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Expand enemy path equally so that the bottom path is just above the wave manager UI and the top path remains where it is. Move unit grids to follow.
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Reduce life of all enemies by 50%
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Reduce life of all enemies by 20%
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Orbs should only combine if there are two of the same kind and level. Right now orbs are leveling up if tapped. Analyze and fix.
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Update as needed with: /**** * Game Constants - ACTUALLY USE THE FULL SCREEN ****/ var CELL_SIZE = 120; // Bigger cells for better visibility var GRID_COLS = 5; var GRID_ROWS = 4; var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Actually use the full screen dimensions var BUILDING_AREA_WIDTH = GRID_COLS * CELL_SIZE; // 600px wide var BUILDING_AREA_HEIGHT = GRID_ROWS * CELL_SIZE; // 480px tall // Center the building areas in the screen with proper spacing var TOP_AREA_X = (SCREEN_WIDTH - BUILDING_AREA_WIDTH) / 2; // ~724px from left var TOP_AREA_Y = 500; // Start well below UI var BOTTOM_AREA_X = TOP_AREA_X; // Same X position var BOTTOM_AREA_Y = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 300; // 300px gap between areas // Path uses much more of the screen var PATH_MARGIN = 200; // Bigger margins for wider paths ``` ```javascript /**** * Path System - USING FULL SCREEN DIMENSIONS ****/ var PathSystem = { pathPoints: [], init: function() { // Use much more of the screen for the path var pathLeft = 150; // Start near left edge of screen var pathRight = SCREEN_WIDTH - 150; // Go to near right edge of screen var pathTop = 400; // Start below UI var pathMiddle = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Between building areas var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Below bottom area this.pathPoints = [ // Start from top-left of screen {x: pathLeft, y: pathTop}, // Across top of screen {x: pathRight, y: pathTop}, // Down right side to middle {x: pathRight, y: pathMiddle}, // Across middle (between building areas) to left {x: pathLeft, y: pathMiddle}, // Down left side to bottom {x: pathLeft, y: pathBottom}, // Across bottom to exit at right {x: pathRight, y: pathBottom} ]; }, // ... rest of PathSystem methods stay the same }; ``` ```javascript /**** * Generate Buttons - PROPERLY POSITIONED ****/ var topGenerateButton = new GenerateButton(0); topGenerateButton.x = TOP_AREA_X + BUILDING_AREA_WIDTH + 100; topGenerateButton.y = TOP_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(topGenerateButton); var bottomGenerateButton = new GenerateButton(1); bottomGenerateButton.x = BOTTOM_AREA_X + BUILDING_AREA_WIDTH + 100; bottomGenerateButton.y = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(bottomGenerateButton); ``` ```javascript /**** * Wave Manager - BOTTOM OF SCREEN ****/ var waveManager = new WaveManager(); waveManager.x = SCREEN_WIDTH / 2; waveManager.y = SCREEN_HEIGHT - 200; // Actually near bottom of screen game.addChild(waveManager);
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Update as needed with: /**** * Game Constants - ACTUALLY USE THE FULL SCREEN ****/ var CELL_SIZE = 120; // Bigger cells for better visibility var GRID_COLS = 5; var GRID_ROWS = 4; var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Actually use the full screen dimensions var BUILDING_AREA_WIDTH = GRID_COLS * CELL_SIZE; // 600px wide var BUILDING_AREA_HEIGHT = GRID_ROWS * CELL_SIZE; // 480px tall // Center the building areas in the screen with proper spacing var TOP_AREA_X = (SCREEN_WIDTH - BUILDING_AREA_WIDTH) / 2; // ~724px from left var TOP_AREA_Y = 500; // Start well below UI var BOTTOM_AREA_X = TOP_AREA_X; // Same X position var BOTTOM_AREA_Y = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 300; // 300px gap between areas // Path uses much more of the screen var PATH_MARGIN = 200; // Bigger margins for wider paths ``` ```javascript /**** * Path System - USING FULL SCREEN DIMENSIONS ****/ var PathSystem = { pathPoints: [], init: function() { // Use much more of the screen for the path var pathLeft = 150; // Start near left edge of screen var pathRight = SCREEN_WIDTH - 150; // Go to near right edge of screen var pathTop = 400; // Start below UI var pathMiddle = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Between building areas var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + 150; // Below bottom area this.pathPoints = [ // Start from top-left of screen {x: pathLeft, y: pathTop}, // Across top of screen {x: pathRight, y: pathTop}, // Down right side to middle {x: pathRight, y: pathMiddle}, // Across middle (between building areas) to left {x: pathLeft, y: pathMiddle}, // Down left side to bottom {x: pathLeft, y: pathBottom}, // Across bottom to exit at right {x: pathRight, y: pathBottom} ]; }, // ... rest of PathSystem methods stay the same }; ``` ```javascript /**** * Generate Buttons - PROPERLY POSITIONED ****/ var topGenerateButton = new GenerateButton(0); topGenerateButton.x = TOP_AREA_X + BUILDING_AREA_WIDTH + 100; topGenerateButton.y = TOP_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(topGenerateButton); var bottomGenerateButton = new GenerateButton(1); bottomGenerateButton.x = BOTTOM_AREA_X + BUILDING_AREA_WIDTH + 100; bottomGenerateButton.y = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(bottomGenerateButton); ``` ```javascript /**** * Wave Manager - BOTTOM OF SCREEN ****/ var waveManager = new WaveManager(); waveManager.x = SCREEN_WIDTH / 2; waveManager.y = SCREEN_HEIGHT - 200; // Actually near bottom of screen game.addChild(waveManager);
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start with 100 gold
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update as needed with: /**** * Generate Buttons - POSITIONED BESIDE BUILDING AREAS ****/ var topGenerateButton = new GenerateButton(0); topGenerateButton.x = TOP_AREA_X + BUILDING_AREA_WIDTH + 50; topGenerateButton.y = TOP_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(topGenerateButton); var bottomGenerateButton = new GenerateButton(1); bottomGenerateButton.x = BOTTOM_AREA_X + BUILDING_AREA_WIDTH + 50; bottomGenerateButton.y = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT / 2; game.addChild(bottomGenerateButton);
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update as needed with: /**** * Path System - WRAPPED AROUND BUILDING AREAS ****/ var PathSystem = { pathPoints: [], init: function() { // Path coordinates that wrap around the building areas var pathLeft = TOP_AREA_X - PATH_MARGIN; var pathRight = TOP_AREA_X + BUILDING_AREA_WIDTH + PATH_MARGIN; var pathTop = TOP_AREA_Y - PATH_MARGIN; var pathMiddle = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 100; // Between the two areas var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + PATH_MARGIN; this.pathPoints = [ // Start from top-left {x: pathLeft, y: pathTop}, // Across top {x: pathRight, y: pathTop}, // Down right side to middle {x: pathRight, y: pathMiddle}, // Across middle (between building areas) to left {x: pathLeft, y: pathMiddle}, // Down left side to bottom {x: pathLeft, y: pathBottom}, // Across bottom to exit {x: pathRight, y: pathBottom} ]; }, getPositionAlongPath: function(progress) { if (progress <= 0) return {x: this.pathPoints[0].x, y: this.pathPoints[0].y}; if (progress >= 1) return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; var totalSegments = this.pathPoints.length - 1; var segmentProgress = progress * totalSegments; var currentSegment = Math.floor(segmentProgress); var segmentRatio = segmentProgress - currentSegment; if (currentSegment >= totalSegments) { return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; } var start = this.pathPoints[currentSegment]; var end = this.pathPoints[currentSegment + 1]; return { x: start.x + (end.x - start.x) * segmentRatio, y: start.y + (end.y - start.y) * segmentRatio }; }, getPathLength: function() { var totalLength = 0; for (var i = 0; i < this.pathPoints.length - 1; i++) { var dx = this.pathPoints[i + 1].x - this.pathPoints[i].x; var dy = this.pathPoints[i + 1].y - this.pathPoints[i].y; totalLength += Math.sqrt(dx * dx + dy * dy); } return totalLength; } };
