User prompt
Super sword: Increase your attack range by 1000%
User prompt
Super sword: Increase your attack range by 1000% when you see enemies. Increase your super sword's damage by 200%. Increase your super sword's health by 200%. Increase your super sword's speed by 100%.
User prompt
Add the super sword to the store and the price will be 100 coins
User prompt
Make the super archer's coin 150
User prompt
After level 7, the money given should be 3 times
User prompt
Reduce difficulty between levels by 10%
User prompt
Increase the health of the super archer by 500%. Increase the range of the super archer by 700%. Increase the damage of the super archer by 250%. Increase the shooting speed of the super archer by 300%.
User prompt
Give the arrow asset to the arrow shot by the super archer
User prompt
Add Superarrow to the store and set its price to 100 coins.
User prompt
Increase cavalry damage by 250%, slow speed by 50%, increase health by 20%
User prompt
Make the gunner coin 15
User prompt
Reduce enemy health by 25%
User prompt
fix
Remix started
Copy Janissary March
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var ArcherEnemy = Container.expand(function () {
var self = Container.call(this);
// Archer enemies have less health but can attack from range
var waveMultiplier = 1 + (currentWave - 1) * 0.27;
self.health = Math.floor(60 * waveMultiplier); // Reduced by 25% from 80 to 60
self.maxHealth = Math.floor(60 * waveMultiplier); // Reduced by 25% from 80 to 60
self.speed = Math.min(1.5 + (currentWave - 1) * 0.15, 3); // Slower than regular enemies
self.attackPower = Math.floor(25 * waveMultiplier);
self.attackCooldown = 0;
self.maxAttackCooldown = Math.max(80 - (currentWave - 1) * 4, 50); // Slower attacks than regular enemies
self.range = 455; // Archer range (30% increase)
var enemyGraphics = self.attachAsset('enemyArcher', {
anchorX: 0.5,
anchorY: 0.5
});
self.findNearestJanissary = function () {
var nearest = null;
var nearestDistance = Infinity;
for (var i = 0; i < janissaries.length; i++) {
var jan = janissaries[i];
var dx = jan.x - self.x;
var dy = jan.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearest = jan;
nearestDistance = distance;
}
}
return nearest;
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
self.destroy();
for (var i = enemyArchers.length - 1; i >= 0; i--) {
if (enemyArchers[i] === self) {
enemyArchers.splice(i, 1);
gold += 8; // Slightly more gold for archer enemies
goldText.setText('Akçe: ' + gold);
break;
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
var target = self.findNearestJanissary();
if (target) {
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.range) {
// Move closer if target is out of range
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
} else if (distance > 120) {
// Stay at range and shoot arrows
if (self.attackCooldown <= 0) {
var enemyArrow = new EnemyArrow();
enemyArrow.x = self.x;
enemyArrow.y = self.y;
enemyArrow.target = target;
enemyArrow.damage = self.attackPower;
enemyArrows.push(enemyArrow);
game.addChild(enemyArrow);
self.attackCooldown = self.maxAttackCooldown;
}
} else {
// Move back if too close (maintain distance)
var angle = Math.atan2(dy, dx);
self.x -= Math.cos(angle) * self.speed;
self.y -= Math.sin(angle) * self.speed;
}
}
};
return self;
});
var Arrow = Container.expand(function () {
var self = Container.call(this);
self.speed = 12;
self.target = null;
self.damage = 30;
var arrowGraphics = self.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (self.target && self.target.health > 0) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 30) {
self.target.takeDamage(self.damage);
self.destroy();
for (var i = arrows.length - 1; i >= 0; i--) {
if (arrows[i] === self) {
arrows.splice(i, 1);
break;
}
}
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
arrowGraphics.rotation = angle;
}
} else {
self.destroy();
for (var i = arrows.length - 1; i >= 0; i--) {
if (arrows[i] === self) {
arrows.splice(i, 1);
break;
}
}
}
};
return self;
});
var BoostedArrow = Container.expand(function () {
var self = Container.call(this);
self.speed = 15; // Faster than regular arrows
self.target = null;
self.damage = 45; // Higher damage than regular arrows
self.pierceCount = 2; // Can hit multiple enemies
var arrowGraphics = self.attachAsset('boostedArrow', {
anchorX: 0.5,
anchorY: 0.5
});
// Visual distinction for boosted arrows
arrowGraphics.tint = 0x00FFFF; // Cyan tint for boosted arrows
self.update = function () {
if (self.target && self.target.health > 0) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 30) {
self.target.takeDamage(self.damage);
self.pierceCount--;
// If arrow can still pierce, find next target
if (self.pierceCount > 0) {
var nextTarget = self.findNearestEnemyInRange();
if (nextTarget) {
self.target = nextTarget;
} else {
self.destroy();
for (var i = boostedArrows.length - 1; i >= 0; i--) {
if (boostedArrows[i] === self) {
boostedArrows.splice(i, 1);
break;
}
}
}
} else {
self.destroy();
for (var i = boostedArrows.length - 1; i >= 0; i--) {
if (boostedArrows[i] === self) {
boostedArrows.splice(i, 1);
break;
}
}
}
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
arrowGraphics.rotation = angle;
}
} else {
self.destroy();
for (var i = boostedArrows.length - 1; i >= 0; i--) {
if (boostedArrows[i] === self) {
boostedArrows.splice(i, 1);
break;
}
}
}
};
self.findNearestEnemyInRange = function () {
var nearest = null;
var nearestDistance = Infinity;
var maxRange = 200; // Range to find next target for piercing
// Check regular enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy === self.target) continue; // Skip current target
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= maxRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check archer enemies
for (var i = 0; i < enemyArchers.length; i++) {
var enemy = enemyArchers[i];
if (enemy === self.target) continue; // Skip current target
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= maxRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check enemy artillery
for (var i = 0; i < enemyArtillery.length; i++) {
var enemy = enemyArtillery[i];
if (enemy === self.target) continue; // Skip current target
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= maxRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check heavy enemies
for (var i = 0; i < heavyEnemies.length; i++) {
