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
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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; var explosionPlayed = false; 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 && !explosionPlayed) { LK.getSound('explosion').play(); explosionPlayed = true; } } } } // 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 && !explosionPlayed) { LK.getSound('explosion').play(); explosionPlayed = true; } } } } // 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); // Simple positioning around the city var angle = Math.random() * Math.PI * 2; var distance = 100 + Math.random() * 50; unit.x = self.x + Math.cos(angle) * distance; unit.y = self.y + Math.sin(angle) * distance; // 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; self.lastMoveTime = 0; // 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; } // 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; // Unit destroyed } // Update health bar var healthPercent = self.health / self.maxHealth; healthBar.width = 80 * healthPercent; 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 moveX = dx / distance * self.moveSpeed; var moveY = dy / distance * self.moveSpeed; self.x += moveX; self.y += moveY; // Keep units within bounds self.x = Math.max(40, Math.min(2008, self.x)); self.y = Math.max(40, Math.min(2692, 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; 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); var halfGridSize = gridSize / 2; for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { var x = col * gridSize + halfGridSize; var y = row * gridSize + halfGridSize; // 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
@@ -34,17 +34,17 @@
}
};
self.explode = function () {
// Find units in explosion radius
- var explosionRadiusSquared = 900; // 30^2
+ var explosionRadius = 30;
var explosionPlayed = false;
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 distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < explosionRadiusSquared) {
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < explosionRadius) {
var destroyed = unit.takeDamage(self.damage);
if (destroyed && !explosionPlayed) {
LK.getSound('explosion').play();
explosionPlayed = true;
@@ -58,10 +58,10 @@
var city = enemyCities[i];
if (city.health > 0) {
var dx = city.x - self.x;
var dy = city.y - self.y;
- var distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < explosionRadiusSquared) {
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < explosionRadius) {
var destroyed = city.takeDamage(self.damage);
if (destroyed && !explosionPlayed) {
LK.getSound('explosion').play();
explosionPlayed = true;
@@ -100,19 +100,15 @@
// Health bar background
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
- y: -50,
- scaleX: 1.5,
- scaleY: 1.8
+ y: -50
});
// Health bar
var healthBar = self.attachAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
- y: -50,
- scaleX: 1.5,
- scaleY: 1.8
+ y: -50
});
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
@@ -120,71 +116,25 @@
return true; // City destroyed
}
// Update health bar
var healthPercent = self.health / self.maxHealth;
- healthBar.width = 80 * healthPercent * 1.5;
+ 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);
- // Find a valid spawn position around the city
- var gridSize = 80;
- var attempts = 0;
- var maxAttempts = 20;
- var validPosition = false;
- while (!validPosition && attempts < maxAttempts) {
- // Try positions in a larger radius around the city
- var angle = Math.random() * Math.PI * 2;
- var distance = 120 + Math.random() * 80; // Distance 120-200 from city
- unit.x = self.x + Math.cos(angle) * distance;
- unit.y = self.y + Math.sin(angle) * distance;
- // Keep within bounds
- unit.x = Math.max(50, Math.min(1998, unit.x));
- unit.y = Math.max(50, Math.min(2682, unit.y));
- // Check if position is valid (not overlapping with other units or cities)
- validPosition = true;
- var unitGridX = Math.floor(unit.x / gridSize);
- var unitGridY = Math.floor(unit.y / gridSize);
- // Check against other units
- for (var i = 0; i < allUnits.length; i++) {
- if (allUnits[i].health > 0) {
- var otherGridX = Math.floor(allUnits[i].x / gridSize);
- var otherGridY = Math.floor(allUnits[i].y / gridSize);
- if (unitGridX === otherGridX && unitGridY === otherGridY) {
- validPosition = false;
- break;
- }
- }
- }
- // Check against cities
- if (validPosition) {
- var allCities = redCities.concat(blueCities);
- for (var i = 0; i < allCities.length; i++) {
- if (allCities[i].health > 0) {
- var cityGridX = Math.floor(allCities[i].x / gridSize);
- var cityGridY = Math.floor(allCities[i].y / gridSize);
- if (unitGridX === cityGridX && unitGridY === cityGridY) {
- validPosition = false;
- break;
- }
- }
- }
- }
- attempts++;
- }
- // If no valid position found, place at a safe distance from city
- if (!validPosition) {
- var safeDistance = 160;
- unit.x = self.x + (self.faction === 'red' ? safeDistance : -safeDistance);
- unit.y = self.y;
- // Keep within bounds
- unit.x = Math.max(50, Math.min(1998, unit.x));
- unit.y = Math.max(50, Math.min(2682, unit.y));
- }
+ // Simple positioning around the city
+ var angle = Math.random() * Math.PI * 2;
+ var distance = 100 + Math.random() * 50;
+ unit.x = self.x + Math.cos(angle) * distance;
+ unit.y = self.y + Math.sin(angle) * distance;
+ // 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;
};
@@ -263,19 +213,19 @@
healthBar.width = 80 * healthPercent;
return false;
};
self.findTarget = function () {
- var closestDistanceSquared = Infinity;
+ 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 distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < closestDistanceSquared) {
- closestDistanceSquared = distanceSquared;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < closestDistance) {
+ closestDistance = distance;
closestTarget = unit;
}
}
}
@@ -285,11 +235,11 @@
var city = enemyCities[i];
if (city.health > 0) {
var dx = city.x - self.x;
var dy = city.y - self.y;
- var distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < closestDistanceSquared) {
- closestDistanceSquared = distanceSquared;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < closestDistance) {
+ closestDistance = distance;
closestTarget = city;
}
}
}
@@ -300,50 +250,18 @@
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 distanceSquared = dx * dx + dy * dy;
- var rangeSquared = self.range * self.range;
- if (distanceSquared > rangeSquared) {
- // Grid-based movement with improved pathfinding
- var gridSize = 80;
- var currentGridX = Math.floor(self.x / gridSize);
- var currentGridY = Math.floor(self.y / gridSize);
- var targetGridX = Math.floor(self.target.x / gridSize);
- var targetGridY = Math.floor(self.target.y / gridSize);
- // Find path using A* pathfinding
- var path = self.findPath(currentGridX, currentGridY, targetGridX, targetGridY, gridSize);
- if (path && path.length > 1) {
- // Move to next step in path
- var nextStep = path[1]; // Skip current position (path[0])
- var nextX = nextStep.x * gridSize + gridSize / 2;
- var nextY = nextStep.y * gridSize + gridSize / 2;
- // Keep units within bounds
- nextX = Math.max(40, Math.min(2008, nextX));
- nextY = Math.max(40, Math.min(2692, nextY));
- // Smooth movement towards next position
- var moveX = nextX - self.x;
- var moveY = nextY - self.y;
- var moveDistance = Math.sqrt(moveX * moveX + moveY * moveY);
- if (moveDistance > self.moveSpeed) {
- // Normalize movement vector and apply speed
- self.x += moveX / moveDistance * self.moveSpeed;
- self.y += moveY / moveDistance * self.moveSpeed;
- } else {
- // Close enough to snap to position
- self.x = nextX;
- self.y = nextY;
- }
- } else {
- // No path found, try direct movement
- var moveX = self.target.x - self.x;
- var moveY = self.target.y - self.y;
- var moveDistance = Math.sqrt(moveX * moveX + moveY * moveY);
- if (moveDistance > self.moveSpeed) {
- self.x += moveX / moveDistance * self.moveSpeed;
- self.y += moveY / moveDistance * self.moveSpeed;
- }
- }
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > self.range) {
+ // Move towards target
+ var moveX = dx / distance * self.moveSpeed;
+ var moveY = dy / distance * self.moveSpeed;
+ self.x += moveX;
+ self.y += moveY;
+ // Keep units within bounds
+ self.x = Math.max(40, Math.min(2008, self.x));
+ self.y = Math.max(40, Math.min(2692, self.y));
} else {
// In range, shoot
if (LK.ticks - self.lastShot > self.shootCooldown) {
self.shoot();
@@ -358,161 +276,8 @@
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
- self.findPath = function (startX, startY, goalX, goalY, gridSize) {
- var cols = Math.floor(2048 / gridSize);
- var rows = Math.floor(2732 / gridSize);
- // Check if coordinates are within bounds
- if (goalX < 0 || goalX >= cols || goalY < 0 || goalY >= rows) {
- return null;
- }
- // Create grid representation
- var grid = [];
- for (var y = 0; y < rows; y++) {
- grid[y] = [];
- for (var x = 0; x < cols; x++) {
- grid[y][x] = {
- x: x,
- y: y,
- walkable: true,
- g: 0,
- h: 0,
- f: 0,
- parent: null
- };
- }
- }
- // Mark occupied cells as non-walkable
- for (var i = 0; i < allUnits.length; i++) {
- var unit = allUnits[i];
- if (unit !== self && unit.health > 0) {
- var unitGridX = Math.floor(unit.x / gridSize);
- var unitGridY = Math.floor(unit.y / gridSize);
- if (unitGridX >= 0 && unitGridX < cols && unitGridY >= 0 && unitGridY < rows) {
- grid[unitGridY][unitGridX].walkable = false;
- }
- }
- }
- // Mark cities as non-walkable (except goal)
- var allCities = redCities.concat(blueCities);
- for (var i = 0; i < allCities.length; i++) {
- var city = allCities[i];
- if (city.health > 0) {
- var cityGridX = Math.floor(city.x / gridSize);
- var cityGridY = Math.floor(city.y / gridSize);
- if (cityGridX >= 0 && cityGridX < cols && cityGridY >= 0 && cityGridY < rows) {
- // Don't block the goal position
- if (cityGridX !== goalX || cityGridY !== goalY) {
- grid[cityGridY][cityGridX].walkable = false;
- }
- }
- }
- }
- // A* algorithm
- var openList = [];
- var closedList = [];
- var startNode = grid[startY][startX];
- var goalNode = grid[goalY][goalX];
- openList.push(startNode);
- while (openList.length > 0) {
- // Find node with lowest f score
- var currentNode = openList[0];
- var currentIndex = 0;
- for (var i = 1; i < openList.length; i++) {
- if (openList[i].f < currentNode.f) {
- currentNode = openList[i];
- currentIndex = i;
- }
- }
- // Move current node from open to closed list
- openList.splice(currentIndex, 1);
- closedList.push(currentNode);
- // Check if we reached the goal
- if (currentNode.x === goalX && currentNode.y === goalY) {
- var path = [];
- var node = currentNode;
- while (node) {
- path.push({
- x: node.x,
- y: node.y
- });
- node = node.parent;
- }
- return path.reverse();
- }
- // Check all neighbors
- var neighbors = [{
- x: currentNode.x - 1,
- y: currentNode.y
- },
- // Left
- {
- x: currentNode.x + 1,
- y: currentNode.y
- },
- // Right
- {
- x: currentNode.x,
- y: currentNode.y - 1
- },
- // Up
- {
- x: currentNode.x,
- y: currentNode.y + 1
- },
- // Down
- {
- x: currentNode.x - 1,
- y: currentNode.y - 1
- },
- // Up-left
- {
- x: currentNode.x + 1,
- y: currentNode.y - 1
- },
- // Up-right
- {
- x: currentNode.x - 1,
- y: currentNode.y + 1
- },
- // Down-left
- {
- x: currentNode.x + 1,
- y: currentNode.y + 1
- } // Down-right
- ];
- for (var i = 0; i < neighbors.length; i++) {
- var neighbor = neighbors[i];
- // Check if neighbor is within bounds
- if (neighbor.x < 0 || neighbor.x >= cols || neighbor.y < 0 || neighbor.y >= rows) {
- continue;
- }
- var neighborNode = grid[neighbor.y][neighbor.x];
- // Check if neighbor is walkable and not in closed list
- if (!neighborNode.walkable || closedList.indexOf(neighborNode) !== -1) {
- continue;
- }
- // Calculate movement cost (diagonal movement costs more)
- var isDiagonal = Math.abs(neighbor.x - currentNode.x) === 1 && Math.abs(neighbor.y - currentNode.y) === 1;
- var movementCost = isDiagonal ? 14 : 10; // 14 ≈ sqrt(2) * 10
- var tentativeG = currentNode.g + movementCost;
- // Check if this path to neighbor is better
- if (openList.indexOf(neighborNode) === -1) {
- openList.push(neighborNode);
- } else if (tentativeG >= neighborNode.g) {
- continue;
- }
- // This path is the best so far
- neighborNode.parent = currentNode;
- neighborNode.g = tentativeG;
- neighborNode.h = Math.abs(neighborNode.x - goalX) + Math.abs(neighborNode.y - goalY);
- neighborNode.f = neighborNode.g + neighborNode.h;
- }
- }
- // No path found, return null
- return null;
- };
return self;
});
/****
@@ -568,14 +333,13 @@
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
- var minDistanceSquared = minDistance * minDistance;
for (var j = 0; j < redCities.length; j++) {
var dx = city.x - redCities[j].x;
var dy = city.y - redCities[j].y;
- var distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < minDistanceSquared) {
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < minDistance) {
validPosition = false;
break;
}
}
@@ -594,14 +358,13 @@
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
- var minDistanceSquared = minDistance * minDistance;
for (var j = 0; j < blueCities.length; j++) {
var dx = city.x - blueCities[j].x;
var dy = city.y - blueCities[j].y;
- var distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < minDistanceSquared) {
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < minDistance) {
validPosition = false;
break;
}
}
@@ -664,29 +427,29 @@
for (var col = 0; col < cols; col++) {
var x = col * gridSize + halfGridSize;
var y = row * gridSize + halfGridSize;
// Determine territory based on closest surviving city
- var closestRedDistanceSquared = Infinity;
- var closestBlueDistanceSquared = Infinity;
+ 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 distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < closestRedDistanceSquared) {
- closestRedDistanceSquared = distanceSquared;
+ 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 distanceSquared = dx * dx + dy * dy;
- if (distanceSquared < closestBlueDistanceSquared) {
- closestBlueDistanceSquared = distanceSquared;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < closestBlueDistance) {
+ closestBlueDistance = distance;
}
}
}
// Create territory square
@@ -697,9 +460,9 @@
territorySquare.x = x;
territorySquare.y = y;
territorySquare.alpha = 0.6;
// Color based on closest territory
- if (closestRedDistanceSquared < closestBlueDistanceSquared) {
+ if (closestRedDistance < closestBlueDistance) {
territorySquare.tint = 0xff4444;
} else {
territorySquare.tint = 0x4444ff;
}
con estilo de hoi4
prollectil de un flak 8,8cm. In-Game asset. 2d. High contrast. No shadows
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SOLDADOS SOVIETICOS. In-Game asset. 2d. High contrast. No shadows
tanque t34-85. In-Game asset. 2d. High contrast. No shadows
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mas cuadros