User prompt
make the map bigger
User prompt
Ensure that a diplomacy panel opens when clicking on the territory of enemy countries. Through that panel, a declaration of war can be made.
User prompt
Ensure that the states of the countries are side by side.
User prompt
Add countries in different colors.
User prompt
1- Add countries in different colors. 2- I should be able to choose the state I want to attack.
User prompt
When you click on the state and then click on another state, the number of armies written in the first clicked state disappears. Can you fix it?
User prompt
The number of soldiers visible when clicking on the province disappears, fix that.
User prompt
1- Make it possible for us to recruit soldiers with money. 2- The number of soldiers visible when clicking on the province disappears, fix that.
User prompt
Make sure to bring in money every time according to the number of states.
User prompt
remove the neutral territories
User prompt
make the number of soldiers of the player I played visible
User prompt
Generate the first version of the source code of my game: Empire Builder: Strategic Conquest.
User prompt
Empire Builder: Strategic Conquest
Initial prompt
make me a game like age of history 2
/****
* Classes
****/
var ActionButton = Container.expand(function () {
var self = Container.call(this);
self.init = function (text, action, x, y) {
self.action = action;
// Button graphics
self.buttonGraphics = self.attachAsset('actionButton', {
anchorX: 0.5,
anchorY: 0.5
});
// Button text
self.buttonText = new Text2(text, {
size: 28,
fill: 0xFFFFFF
});
self.buttonText.anchor.set(0.5, 0.5);
self.addChild(self.buttonText);
self.x = x;
self.y = y;
return self;
};
self.down = function (x, y, obj) {
if (self.action) {
self.action();
}
};
return self;
});
// Game state variables
var Territory = Container.expand(function () {
var self = Container.call(this);
self.init = function (id, x, y, owner) {
self.id = id;
self.owner = owner; // 1 = player, 2-6 = different countries
self.armies = Math.floor(Math.random() * 3) + 1;
self.selected = false;
self.isTarget = false;
self.lastSelected = false;
// Create territory graphics
self.updateGraphics();
// Position
self.x = x;
self.y = y;
// Army display
self.armyText = new Text2(self.armies.toString(), {
size: 24,
fill: 0x000000
});
self.armyText.anchor.set(0.5, 0.5);
self.armyText.x = 0;
self.armyText.y = 0;
self.addChild(self.armyText);
return self;
};
self.updateGraphics = function () {
// Remove existing graphics
if (self.graphics) {
self.removeChild(self.graphics);
}
var assetName = 'country1Territory';
if (self.selected) {
assetName = 'selectedTerritory';
} else if (self.isTarget) {
assetName = 'targetTerritory';
} else if (self.owner === 1) {
assetName = 'country1Territory';
} else if (self.owner === 2) {
assetName = 'country2Territory';
} else if (self.owner === 3) {
assetName = 'country3Territory';
} else if (self.owner === 4) {
assetName = 'country4Territory';
} else if (self.owner === 5) {
assetName = 'country5Territory';
} else if (self.owner === 6) {
assetName = 'country6Territory';
}
self.graphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
};
self.setOwner = function (newOwner, armies) {
self.owner = newOwner;
self.armies = armies || 1;
self.updateGraphics();
self.armyText.setText(self.armies.toString());
};
self.addArmies = function (count) {
self.armies += count;
self.armyText.setText(self.armies.toString());
};
self.down = function (x, y, obj) {
if (gameState === 'playing' && currentTurn === 1) {
if (self.owner === 1) {
// Select player territory
selectTerritory(self);
} else if (selectedTerritory && attackMode) {
// Attack this territory
attackSpecificTerritory(self);
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Light red for attack target
// Yellow for selection
// Teal
// Orange
// Purple
// Blue
// Red
// Green - Player
// Territory and game assets
// Game state variables
var gameState = 'playing'; // 'playing', 'gameOver', 'victory'
var currentTurn = 1; // 1 = player, 2 = enemy
var selectedTerritory = null;
var targetTerritory = null;
var attackMode = false;
var territories = [];
var playerTerritories = 0;
var enemyTerritories = 0;
var totalTerritories = 0;
var playerMoney = 100; // Starting money
