User prompt
and game overs
User prompt
Coins can also be collected if one enemy died
User prompt
add health bars
User prompt
add moving with the mouse and attacking with clicking
User prompt
make stuff bigger and add coin minusing
Code edit (1 edits merged)
Please save this source code
User prompt
Battle Forge: Army Builder
Initial prompt
A simple battle game where you are a human and you can use your coins to upgrade you human or hire more soldiers or horses etc. and you must fight with the monster to get coins.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Cavalry = Container.expand(function () {
var self = Container.call(this);
var cavalryGraphics = self.attachAsset('cavalry', {
anchorX: 0.5,
anchorY: 0.5
});
self.strength = 8;
self.health = 70;
self.maxHealth = 70;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
}
};
self.heal = function () {
self.health = self.maxHealth;
};
return self;
});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.strength = 10;
self.health = 100;
self.maxHealth = 100;
self.armor = 0;
self.takeDamage = function (damage) {
var actualDamage = Math.max(1, damage - self.armor);
self.health -= actualDamage;
if (self.health <= 0) {
self.health = 0;
}
};
self.heal = function () {
self.health = self.maxHealth;
};
return self;
});
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
self.strength = 8;
self.health = 60;
self.maxHealth = 60;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
}
};
return self;
});
var Soldier = Container.expand(function () {
var self = Container.call(this);
var soldierGraphics = self.attachAsset('soldier', {
anchorX: 0.5,
anchorY: 0.5
});
self.strength = 5;
self.health = 50;
self.maxHealth = 50;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
}
};
self.heal = function () {
self.health = self.maxHealth;
};
return self;
});
var UpgradeButton = Container.expand(function (text, cost, callback) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.buttonText = new Text2(text, {
size: 24,
fill: 0xFFFFFF
});
self.buttonText.anchor.set(0.5, 0.5);
self.addChild(self.buttonText);
self.cost = cost;
self.callback = callback;
self.updateText = function (newText) {
self.buttonText.setText(newText);
};
self.down = function (x, y, obj) {
if (coins >= self.cost) {
coins -= self.cost;
self.callback();
LK.getSound('purchase').play();
updateUI();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F4F
});
/****
* Game Code
****/
// Game state variables
var coins = storage.coins || 100;
var currentWave = storage.currentWave || 1;
var gameState = 'shop'; // 'shop' or 'battle'
var battleTimer = 0;
var battleDuration = 3000; // 3 seconds per battle
// Army units
var hero = null;
var soldiers = [];
var cavalry = [];
var monsters = [];
// Upgrade costs
var heroStrengthCost = 50;
var heroHealthCost = 75;
var heroArmorCost = 100;
var soldierCost = 30;
var cavalryCost = 60;
// UI elements
var coinsText = null;
var waveText = null;
var battleButton = null;
var upgradeButtons = [];
// Initialize hero
hero = new Hero();
hero.x = 300;
hero.y = 400;
game.addChild(hero);
// Create UI
function createUI() {
// Coins display
coinsText = new Text2('Coins: ' + coins, {
size: 36,
fill: 0xFFD700
});
coinsText.anchor.set(0, 0);
coinsText.x = 150;
coinsText.y = 50;
LK.gui.topLeft.addChild(coinsText);
// Wave display
waveText = new Text2('Wave: ' + currentWave, {
size: 36,
fill: 0xFFD700
});
waveText.anchor.set(1, 0);
waveText.x = -50;
waveText.y = 50;
LK.gui.topRight.addChild(waveText);
// Battle button
battleButton = LK.getAsset('battleButton', {
