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 MovingUnitGroup = Container.expand(function () { var self = Container.call(this); self.owner = 1; self.units = []; self.lastUpdateTime = 0; // Create count text with same size as tower unit count self.countText = new Text2('0', { size: 30, fill: 0xFFFFFF }); self.countText.anchor.set(0.5, 0.5); self.addChild(self.countText); self.updateGroup = function (nearbyUnits) { self.units = nearbyUnits; self.countText.setText(nearbyUnits.length); // Calculate center position of the group if (nearbyUnits.length > 0) { var totalX = 0; var totalY = 0; for (var i = 0; i < nearbyUnits.length; i++) { totalX += nearbyUnits[i].x; totalY += nearbyUnits[i].y; } self.x = totalX / nearbyUnits.length; self.y = totalY / nearbyUnits.length - 25; // Position above units self.visible = true; } else { self.visible = false; } self.lastUpdateTime = LK.ticks; }; // Add continuous update method to track unit movement self.update = function () { if (self.units && self.units.length > 0) { var totalX = 0; var totalY = 0; var validUnits = 0; // Calculate new center position based on current unit positions for (var i = 0; i < self.units.length; i++) { if (self.units[i] && self.units[i].parent) { totalX += self.units[i].x; totalY += self.units[i].y; validUnits++; } } // Update position if we have valid units if (validUnits > 0) { self.x = totalX / validUnits; self.y = totalY / validUnits - 25; // Position above units self.visible = true; } else { self.visible = false; } } }; self.isStale = function () { return LK.ticks - self.lastUpdateTime > 60; // 1 second at 60fps }; return self; }); 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; // Initialize with neutral tower, will be updated by setOwner var towerGraphics = self.attachAsset('neutralTower', { anchorX: 0.5, anchorY: 0.5 }); self.countText = new Text2('0', { size: 30, fill: 0xFFFFFF }); self.countText.anchor.set(0.5, 1); self.countText.y = -85; // Position above tower graphic 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 targetAsset; if (newOwner === 0) { targetAsset = 'neutralTower'; } else if (newOwner === 1) { targetAsset = 'playerTower'; } else if (newOwner === 2) { targetAsset = 'enemyTower1'; } else if (newOwner === 3) { targetAsset = 'enemyTower2'; } else if (newOwner === 4) { targetAsset = 'enemyTower3'; } else { targetAsset = 'enemyTower1'; // default enemy red } // Replace tower graphics with new asset if (oldOwner !== newOwner) { self.removeChild(towerGraphics); towerGraphics = self.attachAsset(targetAsset, { anchorX: 0.5, anchorY: 0.5 }); // Ensure text stays on top of the new graphics self.removeChild(self.countText); self.addChild(self.countText); self.removeChild(self.nameText); self.addChild(self.nameText); } // 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; } // Graphics already updated above with new asset }; 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 = 3.0; // Will be dynamically calculated during update self.targetTower = null; self.pathIndex = 0; self.path = []; // Initialize with player unit, will be updated by setOwner var unitGraphics = self.attachAsset('playerUnit', { anchorX: 0.5, anchorY: 0.5 }); self.setOwner = function (owner) { self.owner = owner; var targetAsset; if (owner === 1) { targetAsset = 'playerUnit'; } else if (owner === 2) { targetAsset = 'enemyUnit1'; } else if (owner === 3) { targetAsset = 'enemyUnit2'; } else if (owner === 4) { targetAsset = 'enemyUnit3'; } else { targetAsset = 'enemyUnit1'; // default enemy red } // Replace unit graphics with new asset self.removeChild(unitGraphics); unitGraphics = self.attachAsset(targetAsset, { anchorX: 0.5, anchorY: 0.5 }); }; 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.avoidanceOffset = { x: 0, y: 0 }; // Track avoidance movement self.avoidanceTimer = 0; // Timer for avoidance behavior self.update = function () { if (!self.targetTower || self.pathIndex >= self.path.length) { return; } // Calculate dynamic speed based on nearby units of same owner var nearbyUnits = 1; // Count self for (var i = 0; i < units.length; i++) { var otherUnit = units[i]; if (otherUnit !