User prompt
Oyun kasmaması için, Ram yenileme çalışması ekle.
User prompt
Yapay zeka hareketleri çok daha akıllıca olsun
User prompt
Oyuncu kulelerinin altında Player yazsın.
User prompt
Birim gönderimi, kule biriminin daima yarısı olsun.
User prompt
Düşman kulelerinin hareketleri aynı olmasın, hepsi farklı bir strateji sergilesin.
User prompt
Her düşmana rastgele bir isim ver. Sahip olduğu kulelerin alt kısmında düşman isimleri yazsın.
User prompt
Birimler sıra halinde değil de; Dağınık şekilde ilerlesinler.
User prompt
Oyun ekran boyutunun tamamını %50 oranında Büyüt.
User prompt
Birden fazla düşman olsun. Düşmanlar da birbirleri ile savaşabilsin.
User prompt
Oyun ekran boyutunun tamamını %50 oranında küçült.
User prompt
Birimler savaşırken küçük görsel oluştur. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Seçim vurguları**: Seçili kulelerin etrafında dönen renk halkaları - **Hedef göstergeleri**: Sürüklerken hedef kulenin renkli yanıp sönmesi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Powerup geliştirmelerine de, düşmana asker gönderiyor gibi, asker gönderelim. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Güçlendirici objeler**: Haritada rastgele beliren, geçici güç veren objeler. Asker göndererek bunları aktif etme. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Özel kule tipleri**: Savunma kulesi (mor), hızlı saldırı kulesi (turuncu), üretim kulesi (altın)
User prompt
**Parçacık sistemleri**: Savaş sırasında patlama efektleri, kulelerde birim üretimi sırasında ışık parçacıkları ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
**Renk geçişleri**: Kulelerin sahiplik değişimi sırasında yumuşak renk geçişleri ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kulelerde, ne kadar fazla birim varsa; birim üretim hızı ona nazaran bir tık fazla olsun.
User prompt
Sağ alt kenara Reset butonu ekle. Basınca herşey sıfırlansın.
User prompt
Seviye sayısını 3 yerine 10 yap. ona göre zorluk sistemi belirle.
User prompt
Başlangıçta, her zaman düşman kulesinden 10 birim fazla olacak şekilde başlasın.
User prompt
Maksimum asker sayısı 50 yerine 100 olsun.
User prompt
Game over olunca herşey sıfırdan başlasın.
User prompt
Oyun başlayınca 5 saniye rakip beklesin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman birlikleri ile karşılaşan askerler savaşsın ve birbirini yok etsin.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var PathLine = Container.expand(function () {
var self = Container.call(this);
self.points = [];
self.graphics = [];
self.setPath = function (points) {
// Clear old graphics
for (var i = 0; i < self.graphics.length; i++) {
self.graphics[i].destroy();
}
self.graphics = [];
self.points = points;
// Draw new path
for (var i = 0; i < points.length - 1; i++) {
var dist = Math.sqrt(Math.pow(points[i + 1].x - points[i].x, 2) + Math.pow(points[i + 1].y - points[i].y, 2));
var segments = Math.floor(dist / 20);
for (var j = 0; j < segments; j++) {
var t = j / segments;
var dot;
if (memoryManager.pathDotPool.length > 0) {
dot = memoryManager.pathDotPool.pop();
dot.visible = true;
dot.alpha = 0.5;
self.addChild(dot);
} else {
dot = self.attachAsset('path', {
anchorX: 0.5,
anchorY: 0.5
});
}
dot.x = points[i].x + (points[i + 1].x - points[i].x) * t;
dot.y = points[i].y + (points[i + 1].y - points[i].y) * t;
dot.alpha = 0.5;
self.graphics.push(dot);
}
}
};
self.clear = function () {
for (var i = 0; i < self.graphics.length; i++) {
var dot = self.graphics[i];
if (dot && dot.parent) {
dot.parent.removeChild(dot);
dot.visible = false;
memoryManager.pathDotPool.push(dot);
}
}
self.graphics = [];
self.points = [];
};
return self;
});
var Tower = Container.expand(function () {
var self = Container.call(this);
self.owner = 0; // 0 = neutral, 1 = player, 2 = enemy
self.unitCount = 0;
self.maxUnits = 100;
self.spawnRate = 30; // ticks between spawns
self.lastSpawn = 0;
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
self.countText = new Text2('0', {
size: 60,
fill: 0xFFFFFF
});
self.countText.anchor.set(0.5, 0.5);
self.addChild(self.countText);
// Enemy name text (positioned below tower)
self.nameText = new Text2('', {
size: 40,
fill: 0xFFFFFF
});
self.nameText.anchor.set(0.5, 0);
self.nameText.y = 90; // Position below the tower
self.addChild(self.nameText);
self.setOwner = function (newOwner) {
var oldOwner = self.owner;
self.owner = newOwner;
var targetColor;
if (newOwner === 0) {
targetColor = 0x888888; // neutral gray
} else if (newOwner === 1) {
targetColor = 0x4a90e2; // player blue
} else if (newOwner === 2) {
targetColor = 0xe74c3c; // enemy red
} else if (newOwner === 3) {
targetColor = 0x9b59b6; // enemy purple
} else if (newOwner === 4) {
targetColor = 0xf39c12; // enemy orange
} else {
