User prompt
as que el fondo sea verde
User prompt
cambia el fondo
User prompt
CREA UN MENU PRINCIPAL
User prompt
VUELVE A LA PROMERA VERCION
User prompt
as que sea todo como en el inisio
User prompt
cada 10 segundos
User prompt
as que sea cada 20 segundos
User prompt
as que las unidades salgan cada 30segundos
User prompt
as que las unidades no se superpongan
User prompt
regresa a antes de las modificaciones
User prompt
arregla el bug de movimiento de las unidades
User prompt
arregla el bugg que las unidades no se mueven de las ciudades
User prompt
optimiza el codijo sin dañarlo
User prompt
as que las unidades rodeen cuando no puedan llegar a su objetivo
User prompt
as que las barra de vida de las ciudades sean mas anchas y grandes
User prompt
as que las unidades tengan barrita de vida
User prompt
as que las unidades se muevan por los cuadrados
User prompt
as que las unidades sean igual de grandes que la ciudades
User prompt
as que las unidades rodeen si no pueden continuar
User prompt
as que las unidades no se superpongan
User prompt
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
User prompt
regresa el juego a una version anterior
User prompt
arregla problemas
User prompt
corrigue errores
User prompt
corrigue errores
/**** * 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 = 1.5; self.health = 60; self.maxHealth = 60; self.damage = 15; self.range = 80; self.shootCooldown = 40; } else if (type === 'tank') { self.moveSpeed = 3; 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; } } } // Check territory conversion when unit touches territorial squares for (var i = 0; i < territorialGrid.length; i++) { var territorySquare = territorialGrid[i]; if (self.intersects(territorySquare)) { // Convert territory square to unit's faction color if (self.faction === 'red') { territorySquare.tint = 0xff4444; } else { territorySquare.tint = 0x4444ff; } } } }; 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; var territorialGrid = []; // 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 = 20; redScoreText.y = 120; LK.gui.top.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; var previousRedAlive = 0; var previousBlueAlive = 0; // Count previous alive cities for (var i = 0; i < redCities.length; i++) { if (redCities[i].health > 0) { redAlive++; } else if (redCities[i].health === 0) { // Check if this was just destroyed previousRedAlive++; } } for (var i = 0; i < blueCities.length; i++) { if (blueCities[i].health > 0) { blueAlive++; } else if (blueCities[i].health === 0) { // Check if this was just destroyed previousBlueAlive++; } } // Update territorial grid when cities are destroyed var totalCitiesNow = redAlive + blueAlive; var totalCitiesBefore = redCities.length + blueCities.length; if (totalCitiesNow < totalCitiesBefore) { createTerritorialGrid(); } 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 createTerritorialGrid() { // Clear existing grid for (var i = 0; i < territorialGrid.length; i++) { territorialGrid[i].destroy(); } territorialGrid = []; var gridSize = 80; // Same size as cities var rows = Math.floor(2732 / gridSize); var cols = Math.floor(2048 / gridSize); for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { var x = col * gridSize + gridSize / 2; var y = row * gridSize + gridSize / 2; // Determine territory based on closest surviving city var closestRedDistance = Infinity; var closestBlueDistance = Infinity; // Check red cities for (var i = 0; i < redCities.length; i++) { if (redCities[i].health > 0) { var dx = x - redCities[i].x; var dy = y - redCities[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestRedDistance) { closestRedDistance = distance; } } } // Check blue cities for (var i = 0; i < blueCities.length; i++) { if (blueCities[i].health > 0) { var dx = x - blueCities[i].x; var dy = y - blueCities[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestBlueDistance) { closestBlueDistance = distance; } } } // Create territory square var territorySquare = LK.getAsset('territory', { anchorX: 0.5, anchorY: 0.5 }); territorySquare.x = x; territorySquare.y = y; territorySquare.alpha = 0.6; // Color based on closest territory if (closestRedDistance < closestBlueDistance) { territorySquare.tint = 0xff4444; } else { territorySquare.tint = 0x4444ff; } territorialGrid.push(territorySquare); game.addChild(territorySquare); // Add pulsing effect to make colors more visible tween(territorySquare, { alpha: 0.3 }, 2000); } } } 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(); createTerritorialGrid(); 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
@@ -331,8 +331,9 @@
if (distance < minDistance) {
validPosition = false;
break;
}
+ ;
}
attempts++;
}
redCities.push(city);
@@ -457,12 +458,11 @@
}
territorialGrid.push(territorySquare);
game.addChild(territorySquare);
// Add pulsing effect to make colors more visible
- tween.to(territorySquare, 2000, {
- alpha: 0.3,
- ease: tween.easeInOut
- });
+ tween(territorySquare, {
+ alpha: 0.3
+ }, 2000);
}
}
}
function cleanupDeadUnits() {
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