User prompt
diğer ülkelere kırmızı ülkede olan özellikleri ekle. (mesela gemi hareket ettirme, gemi inşa etme)
User prompt
diğer ai ülkelerine de gemi ver
User prompt
tur 2den sonra saymıyor düzelt
User prompt
tur 2de takılı kalıyor düzelt
User prompt
tur 2 den sonra sayılmıyor. o sayıyı 10.000 e çıkart
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'replace')' in or related to this line: 'var currentTurnNumber = parseInt(turnCounterText.text.replace(/\D/g, "")) || 1;' Line Number: 928
User prompt
sağ üst köşeye kaç tur geçtiğini sayan bir şey ekle
User prompt
düşman ülkeler hard seviyede bize ve diğer ülkelere daha sık savaş açsın (savaşta değilse 12 turda bir, savaşta ise 30 turda bir)
User prompt
1- kolay orta zor yazılarını ingilizce yap 2- zorluk seçme ekranını başka bir ekranda yap
User prompt
en başta seçilebilen zorluk seviyesi ekle (mesela kolayda düşman savaş açmazken orta ve zorda açabilir)
User prompt
ülke seçim ekranında yeşil hariç başka renk seçince o ülke yeşil toprakları ile birleşiyor düzelt
User prompt
butonların renginin hepsini yeşil yap
User prompt
blue ve cyan'ı kendi renklerine göre yap
User prompt
mavi rengi daha belirgin yap
User prompt
mavi rengi daha belirgin yap
User prompt
seçim buton renklerini daha net yap
User prompt
1- seçim ekranındaki butonları alt alta ve ortalanmış yap alt alta yap 2- ülke seçim butonlarını ülkenin rengi ile aynı yap
User prompt
başlangıçta hangi ülke ile oynayabileceğimizi seçebilme ekle
User prompt
eyalet şekillerini kare değil de rasgele yap
User prompt
turu boş geçmek için arayüze bir buton ekle
User prompt
1- kolonize etmek 500 para olsun 2- kolonizasyon sınırımızdaki eyaletlerde olsun
User prompt
1- bir tane kolonizasyon butonu ekle
User prompt
1- diğer ülkeler 3 ila 5 tur arasında bir gemi inşa etsin. 2- kolonize edilebilir topraklarda 5 asker olsun ve askerler ile de kolonize edebilelim
User prompt
1- her ülkenin gemi üretebilmesini sağla 2- ordu alım ve gemi alım paralarını artır
User prompt
gemiler sınırsız gitsin
/****
* 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;
});
var DiplomacyPanel = Container.expand(function () {
var self = Container.call(this);
self.init = function (targetCountry) {
self.targetCountry = targetCountry;
self.visible = false;
// Panel background
self.panelBg = LK.getAsset('actionButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 4
});
self.panelBg.tint = 0x2c3e50;
self.addChild(self.panelBg);
// Panel title
self.titleText = new Text2("Diplomacy with Country " + targetCountry, {
size: 32,
fill: 0xFFFFFF
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.y = -80;
self.addChild(self.titleText);
// Declare war button
self.warButton = new ActionButton();
self.warButton.init("Declare War", function () {
declareWar(targetCountry);
self.hide();
}, 0, 0);
// Hide declare war button in easy mode
if (selectedDifficulty === "easy") {
self.warButton.visible = false;
}
self.addChild(self.warButton);
// Close button
self.closeButton = new ActionButton();
self.closeButton.init("Close", function () {
self.hide();
}, 0, 60);
self.addChild(self.closeButton);
// Position panel in center of screen
self.x = 2048 / 2;
self.y = 2732 / 2;
return self;
};
self.show = function () {
self.visible = true;
game.addChild(self);
};
self.hide = function () {
self.visible = false;
if (self.parent) {
self.parent.removeChild(self);
}
};
return self;
});
var Ship = Container.expand(function () {
var self = Container.call(this);
self.init = function (owner, x, y) {
self.owner = owner;
self.hp = 3; // Ships have more health than armies
self.selected = false;
// Ship graphics
self.shipGraphics = self.attachAsset('ship', {
anchorX: 0.5,
anchorY: 0.5
});
// Color based on owner
if (owner === 1) {
self.shipGraphics.tint = 0x27ae60; // Green for player
} else if (owner === 2) {
self.shipGraphics.tint = 0xe74c3c; // Red for enemy
}
// HP display
self.hpText = new Text2(self.hp.toString(), {
size: 20,
fill: 0xFFFFFF
});
self.hpText.anchor.set(0.5, 0.5);
self.hpText.x = 0;
self.hpText.y = -35;
self.addChild(self.hpText);
self.x = x;
self.y = y;
return self;
};
self.takeDamage = function (damage) {
self.hp -= damage;
self.hpText.setText(self.hp.toString());
return self.hp <= 0;
};
self.down = function (x, y, obj) {
if (gameState === 'playing' && self.owner === 1) {
selectShip(self);
// Show possible moves for this ship (all sea territories) when clicked
// Remove all previous highlights first
for (var i = 0; i < territories.length; i++) {
if (territories[i].isSea) {
territories[i].showAsTarget = true;
territories[i].updateGraphics();
}
}
} else if (gameState === 'playing' && selectedShip && selectedShip.owner === 1 && self.owner === 2) {
// Check if ships are close enough for naval combat
var distance = Math.abs(selectedShip.x - self.x) + Math.abs(selectedShip.y - self.y);
if (distance < 200) {
// Initiate naval combat
