User prompt
Sabit bir yönde ilerlemesin, düşük sayıda olan birimler önlerinde ki diğer birliklerin kenarından geçebilsinler.
User prompt
Hızlı olan birimler, önlerine çıkan birimlerin etrafını dolaşsın ve önüne geçsin.
User prompt
Daha az askerler daha hızlı, daha çok askerler daha yavaş hareket etsin.
User prompt
Birim sayısı, birimlerin üst kısmında ilerlesin. birim sayısı satır satır ilerlemesin.
User prompt
birim sayısı, birimler ile hareket etsin. atlıyor gibi görünmesin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'currentPath = null;' Line Number: 936
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < movingUnitGroups.length; i++) {' Line Number: 938
User prompt
Hareket eden birimlerin üst kısmında, kaç adet birim var ise, kule birim sayısının boyutunda yazsın.
User prompt
Birimlerin hareket hızını %50 oranında yavaşlat.
User prompt
Fulloyun arkaplan resmi oluştur.
User prompt
Kulede ki birim sayısı, Kule resminin üst satırına denk gelsin. Ayrıca boyutunu %50 küçült.
User prompt
sorunu düzelt.
User prompt
Her düşmana ve diğer kule birimine özel resim dosyası oluştur.
User prompt
Hiç bir yapay zeka 100 olarak birim olmasın, 100'e yaklaşınca harekete geçsin
User prompt
Reset yapınca baştan başlasın, game over olunca aynı seviyeden başlasın.
User prompt
Please fix the bug: 'Error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(towerGraphics, {' Line Number: 140 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(towerGraphics, {' Line Number: 138 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(tower.children[i], {' Line Number: 354 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(tower.children[i], {' Line Number: 353 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(tower.children[i], {' Line Number: 353 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sahip olduğumuz kulenin üzerine tıklayınca; Kule Türleri ve özelleştirme seçebildiğimiz bir açılır pencere ekle. **Özel Kule Tipleri**: - **Savunma Kulesi**: Daha dayanıklı, saldırılara karşı dirençli. - **Hızlı Üretim Kulesi**: Birim üretimi daha hızlı ama savunması zayıf. - **Güçlü Saldırı Kulesi**: Gönderdiği birimler daha güçlü ama üretimi yavaş. - **Ekonomi Kulesi**: Kaynak üretimi yapan, savaşmayan özel kule. Seçilen özel kule tipi, kaybedilene kadar bir daha değiştirilmesin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Game over olunca, kaldığı seviye yeniden başlasın.
User prompt
panel içinde ki Sıralama; Birim sayısına göre anlık olarak alt alta hizalansın.
User prompt
Panelde, ''Rakip'' yerine, rakibin ismi yazsın. Ayrıca ''0'' olan rakibin üstü çizilsin. ayrıca birim sayısına göre sıralansın.
User prompt
Ekranın sol altına, oyuncu ve rakiplerin toplam birim sayıları yazan bir panel oluştur.
/**** * 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 and special type // More units = faster production (lower spawn rate number) // Base rate is 30, reduced by unit count factor var baseRate = self.spawnRate || 30; var dynamicSpawnRate = Math.max(10, baseRate - Math.floor(self.unitCount / 10)); if (LK.ticks - self.lastSpawn > dynamicSpawnRate) { var unitsToAdd = 1; // Economic towers generate resources differently if (self.specialType === 'economy' && self.isEconomic) { // Economic towers boost nearby friendly towers for (var i = 0; i < towers.length; i++) { var nearbyTower = towers[i]; if (nearbyTower !== self && nearbyTower.owner === self.owner) { var distance = Math.sqrt(Math.pow(nearbyTower.x - self.x, 2) + Math.pow(nearbyTower.y - self.y, 2)); if (distance < 300) { // Within range nearbyTower.addUnits(0.5); // Boost nearby towers } } } unitsToAdd = 0.3; // Economic towers produce less combat units } self.addUnits(unitsToAdd); self.lastSpawn = LK.ticks; } } }; return self; }); var TowerUpgradePanel = Container.expand(function () { var self = Container.call(this); // Panel background var panelBg = self.attachAsset('tower', { width: 400, height: 600, anchorX: 0.5, anchorY: 0.5, alpha: 0.9 }); panelBg.tint = 0x2c3e50; // Title text var titleText = new Text2('Kule Türü Seç', { size: 50, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.y = -250; self.addChild(titleText); // Tower type buttons var towerTypes = [{ name: 'Savunma Kulesi', desc: 'Dayanıklı ve dirençli', color: 0x9b59b6, type: 'defense' }, { name: 'Hızlı Üretim Kulesi', desc: 'Hızlı üretim, zayıf savunma', color: 0xf1c40f, type: 'production' }, { name: 'Güçlü Saldırı Kulesi', desc: 'Güçlü birimler, yavaş üretim', color: 0xe67e22, type: 'attack' }, { name: 'Ekonomi Kulesi', desc: 'Kaynak üretimi yapar', color: 0x27ae60, type: 'economy' }]; self.buttons = []; self.targetTower = null; for (var i = 0; i < towerTypes.length; i++) { var typeData = towerTypes[i]; var button = new Container(); // Button background var buttonBg = button.attachAsset('tower', { width: 350, height: 100, anchorX: 0.5, anchorY: 0.5 }); buttonBg.tint = typeData.color; // Button text var buttonText = new Text2(typeData.name, { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.3); button.addChild(buttonText); // Description text var descText = new Text2(typeData.desc, { size: 30, fill: 0xCCCCCC }); descText.anchor.set(0.5, 0.7); button.addChild(descText); button.y = -150 + i * 120; button.towerType = typeData.type; // Button interaction button.down = function (x, y, obj) { if (self.targetTower && !self.targetTower.specialType) { self.applyTowerType(self.targetTower, obj.towerType); self.hide(); } }; self.addChild(button); self.buttons.push(button); } // Close button var closeButton = new Text2('X', { size: 60, fill: 0xFF0000 }); closeButton.anchor.set(0.5, 0.5); closeButton.x = 150; closeButton.y = -250; closeButton.down = function () { self.hide(); }; self.addChild(closeButton); self.show = function (tower) { self.targetTower = tower; self.visible = true; self.x = 1024; self.y = 1366; // Animate panel appearance self.scaleX = 0.1; self.scaleY = 0.1; tween(self, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); }; self.hide = function () { tween(self, { scaleX: 0.1, scaleY: 0.1 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.visible = false; } }); }; self.applyTowerType = function (tower, type) { tower.specialType = type; switch (type) { case 'defense': tower.maxUnits = 150; // More capacity tower.spawnRate = 35; // Slightly slower spawn tower.defensiveBonus = 1.5; // Takes less damage break; case 'production': tower.maxUnits = 80; // Less capacity tower.spawnRate = 20; // Faster spawn tower.defensiveBonus = 0.7; // Takes more damage break; case 'attack': tower.maxUnits = 120; tower.spawnRate = 45; // Slower spawn tower.unitStrength = 1.5; // Units are stronger break; case 'economy': tower.maxUnits = 100; tower.spawnRate = 60; // Very slow spawn tower.isEconomic = true; // Special economic function break; } // Visual feedback var targetColor; switch (type) { case 'defense': targetColor = 0x9b59b6; break; case 'production': targetColor = 0xf1c40f; break; case 'attack': targetColor = 0xe67e22; break; case 'economy': targetColor = 0x27ae60; break; } // Find tower graphics and tween color for (var i = 0; i < tower.children.length; i++) { if (tower.children[i] && tower.children[i].width === 150) { // Tower graphics - comprehensive null and tween safety checks var towerGraphic = tower.children[i]; if (towerGraphic && typeof towerGraphic.tint !== 'undefined' && towerGraphic.parent && typeof tween === 'function') { try { tween(towerGraphic, { tint: targetColor }, { duration: 500, easing: tween.easeInOut }); } catch (e) { // Fallback: direct color assignment if tween fails towerGraphic.tint = targetColor; } } break; } } }; self.visible = false; 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, sourceTower) { self.owner = owner; self.sourceTower = sourceTower; // Apply special tower bonuses if (sourceTower && sourceTower.specialType === 'attack' && sourceTower.unitStrength) { self.strength = sourceTower.unitStrength; self.scaleX = 1.2; // Visual indicator of stronger units self.scaleY = 1.2; } else { self.strength = 1; self.scaleX = 1; self.scaleY = 1; } 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) // Tower upgrade panel var upgradePanel = new TowerUpgradePanel(); game.addChild(upgradePanel); // 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, fromTower); 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 - restart current level 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) { // Check if tower already has a special type - if so, show upgrade panel for viewing only if (tower.specialType) { // Tower already upgraded, just show info (could add info panel later) LK.effects.flashObject(tower, 0x00ff00, 500); return; } // Check if this is a simple click (not drag) by setting a flag selectedTower = tower; tower.clickTime = LK.ticks; 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) { // Check if this was a quick click (less than 30 ticks = 0.5 seconds) var wasQuickClick = selectedTower.clickTime && LK.ticks - selectedTower.clickTime < 30; var stayedInPlace = Math.abs(selectedTower.x - x) < 75 && Math.abs(selectedTower.y - y) < 75; if (wasQuickClick && stayedInPlace && !selectedTower.specialType) { // Quick click on owned tower without special type - show upgrade panel upgradePanel.show(selectedTower); } else { // This was a drag operation - find target tower 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(); } // Update unit count display every 30 ticks (twice per second) if (LK.ticks % 30 === 0) { updateUnitCountDisplay(); } }; // 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) { // 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 current level again (restart) 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; } }; // Create unit count panel in bottom left var unitCountPanel = new Container(); LK.gui.bottomLeft.addChild(unitCountPanel); // Panel background (optional visual enhancement) var panelBg = LK.getAsset('tower', { width: 300, height: 200, anchorX: 0, anchorY: 1, alpha: 0.3 }); unitCountPanel.addChild(panelBg); // Player unit count text var playerCountText = new Text2('Oyuncu: 0', { size: 40, fill: 0x4a90e2 // Player blue color }); playerCountText.anchor.set(0, 1); playerCountText.x = 10; playerCountText.y = -10; unitCountPanel.addChild(playerCountText); // Enemy faction count texts var enemyCountTexts = []; var enemyColors = [0xe74c3c, 0x9b59b6, 0xf39c12]; // Red, purple, orange for (var i = 0; i < 3; i++) { var enemyText = new Text2('', { size: 40, fill: enemyColors[i] }); enemyText.anchor.set(0, 1); enemyText.x = 10; enemyText.y = -50 - i * 40; unitCountPanel.addChild(enemyText); enemyCountTexts.push(enemyText); } // Function to update unit count display function updateUnitCountDisplay() { var playerUnits = 0; var enemyFactions = []; // Array to store enemy faction data // Count units in towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower.owner === 1) { playerUnits += tower.unitCount; } else if (tower.owner >= 2 && tower.owner <= 4) { // Find or create enemy faction entry var factionIndex = enemyFactions.findIndex(function (faction) { return faction.owner === tower.owner; }); if (factionIndex === -1) { enemyFactions.push({ owner: tower.owner, units: tower.unitCount, name: assignedEnemyNames[tower.owner] || 'Rakip ' + (tower.owner - 1) }); } else { enemyFactions[factionIndex].units += tower.unitCount; } } } // Count units in transit for (var i = 0; i < units.length; i++) { var unit = units[i]; if (unit.owner === 1) { playerUnits++; } else if (unit.owner >= 2 && unit.owner <= 4) { var factionIndex = enemyFactions.findIndex(function (faction) { return faction.owner === unit.owner; }); if (factionIndex !== -1) { enemyFactions[factionIndex].units++; } } } // Sort enemy factions by unit count (descending) enemyFactions.sort(function (a, b) { return b.units - a.units; }); // Update display texts playerCountText.setText('Oyuncu: ' + playerUnits); // Clear all enemy texts first for (var i = 0; i < enemyCountTexts.length; i++) { enemyCountTexts[i].setText(''); } // Update enemy faction displays with dynamic positioning for (var i = 0; i < Math.min(enemyFactions.length, enemyCountTexts.length); i++) { var faction = enemyFactions[i]; var displayText = faction.name + ': ' + faction.units; // Add strikethrough for zero units if (faction.units === 0) { displayText = '~~' + displayText + '~~'; } enemyCountTexts[i].setText(displayText); // Update position for dynamic sorting (reposition based on current index) enemyCountTexts[i].y = -50 - i * 40; } } // Play background music LK.playMusic('battle'); ;
===================================================================
--- original.js
+++ change.js
@@ -330,16 +330,22 @@
}
// Find tower graphics and tween color
for (var i = 0; i < tower.children.length; i++) {
if (tower.children[i] && tower.children[i].width === 150) {
- // Tower graphics - add null check before tweening
- if (tower.children[i] && typeof tower.children[i].tint !== 'undefined') {
- tween(tower.children[i], {
- tint: targetColor
- }, {
- duration: 500,
- easing: tween.easeInOut
- });
+ // Tower graphics - comprehensive null and tween safety checks
+ var towerGraphic = tower.children[i];
+ if (towerGraphic && typeof towerGraphic.tint !== 'undefined' && towerGraphic.parent && typeof tween === 'function') {
+ try {
+ tween(towerGraphic, {
+ tint: targetColor
+ }, {
+ duration: 500,
+ easing: tween.easeInOut
+ });
+ } catch (e) {
+ // Fallback: direct color assignment if tween fails
+ towerGraphic.tint = targetColor;
+ }
}
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.