targetColor = 0xe74c3c; // default enemy red
}
// Update name display
if (newOwner >= 2) {
// Enemy tower - show name
var enemyName = assignEnemyName(newOwner);
self.nameText.setText(enemyName);
self.nameText.alpha = 1;
} else if (newOwner === 1) {
// Player tower - show "Player"
self.nameText.setText('Player');
self.nameText.alpha = 1;
} else {
// Neutral tower - hide name
self.nameText.setText('');
self.nameText.alpha = 0;
}
// Only animate if ownership actually changed
if (oldOwner !== newOwner) {
// Smooth color transition over 500ms
tween(towerGraphics, {
tint: targetColor
}, {
duration: 500,
easing: tween.easeInOut
});
} else {
// Immediate color change if no ownership change
towerGraphics.tint = targetColor;
}
};
self.addUnits = function (count) {
self.unitCount = Math.min(self.unitCount + count, self.maxUnits);
self.countText.setText(Math.floor(self.unitCount));
};
self.removeUnits = function (count) {
self.unitCount = Math.max(0, self.unitCount - count);
self.countText.setText(Math.floor(self.unitCount));
return count;
};
self.update = function () {
if (self.owner > 0) {
// Calculate dynamic spawn rate based on unit count
// More units = faster production (lower spawn rate number)
// Base rate is 30, reduced by unit count factor
var dynamicSpawnRate = Math.max(10, self.spawnRate - Math.floor(self.unitCount / 10));
if (LK.ticks - self.lastSpawn > dynamicSpawnRate) {
self.addUnits(1);
self.lastSpawn = LK.ticks;
}
}
};
return self;
});
var Unit = Container.expand(function () {
var self = Container.call(this);
self.owner = 1;
self.speed = 3;
self.targetTower = null;
self.pathIndex = 0;
self.path = [];
var unitGraphics = self.attachAsset('unit', {
anchorX: 0.5,
anchorY: 0.5
});
self.setOwner = function (owner) {
self.owner = owner;
if (owner === 1) {
unitGraphics.tint = 0x4a90e2; // player blue
} else if (owner === 2) {
unitGraphics.tint = 0xe74c3c; // enemy red
} else if (owner === 3) {
unitGraphics.tint = 0x9b59b6; // enemy purple
} else if (owner === 4) {
unitGraphics.tint = 0xf39c12; // enemy orange
} else {
unitGraphics.tint = 0xe74c3c; // default enemy red
}
};
self.setPath = function (path, target) {
// Add random offset to create scattered movement
var scatterRange = 40; // Maximum scatter distance
var offsetX = (Math.random() - 0.5) * scatterRange;
var offsetY = (Math.random() - 0.5) * scatterRange;
// Create scattered path by adding random offsets to each point
self.path = [];
for (var i = 0; i < path.length; i++) {
// Apply consistent offset throughout the path, but reduce it near the end
var offsetFactor = Math.max(0.2, 1 - i / path.length * 0.8);
self.path.push({
x: path[i].x + offsetX * offsetFactor,
y: path[i].y + offsetY * offsetFactor
});
}
self.targetTower = target;
self.pathIndex = 0;
if (self.path.length > 0) {
self.x = self.path[0].x;
self.y = self.path[0].y;
}
};
self.lastWasIntersecting = false;
self.update = function () {
if (!self.targetTower || self.pathIndex >= self.path.length) {
return;
}
// Check for combat with enemy units
var currentIntersecting = false;
for (var i = 0; i < units.length; i++) {
var otherUnit = units[i];
if (otherUnit !== self && otherUnit.owner !== self.owner) {
// Check if units are close enough to fight (within 30 pixels)
var combatDx = self.x - otherUnit.x;
var combatDy = self.y - otherUnit.y;
var combatDist = Math.sqrt(combatDx * combatDx + combatDy * combatDy);
if (combatDist < 30) {
currentIntersecting = true;
// Combat occurs - both units destroy each other
if (!self.lastWasIntersecting) {
// Create combat sparkle effects at the battle location
var battleX = (self.x + otherUnit.x) / 2;
var battleY = (self.y + otherUnit.y) / 2;
// Create multiple sparkle particles
for (var sparkleIndex = 0; sparkleIndex < 8; sparkleIndex++) {
var sparkle = memoryManager.getSparkle();
game.addChild(sparkle);
sparkle.x = battleX + (Math.random() - 0.5) * 40;
sparkle.y = battleY + (Math.random() - 0.5) * 40;
sparkle.alpha = 1;
sparkle.scaleX = 0.5 + Math.random() * 0.5;
sparkle.scaleY = sparkle.scaleX;
sparkle.tint = 0xffff00 + Math.floor(Math.random() * 0x444444);
// Animate sparkles flying outward and fading
var randomAngle = Math.random() * Math.PI * 2;
var flyDistance = 50 + Math.random() * 30;
var targetX = sparkle.x + Math.cos(randomAngle) * flyDistance;
var targetY = sparkle.y + Math.sin(randomAngle) * flyDistance;
tween(sparkle, {
x: targetX,
y: targetY,
alpha: 0,
scaleX: 0,
scaleY: 0
}, {
duration: 300 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
if (sparkle && sparkle.parent) {
memoryManager.recycleSparkle(sparkle);
}
}
});
}
// Flash both units red before destroying
LK.effects.flashObject(self, 0xff0000, 200);
LK.effects.flashObject(otherUnit, 0xff0000, 200);
LK.getSound('combat').play();