var incomePerTerritory = 10; // Money generated per territory per turn
// UI elements
var turnText, scoreText, instructionText, playerArmyText, playerMoneyText;
var actionButtons = [];
// Game settings
var mapWidth = 6;
var mapHeight = 8;
var territorySpacing = 140;
var startX = 2048 / 2 - mapWidth * territorySpacing / 2 + territorySpacing / 2;
var startY = 400;
// Create the game map
function createMap() {
var id = 0;
for (var row = 0; row < mapHeight; row++) {
for (var col = 0; col < mapWidth; col++) {
var x = startX + col * territorySpacing;
var y = startY + row * territorySpacing;
// Determine initial owner - assign different countries
var owner = Math.floor(Math.random() * 6) + 1; // Countries 1-6
if (row === 0 && col === 0) {
owner = 1; // player starts here
}
var territory = new Territory();
territory.init(id, x, y, owner);
territories.push(territory);
game.addChild(territory);
id++;
}
}
updateTerritoryCount();
}
// Generate income based on territories owned
function generateIncome() {
var income = playerTerritories * incomePerTerritory;
playerMoney += income;
if (playerMoneyText) {
playerMoneyText.setText("Money: " + playerMoney + " (+$" + income + ")");
}
}
// Update territory ownership counts
function updateTerritoryCount() {
playerTerritories = 0;
enemyTerritories = 0;
var playerTotalArmies = 0;
totalTerritories = territories.length;
for (var i = 0; i < territories.length; i++) {
if (territories[i].owner === 1) {
playerTerritories++;
playerTotalArmies += territories[i].armies;
} else {
enemyTerritories++;
}
}
// Update score display
if (scoreText) {
scoreText.setText("Player: " + playerTerritories + " | Others: " + enemyTerritories);
}
// Update player army display
if (playerArmyText) {
playerArmyText.setText("Total Armies: " + playerTotalArmies);
}
// Update money display
if (playerMoneyText) {
playerMoneyText.setText("Money: " + playerMoney);
}
// Check victory conditions
if (playerTerritories >= Math.floor(totalTerritories * 0.75)) {
gameState = 'victory';
LK.showYouWin();
} else if (enemyTerritories >= Math.floor(totalTerritories * 0.75)) {
gameState = 'gameOver';
LK.showGameOver();
}
}
// Territory selection
function selectTerritory(territory) {
if (currentTurn !== 1) return; // Only during player turn
// Deselect previous territory
if (selectedTerritory) {
selectedTerritory.selected = false;
selectedTerritory.updateGraphics();
// Ensure previous territory's army text remains visible
selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
// Re-add army text to ensure it's visible
selectedTerritory.removeChild(selectedTerritory.armyText);
selectedTerritory.addChild(selectedTerritory.armyText);
}
// Select new territory
if (territory.owner === 1) {
// Only select player territories
selectedTerritory = territory;
territory.selected = true;
territory.updateGraphics();
// Ensure army text is visible and updated
territory.armyText.setText(territory.armies.toString());
// Bring army text to front to ensure it's visible
territory.removeChild(territory.armyText);
territory.addChild(territory.armyText);
updateInstructions();
}
}
// Get neighboring territories
function getNeighbors(territory) {
var neighbors = [];
var index = territories.indexOf(territory);
var row = Math.floor(index / mapWidth);
var col = index % mapWidth;
// Check all 4 directions
var directions = [{
row: -1,
col: 0
},
// up
{
row: 1,
col: 0
},
// down
{
row: 0,
col: -1
},
// left
{
row: 0,
col: 1
} // right
];
for (var i = 0; i < directions.length; i++) {
var newRow = row + directions[i].row;
var newCol = col + directions[i].col;
if (newRow >= 0 && newRow < mapHeight && newCol >= 0 && newCol < mapWidth) {
var neighborIndex = newRow * mapWidth + newCol;
neighbors.push(territories[neighborIndex]);
}
}
return neighbors;
}
// Attack action - enter attack mode
function attackTerritory() {
if (!selectedTerritory || selectedTerritory.armies <= 1) return;
attackMode = true;
// Highlight all non-player territories as potential targets
for (var i = 0; i < territories.length; i++) {
if (territories[i].owner !== 1) {
territories[i].isTarget = true;
territories[i].updateGraphics();
}
}
updateInstructions();
}
// Attack specific territory
function attackSpecificTerritory(target) {
if (!selectedTerritory || !attackMode || target.owner === 1) return;
// Clear target highlights
clearTargetHighlights();
attackMode = false;
targetTerritory = target;
// Simple combat resolution
var attackPower = selectedTerritory.armies - 1;
var defensePower = target.armies;
if (attackPower > defensePower) {
// Victory
target.setOwner(1, attackPower - defensePower);
selectedTerritory.armies = 1;
selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
LK.getSound('capture').play();
} else {
// Defeat
selectedTerritory.armies = 1;
selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
if (defensePower > attackPower) {
target.armies = defensePower - attackPower;
target.armyText.setText(target.armies.toString());
}
}
LK.getSound('attack').play();
updateTerritoryCount();
endPlayerTurn();
}
// Clear target highlights
function clearTargetHighlights() {
for (var i = 0; i < territories.length; i++) {
territories[i].isTarget = false;
territories[i].updateGraphics();
}
}
// Recruit armies action
function recruitArmies() {
if (!selectedTerritory) return;
var recruitCost = 50; // Cost to recruit armies
if (playerMoney >= recruitCost) {
playerMoney -= recruitCost;
selectedTerritory.addArmies(2);
if (playerMoneyText) {
playerMoneyText.setText("Money: " + playerMoney);
}
endPlayerTurn();
} else {
// Not enough money - show feedback but don't end turn
if (instructionText) {
instructionText.setText("Not enough money! Need $" + recruitCost + " to recruit");
}
}
}
// End player turn
function endPlayerTurn() {
if (selectedTerritory) {
selectedTerritory.selected = false;
selectedTerritory.updateGraphics();
selectedTerritory = null;
}
// Clear attack mode
attackMode = false;
clearTargetHighlights();
// Generate income based on territories owned
generateIncome();
currentTurn = 2;
updateInstructions();
// AI turn after short delay
LK.setTimeout(function () {
aiTurn();
}, 1000);
}
// Simple AI turn
function aiTurn() {
var enemyTerrs = [];
for (var i = 0; i < territories.length; i++) {
if (territories[i].owner === 2) {
enemyTerrs.push(territories[i]);
}
}
if (enemyTerrs.length > 0) {
var aiTerritory = enemyTerrs[Math.floor(Math.random() * enemyTerrs.length)];
var neighbors = getNeighbors(aiTerritory);
var playerTargets = [];
for (var j = 0; j < neighbors.length; j++) {
if (neighbors[j].owner === 1) {
playerTargets.push(neighbors[j]);
}
}
if (playerTargets.length > 0 && aiTerritory.armies > 1) {
// AI attacks
var target = playerTargets[Math.floor(Math.random() * playerTargets.length)];
var attackPower = aiTerritory.armies - 1;
var defensePower = target.armies;
if (attackPower > defensePower) {
target.setOwner(2, attackPower - defensePower);
aiTerritory.armies = 1;
aiTerritory.armyText.setText(aiTerritory.armies.toString());
} else {
aiTerritory.armies = 1;
aiTerritory.armyText.setText(aiTerritory.armies.toString());
if (defensePower > attackPower) {
target.armies = defensePower - attackPower;
target.armyText.setText(target.armies.toString());
}
}
} else {
// AI recruits
aiTerritory.addArmies(1);
}
}
updateTerritoryCount();
currentTurn = 1;
updateInstructions();
}
// Create UI elements
function createUI() {
// Turn indicator
turnText = new Text2("Your Turn", {
size: 40,
fill: 0xFFFFFF
});
turnText.anchor.set(0.5, 0);
LK.gui.top.addChild(turnText);
turnText.y = 100;
// Score display
scoreText = new Text2("Player: 0 | Enemy: 0", {
size: 32,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
scoreText.y = 150;
// Player army count display
playerArmyText = new Text2("Total Armies: 0", {
size: 32,
fill: 0x7ed321
});
playerArmyText.anchor.set(0.5, 0);
LK.gui.top.addChild(playerArmyText);
playerArmyText.y = 190;
// Player money display
playerMoneyText = new Text2("Money: " + playerMoney, {
size: 32,
fill: 0xf5a623
});
playerMoneyText.anchor.set(0.5, 0);
LK.gui.top.addChild(playerMoneyText);
playerMoneyText.y = 230;
// Instructions
instructionText = new Text2("Select your territory, then choose an action", {
size: 28,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(instructionText);
instructionText.y = -200;
// Action buttons
var attackBtn = new ActionButton();
attackBtn.init("Attack", attackTerritory, 2048 / 2 - 100, 2732 - 120);
actionButtons.push(attackBtn);
game.addChild(attackBtn);
var recruitBtn = new ActionButton();
recruitBtn.init("Recruit", recruitArmies, 2048 / 2 + 100, 2732 - 120);
actionButtons.push(recruitBtn);
game.addChild(recruitBtn);
}
// Update instruction text
function updateInstructions() {
if (currentTurn === 1) {
turnText.setText("Your Turn");
if (attackMode) {
instructionText.setText("Click on any territory to attack it!");
} else if (selectedTerritory) {
instructionText.setText("Territory selected - Attack or Recruit ($50)");
} else {
instructionText.setText("Select your territory (green), then choose an action");
}
} else {
turnText.setText("Enemy Turn");
instructionText.setText("Enemy is thinking...");
}
}
// Initialize the game
createMap();
createUI();
updateInstructions(); ===================================================================
--- original.js
+++ change.js
@@ -32,11 +32,12 @@
var Territory = Container.expand(function () {
var self = Container.call(this);
self.init = function (id, x, y, owner) {
self.id = id;
- self.owner = owner; // 0 = neutral, 1 = player, 2 = enemy
- self.armies = owner === 0 ? 0 : Math.floor(Math.random() * 3) + 1;
+ self.owner = owner; // 1 = player, 2-6 = different countries
+ self.armies = Math.floor(Math.random() * 3) + 1;
self.selected = false;
+ self.isTarget = false;
self.lastSelected = false;
// Create territory graphics
self.updateGraphics();
// Position
@@ -57,15 +58,25 @@
// Remove existing graphics
if (self.graphics) {
self.removeChild(self.graphics);
}
- var assetName = 'playerTerritory';
+ var assetName = 'country1Territory';
if (self.selected) {
assetName = 'selectedTerritory';
+ } else if (self.isTarget) {
+ assetName = 'targetTerritory';
} else if (self.owner === 1) {
- assetName = 'playerTerritory';
+ assetName = 'country1Territory';
} else if (self.owner === 2) {
- assetName = 'enemyTerritory';
+ assetName = 'country2Territory';
+ } else if (self.owner === 3) {
+ assetName = 'country3Territory';
+ } else if (self.owner === 4) {
+ assetName = 'country4Territory';
+ } else if (self.owner === 5) {
+ assetName = 'country5Territory';
+ } else if (self.owner === 6) {
+ assetName = 'country6Territory';
}
self.graphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
@@ -81,10 +92,16 @@
self.armies += count;
self.armyText.setText(self.armies.toString());
};
self.down = function (x, y, obj) {
- if (gameState === 'playing') {
- selectTerritory(self);
+ if (gameState === 'playing' && currentTurn === 1) {
+ if (self.owner === 1) {
+ // Select player territory
+ selectTerritory(self);
+ } else if (selectedTerritory && attackMode) {
+ // Attack this territory
+ attackSpecificTerritory(self);
+ }
}
};
return self;
});
@@ -98,13 +115,23 @@
/****
* Game Code
****/
-// Game state variables
+// Light red for attack target
+// Yellow for selection
+// Teal
+// Orange
+// Purple
+// Blue
+// Red
+// Green - Player
// Territory and game assets
+// Game state variables
var gameState = 'playing'; // 'playing', 'gameOver', 'victory'
var currentTurn = 1; // 1 = player, 2 = enemy
var selectedTerritory = null;
+var targetTerritory = null;
+var attackMode = false;
var territories = [];
var playerTerritories = 0;
var enemyTerritories = 0;
var totalTerritories = 0;
@@ -125,14 +152,12 @@
for (var row = 0; row < mapHeight; row++) {
for (var col = 0; col < mapWidth; col++) {
var x = startX + col * territorySpacing;
var y = startY + row * territorySpacing;
- // Determine initial owner
- var owner = Math.random() < 0.5 ? 1 : 2; // randomly assign to player or enemy
+ // Determine initial owner - assign different countries
+ var owner = Math.floor(Math.random() * 6) + 1; // Countries 1-6
if (row === 0 && col === 0) {
owner = 1; // player starts here
- } else if (row === mapHeight - 1 && col === mapWidth - 1) {
- owner = 2; // enemy starts here
}
var territory = new Territory();
territory.init(id, x, y, owner);
territories.push(territory);
@@ -159,15 +184,15 @@
for (var i = 0; i < territories.length; i++) {
if (territories[i].owner === 1) {
playerTerritories++;
playerTotalArmies += territories[i].armies;
- } else if (territories[i].owner === 2) {
+ } else {
enemyTerritories++;
}
}
// Update score display
if (scoreText) {
- scoreText.setText("Player: " + playerTerritories + " | Enemy: " + enemyTerritories);
+ scoreText.setText("Player: " + playerTerritories + " | Others: " + enemyTerritories);
}
// Update player army display
if (playerArmyText) {
playerArmyText.setText("Total Armies: " + playerTotalArmies);
@@ -248,43 +273,57 @@
}
}
return neighbors;
}
-// Attack action
+// Attack action - enter attack mode
function attackTerritory() {
if (!selectedTerritory || selectedTerritory.armies <= 1) return;
- var neighbors = getNeighbors(selectedTerritory);
- var targets = [];
- for (var i = 0; i < neighbors.length; i++) {
- if (neighbors[i].owner !== 1) {
- targets.push(neighbors[i]);
+ attackMode = true;
+ // Highlight all non-player territories as potential targets
+ for (var i = 0; i < territories.length; i++) {
+ if (territories[i].owner !== 1) {
+ territories[i].isTarget = true;
+ territories[i].updateGraphics();
}
}
- if (targets.length > 0) {
- var target = targets[Math.floor(Math.random() * targets.length)];
- // Simple combat resolution
- var attackPower = selectedTerritory.armies - 1;
- var defensePower = target.armies;
- if (attackPower > defensePower) {
- // Victory
- target.setOwner(1, attackPower - defensePower);
- selectedTerritory.armies = 1;
- selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
- LK.getSound('capture').play();
- } else {
- // Defeat
- selectedTerritory.armies = 1;
- selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
- if (defensePower > attackPower) {
- target.armies = defensePower - attackPower;
- target.armyText.setText(target.armies.toString());
- }
+ updateInstructions();
+}
+// Attack specific territory
+function attackSpecificTerritory(target) {
+ if (!selectedTerritory || !attackMode || target.owner === 1) return;
+ // Clear target highlights
+ clearTargetHighlights();
+ attackMode = false;
+ targetTerritory = target;
+ // Simple combat resolution
+ var attackPower = selectedTerritory.armies - 1;
+ var defensePower = target.armies;
+ if (attackPower > defensePower) {
+ // Victory
+ target.setOwner(1, attackPower - defensePower);
+ selectedTerritory.armies = 1;
+ selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
+ LK.getSound('capture').play();
+ } else {
+ // Defeat
+ selectedTerritory.armies = 1;
+ selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
+ if (defensePower > attackPower) {
+ target.armies = defensePower - attackPower;
+ target.armyText.setText(target.armies.toString());
}
- LK.getSound('attack').play();
- updateTerritoryCount();
- endPlayerTurn();
}
+ LK.getSound('attack').play();
+ updateTerritoryCount();
+ endPlayerTurn();
}
+// Clear target highlights
+function clearTargetHighlights() {
+ for (var i = 0; i < territories.length; i++) {
+ territories[i].isTarget = false;
+ territories[i].updateGraphics();
+ }
+}
// Recruit armies action
function recruitArmies() {
if (!selectedTerritory) return;
var recruitCost = 50; // Cost to recruit armies
@@ -308,8 +347,11 @@
selectedTerritory.selected = false;
selectedTerritory.updateGraphics();
selectedTerritory = null;
}
+ // Clear attack mode
+ attackMode = false;
+ clearTargetHighlights();
// Generate income based on territories owned
generateIncome();
currentTurn = 2;
updateInstructions();
@@ -416,9 +458,11 @@
// Update instruction text
function updateInstructions() {
if (currentTurn === 1) {
turnText.setText("Your Turn");
- if (selectedTerritory) {
+ if (attackMode) {
+ instructionText.setText("Click on any territory to attack it!");
+ } else if (selectedTerritory) {
instructionText.setText("Territory selected - Attack or Recruit ($50)");
} else {
instructionText.setText("Select your territory (green), then choose an action");
}
green grass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
cyan grass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
gray grass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sea territory. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
soldier. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blue grass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
white grass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
red grass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
yellow grass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixelart empty button. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
paper piece pixel. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
pixel ship. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
swords pixelart. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat