var distance = Math.sqrt(Math.pow(self.x - targetUnits[i].x, 2) + Math.pow(self.y - targetUnits[i].y, 2));
if (distance <= self.range && distance < closestDistance) {
closestDistance = distance;
closestTarget = targetUnits[i];
}
}
}
if (closestTarget && LK.ticks - self.lastAttackTime > self.attackSpeed) {
var bullet = new Bullet(self.x, self.y - 50, closestTarget, self.damage, self.isPlayer);
bullets.push(bullet);
game.addChild(bullet);
self.lastAttackTime = LK.ticks;
LK.getSound('attack').play();
}
};
self.update = function () {
self.attack();
};
return self;
});
var Unit = Container.expand(function (isPlayer, unitType, health, damage, attackSpeed, range, speed) {
var self = Container.call(this);
self.isPlayer = isPlayer;
self.unitType = unitType;
self.maxHealth = health;
self.currentHealth = health;
self.damage = damage;
self.attackSpeed = attackSpeed;
self.range = range;
self.speed = speed;
self.target = null;
self.lastAttackTime = 0;
self.isDead = false;
var unitGraphics = self.attachAsset(unitType, {
anchorX: 0.5,
anchorY: 0.5
});
// Health bar background
var healthBarBg = LK.getAsset('cardSlot', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.1,
y: -50
});
healthBarBg.tint = 0x000000;
self.addChild(healthBarBg);
// Health bar
var healthBar = LK.getAsset('cardSlot', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.1,
y: -50
});
healthBar.tint = self.isPlayer ? 0x4CAF50 : 0xF44336;
self.addChild(healthBar);
self.healthBar = healthBar;
self.takeDamage = function (damage) {
self.currentHealth -= damage;
if (self.currentHealth <= 0) {
self.currentHealth = 0;
self.isDead = true;
}
// Update health bar
var healthPercent = self.currentHealth / self.maxHealth;
self.healthBar.scaleX = 0.2 * healthPercent;
// Flash red when taking damage
LK.effects.flashObject(self, 0xFF0000, 300);
};
self.findTarget = function () {
var closestDistance = Infinity;
var closestTarget = null;
// Find closest enemy tower
var targetTowers = self.isPlayer ? enemyTowers : playerTowers;
for (var i = 0; i < targetTowers.length; i++) {
if (!targetTowers[i].isDead) {
var distance = Math.sqrt(Math.pow(self.x - targetTowers[i].x, 2) + Math.pow(self.y - targetTowers[i].y, 2));
if (distance < closestDistance) {
closestDistance = distance;
closestTarget = targetTowers[i];
}
}
}
// Also check for enemy units in range
var targetUnits = self.isPlayer ? enemyUnits : playerUnits;
for (var i = 0; i < targetUnits.length; i++) {
if (!targetUnits[i].isDead) {
var distance = Math.sqrt(Math.pow(self.x - targetUnits[i].x, 2) + Math.pow(self.y - targetUnits[i].y, 2));
if (distance < self.range && distance < closestDistance) {
closestDistance = distance;
closestTarget = targetUnits[i];
}
}
}
self.target = closestTarget;
};
self.moveToTarget = function () {
if (!self.target || self.target.isDead) {
self.findTarget();
return;
}
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.range) {
var moveX = dx / distance * self.speed;
var moveY = dy / distance * self.speed;
self.x += moveX;
self.y += moveY;
}
};
self.attack = function () {
if (!self.target || self.target.isDead) return;
var distance = Math.sqrt(Math.pow(self.x - self.target.x, 2) + Math.pow(self.y - self.target.y, 2));
if (distance <= self.range && LK.ticks - self.lastAttackTime > self.attackSpeed) {
// Create bullet
var bullet = new Bullet(self.x, self.y, self.target, self.damage, self.isPlayer);
bullets.push(bullet);
game.addChild(bullet);
self.lastAttackTime = LK.ticks;
LK.getSound('attack').play();
}
};
self.update = function () {
if (self.isDead) return;
// Always check if current target is still valid
if (self.target && self.target.isDead) {
self.target = null;
}
self.findTarget();
self.moveToTarget();
self.attack();
};
return self;
});
var Knight = Unit.expand(function (isPlayer) {
var self = Unit.call(this, isPlayer, 'knight', 825, 160, 60, 168, 2);
// Range increased from 120 to 168 (40% increase)
