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Let the computer think fast and play fast
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let the computer think fast
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'pawn')' in or related to this line: 'scoreB += (pieceValues[b.targetPiece.type] || 1) * 10;' Line Number: 549
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computer player must be expert
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Add a computer player to the game so that the computer knows it at an intermediate level
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Reduce the number of wizards to 1
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Reduce the number of guards and wizards to 1
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Reduce the number of guards and wizards to 1
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Let the dragon be in the place of the pawn in front of the knight
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Replace the Pawn in front of the King with the Mage. Replace the Pawn in front of the Queen with the Guard. The remaining 6 Pawns are placed normally on the 2nd rank. To maintain an 8-piece pawn line, place two additional Pawns directly in front of the Mage and Guard, on the 3rd rank. This creates a reinforced center and protects the Mage and Guard from early attacks. Example (for White side): Mage is placed on e2 (in front of King on e1). Guard is placed on d2 (in front of Queen on d1). Two additional Pawns are placed on e3 and d3, in front of the Mage and Guard respectively. The other Pawns remain on a2, b2, c2, f2, g2, h2. Mirror this setup for the Black side.
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Muhafız ve büyücüyü 3.satıra ekle
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🔸 NEW PIECES & MECHANICS 🧙♂️ Mage Movement: 1 square in any direction (like the King), but cannot attack while moving. Attack: Can only attack diagonally forward (like a Pawn) without moving. Devşirme Mechanic (Conversion): When the Mage attacks an opponent’s piece, it does not capture but converts it to its own side. The converted piece keeps its original role and abilities and becomes part of the Mage’s team immediately. A piece cannot be converted more than once in a game. Only one Mage per side can exist at any given time. Mage is available as a promotion option for Pawns.
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ME > I am developing a mobile real-time strategy game inspired by Clash Royale, called "Construction Royal." In this game, players build a battle deck using 10 unique characters — 5 constructors (who build structures) and 5 demolishers (who destroy them). Each character has a unique personality, role, special ability, and visual identity. Please generate the following: 1. A detailed character profile for each of the 10 characters (name, role, personality traits, special abilities, visual description, and strategic usage). 2. A core game mechanic system based on attack-defense interactions between builders and destroyers. 3. A leveling and ability upgrade system for characters as players progress. 4. UI/UX design suggestions for the game interface, and recommended soundtrack and sound effect styles. 5. At least one unique gameplay mechanic that differentiates Construction Royal from Clash Royale — for example, terrain effects, building blueprints, sabotage traps, time-based structure evolution, etc. Optional: Provide sample card artwork ideas or style guides for the characters. Title Construction Royal Long Description A mobile real-time strategy game where players build battle decks using 10 unique characters divided into Constructors (builders) and Demolishers (destroyers). Players deploy cards strategically to construct defensive structures while simultaneously destroying opponent buildings in fast-paced battles. Each character has distinct abilities, personalities, and strategic roles. The game features a unique Blueprint System where structures evolve over time, terrain-based effects that influence building placement, and sabotage mechanics that add tactical depth beyond traditional tower defense gameplay. Game Flow - **Deck Building**: Select 5 cards from 10 unique characters (mix of Constructors and Demolishers) - **Battle Phase**: Deploy cards on a split-screen battlefield to build/destroy structures - **Blueprint Evolution**: Structures automatically upgrade over time if left undisturbed - **Terrain Effects**: Different ground types affect building speed and demolition effectiveness - **Sabotage Traps**: Hidden abilities that trigger when opponents interact with structures - **Victory Conditions**: Destroy opponent's main tower or achieve construction superiority - **Character Progression**: Level up characters to unlock enhanced abilities and