User prompt
The number of soldiers we defeated and our soldiers and our land and the land we took and the number of mothers, these will determine the score.
User prompt
When the country we choose loses, it says you lost, when it wins, it says you won.
User prompt
The game starts from whichever country is selected.
User prompt
It is playable whether I choose green or not, fix this
User prompt
Select the country below the map and if it is not selected in green, AI will check it
User prompt
Choose a side before the game starts and let the AI control the other side.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'data')' in or related to this line: 'var pos = game.toLocal(obj.event.data.global);' Line Number: 151
User prompt
oyunun başında bir tarafı seçelim
User prompt
Complete the game production completely
User prompt
start the create gam
User prompt
QuadraNations: Turn-Based Conquest
Initial prompt
There will be 4 countries green, blue, red, yellow and a turn-based strategy game on a fictional map
/****
* Classes
****/
// Base class: represents a base in a territory
var Base = Container.expand(function () {
var self = Container.call(this);
self.owner = null; // 0,1,2,3
self.territory = null; // index of territory occupied
self.sprite = self.attachAsset('base', {
anchorX: 0.5,
anchorY: 0.5
});
self.setOwner = function (owner) {
self.owner = owner;
self.sprite.tint = COUNTRY_COLORS[owner];
};
return self;
});
// Territory class: represents a territory on the map
var Territory = Container.expand(function () {
var self = Container.call(this);
self.owner = null; // 0,1,2,3 or null
self.index = -1; // index in territories array
self.neighbors = []; // indices of adjacent territories
self.unit = null; // reference to occupying unit, if any
self.base = null; // reference to base, if any
// Visual representation
self.bg = self.attachAsset('territory', {
anchorX: 0.5,
anchorY: 0.5
});
// Set color based on owner
self.setOwner = function (owner) {
self.owner = owner;
if (owner === null) {
self.bg.tint = 0x888888;
} else {
self.bg.tint = COUNTRY_COLORS[owner];
}
};
// Highlight for selection
self.setHighlight = function (on) {
self.bg.alpha = on ? 0.7 : 1.0;
};
return self;
});
// Unit class: represents a unit on the map
var Unit = Container.expand(function () {
var self = Container.call(this);
self.owner = null; // 0,1,2,3
self.territory = null; // index of territory occupied
self.hasMoved = false; // true if unit has moved this turn
self.sprite = self.attachAsset('unit', {
anchorX: 0.5,
anchorY: 0.5
});
self.setOwner = function (owner) {
self.owner = owner;
self.sprite.tint = COUNTRY_COLORS[owner];
};
self.setSelected = function (on) {
self.sprite.alpha = on ? 0.7 : 1.0;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- QuadraNations: Turn-Based Conquest ---
// Four countries: green, blue, red, yellow
// Each country will have a base and units, and the map will be divided into territories
// Define country colors
var COUNTRY_COLORS = [0x2ecc40, 0x0074d9, 0xff4136, 0xffdc00]; // green, blue, red, yellow
// Define country names for reference
var COUNTRY_NAMES = ['Green', 'Blue', 'Red', 'Yellow'];
// Track current turn (0: Green, 1: Blue, 2: Red, 3: Yellow)
var currentTurn = null; // Will be set after selection
// Track number of turns elapsed
var turnCount = 0;
// --- Country selection screen ---
var countrySelectOverlay = new Container();
countrySelectOverlay.width = 2048;
countrySelectOverlay.height = 2732;
countrySelectOverlay.visible = true;
game.addChild(countrySelectOverlay);
var selectText = new Text2('Bir ülke seçin', {
size: 120,
fill: 0xFFFFFF
});
selectText.anchor.set(0.5, 0);
selectText.x = 2048 / 2;
selectText.y = 350;