// Destroy both units after flash
LK.setTimeout(function () {
if (self && self.parent) {
memoryManager.recycleUnit(self);
var selfIndex = units.indexOf(self);
if (selfIndex !== -1) {
units.splice(selfIndex, 1);
}
}
if (otherUnit && otherUnit.parent) {
memoryManager.recycleUnit(otherUnit);
var otherIndex = units.indexOf(otherUnit);
if (otherIndex !== -1) {
units.splice(otherIndex, 1);
}
}
}, 200);
return;
}
}
}
}
self.lastWasIntersecting = currentIntersecting;
var target = self.path[self.pathIndex];
var dx = target.x - self.x;
var dy = target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.speed) {
self.pathIndex++;
if (self.pathIndex >= self.path.length && self.targetTower) {
// Reached target tower
if (self.targetTower.owner === self.owner) {
self.targetTower.addUnits(1);
} else {
self.targetTower.unitCount--;
if (self.targetTower.unitCount < 0) {
self.targetTower.unitCount = 1;
self.targetTower.setOwner(self.owner);
LK.getSound('capture').play();
}
self.targetTower.countText.setText(Math.floor(Math.abs(self.targetTower.unitCount)));
}
memoryManager.recycleUnit(self);
units.splice(units.indexOf(self), 1);
}
} else {
// Add slight random movement variation for scattered appearance
var moveX = dx / dist * self.speed;
var moveY = dy / dist * self.speed;
// Add small random deviation (5% of movement speed)
var deviation = self.speed * 0.05;
moveX += (Math.random() - 0.5) * deviation;
moveY += (Math.random() - 0.5) * deviation;
self.x += moveX;
self.y += moveY;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var towers = [];
var units = [];
var currentPath = null;
var selectedTower = null;
var isDragging = false;
var currentLevel = storage.currentLevel || 0;
var aiStartTime = null; // Track when AI should start (null = not started yet)
// Enemy names for different factions
var enemyNames = ["Karabekir", "Enver", "Talat", "Cemal", "İsmet", "Fevzi", "Kazım", "Refet", "Ali Fuat", "Rauf", "Bekir Sami", "Adnan", "Kâzım Özalp", "Salih", "Nureddin"];
var assignedEnemyNames = {}; // Track names assigned to each enemy faction
// Level configurations - 10 levels with progressive difficulty (scaled up 100%)
var levels = [{
// Level 1 - Tutorial
towers: [{
x: 300,
y: 1366,
owner: 1,
units: 30
}, {
x: 1024,
y: 800,
owner: 0,
units: 10
}, {
x: 1748,
y: 1366,
owner: 2,
units: 20
}, {
x: 1748,
y: 400,
owner: 3,
units: 15
}]
}, {
// Level 2 - Basic Strategy
towers: [{
x: 300,
y: 400,
owner: 1,
units: 35
}, {
x: 1024,
y: 1366,
owner: 0,
units: 15
}, {
x: 1748,
y: 400,
owner: 2,
units: 25
}, {
x: 1748,
y: 2332,
owner: 3,
units: 25
}, {
x: 300,
y: 2332,
owner: 4,
units: 20
}]
}, {
// Level 3 - Multi-Front
towers: [{
x: 300,
y: 1366,
owner: 1,
units: 45
}, {
x: 700,
y: 800,
owner: 0,
units: 15
}, {
x: 1348,
y: 800,
owner: 0,
units: 15
}, {
x: 700,
y: 1932,
owner: 0,
units: 15
}, {
x: 1348,
y: 1932,
owner: 0,
units: 15
}, {
x: 1748,
y: 400,
owner: 2,
units: 30
}, {
x: 1748,
y: 1366,
owner: 3,
units: 30
}, {
x: 1748,
y: 2332,
owner: 4,
units: 30
}]
}, {
// Level 4 - Defensive Challenge
towers: [{
x: 300,
y: 1366,
owner: 1,
units: 50
}, {
x: 600,
y: 600,
owner: 0,
units: 20
}, {
x: 1024,
y: 400,
owner: 2,
units: 40
}, {
x: 1448,
y: 600,
owner: 0,
units: 20
}, {
x: 1748,
y: 1366,
owner: 2,
units: 40
}, {
x: 1024,
y: 2100,
owner: 2,
units: 40
}]
}, {
// Level 5 - Resource Management
towers: [{
x: 200,
y: 800,
owner: 1,
units: 55
}, {
x: 200,
y: 1932,
owner: 1,
units: 55
}, {
x: 700,
y: 1366,
owner: 0,
units: 25
}, {
x: 1348,
y: 1366,
owner: 0,
units: 25
}, {
x: 1748,
y: 600,
owner: 2,
units: 45
}, {
x: 1748,
y: 1366,
owner: 2,
units: 45
}, {
x: 1748,
y: 2132,
owner: 2,
units: 45
}]
}, {
// Level 6 - Territory Control
towers: [{
x: 300,
y: 400,
owner: 1,
units: 60
}, {
x: 300,
y: 2332,
owner: 1,
units: 60
}, {
x: 600,
y: 800,
owner: 0,
units: 30
}, {
x: 1024,
y: 1366,
owner: 0,
units: 30
}, {
x: 1448,
y: 1932,
owner: 0,
units: 30
}, {
x: 1748,
y: 800,
owner: 2,
units: 50
}, {
x: 1748,
y: 1500,
owner: 2,
units: 50
}, {
x: 1748,
y: 2200,
owner: 2,
units: 50
}]
}, {
// Level 7 - Advanced Tactics
towers: [{
x: 200,
y: 1366,
owner: 1,
units: 65
}, {
x: 500,
y: 600,
owner: 0,
units: 35
}, {
x: 500,
y: 1366,
owner: 0,
units: 35
}, {
x: 500,
y: 2132,
owner: 0,
units: 35
}, {
x: 1024,
y: 400,
owner: 0,
units: 35
}, {
x: 1024,
y: 2332,
owner: 0,
units: 35
}, {
x: 1548,
y: 600,
owner: 0,
units: 35
}, {
x: 1548,
y: 1366,
owner: 0,
units: 35
}, {
x: 1548,
y: 2132,
owner: 0,
units: 35
}, {
x: 1848,
y: 1366,
owner: 2,
units: 55
}]
}, {
// Level 8 - Siege Warfare
towers: [{
x: 300,
y: 600,
owner: 1,
units: 70
}, {
x: 300,
y: 1366,
owner: 1,
units: 70
}, {
x: 300,
y: 2132,
owner: 1,
units: 70
}, {
x: 800,
y: 800,
owner: 0,
units: 40
}, {
x: 800,
y: 1932,
owner: 0,
units: 40
}, {
x: 1248,
y: 800,
owner: 0,
units: 40
}, {
x: 1248,
y: 1932,
owner: 0,
units: 40
}, {
x: 1650,
y: 400,
owner: 2,
units: 60
}, {
x: 1650,
y: 1366,
owner: 2,
units: 60
}, {
x: 1650,
y: 2332,
owner: 2,
units: 60
}]
}, {
// Level 9 - Final Challenge
towers: [{
x: 200,
y: 800,
owner: 1,
units: 75
}, {
x: 200,
y: 1932,
owner: 1,
units: 75
}, {
x: 600,
y: 400,
owner: 0,
units: 45
}, {
x: 600,
y: 1366,
owner: 0,
units: 45
}, {
x: 600,
y: 2332,
owner: 0,
units: 45
}, {
x: 1024,
y: 600,
owner: 0,
units: 45
}, {
x: 1024,
y: 2132,
owner: 0,
units: 45
}, {
x: 1448,
y: 400,
owner: 0,
units: 45
}, {
x: 1448,
y: 1366,
owner: 0,
units: 45
}, {
x: 1448,
y: 2332,
owner: 0,
units: 45
}, {
x: 1748,
y: 600,
owner: 2,
units: 65
}, {
x: 1748,
y: 1366,
owner: 2,
units: 65
}, {
x: 1748,
y: 2132,
owner: 2,
units: 65
}]
}, {
// Level 10 - Master's Trial
towers: [{
x: 150,
y: 1366,
owner: 1,
units: 80
}, {
x: 400,
y: 600,
owner: 0,
units: 50
}, {
x: 400,
y: 1100,
owner: 0,
units: 50
}, {
x: 400,
y: 1632,
owner: 0,
units: 50
}, {
x: 400,
y: 2132,
owner: 0,
units: 50
}, {
x: 800,
y: 400,
owner: 0,
units: 50
}, {
x: 800,
y: 800,
owner: 0,
units: 50
}, {
x: 800,
y: 1932,
owner: 0,
units: 50
}, {
x: 800,
y: 2332,
owner: 0,
units: 50
}, {
x: 1248,
y: 400,
owner: 0,
units: 50
}, {
x: 1248,
y: 800,
owner: 0,
units: 50
}, {
x: 1248,
y: 1932,
owner: 0,
units: 50
}, {
x: 1248,
y: 2332,
owner: 0,
units: 50
}, {
x: 1648,
y: 600,
owner: 0,
units: 50
}, {
x: 1648,
y: 1100,
owner: 0,
units: 50
}, {
x: 1648,
y: 1632,
owner: 0,
units: 50
}, {
x: 1648,
y: 2132,
owner: 0,
units: 50
}, {
x: 1898,
y: 1366,
owner: 2,
units: 70
}]
}];
// UI Elements
var levelText = new Text2('Level ' + (currentLevel + 1), {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
function assignEnemyName(owner) {
if (!assignedEnemyNames[owner] && owner >= 2) {
// Get available names (not already assigned)
var availableNames = enemyNames.filter(function (name) {
return !Object.values(assignedEnemyNames).includes(name);
});
// If no available names, reuse from the pool
if (availableNames.length === 0) {
availableNames = enemyNames;
}
// Assign random name
var randomIndex = Math.floor(Math.random() * availableNames.length);
assignedEnemyNames[owner] = availableNames[randomIndex];
}
return assignedEnemyNames[owner] || "";
}
function loadLevel(levelIndex) {
// Clear existing game objects
for (var i = 0; i < towers.length; i++) {
towers[i].destroy();
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
towers = [];
units = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
// Reset game state variables
selectedTower = null;
isDragging = false;
// Reset enemy name assignments
assignedEnemyNames = {};
// Load new level
var levelData = levels[levelIndex % levels.length];
for (var i = 0; i < levelData.towers.length; i++) {
var towerData = levelData.towers[i];
var tower = new Tower();
tower.x = towerData.x;
tower.y = towerData.y;
tower.setOwner(towerData.owner);
tower.addUnits(towerData.units);
towers.push(tower);
game.addChild(tower);
}
levelText.setText('Level ' + (levelIndex + 1));
// Set AI to start after 5 seconds (5000ms)
aiStartTime = LK.ticks + 5 * 60; // 5 seconds at 60 FPS
}
function createPath(start, end) {
var points = [];
var steps = 20;
for (var i = 0; i <= steps; i++) {
points.push({
x: start.x + (end.x - start.x) * (i / steps),
y: start.y + (end.y - start.y) * (i / steps)
});
}
return points;
}
function sendUnits(fromTower, toTower, count) {
var path = createPath(fromTower, toTower);
var unitsToSend = Math.min(count, fromTower.unitCount);
for (var i = 0; i < unitsToSend; i++) {
var unit = memoryManager.getUnit();
unit.setOwner(fromTower.owner);
unit.setPath(path, toTower);
units.push(unit);
game.addChild(unit);
// Add random spawn delay and position offset for scattered deployment
var randomDelay = i * (30 + Math.random() * 40); // Random delay between 30-70ms per unit
var spawnOffsetX = (Math.random() - 0.5) * 60; // Random spawn position offset
var spawnOffsetY = (Math.random() - 0.5) * 60;
// Position unit at spawn location with offset
unit.x = fromTower.x + spawnOffsetX;
unit.y = fromTower.y + spawnOffsetY;
// Stagger unit spawning with random timing
tween(unit, {
x: path[0].x,
y: path[0].y
}, {
duration: randomDelay,
onFinish: function onFinish() {
LK.getSound('deploy').play();
}
});
}
fromTower.removeUnits(unitsToSend);
}
function checkWinCondition() {
var playerTowers = 0;
var enemyTowers = 0;
for (var i = 0; i < towers.length; i++) {
if (towers[i].owner === 1) playerTowers++;
if (towers[i].owner >= 2) enemyTowers++;
}
if (enemyTowers === 0) {
// Win condition - player defeated all enemy factions
currentLevel++;
storage.currentLevel = currentLevel;
LK.showYouWin();
} else if (playerTowers === 0) {
