User prompt
Pero pon que la velocidad de expansión de los otros países sea más lento 5 segundos para cada territorio y que el jugador al iniciar el juego tenga tres territorio aleatoriamente del mapa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Si el jugador desaparece pierde
User prompt
Ahora que los países se expandan por estás provincias y que ataquen todo aleatoriamente a los otros países y al jugador y si un país pierde todo su territorio desaparezca ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Pon más territorio y que se conecte y se colisiones ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: connectionLines is not defined' in or related to this line: 'if (connectionLines) {' Line Number: 1373
User prompt
Ahora que pon más territorio que se conecte y que los countryballs se ataquen entre si ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ahora que los territorios y countryballs y sólo aparece al undir el botón de inicio del juego
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'self.settingsMenu.visible = false;' Line Number: 243
User prompt
Sigue
User prompt
Toda vía ay errores como el contador de dinero y el menú del juego que sigue fusionado con el juego una recomendación podrías a ser que el juego no se a visible y cuando le des al botón de iniciar el juego se aga visible
User prompt
Toda vía ay errores como el contador de dinero y el menú sigue fusionado con el juego una recomendación podrías a ser que el juego no se vea y al undir el botón del juego se pueda a ser visible
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, {' Line Number: 89 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sigue
User prompt
Ay un problema en la fila de escris 17
User prompt
Puedes reanuda lo que estabas asiendo
User prompt
Ay un error y es que el menú del juego está al mismo tiempo que el juego por lo que se ve el juego y el menú fusionados me gustaría si lo arreglasras y esto pasa con todo los menús
User prompt
También agrega un menú de inicio con botones como botón de iniciar juego botón de configuración que tendrá configuración de sonido configuración de música y por último botón de creditos yo y tú ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Y suponemos un contador de dinero y el dinero será para la tecnología y la conquista de las provincias
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween(self, {' Line Number: 165
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, 0.5, {' Line Number: 149 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Eso es lo que necesitamos para el juego especialmente las 1 2 3 4 ideas que me diste me gustaría si las agregaras porque es lo que falta en el juego
Code edit (1 edits merged)
Please save this source code
User prompt
Countryball Warfare
Initial prompt
Bueno me gustaría un de países en guerra con countryballs
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ActionButton = Container.expand(function (text, action, color) { var self = Container.call(this); var buttonGraphics = self.attachAsset(action + 'Button', { anchorX: 0.5, anchorY: 0.5 }); var buttonLabel = new Text2(text, { size: 28, fill: 0xFFFFFF }); buttonLabel.anchor.set(0.5, 0.5); self.addChild(buttonLabel); self.action = action; self.down = function (x, y, obj) { game.handleActionButton(self); }; return self; }); var Countryball = Container.expand(function (country) { var self = Container.call(this); self.country = country; self.selected = false; self.territory = null; self.alliances = []; self.power = country.basePower || 10; self.resources = country.baseResources || 20; self.isAI = country.isAI || false; var ballGraphics = self.attachAsset('countryball', { anchorX: 0.5, anchorY: 0.5, tint: country.color }); var countryLabel = new Text2(country.name, { size: 24, fill: 0x000000 }); countryLabel.anchor.set(0.5, 0); countryLabel.y = 60; self.addChild(countryLabel); var highlight = self.attachAsset('selectHighlight', { anchorX: 0.5, anchorY: 0.5 }); highlight.alpha = 0; self.setSelected = function (selected) { self.selected = selected; highlight.alpha = selected ? 0.5 : 0; }; self.attack = function (target) { if (self.resources < 5) { return false; } var attackStrength = self.power + Math.floor(Math.random() * 10); var defenseStrength = target.power + Math.floor(Math.random() * 10); self.resources -= 5; if (attackStrength > defenseStrength) { target.power = Math.max(1, target.power - 5); self.power += 3; return true; } else { self.power = Math.max(1, self.power - 2); target.power += 1; return false; } }; self.formAlliance = function (target) { if (self.alliances.indexOf(target) === -1) { self.alliances.push(target); target.alliances.push(self); return true; } return false; }; self.update = function () { if (self.territory) { self.resources += 0.05; } // Simple AI behavior if (self.isAI && Math.random() < 0.01) { // AI decides to attack or form alliance var action = Math.random() > 0.7 ? "alliance" : "attack"; var possibleTargets = []; for (var i = 0; i < countryballs.length; i++) { var target = countryballs[i]; if (target !== self) { possibleTargets.push(target); } } if (possibleTargets.length > 0) { var randomTarget = possibleTargets[Math.floor(Math.random() * possibleTargets.length)]; if (action === "attack" && self.resources >= 5) { // Don't attack allies if (self.alliances.indexOf(randomTarget) === -1) { self.attack(randomTarget); } } else if (action === "alliance") { self.formAlliance(randomTarget); } } } }; self.down = function (x, y, obj) { game.handleCountryballSelect(self); }; return self; }); var StatsDisplay = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0 }); background.alpha = 0.7; self.titleText = new Text2("COUNTRY STATS", { size: 36, fill: 0x000000 }); self.titleText.anchor.set(0.5, 0); self.titleText.y = 20; self.addChild(self.titleText); self.nameText = new Text2("", { size: 30, fill: 0x000000 }); self.nameText.anchor.set(0.5, 0); self.nameText.y = 80; self.addChild(self.nameText); self.powerText = new Text2("", { size: 24, fill: 0x000000 }); self.powerText.anchor.set(0.5, 0); self.powerText.y = 120; self.addChild(self.powerText); self.resourcesText = new Text2("", { size: 24, fill: 0x000000 }); self.resourcesText.anchor.set(0.5, 0); self.resourcesText.y = 160; self.addChild(self.resourcesText); self.alliancesText = new Text2("", { size: 24, fill: 0x000000 }); self.alliancesText.anchor.set(0.5, 0); self.alliancesText.y = 200; self.addChild(self.alliancesText); self.update = function (countryball) { if (!countryball) { self.visible = false; return; } self.visible = true; self.nameText.setText(countryball.country.name); self.powerText.setText("Military Power: " + Math.floor(countryball.power)); self.resourcesText.setText("Resources: " + Math.floor(countryball.resources)); var allianceText = "Alliances: "; if (countryball.alliances.length === 0) { allianceText += "None"; } else { for (var i = 0; i < countryball.alliances.length; i++) { if (i > 0) { allianceText += ", "; } allianceText += countryball.alliances[i].country.name; } } self.alliancesText.setText(allianceText); }; return self; }); var Territory = Container.expand(function (position, value) { var self = Container.call(this); self.value = value || 1; self.owner = null; var territoryGraphics = self.attachAsset('territory', { anchorX: 0.5, anchorY: 0.5 }); var valueText = new Text2("+" + self.value, { size: 24, fill: 0xFFFFFF }); valueText.anchor.set(0.5, 0.5); self.addChild(valueText); self.x = position.x; self.y = position.y; self.claim = function (countryball) { if (self.owner) { self.owner.territory = null; } self.owner = countryball; countryball.territory = self; territoryGraphics.tint = countryball.country.color; }; self.down = function (x, y, obj) { game.handleTerritorySelect(self); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game configuration var countryData = [{ name: "USAball", color: 0xff0000, basePower: 15, baseResources: 30, isAI: false }, { name: "UKball", color: 0x0000ff, basePower: 12, baseResources: 25, isAI: true }, { name: "Germanyball", color: 0x000000, basePower: 13, baseResources: 28, isAI: true }, { name: "Franceball", color: 0x0055ff, basePower: 11, baseResources: 22, isAI: true }, { name: "Russiaball", color: 0xffffff, basePower: 14, baseResources: 20, isAI: true }, { name: "Chinaball", color: 0xffff00, basePower: 15, baseResources: 35, isAI: true }]; // Game variables var countryballs = []; var territories = []; var selectedCountryball = null; var targetCountryball = null; var statsDisplay = null; var attackButton = null; var allianceButton = null; var scoreText = null; // Initialize the game game.init = function () { // Play background music LK.playMusic('battleMusic'); // Create score display scoreText = new Text2("Score: 0", { size: 36, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 120; scoreText.y = 30; LK.gui.addChild(scoreText); // Create the title var titleText = new Text2("COUNTRYBALL WARFARE", { size: 48, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 30; LK.gui.addChild(titleText); // Create territories var territoryPositions = [{ x: 400, y: 500 }, { x: 800, y: 400 }, { x: 1200, y: 500 }, { x: 1600, y: 400 }, { x: 400, y: 1000 }, { x: 800, y: 900 }, { x: 1200, y: 1000 }, { x: 1600, y: 900 }, { x: 600, y: 1500 }, { x: 1000, y: 1400 }, { x: 1400, y: 1500 }, { x: 1800, y: 1400 }]; for (var i = 0; i < territoryPositions.length; i++) { var territory = new Territory(territoryPositions[i], Math.floor(Math.random() * 3) + 1); territories.push(territory); game.addChild(territory); } // Create countryballs for (var i = 0; i < countryData.length; i++) { var countryball = new Countryball(countryData[i]); // Position countryballs in a circle around the center var angle = i / countryData.length * Math.PI * 2; var radius = 700; countryball.x = 2048 / 2 + Math.cos(angle) * radius; countryball.y = 2732 / 2 + Math.sin(angle) * radius; countryballs.push(countryball); game.addChild(countryball); // Give each countryball a starting territory if (i < territories.length) { territories[i].claim(countryball); } } // The player controls the first countryball selectedCountryball = countryballs[0]; selectedCountryball.setSelected(true); // Create stats display statsDisplay = new StatsDisplay(); statsDisplay.x = 2048 / 2; statsDisplay.y = 2732 - 450; statsDisplay.update(selectedCountryball); game.addChild(statsDisplay); // Create buttons attackButton = new ActionButton("ATTACK", "attack"); attackButton.x = 2048 / 2 - 100; attackButton.y = 2732 - 100; game.addChild(attackButton); allianceButton = new ActionButton("ALLIANCE", "alliance"); allianceButton.x = 2048 / 2 + 100; allianceButton.y = 2732 - 100; game.addChild(allianceButton); // Initial score game.updateScore(); }; game.handleCountryballSelect = function (countryball) { // Don't allow selecting AI countryballs as the active player if (countryball.isAI) { if (selectedCountryball) { // If we already have a selected countryball, set this as target if (targetCountryball) { targetCountryball.setSelected(false); } targetCountryball = countryball; targetCountryball.setSelected(true); } } else { // Set as the active player if (selectedCountryball) { selectedCountryball.setSelected(false); } if (targetCountryball) { targetCountryball.setSelected(false); targetCountryball = null; } selectedCountryball = countryball; selectedCountryball.setSelected(true); statsDisplay.update(selectedCountryball); } }; game.handleTerritorySelect = function (territory) { // If we have a selected countryball, claim the territory if (selectedCountryball) { // Check if territory is already owned by this countryball if (territory.owner === selectedCountryball) { return; } // Check if we have enough resources to claim it if (selectedCountryball.resources >= 10) { territory.claim(selectedCountryball); selectedCountryball.resources -= 10; selectedCountryball.power += territory.value; statsDisplay.update(selectedCountryball); game.updateScore(); } } }; game.handleActionButton = function (button) { if (!selectedCountryball || !targetCountryball) { return; } if (button.action === "attack") { if (selectedCountryball.attack(targetCountryball)) { // Successful attack LK.getSound('attack').play(); LK.effects.flashObject(targetCountryball, 0xff0000, 500); // Check if we defeated the target if (targetCountryball.power <= 5) { // Take their territory if they have one if (targetCountryball.territory) { targetCountryball.territory.claim(selectedCountryball); } } } else { // Failed attack LK.effects.flashObject(selectedCountryball, 0xff0000, 500); } statsDisplay.update(selectedCountryball); game.updateScore(); } else if (button.action === "alliance") { if (selectedCountryball.formAlliance(targetCountryball)) { LK.getSound('alliance').play(); LK.effects.flashObject(targetCountryball, 0x00ff00, 500); statsDisplay.update(selectedCountryball); } } }; game.updateScore = function () { var playerScore = 0; // Calculate score based on power, resources, territories and alliances var playerBall = countryballs[0]; // First countryball is the player playerScore += playerBall.power * 5; playerScore += playerBall.resources * 2; playerScore += playerBall.alliances.length * 50; // Add score for territories for (var i = 0; i < territories.length; i++) { if (territories[i].owner === playerBall) { playerScore += territories[i].value * 20; } } LK.setScore(Math.floor(playerScore)); scoreText.setText("Score: " + LK.getScore()); // Check win condition var playerTerritories = 0; for (var i = 0; i < territories.length; i++) { if (territories[i].owner === playerBall) { playerTerritories++; } } if (playerTerritories >= territories.length / 2) { LK.showYouWin(); } // Check lose condition var playerHasTerritories = false; for (var i = 0; i < territories.length; i++) { if (territories[i].owner === playerBall) { playerHasTerritories = true; break; } } if (!playerHasTerritories && playerBall.power < 5) { LK.showGameOver(); } }; // Start the game game.init(); // Move event handler game.move = function (x, y, obj) { // Nothing to do for move events in this game }; // Update function game.update = function () { // Update all countryballs for (var i = 0; i < countryballs.length; i++) { countryballs[i].update(); } // Update stats display if (selectedCountryball) { statsDisplay.update(selectedCountryball); } // Check if anyone has won the game var remainingCountries = 0; var mostPowerfulCountry = null; for (var i = 0; i < countryballs.length; i++) { var countryball = countryballs[i]; if (countryball.power > 0) { remainingCountries++; if (!mostPowerfulCountry || countryball.power > mostPowerfulCountry.power) { mostPowerfulCountry = countryball; } } } // Update game state every 5 seconds if (LK.ticks % 300 === 0) { game.updateScore(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,511 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var ActionButton = Container.expand(function (text, action, color) {
+ var self = Container.call(this);
+ var buttonGraphics = self.attachAsset(action + 'Button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var buttonLabel = new Text2(text, {
+ size: 28,
+ fill: 0xFFFFFF
+ });
+ buttonLabel.anchor.set(0.5, 0.5);
+ self.addChild(buttonLabel);
+ self.action = action;
+ self.down = function (x, y, obj) {
+ game.handleActionButton(self);
+ };
+ return self;
+});
+var Countryball = Container.expand(function (country) {
+ var self = Container.call(this);
+ self.country = country;
+ self.selected = false;
+ self.territory = null;
+ self.alliances = [];
+ self.power = country.basePower || 10;
+ self.resources = country.baseResources || 20;
+ self.isAI = country.isAI || false;
+ var ballGraphics = self.attachAsset('countryball', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: country.color
+ });
+ var countryLabel = new Text2(country.name, {
+ size: 24,
+ fill: 0x000000
+ });
+ countryLabel.anchor.set(0.5, 0);
+ countryLabel.y = 60;
+ self.addChild(countryLabel);
+ var highlight = self.attachAsset('selectHighlight', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ highlight.alpha = 0;
+ self.setSelected = function (selected) {
+ self.selected = selected;
+ highlight.alpha = selected ? 0.5 : 0;
+ };
+ self.attack = function (target) {
+ if (self.resources < 5) {
+ return false;
+ }
+ var attackStrength = self.power + Math.floor(Math.random() * 10);
+ var defenseStrength = target.power + Math.floor(Math.random() * 10);
+ self.resources -= 5;
+ if (attackStrength > defenseStrength) {
+ target.power = Math.max(1, target.power - 5);
+ self.power += 3;
+ return true;
+ } else {
+ self.power = Math.max(1, self.power - 2);
+ target.power += 1;
+ return false;
+ }
+ };
+ self.formAlliance = function (target) {
+ if (self.alliances.indexOf(target) === -1) {
+ self.alliances.push(target);
+ target.alliances.push(self);
+ return true;
+ }
+ return false;
+ };
+ self.update = function () {
+ if (self.territory) {
+ self.resources += 0.05;
+ }
+ // Simple AI behavior
+ if (self.isAI && Math.random() < 0.01) {
+ // AI decides to attack or form alliance
+ var action = Math.random() > 0.7 ? "alliance" : "attack";
+ var possibleTargets = [];
+ for (var i = 0; i < countryballs.length; i++) {
+ var target = countryballs[i];
+ if (target !== self) {
+ possibleTargets.push(target);
+ }
+ }
+ if (possibleTargets.length > 0) {
+ var randomTarget = possibleTargets[Math.floor(Math.random() * possibleTargets.length)];
+ if (action === "attack" && self.resources >= 5) {
+ // Don't attack allies
+ if (self.alliances.indexOf(randomTarget) === -1) {
+ self.attack(randomTarget);
+ }
+ } else if (action === "alliance") {
+ self.formAlliance(randomTarget);
+ }
+ }
+ }
+ };
+ self.down = function (x, y, obj) {
+ game.handleCountryballSelect(self);
+ };
+ return self;
+});
+var StatsDisplay = Container.expand(function () {
+ var self = Container.call(this);
+ var background = self.attachAsset('menuBackground', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ background.alpha = 0.7;
+ self.titleText = new Text2("COUNTRY STATS", {
+ size: 36,
+ fill: 0x000000
+ });
+ self.titleText.anchor.set(0.5, 0);
+ self.titleText.y = 20;
+ self.addChild(self.titleText);
+ self.nameText = new Text2("", {
+ size: 30,
+ fill: 0x000000
+ });
+ self.nameText.anchor.set(0.5, 0);
+ self.nameText.y = 80;
+ self.addChild(self.nameText);
+ self.powerText = new Text2("", {
+ size: 24,
+ fill: 0x000000
+ });
+ self.powerText.anchor.set(0.5, 0);
+ self.powerText.y = 120;
+ self.addChild(self.powerText);
+ self.resourcesText = new Text2("", {
+ size: 24,
+ fill: 0x000000
+ });
+ self.resourcesText.anchor.set(0.5, 0);
+ self.resourcesText.y = 160;
+ self.addChild(self.resourcesText);
+ self.alliancesText = new Text2("", {
+ size: 24,
+ fill: 0x000000
+ });
+ self.alliancesText.anchor.set(0.5, 0);
+ self.alliancesText.y = 200;
+ self.addChild(self.alliancesText);
+ self.update = function (countryball) {
+ if (!countryball) {
+ self.visible = false;
+ return;
+ }
+ self.visible = true;
+ self.nameText.setText(countryball.country.name);
+ self.powerText.setText("Military Power: " + Math.floor(countryball.power));
+ self.resourcesText.setText("Resources: " + Math.floor(countryball.resources));
+ var allianceText = "Alliances: ";
+ if (countryball.alliances.length === 0) {
+ allianceText += "None";
+ } else {
+ for (var i = 0; i < countryball.alliances.length; i++) {
+ if (i > 0) {
+ allianceText += ", ";
+ }
+ allianceText += countryball.alliances[i].country.name;
+ }
+ }
+ self.alliancesText.setText(allianceText);
+ };
+ return self;
+});
+var Territory = Container.expand(function (position, value) {
+ var self = Container.call(this);
+ self.value = value || 1;
+ self.owner = null;
+ var territoryGraphics = self.attachAsset('territory', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var valueText = new Text2("+" + self.value, {
+ size: 24,
+ fill: 0xFFFFFF
+ });
+ valueText.anchor.set(0.5, 0.5);
+ self.addChild(valueText);
+ self.x = position.x;
+ self.y = position.y;
+ self.claim = function (countryball) {
+ if (self.owner) {
+ self.owner.territory = null;
+ }
+ self.owner = countryball;
+ countryball.territory = self;
+ territoryGraphics.tint = countryball.country.color;
+ };
+ self.down = function (x, y, obj) {
+ game.handleTerritorySelect(self);
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB // Sky blue background
+});
+
+/****
+* Game Code
+****/
+// Game configuration
+var countryData = [{
+ name: "USAball",
+ color: 0xff0000,
+ basePower: 15,
+ baseResources: 30,
+ isAI: false
+}, {
+ name: "UKball",
+ color: 0x0000ff,
+ basePower: 12,
+ baseResources: 25,
+ isAI: true
+}, {
+ name: "Germanyball",
+ color: 0x000000,
+ basePower: 13,
+ baseResources: 28,
+ isAI: true
+}, {
+ name: "Franceball",
+ color: 0x0055ff,
+ basePower: 11,
+ baseResources: 22,
+ isAI: true
+}, {
+ name: "Russiaball",
+ color: 0xffffff,
+ basePower: 14,
+ baseResources: 20,
+ isAI: true
+}, {
+ name: "Chinaball",
+ color: 0xffff00,
+ basePower: 15,
+ baseResources: 35,
+ isAI: true
+}];
+// Game variables
+var countryballs = [];
+var territories = [];
+var selectedCountryball = null;
+var targetCountryball = null;
+var statsDisplay = null;
+var attackButton = null;
+var allianceButton = null;
+var scoreText = null;
+// Initialize the game
+game.init = function () {
+ // Play background music
+ LK.playMusic('battleMusic');
+ // Create score display
+ scoreText = new Text2("Score: 0", {
+ size: 36,
+ fill: 0xFFFFFF
+ });
+ scoreText.anchor.set(0, 0);
+ scoreText.x = 120;
+ scoreText.y = 30;
+ LK.gui.addChild(scoreText);
+ // Create the title
+ var titleText = new Text2("COUNTRYBALL WARFARE", {
+ size: 48,
+ fill: 0xFFFFFF
+ });
+ titleText.anchor.set(0.5, 0);
+ titleText.x = 2048 / 2;
+ titleText.y = 30;
+ LK.gui.addChild(titleText);
+ // Create territories
+ var territoryPositions = [{
+ x: 400,
+ y: 500
+ }, {
+ x: 800,
+ y: 400
+ }, {
+ x: 1200,
+ y: 500
+ }, {
+ x: 1600,
+ y: 400
+ }, {
+ x: 400,
+ y: 1000
+ }, {
+ x: 800,
+ y: 900
+ }, {
+ x: 1200,
+ y: 1000
+ }, {
+ x: 1600,
+ y: 900
+ }, {
+ x: 600,
+ y: 1500
+ }, {
+ x: 1000,
+ y: 1400
+ }, {
+ x: 1400,
+ y: 1500
+ }, {
+ x: 1800,
+ y: 1400
+ }];
+ for (var i = 0; i < territoryPositions.length; i++) {
+ var territory = new Territory(territoryPositions[i], Math.floor(Math.random() * 3) + 1);
+ territories.push(territory);
+ game.addChild(territory);
+ }
+ // Create countryballs
+ for (var i = 0; i < countryData.length; i++) {
+ var countryball = new Countryball(countryData[i]);
+ // Position countryballs in a circle around the center
+ var angle = i / countryData.length * Math.PI * 2;
+ var radius = 700;
+ countryball.x = 2048 / 2 + Math.cos(angle) * radius;
+ countryball.y = 2732 / 2 + Math.sin(angle) * radius;
+ countryballs.push(countryball);
+ game.addChild(countryball);
+ // Give each countryball a starting territory
+ if (i < territories.length) {
+ territories[i].claim(countryball);
+ }
+ }
+ // The player controls the first countryball
+ selectedCountryball = countryballs[0];
+ selectedCountryball.setSelected(true);
+ // Create stats display
+ statsDisplay = new StatsDisplay();
+ statsDisplay.x = 2048 / 2;
+ statsDisplay.y = 2732 - 450;
+ statsDisplay.update(selectedCountryball);
+ game.addChild(statsDisplay);
+ // Create buttons
+ attackButton = new ActionButton("ATTACK", "attack");
+ attackButton.x = 2048 / 2 - 100;
+ attackButton.y = 2732 - 100;
+ game.addChild(attackButton);
+ allianceButton = new ActionButton("ALLIANCE", "alliance");
+ allianceButton.x = 2048 / 2 + 100;
+ allianceButton.y = 2732 - 100;
+ game.addChild(allianceButton);
+ // Initial score
+ game.updateScore();
+};
+game.handleCountryballSelect = function (countryball) {
+ // Don't allow selecting AI countryballs as the active player
+ if (countryball.isAI) {
+ if (selectedCountryball) {
+ // If we already have a selected countryball, set this as target
+ if (targetCountryball) {
+ targetCountryball.setSelected(false);
+ }
+ targetCountryball = countryball;
+ targetCountryball.setSelected(true);
+ }
+ } else {
+ // Set as the active player
+ if (selectedCountryball) {
+ selectedCountryball.setSelected(false);
+ }
+ if (targetCountryball) {
+ targetCountryball.setSelected(false);
+ targetCountryball = null;
+ }
+ selectedCountryball = countryball;
+ selectedCountryball.setSelected(true);
+ statsDisplay.update(selectedCountryball);
+ }
+};
+game.handleTerritorySelect = function (territory) {
