User prompt
what can we do?
User prompt
Yes! ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
I mean, if player obtain 10 of gold when finalize the first level. When they charge the level 2 on Select Level section they should have the 80 gold predetermined +10 gold obtained in the Level 1, and so on the next levels. Rule. If player has 2 stars, they obtain +7 gold. If has 1 star, they obtain +4 gold ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Thanks. Now, each time the player completes a level they gets a certain amount of gold, which must be added to the levels going forward when loading said levels in the Select Level section. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
mmm... better, Width: 1500px and Height: 180px
User prompt
ok, please increment the background size as Width: 2000px and Height: 120px
User prompt
ok, please change the legend from "Press Start Game when you're ready" to it say "Press the button inside the yellow box to start [enter] clic al botón dentro del marco anaranjado". Make sure that the English part is on one line and the Spanish part on another, that's why I put "[enter]"
User prompt
ok, please change the start legend to it say "Press the button inside the yellow box to start/clic al botón dentro del marco anaranjado"
User prompt
ok, change the start legend to it say "Press the button inside the yellow box to start"
User prompt
I mean change from `marker.visible = false` to `marker.visible = true` , please
User prompt
Okay, now remove the invisible preview from the previous levels. Sorry for the change of plans.
User prompt
I mean between the previous level and the selected level
User prompt
Ok, what we can do now is move the Start Game button next to the selected level in levels 5 and up.
User prompt
yes, you got this. And implement it, please
User prompt
and if instead of activating two systems, when selecting from levels 5 onwards, the previous waves could be erased from the waveIndicator in gameplay. What do you think?
User prompt
yes, can you fix it? please ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yes, move waveIndicator to Start Game after the player select the level in Select Level section and animate to current position on the selected level ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { unlockedTowers: ["default", "rapid", "sniper"], waveStars: {}, totalStars: 0, totalGoldStars: 0, totalGold: 0, waveGold: {} }); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed, bulletType) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.type = bulletType || 'default'; self.x = startX; self.y = startY; var bulletAssetId = 'bullet_' + self.type; var bulletGraphics = self.attachAsset(bulletAssetId, { 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); // Special handling for Yura Yura (rapid) tower - use automatic hit system if (self.type === 'rapid') { // Initialize travel distance tracker if not set if (self.travelDistance === undefined) { self.travelDistance = 0; self.initialDistance = distance; } // Move bullet toward target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; self.travelDistance += self.speed; // Automatic hit when bullet has traveled enough distance or is very close if (self.travelDistance >= self.initialDistance * 0.8 || distance < self.speed * 2) { // Check if Math enemy avoids damage (30% chance) var damageAvoided = false; if (self.targetEnemy.type === 'math' && self.targetEnemy.canAvoidDamage) { if (Math.random() < 0.3) { // 30% chance to avoid damage damageAvoided = true; // Create visual effect for avoided damage var avoidEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'avoid'); game.addChild(avoidEffect); } } if (!damageAvoided) { // 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; } } self.destroy(); return; } return; } // Special handling for Crush (splash) tower - use automatic hit system if (self.type === 'splash') { // Initialize travel distance tracker if not set if (self.travelDistance === undefined) { self.travelDistance = 0; self.initialDistance = distance; } // Move bullet toward target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; self.travelDistance += self.speed; // Automatic hit when bullet has traveled enough distance or is very close if (self.travelDistance >= self.initialDistance * 0.8 || distance < self.speed * 2) { // Check if Math enemy avoids damage (30% chance) var damageAvoided = false; if (self.targetEnemy.type === 'math' && self.targetEnemy.canAvoidDamage) { if (Math.random() < 0.3) { // 30% chance to avoid damage damageAvoided = true; // Create visual effect for avoided damage var avoidEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'avoid'); game.addChild(avoidEffect); } } if (!damageAvoided) { // 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; } } self.destroy(); return; } return; } // Original hit detection for other tower types if (distance < self.speed) { // Check if Math enemy avoids damage (30% chance) var damageAvoided = false; if (self.targetEnemy.type === 'math' && self.targetEnemy.canAvoidDamage) { if (Math.random() < 0.3) { // 30% chance to avoid damage damageAvoided = true; // Create visual effect for avoided damage var avoidEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'avoid'); game.addChild(avoidEffect); } } if (!damageAvoided) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } else if (self.type === 'vice') { // Create visual confusion effect var confuseEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'confuse'); game.addChild(confuseEffect); // Apply confusion effect var confusionDuration = 120; // Base 2 seconds at 60 FPS if (self.sourceTowerLevel !== undefined) { // Each tower level adds 1 second, each hit adds (level + 1) seconds var additionalTime = self.sourceTowerLevel * 60 + self.sourceTowerLevel * 60; // level seconds + level seconds per hit confusionDuration += additionalTime; } // Immune and boss enemies get reduced confusion if (self.targetEnemy.isImmune || self.targetEnemy.isBoss) { confusionDuration = 60; // Only 1 second } if (!self.targetEnemy.confused) { self.targetEnemy.confused = true; self.targetEnemy.confusionDuration = confusionDuration; self.targetEnemy.confusionStartTime = LK.ticks; } else { // Add more time if already confused self.targetEnemy.confusionDuration += confusionDuration; } } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); var DefeatMenu = Container.expand(function () { var self = Container.call(this); // Background overlay var overlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); overlay.width = 2048; overlay.height = 2732; overlay.tint = 0x000000; overlay.alpha = 0.8; // Main menu container var menuContainer = new Container(); self.addChild(menuContainer); // Menu background var menuBg = menuContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBg.width = 1800; menuBg.height = 2200; menuBg.tint = 0x444444; // Title var titleText = new Text2("GAME OVER", { size: 120, fill: 0xFF0000, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -900; menuContainer.addChild(titleText); // Current game stats with star information var totalStars = storage.totalStars || 0; var totalGoldStars = storage.totalGoldStars || 0; var currentStatsText = new Text2("Wave Reached: " + currentWave + "\nScore: " + score + "\nGold Earned: " + gold + "\nTotal Stars: " + totalStars + " (Gold: " + totalGoldStars + ")", { size: 60, fill: 0xFFFFFF, weight: 600 }); currentStatsText.anchor.set(0.5, 0.5); currentStatsText.y = -700; menuContainer.addChild(currentStatsText); // Update local records var records = storage.records || { bestWave: 0, bestScore: 0, totalGames: 0 }; records.totalGames = (records.totalGames || 0) + 1; if (currentWave > (records.bestWave || 0)) { records.bestWave = currentWave; } if (score > (records.bestScore || 0)) { records.bestScore = score; } storage.records = records; // Local Records Button var recordsButton = new Container(); var recordsBg = recordsButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); recordsBg.width = 600; recordsBg.height = 150; recordsBg.tint = 0x0088FF; var recordsText = new Text2("LOCAL RECORDS", { size: 70, fill: 0xFFFFFF, weight: 800 }); recordsText.anchor.set(0.5, 0.5); recordsButton.addChild(recordsText); recordsButton.y = -400; menuContainer.addChild(recordsButton); // Return to Menu Button var menuButton = new Container(); var menuBg = menuButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBg.width = 600; menuBg.height = 150; menuBg.tint = 0x00AA00; var menuText = new Text2("RETURN TO MENU", { size: 70, fill: 0xFFFFFF, weight: 800 }); menuText.anchor.set(0.5, 0.5); menuButton.addChild(menuText); menuButton.y = -200; menuContainer.addChild(menuButton); // Records panel (initially hidden) var recordsPanel = new Container(); var recordsPanelBg = recordsPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); recordsPanelBg.width = 1600; recordsPanelBg.height = 1800; recordsPanelBg.tint = 0x333333; var recordsTitle = new Text2("LOCAL RECORDS", { size: 80, fill: 0xFFFFFF, weight: 800 }); recordsTitle.anchor.set(0.5, 0); recordsTitle.y = -800; recordsPanel.addChild(recordsTitle); var recordsContent = new Text2("Best Wave Reached: " + records.bestWave + "\nBest Score: " + records.bestScore + "\n\nCurrent Session:\nWave Reached: " + currentWave + "\nFinal Score: " + score + "\nGold Earned: " + gold, { size: 55, fill: 0xFFFFFF, weight: 400 }); recordsContent.anchor.set(0.5, 0); recordsContent.y = -600; recordsPanel.addChild(recordsContent); var recordsBackButton = new Container(); var recordsBackBg = recordsBackButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); recordsBackBg.width = 300; recordsBackBg.height = 100; recordsBackBg.tint = 0xAA0000; var recordsBackText = new Text2("BACK", { size: 60, fill: 0xFFFFFF, weight: 800 }); recordsBackText.anchor.set(0.5, 0.5); recordsBackButton.addChild(recordsBackText); recordsBackButton.y = 600; recordsPanel.addChild(recordsBackButton); recordsPanel.visible = false; self.addChild(recordsPanel); // Event handlers recordsButton.down = function () { menuContainer.visible = false; recordsPanel.visible = true; }; menuButton.down = function () { self.destroy(); // Reset all game variables to initial state gold = 80; lives = 20; score = 0; currentWave = 0; waveTimer = 0; waveInProgress = false; waveSpawned = false; selectedTower = null; isDragging = false; pathId = 1; maxScore = 0; // Clear all arrays enemies.length = 0; towers.length = 0; bullets.length = 0; defenses.length = 0; // Clear all containers towerLayer.removeChildren(); enemyLayerBottom.removeChildren(); enemyLayerMiddle.removeChildren(); enemyLayerTop.removeChildren(); // Remove range indicators and upgrade menus for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange || game.children[i] instanceof UpgradeMenu) { game.removeChild(game.children[i]); } } // Hide tower preview towerPreview.visible = false; // Reset grid for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var cell = grid.cells[i][j]; // Reset cell type to original state var cellType = i === 0 || i === grid.cells.length - 1 || j <= 4 || j >= grid.cells[i].length - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; } else if (j <= 4) { cellType = 0; } else if (j === grid.cells[i].length - 1) { cellType = 3; } else if (j >= grid.cells[i].length - 4) { cellType = 0; } } cell.type = cellType; cell.score = 0; cell.pathId = 0; cell.towersInRange = []; } } // Reset game started state and show start menu gameStarted = false; var newStartMenu = new StartMenu(); game.addChild(newStartMenu); // Reset wave indicator waveIndicator.gameStarted = false; if (waveIndicator.waveMarkers.length > 0) { var startMarker = waveIndicator.waveMarkers[0]; var startBlock = startMarker.children[0]; var startText = startMarker.children[2]; var startTextShadow = startMarker.children[1]; startBlock.tint = 0x00AA00; startText.setText("Start Game"); startTextShadow.setText("Start Game"); startTextShadow.x = 4; startTextShadow.y = 4; } // Recreate source towers with current unlock status createSourceTowers(); // Update pathfinding and UI grid.pathFind(); grid.renderDebug(); updateUI(); }; recordsBackButton.down = function () { recordsPanel.visible = false; menuContainer.visible = true; }; // Position menu at center of screen menuContainer.x = 0; menuContainer.y = 0; self.x = 2048 / 2; self.y = 2732 / 2; return self; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'avoid': effectGraphics.tint = 0xFFFFFF; effectGraphics.width = effectGraphics.height = CELL_SIZE * 0.8; break; case 'confuse': effectGraphics.tint = 0xFFFF00; 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; self.confused = false; self.confusionDuration = 0; self.originalTarget = null; self.confusionStartTime = 0; // 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 'gyuvis': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'jihun': self.isImmune = true; self.maxHealth = 120; break; case 'richie': self.isFlying = true; self.maxHealth = 100; break; case 'youzhin': self.maxHealth = 50; // Weaker enemies break; case 'math': self.maxHealth = 100; // Same as Hambean self.canAvoidDamage = true; // Special ability to randomly avoid damage break; case 'taerae': self.maxHealth = 100; // Same as Hambean self.seeksTowers = true; // Special ability to seek and damage towers break; case 'hambean': 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.isBoss) { // All boss enemies use the Gunwook asset assetId = 'enemy_gunwook'; } else if (self.type !== 'hanbin') { // Map new names to existing asset names var assetMap = { 'gyuvis': 'fast', 'richie': 'ricky', 'jihun': 'immune', 'youzhin': 'swarm', 'math': 'matthew', 'taerae': 'taerae', 'hambean': 'hambean' }; var mappedType = assetMap[self.type] || self.type; assetId = 'enemy_' + mappedType; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up all enemies to double size enemyGraphics.scaleX = 2; enemyGraphics.scaleY = 2; // Scale up boss enemies even more (additional scaling) if (self.isBoss) { enemyGraphics.scaleX = 2.5; enemyGraphics.scaleY = 2.5; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // Scale up all shadows to double size to match enemies shadowGraphics.scaleX = 2; shadowGraphics.scaleY = 2; // If this is a boss, scale up the shadow even more if (self.isBoss) { shadowGraphics.scaleX = 2.5; shadowGraphics.scaleY = 2.5; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle confusion effect if (self.confused) { self.confusionDuration--; if (self.confusionDuration <= 0) { self.confused = false; self.originalTarget = null; // Reset tint when confusion ends if (!self.slowed && !self.poisoned) { enemyGraphics.tint = 0xFFFFFF; } } } // 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.confused) { enemyGraphics.tint = 0xFFFF00; // Yellow for confused } else if (self.poisoned && self.slowed) { // Combine poison (0x808080) and slow (0x87CEEB) colors // Simple average: R: (128+135)/2=131, G: (128+206)/2=167, B: (128+235)/2=181 enemyGraphics.tint = 0x83A7B5; } else if (self.poisoned) { enemyGraphics.tint = 0x808080; } else if (self.slowed) { enemyGraphics.tint = 0x87CEEB; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 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 () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { // Debug rendering disabled - map background image is used instead // Grid logic and pathfinding still work, only visual representation is hidden for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { // Hide the debug cell visual representation if (debugCell.visible !== false) { debugCell.visible = false; } } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 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; } 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 Taerae enemies - they seek towers instead of following paths if (enemy.type === 'taerae' && enemy.seeksTowers) { // Find the most powerful tower (highest level * damage) var targetTower = null; var highestPower = 0; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerPower = tower.level * tower.damage; if (towerPower > highestPower) { highestPower = towerPower; targetTower = tower; } } if (targetTower) { // Move toward the most powerful tower var dx = targetTower.gridX - enemy.currentCellX; var dy = targetTower.gridY - enemy.currentCellY; var distance = Math.sqrt(dx * dx + dy * dy); // Check if close enough to stop behind the tower and break it if (distance < 2.5) { // Stop and completely destroy the tower LK.getSound('taerae_destroy_tower').play(); var goldEarned = Math.floor(targetTower.getTotalValue() * 0.3); setGold(gold + goldEarned); var notification = game.addChild(new Notification("Tower destroyed by Taerae! +" + goldEarned + " gold recovered")); notification.x = 2048 / 2; notification.y = grid.height - 100; // Remove tower from grid for (var gi = 0; gi < 2; gi++) { for (var gj = 0; gj < 2; gj++) { var gridCell = grid.getCell(targetTower.gridX + gi, targetTower.gridY + gj); if (gridCell) { gridCell.type = 0; } } } // Remove tower from arrays and display var towerIndex = towers.indexOf(targetTower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(targetTower); if (selectedTower === targetTower) { selectedTower = null; } // Taerae disappears after destroying tower enemy.health = 0; return false; } if (distance > enemy.speed) { var angle = Math.atan2(dy, dx); 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; return false; } // Handle confused enemies - make them return to spawn if (enemy.confused) { // Find the closest spawn point var closestSpawn = self.spawns[0]; if (self.spawns.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.spawns.length; i++) { var spawn = self.spawns[i]; var dx = spawn.x - enemy.cellX; var dy = spawn.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; closestSpawn = spawn; } } } // Move directly toward the spawn var ox = closestSpawn.x - enemy.currentCellX; var oy = closestSpawn.