User prompt
as que el fondo sea verde
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cambia el fondo
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CREA UN MENU PRINCIPAL
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VUELVE A LA PROMERA VERCION
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as que sea todo como en el inisio
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cada 10 segundos
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as que sea cada 20 segundos
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as que las unidades salgan cada 30segundos
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as que las unidades no se superpongan
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regresa a antes de las modificaciones
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arregla el bug de movimiento de las unidades
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arregla el bugg que las unidades no se mueven de las ciudades
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optimiza el codijo sin dañarlo
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as que las unidades rodeen cuando no puedan llegar a su objetivo
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as que las barra de vida de las ciudades sean mas anchas y grandes
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as que las unidades tengan barrita de vida
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as que las unidades se muevan por los cuadrados
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as que las unidades sean igual de grandes que la ciudades
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as que las unidades rodeen si no pueden continuar
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as que las unidades no se superpongan
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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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regresa el juego a una version anterior
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arregla problemas
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corrigue errores
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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 = 2;
self.health = 60;
self.maxHealth = 60;
self.damage = 15;
self.range = 80;
self.shootCooldown = 40;
} else if (type === 'tank') {
self.moveSpeed = 2.5;
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);
var newX = self.x + Math.cos(angle) * self.moveSpeed;
var newY = self.y + Math.sin(angle) * self.moveSpeed;
// Keep units within bounds
newX = Math.max(50, Math.min(1998, newX));
newY = Math.max(50, Math.min(2682, newY));
// Check for collision with other units
var collisionRadius = 40; // Collision detection radius
var canMove = true;
for (var i = 0; i < allUnits.length; i++) {
var otherUnit = allUnits[i];
if (otherUnit !== self && otherUnit.health > 0) {
var unitDx = newX - otherUnit.x;
var unitDy = newY - otherUnit.y;
var unitDistance = Math.sqrt(unitDx * unitDx + unitDy * unitDy);
if (unitDistance < collisionRadius) {
canMove = false;
break;
}
}
}
// Only move if no collision detected
if (canMove) {
self.x = newX;
self.y = newY;
}
} 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;
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
}, {
duration: 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
@@ -233,13 +233,33 @@
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;
+ var newX = self.x + Math.cos(angle) * self.moveSpeed;
+ var newY = 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));
+ newX = Math.max(50, Math.min(1998, newX));
+ newY = Math.max(50, Math.min(2682, newY));
+ // Check for collision with other units
+ var collisionRadius = 40; // Collision detection radius
+ var canMove = true;
+ for (var i = 0; i < allUnits.length; i++) {
+ var otherUnit = allUnits[i];
+ if (otherUnit !== self && otherUnit.health > 0) {
+ var unitDx = newX - otherUnit.x;
+ var unitDy = newY - otherUnit.y;
+ var unitDistance = Math.sqrt(unitDx * unitDx + unitDy * unitDy);
+ if (unitDistance < collisionRadius) {
+ canMove = false;
+ break;
+ }
+ }
+ }
+ // Only move if no collision detected
+ if (canMove) {
+ self.x = newX;
+ self.y = newY;
+ }
} else {
// In range, shoot
if (LK.ticks - self.lastShot > self.shootCooldown) {
self.shoot();
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