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quiero que cuando una unidad toque un cuadro lo combierta a su color
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quiero que los tanques sean mas rapidos que la infanteria y que la infanteria sea mas lenta
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Please fix the bug: 'Timeout.tick error: tween.to is not a function' in or related to this line: 'tween.to(territorySquare, {' Line Number: 471 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Timeout.tick error: tween.to is not a function' in or related to this line: 'tween.to(territorySquare, {' Line Number: 471
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soluciona errores
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quiero que el color de los equipos de los te rritorios sea mas visible ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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quiero que los cuadrados tengan su propia imagen
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quiero que el territorio sean cuadrados del porte de las ciudades
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elimina la linea
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quiero que la linea se modifique de forma asimetrica asi la ciudad destruida
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quiero que la linea se modifique cuando una ciudad sea destruida
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quiero que aya una linea que separe el territori de cada ia
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quiero que las unidades sean un poquito mas grandes
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quiero que las ciudades no esten superpuesteas
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quiero que las ciudades esten en lugales randoms
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quiero que sean 5 ciudades por cada ia
Code edit (1 edits merged)
Please save this source code
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Europa 1941: AI War
Initial prompt
crea un juego en la que 2 ias se peleen en un mapa con el estilo de europa de 1941, cada ia tiene 3 unidades que puede producir en las ciudades de su territorio, cada ciudad tiene 1000 hp de vida y las 3 unidades diferentes tienen diferentes staks
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetX, targetY, damage, faction) { var self = Container.call(this); self.x = startX; self.y = startY; self.damage = damage; self.faction = faction; self.speed = 8; var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.maxDistance = distance; self.traveled = 0; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.traveled += self.speed; // Check if bullet reached target area or max distance if (self.traveled >= self.maxDistance) { self.explode(); } }; self.explode = function () { // Find units in explosion radius var explosionRadius = 30; for (var i = 0; i < allUnits.length; i++) { var unit = allUnits[i]; if (unit.faction !== self.faction && unit.health > 0) { var dx = unit.x - self.x; var dy = unit.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < explosionRadius) { var destroyed = unit.takeDamage(self.damage); if (destroyed) { LK.getSound('explosion').play(); } } } } // Check cities var enemyCities = self.faction === 'red' ? blueCities : redCities; for (var i = 0; i < enemyCities.length; i++) { var city = enemyCities[i]; if (city.health > 0) { var dx = city.x - self.x; var dy = city.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < explosionRadius) { var destroyed = city.takeDamage(self.damage); if (destroyed) { LK.getSound('explosion').play(); } } } } // Remove bullet for (var i = 0; i < bullets.length; i++) { if (bullets[i] === self) { bullets.splice(i, 1); break; } } self.destroy(); }; return self; }); var City = Container.expand(function (faction) { var self = Container.call(this); self.faction = faction; self.health = 1000; self.maxHealth = 1000; self.lastProduction = 0; self.productionCooldown = 180; // 3 seconds at 60fps var cityGraphics = self.attachAsset('city', { anchorX: 0.5, anchorY: 0.5 }); // Color based on faction if (faction === 'red') { cityGraphics.tint = 0xff4444; } else { cityGraphics.tint = 0x4444ff; } // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5, y: -50 }); // Health bar var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, y: -50 }); self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; return true; // City destroyed } // Update health bar var healthPercent = self.health / self.maxHealth; healthBar.width = 80 * healthPercent; return false; }; self.produceUnit = function () { if (LK.ticks - self.lastProduction < self.productionCooldown) return; // Choose random unit type var unitTypes = ['infantry', 'tank', 'artillery']; var unitType = unitTypes[Math.floor(Math.random() * unitTypes.length)]; var unit = new Unit(unitType, self.faction); // Position near city unit.x = self.x + (Math.random() - 0.5) * 100; unit.y = self.y + (Math.random() - 0.5) * 100; // Keep within bounds unit.x = Math.max(50, Math.min(1998, unit.x)); unit.y = Math.max(50, Math.min(2682, unit.y)); allUnits.push(unit); game.addChild(unit); self.lastProduction = LK.ticks; }; self.update = function () { if (self.health <= 0) return; self.produceUnit(); }; return self; }); var Unit = Container.expand(function (type, faction) { var self = Container.call(this); self.type = type; self.faction = faction; self.target = null; self.lastShot = 0; self.health = 100; self.maxHealth = 100; self.moveSpeed = 2; self.range = 100; self.damage = 20; self.shootCooldown = 60; // Set unit stats based on type if (type === 'infantry') { self.moveSpeed = 3; self.health = 60; self.maxHealth = 60; self.damage = 15; self.range = 80; self.shootCooldown = 40; } else if (type === 'tank') { self.moveSpeed = 2; self.health = 120; self.maxHealth = 120; self.damage = 30; self.range = 100; self.shootCooldown = 60; } else if (type === 'artillery') { self.moveSpeed = 1; self.health = 80; self.maxHealth = 80; self.damage = 50; self.range = 180; self.shootCooldown = 90; } var unitGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); // Color based on faction if (faction === 'red') { unitGraphics.tint = 0xff4444; } else { unitGraphics.tint = 0x4444ff; } self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; return true; // Unit destroyed } return false; }; self.findTarget = function () { var closestDistance = Infinity; var closestTarget = null; // Find closest enemy unit for (var i = 0; i < allUnits.length; i++) { var unit = allUnits[i]; if (unit.faction !== self.faction && unit.health > 0) { var dx = unit.x - self.x; var dy = unit.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestTarget = unit; } } } // Check enemy cities var enemyCities = self.faction === 'red' ? blueCities : redCities; for (var i = 0; i < enemyCities.length; i++) { var city = enemyCities[i]; if (city.health > 0) { var dx = city.x - self.x; var dy = city.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestTarget = city; } } } return closestTarget; }; self.update = function () { if (self.health <= 0) return; self.target = self.findTarget(); 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 > self.range) { // Move towards target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.moveSpeed; self.y += Math.sin(angle) * self.moveSpeed; // Keep units within bounds self.x = Math.max(50, Math.min(1998, self.x)); self.y = Math.max(50, Math.min(2682, self.y)); } else { // In range, shoot if (LK.ticks - self.lastShot > self.shootCooldown) { self.shoot(); self.lastShot = LK.ticks; } } } }; self.shoot = function () { if (!self.target || self.target.health <= 0) return; var bullet = new Bullet(self.x, self.y, self.target.x, self.target.y, self.damage, self.faction); bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d4a2d }); /**** * Game Code ****/ // Game state var allUnits = []; var bullets = []; var redCities = []; var blueCities = []; var gameStarted = false; // UI var statusText = new Text2('Europa 1941: AI War', { size: 40, fill: 0xFFFFFF }); statusText.anchor.set(0.5, 0); LK.gui.top.addChild(statusText); var redScoreText = new Text2('Red Cities: 0', { size: 30, fill: 0xFF4444 }); redScoreText.anchor.set(0, 0); redScoreText.x = 150; redScoreText.y = 50; LK.gui.topLeft.addChild(redScoreText); var blueScoreText = new Text2('Blue Cities: 0', { size: 30, fill: 0x4444FF }); blueScoreText.anchor.set(1, 0); blueScoreText.x = -20; blueScoreText.y = 50; LK.gui.topRight.addChild(blueScoreText); // Initialize cities function initializeCities() { var minDistance = 120; // Minimum distance between cities // Red cities (left side) for (var i = 0; i < 5; i++) { var city = new City('red'); var attempts = 0; var maxAttempts = 50; var validPosition = false; while (!validPosition && attempts < maxAttempts) { city.x = 150 + Math.random() * 500; // Random x between 150-650 city.y = 200 + Math.random() * 2300; // Random y between 200-2500 validPosition = true; // Check distance from other red cities for (var j = 0; j < redCities.length; j++) { var dx = city.x - redCities[j].x; var dy = city.y - redCities[j].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance) { validPosition = false; break; } } attempts++; } redCities.push(city); game.addChild(city); } // Blue cities (right side) for (var i = 0; i < 5; i++) { var city = new City('blue'); var attempts = 0; var maxAttempts = 50; var validPosition = false; while (!validPosition && attempts < maxAttempts) { city.x = 1400 + Math.random() * 500; // Random x between 1400-1900 city.y = 200 + Math.random() * 2300; // Random y between 200-2500 validPosition = true; // Check distance from other blue cities for (var j = 0; j < blueCities.length; j++) { var dx = city.x - blueCities[j].x; var dy = city.y - blueCities[j].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance) { validPosition = false; break; } } attempts++; } blueCities.push(city); game.addChild(city); } } function updateUI() { var redAlive = 0; var blueAlive = 0; for (var i = 0; i < redCities.length; i++) { if (redCities[i].health > 0) redAlive++; } for (var i = 0; i < blueCities.length; i++) { if (blueCities[i].health > 0) blueAlive++; } redScoreText.setText('Red Cities: ' + redAlive); blueScoreText.setText('Blue Cities: ' + blueAlive); // Check win conditions if (redAlive === 0) { statusText.setText('Blue AI Wins!'); LK.showYouWin(); } else if (blueAlive === 0) { statusText.setText('Red AI Wins!'); LK.showYouWin(); } } function cleanupDeadUnits() { for (var i = allUnits.length - 1; i >= 0; i--) { if (allUnits[i].health <= 0) { allUnits[i].destroy(); allUnits.splice(i, 1); } } } // Start game LK.setTimeout(function () { initializeCities(); gameStarted = true; statusText.setText('Battle in Progress...'); }, 1000); // Game update loop game.update = function () { if (!gameStarted) return; // Update all units for (var i = 0; i < allUnits.length; i++) { if (allUnits[i].health > 0) { allUnits[i].update(); } } // Update all cities for (var i = 0; i < redCities.length; i++) { redCities[i].update(); } for (var i = 0; i < blueCities.length; i++) { blueCities[i].update(); } // Update all bullets for (var i = 0; i < bullets.length; i++) { bullets[i].update(); } // Cleanup dead units cleanupDeadUnits(); // Update UI updateUI(); };
===================================================================
--- original.js
+++ change.js
con estilo de hoi4
prollectil de un flak 8,8cm. In-Game asset. 2d. High contrast. No shadows
boton de inicio al estilo hoi4. In-Game asset. 2d. High contrast. No shadows
QUE LAS LETRAS TENGAN UN COLOR MAS LLAMATIVO
SOLDADOS SOVIETICOS. In-Game asset. 2d. High contrast. No shadows
tanque t34-85. In-Game asset. 2d. High contrast. No shadows
artilleria sobietica yag 10 g. In-Game asset. 2d. High contrast. No shadows
mas cuadros