User prompt
New units: bomber: when it meets AN enemy, it self destructs, dealing damage to all nearby enemies (type: special, faction: magic); Wheelbarrow: A melee unit that is very fast and moves uncontrollably; also shoots apples that deal damage (type: multi-attacker, faction: farm); gatling gun: shoots very fast, but very inaccurately (type: ranged, faction: modern era)
User prompt
New units arent moving or shooting; fix that
User prompt
The unit info isnt showing the new unit's abilities; fix that
User prompt
Please fix the bug: 'Unit.extend is not a function' in or related to this line: 'var GatlingGun = Unit.extend({' Line Number: 690
User prompt
Please fix the bug: 'Unit.extend is not a function' in or related to this line: 'var Wheelbarrow = Unit.extend({' Line Number: 662
User prompt
Please fix the bug: 'Unit.extend is not a function' in or related to this line: 'var Bomber = Unit.extend({' Line Number: 632
User prompt
Sniper Now also shoots bullets
User prompt
New units: bomber: when it meets AN enemy, it self destructs, dealing damage to all nearby enemies (type: special, faction: magic); Wheelbarrow: A melee unit that is very fast and moves uncontrollably; also shoots apples that deal damage (type: multi-attacker, faction: farm); gatling gun: shoots very fast, but very inaccurately (type: ranged, faction: modern era)
User prompt
Berserker now also moves faster while enraged
User prompt
Spearman isnt throwing its spear at the nearest enemy while walking; fix that
User prompt
Berserker isnt becoming enraged (dealing dobule damage at half health); fix that
User prompt
Crossbowman isnt having the chance of doing critical attacks (dobule damage); fix that
User prompt
Shield is in the medieval faction
User prompt
Mirror shield isnt reflecting projectiles; fix that
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'stunned')' in or related to this line: 'self.target.stunned = true;' Line Number: 446
User prompt
Retarius isnt making enemies not move nor attack; fix that!
User prompt
Remove Priest from the game
User prompt
Add new units: sniper: shoots bullets at AN infinite range (ranged, faction: modern era); hammer: deals area damage with its hammer (melee, faction: Vikings); Retarius: has the same stats as spearmen, every 3 attacks makes enemies not move nor attack for 2 seconds
User prompt
Even more in the left
User prompt
A little more to the left...
User prompt
A little more...
User prompt
I said left, not right
User prompt
Rec team unit buttons should go a little to the left
User prompt
I said unit buttons on the top right corner, not top lettori
User prompt
Red team unit buttons should be in the top right corner
/****
* 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 'bomber':
self.attackRange = 50;
self.attackDamage = 50; // Damage dealt to nearby enemies
self.moveSpeed = 1.0;
self.attackCooldown = 0; // No cooldown as it self-destructs
self.special = "self-destruct on contact";
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 'gatlingGun':
self.attackRange = 300; // Shorter range due to inaccuracy
self.attackDamage = 5; // Lower damage per shot
self.moveSpeed = 0.5; // Stationary or slow movement
self.attackCooldown = 10; // Very fast attack rate
self.special = "fast but inaccurate shooting";
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 'wheelbarrow':
self.attackRange = 150; // Range for apple shooting
self.attackDamage = 10; // Damage dealt by apples
self.moveSpeed = 2.5; // Very fast movement
self.attackCooldown = 30; // Fast attack rate
self.special = "fast and uncontrollable, shoots apples";
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);
}
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;
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.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 === "aoe") {
// Wizard AOE attack
battlefield.createProjectile(self, self.target, 'spell');
LK.getSound('spell').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 _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({
farm: ['wobbler', 'farmer', 'wheelbarrow'],
medieval: ['sword', 'archer', 'crossbowMan', 'king', 'shield'],
magic: ['mirrorShield', 'wizard', 'bomber'],
vikings: ['berserker'],
rome: ['spearman', 'retarius']
}, "vikings", ['berserker', 'hammer']), "modern", ['sniper', 'gatlingGun']);
// 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();
}; ===================================================================
--- original.js
+++ change.js
@@ -70,41 +70,8 @@
}
};
return self;
});
-// Define factions and their respective units
-var Bomber = Container.expand(function (team, x, y) {
- var self = Container.call(this, team, 'bomber', x, y);
- self.attackRange = 50;
- self.attackDamage = 100;
- self.moveSpeed = 1.0;
- self.special = "self-destructs on contact";
- self.update = function () {
- if (!self.active) {
- return;
- }
- // Move towards the target
- self.moveTowardsTarget();
- // Check for intersection with target
- if (self.target && self.intersects(self.target)) {
- self.selfDestruct();
