User prompt
İstanbul un ismi İnstagram artık
User prompt
Ankara nın ismi facebook artık
User prompt
End the game and display 'end' text when 6 cities are captured by the hero.
User prompt
End the game and display 'end' text when 6 cities are captured by the hero.
User prompt
Düşmanımızın başlangıçtaki nokta sayısı 150 dir
User prompt
Start game butonuna tıklandığında arkplanı 'arkaplan' görseliyle doldur
User prompt
Star game butonuna tıklandığında sahnenin arkplanın 'arkaplan' görselüyle doldur
User prompt
Şehirdeki toplam nokta sayısı en fazla 100 olabilir
User prompt
Karakterimizin asker sayısı her saniye 3 tane artar
User prompt
Düşmanımızın şehirdeki askerleri feth ettikten sonra geri döner ve toplam asker sayısına eklenir
User prompt
Kahramanımızın şehirdeki askerleri feth ettikten sonra geri döner ve toplam asker sayısına eklenir
User prompt
Kahramanımızın şehirdeki askerleri feth ettikten sonra geri döner
User prompt
Kahramanımızın şehirdeki askerleri feth ettikten sonra geri döner
User prompt
Kahramanımızın tüm noktaları tıkladığı şehre hareket eder
User prompt
Şehirlerdeki noktalar dokunulan şehre hareket eder
User prompt
Şehirdeki kahramanımızın noktaları işaretlediğimiz şehre doğru otomatik hareket eder ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kahramanımız nereye dokunursa şehirdeki tüm askerleride oraya gider
User prompt
Karakterimizin başlangıçtaki asker sayısı 40 dır
User prompt
Şehirlerdeki askerleri noktalar gibi hareket ettirebiliriz
User prompt
Düşman sayısı başlangıçta 200 dür
User prompt
Düşman asker sayısı başta 150 dir
User prompt
Feth edilen şehirlerdeki asker sayısı her saniye artar
User prompt
Düşmanımız şehir feth ettiğinde şehir görseli değişmez
User prompt
Düşmanımızın toplam asker sayısı 80 dir
User prompt
Şehirlerdeki toplam asker sayısı 30 dur
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var City = Container.expand(function () { var self = Container.call(this); // Create city graphics using shape self.cityGraphic = self.attachAsset('hero', { // Assign to self.cityGraphic anchorX: 0.5, anchorY: 0.5 }); // Default city properties self.name = ""; self.captured = false; // Flag for hero capture self.enemyCaptured = false; // Flag for enemy capture self.soldiers = 0; // Track soldier count // Change city color self.cityGraphic.tint = 0x888888; // Default gray color for uncaptured cities // Add city name text var cityNameText = new Text2("", { size: 40, fill: 0xFFFFFF }); cityNameText.anchor.set(0.5, 0.5); cityNameText.y = 80; self.addChild(cityNameText); // Container for soldier dots self.soldierDotsContainer = new Container(); self.addChild(self.soldierDotsContainer); // Update city with name self.setName = function (name) { self.name = name; cityNameText.setText(name); }; // Set soldier count self.setSoldierCount = function (count) { self.soldiers = count; // Clear existing soldier dots self.soldierDotsContainer.removeChildren(); // Determine dot color based on capture status var dotColor = 0x888888; // Default neutral color (gray) var dotAsset = 'bullet'; // Default asset if (self.captured) { dotColor = 0x1fb6f2; // Hero color (blue) dotAsset = 'bullet'; } else if (self.enemyCaptured) { dotColor = 0xff0000; // Enemy color (red) dotAsset = 'enemyDot'; } // Create new soldier dots based on count var dotSize = 15; // Smaller dots inside the city var cityRadius = self.cityGraphic.width * 0.4; // Place dots within 80% of the radius for (var i = 0; i < self.soldiers; i++) { var dot = LK.getAsset(dotAsset, { // Use appropriate asset width: dotSize, height: dotSize, anchorX: 0.5, anchorY: 0.5 }); dot.tint = dotColor; // Set color based on control // Random position within the city radius var angle = Math.random() * Math.PI * 2; var radius = Math.random() * cityRadius; dot.x = Math.cos(angle) * radius; dot.y = Math.sin(angle) * radius; // Add random movement properties dot.vx = (Math.random() - 0.5) * 2; // Random velocity x (-1 to 1) dot.vy = (Math.random() - 0.5) * 2; // Random velocity y (-1 to 1) dot.maxRadius = cityRadius; // Store max radius for boundary check self.soldierDotsContainer.addChild(dot); } }; // Capture city function self.capture = function () { if (!self.captured) { self.captured = true; self.cityGraphic.tint = 0x00FF00; // Change to green when captured // Reset soldier count to zero when captured by the hero self.setSoldierCount(0); // Reset to zero // Animation effect when captured tween(self.cityGraphic, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(self.cityGraphic, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); } else { // Reinforcement logic is now handled directly when soldiers arrive } //{H} // Keep original line ID nearby if applicable }; // Make city interactive self.down = function () { // When city is clicked, don't capture it automatically // We'll only capture cities when soldiers reach them }; // Add update method to move dots self.update = function () { var cityRadiusSq = self.cityGraphic.width * 0.4 * (self.cityGraphic.width * 0.4); // Squared radius for cheaper checks for (var i = 0; i < self.soldierDotsContainer.children.length; i++) { var dot = self.soldierDotsContainer.children[i]; // Move dot dot.x += dot.vx; dot.y += dot.vy; // Check boundaries and reverse velocity if needed var distSq = dot.x * dot.x + dot.y * dot.y; if (distSq > cityRadiusSq) { // Simple reflection: reverse velocity component perpendicular to boundary // Or simpler: just reverse velocity if out of bounds dot.x -= dot.vx; // Move back dot.y -= dot.vy; dot.vx *= -1; dot.vy *= -1; // Add slight randomness to avoid getting stuck in bounce loops dot.vx += (Math.random() - 0.5) * 0.2; dot.vy += (Math.random() - 0.5) * 0.2; // Clamp speed var speed = Math.sqrt(dot.vx * dot.vx + dot.vy * dot.vy); if (speed > 1.5) { dot.vx = dot.vx / speed * 1.5; dot.vy = dot.vy / speed * 1.5; } else if (speed < 0.5) { dot.vx = (dot.vx / speed || Math.random() - 0.5) * 0.5; dot.vy = (dot.vy / speed || Math.random() - 0.5) * 0.5; } } else { // Occasionally change direction slightly even when inside if (Math.random() < 0.01) { // 1% chance each frame dot.vx += (Math.random() - 0.5) * 0.5; dot.vy += (Math.random() - 0.5) * 0.5; // Clamp speed var speed = Math.sqrt(dot.vx * dot.vx + dot.vy * dot.vy); if (speed > 1.5) { dot.vx = dot.vx / speed * 1.5; dot.vy = dot.vy / speed * 1.5; } else if (speed < 0.5) { dot.vx = (dot.vx / speed || Math.random() - 0.5) * 0.5; dot.vy = (dot.vy / speed || Math.random() - 0.5) * 0.5; } } } } }; return self; }); var Hero = Container.expand(function () { var self = Container.call(this); // Default hero asset (will be replaced with selected meme) var heroGraphic = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Add soldier count text to the right side of hero var soldierCountText = new Text2("0", { size: 60, fill: 0xFFFFFF }); soldierCountText.anchor.set(0, 0.5); soldierCountText.x = 300; // Position to the right of the hero soldierCountText.y = 0; // Center vertically with the hero self.addChild(soldierCountText); // Container for soldier dots var soldierDotsContainer = new Container(); self.addChild(soldierDotsContainer); // Track soldier count self.soldiers = 0; // Set soldier count function self.setSoldierCount = function (count) { self.soldiers = count; soldierCountText.setText(count.toString()); // Clear existing soldier dots soldierDotsContainer.removeChildren(); // Create new soldier dots based on count var dotSize = 20; var dotSpacing = 10; var startX = 450; // Position dots to the right of the soldier count text var dotsPerRow = 40; // Maximum dots per row var rowSpacing = 30; // Spacing between rows for (var i = 0; i < self.soldiers; i++) { var dot = LK.getAsset('bullet', { // Using 'bullet' asset as a small dot width: dotSize, height: dotSize, anchorX: 0.5, anchorY: 0.5 }); dot.tint = 0x1fb6f2; // Match hero color var row = Math.floor(i / dotsPerRow); var col = i % dotsPerRow; dot.x = startX + (dotSize + dotSpacing) * col; dot.y = rowSpacing * row; soldierDotsContainer.addChild(dot); } }; // Initialize with 40 soldiers self.setSoldierCount(40); // Method to move soldier dots from the hero base to a target position self.moveSoldiersTo = function (targetX, targetY) { // Ensure we have soldiers to move if (self.soldiers <= 0) return; // Let's send all soldiers for now var soldiersToSend = self.soldiers; var dotAssetId = 'bullet'; // Asset for hero dots var dotTint = 0x1fb6f2; // Hero color var dotSize = 20; // Check if the hero is actually on the stage to get global position if (!self.parent) return; // Calculate start position based on the Hero's current global position var startPos = self.parent.toLocal(self.toGlobal({ x: 0, y: 0 })); // Get positions of dots from the soldierDotsContainer var dotPositions = []; if (soldierDotsContainer && soldierDotsContainer.children) { for (var i = 0; i < soldierDotsContainer.children.length; i++) { var dot = soldierDotsContainer.children[i]; // Convert dot position to global game coordinates var dotPos = self.parent.toLocal(self.toGlobal({ x: dot.x, y: dot.y })); dotPositions.push(dotPos); } } // Clear the hero's local soldier dots display and count self.setSoldierCount(0); // Animate each soldier dot individually for (var i = 0; i < soldiersToSend; i++) { // Use the dot's actual position if available, otherwise use hero center var startX = i < dotPositions.length ? dotPositions[i].x : startPos.x; var startY = i < dotPositions.length ? dotPositions[i].y : startPos.y; // Calculate duration based on distance (further = longer animation) var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var duration = Math.max(200, distance * 2); // Minimum 200ms, 2ms per pixel // Add a small random delay for each dot so they don't all move at once var delay = Math.random() * 300; // Increased delay for better spread // Create the animation using setTimeout for the delay LK.setTimeout(function (startX, startY, targetX, targetY, duration) { // Create a temporary dot at the start position in the game's coordinate space var tempDot = LK.getAsset(dotAssetId, { width: dotSize, height: dotSize, anchorX: 0.5, anchorY: 0.5 }); tempDot.tint = dotTint; tempDot.x = startX; tempDot.y = startY; // Add temp dot to game (make sure game is accessible, e.g., via global var) game.addChild(tempDot); // Animate the temporary dot to the target position tween(tempDot, { x: targetX, y: targetY }, { duration: duration, easing: tween.linear, // Use linear for consistent speed onFinish: function onFinish() { // Store the temporary dot reference var arrivingDot = tempDot; // Flag to check if the dot interacted with a city and needs to return var shouldReturn = false; var cityInteractionTargetX = targetX; var cityInteractionTargetY = targetY; // Check if the dot reached a city if (game.cities) { for (var j = 0; j < game.cities.length; j++) { var city = game.cities[j]; // Use a proximity check (e.g., 50px radius) var hitDx = city.x - targetX; var hitDy = city.y - targetY; if (hitDx * hitDx + hitDy * hitDy < 50 * 50) { cityInteractionTargetX = city.x; // Use exact city center for return start cityInteractionTargetY = city.y; // Hero dot reached a city var incomingSoldiers = 1; // Each dot represents one soldier arriving var cityWasCapturedByHero = false; var cityWasReinforcedByHero = false; if (city.enemyCaptured) { // Hero attacks an enemy city if (city.soldiers > incomingSoldiers) { // City has more soldiers than incoming, reduce city count city.setSoldierCount(city.soldiers - incomingSoldiers); } else { // City has fewer or equal soldiers, hero captures it var remainingAttackers = incomingSoldiers - city.soldiers; city.enemyCaptured = false; // Unmark enemy capture city.capture(); // Sets captured=true, resets soldiers to 0, changes tint city.setSoldierCount(remainingAttackers); // Add remaining attackers cityWasCapturedByHero = true; } } else if (city.captured) { // Hero reinforces their own city city.setSoldierCount(city.soldiers + incomingSoldiers); cityWasReinforcedByHero = true; } else { // Neutral city // Hero attacks a neutral city if (city.soldiers > incomingSoldiers) { // City has more soldiers than incoming, reduce city count city.setSoldierCount(city.soldiers - incomingSoldiers); } else { // City has fewer or equal soldiers, hero captures it var remainingAttackers = incomingSoldiers - city.soldiers; city.capture(); // Sets captured=true, resets soldiers to 0, changes tint city.setSoldierCount(remainingAttackers); // Add remaining attackers cityWasCapturedByHero = true; } } // If the hero successfully captured or reinforced, the dot should return if (cityWasCapturedByHero || cityWasReinforcedByHero) { shouldReturn = true; } break; // Dot hit a city, stop checking other cities for this dot } } } // --- Return Logic --- if (shouldReturn && hero && hero.parent) { // Calculate hero's current position dynamically var heroPos = game.toLocal(hero.toGlobal({ x: 0, y: 0 })); // Calculate return duration based on distance var returnDx = heroPos.x - cityInteractionTargetX; var returnDy = heroPos.y - cityInteractionTargetY; var returnDistance = Math.sqrt(returnDx * returnDx + returnDy * returnDy); var returnDuration = Math.max(200, returnDistance * 2); // Min 200ms, 2ms per pixel // Start return animation for the arriving dot tween(arrivingDot, { x: heroPos.x, y: heroPos.y }, { duration: returnDuration, easing: tween.linear, onFinish: function returnOnFinish() { // Remove the dot after it returns to the hero base if (arrivingDot.parent) { arrivingDot.parent.removeChild(arrivingDot); } // Optional: Could increment hero soldier count here in the future } }); } else { // If the dot didn't successfully interact with a hero city (or didn't hit one), remove it if (arrivingDot.parent) { arrivingDot.parent.removeChild(arrivingDot); } } } // end onFinish }); // end tween config }.bind(null, startX, startY, targetX, targetY, duration), delay); // end setTimeout } // end for loop }; // Method to update hero with selected meme self.updateWithMeme = function (memeIndex) { // Remove current graphic self.removeChild(heroGraphic); // Add new meme image based on index var memeAssetName = 'meme' + (memeIndex % 41 + 1); heroGraphic = LK.getAsset(memeAssetName, { anchorX: 0.5, anchorY: 0.5 }); // Scale to appropriate size heroGraphic.scale.set(0.75); self.addChild(heroGraphic); }; return self; }); var MemeResultCard = Container.expand(function () { var self = Container.call(this); // Initially hidden self.visible = false; var card = self.attachAsset('memeCard', { anchorX: 0.5, anchorY: 0.5 }); // Meme image placeholder var memeImage = null; // Meme title var titleText = new Text2("Your Spirit Meme", { size: 80, fill: 0x333333 }); titleText.anchor.set(0.5, 0); titleText.y = -500; self.addChild(titleText); // Meme name var memeNameText = new Text2("", { size: 60, fill: 0xFF5722 }); memeNameText.anchor.set(0.5, 0); memeNameText.y = -400; self.addChild(memeNameText); // Description var descriptionText = new Text2("", { size: 40, fill: 0x555555 }); descriptionText.anchor.set(0.5, 0); descriptionText.y = -280; descriptionText.wordWrap = true; descriptionText.wordWrapWidth = 1400; self.addChild(descriptionText); // Close button var closeButton = new Text2("START GAME", { size: 100, fill: 0x3498DB }); closeButton.anchor.set(0.5, 0.5); closeButton.y = 550; closeButton.interactive = true; self.addChild(closeButton); closeButton.down = function () { tween(closeButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; closeButton.up = function () { tween(closeButton, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { self.hide(); if (self.onClose) { self.onClose(); // Remove all game elements except hero game.removeChild(wheel); game.removeChild(pointer); game.removeChild(spinButton); game.removeChild(gameTitle); game.removeChild(subtitle); game.removeChild(background); game.removeChild(resultCard); // Create cities array in game scope if (!game.cities) { game.cities = []; // City names var cityNames = ["Istanbul", "Ankara", "Izmir", "Bursa", "Antalya", "Konya"]; // Create 6 cities and position them around the screen for (var i = 0; i < 6; i++) { var city = new City(); city.setName(cityNames[i]); // Set initial soldier count to exactly 30 for all cities city.setSoldierCount(30); // Position cities in a grid (2 rows, 3 columns) var row = Math.floor(i / 3); var col = i % 3; city.x = 400 + col * 700; // Move Istanbul, Ankara and Izmir 80 units lower on Y axis if (i < 3) { // First 3 cities are Istanbul, Ankara, Izmir city.y = 880 + row * 900; // Added 80 to original y position } else { city.y = 960 + row * 900; // Added 160 to original y position for Bursa, Antalya, Konya } // Add city to game and store in array game.addChild(city); game.cities.push(city); } } // Position hero in top left corner of the screen hero.x = 290; // Updated to be 190 units to the right of previous position hero.y = 280; // Updated to be 180 units below the original position // Ensure hero is added to the scene if (!hero.parent) { game.addChild(hero); } // Add enemy to the bottom right corner of the screen // Make enemy a global variable enemy = LK.getAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); enemy.x = 2048 - 250; // Right side of screen with some margin enemy.y = 2732 - 250; // Bottom of screen with some margin game.addChild(enemy); // Add soldier count text to the left of the enemy var enemySoldierCountText = new Text2("0", { size: 60, fill: 0xFFFFFF }); // Container for soldier dots var enemySoldierDotsContainer = new Container(); // Position the container relative to the enemy enemySoldierDotsContainer.x = -enemy.width / 2; enemySoldierDotsContainer.y = 0; // Add the container to the enemy enemy.addChild(enemySoldierDotsContainer); enemySoldierCountText.anchor.set(1, 0.5); enemySoldierCountText.x = enemy.x - 300; // Position to the left of the enemy enemySoldierCountText.y = enemy.y; // Center vertically with the enemy enemySoldierCountText.setText("200"); // Set initial enemy soldier count to 200 game.addChild(enemySoldierCountText); // Initialize with 200 soldiers enemy.soldiers = 200; // Add soldiers property to enemy object enemy.setSoldierCount = function (count) { enemy.soldiers = count; enemySoldierCountText.setText(count.toString()); // Clear existing soldier dots enemySoldierDotsContainer.removeChildren(); // Create new soldier dots based on count var dotSize = 20; // Same size as hero soldier dots var dotSpacing = 5; var dotsPerRow = 36; var rowSpacing = 5; var startX = -enemy.width / 2 - 120; // Start 120 units to the left of the enemy graphic var startY = -(Math.ceil(count / dotsPerRow) * (dotSize + rowSpacing)) / 2; // Center vertically for (var i = 0; i < enemy.soldiers; i++) { var dot = LK.getAsset('bullet', { // Using 'bullet' asset as a small dot width: dotSize, height: dotSize, anchorX: 0.5, anchorY: 0.5 }); dot.tint = 0xff0000; // Match enemy color var row = Math.floor(i / dotsPerRow); var col = i % dotsPerRow; dot.x = startX - (dotSize + dotSpacing) * col; // Position to the left dot.y = startY + (dotSize + rowSpacing) * row; enemySoldierDotsContainer.addChild(dot); } }; enemy.setSoldierCount(enemy.soldiers); // Render initial dots enemy.addChild(enemySoldierDotsContainer); // Add method for enemy to move soldiers enemy.moveSoldiersTo = function (targetX, targetY, soldiersToSend) { if (enemy.soldiers <= 0 || enemySoldierDotsContainer.children.length === 0 || soldiersToSend <= 0) return; // Ensure we don't send more soldiers than we have soldiersToSend = Math.min(soldiersToSend, enemy.soldiers); soldiersToSend = Math.min(soldiersToSend, enemySoldierDotsContainer.children.length); // Also cap by available dots if (soldiersToSend <= 0) return; var dotsToMove = []; // Select the last 'soldiersToSend' dots from the container for (var i = 0; i < soldiersToSend; i++) { if (enemySoldierDotsContainer.children.length > 0) { dotsToMove.push(enemySoldierDotsContainer.children[enemySoldierDotsContainer.children.length - 1 - i]); } } // For each dot, animate movement for (var i = 0; i < dotsToMove.length; i++) { var dot = dotsToMove[i]; // Temporarily remove dot from container to avoid issues during animation enemySoldierDotsContainer.removeChild(dot); var startPos = game.toLocal(enemy.toGlobal({ x: dot.x, y: dot.y })); // Use enemy as reference for global pos var dx = targetX - startPos.x; var dy = targetY - startPos.y; var distance = Math.sqrt(dx * dx + dy * dy); var duration = distance * 2; // 2ms per pixel var delay = Math.random() * 200; LK.setTimeout(function (dot, targetX, targetY, duration) { var currentPos = startPos; // Use calculated startPos var tempDot = LK.getAsset('enemyDot', { // Use specific enemy dot asset width: dot.width, height: dot.height, anchorX: 0.5, anchorY: 0.5 }); tempDot.tint = dot.tint; tempDot.x = currentPos.x; tempDot.y = currentPos.y; game.addChild(tempDot); // Animate the temporary dot tween(tempDot, { x: targetX, y: targetY }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { tempDot.parent.removeChild(tempDot); // TODO: Add logic for enemy soldier reaching city (attack) // Check if the dot reached a city if (game.cities) { for (var j = 0; j < game.cities.length; j++) { var city = game.cities[j]; // Check proximity to city center if (Math.abs(city.x - targetX) < 50 && Math.abs(city.y - targetY) < 50) { // Enemy dot reached a city var incomingSoldiers = 1; // Each dot represents one soldier arriving if (city.captured) { // City is controlled by Hero if (city.soldiers > incomingSoldiers) { // City has more hero soldiers than incoming enemy, reduce hero count city.setSoldierCount(city.soldiers - incomingSoldiers); } else { // City has fewer or equal hero soldiers, enemy captures it city.captured = false; // Mark as uncaptured by player city.enemyCaptured = true; // Mark as captured by enemy // DO NOT change the city graphic when enemy captures it // Just change the tint to indicate enemy ownership if (city.cityGraphic) { city.cityGraphic.tint = 0xFF0000; // Change to red to indicate enemy ownership } // Reset soldier count to zero first when captured by the enemy city.setSoldierCount(0); // Resets dots and sets color to red // Enemy takes over, set initial soldier count (e.g., 1 arriving soldier) city.setSoldierCount(1); // Add the arriving soldier } } else if (city.enemyCaptured) { // City already controlled by Enemy // Enemy reinforces their own city city.setSoldierCount(city.soldiers + incomingSoldiers); } else { // Neutral City if (city.soldiers > incomingSoldiers) { // Neutral city has more soldiers than incoming, reduce city count city.setSoldierCount(city.soldiers - incomingSoldiers); } else { // Neutral city has fewer or equal soldiers, enemy captures it city.captured = false; city.enemyCaptured = true; if (city.cityGraphic) { city.cityGraphic.tint = 0xFF0000; } city.setSoldierCount(0); // Reset neutral dots city.setSoldierCount(1); // Add the arriving enemy soldier } } //{3F} // End of city type check break; // Dot hit a city, stop checking other cities for this dot } } } } }); }.bind(null, dot, targetX, targetY, duration), delay); } // Reduce enemy soldier count enemy.setSoldierCount(enemy.soldiers - soldiersToSend); }; // Add basic AI update logic to the enemy enemy.aiUpdate = function () { // Only run AI logic if the game is active and enemy has soldiers if (!isGameActive || !enemy.parent || enemy.soldiers <= 0 || !game.cities || game.cities.length === 0) { return; } // Throttle AI decision making (e.g., every 5 seconds) if (LK.ticks % 300 !== 0) { // 300 ticks = 5 seconds at 60 FPS return; } // Store available cities (not already controlled by enemy) var availableCities = []; for (var i = 0; i < game.cities.length; i++) { var city = game.cities[i]; // Skip cities already controlled by the enemy (identified by their graphic) if (city.cityGraphic && city.cityGraphic.lk && city.cityGraphic.lk.assetId === 'enemy') { continue; // Skip this city } availableCities.push(city); } // Choose a random city from available cities var targetCity = null; if (availableCities.length > 0) { // Pick a random city from the available ones var randomIndex = Math.floor(Math.random() * availableCities.length); targetCity = availableCities[randomIndex]; } // If a target city is found, send soldiers if (targetCity) { // Send half of the soldiers, minimum 1 var soldiersToSend = Math.max(1, Math.floor(enemy.soldiers / 2)); enemy.moveSoldiersTo(targetCity.x, targetCity.y, soldiersToSend); } }; } } }); }; self.showResult = function (memeName, index) { memeNameText.setText(""); // Remove meme name text descriptionText.setText(""); // Remove description text // Remove previous meme image if exists if (memeImage) { self.removeChild(memeImage); memeImage = null; } // Add new meme image based on index var memeAssetName = 'meme' + (index % 41 + 1); memeImage = LK.getAsset(memeAssetName, { anchorX: 0.5, anchorY: 0.5 }); memeImage.y = 100; self.addChild(memeImage); self.visible = true; // Animate card appearance card.scaleX = 0.1; card.scaleY = 0.1; card.alpha = 0; tween(card, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 500, easing: tween.elasticOut }); }; self.hide = function () { tween(card, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.visible = false; } }); }; function getMemeDescription(memeName, index) { var descriptions = ["You're observant and always noticing new opportunities, even when you should be focusing on what's right in front of you. You appreciate the complexity of choices and aren't afraid to show interest in something new and exciting.", "You're expressive and dramatic, never afraid to show your emotions. When you're upset, everyone knows it. You're also great at standing your ground even when faced with confusion or chaos.", "You have clear preferences and aren't afraid to express what you like and dislike. You make decisions confidently and know exactly what works for you. You're also not afraid to pass on trends that don't match your vibe.", "Your mind works in fascinating ways, and you love exploring ideas to their fullest extent. You can take simple concepts and develop them into complex philosophies. You appreciate intellectual growth and deep thinking.", "You're contemplative and always considering new perspectives. You challenge conventional wisdom and aren't afraid to question assumptions. Your thoughtful nature makes you excellent at solving problems.", "You're authentic in your reactions and wear your emotions on your sleeve. When something surprises you, everyone knows it. You bring honesty and genuine reactions to every situation.", "Much wow! Such personality! You're quirky, fun-loving, and don't take yourself too seriously. You approach life with curiosity and enthusiasm, finding joy in simple pleasures.", "You remain calm even when everything around you is falling apart. Your ability to accept challenging situations with a sense of humor makes you resilient. You're the steady presence others look to during chaos.", "You celebrate victories, both big and small. Your positive attitude helps you recognize achievements and builds confidence. You inspire others with your enthusiasm for life's successes.", "You embrace your awkwardness and aren't afraid to be yourself, even in uncomfortable situations. Your authenticity makes you relatable, and you find humor in life's awkward moments.", "You're innovative and think outside the box. Your creative approach to problems leads to unique solutions that others might not see.", "You're resilient and adaptive, thriving even in challenging situations. Your ability to find humor in difficulties makes you unstoppable.", "You're bold and unafraid to make a statement. When you enter a room, people notice, and your confidence is contagious to those around you.", "You're witty and quick with comebacks. Your sense of humor brightens people's days and helps diffuse tense situations.", "You're thoughtful and considerate, always putting others before yourself. Your empathy makes you an excellent friend and confidant.", "You're spontaneous and embrace life's unexpected moments. Your ability to go with the flow makes adventures more exciting.", "You're ambitious and persistent, never giving up on your goals even when faced with obstacles. Your determination inspires others.", "You're perceptive and notice details others miss. Your attention to the little things makes you excellent at understanding complex situations.", "You're balanced and maintain perspective even in chaotic times. Your ability to stay centered makes you a reliable presence.", "You're enthusiastic and approach life with infectious energy. Your passion ignites excitement in those around you.", "You have a keen eye for value and opportunities. Always finding ways to maximize gains with minimal effort - a natural entrepreneur!", "You're adaptable and practical, making the best of any situation with a quirky sense of humor. You navigate life with creative resourcefulness.", "You have a mischievous streak and enjoy creating a bit of chaos. Your adventurous spirit makes life exciting for everyone around you.", "You're contemplative and introspective, often lost in thought about life's deeper meanings. Your philosophical nature brings wisdom to conversations.", "You're expressive and communicate volumes without saying a word. Your authenticity resonates with people on a deeper level.", "You attract misfortune with surprising regularity, but face it with remarkable resilience and humor. Your ability to bounce back inspires others.", "You're steadfast in your opinions and enjoy intellectual debates. Your logical thinking and articulate expression make you persuasive in arguments.", "You maintain a slightly pessimistic outlook as a defense mechanism. Your sarcastic humor and straightforward nature are refreshing to those who know you.", "You possess a clever wit and enjoy a bit of harmless teasing. Your ability to find humor in everyday situations makes you delightful company.", "You're worldly and experienced, with fascinating stories to share. Your confidence and charm draw people to you naturally.", "You're intensely passionate about the people and things you care about. Your enthusiasm, while sometimes overwhelming, comes from a place of genuine love.", "You're sensitive to minor inconveniences and aren't afraid to express your frustrations. Your honesty about life's smaller struggles is relatable to everyone.", "You're efficient and value your time highly. You cut through unnecessary complications to get straight to what's important.", "You're optimistic and believe in possibilities. Your enthusiasm for new ventures inspires confidence in others.", "You celebrate life's victories with genuine joy. Your positive attitude and confidence help you overcome obstacles with grace.", "You question everything and aren't afraid to challenge conventional thinking. Your skeptical nature leads to deeper insights and understanding.", "You're perceptive about patterns and connections others miss. Your mind works in fascinating, sometimes paranoid ways that lead to unique insights.", "You're passionate about your interests and willing to invest in what you love. Your enthusiasm is contagious and inspires others to pursue their passions.", "You have a playful sense of humor that catches people off guard. Your ability to bring joy through unexpected means makes you unforgettable.", "You're practical and straightforward. You appreciate clear communication and have little patience for unnecessary complications.", "You're charming with a mischievous streak. Your ability to deliver uncomfortable truths with a smile makes difficult conversations easier."]; return descriptions[index % descriptions.length]; } return self; }); var SpinButton = Container.expand(function () { var self = Container.call(this); var buttonGraphic = self.attachAsset('spinButton', { anchorX: 0.5, anchorY: 0.5 }); var label = new Text2("SPIN", { size: 60, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); self.down = function (x, y, obj) { tween(buttonGraphic, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; self.up = function (x, y, obj) { tween(buttonGraphic, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { if (self.onSpin) { self.onSpin(); } } }); }; return self; }); var SpinWheel = Container.expand(function () { var self = Container.call(this); // Wheel background var wheelBase = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5 }); // Define meme categories var memeCategories = ["Distracted Boyfriend", "Woman Yelling at Cat", "Drake Hotline Bling", "Expanding Brain", "Think About It", "Surprised Pikachu", "Doge", "This is Fine", "Success Kid", "Awkward Penguin", "Galaxy Brain", "Disaster Girl", "Hide the Pain Harold", "Confused Math Lady", "One Does Not Simply", "Evil Kermit", "SpongeBob Meme", "Crying Jordan", "Confused Nick Young", "Roll Safe", "Stonks", "Bernie Mittens", "Disaster Girl", "Sad Keanu", "Pepe the Frog", "Bad Luck Brian", "Change My Mind", "Grumpy Cat", "Condescending Wonka", "The Most Interesting Man", "Overly Attached Girlfriend", "First World Problems", "Ain't Nobody Got Time", "Doge to the Moon", "Success Baby", "Futurama Fry", "Conspiracy Keanu", "Shut Up and Take My Money", "Rick Roll", "That Would Be Great", "Willy Wonka"]; // Create wheel sections for (var i = 0; i < memeCategories.length; i++) { var section = new WheelSection(i, memeCategories.length, memeCategories[i]); self.addChild(section); } // Track wheel state self.isSpinning = false; self.currentRotation = 0; self.targetRotation = 0; self.spinSpeed = 0; self.deceleration = 0; self.memeSections = memeCategories; self.spin = function () { if (self.isSpinning) return; // Play spin sound LK.getSound('spinSound').play(); self.isSpinning = true; self.spinSpeed = 0.2 + Math.random() * 0.1; // Random starting speed // Determine how many rotations (5-10) plus a random section var rotations = 5 + Math.floor(Math.random() * 5); var randomSection = Math.floor(Math.random() * 41); // Updated to include all 41 memes var sectionAngle = 2 * Math.PI / memeCategories.length; // Calculate target rotation: current + full rotations + position to the random section self.targetRotation = self.currentRotation + rotations * 2 * Math.PI + randomSection * sectionAngle; // Calculate deceleration rate to gradually stop at the target var totalAngleToTravel = self.targetRotation - self.currentRotation; self.deceleration = self.spinSpeed * self.spinSpeed / (2 * totalAngleToTravel); }; self.update = function () { if (self.isSpinning) { // Apply current speed self.currentRotation += self.spinSpeed; self.rotation = self.currentRotation; // Play wheel sound while spinning if (!self.wheelSoundPlaying) { LK.getSound('Wheel').play(); self.wheelSoundPlaying = true; } // Decelerate if (self.currentRotation < self.targetRotation) { self.spinSpeed -= self.deceleration; // Don't let speed go negative if (self.spinSpeed <= 0.001) { self.spinSpeed = 0.001; } } else { // We've reached or passed the target self.isSpinning = false; self.wheelSoundPlaying = false; self.currentRotation = self.targetRotation; self.rotation = self.currentRotation; // Calculate which section is at the top (pointer position) self.onSpinComplete(); } } else { // Stop wheel sound when not spinning if (self.wheelSoundPlaying) { LK.getSound('Wheel').stop(); self.wheelSoundPlaying = false; } } }; self.onSpinComplete = function () { // Calculate which section is at the pointer (top) var pointingAngle = (-self.rotation % (2 * Math.PI) + 2 * Math.PI) % (2 * Math.PI); var sectionAngle = 2 * Math.PI / memeCategories.length; var sectionIndex = Math.floor(pointingAngle / sectionAngle); sectionIndex = (memeCategories.length - sectionIndex) % memeCategories.length; // Report the result if (self.onResult) { self.onResult(memeCategories[sectionIndex], sectionIndex); } // Play result sound LK.getSound('resultSound').play(); }; return self; }); var WheelSection = Container.expand(function (sectionIndex, totalSections, text) { var self = Container.call(this); var radius = 650; var angle = sectionIndex / totalSections * Math.PI * 2; var nextAngle = (sectionIndex + 1) / totalSections * Math.PI * 2; // Create a custom shape for the section using LK.getAsset var sectionShape = { width: radius * 2, height: radius * 2, color: getColorForSection(sectionIndex), shape: 'section_' + sectionIndex }; var section = LK.getAsset('section_' + sectionIndex, { anchorX: 0.5, anchorY: 0.5 }); // Position it correctly self.addChild(section); // No text labels on wheel sections function getColorForSection(index) { // A few vibrant colors that work well together var colors = [0xFF5757, // Red 0x47B8FF, // Blue 0xFFD557, // Yellow 0x7DFF57, // Green 0xFF57F7, // Pink 0x57FFBD, // Teal 0xFF8A57, // Orange 0xA757FF, // Purple 0x57FFFF, // Cyan 0xBCFF57, // Lime 0xFF9966, // Coral 0x66FF99, // Light Green 0x9966FF, // Lavender 0xFF66FF, // Magenta 0x66FFFF, // Light Blue 0xFFFF66, // Light Yellow 0x996633, // Brown 0x3399FF, // Sky Blue 0xFF3399, // Rose 0x33FF99 // Seafoam ]; return colors[index % colors.length]; } return self; }); /**** * Initialize Game ****/ // Initialize shapes for all wheel sections var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Initialize shapes for all wheel sections // Set up game elements for (var i = 0; i < 41; i++) { var radius = 650; var angle = i / 41 * Math.PI * 2; var nextAngle = (i + 1) / 41 * Math.PI * 2; // Define section shape } // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); var wheel = new SpinWheel(); game.addChild(wheel); wheel.x = 2048 / 2; wheel.y = 2732 / 2 - 200; // Add pointer var pointer = LK.getAsset('pointer', { anchorX: 0.5, anchorY: 0 }); game.addChild(pointer); pointer.x = wheel.x; pointer.y = wheel.y - wheel.height / 2 - 20 + 230; // Moved 230 units down (150+80) pointer.rotation = Math.PI; // Point downward // Add spin button var spinButton = new SpinButton(); game.addChild(spinButton); spinButton.x = wheel.x; spinButton.y = wheel.y + wheel.height / 2 + 200; // Add result card (initially hidden) var resultCard = new MemeResultCard(); game.addChild(resultCard); resultCard.x = wheel.x; resultCard.y = wheel.y; // Title var gameTitle = new Text2("Spin to Meme", { size: 120, fill: 0x000000 }); gameTitle.anchor.set(0.5, 0.5); gameTitle.x = wheel.x; gameTitle.y = 280; // Moved 80 units down from original position game.addChild(gameTitle); // Subtitle var subtitle = new Text2("Discover Your Spirit Meme", { size: 60, fill: 0x000000 }); subtitle.anchor.set(0.5, 0.5); subtitle.x = wheel.x; subtitle.y = 380; // Moved 80 units down from original position game.addChild(subtitle); // Create hero but don't add to scene initially var hero = new Hero(); hero.x = wheel.x + 700; // Position to the right side of the wheel hero.y = wheel.y; var enemy = null; // Declare global enemy variable // hero will be added to scene only after START GAME button is clicked // Game state var isGameActive = true; // Connect components spinButton.onSpin = function () { if (isGameActive && !wheel.isSpinning && !resultCard.visible) { wheel.spin(); } }; wheel.onResult = function (meme, index) { LK.setTimeout(function () { // Update hero with selected meme hero.updateWithMeme(index); // Show result card resultCard.showResult(meme, index); }, 500); }; resultCard.onClose = function () { isGameActive = true; }; // Add timer to increase hero soldier count every second var lastSoldierIncreaseTime = Date.now(); // Add down event handler to game for moving soldiers game.down = function (x, y, obj) { // Only handle if we're in gameplay mode (wheel is gone) and hero exists if (hero && hero.parent && !wheel.parent && game.cities) { var clickedOnCity = false; var targetCity = null; // Check if the click location is near any city center for (var i = 0; i < game.cities.length; i++) { var city = game.cities[i]; var dx = x - city.x; var dy = y - city.y; var distanceSq = dx * dx + dy * dy; // Use a squared click radius for efficiency (e.g., 150px radius) var clickRadiusSq = 150 * 150; if (distanceSq < clickRadiusSq) { clickedOnCity = true; targetCity = city; // Store the target city break; // Found a city, no need to check others } } // Only move soldiers if a city was clicked if (clickedOnCity && targetCity) { // Move hero's soldier dots toward the clicked city's center // Pass the actual city coordinates to ensure accuracy hero.moveSoldiersTo(targetCity.x, targetCity.y); } } }; // Game update loop game.update = function () { if (wheel) { wheel.update(); } // If hero exists and game is in gameplay mode (not in wheel screen) if (hero && hero.parent && !wheel.parent) { // Check if a second has passed var currentTime = Date.now(); if (currentTime - lastSoldierIncreaseTime >= 1000) { // Increase soldier count by 1 hero.setSoldierCount(hero.soldiers + 1); // Update last increase time lastSoldierIncreaseTime = currentTime; } } // Update enemy AI if the enemy exists if (enemy && enemy.aiUpdate) { enemy.aiUpdate(); } // Update cities (move soldier dots) if (game.cities) { for (var i = 0; i < game.cities.length; i++) { game.cities[i].update(); } } // Increase soldier count in captured cities every second (60 ticks) if (game.cities && LK.ticks % 60 === 0) { for (var i = 0; i < game.cities.length; i++) { var city = game.cities[i]; // Increase if captured by hero OR enemy if (city.captured || city.enemyCaptured) { city.setSoldierCount(city.soldiers + 1); } } } }; // Start background music LK.playMusic('bgMusic');
===================================================================
--- original.js
+++ change.js
@@ -274,105 +274,105 @@
duration: duration,
easing: tween.linear,
// Use linear for consistent speed
onFinish: function onFinish() {
- // Remove the temporary dot when animation completes
- if (tempDot.parent) {
- tempDot.parent.removeChild(tempDot);
- }
+ // Store the temporary dot reference
+ var arrivingDot = tempDot;
+ // Flag to check if the dot interacted with a city and needs to return
+ var shouldReturn = false;
+ var cityInteractionTargetX = targetX;
+ var cityInteractionTargetY = targetY;
// Check if the dot reached a city
if (game.cities) {
for (var j = 0; j < game.cities.length; j++) {
var city = game.cities[j];
// Use a proximity check (e.g., 50px radius)
var hitDx = city.x - targetX;
var hitDy = city.y - targetY;
if (hitDx * hitDx + hitDy * hitDy < 50 * 50) {
+ cityInteractionTargetX = city.x; // Use exact city center for return start
+ cityInteractionTargetY = city.y;
// Hero dot reached a city
var incomingSoldiers = 1; // Each dot represents one soldier arriving
+ var cityWasCapturedByHero = false;
+ var cityWasReinforcedByHero = false;
if (city.enemyCaptured) {
// Hero attacks an enemy city
if (city.soldiers > incomingSoldiers) {
// City has more soldiers than incoming, reduce city count
city.setSoldierCount(city.soldiers - incomingSoldiers);
} else {
// City has fewer or equal soldiers, hero captures it
- // var remainingAttackers = incomingSoldiers - city.soldiers; // This dot is the conqueror
+ var remainingAttackers = incomingSoldiers - city.soldiers;
city.enemyCaptured = false; // Unmark enemy capture
city.capture(); // Sets captured=true, resets soldiers to 0, changes tint
- // The one soldier (represented by this dot) that conquered returns to base
- self.initiateReturn(city, 1);
+ city.setSoldierCount(remainingAttackers); // Add remaining attackers
+ cityWasCapturedByHero = true;
}
} else if (city.captured) {
// Hero reinforces their own city
city.setSoldierCount(city.soldiers + incomingSoldiers);
+ cityWasReinforcedByHero = true;
} else {
// Neutral city
// Hero attacks a neutral city
if (city.soldiers > incomingSoldiers) {
// City has more soldiers than incoming, reduce city count
city.setSoldierCount(city.soldiers - incomingSoldiers);
} else {
// City has fewer or equal soldiers, hero captures it
- // var remainingAttackers = incomingSoldiers - city.soldiers; // This dot is the conqueror
+ var remainingAttackers = incomingSoldiers - city.soldiers;
city.capture(); // Sets captured=true, resets soldiers to 0, changes tint
- // The one soldier (represented by this dot) that conquered returns to base
- self.initiateReturn(city, 1);
+ city.setSoldierCount(remainingAttackers); // Add remaining attackers
+ cityWasCapturedByHero = true;
}
}
+ // If the hero successfully captured or reinforced, the dot should return
+ if (cityWasCapturedByHero || cityWasReinforcedByHero) {
+ shouldReturn = true;
+ }
break; // Dot hit a city, stop checking other cities for this dot
}
}
}
+ // --- Return Logic ---
+ if (shouldReturn && hero && hero.parent) {
+ // Calculate hero's current position dynamically
+ var heroPos = game.toLocal(hero.toGlobal({
+ x: 0,
+ y: 0
+ }));
+ // Calculate return duration based on distance
+ var returnDx = heroPos.x - cityInteractionTargetX;
+ var returnDy = heroPos.y - cityInteractionTargetY;
+ var returnDistance = Math.sqrt(returnDx * returnDx + returnDy * returnDy);
+ var returnDuration = Math.max(200, returnDistance * 2); // Min 200ms, 2ms per pixel
+ // Start return animation for the arriving dot
+ tween(arrivingDot, {
+ x: heroPos.x,
+ y: heroPos.y
+ }, {
+ duration: returnDuration,
+ easing: tween.linear,
+ onFinish: function returnOnFinish() {
+ // Remove the dot after it returns to the hero base
+ if (arrivingDot.parent) {
+ arrivingDot.parent.removeChild(arrivingDot);
+ }
+ // Optional: Could increment hero soldier count here in the future
+ }
+ });
+ } else {
+ // If the dot didn't successfully interact with a hero city (or didn't hit one), remove it
+ if (arrivingDot.parent) {
+ arrivingDot.parent.removeChild(arrivingDot);
+ }
+ }
} // end onFinish
}); // end tween config
}.bind(null, startX, startY, targetX, targetY, duration), delay); // end setTimeout
} // end for loop
};
- // Method for soldiers to return from a conquered city
- self.initiateReturn = function (sourceCity, numReturningSoldiers) {
- var startX = sourceCity.x;
- var startY = sourceCity.y;
- var targetX = self.x; // Hero's current base X
- var targetY = self.y; // Hero's current base Y
- var dotAssetId = 'bullet'; // Asset for hero dots
- var dotTint = 0x1fb6f2; // Hero color
- var dotSize = 20;
- // This loop will run once as numReturningSoldiers will be 1
- for (var i = 0; i < numReturningSoldiers; i++) {
- var dx = targetX - startX;
- var dy = targetY - startY;
- var distance = Math.sqrt(dx * dx + dy * dy);
- var duration = Math.max(200, distance * 2); // Minimum 200ms, 2ms per pixel
- var delay = Math.random() * 300; // Random delay for the returning dot
- LK.setTimeout(function (sX, sY, tX, tY, dur) {
- var tempDot = LK.getAsset(dotAssetId, {
- width: dotSize,
- height: dotSize,
- anchorX: 0.5,
- anchorY: 0.5
- });
- tempDot.tint = dotTint;
- tempDot.x = sX;
- tempDot.y = sY;
- game.addChild(tempDot);
- tween(tempDot, {
- x: tX,
- y: tY
- }, {
- duration: dur,
- easing: tween.linear,
- onFinish: function onFinish_ReturnDot() {
- if (tempDot.parent) {
- tempDot.parent.removeChild(tempDot);
- }
- // Soldier returned to hero base, update hero's count
- self.setSoldierCount(self.soldiers + 1);
- }
- });
- }.bind(null, startX, startY, targetX, targetY, duration), delay);
- }
- };
// Method to update hero with selected meme
self.updateWithMeme = function (memeIndex) {
// Remove current graphic
self.removeChild(heroGraphic);