var enemy = heavyEnemies[i];
if (enemy === self.target) continue; // Skip current target
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= maxRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check Timurunfili
for (var i = 0; i < timurunfilis.length; i++) {
var enemy = timurunfilis[i];
if (enemy === self.target) continue; // Skip current target
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= maxRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
return nearest;
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
self.speed = 15;
self.target = null;
self.damage = 60;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (self.target && self.target.health > 0) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 30) {
self.target.takeDamage(self.damage);
self.destroy();
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] === self) {
bullets.splice(i, 1);
break;
}
}
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
bulletGraphics.rotation = angle;
}
} else {
self.destroy();
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] === self) {
bullets.splice(i, 1);
break;
}
}
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Scale enemy stats based on current wave for increased difficulty
var waveMultiplier = 1 + (currentWave - 1) * 0.27; // 27% increase per wave (reduced by 10%)
self.health = Math.floor(90 * waveMultiplier); // Reduced by 25% from 120 to 90
self.maxHealth = Math.floor(90 * waveMultiplier); // Reduced by 25% from 120 to 90
self.speed = Math.min(2 + (currentWave - 1) * 0.2, 4); // Cap speed at 4
self.attackPower = Math.floor(35 * waveMultiplier);
self.attackCooldown = 0;
self.maxAttackCooldown = Math.max(60 - (currentWave - 1) * 3, 30); // Faster attacks, min 30
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.findNearestJanissary = function () {
var nearest = null;
var nearestDistance = Infinity;
for (var i = 0; i < janissaries.length; i++) {
var jan = janissaries[i];
var dx = jan.x - self.x;
var dy = jan.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearest = jan;
nearestDistance = distance;
}
}
return nearest;
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
self.destroy();
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i] === self) {
enemies.splice(i, 1);
gold += 5;
goldText.setText('Akçe: ' + gold);
break;
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
var target = self.findNearestJanissary();
if (target) {
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 60) {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
} else {
if (self.attackCooldown <= 0) {
target.takeDamage(self.attackPower);
self.attackCooldown = self.maxAttackCooldown;
LK.effects.flashObject(target, 0xff0000, 200);
}
}
}
};
return self;
});
var EnemyArrow = Container.expand(function () {
var self = Container.call(this);
self.speed = 10;
self.target = null;
self.damage = 25;
var arrowGraphics = self.attachAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5
});
arrowGraphics.tint = 0xff4444; // Red tint for enemy arrows
self.update = function () {
if (self.target && self.target.health > 0) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 30) {
self.target.takeDamage(self.damage);
self.destroy();
for (var i = enemyArrows.length - 1; i >= 0; i--) {
if (enemyArrows[i] === self) {
enemyArrows.splice(i, 1);
break;
}
}
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
arrowGraphics.rotation = angle;
}
} else {
self.destroy();
for (var i = enemyArrows.length - 1; i >= 0; i--) {
if (enemyArrows[i] === self) {
enemyArrows.splice(i, 1);
break;
}
}
}
};
return self;
});
var EnemyArtillery = Container.expand(function () {
var self = Container.call(this);
// Enemy artillery has high health and long range
var waveMultiplier = 1 + (currentWave - 1) * 0.27;
self.health = Math.floor(150 * waveMultiplier); // Reduced by 25% from 200 to 150
self.maxHealth = Math.floor(150 * waveMultiplier); // Reduced by 25% from 200 to 150
self.speed = 0.5; // Very slow movement
self.attackPower = Math.floor(72 * waveMultiplier); // Reduced by 10% from 80 to 72
self.attackCooldown = 0;
self.maxAttackCooldown = Math.max(120 - (currentWave - 1) * 5, 80); // Slow but powerful attacks
self.range = 1288; // Double the original range (644 * 2)
var enemyGraphics = self.attachAsset('enemyArtillery', {
anchorX: 0.5,
anchorY: 0.5
});
self.findNearestJanissary = function () {
var nearest = null;
var nearestDistance = Infinity;
for (var i = 0; i < janissaries.length; i++) {
var jan = janissaries[i];
var dx = jan.x - self.x;
var dy = jan.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearest = jan;
nearestDistance = distance;
}
}
return nearest;
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
self.destroy();
for (var i = enemyArtillery.length - 1; i >= 0; i--) {
if (enemyArtillery[i] === self) {
enemyArtillery.splice(i, 1);
gold += 12; // High gold reward for destroying artillery
goldText.setText('Akçe: ' + gold);
break;
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
var target = self.findNearestJanissary();
if (target) {
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.range) {
// Artillery stays in position and shoots
if (self.attackCooldown <= 0) {
var enemyBullet = new EnemyBullet();
enemyBullet.x = self.x;
enemyBullet.y = self.y;
enemyBullet.target = target;
enemyBullet.damage = self.attackPower;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
self.attackCooldown = self.maxAttackCooldown;
}
} else if (distance > self.range + 100) {
// Only move if target is very far away
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
}
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
self.speed = 8; // Slower than regular bullets
self.target = null;
self.damage = 80;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
bulletGraphics.tint = 0xff6666; // Red tint for enemy bullets
bulletGraphics.scaleX = 1.5; // Larger bullets
bulletGraphics.scaleY = 1.5;
self.update = function () {
if (self.target && self.target.health > 0) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 30) {
self.target.takeDamage(self.damage);
self.destroy();
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (enemyBullets[i] === self) {
enemyBullets.splice(i, 1);
break;
}
}
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
bulletGraphics.rotation = angle;
}
} else {
self.destroy();