return self;
});
var Archer = Unit.expand(function (isPlayer) {
var self = Unit.call(this, isPlayer, 'archer', 425, 75, 90, 756, 1.5);
// Range increased from 540 to 756 (40% increase)
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228B22
});
/****
* Game Code
****/
/*
CARD AND TOWER STATS:
TOWERS:
- Princess Towers: 2400 HP, 75 damage, attacks every 1.1s (67 ticks), range 800 units
- King Tower: 3700 HP, 75 damage, attacks every 1.1s (67 ticks), range 800 units
* King tower cannot attack until at least one Princess tower is destroyed
CARDS:
- Archers: 3 elixir cost, 425 HP each, 75 damage, attacks every 1.5s (90 ticks), range 756 units, speed 1.5
* Deploys 2 archers, can attack air and ground targets
- Knight: 3 elixir cost, 825 HP, 160 damage, attacks every 1s (60 ticks), range 168 units, speed 2
* Single melee unit, ground targets only
ELIXIR SYSTEM:
- Maximum: 10 elixir
- Regeneration: 1 elixir every 2.8 seconds (168 ticks at 60fps)
- Starting amount: 5 elixir
GAME RULES:
- Match duration: 2 minutes (120 seconds)
- Victory: Most towers destroyed wins
- Tiebreaker: Remaining tower health
- Draw: Equal towers destroyed and equal remaining health
*/
var gameTime = 120; // 2 minutes in seconds
var elixir = 5; // Starting elixir
var maxElixir = 10;
var elixirRegenRate = 168; // Ticks for 2.8 seconds at 60fps
var lastElixirRegen = 0;
var playerUnits = [];
var enemyUnits = [];
var bullets = [];
var playerTowers = [];
var enemyTowers = [];
var playerTowersDestroyed = 0;
var enemyTowersDestroyed = 0;
var towersDestroyed = 0;
var gameEnded = false;
var aiLastDeploy = 0;
var aiDeployInterval = 240; // 4 seconds
// Create battlefield divider
var battlefieldLine = game.addChild(LK.getAsset('battlefield', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
battlefieldLine.tint = 0x000000;
battlefieldLine.alpha = 0.3;
// Create towers
// Player towers (bottom)
var playerLeftTower = game.addChild(new Tower(true, false));
playerLeftTower.x = 512;
playerLeftTower.y = 2400;
playerTowers.push(playerLeftTower);
var playerRightTower = game.addChild(new Tower(true, false));
playerRightTower.x = 1536;
playerRightTower.y = 2400;
playerTowers.push(playerRightTower);
var playerKingTower = game.addChild(new Tower(true, true));
playerKingTower.x = 1024;
playerKingTower.y = 2600;
playerTowers.push(playerKingTower);
// Enemy towers (top)
var enemyLeftTower = game.addChild(new Tower(false, false));
enemyLeftTower.x = 512;
enemyLeftTower.y = 400;
enemyTowers.push(enemyLeftTower);
var enemyRightTower = game.addChild(new Tower(false, false));
enemyRightTower.x = 1536;
enemyRightTower.y = 400;
enemyTowers.push(enemyRightTower);
var enemyKingTower = game.addChild(new Tower(false, true));
enemyKingTower.x = 1024;
enemyKingTower.y = 200;
enemyTowers.push(enemyKingTower);
// UI Elements
var timerText = new Text2(gameTime.toString(), {
size: 60,
fill: 0xFFFFFF
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
var elixirText = new Text2(elixir + "/" + maxElixir, {
size: 40,
fill: 0xE91E63
});
elixirText.anchor.set(0, 1);
elixirText.x = 50;
LK.gui.bottomLeft.addChild(elixirText);
// Cards
var archerCard = LK.gui.bottom.addChild(new Card('archer'));
archerCard.x = -200;
archerCard.y = -100;
var knightCard = LK.gui.bottom.addChild(new Card('knight'));
knightCard.x = 200;
knightCard.y = -100;
// Dragging variables
var draggedCard = null;
var dragOffset = {
x: 0,
y: 0
};
function deployUnit(cardType, x, y, isPlayer) {
if (isPlayer && elixir < 3) return false;
// Check if position is in correct half
if (isPlayer && y < 1366) return false; // Player can only deploy in bottom half
if (!isPlayer && y > 1366) return false; // AI can only deploy in top half
var unit = null;
if (cardType === 'archer') {
// Deploy 2 archers
var archer1 = new Archer(isPlayer);
var archer2 = new Archer(isPlayer);
archer1.x = x - 40; // Left archer
archer1.y = y;
archer2.x = x + 40; // Right archer
archer2.y = y;
if (isPlayer) {
playerUnits.push(archer1);
playerUnits.push(archer2);
elixir -= 3;
elixirText.setText(elixir + "/" + maxElixir);
} else {
enemyUnits.push(archer1);
enemyUnits.push(archer2);
}
game.addChild(archer1);
game.addChild(archer2);
LK.getSound('deploy').play();
return true;
} else if (cardType === 'knight') {
unit = new Knight(isPlayer);
}
if (unit) {
unit.x = x;
unit.y = y;
if (isPlayer) {
playerUnits.push(unit);
elixir -= 3;
elixirText.setText(elixir + "/" + maxElixir);
} else {
enemyUnits.push(unit);
}
game.addChild(unit);
LK.getSound('deploy').play();
return true;
}
return false;
}
function aiDeploy() {
if (LK.ticks - aiLastDeploy > aiDeployInterval && Math.random() < 0.7) {
var cardTypes = ['archer', 'knight'];
var randomCard = cardTypes[Math.floor(Math.random() * cardTypes.length)];
var randomX = 300 + Math.random() * 1448;
var randomY = 200 + Math.random() * 1000;
if (deployUnit(randomCard, randomX, randomY, false)) {
aiLastDeploy = LK.ticks;
// Randomize next deploy interval (4-6 seconds)
aiDeployInterval = 240 + Math.random() * 120;
}
}
}
function checkGameEnd() {
if (gameTime <= 0 && !gameEnded) {
gameEnded = true;
if (playerTowersDestroyed > enemyTowersDestroyed) {
LK.showGameOver();
} else if (enemyTowersDestroyed > playerTowersDestroyed) {
LK.showYouWin();
} else {
// Tie-breaker: check tower health
var playerTotalHealth = 0;
var enemyTotalHealth = 0;
for (var i = 0; i < playerTowers.length; i++) {
playerTotalHealth += playerTowers[i].currentHealth;
}
for (var i = 0; i < enemyTowers.length; i++) {
enemyTotalHealth += enemyTowers[i].currentHealth;
}
if (playerTotalHealth > enemyTotalHealth) {
LK.showYouWin();
} else if (enemyTotalHealth > playerTotalHealth) {
LK.showGameOver();
} else {
LK.showGameOver(); // Draw counts as loss
}
}
}
}
// Event handlers
archerCard.down = function (x, y, obj) {
if (elixir >= 3) {
draggedCard = 'archer';
}
};
knightCard.down = function (x, y, obj) {
if (elixir >= 3) {
draggedCard = 'knight';
}
};
game.down = function (x, y, obj) {
// This will handle deployment when clicking on the battlefield
};
game.up = function (x, y, obj) {
if (draggedCard) {
// Convert coordinates to game space
var gamePos = {
x: x,
y: y
};
if (obj && obj.parent) {
var globalPos = obj.parent.toGlobal ? obj.parent.toGlobal(obj.position) : {
x: x,
y: y
};
gamePos = game.toLocal ? game.toLocal(globalPos) : {
x: x,
y: y
};
}
if (deployUnit(draggedCard, gamePos.x, gamePos.y, true)) {
// Unit deployed successfully
}
draggedCard = null;
}
};
game.update = function () {
if (gameEnded) return;
// Update timer
if (LK.ticks % 60 === 0 && gameTime > 0) {
gameTime--;
timerText.setText(gameTime.toString());
}
// Regenerate elixir
if (LK.ticks - lastElixirRegen >= elixirRegenRate && elixir < maxElixir) {
elixir++;
elixirText.setText(elixir + "/" + maxElixir);
lastElixirRegen = LK.ticks;
}
// AI deployment
aiDeploy();
// Clean up dead units
for (var i = playerUnits.length - 1; i >= 0; i--) {
if (playerUnits[i].isDead) {
playerUnits[i].destroy();
playerUnits.splice(i, 1);
}
}
for (var i = enemyUnits.length - 1; i >= 0; i--) {
if (enemyUnits[i].isDead) {
enemyUnits[i].destroy();
enemyUnits.splice(i, 1);
}
}
// Clean up bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].destroyed || bullets[i].y < -100 || bullets[i].y > 2800) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Check for immediate game end conditions
var allPlayerTowersDead = true;
var allEnemyTowersDead = true;
for (var i = 0; i < playerTowers.length; i++) {
if (!playerTowers[i].isDead) {
allPlayerTowersDead = false;
break;
}
}
for (var i = 0; i < enemyTowers.length; i++) {
if (!enemyTowers[i].isDead) {
allEnemyTowersDead = false;
break;
}
}
if (allPlayerTowersDead && !gameEnded) {
gameEnded = true;
LK.showGameOver();
} else if (allEnemyTowersDead && !gameEnded) {
gameEnded = true;
LK.showYouWin();
}
checkGameEnd();
};