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; } // Apply special abilities var attackMultiplier = 1; var defenseMultiplier = 1; if (self.country.specialAbility && typeof self.country.specialAbility.effect === 'function') { attackMultiplier = self.country.specialAbility.effect(self, target, "attack"); } if (target.country.specialAbility && typeof target.country.specialAbility.effect === 'function') { defenseMultiplier = target.country.specialAbility.effect(target, self, "defense"); } var attackStrength = (self.power + Math.floor(Math.random() * 10)) * attackMultiplier; var defenseStrength = (target.power + Math.floor(Math.random() * 10)) * defenseMultiplier; self.resources -= 5; // Animate the attack with scaling tween.to(self, 0.1, { scaleX: 1.2, scaleY: 1.2 }); tween.to(self, 0.1, { scaleX: 1, scaleY: 1, delay: 0.1 }); if (attackStrength > defenseStrength) { // Successful attack animation tween.to(target, 0.2, { rotation: 0.2 }); tween.to(target, 0.2, { rotation: -0.2, delay: 0.2 }); tween.to(target, 0.2, { rotation: 0, delay: 0.4 }); target.power = Math.max(1, target.power - 5); self.power += 3; return true; } else { // Failed attack animation tween.to(self, 0.2, { rotation: 0.2 }); tween.to(self, 0.2, { rotation: -0.2, delay: 0.2 }); tween.to(self, 0.2, { rotation: 0, delay: 0.4 }); 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) { // Apply resource generation special ability if it exists var resourceMultiplier = 1; if (self.country.specialAbility && typeof self.country.specialAbility.effect === 'function') { resourceMultiplier = self.country.specialAbility.effect(self, null, "resources"); } self.resources += 0.05 * resourceMultiplier; // Visual effect for resource generation (subtle pulse) if (LK.ticks % 120 === 0) { tween.to(self, 0.5, { scaleX: 1.05, scaleY: 1.05 }); tween.to(self, 0.5, { scaleX: 1, scaleY: 1, delay: 0.5 }); } } // 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 TechUpgrade = Container.expand(function (name, cost, effect, description) { var self = Container.call(this); self.name = name; self.cost = cost; self.effect = effect; self.description = description; self.purchased = false; var background = self.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 120 }); background.alpha = 0.8; var nameText = new Text2(name, { size: 20, fill: 0x000000 }); nameText.anchor.set(0.5, 0); nameText.y = -40; self.addChild(nameText); var costText = new Text2("Cost: " + cost, { size: 16, fill: 0x000000 }); costText.anchor.set(0.5, 0); costText.y = -15; self.addChild(costText); var descText = new Text2(description, { size: 12, fill: 0x000000 }); descText.anchor.set(0.5, 0.5); descText.y = 10; self.addChild(descText); self.down = function (x, y, obj) { game.purchaseTechUpgrade(self); }; 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, specialAbility: { name: "Air Superiority", description: "25% more effective when attacking", effect: function effect(self, target, action) { if (action === "attack") { return 1.25; } return 1; } } }, { name: "UKball", color: 0x0000ff, basePower: 12, baseResources: 25, isAI: true, specialAbility: { name: "Naval Power", description: "Generates 20% more resources", effect: function effect(self, target, action) { if (action === "resources") { return 1.2; } return 1; } } }, { name: "Germanyball", color: 0x000000, basePower: 13, baseResources: 28, isAI: true, specialAbility: { name: "Industrial Efficiency", description: "Technology costs 15% less", effect: function effect(self, target, action) { if (action === "tech") { return 0.85; } return 1; } } }, { name: "Franceball", color: 0x0055ff, basePower: 11, baseResources: 22, isAI: true, specialAbility: { name: "Diplomatic Influence", description: "Alliance bonuses increased by 20%", effect: function effect(self, target, action) { if (action === "alliance") { return 1.2; } return 1; } } }, { name: "Russiaball", color: 0xffffff, basePower: 14, baseResources: 20, isAI: true, specialAbility: { name: "Winter Resistance", description: "30% more effective when defending", effect: function effect(self, target, action) { if (action === "defense") { return 1.3; } return 1; } } }, { name: "Chinaball", color: 0xffff00, basePower: 15, baseResources: 35, isAI: true, specialAbility: { name: "Population Advantage", description: "Territories provide 25% more power", effect: function effect(self, target, action) { if (action === "territory") { return 1.25; } return 1; } } }]; // Game variables var countryballs = []; var territories = []; var selectedCountryball = null; var targetCountryball = null; var statsDisplay = null; var attackButton = null; var allianceButton = null; var scoreText = null; var techUpgrades = []; var techMenuOpen = false; var techButton = null; var eventDisplay = null; var lastEventTime = 0; var worldEvents = [{ name: "Economic Crisis", description: "Resources reduced by 20% for all nations", effect: function effect() { for (var i = 0; i < countryballs.length; i++) { countryballs[i].resources *= 0.8; } return "Economic Crisis hit all nations!"; } }, { name: "Natural Disaster", description: "Random territory loses value", effect: function effect() { var randomTerritory = territories[Math.floor(Math.random() * territories.length)]; randomTerritory.value = Math.max(1, randomTerritory.value - 1); var message = "Natural disaster in " + (randomTerritory.owner ? randomTerritory.owner.country.name : "unclaimed territory"); return message; } }, { name: "Technological Breakthrough", description: "Random nation gains power", effect: function effect() { var randomCountry = countryballs[Math.floor(Math.random() * countryballs.length)]; randomCountry.power += 5; return randomCountry.country.name + " achieved a technological breakthrough!"; } }, { name: "Peace Summit", description: "Relations improve between nations", effect: function effect() { for (var i = 0; i < countryballs.length; i++) { if (Math.random() < 0.3 && !countryballs[i].isAI) { for (var j = 0; j < countryballs.length; j++) { if (i !== j && countryballs[i].alliances.indexOf(countryballs[j]) === -1) { countryballs[i].formAlliance(countryballs[j]); return countryballs[i].country.name + " and " + countryballs[j].country.name + " formed an alliance at the Peace Summit!"; } } } } return "Peace Summit ended with minor agreements."; } }]; // 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 - 200; attackButton.y = 2732 - 100; game.addChild(attackButton); allianceButton = new ActionButton("ALLIANCE", "alliance"); allianceButton.x = 2048 / 2; allianceButton.y = 2732 - 100; game.addChild(allianceButton); // Add tech button techButton = new ActionButton("TECH", "tech"); techButton.x = 2048 / 2 + 200; techButton.y = 2732 - 100; game.addChild(techButton); // Create tech upgrades var techList = [{ name: "Advanced Weaponry", cost: 50, effect: function effect(countryball) { countryball.power += 10; }, description: "Increases military power by 10" }, { name: "Economic Reforms", cost: 40, effect: function effect(countryball) { countryball.resources += 20; }, description: "Adds 20 resources immediately" }, { name: "Diplomacy", cost: 35, effect: function effect(countryball) { // Form alliances with two random countries var unalliedCountries = countryballs.filter(function (c) { return c !== countryball && countryball.alliances.indexOf(c) === -1; }); for (var i = 0; i < Math.min(2, unalliedCountries.length); i++) { countryball.formAlliance(unalliedCountries[i]); } }, description: "Form alliances with 2 random countries" }, { name: "Espionage", cost: 45, effect: function effect(countryball) { // Reduce power of all enemies for (var i = 0; i < countryballs.length; i++) { if (countryballs[i] !