User prompt
Put Countries by looking at the asset of the background
User prompt
Change the Locations of Countries (take all the countries down a lot)
User prompt
Put countries according to the value of the map
User prompt
Look at the map and put the countries accordingly
User prompt
Make an asset for the map
User prompt
Change the shape of countries to look like Europe
User prompt
Add Luxembourg (20 power)
User prompt
Add bulgaria (25 Power),iceland (1 Power),Slovakia (35 Power) and Belarus (40 Power)
User prompt
Add Russia with 90 Power
User prompt
Let it be the European shape
User prompt
Add finland with 30
User prompt
Add Turkey (power 65)
Code edit (1 edits merged)
Please save this source code
User prompt
European Power Challenge
Initial prompt
Make a country game (let it take place in Europe) let's choose a country and get the power of the country (Average power 50) for example germany 75
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Country = Container.expand(function (name, x, y, power, neighbors) { var self = Container.call(this); self.countryName = name; self.power = power; self.neighbors = neighbors || []; self.owner = 'neutral'; // 'player', 'enemy', 'neutral' self.isSelected = false; // Create visual representation self.graphics = self.attachAsset('neutralCountry', { anchorX: 0.5, anchorY: 0.5 }); // Country name text self.nameText = new Text2(name, { size: 24, fill: 0x000000 }); self.nameText.anchor.set(0.5, 0.5); self.nameText.y = -15; self.addChild(self.nameText); // Power text self.powerText = new Text2(power.toString(), { size: 20, fill: 0x000000 }); self.powerText.anchor.set(0.5, 0.5); self.powerText.y = 15; self.addChild(self.powerText); self.x = x; self.y = y; self.updateVisual = function () { var newAsset = 'neutralCountry'; if (self.owner === 'player') { newAsset = 'playerCountry'; } else if (self.owner === 'enemy') { newAsset = 'enemyCountry'; } else if (self.isSelected) { newAsset = 'selectedCountry'; } self.removeChild(self.graphics); self.graphics = self.attachAsset(newAsset, { anchorX: 0.5, anchorY: 0.5 }); // Re-add texts on top self.removeChild(self.nameText); self.removeChild(self.powerText); self.addChild(self.nameText); self.addChild(self.powerText); self.powerText.setText(self.power.toString()); }; self.down = function (x, y, obj) { if (gameState === 'selection') { selectCountry(self); } else if (gameState === 'playing') { if (self.owner === 'neutral' || self.owner === 'enemy') { attemptConquest(self); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x4682B4 }); /**** * Game Code ****/ var gameState = 'selection'; // 'selection', 'playing', 'gameOver' var playerCountry = null; var countries = []; var playerPower = 0; var conqueredCount = 0; var totalCountries = 0; // European countries data (simplified map) var countryData = [{ name: 'Germany', x: 1024, y: 1200, power: 75, neighbors: ['France', 'Poland', 'Austria', 'Netherlands'] }, { name: 'France', x: 900, y: 1350, power: 70, neighbors: ['Germany', 'Spain', 'Italy', 'UK'] }, { name: 'UK', x: 800, y: 1100, power: 65, neighbors: ['France', 'Ireland'] }, { name: 'Italy', x: 1050, y: 1500, power: 60, neighbors: ['France', 'Austria', 'Greece'] }, { name: 'Spain', x: 750, y: 1550, power: 55, neighbors: ['France', 'Portugal'] }, { name: 'Poland', x: 1200, y: 1150, power: 50, neighbors: ['Germany', 'Czech', 'Ukraine'] }, { name: 'Netherlands', x: 950, y: 1050, power: 45, neighbors: ['Germany', 'Belgium'] }, { name: 'Belgium', x: 920, y: 1150, power: 40, neighbors: ['Netherlands', 'France'] }, { name: 'Austria', x: 1100, y: 1300, power: 45, neighbors: ['Germany', 'Italy', 'Czech'] }, { name: 'Czech', x: 1150, y: 1200, power: 40, neighbors: ['Poland', 'Austria', 'Germany'] }, { name: 'Portugal', x: 650, y: 1600, power: 35, neighbors: ['Spain'] }, { name: 'Greece', x: 1250, y: 1650, power: 40, neighbors: ['Italy', 'Turkey'] }, { name: 'Ireland', x: 700, y: 1000, power: 30, neighbors: ['UK'] }, { name: 'Ukraine', x: 1400, y: 1250, power: 55, neighbors: ['Poland'] }, { name: 'Sweden', x: 1100, y: 850, power: 50, neighbors: ['Norway', 'Denmark', 'Finland'] }, { name: 'Norway', x: 1000, y: 750, power: 45, neighbors: ['Sweden', 'Denmark', 'Finland'] }, { name: 'Denmark', x: 1000, y: 950, power: 40, neighbors: ['Sweden', 'Norway', 'Germany'] }, { name: 'Switzerland', x: 1000, y: 1350, power: 45, neighbors: ['France', 'Germany', 'Austria', 'Italy'] }, { name: 'Romania', x: 1300, y: 1400, power: 45, neighbors: ['Ukraine', 'Turkey'] }, { name: 'Hungary', x: 1200, y: 1350, power: 40, neighbors: ['Austria', 'Romania'] }, { name: 'Turkey', x: 1350, y: 1700, power: 65, neighbors: ['Greece', 'Romania'] }, { name: 'Finland', x: 1200, y: 650, power: 30, neighbors: ['Sweden', 'Norway'] }]; // Create countries for (var i = 0; i < countryData.length; i++) { var data = countryData[i]; var country = new Country(data.name, data.x, data.y, data.power, data.neighbors); countries.push(country); game.addChild(country); } totalCountries = countries.length; // UI Elements var instructionText = new Text2('Select your starting country', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); LK.gui.top.addChild(instructionText); var scoreText = new Text2('Power: 0 | Conquered: 0/' + totalCountries, { size: 40, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.y = 80; LK.gui.top.addChild(scoreText); function selectCountry(country) { if (gameState !