User prompt
Boss için normal düşman resim varlıgı yerine yeni bir düşman türü kullanmak istiyorum ekle
User prompt
Boss düşman tacını biraz küçült ve yürüme animasyonuna senkronize et ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'isAnimating')' in or related to this line: 'self.leftFoot.isAnimating = false;' Line Number: 942
User prompt
Boss wawe için ayakyuvarlakları iptal
User prompt
Sniper kule gösterimi çok az sola kaydır
User prompt
Kule gösterim ikonları çok az aşagı kaydır
User prompt
Kule gösterim ikonlarını biraz küçült
User prompt
Started tuşuna tıklandıktan sonra started resim varlıgı şeffaf olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Start game butonu kullanıldıktan sonra şeritte resim varlıgı şeffaf olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aynı tür düşmanlarını birbirinin içinden geçmesini veye içiçe olmasını engelle
User prompt
Düzelt
User prompt
Yürüme ayakları için havuz oluştur
User prompt
18x13 yap
User prompt
Ayakları 18×18 yap
User prompt
Düşman ayak yuvarlakları dönmek yerine sabit büyüyüp küçülsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman ayak yuvarlakları dönmek yerine aşagı yukarı titresin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sadece ayak yuvarlaklarını elips şeklinde olmasını istiyorum
User prompt
Normaldüşman yürüme yuvarlakları çok az küçült
User prompt
Yürüme yuvarlak varlıklarını siyah renk yap
User prompt
Normaldüşman yuvarlak bacakları biraz daha aşagı ve görünür yap
User prompt
Normal düşman için normaldüşman resim varlıgı alt bölgesine iki tane yuvarlak nesne ekle böylece gerçek yürüme olabilir
User prompt
Sıcrama kule seviye göstergesi gözükmüyor kule engel oluyor
User prompt
Kule seviyesi resim varlıgı ekle
User prompt
Kule level resim varlıklarını yıldız resim varlıgıyla degiştir
User prompt
Zehir kulesi ve yavaşlatma kuleleri sadece 1 kez yerleştirilebilir
/**** * 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 and normal enemies if (!window.youAreKillingMeSoundPlayed && (!self.type || self.type === 'default') && self.targetEnemy.type === 'normal') { 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 (only for normal enemies) if ((!self.type || self.type === 'default') && !self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') { 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 (only for normal enemies) if (self.type === 'rapid' && !youWillNeverGiveUpSoundPlayed && self.targetEnemy.type === 'normal') { 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 (only for normal enemies) if (self.type === 'rapid' && !self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') { // 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 and boss enemies - using object pool with reduced particle count if ((self.type === 'rapid' || self.type === 'sniper' || !self.type || self.type === 'default') && !self.targetEnemy.isFlying && !self.targetEnemy.isBoss) { // 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() { returnParticle(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 using particle pool var smokeCount = enemies.length > 10 ? 8 : 12; // Reduce smoke when many enemies for (var smokeIdx = 0; smokeIdx < smokeCount; smokeIdx++) { var smokeParticle = getSmokeParticle(); var smokeGraphics = smokeParticle.smokeGraphics; 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() { returnParticle(smokeParticle); } }); } // Create fire area effect using particle pool var fireAreaRadius = CELL_SIZE * 1.5; var fireCount = enemies.length > 10 ? 8 : 12; // Reduce fire particles when many enemies for (var fireIdx = 0; fireIdx < fireCount; fireIdx++) { var fireParticle = getFireParticle(); var fireGraphics = fireParticle.fireGraphics; 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() { returnParticle(fireParticle); } }); } // 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 (only for normal enemies) if (!self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') { 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 for non-flying enemies (separate from the counter above) if (!self.targetEnemy.isFlying) { // Initialize global poison hit counter if not exists if (!window.globalPoisonHitCount) { window.globalPoisonHitCount = 0; } window.globalPoisonHitCount++; // Play poison bullet hit sound every 3rd hit if (window.globalPoisonHitCount % 3 === 0) { LK.getSound('poison_bullet_hit').play(); } } // Coughing animation removed for poison bullets // Create reduced poison particle effects with simpler animations using particle pool (but not for flying enemies) if (!self.targetEnemy.isFlying) { var poisonCount = enemies.length > 10 ? 5 : 8; // Reduce poison particles when many enemies for (var poisonIdx = 0; poisonIdx < poisonCount; poisonIdx++) { var poisonParticle = getPoisonParticle(); var poisonGraphics = poisonParticle.poisonGraphics; 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 / poisonCount * 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: 900 + Math.random() * 500, easing: tween.easeOut, onFinish: function onFinish() { returnParticle(poisonParticle); } }); } } // 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 (only for normal enemies) if (!beCarefulSoundPlayed && self.targetEnemy.type === 'normal') { beCarefulSoundPlayed = true; LK.getSound('becareful').play(); } // Track sniper bullet hits and play "sniperr" sound only once on 3rd hit (only for normal enemies) if (!self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') { 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 'bigboss': self.maxHealth = 500; // Very strong enemy self.speed *= 0.5; // Half speed self.isBoss = true; // Mark as boss 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 === 'bigboss') { assetId = 'bigboss'; } else 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) { if (self.type === 'bigboss') { enemyGraphics.scaleX = 2.5; enemyGraphics.scaleY = 2.5; } else { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Add boss crown visual indicator var bossIcon = self.attachAsset('boss_crown', { anchorX: 0.5, anchorY: 0.5 }); bossIcon.x = 0; bossIcon.y = self.type === 'bigboss' ? -70 : -50; // Higher position for bigboss bossIcon.scaleX = self.type === 'bigboss' ? 2.0 : 1.5; bossIcon.scaleY = self.type === 'bigboss' ? 2.0 : 1.5; // Ensure crown is always visible and in front bossIcon.alpha = 1.0; } // 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 health bar visibility - hide by default until damage is taken healthBarOutline.visible = false; healthBarBG.visible = false; healthBar.visible = false; self.hasBeenDamaged = false; // Track if enemy has taken damage // 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) { // Show health bar when enemy takes damage for the first time if (!self.hasBeenDamaged) { self.hasBeenDamaged = true; healthBarOutline.visible = true; healthBarBG.visible = true; healthBar.visible = true; } } // Hide health bar when enemy is at full health if (self.health >= self.maxHealth && self.hasBeenDamaged) { healthBarOutline.visible = false; healthBarBG.visible = false; healthBar.visible = false; } else if (self.hasBeenDamaged && self.health < self.maxHealth) { // Keep health bar visible when damaged but not at full health healthBarOutline.visible = true; healthBarBG.visible = true; healthBar.visible = true; } // 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 (disabled for flying enemies) // 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.isFlying && (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 (but not for flying enemies) 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 '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 (not for flying enemies) 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 non-flying 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 (only for non-flying enemies) if (!self.isFlying && (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 (disabled for flying enemies) if (!enemy.isFlying) { 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 '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; } // Flying enemies move without wing-flapping animation - simple smooth movement // No complex animation for flying 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 (only for normal enemies) if (!weAreComingForYouSoundPlayed && cell.score < 20000 && enemy.type === 'normal') { // 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 (disabled for flying enemies) if (!enemy.isFlying) { 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; } }; 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); // Check if tower type can be placed (for poison and slow towers) var canPlace = canPlaceTowerType(self.towerType); // Set opacity based on affordability and placement restrictions self.alpha = canAfford && canPlace ? 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 = 20; // Reduced base frequency for faster animation if (poisonTowerCount > 3) { // Increase interval (reduce frequency) when more than 3 poison towers poisonFrequency = 20 + (poisonTowerCount - 3) * 10; // Reduced multiplier for faster animation } // 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; // Only set cell type to 1 (wall) for non-poison towers // Poison towers don't block enemy movement if (self.id !== 'poison') { 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 using particle pool var cloudCount = enemies.length > 15 ? 15 : 20; // Increased cloud count for more impressive animation for (var cloudIdx = 0; cloudIdx < cloudCount; cloudIdx++) { var poisonCloud = getPoisonCloudParticle(); var cloudGraphics = poisonCloud.cloudGraphics; 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() * 600, easing: tween.easeOut, onFinish: function onFinish() { returnParticle(poisonCloud); } }); } }; } }; 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 && canPlaceTowerType(self.towerType); 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; // Reset placement flags for special towers when sold if (self.tower.id === 'poison') { poisonTowerPlaced = false; } else if (self.tower.id === 'slow') { slowTowerPlaced = false; } for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { // Only reset cell type if this wasn't a poison tower // Poison towers don't block movement so cells should already be type 0 if (self.tower.id !== 'poison') { 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 }); } }; 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 = 7; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 4; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 7; } 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 = 10; } else if (i === 5) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always bigboss var bossTypes = ['normal', 'fast', 'immune', 'flying', 'bigboss']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always bigboss enemyType = 'bigboss'; waveType = "BIGBOSS"; block.tint = 0xFF0000; } 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; case 'bigboss': block.tint = 0xFF0000; waveType = "BIGBOSS"; 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; case 'bigboss': block.tint = 0xFF0000; 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 = 10; } 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; } } }; 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 = 100; var lives = 100; var score = 0; var currentWave = 0; var totalWaves = 11; 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 var poisonTowerPlaced = false; // Track if poison tower has been placed var slowTowerPlaced = false; // Track if slow tower has been placed // Expanded object pools for various particle types var bloodParticlePool = []; var poisonParticlePool = []; var smokeParticlePool = []; var fireParticlePool = []; var poisonCloudPool = []; var maxPoolSize = 30; // Increased pool size for all particle types 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; bloodParticle.particleType = 'blood'; return bloodParticle; } function getPoisonParticle() { if (poisonParticlePool.length > 0) { return poisonParticlePool.pop(); } var poisonParticle = new Container(); var poisonGraphics = poisonParticle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); poisonParticle.poisonGraphics = poisonGraphics; poisonParticle.particleType = 'poison'; return poisonParticle; } function getSmokeParticle() { if (smokeParticlePool.length > 0) { return smokeParticlePool.pop(); } var smokeParticle = new Container(); var smokeGraphics = smokeParticle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); smokeParticle.smokeGraphics = smokeGraphics; smokeParticle.particleType = 'smoke'; return smokeParticle; } function getFireParticle() { if (fireParticlePool.length > 0) { return fireParticlePool.pop(); } var fireParticle = new Container(); var fireGraphics = fireParticle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); fireParticle.fireGraphics = fireGraphics; fireParticle.particleType = 'fire'; return fireParticle; } function getPoisonCloudParticle() { if (poisonCloudPool.length > 0) { return poisonCloudPool.pop(); } var poisonCloud = new Container(); var cloudGraphics = poisonCloud.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); poisonCloud.cloudGraphics = cloudGraphics; poisonCloud.particleType = 'poisonCloud'; return poisonCloud; } function returnParticle(particle) { if (!particle || !particle.particleType) { if (particle && particle.destroy) { particle.destroy(); } return; } var pool; var maxSize = maxPoolSize; switch (particle.particleType) { case 'blood': pool = bloodParticlePool; break; case 'poison': pool = poisonParticlePool; break; case 'smoke': pool = smokeParticlePool; break; case 'fire': pool = fireParticlePool; break; case 'poisonCloud': pool = poisonCloudPool; break; default: particle.destroy(); return; } if (pool.length < maxSize) { // Reset particle properties particle.alpha = 1; particle.scaleX = 1; particle.scaleY = 1; particle.rotation = 0; // Reset graphics tint if (particle.bloodGraphics) particle.bloodGraphics.tint = 0xFFFFFF; if (particle.poisonGraphics) particle.poisonGraphics.tint = 0xFFFFFF; if (particle.smokeGraphics) particle.smokeGraphics.tint = 0xFFFFFF; if (particle.fireGraphics) particle.fireGraphics.tint = 0xFFFFFF; if (particle.cloudGraphics) particle.cloudGraphics.tint = 0xFFFFFF; tween.stop(particle, { x: true, y: true, alpha: true, scaleX: true, scaleY: true, rotation: true }); if (particle.parent) { particle.parent.removeChild(particle); } pool.push(particle); } else { particle.destroy(); } } // Legacy function for compatibility function returnBloodParticle(particle) { returnParticle(particle); } // 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: 120, height: 120 }); goldBackground.x = 0; // Position background behind the text var goldText = new Text2(gold.toString(), { size: 36, fill: 0x000000, weight: 800 }); goldText.anchor.set(0.5, 0.5); goldText.x = 0; // Position text on top of background goldDisplay.addChild(goldText); // Create lives display container with background image and text var livesDisplay = new Container(); var livesBackground = livesDisplay.attachAsset('heart_life', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120 }); livesBackground.x = 0; // Position background behind the text var livesText = new Text2(lives.toString(), { size: 36, fill: 0x000000, weight: 800 }); livesText.anchor.set(0.5, 0.5); livesText.x = 0; // Position text on top of background livesDisplay.addChild(livesText); // Create score display container with image and text var scoreDisplay = new Container(); var scoreIcon = scoreDisplay.attachAsset('score_icon', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120 }); scoreIcon.x = -45; // Position icon to the left var scoreText = new Text2(score.toString(), { size: 36, fill: 0xFFFFFF, weight: 800 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = -45; // Position text on top of icon scoreDisplay.addChild(scoreText); // Add displays directly to game object instead of LK.gui for better visibility game.addChild(goldDisplay); game.addChild(livesDisplay); game.addChild(scoreDisplay); // Position displays in the top-right corner with absolute coordinates var topMargin = 85; // Moved up a little bit more var spacing = 190; // Equalized spacing between displays var rightOffset = 1400; // Moved left from previous position goldDisplay.x = rightOffset; goldDisplay.y = topMargin; livesDisplay.x = rightOffset + spacing; livesDisplay.y = topMargin; scoreDisplay.x = rightOffset + spacing * 2 + 50; scoreDisplay.y = topMargin; function updateUI() { goldText.setText(gold.toString()); livesText.setText(lives.toString()); 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, towerType) { // Poison towers never block paths since enemies can pass through them if (towerType === 'poison') { return false; } var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function canPlaceTowerType(towerType) { switch (towerType) { case 'poison': return !poisonTowerPlaced; case 'slow': return !slowTowerPlaced; default: return true; // All other tower types can be placed multiple times } } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (!canPlaceTowerType(towerType)) { var notification = game.addChild(new Notification(towerType.charAt(0).toUpperCase() + towerType.slice(1) + " tower can only be placed once!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); // Track placement of special towers if (towerType === 'poison') { poisonTowerPlaced = true; } else if (towerType === 'slow') { slowTowerPlaced = true; } //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, towerPreview.towerType)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 / 2; nextWaveButton.y = 2732 - 200; game.addChild(nextWaveButton); 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; } // 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(); } }); } // Reset sound flags for normal enemies when new waves start (excluding the global first-time sounds) if (waveType === 'normal') { // Reset normal enemy specific sound flags to allow them to play again in new waves window.youAreKillingMeSoundPlayed = false; itDidntHurtSoundPlayed = false; youCantStopUsSoundPlayed = false; weAreComingForYouSoundPlayed = false; youwillnevergiveupSoundPlayed = false; gidiklaniyorumSoundPlayed = false; gogogoPoisonSoundPlayed = false; beCarefulSoundPlayed = false; sniperrSoundPlayed = false; keepMovingSoundPlayed = false; gogogoSniperSoundPlayed = false; whoFartedSoundPlayed = false; } // 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(); } };
/****
* 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 and normal enemies
if (!window.youAreKillingMeSoundPlayed && (!self.type || self.type === 'default') && self.targetEnemy.type === 'normal') {
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 (only for normal enemies)
if ((!self.type || self.type === 'default') && !self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') {
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 (only for normal enemies)
if (self.type === 'rapid' && !youWillNeverGiveUpSoundPlayed && self.targetEnemy.type === 'normal') {
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 (only for normal enemies)
if (self.type === 'rapid' && !self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') {
// 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 and boss enemies - using object pool with reduced particle count
if ((self.type === 'rapid' || self.type === 'sniper' || !self.type || self.type === 'default') && !self.targetEnemy.isFlying && !self.targetEnemy.isBoss) {
// 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() {
returnParticle(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 using particle pool
var smokeCount = enemies.length > 10 ? 8 : 12; // Reduce smoke when many enemies
for (var smokeIdx = 0; smokeIdx < smokeCount; smokeIdx++) {
var smokeParticle = getSmokeParticle();
var smokeGraphics = smokeParticle.smokeGraphics;
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() {
returnParticle(smokeParticle);
}
});
}
// Create fire area effect using particle pool
var fireAreaRadius = CELL_SIZE * 1.5;
var fireCount = enemies.length > 10 ? 8 : 12; // Reduce fire particles when many enemies
for (var fireIdx = 0; fireIdx < fireCount; fireIdx++) {
var fireParticle = getFireParticle();
var fireGraphics = fireParticle.fireGraphics;
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() {
returnParticle(fireParticle);
}
});
}
// 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 (only for normal enemies)
if (!self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') {
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 for non-flying enemies (separate from the counter above)
if (!self.targetEnemy.isFlying) {
// Initialize global poison hit counter if not exists
if (!window.globalPoisonHitCount) {
window.globalPoisonHitCount = 0;
}
window.globalPoisonHitCount++;
// Play poison bullet hit sound every 3rd hit
if (window.globalPoisonHitCount % 3 === 0) {
LK.getSound('poison_bullet_hit').play();
}
}
// Coughing animation removed for poison bullets
// Create reduced poison particle effects with simpler animations using particle pool (but not for flying enemies)
if (!self.targetEnemy.isFlying) {
var poisonCount = enemies.length > 10 ? 5 : 8; // Reduce poison particles when many enemies
for (var poisonIdx = 0; poisonIdx < poisonCount; poisonIdx++) {
var poisonParticle = getPoisonParticle();
var poisonGraphics = poisonParticle.poisonGraphics;
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 / poisonCount * 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: 900 + Math.random() * 500,
easing: tween.easeOut,
onFinish: function onFinish() {
returnParticle(poisonParticle);
}
});
}
}
// 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 (only for normal enemies)
if (!beCarefulSoundPlayed && self.targetEnemy.type === 'normal') {
beCarefulSoundPlayed = true;
LK.getSound('becareful').play();
}
// Track sniper bullet hits and play "sniperr" sound only once on 3rd hit (only for normal enemies)
if (!self.targetEnemy.isFlying && self.targetEnemy.type === 'normal') {
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 'bigboss':
self.maxHealth = 500; // Very strong enemy
self.speed *= 0.5; // Half speed
self.isBoss = true; // Mark as boss
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 === 'bigboss') {
assetId = 'bigboss';
} else 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) {
if (self.type === 'bigboss') {
enemyGraphics.scaleX = 2.5;
enemyGraphics.scaleY = 2.5;
} else {
enemyGraphics.scaleX = 1.8;
enemyGraphics.scaleY = 1.8;
}
// Add boss crown visual indicator
var bossIcon = self.attachAsset('boss_crown', {
anchorX: 0.5,
anchorY: 0.5
});
bossIcon.x = 0;
bossIcon.y = self.type === 'bigboss' ? -70 : -50; // Higher position for bigboss
bossIcon.scaleX = self.type === 'bigboss' ? 2.0 : 1.5;
bossIcon.scaleY = self.type === 'bigboss' ? 2.0 : 1.5;
// Ensure crown is always visible and in front
bossIcon.alpha = 1.0;
}
// 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 health bar visibility - hide by default until damage is taken
healthBarOutline.visible = false;
healthBarBG.visible = false;
healthBar.visible = false;
self.hasBeenDamaged = false; // Track if enemy has taken damage
// 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) {
// Show health bar when enemy takes damage for the first time
if (!self.hasBeenDamaged) {
self.hasBeenDamaged = true;
healthBarOutline.visible = true;
healthBarBG.visible = true;
healthBar.visible = true;
}
}
// Hide health bar when enemy is at full health
if (self.health >= self.maxHealth && self.hasBeenDamaged) {
healthBarOutline.visible = false;
healthBarBG.visible = false;
healthBar.visible = false;
} else if (self.hasBeenDamaged && self.health < self.maxHealth) {
// Keep health bar visible when damaged but not at full health
healthBarOutline.visible = true;
healthBarBG.visible = true;
healthBar.visible = true;
}
// 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 (disabled for flying enemies)
// 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.isFlying && (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 (but not for flying enemies)
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 '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 (not for flying enemies)
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 non-flying 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 (only for non-flying enemies)
if (!self.isFlying && (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 (disabled for flying enemies)
if (!enemy.isFlying) {
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 '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;
}
// Flying enemies move without wing-flapping animation - simple smooth movement
// No complex animation for flying 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 (only for normal enemies)
if (!weAreComingForYouSoundPlayed && cell.score < 20000 && enemy.type === 'normal') {
// 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 (disabled for flying enemies)
if (!enemy.isFlying) {
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;
}
};
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);
// Check if tower type can be placed (for poison and slow towers)
var canPlace = canPlaceTowerType(self.towerType);
// Set opacity based on affordability and placement restrictions
self.alpha = canAfford && canPlace ? 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 = 20; // Reduced base frequency for faster animation
if (poisonTowerCount > 3) {
// Increase interval (reduce frequency) when more than 3 poison towers
poisonFrequency = 20 + (poisonTowerCount - 3) * 10; // Reduced multiplier for faster animation
}
// 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;
// Only set cell type to 1 (wall) for non-poison towers
// Poison towers don't block enemy movement
if (self.id !== 'poison') {
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 using particle pool
var cloudCount = enemies.length > 15 ? 15 : 20; // Increased cloud count for more impressive animation
for (var cloudIdx = 0; cloudIdx < cloudCount; cloudIdx++) {
var poisonCloud = getPoisonCloudParticle();
var cloudGraphics = poisonCloud.cloudGraphics;
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() * 600,
easing: tween.easeOut,
onFinish: function onFinish() {
returnParticle(poisonCloud);
}
});
}
};
}
};
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 && canPlaceTowerType(self.towerType);
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;
// Reset placement flags for special towers when sold
if (self.tower.id === 'poison') {
poisonTowerPlaced = false;
} else if (self.tower.id === 'slow') {
slowTowerPlaced = false;
}
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
// Only reset cell type if this wasn't a poison tower
// Poison towers don't block movement so cells should already be type 0
if (self.tower.id !== 'poison') {
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
});
}
};
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 = 7;
} else if (i === 1) {
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 4;
} else if (i === 2) {
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 7;
} 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 = 10;
} else if (i === 5) {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
} else if (isBossWave) {
// Boss waves: cycle through all boss types, last boss is always bigboss
var bossTypes = ['normal', 'fast', 'immune', 'flying', 'bigboss'];
var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
if (i === totalWaves - 1) {
// Last boss is always bigboss
enemyType = 'bigboss';
waveType = "BIGBOSS";
block.tint = 0xFF0000;
} 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;
case 'bigboss':
block.tint = 0xFF0000;
waveType = "BIGBOSS";
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;
case 'bigboss':
block.tint = 0xFF0000;
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 = 10;
} 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;
}
}
};
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 = 100;
var lives = 100;
var score = 0;
var currentWave = 0;
var totalWaves = 11;
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
var poisonTowerPlaced = false; // Track if poison tower has been placed
var slowTowerPlaced = false; // Track if slow tower has been placed
// Expanded object pools for various particle types
var bloodParticlePool = [];
var poisonParticlePool = [];
var smokeParticlePool = [];
var fireParticlePool = [];
var poisonCloudPool = [];
var maxPoolSize = 30; // Increased pool size for all particle types
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;
bloodParticle.particleType = 'blood';
return bloodParticle;
}
function getPoisonParticle() {
if (poisonParticlePool.length > 0) {
return poisonParticlePool.pop();
}
var poisonParticle = new Container();
var poisonGraphics = poisonParticle.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
poisonParticle.poisonGraphics = poisonGraphics;
poisonParticle.particleType = 'poison';
return poisonParticle;
}
function getSmokeParticle() {
if (smokeParticlePool.length > 0) {
return smokeParticlePool.pop();
}
var smokeParticle = new Container();
var smokeGraphics = smokeParticle.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
smokeParticle.smokeGraphics = smokeGraphics;
smokeParticle.particleType = 'smoke';
return smokeParticle;
}
function getFireParticle() {
if (fireParticlePool.length > 0) {
return fireParticlePool.pop();
}
var fireParticle = new Container();
var fireGraphics = fireParticle.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
fireParticle.fireGraphics = fireGraphics;
fireParticle.particleType = 'fire';
return fireParticle;
}
function getPoisonCloudParticle() {
if (poisonCloudPool.length > 0) {
return poisonCloudPool.pop();
}
var poisonCloud = new Container();
var cloudGraphics = poisonCloud.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
poisonCloud.cloudGraphics = cloudGraphics;
poisonCloud.particleType = 'poisonCloud';
return poisonCloud;
}
function returnParticle(particle) {
if (!particle || !particle.particleType) {
if (particle && particle.destroy) {
particle.destroy();
}
return;
}
var pool;
var maxSize = maxPoolSize;
switch (particle.particleType) {
case 'blood':
pool = bloodParticlePool;
break;
case 'poison':
pool = poisonParticlePool;
break;
case 'smoke':
pool = smokeParticlePool;
break;
case 'fire':
pool = fireParticlePool;
break;
case 'poisonCloud':
pool = poisonCloudPool;
break;
default:
particle.destroy();
return;
}
if (pool.length < maxSize) {
// Reset particle properties
particle.alpha = 1;
particle.scaleX = 1;
particle.scaleY = 1;
particle.rotation = 0;
// Reset graphics tint
if (particle.bloodGraphics) particle.bloodGraphics.tint = 0xFFFFFF;
if (particle.poisonGraphics) particle.poisonGraphics.tint = 0xFFFFFF;
if (particle.smokeGraphics) particle.smokeGraphics.tint = 0xFFFFFF;
if (particle.fireGraphics) particle.fireGraphics.tint = 0xFFFFFF;
if (particle.cloudGraphics) particle.cloudGraphics.tint = 0xFFFFFF;
tween.stop(particle, {
x: true,
y: true,
alpha: true,
scaleX: true,
scaleY: true,
rotation: true
});
if (particle.parent) {
particle.parent.removeChild(particle);
}
pool.push(particle);
} else {
particle.destroy();
}
}
// Legacy function for compatibility
function returnBloodParticle(particle) {
returnParticle(particle);
}
// 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: 120,
height: 120
});
goldBackground.x = 0; // Position background behind the text
var goldText = new Text2(gold.toString(), {
size: 36,
fill: 0x000000,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
goldText.x = 0; // Position text on top of background
goldDisplay.addChild(goldText);
// Create lives display container with background image and text
var livesDisplay = new Container();
var livesBackground = livesDisplay.attachAsset('heart_life', {
anchorX: 0.5,
anchorY: 0.5,
width: 120,
height: 120
});
livesBackground.x = 0; // Position background behind the text
var livesText = new Text2(lives.toString(), {
size: 36,
fill: 0x000000,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
livesText.x = 0; // Position text on top of background
livesDisplay.addChild(livesText);
// Create score display container with image and text
var scoreDisplay = new Container();
var scoreIcon = scoreDisplay.attachAsset('score_icon', {
anchorX: 0.5,
anchorY: 0.5,
width: 120,
height: 120
});
scoreIcon.x = -45; // Position icon to the left
var scoreText = new Text2(score.toString(), {
size: 36,
fill: 0xFFFFFF,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
scoreText.x = -45; // Position text on top of icon
scoreDisplay.addChild(scoreText);
// Add displays directly to game object instead of LK.gui for better visibility
game.addChild(goldDisplay);
game.addChild(livesDisplay);
game.addChild(scoreDisplay);
// Position displays in the top-right corner with absolute coordinates
var topMargin = 85; // Moved up a little bit more
var spacing = 190; // Equalized spacing between displays
var rightOffset = 1400; // Moved left from previous position
goldDisplay.x = rightOffset;
goldDisplay.y = topMargin;
livesDisplay.x = rightOffset + spacing;
livesDisplay.y = topMargin;
scoreDisplay.x = rightOffset + spacing * 2 + 50;
scoreDisplay.y = topMargin;
function updateUI() {
goldText.setText(gold.toString());
livesText.setText(lives.toString());
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, towerType) {
// Poison towers never block paths since enemies can pass through them
if (towerType === 'poison') {
return false;
}
var cells = [];
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cells.push({
cell: cell,
originalType: cell.type
});
cell.type = 1;
}
}
}
var blocked = grid.pathFind();
for (var i = 0; i < cells.length; i++) {
cells[i].cell.type = cells[i].originalType;
}
grid.pathFind();
grid.renderDebug();
return blocked;
}
function getTowerCost(towerType) {
var cost = 5;
switch (towerType) {
case 'rapid':
cost = 15;
break;
case 'sniper':
cost = 25;
break;
case 'splash':
cost = 35;
break;
case 'slow':
cost = 45;
break;
case 'poison':
cost = 55;
break;
}
return cost;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function canPlaceTowerType(towerType) {
switch (towerType) {
case 'poison':
return !poisonTowerPlaced;
case 'slow':
return !slowTowerPlaced;
default:
return true;
// All other tower types can be placed multiple times
}
}
function placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
if (!canPlaceTowerType(towerType)) {
var notification = game.addChild(new Notification(towerType.charAt(0).toUpperCase() + towerType.slice(1) + " tower can only be placed once!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
if (gold >= towerCost) {
var tower = new Tower(towerType || 'default');
tower.placeOnGrid(gridX, gridY);
towerLayer.addChild(tower);
towers.push(tower);
setGold(gold - towerCost);
// Track placement of special towers
if (towerType === 'poison') {
poisonTowerPlaced = true;
} else if (towerType === 'slow') {
slowTowerPlaced = true;
}
//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, towerPreview.towerType)) {
placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType);
} else {
var notification = game.addChild(new Notification("Tower would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
} else if (towerPreview.blockedByEnemy) {
var notification = game.addChild(new Notification("Cannot build: Enemy in the way!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else if (towerPreview.visible) {
var notification = game.addChild(new Notification("Cannot build here!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
towerPreview.visible = false;
if (isDragging) {
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < upgradeMenus.length; i++) {
upgradeMenus[i].destroy();
}
}
}
};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2732 - 80;
game.addChild(waveIndicator);
var nextWaveButton = new NextWaveButton();
nextWaveButton.x = 2048 / 2;
nextWaveButton.y = 2732 - 200;
game.addChild(nextWaveButton);
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;
}
// 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();
}
});
}
// Reset sound flags for normal enemies when new waves start (excluding the global first-time sounds)
if (waveType === 'normal') {
// Reset normal enemy specific sound flags to allow them to play again in new waves
window.youAreKillingMeSoundPlayed = false;
itDidntHurtSoundPlayed = false;
youCantStopUsSoundPlayed = false;
weAreComingForYouSoundPlayed = false;
youwillnevergiveupSoundPlayed = false;
gidiklaniyorumSoundPlayed = false;
gogogoPoisonSoundPlayed = false;
beCarefulSoundPlayed = false;
sniperrSoundPlayed = false;
keepMovingSoundPlayed = false;
gogogoSniperSoundPlayed = false;
whoFartedSoundPlayed = false;
}
// 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();
}
};
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
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