navalCombat(selectedShip, self);
selectedShip.selected = false;
selectedShip.shipGraphics.tint = 0x27ae60; // Reset color
selectedShip = null;
endPlayerTurn();
}
}
};
return self;
});
// Game state variables
var Territory = Container.expand(function () {
var self = Container.call(this);
self.init = function (id, x, y, owner, isSea) {
self.id = id;
self.owner = owner; // 0 = neutral, 1 = player, 2 = enemy
self.isSea = isSea || false;
self.armies = owner === 0 || self.isSea ? 0 : Math.floor(Math.random() * 3) + 1;
self.selected = false;
self.lastSelected = false;
// Create territory graphics
self.updateGraphics();
// Position
self.x = x;
self.y = y;
// Army display (only for land territories)
if (!self.isSea) {
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 = 'seaTerritory'; // Default to sea
if (self.isSea) {
assetName = 'seaTerritory';
} else if (self.selected) {
assetName = 'selectedTerritory';
} else if (self.showAsTarget) {
assetName = 'targetTerritory';
} else {
// Assign different country colors based on owner
if (self.owner === 1) {
assetName = 'country1Territory'; // Green for player
} else if (self.owner === 2) {
assetName = 'country2Territory'; // Red for enemy
} else if (self.owner === 3) {
assetName = 'country3Territory'; // Blue
} else if (self.owner === 4) {
assetName = 'country4Territory'; // Purple
} else if (self.owner === 5) {
assetName = 'country5Territory'; // Orange
} else if (self.owner === 6) {
assetName = 'country6Territory'; // Cyan
} else if (self.isColonizable) {
assetName = 'colonizableTerritory'; // Use dedicated gray asset for colonizable territories
} else {
assetName = 'seaTerritory'; // Unassigned territories become sea
}
}
self.graphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
};
self.setOwner = function (newOwner, armies) {
self.owner = newOwner;
if (!self.isSea) {
self.armies = armies || 1;
self.armyText.setText(self.armies.toString());
}
self.updateGraphics();
};
self.addArmies = function (count) {
if (!self.isSea) {
self.armies += count;
self.armyText.setText(self.armies.toString());
}
};
self.down = function (x, y, obj) {
if (gameState === 'playing') {
// Handle ship movement to sea territories
if (selectedShip && self.isSea) {
// Allow movement to any sea territory
if (self.isSea) {
// Move ship to any sea territory
selectedShip.x = self.x;
selectedShip.y = self.y;
selectedShip.selected = false;
selectedShip.shipGraphics.tint = 0x27ae60; // Reset color
// Remove all sea highlights after move
for (var i = 0; i < territories.length; i++) {
if (territories[i].isSea && territories[i].showAsTarget) {
territories[i].showAsTarget = false;
territories[i].updateGraphics();
}
}
selectedShip = null;
endPlayerTurn();
return;
}
}
// Handle ship colonization of distant territories
if (selectedShip && self.isColonizable && self.owner === 0 && !self.isSea) {
// Check if ship is close enough to colonize (must be adjacent or very close)
var distance = Math.abs(selectedShip.x - self.x) + Math.abs(selectedShip.y - self.y);
if (distance <= territorySpacing * 1.5) {
// Colonize the territory
self.setOwner(selectedShip.owner, 2); // Give it 2 armies
self.isColonizable = false; // No longer colonizable
if (selectedShip.owner === 1) {
// Player gets money reward for colonization
playerMoney += self.colonizationReward;
if (playerMoneyText) {
playerMoneyText.setText("Money: " + playerMoney);
}
if (instructionText) {
instructionText.setText("Island colonized! Gained $" + self.colonizationReward);
}
}
LK.getSound('capture').play();
selectedShip.selected = false;
selectedShip.shipGraphics.tint = 0x27ae60; // Reset color
selectedShip = null;
updateTerritoryCount();
endPlayerTurn();
return;
} else {
if (instructionText && selectedShip.owner === 1) {
instructionText.setText("Ship must be closer to colonize this island");
}
}
}
// Allow colonization of colonizable territory with armies (if adjacent and enough armies)
if (!self.isSea && self.isColonizable && self.owner === 0 && selectedTerritory && selectedTerritory.owner === 1 && !selectedTerritory.isSea) {
// Must be adjacent
var neighbors = getNeighbors(self);
var isNeighbor = false;
for (var i = 0; i < neighbors.length; i++) {
if (neighbors[i] === selectedTerritory) {
isNeighbor = true;
break;
}
}
if (isNeighbor && selectedTerritory.armies > 1) {
// Colonize with armies: move 2 armies, leave at least 1 behind
self.setOwner(1, 2);
self.isColonizable = false;
selectedTerritory.armies -= 2;
selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
playerMoney += self.colonizationReward;
if (playerMoneyText) {
playerMoneyText.setText("Money: " + playerMoney);
}
if (instructionText) {
instructionText.setText("Island colonized with armies! Gained $" + self.colonizationReward);
}
LK.getSound('capture').play();
updateTerritoryCount();
endPlayerTurn();
return;
} else if (isNeighbor && selectedTerritory.armies <= 1) {
if (instructionText) {
