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)
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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