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (enemyBullets[i] === self) {
enemyBullets.splice(i, 1);
break;
}
}
}
};
return self;
});
var HeavyEnemy = Container.expand(function () {
var self = Container.call(this);
// Heavy enemies have high health and damage but are slow
var waveMultiplier = 1 + (currentWave - 1) * 0.27;
self.health = Math.floor(187.5 * waveMultiplier); // Reduced by 25% from 250 to 187.5
self.maxHealth = Math.floor(187.5 * waveMultiplier); // Reduced by 25% from 250 to 187.5
self.speed = Math.min(1 + (currentWave - 1) * 0.1, 2); // Slower than other enemies
self.attackPower = Math.floor(50 * waveMultiplier);
self.attackCooldown = 0;
self.maxAttackCooldown = Math.max(80 - (currentWave - 1) * 3, 40); // Slower attacks
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Make heavy enemies visually distinct
enemyGraphics.tint = 0x666666; // Darker color
enemyGraphics.scaleX = 1.3; // Larger size
enemyGraphics.scaleY = 1.3;
self.findNearestJanissary = function () {
var nearest = null;
var nearestDistance = Infinity;
for (var i = 0; i < janissaries.length; i++) {
var jan = janissaries[i];
var dx = jan.x - self.x;
var dy = jan.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearest = jan;
nearestDistance = distance;
}
}
return nearest;
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
self.destroy();
for (var i = heavyEnemies.length - 1; i >= 0; i--) {
if (heavyEnemies[i] === self) {
heavyEnemies.splice(i, 1);
gold += 15; // High gold reward for heavy enemies
goldText.setText('Akçe: ' + gold);
break;
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
var target = self.findNearestJanissary();
if (target) {
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 60) {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
} else {
if (self.attackCooldown <= 0) {
target.takeDamage(self.attackPower);
self.attackCooldown = self.maxAttackCooldown;
LK.effects.flashObject(target, 0xff0000, 200);
}
}
}
};
return self;
});
var Janissary = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
// Apply 20% buff to all Ottoman soldiers
var baseHealth = type === 'shielded' ? 140 : type === 'gunner' ? 150 : type === 'cavalry' ? 180 : type === 'spearman' ? 180 : type === 'swordsman' ? 150 : type === 'guard' ? 264 : type === 'superokcu' ? 600 : type === 'superkilic' ? 300 : 100;
var baseAttackPower = type === 'archer' ? 27 : type === 'spearman' ? 60 : type === 'swordsman' ? 117 : type === 'shielded' ? 35 : type === 'gunner' ? 51 : type === 'cavalry' ? 175 : type === 'guard' ? 0 : type === 'superokcu' ? 175 : type === 'superkilic' ? 200 : 50;
self.health = Math.floor(baseHealth * 1.2); // 20% buff
self.maxHealth = Math.floor(baseHealth * 1.2); // 20% buff
self.attackPower = Math.floor(baseAttackPower * 1.2); // 20% buff
self.range = type === 'archer' ? 1560 : type === 'spearman' ? 1500 : type === 'swordsman' ? 27280 : type === 'shielded' ? 80 : type === 'gunner' ? 878 : type === 'guard' ? 80 : type === 'superokcu' ? 12480 : type === 'superkilic' ? 120 : 80;
self.attackCooldown = 0;
self.maxAttackCooldown = type === 'archer' ? 40 : type === 'spearman' ? 70 : type === 'swordsman' ? 40 : type === 'shielded' ? 50 : type === 'gunner' ? 70 : type === 'guard' ? 50 : type === 'superokcu' ? 10 : type === 'superkilic' ? 30 : 25;
self.isDragging = false;
self.target = null;
var unitGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
var goldDisplayText = new Text2('', {
size: 30,
fill: 0xFFD700
});
goldDisplayText.anchor.set(0.5, 0);
goldDisplayText.x = -20;
goldDisplayText.y = 80;
self.addChild(goldDisplayText);
self.updateGoldDisplay = function () {
var goldCost = type === 'archer' ? 25 : type === 'spearman' ? 20 : type === 'swordsman' ? 15 : type === 'shielded' ? 10 : type === 'gunner' ? 18 : type === 'guard' ? 20 : type === 'superkilic' ? 100 : 30;
var displayText = type === 'guard' ? goldCost + ' akçe (Siper)' : goldCost + ' akçe';
goldDisplayText.setText(displayText);
};
self.updateGoldDisplay();
self.findNearestEnemy = function () {
var nearest = null;
var nearestDistance = Infinity;
// Check regular enemies
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Cavalry and swordsman have extended range for target acquisition to ensure they always charge
// Shielded soldiers use normal range since they stay in position
var effectiveRange = self.type === 'cavalry' || self.type === 'swordsman' ? 800 : self.range;
if (distance <= effectiveRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check archer enemies
for (var i = 0; i < enemyArchers.length; i++) {
var enemy = enemyArchers[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Cavalry and swordsman have extended range for target acquisition to ensure they always charge
// Shielded soldiers use normal range since they stay in position
var effectiveRange = self.type === 'cavalry' || self.type === 'swordsman' ? 800 : self.range;
if (distance <= effectiveRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check enemy artillery
for (var i = 0; i < enemyArtillery.length; i++) {
var enemy = enemyArtillery[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var effectiveRange = self.type === 'cavalry' || self.type === 'swordsman' ? 800 : self.range;
if (distance <= effectiveRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check heavy enemies
for (var i = 0; i < heavyEnemies.length; i++) {
var enemy = heavyEnemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var effectiveRange = self.type === 'cavalry' || self.type === 'swordsman' ? 800 : self.range;
if (distance <= effectiveRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
// Check Timurunfili
for (var i = 0; i < timurunfilis.length; i++) {
var enemy = timurunfilis[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var effectiveRange = self.type === 'cavalry' || self.type === 'swordsman' ? 800 : self.range;
if (distance <= effectiveRange && distance < nearestDistance) {
nearest = enemy;
nearestDistance = distance;
}
}
return nearest;
};
self.attack = function (target) {
if (self.attackCooldown <= 0) {
if (self.type === 'archer') {
if (currentWave > 5) {
// Use boosted arrows after level 5
var boostedArrow = new BoostedArrow();
boostedArrow.x = self.x;
boostedArrow.y = self.y;
boostedArrow.target = target;
boostedArrow.damage = self.attackPower;
boostedArrows.push(boostedArrow);
game.addChild(boostedArrow);