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached spawn area, clear confusion enemy.confused = false; enemy.confusionDuration = 0; enemy.originalTarget = null; } else { 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; return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } // Hide next wave legend when button is pressed if (nextWaveLegend) { tween(nextWaveLegend, { alpha: 0, y: nextWaveLegend.y - 50 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (nextWaveLegend) { nextWaveLegend.destroy(); nextWaveLegend = null; } } }); } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower_source', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0xFF69B4; break; case 'sniper': baseGraphics.tint = 0xFFA500; break; case 'splash': baseGraphics.tint = 0x0000FF; break; case 'slow': baseGraphics.tint = 0x00FFFF; break; case 'poison': baseGraphics.tint = 0x191970; break; case 'vice': baseGraphics.tint = 0x9966CC; break; default: baseGraphics.tint = 0x87CEEB; } var towerCost = getTowerCost(self.towerType); // Get display name for tower type var displayName = getTowerDisplayName(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(displayName, { 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(displayName, { 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 tower is unlocked var isUnlocked = isTowerUnlocked(self.towerType); // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on unlock status and affordability self.alpha = isUnlocked && canAfford ? 1 : 0.5; // Show lock indicator for locked towers if (!isUnlocked) { self.alpha = 0.3; // Could add lock icon here in future } }; return self; }); var StartMenu = Container.expand(function () { var self = Container.call(this); // Main menu background image var backgroundImage = self.attachAsset('main_menu_background', { anchorX: 0.5, anchorY: 0.5 }); backgroundImage.width = 2048; backgroundImage.height = 2732; // Main menu container var menuContainer = new Container(); self.addChild(menuContainer); // Title removed as requested // Game History Button var historyButton = new Container(); var historyBg = historyButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); historyBg.width = 600; historyBg.height = 150; historyBg.tint = 0x0088FF; var historyText = new Text2("HISTORY", { size: 70, fill: 0xFFFFFF, weight: 800 }); historyText.anchor.set(0.5, 0.5); historyButton.addChild(historyText); historyButton.y = -400; menuContainer.addChild(historyButton); // How to Play Button var howToPlayButton = new Container(); var howToPlayBg = howToPlayButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToPlayBg.width = 600; howToPlayBg.height = 150; howToPlayBg.tint = 0x00AA00; var howToPlayText = new Text2("HOW TO PLAY", { size: 70, fill: 0xFFFFFF, weight: 800 }); howToPlayText.anchor.set(0.5, 0.5); howToPlayButton.addChild(howToPlayText); howToPlayButton.y = -200; menuContainer.addChild(howToPlayButton); // Local Records Button var localRecordsButton = new Container(); var localRecordsBg = localRecordsButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); localRecordsBg.width = 600; localRecordsBg.height = 150; localRecordsBg.tint = 0x0088FF; var localRecordsText = new Text2("LOCAL RECORDS", { size: 70, fill: 0xFFFFFF, weight: 800 }); localRecordsText.anchor.set(0.5, 0.5); localRecordsButton.addChild(localRecordsText); localRecordsButton.y = 0; menuContainer.addChild(localRecordsButton); // Start Game Button var startButton = new Container(); var startBg = startButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBg.width = 600; startBg.height = 150; startBg.tint = 0xFF5500; var startText = new Text2("SELECT LEVEL", { size: 70, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startButton.addChild(startText); startButton.y = 200; menuContainer.addChild(startButton); // History panel (initially hidden) var historyPanel = new Container(); var historyPanelBg = historyPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); historyPanelBg.width = 1600; historyPanelBg.height = 1800; historyPanelBg.tint = 0x333333; var historyTitle = new Text2("ZhangHao's Durian Defense", { size: 80, fill: 0xFFFFFF, weight: 800 }); historyTitle.anchor.set(0.5, 0); historyTitle.y = -800; historyPanel.addChild(historyTitle); var historyContent = new Text2("Ever since Zhanghao brought home a single\ndurian, the dorm hasn't known peace.\nMembers of ZEROBASEONE have smelled the\nforbidden fruit… and they want more.\n\nFrom stealthy Sung Hanbin to chaotic Gyuvin,\neach member has one mission:\nSteal the secret stash of durians hidden\nin the kitchen.\n\nBut this time… Zhanghao is ready.", { size: 70, fill: 0xFFFFFF, weight: 400 }); historyContent.anchor.set(0.5, 0); historyContent.y = -600; historyPanel.addChild(historyContent); // Second page content (initially hidden) var historyContent2 = new Text2("Zhanghao's set up a powerful defense\nsystem powered by ZEROBASEONE's music!\n\nEach hit song activates a unique defense\nspeaker — from \"In Bloom\" to \"Sweat\",\nunleashing visual and sonic attacks to\nkeep the hungry members away.\n\nCan you help Zhanghao protect his\nprecious durians from the unstoppable\nchaos of his own group?\n\n⚔️ Defend the dorm.\nSave the durians.\nHonor the fruit.", { size: 70, fill: 0xFFFFFF, weight: 400 }); historyContent2.anchor.set(0.5, 0); historyContent2.y = -600; historyContent2.visible = false; historyPanel.addChild(historyContent2); // Next button (for first page) var historyNextButton = new Container(); var historyNextBg = historyNextButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); historyNextBg.width = 300; historyNextBg.height = 100; historyNextBg.tint = 0x0088FF; var historyNextText = new Text2("NEXT", { size: 60, fill: 0xFFFFFF, weight: 800 }); historyNextText.anchor.set(0.5, 0.5); historyNextButton.addChild(historyNextText); historyNextButton.y = 600; historyPanel.addChild(historyNextButton); // Back button (for second page, initially hidden) var historyBackFromPage2Button = new Container(); var historyBackFromPage2Bg = historyBackFromPage2Button.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); historyBackFromPage2Bg.width = 300; historyBackFromPage2Bg.height = 100; historyBackFromPage2Bg.tint = 0xAA0000; var historyBackFromPage2Text = new Text2("BACK", { size: 60, fill: 0xFFFFFF, weight: 800 }); historyBackFromPage2Text.anchor.set(0.5, 0.5); historyBackFromPage2Button.addChild(historyBackFromPage2Text); historyBackFromPage2Button.y = 600; historyBackFromPage2Button.visible = false; historyPanel.addChild(historyBackFromPage2Button); var historyBackButton = new Container(); var historyBackBg = historyBackButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); historyBackBg.width = 300; historyBackBg.height = 100; historyBackBg.tint = 0xAA0000; var historyBackText = new Text2("MENU", { size: 60, fill: 0xFFFFFF, weight: 800 }); historyBackText.anchor.set(0.5, 0.5); historyBackButton.addChild(historyBackText); historyBackButton.y = 500; historyPanel.addChild(historyBackButton); historyPanel.visible = false; self.addChild(historyPanel); // How to Play panel (initially hidden) var howToPanel = new Container(); var howToPanelBg = howToPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToPanelBg.width = 1600; howToPanelBg.height = 1800; howToPanelBg.tint = 0x333333; var howToTitle = new Text2("HOW TO PLAY", { size: 80, fill: 0xFFFFFF, weight: 800 }); howToTitle.anchor.set(0.5, 0); howToTitle.y = -800; howToPanel.addChild(howToTitle); var howToContent = new Text2("The roomies are hungry…\nand dangerously obsessed with durians.\n\nZhannhao has hidden his precious stash\nin the kitchen, but the dorm has been\ncompromised.\n\nYour mission:\nStop the invading roomies before\nthey reach the kitchen and steal\nthe durians!", { size: 70, fill: 0xFFFFFF, weight: 400 }); howToContent.anchor.set(0.5, 0); howToContent.y = -600; howToPanel.addChild(howToContent); // Second page content (initially hidden) var howToContent2 = new Text2("SPEAKER TYPES:\n• Ignite: Balanced damage and range\n• RaRaRa: Fast firing, more cost\n• Pop: High damage, long range\n• Rush: Area damage to multiple enemies\n• 4-Ever: Reduces enemy movement speed\n• Blur: Damage over time effect\n\nGAMEPLAY:\n1. Drag speakers from bottom to place them\n2. Tap speakers to upgrade or sell them\n3. Use 'Next Wave' button to speed up\n4. Survive all 50 waves to win!", { size: 70, fill: 0xFFFFFF, weight: 400 }); howToContent2.anchor.set(0.5, 0); howToContent2.y = -600; howToContent2.visible = false; howToPanel.addChild(howToContent2); // Third page content (initially hidden) var howToContent3 = new Text2("TIPS:\n• Block enemy paths strategically\n• Upgrade speakers for better efficiency\n• Boss waves appear every 10 levels\n• Different enemy types require different\n strategies\n• Save gold for upgrades - they're\n much more powerful\n• Watch for swarm waves - many weak\n enemies at once\n• Final upgrade levels give huge\n power boosts", { size: 70, fill: 0xFFFFFF, weight: 400 }); howToContent3.anchor.set(0.5, 0); howToContent3.y = -600; howToContent3.visible = false; howToPanel.addChild(howToContent3); // Fourth page content (initially hidden) - Enemy explanations var howToContent4 = new Text2("ENEMY TYPES:\n• Hambean: Basic enemy, normal stats\n• Gyuvis: Fast movement, twice normal speed\n• Jihun: Immune to slow/poison effects\n• Richie: Too much money, goes directly to the\n goal, special towers doesn't affect him\n• Youzhin: Swarm enemy, appears in groups\n• Math: Can randomly avoid 30% of damage\n• TR: Seeks and destroys your strongest\n towers for partial gold refund\n• Gunwook: Boss enemy every 10 waves,\n 20x health and larger size", { size: 70, fill: 0xFFFFFF, weight: 400 }); howToContent4.anchor.set(0.5, 0); howToContent4.y = -600; howToContent4.visible = false; howToPanel.addChild(howToContent4); // Next button (for first page) var howToNextButton = new Container(); var howToNextBg = howToNextButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToNextBg.width = 300; howToNextBg.height = 100; howToNextBg.tint = 0x0088FF; var howToNextText = new Text2("NEXT", { size: 60, fill: 0xFFFFFF, weight: 800 }); howToNextText.anchor.set(0.5, 0.5); howToNextButton.addChild(howToNextText); howToNextButton.y = 600; howToPanel.addChild(howToNextButton); // Next button for page 2 (go to page 3) var howToNextButton2 = new Container(); var howToNextBg2 = howToNextButton2.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToNextBg2.width = 300; howToNextBg2.height = 100; howToNextBg2.tint = 0x0088FF; var howToNextText2 = new Text2("NEXT", { size: 60, fill: 0xFFFFFF, weight: 800 }); howToNextText2.anchor.set(0.5, 0.5); howToNextButton2.addChild(howToNextText2); howToNextButton2.y = 600; howToNextButton2.x = 200; howToNextButton2.visible = false; howToPanel.addChild(howToNextButton2); // Next button for page 3 (go to page 4) var howToNextButton3 = new Container(); var howToNextBg3 = howToNextButton3.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToNextBg3.width = 300; howToNextBg3.height = 100; howToNextBg3.tint = 0x0088FF; var howToNextText3 = new Text2("NEXT", { size: 60, fill: 0xFFFFFF, weight: 800 }); howToNextText3.anchor.set(0.5, 0.5); howToNextButton3.addChild(howToNextText3); howToNextButton3.y = 600; howToNextButton3.x = 200; howToNextButton3.visible = false; howToPanel.addChild(howToNextButton3); // Back button (for second page, initially hidden) var howToBackFromPage2Button = new Container(); var howToBackFromPage2Bg = howToBackFromPage2Button.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToBackFromPage2Bg.width = 300; howToBackFromPage2Bg.height = 100; howToBackFromPage2Bg.tint = 0xAA0000; var howToBackFromPage2Text = new Text2("BACK", { size: 60, fill: 0xFFFFFF, weight: 800 }); howToBackFromPage2Text.anchor.set(0.5, 0.5); howToBackFromPage2Button.addChild(howToBackFromPage2Text); howToBackFromPage2Button.y = 600; howToBackFromPage2Button.x = -200; howToBackFromPage2Button.visible = false; howToPanel.addChild(howToBackFromPage2Button); // Back button for page 3 (go to page 2) var howToBackFromPage3Button = new Container(); var howToBackFromPage3Bg = howToBackFromPage3Button.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToBackFromPage3Bg.width = 300; howToBackFromPage3Bg.height = 100; howToBackFromPage3Bg.tint = 0xAA0000; var howToBackFromPage3Text = new Text2("BACK", { size: 60, fill: 0xFFFFFF, weight: 800 }); howToBackFromPage3Text.anchor.set(0.5, 0.5); howToBackFromPage3Button.addChild(howToBackFromPage3Text); howToBackFromPage3Button.y = 600; howToBackFromPage3Button.x = -200; howToBackFromPage3Button.visible = false; howToPanel.addChild(howToBackFromPage3Button); // Back button for page 4 (go to page 3) var howToBackFromPage4Button = new Container(); var howToBackFromPage4Bg = howToBackFromPage4Button.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToBackFromPage4Bg.width = 300; howToBackFromPage4Bg.height = 100; howToBackFromPage4Bg.tint = 0xAA0000; var howToBackFromPage4Text = new Text2("BACK", { size: 60, fill: 0xFFFFFF, weight: 800 }); howToBackFromPage4Text.anchor.set(0.5, 0.5); howToBackFromPage4Button.addChild(howToBackFromPage4Text); howToBackFromPage4Button.y = 600; howToBackFromPage4Button.visible = false; howToPanel.addChild(howToBackFromPage4Button); var howToBackButton = new Container(); var howToBackBg = howToBackButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); howToBackBg.width = 300; howToBackBg.height = 100; howToBackBg.tint = 0xAA0000; var howToBackText = new Text2("MENU", { size: 60, fill: 0xFFFFFF, weight: 800 }); howToBackText.anchor.set(0.5, 0.5); howToBackButton.addChild(howToBackText); howToBackButton.y = 500; howToPanel.addChild(howToBackButton); howToPanel.visible = false; self.addChild(howToPanel); // Local Records panel (initially hidden) var localRecordsPanel = new Container(); var localRecordsPanelBg = localRecordsPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); localRecordsPanelBg.width = 1600; localRecordsPanelBg.height = 1800; localRecordsPanelBg.tint = 0x333333; var localRecordsTitle = new Text2("LOCAL RECORDS", { size: 80, fill: 0xFFFFFF, weight: 800 }); localRecordsTitle.anchor.set(0.5, 0); localRecordsTitle.y = -800; localRecordsPanel.addChild(localRecordsTitle); // Get records from storage var records = storage.records || { bestWave: 0, bestScore: 0, totalGames: 0 }; var localRecordsContent = new Text2("Best Wave Reached: " + records.bestWave + "\n\nBest Score: " + records.bestScore + "\n\nTotal Games Played: " + records.totalGames + "\n\n\nThese are your personal best records\nstored locally on this device.\n\nKeep playing to improve your scores\nand reach higher waves!", { size: 70, fill: 0xFFFFFF, weight: 400 }); localRecordsContent.anchor.set(0.5, 0); localRecordsContent.y = -600; localRecordsPanel.addChild(localRecordsContent); var localRecordsBackButton = new Container(); var localRecordsBackBg = localRecordsBackButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); localRecordsBackBg.width = 300; localRecordsBackBg.height = 100; localRecordsBackBg.tint = 0xAA0000; var localRecordsBackText = new Text2("BACK", { size: 60, fill: 0xFFFFFF, weight: 800 }); localRecordsBackText.anchor.set(0.5, 0.5); localRecordsBackButton.addChild(localRecordsBackText); localRecordsBackButton.y = 600; localRecordsPanel.addChild(localRecordsBackButton); localRecordsPanel.visible = false; self.addChild(localRecordsPanel); // Event handlers historyButton.down = function () { menuContainer.visible = false; historyPanel.visible = true; }; howToPlayButton.down = function () { menuContainer.visible = false; howToPanel.visible = true; }; localRecordsButton.down = function () { // Refresh records data when opening panel var currentRecords = storage.records || { bestWave: 0, bestScore: 0, totalGames: 0 }; localRecordsContent.setText("Best Wave Reached: " + currentRecords.bestWave + "\n\nBest Score: " + currentRecords.bestScore + "\n\nTotal Games Played: " + currentRecords.totalGames + "\n\n\nThese are your personal best records\nstored locally on this device.\n\nKeep playing to improve your scores\nand reach higher waves!"); menuContainer.visible = false; localRecordsPanel.visible = true; }; startButton.down = function () { menuContainer.visible = false; levelSelectionPanel.visible = true; }; // Level Selection panel (initially hidden) var levelSelectionPanel = new Container(); var levelSelectionPanelBg = levelSelectionPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); levelSelectionPanelBg.width = 1800; levelSelectionPanelBg.height = 2200; levelSelectionPanelBg.tint = 0x333333; var levelSelectionTitle = new Text2("SELECT LEVEL", { size: 80, fill: 0xFFFFFF, weight: 800 }); levelSelectionTitle.anchor.set(0.5, 0); levelSelectionTitle.y = -1000; levelSelectionPanel.addChild(levelSelectionTitle); // Create scrollable level grid var levelGridContainer = new Container(); levelSelectionPanel.addChild(levelGridContainer); // Create level buttons in a grid (5 columns, 10 rows for 50 levels) var levelsPerRow = 5; var totalLevels = 50; var buttonSize = 120; var buttonSpacing = 140; var gridWidth = levelsPerRow * buttonSpacing; var gridHeight = Math.ceil(totalLevels / levelsPerRow) * buttonSpacing; for (var i = 0; i < totalLevels; i++) { var levelButton = new Container(); var col = i % levelsPerRow; var row = Math.floor(i / levelsPerRow); levelButton.x = -gridWidth / 2 + col * buttonSpacing + buttonSpacing / 2; levelButton.y = -800 + row * buttonSpacing; var buttonBg = levelButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = buttonSize; buttonBg.height = buttonSize; // Check if level is unlocked (level 1 always unlocked) var levelNumber = i + 1; var isUnlocked = levelNumber === 1 || storage.waveStars && storage.waveStars[levelNumber - 1]; buttonBg.tint = isUnlocked ? 0x00AA00 : 0x666666; var levelText = new Text2(levelNumber.toString(), { size: 50, fill: 0xFFFFFF, weight: 800 }); levelText.anchor.set(0.5, 0.5); levelButton.addChild(levelText); // Show stars if level completed if (storage.waveStars && storage.waveStars[levelNumber]) { var stars = storage.waveStars[levelNumber]; var starText = stars === 'gold' ? '⭐⭐⭐' : '⭐'.repeat(stars); var starDisplay = new Text2(starText, { size: 24, fill: 0xFFD700, weight: 800 }); starDisplay.anchor.set(0.5, 1); starDisplay.y = buttonSize / 2 - 10; levelButton.addChild(starDisplay); } // Store level number for click handler levelButton.levelNumber = levelNumber; levelButton.isUnlocked = isUnlocked; levelButton.down = function () { if (this.isUnlocked) { // Set selected level and start game storage.selectedLevel = this.levelNumber; self.destroy(); gameStarted = true; } else { // Show unlock requirements var notification = game.addChild(new Notification("Complete previous level to unlock!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } }; levelGridContainer.addChild(levelButton); } var levelSelectionBackButton = new Container(); var levelSelectionBackBg = levelSelectionBackButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); levelSelectionBackBg.width = 300; levelSelectionBackBg.height = 100; levelSelectionBackBg.tint = 0xAA0000; var levelSelectionBackText = new Text2("BACK", { size: 60, fill: 0xFFFFFF, weight: 800 }); levelSelectionBackText.anchor.set(0.5, 0.5); levelSelectionBackButton.addChild(levelSelectionBackText); levelSelectionBackButton.y = 900; levelSelectionPanel.addChild(levelSelectionBackButton); levelSelectionBackButton.down = function () { levelSelectionPanel.visible = false; menuContainer.visible = true; }; levelSelectionPanel.visible = false; self.addChild(levelSelectionPanel); // Next button handler (go to page 2) historyNextButton.down = function () { historyContent.visible = false; historyContent2.visible = true; historyNextButton.visible = false; historyBackFromPage2Button.visible = true; historyBackButton.y = 500; }; // Back from page 2 button handler (go to page 1) historyBackFromPage2Button.down = function () { historyContent.visible = true; historyContent2.visible = false; historyNextButton.visible = true; historyBackFromPage2Button.visible = false; historyBackButton.y = 500; }; historyBackButton.down = function () { // Reset to first page when going back to main menu historyContent.visible = true; historyContent2.visible = false; historyNextButton.visible = true; historyBackFromPage2Button.visible = false; historyBackButton.y = 500; historyPanel.visible = false; menuContainer.visible = true; }; // Next button handler (go to page 2) howToNextButton.down = function () { howToContent.visible = false; howToContent2.visible = true; howToNextButton.visible = false; howToBackFromPage2Button.visible = true; howToNextButton2.visible = true; howToBackButton.y = 500; }; // Next button 2 handler (go to page 3) howToNextButton2.down = function () { howToContent2.visible = false; howToContent3.visible = true; howToNextButton2.visible = false; howToBackFromPage2Button.visible = false; howToBackFromPage3Button.visible = true; howToNextButton3.visible = true; howToBackButton.y = 500; }; // Next button 3 handler (go to page 4) howToNextButton3.down = function () { howToContent3.visible = false; howToContent4.visible = true; howToNextButton3.visible = false; howToBackFromPage3Button.visible = false; howToBackFromPage4Button.visible = true; howToBackButton.y = 500; }; // Back from page 2 button handler (go to page 1) howToBackFromPage2Button.down = function () { howToContent.visible = true; howToContent2.visible = false; howToNextButton.visible = true; howToBackFromPage2Button.visible = false; howToNextButton2.visible = false; howToBackButton.y = 500; }; // Back from page 3 button handler (go to page 2) howToBackFromPage3Button.down = function () { howToContent2.visible = true; howToContent3.visible = false; howToNextButton2.visible = true; howToBackFromPage2Button.visible = true; howToBackFromPage3Button.visible = false; howToNextButton3.visible = false; howToBackButton.y = 500; }; // Back from page 4 button handler (go to page 3) howToBackFromPage4Button.down = function () { howToContent3.visible = true; howToContent4.visible = false; howToNextButton3.visible = true; howToBackFromPage3Button.visible = true; howToBackFromPage4Button.visible = false; howToBackButton.y = 500; }; howToBackButton.down = function () { // Reset to first page when going back to main menu howToContent.visible = true; howToContent2.visible = false; howToContent3.visible = false; howToContent4.visible = false; howToNextButton.visible = true; howToBackFromPage2Button.visible = false; howToNextButton2.visible = false; howToNextButton3.visible = false; howToBackFromPage3Button.visible = false; howToBackFromPage4Button.visible = false; howToBackButton.y = 500; howToPanel.visible = false; menuContainer.visible = true; }; localRecordsBackButton.down = function () { localRecordsPanel.visible = false; menuContainer.visible = true; }; // Position menu at center of screen menuContainer.x = 0; menuContainer.y = 0; self.x = 2048 / 2; self.y = 2732 / 2; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; case 'vice': // Vice: base 3.5, +0.5 per level (same as slow) return (3.5 + (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 = 10; 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; case 'vice': self.fireRate = 60; self.damage = 0; // Vice doesn't deal damage self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0xFF69B4; break; case 'sniper': baseGraphics.tint = 0xFFA500; break; case 'splash': baseGraphics.tint = 0x0000FF; break; case 'slow': baseGraphics.tint = 0x00FFFF; break; case 'poison': baseGraphics.tint = 0x191970; break; case 'vice': baseGraphics.tint = 0x9966CC; break; default: baseGraphics.tint = 0x87CEEB; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var defenseAssetId = 'defense_' + self.id; var gunGraphics = gunContainer.attachAsset(defenseAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0xFF69B4; break; case 'sniper': towerLevelIndicator.tint = 0xFFA500; break; case 'splash': towerLevelIndicator.tint = 0x0000FF; break; case 'slow': towerLevelIndicator.tint = 0x00FFFF; break; case 'poison': towerLevelIndicator.tint = 0x191970; break; case 'vice': towerLevelIndicator.tint = 0x9966CC; break; default: towerLevelIndicator.tint = 0x87CEEB; } } } }; 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(); 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); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed, self.id); // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // For vice tower, pass level for scaling confusion effect if (self.id === 'vice') { bullet.sourceTowerLevel = self.level; } // Apply tower-specific bullet tinting switch (self.id) { case 'rapid': bullet.children[0].tint = 0xffb3c6; break; case 'sniper': bullet.children[0].tint = 0x87CEEB; break; case 'splash': bullet.children[0].tint = 0x00CED1; break; case 'slow': bullet.children[0].tint = 0xFFFFFF; break; case 'poison': bullet.children[0].tint = 0x00FFAA; break; case 'vice': bullet.children[0].tint = 0x9966CC; break; case 'default': bullet.children[0].tint = 0xAAAAAA; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; // Use specific asset for Vice tower, generic for others var assetId = self.towerType === 'vice' ? 'towerpreview_vice' : 'towerpreview'; var previewGraphics = self.attachAsset(assetId, { 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; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0xFF69B4; break; case 'sniper': previewGraphics.tint = 0xFFA500; break; case 'splash': previewGraphics.tint = 0x0000FF; break; case 'slow': previewGraphics.tint = 0x00FFFF; break; case 'poison': previewGraphics.tint = 0x191970; break; case 'vice': previewGraphics.tint = 0x9966CC; break; default: previewGraphics.tint = 0x87CEEB; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(getTowerDisplayName(self.tower.id) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsDisplay = ''; if (self.tower.id === 'vice') { // Calculate confusion duration based on tower level var baseConfusionTime = 2; // Base 2 seconds var confusionTime = baseConfusionTime + (self.tower.level - 1); // +1 second per level statsDisplay = 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nConfuse Time: ' + confusionTime + 's\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'; } else { statsDisplay = 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'; } var statsText = new Text2(statsDisplay, { 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)); } var newStatsDisplay = ''; if (self.tower.id === 'vice') { // Calculate confusion duration based on tower level var baseConfusionTime = 2; // Base 2 seconds var confusionTime = baseConfusionTime + (self.tower.level - 1); // +1 second per level newStatsDisplay = 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nConfuse Time: ' + confusionTime + 's\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'; } else { newStatsDisplay = 'Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'; } statsText.setText(newStatsDisplay); 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); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); 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 && gameStarted) { self.gameStarted = true; // Don't reset currentWave here - it's set by level selection 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; // Hide ready legend when game starts if (readyLegend) { tween(readyLegend, { alpha: 0, y: readyLegend.y - 50 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (readyLegend) { readyLegend.destroy(); readyLegend = null; } if (nextWaveLegend) { nextWaveLegend.destroy(); nextWaveLegend = null; } // Show next wave legend after 7 seconds LK.setTimeout(function () { createNextWaveLegend(); }, 7000); } }); } var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "hambean"; var enemyType = "hambean"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0x87CEEB; waveType = "Hambean"; enemyType = "hambean"; enemyCount = 10; } else if (i === 1) { block.tint = 0xFFA500; waveType = "Gyuvis"; enemyType = "gyuvis"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Jihun"; enemyType = "jihun"; enemyCount = 10; } else if (i === 3) { block.tint = 0x808080; waveType = "Richie"; enemyType = "richie"; enemyCount = 10; } else if (i === 4) { block.tint = 0x008000; waveType = "Youzhin"; enemyType = "youzhin"; enemyCount = 30; } else if (i === 5) { block.tint = 0x8B4513; waveType = "Math"; enemyType = "math"; enemyCount = 10; } else if (i + 1 === 13 || i + 1 > 13 && (i + 1 - 13) % 4 === 0 && (i + 1) % 10 !== 0 && i + 1 !== 49) { // TR appears on level 13 and every 4 levels after, except boss levels and level 49 block.tint = 0x32CD32; waveType = "TR"; enemyType = "taerae"; enemyCount = 8; } else if (i + 1 === 49) { // Math level at 49 block.tint = 0x8B4513; waveType = "Math"; enemyType = "math"; enemyCount = 10; } else if (i + 1 === 22 || i + 1 === 43) { // Gyuvis levels at 22 and 43 block.tint = 0xFFA500; waveType = "Gyuvis"; enemyType = "gyuvis"; enemyCount = 10; } else if (i + 1 === 23 || i + 1 === 47) { // Math levels at 23 and 47 block.tint = 0x8B4513; waveType = "Math"; enemyType = "math"; enemyCount = 10; } else if (isBossWave) { // Boss waves: cycle through all boss types as underlying mechanics, but display as Wookie var bossTypes = ['hambean', 'gyuvis', 'jihun', 'richie']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always richie mechanically enemyType = 'richie'; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; } // All boss waves display as "Wookie" regardless of underlying type waveType = "Wookie"; block.tint = 0x000080; // Dark Blue color for Wookie boss enemyCount = 1; } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is gyuvis block.tint = 0xFFA500; waveType = "Gyuvis"; enemyType = "gyuvis"; enemyCount = 10; } else if ((i + 1) % 4 === 0 && i + 1 !== 32) { // Every 4th non-boss wave is jihun, except level 32 block.tint = 0xAA0000; waveType = "Jihun"; enemyType = "jihun"; enemyCount = 10; } else if (i + 1 === 32) { // Math level at 32 block.tint = 0x8B4513; waveType = "Math"; enemyType = "math"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is richie block.tint = 0x808080; waveType = "Richie"; enemyType = "richie"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is youzhin block.tint = 0x008000; waveType = "Youzhin"; enemyType = "youzhin"; enemyCount = 30; } else { block.tint = 0x87CEEB; waveType = "Hambean"; enemyType = "hambean"; 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 = "Gunwook"; } // 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 !== 'youzhin') { typeName = "Wookie"; } 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; var selectedLevel = storage.selectedLevel || 1; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; if (i === 0) { // This is the Start Game marker if (selectedLevel >= 5) { // Position Start Game button between previous level and selected level marker.x = -moveAmount + (selectedLevel - 1) * blockWidth; } else { // Normal positioning for levels 1-4 marker.x = -moveAmount + i * blockWidth; } } else { 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]; // For levels 5 and above, completely remove completed waves from display if (selectedLevel >= 5 && i - 1 < currentWave) { marker.visible = true; } else if (i - 1 < currentWave) { block.alpha = .5; } else { marker.visible = true; block.alpha = 1; } // Show Start Game button when levels 5+ are selected and previous waves are hidden if (i === 0) { // This is the Start Game marker if (selectedLevel >= 5) { marker.visible = true; // Always show Start Game button for level 5+ } } } self.handleWaveProgression = function () { if (!self.gameStarted || !gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Background Music Asset Archive - organized for easy management // Main Menu Music // Gameplay Music Collection // Special Event Music // Wave-Specific Music (themed for different member waves) // Ambient/Background Tracks // Legacy support - keep original name for existing code compatibility var isHidingUpgradeMenu = false; var gameStarted = false; var durianCount = 10; // Starting durians count for waves 1-4 // Initialize waveGold properly on first run if (!storage.waveGold) { storage.waveGold = {}; } function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = durianCount; // Use scaling durian count var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Durians: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); // Create reset button var resetButton = new Container(); var resetButtonBg = resetButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); resetButtonBg.width = 120; resetButtonBg.height = 80; resetButtonBg.tint = 0xFF4444; var resetText = new Text2('RESET', { size: 45, fill: 0xFFFFFF, weight: 800 }); resetText.anchor.set(0.5, 0.5); resetButton.addChild(resetText); resetButton.down = function () { // Reset all game variables to initial state gold = 80; lives = 20; score = 0; currentWave = 0; waveTimer = 0; waveInProgress = false; waveSpawned = false; selectedTower = null; isDragging = false; pathId = 1; maxScore = 0; hasPlacedFirstTower = false; if (startLegend) { startLegend.destroy(); startLegend = null; } if (readyLegend) { readyLegend.destroy(); readyLegend = null; } if (nextWaveLegend) { nextWaveLegend.destroy(); nextWaveLegend = null; } // Clear all arrays enemies.length = 0; towers.length = 0; bullets.length = 0; defenses.length = 0; // Clear all containers towerLayer.removeChildren(); enemyLayerBottom.removeChildren(); enemyLayerMiddle.removeChildren(); enemyLayerTop.removeChildren(); // Remove range indicators and upgrade menus for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange || game.children[i] instanceof UpgradeMenu) { game.removeChild(game.children[i]); } } // Hide tower preview towerPreview.visible = false; // Reset grid for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var cell = grid.cells[i][j]; // Reset cell type to original state var cellType = i === 0 || i === grid.cells.length - 1 || j <= 4 || j >= grid.cells[i].length - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; } else if (j <= 4) { cellType = 0; } else if (j === grid.cells[i].length - 1) { cellType = 3; } else if (j >= grid.cells[i].length - 4) { cellType = 0; } } cell.type = cellType; cell.score = 0; cell.pathId = 0; cell.towersInRange = []; } } // Reset game started state and show start menu gameStarted = false; var newStartMenu = new StartMenu(); game.addChild(newStartMenu); // Reset wave indicator waveIndicator.gameStarted = false; if (waveIndicator.waveMarkers.length > 0) { var startMarker = waveIndicator.waveMarkers[0]; var startBlock = startMarker.children[0]; var startText = startMarker.children[2]; var startTextShadow = startMarker.children[1]; startBlock.tint = 0x00AA00; startText.setText("Start Game"); startTextShadow.setText("Start Game"); startTextShadow.x = 4; startTextShadow.y = 4; } // Recreate source towers with current unlock status createSourceTowers(); // Update pathfinding and UI grid.pathFind(); grid.renderDebug(); updateUI(); var notification = game.addChild(new Notification("Game Reset!")); notification.x = 2048 / 2; notification.y = grid.height - 50; }; // Create upper panel for top UI indicators var upperPanel = new Container(); var upperPanelBg = upperPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 0 }); upperPanelBg.width = 2048; upperPanelBg.height = 120; upperPanelBg.tint = 0x444444; upperPanelBg.alpha = 0.8; upperPanel.x = 0; upperPanel.y = 0; LK.gui.top.addChild(upperPanel); var topMargin = 60; // Increased margin to account for panel var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); LK.gui.topRight.addChild(resetButton); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; resetButton.x = -80; resetButton.y = 60; // Adjusted for panel function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Durians: ' + lives); scoreText.setText('Score: ' + score); } 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(); // Add map background image var mapBackground = game.attachAsset('map_background', { anchorX: 0, anchorY: 0 }); mapBackground.x = 150; mapBackground.y = -104; debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; var startLegend = null; var readyLegend = null; var nextWaveLegend = null; var hasPlacedFirstTower = false; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerDisplayName(towerType) { switch (towerType) { case 'default': return 'Ignite'; case 'rapid': return 'RaRaRa'; case 'sniper': return 'Pop'; case 'splash': return 'Rush'; case 'slow': return '4-Ever'; case 'poison': return 'Blur'; case 'vice': return 'Vice'; default: return towerType.charAt(0).toUpperCase() + towerType.slice(1); } } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; case 'vice': cost = 65; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function calculateWaveStars(waveNumber, remainingDurians, remainingGold) { // Scale durian requirements based on wave var maxDurians = waveNumber <= 4 ? 10 : 20; var lostDurians = maxDurians - remainingDurians; // Star thresholds based on lost durians if (remainingDurians === maxDurians) { // All durians saved if (remainingGold >= 80) { return 'gold'; // 3 gold stars: all durians + 80+ gold } else { return 3; // 3 silver stars: all durians + any gold } } else if (lostDurians >= 1 && lostDurians <= 4) { return 2; // 2 stars: lost 1-4 durians } else if (lostDurians >= 5 && lostDurians <= 9) { return 1; // 1 star: lost 5-9 durians } else { return 0; // 0 stars: lost too many durians } } function awardWaveGold(waveNumber, starsEarned) { // Calculate gold based on stars earned according to the new rule var goldEarned = 0; if (starsEarned === 'gold' || starsEarned === 3) { goldEarned = 10; // 3 stars = +10 gold } else if (starsEarned === 2) { goldEarned = 7; // 2 stars = +7 gold } else if (starsEarned === 1) { goldEarned = 4; // 1 star = +4 gold } else { goldEarned = 0; // 0 stars = +0 gold } // Get current storage objects var waveGold = storage.waveGold || {}; var waveStars = storage.waveStars || {}; var previousGold = waveGold[waveNumber] || 0; var previousStars = waveStars[waveNumber] || 0; // Check if this is better than previous completion var isBetter = false; if (starsEarned === 'gold' && previousStars !