visual upgrades - **Resource Management**: Balance energy costs between defensive building and offensive demolition Hashtags Write a hashtags and click `Enter`. You don't need to enter '#' #ConstructionRoyal #MobileStrategy #CardBattle #BuildAndDestroy #RealTimeStrategy If you're looking to make changes or want to start fresh, just let me know 👀 Title Construction Royal Long Description Construction Royal is a real-time strategy mobile game where players engage in tactical battles using a deck of 10 unique characters split into two factions: Constructors who build defensive structures and Demolishers who destroy them. Players strategically deploy characters on a battlefield to either fortify their position or break through enemy defenses. Each character has distinct abilities, personalities, and upgrade paths. The game features dynamic terrain effects, blueprint-based building mechanics, and evolving structures that change over time. Victory is achieved by destroying the opponent's main base while defending your own through careful resource management and tactical character deployment. Game Flow • **Deck Building**: Players select 5 Constructors and 5 Demolishers from unlocked characters to create their battle deck • **Resource Management**: Deploy characters using energy that regenerates over time, with each character having different deployment costs • **Construction Phase**: Constructors build walls, towers, traps, and defensive structures using blueprint system • **Demolition Phase**: Demolishers use specialized abilities to destroy enemy structures and advance toward the opponent's base • **Terrain Effects**: Different battlefield zones affect character abilities - swamp slows movement, rocky terrain boosts demolisher damage • **Structure Evolution**: Buildings automatically upgrade over time if left undisturbed, becoming more powerful but also more valuable targets • **Sabotage Mechanics**: Special trap cards can be placed to surprise enemies or protect key structures • **Victory Conditions**: Destroy opponent's main base while defending your own core structure • **Character Progression**: Unlock new characters and upgrade existing ones through battles and achievements • **Real-time Combat**: Fast-paced matches lasting 3-5 minutes with simultaneous construction and destruction Hashtags Write a hashtags and click `Enter`. You don't need to enter '#' #ConstructionRoyal #RealTimeStrategy #MobileRTS #BuildAndDestroy #TacticalCombat Let me include that 💡! ME Construction Royal ✅ Initialized new game: Construction Royal ⏪Revert to here ME Please save this source code ✅ Code successfully saved ⏪Revert to here ME Please fix the bug: 'Uncaught TypeError: i.substring is not a function' in or related to this line: 'var graphics = self.attachAsset(type, {' Line Number: 57 ✅ Add type validation to Character constructor to ensure type is a string ⏪Revert to here ME Create chess game ✅ Replace all assets with chess-specific shapes and pieces ✅ Replace all classes with chess-specific classes ✅ Change game initialization to chess background ✅ Replace entire game code with chess game implementation ⏪Revert to here ME Fantasy Chess: Royal Awakening – Rulebook (English) 🔹 Game Overview “Fantasy Chess: Royal Awakening” is an enhanced version of classical chess with 5 new fantasy pieces and expanded pawn promotion options. The board remains 8x8, and each player starts with 16 classical pieces and 4 fantasy ones. --- 🔸 Piece Setup Each side starts with the following: Classic Pieces: 1 King 1 Queen 2 Rooks 2 Bishops 2 Knights 8 Pawns Fantasy Pieces (placed in front of the King and Queen’s pawns): 1 Mage (in front of King’s pawn) 1 Guard (in front of Queen’s pawn) 1 Seer (optional, replace a Bishop or Knight) 1 Panther (replace a pawn or added next to Knight) --- 🔸 New Piece Movements & Rules 🧙♂️ Mage Movement: Like a King (1 square in any direction). Attack: Only diagonally forward (like a Pawn). Special: When the Mage captures a piece, that piece switches sides and becomes part of the Mage's army. Promotion Option: Yes --- 🛡️ Guard Movement: 1 square in any direction (like the King). Attack: Diagonal forward only (like a Pawn). Placement: Two Guards are placed in front of the King and Queen. Promotion Option: Yes --- 🐉 Dragon Movement: Diagonal up to 3 squares Optional Movement: Can also move like a Knight (L-shape) Attack: As per movement Promotion Option: Yes --- 👁️ Seer Movement: Like a Pawn (1 square forward only). Attack: 2 squares diagonally (skips one tile diagonally). Special Ability (Optional Variant Rule): Once per game, the Seer can “sense” the next enemy move. Promotion Option: Yes --- 🐾 Panther Movement: 1 square forward, then 1 square left or right (like a zigzag). Attack: Same as movement path. Promotion Option: Yes --- 🔸 Pawn Promotion (Expanded) When a pawn reaches the enemy’s