countrySelectOverlay.addChild(selectText);
var countryButtons = [];
for (var i = 0; i < 4; i++) {
var btn = LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0.5,
x: 512 + i * 256,
y: 800,
width: 220,
height: 220,
tint: COUNTRY_COLORS[i]
});
// Add a label
var label = new Text2(COUNTRY_NAMES[i], {
size: 70,
fill: 0xFFFFFF
});
label.anchor.set(0.5, 0);
label.x = btn.x;
label.y = btn.y + 140;
countrySelectOverlay.addChild(btn);
countrySelectOverlay.addChild(label);
btn._countryIndex = i;
countryButtons.push(btn);
}
// Handle selection
countrySelectOverlay.down = function (x, y, obj) {
for (var i = 0; i < countryButtons.length; i++) {
var btn = countryButtons[i];
var dx = x - btn.x;
var dy = y - btn.y;
if (Math.abs(dx) < btn.width / 2 && Math.abs(dy) < btn.height / 2) {
// Select this country
currentTurn = btn._countryIndex;
countrySelectOverlay.visible = false;
game.removeChild(countrySelectOverlay);
updateTurnIndicator();
break;
}
}
};
countrySelectOverlay.interactive = true;
countrySelectOverlay.on('down', function (obj) {
// Defensive: check for event and data
var pos;
if (obj && obj.event && obj.event.data && obj.event.data.global) {
pos = game.toLocal(obj.event.data.global);
} else if (obj && obj.x !== undefined && obj.y !== undefined) {
// fallback: use x/y if available
pos = {
x: obj.x,
y: obj.y
};
} else {
// fallback: use center
pos = {
x: 1024,
y: 1366
};
}
countrySelectOverlay.down(pos.x, pos.y, obj);
});
// Map setup: 12 territories in a 3x4 grid, each country starts in a corner
var territories = [];
var units = [];
var bases = [];
var territoryGrid = [[0, 1, 2, 3], [4, 5, 6, 7], [8, 9, 10, 11]];
// For each territory, define neighbors (adjacent up/down/left/right)
function getNeighbors(row, col) {
var neighbors = [];
if (row > 0) neighbors.push(territoryGrid[row - 1][col]);
if (row < 2) neighbors.push(territoryGrid[row + 1][col]);
if (col > 0) neighbors.push(territoryGrid[row][col - 1]);
if (col < 3) neighbors.push(territoryGrid[row][col + 1]);
return neighbors;
}
// Create territory objects and add to game
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 4; col++) {
var idx = territoryGrid[row][col];
var t = new Territory();
t.index = idx;
t.x = 400 + col * 400;
t.y = 600 + row * 600;
t.width = 350;
t.height = 350;
t.neighbors = getNeighbors(row, col);
t.setOwner(null);
game.addChild(t);
territories[idx] = t;
}
}
// Assign starting bases and units for each country (corners)
var basePositions = [0, 3, 8, 11]; // top-left, top-right, bottom-left, bottom-right
for (var i = 0; i < 4; i++) {
// Place base
var b = new Base();
b.setOwner(i);
b.territory = basePositions[i];
b.x = territories[basePositions[i]].x;
b.y = territories[basePositions[i]].y;
game.addChild(b);
bases[i] = b;
territories[basePositions[i]].base = b;
territories[basePositions[i]].setOwner(i);
// Place unit on base
var u = new Unit();
u.setOwner(i);
u.territory = basePositions[i];
u.x = territories[basePositions[i]].x;
u.y = territories[basePositions[i]].y;
u.hasMoved = false;
game.addChild(u);
units.push(u);
territories[basePositions[i]].unit = u;
}
// Add a second unit for each country in adjacent territory
var secondUnitPositions = [1, 2, 9, 10];
for (var i = 0; i < 4; i++) {
var u2 = new Unit();
u2.setOwner(i);
u2.territory = secondUnitPositions[i];
u2.x = territories[secondUnitPositions[i]].x;
u2.y = territories[secondUnitPositions[i]].y;
u2.hasMoved = false;
game.addChild(u2);
units.push(u2);
territories[secondUnitPositions[i]].unit = u2;
territories[secondUnitPositions[i]].setOwner(i);
}
// Placeholder for selected unit/territory
var selectedUnit = null;
var selectedTerritory = null;
// Placeholder for game state
var gameState = 'select'; // 'select', 'move', 'attack', etc.
// Placeholder for turn indicator text
var turnIndicatorText = new Text2('', {
size: 90,
fill: 0xFFFFFF
});
turnIndicatorText.anchor.set(0.5, 0);
LK.gui.top.addChild(turnIndicatorText);
// Function to update turn indicator
function updateTurnIndicator() {
if (currentTurn === null) {
turnIndicatorText.setText('');
} else {
turnIndicatorText.setText('Turn: ' + COUNTRY_NAMES[currentTurn]);
}
}
updateTurnIndicator();
// Helper: Deselect all units and territories
function deselectAll() {
for (var i = 0; i < units.length; i++) units[i].setSelected(false);
for (var i = 0; i < territories.length; i++) territories[i].setHighlight(false);
selectedUnit = null;
selectedTerritory = null;
}
// Helper: Get all units for a country
function getUnitsForCountry(country) {
var arr = [];
for (var i = 0; i < units.length; i++) {
if (units[i].owner === country) arr.push(units[i]);
}
return arr;
}
// Helper: End turn and advance to next player
function endTurn() {
// Reset all units' hasMoved for next player
for (var i = 0; i < units.length; i++) {
if (units[i].owner === currentTurn) units[i].hasMoved = false;
}
// Next player
currentTurn = (currentTurn + 1) % 4;
turnCount++;
updateTurnIndicator();
deselectAll();
// If player has no units, skip turn
if (getUnitsForCountry(currentTurn).length === 0) {
endTurn();
}
}
// Helper: Check win condition
function checkWin() {
var alive = [];
for (var i = 0; i < 4; i++) {
if (getUnitsForCountry(i).length > 0) alive.push(i);
}
if (alive.length === 1) {
LK.showYouWin();
return true;
}
return false;
}
// Handle tap on territory or unit
game.down = function (x, y, obj) {
// Block gameplay if country not selected
if (currentTurn === null) return;
// Find which territory was tapped
var tappedTerritory = null;
for (var i = 0; i < territories.length; i++) {
var t = territories[i];
var dx = x - t.x;
var dy = y - t.y;
if (Math.abs(dx) < t.width / 2 && Math.abs(dy) < t.height / 2) {
tappedTerritory = t;
break;
}
}
if (!tappedTerritory) return;
// If selecting a unit to move
if (gameState === 'select') {
if (tappedTerritory.unit && tappedTerritory.unit.owner === currentTurn && !tappedTerritory.unit.hasMoved) {
deselectAll();
selectedUnit = tappedTerritory.unit;
selectedUnit.setSelected(true);
// Highlight possible moves
for (var j = 0; j < tappedTerritory.neighbors.length; j++) {
var nIdx = tappedTerritory.neighbors[j];
var n = territories[nIdx];
// Can move if empty or enemy unit present
if (!n.unit || n.unit && n.unit.owner !== currentTurn) {
n.setHighlight(true);
}
}
gameState = 'move';
}
} else if (gameState === 'move') {
// If tapped a highlighted territory, move or attack
if (selectedUnit && tappedTerritory.bg.alpha === 0.7) {
// If enemy unit, attack
if (tappedTerritory.unit && tappedTerritory.unit.owner !== currentTurn) {
// Remove enemy unit
var enemy = tappedTerritory.unit;
enemy.destroy();
for (var k = 0; k < units.length; k++) {
if (units[k] === enemy) {
units.splice(k, 1);
break;
}
}
tappedTerritory.unit = null;
}
// Move unit
territories[selectedUnit.territory].unit = null;
selectedUnit.territory = tappedTerritory.index;
selectedUnit.x = tappedTerritory.x;
selectedUnit.y = tappedTerritory.y;
tappedTerritory.unit = selectedUnit;
tappedTerritory.setOwner(currentTurn);
selectedUnit.hasMoved = true;
deselectAll();
// Check win
if (checkWin()) return;
gameState = 'select';
} else {
// Tapped elsewhere, cancel move
deselectAll();
gameState = 'select';
}
}
};
// End turn on double tap anywhere
game.up = function (x, y, obj) {
// Block end turn if country not selected
if (currentTurn === null) return;
// If all units have moved, allow end turn
var allMoved = true;
var myUnits = getUnitsForCountry(currentTurn);
for (var i = 0; i < myUnits.length; i++) {
if (!myUnits[i].hasMoved) allMoved = false;
}
if (allMoved) {
endTurn();
}
};
// Main update loop (not much needed, but could be used for animations)
game.update = function () {
// Defensive: ensure units are always on top of territory
for (var i = 0; i < units.length; i++) {
if (units[i].parent !== game) continue;
game.setChildIndex(units[i], game.children.length - 1);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -140,9 +140,25 @@
}
};
countrySelectOverlay.interactive = true;
countrySelectOverlay.on('down', function (obj) {
- var pos = game.toLocal(obj.event.data.global);
+ // Defensive: check for event and data
+ var pos;
+ if (obj && obj.event && obj.event.data && obj.event.data.global) {
+ pos = game.toLocal(obj.event.data.global);
+ } else if (obj && obj.x !== undefined && obj.y !== undefined) {
+ // fallback: use x/y if available
+ pos = {
+ x: obj.x,
+ y: obj.y
+ };
+ } else {
+ // fallback: use center
+ pos = {
+ x: 1024,
+ y: 1366
+ };
+ }
countrySelectOverlay.down(pos.x, pos.y, obj);
});
// Map setup: 12 territories in a 3x4 grid, each country starts in a corner
var territories = [];