== self && otherUnit.owner === self.owner) { var dx = self.x - otherUnit.x; var dy = self.y - otherUnit.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { // Same grouping distance as display nearbyUnits++; } } } // Calculate speed: fewer units = faster, more units = slower // Base speed of 3.0, reduced by group size // 1 unit: 3.0 speed, 10 units: 1.5 speed, 20+ units: 0.75 speed var dynamicSpeed = Math.max(0.75, 3.0 - (nearbyUnits - 1) * 0.15); self.speed = dynamicSpeed; // Pathfinding and overtaking logic for faster units var needsAvoidance = false; var avoidanceDirection = { x: 0, y: 0 }; var slowUnitAhead = null; // Check for slower units ahead that need to be avoided for (var i = 0; i < units.length; i++) { var otherUnit = units[i]; if (otherUnit !== self && otherUnit.owner === self.owner) { var dx = otherUnit.x - self.x; var dy = otherUnit.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if unit is ahead and close if (distance < 80 && distance > 0) { // Calculate if other unit is in front (same general direction) var target = self.path[self.pathIndex]; if (target) { var toTargetX = target.x - self.x; var toTargetY = target.y - self.y; var toOtherX = otherUnit.x - self.x; var toOtherY = otherUnit.y - self.y; // Normalize vectors var targetLength = Math.sqrt(toTargetX * toTargetX + toTargetY * toTargetY); var otherLength = Math.sqrt(toOtherX * toOtherX + toOtherY * toOtherY); if (targetLength > 0 && otherLength > 0) { toTargetX /= targetLength; toTargetY /= targetLength; toOtherX /= otherLength; toOtherY /= otherLength; // Check if other unit is in same direction (dot product > 0.5) var dotProduct = toTargetX * toOtherX + toTargetY * toOtherY; if (dotProduct > 0.5) { // Check if this unit is faster (should overtake) var otherNearbyUnits = 1; for (var j = 0; j < units.length; j++) { var checkUnit = units[j]; if (checkUnit !== otherUnit && checkUnit.owner === otherUnit.owner) { var checkDx = otherUnit.x - checkUnit.x; var checkDy = otherUnit.y - checkUnit.y; var checkDistance = Math.sqrt(checkDx * checkDx + checkDy * checkDy); if (checkDistance < 100) { otherNearbyUnits++; } } } var otherSpeed = Math.max(0.75, 3.0 - (otherNearbyUnits - 1) * 0.15); // If this unit is faster, initiate overtaking if (self.speed > otherSpeed + 0.2) { needsAvoidance = true; slowUnitAhead = otherUnit; // Calculate perpendicular avoidance direction var perpX = -toTargetY; // Perpendicular to movement direction var perpY = toTargetX; // Choose side with more space or randomly var sideChoice = Math.random() > 0.5 ? 1 : -1; avoidanceDirection.x = perpX * sideChoice; avoidanceDirection.y = perpY * sideChoice; break; } } } } } } } // Apply avoidance behavior if (needsAvoidance && slowUnitAhead) { self.avoidanceTimer = 60; // Avoid for 1 second self.avoidanceOffset.x = avoidanceDirection.x * 40; // 40 pixel offset self.avoidanceOffset.y = avoidanceDirection.y * 40; } else if (self.avoidanceTimer > 0) { // Continue avoidance movement self.avoidanceTimer--; if (self.avoidanceTimer <= 0) { // Gradually reduce avoidance offset self.avoidanceOffset.x *= 0.8; self.avoidanceOffset.y *= 0.8; if (Math.abs(self.avoidanceOffset.x) < 1 && Math.abs(self.avoidanceOffset.y) < 1) { self.avoidanceOffset.x = 0; self.avoidanceOffset.y = 0; } } } // 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); // Apply avoidance offset to target position var effectiveTargetX = target.x + self.avoidanceOffset.x; var effectiveTargetY = target.y + self.avoidanceOffset.y; dx = effectiveTargetX - self.x; dy = effectiveTargetY - self.y; 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 { // Calculate movement direction with avoidance 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 ****/ // Add background image to cover the full game area var backgroundImage = game.attachAsset('gameBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, // Center horizontally (2048/2) y: 1366 // Center vertically (2732/2) }); // Legacy shape assets for other elements // Unit Assets - Different for each faction // Tower Assets - Different types for each faction var towers = []; var units = []; var movingUnitGroups = []; 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) { // Initialize movingUnitGroups array if undefined if (!movingUnitGroups) { movingUnitGroups = []; } // 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; } // Clean up moving unit groups for (var i = 0; i < movingUnitGroups.length; i++) { if (movingUnitGroups[i].parent) { movingUnitGroups[i].destroy(); } } movingUnitGroups = []; // 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 - 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) { // Force action when AI towers approach 100 units (at 80+ units) if (tower.unitCount >= 80) { // Find any nearby target to attack immediately var emergencyTarget = findNearestEnemy(tower); if (emergencyTarget) { // Send most units to prevent reaching 100 var unitsToSend = Math.floor(tower.unitCount * 0.7); if (unitsToSend > 0) { sendUnits(tower, emergencyTarget, unitsToSend); } } } else { // Normal strategic behavior for towers under 80 units 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(); } // Update unit count display every 30 ticks (twice per second) if (LK.ticks % 30 === 0) { updateUnitCountDisplay(); updateMovingUnitGroups(); } }; // 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; } // Clean up moving unit groups for (var i = 0; i < movingUnitGroups.length; i++) { if (movingUnitGroups[i].parent) { movingUnitGroups[i].destroy(); } } movingUnitGroups = []; // Reset game state variables selectedTower = null; isDragging = false; aiStartTime = null; // Reset to level 0 and update storage currentLevel = 0; storage.currentLevel = currentLevel; // Load level 0 (restart from beginning) 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 = 3.0; // Will be dynamically calculated during update unit.targetTower = null; unit.pathIndex = 0; unit.path = []; unit.lastWasIntersecting = false; // Reset unit graphics to player unit (will be updated by setOwner) unit.setOwner(1); 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; } }; // Moving unit group management var movingUnitGroups = []; // 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 moving unit groups function updateMovingUnitGroups() { // Clear existing groups for (var i = 0; i < movingUnitGroups.length; i++) { if (movingUnitGroups[i].parent) { movingUnitGroups[i].parent.removeChild(movingUnitGroups[i]); } } movingUnitGroups = []; // Group units by owner and proximity var processedUnits = []; for (var i = 0; i < units.length; i++) { var unit = units[i]; if (processedUnits.indexOf(unit) !== -1) continue; // Find nearby units of same owner var group = [unit]; processedUnits.push(unit); for (var j = i + 1; j < units.length; j++) { var otherUnit = units[j]; if (processedUnits.indexOf(otherUnit) !== -1) continue; if (otherUnit.owner !== unit.owner) continue; // Check if within grouping distance (100 pixels) var dx = unit.x - otherUnit.x; var dy = unit.y - otherUnit.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { group.push(otherUnit); processedUnits.push(otherUnit); } } // Create group display if more than 1 unit if (group.length > 1) { var groupDisplay = new MovingUnitGroup(); groupDisplay.owner = unit.owner; groupDisplay.updateGroup(group); game.addChild(groupDisplay); movingUnitGroups.push(groupDisplay); } } } // 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
@@ -269,8 +269,13 @@
self.y = self.path[0].y;
}
};
self.lastWasIntersecting = false;
+ self.avoidanceOffset = {
+ x: 0,
+ y: 0
+ }; // Track avoidance movement
+ self.avoidanceTimer = 0; // Timer for avoidance behavior
self.update = function () {
if (!self.targetTower || self.pathIndex >= self.path.length) {
return;
}
@@ -292,8 +297,93 @@
// Base speed of 3.0, reduced by group size
// 1 unit: 3.0 speed, 10 units: 1.5 speed, 20+ units: 0.75 speed