+ // If we have a selected countryball, claim the territory
+ if (selectedCountryball) {
+ // Check if territory is already owned by this countryball
+ if (territory.owner === selectedCountryball) {
+ return;
+ }
+ // Check if we have enough resources to claim it
+ if (selectedCountryball.resources >= 10) {
+ territory.claim(selectedCountryball);
+ selectedCountryball.resources -= 10;
+ selectedCountryball.power += territory.value;
+ statsDisplay.update(selectedCountryball);
+ game.updateScore();
+ }
+ }
+};
+game.handleActionButton = function (button) {
+ if (!selectedCountryball || !targetCountryball) {
+ return;
+ }
+ if (button.action === "attack") {
+ if (selectedCountryball.attack(targetCountryball)) {
+ // Successful attack
+ LK.getSound('attack').play();
+ LK.effects.flashObject(targetCountryball, 0xff0000, 500);
+ // Check if we defeated the target
+ if (targetCountryball.power <= 5) {
+ // Take their territory if they have one
+ if (targetCountryball.territory) {
+ targetCountryball.territory.claim(selectedCountryball);
+ }
+ }
+ } else {
+ // Failed attack
+ LK.effects.flashObject(selectedCountryball, 0xff0000, 500);
+ }
+ statsDisplay.update(selectedCountryball);
+ game.updateScore();
+ } else if (button.action === "alliance") {
+ if (selectedCountryball.formAlliance(targetCountryball)) {
+ LK.getSound('alliance').play();
+ LK.effects.flashObject(targetCountryball, 0x00ff00, 500);
+ statsDisplay.update(selectedCountryball);
+ }
+ }
+};
+game.updateScore = function () {
+ var playerScore = 0;
+ // Calculate score based on power, resources, territories and alliances
+ var playerBall = countryballs[0]; // First countryball is the player
+ playerScore += playerBall.power * 5;
+ playerScore += playerBall.resources * 2;
+ playerScore += playerBall.alliances.length * 50;
+ // Add score for territories
+ for (var i = 0; i < territories.length; i++) {
+ if (territories[i].owner === playerBall) {
+ playerScore += territories[i].value * 20;
+ }
+ }
+ LK.setScore(Math.floor(playerScore));
+ scoreText.setText("Score: " + LK.getScore());
+ // Check win condition
+ var playerTerritories = 0;
+ for (var i = 0; i < territories.length; i++) {
+ if (territories[i].owner === playerBall) {
+ playerTerritories++;
+ }
+ }
+ if (playerTerritories >= territories.length / 2) {
+ LK.showYouWin();
+ }
+ // Check lose condition
+ var playerHasTerritories = false;
+ for (var i = 0; i < territories.length; i++) {
+ if (territories[i].owner === playerBall) {
+ playerHasTerritories = true;
+ break;
+ }
+ }
+ if (!playerHasTerritories && playerBall.power < 5) {
+ LK.showGameOver();
+ }
+};
+// Start the game
+game.init();
+// Move event handler
+game.move = function (x, y, obj) {
+ // Nothing to do for move events in this game
+};
+// Update function
+game.update = function () {
+ // Update all countryballs
+ for (var i = 0; i < countryballs.length; i++) {
+ countryballs[i].update();
+ }
+ // Update stats display
+ if (selectedCountryball) {
+ statsDisplay.update(selectedCountryball);
+ }
+ // Check if anyone has won the game
+ var remainingCountries = 0;
+ var mostPowerfulCountry = null;
+ for (var i = 0; i < countryballs.length; i++) {
+ var countryball = countryballs[i];
+ if (countryball.power > 0) {
+ remainingCountries++;
+ if (!mostPowerfulCountry || countryball.power > mostPowerfulCountry.power) {
+ mostPowerfulCountry = countryball;
+ }
+ }
+ }
+ // Update game state every 5 seconds
+ if (LK.ticks % 300 === 0) {
+ game.updateScore();
+ }
+};
\ No newline at end of file
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Countryball Warfare" and with the description "A humorous strategic war game featuring Countryballs – the spherical national characters with unique abilities and traits. Command your nation, form alliances, conquer territories, and rise to global dominance through military tactics, resource management, and diplomatic maneuvering.". No text on banner!
Bola con contorno negro. In-Game asset. 2d. High contrast. No shadows
Un pedazo de tierra con árboles y formar de cuadrado y irregular