anchorX: 0.5,
anchorY: 0.5
});
battleButton.x = 1024;
battleButton.y = 2500;
game.addChild(battleButton);
var battleText = new Text2('BATTLE!', {
size: 32,
fill: 0xFFFFFF
});
battleText.anchor.set(0.5, 0.5);
battleButton.addChild(battleText);
battleButton.down = function (x, y, obj) {
if (gameState === 'shop') {
startBattle();
}
};
// Upgrade buttons
createUpgradeButtons();
}
function createUpgradeButtons() {
var buttonY = 2200;
var buttonSpacing = 350;
// Hero strength upgrade
var strengthButton = new UpgradeButton('Strength +5\n$' + heroStrengthCost, heroStrengthCost, function () {
hero.strength += 5;
heroStrengthCost = Math.floor(heroStrengthCost * 1.5);
updateUpgradeButtons();
});
strengthButton.x = 200;
strengthButton.y = buttonY;
game.addChild(strengthButton);
upgradeButtons.push(strengthButton);
// Hero health upgrade
var healthButton = new UpgradeButton('Health +25\n$' + heroHealthCost, heroHealthCost, function () {
hero.maxHealth += 25;
hero.health = hero.maxHealth;
heroHealthCost = Math.floor(heroHealthCost * 1.5);
updateUpgradeButtons();
});
healthButton.x = 550;
healthButton.y = buttonY;
game.addChild(healthButton);
upgradeButtons.push(healthButton);
// Hero armor upgrade
var armorButton = new UpgradeButton('Armor +2\n$' + heroArmorCost, heroArmorCost, function () {
hero.armor += 2;
heroArmorCost = Math.floor(heroArmorCost * 1.5);
updateUpgradeButtons();
});
armorButton.x = 900;
armorButton.y = buttonY;
game.addChild(armorButton);
upgradeButtons.push(armorButton);
// Hire soldier
var soldierButton = new UpgradeButton('Hire Soldier\n$' + soldierCost, soldierCost, function () {
hireSoldier();
soldierCost = Math.floor(soldierCost * 1.2);
updateUpgradeButtons();
});
soldierButton.x = 1250;
soldierButton.y = buttonY;
game.addChild(soldierButton);
upgradeButtons.push(soldierButton);
// Hire cavalry
var cavalryButton = new UpgradeButton('Hire Cavalry\n$' + cavalryCost, cavalryCost, function () {
hireCavalry();
cavalryCost = Math.floor(cavalryCost * 1.2);
updateUpgradeButtons();
});
cavalryButton.x = 1600;
cavalryButton.y = buttonY;
game.addChild(cavalryButton);
upgradeButtons.push(cavalryButton);
}
function updateUpgradeButtons() {
upgradeButtons[0].updateText('Strength +5\n$' + heroStrengthCost);
upgradeButtons[0].cost = heroStrengthCost;
upgradeButtons[1].updateText('Health +25\n$' + heroHealthCost);
upgradeButtons[1].cost = heroHealthCost;
upgradeButtons[2].updateText('Armor +2\n$' + heroArmorCost);
upgradeButtons[2].cost = heroArmorCost;
upgradeButtons[3].updateText('Hire Soldier\n$' + soldierCost);
upgradeButtons[3].cost = soldierCost;
upgradeButtons[4].updateText('Hire Cavalry\n$' + cavalryCost);
upgradeButtons[4].cost = cavalryCost;
}
function hireSoldier() {
var soldier = new Soldier();
var row = Math.floor(soldiers.length / 5);
var col = soldiers.length % 5;
soldier.x = 200 + col * 80;
soldier.y = 500 + row * 80;
soldiers.push(soldier);
game.addChild(soldier);
}
function hireCavalry() {
var cav = new Cavalry();
var row = Math.floor(cavalry.length / 4);
var col = cavalry.length % 4;
cav.x = 1400 + col * 90;
cav.y = 500 + row * 90;
cavalry.push(cav);
game.addChild(cav);
}
function startBattle() {
gameState = 'battle';
battleTimer = 0;
// Hide upgrade buttons and battle button
for (var i = 0; i < upgradeButtons.length; i++) {
upgradeButtons[i].visible = false;
}
battleButton.visible = false;
// Create monsters
var monsterCount = Math.floor(currentWave * 1.5) + 2;
for (var i = 0; i < monsterCount; i++) {
var monster = new Monster();
monster.strength += Math.floor(currentWave * 0.5);
monster.health += Math.floor(currentWave * 5);
monster.maxHealth = monster.health;
var row = Math.floor(i / 6);
var col = i % 6;
monster.x = 1200 + col * 80;
monster.y = 800 + row * 80;
monsters.push(monster);
game.addChild(monster);
}
}
function processBattle() {
// Calculate total army strength
var armyStrength = hero.health > 0 ? hero.strength : 0;
for (var i = 0; i < soldiers.length; i++) {
if (soldiers[i].health > 0) {
armyStrength += soldiers[i].strength;
}
}
for (var i = 0; i < cavalry.length; i++) {
if (cavalry[i].health > 0) {
armyStrength += cavalry[i].strength;
}
}
// Calculate total monster strength
var monsterStrength = 0;
for (var i = 0; i < monsters.length; i++) {
if (monsters[i].health > 0) {
monsterStrength += monsters[i].strength;
}
}
// Deal damage to army
if (monsterStrength > 0) {
var damageToArmy = Math.floor(monsterStrength / 10);
if (hero.health > 0) {
hero.takeDamage(damageToArmy);
}
for (var i = 0; i < soldiers.length; i++) {
if (soldiers[i].health > 0) {
soldiers[i].takeDamage(Math.floor(damageToArmy * 0.8));
}
}
for (var i = 0; i < cavalry.length; i++) {
if (cavalry[i].health > 0) {
cavalry[i].takeDamage(Math.floor(damageToArmy * 0.7));
}
}
}
// Deal damage to monsters
if (armyStrength > 0) {
var damageToMonsters = Math.floor(armyStrength / 8);
for (var i = 0; i < monsters.length; i++) {
if (monsters[i].health > 0) {
monsters[i].takeDamage(damageToMonsters);
}
}
}
}
function endBattle() {
gameState = 'shop';
// Check if player won
var monstersAlive = 0;
for (var i = 0; i < monsters.length; i++) {
if (monsters[i].health > 0) {
monstersAlive++;
}
}
var playerAlive = hero.health > 0;
for (var i = 0; i < soldiers.length; i++) {
if (soldiers[i].health > 0) {
playerAlive = true;
break;
}
}
for (var i = 0; i < cavalry.length; i++) {
if (cavalry[i].health > 0) {
playerAlive = true;
break;
}
}
if (monstersAlive === 0 && playerAlive) {
// Victory
var reward = currentWave * 25 + 50;
coins += reward;
currentWave++;
LK.getSound('battleWin').play();
} else if (!playerAlive) {
// Defeat - reset wave progress
currentWave = Math.max(1, currentWave - 1);
}
// Heal all units
hero.heal();
for (var i = 0; i < soldiers.length; i++) {
soldiers[i].heal();
}
for (var i = 0; i < cavalry.length; i++) {
cavalry[i].heal();
}
// Remove monsters
for (var i = 0; i < monsters.length; i++) {
monsters[i].destroy();
}
monsters = [];
// Show UI again
for (var i = 0; i < upgradeButtons.length; i++) {
upgradeButtons[i].visible = true;
}
battleButton.visible = true;
updateUI();
}
function updateUI() {
coinsText.setText('Coins: ' + coins);
waveText.setText('Wave: ' + currentWave);
// Save progress
storage.coins = coins;
storage.currentWave = currentWave;
}
// Initialize UI
createUI();
updateUI();
game.update = function () {
if (gameState === 'battle') {
battleTimer += 16; // Roughly 60 FPS
if (battleTimer % 10 === 0) {
// Process battle every 10 frames
processBattle();
}
if (battleTimer >= battleDuration) {
endBattle();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,424 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Cavalry = Container.expand(function () {
+ var self = Container.call(this);
+ var cavalryGraphics = self.attachAsset('cavalry', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.strength = 8;
+ self.health = 70;
+ self.maxHealth = 70;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.health = 0;
+ }
+ };
+ self.heal = function () {
+ self.health = self.maxHealth;
+ };
+ return self;
+});
+var Hero = Container.expand(function () {
+ var self = Container.call(this);
+ var heroGraphics = self.attachAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.strength = 10;
+ self.health = 100;
+ self.maxHealth = 100;
+ self.armor = 0;
+ self.takeDamage = function (damage) {
+ var actualDamage = Math.max(1, damage - self.armor);
+ self.health -= actualDamage;
+ if (self.health <= 0) {
+ self.health = 0;
+ }
+ };
+ self.heal = function () {
+ self.health = self.maxHealth;
+ };
+ return self;
+});
+var Monster = Container.expand(function () {
+ var self = Container.call(this);
+ var monsterGraphics = self.attachAsset('monster', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.strength = 8;
+ self.health = 60;
+ self.maxHealth = 60;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.health = 0;
+ }
+ };
+ return self;
+});
+var Soldier = Container.expand(function () {
+ var self = Container.call(this);
+ var soldierGraphics = self.attachAsset('soldier', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.strength = 5;
+ self.health = 50;
+ self.maxHealth = 50;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.health = 0;
+ }
+ };
+ self.heal = function () {
+ self.health = self.maxHealth;
+ };
+ return self;
+});
+var UpgradeButton = Container.expand(function (text, cost, callback) {
+ var self = Container.call(this);
+ var buttonGraphics = self.attachAsset('upgradeButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.buttonText = new Text2(text, {
+ size: 24,
+ fill: 0xFFFFFF
+ });
+ self.buttonText.anchor.set(0.5, 0.5);
+ self.addChild(self.buttonText);
+ self.cost = cost;
+ self.callback = callback;
+ self.updateText = function (newText) {
+ self.buttonText.setText(newText);
+ };
+ self.down = function (x, y, obj) {
+ if (coins >= self.cost) {
+ coins -= self.cost;
+ self.callback();
+ LK.getSound('purchase').play();
+ updateUI();
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2F4F4F
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var coins = storage.coins || 100;
+var currentWave = storage.currentWave || 1;
+var gameState = 'shop'; // 'shop' or 'battle'
+var battleTimer = 0;
+var battleDuration = 3000; // 3 seconds per battle
+// Army units
+var hero = null;
+var soldiers = [];
+var cavalry = [];
+var monsters = [];
+// Upgrade costs
+var heroStrengthCost = 50;
+var heroHealthCost = 75;
+var heroArmorCost = 100;
+var soldierCost = 30;
+var cavalryCost = 60;
+// UI elements
+var coinsText = null;
+var waveText = null;
+var battleButton = null;
+var upgradeButtons = [];
+// Initialize hero
+hero = new Hero();
+hero.x = 300;
+hero.y = 400;
+game.addChild(hero);
+// Create UI
+function createUI() {
+ // Coins display
+ coinsText = new Text2('Coins: ' + coins, {
+ size: 36,
+ fill: 0xFFD700
+ });
+ coinsText.anchor.set(0, 0);
+ coinsText.x = 150;
+ coinsText.y = 50;
+ LK.gui.topLeft.addChild(coinsText);
+ // Wave display
+ waveText = new Text2('Wave: ' + currentWave, {
+ size: 36,
+ fill: 0xFFD700
+ });
+ waveText.anchor.set(1, 0);
+ waveText.x = -50;
+ waveText.y = 50;
+ LK.gui.topRight.addChild(waveText);
+ // Battle button
+ battleButton = LK.getAsset('battleButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ battleButton.x = 1024;
+ battleButton.y = 2500;
+ game.addChild(battleButton);
+ var battleText = new Text2('BATTLE!', {
+ size: 32,
+ fill: 0xFFFFFF
+ });
+ battleText.anchor.set(0.5, 0.5);
+ battleButton.addChild(battleText);
+ battleButton.down = function (x, y, obj) {
+ if (gameState === 'shop') {
+ startBattle();
+ }
+ };
+ // Upgrade buttons
+ createUpgradeButtons();
+}
+function createUpgradeButtons() {