instructionText.setText("Need at least 2 armies to colonize with armies!");
}
return;
}
}
selectTerritory(self);
} else if (gameState === 'selectingTarget' && self.showAsTarget) {
executeAttack(self);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Difficulty selection
var selectedDifficulty = null; // "easy", "medium", "hard"
var difficultyButtons = [];
var difficultyText = null;
// Game state variables
// Territory and game assets
var gameState = 'playing'; // 'playing', 'gameOver', 'victory', 'selectingTarget'
var attackTargets = []; // Available targets for attack
var currentTurn = 1; // 1 = player, 2 = enemy
var selectedTerritory = null;
var territories = [];
var playerTerritories = 0;
var enemyTerritories = 0;
var totalTerritories = 0;
var playerMoney = 100; // Starting money
var aiMoney = 100; // Starting AI money
var incomePerTerritory = 10; // Money generated per territory per turn
// Diplomacy variables
var warDeclarations = {}; // Track which countries we're at war with
var diplomacyPanel = null;
// Ship variables
var ships = [];
var selectedShip = null;
// Power selection variables
var selectedAttackPower = 1;
var maxAttackPower = 1;
var powerSelectionMode = false;
// UI elements
var turnText, scoreText, instructionText, playerArmyText, playerMoneyText;
var turnCounterText; // Display for turn counter
var powerText, powerDownButton, powerUpButton;
var actionButtons = [];
// Game settings
var mapWidth = 8;
var mapHeight = 12;
var territorySpacing = 140;
var startX = 2048 / 2 - mapWidth * territorySpacing / 2 + territorySpacing / 2;
var startY = 300;
// Create the game map
function createMap() {
var id = 0;
// We'll store adjacency for sea territories here
var seaAdjacency = {};
// Create contiguous regions for each country with sea territories
// Divide the map into regions for 6 countries
for (var row = 0; row < mapHeight; row++) {
for (var col = 0; col < mapWidth; col++) {
var x = startX + col * territorySpacing;
var y = startY + row * territorySpacing;
var isSea = false;
var owner = 0; // default to neutral/sea
// Create sea lanes (vertical strips)
if (col === 2 || col === 5) {
isSea = true;
owner = 0; // Neutral sea
} else {
// Determine owner based on map regions to create contiguous countries
if (row < mapHeight / 3) {
// Top third - countries 1 and 2
if (col < mapWidth / 2) {
owner = 1; // Country 1 (Green) - top left
} else {
owner = 2; // Country 2 (Red) - top right
}
} else if (row < mapHeight * 2 / 3) {
// Middle third - countries 3 and 4
if (col < mapWidth / 2) {
owner = 3; // Country 3 (Blue) - middle left
} else {
owner = 4; // Country 4 (Purple) - middle right
}
} else {
// Bottom third - countries 5 and 6
if (col < mapWidth / 2) {
owner = 5; // Country 5 (Orange) - bottom left
} else {
owner = 6; // Country 6 (Cyan) - bottom right
}
}
// If no specific owner assigned, make it sea
if (owner === 0 && !isSea) {
isSea = true;
}
}
var territory = new Territory();
territory.init(id, x, y, owner, isSea);
territories.push(territory);
game.addChild(territory);
id++;
}
}
// Build adjacency for sea territories (by index)
for (var i = 0; i < territories.length; i++) {
if (territories[i].isSea) {
var neighbors = getNeighbors(territories[i]);
seaAdjacency[i] = [];
for (var j = 0; j < neighbors.length; j++) {
if (neighbors[j].isSea) {
var neighborIndex = territories.indexOf(neighbors[j]);
if (neighborIndex !== -1) {
seaAdjacency[i].push(neighborIndex);
}
}
}
}
}
// Attach adjacency info to each sea territory for easy access
for (var i = 0; i < territories.length; i++) {
if (territories[i].isSea) {
territories[i].adjacentSeaIndices = seaAdjacency[i];
}
}
// Add colonizable territories (distant islands) based on map layout
// We'll add 3 colonizable islands: one near the top, one near the middle, one near the bottom, in the sea columns
var colonizableIslands = [{
col: 2,
row: 1,
reward: 80
}, {
col: 5,
row: Math.floor(mapHeight / 2),
reward: 100
}, {
col: 2,
row: mapHeight - 2,
reward: 120
}];
for (var i = 0; i < colonizableIslands.length; i++) {
var island = colonizableIslands[i];
var x = startX + island.col * territorySpacing;
var y = startY + island.row * territorySpacing;
var territory = new Territory();
territory.init(territories.length, x, y, 0, false);
territory.isColonizable = true;
territory.colonizationReward = island.reward;
// Set 5 armies for colonizable territories
territory.armies = 5;
if (territory.armyText) {
territory.armyText.setText("5");
}
territory.updateGraphics();
territories.push(territory);
game.addChild(territory);
}
// Create initial ships for player and enemy
createShips();
updateTerritoryCount();
}
// Create initial ships
function createShips() {
// Find sea territories for ship placement
var seaTerritories = [];
for (var i = 0; i < territories.length; i++) {
if (territories[i].isSea) {
seaTerritories.push(territories[i]);
}
}
// Place initial ships
