User prompt
Altın göstergeyi ve rakamları küçült
User prompt
Altın arkaplan resim büyüklügü sabit kalacak oraya 3 rakam sıgmalı
User prompt
Altın sayı metnine 3 rakam sıgabilelecek şekilde kücült
User prompt
Altın rakam göstergesindeki rakamları siyah renk yap
User prompt
Altın görüntüsünü rakamın arkasına taşı
User prompt
Altın göstergesi için sadece rakam kalsın rakamın arkasınada resim varlıgı ekle
User prompt
Altın göstergeden gold yazısını kaldır sayı içinde arkaplanına resim varlıgı ekle
User prompt
Altın yazı resim varlıgını kaldır
User prompt
Score tablosu için daha modern olsun bunun için score yazısı yerine resim varlıgı oluştur
User prompt
Gold panosunu daha modern yapmak için gold yazısı yerine gold resim varlıgı oluştur
User prompt
Gogogo sesi 2 kere çalabilir 1 kere zehirli mermi ve 1 kere snipermermi için
User prompt
Yurume sesi ve yürüme animasyonu ekrandısında başlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gogogo sesi snipermermi düşman temasındada kullanılsın fakat 7. Mermi isabetinde
User prompt
Düşman yürüme sesi ekle
User prompt
Snipermermisi düşman teması için yeni bir ses 4. Mermi için geçerli tek seferlik çalıcak adı keepmoving
User prompt
Keskin nişancı mermisi düşman teması 3. Mermi için ses ekle adı sniperr
User prompt
Dikatli ol ses sadece 1 kere ilk temasta çalıcak
User prompt
Snipermermi düşman teması snipermermi için ses ekle adı becareful
User prompt
Whofarted sesi seviyrsi yükselt
User prompt
Sniper kule yerlesimi için ses ekle adı yessir
User prompt
Kule yerleştirme seslerini yükselt
User prompt
Whofarted sesini biraz geciktir
User prompt
Gidikleniyorum düşmansesi sadece 1 kere 13.hızlı mermi isabetinde çalıcak
User prompt
13. Hızlımermi temasında düşman için ses ekle adı gıdıklanıyorum
User prompt
Aslavazgeçmiyeceksin degil mi sesini biraz yükselt
/**** * 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); // Add more concentrated bullet movement animation if (!self.animationPhase) { self.animationPhase = Math.random() * Math.PI * 2; } self.animationPhase += 0.3; var concentratedBounce = Math.sin(self.animationPhase) * 2; // Reduced from larger values var concentratedSway = Math.cos(self.animationPhase * 0.7) * 1.5; // More controlled sway // Apply subtle animation offset to bullet position var animatedX = self.x + concentratedSway; var animatedY = self.y + concentratedBounce; // Recalculate movement vectors using animated position for smoother trajectory dx = self.targetEnemy.x - animatedX; dy = self.targetEnemy.y - animatedY; 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; } // Play youarekilling me sound on first successful bullet hit with delay // Only for default bullets if (!window.youAreKillingMeSoundPlayed && (!self.type || self.type === 'default')) { window.youAreKillingMeSoundPlayed = true; // Delay the youarekilling me sound by 1200ms for dramatic effect tween({}, {}, { duration: 1200, onFinish: function onFinish() { LK.getSound('youarekillingme').play(); } }); } // Track default bullet hits and play "it didn't hurt" sound on 7th hit if ((!self.type || self.type === 'default') && !self.targetEnemy.isFlying) { defaultBulletHitCount++; // Play "it didn't hurt" sound only once on 7th default bullet hit with delay if (defaultBulletHitCount === 7 && !itDidntHurtSoundPlayed) { itDidntHurtSoundPlayed = true; // Delay the sound by 1200ms for clear speech tween({}, {}, { duration: 1200, onFinish: function onFinish() { LK.getSound('itdidnthurt').play(); } }); } // Play "you can't stop us" sound only once on 10th default bullet hit with delay if (defaultBulletHitCount === 10 && !youCantStopUsSoundPlayed) { youCantStopUsSoundPlayed = true; // Delay the sound by 1200ms for clear speech tween({}, {}, { duration: 1200, onFinish: function onFinish() { LK.getSound('youcantstopus').play(); } }); } } // Play "you will never give up, will you?" sound only once on first rapid bullet hit with delay if (self.type === 'rapid' && !youWillNeverGiveUpSoundPlayed) { youWillNeverGiveUpSoundPlayed = true; // Delay the sound by 1200ms for clear speech tween({}, {}, { duration: 1200, onFinish: function onFinish() { LK.getSound('youwillnevergiveup').play(); } }); } // Track rapid bullet hits and play "gıdıklanıyorum" sound only once on 13th rapid bullet hit with delay if (self.type === 'rapid' && !self.targetEnemy.isFlying) { // Increment rapid bullet hit counter (using defaultBulletHitCount as rapid bullet counter) if (!window.rapidBulletHitCount) { window.rapidBulletHitCount = 0; } window.rapidBulletHitCount++; // Play "gıdıklanıyorum" sound only once on 13th rapid bullet hit with delay if (window.rapidBulletHitCount === 13 && !gidiklaniyorumSoundPlayed) { gidiklaniyorumSoundPlayed = true; // Delay the sound by 1400ms for clear speech tween({}, {}, { duration: 1400, onFinish: function onFinish() { LK.getSound('gidiklaniyorum').play(); } }); } } // Create blood animation for rapid, sniper, and default bullet hits (before applying special effects) // Skip blood animation for flying enemies - using object pool with reduced particle count if ((self.type === 'rapid' || self.type === 'sniper' || !self.type || self.type === 'default') && !self.targetEnemy.isFlying) { // Dynamic blood particle count based on enemy count - reduce when more than 10 enemies var bloodParticleCount = 4; // Default particle count if (enemies.length > 10) { bloodParticleCount = 2; // Reduce to 2 particles when more than 10 enemies } for (var bloodIdx = 0; bloodIdx < bloodParticleCount; bloodIdx++) { var bloodParticle = getBloodParticle(); var bloodGraphics = bloodParticle.bloodGraphics; bloodGraphics.width = 8 + Math.random() * 12; bloodGraphics.height = bloodGraphics.width; bloodGraphics.tint = 0xFF0000; // Red blood color // Create blood splatter pattern var splatterAngle = bloodIdx / bloodParticleCount * Math.PI * 2 + Math.random() * 0.5; var splatterDistance = 15 + Math.random() * 25; bloodParticle.x = self.targetEnemy.x + Math.cos(splatterAngle) * splatterDistance; bloodParticle.y = self.targetEnemy.y + Math.sin(splatterAngle) * splatterDistance; bloodParticle.alpha = 0.8 + Math.random() * 0.2; bloodParticle.scaleX = 0.5 + Math.random() * 0.4; bloodParticle.scaleY = 0.5 + Math.random() * 0.4; game.addChild(bloodParticle); // Animate blood particles falling and fading var targetY = bloodParticle.y + (30 + Math.random() * 20); var targetX = bloodParticle.x + (Math.random() - 0.5) * 15; tween(bloodParticle, { x: targetX, y: targetY, alpha: 0, scaleX: bloodParticle.scaleX * 0.3, scaleY: bloodParticle.scaleY * 0.3 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { returnBloodParticle(bloodParticle); } }); } } // Apply special effects based on bullet type if (self.type === 'splash') { // Play splash bullet impact sound LK.getSound('splash_impact').play(); // Create black smoke effects for (var smokeIdx = 0; smokeIdx < 12; smokeIdx++) { var smokeParticle = new Container(); var smokeGraphics = smokeParticle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); smokeGraphics.width = 25 + Math.random() * 35; smokeGraphics.height = smokeGraphics.width; smokeGraphics.tint = 0x2a2a2a; // Dark smoke color smokeParticle.x = self.targetEnemy.x + (Math.random() - 0.5) * 60; smokeParticle.y = self.targetEnemy.y + (Math.random() - 0.5) * 60; smokeParticle.alpha = 0.8 + Math.random() * 0.2; smokeParticle.scaleX = 0.3 + Math.random() * 0.4; smokeParticle.scaleY = 0.3 + Math.random() * 0.4; game.addChild(smokeParticle); // Animate smoke rising and fading var targetY = smokeParticle.y - 80 - Math.random() * 40; var targetX = smokeParticle.x + (Math.random() - 0.5) * 40; tween(smokeParticle, { x: targetX, y: targetY, alpha: 0, scaleX: smokeParticle.scaleX * 2.5, scaleY: smokeParticle.scaleY * 2.5 }, { duration: 1200 + Math.random() * 800, easing: tween.easeOut, onFinish: function onFinish() { smokeParticle.destroy(); } }); } // Create fire area effect var fireAreaRadius = CELL_SIZE * 1.5; for (var fireIdx = 0; fireIdx < 12; fireIdx++) { var fireParticle = new Container(); var fireGraphics = fireParticle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); fireGraphics.width = 12 + Math.random() * 16; fireGraphics.height = fireGraphics.width; // Fire color gradient: red to orange to yellow var fireColors = [0xff4500, 0xff6600, 0xff8800, 0xffaa00, 0xffcc00]; fireGraphics.tint = fireColors[Math.floor(Math.random() * fireColors.length)]; // Position fire particles in a circle around impact var angle = fireIdx / 8 * Math.PI * 2 + Math.random() * 0.5; var distance = Math.random() * fireAreaRadius; fireParticle.x = self.targetEnemy.x + Math.cos(angle) * distance; fireParticle.y = self.targetEnemy.y + Math.sin(angle) * distance; fireParticle.alpha = 0.9; fireParticle.scaleX = 0.5 + Math.random() * 0.5; fireParticle.scaleY = 0.5 + Math.random() * 0.5; game.addChild(fireParticle); // Animate fire flickering and burning out tween(fireParticle, { alpha: 0, scaleX: fireParticle.scaleX * 1.8, scaleY: fireParticle.scaleY * 1.8, y: fireParticle.y - 20 - Math.random() * 30 }, { duration: 600 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { fireParticle.destroy(); } }); } // Visual splash effect removed - no green flash // 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) { // Increment poison bullet hit counter for tracking if (!self.targetEnemy.isFlying) { poisonBulletHitCount++; // Play gogogo sound only once for poison bullets on first poison bullet hit if (poisonBulletHitCount === 1 && !gogogoPoisonSoundPlayed) { gogogoPoisonSoundPlayed = true; LK.getSound('gogogo').play(); } // Play whofarted sound only once on second poison bullet hit with delay if (poisonBulletHitCount === 2 && !whoFartedSoundPlayed) { whoFartedSoundPlayed = true; // Delay the whofarted sound by 800ms tween({}, {}, { duration: 800, onFinish: function onFinish() { LK.getSound('whofarted').play(); } }); } // Play poison bullet hit sound every 3rd hit (but skip if it's the 1st or 2nd hit to avoid overlap) if (poisonBulletHitCount % 3 === 0 && poisonBulletHitCount > 2) { LK.getSound('poison_bullet_hit').play(); } } // Coughing animation removed for poison bullets // Create reduced poison particle effects with simpler animations (but not for flying enemies) if (!self.targetEnemy.isFlying) { for (var poisonIdx = 0; poisonIdx < 8; poisonIdx++) { var poisonParticle = new Container(); var poisonGraphics = poisonParticle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); poisonGraphics.width = 10 + Math.random() * 8; poisonGraphics.height = poisonGraphics.width; // Reduced poison color palette var poisonImpactColors = [0x00FFAA, 0x00FF88, 0x22FF88]; poisonGraphics.tint = poisonImpactColors[Math.floor(Math.random() * poisonImpactColors.length)]; // Create simpler burst pattern var burstAngle = poisonIdx / 8 * Math.PI * 2 + Math.random() * 0.2; var burstDistance = 15 + Math.random() * 15; poisonParticle.x = self.targetEnemy.x + Math.cos(burstAngle) * burstDistance; poisonParticle.y = self.targetEnemy.y + Math.sin(burstAngle) * burstDistance; poisonParticle.alpha = 0.6 + Math.random() * 0.2; poisonParticle.scaleX = 0.4 + Math.random() * 0.3; poisonParticle.scaleY = 0.4 + Math.random() * 0.3; game.addChild(poisonParticle); // Simplified poison particle animation var targetY = poisonParticle.y - (25 + Math.random() * 15); var targetX = poisonParticle.x + (Math.random() - 0.5) * 20; tween(poisonParticle, { x: targetX, y: targetY, alpha: 0, scaleX: poisonParticle.scaleX * 1.5, scaleY: poisonParticle.scaleY * 1.5 }, { duration: 600 + Math.random() * 300, easing: tween.easeOut, onFinish: function onFinish() { poisonParticle.destroy(); } }); } } // 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') { // Sniper hit - play becareful sound only once on first contact if (!beCarefulSoundPlayed) { beCarefulSoundPlayed = true; LK.getSound('becareful').play(); } // Track sniper bullet hits and play "sniperr" sound only once on 3rd hit if (!self.targetEnemy.isFlying) { sniperBulletHitCount++; // Play "sniperr" sound only once on 3rd sniper bullet hit if (sniperBulletHitCount === 3 && !sniperrSoundPlayed) { sniperrSoundPlayed = true; LK.getSound('sniperr').play(); } // Play "keepmoving" sound only once on 4th sniper bullet hit if (sniperBulletHitCount === 4 && !keepMovingSoundPlayed) { keepMovingSoundPlayed = true; LK.getSound('keepmoving').play(); } // Play "gogogo" sound only once on 7th sniper bullet hit if (sniperBulletHitCount === 7 && !gogogoSniperSoundPlayed) { gogogoSniperSoundPlayed = true; LK.getSound('gogogo').play(); } } } self.destroy(); } else { var angle = Math.atan2(dy, dx); // Apply concentrated movement with subtle animation var baseMovementX = Math.cos(angle) * self.speed; var baseMovementY = Math.sin(angle) * self.speed; // Add very subtle concentrated bouncing to movement var concentratedBounceX = Math.sin(self.animationPhase * 1.2) * 0.8; // Much smaller bounce var concentratedBounceY = Math.cos(self.animationPhase * 1.5) * 0.6; // Reduced bounce self.x += baseMovementX + concentratedBounceX; self.y += baseMovementY + concentratedBounceY; } }; 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 = false; 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; } // Hide direction arrows by not displaying them while (debugArrows.length > 0) { self.removeChild(debugArrows.pop()); } // Direction arrows are now hidden 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; } 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, scaleX: 1.25, scaleY: 1.25 }); // 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, scaleX: 1.25, scaleY: 1.25 }); // 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; // Initialize walking animation variables self.walkAnimationPhase = Math.random() * Math.PI * 2; // Random starting phase for each enemy self.walkAnimationSpeed = 0.15; // Animation speed self.walkBobAmount = 3; // How much to bob up and down self.lastWalkingState = false; self.isCurrentlyMakingSound = false; // Flag to limit footstep sounds self.hasPlayedFirstPoisonSound = false; // Track if gogogo sound has been played for this enemy self.update = function () { // Track last health for damage animation if (self.lastHealth === undefined) { self.lastHealth = self.health; } // Check if enemy took damage this frame (blood animation now handled in Bullet class) if (self.lastHealth > self.health) { // Damage detection for other effects can be added here if needed } // Update last health self.lastHealth = self.health; 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) { // Only show slow effect tint when both poisoned and slowed enemyGraphics.tint = 0x9900FF; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } // Walking animation logic - enhanced for realism // Check if enemy is on screen (has appeared) for animation and sound var isOnScreen = self.currentCellY >= -1; // Enemy is visible or about to be visible var isCurrentlyWalking = isOnScreen && (self.currentTarget && (self.currentTarget.x !== self.currentCellX || self.currentTarget.y !== self.currentCellY) || self.currentCellY < 4); // Update walking animation if enemy is moving and on screen if (isCurrentlyWalking) { // Advance animation phase based on actual movement speed for realistic timing var speedMultiplier = self.speed * 100; // Scale animation speed with movement speed self.walkAnimationPhase += self.walkAnimationSpeed * speedMultiplier; // Create more realistic walking motion with multiple animation components var primaryBob = Math.sin(self.walkAnimationPhase) * self.walkBobAmount; var secondaryBob = Math.sin(self.walkAnimationPhase * 2) * (self.walkBobAmount * 0.3); var combinedBobOffset = primaryBob + secondaryBob; // Add subtle horizontal sway for more natural movement var horizontalSway = Math.sin(self.walkAnimationPhase * 0.5) * (self.walkBobAmount * 0.2); // Apply different animation intensity based on enemy type var animationIntensity = 1; switch (self.type) { case 'fast': animationIntensity = 1.5; // More energetic movement break; case 'immune': animationIntensity = 0.8; // More controlled movement break; case 'flying': animationIntensity = 2.0; // More pronounced flying motion combinedBobOffset = Math.sin(self.walkAnimationPhase * 0.8) * self.walkBobAmount * 2; horizontalSway = Math.cos(self.walkAnimationPhase * 0.6) * self.walkBobAmount * 0.5; break; case 'swarm': animationIntensity = 1.3; // Quick, jittery movement break; } // Apply boss scaling for more imposing movement if (self.isBoss) { animationIntensity *= 0.7; // Slower, more deliberate movement combinedBobOffset *= 1.2; // But with more weight } // Smooth animation transitions using tweening var targetY = combinedBobOffset * animationIntensity; var targetX = horizontalSway * animationIntensity; // Use tween for smoother animation instead of direct assignment if (!self.animatingMovement) { self.animatingMovement = true; tween(enemyGraphics, { y: targetY, x: targetX }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { self.animatingMovement = false; } }); } // Add slight rotation for more dynamic movement var walkRotation = Math.sin(self.walkAnimationPhase * 1.5) * 0.05; // Very subtle rotation if (!self.animatingRotation) { self.animatingRotation = true; tween(enemyGraphics, { rotation: enemyGraphics.rotation + walkRotation }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { self.animatingRotation = false; } }); } // Play footstep sound at specific points in the walking cycle when enemy is on screen var walkCycle = Math.floor(self.walkAnimationPhase / (Math.PI / 2)) % 4; var lastWalkCycle = Math.floor((self.walkAnimationPhase - self.walkAnimationSpeed * speedMultiplier) / (Math.PI / 2)) % 4; // Play walking sound for enemies with reduced frequency to avoid audio overload if (walkCycle !== lastWalkCycle && walkCycle % 2 === 0 && !self.isCurrentlyMakingSound) { // Limit walking sounds based on enemy count to prevent audio chaos var enemyCount = enemies ? enemies.length : 0; var shouldPlaySound = false; // Play sound based on enemy count - fewer enemies = more sounds if (enemyCount <= 5) { shouldPlaySound = true; // Always play for small groups } else if (enemyCount <= 15) { shouldPlaySound = Math.random() < 0.3; // 30% chance for medium groups } else { shouldPlaySound = Math.random() < 0.1; // 10% chance for large groups } if (shouldPlaySound) { self.isCurrentlyMakingSound = true; LK.getSound('walking').play(); // Reset sound flag after a short delay tween({}, {}, { duration: 300, onFinish: function onFinish() { self.isCurrentlyMakingSound = false; } }); } } } else { // Smoothly return to resting position when not walking if (enemyGraphics.y !== 0 || enemyGraphics.x !== 0) { tween.stop(enemyGraphics, { y: true, x: true, rotation: true }); tween(enemyGraphics, { y: 0, x: 0, rotation: enemyGraphics.targetRotation || 0 }, { duration: 200, easing: tween.easeOut }); self.animatingMovement = false; self.animatingRotation = false; } } 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 <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { 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 > 3 && j <= gridHeight - 4) { 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 () { // Check if we can use cached pathfinding result var currentTime = LK.ticks; if (pathfindingCache && currentTime - lastPathfindTime < pathfindCacheTimeout) { // Use cached result for (var i = 0; i < self.cells.length; i++) { for (var j = 0; j < self.cells[i].length; j++) { var cell = self.cells[i][j]; var cachedCell = pathfindingCache[i][j]; if (cachedCell) { cell.score = cachedCell.score; cell.pathId = cachedCell.pathId; cell.targets = cachedCell.targets; } } } maxScore = pathfindingCache.maxScore; pathId = pathfindingCache.pathId; return false; // No blocking found in cache } 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; } } // Cache the successful pathfinding result pathfindingCache = { maxScore: maxScore, pathId: pathId }; // Deep copy cell data for cache for (var i = 0; i < self.cells.length; i++) { pathfindingCache[i] = []; for (var j = 0; j < self.cells[i].length; j++) { var cell = self.cells[i][j]; pathfindingCache[i][j] = { score: cell.score, pathId: cell.pathId, targets: cell.targets.slice() // Copy array }; } } lastPathfindTime = LK.ticks; 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; // Sync shadow animation with main enemy enemy.shadow.children[0].y = enemy.children[0].y * 0.5; // Shadow moves less than main sprite } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Enhanced walking animation for pre-entry movement var speedMultiplier = enemy.speed * 100; enemy.walkAnimationPhase += enemy.walkAnimationSpeed * speedMultiplier; // Create more realistic pre-entry walking motion var primaryBob = Math.sin(enemy.walkAnimationPhase) * enemy.walkBobAmount; var secondaryBob = Math.sin(enemy.walkAnimationPhase * 2) * (enemy.walkBobAmount * 0.2); var bobOffset = primaryBob + secondaryBob; // Add slight horizontal movement for pre-entry var horizontalSway = Math.sin(enemy.walkAnimationPhase * 0.7) * (enemy.walkBobAmount * 0.15); if (enemy.children[0]) { // Apply different animation styles based on enemy type during pre-entry var animationIntensity = 1; switch (enemy.type) { case 'fast': animationIntensity = 1.4; break; case 'flying': bobOffset = Math.sin(enemy.walkAnimationPhase * 0.9) * enemy.walkBobAmount * 1.8; horizontalSway = Math.cos(enemy.walkAnimationPhase * 0.5) * enemy.walkBobAmount * 0.3; break; case 'swarm': animationIntensity = 1.2; break; } if (enemy.isBoss) { animationIntensity *= 0.8; bobOffset *= 1.1; } // Smooth animation application var targetY = bobOffset * animationIntensity; var targetX = horizontalSway * animationIntensity; if (!enemy.preEntryAnimating) { enemy.preEntryAnimating = true; tween(enemy.children[0], { y: targetY, x: targetX }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { enemy.preEntryAnimating = false; } }); } } // Play footstep sound for pre-entry movement var walkCycle = Math.floor(enemy.walkAnimationPhase / (Math.PI / 2)) % 4; var lastWalkCycle = Math.floor((enemy.walkAnimationPhase - enemy.walkAnimationSpeed) / (Math.PI / 2)) % 4; // Footstep sounds removed for enemies // 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 >= 4) { 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; } // Enhanced flying animation - realistic aerial movement var flyingSpeedMultiplier = enemy.speed * 80; // Slightly different timing for flying enemy.walkAnimationPhase += enemy.walkAnimationSpeed * flyingSpeedMultiplier; // Dynamic speed-based animation // Create complex flying motion pattern var primaryFloat = Math.sin(enemy.walkAnimationPhase * 0.7) * enemy.walkBobAmount * 2.2; // Main floating motion var secondaryFloat = Math.sin(enemy.walkAnimationPhase * 1.3) * enemy.walkBobAmount * 0.4; // Secondary flutter var tertiaryFloat = Math.sin(enemy.walkAnimationPhase * 2.1) * enemy.walkBobAmount * 0.15; // Wing beat simulation var combinedFloat = primaryFloat + secondaryFloat + tertiaryFloat; // Add realistic aerial drift and sway var horizontalDrift = Math.cos(enemy.walkAnimationPhase * 0.5) * enemy.walkBobAmount * 0.8; var verticalDrift = Math.sin(enemy.walkAnimationPhase * 0.3) * enemy.walkBobAmount * 0.3; if (enemy.children[0]) { // Apply boss scaling for flying bosses var flyingIntensity = enemy.isBoss ? 0.8 : 1.2; // Boss flies more steadily // Calculate target positions with enhanced realism var targetY = (combinedFloat + verticalDrift) * flyingIntensity; var targetX = horizontalDrift * flyingIntensity; // Add subtle rotation for wing-like movement var wingRotation = Math.sin(enemy.walkAnimationPhase * 1.8) * 0.08; // Gentle rocking motion // Apply smooth transitions for flying animation if (!enemy.flyingAnimating) { enemy.flyingAnimating = true; tween(enemy.children[0], { y: targetY, x: targetX, rotation: enemy.children[0].rotation + wingRotation }, { duration: 40, // Faster updates for more fluid flying easing: tween.easeInOut, onFinish: function onFinish() { enemy.flyingAnimating = false; } }); } } // Play softer footstep sound for flying enemies (wing flapping sound) var walkCycle = Math.floor(enemy.walkAnimationPhase / (Math.PI / 2)) % 4; var lastWalkCycle = Math.floor((enemy.walkAnimationPhase - enemy.walkAnimationSpeed * 0.8) / (Math.PI / 2)) % 4; // Footstep sounds removed for enemies 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); // Check if enemy is close to reaching the goal (within 2 cells) and play "we are coming for you" sound once if (!weAreComingForYouSoundPlayed && cell.score < 20000) { // Close to goal weAreComingForYouSoundPlayed = true; // Play the sound and make enemy disappear after sound finishes LK.getSound('wearecomingforyou').play(); // Use tween to delay enemy disappearing until sound finishes tween({}, {}, { duration: 2000, // Approximate sound duration onFinish: function onFinish() { // Make the enemy disappear by removing it from the game if (enemy.parent) { // 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); } // Remove from enemies array var enemyIndex = enemies.indexOf(enemy); if (enemyIndex !== -1) { enemies.splice(enemyIndex, 1); } } } }); } if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } // Enhanced walking animation for normal pathfinding movement var speedMultiplier = enemy.speed * 100; enemy.walkAnimationPhase += enemy.walkAnimationSpeed * speedMultiplier; // Create realistic walking motion with multiple components var primaryBob = Math.sin(enemy.walkAnimationPhase) * enemy.walkBobAmount; var secondaryBob = Math.sin(enemy.walkAnimationPhase * 2.2) * (enemy.walkBobAmount * 0.25); var bobOffset = primaryBob + secondaryBob; // Add natural horizontal sway var horizontalSway = Math.sin(enemy.walkAnimationPhase * 0.6) * (enemy.walkBobAmount * 0.18); if (enemy.children[0]) { // Apply type-specific animation characteristics var animationIntensity = 1; switch (enemy.type) { case 'fast': animationIntensity = 1.6; // Very energetic break; case 'immune': animationIntensity = 0.75; // More controlled break; case 'swarm': animationIntensity = 1.3; // Quick and jittery // Add random jitter for swarm enemies bobOffset += (Math.random() - 0.5) * enemy.walkBobAmount * 0.2; break; } if (enemy.isBoss) { animationIntensity *= 0.7; // Slower but more imposing bobOffset *= 1.3; // More pronounced movement } // Apply smooth animation transitions var targetY = bobOffset * animationIntensity; var targetX = horizontalSway * animationIntensity; if (!enemy.pathfindingAnimating) { enemy.pathfindingAnimating = true; tween(enemy.children[0], { y: targetY, x: targetX }, { duration: 45, easing: tween.easeOut, onFinish: function onFinish() { enemy.pathfindingAnimating = false; } }); } } // Play footstep sound for normal pathfinding movement var walkCycle = Math.floor(enemy.walkAnimationPhase / (Math.PI / 2)) % 4; var lastWalkCycle = Math.floor((enemy.walkAnimationPhase - enemy.walkAnimationSpeed) / (Math.PI / 2)) % 4; // Footstep sounds removed for enemies 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 NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('next_wave_bg', { anchorX: 0.5, anchorY: 0.5 }); // buttonBackground.tint = 0x0088FF; // Removed to show original image colors 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; // Removed to show original image colors self.alpha = 1; } else { self.enabled = false; self.visible = false; // buttonBackground.tint = 0x888888; // Removed to show original image colors 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 SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Get appropriate asset for this tower type var assetId = 'tower_' + self.towerType; // Increase size of base for easier touch var baseGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); 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 = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; 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; } // Get appropriate asset for this tower type var assetId = 'tower_' + self.id; var baseGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.4, scaleY: 1.4 }); baseGraphics.alpha = 0; // Hide tower base graphics 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); // Get appropriate defense asset for this tower type var defenseAssetId = 'defense_' + self.id; var gunGraphics = gunContainer.attachAsset(defenseAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Make poison tower defense graphics transparent if (self.id === 'poison') { gunGraphics.alpha = 0; } 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 (gold >= upgradeCost) { setGold(gold - 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(); //Play tower upgrade sound LK.getSound('tower_upgrade').play(); 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 gold 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); // Only rotate gun for non-poison towers if (self.id !== 'poison') { gunContainer.rotation = angle; } if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } // Continuous poison cloud animation for poison towers if (self.id === 'poison') { self.poisonCloudTimer++; // Count poison towers to balance animation frequency var poisonTowerCount = 0; for (var t = 0; t < towers.length; t++) { if (towers[t].id === 'poison') { poisonTowerCount++; } } // Adjust frequency based on poison tower count - reduce frequency with more towers var poisonFrequency = 35; // Base frequency if (poisonTowerCount > 3) { // Increase interval (reduce frequency) when more than 3 poison towers poisonFrequency = 35 + (poisonTowerCount - 3) * 15; // Add 15 ticks per extra tower } // Create poison clouds at adjusted frequency if (self.poisonCloudTimer % poisonFrequency === 0) { self.createContinuousPoisonClouds(); } } }; 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': // Remove old bullet graphics and add splash-specific asset if (bullet.children[0].parent) { bullet.removeChild(bullet.children[0]); } var splashBulletGraphics = bullet.attachAsset('bullet_splash', { anchorX: 0.5, anchorY: 0.5 }); break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': // Hide the poison bullet graphic bullet.children[0].alpha = 0; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); //Play tower shooting sound (except for poison towers) if (self.id !== 'poison') { LK.getSound('tower_shoot').play(); } // --- Fire recoil effect for gunContainer (not for poison towers) --- if (self.id !== 'poison') { // 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(); // Invalidate pathfinding cache when tower is placed pathfindingCache = null; // Initialize continuous poison cloud animation for poison towers if (self.id === 'poison') { self.poisonCloudTimer = 0; self.createContinuousPoisonClouds = function () { // Create enhanced poison cloud particles around the tower continuously for (var cloudIdx = 0; cloudIdx < 15; cloudIdx++) { var poisonCloud = new Container(); var cloudGraphics = poisonCloud.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); cloudGraphics.width = 30 + Math.random() * 55; cloudGraphics.height = cloudGraphics.width; // Enhanced poison color palette with toxic variations var toxicColors = [0x00FF00, 0x00DD00, 0x00BB00, 0x228B22, 0x32CD32, 0x7CFC00, 0x9ACD32, 0x00FF7F]; cloudGraphics.tint = toxicColors[Math.floor(Math.random() * toxicColors.length)]; // Position cloud particles in multiple concentric circles around the tower var ringNumber = Math.floor(cloudIdx / 5); // 3 rings of 5 particles each var angleInRing = cloudIdx % 5 * (Math.PI * 2 / 5) + Math.random() * 0.8; var baseDistance = 40 + ringNumber * 25; var distance = baseDistance + Math.random() * 30; poisonCloud.x = self.x + Math.cos(angleInRing) * distance; poisonCloud.y = self.y + Math.sin(angleInRing) * distance; poisonCloud.alpha = 0.6 + Math.random() * 0.4; poisonCloud.scaleX = 0.5 + Math.random() * 0.6; poisonCloud.scaleY = 0.5 + Math.random() * 0.6; game.addChild(poisonCloud); // Enhanced poison cloud animation with swirling motion and complex paths var targetScale = poisonCloud.scaleX * (3.0 + Math.random() * 2.2); // Create swirling motion around the tower var swirl = Math.random() > 0.5 ? 1 : -1; var swirlAngle = angleInRing + swirl * (Math.PI * 1.5 + Math.random() * Math.PI); var swirlRadius = distance * (0.8 + Math.random() * 0.4); var targetX = self.x + Math.cos(swirlAngle) * swirlRadius + (Math.random() - 0.5) * 50; var targetY = poisonCloud.y - (35 + Math.random() * 50); // Add pulsing effect by varying the target scale over time var pulseScale = targetScale * (0.8 + Math.random() * 0.4); var rotationSpeed = swirl * (Math.PI * 3 + Math.random() * Math.PI * 2); tween(poisonCloud, { x: targetX, y: targetY, alpha: 0, scaleX: pulseScale, scaleY: pulseScale, rotation: rotationSpeed }, { duration: 1200 + Math.random() * 800, easing: tween.easeOut, onFinish: function onFinish() { poisonCloud.destroy(); } }); } }; } }; 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 previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { 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; // Remove old preview graphics and add new one with correct asset if (previewGraphics.parent) { self.removeChild(previewGraphics); } // Get appropriate asset for this tower type var previewAssetId = 'towerpreview_' + self.towerType; previewGraphics = self.attachAsset(previewAssetId, { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2.4; previewGraphics.height = CELL_SIZE * 2.4; // Set color based on tower type var towerColor = 0xFFFFFF; // Default white switch (self.towerType) { case 'rapid': towerColor = 0x00AAFF; // Blue break; case 'sniper': towerColor = 0xFF5500; // Orange break; case 'splash': towerColor = 0x33CC00; // Green break; case 'slow': towerColor = 0x9900FF; // Purple break; case 'poison': towerColor = 0x00FFAA; // Cyan break; default: towerColor = 0xAAAAAA; // Gray for default } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } else { previewGraphics.tint = towerColor; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { 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) { 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.hasEnoughGold = gold >= 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 towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var 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 = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else 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)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { 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 + ' gold', { 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 = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else 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)); } 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 + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); 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); setGold(gold + sellValue); //Play tower sell sound LK.getSound('tower_sell').play(); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); 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); // Invalidate pathfinding cache when tower is sold pathfindingCache = null; 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 = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else 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)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; 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) { //Play start button sound LK.getSound('button_start').play(); 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; // Animate yellow frame to shrink to normal block size var normalBlockHeight = 70; var normalFrameHeight = normalBlockHeight + 32; // Add some padding around the normal block // Animate horizontal bars (top and bottom) height reduction tween(indicator, { height: 16 }, { duration: 500, easing: tween.easeOut }); tween(indicator2, { height: 16 }, { duration: 500, easing: tween.easeOut }); // Animate vertical bars (left and right) height reduction tween(leftWall, { height: normalFrameHeight }, { duration: 500, easing: tween.easeOut }); tween(rightWall, { height: normalFrameHeight }, { duration: 500, easing: tween.easeOut }); // Adjust position of horizontal bars to match new frame size tween(indicator, { y: -(normalFrameHeight / 2 - 8) }, { duration: 500, easing: tween.easeOut }); tween(indicator2, { y: normalFrameHeight / 2 - 8 }, { duration: 500, easing: tween.easeOut }); 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; // --- 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]; // Make all indicator blocks transparent tween(block, { alpha: 0.3 }, { duration: 300, easing: tween.easeOut }); if (i - 1 < currentWave) { block.alpha = .15; // Even more transparent for completed waves } } 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: 0x333333 }); /**** * Game Code ****/ // Add main background var mainBackground = game.attachAsset('main_background', { anchorX: 0, anchorY: 0, x: 0, y: 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 pathfindingCache = null; var lastPathfindTime = 0; var pathfindCacheTimeout = 300; // Cache for 5 seconds (300 ticks at 60fps) var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; 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 poisonBulletHitCount = 0; // Counter for poison bullet hits var gogogoPoisonSoundPlayed = false; // Global flag to ensure gogogo sound only plays once for poison bullets var gogogoSniperSoundPlayed = false; // Global flag to ensure gogogo sound only plays once for sniper bullets var whoFartedSoundPlayed = false; // Global flag to ensure whofarted sound only plays once ever var defaultBulletHitCount = 0; // Counter for default bullet hits var itDidntHurtSoundPlayed = false; // Global flag to ensure it didn't hurt sound only plays once ever var youCantStopUsSoundPlayed = false; // Global flag to ensure you can't stop us sound only plays once ever var weAreComingForYouSoundPlayed = false; // Global flag to ensure we are coming for you sound only plays once ever var youWillNeverGiveUpSoundPlayed = false; // Global flag to ensure you will never give up sound only plays once ever var godDayForDieSoundPlayed = false; // Global flag to ensure god day for die sound only plays once ever var enemiesReachedGoalCount = 0; // Counter for enemies that reach the goal var weWinSoundPlayed = false; // Global flag to ensure wewin sound only plays once ever var gidiklaniyorumSoundPlayed = false; // Global flag to ensure gidiklaniyorum sound only plays once ever var beCarefulSoundPlayed = false; // Global flag to ensure becareful sound only plays once ever var sniperBulletHitCount = 0; // Counter for sniper bullet hits var sniperrSoundPlayed = false; // Global flag to ensure sniperr sound only plays once ever var keepMovingSoundPlayed = false; // Global flag to ensure keepmoving sound only plays once ever // Object pool for blood particles var bloodParticlePool = []; var maxBloodPoolSize = 20; function getBloodParticle() { if (bloodParticlePool.length > 0) { return bloodParticlePool.pop(); } var bloodParticle = new Container(); var bloodGraphics = bloodParticle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); bloodParticle.bloodGraphics = bloodGraphics; return bloodParticle; } function returnBloodParticle(particle) { if (bloodParticlePool.length < maxBloodPoolSize) { // Reset particle properties particle.alpha = 1; particle.scaleX = 1; particle.scaleY = 1; particle.bloodGraphics.tint = 0xFFFFFF; tween.stop(particle, { x: true, y: true, alpha: true, scaleX: true, scaleY: true }); if (particle.parent) { particle.parent.removeChild(particle); } bloodParticlePool.push(particle); } else { particle.destroy(); } } // Create gold display container with background image and text var goldDisplay = new Container(); var goldBackground = goldDisplay.attachAsset('coin_gold', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); goldBackground.x = 0; // Position background behind the text var goldText = new Text2(gold.toString(), { size: 24, fill: 0x000000, weight: 800 }); goldText.anchor.set(0.5, 0.5); goldText.x = 0; // Position text on top of background goldDisplay.addChild(goldText); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); // Create score display container with image and text var scoreDisplay = new Container(); var scoreIcon = scoreDisplay.attachAsset('score_icon', { anchorX: 0.5, anchorY: 0.5 }); scoreIcon.x = -40; // Position icon to the left var scoreText = new Text2(score.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 30; // Position text to the right of icon scoreDisplay.addChild(scoreText); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldDisplay); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreDisplay); livesText.x = 0; livesText.y = topMargin; goldDisplay.x = -spacing; goldDisplay.y = topMargin; scoreDisplay.x = spacing; scoreDisplay.y = topMargin; function updateUI() { goldText.setText(gold.toString()); livesText.setText('Lives: ' + lives); scoreText.setText(score.toString()); } function setGold(value) { gold = 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, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); // debugLayer.addChild(grid); // Grid cells hidden from visual display // game.addChild(debugLayer); // Debug layer hidden game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { 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; } 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 (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); //Play tower placement sound - special sounds for poison, splash and sniper towers if (towerType === 'poison') { LK.getSound('poison_impact').play(); } else if (towerType === 'splash') { LK.getSound('splash_place').play(); } else if (towerType === 'sniper') { LK.getSound('yessir').play(); } else { LK.getSound('tower_place').play(); } grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); 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); } }; 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)) { 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(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; // Shift rapid tower icon slightly to the left if (towerTypes[i] === 'rapid') { tower.x -= 60; tower.scaleX = 0.9; tower.scaleY = 0.9; } // Shift sniper tower icon to the left if (towerTypes[i] === 'sniper') { tower.x -= 120; } // Shift slow tower icon to the right if (towerTypes[i] === 'slow') { tower.x += 80; } // Shift splash tower icon to the right - move closer to slow tower if (towerTypes[i] === 'splash') { tower.x += 160; } // Shift poison tower icon to the left if (towerTypes[i] === 'poison') { tower.x -= 20; } tower.y = towerY + 30; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Start playing background music LK.playMusic('game_music'); 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; } // Play "God day for die" sound only once when first enemies start appearing if (!godDayForDieSoundPlayed) { godDayForDieSoundPlayed = true; // Delay the sound by 1200ms for clear speech tween({}, {}, { duration: 1200, onFinish: function onFinish() { LK.getSound('goddayfordie').play(); } }); } // 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); setGold(gold + 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 + " gold!")); 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)) { // Increment counter for enemies reaching goal enemiesReachedGoalCount++; // Play "wewin" sound on 5th enemy reaching goal with delay if (enemiesReachedGoalCount === 5 && !weWinSoundPlayed) { weWinSoundPlayed = true; // Delay the sound by 1200ms for clear speech tween({}, {}, { duration: 1200, onFinish: function onFinish() { LK.getSound('wewin').play(); } }); } // 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(); } } } 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); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -3083,14 +3083,14 @@
var goldDisplay = new Container();
var goldBackground = goldDisplay.attachAsset('coin_gold', {
anchorX: 0.5,
anchorY: 0.5,
- width: 120,
- height: 120
+ width: 80,
+ height: 80
});
goldBackground.x = 0; // Position background behind the text
var goldText = new Text2(gold.toString(), {
- size: 36,
+ size: 24,
fill: 0x000000,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Taş duvar. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı savaş uçağı. In-Game asset. 2d. High contrast. No shadows
Üstten bakış yere sabitlenmiş silah. In-Game asset. 2d. High contrast. No shadows
Alev. In-Game asset. 2d. High contrast. No shadows
Yandan bakış tank. In-Game asset. 2d. High contrast. No shadows
Sniper soilder. In-Game asset. 2d. High contrast. No shadows
Top atan makina yukardan bakış. In-Game asset. 2d. High contrast. No shadows
Zehir bulutu. In-Game asset. 2d. High contrast. No shadows
Ortadaki $ kaldır düz sarı renk
Kalp. In-Game asset. 2d. High contrast. No shadows
Yeşil bir şişe içinde yeşil sıvı var. In-Game asset. 2d. High contrast. No shadows
Taç. In-Game asset. 2d. High contrast. No shadows
Tepeden bakış tank. In-Game asset. 2d. High contrast. No shadows
Yıldız. In-Game asset. 2d. High contrast. No shadows
Yukarı yükseltme oku yeşil. In-Game asset. 2d. High contrast. No shadows
Alev makinesi. In-Game asset. 2d. High contrast. No shadows
Asker kaskı. Önden bakış kayışı yok In-Game asset. 2d. High contrast. No shadows
Anime
Anime
Kask ve pantolonu siyah renk olsun
Tahta bir tabela üzerinde fort yazıyor. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Farklı varyasyonlarda üret
tower_shoot
Sound effect
footstep
Sound effect
splash_impact
Sound effect
tower_place
Sound effect
button_start
Sound effect
game_music
Music
tower_upgrade
Sound effect
tower_sell
Sound effect
poison_impact
Sound effect
poison_bullet_hit
Sound effect
splash_place
Sound effect
gogogo
Sound effect
whofarted
Sound effect
youarekillingme
Sound effect
itdidnthurt
Sound effect
youcantstopus
Sound effect
wearecomingforyou
Sound effect
youwillnevergiveup
Sound effect
giddayfordie
Sound effect
goddayfordie
Sound effect
wewin
Sound effect
gidiklaniyorum
Sound effect
yessir
Sound effect
becareful
Sound effect
sniperr
Sound effect
keepmoving
Sound effect
walking
Sound effect
gooddayfordie
Sound effect
bullet_casing_drop
Sound effect
goddamit
Sound effect
egzos
Sound effect
fast_enemy_sound
Sound effect
for_the_fallen
Sound effect
slow_bullet_shoot
Sound effect
flame_sound
Sound effect
alanhasar
Sound effect
welcometohell
Sound effect
sun
Sound effect
wifi
Sound effect
taksi
Sound effect
vasiyet
Sound effect
gzlk
Sound effect
gozluk
Sound effect
shy
Sound effect
krk
Sound effect
mask
Sound effect
shoes
Sound effect
browser
Sound effect
tnk
Sound effect
bird_chirp
Sound effect
war
Sound effect
place
Sound effect
sevda
Sound effect
mov
Sound effect
og
Sound effect
mezar
Sound effect
we
Sound effect
ek
Sound effect
tw
Sound effect
son
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miss
Sound effect
xr
Sound effect
yar
Sound effect
upit
Sound effect
df
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guys
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n
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wc
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water
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funny
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z
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borc
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sm
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db
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wu
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bolt
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hamburger
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kola
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hungry
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sh
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