== countryball && countryball.alliances.indexOf(countryballs[i]) === -1) { countryballs[i].power = Math.max(5, countryballs[i].power - 3); } } }, description: "Reduces enemy power by 3" }]; // Create tech upgrades but don't add them to the stage yet for (var i = 0; i < techList.length; i++) { var tech = new TechUpgrade(techList[i].name, techList[i].cost, techList[i].effect, techList[i].description); tech.x = 2048 / 2; tech.y = 800 + i * 150; tech.visible = false; techUpgrades.push(tech); game.addChild(tech); } // Create event display eventDisplay = new Text2("", { size: 28, fill: 0xFFFFFF }); eventDisplay.anchor.set(0.5, 0); eventDisplay.x = 2048 / 2; eventDisplay.y = 100; eventDisplay.alpha = 0; LK.gui.addChild(eventDisplay); // 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 (button.action === "tech") { // Toggle tech menu visibility techMenuOpen = !techMenuOpen; for (var i = 0; i < techUpgrades.length; i++) { techUpgrades[i].visible = techMenuOpen; } return; } if (!selectedCountryball || !targetCountryball && button.action !== "tech") { 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") { // Apply alliance special ability if it exists var allianceMultiplier = 1; if (selectedCountryball.country.specialAbility && typeof selectedCountryball.country.specialAbility.effect === 'function') { allianceMultiplier = selectedCountryball.country.specialAbility.effect(selectedCountryball, targetCountryball, "alliance"); } if (selectedCountryball.formAlliance(targetCountryball)) { LK.getSound('alliance').play(); LK.effects.flashObject(targetCountryball, 0x00ff00, 500); // Alliance bonus - both countries get a small power boost var powerBoost = 2 * allianceMultiplier; selectedCountryball.power += powerBoost; targetCountryball.power += powerBoost; statsDisplay.update(selectedCountryball); } } }; // Add tech upgrade handler game.purchaseTechUpgrade = function (techUpgrade) { if (!selectedCountryball) { return; } // Apply tech cost special ability if it exists var techCostMultiplier = 1; if (selectedCountryball.country.specialAbility && typeof selectedCountryball.country.specialAbility.effect === 'function') { techCostMultiplier = selectedCountryball.country.specialAbility.effect(selectedCountryball, null, "tech"); } var adjustedCost = Math.floor(techUpgrade.cost * techCostMultiplier); // Check if player has enough resources and hasn't purchased it yet if (selectedCountryball.resources >= adjustedCost && !techUpgrade.purchased) { selectedCountryball.resources -= adjustedCost; techUpgrade.purchased = true; // Apply the upgrade effect if (typeof techUpgrade.effect === 'function') { techUpgrade.effect(selectedCountryball); } // Visual feedback LK.effects.flashObject(techUpgrade, 0x00ff00, 500); tween.to(techUpgrade, 0.3, { alpha: 0.5 }); // Update stats statsDisplay.update(selectedCountryball); game.updateScore(); // Show event notification game.showEventNotification(selectedCountryball.country.name + " acquired " + techUpgrade.name + " technology!"); } else if (techUpgrade.purchased) { // Already purchased feedback LK.effects.flashObject(techUpgrade, 0xff0000, 500); } else { // Not enough resources feedback LK.effects.flashObject(techUpgrade, 0xffff00, 500); } }; // Add world events system game.triggerRandomEvent = function () { // Only trigger events if some time has passed since the last one if (LK.ticks - lastEventTime < 600) { return; } // 5% chance each update to trigger an event if (Math.random() < 0.05) { var randomEvent = worldEvents[Math.floor(Math.random() * worldEvents.length)]; var message = randomEvent.effect(); game.showEventNotification(message); lastEventTime = LK.ticks; } }; // Add notification display game.showEventNotification = function (message) { eventDisplay.setText(message); eventDisplay.alpha = 1; tween.to(eventDisplay, 0.5, { y: 120 }); tween.to(eventDisplay, 0.5, { alpha: 0, delay: 3 }); tween.to(eventDisplay, 0.5, { y: 100, delay: 3.5 }); }; 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); } // Trigger random world events game.triggerRandomEvent(); // Apply territory special ability for China if (selectedCountryball && selectedCountryball.country.name === "Chinaball" && selectedCountryball.territory) { var territoryMultiplier = 1; if (selectedCountryball.country.specialAbility && typeof selectedCountryball.country.specialAbility.effect === 'function') { territoryMultiplier = selectedCountryball.country.specialAbility.effect(selectedCountryball, null, "territory"); } // Apply the bonus every 10 seconds if (LK.ticks % 600 === 0) { selectedCountryball.power += selectedCountryball.territory.value * territoryMultiplier; 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(); } // Add visual effects to territories every 2 seconds if (LK.ticks % 120 === 0) { for (var i = 0; i < territories.length; i++) { if (territories[i].owner) { tween.to(territories[i], 0.3, { scaleX: 1.1, scaleY: 1.1 }); tween.to(territories[i], 0.3, { scaleX: 1, scaleY: 1, delay: 0.3 }); } } } };
===================================================================
--- original.js
+++ change.js
@@ -58,16 +58,59 @@
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);
+ // Apply special abilities
+ var attackMultiplier = 1;
+ var defenseMultiplier = 1;
+ if (self.country.specialAbility && typeof self.country.specialAbility.effect === 'function') {
+ attackMultiplier = self.country.specialAbility.effect(self, target, "attack");
+ }
+ if (target.country.specialAbility && typeof target.country.specialAbility.effect === 'function') {
+ defenseMultiplier = target.country.specialAbility.effect(target, self, "defense");
+ }
+ var attackStrength = (self.power + Math.floor(Math.random() * 10)) * attackMultiplier;
+ var defenseStrength = (target.power + Math.floor(Math.random() * 10)) * defenseMultiplier;
self.resources -= 5;
+ // Animate the attack with scaling
+ tween.to(self, 0.1, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ });
+ tween.to(self, 0.1, {
+ scaleX: 1,
+ scaleY: 1,
+ delay: 0.1
+ });
if (attackStrength > defenseStrength) {
+ // Successful attack animation
+ tween.to(target, 0.2, {
+ rotation: 0.2
+ });
+ tween.to(target, 0.2, {
+ rotation: -0.2,
+ delay: 0.2
+ });
+ tween.to(target, 0.2, {
+ rotation: 0,
+ delay: 0.4
+ });
target.power = Math.max(1, target.power - 5);
self.power += 3;
return true;
} else {
+ // Failed attack animation
+ tween.to(self, 0.2, {
+ rotation: 0.2
+ });
+ tween.to(self, 0.2, {
+ rotation: -0.2,
+ delay: 0.2
+ });
+ tween.to(self, 0.2, {
+ rotation: 0,
+ delay: 0.4
+ });
self.power = Math.max(1, self.power - 2);
target.power += 1;
return false;
}
@@ -81,9 +124,26 @@
return false;
};
self.update = function () {
if (self.territory) {
- self.resources += 0.05;
+ // Apply resource generation special ability if it exists
+ var resourceMultiplier = 1;
+ if (self.country.specialAbility && typeof self.country.specialAbility.effect === 'function') {
+ resourceMultiplier = self.country.specialAbility.effect(self, null, "resources");
+ }
+ self.resources += 0.05 * resourceMultiplier;
+ // Visual effect for resource generation (subtle pulse)
+ if (LK.ticks % 120 === 0) {
+ tween.to(self, 0.5, {
+ scaleX: 1.05,
+ scaleY: 1.05
+ });
+ tween.to(self, 0.5, {
+ scaleX: 1,
+ scaleY: 1,
+ delay: 0.5
+ });
+ }
}
// Simple AI behavior
if (self.isAI && Math.random() < 0.01) {
// AI decides to attack or form alliance
@@ -178,8 +238,48 @@
self.alliancesText.setText(allianceText);
};
return self;
});
+var TechUpgrade = Container.expand(function (name, cost, effect, description) {
+ var self = Container.call(this);
+ self.name = name;
+ self.cost = cost;
+ self.effect = effect;
+ self.description = description;
+ self.purchased = false;
+ var background = self.attachAsset('menuBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 200,
+ height: 120
+ });
+ background.alpha = 0.8;
+ var nameText = new Text2(name, {
+ size: 20,
+ fill: 0x000000
+ });
+ nameText.anchor.set(0.5, 0);
+ nameText.y = -40;
+ self.addChild(nameText);
+ var costText = new Text2("Cost: " + cost, {
+ size: 16,
+ fill: 0x000000
+ });
+ costText.anchor.set(0.5, 0);
+ costText.y = -15;
+ self.addChild(costText);
+ var descText = new Text2(description, {
+ size: 12,
+ fill: 0x000000
+ });
+ descText.anchor.set(0.5, 0.5);
+ descText.y = 10;
+ self.addChild(descText);
+ self.down = function (x, y, obj) {
+ game.purchaseTechUpgrade(self);
+ };
+ return self;
+});
var Territory = Container.expand(function (position, value) {
var self = Container.call(this);
self.value = value || 1;
self.owner = null;
@@ -224,39 +324,99 @@
name: "USAball",
color: 0xff0000,
basePower: 15,
baseResources: 30,
- isAI: false
+ isAI: false,
+ specialAbility: {
+ name: "Air Superiority",
+ description: "25% more effective when attacking",
+ effect: function effect(self, target, action) {
+ if (action === "attack") {
+ return 1.25;
+ }
+ return 1;
+ }
+ }
}, {
name: "UKball",
color: 0x0000ff,
basePower: 12,
baseResources: 25,
- isAI: true
+ isAI: true,
+ specialAbility: {
+ name: "Naval Power",
+ description: "Generates 20% more resources",
+ effect: function effect(self, target, action) {
+ if (action === "resources") {
+ return 1.2;
+ }
+ return 1;
+ }
+ }
}, {
name: "Germanyball",
color: 0x000000,
basePower: 13,
baseResources: 28,
- isAI: true
+ isAI: true,
+ specialAbility: {
+ name: "Industrial Efficiency",
+ description: "Technology costs 15% less",
+ effect: function effect(self, target, action) {
+ if (action === "tech") {
+ return 0.85;
+ }
+ return 1;
+ }
+ }
}, {
name: "Franceball",
color: 0x0055ff,
basePower: 11,
baseResources: 22,
- isAI: true
+ isAI: true,
+ specialAbility: {
+ name: "Diplomatic Influence",
+ description: "Alliance bonuses increased by 20%",
+ effect: function effect(self, target, action) {
+ if (action === "alliance") {
+ return 1.2;
+ }
+ return 1;
+ }
+ }
}, {
name: "Russiaball",
color: 0xffffff,
basePower: 14,
baseResources: 20,
- isAI: true
+ isAI: true,
+ specialAbility: {
+ name: "Winter Resistance",
+ description: "30% more effective when defending",
+ effect: function effect(self, target, action) {
+ if (action === "defense") {
+ return 1.3;
+ }
+ return 1;
+ }
+ }
}, {
name: "Chinaball",
color: 0xffff00,
basePower: 15,
baseResources: 35,
- isAI: true
+ isAI: true,
+ specialAbility: {
+ name: "Population Advantage",
+ description: "Territories provide 25% more power",
+ effect: function effect(self, target, action) {
+ if (action === "territory") {
+ return 1.25;
+ }
+ return 1;
+ }
+ }
}];
// Game variables
var countryballs = [];
var territories = [];
@@ -265,8 +425,56 @@
var statsDisplay = null;
var attackButton = null;
var allianceButton = null;
var scoreText = null;
+var techUpgrades = [];
+var techMenuOpen = false;
+var techButton = null;
+var eventDisplay = null;
+var lastEventTime = 0;
+var worldEvents = [{
+ name: "Economic Crisis",
+ description: "Resources reduced by 20% for all nations",
+ effect: function effect() {
+ for (var i = 0; i < countryballs.length; i++) {
+ countryballs[i].resources *= 0.8;
+ }
+ return "Economic Crisis hit all nations!";
+ }
+}, {
+ name: "Natural Disaster",
+ description: "Random territory loses value",
+ effect: function effect() {
+ var randomTerritory = territories[Math.floor(Math.random() * territories.length)];
+ randomTerritory.value = Math.max(1, randomTerritory.value - 1);
+ var message = "Natural disaster in " + (randomTerritory.owner ? randomTerritory.owner.country.name : "unclaimed territory");
+ return message;
+ }
+}, {
+ name: "Technological Breakthrough",
+ description: "Random nation gains power",
+ effect: function effect() {
+ var randomCountry = countryballs[Math.floor(Math.random() * countryballs.length)];
+ randomCountry.power += 5;
+ return randomCountry.country.name + " achieved a technological breakthrough!";
+ }
+}, {
+ name: "Peace Summit",
+ description: "Relations improve between nations",
+ effect: function effect() {
+ for (var i = 0; i < countryballs.length; i++) {
+ if (Math.random() < 0.3 && !countryballs[i].isAI) {
+ for (var j = 0; j < countryballs.length; j++) {
+ if (i !== j && countryballs[i].alliances.indexOf(countryballs[j]) === -1) {
+ countryballs[i].formAlliance(countryballs[j]);
+ return countryballs[i].country.name + " and " + countryballs[j].country.name + " formed an alliance at the Peace Summit!";
+ }
+ }
+ }
+ }
+ return "Peace Summit ended with minor agreements.";
+ }
+}];
// Initialize the game
game.init = function () {
// Play background music
LK.playMusic('battleMusic');
@@ -356,15 +564,80 @@
statsDisplay.update(selectedCountryball);
game.addChild(statsDisplay);
// Create buttons
attackButton = new ActionButton("ATTACK", "attack");
- attackButton.x = 2048 / 2 - 100;
+ attackButton.x = 2048 / 2 - 200;
attackButton.y = 2732 - 100;
game.addChild(attackButton);
allianceButton = new ActionButton("ALLIANCE", "alliance");
- allianceButton.x = 2048 / 2 + 100;
+ allianceButton.x = 2048 / 2;
allianceButton.y = 2732 - 100;
game.addChild(allianceButton);
+ // Add tech button
+ techButton = new ActionButton("TECH", "tech");
+ techButton.x = 2048 / 2 + 200;
+ techButton.y = 2732 - 100;
+ game.addChild(techButton);
+ // Create tech upgrades
+ var techList = [{
+ name: "Advanced Weaponry",
+ cost: 50,
+ effect: function effect(countryball) {
+ countryball.power += 10;
+ },
+ description: "Increases military power by 10"
+ }, {
+ name: "Economic Reforms",
+ cost: 40,
+ effect: function effect(countryball) {
+ countryball.resources += 20;
+ },
+ description: "Adds 20 resources immediately"
+ }, {
+ name: "Diplomacy",
+ cost: 35,
+ effect: function effect(countryball) {
+ // Form alliances with two random countries
+ var unalliedCountries = countryballs.filter(function (c) {
+ return c !== countryball && countryball.alliances.indexOf(c) === -1;
+ });
+ for (var i = 0; i < Math.min(2, unalliedCountries.length); i++) {
+ countryball.formAlliance(unalliedCountries[i]);
+ }
+ },
+ description: "Form alliances with 2 random countries"
+ }, {
+ name: "Espionage",
+ cost: 45,
+ effect: function effect(countryball) {
+ // Reduce power of all enemies
+ for (var i = 0; i < countryballs.length; i++) {
+ if (countryballs[i] !== countryball && countryball.alliances.indexOf(countryballs[i]) === -1) {
+ countryballs[i].power = Math.max(5, countryballs[i].power - 3);
+ }
+ }
+ },
+ description: "Reduces enemy power by 3"
+ }];
+ // Create tech upgrades but don't add them to the stage yet
+ for (var i = 0; i < techList.length; i++) {
+ var tech = new TechUpgrade(techList[i].name, techList[i].cost, techList[i].effect, techList[i].description);
+ tech.x = 2048 / 2;
+ tech.y = 800 + i * 150;
+ tech.visible = false;
+ techUpgrades.push(tech);
+ game.addChild(tech);
+ }
+ // Create event display
+ eventDisplay = new Text2("", {
+ size: 28,
+ fill: 0xFFFFFF
+ });
+ eventDisplay.anchor.set(0.5, 0);
+ eventDisplay.x = 2048 / 2;
+ eventDisplay.y = 100;
+ eventDisplay.alpha = 0;
+ LK.gui.addChild(eventDisplay);
// Initial score
game.updateScore();
};
game.handleCountryballSelect = function (countryball) {
@@ -409,11 +682,19 @@
}
}
};
game.handleActionButton = function (button) {
- if (!selectedCountryball || !targetCountryball) {
+ if (button.action === "tech") {
+ // Toggle tech menu visibility
+ techMenuOpen = !techMenuOpen;
+ for (var i = 0; i < techUpgrades.length; i++) {
+ techUpgrades[i].visible = techMenuOpen;
+ }
return;
}
+ if (!selectedCountryball || !targetCountryball && button.action !== "tech") {
+ return;
+ }
if (button.action === "attack") {
if (selectedCountryball.attack(targetCountryball)) {
// Successful attack
LK.getSound('attack').play();
@@ -431,15 +712,91 @@
}
statsDisplay.update(selectedCountryball);
game.updateScore();
} else if (button.action === "alliance") {
+ // Apply alliance special ability if it exists
+ var allianceMultiplier = 1;
+ if (selectedCountryball.country.specialAbility && typeof selectedCountryball.country.specialAbility.effect === 'function') {
+ allianceMultiplier = selectedCountryball.country.specialAbility.effect(selectedCountryball, targetCountryball, "alliance");
+ }
if (selectedCountryball.formAlliance(targetCountryball)) {
LK.getSound('alliance').play();
LK.effects.flashObject(targetCountryball, 0x00ff00, 500);
+ // Alliance bonus - both countries get a small power boost
+ var powerBoost = 2 * allianceMultiplier;
+ selectedCountryball.power += powerBoost;
+ targetCountryball.power += powerBoost;
statsDisplay.update(selectedCountryball);
}
}
};
+// Add tech upgrade handler
+game.purchaseTechUpgrade = function (techUpgrade) {
+ if (!selectedCountryball) {
+ return;
+ }
+ // Apply tech cost special ability if it exists
+ var techCostMultiplier = 1;
+ if (selectedCountryball.country.specialAbility && typeof selectedCountryball.country.specialAbility.effect === 'function') {
+ techCostMultiplier = selectedCountryball.country.specialAbility.effect(selectedCountryball, null, "tech");
+ }
+ var adjustedCost = Math.floor(techUpgrade.cost * techCostMultiplier);
+ // Check if player has enough resources and hasn't purchased it yet
+ if (selectedCountryball.resources >= adjustedCost && !techUpgrade.purchased) {
+ selectedCountryball.resources -= adjustedCost;
+ techUpgrade.purchased = true;
+ // Apply the upgrade effect
+ if (typeof techUpgrade.effect === 'function') {
+ techUpgrade.effect(selectedCountryball);
+ }
+ // Visual feedback
+ LK.effects.flashObject(techUpgrade, 0x00ff00, 500);
+ tween.to(techUpgrade, 0.3, {
+ alpha: 0.5
+ });
+ // Update stats
+ statsDisplay.update(selectedCountryball);
+ game.updateScore();
+ // Show event notification
+ game.showEventNotification(selectedCountryball.country.name + " acquired " + techUpgrade.name + " technology!");
+ } else if (techUpgrade.purchased) {
+ // Already purchased feedback
+ LK.effects.flashObject(techUpgrade, 0xff0000, 500);
+ } else {
+ // Not enough resources feedback
+ LK.effects.flashObject(techUpgrade, 0xffff00, 500);
+ }
+};
+// Add world events system
+game.triggerRandomEvent = function () {
+ // Only trigger events if some time has passed since the last one
+ if (LK.ticks - lastEventTime < 600) {
+ return;
+ }
+ // 5% chance each update to trigger an event
+ if (Math.random() < 0.05) {
+ var randomEvent = worldEvents[Math.floor(Math.random() * worldEvents.length)];
+ var message = randomEvent.effect();
+ game.showEventNotification(message);
+ lastEventTime = LK.ticks;
+ }
+};
+// Add notification display
+game.showEventNotification = function (message) {
+ eventDisplay.setText(message);
+ eventDisplay.alpha = 1;
+ tween.to(eventDisplay, 0.5, {
+ y: 120
+ });
+ tween.to(eventDisplay, 0.5, {
+ alpha: 0,
+ delay: 3
+ });
+ tween.to(eventDisplay, 0.5, {
+ y: 100,
+ delay: 3.5
+ });
+};
game.updateScore = function () {
var playerScore = 0;
// Calculate score based on power, resources, territories and alliances
var playerBall = countryballs[0]; // First countryball is the player
@@ -491,8 +848,22 @@
// Update stats display
if (selectedCountryball) {
statsDisplay.update(selectedCountryball);
}
+ // Trigger random world events
+ game.triggerRandomEvent();
+ // Apply territory special ability for China
+ if (selectedCountryball && selectedCountryball.country.name === "Chinaball" && selectedCountryball.territory) {
+ var territoryMultiplier = 1;
+ if (selectedCountryball.country.specialAbility && typeof selectedCountryball.country.specialAbility.effect === 'function') {
+ territoryMultiplier = selectedCountryball.country.specialAbility.effect(selectedCountryball, null, "territory");
+ }
+ // Apply the bonus every 10 seconds
+ if (LK.ticks % 600 === 0) {
+ selectedCountryball.power += selectedCountryball.territory.value * territoryMultiplier;
+ statsDisplay.update(selectedCountryball);
+ }
+ }
// Check if anyone has won the game
var remainingCountries = 0;
var mostPowerfulCountry = null;
for (var i = 0; i < countryballs.length; i++) {
@@ -507,5 +878,21 @@
// Update game state every 5 seconds
if (LK.ticks % 300 === 0) {
game.updateScore();
}
+ // Add visual effects to territories every 2 seconds
+ if (LK.ticks % 120 === 0) {
+ for (var i = 0; i < territories.length; i++) {
+ if (territories[i].owner) {
+ tween.to(territories[i], 0.3, {
+ scaleX: 1.1,
+ scaleY: 1.1
+ });
+ tween.to(territories[i], 0.3, {
+ scaleX: 1,
+ scaleY: 1,
+ delay: 0.3
+ });
+ }
+ }
+ }
};
\ 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