back rank (8th row), it may promote into: Queen Rook Bishop Knight Mage Dragon Guard Panther Seer > Players must declare which fantasy unit they choose and replace the Pawn with the appropriate icon. --- 🔸 Optional Special Rules Each player may only have 1 Mage active at any time. A promoted Pawn into Mage will only convert enemies if no other Mage is on the board. Seer Sense Mode: If enabled, the Seer may reveal the opponent’s selected move (not the outcome) once per game. --- 🏁 Victory Conditions Same as classical chess: Checkmate the opponent’s King Stalemate and draws apply normally --- 🎯 Strategy Tips Use Mages to steal and flip the opponent's best attackers. Panthers are excellent for disorienting formations. Dragons serve as wildcards — hard to predict and lethal if unleashed. Seers can suppress attacks from angles otherwise unreachable. Guards are resilient frontline units, ideal for forming strong pawn walls Sorry I am currently unable to help with this request. ME Fantasy Chess: Royal Awakening – Rulebook (English) 🔹 Game Overview “Fantasy Chess: Royal Awakening” is an enhanced version of classical chess with 5 new fantasy pieces and expanded pawn promotion options. The board remains 8x8, and each player starts with 16 classical pieces and 4 fantasy ones. --- 🔸 Piece Setup Each side starts with the following: Classic Pieces: 1 King 1 Queen 2 Rooks 2 Bishops 2 Knights 8 Pawns Fantasy Pieces (placed in front of the King and Queen’s pawns): 1 Mage (in front of King’s pawn) 1 Guard (in front of Queen’s pawn) 1 Seer (optional, replace a Bishop or Knight) 1 Panther (replace a pawn or added next to Knight) --- 🔸 New Piece Movements & Rules 🧙♂️ Mage Movement: Like a King (1 square in any direction). Attack: Only diagonally forward (like a Pawn). Special: When the Mage captures a piece, that piece switches sides and becomes part of the Mage's army. Promotion Option: Yes --- 🛡️ Guard Movement: 1 square in any direction (like the King). Attack: Diagonal forward only (like a Pawn). Placement: Two Guards are placed in front of the King and Queen. Promotion Option: Yes --- 🐉 Dragon Movement: Diagonal up to 3 squares Optional Movement: Can also move like a Knight (L-shape) Attack: As per movement Promotion Option: Yes --- 👁️ Seer Movement: Like a Pawn (1 square forward only). Attack: 2 squares diagonally (skips one tile diagonally). Special Ability (Optional Variant Rule): Once per game, the Seer can “sense” the next enemy move. Promotion Option: Yes --- 🐾 Panther Movement: 1 square forward, then 1 square left or right (like a zigzag). Attack: Same as movement path. Promotion Option: Yes --- 🔸 Pawn Promotion (Expanded) When a pawn reaches the enemy’s back rank (8th row), it may promote into: Queen Rook Bishop Knight Mage Dragon Guard Panther Seer > Players must declare which fantasy unit they choose and replace the Pawn with the appropriate icon.
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Create chess game
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Please fix the bug: 'Uncaught TypeError: i.substring is not a function' in or related to this line: 'var graphics = self.attachAsset(type, {' Line Number: 57
Code edit (1 edits merged)
Please save this source code
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Construction Royal
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> I am developing a mobile real-time strategy game inspired by Clash Royale, called "Construction Royal." In this game, players build a battle deck using 10 unique characters — 5 constructors (who build structures) and 5 demolishers (who destroy them). Each character has a unique personality, role, special ability, and visual identity. Please generate the following: 1. A detailed character profile for each of the 10 characters (name, role, personality traits, special abilities, visual description, and strategic usage). 2. A core game mechanic system based on attack-defense interactions between builders and destroyers. 3. A leveling and ability upgrade system for characters as players progress. 4. UI/UX design suggestions for the game interface, and recommended soundtrack and sound effect styles. 5. At least one unique gameplay mechanic that differentiates Construction Royal from Clash Royale — for example, terrain effects, building blueprints, sabotage traps, time-based structure evolution, etc. Optional: Provide sample card artwork ideas or style guides for the characters.
Initial prompt