} else {
// Use regular arrows for levels 1-5
var arrow = new Arrow();
arrow.x = self.x;
arrow.y = self.y;
arrow.target = target;
arrow.damage = self.attackPower;
arrows.push(arrow);
game.addChild(arrow);
}
LK.getSound('bowRelease').play();
} else if (self.type === 'superokcu') {
// Super archer always uses regular arrows
var arrow = new Arrow();
arrow.x = self.x;
arrow.y = self.y;
arrow.target = target;
arrow.damage = self.attackPower;
arrows.push(arrow);
game.addChild(arrow);
LK.getSound('bowRelease').play();
} else if (self.type === 'spearman') {
var spear = new Spear();
spear.x = self.x;
spear.y = self.y;
spear.target = target;
spear.damage = self.attackPower;
spears.push(spear);
game.addChild(spear);
LK.getSound('spearThrow').play();
} else if (self.type === 'cavalry') {
// Cavalry melee attack
target.takeDamage(self.attackPower);
LK.getSound('swordClash').play();
LK.effects.flashObject(target, 0xff0000, 200);
} else if (self.type === 'shielded') {
// Shielded soldier melee attack
target.takeDamage(self.attackPower);
LK.getSound('swordClash').play();
LK.effects.flashObject(target, 0xff0000, 200);
} else if (self.type === 'gunner') {
// Gunner shoots bullets
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.target = target;
bullet.damage = self.attackPower;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('gunShot').play();
} else if (self.type === 'guard') {
// Guard does not deal any damage - just stands guard
// No attack action, just presence
} else if (self.type === 'superkilic') {
// Super sword melee attack
target.takeDamage(self.attackPower);
LK.getSound('swordClash').play();
LK.effects.flashObject(target, 0xff0000, 200);
} else {
// Swordsman melee attack
target.takeDamage(self.attackPower);
LK.getSound('swordClash').play();
LK.effects.flashObject(target, 0xff0000, 200);
}
self.attackCooldown = self.maxAttackCooldown;
}
};
self.takeDamage = function (damage) {
// Shielded soldiers take reduced damage (50% damage reduction)
var actualDamage = self.type === 'shielded' ? Math.ceil(damage * 0.5) : damage;
self.health -= actualDamage;
if (self.health <= 0) {
self.health = 0;
self.destroy();
for (var i = janissaries.length - 1; i >= 0; i--) {
if (janissaries[i] === self) {
janissaries.splice(i, 1);
break;
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
if (!self.isDragging) {
self.target = self.findNearestEnemy();
if (self.target) {
if (self.type === 'cavalry') {
// Cavalry charges towards enemies
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 60) {
// Move towards enemy - keep charging until very close
var angle = Math.atan2(dy, dx);
var moveSpeed = 3.6; // Cavalry charging speed (reduced by 50%)
self.x += Math.cos(angle) * moveSpeed;
self.y += Math.sin(angle) * moveSpeed;
} else {
// Attack when close enough but keep moving to stay engaged
self.attack(self.target);
// Continue slight movement to maintain engagement
if (distance > 30) {
var angle = Math.atan2(dy, dx);
var moveSpeed = 0.9; // Slower movement when in combat (reduced by 50%)
self.x += Math.cos(angle) * moveSpeed;
self.y += Math.sin(angle) * moveSpeed;
}
}
} else if (self.type === 'swordsman') {
// Swordsmen charge towards enemies like cavalry
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 80) {
// Move towards enemy - keep charging until close enough to attack
var angle = Math.atan2(dy, dx);
var moveSpeed = 6; // Swordsman speed for charging
self.x += Math.cos(angle) * moveSpeed;
self.y += Math.sin(angle) * moveSpeed;
} else {
// Attack when close enough and keep moving to stay engaged
self.attack(self.target);
// Continue movement to maintain engagement and follow the enemy
var angle = Math.atan2(dy, dx);
var moveSpeed = 3; // Moderate movement when in combat to stay close
self.x += Math.cos(angle) * moveSpeed;
self.y += Math.sin(angle) * moveSpeed;
}
} else if (self.type === 'shielded') {
// Shielded soldiers stay in position and attack enemies when they come within range
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= 80) {
// Attack when enemy is close enough, but don't move
self.attack(self.target);
}
// Shielded soldiers do not move towards enemies - they stay in their defensive position
} else if (self.type === 'guard') {
// Guards stay in position and do not attack - they are purely defensive
// They just maintain their position and absorb damage
} else if (self.type === 'superkilic') {
// Super sword charges towards enemies like swordsman but faster
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 80) {
// Move towards enemy - keep charging until close enough to attack
var angle = Math.atan2(dy, dx);
var moveSpeed = 8; // Faster than regular swordsman
self.x += Math.cos(angle) * moveSpeed;
self.y += Math.sin(angle) * moveSpeed;
} else {
// Attack when close enough and keep moving to stay engaged
self.attack(self.target);
// Continue movement to maintain engagement and follow the enemy
var angle = Math.atan2(dy, dx);
var moveSpeed = 4; // Fast movement when in combat to stay close
self.x += Math.cos(angle) * moveSpeed;
self.y += Math.sin(angle) * moveSpeed;
}
} else {
// Other units attack from their position
self.attack(self.target);
}
}
}
};
self.down = function (x, y, obj) {
if (deploymentPhase) {
self.isDragging = true;
draggedUnit = self;
}
};
return self;
});
var Spear = Container.expand(function () {
var self = Container.call(this);
self.speed = 10;
self.target = null;
self.damage = 40;
var spearGraphics = self.attachAsset('spear', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (self.target && self.target.health > 0) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 30) {
self.target.takeDamage(self.damage);
self.destroy();
for (var i = spears.length - 1; i >= 0; i--) {
if (spears[i] === self) {
spears.splice(i, 1);
break;
}
}
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
spearGraphics.rotation = angle;
}
} else {
self.destroy();
for (var i = spears.length - 1; i >= 0; i--) {
if (spears[i] === self) {
spears.splice(i, 1);
break;
}
}
}
};
return self;
});
var Timurunfili = Container.expand(function () {
var self = Container.call(this);
// Timurunfili has the highest health and damage but moves very slowly
var waveMultiplier = 1 + (currentWave - 1) * 0.27;
self.health = Math.floor(300 * waveMultiplier); // Reduced by 25% from 400 to 300
self.maxHealth = Math.floor(300 * waveMultiplier); // Reduced by 25% from 400 to 300