if (seaTerritories.length > 0) {
// Player ship - automatically select it to start on the ship
var playerShip = new Ship();
var playerSeaPos = seaTerritories[Math.floor(Math.random() * seaTerritories.length)];
playerShip.init(1, playerSeaPos.x, playerSeaPos.y);
ships.push(playerShip);
// Auto-select the player ship so they start on it
selectShip(playerShip);
// Enemy ship
var enemyShip = new Ship();
var enemySeaPos = seaTerritories[Math.floor(Math.random() * seaTerritories.length)];
enemyShip.init(2, enemySeaPos.x, enemySeaPos.y);
ships.push(enemyShip);
// Ensure ships are always rendered above sea territories by adding them after all territories are added
game.addChild(playerShip);
game.addChild(enemyShip);
}
}
// Ship selection
function selectShip(ship) {
if (selectedDifficulty === null) return;
if (currentTurn !== 1) return;
// Deselect previous selections
if (selectedTerritory) {
selectedTerritory.selected = false;
selectedTerritory.updateGraphics();
selectedTerritory = null;
}
if (selectedShip) {
selectedShip.selected = false;
selectedShip.shipGraphics.tint = 0x27ae60; // Reset to green
}
// Select new ship
selectedShip = ship;
ship.selected = true;
ship.shipGraphics.tint = 0xf1c40f; // Yellow when selected
// Remove all possible move highlights when selecting a ship, only show on click
for (var i = 0; i < territories.length; i++) {
if (territories[i].isSea) {
territories[i].showAsTarget = false;
territories[i].updateGraphics();
}
}
// Do not show possible moves here; will be shown on ship click (down event)
hidePowerSelection();
updateInstructions();
}
// 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;
var country1Count = 0,
country2Count = 0,
country3Count = 0;
var country4Count = 0,
country5Count = 0,
country6Count = 0;
totalTerritories = territories.length;
for (var i = 0; i < territories.length; i++) {
if (territories[i].owner === 1) {
playerTerritories++;
country1Count++;
playerTotalArmies += territories[i].armies;
} else if (territories[i].owner === 2) {
enemyTerritories++;
country2Count++;
} else if (territories[i].owner === 3) {
country3Count++;
} else if (territories[i].owner === 4) {
country4Count++;
} else if (territories[i].owner === 5) {
country5Count++;
} else if (territories[i].owner === 6) {
country6Count++;
}
}
// Update score display
if (scoreText) {
scoreText.setText("Countries - Green: " + country1Count + " | Red: " + country2Count + " | Blue: " + country3Count + " | Purple: " + country4Count + " | Orange: " + country5Count + " | Cyan: " + country6Count);
}
// 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();
}
}
// Declare war function
function declareWar(countryId) {
warDeclarations[countryId] = true;
if (instructionText) {
instructionText.setText("War declared on Country " + countryId + "! You can now attack their territories.");
}
}
// Territory selection
function selectTerritory(territory) {
if (selectedDifficulty === null) return;
if (currentTurn !== 1) return; // Only during player turn
// If we're in target selection mode, cancel it
if (gameState === 'selectingTarget') {
// Clear target highlighting
for (var i = 0; i < attackTargets.length; i++) {
attackTargets[i].showAsTarget = false;
attackTargets[i].updateGraphics();
}
gameState = 'playing';
attackTargets = [];
}
// 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);
}
// Handle enemy territory clicks - show diplomacy panel
if (territory.owner !== 1 && territory.owner !== 0) {
// Create diplomacy panel if it doesn't exist
if (!diplomacyPanel) {
diplomacyPanel = new DiplomacyPanel();
diplomacyPanel.init(territory.owner);
} else {
// Update existing panel for new country
diplomacyPanel.targetCountry = territory.owner;
diplomacyPanel.titleText.setText("Diplomacy with Country " + territory.owner);
}
diplomacyPanel.show();
return;
}
// 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);
// Show power selection for territories with armies > 1
if (!territory.isSea && territory.armies > 1) {
showPowerSelection(territory.armies - 1);
} else {
hidePowerSelection();
}
updateInstructions();
} else {
hidePowerSelection();
}
}
// 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
function attackTerritory() {
if (selectedDifficulty === null) return;
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) {
// Check if we can attack this country (either neutral or at war)
if (neighbors[i].owner === 0 || warDeclarations[neighbors[i].owner]) {
targets.push(neighbors[i]);
}
}
}
if (targets.length > 0) {
// Show target selection mode
gameState = 'selectingTarget';
attackTargets = targets;
// Highlight all possible targets
for (var i = 0; i < targets.length; i++) {
targets[i].showAsTarget = true;
targets[i].updateGraphics();
}
if (instructionText) {
instructionText.setText("Select a territory to attack");
}
}
}
// Execute attack on selected target
function executeAttack(target) {
if (!selectedTerritory || !target) return;
// Clear target highlighting
for (var i = 0; i < attackTargets.length; i++) {
attackTargets[i].showAsTarget = false;
attackTargets[i].updateGraphics();
}
// Simple combat resolution using selected attack power
var attackPower = selectedAttackPower;
var defensePower = target.armies;
if (attackPower > defensePower) {
// Victory
target.setOwner(1, attackPower - defensePower);
selectedTerritory.armies = selectedTerritory.armies - attackPower;
selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
LK.getSound('capture').play();
} else {
// Defeat - lose the armies used in attack
selectedTerritory.armies = selectedTerritory.armies - attackPower;
selectedTerritory.armyText.setText(selectedTerritory.armies.toString());
if (defensePower > attackPower) {
target.armies = defensePower - attackPower;
target.armyText.setText(target.armies.toString());
}
}
LK.getSound('attack').play();
updateTerritoryCount();
// Reset game state
gameState = 'playing';
attackTargets = [];
endPlayerTurn();
}
// Recruit armies action
function recruitArmies() {
if (selectedDifficulty === null) return;
if (!selectedTerritory) return;
var recruitCost = 100; // Increased 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");
}
}
}
// Build ship action
function buildShip() {
if (selectedDifficulty === null) return;
if (!selectedTerritory || selectedTerritory.isSea) return;
var shipCost = 200; //{4Z} // Increased cost
// Determine which country's money to use
var owner = selectedTerritory.owner;
if (owner === 0 || owner === undefined) return; // Only countries can build ships
// Only allow if the country has enough money
var canBuild = false;
if (owner === 1 && playerMoney >= shipCost) {
canBuild = true;
} else if (owner === 2 && aiMoney >= shipCost) {
canBuild = true;
} else if (owner > 2) {
// For AI countries 3-6, give them their own money pool if not present
if (typeof window['countryMoney' + owner] === "undefined") {
window['countryMoney' + owner] = 100;
}
if (window['countryMoney' + owner] >= shipCost) {
canBuild = true;
}
}
if (canBuild) {
// Find adjacent sea territory
var neighbors = getNeighbors(selectedTerritory);
var seaNeighbors = [];
for (var i = 0; i < neighbors.length; i++) {
if (neighbors[i].isSea) {
seaNeighbors.push(neighbors[i]);
}
}
if (seaNeighbors.length > 0) {
// Deduct money from the correct pool
if (owner === 1) {
playerMoney -= shipCost;
} else if (owner === 2) {
aiMoney -= shipCost;
} else if (owner > 2) {
window['countryMoney' + owner] -= shipCost;
}
var seaPos = seaNeighbors[0];
var newShip = new Ship();
newShip.init(owner, seaPos.x, seaPos.y);
ships.push(newShip);
// Ensure new ships are rendered above sea territories
game.addChild(newShip);
if (owner === 1 && playerMoneyText) {
playerMoneyText.setText("Money: " + playerMoney);
}
endPlayerTurn();
} else {
if (instructionText && owner === 1) {
instructionText.setText("No adjacent sea territory to build ship!");
}
}
} else {
if (instructionText && owner === 1) {
instructionText.setText("Not enough money! Need $" + shipCost + " to build ship");
}
}
}
// Naval combat
function navalCombat(attackerShip, defenderShip) {
var damage = 1;
var defenderDestroyed = defenderShip.takeDamage(damage);
if (defenderDestroyed) {
// Remove destroyed ship
var index = ships.indexOf(defenderShip);
if (index > -1) {
ships.splice(index, 1);
}
defenderShip.destroy();
LK.getSound('capture').play();
} else {
LK.getSound('attack').play();
}
}
// Per-country ship build timers for AI countries 3-6
var countryShipTimers = {};
// Per-country war declaration timers for AI countries 2-6 (enemy and other AIs)
var countryWarTimers = {};
for (var c = 2; c <= 6; c++) {
// For war timers: if not at war, 12 turns; if at war, 30 turns (will be set dynamically in aiTurn)
countryWarTimers[c] = Math.floor(Math.random() * 3) + 10; // randomize initial timer between 10-12
}
for (var c = 3; c <= 6; c++) {
// Randomize initial timer between 3 and 5
countryShipTimers[c] = Math.floor(Math.random() * 3) + 3;
}
// End player turn
function endPlayerTurn() {
if (selectedTerritory) {
selectedTerritory.selected = false;
selectedTerritory.updateGraphics();
selectedTerritory = null;
}
hidePowerSelection();
// Generate income based on territories owned
generateIncome();
currentTurn = 2;
if (turnCounterText) {
// Only increment turn number at the end of the player's turn
var turnTextValue = typeof turnCounterText.text === "string" ? turnCounterText.text : turnCounterText.text !== undefined && turnCounterText.text !== null ? String(turnCounterText.text) : "";
var matches = turnTextValue.match(/\d+/);
var currentTurnNumber = matches ? parseInt(matches[0], 10) : 1;
currentTurnNumber++;
if (currentTurnNumber > 10000) currentTurnNumber = 10000;
turnCounterText.setText("Turn: " + currentTurnNumber);
}
updateInstructions();
// AI turn after short delay
LK.setTimeout(function () {
aiTurn();
}, 1000);
}
// Helper: AI build ship for a country if possible
function aiBuildShipForCountry(countryId) {
// Find all territories owned by this country
var owned = [];
for (var i = 0; i < territories.length; i++) {
if (territories[i].owner === countryId && !territories[i].isSea) {
owned.push(territories[i]);
}
}
// Try to build ship from a random owned territory with adjacent sea
if (owned.length > 0) {
var t = owned[Math.floor(Math.random() * owned.length)];
var neighbors = getNeighbors(t);
var seaNeighbors = [];
for (var j = 0; j < neighbors.length; j++) {
if (neighbors[j].isSea) seaNeighbors.push(neighbors[j]);
}
if (seaNeighbors.length > 0) {
// Deduct money if needed (handled in buildShip, but we do it here for AI)
if (typeof window['countryMoney' + countryId] === "undefined") {
window['countryMoney' + countryId] = 100;
}
var shipCost = 200;
if (window['countryMoney' + countryId] >= shipCost) {
window['countryMoney' + countryId] -= shipCost;
var seaPos = seaNeighbors[0];
var newShip = new Ship();
newShip.init(countryId, seaPos.x, seaPos.y);
ships.push(newShip);
game.addChild(newShip);
return true;
}
}
}
return false;
}
// Simple AI turn
function aiTurn() {
// Generate AI income
var aiIncome = enemyTerritories * incomePerTerritory;
aiMoney += aiIncome;
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 = [];
// In easy mode, AI never attacks
if (selectedDifficulty === "easy") {
// AI does not attack, just does economy/ship/army actions below
playerTargets = [];
} else {
for (var j = 0; j < neighbors.length; j++) {
// AI can attack player territories if war is declared on AI (country 2)
if (neighbors[j].owner === 1 && warDeclarations[2]) {
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 decides what to do based on money and strategy
var action = Math.random();
var recruitCost = 50;
var shipCost = 100;
if (action < 0.4 && aiMoney >= recruitCost) {
// 40% chance to recruit armies if affordable
aiMoney -= recruitCost;
aiTerritory.addArmies(2);
} else if (action < 0.7 && aiMoney >= shipCost) {
// 30% chance to build ship if possible and affordable
var seaNeighbors = [];
for (var k = 0; k < neighbors.length; k++) {
if (neighbors[k].isSea) {
seaNeighbors.push(neighbors[k]);
}
}
if (seaNeighbors.length > 0) {
// Build ship in adjacent sea
aiMoney -= shipCost;
var seaPos = seaNeighbors[0];
var newShip = new Ship();
newShip.init(2, seaPos.x, seaPos.y);
ships.push(newShip);
// Ensure AI ships are rendered above sea territories
game.addChild(newShip);
} else {
// No sea nearby, recruit if affordable or just add basic army
if (aiMoney >= recruitCost) {
aiMoney -= recruitCost;
aiTerritory.addArmies(2);
} else {
aiTerritory.addArmies(1);
}
}
} else {
// Default action - add basic army (free)
aiTerritory.addArmies(1);
}
}
}
// AI war declaration logic for hard difficulty
if (selectedDifficulty === "hard") {
// AI countries 2-6 may declare war more frequently
for (var c = 2; c <= 6; c++) {
// Only consider declaring war on countries we are not already at war with
if (!warDeclarations[c]) {
countryWarTimers[c]--;
if (countryWarTimers[c] <= 0) {
// Declare war on a random other country (not self)
var possibleTargets = [];
for (var t = 1; t <= 6; t++) {
if (t !== c && !warDeclarations[t]) {
possibleTargets.push(t);
}
}
if (possibleTargets.length > 0) {
var target = possibleTargets[Math.floor(Math.random() * possibleTargets.length)];
warDeclarations[target] = true;
// Optionally, show a message if the player is the target
if (target === 1 && instructionText) {
instructionText.setText("Country " + c + " has declared war on you!");
}
}
// Reset timer for next declaration (12 turns if not at war, 30 if at war)
if (warDeclarations[c]) {
countryWarTimers[c] = 30;
} else {
countryWarTimers[c] = 12;
}
}
} else {
// If already at war, use longer timer before next declaration
countryWarTimers[c]--;
if (countryWarTimers[c] <= 0) {
// Try to declare war on another country (not self, not already at war)
var possibleTargets = [];
for (var t = 1; t <= 6; t++) {
if (t !== c && !warDeclarations[t]) {
possibleTargets.push(t);
}
}
if (possibleTargets.length > 0) {
var target = possibleTargets[Math.floor(Math.random() * possibleTargets.length)];
warDeclarations[target] = true;
if (target === 1 && instructionText) {
instructionText.setText("Country " + c + " has declared war on you!");
}
}
// Reset timer for next declaration (30 turns if at war)
countryWarTimers[c] = 30;
}
}
}
}
// In easy mode, AI never declares war (handled by not attacking above)
// AI countries 3-6: build ships every 3-5 turns if possible
for (var c = 3; c <= 6; c++) {
if (typeof countryShipTimers[c] === "undefined") {
countryShipTimers[c] = Math.floor(Math.random() * 3) + 3;
}
countryShipTimers[c]--;
if (countryShipTimers[c] <= 0) {
var built = aiBuildShipForCountry(c);
// Reset timer regardless of success, so they try again in 3-5 turns
countryShipTimers[c] = Math.floor(Math.random() * 3) + 3;
}
}
// AI ship movement and naval combat
var aiShips = [];
for (var i = 0; i < ships.length; i++) {
if (ships[i].owner === 2) {
aiShips.push(ships[i]);
}
}
if (aiShips.length > 0) {
var aiShip = aiShips[Math.floor(Math.random() * aiShips.length)];
// Look for player ships to attack
var playerShips = [];
for (var i = 0; i < ships.length; i++) {
if (ships[i].owner === 1) {
var distance = Math.abs(ships[i].x - aiShip.x) + Math.abs(ships[i].y - aiShip.y);
if (distance < 200) {
// Close enough to attack
playerShips.push(ships[i]);
}
}
}
if (playerShips.length > 0) {
// Attack nearest player ship
var target = playerShips[0];
navalCombat(aiShip, target);
} else {
// Look for colonizable territories
var colonizableTargets = [];
for (var i = 0; i < territories.length; i++) {
if (territories[i].isColonizable && territories[i].owner === 0 && !territories[i].isSea) {
var distance = Math.abs(territories[i].x - aiShip.x) + Math.abs(territories[i].y - aiShip.y);
if (distance <= territorySpacing * 1.5) {
colonizableTargets.push(territories[i]);
}
}
}
if (colonizableTargets.length > 0) {
// Colonize nearest available territory
var target = colonizableTargets[0];
target.setOwner(2, 2);
target.isColonizable = false; // No longer colonizable
aiMoney += target.colonizationReward;
} else {
// Move to random sea territory or towards colonizable islands
var moveTargets = [];
// Add sea territories
for (var i = 0; i < territories.length; i++) {
if (territories[i].isSea) {
moveTargets.push(territories[i]);
}
}
// Add positions near colonizable islands
for (var i = 0; i < territories.length; i++) {
if (territories[i].isColonizable && territories[i].owner === 0) {
moveTargets.push(territories[i]);
}
}
if (moveTargets.length > 0) {
var newPos = moveTargets[Math.floor(Math.random() * moveTargets.length)];
aiShip.x = newPos.x;
aiShip.y = newPos.y;
}
}
}
}
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;
if (turnCounterText) {
turnCounterText.setText("Turn: 1");
}
// Turn counter (top right, avoid top left 100x100)
turnCounterText = new Text2("Turn: 1", {
size: 36,
fill: 0xffffff
});
turnCounterText.anchor.set(1, 0); // right-top
LK.gui.topRight.addChild(turnCounterText);
turnCounterText.x = 0;
turnCounterText.y = 0;
// 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 - 200, 2732 - 120);
actionButtons.push(attackBtn);
game.addChild(attackBtn);
var recruitBtn = new ActionButton();
recruitBtn.init("Recruit", recruitArmies, 2048 / 2 - 60, 2732 - 120);
actionButtons.push(recruitBtn);
game.addChild(recruitBtn);
var buildShipBtn = new ActionButton();
buildShipBtn.init("Build Ship", buildShip, 2048 / 2 + 80, 2732 - 120);
actionButtons.push(buildShipBtn);
game.addChild(buildShipBtn);
// Skip Turn button
var skipTurnBtn = new ActionButton();
skipTurnBtn.init("Skip Turn", function () {
if (selectedDifficulty === null) return;
if (currentTurn === 1) {
endPlayerTurn();
}
}, 2048 / 2 + 220, 2732 - 120);
actionButtons.push(skipTurnBtn);
game.addChild(skipTurnBtn);
// Power selection display
powerText = new Text2("Attack Power: 1/1", {
size: 28,
fill: 0xffff00
});
powerText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(powerText);
powerText.y = -240;
powerText.visible = false;
// Power adjustment buttons
var powerDownBtn = new ActionButton();
powerDownBtn.init("-", decreasePower, 2048 / 2 - 100, 2732 - 180);
actionButtons.push(powerDownBtn);
game.addChild(powerDownBtn);
powerDownBtn.visible = false;
var powerUpBtn = new ActionButton();
powerUpBtn.init("+", increasePower, 2048 / 2 + 100, 2732 - 180);
actionButtons.push(powerUpBtn);
game.addChild(powerUpBtn);
powerUpBtn.visible = false;
// Store power buttons for visibility control
powerDownButton = powerDownBtn;
powerUpButton = powerUpBtn;
}
// Power selection functions
function decreasePower() {
if (selectedDifficulty === null) return;
if (selectedAttackPower > 1) {
selectedAttackPower--;
updatePowerDisplay();
}
}
function increasePower() {
if (selectedDifficulty === null) return;
if (selectedAttackPower < maxAttackPower) {
selectedAttackPower++;
updatePowerDisplay();
}
}
function updatePowerDisplay() {
if (powerText) {
powerText.setText("Attack Power: " + selectedAttackPower + "/" + maxAttackPower);
}
}
function showPowerSelection(maxPower) {
maxAttackPower = maxPower;
selectedAttackPower = Math.min(selectedAttackPower, maxAttackPower);
powerSelectionMode = true;
if (powerText) {
powerText.visible = true;
updatePowerDisplay();
}
if (powerDownButton && powerUpButton) {
powerDownButton.visible = true;
powerUpButton.visible = true;
}
}
function hidePowerSelection() {
powerSelectionMode = false;
if (powerText) {
powerText.visible = false;
}
if (powerDownButton && powerUpButton) {
powerDownButton.visible = false;
powerUpButton.visible = false;
}
}
// Update instruction text
function updateInstructions() {
if (selectedDifficulty === null) {
