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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Warlords of the Fantasy Kingdom</title>
<script src="https://cdn.tailwindcss.com"></script>
<script src="https://kit.fontawesome.com/a076d05399.js" crossorigin="anonymous"></script>
<style>
.hexagon {
position: relative;
width: 100px;
height: 57.74px;
background-color: #64C7CC;
margin: 28.87px 0;
display: flex;
justify-content: center;
align-items: center;
cursor: pointer;
transition: all 0.3s ease;
}
.hexagon:before,
.hexagon:after {
content: "";
position: absolute;
width: 0;
border-left: 50px solid transparent;
border-right: 50px solid transparent;
}
.hexagon:before {
bottom: 100%;
border-bottom: 28.87px solid #64C7CC;
}
.hexagon:after {
top: 100%;
width: 0;
border-top: 28.87px solid #64C7CC;
}
.hexagon:hover {
background-color: #4CAF50;
}
.hexagon:hover:before {
border-bottom-color: #4CAF50;
}
.hexagon:hover:after {
border-top-color: #4CAF50;
}
.hex-row {
display: flex;
margin-left: -50px;
}
.hex-row:nth-child(even) {
margin-left: 0;
}
.hex-grid {
display: flex;
flex-direction: column;
align-items: center;
}
.player1 {
background-color: #FF5252;
}
.player1:before {
border-bottom-color: #FF5252;
}
.player1:after {
border-top-color: #FF5252;
}
.player2 {
background-color: #536DFE;
}
.player2:before {
border-bottom-color: #536DFE;
}
.player2:after {
border-top-color: #536DFE;
}
.neutral {
background-color: #64C7CC;
}
.neutral:before {
border-bottom-color: #64C7CC;
}
.neutral:after {
border-top-color: #64C7CC;
}
.mountain {
background-color: #795548;
}
.mountain:before {
border-bottom-color: #795548;
}
.mountain:after {
border-top-color: #795548;
}
.water {
background-color: #2196F3;
}
.water:before {
border-bottom-color: #2196F3;
}
.water:after {
border-top-color: #2196F3;
}
.forest {
background-color: #4CAF50;
}
.forest:before {
border-bottom-color: #4CAF50;
}
.forest:after {
border-top-color: #4CAF50;
}
.castle {
position: relative;
z-index: 2;
}
.unit {
position: absolute;
z-index: 3;
font-size: 24px;
pointer-events: none;
}
.selected {
box-shadow: 0 0 15px gold;
}
.movable {
box-shadow: 0 0 15px #4CAF50;
}
.attackable {
box-shadow: 0 0 15px #FF5252;
}
@media (max-width: 768px) {
.hexagon {
width: 60px;
height: 34.64px;
}
.hexagon:before,
.hexagon:after {
border-left: 30px solid transparent;
border-right: 30px solid transparent;
}
.hexagon:before {
border-bottom: 17.32px solid #64C7CC;
}
.hexagon:after {
border-top: 17.32px solid #64C7CC;
}
.unit {
font-size: 16px;
}
}
</style>
</head>
<body class="bg-gray-900 text-white">
<div class="container mx-auto px-4 py-8">
<header class="text-center mb-8">
<h1 class="text-4xl font-bold mb-2 text-yellow-400">Warlords of the Fantasy Kingdom</h1>
<p class="text-xl text-gray-300">A turn-based strategy game for 2 players</p>
</header>
<div class="flex flex-col lg:flex-row gap-8">
<!-- Game Board -->
<div class="flex-1">
<div class="hex-grid" id="game-board"></div>
</div>
<!-- Game Info Panel -->
<div class="w-full lg:w-1/4 bg-gray-800 rounded-lg p-6">
<div class="mb-6">
<h2 class="text-2xl font-bold mb-4 text-center">Game Status</h2>
<div id="current-player" class="text-xl font-bold mb-2 text-center py-2 rounded"></div>
<div class="grid grid-cols-2 gap-4 mb-4">
<div class="bg-red-600 p-3 rounded-lg">
<h3 class="font-bold">Player 1</h3>
<p>Gold: <span id="p1-gold">100</span></p>
<p>Territories: <span id="p1-territories">1</span></p>
</div>
<div class="bg-blue-600 p-3 rounded-lg">
<h3 class="font-bold">Player 2</h3>
<p>Gold: <span id="p2-gold">100</span></p>
<p>Territories: <span id="p2-territories">1</span></p>
</div>
</div>
</div>
<div class="mb-6">
<h2 class="text-2xl font-bold mb-4 text-center">Selected Tile</h2>
<div id="tile-info" class="bg-gray-700 p-4 rounded-lg">
<p>Type: <span id="tile-type">None</span></p>
<p>Owner: <span id="tile-owner">None</span></p>
<p>Units: <span id="tile-units">0</span></p>
</div>
</div>
<div class="mb-6">
<h2 class="text-2xl font-bold mb-4 text-center">Actions</h2>
<div class="grid grid-cols-2 gap-2">
<button id="end-turn" class="bg-purple-600 hover:bg-purple-700 text-white font-bold py-2 px-4 rounded">
End Turn
</button>
<button id="recruit" class="bg-green-600 hover:bg-green-700 text-white font-bold py-2 px-4 rounded">
Recruit (20g)
</button>
<button id="build-castle" class="bg-yellow-600 hover:bg-yellow-700 text-white font-bold py-2 px-4 rounded">
Build Castle (50g)
</button>
<button id="move-units" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-2 px-4 rounded">
Move Units
</button>
</div>
</div>
<div>
<h2 class="text-2xl font-bold mb-4 text-center">Game Log</h2>
<div id="game-log" class="bg-gray-700 p-4 rounded-lg h-40 overflow-y-auto">
<p>Game started! Player 1's turn.</p>
</div>
</div>
</div>
</div>
<!-- Help Modal -->
<div id="help-modal" class="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center hidden">
<div class="bg-gray-800 rounded-lg p-6 max-w-2xl w-full max-h-screen overflow-y-auto">
<div class="flex justify-between items-center mb-4">
<h2 class="text-2xl font-bold">Game Rules</h2>
<button id="close-help" class="text-gray-400 hover:text-white">
<i class="fas fa-times"></i>
</button>
</div>
<div class="space-y-4">
<div>
<h3 class="text-xl font-semibold mb-2">Objective</h3>
<p>Conquer the entire map by capturing all territories and eliminating your opponent's castles.</p>
</div>
<div>
<h3 class="text-xl font-semibold mb-2">Gameplay</h3>
<ul class="list-disc pl-5 space-y-2">
<li>Players take turns performing actions</li>
<li>Each turn you can move units, recruit new units, or build castles</li>
<li>Units can move to adjacent tiles (1 tile per turn)</li>
<li>To capture a neutral tile, move at least 1 unit onto it</li>
<li>To attack an enemy tile, move more units than the defender has</li>
<li>Castles provide defense bonuses and allow recruitment</li>
</ul>
</div>
<div>
<h3 class="text-xl font-semibold mb-2">Controls</h3>
<ul class="list-disc pl-5 space-y-2">
<li>Click on a tile to select it</li>
<li>Use the action buttons to perform actions</li>
<li>When moving, first select your units, then select destination</li>
<li>Click "End Turn" when finished with your actions</li>
</ul>
</div>
<div>
<h3 class="text-xl font-semibold mb-2">Tile Types</h3>
<div class="grid grid-cols-2 gap-4">
<div class="flex items-center">
<div class="hexagon neutral w-8 h-4.62 mr-2">
<div class="hexagon:before border-bottom-color: #64C7CC"></div>
<div class="hexagon:after border-top-color: #64C7CC"></div>
</div>
<span>Neutral Land</span>
</div>
<div class="flex items-center">
<div class="hexagon mountain w-8 h-4.62 mr-2">
<div class="hexagon:before border-bottom-color: #795548"></div>
<div class="hexagon:after border-top-color: #795548"></div>
</div>
<span>Mountain (Impassable)</span>
</div>
<div class="flex items-center">
<div class="hexagon water w-8 h-4.62 mr-2">
<div class="hexagon:before border-bottom-color: #2196F3"></div>
<div class="hexagon:after border-top-color: #2196F3"></div>
</div>
<span>Water (Impassable)</span>
</div>
<div class="flex items-center">
<div class="hexagon forest w-8 h-4.62 mr-2">
<div class="hexagon:before border-bottom-color: #4CAF50"></div>
<div class="hexagon:after border-top-color: #4CAF50"></div>
</div>
<span>Forest (Movement cost 2)</span>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- Game Over Modal -->
<div id="game-over-modal" class="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center hidden">
<div class="bg-gray-800 rounded-lg p-6 max-w-md w-full">
<h2 class="text-3xl font-bold mb-4 text-center" id="game-over-title">Victory!</h2>
<p class="text-xl mb-6 text-center" id="game-over-message"></p>
<div class="flex justify-center">
<button id="play-again" class="bg-green-600 hover:bg-green-700 text-white font-bold py-2 px-6 rounded">
Play Again
</button>
</div>
</div>
</div>
</div>
<script>
// Game state
const gameState = {
currentPlayer: 1,
players: {
1: { gold: 100, territories: 1, color: 'player1' },
2: { gold: 100, territories: 1, color: 'player2' }
},
map: [],
selectedTile: null,
actionMode: null, // 'move', 'recruit', 'build-castle'
moveOrigin: null,
mapSize: { rows: 9, cols: 9 },
terrainTypes: ['neutral', 'mountain', 'water', 'forest'],
gameOver: false
};
// Initialize the game
function initGame() {
createMap();
renderMap();
updateUI();
addEventListeners();
addToGameLog('Game started! Player 1\'s turn.');
}
// Create the game map
function createMap() {
const { rows, cols } = gameState.mapSize;
for (let row = 0; row < rows; row++) {
gameState.map[row] = [];
for (let col = 0; col < cols; col++) {
// Determine terrain type (weighted probabilities)
let terrainType;
const rand = Math.random();
if (rand < 0.1) terrainType = 'mountain';
else if (rand < 0.2) terrainType = 'water';
else if (rand < 0.35) terrainType = 'forest';
else terrainType = 'neutral';
// Set starting positions for players
let owner = null;
let units = 0;
let castle = false;
// Player 1 starting position (top-left)
if (row === 1 && col === 1) {
owner = 1;
units = 5;
castle = true;
}
// Player 2 starting position (bottom-right)
if (row === rows - 2 && col === cols - 2) {
owner = 2;
units = 5;
castle = true;
}
gameState.map[row][col] = {
row,
col,
terrain: terrainType,
owner,
units,
castle
};
}
}
// Update territory counts
updateTerritoryCounts();
}
// Render the game map
function renderMap() {
const gameBoard = document.getElementById('game-board');
gameBoard.innerHTML = '';
const { rows, cols } = gameState.mapSize;
for (let row = 0; row < rows; row++) {
const hexRow = document.createElement('div');
hexRow.className = 'hex-row';
for (let col = 0; col < cols; col++) {
const tile = gameState.map[row][col];
const hexagon = document.createElement('div');
hexagon.className = 'hexagon';
// Set terrain class
hexagon.classList.add(tile.terrain);
// Set owner class if owned
if (tile.owner) {
hexagon.classList.add(gameState.players[tile.owner].color);
}
// Add castle if present
if (tile.castle) {
hexagon.classList.add('castle');
const castleIcon = document.createElement('div');
castleIcon.className = 'unit';
castleIcon.innerHTML = '🏰';
hexagon.appendChild(castleIcon);
}
// Add units if present
if (tile.units > 0) {
const unitCount = document.createElement('div');
unitCount.className = 'unit';
unitCount.innerHTML = tile.owner === 1 ? '⚔️' : '🛡️';
unitCount.innerHTML += tile.units;
hexagon.appendChild(unitCount);
}
// Add click event
hexagon.addEventListener('click', () => handleTileClick(tile));
// Set data attributes
hexagon.dataset.row = row;
hexagon.dataset.col = col;
hexRow.appendChild(hexagon);
}
gameBoard.appendChild(hexRow);
}
}
// Handle tile clicks
function handleTileClick(tile) {
// Clear previous selections
clearHighlights();
// If in move mode and origin is selected
if (gameState.actionMode === 'move' && gameState.moveOrigin) {
attemptMove(gameState.moveOrigin, tile);
return;
}
// Select the clicked tile
gameState.selectedTile = tile;
// Highlight selected tile
const hexagon = document.querySelector(`.hexagon[data-row="${tile.row}"][data-col="${tile.col}"]`);
if (hexagon) {
hexagon.classList.add('selected');
}
// If in move mode and this tile has movable units
if (gameState.actionMode === 'move' && tile.owner === gameState.currentPlayer && tile.units > 0) {
gameState.moveOrigin = tile;
highlightMovableTiles(tile);
}
// Update tile info panel
updateTileInfo(tile);
}
// Highlight movable tiles from a position
function highlightMovableTiles(tile) {
const { row, col } = tile;
const moves = getAdjacentTiles(row, col);
for (const move of moves) {
const targetTile = gameState.map[move.row][move.col];
const hexagon = document.querySelector(`.hexagon[data-row="${move.row}"][data-col="${move.col}"]`);
if (!hexagon) continue;
// Can move to neutral or friendly tiles
if (targetTile.owner === null || targetTile.owner === gameState.currentPlayer) {
hexagon.classList.add('movable');
}
// Can attack enemy tiles
else if (targetTile.owner !== gameState.currentPlayer) {
hexagon.classList.add('attackable');
}
}
}
// Get adjacent tiles (hexagonal grid)
function getAdjacentTiles(row, col) {
const { rows, cols } = gameState.mapSize;
const directions = [
{ dr: -1, dc: 0 }, // up
{ dr: 1, dc: 0 }, // down
{ dr: 0, dc: -1 }, // left
{ dr: 0, dc: 1 }, // right
{ dr: -1, dc: row % 2 === 0 ? -1 : 1 }, // up-left or up-right
{ dr: 1, dc: row % 2 === 0 ? -1 : 1 } // down-left or down-right
];
const adjacent = [];
for (const dir of directions) {
const newRow = row + dir.dr;
const newCol = col + dir.dc;
if (newRow >= 0 && newRow < rows && newCol >= 0 && newCol < cols) {
const tile = gameState.map[newRow][newCol];
// Can't move to mountains or water
if (tile.terrain === 'mountain' || tile.terrain === 'water') {
continue;
}
adjacent.push(tile);
}
}
return adjacent;
}
// Attempt to move units from origin to target
function attemptMove(origin, target) {
// Check if target is adjacent
const adjacentTiles = getAdjacentTiles(origin.row, origin.col);
if (!adjacentTiles.some(t => t.row === target.row && t.col === target.col)) {
addToGameLog('Cannot move there - not adjacent!');
return;
}
// Check if origin has units
if (origin.units <= 0) {
addToGameLog('No units to move!');
return;
}
// Check if target is passable
if (target.terrain === 'mountain' || target.terrain === 'water') {
addToGameLog('Cannot move to impassable terrain!');
return;
}
// Moving to neutral or friendly tile
if (target.owner === null || target.owner === gameState.currentPlayer) {
// Move all units
target.units += origin.units;
origin.units = 0;
// If neutral, claim it
if (target.owner === null) {
target.owner = gameState.currentPlayer;
gameState.players[gameState.currentPlayer].territories++;
addToGameLog(`Player ${gameState.currentPlayer} captured new territory!`);
}
// Update castle ownership if present
if (target.castle) {
target.owner = gameState.currentPlayer;
}
addToGameLog(`Moved ${origin.units} units to (${target.row}, ${target.col})`);
}
// Attacking enemy tile
else {
const attackerUnits = origin.units;
const defenderUnits = target.units;
const defenderBonus = target.castle ? 2 : 1; // Castle gives defense bonus
// Attacker wins
if (attackerUnits > defenderUnits * defenderBonus) {
const remainingUnits = attackerUnits - defenderUnits;
target.owner = gameState.currentPlayer;
target.units = remainingUnits;
origin.units = 0;
// Update territory counts
gameState.players[gameState.currentPlayer].territories++;
gameState.players[target.owner].territories--;
addToGameLog(`Player ${gameState.currentPlayer} conquered enemy territory! ${defenderUnits} defenders defeated.`);
// Check if castle was captured
if (target.castle) {
addToGameLog(`Player ${gameState.currentPlayer} captured an enemy castle!`);
// Check for game over (all castles captured)
checkGameOver();
}
}
// Defender wins
else {
const remainingDefenders = defenderUnits - Math.floor(attackerUnits / defenderBonus);
target.units = remainingDefenders;
origin.units = 0;
addToGameLog(`Attack failed! ${attackerUnits} units lost.`);
}
}
// Reset move state
gameState.actionMode = null;
gameState.moveOrigin = null;
gameState.selectedTile = target;
// Update UI
updateUI();
renderMap();
updateTileInfo(target);
}
// Recruit new units
function recruitUnits() {
const tile = gameState.selectedTile;
if (!tile) {
addToGameLog('Select a tile first!');
return;
}
if (tile.owner !== gameState.currentPlayer) {
addToGameLog('You can only recruit on your own territory!');
return;
}
if (!tile.castle) {
addToGameLog('You need a castle to recruit units!');
return;
}
const cost = 20;
if (gameState.players[gameState.currentPlayer].gold < cost) {
addToGameLog(`Not enough gold! Need ${cost}g.`);
return;
}
// Deduct gold and add units
gameState.players[gameState.currentPlayer].gold -= cost;
tile.units += 3;
addToGameLog(`Recruited 3 new units at (${tile.row}, ${tile.col}) for ${cost}g.`);
// Update UI
updateUI();
renderMap();
updateTileInfo(tile);
}
// Build a castle
function buildCastle() {
const tile = gameState.selectedTile;
if (!tile) {
addToGameLog('Select a tile first!');
return;
}
if (tile.owner !== gameState.currentPlayer) {
addToGameLog('You can only build on your own territory!');
return;
}
if (tile.castle) {
addToGameLog('This tile already has a castle!');
return;
}
const cost = 50;
if (gameState.players[gameState.currentPlayer].gold < cost) {
addToGameLog(`Not enough gold! Need ${cost}g.`);
return;
}
// Deduct gold and build castle
gameState.players[gameState.currentPlayer].gold -= cost;
tile.castle = true;
addToGameLog(`Built a castle at (${tile.row}, ${tile.col}) for ${cost}g.`);
// Update UI
updateUI();
renderMap();
updateTileInfo(tile);
}
// End current player's turn
function endTurn() {
// Give income based on territories
const income = gameState.players[gameState.currentPlayer].territories * 10;
gameState.players[gameState.currentPlayer].gold += income;
addToGameLog(`Player ${gameState.currentPlayer} earned ${income}g from territories.`);
// Switch player
gameState.currentPlayer = gameState.currentPlayer === 1 ? 2 : 1;
gameState.actionMode = null;
gameState.moveOrigin = null;
gameState.selectedTile = null;
addToGameLog(`Player ${gameState.currentPlayer}'s turn.`);
// Update UI
updateUI();
clearHighlights();
}
// Check if game is over (all castles of one player captured)
function checkGameOver() {
let p1Castles = 0;
let p2Castles = 0;
for (let row = 0; row < gameState.mapSize.rows; row++) {
for (let col = 0; col < gameState.mapSize.cols; col++) {
const tile = gameState.map[row][col];
if (tile.castle) {
if (tile.owner === 1) p1Castles++;
else if (tile.owner === 2) p2Castles++;
}
}
}
if (p1Castles === 0 || p2Castles === 0) {
gameState.gameOver = true;
const winner = p1Castles === 0 ? 2 : 1;
// Show game over modal
document.getElementById('game-over-title').textContent = `Player ${winner} Wins!`;
document.getElementById('game-over-message').textContent = `Player ${winner} has conquered the kingdom!`;
document.getElementById('game-over-modal').classList.remove('hidden');
}
}
// Update territory counts for both players
function updateTerritoryCounts() {
let p1Territories = 0;
let p2Territories = 0;
for (let row = 0; row < gameState.mapSize.rows; row++) {
for (let col = 0; col < gameState.mapSize.cols; col++) {
const tile = gameState.map[row][col];
if (tile.owner === 1) p1Territories++;
else if (tile.owner === 2) p2Territories++;
}
}
gameState.players[1].territories = p1Territories;
gameState.players[2].territories = p2Territories;
}
// Clear all tile highlights
function clearHighlights() {
const highlighted = document.querySelectorAll('.selected, .movable, .attackable');
highlighted.forEach(el => {
el.classList.remove('selected', 'movable', 'attackable');
});
}
// Update the UI elements
function updateUI() {
// Update current player display
const currentPlayerEl = document.getElementById('current-player');
currentPlayerEl.textContent = `Player ${gameState.currentPlayer}'s Turn`;
currentPlayerEl.className = `text-xl font-bold mb-2 text-center py-2 rounded ${gameState.currentPlayer === 1 ? 'bg-red-600' : 'bg-blue-600'}`;
// Update player stats
document.getElementById('p1-gold').textContent = gameState.players[1].gold;
document.getElementById('p1-territories').textContent = gameState.players[1].territories;
document.getElementById('p2-gold').textContent = gameState.players[2].gold;
document.getElementById('p2-territories').textContent = gameState.players[2].territories;
// Update action buttons based on mode
const moveBtn = document.getElementById('move-units');
if (gameState.actionMode === 'move') {
moveBtn.textContent = 'Cancel Move';
moveBtn.className = 'bg-red-600 hover:bg-red-700 text-white font-bold py-2 px-4 rounded';
} else {
moveBtn.textContent = 'Move Units';
moveBtn.className = 'bg-blue-600 hover:bg-blue-700 text-white font-bold py-2 px-4 rounded';
}
}
// Update the tile info panel
function updateTileInfo(tile) {
if (!tile) {
document.getElementById('tile-type').textContent = 'None';
document.getElementById('tile-owner').textContent = 'None';
document.getElementById('tile-units').textContent = '0';
return;
}
document.getElementById('tile-type').textContent = tile.terrain.charAt(0).toUpperCase() + tile.terrain.slice(1);
document.getElementById('tile-owner').textContent = tile.owner ? `Player ${tile.owner}` : 'Neutral';
document.getElementById('tile-units').textContent = tile.units;
if (tile.castle) {
document.getElementById('tile-type').textContent += ' (Castle)';
}
}
// Add message to game log
function addToGameLog(message) {
const gameLog = document.getElementById('game-log');
const entry = document.createElement('p');
entry.textContent = message;
gameLog.appendChild(entry);
gameLog.scrollTop = gameLog.scrollHeight;
}
// Add event listeners
function addEventListeners() {
// Action buttons
document.getElementById('end-turn').addEventListener('click', endTurn);
document.getElementById('recruit').addEventListener('click', recruitUnits);
document.getElementById('build-castle').addEventListener('click', buildCastle);
// Move units button toggles move mode
document.getElementById('move-units').addEventListener('click', () => {
if (gameState.actionMode === 'move') {
gameState.actionMode = null;
gameState.moveOrigin = null;
clearHighlights();
} else {
gameState.actionMode = 'move';
if (gameState.selectedTile && gameState.selectedTile.owner === gameState.currentPlayer && gameState.selectedTile.units > 0) {
gameState.moveOrigin = gameState.selectedTile;
highlightMovableTiles(gameState.selectedTile);
}
}
updateUI();
});
// Help modal
document.getElementById('close-help').addEventListener('click', () => {
document.getElementById('help-modal').classList.add('hidden');
});
// Game over modal
document.getElementById('play-again').addEventListener('click', () => {
document.getElementById('game-over-modal').classList.add('hidden');
resetGame();
});
}
// Reset the game
function resetGame() {
gameState.currentPlayer = 1;
gameState.players = {
1: { gold: 100, territories: 1, color: 'player1' },
2: { gold: 100, territories: 1, color: 'player2' }
};
gameState.map = [];
gameState.selectedTile = null;
gameState.actionMode = null;
gameState.moveOrigin = null;
gameState.gameOver = false;
document.getElementById('game-log').innerHTML = '';
createMap();
renderMap();
updateUI();
addToGameLog('New game started! Player 1\'s turn.');
}
// Initialize the game when the page loads
window.addEventListener('DOMContentLoaded', initGame);
</script>
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