== 'selection') return; // Deselect all countries for (var i = 0; i < countries.length; i++) { countries[i].isSelected = false; countries[i].updateVisual(); } // Select this country country.isSelected = true; country.owner = 'player'; country.updateVisual(); playerCountry = country; playerPower = country.power; conqueredCount = 1; // Start the game gameState = 'playing'; instructionText.setText('Conquer neighboring territories!'); updateScore(); // Make some countries enemy controlled var enemyCount = Math.floor(totalCountries * 0.3); var availableCountries = []; for (var j = 0; j < countries.length; j++) { if (countries[j] !== playerCountry) { availableCountries.push(countries[j]); } } for (var k = 0; k < enemyCount && k < availableCountries.length; k++) { var randomIndex = Math.floor(Math.random() * availableCountries.length); var enemyCountry = availableCountries[randomIndex]; enemyCountry.owner = 'enemy'; enemyCountry.updateVisual(); availableCountries.splice(randomIndex, 1); } } function attemptConquest(targetCountry) { if (gameState !== 'playing') return; // Check if target is neighboring a player country var canAttack = false; for (var i = 0; i < countries.length; i++) { var country = countries[i]; if (country.owner === 'player') { for (var j = 0; j < country.neighbors.length; j++) { if (country.neighbors[j] === targetCountry.countryName) { canAttack = true; break; } } } if (canAttack) break; } if (!canAttack) { // Flash the target red to indicate invalid move LK.effects.flashObject(targetCountry, 0xFF0000, 500); return; } // Calculate conquest success based on power differential var attackPower = playerPower; var defensePower = targetCountry.power; var successChance = Math.min(0.9, Math.max(0.1, attackPower / (attackPower + defensePower))); if (Math.random() < successChance) { // Successful conquest targetCountry.owner = 'player'; targetCountry.updateVisual(); playerPower += Math.floor(targetCountry.power * 0.3); conqueredCount++; LK.getSound('conquest').play(); LK.effects.flashObject(targetCountry, 0x00FF00, 1000); // Check win condition if (conqueredCount >= Math.ceil(totalCountries * 0.7)) { LK.setScore(playerPower); LK.showYouWin(); } } else { // Failed conquest playerPower = Math.max(10, playerPower - Math.floor(targetCountry.power * 0.1)); LK.getSound('defeat').play(); LK.effects.flashObject(targetCountry, 0xFF0000, 1000); // Check lose condition if (playerPower < 20) { LK.showGameOver(); } } updateScore(); } function updateScore() { scoreText.setText('Power: ' + playerPower + ' | Conquered: ' + conqueredCount + '/' + totalCountries); } // AI behavior for enemy expansion var aiTimer = 0; game.update = function () { if (gameState === 'playing') { aiTimer++; // AI acts every 3 seconds if (aiTimer >= 180) { aiTimer = 0; performAIAction(); } } }; function performAIAction() { // Find enemy countries that can expand var enemyCountries = []; var neutralTargets = []; for (var i = 0; i < countries.length; i++) { if (countries[i].owner === 'enemy') { enemyCountries.push(countries[i]); } else if (countries[i].owner === 'neutral') { neutralTargets.push(countries[i]); } } if (enemyCountries.length === 0 || neutralTargets.length === 0) return; // Random enemy country attempts to conquer a neutral neighbor var randomEnemy = enemyCountries[Math.floor(Math.random() * enemyCountries.length)]; var validTargets = []; for (var j = 0; j < neutralTargets.length; j++) { var target = neutralTargets[j]; for (var k = 0; k < randomEnemy.neighbors.length; k++) { if (randomEnemy.neighbors[k] === target.countryName) { validTargets.push(target); break; } } } if (validTargets.length > 0) { var target = validTargets[Math.floor(Math.random() * validTargets.length)]; var successChance = randomEnemy.power / (randomEnemy.power + target.power); if (Math.random() < successChance) { target.owner = 'enemy'; target.updateVisual(); LK.effects.flashObject(target, 0xFF6B6B, 800); } } }
===================================================================
--- original.js
+++ change.js
@@ -174,15 +174,15 @@
name: 'Sweden',
x: 1100,
y: 850,
power: 50,
- neighbors: ['Norway', 'Denmark']
+ neighbors: ['Norway', 'Denmark', 'Finland']
}, {
name: 'Norway',
x: 1000,
y: 750,
power: 45,
- neighbors: ['Sweden', 'Denmark']
+ neighbors: ['Sweden', 'Denmark', 'Finland']
}, {
name: 'Denmark',
x: 1000,
y: 950,
@@ -211,8 +211,14 @@
x: 1350,
y: 1700,
power: 65,
neighbors: ['Greece', 'Romania']
+}, {
+ name: 'Finland',
+ x: 1200,
+ y: 650,
+ power: 30,
+ neighbors: ['Sweden', 'Norway']
}];
// Create countries
for (var i = 0; i < countryData.length; i++) {
var data = countryData[i];