if (instructionText) {
instructionText.setText("Please select a difficulty (Easy, Medium, Hard)");
}
return;
}
if (currentTurn === 1) {
if (turnText) {
turnText.setText("Your Turn");
}
if (instructionText) {
if (selectedShip) {
instructionText.setText("Ship selected - Move to sea or attack enemy ships");
} else if (selectedTerritory) {
if (selectedTerritory.isSea) {
instructionText.setText("Sea territory selected - Ships can move here");
} else if (powerSelectionMode) {
instructionText.setText("Use +/- to choose attack power, then Attack, Recruit ($100), or Build Ship ($200)");
} else {
instructionText.setText("Territory selected - Attack, Recruit ($100), or Build Ship ($200)");
}
} else {
instructionText.setText("Select your territory/ship (green), then choose an action");
}
}
} else {
if (turnText) {
turnText.setText("Enemy Turn");
}
if (instructionText) {
instructionText.setText("Enemy is thinking...");
}
}
}
// Game update loop for naval combat highlighting
game.update = function () {
// Highlight enemy ships in combat range when player ship is selected
if (selectedShip && selectedShip.owner === 1) {
for (var i = 0; i < ships.length; i++) {
if (ships[i].owner === 2) {
var distance = Math.abs(selectedShip.x - ships[i].x) + Math.abs(selectedShip.y - ships[i].y);
if (distance < 200) {
// Highlight enemy ship in range
ships[i].shipGraphics.tint = 0xff6b6b; // Red tint for attackable
} else {
ships[i].shipGraphics.tint = 0xe74c3c; // Default red for enemy
}
}
}
} else {
// Reset all ship colors when no ship selected
for (var i = 0; i < ships.length; i++) {
if (ships[i].owner === 2) {
ships[i].shipGraphics.tint = 0xe74c3c; // Default red for enemy
} else if (ships[i].owner === 1 && ships[i] !== selectedShip) {
ships[i].shipGraphics.tint = 0x27ae60; // Default green for player
}
}
}
};
// Difficulty selection UI
function showDifficultySelection() {
// Block all game actions until difficulty is selected
gameState = "selectingDifficulty";
// Hide all action buttons
for (var i = 0; i < actionButtons.length; i++) {
actionButtons[i].visible = false;
}
// Hide power selection
hidePowerSelection();
// Create a full-screen overlay container for difficulty selection
if (typeof difficultyOverlay !== "undefined" && difficultyOverlay.parent) {
difficultyOverlay.parent.removeChild(difficultyOverlay);
}
difficultyOverlay = new Container();
difficultyOverlay.x = 0;
difficultyOverlay.y = 0;
// Add a semi-transparent background to block game interaction
var overlayBg = LK.getAsset('actionButton', {
anchorX: 0,
anchorY: 0,
scaleX: 2048 / 180,
scaleY: 2732 / 60
});
overlayBg.alpha = 0.85;
overlayBg.tint = 0x222222;
difficultyOverlay.addChild(overlayBg);
// Show difficulty selection text
difficultyText = new Text2("Select Difficulty", {
size: 60,
fill: 0xffffff
});
difficultyText.anchor.set(0.5, 0.5);
difficultyText.x = 2048 / 2;
difficultyText.y = 2732 / 2 - 200;
difficultyOverlay.addChild(difficultyText);
// Button positions
var btnY = 2732 / 2;
var btnSpacing = 220;
var btnLabels = [{
label: "Easy",
value: "easy"
}, {
label: "Medium",
value: "medium"
}, {
label: "Hard",
value: "hard"
}];
for (var i = 0; i < btnLabels.length; i++) {
var btn = new ActionButton();
btn.init(btnLabels[i].label, function (difficulty) {
return function () {
selectDifficulty(difficulty);
};
}(btnLabels[i].value), 2048 / 2 + (i - 1) * btnSpacing, btnY);
difficultyButtons.push(btn);
difficultyOverlay.addChild(btn);
}
// Add overlay to game
game.addChild(difficultyOverlay);
}
// Remove difficulty selection UI and start the game
function selectDifficulty(difficulty) {
selectedDifficulty = difficulty;
// Remove difficulty UI overlay
if (typeof difficultyOverlay !== "undefined" && difficultyOverlay.parent) {
difficultyOverlay.parent.removeChild(difficultyOverlay);
}
difficultyButtons = [];
// Show action buttons
for (var i = 0; i < actionButtons.length; i++) {
actionButtons[i].visible = true;
}
// Set game state to playing and update UI
gameState = "playing";
updateInstructions();
}
// Initialize the game
createMap();
createUI();
showDifficultySelection();
updateInstructions(); ===================================================================
--- original.js
+++ change.js
@@ -882,9 +882,10 @@
currentTurn = 2;
if (turnCounterText) {
// Only increment turn number at the end of the player's turn
var turnTextValue = typeof turnCounterText.text === "string" ? turnCounterText.text : turnCounterText.text !== undefined && turnCounterText.text !== null ? String(turnCounterText.text) : "";
- var currentTurnNumber = parseInt(turnTextValue.replace(/\D/g, "")) || 1;
+ var matches = turnTextValue.match(/\d+/);
+ var currentTurnNumber = matches ? parseInt(matches[0], 10) : 1;
currentTurnNumber++;
if (currentTurnNumber > 10000) currentTurnNumber = 10000;
turnCounterText.setText("Turn: " + currentTurnNumber);
}
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