User prompt
thats on top of gold now, put the wave at the bottom instead
User prompt
move the wave text to inside the right bar
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'if (waveStartText.alpha <= 0) {' Line Number: 563
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'LK.getMusic('background').play();' Line Number: 528
User prompt
Please fix the bug: 'self.createUpgradeButton is not a function' in or related to this line: 'var buttons = {' Line Number: 330
User prompt
Please fix the bug: 'LK.Sprite is not a constructor' in or related to this line: 'background = new LK.Sprite('background');' Line Number: 573
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'LK.getMusic('background').play();' Line Number: 571
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'LK.getMusic is not a function' in or related to this line: 'if (waveStartText.alpha <= 0) {' Line Number: 560
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'bonusText is not defined' in or related to this line: 'if (bonusText) {' Line Number: 548
User prompt
Please fix the bug: 'waveCompleteText is not defined' in or related to this line: 'if (waveCompleteText) {' Line Number: 544
User prompt
the wave completed text from last round should get removed when have starts
User prompt
the wave completed text should get removed after the wave end
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = tower.x - self.x;' Line Number: 449
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < zombies.length; i++) {' Line Number: 128
Code edit (1 edits merged)
Please save this source code
Initial prompt
Horde Defence
/**** * Classes ****/ var Bullet = Container.expand(function (damage) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.damage = damage || 10; self.lifetime = 60; // Bullets disappear after 1 second self.update = function () { // Move bullet self.x += self.vx; self.y += self.vy; // Decrease lifetime self.lifetime--; return self.lifetime <= 0; }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 15; self.scale.set(0.2); self.update = function () { self.lifetime--; self.scale.set(1 - self.lifetime / 20); self.alpha = self.lifetime / 15; return self.lifetime <= 0; }; return self; }); var ManualTarget = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('manualTarget', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 15; self.alpha = 0.5; self.update = function () { self.lifetime--; self.alpha = self.lifetime / 15; self.rotation += 0.1; return self.lifetime <= 0; }; return self; }); var Tower = Container.expand(function () { var self = Container.call(this); // Tower base (doesn't rotate) var base = self.attachAsset('towerBase', { anchorX: 0.5, anchorY: 0.5 }); // Tower turret (rotates to aim) var turret = new Container(); var turretGraphics = turret.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(turret); // Tower stats self.health = 100; self.maxHealth = 100; self.damage = 10; self.fireRate = 60; // frames between shots self.fireTimer = 0; self.range = 800; self.upgradeLevel = { damage: 1, fireRate: 1, range: 1, health: 1 }; // Health bar var healthBarContainer = new Container(); var healthBarBg = healthBarContainer.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5, width: 200 }); var healthBarFill = new Container(); var healthBarGraphics = healthBarFill.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5, width: 200 }); healthBarContainer.addChild(healthBarFill); healthBarContainer.y = -150; self.addChild(healthBarContainer); // Methods self.update = function () { // Decrease fire timer if (self.fireTimer > 0) { self.fireTimer--; } // Update health bar healthBarFill.scale.x = self.health / self.maxHealth; // Find target if none currently var target = null; var closestDist = self.range; for (var i = 0; i < zombies.length; i++) { var zombie = zombies[i]; var dx = zombie.x - self.x; var dy = zombie.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < closestDist) { closestDist = dist; target = zombie; } } // Aim at target if (target) { var angle = Math.atan2(target.y - self.y, target.x - self.x); turret.rotation = angle; // Fire if ready if (self.fireTimer <= 0) { var bullet = new Bullet(self.damage); bullet.x = self.x; bullet.y = self.y; bullet.rotation = angle; bullet.vx = Math.cos(angle) * 15; bullet.vy = Math.sin(angle) * 15; game.addChild(bullet); bullets.push(bullet); self.fireTimer = self.fireRate; LK.getSound('shoot').play(); } } }; self.manualShoot = function (x, y) { var angle = Math.atan2(y - self.y, x - self.x); turret.rotation = angle; var bullet = new Bullet(self.damage * 2); // Manual shots do double damage bullet.x = self.x; bullet.y = self.y; bullet.rotation = angle; bullet.vx = Math.cos(angle) * 15; bullet.vy = Math.sin(angle) * 15; game.addChild(bullet); bullets.push(bullet); LK.getSound('shoot').play(); }; self.takeDamage = function (amount) { self.health -= amount; // Flash the tower when hit LK.effects.flashObject(self, 0xff0000, 300); LK.getSound('towerHit').play(); if (self.health <= 0) { return true; // Tower destroyed } return false; }; self.upgradeDamage = function () { self.upgradeLevel.damage++; self.damage += 5; LK.getSound('upgrade').play(); }; self.upgradeFireRate = function () { self.upgradeLevel.fireRate++; self.fireRate = Math.max(10, self.fireRate - 10); LK.getSound('upgrade').play(); }; self.upgradeRange = function () { self.upgradeLevel.range++; self.range += 100; LK.getSound('upgrade').play(); }; self.upgradeHealth = function () { self.upgradeLevel.health++; var oldMaxHealth = self.maxHealth; self.maxHealth += 50; self.health += self.maxHealth - oldMaxHealth; LK.getSound('upgrade').play(); }; return self; }); var UpgradePanel = Container.expand(function (tower) { var self = Container.call(this); // Panel background var panelBg = self.attachAsset('upgradePanel', { anchorX: 0, anchorY: 0 }); // Gold display var goldContainer = new Container(); var goldIcon = goldContainer.attachAsset('goldIcon', { anchorX: 0.5, anchorY: 0.5 }); var goldText = new Text2("0", { size: 40, fill: 0xffcc00 }); goldText.x = 60; goldText.anchor.set(0, 0.5); goldContainer.addChild(goldText); goldContainer.x = 100; goldContainer.y = 100; self.addChild(goldContainer); // Tower stats display var statsContainer = new Container(); var damageText = new Text2("Damage: " + tower.damage, { size: 30, fill: 0xffffff }); damageText.y = 0; statsContainer.addChild(damageText); var fireRateText = new Text2("Fire Rate: " + (60 / tower.fireRate).toFixed(1) + "/s", { size: 30, fill: 0xffffff }); fireRateText.y = 40; statsContainer.addChild(fireRateText); var rangeText = new Text2("Range: " + tower.range, { size: 30, fill: 0xffffff }); rangeText.y = 80; statsContainer.addChild(rangeText); var healthText = new Text2("Health: " + tower.health + "/" + tower.maxHealth, { size: 30, fill: 0xffffff }); healthText.y = 120; statsContainer.addChild(healthText); statsContainer.x = 100; statsContainer.y = 200; self.addChild(statsContainer); // Upgrade buttons var upgradeButtons = []; var upgradeCosts = { damage: function damage() { return tower.upgradeLevel.damage * 50; }, fireRate: function fireRate() { return tower.upgradeLevel.fireRate * 75; }, range: function range() { return tower.upgradeLevel.range * 40; }, health: function health() { return tower.upgradeLevel.health * 60; } }; function createUpgradeButton(label, y, upgradeFunc, getCostFunc) { var button = new Container(); var buttonBg = button.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(label, { size: 30, fill: 0xffffff }); buttonText.anchor.set(0, 0.5); buttonText.x = -buttonBg.width / 2 + 20; button.addChild(buttonText); var costText = new Text2("Cost: " + getCostFunc() + " Gold", { size: 25, fill: 0xffcc00 }); costText.anchor.set(1, 0.5); costText.x = buttonBg.width / 2 - 20; button.addChild(costText); button.x = 250; button.y = y; button.upgrade = upgradeFunc; button.getCost = getCostFunc; button.updateCost = function () { costText.setText("Cost: " + getCostFunc() + " Gold"); }; self.addChild(button); upgradeButtons.push(button); return button; } var damageButton = createUpgradeButton("Upgrade Damage", 400, function () { tower.upgradeDamage(); }, upgradeCosts.damage); var fireRateButton = createUpgradeButton("Upgrade Fire Rate", 520, function () { tower.upgradeFireRate(); }, upgradeCosts.fireRate); var rangeButton = createUpgradeButton("Upgrade Range", 640, function () { tower.upgradeRange(); }, upgradeCosts.range); var healthButton = createUpgradeButton("Upgrade Health", 760, function () { tower.upgradeHealth(); }, upgradeCosts.health); self.checkUpgradeClick = function (x, y, gold) { var localX = x - self.x; var localY = y - self.y; for (var i = 0; i < upgradeButtons.length; i++) { var button = upgradeButtons[i]; var buttonX = button.x; var buttonY = button.y; var buttonWidth = 450; var buttonHeight = 100; if (localX >= buttonX - buttonWidth / 2 && localX <= buttonX + buttonWidth / 2 && localY >= buttonY - buttonHeight / 2 && localY <= buttonY + buttonHeight / 2) { var cost = button.getCost(); if (gold >= cost) { button.upgrade(); self.updateStats(); return cost; } else { // Not enough gold button.alpha = 0.5; LK.setTimeout(function () { button.alpha = 1; }, 300); return 0; } } } return 0; }; self.updateGold = function (gold) { goldText.setText(gold.toString()); }; self.updateStats = function () { damageText.setText("Damage: " + tower.damage); fireRateText.setText("Fire Rate: " + (60 / tower.fireRate).toFixed(1) + "/s"); rangeText.setText("Range: " + tower.range); healthText.setText("Health: " + tower.health + "/" + tower.maxHealth); // Update costs for (var i = 0; i < upgradeButtons.length; i++) { upgradeButtons[i].updateCost(); } }; self.update = function () { self.updateStats(); }; return self; }); var Zombie = Container.expand(function (waveNumber) { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); // Stats scale with wave number var waveMultiplier = 1 + waveNumber * 0.2; self.health = 20 * waveMultiplier; self.maxHealth = self.health; self.speed = 2 + Math.random() * 1; self.damage = 5 * waveMultiplier; self.value = 10 + Math.floor(waveNumber * 5); // Chance to be a special zombie if (Math.random() < 0.2) { // Tank zombie - slower but more health self.health *= 3; self.maxHealth = self.health; self.speed *= 0.5; self.damage *= 2; self.value *= 3; zombieGraphics.tint = 0xff0000; zombieGraphics.width = 80; zombieGraphics.height = 80; } else if (Math.random() < 0.3) { // Fast zombie - faster but less health self.health *= 0.7; self.maxHealth = self.health; self.speed *= 2; self.value *= 2; zombieGraphics.tint = 0xffff00; } // Health bar var healthBarContainer = new Container(); var healthBarBg = healthBarContainer.