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
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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.money = country.baseMoney || 100; 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(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100 }); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, delay: 100 }); if (attackStrength > defenseStrength) { // Successful attack animation tween(target, { rotation: 0.2 }, { duration: 200 }); tween(target, { rotation: -0.2 }, { duration: 200, delay: 200 }); tween(target, { rotation: 0 }, { duration: 200, delay: 400 }); target.power = Math.max(1, target.power - 5); self.power += 3; return true; } else { // Failed attack animation tween(self, { rotation: 0.2 }, { duration: 200 }); tween(self, { rotation: -0.2 }, { duration: 200, delay: 200 }); tween(self, { rotation: 0 }, { duration: 200, delay: 400 }); 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; self.money += 0.1 * resourceMultiplier * self.territory.value; // Visual effect for resource generation (subtle pulse) if (LK.ticks % 120 === 0) { tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 500 }); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 500, delay: 500 }); } } // 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 MainMenu = Container.expand(function () { var self = Container.call(this); var menuBackground = self.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); menuBackground.alpha = 0.8; // Set initial visibility state self.visible = true; var titleText = new Text2("COUNTRYBALL WARFARE", { size: 60, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.y = -350; self.addChild(titleText); // Add start game button var startButton = new Text2("START GAME", { size: 48, fill: 0xFFFF00 }); startButton.anchor.set(0.5, 0.5); startButton.y = -100; startButton.interactive = true; self.addChild(startButton); // Add settings button var settingsButton = new Text2("SETTINGS", { size: 48, fill: 0xFFFF00 }); settingsButton.anchor.set(0.5, 0.5); settingsButton.y = 0; settingsButton.interactive = true; self.addChild(settingsButton); // Add credits button var creditsButton = new Text2("CREDITS", { size: 48, fill: 0xFFFF00 }); creditsButton.anchor.set(0.5, 0.5); creditsButton.y = 100; creditsButton.interactive = true; self.addChild(creditsButton); // Settings menu (hidden initially) self.settingsMenu = new Container(); self.settingsMenu.visible = false; var settingsTitle = new Text2("SETTINGS", { size: 48, fill: 0xFFFFFF }); settingsTitle.anchor.set(0.5, 0); settingsTitle.y = -300; self.settingsMenu.addChild(settingsTitle); // Sound toggle button self.soundEnabled = storage.soundEnabled !== undefined ? storage.soundEnabled : true; var soundToggleText = new Text2("SOUND: " + (self.soundEnabled ? "ON" : "OFF"), { size: 36, fill: 0xFFFF00 }); soundToggleText.anchor.set(0.5, 0.5); soundToggleText.y = -150; soundToggleText.interactive = true; self.settingsMenu.addChild(soundToggleText); // Music toggle button self.musicEnabled = storage.musicEnabled !== undefined ? storage.musicEnabled : true; var musicToggleText = new Text2("MUSIC: " + (self.musicEnabled ? "ON" : "OFF"), { size: 36, fill: 0xFFFF00 }); musicToggleText.anchor.set(0.5, 0.5); musicToggleText.y = -50; musicToggleText.interactive = true; self.settingsMenu.addChild(musicToggleText); // Back button for settings var backButton = new Text2("BACK", { size: 36, fill: 0xFFFF00 }); backButton.anchor.set(0.5, 0.5); backButton.y = 150; backButton.interactive = true; self.settingsMenu.addChild(backButton); self.addChild(self.settingsMenu); // Credits menu (hidden initially) self.creditsMenu = new Container(); self.creditsMenu.visible = false; var creditsTitle = new Text2("CREDITS", { size: 48, fill: 0xFFFFFF }); creditsTitle.anchor.set(0.5, 0); creditsTitle.y = -300; self.creditsMenu.addChild(creditsTitle); var creditsDeveloper = new Text2("GAME DEVELOPMENT BY", { size: 36, fill: 0xFFFFFF }); creditsDeveloper.anchor.set(0.5, 0); creditsDeveloper.y = -200; self.creditsMenu.addChild(creditsDeveloper); var creditsUser = new Text2("YOU", { size: 42, fill: 0xFFFF00 }); creditsUser.anchor.set(0.5, 0); creditsUser.y = -130; self.creditsMenu.addChild(creditsUser); var creditsAssistant = new Text2("AND", { size: 36, fill: 0xFFFFFF }); creditsAssistant.anchor.set(0.5, 0); creditsAssistant.y = -70; self.creditsMenu.addChild(creditsAssistant); var creditsAI = new Text2("AVA", { size: 42, fill: 0xFFFF00 }); creditsAI.anchor.set(0.5, 0); creditsAI.y = -10; self.creditsMenu.addChild(creditsAI); // Back button for credits var creditsBackButton = new Text2("BACK", { size: 36, fill: 0xFFFF00 }); creditsBackButton.anchor.set(0.5, 0.5); creditsBackButton.y = 150; creditsBackButton.interactive = true; self.creditsMenu.addChild(creditsBackButton); self.addChild(self.creditsMenu); // Event handlers startButton.down = function () { game.startGame(); }; settingsButton.down = function () { self.showSettings(); }; creditsButton.down = function () { self.showCredits(); }; backButton.down = function () { self.hideSettings(); }; creditsBackButton.down = function () { self.hideCredits(); }; soundToggleText.down = function () { self.soundEnabled = !self.soundEnabled; storage.soundEnabled = self.soundEnabled; soundToggleText.setText("SOUND: " + (self.soundEnabled ? "ON" : "OFF")); }; musicToggleText.down = function () { self.musicEnabled = !self.musicEnabled; storage.musicEnabled = self.musicEnabled; musicToggleText.setText("MUSIC: " + (self.musicEnabled ? "ON" : "OFF")); if (self.musicEnabled) { LK.playMusic('battleMusic'); } else { LK.stopMusic(); } }; self.showSettings = function () { // Hide main menu buttons startButton.visible = false; settingsButton.visible = false; creditsButton.visible = false; // Show settings menu self.settingsMenu.visible = true; // Ensure credits menu is hidden self.creditsMenu.visible = false; }; self.hideSettings = function () { // Show main menu buttons startButton.visible = true; settingsButton.visible = true; creditsButton.visible = true; // Hide settings menu self.settingsMenu.visible = false; }; self.showCredits = function () { // Hide main menu buttons startButton.visible = false; settingsButton.visible = false; creditsButton.visible = false; // Show credits menu self.creditsMenu.visible = true; // Ensure settings menu is hidden self.settingsMenu.visible = false; }; self.hideCredits = function () { // Show main menu buttons startButton.visible = true; settingsButton.visible = true; creditsButton.visible = true; // Hide credits menu self.creditsMenu.visible = false; }; 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.moneyText = new Text2("", { size: 24, fill: 0x008000 }); self.moneyText.anchor.set(0.5, 0); self.moneyText.y = 190; self.addChild(self.moneyText); 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)); self.moneyText.setText("Money: $" + Math.floor(countryball.money)); 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, baseMoney: 150, 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, baseMoney: 125, 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, baseMoney: 135, 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, baseMoney: 110, 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, baseMoney: 120, 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, baseMoney: 160, 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 moneyText = 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 () { // Create main menu var mainMenu = new MainMenu(); mainMenu.x = 2048 / 2; mainMenu.y = 2732 / 2; game.mainMenu = mainMenu; game.addChild(mainMenu); // Set gameStarted flag to false initially game.gameStarted = false; // Create score and money display (hidden until game starts) scoreText = new Text2("Score: 0", { size: 36, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 120; scoreText.y = 30; // Don't add these elements to the GUI until the game starts // 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: 100, effect: function effect(countryball) { countryball.power += 10; }, description: "Increases military power by 10" }, { name: "Economic Reforms", cost: 80, effect: function effect(countryball) { countryball.money += 50; }, description: "Adds $50 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 money to claim it if (selectedCountryball.money >= 25 * territory.value) { territory.claim(selectedCountryball); selectedCountryball.money -= 25 * territory.value; 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 if (storage.soundEnabled !== false) { 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)) { if (storage.soundEnabled !== false) { 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 money and hasn't purchased it yet if (selectedCountryball.money >= adjustedCost && !techUpgrade.purchased) { selectedCountryball.money -= 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(techUpgrade, { alpha: 0.5 }, { duration: 300 }); // 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(eventDisplay, { y: 120 }, { duration: 500 }); tween(eventDisplay, { alpha: 0 }, { duration: 500, delay: 3000 }); tween(eventDisplay, { y: 100 }, { duration: 500, delay: 3500 }); }; 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(); } }; // Initialize the menu game.init(); // Move event handler game.move = function (x, y, obj) { // Nothing to do for move events in this game }; // Add game start functionality game.startGame = function () { // Clear the stage first - remove all children while (game.children.length > 0) { game.removeChild(game.children[0]); } // Clear any existing game elements countryballs = []; territories = []; techUpgrades = []; selectedCountryball = null; targetCountryball = null; // Set game started flag game.gameStarted = true; // Remove main menu from GUI if it exists if (game.mainMenu) { if (game.mainMenu.parent) { game.mainMenu.parent.removeChild(game.mainMenu); } game.mainMenu = null; } // Play background music if enabled if (storage.musicEnabled !== false) { LK.playMusic('battleMusic'); } // Add GUI elements now that the game is starting LK.gui.addChild(scoreText); // Create money display moneyText = new Text2("Money: $0", { size: 36, fill: 0x00FF00 }); moneyText.anchor.set(1, 0); moneyText.x = 2048 - 120; moneyText.y = 30; LK.gui.addChild(moneyText); // 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: 100, effect: function effect(countryball) { countryball.power += 10; }, description: "Increases military power by 10" }, { name: "Economic Reforms", cost: 80, effect: function effect(countryball) { countryball.money += 50; }, description: "Adds $50 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(); }; // Update function game.update = function () { // Only update game elements if the game has started if (!game.gameStarted) { // Do nothing when in menu state return; } // 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(); if (selectedCountryball) { moneyText.setText("Money: $" + Math.floor(selectedCountryball.money)); } } // 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(territories[i], { scaleX: 1.1, scaleY: 1.1 }, { duration: 300 }); tween(territories[i], { scaleX: 1, scaleY: 1 }, { duration: 300, delay: 300 }); } } } };
===================================================================
--- original.js
+++ change.js
@@ -72,20 +72,18 @@
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({
+ tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
- target: self,
duration: 100
});
- tween({
+ tween(self, {
scaleX: 1,
scaleY: 1
}, {
- target: self,
duration: 100,
delay: 100
});
if (attackStrength > defenseStrength) {
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