- }
- };
- self.selfDestruct = function () {
- var damage = self.attackDamage;
- 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 < 100) {
- unit.takeDamage(damage, self);
- }
- }
- }
- self.die();
- };
- return self;
-});
var FactionButton = Container.expand(function (team, faction, x, y) {
var self = Container.call(this);
self.team = team;
self.faction = faction;
@@ -137,34 +104,8 @@
LK.effects.flashObject(self, 0xffffff, 300);
};
return self;
});
-var GatlingGun = Container.expand(function (team, x, y) {
- var self = Container.call(this, team, 'gatlingGun', x, y);
- self.attackRange = 300;
- self.attackDamage = 5;
- self.moveSpeed = 0.5;
- self.special = "fast firing, inaccurate";
- self.update = function () {
- if (!self.active) {
- return;
- }
- // Move towards the target
- self.moveTowardsTarget();
- // Shoot rapidly if cooldown is ready
- if (self.attackCooldown === 0) {
- self.shootRapidly();
- }
- };
- self.shootRapidly = function () {
- var target = self.findNearestEnemy();
- if (target) {
- battlefield.createProjectile(self, target, 'bullet');
- self.attackCooldown = 10;
- }
- };
- return self;
-});
var Projectile = Container.expand(function (source, target, type) {
var self = Container.call(this);
self.source = source;
self.target = target;
@@ -312,8 +253,15 @@
self.moveSpeed = 1.5;
self.attackCooldown = 50;
self.special = "double damage at half health";
break;
+ case 'bomber':
+ self.attackRange = 50;
+ self.attackDamage = 50; // Damage dealt to nearby enemies
+ self.moveSpeed = 1.0;
+ self.attackCooldown = 0; // No cooldown as it self-destructs
+ self.special = "self-destruct on contact";
+ break;
case 'spearman':
self.attackRange = 100;
self.attackDamage = 18;
self.moveSpeed = 1.2;
@@ -351,8 +299,15 @@
self.moveSpeed = 1.0;
self.attackCooldown = 100;
self.special = "ranged";
break;
+ case 'gatlingGun':
+ self.attackRange = 300; // Shorter range due to inaccuracy
+ self.attackDamage = 5; // Lower damage per shot
+ self.moveSpeed = 0.5; // Stationary or slow movement
+ self.attackCooldown = 10; // Very fast attack rate
+ self.special = "fast but inaccurate shooting";
+ break;
case 'hammer':
self.attackRange = 50;
self.attackDamage = 30;
self.moveSpeed = 1.0;
@@ -365,8 +320,15 @@
self.moveSpeed = 1.2;
self.attackCooldown = 60;
self.special = "stun every 3 attacks";
break;
+ case 'wheelbarrow':
+ self.attackRange = 150; // Range for apple shooting
+ self.attackDamage = 10; // Damage dealt by apples
+ self.moveSpeed = 2.5; // Very fast movement
+ self.attackCooldown = 30; // Fast attack rate
+ self.special = "fast and uncontrollable, shoots apples";
+ break;
}
// Create unit appearance
var unitShape = self.attachAsset(type, {
anchorX: 0.5,
@@ -503,17 +465,11 @@
// 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") {
- if (self.type === 'sniper') {
- // Create bullet projectile for sniper
- battlefield.createProjectile(self, self.target, 'bullet');
- LK.getSound('shoot').play();
- } else {
- // Create arrow projectile
- battlefield.createProjectile(self, self.target, 'arrow');
- LK.getSound('arrow').play();
- }
+ // Create arrow projectile
+ battlefield.createProjectile(self, self.target, 'arrow');
+ LK.getSound('arrow').play();
} else if (self.special === "aoe") {
// Wizard AOE attack
battlefield.createProjectile(self, self.target, 'spell');
LK.getSound('spell').play();
@@ -555,17 +511,9 @@
}
}
};
self.showStats = function () {
- var specialAbility = self.special ? self.special : "None";
- if (self.type === 'bomber') {
- specialAbility = "self-destructs on contact";
- } else if (self.type === 'wheelbarrow') {
- specialAbility = "fast and uncontrollable, shoots apples";
- } else if (self.type === 'gatlingGun') {
- specialAbility = "fast firing, inaccurate";
- }
- 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: " + specialAbility;
+ 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
});
@@ -643,38 +591,8 @@
LK.effects.flashObject(self, 0xffffff, 300);
};
return self;
});
-var Wheelbarrow = Container.expand(function (team, x, y) {
- var self = Container.call(this, team, 'wheelbarrow', x, y);
- self.attackRange = 30;
- self.attackDamage = 10;
- self.moveSpeed = 2.5;
- self.special = "fast and uncontrollable, shoots apples";
- self.update = function () {
- if (!self.active) {
- return;
- }
- // Move randomly
- self.moveRandomly();
- // Shoot apple if cooldown is ready
- if (self.attackCooldown === 0) {
- self.shootApple();
- }
- };
- self.moveRandomly = function () {
- self.x += (Math.random() - 0.5) * self.moveSpeed;
- self.y += (Math.random() - 0.5) * self.moveSpeed;
- };
- self.shootApple = function () {
- var target = self.findNearestEnemy();
- if (target) {
- battlefield.createProjectile(self, target, 'apple');
- self.attackCooldown = 30;
- }
- };
- return self;
-});
/****
* Initialize Game
****/
@@ -684,8 +602,9 @@
/****
* Game Code
****/
+// Define factions and their respective units
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
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
Bawk
Sound effect