self.speed = 1.344; // Slow movement (increased by 40% from original 0.96)
self.attackPower = Math.floor(80 * waveMultiplier); // Higher damage than everyone else
self.attackCooldown = 0;
self.maxAttackCooldown = Math.max(70 - (currentWave - 1) * 3, 50);
var timurunfiliGraphics = self.attachAsset('Timurunfili', {
anchorX: 0.5,
anchorY: 0.5
});
// Make Timurunfili visually distinct with larger size
timurunfiliGraphics.scaleX = 1.5; // Larger than other enemies
timurunfiliGraphics.scaleY = 1.5;
self.findNearestJanissary = function () {
var nearest = null;
var nearestDistance = Infinity;
for (var i = 0; i < janissaries.length; i++) {
var jan = janissaries[i];
var dx = jan.x - self.x;
var dy = jan.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearest = jan;
nearestDistance = distance;
}
}
return nearest;
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
self.destroy();
for (var i = timurunfilis.length - 1; i >= 0; i--) {
if (timurunfilis[i] === self) {
timurunfilis.splice(i, 1);
gold += 25; // Highest gold reward for Timurunfili
goldText.setText('Akçe: ' + gold);
break;
}
}
}
};
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
var target = self.findNearestJanissary();
if (target) {
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 60) {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed; // Slow movement
self.y += Math.sin(angle) * self.speed;
} else {
if (self.attackCooldown <= 0) {
target.takeDamage(self.attackPower);
self.attackCooldown = self.maxAttackCooldown;
LK.effects.flashObject(target, 0xff0000, 200);
}
}
}
};
return self;
});
var UnitButton = Container.expand(function (unitType, cost) {
var self = Container.call(this);
self.unitType = unitType;
self.cost = cost;
var buttonGraphics = self.attachAsset(unitType, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.down = function (x, y, obj) {
if (deploymentPhase && gold >= self.cost) {
var newUnit = new Janissary(self.unitType);
newUnit.x = x;
newUnit.y = y;
newUnit.isDragging = true;
draggedUnit = newUnit;
janissaries.push(newUnit);
game.addChild(newUnit);
gold -= self.cost;
goldText.setText('Akçe: ' + gold);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F2F
});
/****
* Game Code
****/
var battlefield = game.addChild(LK.getAsset('battlefield', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 300
}));
var deployPanel = game.addChild(LK.getAsset('deployPanel', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
var janissaries = [];
var enemies = [];
var enemyArchers = [];
var enemyArtillery = [];
var heavyEnemies = [];
var timurunfilis = [];
var enemyArrows = [];
var enemyBullets = [];
var arrows = [];
var boostedArrows = [];
var spears = [];
var bullets = [];
var currentWave = 1;
var maxWaves = 10;
var waveTimer = 0;
var deploymentPhase = true;
var draggedUnit = null;
var gold = 100;
var waveText = new Text2('Akın sayısı: 1', {
size: 40,
fill: 0xFFFFFF
});
waveText.anchor.set(1, 1);
LK.gui.bottomRight.addChild(waveText);
waveText.x = -20;
waveText.y = -20;
var goldText = new Text2('Akçe: 100', {
size: 60,
fill: 0xFFFF00
});
goldText.anchor.set(0, 0);
LK.gui.topRight.addChild(goldText);
goldText.x = -400;
goldText.y = 20;
var phaseText = new Text2('Deployment Phase - Position Your Units!', {
size: 70,
fill: 0x00FF00
});
phaseText.anchor.set(0.5, 0);
LK.gui.center.addChild(phaseText);
phaseText.y = -200;
var archerButton = new UnitButton('archer', 25);
archerButton.x = 300;
archerButton.y = 150;
game.addChild(archerButton);
var archerGoldText = new Text2('25 akçe', {
size: 30,
fill: 0xFFD700
});
archerGoldText.anchor.set(0.5, 0);
archerGoldText.x = 300;
archerGoldText.y = 220;
game.addChild(archerGoldText);
var spearmanButton = new UnitButton('spearman', 20);
spearmanButton.x = 500;
spearmanButton.y = 150;
game.addChild(spearmanButton);
var spearmanGoldText = new Text2('20 akçe', {
size: 30,
fill: 0xFFD700
});
spearmanGoldText.anchor.set(0.5, 0);
spearmanGoldText.x = 500;
spearmanGoldText.y = 220;
game.addChild(spearmanGoldText);
var cavalryButton = new UnitButton('cavalry', 30);
cavalryButton.x = 700;
cavalryButton.y = 150;
game.addChild(cavalryButton);
var cavalryGoldText = new Text2('30 akçe', {
size: 30,
fill: 0xFFD700
});
cavalryGoldText.anchor.set(0.5, 0);
cavalryGoldText.x = 700;
cavalryGoldText.y = 220;
game.addChild(cavalryGoldText);
var swordsmanButton = new UnitButton('swordsman', 15);
swordsmanButton.x = 900;
swordsmanButton.y = 150;
game.addChild(swordsmanButton);
var swordsmanGoldText = new Text2('15 akçe', {
size: 30,
fill: 0xFFD700
});
swordsmanGoldText.anchor.set(0.5, 0);
swordsmanGoldText.x = 900;
swordsmanGoldText.y = 220;
game.addChild(swordsmanGoldText);
var shieldedButton = new UnitButton('shielded', 10);
shieldedButton.x = 1100;
shieldedButton.y = 150;
game.addChild(shieldedButton);
var shieldedGoldText = new Text2('10 akçe', {
size: 30,
fill: 0xFFD700
});
shieldedGoldText.anchor.set(0.5, 0);
shieldedGoldText.x = 1100;
shieldedGoldText.y = 220;
game.addChild(shieldedGoldText);
var gunnerButton = new UnitButton('gunner', 15);
gunnerButton.x = 1300;
gunnerButton.y = 150;
game.addChild(gunnerButton);
var gunnerGoldText = new Text2('15 akçe', {
size: 30,
fill: 0xFFD700
});
gunnerGoldText.anchor.set(0.5, 0);
gunnerGoldText.x = 1300;
gunnerGoldText.y = 220;
game.addChild(gunnerGoldText);
var guardButton = new UnitButton('guard', 20);
guardButton.x = 1500;
guardButton.y = 150;
game.addChild(guardButton);
var guardGoldText = new Text2('20 akçe (Siper)', {
size: 30,
fill: 0xFFD700
});
guardGoldText.anchor.set(0.5, 0);
guardGoldText.x = 1500;
guardGoldText.y = 220;
game.addChild(guardGoldText);
var superarrowButton = new UnitButton('superokcu', 150);
superarrowButton.x = 1700;
superarrowButton.y = 150;
game.addChild(superarrowButton);
var superarrowGoldText = new Text2('150 akçe', {
size: 30,
fill: 0xFFD700
});
superarrowGoldText.anchor.set(0.5, 0);
superarrowGoldText.x = 1700;
superarrowGoldText.y = 220;
game.addChild(superarrowGoldText);
var superswordButton = new UnitButton('superkilic', 100);
superswordButton.x = 1900;
superswordButton.y = 150;
game.addChild(superswordButton);
var superswordGoldText = new Text2('100 akçe', {
size: 30,
fill: 0xFFD700
});
superswordGoldText.anchor.set(0.5, 0);
superswordGoldText.x = 1900;
superswordGoldText.y = 220;
game.addChild(superswordGoldText);
var startBattleText = new Text2('Start Battle', {
size: 60,
fill: 0xFF0000
});
startBattleText.anchor.set(0.5, 0.5);
startBattleText.x = 1900;
startBattleText.y = 50;
game.addChild(startBattleText);
startBattleText.down = function (x, y, obj) {
if (deploymentPhase && janissaries.length > 0) {
deploymentPhase = false;
phaseText.setText('Akın sayısı ' + currentWave + ' - Defend!');
phaseText.tint = 0xff0000;
startBattleText.visible = false;
archerButton.visible = false;
spearmanButton.visible = false;
cavalryButton.visible = false;
swordsmanButton.visible = false;
shieldedButton.visible = false;
gunnerButton.visible = false;
guardButton.visible = false;
superarrowButton.visible = false;
superswordButton.visible = false;
archerGoldText.visible = false;
spearmanGoldText.visible = false;
cavalryGoldText.visible = false;
swordsmanGoldText.visible = false;
shieldedGoldText.visible = false;
gunnerGoldText.visible = false;
guardGoldText.visible = false;
superarrowGoldText.visible = false;
superswordGoldText.visible = false;
spawnWave();
}
};
function spawnWave() {
// More aggressive scaling for higher waves
var enemyCount = currentWave <= 5 ? currentWave * 3 + 2 : currentWave * 4 + 5;
var archerCount = Math.floor(enemyCount * 0.3); // 30% of enemies are archers
var regularCount = enemyCount - archerCount;
// Spawn regular enemies
for (var i = 0; i < regularCount; i++) {
var enemy = new Enemy();
var side = Math.floor(Math.random() * 2); // Only 2 sides now (left and right)
if (side === 0) {
// Spawn from middle right
enemy.x = 2048;
enemy.y = 300 + 900 + Math.random() * 300; // Middle area (1200-1500 range)
} else {
// Spawn from middle left
enemy.x = 0;
enemy.y = 300 + 900 + Math.random() * 300; // Middle area (1200-1500 range)
}
enemies.push(enemy);
game.addChild(enemy);
}
// Spawn archer enemies
for (var i = 0; i < archerCount; i++) {
var archerEnemy = new ArcherEnemy();
var side = Math.floor(Math.random() * 2);
if (side === 0) {
// Spawn from middle right
archerEnemy.x = 2048;
archerEnemy.y = 300 + 900 + Math.random() * 300;
} else {
// Spawn from middle left
archerEnemy.x = 0;
archerEnemy.y = 300 + 900 + Math.random() * 300;
}
enemyArchers.push(archerEnemy);
game.addChild(archerEnemy);
}
// Spawn enemy artillery in middle of screen (1 per wave starting from wave 2)
if (currentWave >= 2) {
var artilleryCount = Math.floor(currentWave / 2); // 1 artillery every 2 waves
for (var i = 0; i < artilleryCount; i++) {
var enemyArt = new EnemyArtillery();
enemyArt.x = 1024 + (Math.random() - 0.5) * 200; // Center with some variation
enemyArt.y = 300 + 1050 + (Math.random() - 0.5) * 200; // Middle of battlefield
enemyArtillery.push(enemyArt);
game.addChild(enemyArt);
}
}
// Spawn Timurunfili starting from wave 5 (after level 4)
if (currentWave >= 5) {
var timurunfiliCount = Math.floor((currentWave - 4) * 1); // 1 Timurunfili per wave after wave 4
for (var i = 0; i < timurunfiliCount; i++) {
var timurunfili = new Timurunfili();
var side = Math.floor(Math.random() * 2);
if (side === 0) {
// Spawn from middle right
timurunfili.x = 2048;
timurunfili.y = 300 + 900 + Math.random() * 300;
} else {
// Spawn from middle left
timurunfili.x = 0;
timurunfili.y = 300 + 900 + Math.random() * 300;
}
timurunfilis.push(timurunfili);
game.addChild(timurunfili);
}
}
// Spawn heavy enemies starting from wave 6 (after level 5)
if (currentWave >= 6) {
var heavyCount = Math.floor((currentWave - 5) * 2); // 2 heavy enemies per wave after wave 5
for (var i = 0; i < heavyCount; i++) {
var heavyEnemy = new HeavyEnemy();
var side = Math.floor(Math.random() * 2);
if (side === 0) {
// Spawn from middle right
heavyEnemy.x = 2048;
heavyEnemy.y = 300 + 900 + Math.random() * 300;
} else {
// Spawn from middle left
heavyEnemy.x = 0;
heavyEnemy.y = 300 + 900 + Math.random() * 300;
}
heavyEnemies.push(heavyEnemy);
game.addChild(heavyEnemy);
}
}
}
function checkWaveComplete() {
if (enemies.length === 0 && enemyArchers.length === 0 && enemyArtillery.length === 0 && heavyEnemies.length === 0 && timurunfilis.length === 0 && !deploymentPhase) {
currentWave++;
if (currentWave > maxWaves) {
LK.showYouWin();
} else {
deploymentPhase = true;
phaseText.setText('Akın sayısı ' + currentWave + ' Preparation');
phaseText.tint = 0x00ff00;
waveText.setText('Akın sayısı: ' + currentWave);
startBattleText.visible = true;
archerButton.visible = true;
spearmanButton.visible = true;
cavalryButton.visible = true;
swordsmanButton.visible = true;
shieldedButton.visible = true;
gunnerButton.visible = true;
guardButton.visible = true;
superarrowButton.visible = true;
superswordButton.visible = true;
archerGoldText.visible = true;
spearmanGoldText.visible = true;
cavalryGoldText.visible = true;
swordsmanGoldText.visible = true;
shieldedGoldText.visible = true;
gunnerGoldText.visible = true;
guardGoldText.visible = true;
superarrowGoldText.visible = true;
superswordGoldText.visible = true;
// Increase gold reward for later waves - more coins after level 4, triple after level 7
var goldReward;
if (currentWave > 7) {
goldReward = (50 + (currentWave - 1) * 20) * 3; // Triple the reward after level 7
} else if (currentWave > 4) {
goldReward = 50 + (currentWave - 1) * 20; // Double the increase after level 4
} else {
goldReward = 50 + (currentWave - 1) * 10; // Regular increase for first 4 levels
}
gold += goldReward;
goldText.setText('Akçe: ' + gold);
}
}
}
function checkGameOver() {
if (janissaries.length === 0 && !deploymentPhase) {
LK.showGameOver();
}
}
game.move = function (x, y, obj) {
if (draggedUnit && deploymentPhase) {
if (y > 300) {
draggedUnit.x = x;
draggedUnit.y = y;
}
}
};
game.up = function (x, y, obj) {
if (draggedUnit) {
draggedUnit.isDragging = false;
draggedUnit = null;
}
};
var resetButton = new Text2('Reset', {
size: 50,
fill: 0xFF0000
});
resetButton.anchor.set(0, 1);
resetButton.x = 20;
resetButton.y = -20;
LK.gui.bottomLeft.addChild(resetButton);
resetButton.down = function (x, y, obj) {
// Clear all janissaries from battlefield before resetting arrays
for (var i = janissaries.length - 1; i >= 0; i--) {
janissaries[i].destroy();
}
// Reset all game variables to initial state
janissaries = [];
enemies = [];
enemyArchers = [];
enemyArtillery = [];
heavyEnemies = [];
timurunfilis = [];
enemyArrows = [];
enemyBullets = [];
arrows = [];
boostedArrows = [];
spears = [];
bullets = [];
currentWave = 1;
maxWaves = 10;
waveTimer = 0;
deploymentPhase = true;
draggedUnit = null;
gold = 100;
// Clear all units from the game
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child.type || child.unitType || child === startBattleText || child === archerButton || child === spearmanButton || child === cavalryButton || child === swordsmanButton || child === shieldedButton || child === gunnerButton || child === guardButton || child === archerGoldText || child === spearmanGoldText || child === cavalryGoldText || child === swordsmanGoldText || child === shieldedGoldText || child === gunnerGoldText || child === guardGoldText) {
continue; // Keep UI elements
}
// Remove projectiles and units
if (child.speed !== undefined || child.health !== undefined) {
child.destroy();
}
}
// Reset UI text
waveText.setText('Akın sayısı: 1');
goldText.setText('Akçe: 100');
phaseText.setText('Deployment Phase - Position Your Units!');
phaseText.tint = 0x00FF00;
// Show deployment UI
startBattleText.visible = true;
archerButton.visible = true;
spearmanButton.visible = true;
cavalryButton.visible = true;
swordsmanButton.visible = true;
shieldedButton.visible = true;
gunnerButton.visible = true;
guardButton.visible = true;
superarrowButton.visible = true;
superswordButton.visible = true;
archerGoldText.visible = true;
spearmanGoldText.visible = true;
cavalryGoldText.visible = true;
swordsmanGoldText.visible = true;
shieldedGoldText.visible = true;
gunnerGoldText.visible = true;
guardGoldText.visible = true;
superarrowGoldText.visible = true;
superswordGoldText.visible = true;
};
game.update = function () {
for (var i = janissaries.length - 1; i >= 0; i--) {
if (janissaries[i].health <= 0) {
janissaries[i].destroy();
janissaries.splice(i, 1);
}
}
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i].health <= 0) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
for (var i = arrows.length - 1; i >= 0; i--) {
if (!arrows[i].target || arrows[i].target.health <= 0) {
arrows[i].destroy();
arrows.splice(i, 1);
}
}
for (var i = boostedArrows.length - 1; i >= 0; i--) {
if (!boostedArrows[i].target || boostedArrows[i].target.health <= 0) {
boostedArrows[i].destroy();
boostedArrows.splice(i, 1);
}
}
for (var i = spears.length - 1; i >= 0; i--) {
if (!spears[i].target || spears[i].target.health <= 0) {
spears[i].destroy();
spears.splice(i, 1);
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].target || bullets[i].target.health <= 0) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
for (var i = enemyArchers.length - 1; i >= 0; i--) {
if (enemyArchers[i].health <= 0) {
enemyArchers[i].destroy();
enemyArchers.splice(i, 1);
}
}
for (var i = enemyArrows.length - 1; i >= 0; i--) {
if (!enemyArrows[i].target || enemyArrows[i].target.health <= 0) {
enemyArrows[i].destroy();
enemyArrows.splice(i, 1);
}
}
for (var i = enemyArtillery.length - 1; i >= 0; i--) {
if (enemyArtillery[i].health <= 0) {
enemyArtillery[i].destroy();
enemyArtillery.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (!enemyBullets[i].target || enemyBullets[i].target.health <= 0) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
for (var i = heavyEnemies.length - 1; i >= 0; i--) {
if (heavyEnemies[i].health <= 0) {
heavyEnemies[i].destroy();
heavyEnemies.splice(i, 1);
}
}
for (var i = timurunfilis.length - 1; i >= 0; i--) {
if (timurunfilis[i].health <= 0) {
timurunfilis[i].destroy();
timurunfilis.splice(i, 1);
}
}
checkWaveComplete();
checkGameOver();
}; ===================================================================
--- original.js
+++ change.js
@@ -601,16 +601,16 @@
var Janissary = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
// Apply 20% buff to all Ottoman soldiers
- var baseHealth = type === 'shielded' ? 140 : type === 'gunner' ? 150 : type === 'cavalry' ? 180 : type === 'spearman' ? 180 : type === 'swordsman' ? 150 : type === 'guard' ? 264 : type === 'superokcu' ? 600 : 100;
- var baseAttackPower = type === 'archer' ? 27 : type === 'spearman' ? 60 : type === 'swordsman' ? 117 : type === 'shielded' ? 35 : type === 'gunner' ? 51 : type === 'cavalry' ? 175 : type === 'guard' ? 0 : type === 'superokcu' ? 175 : 50;
+ var baseHealth = type === 'shielded' ? 140 : type === 'gunner' ? 150 : type === 'cavalry' ? 180 : type === 'spearman' ? 180 : type === 'swordsman' ? 150 : type === 'guard' ? 264 : type === 'superokcu' ? 600 : type === 'superkilic' ? 300 : 100;
+ var baseAttackPower = type === 'archer' ? 27 : type === 'spearman' ? 60 : type === 'swordsman' ? 117 : type === 'shielded' ? 35 : type === 'gunner' ? 51 : type === 'cavalry' ? 175 : type === 'guard' ? 0 : type === 'superokcu' ? 175 : type === 'superkilic' ? 200 : 50;
self.health = Math.floor(baseHealth * 1.2); // 20% buff
self.maxHealth = Math.floor(baseHealth * 1.2); // 20% buff
self.attackPower = Math.floor(baseAttackPower * 1.2); // 20% buff
- self.range = type === 'archer' ? 1560 : type === 'spearman' ? 1500 : type === 'swordsman' ? 27280 : type === 'shielded' ? 80 : type === 'gunner' ? 878 : type === 'guard' ? 80 : type === 'superokcu' ? 12480 : 80;
+ self.range = type === 'archer' ? 1560 : type === 'spearman' ? 1500 : type === 'swordsman' ? 27280 : type === 'shielded' ? 80 : type === 'gunner' ? 878 : type === 'guard' ? 80 : type === 'superokcu' ? 12480 : type === 'superkilic' ? 120 : 80;
self.attackCooldown = 0;
- self.maxAttackCooldown = type === 'archer' ? 40 : type === 'spearman' ? 70 : type === 'swordsman' ? 40 : type === 'shielded' ? 50 : type === 'gunner' ? 70 : type === 'guard' ? 50 : type === 'superokcu' ? 10 : 25;
+ self.maxAttackCooldown = type === 'archer' ? 40 : type === 'spearman' ? 70 : type === 'swordsman' ? 40 : type === 'shielded' ? 50 : type === 'gunner' ? 70 : type === 'guard' ? 50 : type === 'superokcu' ? 10 : type === 'superkilic' ? 30 : 25;
self.isDragging = false;
self.target = null;
var unitGraphics = self.attachAsset(type, {
anchorX: 0.5,
@@ -624,9 +624,9 @@
goldDisplayText.x = -20;
goldDisplayText.y = 80;
self.addChild(goldDisplayText);
self.updateGoldDisplay = function () {
- var goldCost = type === 'archer' ? 25 : type === 'spearman' ? 20 : type === 'swordsman' ? 15 : type === 'shielded' ? 10 : type === 'gunner' ? 18 : type === 'guard' ? 20 : 30;
+ var goldCost = type === 'archer' ? 25 : type === 'spearman' ? 20 : type === 'swordsman' ? 15 : type === 'shielded' ? 10 : type === 'gunner' ? 18 : type === 'guard' ? 20 : type === 'superkilic' ? 100 : 30;