== 'gold') { isBetter = true; } else if (starsEarned !== 'gold' && previousStars !== 'gold' && starsEarned > previousStars) { isBetter = true; } else if (previousStars === 0) { // First time completing this level isBetter = true; } if (isBetter) { // Store the new gold amount for this wave waveGold[waveNumber] = goldEarned; storage.waveGold = waveGold; // Return the additional gold earned (difference from previous) var additionalGold = goldEarned - previousGold; return Math.max(0, additionalGold); } return 0; } function calculateCumulativeGold(currentLevel) { // Calculate total accumulated gold from all previously completed levels var totalAccumulatedGold = 0; var waveGold = storage.waveGold || {}; // Add gold from all levels before the current level for (var level = 1; level < currentLevel; level++) { if (waveGold[level]) { totalAccumulatedGold += waveGold[level]; } } return totalAccumulatedGold; } function unlockTowerWithStars() { var totalStars = storage.totalStars || 0; var unlockedTowers = storage.unlockedTowers || ['default', 'rapid', 'sniper']; // Tower unlock progression var unlockRequirements = { 'splash': 10, // Rush tower at 10 total stars 'slow': 20, // 4-Ever tower at 20 total stars 'poison': 35, // Blur tower at 35 total stars 'vice': 10 // Vice tower can be unlocked at any time with 10 stars }; var newUnlocks = []; for (var towerType in unlockRequirements) { var required = unlockRequirements[towerType]; if (totalStars >= required && unlockedTowers.indexOf(towerType) === -1) { unlockedTowers.push(towerType); newUnlocks.push(getTowerDisplayName(towerType)); } } storage.unlockedTowers = unlockedTowers; // Show notification for new unlocks if (newUnlocks.length > 0) { var notification = game.addChild(new Notification("New tower unlocked: " + newUnlocks.join(", "))); notification.x = 2048 / 2; notification.y = grid.height - 100; } } function isTowerUnlocked(towerType) { var unlockedTowers = storage.unlockedTowers || ['default', 'rapid', 'sniper']; return unlockedTowers.indexOf(towerType) !== -1; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); // Hide legend when first tower is placed and show ready legend if (!hasPlacedFirstTower && startLegend) { hasPlacedFirstTower = true; tween(startLegend, { alpha: 0, y: startLegend.y - 50 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (startLegend) { startLegend.destroy(); startLegend = null; } // Show ready legend createReadyLegend(); } }); } // Play tower placement sound based on tower type switch (towerType) { case 'default': LK.getSound('InBloom_tower').play(); break; case 'rapid': LK.getSound('YuraYura_tower').play(); break; case 'sniper': LK.getSound('Sweat_tower').play(); break; case 'splash': LK.getSound('Crush_tower').play(); break; case 'slow': LK.getSound('MeltingPoint_tower').play(); break; case 'poison': LK.getSound('Blue_tower').play(); break; case 'vice': LK.getSound('Vice_tower').play(); break; default: LK.getSound('InBloom_tower').play(); break; } 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) { // Check if tower is unlocked before allowing drag if (isTowerUnlocked(tower.towerType)) { 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); } else { var notification = game.addChild(new Notification("Tower locked! Earn more stars to unlock.")); notification.x = 2048 / 2; notification.y = grid.height - 50; } break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; // Add start menu var startMenu = new StartMenu(); game.addChild(startMenu); // Create start legend function createStartLegend() { startLegend = new Container(); // Background for legend var legendBg = startLegend.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); legendBg.width = 1000; legendBg.height = 100; legendBg.tint = 0x000000; legendBg.alpha = 0.8; // Shadow text var shadowText = new Text2("drag a speaker/arrastra una bocina", { size: 60, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 4; shadowText.y = 4; startLegend.addChild(shadowText); // Main text var legendText = new Text2("drag a speaker/arrastra una bocina", { size: 60, fill: 0xFFFFFF, weight: 800 }); legendText.anchor.set(0.5, 0.5); startLegend.addChild(legendText); // Position legend in center startLegend.x = 2048 / 2; startLegend.y = 2732 / 2 + 200; startLegend.alpha = 0; game.addChild(startLegend); // Animate legend appearing tween(startLegend, { alpha: 1, y: 2732 / 2 + 150 }, { duration: 1000, easing: tween.easeOut }); } // Create ready legend function createReadyLegend() { readyLegend = new Container(); // Background for legend var legendBg = readyLegend.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); legendBg.width = 1500; legendBg.height = 180; legendBg.tint = 0x000000; legendBg.alpha = 0.8; // Shadow text var shadowText = new Text2("Press the button inside the yellow box to start\nclic al botón dentro del marco anaranjado", { size: 60, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 4; shadowText.y = 4; readyLegend.addChild(shadowText); // Main text var legendText = new Text2("Press the button inside the yellow box to start\nclic al botón dentro del marco anaranjado", { size: 60, fill: 0xFFFFFF, weight: 800 }); legendText.anchor.set(0.5, 0.5); readyLegend.addChild(legendText); // Position legend in center readyLegend.x = 2048 / 2; readyLegend.y = 2732 / 2 + 200; readyLegend.alpha = 0; game.addChild(readyLegend); // Animate legend appearing tween(readyLegend, { alpha: 1, y: 2732 / 2 + 150 }, { duration: 1000, easing: tween.easeOut }); } // Create next wave legend function createNextWaveLegend() { nextWaveLegend = new Container(); // Background for legend var legendBg = nextWaveLegend.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); legendBg.width = 1000; legendBg.height = 100; legendBg.tint = 0x000000; legendBg.alpha = 0.8; // Shadow text var shadowText = new Text2("Press Next Wave to next level", { size: 60, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 4; shadowText.y = 4; nextWaveLegend.addChild(shadowText); // Main text var legendText = new Text2("Press Next Wave to next level", { size: 60, fill: 0xFFFFFF, weight: 800 }); legendText.anchor.set(0.5, 0.5); nextWaveLegend.addChild(legendText); // Position legend in center nextWaveLegend.x = 2048 / 2; nextWaveLegend.y = 2732 / 2 + 200; nextWaveLegend.alpha = 0; game.addChild(nextWaveLegend); // Animate legend appearing tween(nextWaveLegend, { alpha: 1, y: 2732 / 2 + 150 }, { duration: 1000, easing: tween.easeOut }); } // Create lower panel for wave indicator var lowerPanel = new Container(); var lowerPanelBg = lowerPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 1 }); lowerPanelBg.width = 2048; lowerPanelBg.height = 200; lowerPanelBg.tint = 0x444444; lowerPanelBg.alpha = 0.8; lowerPanel.x = 2048 / 2; lowerPanel.y = 2732; game.addChild(lowerPanel); var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var allTowerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison', 'vice']; var sourceTowers = []; function createSourceTowers() { // Clear existing towers for (var i = 0; i < sourceTowers.length; i++) { if (sourceTowers[i].parent) { towerLayer.removeChild(sourceTowers[i]); } } sourceTowers = []; // Get unlocked towers var unlockedTowers = storage.unlockedTowers || ['default', 'rapid', 'sniper']; var towerTypes = []; // Add towers in unlock order for (var i = 0; i < allTowerTypes.length; i++) { if (isTowerUnlocked(allTowerTypes[i])) { towerTypes.push(allTowerTypes[i]); } } var towerSpacing = 300; 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; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } } // Create initial source towers createSourceTowers(); sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (!gameStarted) { return; } // Initialize selected level on game start if (gameStarted && currentWave === 0 && !waveIndicator.gameStarted) { var selectedLevel = storage.selectedLevel || 1; currentWave = selectedLevel - 1; // Start at selected level (0-indexed) // Update durian count based on selected level if (selectedLevel <= 4) { durianCount = 10; lives = 10; } else { durianCount = 20; lives = 20; } // Calculate accumulated gold from all previously completed levels var accumulatedGold = calculateCumulativeGold(selectedLevel); if (accumulatedGold > 0) { // Apply cumulative gold immediately when starting the level setGold(80 + accumulatedGold); // Base 80 + accumulated var goldNotification = game.addChild(new Notification("Starting with " + (80 + accumulatedGold) + " gold (80 base + " + accumulatedGold + " from previous levels)")); goldNotification.x = 2048 / 2; goldNotification.y = grid.height - 100; } else { // Ensure we start with base gold if no accumulated gold setGold(80); } updateUI(); // Position wave indicator to show selected level at start var blockWidth = 400; // For levels 5+, start positioned at the selected level (previous waves will be hidden) var initialMoveAmount = selectedLevel >= 5 ? selectedLevel * blockWidth : 0; for (var i = 0; i < waveIndicator.waveMarkers.length; i++) { var marker = waveIndicator.waveMarkers[i]; marker.x = -initialMoveAmount + i * blockWidth; } } // Show legend when game starts but no towers placed yet if (gameStarted && !hasPlacedFirstTower && !startLegend) { createStartLegend(); } if (waveInProgress) { if (!waveSpawned) { // Update durian count based on wave progression if (currentWave <= 4) { durianCount = 10; } else { durianCount = 20; } // Update lives to match current durian count if at start of new tier if (currentWave === 5 && lives === 10) { lives = 20; // Scale up durians from wave 5 onwards updateUI(); } waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ GUNWOOK WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; // Calculate and award stars for completed wave var starsEarned = calculateWaveStars(currentWave, lives, gold); var waveStars = storage.waveStars || {}; var previousStars = waveStars[currentWave] || 0; // Only update if we got better stars if (starsEarned === 'gold' && previousStars !== 'gold' || starsEarned > previousStars && starsEarned !== 'gold') { // Award gold for wave completion FIRST var goldEarned = awardWaveGold(currentWave, starsEarned); // Then update stars (this ensures gold is stored before stars are updated) waveStars[currentWave] = starsEarned; storage.waveStars = waveStars; if (goldEarned > 0) { setGold(gold + goldEarned); var goldNotification = game.addChild(new Notification("Wave complete! +" + goldEarned + " completion gold!")); goldNotification.x = 2048 / 2; goldNotification.y = grid.height - 200; } // Update total stars count var totalStars = 0; var totalGoldStars = 0; for (var wave in waveStars) { var stars = waveStars[wave]; if (stars === 'gold') { totalGoldStars++; totalStars += 3; // Gold stars count as 3 stars } else if (typeof stars === 'number') { totalStars += stars; } } storage.totalStars = totalStars; storage.totalGoldStars = totalGoldStars; // Show star notification var starText = starsEarned === 'gold' ? '3 ⭐' : starsEarned + ' ⭐'; var notification = game.addChild(new Notification("Wave " + currentWave + " complete! " + starText)); notification.x = 2048 / 2; notification.y = grid.height - 150; // Check for tower unlocks unlockTowerWithStars(); // Unlock next level if this was a new completion var nextLevel = currentWave + 1; if (nextLevel <= totalWaves && !storage.waveStars[nextLevel]) { // Next level is now unlocked (will show as available in level select) } } } } 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("Gunwook 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)) { // Play different sound based on enemy type when stealing durian if (enemy.isBoss) { // Special sound for Gunwook boss stealing durian LK.getSound('enemy_gunwook_steal_the_durian').play(); } else { // Regular sound for normal enemies stealing durian LK.getSound('enemy_steal_a_durian').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) { // Wait 3 seconds before playing game over sound and showing menu LK.setTimeout(function () { // Play game over sound LK.getSound('game_over').play(); // Show custom defeat menu instead of automatic game over var defeatMenu = new DefeatMenu(); game.addChild(defeatMenu); }, 3000); return; // Stop game loop execution } } } 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) { // Update local records for win var records = storage.records || { bestWave: 0, bestScore: 0, totalGames: 0 }; records.totalGames = (records.totalGames || 0) + 1; if (currentWave > (records.bestWave || 0)) { records.bestWave = currentWave; } if (score > (records.bestScore || 0)) { records.bestScore = score; } storage.records = records; LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -3510,8 +3510,12 @@
// Legacy support - keep original name for existing code compatibility
var isHidingUpgradeMenu = false;
var gameStarted = false;
var durianCount = 10; // Starting durians count for waves 1-4
+// Initialize waveGold properly on first run
+if (!storage.waveGold) {
+ storage.waveGold = {};
+}
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
@@ -3841,25 +3845,36 @@
var goldEarned = 0;
if (starsEarned === 'gold' || starsEarned === 3) {
goldEarned = 10; // 3 stars = +10 gold
} else if (starsEarned === 2) {
- goldEarned = 7; // 2 stars = +7 gold
+ goldEarned = 7; // 2 stars = +7 gold
} else if (starsEarned === 1) {
goldEarned = 4; // 1 star = +4 gold
} else {
goldEarned = 0; // 0 stars = +0 gold
}
- // Store the gold earned for this wave
+ // Get current storage objects
var waveGold = storage.waveGold || {};
+ var waveStars = storage.waveStars || {};
var previousGold = waveGold[waveNumber] || 0;
- // Only award additional gold if we got better stars than before
- if (starsEarned === 'gold' && storage.waveStars[waveNumber] !== 'gold' || starsEarned > (storage.waveStars[waveNumber] || 0) && starsEarned !== 'gold') {
+ var previousStars = waveStars[waveNumber] || 0;
+ // Check if this is better than previous completion
+ var isBetter = false;
+ if (starsEarned === 'gold' && previousStars !== 'gold') {
+ isBetter = true;
+ } else if (starsEarned !== 'gold' && previousStars !== 'gold' && starsEarned > previousStars) {
+ isBetter = true;
+ } else if (previousStars === 0) {
+ // First time completing this level
+ isBetter = true;
+ }
+ if (isBetter) {
+ // Store the new gold amount for this wave
+ waveGold[waveNumber] = goldEarned;
+ storage.waveGold = waveGold;
+ // Return the additional gold earned (difference from previous)
var additionalGold = goldEarned - previousGold;
- if (additionalGold > 0) {
- waveGold[waveNumber] = goldEarned;
- storage.waveGold = waveGold;
- return additionalGold;
- }
+ return Math.max(0, additionalGold);
}
return 0;
}
function calculateCumulativeGold(currentLevel) {
@@ -4289,12 +4304,16 @@
}
// Calculate accumulated gold from all previously completed levels
var accumulatedGold = calculateCumulativeGold(selectedLevel);
if (accumulatedGold > 0) {
- setGold(gold + accumulatedGold);
- var goldNotification = game.addChild(new Notification("Starting with +" + accumulatedGold + " bonus gold from previous levels!"));
+ // Apply cumulative gold immediately when starting the level
+ setGold(80 + accumulatedGold); // Base 80 + accumulated
+ var goldNotification = game.addChild(new Notification("Starting with " + (80 + accumulatedGold) + " gold (80 base + " + accumulatedGold + " from previous levels)"));
goldNotification.x = 2048 / 2;
goldNotification.y = grid.height - 100;
+ } else {
+ // Ensure we start with base gold if no accumulated gold
+ setGold(80);
}
updateUI();
// Position wave indicator to show selected level at start
var blockWidth = 400;
@@ -4410,12 +4429,13 @@
var waveStars = storage.waveStars || {};
var previousStars = waveStars[currentWave] || 0;
// Only update if we got better stars
if (starsEarned === 'gold' && previousStars !== 'gold' || starsEarned > previousStars && starsEarned !== 'gold') {
+ // Award gold for wave completion FIRST
+ var goldEarned = awardWaveGold(currentWave, starsEarned);
+ // Then update stars (this ensures gold is stored before stars are updated)
waveStars[currentWave] = starsEarned;
storage.waveStars = waveStars;
- // Award gold for wave completion
- var goldEarned = awardWaveGold(currentWave, starsEarned);
if (goldEarned > 0) {
setGold(gold + goldEarned);
var goldNotification = game.addChild(new Notification("Wave complete! +" + goldEarned + " completion gold!"));
goldNotification.x = 2048 / 2;
rectangular speaker with soft edges, in color sky blue gradient to grass green. In-Game asset. 2d. High contrast. No shadows. cute
This is seen from an aerial view
in Kawaii color light pink with black degraded and sparkle details of glitter black
without shadows, please
that it will looks complete, please
that it will looks complete, please
only one sakura flower. In-Game asset. 2d. High contrast. No shadows. cute
flying sideways
raindrop. In-Game asset. 2d. High contrast. No shadows. 8-bit
music note. In-Game asset. 2d. High contrast. No shadows
change the circle's border from black to pink color, please
make him in cartoon chibi style, please
bubble. In-Game asset. 2d. High contrast. No shadows. 8-bit
can you remove the waves and make it in cartoon style?
change its colors to yellow degrated to blue sky, please. In-Game asset. 2d. High contrast. No shadows
change its colors to yellow degraded to blue sky, please
cartoon megaphone. In-Game asset. 2d. High contrast. No shadows
WhereIsMyMic
Sound effect
InBloom_tower
Sound effect
YuraYura_tower
Sound effect
Sweat_tower
Sound effect
Crush_tower
Sound effect
MeltingPoint_tower
Sound effect
Blue_tower
Sound effect
enemy_gunwook_steal_the_durian
Sound effect
enemy_steal_a_durian
Sound effect
Game_Over
Sound effect
game_over
Sound effect
taerae_destroy_tower
Sound effect
background_music
Music
main_menu_music
Music
gameplay_music_1
Music
gameplay_music_2
Music
gameplay_music_3
Music
boss_wave_music
Music
victory_music
Music
defeat_music
Music
hanbin_wave_music
Music
gyuvin_wave_music
Music
jiwoong_wave_music
Music
ricky_wave_music
Music
yujin_wave_music
Music
matthew_wave_music
Music
taerae_wave_music
Music
gunwook_boss_music
Music
menu_ambient
Music
building_phase_music
Music
intense_waves_music
Music
Vice_tower
Sound effect