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The range indicator on the towers when showing upgrading, should appear below the tower and the upgrade dialog
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Move down the source towers a bit, they overlap the the game itself now
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When a tower is selected for upgrading, also show the towers current range the same way as we do on the preview tower
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Ok I think you should close the powerup dialogue if you click the same tower again
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if I click a tower that already has the upgrade dialogue showing, don't reshow the dialogue.
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The upgrade dialogue seems to go away right after showing when clicking a tower
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If you click anywhere outside of an upgrade modal while it's showing, hide the modal
Code edit (1 edits merged)
Please save this source code
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The upgrade dialogue is very small, make all aspects of it 50% larger
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The upgrade powerup is to small, make it 30% larger overall
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When you press a tower, show an upgrade menu
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Make each tower type 10 gold more expensive than the previus
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Also disallow placing a tower down if the cells below the tower is the current target of an enemy
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On the level indicator the levels you have not unlocked yet should be the same color as the background. Levels upgraded should be white.
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Rather than alpha use tint for the upgrade level indicator. At the same time add a black outline by placing a black circle behind each upgrade indicator element. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The cost labels are super small, increase the cost label size. Also move up the source towers a bit
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Some of the towers have almost the same color. Make sure each tower have a distinct color
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I like the background color indication of each tower in the bottom bar and the preview. Use this background color for the towers as well. E.g. we have 6 types of towers and should use these bg colors as well for each type
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We are going to have 6 different type of source towers, make this a row a source towers to drag from.
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Remove the drag to place text from the source tower
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Don't create the source tower in the update method. Create it in game initialization
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Don't create the source tower in the update method. Create it in game initialization
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Please fix the bug: 'Script error.' in or related to this line: 'var localPoint = obj.parent.toLocal({' Line Number: 845
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Dragging from the bottom left tower does not seem to correctly start dragging the placement of a new tower.
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Add an instance of the basic tower to the bottom left of the play screen. Only allow new towers to be created if the drag starts from this instance.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy class // Bullet class var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); // Bullet properties self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; // Visual representation of bullet var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Update method - called every frame self.update = function () { // If target is gone, destroy this bullet if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } // Move toward target var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // If we hit the target if (distance < self.speed) { // Deal damage to enemy self.targetEnemy.health -= self.damage; // Update health bar visual if (self.targetEnemy.health <= 0) { // Enemy is defeated self.targetEnemy.health = 0; } else { // Update health bar width based on remaining health percentage self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Remove this bullet self.destroy(); } else { // Move toward target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); // DebugCell class 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; // Add a debug arrow to the debug cells var debugArrows = []; // Add a number label to the debug cells 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); 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 = } debugArrows[a].rotation = angle; // debugArrow.