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); var healthBarFill = new Container(); var healthBarGraphics = healthBarFill.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarContainer.addChild(healthBarFill); healthBarContainer.y = -50; self.addChild(healthBarContainer); self.update = function () { // Move towards tower var dx = CENTER_X - self.x; var dy = CENTER_Y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 50) { // Attack tower if (tower.takeDamage(self.damage)) { return "gameover"; } // Destroy self self.destroy(); zombies.splice(zombies.indexOf(self), 1); } else { // Move towards tower self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Update health bar healthBarFill.scale.x = self.health / self.maxHealth; // Zombie looks where it's going self.rotation = Math.atan2(dy, dx); return "ok"; }; self.takeDamage = function (amount) { self.health -= amount; return self.health <= 0; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Game Variables ****/ var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var CENTER_X = GAME_WIDTH / 2; var CENTER_Y = GAME_HEIGHT / 2; // Game state var isGameActive = false; var waitingForNextWave = false; // Game objects var tower; var upgradePanel; var waveIndicator; var waveCompleteText; var bonusText; var waveTextInterval; // Collections var zombies = []; var bullets = []; var explosions = []; var targets = []; // Game stats var wave = 0; var zombiesInWave = 0; var waveInterval = 60; // Frames between zombie spawns var zombiesKilled = 0; var gold = 100; var manualCooldown = 0; /**** * Game Functions ****/ function startGame() { // Create background var background = new Container(); var backgroundGraphics = background.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = CENTER_X; background.y = CENTER_Y; game.addChild(background); // Create tower tower = new Tower(); tower.x = CENTER_X; tower.y = CENTER_Y; game.addChild(tower); // Create upgrade panel upgradePanel = new UpgradePanel(tower); upgradePanel.x = GAME_WIDTH - 500; upgradePanel.y = 0; game.addChild(upgradePanel); // Create wave indicator waveIndicator = new Container(); var waveIndicatorBg = waveIndicator.attachAsset('waveIndicator', { anchorX: 0.5, anchorY: 0.5 }); var waveText = new Text2("WAVE 1", { size: 40, fill: 0xffffff }); waveText.anchor.set(0.5); waveIndicator.addChild(waveText); waveIndicator.x = 200; waveIndicator.y = 50; game.addChild(waveIndicator); // Start the game isGameActive = true; // Start first wave startWave(); // Start background music LK.playMusic('background'); // Update gold display upgradePanel.updateGold(gold); } function startWave() { // Clean up any previous wave text elements if (waveCompleteText) { waveCompleteText.destroy(); waveCompleteText = null; } if (bonusText) { bonusText.destroy(); bonusText = null; } if (waveTextInterval) { LK.clearInterval(waveTextInterval); waveTextInterval = null; } waitingForNextWave = false; waveIndicator.children[1].setText("WAVE " + wave); zombiesInWave = 10 + wave * 5; waveInterval = Math.max(20, 60 - wave * 5); // Spawn zombies faster in later waves // Show wave start message var waveStartText = new Text2("WAVE " + wave + " STARTING!", { size: 80, fill: 0xff9900 }); waveStartText.x = CENTER_X; waveStartText.y = CENTER_Y; waveStartText.anchor.set(0.5); game.addChild(waveStartText); LK.getSound('waveStart').play(); // Fade out text var fadeInterval = LK.setInterval(function () { waveStartText.alpha -= 0.05; if (waveStartText.alpha <= 0) { waveStartText.destroy(); LK.clearInterval(fadeInterval); } }, 30); } function spawnZombie() { if (zombiesInWave <= 0) { return; } var zombie = new Zombie(wave); // Spawn at random edge position var angle = Math.random() * Math.PI * 2; var distance = 1200; // Spawn outside visible area zombie.x = CENTER_X + Math.cos(angle) * distance; zombie.y = CENTER_Y + Math.sin(angle) * distance; game.addChild(zombie); zombies.push(zombie); zombiesInWave--; } function gameOver() { isGameActive = false; // Play game over sound LK.getSound('gameOver').play(); // Display message var gameOverText = new Text2("GAME OVER!", { size: 120, fill: 0xff0000 }); gameOverText.x = CENTER_X; gameOverText.y = CENTER_Y; gameOverText.anchor.set(0.5); game.addChild(gameOverText); var scoreText = new Text2("Waves Survived: " + wave + "\nZombies Killed: " + zombiesKilled, { size: 60, fill: 0xffffff }); scoreText.x = CENTER_X; scoreText.y = CENTER_Y + 150; scoreText.anchor.set(0.5); game.addChild(scoreText); // Set final score (waves survived * zombies killed) LK.setScore(wave * zombiesKilled); // Show game over screen after delay LK.setTimeout(function () { LK.showGameOver(); }, 3000); } /**** * Event Handlers ****/ game.on('down', function (x, y, obj) { if (!isGameActive) { return; } var event = obj; var pos = game.toLocal(event.global); // Check if clicking on upgrade panel if (pos.x > GAME_WIDTH - 500) { var upgradeCost = upgradePanel.checkUpgradeClick(pos.x, pos.y, gold); if (upgradeCost > 0) { gold -= upgradeCost; upgradePanel.updateGold(gold); } } else { // Manual targeting - can only fire once per second if (manualCooldown <= 0) { // Create target indicator var target = new ManualTarget(); target.x = pos.x; target.y = pos.y; game.addChild(target); targets.push(target); // Fire at clicked location tower.manualShoot(pos.x, pos.y); manualCooldown = 60; // 1 second cooldown } } }); /**** * Game Loop ****/ LK.on('tick', function () { if (!isGameActive) { return; } // Update tower tower.update(); // Update upgrade panel upgradePanel.update(); // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].update()) { bullets[i].destroy(); bullets.splice(i, 1); continue; } // Check for zombie hits for (var j = zombies.length - 1; j >= 0; j--) { if (bullets[i] && bullets[i].intersects(zombies[j])) { if (zombies[j].takeDamage(bullets[i].damage)) { // Zombie killed var explosion = new Explosion(); explosion.x = zombies[j].x; explosion.y = zombies[j].y; game.addChild(explosion); explosions.push(explosion); // Add gold gold += zombies[j].value; upgradePanel.updateGold(gold); // Show gold pop-up var goldPop = new Text2("+" + zombies[j].value, { size: 30, fill: 0xffcc00 }); goldPop.x = zombies[j].x; goldPop.y = zombies[j].y - 50; goldPop.anchor.set(0.5); game.addChild(goldPop); // Fade out gold text var fadeInterval = LK.setInterval(function () { goldPop.alpha -= 0.05; goldPop.y -= 1; if (goldPop.alpha <= 0) { goldPop.destroy(); LK.clearInterval(fadeInterval); } }, 30); LK.getSound('zombieDeath').play(); zombies[j].destroy(); zombies.splice(j, 1); zombiesKilled++; } // Remove bullet bullets[i].destroy(); bullets.splice(i, 1); break; } } } // Update zombies for (var k = zombies.length - 1; k >= 0; k--) { var result = zombies[k].update(); if (result === "gameover") { gameOver(); return; } } // Update explosions for (var l = explosions.length - 1; l >= 0; l--) { if (explosions[l].update()) { explosions[l].destroy(); explosions.splice(l, 1); } } // Update targets for (var m = targets.length - 1; m >= 0; m--) { if (targets[m].update()) { targets[m].destroy(); targets.splice(m, 1); } } // Spawn zombies if (LK.ticks % waveInterval === 0 && zombiesInWave > 0) { spawnZombie(); } // Check if wave is complete if (zombiesInWave <= 0 && zombies.length === 0 && !waitingForNextWave) { // Set flag to prevent multiple wave completions waitingForNextWave = true; // Start next wave after delay wave++; LK.setTimeout(function () { startWave(); }, 3000); // Grant bonus gold between waves var bonus = 50 + (wave - 1) * 10; gold += bonus; upgradePanel.updateGold(gold); // Show wave complete message waveCompleteText = new Text2("WAVE " + (wave - 1) + " COMPLETE!", { size: 80, fill: 0x33ff33 }); waveCompleteText.x = CENTER_X; waveCompleteText.y = CENTER_Y; waveCompleteText.anchor.set(0.5); game.addChild(waveCompleteText); bonusText = new Text2("BONUS: +" + bonus + " GOLD", { size: 60, fill: 0xffcc00 }); bonusText.x = CENTER_X; bonusText.y = CENTER_Y + 100; bonusText.anchor.set(0.5); game.addChild(bonusText); // Fade out text waveTextInterval = LK.setInterval(function () { waveCompleteText.alpha -= 0.02; bonusText.alpha -= 0.02; if (waveCompleteText.alpha <= 0) { waveCompleteText.destroy(); bonusText.destroy(); LK.clearInterval(waveTextInterval); waveCompleteText = null; bonusText = null; waveTextInterval = null; } }, 30); } // Update manual cooldown if (manualCooldown > 0) { manualCooldown--; } }); // Start the game startGame();
===================================================================
--- original.js
+++ change.js
@@ -20,40 +20,8 @@
return self.lifetime <= 0;
};
return self;
});
-var CooldownIndicator = Container.expand(function () {
- var self = Container.call(this);
- var bgCircle = self.attachAsset('cooldownIndicator', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.5
- });
- var fillCircle = new Container();
- var fillGraphics = fillCircle.attachAsset('manualTarget', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 70,
- height: 70
- });
- self.addChild(fillCircle);
- var cooldownText = new Text2("READY", {
- size: 20,
- fill: 0xffffff
- });
- cooldownText.anchor.set(0.5);
- self.addChild(cooldownText);
- self.update = function (cooldown, maxCooldown) {
- if (cooldown <= 0) {
- fillCircle.alpha = 1;
- cooldownText.text = "READY";
- } else {
- fillCircle.alpha = 0.3;
- cooldownText.text = Math.ceil(cooldown / 60) + "s";
- }
- };
- return self;
-});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
@@ -84,64 +52,8 @@
return self.lifetime <= 0;
};
return self;
});
-var StatusBar = Container.expand(function () {
- var self = Container.call(this);
- // Top bar background
- var barBg = self.attachAsset('topBar', {
- anchorX: 0.5,
- anchorY: 0
- });
- // Wave indicator
- var waveDisplay = new Container();
- var waveIndicator = waveDisplay.attachAsset('waveIndicator', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.8
- });
- var waveText = new Text2("WAVE 1", {
- size: 40,
- fill: 0xffffff
- });
- waveText.anchor.set(0.5);
- waveDisplay.addChild(waveText);
- waveDisplay.x = 0;
- waveDisplay.y = 60;
- self.addChild(waveDisplay);
- // Stats display
- var statsContainer = new Container();
- var statsBg = statsContainer.attachAsset('statDisplay', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.7
- });
- var killsText = new Text2("Kills: 0", {
- size: 30,
- fill: 0xffffff
- });
- killsText.anchor.set(0.5);
- killsText.y = -20;
- statsContainer.addChild(killsText);
- var scoreText = new Text2("Score: 0", {
- size: 30,
- fill: 0xffffff
- });
- scoreText.anchor.set(0.5);
- scoreText.y = 20;
- statsContainer.addChild(scoreText);
- statsContainer.x = 500;
- statsContainer.y = 60;
- self.addChild(statsContainer);
- self.updateWave = function (waveNum) {
- waveText.text = "WAVE " + waveNum;
- };
- self.updateStats = function (kills, score) {
- killsText.text = "Kills: " + kills;
- scoreText.text = "Score: " + score;
- };
- return self;
-});
var Tower = Container.expand(function () {
var self = Container.call(this);
// Tower base (doesn't rotate)
var base = self.attachAsset('towerBase', {
@@ -167,9 +79,9 @@
fireRate: 1,
range: 1,
health: 1
};
- // Health bar - moved above tower for better visibility
+ // Health bar
var healthBarContainer = new Container();
var healthBarBg = healthBarContainer.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
@@ -183,25 +95,16 @@
});
healthBarContainer.addChild(healthBarFill);
healthBarContainer.y = -150;
self.addChild(healthBarContainer);
- // Add health text
- var healthText = new Text2("", {
- size: 24,
- fill: 0xffffff
- });
- healthText.anchor.set(0.5);
- healthText.y = -150;
- self.addChild(healthText);
// Methods
self.update = function () {
// Decrease fire timer
if (self.fireTimer > 0) {
self.fireTimer--;
}
// Update health bar
healthBarFill.scale.x = self.health / self.maxHealth;
- healthText.text = self.health + "/" + self.maxHealth;
// Find target if none currently
var target = null;
var closestDist = self.range;
for (var i = 0; i < zombies.length; i++) {
@@ -255,92 +158,39 @@
return true; // Tower destroyed
}
return false;
};
- self.upgrade = function (stat) {
- var maxLevel = 10; // Maximum upgrade level
- if (self.upgradeLevel[stat] >= maxLevel) {
- return 0; // Already at max level
- }
- var cost = 0;
- switch (stat) {
- case 'damage':
- cost = 50 * self.upgradeLevel.damage;
- self.damage += 5;
- self.upgradeLevel.damage++;
- break;
- case 'fireRate':
- cost = 75 * self.upgradeLevel.fireRate;
- self.fireRate = Math.max(10, self.fireRate - 5); // Min fire rate of 10 frames
- self.upgradeLevel.fireRate++;
- break;
- case 'range':
- cost = 100 * self.upgradeLevel.range;
- self.range += 50;
- self.upgradeLevel.range++;
- break;
- case 'health':
- cost = 60 * self.upgradeLevel.health;
- self.maxHealth += 25;
- self.health += 25;
- self.upgradeLevel.health++;
- break;
- }
- // Flash effect on upgrade
- LK.effects.flashObject(self, 0x00ff00, 500);
+ self.upgradeDamage = function () {
+ self.upgradeLevel.damage++;
+ self.damage += 5;
LK.getSound('upgrade').play();
- return cost;
};
+ self.upgradeFireRate = function () {
+ self.upgradeLevel.fireRate++;
+ self.fireRate = Math.max(10, self.fireRate - 10);
+ LK.getSound('upgrade').play();
+ };
+ self.upgradeRange = function () {
+ self.upgradeLevel.range++;
+ self.range += 100;
+ LK.getSound('upgrade').play();
+ };
+ self.upgradeHealth = function () {
+ self.upgradeLevel.health++;
+ var oldMaxHealth = self.maxHealth;
+ self.maxHealth += 50;
+ self.health += self.maxHealth - oldMaxHealth;
+ LK.getSound('upgrade').play();
+ };
return self;
});
-var UpgradePanel = Container.expand(function () {
+var UpgradePanel = Container.expand(function (tower) {
var self = Container.call(this);
// Panel background
var panelBg = self.attachAsset('upgradePanel', {
- anchorX: 0.5,
- anchorY: 1
+ anchorX: 0,
+ anchorY: 0
});
- // Create upgrade buttons
- self.createUpgradeButton = function (label, position) {
- var button = new Container();
- var buttonGraphics = button.attachAsset('upgradeButton', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- var buttonText = new Text2(label, {
- size: 30,
- fill: 0xffffff
- });
- buttonText.anchor.set(0.5);
- buttonText.y = -20;
- button.addChild(buttonText);
- var costText = new Text2("", {
- size: 24,
- fill: 0xffcc00
- });
- costText.anchor.set(0.5);
- costText.y = 20;
- button.addChild(costText);
- button.x = -670 + position * 450;
- button.y = -200;
- self.addChild(button);
- return {
- container: button,
- costText: costText,
- bounds: {
- x: button.x - 225,
- y: button.y - 50,
- width: 450,
- height: 100
- }
- };
- };
- var buttons = {
- damage: self.createUpgradeButton("Damage", 0),
- fireRate: self.createUpgradeButton("Fire Rate", 1),
- range: self.createUpgradeButton("Range", 2),
- health: self.createUpgradeButton("Health", 3)
- };
// Gold display
var goldContainer = new Container();
var goldIcon = goldContainer.attachAsset('goldIcon', {
anchorX: 0.5,
@@ -349,132 +199,179 @@
var goldText = new Text2("0", {
size: 40,
fill: 0xffcc00
});
- goldText.x = 50;
- goldText.y = 0;
+ goldText.x = 60;
goldText.anchor.set(0, 0.5);
goldContainer.addChild(goldText);
- goldContainer.x = -160;
- goldContainer.y = -300;
+ goldContainer.x = 100;
+ goldContainer.y = 100;
self.addChild(goldContainer);
- // Upgrade costs
+ // Tower stats display
+ var statsContainer = new Container();
+ var damageText = new Text2("Damage: " + tower.damage, {
+ size: 30,
+ fill: 0xffffff
+ });
+ damageText.y = 0;
+ statsContainer.addChild(damageText);
+ var fireRateText = new Text2("Fire Rate: " + (60 / tower.fireRate).toFixed(1) + "/s", {
+ size: 30,
+ fill: 0xffffff
+ });
+ fireRateText.y = 40;
+ statsContainer.addChild(fireRateText);
+ var rangeText = new Text2("Range: " + tower.range, {
+ size: 30,
+ fill: 0xffffff
+ });
+ rangeText.y = 80;
+ statsContainer.addChild(rangeText);
+ var healthText = new Text2("Health: " + tower.health + "/" + tower.maxHealth, {
+ size: 30,
+ fill: 0xffffff
+ });
+ healthText.y = 120;
+ statsContainer.addChild(healthText);
+ statsContainer.x = 100;
+ statsContainer.y = 200;
+ self.addChild(statsContainer);
+ // Upgrade buttons
+ var upgradeButtons = [];
var upgradeCosts = {
damage: function damage() {
- return 50 * tower.upgradeLevel.damage;
+ return tower.upgradeLevel.damage * 50;
},
fireRate: function fireRate() {
- return 75 * tower.upgradeLevel.fireRate;
+ return tower.upgradeLevel.fireRate * 75;
},
range: function range() {
- return 100 * tower.upgradeLevel.range;
+ return tower.upgradeLevel.range * 40;
},
health: function health() {
- return 60 * tower.upgradeLevel.health;
+ return tower.upgradeLevel.health * 60;
}
};
- self.createUpgradeButton = function (label, position) {
+ function createUpgradeButton(label, y, upgradeFunc, getCostFunc) {
var button = new Container();
- var buttonGraphics = button.attachAsset('upgradeButton', {
+ var buttonBg = button.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(label, {
size: 30,
fill: 0xffffff
});
- buttonText.anchor.set(0.5);
- buttonText.y = -20;
+ buttonText.anchor.set(0, 0.5);
+ buttonText.x = -buttonBg.width / 2 + 20;
button.addChild(buttonText);
- var costText = new Text2("", {
- size: 24,
+ var costText = new Text2("Cost: " + getCostFunc() + " Gold", {
+ size: 25,
fill: 0xffcc00
});
- costText.anchor.set(0.5);
- costText.y = 20;
+ costText.anchor.set(1, 0.5);
+ costText.x = buttonBg.width / 2 - 20;
button.addChild(costText);
- button.x = -670 + position * 450;
- button.y = -200;
+ button.x = 250;
+ button.y = y;
+ button.upgrade = upgradeFunc;
+ button.getCost = getCostFunc;
+ button.updateCost = function () {
+ costText.setText("Cost: " + getCostFunc() + " Gold");
+ };
self.addChild(button);
- return {
- container: button,
- costText: costText,
- bounds: {
- x: button.x - 225,
- y: button.y - 50,
- width: 450,
- height: 100
+ upgradeButtons.push(button);
+ return button;
+ }
+ var damageButton = createUpgradeButton("Upgrade Damage", 400, function () {
+ tower.upgradeDamage();
+ }, upgradeCosts.damage);
+ var fireRateButton = createUpgradeButton("Upgrade Fire Rate", 520, function () {
+ tower.upgradeFireRate();
+ }, upgradeCosts.fireRate);
+ var rangeButton = createUpgradeButton("Upgrade Range", 640, function () {
+ tower.upgradeRange();
+ }, upgradeCosts.range);
+ var healthButton = createUpgradeButton("Upgrade Health", 760, function () {
+ tower.upgradeHealth();
+ }, upgradeCosts.health);
+ self.checkUpgradeClick = function (x, y, gold) {
+ var localX = x - self.x;
+ var localY = y - self.y;
+ for (var i = 0; i < upgradeButtons.length; i++) {
+ var button = upgradeButtons[i];
+ var buttonX = button.x;
+ var buttonY = button.y;
+ var buttonWidth = 450;
+ var buttonHeight = 100;
+ if (localX >= buttonX - buttonWidth / 2 && localX <= buttonX + buttonWidth / 2 && localY >= buttonY - buttonHeight / 2 && localY <= buttonY + buttonHeight / 2) {
+ var cost = button.getCost();
+ if (gold >= cost) {
+ button.upgrade();
+ self.updateStats();
+ return cost;
+ } else {
+ // Not enough gold
+ button.alpha = 0.5;
+ LK.setTimeout(function () {
+ button.alpha = 1;
+ }, 300);
+ return 0;
+ }
}
- };
+ }
+ return 0;
};
- self.updateGold = function (amount) {
- goldText.text = amount;
+ self.updateGold = function (gold) {
+ goldText.setText(gold.toString());
};
- self.update = function () {
- // Update cost displays
- buttons.damage.costText.text = upgradeCosts.damage() + " Gold";
- buttons.fireRate.costText.text = upgradeCosts.fireRate() + " Gold";
- buttons.range.costText.text = upgradeCosts.range() + " Gold";
- buttons.health.costText.text = upgradeCosts.health() + " Gold";
- // Change button colors based on affordability
- self.updateButtonAppearance(buttons.damage, upgradeCosts.damage() <= gold);
- self.updateButtonAppearance(buttons.fireRate, upgradeCosts.fireRate() <= gold);
- self.updateButtonAppearance(buttons.range, upgradeCosts.range() <= gold);
- self.updateButtonAppearance(buttons.health, upgradeCosts.health() <= gold);
- };
- self.updateButtonAppearance = function (button, canAfford) {
- var color = canAfford ? 0x3366ff : 0x444444;
- button.container.children[0].tint = color;
- };
- self.checkUpgradeClick = function (x, y, currentGold) {
- var relativeX = x - self.x;
- var relativeY = y - self.y;
- // Check each button
- if (self.isPointInButton(relativeX, relativeY, buttons.damage.bounds)) {
- var cost = upgradeCosts.damage();
- if (currentGold >= cost) {
- return tower.upgrade('damage');
- }
- } else if (self.isPointInButton(relativeX, relativeY, buttons.fireRate.bounds)) {
- var cost = upgradeCosts.fireRate();
- if (currentGold >= cost) {
- return tower.upgrade('fireRate');
- }
- } else if (self.isPointInButton(relativeX, relativeY, buttons.range.bounds)) {
- var cost = upgradeCosts.range();
- if (currentGold >= cost) {
- return tower.upgrade('range');
- }
- } else if (self.isPointInButton(relativeX, relativeY, buttons.health.bounds)) {
- var cost = upgradeCosts.health();
- if (currentGold >= cost) {
- return tower.upgrade('health');
- }
+ self.updateStats = function () {
+ damageText.setText("Damage: " + tower.damage);
+ fireRateText.setText("Fire Rate: " + (60 / tower.fireRate).toFixed(1) + "/s");
+ rangeText.setText("Range: " + tower.range);
+ healthText.setText("Health: " + tower.health + "/" + tower.maxHealth);
+ // Update costs
+ for (var i = 0; i < upgradeButtons.length; i++) {
+ upgradeButtons[i].updateCost();
}
- return 0; // No upgrade performed
};
- self.isPointInButton = function (x, y, bounds) {
- return x >= bounds.x && x <= bounds.x + bounds.width && y >= bounds.y && y <= bounds.y + bounds.height;
+ self.update = function () {
+ self.updateStats();
};
return self;
});
-var Zombie = Container.expand(function (level) {
+var Zombie = Container.expand(function (waveNumber) {
var self = Container.call(this);
- level = level || 1;
- // Scale color from green to red based on level
- var colorValue = Math.min(255, 50 + level * 20);
- var zombieColor = colorValue << 16 | 255 - colorValue << 8;
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
- anchorY: 0.5,
- color: zombieColor
+ anchorY: 0.5
});
- // Zombie stats
- self.health = 20 + level * 10;
+ // Stats scale with wave number
+ var waveMultiplier = 1 + waveNumber * 0.2;
+ self.health = 20 * waveMultiplier;
self.maxHealth = self.health;
- self.damage = 5 + level;
- self.speed = 1 + level * 0.1;
- self.value = 10 + level * 5; // Gold value when killed
+ self.speed = 2 + Math.random() * 1;
+ self.damage = 5 * waveMultiplier;
+ self.value = 10 + Math.floor(waveNumber * 5);
+ // Chance to be a special zombie
+ if (Math.random() < 0.2) {
+ // Tank zombie - slower but more health
+ self.health *= 3;
+ self.maxHealth = self.health;
+ self.speed *= 0.5;
+ self.damage *= 2;
+ self.value *= 3;
+ zombieGraphics.tint = 0xff0000;
+ zombieGraphics.width = 80;
+ zombieGraphics.height = 80;
+ } else if (Math.random() < 0.3) {
+ // Fast zombie - faster but less health
+ self.health *= 0.7;
+ self.maxHealth = self.health;
+ self.speed *= 2;
+ self.value *= 2;
+ zombieGraphics.tint = 0xffff00;
+ }
// Health bar
var healthBarContainer = new Container();
var healthBarBg = healthBarContainer.attachAsset('healthBarBg', {
anchorX: 0.5,
@@ -487,36 +384,35 @@
});
healthBarContainer.addChild(healthBarFill);
healthBarContainer.y = -50;
self.addChild(healthBarContainer);
- // Movement variables
- var targetX = CENTER_X;
- var targetY = CENTER_Y;
self.update = function () {
// Move towards tower
- var dx = targetX - self.x;
- var dy = targetY - self.y;
+ var dx = CENTER_X - self.x;
+ var dy = CENTER_Y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 50) {
// Attack tower
if (tower.takeDamage(self.damage)) {
- return "gameover"; // Tower destroyed
+ return "gameover";
}
- // Move away slightly to prevent continuous damage
- self.x -= dx * 0.5;
- self.y -= dy * 0.5;
+ // Destroy self
+ self.destroy();
+ zombies.splice(zombies.indexOf(self), 1);
} else {
// Move towards tower
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
// Update health bar
healthBarFill.scale.x = self.health / self.maxHealth;
- return null;
+ // Zombie looks where it's going
+ self.rotation = Math.atan2(dy, dx);
+ return "ok";
};
self.takeDamage = function (amount) {
self.health -= amount;
- return self.health <= 0; // Return true if zombie is killed
+ return self.health <= 0;
};
return self;
});
@@ -539,73 +435,73 @@
var CENTER_Y = GAME_HEIGHT / 2;
// Game state
var isGameActive = false;
var waitingForNextWave = false;
-var waveCompleteText;
-var bonusText;
-var waveTextInterval;
// Game objects
var tower;
var upgradePanel;
-var statusBar;
-var cooldownIndicator;
-var background;
-// Game arrays
+var waveIndicator;
+var waveCompleteText;
+var bonusText;
+var waveTextInterval;
+// Collections
var zombies = [];
var bullets = [];
var explosions = [];
var targets = [];
// Game stats
-var wave = 1;
+var wave = 0;
var zombiesInWave = 0;
var waveInterval = 60; // Frames between zombie spawns
var zombiesKilled = 0;
-var gold = 200; // Starting gold
+var gold = 100;
var manualCooldown = 0;
/****
* Game Functions
****/
function startGame() {
- // Reset game variables
- isGameActive = true;
- waitingForNextWave = false;
- wave = 1;
- zombiesKilled = 0;
- gold = 200;
- zombies = [];
- bullets = [];
- explosions = [];
- targets = [];
- LK.playMusic('background');
- // Create game objects
- background = LK.getAsset('background', {
+ // Create background
+ var background = new Container();
+ var backgroundGraphics = background.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
+ background.x = CENTER_X;
+ background.y = CENTER_Y;
game.addChild(background);
- // Create tower in center
+ // Create tower
tower = new Tower();
tower.x = CENTER_X;
tower.y = CENTER_Y;
game.addChild(tower);
- // Create upgrade panel at bottom
- upgradePanel = new UpgradePanel();
- upgradePanel.x = CENTER_X;
- upgradePanel.y = GAME_HEIGHT;
- upgradePanel.updateGold(gold);
+ // Create upgrade panel
+ upgradePanel = new UpgradePanel(tower);
+ upgradePanel.x = GAME_WIDTH - 500;
+ upgradePanel.y = 0;
game.addChild(upgradePanel);
- // Create status bar at top
- statusBar = new StatusBar();
- statusBar.x = CENTER_X;
- statusBar.y = 0;
- game.addChild(statusBar);
- // Create cooldown indicator for manual shooting
- cooldownIndicator = new CooldownIndicator();
- cooldownIndicator.x = CENTER_X;
- cooldownIndicator.y = GAME_HEIGHT - 480; // Position above upgrade panel
- game.addChild(cooldownIndicator);
+ // Create wave indicator
+ waveIndicator = new Container();
+ var waveIndicatorBg = waveIndicator.attachAsset('waveIndicator', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var waveText = new Text2("WAVE 1", {
+ size: 40,
+ fill: 0xffffff
+ });
+ waveText.anchor.set(0.5);
+ waveIndicator.addChild(waveText);
+ waveIndicator.x = 200;
+ waveIndicator.y = 50;
+ game.addChild(waveIndicator);
+ // Start the game
+ isGameActive = true;
// Start first wave
startWave();
+ // Start background music
+ LK.playMusic('background');
+ // Update gold display
+ upgradePanel.updateGold(gold);
}
function startWave() {
// Clean up any previous wave text elements
if (waveCompleteText) {
@@ -619,102 +515,62 @@
if (waveTextInterval) {
LK.clearInterval(waveTextInterval);
waveTextInterval = null;
}
- // Reset wave flag
waitingForNextWave = false;
- // Update status bar
- statusBar.updateWave(wave);
- // Calculate zombies for this wave
+ waveIndicator.children[1].setText("WAVE " + wave);
zombiesInWave = 10 + wave * 5;
- waveInterval = Math.max(20, 60 - wave * 2); // Spawn faster in later waves
+ waveInterval = Math.max(20, 60 - wave * 5); // Spawn zombies faster in later waves
// Show wave start message
- var waveText = new Text2("WAVE " + wave + " INCOMING!", {
+ var waveStartText = new Text2("WAVE " + wave + " STARTING!", {
size: 80,
- fill: 0xff3333
+ fill: 0xff9900
});
- waveText.x = CENTER_X;
- waveText.y = CENTER_Y;
- waveText.anchor.set(0.5);
- game.addChild(waveText);
- var zombiesText = new Text2(zombiesInWave + " ZOMBIES", {
- size: 60,
- fill: 0xff3333
- });
- zombiesText.x = CENTER_X;
- zombiesText.y = CENTER_Y + 100;
- zombiesText.anchor.set(0.5);
- game.addChild(zombiesText);
+ waveStartText.x = CENTER_X;
+ waveStartText.y = CENTER_Y;
+ waveStartText.anchor.set(0.5);
+ game.addChild(waveStartText);
LK.getSound('waveStart').play();
- // Fade out wave text
+ // Fade out text
var fadeInterval = LK.setInterval(function () {
- waveText.alpha -= 0.02;
- zombiesText.alpha -= 0.02;
- if (waveText.alpha <= 0) {
- waveText.destroy();
- zombiesText.destroy();
+ waveStartText.alpha -= 0.05;
+ if (waveStartText.alpha <= 0) {
+ waveStartText.destroy();
LK.clearInterval(fadeInterval);
}
}, 30);
}
function spawnZombie() {
if (zombiesInWave <= 0) {
return;
}
- // Spawn a zombie at random edge position
var zombie = new Zombie(wave);
- // Calculate spawn position (edge of screen)
- var side = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left
- switch (side) {
- case 0:
- // Top
- zombie.x = Math.random() * GAME_WIDTH;
- zombie.y = 0;
- break;
- case 1:
- // Right
- zombie.x = GAME_WIDTH;
- zombie.y = Math.random() * GAME_HEIGHT;
- break;
- case 2:
- // Bottom
- zombie.x = Math.random() * GAME_WIDTH;
- zombie.y = GAME_HEIGHT;
- break;
- case 3:
- // Left
- zombie.x = 0;
- zombie.y = Math.random() * GAME_HEIGHT;
- break;
- }
+ // Spawn at random edge position
+ var angle = Math.random() * Math.PI * 2;
+ var distance = 1200; // Spawn outside visible area
+ zombie.x = CENTER_X + Math.cos(angle) * distance;
+ zombie.y = CENTER_Y + Math.sin(angle) * distance;
game.addChild(zombie);
zombies.push(zombie);
zombiesInWave--;
}
function gameOver() {
isGameActive = false;
+ // Play game over sound
LK.getSound('gameOver').play();
- // Show game over text
- var gameOverText = new Text2("GAME OVER", {
- size: 100,
+ // Display message
+ var gameOverText = new Text2("GAME OVER!", {
+ size: 120,
fill: 0xff0000
});
gameOverText.x = CENTER_X;
gameOverText.y = CENTER_Y;
gameOverText.anchor.set(0.5);
game.addChild(gameOverText);
- var waveText = new Text2("Survived to Wave " + wave, {
+ var scoreText = new Text2("Waves Survived: " + wave + "\nZombies Killed: " + zombiesKilled, {
size: 60,
fill: 0xffffff
});
- waveText.x = CENTER_X;
- waveText.y = CENTER_Y + 80;
- waveText.anchor.set(0.5);
- game.addChild(waveText);
- var scoreText = new Text2("Zombies Killed: " + zombiesKilled, {
- size: 50,
- fill: 0xffffff
- });
scoreText.x = CENTER_X;
scoreText.y = CENTER_Y + 150;
scoreText.anchor.set(0.5);
game.addChild(scoreText);
@@ -733,10 +589,10 @@
return;
}
var event = obj;
var pos = game.toLocal(event.global);
- // Check if clicking in upgrade panel area
- if (pos.y > GAME_HEIGHT - 400) {
+ // Check if clicking on upgrade panel
+ if (pos.x > GAME_WIDTH - 500) {
var upgradeCost = upgradePanel.checkUpgradeClick(pos.x, pos.y, gold);
if (upgradeCost > 0) {
gold -= upgradeCost;
upgradePanel.updateGold(gold);
@@ -766,12 +622,8 @@
// Update tower
tower.update();
// Update upgrade panel
upgradePanel.update();
- // Update cooldown indicator
- cooldownIndicator.update(manualCooldown, 60);
- // Update status bar stats
- statusBar.updateStats(zombiesKilled, wave * zombiesKilled);
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].update()) {
bullets[i].destroy();