User prompt
I told that you would do it the change, please
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make a individual "bullet" images for every tower type, please
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yes, you get it
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thanks. So, when game is over, wait 3 seconds to the game_over sound to begin, please
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but, I want to see my return to menu and local records when game is over while I can hear the game_over audio ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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fix this bug, when the game is over, the game reset, and the menu game resets the game too
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Good! Now, add a sound when game is over, please. I called as "game_over"
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cool! Add an special sound when enemy Gunwook steals a durian, please. I named like "enemy_gunwook_steal_the_durian"
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ok, that's was my fault, sorry. Can you add a sound when enemy steals a durian? I named the sound "enemy_steal_a_durian"
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Please, begin with the implementation
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and change all the enemy Gunwook (levels 10, 20, 30, 40 and 50) image assets with the "enemy_gunwook" image asset, please
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change the enemy Ricky image asset "enemy_flying" to the "enemy_Ricky" asset, please
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yes, please
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change the 'LIVES:' counter name to 'DURIANS:' please
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Now, change the TOWER DEFENSE title in main menu to ZHANGHAO'S DURIAN DEFENSE
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Change the Taerae level 49 and Jiwoong level 32 to Matthew level, please
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change the Hanbin levels 22 and 43 to Gyuvin levels
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Thanks, now, change the Hanbin Levels in 23 and 47 to Matthew Levels, please
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fix the bug than when player win the game, he can register his score in the records ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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add a LOCAL RECORDS to the main menu, please ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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I want that Taerae stops behind a tower and broke totally, but he has the same stats that Hanbin enemy, please
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adds a new enemy, this one will be more powerful, similar to the Yujin Enemy in stats, but they don't want to cross, this enemy will be called 'Taerae' and will seek to damage and break the most powerful towers. This new enemy 'Taerae' will appear at first time on level 13 and again every 4 levels, except on 10, 20, 30, 40..., etc., which are Gunwook's Levels. Go through all the levels for this to work and tell me how many levels there are now.
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yes, only this change, please
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Add an automatic hit system for Crush tower to bypass distance-based collision detection
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yes, they are like that
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * 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 Matthew enemy avoids damage (30% chance) var damageAvoided = false; if (self.targetEnemy.type === 'matthew' && 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 Matthew enemy avoids damage (30% chance) var damageAvoided = false; if (self.targetEnemy.type === 'matthew' && 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 Matthew enemy avoids damage (30% chance) var damageAvoided = false; if (self.targetEnemy.type === 'matthew' && 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); } 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 var currentStatsText = new Text2("Wave Reached: " + currentWave + "\nScore: " + score + "\nGold Earned: " + gold, { 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 + "\nTotal Games Played: " + records.totalGames + "\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 for (var i = 0; i < sourceTowers.length; i++) { towerLayer.addChild(sourceTowers[i]); } // 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; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'gyuvin': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'jiwoong': self.isImmune = true; self.maxHealth = 80; break; case 'ricky': self.isFlying = true; self.maxHealth = 80; break; case 'yujin': self.maxHealth = 50; // Weaker enemies break; case 'matthew': self.maxHealth = 100; // Same as Hanbin self.canAvoidDamage = true; // Special ability to randomly avoid damage break; case 'taerae': self.maxHealth = 100; // Same as Hanbin self.seeksTowers = true; // Special ability to seek and damage towers break; case 'hanbin': 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 = { 'gyuvin': 'fast', 'ricky': 'ricky', 'jiwoong': 'immune', 'yujin': 'swarm', 'matthew': 'matthew', 'taerae': 'taerae' }; 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 slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 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 () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 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 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 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; } 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', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } 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 player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var StartMenu = 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("ZHANGHAO'S DURIAN DEFENSE", { size: 120, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -900; menuContainer.addChild(titleText); // 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("START GAME", { 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\ntower — 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 members of ZEROBASEONE are hungry…\nand dangerously obsessed with durians.\n\nZhanghao has hidden his precious stash\nin the kitchen, but the dorm has been\ncompromised.\n\nYour mission:\nStop the invading members 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("TOWER TYPES:\n• In Bloom: Balanced damage and range\n• Yura Yura: Fast firing, more cost\n• Sweat: High damage, long range\n• Crush: Area damage to multiple enemies\n• Melting Point: Reduces enemy movement speed\n• Blue: Damage over time effect\n\nGAMEPLAY:\n1. Drag towers from bottom to place them\n2. Tap towers 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 towers for better efficiency\n• Boss waves appear every 10 levels\n• Different enemy types require different\n strategies\n• Flying enemies can't be slowed or\n poisoned if they're immune\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); // 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); // 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.visible = false; howToPanel.addChild(howToBackFromPage3Button); 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 () { self.destroy(); gameStarted = true; }; // 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; 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; 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; howToNextButton.visible = true; howToBackFromPage2Button.visible = false; howToNextButton2.visible = false; howToBackFromPage3Button.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; 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; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var 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 = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); 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; } // Apply tower-specific bullet tinting switch (self.id) { case 'rapid': bullet.children[0].tint = 0xff8da1; break; case 'sniper': bullet.children[0].tint = 0xFF5500; break; case 'splash': bullet.children[0].tint = 0x33CC00; break; case 'slow': bullet.children[0].tint = 0x9900FF; break; case 'poison': bullet.children[0].tint = 0x00FFAA; 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; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'splash': previewGraphics.tint = 0x33CC00; break; case 'slow': previewGraphics.tint = 0x9900FF; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; default: previewGraphics.tint = 0xAAAAAA; } 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 statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); 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; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "hanbin"; var enemyType = "hanbin"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Hanbin"; enemyType = "hanbin"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Gyuvin"; enemyType = "gyuvin"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Jiwoong"; enemyType = "jiwoong"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Ricky"; enemyType = "ricky"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Yujin"; enemyType = "yujin"; enemyCount = 30; } else if (i === 5) { block.tint = 0x888800; waveType = "Matthew"; enemyType = "matthew"; enemyCount = 10; } else if (i + 1 === 13 || i + 1 > 13 && (i + 1 - 13) % 4 === 0 && (i + 1) % 10 !== 0 && i + 1 !== 49) { // Taerae appears on level 13 and every 4 levels after, except boss levels and level 49 block.tint = 0xFF8C00; waveType = "Taerae"; enemyType = "taerae"; enemyCount = 8; } else if (i + 1 === 49) { // Matthew level at 49 block.tint = 0x888800; waveType = "Matthew"; enemyType = "matthew"; enemyCount = 10; } else if (i + 1 === 22 || i + 1 === 43) { // Gyuvin levels at 22 and 43 block.tint = 0x00AAFF; waveType = "Gyuvin"; enemyType = "gyuvin"; enemyCount = 10; } else if (i + 1 === 23 || i + 1 === 47) { // Matthew levels at 23 and 47 block.tint = 0x888800; waveType = "Matthew"; enemyType = "matthew"; enemyCount = 10; } else if (isBossWave) { // Boss waves: cycle through all boss types as underlying mechanics, but display as Gunwook var bossTypes = ['hanbin', 'gyuvin', 'jiwoong', 'ricky']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always ricky mechanically enemyType = 'ricky'; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; } // All boss waves display as "Gunwook" regardless of underlying type waveType = "Gunwook"; block.tint = 0xFF6600; // Orange color for Gunwook boss enemyCount = 1; } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is gyuvin block.tint = 0x00AAFF; waveType = "Gyuvin"; enemyType = "gyuvin"; enemyCount = 10; } else if ((i + 1) % 4 === 0 && i + 1 !== 32) { // Every 4th non-boss wave is jiwoong, except level 32 block.tint = 0xAA0000; waveType = "Jiwoong"; enemyType = "jiwoong"; enemyCount = 10; } else if (i + 1 === 32) { // Matthew level at 32 block.tint = 0x888800; waveType = "Matthew"; enemyType = "matthew"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is ricky block.tint = 0xFFFF00; waveType = "Ricky"; enemyType = "ricky"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is yujin block.tint = 0xFF00FF; waveType = "Yujin"; enemyType = "yujin"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Hanbin"; enemyType = "hanbin"; 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 !== 'yujin') { typeName = "Gunwook"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted || !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 ****/ var isHidingUpgradeMenu = false; var gameStarted = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var 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; // 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 for (var i = 0; i < sourceTowers.length; i++) { towerLayer.addChild(sourceTowers[i]); } // 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; }; var topMargin = 50; 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 = 50; 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(); 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; 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 'In Bloom'; case 'rapid': return 'Yura Yura'; case 'sniper': return 'Sweat'; case 'splash': return 'Crush'; case 'slow': return 'Melting Point'; case 'poison': return 'Blue'; 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; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); // 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; 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) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; // Add start menu var startMenu = new StartMenu(); game.addChild(startMenu); var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (!gameStarted) { return; } if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ 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; } } 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
@@ -2329,9 +2329,9 @@
}
// Apply tower-specific bullet tinting
switch (self.id) {
case 'rapid':
- bullet.children[0].tint = 0x00AAFF;
+ bullet.children[0].tint = 0xff8da1;
break;
case 'sniper':
bullet.children[0].tint = 0xFF5500;
break;
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