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update with: /**** * Game Constants - CORRECTED LAYOUT ****/ var CELL_SIZE = 100; // Good size for visibility var GRID_COLS = 5; var GRID_ROWS = 4; // Shorter grids to fit the layout better var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Use most of the screen for the play area var PLAY_AREA_WIDTH = SCREEN_WIDTH * 0.9; // 90% of screen width var PLAY_AREA_HEIGHT = SCREEN_HEIGHT * 0.7; // 70% of screen height (accounting for UI) var PLAY_AREA_X = SCREEN_WIDTH * 0.05; // Center horizontally var PLAY_AREA_Y = 300; // Start below UI // Building areas centered in the play area var BUILDING_AREA_WIDTH = GRID_COLS * CELL_SIZE; var BUILDING_AREA_HEIGHT = GRID_ROWS * CELL_SIZE; var TOP_AREA_X = (SCREEN_WIDTH - BUILDING_AREA_WIDTH) / 2; var TOP_AREA_Y = PLAY_AREA_Y + 100; // Some margin from top var BOTTOM_AREA_X = TOP_AREA_X; var BOTTOM_AREA_Y = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 200; // Gap between areas // Path margins around the building areas var PATH_MARGIN = 150;
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update with: /**** * Path System - UPDATED FOR BETTER LAYOUT ****/ var PathSystem = { pathPoints: [], init: function() { // Create backwards "5" path between the two unit areas with wider lanes var topAreaBottom = TOP_AREA_Y + GRID_ROWS * CELL_SIZE; var bottomAreaTop = BOTTOM_AREA_Y; var centerY = (topAreaBottom + bottomAreaTop) / 2; // Use more of the screen width for the path var leftX = SCREEN_WIDTH * 0.1; // Start at 10% of screen width var rightX = SCREEN_WIDTH * 0.9; // End at 90% of screen width var midLeftX = SCREEN_WIDTH * 0.3; var midRightX = SCREEN_WIDTH * 0.7; this.pathPoints = [ // Start from far left {x: leftX, y: centerY - CELL_SIZE}, // Across to the far right (top horizontal) {x: rightX, y: centerY - CELL_SIZE}, // Down to center {x: rightX, y: centerY}, // Back across to mid-left (center horizontal) {x: midLeftX, y: centerY}, // Down to lower section {x: midLeftX, y: centerY + CELL_SIZE}, // Across to far right (bottom horizontal) {x: rightX, y: centerY + CELL_SIZE} ]; }, getPositionAlongPath: function(progress) { if (progress <= 0) return {x: this.pathPoints[0].x, y: this.pathPoints[0].y}; if (progress >= 1) return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; var totalSegments = this.pathPoints.length - 1; var segmentProgress = progress * totalSegments; var currentSegment = Math.floor(segmentProgress); var segmentRatio = segmentProgress - currentSegment; if (currentSegment >= totalSegments) { return {x: this.pathPoints[this.pathPoints.length - 1].x, y: this.pathPoints[this.pathPoints.length - 1].y}; } var start = this.pathPoints[currentSegment]; var end = this.pathPoints[currentSegment + 1]; return { x: start.x + (end.x - start.x) * segmentRatio, y: start.y + (end.y - start.y) * segmentRatio }; }, getPathLength: function() { var totalLength = 0; for (var i = 0; i < this.pathPoints.length - 1; i++) { var dx = this.pathPoints[i + 1].x - this.pathPoints[i].x; var dy = this.pathPoints[i + 1].y - this.pathPoints[i].y; totalLength += Math.sqrt(dx * dx + dy * dy); } return totalLength; } };
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update with: /**** * Game Constants - UPDATED FOR BETTER LAYOUT ****/ var CELL_SIZE = 120; // Increased from 76 for better visibility var GRID_COLS = 5; // Increased from 3 for more strategic gameplay var GRID_ROWS = 6; // Increased from 5 for more strategic gameplay var AREA_SPACING = CELL_SIZE * 2.5; // Space for the path var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; // Center the grids horizontally and use more vertical space var GRID_START_X = (SCREEN_WIDTH - GRID_COLS * CELL_SIZE) / 2; var GRID_START_Y = 200; // Start lower to account for UI var TOP_AREA_Y = GRID_START_Y; var BOTTOM_AREA_Y = TOP_AREA_Y + GRID_ROWS * CELL_SIZE + AREA_SPACING; var TOP_AREA_X = GRID_START_X; var BOTTOM_AREA_X = GRID_START_X;
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Please fix the bug: 'TypeError: allEffects[i].update is not a function' in or related to this line: 'allEffects[i].update();' Line Number: 1736
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Please fix the bug: 'GRID_START_Y is not defined' in or related to this line: 'var topAreaBottom = GRID_START_Y + GRID_ROWS * CELL_SIZE + AREA_SPACING / 2;' Line Number: 1268
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Update with: // Replace the getArcPosition function with this version that ensures the arc always goes up: self.getArcPosition = function (progress) { // Linear interpolation for horizontal movement var x = self.startPosition.x + (self.targetPosition.x - self.startPosition.x) * progress; // Calculate the base line between start and end points var startY = self.startPosition.y; var endY = self.targetPosition.y; var baseY = startY + (endY - startY) * progress; // Create an upward arc that peaks at the midpoint // This arc always goes UP from the baseline, regardless of direction var arcHeight = self.jumpHeight * 4 * progress * (1 - progress); // Final Y position is the baseline MINUS the arc height (negative = up) var y = baseY - arcHeight; return { x: x, y: y }; };
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// Replace the existing getArcPosition function with this simpler, more natural version: self.getArcPosition = function (progress) { // Linear interpolation for horizontal movement var x = self.startPosition.x + (self.targetPosition.x - self.startPosition.x) * progress; // Simple parabolic arc for vertical movement // The arc peaks at the midpoint (progress = 0.5) var startY = self.startPosition.y; var endY = self.targetPosition.y; var arcOffset = -self.jumpHeight * 4 * progress * (progress - 1); // Linear interpolation for base movement plus arc offset var y = startY + (endY - startY) * progress + arcOffset; return { x: x, y: y }; };
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'return function () {' Line Number: 876
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Please fix the bug: 'self.createTowerButton is not a function' in or related to this line: 'var button = new Container();' Line Number: 626
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Please fix the bug: 'self.createTowerButton is not a function' in or related to this line: 'var button = self.createTowerButton(self.towerTypes[i], i);' Line Number: 626
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Please fix the bug: 'self.getCurrentStage is not a function' in or related to this line: 'var currentStage = self.getCurrentStage();' Line Number: 175
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Please fix the bug: 'self.initializeOrbitalSlots is not a function' in or related to this line: 'self.initializeOrbitalSlots();' Line Number: 174
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Remix started
Copy Tower Defense Template
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /**** * Bullet System ****/ var Bullet = Container.expand(function () { var self = Container.call(this); self.active = false; self.target = null; self.damage = 25; self.speed = 8; self.type = 'basic'; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (startX, startY, target, damage, type) { self.active = true; self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.type = type; self.visible = true; // Set bullet appearance based on type switch (type) { case 'rapid': bulletGraphics.tint = 0x00AAFF; bulletGraphics.width = bulletGraphics.height = 10; break; case 'sniper': bulletGraphics.tint = 0xFF5500; bulletGraphics.width = bulletGraphics.height = 8; self.speed = 15; break; case 'splash': bulletGraphics.tint = 0x33CC00; bulletGraphics.width = bulletGraphics.height = 20; break; case 'slow': bulletGraphics.tint = 0x9900FF; bulletGraphics.width = bulletGraphics.height = 15; break; case 'poison': bulletGraphics.tint = 0x00FFAA; bulletGraphics.width = bulletGraphics.height = 15; break; default: bulletGraphics.tint = 0xFFFF00; bulletGraphics.width = bulletGraphics.height = 15; break; } }; self.update = function () { if (!self.active || !self.target || !self.target.active) { PoolManager.returnBullet(self); return; } // Move toward target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Hit target self.target.takeDamage(self.damage); // Special effects based on bullet type if (self.type === 'splash') { self.createSplashDamage(); } PoolManager.returnBullet(self); } else { // Move toward target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; self.createSplashDamage = function () { var splashRadius = 60; for (var i = 0; i < PoolManager.enemies.length; i++) { var enemy = PoolManager.enemies[i]; if (!enemy.active || enemy === self.target) continue; var distance = CoordUtils.distance(self.x, self.y, enemy.x, enemy.y); if (distance <= splashRadius) { enemy.takeDamage(self.damage * 0.5); } } }; return self; }); /**** * Embryo System ****/ var Embryo = Container.expand(function () { var self = Container.call(this); self.level = 1; self.experience = 0; self.maxExperience = 100; self.baseSize = 80; self.currentSize = self.baseSize; self.aspectRatio = 1.0; // Will become elliptical as it grows // Growth stages self.growthStages = [{ level: 1, size: 80, slots: 4, ratio: 1.0, exp: 0 }, { level: 2, size: 100, slots: 6, ratio: 1.1, exp: 100 }, { level: 3, size: 120, slots: 8, ratio: 1.2, exp: 250 }, { level: 4, size: 140, slots: 10, ratio: 1.3, exp: 450 }, { level: 5, size: 160, slots: 12, ratio: 1.4, exp: 700 }, { level: 6, size: 180, slots: 14, ratio: 1.5, exp: 1000 }]; // Visual components var embryoGraphics = self.attachAsset('embryo', { anchorX: 0.5, anchorY: 0.5 }); var coreGraphics = self.attachAsset('embryoCore', { anchorX: 0.5, anchorY: 0.5 }); self.orbitalSlots = []; self.initializeOrbitalSlots(); self.initializeOrbitalSlots = function () { var currentStage = self.getCurrentStage(); var slotCount = currentStage.slots; var radius = currentStage.size + 60; self.orbitalSlots = []; for (var i = 0; i < slotCount; i++) { var angle = i / slotCount * Math.PI * 2; self.orbitalSlots.push({ angle: angle, radius: radius, occupied: false, tower: null, speed: 0.02 // radians per frame }); } }; self.getCurrentStage = function () { for (var i = self.growthStages.length - 1; i >= 0; i--) { if (self.experience >= self.growthStages[i].exp) { return self.growthStages[i]; } } return self.growthStages[0]; }; self.addExperience = function (amount) { var prevLevel = self.level; self.experience += amount; var newStage = self.getCurrentStage(); if (newStage.level > prevLevel) { self.levelUp(newStage); } }; self.levelUp = function (newStage) { self.level = newStage.level; self.currentSize = newStage.size; self.aspectRatio = newStage.ratio; // Animate growth tween(embryoGraphics, { width: self.currentSize, height: self.currentSize * self.aspectRatio }, { duration: 1000, easing: tween.elasticOut }); tween(coreGraphics, { width: self.currentSize * 0.6, height: self.currentSize * 0.6 * self.aspectRatio }, { duration: 1000, easing: tween.elasticOut }); // Reinitialize orbital slots self.initializeOrbitalSlots(); // Notification var notification = game.addChild(new Notification("Embryo Level Up! New slots available!")); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2; }; self.getAvailableSlot = function () { for (var i = 0; i < self.orbitalSlots.length; i++) { if (!self.orbitalSlots[i].occupied) { return self.orbitalSlots[i]; } } return null; }; self.update = function () { // Breathing animation var breathScale = 1 + Math.sin(LK.ticks * 0.05) * 0.05; coreGraphics.scaleX = breathScale; coreGraphics.scaleY = breathScale; // Update orbital slots for (var i = 0; i < self.orbitalSlots.length; i++) { var slot = self.orbitalSlots[i]; slot.angle = CoordUtils.normalizeAngle(slot.angle + slot.speed); if (slot.tower) { var pos = CoordUtils.polarToCartesian(slot.radius, slot.angle); slot.tower.x = self.x + pos.x; slot.tower.y = self.y + pos.y; } } }; return self; }); /**** * Enemy System ****/ var Enemy = Container.expand(function () { var self = Container.call(this); self.active = false; self.material = 'slime'; self.health = 100; self.maxHealth = 100; self.speed = 1; self.bounceTimer = 0; self.bounceHeight = 1; // Visual components var blobGraphics = self.attachAsset('blob', { anchorX: 0.5, anchorY: 0.5 }); var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); // Position health bars healthBarOutline.y = healthBar.y = -30; healthBarOutline.x = -36; healthBar.x = -35; healthBar.tint = 0x00ff00; self.activate = function (material, spawnAngle) { self.active = true; self.material = material || 'slime'; self.health = self.maxHealth; self.bounceTimer = 0; // Set material properties self.setMaterial(self.material); // Position at edge of screen var spawnRadius = Math.max(SCREEN_WIDTH, SCREEN_HEIGHT) * 0.6; var pos = CoordUtils.polarToCartesian(spawnRadius, spawnAngle); self.x = SCREEN_WIDTH / 2 + pos.x; self.y = SCREEN_HEIGHT / 2 + pos.y; self.visible = true; }; self.setMaterial = function (material) { switch (material) { case 'slime': blobGraphics.tint = 0x00FF00; self.speed = 1; break; case 'metal': blobGraphics.tint = 0xC0C0C0; self.speed = 0.8; self.maxHealth = 150; break; case 'lava': blobGraphics.tint = 0xFF4500; self.speed = 1.2; break; case 'ice': blobGraphics.tint = 0x87CEEB; self.speed = 0.7; break; case 'shadow': blobGraphics.tint = 0x4B0082; self.speed = 1.5; break; } self.health = self.maxHealth; }; self.takeDamage = function (damage) { self.health -= damage; healthBar.width = self.health / self.maxHealth * 70; if (self.health <= 0) { self.die(); } }; self.die = function () { // Create death particles self.createDeathEffect(); // Give experience to embryo embryo.addExperience(10); // Give gold to player setGold(gold + 5); // Return to pool PoolManager.returnEnemy(self); }; self.createDeathEffect = function () { var particleCount = 8; for (var i = 0; i < particleCount; i++) { var particle = PoolManager.getParticle(); if (particle) { particle.activate(self.x, self.y, self.material); gameLayer.addChild(particle); } } }; self.update = function () { if (!self.active) return; // Move toward embryo center var dx = embryo.x - self.x; var dy = embryo.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if reached embryo if (distance < embryo.currentSize / 2 + 20) { // Damage player lives--; updateUI(); PoolManager.returnEnemy(self); return; } // Move toward center var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Bounce animation self.bounceTimer += 0.2; var bounceScale = 1 + Math.sin(self.bounceTimer) * 0.2; blobGraphics.scaleY = bounceScale; blobGraphics.scaleX = 2 - bounceScale; // Squash and stretch }; return self; }); /**** * Notification System ****/ var Notification = Container.expand(function (message) { var self = Container.call(this); var bg = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var text = new Text2(message, { size: 40, fill: 0x000000, weight: 800 }); text.anchor.set(0.5, 0.5); self.addChild(text); bg.width = text.width + 40; bg.height = text.height + 20; self.alpha = 0; // Fade in tween(self, { alpha: 1 }, { duration: 300, onFinish: function onFinish() { // Fade out after delay setTimeout(function () { tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); }, 2000); } }); return self; }); /**** * Particle System ****/ var Particle = Container.expand(function () { var self = Container.call(this); self.active = false; self.life = 60; self.maxLife = 60; self.velocityX = 0; self.velocityY = 0; var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (x, y, material) { self.active = true; self.x = x; self.y = y; self.life = self.maxLife; self.visible = true; // Random velocity var angle = Math.random() * Math.PI * 2; var speed = 2 + Math.random() * 4; self.velocityX = Math.cos(angle) * speed; self.velocityY = Math.sin(angle) * speed; // Set color based on material switch (material) { case 'slime': particleGraphics.tint = 0x00FF00; break; case 'metal': particleGraphics.tint = 0xC0C0C0; break; case 'lava': particleGraphics.tint = 0xFF4500; break; case 'ice': particleGraphics.tint = 0x87CEEB; break; case 'shadow': particleGraphics.tint = 0x4B0082; break; default: particleGraphics.tint = 0xFFFFFF; break; } self.scaleX = self.scaleY = 1; self.alpha = 1; }; self.update = function () { if (!self.active) return; self.life--; if (self.life <= 0) { PoolManager.returnParticle(self); return; } // Move self.x += self.velocityX; self.y += self.velocityY; // Fade out var lifeRatio = self.life / self.maxLife; self.alpha = lifeRatio; self.scaleX = self.scaleY = lifeRatio; // Gravity self.velocityY += 0.1; self.velocityX *= 0.98; }; return self; }); /**** * Wave System ****/ /**** * Tower System ****/ var Tower = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'basic'; self.level = 1; self.damage = 25; self.range = 120; self.fireRate = 60; // frames between shots self.lastFired = 0; self.orbitalSlot = null; // Visual components var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); // Set tower properties based on type