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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'self.attack();' Line Number: 663
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Units arent attacking eachother in endless mode; fix that
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Units aren't locked in endless mode; fix that
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Add a button for endless mode
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Add an endless mode where youre the blue team and you need to killer endless waves of enemies (you unlock units as you kill waves, you start with the wobbler and to win you need to unlock all of the troops!)
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Please fix the bug: 'Unit.extend is not a function' in or related to this line: 'var Mortar = Unit.extend({' Line Number: 872
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Add new units: Drone: has 1HP abd explodes on death/when it meets AN enemy (unit type: melee, Faction: modern era); Ballista: shoots heavy arrows that cant be reflected and has a great range! (Type: ranged, faction: rome); Mortar: has infinite range,shoots missiles that deal AN enourmus amount of damage but is fragile and cant move (type: ranged, faction: modern era)
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Roman legionaire and mirror shield use the "Defend" sound when using their abilities
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Add its ability in the unit info
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Roman legionare Gets the ability to be invincibile for 1 second every 5 seconds
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The new units arent dealing damage Nor losing health; fix that
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Add new units: Rifleman: Uses his rifle to shoot a bullet every 0.5 seconds (type: ranged, faction: modern era); Roman legionare: has the same health as shield and the same damage as sword but has no abilities (type: melee, faction: rome); Witch: spawns seeking magic balle taht deal area damage! (Type: ranged, faction: magic
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Skeletons and Necromancer arent losing HP; fix that
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The can only be 3 skeletons on the battlefield
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Skeletons and Necromancer are NOT dealing damage; fix that
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Use the "Gnehehe" sound when Scarecrow summons crows and when Necromancer spawns skeletons
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Now Catapults use the "Destroyed" sound when killed
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crows reduce attack by 5 points and Scarecrow dosent reduce damage every attack!
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Scarecrow shoots crows every 3 attacks
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Scarecrow isnt shooting crows
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Rock aren't dealing damage Nor splitting; fix that
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Catapult isnt shooting rocks: fix it
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Change it to 2.5 seconds
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Necromancer spawns skeletons every 1.5 seconds
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Necromancer spawns skeletons every 3 seconds!
/**** * 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"; if (winText) { 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); } } else if (type === 'javelin') { var piercedEnemies = 0; for (var i = 0; i < units.length; i++) { var unit = units[i]; if (unit.active && unit.team !== self.source.team) { var distToUnit = getDistance(self.x, self.y, unit.x, unit.y); if (distToUnit < 50) { // Assuming a small radius for piercing unit.takeDamage(self.damage, self.source); piercedEnemies++; if (piercedEnemies >= 3) { break; } // Stop after piercing 3 enemies } } } } 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 'skeleton': self.attackRange = 70; self.attackDamage = 25; 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 'necromancer': self.attackRange = 100; self.attackDamage = 5; self.moveSpeed = 0.7; self.health = 80; self.maxHealth = 80; self.attackCooldown = 90; self.special = "summons skeletons"; 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 'scarecrow': self.attackRange = 250; self.attackDamage = 15; self.moveSpeed = 0.8; self.attackCooldown = 70; self.special = "curses enemies with crows"; 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 'catapult': self.attackRange = 700; self.attackDamage = 40; self.moveSpeed = 0.3; self.health = 120; self.maxHealth = 120; self.attackCooldown = 200; self.special = "splits into smaller rocks"; 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 = 'blue'; // Change team to blue self.target.updateHealthBar(); // Update health bar to reflect team change self.target.findNearestEnemy(); // Reassign target to find new enemies self.target.target = null; // Stop attacking the Queen self.target = null; // Queen stops attacking the seduced enemy LK.getSound('Kiss').play(); // Play 'Kiss' sound when Queen seduces an enemy } // 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) { if (self.target) { 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) { // Necromancer summons skeletons every 3 seconds if battle has started if (self.type === 'necromancer' && battlefield.initialized) { if (!self.summonCooldown) { self.summonCooldown = 180; // 3 seconds at 60 FPS } if (self.summonCooldown === 0) { var skeleton = new Unit(self.team, 'skeleton', self.x, self.y); units.push(skeleton); game.addChild(skeleton); self.summonCooldown = 180; // Reset cooldown } else { self.summonCooldown--; } } 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', 'appleThrower', 'scarecrow'], medieval: ['sword', 'archer', 'crossbowMan', 'king', 'shield', 'cannon', 'queen', 'catapult'], rome: ['spearman', 'retarius', 'romanJavelinThrower'], magic: ['mirrorShield', 'wizard', 'necromancer', 'skeleton'], vikings: ['berserker'] }, "rome", ['spearman', 'retarius', 'romanJavelinThrower']), "vikings", ['berserker', 'hammer', 'axeThrower']), "modern", ['sniper', 'warMachine'], "farm", ['wobbler', 'farmer', 'appleThrower', 'scarecrow']); // 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 if (startButton) { startButton.visible = true; } if (instructions) { instructions.visible = true; } // Hide win text and reset button if (winText) { 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";
if (winText) {
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);
}
} else if (type === 'javelin') {
var piercedEnemies = 0;
for (var i = 0; i < units.length; i++) {
var unit = units[i];
if (unit.active && unit.team !== self.source.team) {
var distToUnit = getDistance(self.x, self.y, unit.x, unit.y);
if (distToUnit < 50) {
// Assuming a small radius for piercing
unit.takeDamage(self.damage, self.source);
piercedEnemies++;
if (piercedEnemies >= 3) {
break;
} // Stop after piercing 3 enemies
}
}
}
}
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 'skeleton':
self.attackRange = 70;
self.attackDamage = 25;
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 'necromancer':
self.attackRange = 100;
self.attackDamage = 5;
self.moveSpeed = 0.7;
self.health = 80;
self.maxHealth = 80;
self.attackCooldown = 90;
self.special = "summons skeletons";
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 'scarecrow':
self.attackRange = 250;
self.attackDamage = 15;
self.moveSpeed = 0.8;
self.attackCooldown = 70;
self.special = "curses enemies with crows";
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 'catapult':
self.attackRange = 700;
self.attackDamage = 40;
self.moveSpeed = 0.3;
self.health = 120;
self.maxHealth = 120;
self.attackCooldown = 200;
self.special = "splits into smaller rocks";
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 = 'blue'; // Change team to blue
self.target.updateHealthBar(); // Update health bar to reflect team change
self.target.findNearestEnemy(); // Reassign target to find new enemies
self.target.target = null; // Stop attacking the Queen
self.target = null; // Queen stops attacking the seduced enemy
LK.getSound('Kiss').play(); // Play 'Kiss' sound when Queen seduces an enemy
}
// 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) {
if (self.target) {
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) {
// Necromancer summons skeletons every 3 seconds if battle has started
if (self.type === 'necromancer' && battlefield.initialized) {
if (!self.summonCooldown) {
self.summonCooldown = 180; // 3 seconds at 60 FPS
}
if (self.summonCooldown === 0) {
var skeleton = new Unit(self.team, 'skeleton', self.x, self.y);
units.push(skeleton);
game.addChild(skeleton);
self.summonCooldown = 180; // Reset cooldown
} else {
self.summonCooldown--;
}
}
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', 'appleThrower', 'scarecrow'],
medieval: ['sword', 'archer', 'crossbowMan', 'king', 'shield', 'cannon', 'queen', 'catapult'],
rome: ['spearman', 'retarius', 'romanJavelinThrower'],
magic: ['mirrorShield', 'wizard', 'necromancer', 'skeleton'],
vikings: ['berserker']
}, "rome", ['spearman', 'retarius', 'romanJavelinThrower']), "vikings", ['berserker', 'hammer', 'axeThrower']), "modern", ['sniper', 'warMachine'], "farm", ['wobbler', 'farmer', 'appleThrower', 'scarecrow']);
// 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
if (startButton) {
startButton.visible = true;
}
if (instructions) {
instructions.visible = true;
}
// Hide win text and reset button
if (winText) {
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