User prompt
Oyun kasmaması için, Ram yenileme çalışması ekle.
User prompt
Yapay zeka hareketleri çok daha akıllıca olsun
User prompt
Oyuncu kulelerinin altında Player yazsın.
User prompt
Birim gönderimi, kule biriminin daima yarısı olsun.
User prompt
Düşman kulelerinin hareketleri aynı olmasın, hepsi farklı bir strateji sergilesin.
User prompt
Her düşmana rastgele bir isim ver. Sahip olduğu kulelerin alt kısmında düşman isimleri yazsın.
User prompt
Birimler sıra halinde değil de; Dağınık şekilde ilerlesinler.
User prompt
Oyun ekran boyutunun tamamını %50 oranında Büyüt.
User prompt
Birden fazla düşman olsun. Düşmanlar da birbirleri ile savaşabilsin.
User prompt
Oyun ekran boyutunun tamamını %50 oranında küçült.
User prompt
Birimler savaşırken küçük görsel oluştur. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Seçim vurguları**: Seçili kulelerin etrafında dönen renk halkaları - **Hedef göstergeleri**: Sürüklerken hedef kulenin renkli yanıp sönmesi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Powerup geliştirmelerine de, düşmana asker gönderiyor gibi, asker gönderelim. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Güçlendirici objeler**: Haritada rastgele beliren, geçici güç veren objeler. Asker göndererek bunları aktif etme. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Özel kule tipleri**: Savunma kulesi (mor), hızlı saldırı kulesi (turuncu), üretim kulesi (altın)
User prompt
**Parçacık sistemleri**: Savaş sırasında patlama efektleri, kulelerde birim üretimi sırasında ışık parçacıkları ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Renk geçişleri**: Kulelerin sahiplik değişimi sırasında yumuşak renk geçişleri ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kulelerde, ne kadar fazla birim varsa; birim üretim hızı ona nazaran bir tık fazla olsun.
User prompt
Sağ alt kenara Reset butonu ekle. Basınca herşey sıfırlansın.
User prompt
Seviye sayısını 3 yerine 10 yap. ona göre zorluk sistemi belirle.
User prompt
Başlangıçta, her zaman düşman kulesinden 10 birim fazla olacak şekilde başlasın.
User prompt
Maksimum asker sayısı 50 yerine 100 olsun.
User prompt
Game over olunca herşey sıfırdan başlasın.
User prompt
Oyun başlayınca 5 saniye rakip beklesin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman birlikleri ile karşılaşan askerler savaşsın ve birbirini yok etsin.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var PathLine = Container.expand(function () {
var self = Container.call(this);
self.points = [];
self.graphics = [];
self.setPath = function (points) {
// Clear old graphics
for (var i = 0; i < self.graphics.length; i++) {
self.graphics[i].destroy();
}
self.graphics = [];
self.points = points;
// Draw new path
for (var i = 0; i < points.length - 1; i++) {
var dist = Math.sqrt(Math.pow(points[i + 1].x - points[i].x, 2) + Math.pow(points[i + 1].y - points[i].y, 2));
var segments = Math.floor(dist / 20);
for (var j = 0; j < segments; j++) {
var t = j / segments;
var dot = self.attachAsset('path', {
anchorX: 0.5,
anchorY: 0.5
});
dot.x = points[i].x + (points[i + 1].x - points[i].x) * t;
dot.y = points[i].y + (points[i + 1].y - points[i].y) * t;
dot.alpha = 0.5;
self.graphics.push(dot);
}
}
};
self.clear = function () {
for (var i = 0; i < self.graphics.length; i++) {
self.graphics[i].destroy();
}
self.graphics = [];
self.points = [];
};
return self;
});
var Tower = Container.expand(function () {
var self = Container.call(this);
self.owner = 0; // 0 = neutral, 1 = player, 2 = enemy
self.unitCount = 0;
self.maxUnits = 100;
self.spawnRate = 30; // ticks between spawns
self.lastSpawn = 0;
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
self.countText = new Text2('0', {
size: 60,
fill: 0xFFFFFF
});
self.countText.anchor.set(0.5, 0.5);
self.addChild(self.countText);
self.setOwner = function (newOwner) {
var oldOwner = self.owner;
self.owner = newOwner;
var targetColor;
if (newOwner === 0) {
targetColor = 0x888888; // neutral gray
} else if (newOwner === 1) {
targetColor = 0x4a90e2; // player blue
} else {
targetColor = 0xe74c3c; // enemy red
}
// Only animate if ownership actually changed
if (oldOwner !== newOwner) {
// Smooth color transition over 500ms
tween(towerGraphics, {
tint: targetColor
}, {
duration: 500,
easing: tween.easeInOut
});
} else {
// Immediate color change if no ownership change
towerGraphics.tint = targetColor;
}
};
self.addUnits = function (count) {
self.unitCount = Math.min(self.unitCount + count, self.maxUnits);
self.countText.setText(Math.floor(self.unitCount));
};
self.removeUnits = function (count) {
self.unitCount = Math.max(0, self.unitCount - count);
self.countText.setText(Math.floor(self.unitCount));
return count;
};
self.update = function () {
if (self.owner > 0) {
// Calculate dynamic spawn rate based on unit count
// More units = faster production (lower spawn rate number)
// Base rate is 30, reduced by unit count factor
var dynamicSpawnRate = Math.max(10, self.spawnRate - Math.floor(self.unitCount / 10));
if (LK.ticks - self.lastSpawn > dynamicSpawnRate) {
self.addUnits(1);
self.lastSpawn = LK.ticks;
}
}
};
return self;
});
var Unit = Container.expand(function () {
var self = Container.call(this);
self.owner = 1;
self.speed = 3;
self.targetTower = null;
self.pathIndex = 0;
self.path = [];
var unitGraphics = self.attachAsset('unit', {
anchorX: 0.5,
anchorY: 0.5
});
self.setOwner = function (owner) {
self.owner = owner;
if (owner === 1) {
unitGraphics.tint = 0x4a90e2; // player blue
} else {
unitGraphics.tint = 0xe74c3c; // enemy red
}
};
self.setPath = function (path, target) {
self.path = path;
self.targetTower = target;
self.pathIndex = 0;
if (path.length > 0) {
self.x = path[0].x;
self.y = path[0].y;
}
};
self.lastWasIntersecting = false;
self.update = function () {
if (!self.targetTower || self.pathIndex >= self.path.length) {
return;
}
// Check for combat with enemy units
var currentIntersecting = false;
for (var i = 0; i < units.length; i++) {
var otherUnit = units[i];
if (otherUnit !== self && otherUnit.owner !== self.owner) {
// Check if units are close enough to fight (within 30 pixels)
var combatDx = self.x - otherUnit.x;
var combatDy = self.y - otherUnit.y;
var combatDist = Math.sqrt(combatDx * combatDx + combatDy * combatDy);
if (combatDist < 30) {
currentIntersecting = true;
// Combat occurs - both units destroy each other
if (!self.lastWasIntersecting) {
// Create combat sparkle effects at the battle location
var battleX = (self.x + otherUnit.x) / 2;
var battleY = (self.y + otherUnit.y) / 2;
// Create multiple sparkle particles
for (var sparkleIndex = 0; sparkleIndex < 8; sparkleIndex++) {
var sparkle = game.attachAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5
});
sparkle.x = battleX + (Math.random() - 0.5) * 40;
sparkle.y = battleY + (Math.random() - 0.5) * 40;
sparkle.alpha = 1;
sparkle.scaleX = 0.5 + Math.random() * 0.5;
sparkle.scaleY = sparkle.scaleX;
sparkle.tint = 0xffff00 + Math.floor(Math.random() * 0x444444);
// Animate sparkles flying outward and fading
var randomAngle = Math.random() * Math.PI * 2;
var flyDistance = 50 + Math.random() * 30;
var targetX = sparkle.x + Math.cos(randomAngle) * flyDistance;
var targetY = sparkle.y + Math.sin(randomAngle) * flyDistance;
tween(sparkle, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0,
scaleY: 0
}, {
duration: 300 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
if (sparkle && sparkle.parent) {
sparkle.destroy();
}
}
});
}
// Flash both units red before destroying
LK.effects.flashObject(self, 0xff0000, 200);
LK.effects.flashObject(otherUnit, 0xff0000, 200);
LK.getSound('combat').play();
// Destroy both units after flash
LK.setTimeout(function () {
if (self && self.parent) {
self.destroy();
var selfIndex = units.indexOf(self);
if (selfIndex !== -1) {
units.splice(selfIndex, 1);
}
}
if (otherUnit && otherUnit.parent) {
otherUnit.destroy();
var otherIndex = units.indexOf(otherUnit);
if (otherIndex !== -1) {
units.splice(otherIndex, 1);
}
}
}, 200);
return;
}
}
}
}
self.lastWasIntersecting = currentIntersecting;
var target = self.path[self.pathIndex];
var dx = target.x - self.x;
var dy = target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.speed) {
self.pathIndex++;
if (self.pathIndex >= self.path.length && self.targetTower) {
// Reached target tower
if (self.targetTower.owner === self.owner) {
self.targetTower.addUnits(1);
} else {
self.targetTower.unitCount--;
if (self.targetTower.unitCount < 0) {
self.targetTower.unitCount = 1;
self.targetTower.setOwner(self.owner);
LK.getSound('capture').play();
}
self.targetTower.countText.setText(Math.floor(Math.abs(self.targetTower.unitCount)));
}
self.destroy();
units.splice(units.indexOf(self), 1);
}
} else {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var towers = [];
var units = [];
var currentPath = null;
var selectedTower = null;
var isDragging = false;
var currentLevel = storage.currentLevel || 0;
var aiStartTime = null; // Track when AI should start (null = not started yet)
// Level configurations - 10 levels with progressive difficulty (scaled down 50%)
var levels = [{
// Level 1 - Tutorial
towers: [{
x: 150,
y: 683,
owner: 1,
units: 30
}, {
x: 512,
y: 400,
owner: 0,
units: 10
}, {
x: 874,
y: 683,
owner: 2,
units: 20
}]
}, {
// Level 2 - Basic Strategy
towers: [{
x: 150,
y: 200,
owner: 1,
units: 35
}, {
x: 512,
y: 683,
owner: 0,
units: 15
}, {
x: 874,
y: 200,
owner: 2,
units: 25
}, {
x: 874,
y: 1166,
owner: 2,
units: 25
}]
}, {
// Level 3 - Multi-Front
towers: [{
x: 150,
y: 683,
owner: 1,
units: 45
}, {
x: 350,
y: 400,
owner: 0,
units: 15
}, {
x: 674,
y: 400,
owner: 0,
units: 15
}, {
x: 350,
y: 966,
owner: 0,
units: 15
}, {
x: 674,
y: 966,
owner: 0,
units: 15
}, {
x: 874,
y: 683,
owner: 2,
units: 35
}]
}, {
// Level 4 - Defensive Challenge
towers: [{
x: 150,
y: 683,
owner: 1,
units: 50
}, {
x: 300,
y: 300,
owner: 0,
units: 20
}, {
x: 512,
y: 200,
owner: 2,
units: 40
}, {
x: 724,
y: 300,
owner: 0,
units: 20
}, {
x: 874,
y: 683,
owner: 2,
units: 40
}, {
x: 512,
y: 1050,
owner: 2,
units: 40
}]
}, {
// Level 5 - Resource Management
towers: [{
x: 100,
y: 400,
owner: 1,
units: 55
}, {
x: 100,
y: 966,
owner: 1,
units: 55
}, {
x: 350,
y: 683,
owner: 0,
units: 25
}, {
x: 674,
y: 683,
owner: 0,
units: 25
}, {
x: 874,
y: 300,
owner: 2,
units: 45
}, {
x: 874,
y: 683,
owner: 2,
units: 45
}, {
x: 874,
y: 1066,
owner: 2,
units: 45
}]
}, {
// Level 6 - Territory Control
towers: [{
x: 150,
y: 200,
owner: 1,
units: 60
}, {
x: 150,
y: 1166,
owner: 1,
units: 60
}, {
x: 300,
y: 400,
owner: 0,
units: 30
}, {
x: 512,
y: 683,
owner: 0,
units: 30
}, {
x: 724,
y: 966,
owner: 0,
units: 30
}, {
x: 874,
y: 400,
owner: 2,
units: 50
}, {
x: 874,
y: 750,
owner: 2,
units: 50
}, {
x: 874,
y: 1100,
owner: 2,
units: 50
}]
}, {
// Level 7 - Advanced Tactics
towers: [{
x: 100,
y: 683,
owner: 1,
units: 65
}, {
x: 250,
y: 300,
owner: 0,
units: 35
}, {
x: 250,
y: 683,
owner: 0,
units: 35
}, {
x: 250,
y: 1066,
owner: 0,
units: 35
}, {
x: 512,
y: 200,
owner: 0,
units: 35
}, {
x: 512,
y: 1166,
owner: 0,
units: 35
}, {
x: 774,
y: 300,
owner: 0,
units: 35
}, {
x: 774,
y: 683,
owner: 0,
units: 35
}, {
x: 774,
y: 1066,
owner: 0,
units: 35
}, {
x: 924,
y: 683,
owner: 2,
units: 55
}]
}, {
// Level 8 - Siege Warfare
towers: [{
x: 150,
y: 300,
owner: 1,
units: 70
}, {
x: 150,
y: 683,
owner: 1,
units: 70
}, {
x: 150,
y: 1066,
owner: 1,
units: 70
}, {
x: 400,
y: 400,
owner: 0,
units: 40
}, {
x: 400,
y: 966,
owner: 0,
units: 40
}, {
x: 624,
y: 400,
owner: 0,
units: 40
}, {
x: 624,
y: 966,
owner: 0,
units: 40
}, {
x: 825,
y: 200,
owner: 2,
units: 60
}, {
x: 825,
y: 683,
owner: 2,
units: 60
}, {
x: 825,
y: 1166,
owner: 2,
units: 60
}]
}, {
// Level 9 - Final Challenge
towers: [{
x: 100,
y: 400,
owner: 1,
units: 75
}, {
x: 100,
y: 966,
owner: 1,
units: 75
}, {
x: 300,
y: 200,
owner: 0,
units: 45
}, {
x: 300,
y: 683,
owner: 0,
units: 45
}, {
x: 300,
y: 1166,
owner: 0,
units: 45
}, {
x: 512,
y: 300,
owner: 0,
units: 45
}, {
x: 512,
y: 1066,
owner: 0,
units: 45
}, {
x: 724,
y: 200,
owner: 0,
units: 45
}, {
x: 724,
y: 683,
owner: 0,
units: 45
}, {
x: 724,
y: 1166,
owner: 0,
units: 45
}, {
x: 874,
y: 300,
owner: 2,
units: 65
}, {
x: 874,
y: 683,
owner: 2,
units: 65
}, {
x: 874,
y: 1066,
owner: 2,
units: 65
}]
}, {
// Level 10 - Master's Trial
towers: [{
x: 75,
y: 683,
owner: 1,
units: 80
}, {
x: 200,
y: 300,
owner: 0,
units: 50
}, {
x: 200,
y: 550,
owner: 0,
units: 50
}, {
x: 200,
y: 816,
owner: 0,
units: 50
}, {
x: 200,
y: 1066,
owner: 0,
units: 50
}, {
x: 400,
y: 200,
owner: 0,
units: 50
}, {
x: 400,
y: 400,
owner: 0,
units: 50
}, {
x: 400,
y: 966,
owner: 0,
units: 50
}, {
x: 400,
y: 1166,
owner: 0,
units: 50
}, {
x: 624,
y: 200,
owner: 0,
units: 50
}, {
x: 624,
y: 400,
owner: 0,
units: 50
}, {
x: 624,
y: 966,
owner: 0,
units: 50
}, {
x: 624,
y: 1166,
owner: 0,
units: 50
}, {
x: 824,
y: 300,
owner: 0,
units: 50
}, {
x: 824,
y: 550,
owner: 0,
units: 50
}, {
x: 824,
y: 816,
owner: 0,
units: 50
}, {
x: 824,
y: 1066,
owner: 0,
units: 50
}, {
x: 949,
y: 683,
owner: 2,
units: 70
}]
}];
// UI Elements
var levelText = new Text2('Level ' + (currentLevel + 1), {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
function loadLevel(levelIndex) {
// Clear existing game objects
for (var i = 0; i < towers.length; i++) {
towers[i].destroy();
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
towers = [];
units = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
// Reset game state variables
selectedTower = null;
isDragging = false;
// Load new level
var levelData = levels[levelIndex % levels.length];
for (var i = 0; i < levelData.towers.length; i++) {
var towerData = levelData.towers[i];
var tower = new Tower();
tower.x = towerData.x;
tower.y = towerData.y;
tower.setOwner(towerData.owner);
tower.addUnits(towerData.units);
towers.push(tower);
game.addChild(tower);
}
levelText.setText('Level ' + (levelIndex + 1));
// Set AI to start after 5 seconds (5000ms)
aiStartTime = LK.ticks + 5 * 60; // 5 seconds at 60 FPS
}
function createPath(start, end) {
var points = [];
var steps = 20;
for (var i = 0; i <= steps; i++) {
points.push({
x: start.x + (end.x - start.x) * (i / steps),
y: start.y + (end.y - start.y) * (i / steps)
});
}
return points;
}
function sendUnits(fromTower, toTower, count) {
var path = createPath(fromTower, toTower);
var unitsToSend = Math.min(count, fromTower.unitCount);
for (var i = 0; i < unitsToSend; i++) {
var unit = new Unit();
unit.setOwner(fromTower.owner);
unit.setPath(path, toTower);
units.push(unit);
game.addChild(unit);
// Stagger unit spawning
tween(unit, {
x: path[0].x,
y: path[0].y
}, {
duration: i * 50,
onFinish: function onFinish() {
LK.getSound('deploy').play();
}
});
}
fromTower.removeUnits(unitsToSend);
}
function checkWinCondition() {
var playerTowers = 0;
var enemyTowers = 0;
for (var i = 0; i < towers.length; i++) {
if (towers[i].owner === 1) playerTowers++;
if (towers[i].owner === 2) enemyTowers++;
}
if (enemyTowers === 0) {
// Win condition
currentLevel++;
storage.currentLevel = currentLevel;
LK.showYouWin();
} else if (playerTowers === 0) {
// Lose condition - reset everything to start from beginning
currentLevel = 0;
storage.currentLevel = 0;
LK.showGameOver();
}
}
// Simple AI
function runAI() {
// Don't run AI until 5 seconds have passed
if (aiStartTime && LK.ticks < aiStartTime) {
return;
}
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.owner === 2 && tower.unitCount > 15) {
// Find nearest non-enemy tower
var nearestTower = null;
var nearestDist = Infinity;
for (var j = 0; j < towers.length; j++) {
if (towers[j].owner !== 2) {
var dx = towers[j].x - tower.x;
var dy = towers[j].y - tower.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < nearestDist) {
nearestDist = dist;
nearestTower = towers[j];
}
}
}
if (nearestTower) {
sendUnits(tower, nearestTower, Math.floor(tower.unitCount * 0.8));
}
}
}
}
game.down = function (x, y, obj) {
// Find if we clicked on a player tower (scaled down detection area)
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.owner === 1 && Math.abs(tower.x - x) < 37.5 && Math.abs(tower.y - y) < 37.5) {
selectedTower = tower;
isDragging = true;
if (!currentPath) {
currentPath = new PathLine();
game.addChild(currentPath);
}
currentPath.setPath([{
x: tower.x,
y: tower.y
}]);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging && selectedTower && currentPath) {
currentPath.setPath([{
x: selectedTower.x,
y: selectedTower.y
}, {
x: x,
y: y
}]);
}
};
game.up = function (x, y, obj) {
if (isDragging && selectedTower) {
// Find target tower (scaled down detection area)
var targetTower = null;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower !== selectedTower && Math.abs(tower.x - x) < 37.5 && Math.abs(tower.y - y) < 37.5) {
targetTower = tower;
break;
}
}
if (targetTower && selectedTower.unitCount > 0) {
sendUnits(selectedTower, targetTower, Math.floor(selectedTower.unitCount * 0.8));
}
if (currentPath) {
currentPath.clear();
}
}
isDragging = false;
selectedTower = null;
};
game.update = function () {
// Update all units
for (var i = units.length - 1; i >= 0; i--) {
if (!units[i] || !units[i].parent) {
units.splice(i, 1);
}
}
// Run AI every 2 seconds
if (LK.ticks % 120 === 0) {
runAI();
}
// Check win/lose conditions
if (LK.ticks % 60 === 0) {
checkWinCondition();
}
};
// Create Reset button
var resetButton = new Text2('Reset', {
size: 60,
fill: 0xFFFFFF
});
resetButton.anchor.set(1, 1); // Anchor to bottom right
LK.gui.bottomRight.addChild(resetButton);
// Reset button functionality
resetButton.down = function (x, y, obj) {
// Reset all game state
currentLevel = 0;
storage.currentLevel = 0;
// Clear existing game objects
for (var i = 0; i < towers.length; i++) {
towers[i].destroy();
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
towers = [];
units = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
// Reset game state variables
selectedTower = null;
isDragging = false;
aiStartTime = null;
// Load first level
loadLevel(currentLevel);
};
// Initialize first level
loadLevel(currentLevel);
// Play background music
LK.playMusic('battle');
; ===================================================================
--- original.js
+++ change.js
@@ -264,461 +264,461 @@
var selectedTower = null;
var isDragging = false;
var currentLevel = storage.currentLevel || 0;
var aiStartTime = null; // Track when AI should start (null = not started yet)
-// Level configurations - 10 levels with progressive difficulty
+// Level configurations - 10 levels with progressive difficulty (scaled down 50%)
var levels = [{
// Level 1 - Tutorial
towers: [{
- x: 300,
- y: 1366,
+ x: 150,
+ y: 683,
owner: 1,
units: 30
}, {
- x: 1024,
- y: 800,
+ x: 512,
+ y: 400,
owner: 0,
units: 10
}, {
- x: 1748,
- y: 1366,
+ x: 874,
+ y: 683,
owner: 2,
units: 20
}]
}, {
// Level 2 - Basic Strategy
towers: [{
- x: 300,
- y: 400,
+ x: 150,
+ y: 200,
owner: 1,
units: 35
}, {
- x: 1024,
- y: 1366,
+ x: 512,
+ y: 683,
owner: 0,
units: 15
}, {
- x: 1748,
- y: 400,
+ x: 874,
+ y: 200,
owner: 2,
units: 25
}, {
- x: 1748,
- y: 2332,
+ x: 874,
+ y: 1166,
owner: 2,
units: 25
}]
}, {
// Level 3 - Multi-Front
towers: [{
- x: 300,
- y: 1366,
+ x: 150,
+ y: 683,
owner: 1,
units: 45
}, {
- x: 700,
- y: 800,
+ x: 350,
+ y: 400,
owner: 0,
units: 15
}, {
- x: 1348,
- y: 800,
+ x: 674,
+ y: 400,
owner: 0,
units: 15
}, {
- x: 700,
- y: 1932,
+ x: 350,
+ y: 966,
owner: 0,
units: 15
}, {
- x: 1348,
- y: 1932,
+ x: 674,
+ y: 966,
owner: 0,
units: 15
}, {
- x: 1748,
- y: 1366,
+ x: 874,
+ y: 683,
owner: 2,
units: 35
}]
}, {
// Level 4 - Defensive Challenge
towers: [{
- x: 300,
- y: 1366,
+ x: 150,
+ y: 683,
owner: 1,
units: 50
}, {
- x: 600,
- y: 600,
+ x: 300,
+ y: 300,
owner: 0,
units: 20
}, {
- x: 1024,
- y: 400,
+ x: 512,
+ y: 200,
owner: 2,
units: 40
}, {
- x: 1448,
- y: 600,
+ x: 724,
+ y: 300,
owner: 0,
units: 20
}, {
- x: 1748,
- y: 1366,
+ x: 874,
+ y: 683,
owner: 2,
units: 40
}, {
- x: 1024,
- y: 2100,
+ x: 512,
+ y: 1050,
owner: 2,
units: 40
}]
}, {
// Level 5 - Resource Management
towers: [{
- x: 200,
- y: 800,
+ x: 100,
+ y: 400,
owner: 1,
units: 55
}, {
- x: 200,
- y: 1932,
+ x: 100,
+ y: 966,
owner: 1,
units: 55
}, {
- x: 700,
- y: 1366,
+ x: 350,
+ y: 683,
owner: 0,
units: 25
}, {
- x: 1348,
- y: 1366,
+ x: 674,
+ y: 683,
owner: 0,
units: 25
}, {
- x: 1748,
- y: 600,
+ x: 874,
+ y: 300,
owner: 2,
units: 45
}, {
- x: 1748,
- y: 1366,
+ x: 874,
+ y: 683,
owner: 2,
units: 45
}, {
- x: 1748,
- y: 2132,
+ x: 874,
+ y: 1066,
owner: 2,
units: 45
}]
}, {
// Level 6 - Territory Control
towers: [{
- x: 300,
- y: 400,
+ x: 150,
+ y: 200,
owner: 1,
units: 60
}, {
- x: 300,
- y: 2332,
+ x: 150,
+ y: 1166,
owner: 1,
units: 60
}, {
- x: 600,
- y: 800,
+ x: 300,
+ y: 400,
owner: 0,
units: 30
}, {
- x: 1024,
- y: 1366,
+ x: 512,
+ y: 683,
owner: 0,
units: 30
}, {
- x: 1448,
- y: 1932,
+ x: 724,
+ y: 966,
owner: 0,
units: 30
}, {
- x: 1748,
- y: 800,
+ x: 874,
+ y: 400,
owner: 2,
units: 50
}, {
- x: 1748,
- y: 1500,
+ x: 874,
+ y: 750,
owner: 2,
units: 50
}, {
- x: 1748,
- y: 2200,
+ x: 874,
+ y: 1100,
owner: 2,
units: 50
}]
}, {
// Level 7 - Advanced Tactics
towers: [{
- x: 200,
- y: 1366,
+ x: 100,
+ y: 683,
owner: 1,
units: 65
}, {
- x: 500,
- y: 600,
+ x: 250,
+ y: 300,
owner: 0,
units: 35
}, {
- x: 500,
- y: 1366,
+ x: 250,
+ y: 683,
owner: 0,
units: 35
}, {
- x: 500,
- y: 2132,
+ x: 250,
+ y: 1066,
owner: 0,
units: 35
}, {
- x: 1024,
- y: 400,
+ x: 512,
+ y: 200,
owner: 0,
units: 35
}, {
- x: 1024,
- y: 2332,
+ x: 512,
+ y: 1166,
owner: 0,
units: 35
}, {
- x: 1548,
- y: 600,
+ x: 774,
+ y: 300,
owner: 0,
units: 35
}, {
- x: 1548,
- y: 1366,
+ x: 774,
+ y: 683,
owner: 0,
units: 35
}, {
- x: 1548,
- y: 2132,
+ x: 774,
+ y: 1066,
owner: 0,
units: 35
}, {
- x: 1848,
- y: 1366,
+ x: 924,
+ y: 683,
owner: 2,
units: 55
}]
}, {
// Level 8 - Siege Warfare
towers: [{
- x: 300,
- y: 600,
+ x: 150,
+ y: 300,
owner: 1,
units: 70
}, {
- x: 300,
- y: 1366,
+ x: 150,
+ y: 683,
owner: 1,
units: 70
}, {
- x: 300,
- y: 2132,
+ x: 150,
+ y: 1066,
owner: 1,
units: 70
}, {
- x: 800,
- y: 800,
+ x: 400,
+ y: 400,
owner: 0,
units: 40
}, {
- x: 800,
- y: 1932,
+ x: 400,
+ y: 966,
owner: 0,
units: 40
}, {
- x: 1248,
- y: 800,
+ x: 624,
+ y: 400,
owner: 0,
units: 40
}, {
- x: 1248,
- y: 1932,
+ x: 624,
+ y: 966,
owner: 0,
units: 40
}, {
- x: 1650,
- y: 400,
+ x: 825,
+ y: 200,
owner: 2,
units: 60
}, {
- x: 1650,
- y: 1366,
+ x: 825,
+ y: 683,
owner: 2,
units: 60
}, {
- x: 1650,
- y: 2332,
+ x: 825,
+ y: 1166,
owner: 2,
units: 60
}]
}, {
// Level 9 - Final Challenge
towers: [{
- x: 200,
- y: 800,
+ x: 100,
+ y: 400,
owner: 1,
units: 75
}, {
- x: 200,
- y: 1932,
+ x: 100,
+ y: 966,
owner: 1,
units: 75
}, {
- x: 600,
- y: 400,
+ x: 300,
+ y: 200,
owner: 0,
units: 45
}, {
- x: 600,
- y: 1366,
+ x: 300,
+ y: 683,
owner: 0,
units: 45
}, {
- x: 600,
- y: 2332,
+ x: 300,
+ y: 1166,
owner: 0,
units: 45
}, {
- x: 1024,
- y: 600,
+ x: 512,
+ y: 300,
owner: 0,
units: 45
}, {
- x: 1024,
- y: 2132,
+ x: 512,
+ y: 1066,
owner: 0,
units: 45
}, {
- x: 1448,
- y: 400,
+ x: 724,
+ y: 200,
owner: 0,
units: 45
}, {
- x: 1448,
- y: 1366,
+ x: 724,
+ y: 683,
owner: 0,
units: 45
}, {
- x: 1448,
- y: 2333,
+ x: 724,
+ y: 1166,
owner: 0,
units: 45
}, {
- x: 1748,
- y: 600,
+ x: 874,
+ y: 300,
owner: 2,
units: 65
}, {
- x: 1748,
- y: 1366,
+ x: 874,
+ y: 683,
owner: 2,
units: 65
}, {
- x: 1748,
- y: 2132,
+ x: 874,
+ y: 1066,
owner: 2,
units: 65
}]
}, {
// Level 10 - Master's Trial
towers: [{
- x: 150,
- y: 1366,
+ x: 75,
+ y: 683,
owner: 1,
units: 80
}, {
- x: 400,
- y: 600,
+ x: 200,
+ y: 300,
owner: 0,
units: 50
}, {
- x: 400,
- y: 1100,
+ x: 200,
+ y: 550,
owner: 0,
units: 50
}, {
- x: 400,
- y: 1632,
+ x: 200,
+ y: 816,
owner: 0,
units: 50
}, {
+ x: 200,
+ y: 1066,
+ owner: 0,
+ units: 50
+ }, {
x: 400,
- y: 2132,
+ y: 200,
owner: 0,
units: 50
}, {
- x: 800,
+ x: 400,
y: 400,
owner: 0,
units: 50
}, {
- x: 800,
- y: 800,
+ x: 400,
+ y: 966,
owner: 0,
units: 50
}, {
- x: 800,
- y: 1932,
+ x: 400,
+ y: 1166,
owner: 0,
units: 50
}, {
- x: 800,
- y: 2333,
+ x: 624,
+ y: 200,
owner: 0,
units: 50
}, {
- x: 1248,
+ x: 624,
y: 400,
owner: 0,
units: 50
}, {
- x: 1248,
- y: 800,
+ x: 624,
+ y: 966,
owner: 0,
units: 50
}, {
- x: 1248,
- y: 1932,
+ x: 624,
+ y: 1166,
owner: 0,
units: 50
}, {
- x: 1248,
- y: 2333,
+ x: 824,
+ y: 300,
owner: 0,
units: 50
}, {
- x: 1648,
- y: 600,
+ x: 824,
+ y: 550,
owner: 0,
units: 50
}, {
- x: 1648,
- y: 1100,
+ x: 824,
+ y: 816,
owner: 0,
units: 50
}, {
- x: 1648,
- y: 1632,
+ x: 824,
+ y: 1066,
owner: 0,
units: 50
}, {
- x: 1648,
- y: 2132,
- owner: 0,
- units: 50
- }, {
- x: 1898,
- y: 1366,
+ x: 949,
+ y: 683,
owner: 2,
units: 70
}]
}];
@@ -843,12 +843,12 @@
}
}
}
game.down = function (x, y, obj) {
- // Find if we clicked on a player tower
+ // Find if we clicked on a player tower (scaled down detection area)
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
- if (tower.owner === 1 && Math.abs(tower.x - x) < 75 && Math.abs(tower.y - y) < 75) {
+ if (tower.owner === 1 && Math.abs(tower.x - x) < 37.5 && Math.abs(tower.y - y) < 37.5) {
selectedTower = tower;
isDragging = true;
if (!currentPath) {
currentPath = new PathLine();
@@ -874,13 +874,13 @@
}
};
game.up = function (x, y, obj) {
if (isDragging && selectedTower) {
- // Find target tower
+ // Find target tower (scaled down detection area)
var targetTower = null;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
- if (tower !== selectedTower && Math.abs(tower.x - x) < 75 && Math.abs(tower.y - y) < 75) {
+ if (tower !== selectedTower && Math.abs(tower.x - x) < 37.5 && Math.abs(tower.y - y) < 37.5) {
targetTower = tower;
break;
}
}
Saldırı kulesi, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, 3d olsun.
Saldırı kulesi, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, 3d olsun.
Gece çölü arkaplan resmi, Gerçekçi, kuş bakışı görünüm, yazısız. susuz. In-Game asset. High contrast. No shadows, 3d olsun..
Kılıç ve kalkanlı çağı saldırı askeri, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, renkli 3d olsun.