var displayText = type === 'guard' ? goldCost + ' akçe (Siper)' : goldCost + ' akçe';
goldDisplayText.setText(displayText);
};
self.updateGoldDisplay();
@@ -763,8 +763,13 @@
LK.getSound('gunShot').play();
} else if (self.type === 'guard') {
// Guard does not deal any damage - just stands guard
// No attack action, just presence
+ } else if (self.type === 'superkilic') {
+ // Super sword melee attack
+ target.takeDamage(self.attackPower);
+ LK.getSound('swordClash').play();
+ LK.effects.flashObject(target, 0xff0000, 200);
} else {
// Swordsman melee attack
target.takeDamage(self.attackPower);
LK.getSound('swordClash').play();
@@ -849,8 +854,28 @@
// Shielded soldiers do not move towards enemies - they stay in their defensive position
} else if (self.type === 'guard') {
// Guards stay in position and do not attack - they are purely defensive
// They just maintain their position and absorb damage
+ } else if (self.type === 'superkilic') {
+ // Super sword charges towards enemies like swordsman but faster
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 80) {
+ // Move towards enemy - keep charging until close enough to attack
+ var angle = Math.atan2(dy, dx);
+ var moveSpeed = 8; // Faster than regular swordsman
+ self.x += Math.cos(angle) * moveSpeed;
+ self.y += Math.sin(angle) * moveSpeed;
+ } else {
+ // Attack when close enough and keep moving to stay engaged
+ self.attack(self.target);
+ // Continue movement to maintain engagement and follow the enemy
+ var angle = Math.atan2(dy, dx);
+ var moveSpeed = 4; // Fast movement when in combat to stay close
+ self.x += Math.cos(angle) * moveSpeed;
+ self.y += Math.sin(angle) * moveSpeed;
+ }
} else {
// Other units attack from their position
self.attack(self.target);
}
@@ -1161,15 +1186,27 @@
superarrowGoldText.anchor.set(0.5, 0);
superarrowGoldText.x = 1700;
superarrowGoldText.y = 220;
game.addChild(superarrowGoldText);
+var superswordButton = new UnitButton('superkilic', 100);
+superswordButton.x = 1900;
+superswordButton.y = 150;
+game.addChild(superswordButton);
+var superswordGoldText = new Text2('100 akçe', {
+ size: 30,
+ fill: 0xFFD700
+});
+superswordGoldText.anchor.set(0.5, 0);
+superswordGoldText.x = 1900;
+superswordGoldText.y = 220;
+game.addChild(superswordGoldText);
var startBattleText = new Text2('Start Battle', {
size: 60,
fill: 0xFF0000
});
startBattleText.anchor.set(0.5, 0.5);
startBattleText.x = 1900;
-startBattleText.y = 250;
+startBattleText.y = 50;
game.addChild(startBattleText);
startBattleText.down = function (x, y, obj) {
if (deploymentPhase && janissaries.length > 0) {
deploymentPhase = false;
@@ -1183,16 +1220,18 @@
shieldedButton.visible = false;
gunnerButton.visible = false;
guardButton.visible = false;
superarrowButton.visible = false;
+ superswordButton.visible = false;
archerGoldText.visible = false;
spearmanGoldText.visible = false;
cavalryGoldText.visible = false;
swordsmanGoldText.visible = false;
shieldedGoldText.visible = false;
gunnerGoldText.visible = false;
guardGoldText.visible = false;
superarrowGoldText.visible = false;
+ superswordGoldText.visible = false;
spawnWave();
}
};
function spawnWave() {
@@ -1300,16 +1339,18 @@
shieldedButton.visible = true;
gunnerButton.visible = true;
guardButton.visible = true;
superarrowButton.visible = true;
+ superswordButton.visible = true;
archerGoldText.visible = true;
spearmanGoldText.visible = true;
cavalryGoldText.visible = true;
swordsmanGoldText.visible = true;
shieldedGoldText.visible = true;
gunnerGoldText.visible = true;
guardGoldText.visible = true;
superarrowGoldText.visible = true;
+ superswordGoldText.visible = true;
// Increase gold reward for later waves - more coins after level 4, triple after level 7
var goldReward;
if (currentWave > 7) {
goldReward = (50 + (currentWave - 1) * 20) * 3; // Triple the reward after level 7
@@ -1399,16 +1440,18 @@
shieldedButton.visible = true;
gunnerButton.visible = true;
guardButton.visible = true;
superarrowButton.visible = true;
+ superswordButton.visible = true;
archerGoldText.visible = true;
spearmanGoldText.visible = true;
cavalryGoldText.visible = true;
swordsmanGoldText.visible = true;
shieldedGoldText.visible = true;
gunnerGoldText.visible = true;
guardGoldText.visible = true;
superarrowGoldText.visible = true;
+ superswordGoldText.visible = true;
};
game.update = function () {
for (var i = janissaries.length - 1; i >= 0; i--) {
if (janissaries[i].health <= 0) {
animasyon Çizgi dizi tarzında bir Osmanlı okçusu. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında bir At üstünde bir Osmanlı süvarisi. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında bir Osmanlı mızrakçısı. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında Beyaz bir ok. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında bir toprak ama ne ağaç var nede çimen sadece dümdüz kahverengi toprak açık kahverengi olsun toprak. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında bir bizans askeri. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında elinde kılıç olan bir osmanlı yeniçerisi. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında kalkanlı osmanlı askeri.Kalkanları büyük olsun In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında osmanlı topçusu ekle bu askerin yanında savaş topuda olsun. In-Game asset. 2d. High contrast. No shadows
animasyon çizgi dizi tarzında siyah top. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında bizans okçusu. In-Game asset. 2d. High contrast. No shadows
Animasyon çizgi dizi tarzında bizans topçusu. In-Game asset. 2d. High contrast. No shadows
Mızrak. In-Game asset. 2d. High contrast. No shadows
animasyon çizgi dizi tarzında bir siper. In-Game asset. 2d. High contrast. No shadows
mor bir arrow. In-Game asset. 2d. High contrast. No shadows
Senior archer from the Ottoman period. In-Game asset. 2d. High contrast. No shadows
A young, agile swordsman from the Ottoman era. In-Game asset. 2d. High contrast. No shadows
pigeon. In-Game asset. 2d. High contrast. No shadows
Let there be an Ottoman cavalryman on a white horse and let it be clear that he is a special cavalryman.. In-Game asset. 2d. High contrast. No shadows
A soldier from the Ottoman period using a bow and arrow on a horse. In-Game asset. 2d. High contrast. No shadows