User prompt
savaş arenasını ışıklandır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
altını büyü ile değiştir
User prompt
arenaya 3 tane ışık ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
savaş alanını harry potter şeklinde tasarla
User prompt
savaş alanınına https://www.google.com/url?sa=i&url=https%3A%2F%2Fmx.pinterest.com%2Fpin%2F74309462595699899%2F&psig=AOvVaw3aLg6ZK-jsUInzuJv9Q9q4&ust=1751744279265000&source=images&cd=vfe&opi=89978449&ved=0CBQQjRxqFwoTCKCaiY_6o44DFQAAAAAdAAAAABAV bu resmi koy
User prompt
savaş alanı ekranın alt kısmı hariç tüm ekranı kapsasın
User prompt
https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.shutterstock.com%2Fsearch%2Fdoctor-strange-circle&psig=AOvVaw3aLg6ZK-jsUInzuJv9Q9q4&ust=1751744279265000&source=images&cd=vfe&opi=89978449&ved=0CBQQjRxqFwoTCKCaiY_6o44DFQAAAAAdAAAAABAE arenaya bu görseli koy
User prompt
arenanın altına doktor strange'in büyü sembolünü koy
User prompt
harry potter kalesini savunduğumuz bir arena yap
User prompt
alanı ışıklandır
User prompt
alanı bir robotik arena gibi düzenle
User prompt
top gecikmeli çalışıyor bunu düzelt ve top mausenin olduğu tarafa baksın
User prompt
topu büyüt
User prompt
oyunda döndürerek top fırlattığımız bir atıcı olsun onu biz kontrol edelim
User prompt
babaşlangıçta 200 altına sahip olalım
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var CannonBall = Container.expand(function (startX, startY, targetX, targetY, damage, speed) { var self = Container.call(this); self.damage = damage || 50; self.speed = speed || 8; self.x = startX; self.y = startY; self.targetX = targetX; self.targetY = targetY; var ballGraphics = self.attachAsset('cannonBall', { anchorX: 0.5, anchorY: 0.5 }); // Calculate direction var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Check if cannonball is off screen if (self.x < -50 || self.x > 2148 || self.y < -50 || self.y > 2782) { self.destroy(); return; } // Check collision with enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 40) { // Collision detected // Apply damage enemy.health -= self.damage; if (enemy.health <= 0) { enemy.health = 0; } else { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } // Create explosion effect var explosionEffect = new EffectIndicator(self.x, self.y, 'splash'); game.addChild(explosionEffect); self.destroy(); return; } } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'thorn': effectGraphics.tint = 0x8B4513; effectGraphics.width = effectGraphics.height = CELL_SIZE * 0.8; break; case 'hole': effectGraphics.tint = 0x654321; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.2; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 2 || j >= gridHeight - 2 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 2) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 2) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 2 && j <= gridHeight - 3) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 3) var hasReachedEntryArea = enemy.currentCellY >= 2; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 2) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var Hole = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.level = 1; //{74.1} self.maxLevel = 10; //{74.2} self.killChance = 1.0; // 100% kill chance initially var holeGraphics = self.attachAsset('hole', { anchorX: 0.5, anchorY: 0.5 }); holeGraphics.tint = 0x3C2414; // Dark brown color for holes holeGraphics.alpha = 1.0; // Full opacity for better visibility // Track which enemies have fallen into this hole to prevent multiple kills self.fallenEnemies = []; self.update = function () { // Clear fallen enemies list each frame self.fallenEnemies = []; }; self.checkEnemyCollision = function (enemy) { // Skip flying enemies - they fly over holes if (enemy.isFlying) { return; } // Check if enemy is on the same grid position as hole var enemyGridX = Math.round(enemy.currentCellX); var enemyGridY = Math.round(enemy.currentCellY); if (enemyGridX === self.gridX && enemyGridY === self.gridY) { // Check if we already killed this enemy this frame if (self.fallenEnemies.indexOf(enemy) === -1) { self.fallenEnemies.push(enemy); // Level-based kill threshold: each level can kill enemies with more health var killThreshold = 100 * Math.pow(3, self.level - 1); // Level 1: 100, Level 2: 300, Level 3: 900, etc. if (enemy.maxHealth <= killThreshold) { // Instantly kill the enemy if within threshold enemy.health = 0; enemy.healthBar.width = 0; // Create visual effect to show enemy fell into hole var fallEffect = new EffectIndicator(enemy.x, enemy.y, 'hole'); game.addChild(fallEffect); } //{7j.1} } } }; // Create level indicators like towers var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = holeGraphics.width / Math.min(maxDots, 5); // Max 5 dots per row var dotSize = CELL_SIZE / 8; for (var i = 0; i < maxDots; i++) { //{7n.1} var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, //{7n.2} anchorY: 0.5 //{7n.3} }); //{7n.4} outlineCircle.width = dotSize + 2; outlineCircle.height = dotSize + 2; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, //{7n.5} anchorY: 0.5 //{7n.6} }); //{7n.7} towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; // Arrange dots in two rows for better visibility var row = Math.floor(i / 5); var col = i % 5; dot.x = -CELL_SIZE / 2 + (col + 1) * dotSpacing / 1.2; dot.y = CELL_SIZE * 0.6 + row * 15; self.addChild(dot); levelIndicators.push(dot); } //{7n.8} self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { //{7n.9} var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0x654321; // Dark brown for active } else { //{7n.a} towerLevelIndicator.tint = 0xCCCCCC; // Gray for inactive } //{7n.b} } //{7n.c} }; //{7n.d} self.updateLevelIndicators(); //{7n.e} self.getTotalValue = function () { var baseCost = 30; var totalInvestment = baseCost; for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseCost * Math.pow(1.5, i - 1)); } //{7n.f} return totalInvestment; }; //{7n.g} self.upgrade = function () { if (self.level < self.maxLevel) { var baseCost = 30; var upgradeCost = Math.floor(baseCost * Math.pow(1.5, self.level - 1)); if (magic >= upgradeCost) { setMagic(magic - upgradeCost); self.level++; // Each level kills 3 more enemy health worth // Level 1: kills 100 HP enemies, Level 2: kills 400 HP, etc. self.killChance = 1.0; // Always 100% for simplicity, but damage threshold increases self.updateLevelIndicators(); return true; //{7n.h} } else { //{7n.i} var notification = game.addChild(new Notification("Not enough magic to upgrade!")); notification.x = 2048 / 2; //{7n.j} notification.y = grid.height - 50; //{7n.k} return false; //{7n.l} } //{7n.m} } //{7n.n} return false; //{7n.o} }; //{7n.p} self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; //{7n.q} }); //{7n.r} var hasOwnMenu = false; for (var i = 0; i < existingMenus.length; i++) { //{7n.s} if (existingMenus[i].tower === self) { //{7n.t} hasOwnMenu = true; break; //{7n.u} } //{7n.v} } //{7n.w} if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { //{7n.x} if (existingMenus[i].tower === self) { //{7n.y} hideUpgradeMenu(existingMenus[i]); } //{7n.z} } //{7n.A} selectedTower = null; //{7n.B} return; //{7n.C} } //{7n.D} for (var i = 0; i < existingMenus.length; i++) { //{7n.E} existingMenus[i].destroy(); } //{7n.F} selectedTower = self; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { //{7n.G} duration: 200, //{7n.H} easing: tween.backOut }); //{7n.I} }; //{7n.J} self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; }; return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var PlayerCannon = Container.expand(function () { var self = Container.call(this); self.rotation = 0; self.lastFired = 0; self.fireRate = 120; // 2 seconds at 60 FPS self.damage = 50; self.ballSpeed = 8; // Create cannon base var cannonBase = self.attachAsset('cannonBase', { anchorX: 0.5, anchorY: 0.5 }); cannonBase.tint = 0x666666; // Create cannon barrel container for rotation self.barrelContainer = new Container(); self.addChild(self.barrelContainer); var cannonBarrel = self.barrelContainer.attachAsset('cannonBarrel', { anchorX: 0, anchorY: 0.5 }); cannonBarrel.tint = 0x444444; self.update = function () { // Visual indicator that cannon is ready to fire if (LK.ticks - self.lastFired >= self.fireRate) { cannonBase.tint = 0x888888; // Lighter when ready } else { cannonBase.tint = 0x444444; // Darker when cooling down } }; self.rotateTo = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); // Immediately set rotation to face mouse position self.barrelContainer.rotation = angle; self.rotation = angle; }; self.fire = function (targetX, targetY) { if (LK.ticks - self.lastFired >= self.fireRate) { // Calculate firing position from barrel tip var barrelLength = 100; var fireX = self.x + Math.cos(self.rotation) * barrelLength; var fireY = self.y + Math.sin(self.rotation) * barrelLength; // Create cannonball var cannonBall = new CannonBall(fireX, fireY, targetX, targetY, self.damage, self.ballSpeed); game.addChild(cannonBall); cannonBalls.push(cannonBall); self.lastFired = LK.ticks; // Recoil effect tween.stop(self.barrelContainer, { x: true, y: true }); var recoilDistance = 15; var recoilX = -Math.cos(self.rotation) * recoilDistance; var recoilY = -Math.sin(self.rotation) * recoilDistance; tween(self.barrelContainer, { x: recoilX, y: recoilY }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self.barrelContainer, { x: 0, y: 0 }, { duration: 200, easing: tween.easeIn }); } }); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; case 'thorn': //{85.1} baseGraphics.tint = 0x8B4513; //{85.2} break; //{85.3} case 'shovel': baseGraphics.tint = 0x8B4513; break; default: baseGraphics.tint = 0xAAAAAA; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = magic >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Thorn = Container.expand(function () { var self = Container.call(this); self.gridX = 0; self.gridY = 0; self.level = 1; //{96.1} self.maxLevel = 10; //{96.2} self.damage = 5; self.slowEffect = 0.3; // 30% speed reduction self.slowDuration = 120; // 2 seconds at 60 FPS var thornGraphics = self.attachAsset('thorn', { anchorX: 0.5, anchorY: 0.5 }); thornGraphics.tint = 0x654321; // Brown color for thorns // Track which enemies have been affected this frame to prevent multiple hits self.affectedEnemies = []; self.update = function () { // Clear affected enemies list each frame self.affectedEnemies = []; }; self.checkEnemyCollision = function (enemy) { // Skip flying enemies - they fly over thorns if (enemy.isFlying) { return; } // Check if enemy is on the same grid position as thorn var enemyGridX = Math.round(enemy.currentCellX); var enemyGridY = Math.round(enemy.currentCellY); if (enemyGridX === self.gridX && enemyGridY === self.gridY) { // Check if we already affected this enemy this frame if (self.affectedEnemies.indexOf(enemy) === -1) { self.affectedEnemies.push(enemy); // Apply damage enemy.health -= self.damage; if (enemy.health <= 0) { enemy.health = 0; } else { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } // Apply slow effect only if enemy is not immune if (!enemy.isImmune) { if (!enemy.slowed) { enemy.originalSpeed = enemy.speed; enemy.speed *= 1 - self.slowEffect; enemy.slowed = true; enemy.slowDuration = self.slowDuration; } else { // Reset duration if already slowed enemy.slowDuration = self.slowDuration; } } // Create visual effect var thornEffect = new EffectIndicator(enemy.x, enemy.y, 'thorn'); game.addChild(thornEffect); } } }; // Create level indicators like towers var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = thornGraphics.width / Math.min(maxDots, 5); // Max 5 dots per row var dotSize = CELL_SIZE / 8; for (var i = 0; i < maxDots; i++) { //{9x.1} var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, //{9x.2} anchorY: 0.5 //{9x.3} }); //{9x.4} outlineCircle.width = dotSize + 2; outlineCircle.height = dotSize + 2; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, //{9x.5} anchorY: 0.5 //{9x.6} }); //{9x.7} towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; // Arrange dots in two rows for better visibility var row = Math.floor(i / 5); var col = i % 5; dot.x = -CELL_SIZE / 2 + (col + 1) * dotSpacing / 1.2; dot.y = CELL_SIZE * 0.6 + row * 15; self.addChild(dot); levelIndicators.push(dot); } //{9x.8} self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { //{9x.9} var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0x8B4513; // Brown for active } else { //{9x.a} towerLevelIndicator.tint = 0xCCCCCC; // Gray for inactive } //{9x.b} } //{9x.c} }; //{9x.d} self.updateLevelIndicators(); //{9x.e} self.getTotalValue = function () { var baseCost = 10; var totalInvestment = baseCost; for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseCost * Math.pow(1.5, i - 1)); } //{9x.f} return totalInvestment; }; //{9x.g} self.upgrade = function () { if (self.level < self.maxLevel) { var baseCost = 10; var upgradeCost = Math.floor(baseCost * Math.pow(1.5, self.level - 1)); if (magic >= upgradeCost) { setMagic(magic - upgradeCost); self.level++; // Increase damage by 3 per level, slow effect by 5% per level self.damage = 5 + (self.level - 1) * 3; self.slowEffect = Math.min(0.8, 0.3 + (self.level - 1) * 0.05); self.updateLevelIndicators(); return true; //{9x.h} } else { //{9x.i} var notification = game.addChild(new Notification("Not enough magic to upgrade!")); notification.x = 2048 / 2; //{9x.j} notification.y = grid.height - 50; //{9x.k} return false; //{9x.l} } //{9x.m} } //{9x.n} return false; //{9x.o} }; //{9x.p} self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; //{9x.q} }); //{9x.r} var hasOwnMenu = false; for (var i = 0; i < existingMenus.length; i++) { //{9x.s} if (existingMenus[i].tower === self) { //{9x.t} hasOwnMenu = true; break; //{9x.u} } //{9x.v} } //{9x.w} if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { //{9x.x} if (existingMenus[i].tower === self) { //{9x.y} hideUpgradeMenu(existingMenus[i]); } //{9x.z} } //{9x.A} selectedTower = null; //{9x.B} return; //{9x.C} } //{9x.D} for (var i = 0; i < existingMenus.length; i++) { //{9x.E} existingMenus[i].destroy(); } //{9x.F} selectedTower = self; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { //{9x.G} duration: 200, //{9x.H} easing: tween.backOut }); //{9x.I} }; //{9x.J} self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (magic >= upgradeCost) { setMagic(magic - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough magic to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughMagic = self.hasEnoughMagic; self.hasEnoughMagic = magic >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughMagic !== self.hasEnoughMagic) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'splash': previewGraphics.tint = 0x33CC00; break; case 'slow': previewGraphics.tint = 0x9900FF; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; case 'thorn': //{da.1} previewGraphics.tint = 0x8B4513; break; //{da.2} case 'shovel': previewGraphics.tint = 0x8B4513; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughMagic) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.towerType === 'thorn') { // Thorns use single cell placement if (self.gridY <= 2 || self.gridY >= grid.cells[0].length - 2) { validGridPlacement = false; } else { var cell = grid.getCell(self.gridX, self.gridY); if (!cell || cell.type !== 0) { validGridPlacement = false; } // Check if there's already a thorn here for (var t = 0; t < thorns.length; t++) { if (thorns[t].gridX === self.gridX && thorns[t].gridY === self.gridY) { validGridPlacement = false; break; } } } } else if (self.towerType === 'shovel') { // Shovels use single cell placement like thorns if (self.gridY <= 2 || self.gridY >= grid.cells[0].length - 2) { validGridPlacement = false; } else { var cell = grid.getCell(self.gridX, self.gridY); if (!cell || cell.type !== 0) { validGridPlacement = false; } // Check if there's already a hole here for (var h = 0; h < holes.length; h++) { if (holes[h].gridX === self.gridX && holes[h].gridY === self.gridY) { validGridPlacement = false; break; } } // Check if there's already a thorn here for (var t = 0; t < thorns.length; t++) { if (thorns[t].gridX === self.gridX && thorns[t].gridY === self.gridY) { validGridPlacement = false; break; } } } } else { // Regular tower placement (2x2) if (self.gridY <= 2 || self.gridY + 1 >= grid.cells[0].length - 2) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } } self.blockedByEnemy = false; if (validGridPlacement) { if (self.towerType === 'thorn') { // Thorns don't block enemies, so no enemy blocking check needed } else if (self.towerType === 'shovel') { // Shovels don't block enemies, so no enemy blocking check needed } else { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughMagic = magic >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeName = self.tower.id ? self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower' : self.tower.damage !== undefined ? 'Thorn' : 'Hole'; // Distinguish between thorn and hole var towerTypeText = new Text2(towerTypeName, { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText; if (self.tower.damage !== undefined) { // This is a thorn statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nSlow: ' + Math.round(self.tower.slowEffect * 100) + '%', { size: 70, fill: 0xFFFFFF, weight: 400 }); } else if (self.tower.killChance !== undefined) { // This is a hole var killThreshold = 100 * Math.pow(3, self.tower.level - 1); statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nKills enemies up to: ' + killThreshold + ' HP\nKill Rate: 100%', { size: 70, fill: 0xFFFFFF, weight: 400 }); } else { // Regular tower statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); } statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost; if (self.tower.id) { baseUpgradeCost = getTowerCost(self.tower.id); } else if (self.tower.damage !== undefined) { // This is a thorn baseUpgradeCost = 10; } else { // This is a hole baseUpgradeCost = 30; } var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.id) { // Regular tower logic if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } } else { // Thorn and hole logic - simpler 1.5x multiplier upgradeCost = Math.floor(baseUpgradeCost * Math.pow(1.5, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' magic', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' magic', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost; if (self.tower.id) { baseUpgradeCost = getTowerCost(self.tower.id); } else if (self.tower.damage !== undefined) { baseUpgradeCost = 10; } else { baseUpgradeCost = 30; } if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.id) { if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(1.5, self.tower.level - 1)); } // Update stats text based on tower type if (self.tower.damage !== undefined) { // This is a thorn statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nSlow: ' + Math.round(self.tower.slowEffect * 100) + '%'); } else if (self.tower.killChance !== undefined) { // This is a hole var killThreshold = 100 * Math.pow(3, self.tower.level - 1); statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nKills enemies up to: ' + killThreshold + ' HP\nKill Rate: 100%'); } else { // Regular tower statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); } buttonText.setText('Upgrade: ' + upgradeCost + ' magic'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' magic'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setMagic(magic + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " magic!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost; if (self.tower.id) { baseUpgradeCost = getTowerCost(self.tower.id); } else if (self.tower.damage !== undefined) { baseUpgradeCost = 10; } else { baseUpgradeCost = 30; } var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.id) { if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(1.5, self.tower.level - 1)); } var canAfford = magic >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' magic'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0d1117 }); /**** * Game Code ****/ // Create robotic arena floor with metallic grid pattern var arenaFloor = new Container(); // Dark metallic base var floorBase = arenaFloor.attachAsset('notification', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); floorBase.width = 2048; floorBase.height = 2732; floorBase.tint = 0x1a1a1a; // Dark metallic base // Add grid lines for robotic look var gridLineSpacing = 100; for (var i = 0; i <= 2048; i += gridLineSpacing) { var verticalLine = arenaFloor.attachAsset('columnLine', { anchorX: 0.5, anchorY: 0, x: i, y: 0 }); verticalLine.width = 2; verticalLine.height = 2732; verticalLine.tint = 0x333333; verticalLine.alpha = 0.3; } for (var j = 0; j <= 2732; j += gridLineSpacing) { var horizontalLine = arenaFloor.attachAsset('columnLine', { anchorX: 0, anchorY: 0.5, x: 0, y: j }); horizontalLine.width = 2048; horizontalLine.height = 2; horizontalLine.tint = 0x333333; horizontalLine.alpha = 0.3; } // Add robotic arena borders var borderThickness = 20; // Top border var topBorder = arenaFloor.attachAsset('notification', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); topBorder.width = 2048; topBorder.height = borderThickness; topBorder.tint = 0x00ffff; // Bottom border var bottomBorder = arenaFloor.attachAsset('notification', { anchorX: 0, anchorY: 0, x: 0, y: 2732 - borderThickness }); bottomBorder.width = 2048; bottomBorder.height = borderThickness; bottomBorder.tint = 0x00ffff; // Left border var leftBorder = arenaFloor.attachAsset('notification', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); leftBorder.width = borderThickness; leftBorder.height = 2732; leftBorder.tint = 0x00ffff; // Right border var rightBorder = arenaFloor.attachAsset('notification', { anchorX: 0, anchorY: 0, x: 2048 - borderThickness, y: 0 }); rightBorder.width = borderThickness; rightBorder.height = 2732; rightBorder.tint = 0x00ffff; // Ensure background is behind all other elements game.addChildAt(arenaFloor, 0); var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var cannonBalls = []; var thorns = []; var holes = []; var defenses = []; var selectedTower = null; var magic = 200; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var magicText = new Text2('Magic: ' + magic, { size: 60, fill: 0x9966FF, weight: 800 }); magicText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(magicText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; magicText.x = -spacing; magicText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; function updateUI() { magicText.setText('Magic: ' + magic); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setMagic(value) { magic = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 30); grid.x = 150; grid.y = 300; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); // Add robotic arena accent lights with enhanced illumination var accentLights = new Container(); var allLights = []; // Track all lights for animation for (var i = 0; i < 6; i++) { // Top lights var light = accentLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); light.width = 120; // Larger lights light.height = 120; light.tint = 0x00ffff; light.alpha = 0.6; // Brighter light.x = 300 + i * 300; light.y = 150; allLights.push(light); // Add glow effect for top lights var lightGlow = accentLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); lightGlow.width = 200; lightGlow.height = 200; lightGlow.tint = 0x00ffff; lightGlow.alpha = 0.2; lightGlow.x = 300 + i * 300; lightGlow.y = 150; allLights.push(lightGlow); // Bottom lights var bottomLight = accentLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); bottomLight.width = 120; // Larger lights bottomLight.height = 120; bottomLight.tint = 0x00ffff; bottomLight.alpha = 0.6; // Brighter bottomLight.x = 300 + i * 300; bottomLight.y = 2732 - 150; allLights.push(bottomLight); // Add glow effect for bottom lights var bottomGlow = accentLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); bottomGlow.width = 200; bottomGlow.height = 200; bottomGlow.tint = 0x00ffff; bottomGlow.alpha = 0.2; bottomGlow.x = 300 + i * 300; bottomGlow.y = 2732 - 150; allLights.push(bottomGlow); } // Add side lighting strips for (var j = 0; j < 8; j++) { // Left side lights var leftLight = accentLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); leftLight.width = 60; leftLight.height = 60; leftLight.tint = 0x0088ff; leftLight.alpha = 0.5; leftLight.x = 100; leftLight.y = 400 + j * 250; allLights.push(leftLight); // Right side lights var rightLight = accentLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rightLight.width = 60; rightLight.height = 60; rightLight.tint = 0x0088ff; rightLight.alpha = 0.5; rightLight.x = 2048 - 100; rightLight.y = 400 + j * 250; allLights.push(rightLight); } // Add center arena lighting var centerLight = accentLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); centerLight.width = 300; centerLight.height = 300; centerLight.tint = 0x00aaff; centerLight.alpha = 0.15; centerLight.x = 2048 / 2; centerLight.y = 2732 / 2; allLights.push(centerLight); // Animate the lights with pulsing effect var lightAnimationTimer = 0; accentLights.update = function () { lightAnimationTimer++; // Create pulsing effect var pulseValue = Math.sin(lightAnimationTimer * 0.05) * 0.2 + 0.8; var fastPulse = Math.sin(lightAnimationTimer * 0.1) * 0.1 + 0.9; for (var i = 0; i < allLights.length; i++) { var light = allLights[i]; // Apply pulsing to different lights at different rates if (i % 3 === 0) { light.alpha = light.alpha * pulseValue; } else if (i % 2 === 0) { light.alpha = light.alpha * fastPulse; } // Add slight scale pulsing to some lights if (i % 4 === 0) { light.scaleX = light.scaleY = fastPulse; } } }; game.addChild(accentLights); // Add scanning light beam effect var scanningLights = new Container(); var scanBeam = scanningLights.attachAsset('columnLine', { anchorX: 0.5, anchorY: 0 }); scanBeam.width = 8; scanBeam.height = 2732; scanBeam.tint = 0x00ffff; scanBeam.alpha = 0.3; scanBeam.x = 0; scanBeam.y = 0; // Create sweeping scanner effect var scanDirection = 1; var scanSpeed = 3; scanningLights.update = function () { scanBeam.x += scanDirection * scanSpeed; // Bounce the scanner between arena walls if (scanBeam.x >= 2048 - 50) { scanDirection = -1; } else if (scanBeam.x <= 50) { scanDirection = 1; } // Create fade trail effect scanBeam.alpha = 0.4 + Math.sin(LK.ticks * 0.08) * 0.2; }; game.addChild(scanningLights); // Add battle arena lighting system var battleLights = new Container(); // Create corner spotlights for battle illumination var cornerLights = []; var cornerPositions = [{ x: 200, y: 200 }, { x: 2048 - 200, y: 200 }, { x: 200, y: 2732 - 200 }, { x: 2048 - 200, y: 2732 - 200 }]; for (var i = 0; i < cornerPositions.length; i++) { var spotlight = battleLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); spotlight.width = 400; spotlight.height = 400; spotlight.tint = 0xff6600; // Orange battle light spotlight.alpha = 0.4; spotlight.x = cornerPositions[i].x; spotlight.y = cornerPositions[i].y; cornerLights.push(spotlight); // Add inner glow var innerGlow = battleLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); innerGlow.width = 200; innerGlow.height = 200; innerGlow.tint = 0xffaa00; innerGlow.alpha = 0.6; innerGlow.x = cornerPositions[i].x; innerGlow.y = cornerPositions[i].y; cornerLights.push(innerGlow); } // Add central arena combat lighting var centralLight = battleLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); centralLight.width = 600; centralLight.height = 600; centralLight.tint = 0xff0000; // Red combat light centralLight.alpha = 0.2; centralLight.x = 2048 / 2; centralLight.y = 2732 / 2; // Add perimeter combat lights var perimeterLights = []; for (var i = 0; i < 12; i++) { var angle = i / 12 * Math.PI * 2; var radius = 800; var perimeterLight = battleLights.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); perimeterLight.width = 80; perimeterLight.height = 80; perimeterLight.tint = 0x00ff88; // Green tactical lights perimeterLight.alpha = 0.5; perimeterLight.x = 2048 / 2 + Math.cos(angle) * radius; perimeterLight.y = 2732 / 2 + Math.sin(angle) * radius; perimeterLights.push(perimeterLight); } // Animate battle lights with combat intensity var battleIntensity = 0; var lightTimer = 0; battleLights.update = function () { lightTimer++; // Increase battle intensity when enemies are present if (enemies.length > 0) { battleIntensity = Math.min(1.0, battleIntensity + 0.02); } else { battleIntensity = Math.max(0.3, battleIntensity - 0.01); } // Animate corner spotlights with battle intensity var pulseIntensity = Math.sin(lightTimer * 0.08) * 0.3 * battleIntensity + 0.7; for (var i = 0; i < cornerLights.length; i++) { var light = cornerLights[i]; tween.stop(light, { alpha: true }); light.alpha = light.alpha * pulseIntensity; // Add combat flicker effect if (Math.random() < 0.1 * battleIntensity) { tween(light, { alpha: light.alpha * 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(light, { alpha: light.alpha * 0.8 }, { duration: 150, easing: tween.easeIn }); } }); } } // Animate central combat light var combatPulse = Math.sin(lightTimer * 0.12) * 0.4 * battleIntensity + 0.6; centralLight.alpha = 0.2 * combatPulse; centralLight.scaleX = centralLight.scaleY = 1 + Math.sin(lightTimer * 0.06) * 0.2 * battleIntensity; // Animate perimeter tactical lights for (var i = 0; i < perimeterLights.length; i++) { var light = perimeterLights[i]; var offset = i * 0.5; var tacticalPulse = Math.sin(lightTimer * 0.1 + offset) * 0.3 + 0.7; light.alpha = 0.5 * tacticalPulse * battleIntensity; // Rotate perimeter lights slowly var angle = lightTimer * 0.01 + i / perimeterLights.length * Math.PI * 2; var radius = 800 + Math.sin(lightTimer * 0.03 + offset) * 50; light.x = 2048 / 2 + Math.cos(angle) * radius; light.y = 2732 / 2 + Math.sin(angle) * radius; } }; game.addChild(battleLights); // Add atmospheric glow overlay var atmosphericGlow = new Container(); var glowOverlay = atmosphericGlow.attachAsset('notification', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); glowOverlay.width = 2048; glowOverlay.height = 2732; glowOverlay.tint = 0x001122; glowOverlay.alpha = 0.1; atmosphericGlow.update = function () { // Subtle atmospheric breathing effect var breathe = Math.sin(LK.ticks * 0.02) * 0.05 + 0.1; glowOverlay.alpha = breathe; }; game.addChild(atmosphericGlow); game.addChild(debugLayer); game.addChild(enemyLayer); game.addChild(towerLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY, towerType) { // Thorns and shovels don't block paths if (towerType === 'thorn' || towerType === 'shovel') { return false; } var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; case 'thorn': cost = 10; break; case 'shovel': cost = 30; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (magic >= towerCost) { if (towerType === 'thorn') { // Thorns are placed differently - single cell, don't block path var thorn = new Thorn(); thorn.placeOnGrid(gridX, gridY); towerLayer.addChild(thorn); thorns.push(thorn); setMagic(magic - towerCost); return true; } else if (towerType === 'shovel') { // Shovels dig holes - single cell, don't block path var hole = new Hole(); hole.placeOnGrid(gridX, gridY); towerLayer.addChild(hole); holes.push(hole); setMagic(magic - towerCost); return true; } else { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setMagic(magic - towerCost); grid.pathFind(); grid.renderDebug(); return true; } } else { var notification = game.addChild(new Notification("Not enough magic!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } else { // Rotate cannon to follow mouse/touch position if (playerCannon) { playerCannon.rotateTo(x, y); } } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } else { // Fire cannon when releasing touch/click (if not dragging tower) if (playerCannon) { playerCannon.fire(x, y); } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison', 'thorn', 'shovel']; var sourceTowers = []; var towerSpacing = 250; // Reduce spacing to fit more towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 2 - 60; // Move towers up slightly for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Create player cannon var playerCannon = new PlayerCannon(); playerCannon.x = 2048 / 2; // Center horizontally playerCannon.y = 2732 - 200; // Near bottom of screen game.addChild(playerCannon); // Play war music when game starts LK.playMusic('war'); game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setMagic(magic + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " magic!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } // Check thorn collisions with enemies for (var t = 0; t < thorns.length; t++) { var thorn = thorns[t]; for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; thorn.checkEnemyCollision(enemy); } } // Check hole collisions with enemies for (var h = 0; h < holes.length; h++) { var hole = holes[h]; for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; hole.checkEnemyCollision(enemy); } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } // Clean up cannon balls that are no longer in the game for (var i = cannonBalls.length - 1; i >= 0; i--) { if (!cannonBalls[i].parent) { cannonBalls.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -3162,8 +3162,133 @@
// Create fade trail effect
scanBeam.alpha = 0.4 + Math.sin(LK.ticks * 0.08) * 0.2;
};
game.addChild(scanningLights);
+// Add battle arena lighting system
+var battleLights = new Container();
+// Create corner spotlights for battle illumination
+var cornerLights = [];
+var cornerPositions = [{
+ x: 200,
+ y: 200
+}, {
+ x: 2048 - 200,
+ y: 200
+}, {
+ x: 200,
+ y: 2732 - 200
+}, {
+ x: 2048 - 200,
+ y: 2732 - 200
+}];
+for (var i = 0; i < cornerPositions.length; i++) {
+ var spotlight = battleLights.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ spotlight.width = 400;
+ spotlight.height = 400;
+ spotlight.tint = 0xff6600; // Orange battle light
+ spotlight.alpha = 0.4;
+ spotlight.x = cornerPositions[i].x;
+ spotlight.y = cornerPositions[i].y;
+ cornerLights.push(spotlight);
+ // Add inner glow
+ var innerGlow = battleLights.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ innerGlow.width = 200;
+ innerGlow.height = 200;
+ innerGlow.tint = 0xffaa00;
+ innerGlow.alpha = 0.6;
+ innerGlow.x = cornerPositions[i].x;
+ innerGlow.y = cornerPositions[i].y;
+ cornerLights.push(innerGlow);
+}
+// Add central arena combat lighting
+var centralLight = battleLights.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+centralLight.width = 600;
+centralLight.height = 600;
+centralLight.tint = 0xff0000; // Red combat light
+centralLight.alpha = 0.2;
+centralLight.x = 2048 / 2;
+centralLight.y = 2732 / 2;
+// Add perimeter combat lights
+var perimeterLights = [];
+for (var i = 0; i < 12; i++) {
+ var angle = i / 12 * Math.PI * 2;
+ var radius = 800;
+ var perimeterLight = battleLights.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ perimeterLight.width = 80;
+ perimeterLight.height = 80;
+ perimeterLight.tint = 0x00ff88; // Green tactical lights
+ perimeterLight.alpha = 0.5;
+ perimeterLight.x = 2048 / 2 + Math.cos(angle) * radius;
+ perimeterLight.y = 2732 / 2 + Math.sin(angle) * radius;
+ perimeterLights.push(perimeterLight);
+}
+// Animate battle lights with combat intensity
+var battleIntensity = 0;
+var lightTimer = 0;
+battleLights.update = function () {
+ lightTimer++;
+ // Increase battle intensity when enemies are present
+ if (enemies.length > 0) {
+ battleIntensity = Math.min(1.0, battleIntensity + 0.02);
+ } else {
+ battleIntensity = Math.max(0.3, battleIntensity - 0.01);
+ }
+ // Animate corner spotlights with battle intensity
+ var pulseIntensity = Math.sin(lightTimer * 0.08) * 0.3 * battleIntensity + 0.7;
+ for (var i = 0; i < cornerLights.length; i++) {
+ var light = cornerLights[i];
+ tween.stop(light, {
+ alpha: true
+ });
+ light.alpha = light.alpha * pulseIntensity;
+ // Add combat flicker effect
+ if (Math.random() < 0.1 * battleIntensity) {
+ tween(light, {
+ alpha: light.alpha * 1.5
+ }, {
+ duration: 100,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(light, {
+ alpha: light.alpha * 0.8
+ }, {
+ duration: 150,
+ easing: tween.easeIn
+ });
+ }
+ });
+ }
+ }
+ // Animate central combat light
+ var combatPulse = Math.sin(lightTimer * 0.12) * 0.4 * battleIntensity + 0.6;
+ centralLight.alpha = 0.2 * combatPulse;
+ centralLight.scaleX = centralLight.scaleY = 1 + Math.sin(lightTimer * 0.06) * 0.2 * battleIntensity;
+ // Animate perimeter tactical lights
+ for (var i = 0; i < perimeterLights.length; i++) {
+ var light = perimeterLights[i];
+ var offset = i * 0.5;
+ var tacticalPulse = Math.sin(lightTimer * 0.1 + offset) * 0.3 + 0.7;
+ light.alpha = 0.5 * tacticalPulse * battleIntensity;
+ // Rotate perimeter lights slowly
+ var angle = lightTimer * 0.01 + i / perimeterLights.length * Math.PI * 2;
+ var radius = 800 + Math.sin(lightTimer * 0.03 + offset) * 50;
+ light.x = 2048 / 2 + Math.cos(angle) * radius;
+ light.y = 2732 / 2 + Math.sin(angle) * radius;
+ }
+};
+game.addChild(battleLights);
// Add atmospheric glow overlay
var atmosphericGlow = new Container();
var glowOverlay = atmosphericGlow.attachAsset('notification', {
anchorX: 0,
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
pixsel diken. In-Game asset. 2d. High contrast. No shadows
piksel çukur. In-Game asset. 2d. High contrast. No shadows
piksel büyücü. In-Game asset. 2d. High contrast. No shadows
kanatlı piksel büyücü. In-Game asset. 2d. High contrast. No shadows
piksel kalkanlı büyücü. In-Game asset. 2d. High contrast. No shadows
kalın piksel mavi lazer. In-Game asset. 2d. High contrast. No shadows
savaşçı piksel. In-Game asset. 2d. High contrast. No shadows
neon ışıklı pisel top. In-Game asset. 2d. High contrast. No shadows
neon ışıklı büyü piksel. In-Game asset. 2d. High contrast. No shadows