+ var buttonY = 2200;
+ var buttonSpacing = 350;
+ // Hero strength upgrade
+ var strengthButton = new UpgradeButton('Strength +5\n$' + heroStrengthCost, heroStrengthCost, function () {
+ hero.strength += 5;
+ heroStrengthCost = Math.floor(heroStrengthCost * 1.5);
+ updateUpgradeButtons();
+ });
+ strengthButton.x = 200;
+ strengthButton.y = buttonY;
+ game.addChild(strengthButton);
+ upgradeButtons.push(strengthButton);
+ // Hero health upgrade
+ var healthButton = new UpgradeButton('Health +25\n$' + heroHealthCost, heroHealthCost, function () {
+ hero.maxHealth += 25;
+ hero.health = hero.maxHealth;
+ heroHealthCost = Math.floor(heroHealthCost * 1.5);
+ updateUpgradeButtons();
+ });
+ healthButton.x = 550;
+ healthButton.y = buttonY;
+ game.addChild(healthButton);
+ upgradeButtons.push(healthButton);
+ // Hero armor upgrade
+ var armorButton = new UpgradeButton('Armor +2\n$' + heroArmorCost, heroArmorCost, function () {
+ hero.armor += 2;
+ heroArmorCost = Math.floor(heroArmorCost * 1.5);
+ updateUpgradeButtons();
+ });
+ armorButton.x = 900;
+ armorButton.y = buttonY;
+ game.addChild(armorButton);
+ upgradeButtons.push(armorButton);
+ // Hire soldier
+ var soldierButton = new UpgradeButton('Hire Soldier\n$' + soldierCost, soldierCost, function () {
+ hireSoldier();
+ soldierCost = Math.floor(soldierCost * 1.2);
+ updateUpgradeButtons();
+ });
+ soldierButton.x = 1250;
+ soldierButton.y = buttonY;
+ game.addChild(soldierButton);
+ upgradeButtons.push(soldierButton);
+ // Hire cavalry
+ var cavalryButton = new UpgradeButton('Hire Cavalry\n$' + cavalryCost, cavalryCost, function () {
+ hireCavalry();
+ cavalryCost = Math.floor(cavalryCost * 1.2);
+ updateUpgradeButtons();
+ });
+ cavalryButton.x = 1600;
+ cavalryButton.y = buttonY;
+ game.addChild(cavalryButton);
+ upgradeButtons.push(cavalryButton);
+}
+function updateUpgradeButtons() {
+ upgradeButtons[0].updateText('Strength +5\n$' + heroStrengthCost);
+ upgradeButtons[0].cost = heroStrengthCost;
+ upgradeButtons[1].updateText('Health +25\n$' + heroHealthCost);
+ upgradeButtons[1].cost = heroHealthCost;
+ upgradeButtons[2].updateText('Armor +2\n$' + heroArmorCost);
+ upgradeButtons[2].cost = heroArmorCost;
+ upgradeButtons[3].updateText('Hire Soldier\n$' + soldierCost);
+ upgradeButtons[3].cost = soldierCost;
+ upgradeButtons[4].updateText('Hire Cavalry\n$' + cavalryCost);
+ upgradeButtons[4].cost = cavalryCost;
+}
+function hireSoldier() {
+ var soldier = new Soldier();
+ var row = Math.floor(soldiers.length / 5);
+ var col = soldiers.length % 5;
+ soldier.x = 200 + col * 80;
+ soldier.y = 500 + row * 80;
+ soldiers.push(soldier);
+ game.addChild(soldier);
+}
+function hireCavalry() {
+ var cav = new Cavalry();
+ var row = Math.floor(cavalry.length / 4);
+ var col = cavalry.length % 4;
+ cav.x = 1400 + col * 90;
+ cav.y = 500 + row * 90;
+ cavalry.push(cav);
+ game.addChild(cav);
+}
+function startBattle() {
+ gameState = 'battle';
+ battleTimer = 0;
+ // Hide upgrade buttons and battle button
+ for (var i = 0; i < upgradeButtons.length; i++) {
+ upgradeButtons[i].visible = false;
+ }
+ battleButton.visible = false;
+ // Create monsters
+ var monsterCount = Math.floor(currentWave * 1.5) + 2;
+ for (var i = 0; i < monsterCount; i++) {
+ var monster = new Monster();
+ monster.strength += Math.floor(currentWave * 0.5);
+ monster.health += Math.floor(currentWave * 5);
+ monster.maxHealth = monster.health;
+ var row = Math.floor(i / 6);
+ var col = i % 6;
+ monster.x = 1200 + col * 80;
+ monster.y = 800 + row * 80;
+ monsters.push(monster);
+ game.addChild(monster);
+ }
+}
+function processBattle() {
+ // Calculate total army strength
+ var armyStrength = hero.health > 0 ? hero.strength : 0;
+ for (var i = 0; i < soldiers.length; i++) {
+ if (soldiers[i].health > 0) {
+ armyStrength += soldiers[i].strength;
+ }
+ }
+ for (var i = 0; i < cavalry.length; i++) {
+ if (cavalry[i].health > 0) {
+ armyStrength += cavalry[i].strength;
+ }
+ }
+ // Calculate total monster strength
+ var monsterStrength = 0;
+ for (var i = 0; i < monsters.length; i++) {
+ if (monsters[i].health > 0) {
+ monsterStrength += monsters[i].strength;
+ }
+ }
+ // Deal damage to army
+ if (monsterStrength > 0) {
+ var damageToArmy = Math.floor(monsterStrength / 10);
+ if (hero.health > 0) {
+ hero.takeDamage(damageToArmy);
+ }
+ for (var i = 0; i < soldiers.length; i++) {
+ if (soldiers[i].health > 0) {
+ soldiers[i].takeDamage(Math.floor(damageToArmy * 0.8));
+ }
+ }
+ for (var i = 0; i < cavalry.length; i++) {
+ if (cavalry[i].health > 0) {
+ cavalry[i].takeDamage(Math.floor(damageToArmy * 0.7));
+ }
+ }
+ }
+ // Deal damage to monsters
+ if (armyStrength > 0) {
+ var damageToMonsters = Math.floor(armyStrength / 8);
+ for (var i = 0; i < monsters.length; i++) {
+ if (monsters[i].health > 0) {
+ monsters[i].takeDamage(damageToMonsters);
+ }
+ }
+ }
+}
+function endBattle() {
+ gameState = 'shop';
+ // Check if player won
+ var monstersAlive = 0;
+ for (var i = 0; i < monsters.length; i++) {
+ if (monsters[i].health > 0) {
+ monstersAlive++;
+ }
+ }
+ var playerAlive = hero.health > 0;
+ for (var i = 0; i < soldiers.length; i++) {
+ if (soldiers[i].health > 0) {
+ playerAlive = true;
+ break;
+ }
+ }
+ for (var i = 0; i < cavalry.length; i++) {
+ if (cavalry[i].health > 0) {
+ playerAlive = true;
+ break;
+ }
+ }
+ if (monstersAlive === 0 && playerAlive) {
+ // Victory
+ var reward = currentWave * 25 + 50;
+ coins += reward;
+ currentWave++;
+ LK.getSound('battleWin').play();
+ } else if (!playerAlive) {
+ // Defeat - reset wave progress
+ currentWave = Math.max(1, currentWave - 1);
+ }
+ // Heal all units
+ hero.heal();
+ for (var i = 0; i < soldiers.length; i++) {
+ soldiers[i].heal();
+ }
+ for (var i = 0; i < cavalry.length; i++) {
+ cavalry[i].heal();
+ }
+ // Remove monsters
+ for (var i = 0; i < monsters.length; i++) {
+ monsters[i].destroy();
+ }
+ monsters = [];
+ // Show UI again
+ for (var i = 0; i < upgradeButtons.length; i++) {
+ upgradeButtons[i].visible = true;
+ }
+ battleButton.visible = true;
+ updateUI();
+}
+function updateUI() {
+ coinsText.setText('Coins: ' + coins);
+ waveText.setText('Wave: ' + currentWave);
+ // Save progress
+ storage.coins = coins;
+ storage.currentWave = currentWave;
+}
+// Initialize UI
+createUI();
+updateUI();
+game.update = function () {
+ if (gameState === 'battle') {
+ battleTimer += 16; // Roughly 60 FPS
+ if (battleTimer % 10 === 0) {
+ // Process battle every 10 frames
+ processBattle();
+ }
+ if (battleTimer >= battleDuration) {
+ endBattle();
+ }
+ }
+};
\ No newline at end of file
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Battle Forge: Army Builder" and with the description "Strategic battle game where you fight monsters to earn coins, then upgrade your hero and hire soldiers and cavalry to build a stronger army for tougher battles.". No text on banner!
A Player Character. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A Battle Button. In-Game asset. 2d. High contrast. No shadows
Monster for a game. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat