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 ****/ // Define country colors // Each country will have a base and units, and the map will be divided into territories // Four countries: green, blue, red, yellow // --- QuadraNations: Turn-Based Conquest --- var COUNTRY_COLORS = [0x2ecc40, 0x0074d9, 0xff4136, 0xffdc00]; // green, blue, red, yellow // Define country names for reference var COUNTRY_NAMES = ['Green', 'Blue', 'Red', 'Yellow']; // Track which country the player controls (set after selection) var playerCountry = null; // Track which countries are AI controlled var aiCountries = [0, 1, 2, 3]; // Track current turn (0: Green, 1: Blue, 2: Red, 3: Yellow) var currentTurn = 0; // Track number of turns elapsed var turnCount = 0; // Show country selection screen before game starts var selectionOverlay = new Container(); selectionOverlay.width = 2048; selectionOverlay.height = 2732; selectionOverlay.x = 0; selectionOverlay.y = 0; selectionOverlay.interactive = true; selectionOverlay.visible = true; game.addChild(selectionOverlay); var selectionText = new Text2('Choose Your Country', { size: 120, fill: 0xFFFFFF }); selectionText.anchor.set(0.5, 0); selectionText.x = 1024; selectionText.y = 300; selectionOverlay.addChild(selectionText); var selectionButtons = []; // Place selection buttons below the map, spaced evenly var buttonAreaY = 2100; var buttonSpacing = 400; var buttonStartX = 400; for (var i = 0; i < 4; i++) { var btn = new Container(); btn.x = buttonStartX + i * buttonSpacing; btn.y = buttonAreaY; btn.width = 250; btn.height = 250; btn.interactive = true; // Button background var btnBg = LK.getAsset('territory', { anchorX: 0.5, anchorY: 0.5 }); btnBg.width = 250; btnBg.height = 250; btnBg.tint = COUNTRY_COLORS[i]; btn.addChild(btnBg); // Button label var btnLabel = new Text2(COUNTRY_NAMES[i], { size: 60, fill: 0x000000 }); btnLabel.anchor.set(0.5, 0.5); btnLabel.x = 0; btnLabel.y = 0; btn.addChild(btnLabel); // Add event handler for selection (function (countryIndex) { btn.down = function (x, y, obj) { // Set player country and AI countries playerCountry = countryIndex; aiCountries = []; for (var j = 0; j < 4; j++) { if (j !== playerCountry) aiCountries.push(j); } // Visually mark the selected button as chosen (green border) for (var k = 0; k < selectionButtons.length; k++) { var border = selectionButtons[k].getChildByName && selectionButtons[k].getChildByName('border'); if (border) border.visible = false; } // Add a border to the selected button if (!btn.border) { var border = LK.getAsset('territory', { anchorX: 0.5, anchorY: 0.5 }); border.width = 270; border.height = 270; border.tint = 0x00ff00; border.alpha = 0.5; border.name = 'border'; btn.addChild(border); btn.setChildIndex(border, 0); btn.border = border; } btn.border.visible = true; // Hide overlay and start game after a short delay for feedback LK.setTimeout(function () { selectionOverlay.visible = false; selectionOverlay.destroy(); updateTurnIndicator(); }, 200); }; })(i); selectionOverlay.addChild(btn); selectionButtons.push(btn); } // 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() { 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(); return; } // If it's an AI country, make AI move and end turn automatically if (aiCountries.indexOf(currentTurn) !== -1) { // Simple AI: for each unit, move to a random valid neighbor (attack if possible) var aiUnits = getUnitsForCountry(currentTurn); for (var i = 0; i < aiUnits.length; i++) { var unit = aiUnits[i]; if (unit.hasMoved) continue; var t = territories[unit.territory]; // Find possible moves (empty or enemy-occupied neighbors) var possible = []; for (var j = 0; j < t.neighbors.length; j++) { var nIdx = t.neighbors[j]; var n = territories[nIdx]; if (!n.unit || n.unit && n.unit.owner !== currentTurn) { possible.push(n); } } if (possible.length > 0) { // Prefer attacking if possible var attackTargets = []; for (var k = 0; k < possible.length; k++) { if (possible[k].unit && possible[k].unit.owner !== currentTurn) { attackTargets.push(possible[k]); } } var dest = null; if (attackTargets.length > 0) { dest = attackTargets[Math.floor(Math.random() * attackTargets.length)]; } else { dest = possible[Math.floor(Math.random() * possible.length)]; } // If enemy unit, attack if (dest.unit && dest.unit.owner !== currentTurn) { var enemy = dest.unit; enemy.destroy(); for (var m = 0; m < units.length; m++) { if (units[m] === enemy) { units.splice(m, 1); break; } } dest.unit = null; } // Move unit territories[unit.territory].unit = null; unit.territory = dest.index; unit.x = dest.x; unit.y = dest.y; dest.unit = unit; dest.setOwner(currentTurn); unit.hasMoved = true; } } // Check win if (checkWin()) return; // End AI turn automatically endTurn(); return; } } // 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 input if playerCountry not chosen yet if (playerCountry === 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 input if playerCountry not chosen yet if (playerCountry === 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
@@ -106,12 +106,16 @@
selectionText.x = 1024;
selectionText.y = 300;
selectionOverlay.addChild(selectionText);
var selectionButtons = [];
+// Place selection buttons below the map, spaced evenly
+var buttonAreaY = 2100;
+var buttonSpacing = 400;
+var buttonStartX = 400;
for (var i = 0; i < 4; i++) {
var btn = new Container();
- btn.x = 400 + i * 300;
- btn.y = 700;
+ btn.x = buttonStartX + i * buttonSpacing;
+ btn.y = buttonAreaY;
btn.width = 250;
btn.height = 250;
btn.interactive = true;
// Button background
@@ -140,11 +144,35 @@
aiCountries = [];
for (var j = 0; j < 4; j++) {
if (j !== playerCountry) aiCountries.push(j);
}
- selectionOverlay.visible = false;
- selectionOverlay.destroy();
- updateTurnIndicator();
+ // Visually mark the selected button as chosen (green border)
+ for (var k = 0; k < selectionButtons.length; k++) {
+ var border = selectionButtons[k].getChildByName && selectionButtons[k].getChildByName('border');
+ if (border) border.visible = false;
+ }
+ // Add a border to the selected button
+ if (!btn.border) {
+ var border = LK.getAsset('territory', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ border.width = 270;
+ border.height = 270;
+ border.tint = 0x00ff00;
+ border.alpha = 0.5;
+ border.name = 'border';
+ btn.addChild(border);
+ btn.setChildIndex(border, 0);
+ btn.border = border;
+ }
+ btn.border.visible = true;
+ // Hide overlay and start game after a short delay for feedback
+ LK.setTimeout(function () {
+ selectionOverlay.visible = false;
+ selectionOverlay.destroy();
+ updateTurnIndicator();
+ }, 200);
};
})(i);
selectionOverlay.addChild(btn);
selectionButtons.push(btn);