> I am developing a mobile real-time strategy game inspired by Clash Royale, called "Construction Royal." In this game, players build a battle deck using 10 unique characters — 5 constructors (who build structures) and 5 demolishers (who destroy them). Each character has a unique personality, role, special ability, and visual identity. Please generate the following: 1. A detailed character profile for each of the 10 characters (name, role, personality traits, special abilities, visual description, and strategic usage). 2. A core game mechanic system based on attack-defense interactions between builders and destroyers. 3. A leveling and ability upgrade system for characters as players progress. 4. UI/UX design suggestions for the game interface, and recommended soundtrack and sound effect styles. 5. At least one unique gameplay mechanic that differentiates Construction Royal from Clash Royale — for example, terrain effects, building blueprints, sabotage traps, time-based structure evolution, etc. Optional: Provide sample card artwork ideas or style guides for the characters.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Base = Container.expand(function (isPlayer) { var self = Container.call(this); self.hp = 500; self.maxHp = 500; self.isPlayer = isPlayer; var graphics = self.attachAsset(isPlayer ? 'playerBase' : 'enemyBase', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (damage) { self.hp -= damage; LK.effects.flashObject(self, 0xFF0000, 500); if (self.hp <= 0) { if (self.isPlayer) { LK.showGameOver(); } else { LK.showYouWin(); } } }; return self; }); var Character = Container.expand(function (type, x, y) { var self = Container.call(this); // Ensure type is a string if (typeof type !== 'string') { type = 'constructor'; // Default fallback } self.type = type; self.hp = type === 'constructor' ? 100 : 80; self.maxHp = self.hp; self.speed = type === 'constructor' ? 2 : 3; self.buildTime = 0; self.actionCooldown = 0; self.isPlayer = true; var graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.update = function () { if (self.actionCooldown > 0) { self.actionCooldown--; } if (self.type === 'constructor') { self.constructorBehavior(); } else { self.demolisherBehavior(); } }; self.constructorBehavior = function () { if (self.actionCooldown <= 0) { var nearestThreat = self.findNearestThreat(); if (nearestThreat && self.distanceTo(nearestThreat) < 150) { self.buildDefense(); } else { self.moveTowardBase(); } } }; self.demolisherBehavior = function () { var nearestStructure = self.findNearestStructure(); if (nearestStructure) { if (self.distanceTo(nearestStructure) < 80) { self.attack(nearestStructure); } else { self.moveToward(nearestStructure); } } else { self.moveTowardEnemyBase(); } }; self.findNearestThreat = function () { var nearest = null; var minDist = Infinity; for (var i = 0; i < enemyCharacters.length; i++) { var enemy = enemyCharacters[i]; var dist = self.distanceTo(enemy); if (dist < minDist) { minDist = dist; nearest = enemy; } } return nearest; }; self.findNearestStructure = function () { var nearest = null; var minDist = Infinity; for (var i = 0; i < structures.length; i++) { var structure = structures[i]; if (structure.isPlayer !== self.isPlayer) { var dist = self.distanceTo(structure); if (dist < minDist) { minDist = dist; nearest = structure; } } } return nearest; }; self.distanceTo = function (target) { var dx = self.x - target.x; var dy = self.y - target.y; return Math.sqrt(dx * dx + dy * dy); }; self.moveToward = function (target) { var dx = target.x - self.x; var dy = target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; self.moveTowardBase = function () { if (self.isPlayer) { self.moveToward(playerBase); } else { self.moveToward(enemyBase); } }; self.moveTowardEnemyBase = function () { if (self.isPlayer) { self.moveToward(enemyBase); } else { self.moveToward(playerBase); } }; self.buildDefense = function () { if (self.actionCooldown <= 0) { var newWall = new Structure('wall', self.x + (Math.random() - 0.5) * 100, self.y + (Math.random() - 0.5) * 100, self.isPlayer); structures.push(newWall); game.addChild(newWall); self.actionCooldown = 120; LK.getSound('build').play(); } }; self.attack = function (target) { if (self.actionCooldown <= 0) { target.takeDamage(25); self.actionCooldown = 60; LK.getSound('destroy').play(); } }; self.takeDamage = function (damage) { self.hp -= damage; LK.effects.flashObject(self, 0xFF0000, 300); if (self.hp <= 0) { self.destroy(); } }; return self; }); var DeployButton = Container.expand(function (type, x, y) { var self = Container.call(this); self.type = type; self.cost = type === 'constructor' ? 3 : 4; self.cooldown = 0; var bg = self.attachAsset('energy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); var icon = self.attachAsset(type + 'Icon', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.update = function () { if (self.cooldown > 0) { self.cooldown--; self.alpha = 0.5; } else { self.alpha = playerEnergy >= self.cost ? 1 : 0.3; } }; self.down = function (x, y, obj) { if (self.cooldown <= 0 && playerEnergy >= self.cost) { var deployX = 200 + Math.random() * 300; var deployY = 1500 + Math.random() * 300; var newChar = new Character(self.type, deployX, deployY); newChar.isPlayer = true; playerCharacters.push(newChar); game.addChild(newChar); playerEnergy -= self.cost; self.cooldown = 180; LK.getSound('deploy').play(); } }; return self; }); var Structure = Container.expand(function (type, x, y, isPlayer) { var self = Container.call(this); self.type = type; self.hp = type === 'wall' ? 80 : 150; self.maxHp = self.hp; self.isPlayer = isPlayer; self.level = 1; self.upgradeTimer = 0; var graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); if (!isPlayer) { graphics.tint = 0xFF6B6B; } self.x = x; self.y = y; self.update = function () { self.upgradeTimer++; if (self.upgradeTimer >= 1800 && self.level < 3) { // 30 seconds at 60fps self.upgrade(); } }; self.upgrade = function () { self.level++; self.hp = self.maxHp = Math.floor(self.maxHp * 1.5); self.upgradeTimer = 0; tween(graphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); }; self.takeDamage = function (damage) { self.hp -= damage; LK.effects.flashObject(self, 0xFF0000, 300); if (self.hp <= 0) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E7D32 }); /**** * Game Code ****/ var playerEnergy = 10; var maxEnergy = 10; var energyRegenRate = 0.02; var playerCharacters = []; var enemyCharacters = []; var structures = []; var playerBase = new Base(true); playerBase.x = 200; playerBase.y = 2200; game.addChild(playerBase); var enemyBase = new Base(false); enemyBase.x = 1800; enemyBase.y = 500; game.addChild(enemyBase); // Create some initial enemy structures for (var i = 0; i < 5; i++) { var enemyWall = new Structure('wall', 1600 + Math.random() * 400, 400 + Math.random() * 400, false); structures.push(enemyWall); game.addChild(enemyWall); } // UI Elements var energyDisplay = new Text2('Energy: 10/10', { size: 40, fill: '#FFFFFF' }); energyDisplay.anchor.set(0, 0); LK.gui.topLeft.addChild(energyDisplay); energyDisplay.x = 120; energyDisplay.y = 20; var playerBaseHpDisplay = new Text2('Base HP: 500', { size: 40, fill: '#FFFFFF' }); playerBaseHpDisplay.anchor.set(0.5, 0); LK.gui.bottom.addChild(playerBaseHpDisplay); playerBaseHpDisplay.y = -80; // Deploy buttons var constructorButton = new DeployButton('constructor', 150, 2500); game.addChild(constructorButton); var demolisherButton = new DeployButton('demolisher', 300, 2500); game.addChild(demolisherButton); // Enemy AI spawning var enemySpawnTimer = 0; // Play background music LK.playMusic('battleMusic'); game.update = function () { // Energy regeneration if (playerEnergy < maxEnergy) { playerEnergy += energyRegenRate; if (playerEnergy > maxEnergy) { playerEnergy = maxEnergy; } } // Enemy AI spawning enemySpawnTimer++; if (enemySpawnTimer >= 300) { // Every 5 seconds var spawnType = Math.random() < 0.6 ? 'demolisher' : 'constructor'; var enemyChar = new Character(spawnType, 1600 + Math.random() * 200, 400 + Math.random() * 200); enemyChar.isPlayer = false; enemyCharacters.push(enemyChar); game.addChild(enemyChar); enemySpawnTimer = 0; } // Check for character deaths and remove from arrays for (var i = playerCharacters.length - 1; i >= 0; i--) { var _char = playerCharacters[i]; if (_char.hp <= 0) { playerCharacters.splice(i, 1); } } for (var i = enemyCharacters.length - 1; i >= 0; i--) { var _char = enemyCharacters[i]; if (_char.hp <= 0) { enemyCharacters.splice(i, 1); } } // Check for structure deaths and remove from arrays for (var i = structures.length - 1; i >= 0; i--) { var structure = structures[i]; if (structure.hp <= 0) { structures.splice(i, 1); } } // Check for base attacks for (var i = 0; i < playerCharacters.length; i++) { var _char = playerCharacters[i]; if (_char.type === 'demolisher' && _char.distanceTo(enemyBase) < 100) { if (_char.actionCooldown <= 0) { enemyBase.takeDamage(10); _char.actionCooldown = 60; LK.getSound('destroy').play(); } } } for (var i = 0; i < enemyCharacters.length; i++) { var _char = enemyCharacters[i]; if (_char.type === 'demolisher' && _char.distanceTo(playerBase) < 100) { if (_char.actionCooldown <= 0) { playerBase.takeDamage(10); _char.actionCooldown = 60; LK.getSound('destroy').play(); } } } // Update UI energyDisplay.setText('Energy: ' + Math.floor(playerEnergy) + '/' + maxEnergy); playerBaseHpDisplay.setText('Base HP: ' + playerBase.hp); // Update score based on structures destroyed var enemyStructureCount = 0; for (var i = 0; i < structures.length; i++) { if (!structures[i].isPlayer) { enemyStructureCount++; } } LK.setScore(Math.max(0, 5 - enemyStructureCount)); };
===================================================================
--- original.js
+++ change.js
@@ -29,8 +29,12 @@
return self;
});
var Character = Container.expand(function (type, x, y) {
var self = Container.call(this);
+ // Ensure type is a string
+ if (typeof type !== 'string') {
+ type = 'constructor'; // Default fallback
+ }
self.type = type;
self.hp = type === 'constructor' ? 100 : 80;
self.maxHp = self.hp;
self.speed = type === 'constructor' ? 2 : 3;