// Lose condition - reset everything to start from beginning
currentLevel = 0;
storage.currentLevel = 0;
LK.showGameOver();
}
}
// Multi-faction AI with sophisticated strategies
function runAI() {
// Don't run AI until 5 seconds have passed
if (aiStartTime && LK.ticks < aiStartTime) {
return;
}
// Analyze game state for strategic decisions
var gameState = analyzeGameState();
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.owner >= 2) {
// Get strategic context for this tower
var strategy = getOptimalStrategy(tower, gameState);
executeStrategy(tower, strategy, gameState);
}
}
}
// Analyze current game state for AI decision making
function analyzeGameState() {
var state = {
playerStrength: 0,
enemyStrength: 0,
neutralTowers: 0,
playerTowers: [],
enemyTowers: [],
neutralTowersByDistance: [],
threats: [],
opportunities: []
};
// Calculate faction strengths and positions
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.owner === 1) {
state.playerStrength += tower.unitCount;
state.playerTowers.push(tower);
} else if (tower.owner >= 2) {
state.enemyStrength += tower.unitCount;
state.enemyTowers.push(tower);
} else {
state.neutralTowers++;
}
}
// Find strategic opportunities and threats for each enemy tower
for (var i = 0; i < state.enemyTowers.length; i++) {
var enemyTower = state.enemyTowers[i];
var towerThreats = [];
var towerOpportunities = [];
// Analyze threats from player and other enemy factions
for (var j = 0; j < towers.length; j++) {
var otherTower = towers[j];
if (otherTower.owner !== enemyTower.owner) {
var distance = getDistance(enemyTower, otherTower);
var threatLevel = calculateThreatLevel(enemyTower, otherTower, distance);
if (threatLevel > 0) {
towerThreats.push({
tower: otherTower,
distance: distance,
threatLevel: threatLevel
});
}
// Check for opportunities (weak targets)
if (otherTower.unitCount < enemyTower.unitCount * 0.8) {
towerOpportunities.push({
tower: otherTower,
distance: distance,
advantage: enemyTower.unitCount - otherTower.unitCount
});
}
}
}
state.threats[enemyTower.owner] = towerThreats.sort(function (a, b) {
return b.threatLevel - a.threatLevel;
});
state.opportunities[enemyTower.owner] = towerOpportunities.sort(function (a, b) {
return b.advantage - a.advantage;
});
}
return state;
}
// Calculate threat level between two towers
function calculateThreatLevel(myTower, enemyTower, distance) {
if (distance > 1000) return 0; // Too far to be immediate threat
var unitRatio = enemyTower.unitCount / Math.max(myTower.unitCount, 1);
var distanceFactor = Math.max(0, 1 - distance / 1000);
return unitRatio * distanceFactor * 100;
}
// Get distance between two towers
function getDistance(tower1, tower2) {
var dx = tower1.x - tower2.x;
var dy = tower1.y - tower2.y;
return Math.sqrt(dx * dx + dy * dy);
}
// Determine optimal strategy for a tower based on game state
function getOptimalStrategy(tower, gameState) {
var threats = gameState.threats[tower.owner] || [];
var opportunities = gameState.opportunities[tower.owner] || [];
var isPlayerWinning = gameState.playerStrength > gameState.enemyStrength * 1.2;
var isPlayerLosing = gameState.enemyStrength > gameState.playerStrength * 1.2;
// Emergency defense if under immediate threat
if (threats.length > 0 && threats[0].threatLevel > 50) {
return {
type: 'EMERGENCY_DEFENSE',
target: threats[0].tower,
urgency: threats[0].threatLevel
};
}
// Different faction personalities with adaptive behavior
if (tower.owner === 2) {
// Faction 2: Adaptive Aggressor - changes tactics based on game state
if (isPlayerLosing) {
return {
type: 'PRESS_ADVANTAGE',
target: findWeakestPlayerTower(gameState.playerTowers, tower),
minUnits: 8
};
} else if (opportunities.length > 0 && tower.unitCount > 15) {
return {
type: 'OPPORTUNISTIC_STRIKE',
target: opportunities[0].tower,
minUnits: 12
};
} else {
return {
type: 'AGGRESSIVE_EXPAND',
target: findNearestEnemy(tower),
minUnits: 10
};
}
} else if (tower.owner === 3) {
// Faction 3: Strategic Defender - focuses on timing and coordination
if (tower.unitCount > 30 && isPlayerWinning) {
return {
type: 'COORDINATED_COUNTER',
target: findStrongestPlayerTower(gameState.playerTowers, tower),
minUnits: 25
};
} else if (opportunities.length > 0 && tower.unitCount > opportunities[0].tower.unitCount * 1.5) {
return {
type: 'CALCULATED_STRIKE',
target: opportunities[0].tower,
minUnits: 20
};
} else {
return {
type: 'DEFENSIVE_BUILD',
target: null,
minUnits: 35
};
}
} else if (tower.owner === 4) {
// Faction 4: Economic Opportunist - focuses on efficient expansion
var nearbyNeutrals = findNearbyNeutralTowers(tower, 600);
if (nearbyNeutrals.length > 0 && tower.unitCount > 15) {
return {
type: 'ECONOMIC_EXPANSION',
target: nearbyNeutrals[0],
minUnits: 12
};
} else if (opportunities.length > 0 && getDistance(tower, opportunities[0].tower) < 500) {
return {
type: 'EFFICIENT_CAPTURE',
target: opportunities[0].tower,
minUnits: opportunities[0].tower.unitCount + 5
};
} else {
return {
type: 'RESOURCE_BUILD',
target: null,
minUnits: 25
};
}
} else {
// Default faction: Balanced approach
if (opportunities.length > 0 && tower.unitCount > 18) {
return {
type: 'BALANCED_ATTACK',
target: opportunities[0].tower,
minUnits: 15
};
} else {
return {
type: 'DEFENSIVE_BUILD',
target: null,
minUnits: 20
};
}
}
}
// Execute the determined strategy
function executeStrategy(tower, strategy, gameState) {
if (!strategy.target && strategy.type.indexOf('BUILD') === -1) return;
if (tower.unitCount < strategy.minUnits) return;
var unitsToSend;
switch (strategy.type) {
case 'EMERGENCY_DEFENSE':
unitsToSend = Math.floor(tower.unitCount * 0.8); // Send most units in emergency
break;
case 'PRESS_ADVANTAGE':
unitsToSend = Math.floor(tower.unitCount * 0.7); // Aggressive when winning
break;
case 'COORDINATED_COUNTER':
unitsToSend = Math.floor(tower.unitCount * 0.6); // Calculated counter-attack
break;
case 'OPPORTUNISTIC_STRIKE':
case 'CALCULATED_STRIKE':
case 'EFFICIENT_CAPTURE':
unitsToSend = Math.min(Math.floor(tower.unitCount * 0.6), strategy.target.unitCount + 10);
break;
case 'ECONOMIC_EXPANSION':
unitsToSend = Math.floor(tower.unitCount * 0.4); // Conservative expansion
break;
case 'AGGRESSIVE_EXPAND':
case 'BALANCED_ATTACK':
unitsToSend = Math.floor(tower.unitCount * 0.5); // Standard attack
break;
default:
return;
// No action for build strategies
}
if (strategy.target && unitsToSend > 0) {
sendUnits(tower, strategy.target, unitsToSend);
}
}
// Helper functions for target selection
function findWeakestPlayerTower(playerTowers, fromTower) {
var weakest = null;
var minUnits = Infinity;
for (var i = 0; i < playerTowers.length; i++) {
if (playerTowers[i].unitCount < minUnits) {
minUnits = playerTowers[i].unitCount;
weakest = playerTowers[i];
}
}
return weakest;
}
function findStrongestPlayerTower(playerTowers, fromTower) {
var strongest = null;
var maxUnits = 0;
for (var i = 0; i < playerTowers.length; i++) {
if (playerTowers[i].unitCount > maxUnits) {
maxUnits = playerTowers[i].unitCount;
strongest = playerTowers[i];
}
}
return strongest;
}
function findNearestEnemy(fromTower) {
var nearest = null;
var minDist = Infinity;
for (var i = 0; i < towers.length; i++) {
if (towers[i].owner !== fromTower.owner) {
var dist = getDistance(fromTower, towers[i]);
if (dist < minDist) {
minDist = dist;
nearest = towers[i];
}
}
}
return nearest;
}
function findNearbyNeutralTowers(fromTower, maxDistance) {
var nearby = [];
for (var i = 0; i < towers.length; i++) {
if (towers[i].owner === 0) {
var dist = getDistance(fromTower, towers[i]);
if (dist <= maxDistance) {
nearby.push(towers[i]);
}
}
}
return nearby.sort(function (a, b) {
return getDistance(fromTower, a) - getDistance(fromTower, b);
});
}
game.down = function (x, y, obj) {
// Find if we clicked on a player tower (scaled up detection area)
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.owner === 1 && Math.abs(tower.x - x) < 75 && Math.abs(tower.y - y) < 75) {
selectedTower = tower;
isDragging = true;
if (!currentPath) {
currentPath = new PathLine();
game.addChild(currentPath);
}
currentPath.setPath([{
x: tower.x,
y: tower.y
}]);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging && selectedTower && currentPath) {
currentPath.setPath([{
x: selectedTower.x,
y: selectedTower.y
}, {
x: x,
y: y
}]);
}
};
game.up = function (x, y, obj) {
if (isDragging && selectedTower) {
// Find target tower (scaled up detection area)
var targetTower = null;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower !== selectedTower && Math.abs(tower.x - x) < 75 && Math.abs(tower.y - y) < 75) {
targetTower = tower;
break;
}
}
if (targetTower && selectedTower.unitCount > 0) {
sendUnits(selectedTower, targetTower, Math.floor(selectedTower.unitCount * 0.5));
}
if (currentPath) {
currentPath.clear();
}
}
isDragging = false;
selectedTower = null;
};
game.update = function () {
// Update all units
for (var i = units.length - 1; i >= 0; i--) {
if (!units[i] || !units[i].parent) {
units.splice(i, 1);
}
}
// Run AI every 2 seconds
if (LK.ticks % 120 === 0) {
runAI();
}
// Run memory cleanup
memoryManager.performCleanup();
// Check win/lose conditions
if (LK.ticks % 60 === 0) {
checkWinCondition();
}
};
// Create Reset button
var resetButton = new Text2('Reset', {
size: 60,
fill: 0xFFFFFF
});
resetButton.anchor.set(1, 1); // Anchor to bottom right
LK.gui.bottomRight.addChild(resetButton);
// Reset button functionality
resetButton.down = function (x, y, obj) {
// Reset all game state
currentLevel = 0;
storage.currentLevel = 0;
// Clear existing game objects
for (var i = 0; i < towers.length; i++) {
towers[i].destroy();
}
for (var i = 0; i < units.length; i++) {
units[i].destroy();
}
towers = [];
units = [];
if (currentPath) {
currentPath.destroy();
currentPath = null;
}
// Reset game state variables
selectedTower = null;
isDragging = false;
aiStartTime = null;
// Load first level
loadLevel(currentLevel);
};
// Initialize first level
loadLevel(currentLevel);
// Memory Management and Performance Optimization System
var memoryManager = {
// Object pools for reusing objects instead of creating new ones
unitPool: [],
sparklePool: [],
pathDotPool: [],
// Memory cleanup settings
cleanupInterval: 300,
// Clean up every 5 seconds (300 ticks at 60fps)
lastCleanup: 0,
// Get unit from pool or create new one
getUnit: function getUnit() {
if (this.unitPool.length > 0) {
var unit = this.unitPool.pop();
// Reset unit properties
unit.alpha = 1;
unit.visible = true;
unit.owner = 1;
unit.speed = 3;
unit.targetTower = null;
unit.pathIndex = 0;
unit.path = [];
unit.lastWasIntersecting = false;
return unit;
}
return new Unit();
},
// Return unit to pool instead of destroying
recycleUnit: function recycleUnit(unit) {
if (unit && unit.parent) {
unit.parent.removeChild(unit);
unit.visible = false;
this.unitPool.push(unit);
}
},
// Get sparkle from pool or create new one
getSparkle: function getSparkle() {
if (this.sparklePool.length > 0) {
var sparkle = this.sparklePool.pop();
sparkle.alpha = 1;
sparkle.visible = true;
sparkle.scaleX = 0.5 + Math.random() * 0.5;
sparkle.scaleY = sparkle.scaleX;
return sparkle;
}
return game.attachAsset('sparkle', {
anchorX: 0.5,
anchorY: 0.5
});
},
// Return sparkle to pool
recycleSparkle: function recycleSparkle(sparkle) {
if (sparkle && sparkle.parent) {
sparkle.parent.removeChild(sparkle);
sparkle.visible = false;
this.sparklePool.push(sparkle);
}
},
// Periodic memory cleanup
performCleanup: function performCleanup() {
if (LK.ticks - this.lastCleanup < this.cleanupInterval) {
return;
}
this.lastCleanup = LK.ticks;
// Clean up destroyed units from arrays
for (var i = units.length - 1; i >= 0; i--) {
if (!units[i] || !units[i].parent) {
units.splice(i, 1);
}
}
// Limit pool sizes to prevent excessive memory usage
if (this.unitPool.length > 50) {
// Actually destroy excess units
var excess = this.unitPool.splice(50);
for (var i = 0; i < excess.length; i++) {
if (excess[i].destroy) {
excess[i].destroy();
}
}
}
if (this.sparklePool.length > 100) {
var excess = this.sparklePool.splice(100);
for (var i = 0; i < excess.length; i++) {
if (excess[i].destroy) {
excess[i].destroy();
}
}
}
if (this.pathDotPool.length > 200) {
var excess = this.pathDotPool.splice(200);
for (var i = 0; i < excess.length; i++) {
if (excess[i].destroy) {
excess[i].destroy();
}
}
}
// Force garbage collection hint by nullifying references
var temp = [];
temp = null;
}
};
// Play background music
LK.playMusic('battle');
; ===================================================================
--- original.js
+++ change.js
@@ -23,12 +23,20 @@
var dist = Math.sqrt(Math.pow(points[i + 1].x - points[i].x, 2) + Math.pow(points[i + 1].y - points[i].y, 2));
var segments = Math.floor(dist / 20);
for (var j = 0; j < segments; j++) {
var t = j / segments;
- var dot = self.attachAsset('path', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var dot;
+ if (memoryManager.pathDotPool.length > 0) {
+ dot = memoryManager.pathDotPool.pop();
+ dot.visible = true;
+ dot.alpha = 0.5;
+ self.addChild(dot);
+ } else {
+ dot = self.attachAsset('path', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
dot.x = points[i].x + (points[i + 1].x - points[i].x) * t;
dot.y = points[i].y + (points[i + 1].y - points[i].y) * t;
dot.alpha = 0.5;
self.graphics.push(dot);
@@ -36,9 +44,14 @@
}
};
self.clear = function () {
for (var i = 0; i < self.graphics.length; i++) {
- self.graphics[i].destroy();
+ var dot = self.graphics[i];
+ if (dot && dot.parent) {
+ dot.parent.removeChild(dot);
+ dot.visible = false;
+ memoryManager.pathDotPool.push(dot);
+ }
}
self.graphics = [];
self.points = [];
};
@@ -207,12 +220,10 @@
var battleX = (self.x + otherUnit.x) / 2;
var battleY = (self.y + otherUnit.y) / 2;
// Create multiple sparkle particles
for (var sparkleIndex = 0; sparkleIndex < 8; sparkleIndex++) {
- var sparkle = game.attachAsset('sparkle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var sparkle = memoryManager.getSparkle();
+ game.addChild(sparkle);
sparkle.x = battleX + (Math.random() - 0.5) * 40;
sparkle.y = battleY + (Math.random() - 0.5) * 40;
sparkle.alpha = 1;
sparkle.scaleX = 0.5 + Math.random() * 0.5;
@@ -233,9 +244,9 @@
duration: 300 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function onFinish() {
if (sparkle && sparkle.parent) {
- sparkle.destroy();
+ memoryManager.recycleSparkle(sparkle);
}
}
});
}
@@ -245,16 +256,16 @@
LK.getSound('combat').play();
// Destroy both units after flash
LK.setTimeout(function () {
if (self && self.parent) {
- self.destroy();
+ memoryManager.recycleUnit(self);
var selfIndex = units.indexOf(self);
if (selfIndex !== -1) {
units.splice(selfIndex, 1);
}
}
if (otherUnit && otherUnit.parent) {
- otherUnit.destroy();
+ memoryManager.recycleUnit(otherUnit);
var otherIndex = units.indexOf(otherUnit);
if (otherIndex !== -1) {
units.splice(otherIndex, 1);
}
@@ -284,9 +295,9 @@
LK.getSound('capture').play();
}
self.targetTower.countText.setText(Math.floor(Math.abs(self.targetTower.unitCount)));
}
- self.destroy();
+ memoryManager.recycleUnit(self);
units.splice(units.indexOf(self), 1);
}
} else {
// Add slight random movement variation for scattered appearance
@@ -872,9 +883,9 @@
function sendUnits(fromTower, toTower, count) {
var path = createPath(fromTower, toTower);
var unitsToSend = Math.min(count, fromTower.unitCount);
for (var i = 0; i < unitsToSend; i++) {
- var unit = new Unit();
+ var unit = memoryManager.getUnit();
unit.setOwner(fromTower.owner);
unit.setPath(path, toTower);
units.push(unit);
game.addChild(unit);
@@ -1252,8 +1263,10 @@
// Run AI every 2 seconds
if (LK.ticks % 120 === 0) {
runAI();
}
+ // Run memory cleanup
+ memoryManager.performCleanup();
// Check win/lose conditions
if (LK.ticks % 60 === 0) {
checkWinCondition();
}
@@ -1291,7 +1304,108 @@
loadLevel(currentLevel);
};
// Initialize first level
loadLevel(currentLevel);
+// Memory Management and Performance Optimization System
+var memoryManager = {
+ // Object pools for reusing objects instead of creating new ones
+ unitPool: [],
+ sparklePool: [],
+ pathDotPool: [],
+ // Memory cleanup settings
+ cleanupInterval: 300,
+ // Clean up every 5 seconds (300 ticks at 60fps)
+ lastCleanup: 0,
+ // Get unit from pool or create new one
+ getUnit: function getUnit() {
+ if (this.unitPool.length > 0) {
+ var unit = this.unitPool.pop();
+ // Reset unit properties
+ unit.alpha = 1;
+ unit.visible = true;
+ unit.owner = 1;
+ unit.speed = 3;
+ unit.targetTower = null;
+ unit.pathIndex = 0;
+ unit.path = [];
+ unit.lastWasIntersecting = false;
+ return unit;
+ }
+ return new Unit();
+ },
+ // Return unit to pool instead of destroying
+ recycleUnit: function recycleUnit(unit) {
+ if (unit && unit.parent) {
+ unit.parent.removeChild(unit);
+ unit.visible = false;
+ this.unitPool.push(unit);
+ }
+ },
+ // Get sparkle from pool or create new one
+ getSparkle: function getSparkle() {
+ if (this.sparklePool.length > 0) {
+ var sparkle = this.sparklePool.pop();
+ sparkle.alpha = 1;
+ sparkle.visible = true;
+ sparkle.scaleX = 0.5 + Math.random() * 0.5;
+ sparkle.scaleY = sparkle.scaleX;
+ return sparkle;
+ }
+ return game.attachAsset('sparkle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ },
+ // Return sparkle to pool
+ recycleSparkle: function recycleSparkle(sparkle) {
+ if (sparkle && sparkle.parent) {
+ sparkle.parent.removeChild(sparkle);
+ sparkle.visible = false;
+ this.sparklePool.push(sparkle);
+ }
+ },
+ // Periodic memory cleanup
+ performCleanup: function performCleanup() {
+ if (LK.ticks - this.lastCleanup < this.cleanupInterval) {
+ return;
+ }
+ this.lastCleanup = LK.ticks;
+ // Clean up destroyed units from arrays
+ for (var i = units.length - 1; i >= 0; i--) {
+ if (!units[i] || !units[i].parent) {
+ units.splice(i, 1);
+ }
+ }
+ // Limit pool sizes to prevent excessive memory usage
+ if (this.unitPool.length > 50) {
+ // Actually destroy excess units
+ var excess = this.unitPool.splice(50);
+ for (var i = 0; i < excess.length; i++) {
+ if (excess[i].destroy) {
+ excess[i].destroy();
+ }
+ }
+ }
+ if (this.sparklePool.length > 100) {
+ var excess = this.sparklePool.splice(100);
+ for (var i = 0; i < excess.length; i++) {
+ if (excess[i].destroy) {
+ excess[i].destroy();
+ }
+ }
+ }
+ if (this.pathDotPool.length > 200) {
+ var excess = this.pathDotPool.splice(200);
+ for (var i = 0; i < excess.length; i++) {
+ if (excess[i].destroy) {
+ excess[i].destroy();
+ }
+ }
+ }
+ // Force garbage collection hint by nullifying references
+ var temp = [];
+ temp = null;
+ }
+};
// Play background music
LK.playMusic('battle');
;
\ No newline at end of file
Saldırı kulesi, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, 3d olsun.
Saldırı kulesi, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, 3d olsun.
Gece çölü arkaplan resmi, Gerçekçi, kuş bakışı görünüm, yazısız. susuz. In-Game asset. High contrast. No shadows, 3d olsun..
Kılıç ve kalkanlı çağı saldırı askeri, Gerçekçi, kuş bakışı görünüm, yazısız.. In-Game asset. High contrast. No shadows, renkli 3d olsun.