var dynamicSpeed = Math.max(0.75, 3.0 - (nearbyUnits - 1) * 0.15);
self.speed = dynamicSpeed;
+ // Pathfinding and overtaking logic for faster units
+ var needsAvoidance = false;
+ var avoidanceDirection = {
+ x: 0,
+ y: 0
+ };
+ var slowUnitAhead = null;
+ // Check for slower units ahead that need to be avoided
+ for (var i = 0; i < units.length; i++) {
+ var otherUnit = units[i];
+ if (otherUnit !== self && otherUnit.owner === self.owner) {
+ var dx = otherUnit.x - self.x;
+ var dy = otherUnit.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Check if unit is ahead and close
+ if (distance < 80 && distance > 0) {
+ // Calculate if other unit is in front (same general direction)
+ var target = self.path[self.pathIndex];
+ if (target) {
+ var toTargetX = target.x - self.x;
+ var toTargetY = target.y - self.y;
+ var toOtherX = otherUnit.x - self.x;
+ var toOtherY = otherUnit.y - self.y;
+ // Normalize vectors
+ var targetLength = Math.sqrt(toTargetX * toTargetX + toTargetY * toTargetY);
+ var otherLength = Math.sqrt(toOtherX * toOtherX + toOtherY * toOtherY);
+ if (targetLength > 0 && otherLength > 0) {
+ toTargetX /= targetLength;
+ toTargetY /= targetLength;
+ toOtherX /= otherLength;
+ toOtherY /= otherLength;
+ // Check if other unit is in same direction (dot product > 0.5)
+ var dotProduct = toTargetX * toOtherX + toTargetY * toOtherY;
+ if (dotProduct > 0.5) {
+ // Check if this unit is faster (should overtake)
+ var otherNearbyUnits = 1;
+ for (var j = 0; j < units.length; j++) {
+ var checkUnit = units[j];
+ if (checkUnit !== otherUnit && checkUnit.owner === otherUnit.owner) {
+ var checkDx = otherUnit.x - checkUnit.x;
+ var checkDy = otherUnit.y - checkUnit.y;
+ var checkDistance = Math.sqrt(checkDx * checkDx + checkDy * checkDy);
+ if (checkDistance < 100) {
+ otherNearbyUnits++;
+ }
+ }
+ }
+ var otherSpeed = Math.max(0.75, 3.0 - (otherNearbyUnits - 1) * 0.15);
+ // If this unit is faster, initiate overtaking
+ if (self.speed > otherSpeed + 0.2) {
+ needsAvoidance = true;
+ slowUnitAhead = otherUnit;
+ // Calculate perpendicular avoidance direction
+ var perpX = -toTargetY; // Perpendicular to movement direction
+ var perpY = toTargetX;
+ // Choose side with more space or randomly
+ var sideChoice = Math.random() > 0.5 ? 1 : -1;
+ avoidanceDirection.x = perpX * sideChoice;
+ avoidanceDirection.y = perpY * sideChoice;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ // Apply avoidance behavior
+ if (needsAvoidance && slowUnitAhead) {
+ self.avoidanceTimer = 60; // Avoid for 1 second
+ self.avoidanceOffset.x = avoidanceDirection.x * 40; // 40 pixel offset
+ self.avoidanceOffset.y = avoidanceDirection.y * 40;
+ } else if (self.avoidanceTimer > 0) {
+ // Continue avoidance movement
+ self.avoidanceTimer--;
+ if (self.avoidanceTimer <= 0) {
+ // Gradually reduce avoidance offset
+ self.avoidanceOffset.x *= 0.8;
+ self.avoidanceOffset.y *= 0.8;
+ if (Math.abs(self.avoidanceOffset.x) < 1 && Math.abs(self.avoidanceOffset.y) < 1) {
+ self.avoidanceOffset.x = 0;
+ self.avoidanceOffset.y = 0;
+ }
+ }
+ }
// Check for combat with enemy units
var currentIntersecting = false;
for (var i = 0; i < units.length; i++) {
var otherUnit = units[i];
@@ -370,8 +460,14 @@
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);
+ // Apply avoidance offset to target position
+ var effectiveTargetX = target.x + self.avoidanceOffset.x;
+ var effectiveTargetY = target.y + self.avoidanceOffset.y;
+ dx = effectiveTargetX - self.x;
+ dy = effectiveTargetY - self.y;
+ dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.speed) {
self.pathIndex++;
if (self.pathIndex >= self.path.length && self.targetTower) {
// Reached target tower
@@ -389,9 +485,9 @@
memoryManager.recycleUnit(self);
units.splice(units.indexOf(self), 1);
}
} else {
- // Add slight random movement variation for scattered appearance
+ // Calculate movement direction with avoidance
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;
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.