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 Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = .05; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; // Starting max health self.health = self.maxHealth; // Current health self.bulletsTargetingThis = []; // Track bullets targeting this enemy // Add health bar to the enemy 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; // Position the health bar above the enemy healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; }); //Class for the gr0x412e2eles all logic related to grid movement and interaction 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: [] // Cache for towers in range }; } } /* 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++) { // Set the type to 1 (wall) if the cell is on the edge of the grid, otherwise set it to 0 (ground) 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; /*if (cell.type == 0) { if (Math.random() > .5) { cell.type = 1; } }*/ //Cache neighbours for speed 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; // Check for diagonal movement and ensure both adjacent cells are not walls 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]; 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"); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked"); 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.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { //Allows enemies to change direction right away. 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; }; }); // Notification class 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; // 2 seconds at 60FPS self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); // SourceTower class var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Create the tower base var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); // Customize visuals based on tower type switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; // Blue break; case 'sniper': baseGraphics.tint = 0xFF5500; // Orange break; case 'splash': baseGraphics.tint = 0x33CC00; // Bright Green break; case 'slow': baseGraphics.tint = 0x9900FF; // Deep Purple break; case 'poison': baseGraphics.tint = 0x00FFAA; // Aqua break; default: baseGraphics.tint = 0xAAAAAA; // Gray } // Calculate cost based on tower type var towerCost = 5; switch (self.towerType) { case 'rapid': towerCost = 15; // 10 gold more than default break; case 'sniper': towerCost = 25; // 10 gold more than rapid break; case 'splash': towerCost = 35; // 10 gold more than sniper break; case 'slow': towerCost = 45; // 10 gold more than splash break; case 'poison': towerCost = 55; // 10 gold more than slow break; } // Add a label to indicate tower cost var costLabel = new Text2('Cost: ' + towerCost, { size: 40, fill: 0xFFFFFF, weight: 800 }); costLabel.anchor.set(0.5, 0); costLabel.y = baseGraphics.height / 2 + 5; self.addChild(costLabel); return self; }); // Tower class that can be placed on the grid var Tower = Container.expand(function (id) { var self = Container.call(this); // Tower attributes self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // initial range (3 grid cells) self.cellsInRange = []; // Cache for cells in range self.fireRate = 60; // frames between shots self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; // Set tower attributes based on type switch (self.id) { case 'rapid': self.fireRate = 30; // Faster firing rate self.damage = 5; // Lower damage self.range = 2.5 * CELL_SIZE; // Slightly shorter range self.bulletSpeed = 7; // Faster bullets break; case 'sniper': self.fireRate = 90; // Slower firing rate self.damage = 25; // Higher damage self.range = 5 * CELL_SIZE; // Longer range self.bulletSpeed = 8; // Fast bullets break; case 'splash': self.fireRate = 75; // Medium firing rate self.damage = 15; // Medium damage self.range = 3 * CELL_SIZE; // Medium range self.bulletSpeed = 4; // Slower bullets break; case 'slow': self.fireRate = 50; // Medium firing rate self.damage = 8; // Lower damage self.range = 3.5 * CELL_SIZE; // Medium-high range self.bulletSpeed = 5; // Medium bullets break; case 'poison': self.fireRate = 70; // Medium firing rate self.damage = 12; // Medium damage self.range = 3.2 * CELL_SIZE; // Medium range self.bulletSpeed = 5; // Medium bullets break; } // Create the tower base (a square) var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); // Set tower color based on type switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; // Blue break; case 'sniper': baseGraphics.tint = 0xFF5500; // Orange break; case 'splash': baseGraphics.tint = 0x33CC00; // Bright Green break; case 'slow': baseGraphics.tint = 0x9900FF; // Deep Purple break; case 'poison': baseGraphics.tint = 0x00FFAA; // Aqua break; default: baseGraphics.tint = 0xAAAAAA; // Gray } // Level indicators (dots at bottom of tower) 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(); // Create black outline circle behind the indicator var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; // Slightly larger for outline outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; // Black outline // Add the colored indicator on top var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; // Gray dots by default // Position dot at bottom of tower dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } // Create the gun turret that will rotate var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); //gunGraphics.y = -CELL_SIZE * 0.3; // Position the gun slightly up from center // Update the level indicators self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; // Index 1 is the colored indicator (index 0 is the black outline) // Light up dots up to current level with white color if (i < self.level) { // All upgraded levels should be white towerLevelIndicator.tint = 0xFFFFFF; // White for active levels } else { // Levels not yet unlocked should match the tower's background color switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; // Blue break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; // Orange break; case 'splash': towerLevelIndicator.tint = 0x33CC00; // Bright Green break; case 'slow': towerLevelIndicator.tint = 0x9900FF; // Deep Purple break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; // Aqua break; default: towerLevelIndicator.tint = 0xAAAAAA; // Gray for default } } } }; // Initialize level indicators self.updateLevelIndicators(); // Method to upgrade the tower self.upgrade = function () { if (self.level < self.maxLevel) { // Calculate upgrade cost based on level var upgradeCost = 10 + self.level * 5; // Check if player has enough gold if (gold >= upgradeCost) { gold -= upgradeCost; self.level++; // Increase stats based on level self.range = (3 + self.level * 0.5) * CELL_SIZE; self.fireRate = Math.max(20, 60 - self.level * 8); // Faster firing rate self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; // Update level indicators with animation self.updateLevelIndicators(); // Add a flash animation to the newly activated level indicator if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; // Get the newly activated indicator // Flash the indicator by scaling it up and back 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 }); } }); } // Update UI to reflect gold change updateUI(); return true; } else { // Show notification for not enough gold var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; // Method to find the nearest enemy within range self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; // Use pathfinding score to determine proximity to goal for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; if (enemy.cellX === cell.x && enemy.cellY === cell.y) { // Check if this enemy is closer to the goal based on pathfinding score if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } // Reset targetEnemy if no valid target is found if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; // Update method self.update = function () { // Always find the target every frame to ensure state consistency self.targetEnemy = self.findTarget(); // Rotate gun toward target if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); // Rotate the gun container gunContainer.rotation = angle; // Fire at target if cooldown is complete if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; // Add click event handler to open upgrade menu self.down = function (x, y, obj) { // Check if there's already an upgrade menu open var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); // Check if this tower already has an upgrade menu open var hasOwnMenu = false; var rangeCircle = null; // Find this tower's range indicator if it exists 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 this tower already has a menu open, close it and return if (hasOwnMenu) { // Find and destroy this tower's upgrade menu for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { existingMenus[i].destroy(); } } // Remove range circle if it exists if (rangeCircle) { game.removeChild(rangeCircle); } return; } // Remove any existing menus and range circles 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]); } } // Create new upgrade menu var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); // Position menu above the tower with increased distance to account for larger size upgradeMenu.x = self.x; upgradeMenu.y = self.y - 225; // Increased from 150 to 225 (50% larger) // Add a small animation upgradeMenu.scale.set(0.1); tween(upgradeMenu, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.elasticOut }); // Show the tower's range circle var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; // Mark this as a tower range indicator rangeIndicator.tower = self; // Reference to the tower it belongs to game.addChild(rangeIndicator); // Position at tower center rangeIndicator.x = self.x; rangeIndicator.y = self.y; // Create a range circle with the tower's current range var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.range * 2; // Diameter is twice the radius rangeGraphics.alpha = 0.3; // Make it semi-transparent }; // Check if enemy is in range 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.range; }; // Fire at the current target self.fire = function () { if (self.targetEnemy) { // Verify the target is alive and calculate damage including future damage var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } // Only shoot if enemy would still be alive after all current bullets hit if (self.targetEnemy.health > potentialDamage) { // Calculate bullet starting position var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; // Create a new bullet var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); game.addChild(bullet); // Add bullet to global bullets array and to enemy's tracking array bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); } } }; // Place tower on the grid self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; // Adjust by half a cell size to align with grid cell centers self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; // Mark these grid cells as occupied 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; // Mark as wall/occupied } } } // Calculate cells in range self.cellsInRange = []; for (var i = -Math.floor(self.range / CELL_SIZE); i <= Math.floor(self.range / CELL_SIZE); i++) { for (var j = -Math.floor(self.range / CELL_SIZE); j <= Math.floor(self.range / CELL_SIZE); j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } }; return self; }); // TowerPreview class for showing where towers can be placed var TowerPreview = Container.expand(function () { var self = Container.call(this); // Define tower range (in grid cells) var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; // Tower type being dragged self.towerType = 'default'; // Create the range indicator (circle) var rangeIndicator = new Container(); self.addChild(rangeIndicator); // Since we don't have direct access to Graphics, // we'll create a white semi-transparent circle shape asset var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; // Make it semi-transparent // Create the preview square (2x2 grid cells) var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); // Set the size to cover 2x2 grid cells previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; // Initial state self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; // Track if placement is blocked by enemy // Update appearance based on tower type self.updateAppearance = function () { // Update range size based on tower type switch (self.towerType) { case 'rapid': rangeGraphics.width = rangeGraphics.height = 2.5 * CELL_SIZE * 2; previewGraphics.tint = 0x00AAFF; // Blue break; case 'sniper': rangeGraphics.width = rangeGraphics.height = 5 * CELL_SIZE * 2; previewGraphics.tint = 0xFF5500; // Orange break; case 'splash': rangeGraphics.width = rangeGraphics.height = 3 * CELL_SIZE * 2; previewGraphics.tint = 0x33CC00; // Bright Green break; case 'slow': rangeGraphics.width = rangeGraphics.height = 3.5 * CELL_SIZE * 2; previewGraphics.tint = 0x9900FF; // Deep Purple break; case 'poison': rangeGraphics.width = rangeGraphics.height = 3.2 * CELL_SIZE * 2; previewGraphics.tint = 0x00FFAA; // Aqua break; default: rangeGraphics.width = rangeGraphics.height = 3 * CELL_SIZE * 2; previewGraphics.tint = 0xAAAAAA; // Gray } // Reset to original preview color based on placement possibility if (!self.canPlace) { previewGraphics.tint = 0xFF0000; // Red if can't place } }; // Update the preview color based on placement possibility self.updatePlacementStatus = function () { // First check if placement is valid from a grid perspective var validGridPlacement = true; // Check if we're in the valid placement area (main square of the board) if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { // Check each of the 2x2 cells for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); // Can't place if any cell is undefined or not of type 0 (empty ground) if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } // Now check if any enemy is occupying the space where the tower would be placed // or if any cell is the current target of an enemy self.blockedByEnemy = false; if (validGridPlacement) { // Check for enemies occupying cells for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Check if enemy is on this cell if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } // Check if enemy's current target is one of these cells 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; } } } } // Set final placement status self.canPlace = validGridPlacement && !self.blockedByEnemy; // Update appearance based on placement and tower type self.updateAppearance(); }; // Check if the tower can be placed at the current position self.checkPlacement = function () { self.updatePlacementStatus(); }; // Snap the preview to the grid self.snapToGrid = function (x, y) { // Convert screen coordinates to grid coordinates // Offset by the grid's position var gridPosX = x - grid.x; var gridPosY = y - grid.y; // Convert to grid coordinates and round down to get the top-left cell self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); // Position the preview at the intersection of the four cells // Adding CELL_SIZE to gridX and gridY gives us the center point // Adjust by half a cell size to align with grid cell centers self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; // Center of the 2x2 grid self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; // Center of the 2x2 grid // Check if we can place the tower here self.checkPlacement(); }; return self; }); // UpgradeMenu class var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; // Create background var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 450; // 50% larger: 300 * 1.5 menuBackground.height = 300; // 50% larger: 200 * 1.5 menuBackground.tint = 0x444444; // Create upgrade button var upgradeButton = new Container(); self.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; // 50% larger: 200 * 1.5 buttonBackground.height = 90; // 50% larger: 60 * 1.5 buttonBackground.tint = 0x00AA00; // Calculate upgrade cost var upgradeCost = 10 + self.tower.level * 5; // Create button text var buttonText = new Text2('Upgrade: ' + upgradeCost + ' gold', { size: 45, // 50% larger: 30 * 1.5 fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); // Tower stats 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: 36, // 50% larger: 24 * 1.5 fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0.5, 0); statsText.y = -120; // 50% larger: -80 * 1.5 self.addChild(statsText); // Close button var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 60; // 50% larger: 40 * 1.5 closeBackground.height = 60; // 50% larger: 40 * 1.5 closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 45, // 50% larger: 30 * 1.5 fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 38; // 50% larger: 25 * 1.5 = 37.5, rounded to 38 closeButton.y = -menuBackground.height / 2 + 38; // 50% larger: 25 * 1.5 = 37.5, rounded to 38 // Position upgrade button upgradeButton.y = 60; // 50% larger: 40 * 1.5 // Event handlers upgradeButton.down = function (x, y, obj) { if (self.tower.upgrade()) { // Update stats text after upgrade upgradeCost = 10 + self.tower.level * 5; 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'); // If tower is max level, disable button if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } // Update range indicator if it exists for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { var rangeCircle = game.children[i]; var rangeGraphics = rangeCircle.children[0]; // Update the range circle to the new tower range rangeGraphics.width = rangeGraphics.height = self.tower.range * 2; break; } } // Add a nice animation effect 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 }); } }); } }; closeButton.down = function (x, y, obj) { self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 //Init game with black background }); /**** * Game Code ****/ // Define cell size as a global constant // Import tween plugin for animations var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; // Array to store active bullets var defenses = []; // Game resources and scores var gold = 80; var lives = 20; var score = 0; // Source tower that players drag from to create new towers var sourceTower = null; // Create UI elements for resources var goldText = new Text2('Gold: ' + gold, { size: 40, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 40, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 40, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); // Position UI elements at the top of the screen // Avoid top left corner (pause button area) // Center the UI elements with proper spacing var topMargin = 60; var centerX = 2048 / 2; var spacing = 300; // Reduced spacing between elements // Position the elements centered on the screen // First, attach to the top center container LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); // Position lives text in the center livesText.x = 0; // Center position (relative to top center) livesText.y = topMargin; // Position gold text to the left of lives goldText.x = -spacing; goldText.y = topMargin; // Position score text to the right of lives scoreText.x = spacing; scoreText.y = topMargin; // Helper function to update UI function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } // Create separate layers for debug tiles, towers, and enemies var debugLayer = new Container(); var towerLayer = new Container(); var enemyLayer = new Container(); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 250 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); // Add layers to the game in the correct order game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; // Create tower preview var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; // Handle drag events for tower placement var isDragging = false; // Check if placing a tower would block the path function wouldBlockPath(gridX, gridY) { // Temporarily mark cells as walls 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; // Mark as wall } } } // Check if path is still valid var blocked = grid.pathFind(); // Restore original cell types for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } // Re-find path with original cells grid.pathFind(); grid.renderDebug(); return blocked; } // Place a tower at the grid position function placeTower(gridX, gridY, towerType) { // Tower cost based on tower type var towerCost = 5; switch (towerType) { case 'rapid': towerCost = 15; break; case 'sniper': towerCost = 25; break; case 'splash': towerCost = 35; break; case 'slow': towerCost = 45; break; case 'poison': towerCost = 55; break; } // Check if player has enough gold if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); // Deduct gold gold -= towerCost; updateUI(); // Update grid pathing grid.pathFind(); grid.renderDebug(); return true; } else { // Not enough gold 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) { // Check if click is on any source tower 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; // Store which tower type we're dragging towerPreview.towerType = tower.towerType; // Update preview appearance based on tower type towerPreview.updateAppearance(); towerPreview.snapToGrid(x, y); break; } } }; game.move = function (x, y, obj) { if (isDragging) { towerPreview.snapToGrid(x, y); } }; game.up = function (x, y, obj) { // Track if we clicked on a tower to show the upgrade menu var clickedOnTower = false; // Check if click was on a tower for (var i = 0; i < towers.length; i++) { var tower = towers[i]; // Calculate tower bounds 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; // Check if click is inside tower bounds if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } // Check for clicking outside upgrade menu var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); // If there are upgrade menus open, check if we clicked outside if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; // Check if the click is inside any upgrade menu for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; // Calculate menu bounds var menuWidth = 450; // From UpgradeMenu width var menuHeight = 300; // From UpgradeMenu height var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; // Check if click is inside menu bounds if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } // If clicked outside all menus, close them if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } // Also remove any range indicators for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } } } if (isDragging) { isDragging = false; // Check placement possibilities if (towerPreview.canPlace) { // Check if placing here would block the path if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { // Place the tower (placeTower will handle gold check internally) placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { // Show notification that we can't place here var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { // Show notification that an enemy is in the way 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) { // Generic notification for other reasons var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; // Close any upgrade menus when placing towers if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; // Create a row of source towers var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 170; var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 5; 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); } // Set sourceTower to null as we'll use the array instead sourceTower = null; game.update = function () { // Spawn enemies periodically if (++offset % 100 == 0) { var target = grid.spawns[Math.random() * grid.spawns.length >> 0]; var enemy = enemyLayer.addChild(new Enemy()); enemy.currentCellX = enemy.cellX = target.x; enemy.currentCellY = enemy.cellY = target.y; enemies.push(enemy); } // Update enemies for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; // Check if enemy is defeated if (enemy.health <= 0) { // Clear bullet targeting references for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; // This will cause bullet to destroy itself on next update } // Award gold and score for defeating enemy gold += 1; score += 5; updateUI(); // Remove enemy enemyLayer.removeChild(enemy); enemies.splice(a, 1); continue; } // Update enemy movement if (grid.updateEnemy(enemy)) { // Enemy reached goal enemyLayer.removeChild(enemy); enemies.splice(a, 1); // Reduce lives when enemy reaches goal lives = Math.max(0, lives - 1); updateUI(); // Check if game over (no lives left) if (lives <= 0) { LK.showGameOver(); } } } // Update towers for (var i = 0; i < towers.length; i++) { towers[i].update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); // Remove destroyed bullets if (!bullets[i].parent) { // If this bullet has a target, remove the bullet from the target's tracking array if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } // Ensure bullet is removed from global bullets array bullets.splice(i, 1); } } // Update tower preview placement status on every frame // This ensures the placement status updates in real-time as enemies move if (towerPreview.visible) { towerPreview.checkPlacement(); } };
===================================================================
--- original.js
+++ change.js
@@ -704,8 +704,16 @@
return child instanceof UpgradeMenu;
});
// Check if this tower already has an upgrade menu open
var hasOwnMenu = false;
+ var rangeCircle = null;
+ // Find this tower's range indicator if it exists
+ 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;
@@ -718,14 +726,23 @@
if (existingMenus[i].tower === self) {
existingMenus[i].destroy();
}
}
+ // Remove range circle if it exists
+ if (rangeCircle) {
+ game.removeChild(rangeCircle);
+ }
return;
}
- // Remove any existing menus
+ // Remove any existing menus and range circles
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]);
+ }
+ }
// Create new upgrade menu
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
// Position menu above the tower with increased distance to account for larger size
@@ -739,8 +756,23 @@
}, {
duration: 200,
easing: tween.elasticOut
});
+ // Show the tower's range circle
+ var rangeIndicator = new Container();
+ rangeIndicator.isTowerRange = true; // Mark this as a tower range indicator
+ rangeIndicator.tower = self; // Reference to the tower it belongs to
+ game.addChild(rangeIndicator);
+ // Position at tower center
+ rangeIndicator.x = self.x;
+ rangeIndicator.y = self.y;
+ // Create a range circle with the tower's current range
+ var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ rangeGraphics.width = rangeGraphics.height = self.range * 2; // Diameter is twice the radius
+ rangeGraphics.alpha = 0.3; // Make it semi-transparent
};
// Check if enemy is in range
self.isInRange = function (enemy) {
if (!enemy) {
@@ -1018,8 +1050,18 @@
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
}
+ // Update range indicator if it exists
+ for (var i = 0; i < game.children.length; i++) {
+ if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
+ var rangeCircle = game.children[i];
+ var rangeGraphics = rangeCircle.children[0];
+ // Update the range circle to the new tower range
+ rangeGraphics.width = rangeGraphics.height = self.tower.range * 2;
+ break;
+ }
+ }
// Add a nice animation effect
tween(self, {
scaleX: 1.05,
scaleY: 1.05
@@ -1269,8 +1311,14 @@
if (!clickedOnMenu) {
for (var i = 0; i < upgradeMenus.length; i++) {
upgradeMenus[i].destroy();
}
+ // Also remove any range indicators
+ for (var i = game.children.length - 1; i >= 0; i--) {
+ if (game.children[i].isTowerRange) {
+ game.removeChild(game.children[i]);
+ }
+ }
}
}
if (isDragging) {
isDragging = false;
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows