User prompt
Necromancer only spawns skeletons when the battle starts
User prompt
Necromancer isnt spawning skeletons; fix that
User prompt
Add new units: Catapult: Shoots big rocks at the enemy that split into smaller rocks (Type: ranged, faction: medieval); Necromancer: fragile unit Summons skeletons every 3 seconds! (Type: melee, faction: magic); Skeleton: same stats and abilities as farmer (type: melee, faction: magic); Scarecrow: every 3 attacks this Shoots out crows that curse the enemies making them deal less damage, this effect affects war machines(type: ranged, faction: farm)
User prompt
Add new units: Catapult: Shoots big rocks at the enemy that split into smaller rocks (Type: ranged, faction: medieval); Necromancer: fragile unit Summons skeletons every 3 seconds! (Type: melee, faction: magic); Skeleton: same stats and abilities as farmer (type: melee, faction: magic); Scarecrow: Shoots out crows that curse the enemies making them deal less damage, this effect affects war machines but dosent stack(type: ranged, faction: farm)
User prompt
New unit's special abilities in the stats bar isn't shown; fix that
User prompt
New unit's abilities aren't shown; fix that!
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Abilities aren't shown; fix that!
User prompt
Add new units: Catapult: Shoots big rocks at the enemy that split into smaller rocks (Type: ranged, faction: medieval); Necromancer: fragile unit Summons skeletons every 3 seconds! (Type: melee, faction: magic); Skeleton: same stats and abilities as farmer (type: melee, faction: magic); Scarecrow: Shoots out crows that curse the enemies making them deal less damage, this effect affects war machines but dosent stack(type: ranged, faction: farm)
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var aoeDistance = getDistance(self.target.x, self.target.y, unit.x, unit.y);' Line Number: 621
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Queen also stop attacking the enemy that she just seduce
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Now, red team enemies that are seduced by the queen, stop attacking the queen and change sides from red team to blue team
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Queen now when attacking uses the kiss sound
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Now the queen is called "princess" and uses the "Kiss" sound when attacking
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Roman javelln thrower's javeilns arent piercing through enemies; fix that
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Cannot set properties of undefined (setting 'visible'
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Queen isnt seducing units, fix that
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Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'startButton.visible = false;' Line Number: 144
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Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'startButton.visible = false;' Line Number: 144
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Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'startButton.visible = false;' Line Number: 144
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Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'startButton.visible = false;' Line Number: 144
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Add a campaign mode
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War machine isnt shooting missile
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War machines STILL arent shooting missile
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Change war machines so that they become a ranged unit that shoot the projectile "missile" that are bombs that move faster
User prompt
Now cannon uses the "destroyed" sound when killer
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Battlefield = Container.expand(function () { var self = Container.call(this); self.width = 2048; self.height = 1366; self.initialized = false; // Create background var bg = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); self.projectiles = []; self.createProjectile = function (source, target, type) { var projectile = new Projectile(source, target, type); projectile.x = source.x; projectile.y = source.y; self.addChild(projectile); self.projectiles.push(projectile); }; self.removeUnit = function (unit) { var index = units.indexOf(unit); if (index !== -1) { units.splice(index, 1); } // Check win condition self.checkWinCondition(); }; self.checkWinCondition = function () { var redTeamUnits = 0; var blueTeamUnits = 0; for (var i = 0; i < units.length; i++) { if (units[i].active) { if (units[i].team === 'red') { redTeamUnits++; } else { blueTeamUnits++; } } } if (self.initialized && (redTeamUnits === 0 || blueTeamUnits === 0)) { var winningTeam = redTeamUnits > 0 ? "Red" : "Blue"; winText.setText(winningTeam + " Team Wins!"); winText.visible = true; LK.getSound('victory').play(); // Create reset button if (!resetButton) { resetButton = new ResetButton(); resetButton.x = self.width / 2; resetButton.y = self.height / 2 + 100; game.addChild(resetButton); } } }; self.update = function () { // Update all projectiles for (var i = self.projectiles.length - 1; i >= 0; i--) { self.projectiles[i].update(); // Remove destroyed projectiles if (!self.projectiles[i].parent) { self.projectiles.splice(i, 1); } } }; return self; }); var FactionButton = Container.expand(function (team, faction, x, y) { var self = Container.call(this); self.team = team; self.faction = faction; self.x = x; self.y = y; // Create button appearance var buttonShape = self.attachAsset('button' + team.charAt(0).toUpperCase() + team.slice(1), { anchorX: 0.5, anchorY: 0.5, width: 150, height: 80 }); // Add faction name text var nameText = new Text2(faction.charAt(0).toUpperCase() + faction.slice(1), { size: 24, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = 30; self.addChild(nameText); self.down = function (x, y, obj) { // When button is pressed, create unit buttons for the faction var xOffset = 120; for (var i = 0; i < factions[faction].length; i++) { var unitButton = new UnitButton(self.team, factions[faction][i], 2048 - xOffset, self.y); game.addChild(unitButton); xOffset += 180; } // Highlight button LK.effects.flashObject(self, 0xffffff, 300); }; return self; }); var Projectile = Container.expand(function (source, target, type) { var self = Container.call(this); self.source = source; self.target = target; self.speed = type === 'arrow' ? 