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; if (memoryManager.pathDotPool.length > 0) { dot = memoryManager.pathDotPool.pop(); dot.visible = true; dot.alpha = 0.5; self.addChild(dot); } else { 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++) { var dot = self.graphics[i]; if (dot && dot.parent) { dot.parent.removeChild(dot); dot.visible = false; memoryManager.pathDotPool.push(dot); } } 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); // Enemy name text (positioned below tower) self.nameText = new Text2('', { size: 40, fill: 0xFFFFFF }); self.nameText.anchor.set(0.5, 0); self.nameText.y = 90; // Position below the tower self.addChild(self.nameText); 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 if (newOwner === 2) { targetColor = 0xe74c3c; // enemy red } else if (newOwner === 3) { targetColor = 0x9b59b6; // enemy purple } else if (newOwner === 4) { targetColor = 0xf39c12; // enemy orange } else { targetColor = 0xe74c3c; // default enemy red } // Update name display if (newOwner >= 2) { // Enemy tower - show name var enemyName = assignEnemyName(newOwner); self.nameText.setText(enemyName); self.nameText.alpha = 1; } else if (newOwner === 1) { // Player tower - show "Player" self.nameText.setText('Player'); self.nameText.alpha = 1; } else { // Neutral tower - hide name self.nameText.setText(''); self.nameText.alpha = 0; } // 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 if (owner === 2) { unitGraphics.tint = 0xe74c3c; // enemy red } else if (owner === 3) { unitGraphics.tint = 0x9b59b6; // enemy purple } else if (owner === 4) { unitGraphics.tint = 0xf39c12; // enemy orange } else { unitGraphics.tint = 0xe74c3c; // default enemy red } }; self.setPath = function (path, target) { // Add random offset to create scattered movement var scatterRange = 40; // Maximum scatter distance var offsetX = (Math.random() - 0.5) * scatterRange; var offsetY = (Math.random() - 0.5) * scatterRange; // Create scattered path by adding random offsets to each point self.path = []; for (var i = 0; i < path.length; i++) { // Apply consistent offset throughout the path, but reduce it near the end var offsetFactor = Math.max(0.2, 1 - i / path.length * 0.8); self.path.push({ x: path[i].x + offsetX * offsetFactor, y: path[i].y + offsetY * offsetFactor }); } self.targetTower = target; self.pathIndex = 0; if (self.path.length > 0) { self.x = self.path[0].x; self.y = self.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 = memoryManager.getSparkle(); game.addChild(sparkle); 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) { memoryManager.recycleSparkle(sparkle); } } }); } // 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) { memoryManager.recycleUnit(self); var selfIndex = units.indexOf(self); if (selfIndex !== -1) { units.splice(selfIndex, 1); } } if (otherUnit && otherUnit.parent) { memoryManager.recycleUnit(otherUnit); 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))); } memoryManager.recycleUnit(self); units.splice(units.indexOf(self), 1); } } else { // Add slight random movement variation for scattered appearance var moveX = dx / dist * self.speed; var moveY = dy / dist * self.speed; // Add small random deviation (5% of movement speed) var deviation = self.speed * 0.05; moveX += (Math.random() - 0.5) * deviation; moveY += (Math.random() - 0.5) * deviation; self.x += moveX; self.y += moveY; } }; 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) // Enemy names for different factions var enemyNames = ["Karabekir", "Enver", "Talat", "Cemal", "İsmet", "Fevzi", "Kazım", "Refet", "Ali Fuat", "Rauf", "Bekir Sami", "Adnan", "Kâzım Özalp", "Salih", "Nureddin"]; var assignedEnemyNames = {}; // Track names assigned to each enemy faction // Level configurations - 10 levels with progressive difficulty (scaled up 100%) var levels = [{ // Level 1 - Tutorial towers: [{ x: 300, y: 1366, owner: 1, units: 30 }, { x: 1024, y: 800, owner: 0, units: 10 }, { x: 1748, y: 1366, owner: 2, units: 20 }, { x: 1748, y: 400, owner: 3, units: 15 }] }, { // Level 2 - Basic Strategy towers: [{ x: 300, y: 400, owner: 1, units: 35 }, { x: 1024, y: 1366, owner: 0, units: 15 }, { x: 1748, y: 400, owner: 2, units: 25 }, { x: 1748, y: 2332, owner: 3, units: 25 }, { x: 300, y: 2332, owner: 4, units: 20 }] }, { // Level 3 - Multi-Front towers: [{ x: 300, y: 1366, owner: 1, units: 45 }, { x: 700, y: 800, owner: 0, units: 15 }, { x: 1348, y: 800, owner: 0, units: 15 }, { x: 700, y: 1932, owner: 0, units: 15 }, { x: 1348, y: 1932, owner: 0, units: 15 }, { x: 1748, y: 400, owner: 2, units: 30 }, { x: 1748, y: 1366, owner: 3, units: 30 }, { x: 1748, y: 2332, owner: 4, units: 30 }] }, { // Level 4 - Defensive Challenge towers: [{ x: 300, y: 1366, owner: 1, units: 50 }, { x: 600, y: 600, owner: 0, units: 20 }, { x: 1024, y: 400, owner: 2, units: 40 }, { x: 1448, y: 600, owner: 0, units: 20 }, { x: 1748, y: 1366, owner: 2, units: 40 }, { x: 1024, y: 2100, owner: 2, units: 40 }] }, { // Level 5 - Resource Management towers: [{ x: 200, y: 800, owner: 1, units: 55 }, { x: 200, y: 1932, owner: 1, units: 55 }, { x: 700, y: 1366, owner: 0, units: 25 }, { x: 1348, y: 1366, owner: 0, units: 25 }, { x: 1748, y: 600, owner: 2, units: 45 }, { x: 1748, y: 1366, owner: 2, units: 45 }, { x: 1748, y: 2132, owner: 2, units: 45 }] }, { // Level 6 - Territory Control towers: [{ x: 300, y: 400, owner: 1, units: 60 }, { x: 300, y: 2332, owner: 1, units: 60 }, { x: 600, y: 800, owner: 0, units: 30 }, { x: 1024, y: 1366, owner: 0, units: 30 }, { x: 1448, y: 1932, owner: 0, units: 30 }, { x: 1748, y: 800, owner: 2, units: 50 }, { x: 1748, y: 1500, owner: 2, units: 50 }, { x: 1748, y: 2200, owner: 2, units: 50 }] }, { // Level 7 - Advanced Tactics towers: [{ x: 200, y: 1366, owner: 1, units: 65 }, { x: 500, y: 600, owner: 0, units: 35 }, { x: 500, y: 1366, owner: 0, units: 35 }, { x: 500, y: 2132, owner: 0, units: 35 }, { x: 1024, y: 400, owner: 0, units: 35 }, { x: 1024, y: 2332, owner: 0, units: 35 }, { x: 1548, y: 600, owner: 0, units: 35 }, { x: 1548, y: 1366, owner: 0, units: 35 }, { x: 1548, y: 2132, owner: 0, units: 35 }, { x: 1848, y: 1366, owner: 2, units: 55 }] }, { // Level 8 - Siege Warfare towers: [{ x: 300, y: 600, owner: 1, units: 70 }, { x: 300, y: 1366, owner: 1, units: 70 }, { x: 300, y: 2132, owner: 1, units: 70 }, { x: 800, y: 800, owner: 0, units: 40 }, { x: 800, y: 1932, owner: 0, units: 40 }, { x: 1248, y: 800, owner: 0, units: 40 }, { x: 1248, y: 1932, owner: 0, units: 40 }, { x: 1650, y: 400, owner: 2, units: 60 }, { x: 1650, y: 1366, owner: 2, units: 60 }, { x: 1650, y: 2332, owner: 2, units: 60 }] }, { // Level 9 - Final Challenge towers: [{ x: 200, y: 800, owner: 1, units: 75 }, { x: 200, y: 1932, owner: 1, units: 75 }, { x: 600, y: 400, owner: 0, units: 45 }, { x: 600, y: 1366, owner: 0, units: 45 }, { x: 600, y: 2332, owner: 0, units: 45 }, { x: 1024, y: 600, owner: 0, units: 45 }, { x: 1024, y: 2132, owner: 0, units: 45 }, { x: 1448, y: 400, owner: 0, units: 45 }, { x: 1448, y: 1366, owner: 0, units: 45 }, { x: 1448, y: 2332, owner: 0, units: 45 }, { x: 1748, y: 600, owner: 2, units: 65 }, { x: 1748, y: 1366, owner: 2, units: 65 }, { x: 1748, y: 2132, owner: 2, units: 65 }] }, { // Level 10 - Master's Trial towers: [{ x: 150, y: 1366, owner: 1, units: 80 }, { x: 400, y: 600, owner: 0, units: 50 }, { x: 400, y: 1100, owner: 0, units: 50 }, { x: 400, y: 1632, owner: 0, units: 50 }, { x: 400, y: 2132, owner: 0, units: 50 }, { x: 800, y: 400, owner: 0, units: 50 }, { x: 800, y: 800, owner: 0, units: 50 }, { x: 800, y: 1932, owner: 0, units: 50 }, { x: 800, y: 2332, owner: 0, units: 50 }, { x: 1248, y: 400, owner: 0, units: 50 }, { x: 1248, y: 800, owner: 0, units: 50 }, { x: 1248, y: 1932, owner: 0, units: 50 }, { x: 1248, y: 2332, owner: 0, units: 50 }, { x: 1648, y: 600, owner: 0, units: 50 }, { x: 1648, y: 1100, owner: 0, units: 50 }, { x: 1648, y: 1632, owner: 0, units: 50 }, { x: 1648, y: 2132, owner: 0, units: 50 }, { x: 1898, y: 1366, 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 assignEnemyName(owner) { if (!assignedEnemyNames[owner] && owner >= 2) { // Get available names (not already assigned) var availableNames = enemyNames.filter(function (name) { return !Object.values(assignedEnemyNames).includes(name); }); // If no available names, reuse from the pool if (availableNames.length === 0) { availableNames = enemyNames; } // Assign random name var randomIndex = Math.floor(Math.random() * availableNames.length); assignedEnemyNames[owner] = availableNames[randomIndex]; } return assignedEnemyNames[owner] || ""; } 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; // Reset enemy name assignments assignedEnemyNames = {}; // 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 = memoryManager.getUnit(); unit.setOwner(fromTower.owner); unit.setPath(path, toTower); units.push(unit); game.addChild(unit); // Add random spawn delay and position offset for scattered deployment var randomDelay = i * (30 + Math.random() * 40); // Random delay between 30-70ms per unit var spawnOffsetX = (Math.random() - 0.5) * 60; // Random spawn position offset var spawnOffsetY = (Math.random() - 0.5) * 60; // Position unit at spawn location with offset unit.x = fromTower.x + spawnOffsetX; unit.y = fromTower.y + spawnOffsetY; // Stagger unit spawning with random timing tween(unit, { x: path[0].x, y: path[0].y }, { duration: randomDelay, 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 - player defeated all enemy factions 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(); } } // Multi-faction AI with sophisticated strategies function runAI() { // Don't run AI until 5 seconds have passed if (aiStartTime && LK.ticks < aiStartTime) { return; } // Analyze game state for strategic decisions var gameState = analyzeGameState(); for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower.owner >= 2) { // Get strategic context for this tower var strategy = getOptimalStrategy(tower, gameState); executeStrategy(tower, strategy, gameState); } } } // Analyze current game state for AI decision making function analyzeGameState() { var state = { playerStrength: 0, enemyStrength: 0, neutralTowers: 0, playerTowers: [], enemyTowers: [], neutralTowersByDistance: [], threats: [], opportunities: [] }; // Calculate faction strengths and positions for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower.owner === 1) { state.playerStrength += tower.unitCount; state.playerTowers.push(tower); } else if (tower.owner >= 2) { state.enemyStrength += tower.unitCount; state.enemyTowers.push(tower); } else { state.neutralTowers++; } } // Find strategic opportunities and threats for each enemy tower for (var i = 0; i < state.enemyTowers.length; i++) { var enemyTower = state.enemyTowers[i]; var towerThreats = []; var towerOpportunities = []; // Analyze threats from player and other enemy factions for (var j = 0; j < towers.length; j++) { var otherTower = towers[j]; if (otherTower.owner !== enemyTower.owner) { var distance = getDistance(enemyTower, otherTower); var threatLevel = calculateThreatLevel(enemyTower, otherTower, distance); if (threatLevel > 0) { towerThreats.push({ tower: otherTower, distance: distance, threatLevel: threatLevel }); } // Check for opportunities (weak targets) if (otherTower.unitCount < enemyTower.unitCount * 0.8) { towerOpportunities.push({ tower: otherTower, distance: distance, advantage: enemyTower.unitCount - otherTower.unitCount }); } } } state.threats[enemyTower.owner] = towerThreats.sort(function (a, b) { return b.threatLevel - a.threatLevel; }); state.opportunities[enemyTower.owner] = towerOpportunities.sort(function (a, b) { return b.advantage - a.advantage; }); } return state; } // Calculate threat level between two towers function calculateThreatLevel(myTower, enemyTower, distance) { if (distance > 1000) return 0; // Too far to be immediate threat var unitRatio = enemyTower.unitCount / Math.max(myTower.unitCount, 1); var distanceFactor = Math.max(0, 1 - distance / 1000); return unitRatio * distanceFactor * 100; } // Get distance between two towers function getDistance(tower1, tower2) { var dx = tower1.x - tower2.x; var dy = tower1.y - tower2.y; return Math.sqrt(dx * dx + dy * dy); } // Determine optimal strategy for a tower based on game state function getOptimalStrategy(tower, gameState) { var threats = gameState.threats[tower.owner] || []; var opportunities = gameState.opportunities[tower.owner] || []; var isPlayerWinning = gameState.playerStrength > gameState.enemyStrength * 1.2; var isPlayerLosing = gameState.enemyStrength > gameState.playerStrength * 1.2; // Emergency defense if under immediate threat if (threats.length > 0 && threats[0].threatLevel > 50) { return { type: 'EMERGENCY_DEFENSE', target: threats[0].tower, urgency: threats[0].threatLevel }; } // Different faction personalities with adaptive behavior if (tower.owner === 2) { // Faction 2: Adaptive Aggressor - changes tactics based on game state if (isPlayerLosing) { return { type: 'PRESS_ADVANTAGE', target: findWeakestPlayerTower(gameState.playerTowers, tower), minUnits: 8 }; } else if (opportunities.length > 0 && tower.unitCount > 15) { return { type: 'OPPORTUNISTIC_STRIKE', target: opportunities[0].tower, minUnits: 12 }; } else { return { type: 'AGGRESSIVE_EXPAND', target: findNearestEnemy(tower), minUnits: 10 }; } } else if (tower.owner === 3) { // Faction 3: Strategic Defender - focuses on timing and coordination if (tower.unitCount > 30 && isPlayerWinning) { return { type: 'COORDINATED_COUNTER', target: findStrongestPlayerTower(gameState.playerTowers, tower), minUnits: 25 }; } else if (opportunities.length > 0 && tower.unitCount > opportunities[0].tower.unitCount * 1.5) { return { type: 'CALCULATED_STRIKE', target: opportunities[0].tower, minUnits: 20 }; } else { return { type: 'DEFENSIVE_BUILD', target: null, minUnits: 35 }; } } else if (tower.owner === 4) { // Faction 4: Economic Opportunist - focuses on efficient expansion var nearbyNeutrals = findNearbyNeutralTowers(tower, 600); if (nearbyNeutrals.length > 0 && tower.unitCount > 15) { return { type: 'ECONOMIC_EXPANSION', target: nearbyNeutrals[0], minUnits: 12 }; } else if (opportunities.length > 0 && getDistance(tower, opportunities[0].tower) < 500) { return { type: 'EFFICIENT_CAPTURE', target: opportunities[0].tower, minUnits: opportunities[0].tower.unitCount + 5 }; } else { return { type: 'RESOURCE_BUILD', target: null, minUnits: 25 }; } } else { // Default faction: Balanced approach if (opportunities.length > 0 && tower.unitCount > 18) { return { type: 'BALANCED_ATTACK', target: opportunities[0].tower, minUnits: 15 }; } else { return { type: 'DEFENSIVE_BUILD', target: null, minUnits: 20 }; } } } // Execute the determined strategy function executeStrategy(tower, strategy, gameState) { if (!strategy.target && strategy.type.indexOf('BUILD') === -1) return; if (tower.unitCount < strategy.minUnits) return; var unitsToSend; switch (strategy.type) { case 'EMERGENCY_DEFENSE': unitsToSend = Math.floor(tower.unitCount * 0.8); // Send most units in emergency break; case 'PRESS_ADVANTAGE': unitsToSend = Math.floor(tower.unitCount * 0.7); // Aggressive when winning break; case 'COORDINATED_COUNTER': unitsToSend = Math.floor(tower.unitCount * 0.6); // Calculated counter-attack break; case 'OPPORTUNISTIC_STRIKE': case 'CALCULATED_STRIKE': case 'EFFICIENT_CAPTURE': unitsToSend = Math.min(Math.floor(tower.unitCount * 0.6), strategy.target.unitCount + 10); break; case 'ECONOMIC_EXPANSION': unitsToSend = Math.floor(tower.unitCount * 0.4); // Conservative expansion break; case 'AGGRESSIVE_EXPAND': case 'BALANCED_ATTACK': unitsToSend = Math.floor(tower.unitCount * 0.5); // Standard attack break; default: return; // No action for build strategies } if (strategy.target && unitsToSend > 0) { sendUnits(tower, strategy.target, unitsToSend); } } // Helper functions for target selection function findWeakestPlayerTower(playerTowers, fromTower) { var weakest = null; var minUnits = Infinity; for (var i = 0; i < playerTowers.length; i++) { if (playerTowers[i].unitCount < minUnits) { minUnits = playerTowers[i].unitCount; weakest = playerTowers[i]; } } return weakest; } function findStrongestPlayerTower(playerTowers, fromTower) { var strongest = null; var maxUnits = 0; for (var i = 0; i < playerTowers.length; i++) { if (playerTowers[i].unitCount > maxUnits) { maxUnits = playerTowers[i].unitCount; strongest = playerTowers[i]; } } return strongest; } function findNearestEnemy(fromTower) { var nearest = null; var minDist = Infinity; for (var i = 0; i < towers.length; i++) { if (towers[i].owner !== fromTower.owner) { var dist = getDistance(fromTower, towers[i]); if (dist < minDist) { minDist = dist; nearest = towers[i]; } } } return nearest; } function findNearbyNeutralTowers(fromTower, maxDistance) { var nearby = []; for (var i = 0; i < towers.length; i++) { if (towers[i].owner === 0) { var dist = getDistance(fromTower, towers[i]); if (dist <= maxDistance) { nearby.push(towers[i]); } } } return nearby.sort(function (a, b) { return getDistance(fromTower, a) - getDistance(fromTower, b); }); } game.down = function (x, y, obj) { // Find if we clicked on a player tower (scaled up 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) { 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 up 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) { targetTower = tower; break; } } if (targetTower && selectedTower.unitCount > 0) { sendUnits(selectedTower, targetTower, Math.floor(selectedTower.unitCount * 0.5)); } 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(); } // Run memory cleanup memoryManager.performCleanup(); // 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); // Memory Management and Performance Optimization System var memoryManager = { // Object pools for reusing objects instead of creating new ones unitPool: [], sparklePool: [], pathDotPool: [], // Memory cleanup settings cleanupInterval: 300, // Clean up every 5 seconds (300 ticks at 60fps) lastCleanup: 0, // Get unit from pool or create new one getUnit: function getUnit() { if (this.unitPool.length > 0) { var unit = this.unitPool.pop(); // Reset unit properties unit.alpha = 1; unit.visible = true; unit.owner = 1; unit.speed = 3; unit.targetTower = null; unit.pathIndex = 0; unit.path = []; unit.lastWasIntersecting = false; return unit; } return new Unit(); }, // Return unit to pool instead of destroying recycleUnit: function recycleUnit(unit) { if (unit && unit.parent) { unit.parent.removeChild(unit); unit.visible = false; this.unitPool.push(unit); } }, // Get sparkle from pool or create new one getSparkle: function getSparkle() { if (this.sparklePool.length > 0) { var sparkle = this.sparklePool.pop(); sparkle.alpha = 1; sparkle.visible = true; sparkle.scaleX = 0.5 + Math.random() * 0.5; sparkle.scaleY = sparkle.scaleX; return sparkle; } return game.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5 }); }, // Return sparkle to pool recycleSparkle: function recycleSparkle(sparkle) { if (sparkle && sparkle.parent) { sparkle.parent.removeChild(sparkle); sparkle.visible = false; this.sparklePool.push(sparkle); } }, // Periodic memory cleanup performCleanup: function performCleanup() { if (LK.ticks - this.lastCleanup < this.cleanupInterval) { return; } this.lastCleanup = LK.ticks; // Clean up destroyed units from arrays for (var i = units.length - 1; i >= 0; i--) { if (!units[i] || !units[i].parent) { units.splice(i, 1); } } // Limit pool sizes to prevent excessive memory usage if (this.unitPool.length > 50) { // Actually destroy excess units var excess = this.unitPool.splice(50); for (var i = 0; i < excess.length; i++) { if (excess[i].destroy) { excess[i].destroy(); } } } if (this.sparklePool.length > 100) { var excess = this.sparklePool.splice(100); for (var i = 0; i < excess.length; i++) { if (excess[i].destroy) { excess[i].destroy(); } } } if (this.pathDotPool.length > 200) { var excess = this.pathDotPool.splice(200); for (var i = 0; i < excess.length; i++) { if (excess[i].destroy) { excess[i].destroy(); } } } // Force garbage collection hint by nullifying references var temp = []; temp = null; } }; // Play background music LK.playMusic('battle'); ;
===================================================================
--- original.js
+++ change.js
@@ -23,12 +23,20 @@
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
- });
+ var dot;
+ if (memoryManager.pathDotPool.length > 0) {
+ dot = memoryManager.pathDotPool.pop();
+ dot.visible = true;
+ dot.alpha = 0.5;
+ self.addChild(dot);
+ } else {
+ 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);
@@ -36,9 +44,14 @@
}
};
self.clear = function () {
for (var i = 0; i < self.graphics.length; i++) {
- self.graphics[i].destroy();
+ var dot = self.graphics[i];
+ if (dot && dot.parent) {
+ dot.parent.removeChild(dot);
+ dot.visible = false;
+ memoryManager.pathDotPool.push(dot);
+ }
}
self.graphics = [];
self.points = [];
};
@@ -207,12 +220,10 @@
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
- });
+ var sparkle = memoryManager.getSparkle();
+ game.addChild(sparkle);
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;
@@ -233,9 +244,9 @@
duration: 300 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
if (sparkle && sparkle.parent) {
- sparkle.destroy();
+ memoryManager.recycleSparkle(sparkle);
}
}
});
}
@@ -245,16 +256,16 @@
LK.getSound('combat').play();
// Destroy both units after flash
LK.setTimeout(function () {
if (self && self.parent) {
- self.destroy();
+ memoryManager.recycleUnit(self);
var selfIndex = units.indexOf(self);
if (selfIndex !== -1) {
units.splice(selfIndex, 1);
}
}
if (otherUnit && otherUnit.parent) {
- otherUnit.destroy();
+ memoryManager.recycleUnit(otherUnit);
var otherIndex = units.indexOf(otherUnit);
if (otherIndex !== -1) {
units.splice(otherIndex, 1);
}
@@ -284,9 +295,9 @@
LK.getSound('capture').play();
}
self.targetTower.countText.setText(Math.floor(Math.abs(self.targetTower.unitCount)));
}
- self.destroy();
+ memoryManager.recycleUnit(self);
units.splice(units.indexOf(self), 1);
}
} else {
// Add slight random movement variation for scattered appearance
@@ -872,9 +883,9 @@
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();
+ var unit = memoryManager.getUnit();
unit.setOwner(fromTower.owner);
unit.setPath(path, toTower);
units.push(unit);
game.addChild(unit);
@@ -1252,8 +1263,10 @@
// Run AI every 2 seconds
if (LK.ticks % 120 === 0) {
runAI();
}
+ // Run memory cleanup
+ memoryManager.performCleanup();
// Check win/lose conditions
if (LK.ticks % 60 === 0) {
checkWinCondition();
}
@@ -1291,7 +1304,108 @@
loadLevel(currentLevel);
};
// Initialize first level
loadLevel(currentLevel);
+// Memory Management and Performance Optimization System
+var memoryManager = {
+ // Object pools for reusing objects instead of creating new ones
+ unitPool: [],
+ sparklePool: [],
+ pathDotPool: [],
+ // Memory cleanup settings
+ cleanupInterval: 300,
+ // Clean up every 5 seconds (300 ticks at 60fps)
+ lastCleanup: 0,
+ // Get unit from pool or create new one
+ getUnit: function getUnit() {
+ if (this.unitPool.length > 0) {
+ var unit = this.unitPool.pop();
+ // Reset unit properties
+ unit.alpha = 1;
+ unit.visible = true;
+ unit.owner = 1;
+ unit.speed = 3;
+ unit.targetTower = null;
+ unit.pathIndex = 0;
+ unit.path = [];
+ unit.lastWasIntersecting = false;
+ return unit;
+ }
+ return new Unit();
+ },
+ // Return unit to pool instead of destroying
+ recycleUnit: function recycleUnit(unit) {
+ if (unit && unit.parent) {
+ unit.parent.removeChild(unit);
+ unit.visible = false;
+ this.unitPool.push(unit);
+ }
+ },
+ // Get sparkle from pool or create new one
+ getSparkle: function getSparkle() {
+ if (this.sparklePool.length > 0) {
+ var sparkle = this.sparklePool.pop();
+ sparkle.alpha = 1;
+ sparkle.visible = true;
+ sparkle.scaleX = 0.5 + Math.random() * 0.5;
+ sparkle.scaleY = sparkle.scaleX;
+ return sparkle;
+ }
+ return game.attachAsset('sparkle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ },
+ // Return sparkle to pool
+ recycleSparkle: function recycleSparkle(sparkle) {
+ if (sparkle && sparkle.parent) {
+ sparkle.parent.removeChild(sparkle);
+ sparkle.visible = false;
+ this.sparklePool.push(sparkle);
+ }
+ },
+ // Periodic memory cleanup
+ performCleanup: function performCleanup() {
+ if (LK.ticks - this.lastCleanup < this.cleanupInterval) {
+ return;
+ }
+ this.lastCleanup = LK.ticks;
+ // Clean up destroyed units from arrays
+ for (var i = units.length - 1; i >= 0; i--) {
+ if (!units[i] || !units[i].parent) {
+ units.splice(i, 1);
+ }
+ }
+ // Limit pool sizes to prevent excessive memory usage
+ if (this.unitPool.length > 50) {
+ // Actually destroy excess units
+ var excess = this.unitPool.splice(50);
+ for (var i = 0; i < excess.length; i++) {
+ if (excess[i].destroy) {
+ excess[i].destroy();
+ }
+ }
+ }
+ if (this.sparklePool.length > 100) {
+ var excess = this.sparklePool.splice(100);
+ for (var i = 0; i < excess.length; i++) {
+ if (excess[i].destroy) {
+ excess[i].destroy();
+ }
+ }
+ }
+ if (this.pathDotPool.length > 200) {
+ var excess = this.pathDotPool.splice(200);
+ for (var i = 0; i < excess.length; i++) {
+ if (excess[i].destroy) {
+ excess[i].destroy();
+ }
+ }
+ }
+ // Force garbage collection hint by nullifying references
+ var temp = [];
+ temp = null;
+ }
+};
// Play background music
LK.playMusic('battle');
;
\ No newline at end of file
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.