12 : 6; self.damage = source.attackDamage; var projectileAsset = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.target || !self.target.active) { self.destroy(); return; } // Calculate direction to target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); // Rotate projectile to face target self.rotation = Math.atan2(dy, dx); // Move towards target if (dist > self.speed) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } else { // Hit target if (type === 'arrow') { if (self.target.type === 'mirrorShield' && Math.random() < 0.5) { // 50% chance to reflect // Reflect the projectile back to the source self.target = self.source; self.source = null; // No longer has a source } else { self.target.takeDamage(self.damage, self.source); } } self.destroy(); } }; return self; }); var ResetButton = Container.expand(function () { var self = Container.call(this); var buttonShape = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2("Reset Battle", { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.down = function (x, y, obj) { // Reset the battle resetBattle(); }; return self; }); var StartButton = Container.expand(function () { var self = Container.call(this); var buttonShape = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2("Start Battle!", { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.down = function (x, y, obj) { // Start the battle (mark battlefield as initialized) if (units.length > 0) { battlefield.initialized = true; self.visible = false; instructions.visible = false; LK.playMusic('battleMusic'); } }; return self; }); var Unit = Container.expand(function (team, type, x, y) { var self = Container.call(this); self.team = team; self.type = type; self.x = x; self.y = y; self.active = true; self.target = null; self.attackCooldown = 0; self.attackRange = 0; self.attackDamage = 0; self.moveSpeed = 0; self.health = 100; self.maxHealth = 100; self.special = ""; // Default properties based on unit type switch (type) { case 'wobbler': self.attackRange = 50; self.attackDamage = 15; self.moveSpeed = 1.5; self.attackCooldowsn = 40; break; case 'farmer': self.attackRange = 70; self.attackDamage = 25; // High first hit self.moveSpeed = 1.2; self.attackCooldown = 60; self.special = "extra damage on first hit"; break; case 'archer': self.attackRange = 400; self.attackDamage = 12; self.moveSpeed = 1.0; self.attackCooldown = 80; self.special = "ranged"; break; case 'shield': self.attackRange = 60; self.attackDamage = 8; self.moveSpeed = 0.8; self.health = 150; self.maxHealth = 150; self.attackCooldown = 50; self.special = "resistant to arrow"; break; case 'sword': self.attackRange = 80; self.attackDamage = 20; self.moveSpeed = 1.3; self.attackCooldown = 45; break; case 'wizard': self.attackRange = 300; self.attackDamage = 10; self.moveSpeed = 0.9; self.attackCooldown = 100; self.special = "splash damage"; break; case 'berserker': self.attackRange = 70; self.attackDamage = 20; self.moveSpeed = 1.5; self.attackCooldown = 50; self.special = "double damage at half health"; break; case 'spearman': self.attackRange = 100; self.attackDamage = 18; self.moveSpeed = 1.2; self.attackCooldown = 60; self.special = "chance to throw spear"; break; case 'mirrorShield': self.attackRange = 60; self.attackDamage = 5; self.moveSpeed = 0.8; self.health = 120; self.maxHealth = 120; self.attackCooldown = 50; self.special = "chance to reflect projectiles"; break; case 'king': self.attackRange = 80; self.attackDamage = 50; self.moveSpeed = 0.5; self.health = 300; self.maxHealth = 300; self.attackCooldown = 100; self.special = "massive damage and health"; break; case 'crossbowMan': self.attackRange = 400; self.attackDamage = 15; self.moveSpeed = 1.0; self.attackCooldown = 60; self.special = "fast firing, chance for critical damage"; break; case 'sniper': self.attackRange = Infinity; self.attackDamage = 20; self.moveSpeed = 1.0; self.attackCooldown = 100; self.special = "ranged"; break; case 'hammer': self.attackRange = 50; self.attackDamage = 30; self.moveSpeed = 1.0; self.attackCooldown = 70; self.special = "aoe"; break; case 'retarius': self.attackRange = 100; self.attackDamage = 18; self.moveSpeed = 1.2; self.attackCooldown = 60; self.special = "stun every 3 attacks"; break; case 'appleThrower': self.attackRange = 300; self.attackDamage = -10; // Negative damage for healing self.moveSpeed = 1.0; self.attackCooldown = 100; self.special = "heals allies"; break; case 'warMachine': self.attackRange = 500; self.attackDamage = 30; self.moveSpeed = 0.5; self.health = 300; self.maxHealth = 300; self.attackCooldown = 120; self.special = "area damage, immune to negative effects"; break; case 'axeThrower': self.attackRange = 500; self.attackDamage = 20; self.moveSpeed = 1.0; self.attackCooldown = 80; self.special = "boomerang attack"; break; case 'cannon': self.attackRange = 600; self.attackDamage = 50; self.moveSpeed = 0.4; self.health = 100; self.maxHealth = 100; self.attackCooldown = 150; self.special = "bomb explosion"; break; case 'romanJavelinThrower': self.attackRange = 400; self.attackDamage = 15; self.moveSpeed = 1.0; self.attackCooldown = 80; self.special = "pierces through 3 enemies"; break; case 'queen': self.attackRange = 300; self.attackDamage = 10; self.moveSpeed = 0.8; self.attackCooldown = 100; self.special = "seduces enemies"; break; } // Create unit appearance var unitShape = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); // Add team color indicator on top var teamIndicator = self.attachAsset('character' + team.charAt(0).toUpperCase() + team.slice(1), { anchorX: 0.5, anchorY: 0.5, width: 20, height: 20 }); teamIndicator.y = -40; // Add health bar self.healthBarBg = self.attachAsset('healthBarBackground', { anchorX: 0.5, anchorY: 0.5 }); self.healthBarBg.y = 40; self.healthBarFill = self.attachAsset('healthBar', { anchorX: 0, // Left anchored for easy scaling anchorY: 0.5 }); self.healthBarFill.x = -35; // Half the width self.healthBarFill.y = 40; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFill.scaleX = healthPercent; }; self.takeDamage = function (amount, attacker) { if (!self.active) { return; } // Shield units take less damage from archers if (self.type === 'shield' && attacker && attacker.type === 'archer') { amount = Math.floor(amount * 0.5); } // Wizards do extra damage to shields if (attacker && attacker.type === 'wizard' && self.type === 'shield') { amount = Math.floor(amount * 1.5); } if (self.type === 'warMachine') { // War machines are immune to non-damage negative effects if (amount > 0) { self.health -= amount; } } else { self.health -= amount; } self.updateHealthBar(); // Flash unit when hit LK.effects.flashObject(self, 0xff0000, 300); if (self.health <= 0) { self.die(); } }; self.die = function () { self.active = false; if (self.type === 'warMachine' || self.type === 'cannon') { LK.getSound('Destroyed').play(); } else { LK.getSound('death').play(); } // Fade out and remove from battlefield tween(self, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { battlefield.removeUnit(self); self.destroy(); } }); }; self.findNearestEnemy = function () { var closestDist = Infinity; var closestEnemy = null; for (var i = 0; i < units.length; i++) { var unit = units[i]; if (unit.active && unit.team !== self.team) { var dist = getDistance(self.x, self.y, unit.x, unit.y); if (dist < closestDist) { closestDist = dist; closestEnemy = unit; } } } return closestEnemy; }; self.moveTowardsTarget = function () { if (!self.target || !self.target.active) { if (self.type === 'spearman' && Math.random() < 0.3) { // 30% chance to throw spear self.target = self.findNearestEnemy(); if (self.target) { battlefield.createProjectile(self, self.target, 'spear'); self.attackCooldown = 60; // Reset cooldown after throwing spear return; } } self.target = self.findNearestEnemy(); if (!self.target) { return; } } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); // If in attack range, stop moving if (dist <= self.attackRange) { return; } // Normalize direction and move var moveX = dx / dist * self.moveSpeed; var moveY = dy / dist * self.moveSpeed; self.x += moveX; self.y += moveY; }; self.attack = function () { // Track number of attacks for Retarius if (self.type === 'retarius') { if (!self.attackCount) { self.attackCount = 0; } self.attackCount++; // Stun effect every 3 attacks if (self.attackCount % 3 === 0 && self.target && self.target.type !== 'warMachine') { self.target.stunned = true; LK.setTimeout(function () { if (self.target) { self.target.stunned = false; } }, 2000); // Stun duration of 2 seconds } } if (!self.target || !self.target.active) { self.target = self.findNearestEnemy(); if (!self.target) { return; } } var dist = getDistance(self.x, self.y, self.target.x, self.target.y); if (dist <= self.attackRange) { // Reset attack cooldown self.attackCooldown = self.type === 'wobbler' ? 40 : self.type === 'farmer' ? 60 : self.type === 'archer' ? 80 : self.type === 'shield' ? 50 : self.type === 'sword' ? 45 : 100; // Handle special attacks if (self.special === "ranged") { // Create arrow projectile battlefield.createProjectile(self, self.target, 'arrow'); LK.getSound('arrow').play(); } else if (self.special === "bomb explosion") { // Cannon bomb explosion battlefield.createProjectile(self, self.target, 'bomb'); LK.getSound('Explosion').play(); var damage = self.attackDamage; for (var i = 0; i < units.length; i++) { var unit = units[i]; if (unit.active && unit.team !== self.team) { var aoeDistance = getDistance(self.target.x, self.target.y, unit.x, unit.y); if (aoeDistance < 200) { var aoeDamage = Math.floor(damage * (1 - aoeDistance / 200)); if (aoeDamage > 0) { unit.takeDamage(aoeDamage, self); } } } } } else if (self.special === "pierces through 3 enemies") { // Roman Javelin Thrower attack battlefield.createProjectile(self, self.target, 'javelin'); LK.getSound('arrow').play(); } else if (self.special === "seduces enemies") { // Queen's seduction ability if (Math.random() < 0.1 && self.target.type !== 'warMachine' && self.target.type !== 'king') { self.target.team = self.team; } // Wizard AOE attack battlefield.createProjectile(self, self.target, 'spell'); if (self.type === 'wizard') { LK.getSound('spell').play(); } else { LK.getSound('Explosion').play(); } // Damage the target and nearby enemies var damage = self.attackDamage; for (var i = 0; i < units.length; i++) { var unit = units[i]; if (unit.active && unit.team !== self.team) { var aoeDistance = getDistance(self.target.x, self.target.y, unit.x, unit.y); if (aoeDistance < 150) { // Damage falls off with distance var aoeDamage = Math.floor(damage * (1 - aoeDistance / 150)); if (aoeDamage > 0) { unit.takeDamage(aoeDamage, self); } } } } } else { // Melee attack LK.getSound('attack').play(); var damage = self.attackDamage; // Double damage if Berserker is enraged (health is at or below half) if (self.type === 'berserker' && self.health <= self.maxHealth / 2) { damage *= 2; self.moveSpeed = 2.0; // Increase move speed when enraged } // Implement critical hit chance for Crossbowman if (self.type === 'crossbowMan' && Math.random() < 0.2) { // 20% chance for critical hit damage *= 2; // Double damage for critical hit } // First strike bonus for farmers if (self.special === "firstStrike" && !self.hasAttacked) { damage *= 1.5; // 50% bonus on first hit self.hasAttacked = true; } self.target.takeDamage(damage, self); } } }; self.showStats = function () { var statsText = "Type: " + self.type.charAt(0).toUpperCase() + self.type.slice(1) + "\n" + "Health: " + self.health + "/" + self.maxHealth + "\n" + "Attack Damage: " + self.attackDamage + "\n" + "Attack Range: " + self.attackRange + "\n" + "Special: " + (self.special ? self.special : "None"); var statsDisplay = new Text2(statsText, { size: 30, fill: 0xFFFFFF }); statsDisplay.anchor.set(0.5, 0.5); statsDisplay.x = self.x; statsDisplay.y = self.y - 100; game.addChild(statsDisplay); // Remove stats display after 3 seconds LK.setTimeout(function () { if (statsDisplay.parent) { statsDisplay.destroy(); } }, 3000); }; self.down = function (x, y, obj) { if (self.lastTap && Date.now() - self.lastTap < 300) { self.showStats(); } self.lastTap = Date.now(); }; self.update = function () { if (!self.active || self.stunned) { return; } // Update health bar position to follow unit self.updateHealthBar(); // Decrease attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } // Find and move towards target self.moveTowardsTarget(); // Attack if cooldown is ready if (self.attackCooldown === 0) { self.attack(); } }; return self; }); var UnitButton = Container.expand(function (team, type, x, y) { var self = Container.call(this); self.team = team; self.type = type; self.x = x; self.y = y; // Create button appearance var buttonShape = self.attachAsset('button' + team.charAt(0).toUpperCase() + team.slice(1), { anchorX: 0.5, anchorY: 0.5, width: 150, height: 80 }); // Add unit icon var unitIcon = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add unit name text var nameText = new Text2(type.charAt(0).toUpperCase() + type.slice(1), { size: 24, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.y = 30; self.addChild(nameText); self.down = function (x, y, obj) { // When button is pressed, start dragging a new unit var unit = new Unit(self.team, self.type, x, y); // Mark as dragging unit draggingUnit = unit; game.addChild(unit); // Highlight button LK.effects.flashObject(self, 0xffffff, 300); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Define factions and their respective units function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _defineProperty3(e, r, t) { return (r = _toPropertyKey2(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey2(t) { var i = _toPrimitive2(t, "string"); return "symbol" == _typeof2(i) ? i : i + ""; } function _toPrimitive2(t, r) { if ("object" != _typeof2(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof2(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var factions = _defineProperty(_defineProperty(_defineProperty3({ farm: ['wobbler', 'farmer'], medieval: ['sword', 'archer', 'crossbowMan', 'king', 'shield', 'cannon', 'queen'], rome: ['spearman', 'retarius', 'romanJavelinThrower'], magic: ['mirrorShield', 'wizard'], vikings: ['berserker'] }, "rome", ['spearman', 'retarius', 'romanJavelinThrower']), "vikings", ['berserker', 'hammer', 'axeThrower']), "modern", ['sniper', 'warMachine'], "farm", ['wobbler', 'farmer', 'appleThrower']); // Game state variables var units = []; var draggingUnit = null; var battlefield = null; var resetButton = null; // Create the battlefield battlefield = new Battlefield(); battlefield.x = 0; battlefield.y = 0; game.addChild(battlefield); // Create faction buttons for red team var redFactionButtons = []; var factionNames = Object.keys(factions); var factionYOffset = 80; for (var i = 0; i < factionNames.length; i++) { var factionButton = new FactionButton('red', factionNames[i], 2048 - 300, factionYOffset); factionButton.x = 2048 - 300; // Adjusted position even further to the left factionButton.y = factionYOffset; redFactionButtons.push(factionButton); game.addChild(factionButton); factionYOffset += 100; } // Create faction buttons for blue team var blueFactionButtons = []; factionYOffset = 2732 - 80; for (var i = 0; i < factionNames.length; i++) { var factionButton = new FactionButton('blue', factionNames[i], 60, factionYOffset); blueFactionButtons.push(factionButton); game.addChild(factionButton); factionYOffset -= 100; } // Start button var startButton = new StartButton(); startButton.x = 2048 / 2; startButton.y = 2732 / 2; game.addChild(startButton); // Win text var winText = new Text2("", { size: 80, fill: 0xFFFF00 }); winText.anchor.set(0.5, 0.5); winText.x = 2048 / 2; winText.y = 2732 / 2 - 100; winText.visible = false; game.addChild(winText); // Instructions text var instructions = new Text2("Place units on the battlefield\nand press Start Battle!", { size: 40, fill: 0xFFFFFF }); instructions.anchor.set(0.5, 0.5); instructions.x = 2048 / 2; instructions.y = 2732 / 2 - 100; game.addChild(instructions); // Helper function to calculate distance between two points function getDistance(x1, y1, x2, y2) { var dx = x2 - x1; var dy = y2 - y1; return Math.sqrt(dx * dx + dy * dy); } // Reset the battle function resetBattle() { // Remove all units for (var i = units.length - 1; i >= 0; i--) { if (units[i].parent) { units[i].destroy(); } } units = []; // Clear projectiles for (var i = battlefield.projectiles.length - 1; i >= 0; i--) { if (battlefield.projectiles[i].parent) { battlefield.projectiles[i].destroy(); } } battlefield.projectiles = []; // Reset battlefield state battlefield.initialized = false; // Show start button and instructions again startButton.visible = true; instructions.visible = true; // Hide win text and reset button winText.visible = false; if (resetButton && resetButton.parent) { resetButton.destroy(); resetButton = null; } // Stop music LK.stopMusic(); } // Handle dragging game.move = function (x, y, obj) { if (draggingUnit) { draggingUnit.x = x; draggingUnit.y = y; } }; game.up = function (x, y, obj) { if (draggingUnit) { // Check if unit is placed on the battlefield (not on buttons) var validPlacement = y > 150 && y < 2732 - 150; if (validPlacement) { // Add to units array units.push(draggingUnit); } else { // Not valid placement, destroy the unit draggingUnit.destroy(); } draggingUnit = null; } }; // Game update loop game.update = function () { // Update all units if battle has started if (battlefield.initialized) { for (var i = 0; i < units.length; i++) { if (units[i].active) { units[i].update(); } } } // Update projectiles battlefield.update(); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Battlefield = Container.expand(function () {
var self = Container.call(this);
self.width = 2048;
self.height = 1366;
self.initialized = false;
// Create background
var bg = self.attachAsset('background', {
anchorX: 0,
anchorY: 0
});
self.projectiles = [];
self.createProjectile = function (source, target, type) {
var projectile = new Projectile(source, target, type);
projectile.x = source.x;
projectile.y = source.y;
self.addChild(projectile);
self.projectiles.push(projectile);
};
self.removeUnit = function (unit) {
var index = units.indexOf(unit);
if (index !== -1) {
units.splice(index, 1);
}
// Check win condition
self.checkWinCondition();
};
self.checkWinCondition = function () {
var redTeamUnits = 0;
var blueTeamUnits = 0;
for (var i = 0; i < units.length; i++) {
if (units[i].active) {
if (units[i].team === 'red') {
redTeamUnits++;
} else {
blueTeamUnits++;
}
}
}
if (self.initialized && (redTeamUnits === 0 || blueTeamUnits === 0)) {
var winningTeam = redTeamUnits > 0 ? "Red" : "Blue";
winText.setText(winningTeam + " Team Wins!");
winText.visible = true;
LK.getSound('victory').play();
// Create reset button
if (!resetButton) {
resetButton = new ResetButton();
resetButton.x = self.width / 2;
resetButton.y = self.height / 2 + 100;
game.addChild(resetButton);
}
}
};
self.update = function () {
// Update all projectiles
for (var i = self.projectiles.length - 1; i >= 0; i--) {
self.projectiles[i].update();
// Remove destroyed projectiles
if (!self.projectiles[i].parent) {
self.projectiles.splice(i, 1);
}
}
};
return self;
});
var FactionButton = Container.expand(function (team, faction, x, y) {
var self = Container.call(this);
self.team = team;
self.faction = faction;
self.x = x;
self.y = y;
// Create button appearance
var buttonShape = self.attachAsset('button' + team.charAt(0).toUpperCase() + team.slice(1), {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 80
});
// Add faction name text
var nameText = new Text2(faction.charAt(0).toUpperCase() + faction.slice(1), {
size: 24,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = 30;
self.addChild(nameText);
self.down = function (x, y, obj) {
// When button is pressed, create unit buttons for the faction
var xOffset = 120;
for (var i = 0; i < factions[faction].length; i++) {
var unitButton = new UnitButton(self.team, factions[faction][i], 2048 - xOffset, self.y);
game.addChild(unitButton);
xOffset += 180;
}
// Highlight button
LK.effects.flashObject(self, 0xffffff, 300);
};
return self;
});
var Projectile = Container.expand(function (source, target, type) {
var self = Container.call(this);
self.source = source;
self.target = target;
self.speed = type === 'arrow' ? 12 : 6;
self.damage = source.attackDamage;
var projectileAsset = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (!self.target || !self.target.active) {
self.destroy();
return;
}
// Calculate direction to target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Rotate projectile to face target
self.rotation = Math.atan2(dy, dx);
// Move towards target
if (dist > self.speed) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
} else {
// Hit target
if (type === 'arrow') {
if (self.target.type === 'mirrorShield' && Math.random() < 0.5) {
// 50% chance to reflect
// Reflect the projectile back to the source
self.target = self.source;
self.source = null; // No longer has a source
} else {
self.target.takeDamage(self.damage, self.source);
}
}
self.destroy();
}
};
return self;
});
var ResetButton = Container.expand(function () {
var self = Container.call(this);
var buttonShape = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2("Reset Battle", {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function (x, y, obj) {
// Reset the battle
resetBattle();
};
return self;
});
var StartButton = Container.expand(function () {
var self = Container.call(this);
var buttonShape = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2("Start Battle!", {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function (x, y, obj) {
// Start the battle (mark battlefield as initialized)
if (units.length > 0) {
battlefield.initialized = true;
self.visible = false;
instructions.visible = false;
LK.playMusic('battleMusic');
}
};
return self;
});
var Unit = Container.expand(function (team, type, x, y) {
var self = Container.call(this);
self.team = team;
self.type = type;
self.x = x;
self.y = y;
self.active = true;
self.target = null;
self.attackCooldown = 0;
self.attackRange = 0;
self.attackDamage = 0;
self.moveSpeed = 0;
self.health = 100;
self.maxHealth = 100;
self.special = "";
// Default properties based on unit type
switch (type) {
case 'wobbler':
self.attackRange = 50;
self.attackDamage = 15;
self.moveSpeed = 1.5;
self.attackCooldowsn = 40;
break;
case 'farmer':
self.attackRange = 70;
self.attackDamage = 25; // High first hit
self.moveSpeed = 1.2;
self.attackCooldown = 60;
self.special = "extra damage on first hit";
break;
case 'archer':
self.attackRange = 400;
self.attackDamage = 12;
self.moveSpeed = 1.0;
self.attackCooldown = 80;
self.special = "ranged";
break;
case 'shield':
self.attackRange = 60;
self.attackDamage = 8;
self.moveSpeed = 0.8;
self.health = 150;
self.maxHealth = 150;
self.attackCooldown = 50;
self.special = "resistant to arrow";
break;
case 'sword':
self.attackRange = 80;
self.attackDamage = 20;
self.moveSpeed = 1.3;
self.attackCooldown = 45;
break;
case 'wizard':
self.attackRange = 300;
self.attackDamage = 10;
self.moveSpeed = 0.9;
self.attackCooldown = 100;
self.special = "splash damage";
break;
case 'berserker':
self.attackRange = 70;
self.attackDamage = 20;
self.moveSpeed = 1.5;
self.attackCooldown = 50;
self.special = "double damage at half health";
break;
case 'spearman':
self.attackRange = 100;
self.attackDamage = 18;
self.moveSpeed = 1.2;
self.attackCooldown = 60;
self.special = "chance to throw spear";
break;
case 'mirrorShield':
self.attackRange = 60;
self.attackDamage = 5;
self.moveSpeed = 0.8;
self.health = 120;
self.maxHealth = 120;
self.attackCooldown = 50;
self.special = "chance to reflect projectiles";
break;
case 'king':
self.attackRange = 80;
self.attackDamage = 50;
self.moveSpeed = 0.5;
self.health = 300;
self.maxHealth = 300;
self.attackCooldown = 100;
self.special = "massive damage and health";
break;
case 'crossbowMan':
self.attackRange = 400;
self.attackDamage = 15;
self.moveSpeed = 1.0;
self.attackCooldown = 60;
self.special = "fast firing, chance for critical damage";
break;
case 'sniper':
self.attackRange = Infinity;
self.attackDamage = 20;
self.moveSpeed = 1.0;
self.attackCooldown = 100;
self.special = "ranged";
break;
case 'hammer':
self.attackRange = 50;
self.attackDamage = 30;
self.moveSpeed = 1.0;
self.attackCooldown = 70;
self.special = "aoe";
break;
case 'retarius':
self.attackRange = 100;
self.attackDamage = 18;
self.moveSpeed = 1.2;
self.attackCooldown = 60;
self.special = "stun every 3 attacks";
break;
case 'appleThrower':
self.attackRange = 300;
self.attackDamage = -10; // Negative damage for healing
self.moveSpeed = 1.0;
self.attackCooldown = 100;
self.special = "heals allies";
break;
case 'warMachine':
self.attackRange = 500;
self.attackDamage = 30;
self.moveSpeed = 0.5;
self.health = 300;
self.maxHealth = 300;
self.attackCooldown = 120;
self.special = "area damage, immune to negative effects";
break;
case 'axeThrower':
self.attackRange = 500;
self.attackDamage = 20;
self.moveSpeed = 1.0;
self.attackCooldown = 80;
self.special = "boomerang attack";
break;
case 'cannon':
self.attackRange = 600;
self.attackDamage = 50;
self.moveSpeed = 0.4;
self.health = 100;
self.maxHealth = 100;
self.attackCooldown = 150;
self.special = "bomb explosion";
break;
case 'romanJavelinThrower':
self.attackRange = 400;
self.attackDamage = 15;
self.moveSpeed = 1.0;
self.attackCooldown = 80;
self.special = "pierces through 3 enemies";
break;
case 'queen':
self.attackRange = 300;
self.attackDamage = 10;
self.moveSpeed = 0.8;
self.attackCooldown = 100;
self.special = "seduces enemies";
break;
}
// Create unit appearance
var unitShape = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
// Add team color indicator on top
var teamIndicator = self.attachAsset('character' + team.charAt(0).toUpperCase() + team.slice(1), {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 20
});
teamIndicator.y = -40;
// Add health bar
self.healthBarBg = self.attachAsset('healthBarBackground', {
anchorX: 0.5,
anchorY: 0.5
});
self.healthBarBg.y = 40;
self.healthBarFill = self.attachAsset('healthBar', {
anchorX: 0,
// Left anchored for easy scaling
anchorY: 0.5
});
self.healthBarFill.x = -35; // Half the width
self.healthBarFill.y = 40;
self.updateHealthBar = function () {
var healthPercent = self.health / self.maxHealth;
self.healthBarFill.scaleX = healthPercent;
};
self.takeDamage = function (amount, attacker) {
if (!self.active) {
return;
}
// Shield units take less damage from archers
if (self.type === 'shield' && attacker && attacker.type === 'archer') {
amount = Math.floor(amount * 0.5);
}
// Wizards do extra damage to shields
if (attacker && attacker.type === 'wizard' && self.type === 'shield') {
amount = Math.floor(amount * 1.5);
}
if (self.type === 'warMachine') {
// War machines are immune to non-damage negative effects
if (amount > 0) {
self.health -= amount;
}
} else {
self.health -= amount;
}
self.updateHealthBar();
// Flash unit when hit
LK.effects.flashObject(self, 0xff0000, 300);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
self.active = false;
if (self.type === 'warMachine' || self.type === 'cannon') {
LK.getSound('Destroyed').play();
} else {
LK.getSound('death').play();
}
// Fade out and remove from battlefield
tween(self, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
battlefield.removeUnit(self);
self.destroy();
}
});
};
self.findNearestEnemy = function () {
var closestDist = Infinity;
var closestEnemy = null;
for (var i = 0; i < units.length; i++) {
var unit = units[i];
if (unit.active && unit.team !== self.team) {
var dist = getDistance(self.x, self.y, unit.x, unit.y);
if (dist < closestDist) {
closestDist = dist;
closestEnemy = unit;
}
}
}
return closestEnemy;
};
self.moveTowardsTarget = function () {
if (!self.target || !self.target.active) {
if (self.type === 'spearman' && Math.random() < 0.3) {
// 30% chance to throw spear
self.target = self.findNearestEnemy();
if (self.target) {
battlefield.createProjectile(self, self.target, 'spear');
self.attackCooldown = 60; // Reset cooldown after throwing spear
return;
}
}
self.target = self.findNearestEnemy();
if (!self.target) {
return;
}
}
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
// If in attack range, stop moving
if (dist <= self.attackRange) {
return;
}
// Normalize direction and move
var moveX = dx / dist * self.moveSpeed;
var moveY = dy / dist * self.moveSpeed;
self.x += moveX;
self.y += moveY;
};
self.attack = function () {
// Track number of attacks for Retarius
if (self.type === 'retarius') {
if (!self.attackCount) {
self.attackCount = 0;
}
self.attackCount++;
// Stun effect every 3 attacks
if (self.attackCount % 3 === 0 && self.target && self.target.type !== 'warMachine') {
self.target.stunned = true;
LK.setTimeout(function () {
if (self.target) {
self.target.stunned = false;
}
}, 2000); // Stun duration of 2 seconds
}
}
if (!self.target || !self.target.active) {
self.target = self.findNearestEnemy();
if (!self.target) {
return;
}
}
var dist = getDistance(self.x, self.y, self.target.x, self.target.y);
if (dist <= self.attackRange) {
// Reset attack cooldown
self.attackCooldown = self.type === 'wobbler' ? 40 : self.type === 'farmer' ? 60 : self.type === 'archer' ? 80 : self.type === 'shield' ? 50 : self.type === 'sword' ? 45 : 100;
// Handle special attacks
if (self.special === "ranged") {
// Create arrow projectile
battlefield.createProjectile(self, self.target, 'arrow');
LK.getSound('arrow').play();
} else if (self.special === "bomb explosion") {
// Cannon bomb explosion
battlefield.createProjectile(self, self.target, 'bomb');
LK.getSound('Explosion').play();
var damage = self.attackDamage;
for (var i = 0; i < units.length; i++) {
var unit = units[i];
if (unit.active && unit.team !== self.team) {
var aoeDistance = getDistance(self.target.x, self.target.y, unit.x, unit.y);
if (aoeDistance < 200) {
var aoeDamage = Math.floor(damage * (1 - aoeDistance / 200));
if (aoeDamage > 0) {
unit.takeDamage(aoeDamage, self);
}
}
}
}
} else if (self.special === "pierces through 3 enemies") {
// Roman Javelin Thrower attack
battlefield.createProjectile(self, self.target, 'javelin');
LK.getSound('arrow').play();
} else if (self.special === "seduces enemies") {
// Queen's seduction ability
if (Math.random() < 0.1 && self.target.type !== 'warMachine' && self.target.type !== 'king') {
self.target.team = self.team;
}
// Wizard AOE attack
battlefield.createProjectile(self, self.target, 'spell');
if (self.type === 'wizard') {
LK.getSound('spell').play();
} else {
LK.getSound('Explosion').play();
}
// Damage the target and nearby enemies
var damage = self.attackDamage;
for (var i = 0; i < units.length; i++) {
var unit = units[i];
if (unit.active && unit.team !== self.team) {
var aoeDistance = getDistance(self.target.x, self.target.y, unit.x, unit.y);
if (aoeDistance < 150) {
// Damage falls off with distance
var aoeDamage = Math.floor(damage * (1 - aoeDistance / 150));
if (aoeDamage > 0) {
unit.takeDamage(aoeDamage, self);
}
}
}
}
} else {
// Melee attack
LK.getSound('attack').play();
var damage = self.attackDamage;
// Double damage if Berserker is enraged (health is at or below half)
if (self.type === 'berserker' && self.health <= self.maxHealth / 2) {
damage *= 2;
self.moveSpeed = 2.0; // Increase move speed when enraged
}
// Implement critical hit chance for Crossbowman
if (self.type === 'crossbowMan' && Math.random() < 0.2) {
// 20% chance for critical hit
damage *= 2; // Double damage for critical hit
}
// First strike bonus for farmers
if (self.special === "firstStrike" && !self.hasAttacked) {
damage *= 1.5; // 50% bonus on first hit
self.hasAttacked = true;
}
self.target.takeDamage(damage, self);
}
}
};
self.showStats = function () {
var statsText = "Type: " + self.type.charAt(0).toUpperCase() + self.type.slice(1) + "\n" + "Health: " + self.health + "/" + self.maxHealth + "\n" + "Attack Damage: " + self.attackDamage + "\n" + "Attack Range: " + self.attackRange + "\n" + "Special: " + (self.special ? self.special : "None");
var statsDisplay = new Text2(statsText, {
size: 30,
fill: 0xFFFFFF
});
statsDisplay.anchor.set(0.5, 0.5);
statsDisplay.x = self.x;
statsDisplay.y = self.y - 100;
game.addChild(statsDisplay);
// Remove stats display after 3 seconds
LK.setTimeout(function () {
if (statsDisplay.parent) {
statsDisplay.destroy();
}
}, 3000);
};
self.down = function (x, y, obj) {
if (self.lastTap && Date.now() - self.lastTap < 300) {
self.showStats();
}
self.lastTap = Date.now();
};
self.update = function () {
if (!self.active || self.stunned) {
return;
}
// Update health bar position to follow unit
self.updateHealthBar();
// Decrease attack cooldown
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
// Find and move towards target
self.moveTowardsTarget();
// Attack if cooldown is ready
if (self.attackCooldown === 0) {
self.attack();
}
};
return self;
});
var UnitButton = Container.expand(function (team, type, x, y) {
var self = Container.call(this);
self.team = team;
self.type = type;
self.x = x;
self.y = y;
// Create button appearance
var buttonShape = self.attachAsset('button' + team.charAt(0).toUpperCase() + team.slice(1), {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 80
});
// Add unit icon
var unitIcon = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
// Add unit name text
var nameText = new Text2(type.charAt(0).toUpperCase() + type.slice(1), {
size: 24,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0.5);
nameText.y = 30;
self.addChild(nameText);
self.down = function (x, y, obj) {
// When button is pressed, start dragging a new unit
var unit = new Unit(self.team, self.type, x, y);
// Mark as dragging unit
draggingUnit = unit;
game.addChild(unit);
// Highlight button
LK.effects.flashObject(self, 0xffffff, 300);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Define factions and their respective units
function _typeof2(o) {
"@babel/helpers - typeof";
return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof2(o);
}
function _defineProperty3(e, r, t) {
return (r = _toPropertyKey2(r)) in e ? Object.defineProperty(e, r, {
value: t,
enumerable: !0,
configurable: !0,
writable: !0
}) : e[r] = t, e;
}
function _toPropertyKey2(t) {
var i = _toPrimitive2(t, "string");
return "symbol" == _typeof2(i) ? i : i + "";
}
function _toPrimitive2(t, r) {
if ("object" != _typeof2(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof2(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
function _defineProperty(e, r, t) {
return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
value: t,
enumerable: !0,
configurable: !0,
writable: !0
}) : e[r] = t, e;
}
function _toPropertyKey(t) {
var i = _toPrimitive(t, "string");
return "symbol" == _typeof(i) ? i : i + "";
}
function _toPrimitive(t, r) {
if ("object" != _typeof(t) || !t) {
return t;
}
var e = t[Symbol.toPrimitive];
if (void 0 !== e) {
var i = e.call(t, r || "default");
if ("object" != _typeof(i)) {
return i;
}
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
var factions = _defineProperty(_defineProperty(_defineProperty3({
farm: ['wobbler', 'farmer'],
medieval: ['sword', 'archer', 'crossbowMan', 'king', 'shield', 'cannon', 'queen'],
rome: ['spearman', 'retarius', 'romanJavelinThrower'],
magic: ['mirrorShield', 'wizard'],
vikings: ['berserker']
}, "rome", ['spearman', 'retarius', 'romanJavelinThrower']), "vikings", ['berserker', 'hammer', 'axeThrower']), "modern", ['sniper', 'warMachine'], "farm", ['wobbler', 'farmer', 'appleThrower']);
// Game state variables
var units = [];
var draggingUnit = null;
var battlefield = null;
var resetButton = null;
// Create the battlefield
battlefield = new Battlefield();
battlefield.x = 0;
battlefield.y = 0;
game.addChild(battlefield);
// Create faction buttons for red team
var redFactionButtons = [];
var factionNames = Object.keys(factions);
var factionYOffset = 80;
for (var i = 0; i < factionNames.length; i++) {
var factionButton = new FactionButton('red', factionNames[i], 2048 - 300, factionYOffset);
factionButton.x = 2048 - 300; // Adjusted position even further to the left
factionButton.y = factionYOffset;
redFactionButtons.push(factionButton);
game.addChild(factionButton);
factionYOffset += 100;
}
// Create faction buttons for blue team
var blueFactionButtons = [];
factionYOffset = 2732 - 80;
for (var i = 0; i < factionNames.length; i++) {
var factionButton = new FactionButton('blue', factionNames[i], 60, factionYOffset);
blueFactionButtons.push(factionButton);
game.addChild(factionButton);
factionYOffset -= 100;
}
// Start button
var startButton = new StartButton();
startButton.x = 2048 / 2;
startButton.y = 2732 / 2;
game.addChild(startButton);
// Win text
var winText = new Text2("", {
size: 80,
fill: 0xFFFF00
});
winText.anchor.set(0.5, 0.5);
winText.x = 2048 / 2;
winText.y = 2732 / 2 - 100;
winText.visible = false;
game.addChild(winText);
// Instructions text
var instructions = new Text2("Place units on the battlefield\nand press Start Battle!", {
size: 40,
fill: 0xFFFFFF
});
instructions.anchor.set(0.5, 0.5);
instructions.x = 2048 / 2;
instructions.y = 2732 / 2 - 100;
game.addChild(instructions);
// Helper function to calculate distance between two points
function getDistance(x1, y1, x2, y2) {
var dx = x2 - x1;
var dy = y2 - y1;
return Math.sqrt(dx * dx + dy * dy);
}
// Reset the battle
function resetBattle() {
// Remove all units
for (var i = units.length - 1; i >= 0; i--) {
if (units[i].parent) {
units[i].destroy();
}
}
units = [];
// Clear projectiles
for (var i = battlefield.projectiles.length - 1; i >= 0; i--) {
if (battlefield.projectiles[i].parent) {
battlefield.projectiles[i].destroy();
}
}
battlefield.projectiles = [];
// Reset battlefield state
battlefield.initialized = false;
// Show start button and instructions again
startButton.visible = true;
instructions.visible = true;
// Hide win text and reset button
winText.visible = false;
if (resetButton && resetButton.parent) {
resetButton.destroy();
resetButton = null;
}
// Stop music
LK.stopMusic();
}
// Handle dragging
game.move = function (x, y, obj) {
if (draggingUnit) {
draggingUnit.x = x;
draggingUnit.y = y;
}
};
game.up = function (x, y, obj) {
if (draggingUnit) {
// Check if unit is placed on the battlefield (not on buttons)
var validPlacement = y > 150 && y < 2732 - 150;
if (validPlacement) {
// Add to units array
units.push(draggingUnit);
} else {
// Not valid placement, destroy the unit
draggingUnit.destroy();
}
draggingUnit = null;
}
};
// Game update loop
game.update = function () {
// Update all units if battle has started
if (battlefield.initialized) {
for (var i = 0; i < units.length; i++) {
if (units[i].active) {
units[i].update();
}
}
}
// Update projectiles
battlefield.update();
};
victory
Sound effect
battleMusic
Music
death
Sound effect
arrow
Sound effect
spell
Sound effect
attack
Sound effect
Explosion
Sound effect
Destroyed
Sound effect
Kiss
Sound effect
Gnehehe
Sound effect
Defend
Sound effect
Girldeath
Sound effect
Shoot
Sound effect
RAWR
Sound effect
Malfunction
Sound effect
Blaster
Sound effect
Holy
Sound effect