self.setType = function (type) { self.type = type; switch (type) { case 'rapid': baseGraphics.tint = 0x00AAFF; self.fireRate = 30; self.damage = 15; self.range = 100; break; case 'sniper': baseGraphics.tint = 0xFF5500; self.fireRate = 90; self.damage = 60; self.range = 180; break; case 'splash': baseGraphics.tint = 0x33CC00; self.fireRate = 75; self.damage = 35; self.range = 80; break; case 'slow': baseGraphics.tint = 0x9900FF; self.fireRate = 50; self.damage = 20; self.range = 110; break; case 'poison': baseGraphics.tint = 0x00FFAA; self.fireRate = 70; self.damage = 30; self.range = 90; break; default: baseGraphics.tint = 0xAAAAAA; break; } }; self.setType(type); self.findTarget = function () { var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < PoolManager.enemies.length; i++) { var enemy = PoolManager.enemies[i]; if (!enemy.active) continue; var distance = CoordUtils.distance(self.x, self.y, enemy.x, enemy.y); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; }; self.fire = function (target) { var bullet = PoolManager.getBullet(); if (bullet) { bullet.activate(self.x, self.y, target, self.damage, self.type); gameLayer.addChild(bullet); } // Recoil animation tween.stop(gunContainer, { scaleX: true, scaleY: true }); gunContainer.scaleX = 0.8; gunContainer.scaleY = 0.8; tween(gunContainer, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.elasticOut }); }; self.update = function () { // Find and shoot at enemies if (LK.ticks - self.lastFired >= self.fireRate) { var target = self.findTarget(); if (target) { // Aim at target var dx = target.x - self.x; var dy = target.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; self.fire(target); self.lastFired = LK.ticks; } } }; return self; }); /**** * UI System ****/ var TowerSelector = Container.expand(function () { var self = Container.call(this); self.towerTypes = ['basic', 'rapid', 'sniper', 'splash', 'slow', 'poison']; self.buttons = []; var buttonWidth = 100; var spacing = 120; var startX = -((self.towerTypes.length - 1) * spacing) / 2; for (var i = 0; i < self.towerTypes.length; i++) { var button = self.createTowerButton(self.towerTypes[i], i); button.x = startX + i * spacing; self.addChild(button); self.buttons.push(button); } self.createTowerButton = function (type, index) { var button = new Container(); var bg = button.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); bg.width = bg.height = buttonWidth; // Set color based on type switch (type) { case 'rapid': bg.tint = 0x00AAFF; break; case 'sniper': bg.tint = 0xFF5500; break; case 'splash': bg.tint = 0x33CC00; break; case 'slow': bg.tint = 0x9900FF; break; case 'poison': bg.tint = 0x00FFAA; break; default: bg.tint = 0xAAAAAA; break; } var label = new Text2(type, { size: 24, fill: 0xFFFFFF, weight: 800 }); label.anchor.set(0.5, 0.5); button.addChild(label); button.down = function () { self.placeTower(type); }; return button; }; self.placeTower = function (type) { var slot = embryo.getAvailableSlot(); if (slot && gold >= self.getTowerCost(type)) { var tower = new Tower(type); tower.orbitalSlot = slot; slot.occupied = true; slot.tower = tower; gameLayer.addChild(tower); setGold(gold - self.getTowerCost(type)); var notification = new Notification("Tower placed!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2 + 100; } else if (!slot) { var notification = new Notification("No available slots!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2 + 100; } else { var notification = new Notification("Not enough gold!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2 + 100; } }; self.getTowerCost = function (type) { switch (type) { case 'rapid': return 25; case 'sniper': return 40; case 'splash': return 50; case 'slow': return 60; case 'poison': return 70; default: return 15; } }; return self; }); /**** * Initialize Game ****/ /**** * Game Constants ****/ /**** * Game Variables ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ /**** * Object Pooling System ****/ var PoolManager = { enemies: [], bullets: [], particles: [], init: function init() { // Pre-allocate pools for (var i = 0; i < 200; i++) { this.enemies.push(this.createEnemy()); } for (var i = 0; i < 500; i++) { this.bullets.push(this.createBullet()); } for (var i = 0; i < 1000; i++) { this.particles.push(this.createParticle()); } }, getEnemy: function getEnemy() { for (var i = 0; i < this.enemies.length; i++) { if (!this.enemies[i].active) { return this.enemies[i]; } } // If pool exhausted, create new one var enemy = this.createEnemy(); this.enemies.push(enemy); return enemy; }, getBullet: function getBullet() { for (var i = 0; i < this.bullets.length; i++) { if (!this.bullets[i].active) { return this.bullets[i]; } } var bullet = this.createBullet(); this.bullets.push(bullet); return bullet; }, getParticle: function getParticle() { for (var i = 0; i < this.particles.length; i++) { if (!this.particles[i].active) { return this.particles[i]; } } var particle = this.createParticle(); this.particles.push(particle); return particle; }, createEnemy: function createEnemy() { var enemy = new Enemy(); enemy.active = false; return enemy; }, createBullet: function createBullet() { var bullet = new Bullet(); bullet.active = false; return bullet; }, createParticle: function createParticle() { var particle = new Particle(); particle.active = false; return particle; }, returnEnemy: function returnEnemy(enemy) { enemy.active = false; if (enemy.parent) { enemy.parent.removeChild(enemy); } }, returnBullet: function returnBullet(bullet) { bullet.active = false; if (bullet.parent) { bullet.parent.removeChild(bullet); } }, returnParticle: function returnParticle(particle) { particle.active = false; if (particle.parent) { particle.parent.removeChild(particle); } } }; /**** * Coordinate System Utilities ****/ var CoordUtils = { // Convert polar to cartesian coordinates polarToCartesian: function polarToCartesian(radius, angle) { return { x: radius * Math.cos(angle), y: radius * Math.sin(angle) }; }, // Convert cartesian to polar coordinates cartesianToPolar: function cartesianToPolar(x, y) { var radius = Math.sqrt(x * x + y * y); var angle = Math.atan2(y, x); return { radius: radius, angle: angle }; }, // Get distance between two points distance: function distance(x1, y1, x2, y2) { var dx = x2 - x1; var dy = y2 - y1; return Math.sqrt(dx * dx + dy * dy); }, // Normalize angle to 0-2π range normalizeAngle: function normalizeAngle(angle) { while (angle < 0) angle += Math.PI * 2; while (angle >= Math.PI * 2) angle -= Math.PI * 2; return angle; } }; /**** * Wave System ****/ var WaveManager = { currentWave: 0, totalWaves: 30, waveTimer: 0, waveDelay: 300, // frames between waves enemiesPerWave: 15, materials: ['slime', 'metal', 'lava', 'ice', 'shadow'], update: function update() { this.waveTimer--; if (this.waveTimer <= 0 && this.currentWave < this.totalWaves) { this.spawnWave(); this.waveTimer = this.waveDelay; } }, spawnWave: function spawnWave() { this.currentWave++; var material = this.materials[(this.currentWave - 1) % this.materials.length]; var enemyCount = this.enemiesPerWave + Math.floor(this.currentWave / 5); for (var i = 0; i < enemyCount; i++) { setTimeout(function (mat) { return function () { var enemy = PoolManager.getEnemy(); if (enemy) { var spawnAngle = Math.random() * Math.PI * 2; enemy.activate(mat, spawnAngle); gameLayer.addChild(enemy); } }; }(material), i * 100); // Stagger spawning } var notification = new Notification("Wave " + this.currentWave + " - " + material + " blobs!"); game.addChild(notification); notification.x = SCREEN_WIDTH / 2; notification.y = 100; } }; /**** * Game Constants ****/ var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var gameLayer = new Container(); var uiLayer = new Container(); var embryo; var towerSelector; var gold = 100; var lives = 20; var score = 0; // UI Text Elements var goldText = new Text2('Gold: ' + gold, { size: 48, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 48, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 48, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var waveText = new Text2('Wave: 0', { size: 48, fill: 0x00AAFF, weight: 800 }); waveText.anchor.set(0.5, 0.5); /**** * Utility Functions ****/ function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); waveText.setText('Wave: ' + WaveManager.currentWave); } function setGold(value) { gold = value; updateUI(); } /**** * Game Initialization ****/ function initializeGame() { // Initialize object pools PoolManager.init(); // Create embryo at center embryo = new Embryo(); embryo.x = SCREEN_WIDTH / 2; embryo.y = SCREEN_HEIGHT / 2; gameLayer.addChild(embryo); // Create tower selector towerSelector = new TowerSelector(); towerSelector.x = SCREEN_WIDTH / 2; towerSelector.y = SCREEN_HEIGHT - 150; uiLayer.addChild(towerSelector); // Position UI elements goldText.x = 150; goldText.y = 80; uiLayer.addChild(goldText); livesText.x = 400; livesText.y = 80; uiLayer.addChild(livesText); scoreText.x = 650; scoreText.y = 80; uiLayer.addChild(scoreText); waveText.x = 900; waveText.y = 80; uiLayer.addChild(waveText); // Add layers to game game.addChild(gameLayer); game.addChild(uiLayer); // Start first wave after delay WaveManager.waveTimer = 180; // 3 seconds updateUI(); } /**** * Camera System ****/ var Camera = { zoom: 1, targetZoom: 1, update: function update() { // Adjust zoom based on embryo size var baseZoom = 1; var embryoSize = embryo ? embryo.currentSize : 80; this.targetZoom = Math.max(0.6, baseZoom - (embryoSize - 80) / 400); // Smooth zoom transition this.zoom += (this.targetZoom - this.zoom) * 0.05; // Apply zoom to game layer gameLayer.scaleX = gameLayer.scaleY = this.zoom; // Keep embryo centered if (embryo) { gameLayer.x = SCREEN_WIDTH / 2 - embryo.x * this.zoom; gameLayer.y = SCREEN_HEIGHT / 2 - embryo.y * this.zoom; } } }; /**** * Game Update Loop ****/ game.update = function () { // Update all systems WaveManager.update(); Camera.update(); // Update embryo if (embryo) { embryo.update(); } // Update all active enemies for (var i = 0; i < PoolManager.enemies.length; i++) { var enemy = PoolManager.enemies[i]; if (enemy.active) { enemy.update(); } } // Update all active bullets for (var i = 0; i < PoolManager.bullets.length; i++) { var bullet = PoolManager.bullets[i]; if (bullet.active) { bullet.update(); } } // Update all active particles for (var i = 0; i < PoolManager.particles.length; i++) { var particle = PoolManager.particles[i]; if (particle.active) { particle.update(); } } // Update all towers for (var i = 0; i < embryo.orbitalSlots.length; i++) { var slot = embryo.orbitalSlots[i]; if (slot.tower) { slot.tower.update(); } } // Check win/lose conditions if (lives <= 0) { LK.showGameOver(); } else if (WaveManager.currentWave >= WaveManager.totalWaves) { // Check if all enemies are defeated var activeEnemies = 0; for (var i = 0; i < PoolManager.enemies.length; i++) { if (PoolManager.enemies[i].active) { activeEnemies++; } } if (activeEnemies === 0) { LK.showYouWin(); } } }; /**** * Game Input Handlers ****/ game.down = function (x, y, obj) { // Handle UI interactions // Tower selector handles its own input }; game.move = function (x, y, obj) { // Handle drag interactions if needed }; game.up = function (x, y, obj) { // Handle release interactions if needed }; /**** * Start Game ****/ initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -5,2675 +5,1039 @@
/****
* Classes
****/
-var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) {
+/****
+* Bullet System
+****/
+var Bullet = Container.expand(function () {
var self = Container.call(this);
- self.targetEnemy = targetEnemy;
- self.damage = damage || 10;
- self.speed = speed || 5;
- self.x = startX;
- self.y = startY;
+ self.active = false;
+ self.target = null;
+ self.damage = 25;
+ self.speed = 8;
+ self.type = 'basic';
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.activate = function (startX, startY, target, damage, type) {
+ self.active = true;
+ self.x = startX;
+ self.y = startY;
+ self.target = target;
+ self.damage = damage;
+ self.type = type;
+ self.visible = true;
+ // Set bullet appearance based on type
+ switch (type) {
+ case 'rapid':
+ bulletGraphics.tint = 0x00AAFF;
+ bulletGraphics.width = bulletGraphics.height = 10;
+ break;
+ case 'sniper':
+ bulletGraphics.tint = 0xFF5500;
+ bulletGraphics.width = bulletGraphics.height = 8;
+ self.speed = 15;
+ break;
+ case 'splash':
+ bulletGraphics.tint = 0x33CC00;
+ bulletGraphics.width = bulletGraphics.height = 20;
+ break;
+ case 'slow':
+ bulletGraphics.tint = 0x9900FF;
+ bulletGraphics.width = bulletGraphics.height = 15;
+ break;
+ case 'poison':
+ bulletGraphics.tint = 0x00FFAA;
+ bulletGraphics.width = bulletGraphics.height = 15;
+ break;
+ default:
+ bulletGraphics.tint = 0xFFFF00;
+ bulletGraphics.width = bulletGraphics.height = 15;
+ break;
+ }
+ };
self.update = function () {
- if (!self.targetEnemy || !self.targetEnemy.parent) {
- self.destroy();
+ if (!self.active || !self.target || !self.target.active) {
+ PoolManager.returnBullet(self);
return;
}
- var dx = self.targetEnemy.x - self.x;
- var dy = self.targetEnemy.y - self.y;
+ // Move toward target
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
- // Apply damage to target enemy
- self.targetEnemy.health -= self.damage;
- if (self.targetEnemy.health <= 0) {
- self.targetEnemy.health = 0;
- } else {
- self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
- }
- // Apply special effects based on bullet type
+ // Hit target
+ self.target.takeDamage(self.damage);
+ // 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.createSplashDamage();
}
- self.destroy();
+ PoolManager.returnBullet(self);
} else {
+ // Move toward target
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
};
+ self.createSplashDamage = function () {
+ var splashRadius = 60;
+ for (var i = 0; i < PoolManager.enemies.length; i++) {
+ var enemy = PoolManager.enemies[i];
+ if (!enemy.active || enemy === self.target) continue;
+ var distance = CoordUtils.distance(self.x, self.y, enemy.x, enemy.y);
+ if (distance <= splashRadius) {
+ enemy.takeDamage(self.damage * 0.5);
+ }
+ }
+ };
return self;
});
-var DebugCell = Container.expand(function () {
+/****
+* Embryo System
+****/
+var Embryo = Container.expand(function () {
var self = Container.call(this);
- var cellGraphics = self.attachAsset('cell', {
+ self.level = 1;
+ self.experience = 0;
+ self.maxExperience = 100;
+ self.baseSize = 80;
+ self.currentSize = self.baseSize;
+ self.aspectRatio = 1.0; // Will become elliptical as it grows
+ // Growth stages
+ self.growthStages = [{
+ level: 1,
+ size: 80,
+ slots: 4,
+ ratio: 1.0,
+ exp: 0
+ }, {
+ level: 2,
+ size: 100,
+ slots: 6,
+ ratio: 1.1,
+ exp: 100
+ }, {
+ level: 3,
+ size: 120,
+ slots: 8,
+ ratio: 1.2,
+ exp: 250
+ }, {
+ level: 4,
+ size: 140,
+ slots: 10,
+ ratio: 1.3,
+ exp: 450
+ }, {
+ level: 5,
+ size: 160,
+ slots: 12,
+ ratio: 1.4,
+ exp: 700
+ }, {
+ level: 6,
+ size: 180,
+ slots: 14,
+ ratio: 1.5,
+ exp: 1000
+ }];
+ // Visual components
+ var embryoGraphics = self.attachAsset('embryo', {
anchorX: 0.5,
anchorY: 0.5
});
- cellGraphics.tint = Math.random() * 0xffffff;
- var debugArrows = [];
- var numberLabel = new Text2('0', {
- size: 30,
- fill: 0xFFFFFF,
- weight: 800
+ var coreGraphics = self.attachAsset('embryoCore', {
+ anchorX: 0.5,
+ anchorY: 0.5
});
- 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;
+ self.orbitalSlots = [];
+ self.initializeOrbitalSlots();
+ self.initializeOrbitalSlots = function () {
+ var currentStage = self.getCurrentStage();
+ var slotCount = currentStage.slots;
+ var radius = currentStage.size + 60;
+ self.orbitalSlots = [];
+ for (var i = 0; i < slotCount; i++) {
+ var angle = i / slotCount * Math.PI * 2;
+ self.orbitalSlots.push({
+ angle: angle,
+ radius: radius,
+ occupied: false,
+ tower: null,
+ speed: 0.02 // radians per frame
+ });
+ }
+ };
+ self.getCurrentStage = function () {
+ for (var i = self.growthStages.length - 1; i >= 0; i--) {
+ if (self.experience >= self.growthStages[i].exp) {
+ return self.growthStages[i];
}
- grid.renderDebug();
}
+ return self.growthStages[0];
};
- self.removeArrows = function () {
- while (debugArrows.length) {
- self.removeChild(debugArrows.pop());
+ self.addExperience = function (amount) {
+ var prevLevel = self.level;
+ self.experience += amount;
+ var newStage = self.getCurrentStage();
+ if (newStage.level > prevLevel) {
+ self.levelUp(newStage);
}
};
- 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;
- }
+ self.levelUp = function (newStage) {
+ self.level = newStage.level;
+ self.currentSize = newStage.size;
+ self.aspectRatio = newStage.ratio;
+ // Animate growth
+ tween(embryoGraphics, {
+ width: self.currentSize,
+ height: self.currentSize * self.aspectRatio
+ }, {
+ duration: 1000,
+ easing: tween.elasticOut
+ });
+ tween(coreGraphics, {
+ width: self.currentSize * 0.6,
+ height: self.currentSize * 0.6 * self.aspectRatio
+ }, {
+ duration: 1000,
+ easing: tween.elasticOut
+ });
+ // Reinitialize orbital slots
+ self.initializeOrbitalSlots();
+ // Notification
+ var notification = game.addChild(new Notification("Embryo Level Up! New slots available!"));
+ notification.x = SCREEN_WIDTH / 2;
+ notification.y = SCREEN_HEIGHT / 2;
+ };
+ self.getAvailableSlot = function () {
+ for (var i = 0; i < self.orbitalSlots.length; i++) {
+ if (!self.orbitalSlots[i].occupied) {
+ return self.orbitalSlots[i];
+ }
}
- numberLabel.setText(Math.floor(data.score / 1000) / 10);
+ return null;
};
-});
-// This update method was incorrectly placed here and should be removed
-var EffectIndicator = Container.expand(function (x, y, type) {
- var self = Container.call(this);
- self.x = x;
- self.y = y;
- var effectGraphics = self.attachAsset('rangeCircle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- effectGraphics.blendMode = 1;
- switch (type) {
- case 'splash':
- effectGraphics.tint = 0x33CC00;
- effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5;
- break;
- case 'slow':
- effectGraphics.tint = 0x9900FF;
- effectGraphics.width = effectGraphics.height = CELL_SIZE;
- break;
- case 'poison':
- effectGraphics.tint = 0x00FFAA;
- effectGraphics.width = effectGraphics.height = CELL_SIZE;
- break;
- case 'sniper':
- effectGraphics.tint = 0xFF5500;
- effectGraphics.width = effectGraphics.height = CELL_SIZE;
- break;
- }
- effectGraphics.alpha = 0.7;
- self.alpha = 0;
- // Animate the effect
- tween(self, {
- alpha: 0.8,
- scaleX: 1.5,
- scaleY: 1.5
- }, {
- duration: 200,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(self, {
- alpha: 0,
- scaleX: 2,
- scaleY: 2
- }, {
- duration: 300,
- easing: tween.easeIn,
- onFinish: function onFinish() {
- self.destroy();
- }
- });
+ self.update = function () {
+ // Breathing animation
+ var breathScale = 1 + Math.sin(LK.ticks * 0.05) * 0.05;
+ coreGraphics.scaleX = breathScale;
+ coreGraphics.scaleY = breathScale;
+ // Update orbital slots
+ for (var i = 0; i < self.orbitalSlots.length; i++) {
+ var slot = self.orbitalSlots[i];
+ slot.angle = CoordUtils.normalizeAngle(slot.angle + slot.speed);
+ if (slot.tower) {
+ var pos = CoordUtils.polarToCartesian(slot.radius, slot.angle);
+ slot.tower.x = self.x + pos.x;
+ slot.tower.y = self.y + pos.y;
+ }
}
- });
+ };
return self;
});
-// Base enemy class for common functionality
-var Enemy = Container.expand(function (type) {
+/****
+* Enemy System
+****/
+var Enemy = Container.expand(function () {
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.active = false;
+ self.material = 'slime';
+ self.health = 100;
self.maxHealth = 100;
- self.health = self.maxHealth;
- self.bulletsTargetingThis = [];
- self.waveNumber = currentWave;
- self.isFlying = false;
- self.isImmune = false;
- self.isBoss = false;
- // Check if this is a boss wave
- // Check if this is a boss wave
- // Apply different stats based on enemy type
- switch (self.type) {
- case 'fast':
- self.speed *= 2; // Twice as fast
- self.maxHealth = 100;
- break;
- case 'immune':
- self.isImmune = true;
- self.maxHealth = 80;
- break;
- case 'flying':
- self.isFlying = true;
- self.maxHealth = 80;
- break;
- case 'swarm':
- self.maxHealth = 50; // Weaker enemies
- break;
- case 'normal':
- default:
- // Normal enemy uses default values
- break;
- }
- if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
- self.isBoss = true;
- // Boss enemies have 20x health and are larger
- self.maxHealth *= 20;
- // Slower speed for bosses
- self.speed = self.speed * 0.7;
- }
- self.health = self.maxHealth;
- // Get appropriate asset for this enemy type
- var assetId = 'enemy';
- if (self.type !== 'normal') {
- assetId = 'enemy_' + self.type;
- }
- var enemyGraphics = self.attachAsset(assetId, {
+ self.speed = 1;
+ self.bounceTimer = 0;
+ self.bounceHeight = 1;
+ // Visual components
+ var blobGraphics = self.attachAsset('blob', {
anchorX: 0.5,
anchorY: 0.5
});
- // Scale up boss enemies
- if (self.isBoss) {
- enemyGraphics.scaleX = 1.8;
- enemyGraphics.scaleY = 1.8;
- }
- // 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
- // If this is a boss, scale up the shadow to match
- if (self.isBoss) {
- shadowGraphics.scaleX = 1.8;
- shadowGraphics.scaleY = 1.8;
- }
- // Position shadow slightly offset
- self.shadow.x = 20; // Offset right
- self.shadow.y = 20; // Offset down
- // Ensure shadow has the same rotation as the enemy
- shadowGraphics.rotation = enemyGraphics.rotation;
- }
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0,
anchorY: 0.5
});
- var healthBarBG = self.attachAsset('healthBar', {
- anchorX: 0,
- anchorY: 0.5
- });
var healthBar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
- healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10;
- healthBarOutline.x = -healthBarOutline.width / 2;
- healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5;
+ // Position health bars
+ healthBarOutline.y = healthBar.y = -30;
+ healthBarOutline.x = -36;
+ healthBar.x = -35;
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;
+ self.activate = function (material, spawnAngle) {
+ self.active = true;
+ self.material = material || 'slime';
+ self.health = self.maxHealth;
+ self.bounceTimer = 0;
+ // Set material properties
+ self.setMaterial(self.material);
+ // Position at edge of screen
+ var spawnRadius = Math.max(SCREEN_WIDTH, SCREEN_HEIGHT) * 0.6;
+ var pos = CoordUtils.polarToCartesian(spawnRadius, spawnAngle);
+ self.x = SCREEN_WIDTH / 2 + pos.x;
+ self.y = SCREEN_HEIGHT / 2 + pos.y;
+ self.visible = true;
};
- 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();
- }
- });
+ self.setMaterial = function (material) {
+ switch (material) {
+ case 'slime':
+ blobGraphics.tint = 0x00FF00;
+ self.speed = 1;
+ break;
+ case 'metal':
+ blobGraphics.tint = 0xC0C0C0;
+ self.speed = 0.8;
+ self.maxHealth = 150;
+ break;
+ case 'lava':
+ blobGraphics.tint = 0xFF4500;
+ self.speed = 1.2;
+ break;
+ case 'ice':
+ blobGraphics.tint = 0x87CEEB;
+ self.speed = 0.7;
+ break;
+ case 'shadow':
+ blobGraphics.tint = 0x4B0082;
+ self.speed = 1.5;
+ break;
}
- });
- 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.health = self.maxHealth;
};
- 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;
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ healthBar.width = self.health / self.maxHealth * 70;
+ if (self.health <= 0) {
+ self.die();
}
- 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.die = function () {
+ // Create death particles
+ self.createDeathEffect();
+ // Give experience to embryo
+ embryo.addExperience(10);
+ // Give gold to player
+ setGold(gold + 5);
+ // Return to pool
+ PoolManager.returnEnemy(self);
};
- 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;
+ self.createDeathEffect = function () {
+ var particleCount = 8;
+ for (var i = 0; i < particleCount; i++) {
+ var particle = PoolManager.getParticle();
+ if (particle) {
+ particle.activate(self.x, self.y, self.material);
+ gameLayer.addChild(particle);
}
}
- // 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 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) {
+ if (!self.active) return;
+ // Move toward embryo center
+ var dx = embryo.x - self.x;
+ var dy = embryo.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Check if reached embryo
+ if (distance < embryo.currentSize / 2 + 20) {
+ // Damage player
+ lives--;
+ updateUI();
+ PoolManager.returnEnemy(self);
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;
- }
+ // Move toward center
+ var angle = Math.atan2(dy, dx);
+ self.x += Math.cos(angle) * self.speed;
+ self.y += Math.sin(angle) * self.speed;
+ // Bounce animation
+ self.bounceTimer += 0.2;
+ var bounceScale = 1 + Math.sin(self.bounceTimer) * 0.2;
+ blobGraphics.scaleY = bounceScale;
+ blobGraphics.scaleX = 2 - bounceScale; // Squash and stretch
};
return self;
});
+/****
+* Notification System
+****/
var Notification = Container.expand(function (message) {
var self = Container.call(this);
- var notificationGraphics = self.attachAsset('notification', {
+ var bg = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
- var notificationText = new Text2(message, {
- size: 50,
+ var text = new Text2(message, {
+ size: 40,
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();
+ text.anchor.set(0.5, 0.5);
+ self.addChild(text);
+ bg.width = text.width + 40;
+ bg.height = text.height + 20;
+ self.alpha = 0;
+ // Fade in
+ tween(self, {
+ alpha: 1
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ // Fade out after delay
+ setTimeout(function () {
+ tween(self, {
+ alpha: 0
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ }, 2000);
}
- };
+ });
return self;
});
-var SourceTower = Container.expand(function (towerType) {
+/****
+* Particle System
+****/
+var Particle = Container.expand(function () {
var self = Container.call(this);
- self.towerType = towerType || 'default';
- // Increase size of base for easier touch
- var baseGraphics = self.attachAsset('tower', {
+ self.active = false;
+ self.life = 60;
+ self.maxLife = 60;
+ self.velocityX = 0;
+ self.velocityY = 0;
+ var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.3,
- scaleY: 1.3
+ anchorY: 0.5
});
- 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);
- // Add shadow for tower type label
- var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
- size: 50,
- fill: 0x000000,
- weight: 800
- });
- typeLabelShadow.anchor.set(0.5, 0.5);
- typeLabelShadow.x = 4;
- typeLabelShadow.y = -20 + 4;
- self.addChild(typeLabelShadow);
- // Add tower type label
- var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
- size: 50,
- fill: 0xFFFFFF,
- weight: 800
- });
- typeLabel.anchor.set(0.5, 0.5);
- typeLabel.y = -20; // Position above center of tower
- self.addChild(typeLabel);
- // Add cost shadow
- var costLabelShadow = new Text2(towerCost, {
- size: 50,
- fill: 0x000000,
- weight: 800
- });
- costLabelShadow.anchor.set(0.5, 0.5);
- costLabelShadow.x = 4;
- costLabelShadow.y = 24 + 12;
- self.addChild(costLabelShadow);
- // Add cost label
- var costLabel = new Text2(towerCost, {
- size: 50,
- fill: 0xFFD700,
- weight: 800
- });
- costLabel.anchor.set(0.5, 0.5);
- costLabel.y = 20 + 12;
- self.addChild(costLabel);
+ self.activate = function (x, y, material) {
+ self.active = true;
+ self.x = x;
+ self.y = y;
+ self.life = self.maxLife;
+ self.visible = true;
+ // Random velocity
+ var angle = Math.random() * Math.PI * 2;
+ var speed = 2 + Math.random() * 4;
+ self.velocityX = Math.cos(angle) * speed;
+ self.velocityY = Math.sin(angle) * speed;
+ // Set color based on material
+ switch (material) {
+ case 'slime':
+ particleGraphics.tint = 0x00FF00;
+ break;
+ case 'metal':
+ particleGraphics.tint = 0xC0C0C0;
+ break;
+ case 'lava':
+ particleGraphics.tint = 0xFF4500;
+ break;
+ case 'ice':
+ particleGraphics.tint = 0x87CEEB;
+ break;
+ case 'shadow':
+ particleGraphics.tint = 0x4B0082;
+ break;
+ default:
+ particleGraphics.tint = 0xFFFFFF;
+ break;
+ }
+ self.scaleX = self.scaleY = 1;
+ self.alpha = 1;
+ };
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;
+ if (!self.active) return;
+ self.life--;
+ if (self.life <= 0) {
+ PoolManager.returnParticle(self);
+ return;
+ }
+ // Move
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ // Fade out
+ var lifeRatio = self.life / self.maxLife;
+ self.alpha = lifeRatio;
+ self.scaleX = self.scaleY = lifeRatio;
+ // Gravity
+ self.velocityY += 0.1;
+ self.velocityX *= 0.98;
};
return self;
});
-var Tower = Container.expand(function (id) {
+/****
+* Wave System
+****/
+/****
+* Tower System
+****/
+var Tower = Container.expand(function (type) {
var self = Container.call(this);
- self.id = id || 'default';
+ self.type = type || 'basic';
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.damage = 25;
+ self.range = 120;
+ self.fireRate = 60; // frames between shots
self.lastFired = 0;
- self.targetEnemy = null;
- switch (self.id) {
- case 'rapid':
- self.fireRate = 30;
- self.damage = 5;
- self.range = 2.5 * CELL_SIZE;
- self.bulletSpeed = 7;
- break;
- case 'sniper':
- self.fireRate = 90;
- self.damage = 25;
- self.range = 5 * CELL_SIZE;
- self.bulletSpeed = 25;
- break;
- case 'splash':
- self.fireRate = 75;
- self.damage = 15;
- self.range = 2 * CELL_SIZE;
- self.bulletSpeed = 4;
- break;
- case 'slow':
- self.fireRate = 50;
- self.damage = 8;
- self.range = 3.5 * CELL_SIZE;
- self.bulletSpeed = 5;
- break;
- case 'poison':
- self.fireRate = 70;
- self.damage = 12;
- self.range = 3.2 * CELL_SIZE;
- self.bulletSpeed = 5;
- break;
- }
+ self.orbitalSlot = null;
+ // Visual components
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 gunGraphics = gunContainer.attachAsset('defense', {
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;
- }
- }
+ // Set tower properties based on type
+ self.setType = function (type) {
+ self.type = type;
+ switch (type) {
+ case 'rapid':
+ baseGraphics.tint = 0x00AAFF;
+ self.fireRate = 30;
+ self.damage = 15;
+ self.range = 100;
+ break;
+ case 'sniper':
+ baseGraphics.tint = 0xFF5500;
+ self.fireRate = 90;
+ self.damage = 60;
+ self.range = 180;
+ break;
+ case 'splash':
+ baseGraphics.tint = 0x33CC00;
+ self.fireRate = 75;
+ self.damage = 35;
+ self.range = 80;
+ break;
+ case 'slow':
+ baseGraphics.tint = 0x9900FF;
+ self.fireRate = 50;
+ self.damage = 20;
+ self.range = 110;
+ break;
+ case 'poison':
+ baseGraphics.tint = 0x00FFAA;
+ self.fireRate = 70;
+ self.damage = 30;
+ self.range = 90;
+ break;
+ default:
+ baseGraphics.tint = 0xAAAAAA;
+ break;
}
};
- 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.setType(type);
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;
- }
- }
- }
+ var closestDistance = Infinity;
+ for (var i = 0; i < PoolManager.enemies.length; i++) {
+ var enemy = PoolManager.enemies[i];
+ if (!enemy.active) continue;
+ var distance = CoordUtils.distance(self.x, self.y, enemy.x, enemy.y);
+ if (distance <= self.range && distance < closestDistance) {
+ closestDistance = distance;
+ 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.fire = function (target) {
+ var bullet = PoolManager.getBullet();
+ if (bullet) {
+ bullet.activate(self.x, self.y, target, self.damage, self.type);
+ gameLayer.addChild(bullet);
}
- };
- self.down = function (x, y, obj) {
- var existingMenus = game.children.filter(function (child) {
- return child instanceof UpgradeMenu;
+ // Recoil animation
+ tween.stop(gunContainer, {
+ scaleX: true,
+ scaleY: true
});
- 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
+ gunContainer.scaleX = 0.8;
+ gunContainer.scaleY = 0.8;
+ tween(gunContainer, {
+ scaleX: 1,
+ scaleY: 1
}, {
- duration: 200,
- easing: tween.backOut
+ duration: 150,
+ easing: tween.elasticOut
});
- 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;
+ self.update = function () {
+ // Find and shoot at enemies
+ if (LK.ticks - self.lastFired >= self.fireRate) {
+ var target = self.findTarget();
+ if (target) {
+ // Aim at target
+ var dx = target.x - self.x;
+ var dy = target.y - self.y;
+ var angle = Math.atan2(dy, dx);
+ gunContainer.rotation = angle;
+ self.fire(target);
+ self.lastFired = LK.ticks;
}
- if (self.targetEnemy.health > potentialDamage) {
- var bulletX = self.x + Math.cos(gunContainer.rotation) * 40;
- var bulletY = self.y + Math.sin(gunContainer.rotation) * 40;
- var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed);
- // Set bullet type based on tower type
- bullet.type = self.id;
- // For slow tower, pass level for scaling slow effect
- if (self.id === 'slow') {
- bullet.sourceTowerLevel = self.level;
- }
- // Customize bullet appearance based on tower type
- switch (self.id) {
- case 'rapid':
- bullet.children[0].tint = 0x00AAFF;
- bullet.children[0].width = 20;
- bullet.children[0].height = 20;
- break;
- case 'sniper':
- bullet.children[0].tint = 0xFF5500;
- bullet.children[0].width = 15;
- bullet.children[0].height = 15;
- break;
- case 'splash':
- bullet.children[0].tint = 0x33CC00;
- bullet.children[0].width = 40;
- bullet.children[0].height = 40;
- break;
- case 'slow':
- bullet.children[0].tint = 0x9900FF;
- bullet.children[0].width = 35;
- bullet.children[0].height = 35;
- break;
- case 'poison':
- bullet.children[0].tint = 0x00FFAA;
- bullet.children[0].width = 35;
- bullet.children[0].height = 35;
- 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 () {
+/****
+* UI System
+****/
+var TowerSelector = 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) {
+ self.towerTypes = ['basic', 'rapid', 'sniper', 'splash', 'slow', 'poison'];
+ self.buttons = [];
+ var buttonWidth = 100;
+ var spacing = 120;
+ var startX = -((self.towerTypes.length - 1) * spacing) / 2;
+ for (var i = 0; i < self.towerTypes.length; i++) {
+ var button = self.createTowerButton(self.towerTypes[i], i);
+ button.x = startX + i * spacing;
+ self.addChild(button);
+ self.buttons.push(button);
+ }
+ self.createTowerButton = function (type, index) {
+ var button = new Container();
+ var bg = button.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bg.width = bg.height = buttonWidth;
+ // Set color based on type
+ switch (type) {
case 'rapid':
- previewGraphics.tint = 0x00AAFF;
+ bg.tint = 0x00AAFF;
break;
case 'sniper':
- previewGraphics.tint = 0xFF5500;
+ bg.tint = 0xFF5500;
break;
case 'splash':
- previewGraphics.tint = 0x33CC00;
+ bg.tint = 0x33CC00;
break;
case 'slow':
- previewGraphics.tint = 0x9900FF;
+ bg.tint = 0x9900FF;
break;
case 'poison':
- previewGraphics.tint = 0x00FFAA;
+ bg.tint = 0x00FFAA;
break;
default:
- previewGraphics.tint = 0xAAAAAA;
+ bg.tint = 0xAAAAAA;
+ break;
}
- if (!self.canPlace || !self.hasEnoughGold) {
- previewGraphics.tint = 0xFF0000;
- }
+ var label = new Text2(type, {
+ size: 24,
+ fill: 0xFFFFFF,
+ weight: 800
+ });
+ label.anchor.set(0.5, 0.5);
+ button.addChild(label);
+ button.down = function () {
+ self.placeTower(type);
+ };
+ return button;
};
- self.updatePlacementStatus = function () {
- var validGridPlacement = true;
- if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
- validGridPlacement = false;
+ self.placeTower = function (type) {
+ var slot = embryo.getAvailableSlot();
+ if (slot && gold >= self.getTowerCost(type)) {
+ var tower = new Tower(type);
+ tower.orbitalSlot = slot;
+ slot.occupied = true;
+ slot.tower = tower;
+ gameLayer.addChild(tower);
+ setGold(gold - self.getTowerCost(type));
+ var notification = new Notification("Tower placed!");
+ game.addChild(notification);
+ notification.x = SCREEN_WIDTH / 2;
+ notification.y = SCREEN_HEIGHT / 2 + 100;
+ } else if (!slot) {
+ var notification = new Notification("No available slots!");
+ game.addChild(notification);
+ notification.x = SCREEN_WIDTH / 2;
+ notification.y = SCREEN_HEIGHT / 2 + 100;
} 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;
- }
- }
+ var notification = new Notification("Not enough gold!");
+ game.addChild(notification);
+ notification.x = SCREEN_WIDTH / 2;
+ notification.y = SCREEN_HEIGHT / 2 + 100;
}
- 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.getTowerCost = function (type) {
+ switch (type) {
+ case 'rapid':
+ return 25;
+ case 'sniper':
+ return 40;
+ case 'splash':
+ return 50;
+ case 'slow':
+ return 60;
+ case 'poison':
+ return 70;
+ default:
+ return 15;
}
- 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(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', {
- size: 80,
- fill: 0xFFFFFF,
- weight: 800
- });
- towerTypeText.anchor.set(0, 0);
- towerTypeText.x = -840;
- towerTypeText.y = -160;
- self.addChild(towerTypeText);
- var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
- size: 70,
- fill: 0xFFFFFF,
- weight: 400
- });
- statsText.anchor.set(0, 0.5);
- statsText.x = -840;
- statsText.y = 50;
- self.addChild(statsText);
- var buttonsContainer = new Container();
- buttonsContainer.x = 500;
- self.addChild(buttonsContainer);
- var upgradeButton = new Container();
- buttonsContainer.addChild(upgradeButton);
- var buttonBackground = upgradeButton.attachAsset('notification', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- buttonBackground.width = 500;
- buttonBackground.height = 150;
- var isMaxLevel = self.tower.level >= self.tower.maxLevel;
- // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
- var baseUpgradeCost = getTowerCost(self.tower.id);
- var upgradeCost;
- if (isMaxLevel) {
- upgradeCost = 0;
- } else if (self.tower.level === self.tower.maxLevel - 1) {
- upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
- } else {
- upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
- }
- buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
- var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
- size: 60,
- fill: 0xFFFFFF,
- weight: 800
- });
- buttonText.anchor.set(0.5, 0.5);
- upgradeButton.addChild(buttonText);
- var sellButton = new Container();
- buttonsContainer.addChild(sellButton);
- var sellButtonBackground = sellButton.attachAsset('notification', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- sellButtonBackground.width = 500;
- sellButtonBackground.height = 150;
- sellButtonBackground.tint = 0xCC0000;
- var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
- var sellValue = getTowerSellValue(totalInvestment);
- var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
- size: 60,
- fill: 0xFFFFFF,
- weight: 800
- });
- sellButtonText.anchor.set(0.5, 0.5);
- sellButton.addChild(sellButtonText);
- upgradeButton.y = -85;
- sellButton.y = 85;
- var closeButton = new Container();
- self.addChild(closeButton);
- var closeBackground = closeButton.attachAsset('notification', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- closeBackground.width = 90;
- closeBackground.height = 90;
- closeBackground.tint = 0xAA0000;
- var closeText = new Text2('X', {
- size: 68,
- fill: 0xFFFFFF,
- weight: 800
- });
- closeText.anchor.set(0.5, 0.5);
- closeButton.addChild(closeText);
- closeButton.x = menuBackground.width / 2 - 57;
- closeButton.y = -menuBackground.height / 2 + 57;
- upgradeButton.down = function (x, y, obj) {
- if (self.tower.level >= self.tower.maxLevel) {
- var notification = game.addChild(new Notification("Tower is already at max level!"));
- notification.x = 2048 / 2;
- notification.y = grid.height - 50;
- return;
+
+/****
+* Initialize Game
+****/
+/****
+* Game Constants
+****/
+/****
+* Game Variables
+****/
+var game = new LK.Game({
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+/****
+* Object Pooling System
+****/
+var PoolManager = {
+ enemies: [],
+ bullets: [],
+ particles: [],
+ init: function init() {
+ // Pre-allocate pools
+ for (var i = 0; i < 200; i++) {
+ this.enemies.push(this.createEnemy());
}
- 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
- });
- }
- });
+ for (var i = 0; i < 500; i++) {
+ this.bullets.push(this.createBullet());
}
- };
- 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);
- }
- }
- }
+ for (var i = 0; i < 1000; i++) {
+ this.particles.push(this.createParticle());
}
- 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;
+ },
+ getEnemy: function getEnemy() {
+ for (var i = 0; i < this.enemies.length; i++) {
+ if (!this.enemies[i].active) {
+ return this.enemies[i];
}
}
- };
- 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;
+ // If pool exhausted, create new one
+ var enemy = this.createEnemy();
+ this.enemies.push(enemy);
+ return enemy;
+ },
+ getBullet: function getBullet() {
+ for (var i = 0; i < this.bullets.length; i++) {
+ if (!this.bullets[i].active) {
+ return this.bullets[i];
}
- 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) {
- 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 = "normal";
- var enemyType = "normal";
- var enemyCount = 10;
- var isBossWave = (i + 1) % 10 === 0;
- // Ensure all types appear in early waves
- if (i === 0) {
- block.tint = 0xAAAAAA;
- waveType = "Normal";
- enemyType = "normal";
- enemyCount = 10;
- } else if (i === 1) {
- block.tint = 0x00AAFF;
- waveType = "Fast";
- enemyType = "fast";
- enemyCount = 10;
- } else if (i === 2) {
- block.tint = 0xAA0000;
- waveType = "Immune";
- enemyType = "immune";
- enemyCount = 10;
- } else if (i === 3) {
- block.tint = 0xFFFF00;
- waveType = "Flying";
- enemyType = "flying";
- enemyCount = 10;
- } else if (i === 4) {
- block.tint = 0xFF00FF;
- waveType = "Swarm";
- enemyType = "swarm";
- enemyCount = 30;
- } else if (isBossWave) {
- // Boss waves: cycle through all boss types, last boss is always flying
- var bossTypes = ['normal', 'fast', 'immune', 'flying'];
- var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
- if (i === totalWaves - 1) {
- // Last boss is always flying
- enemyType = 'flying';
- waveType = "Boss Flying";
- block.tint = 0xFFFF00;
- } else {
- enemyType = bossTypes[bossTypeIndex % bossTypes.length];
- switch (enemyType) {
- case 'normal':
- block.tint = 0xAAAAAA;
- waveType = "Boss Normal";
- break;
- case 'fast':
- block.tint = 0x00AAFF;
- waveType = "Boss Fast";
- break;
- case 'immune':
- block.tint = 0xAA0000;
- waveType = "Boss Immune";
- break;
- case 'flying':
- block.tint = 0xFFFF00;
- waveType = "Boss Flying";
- break;
- }
+ var bullet = this.createBullet();
+ this.bullets.push(bullet);
+ return bullet;
+ },
+ getParticle: function getParticle() {
+ for (var i = 0; i < this.particles.length; i++) {
+ if (!this.particles[i].active) {
+ return this.particles[i];
}
- enemyCount = 1;
- // Make the wave indicator for boss waves stand out
- // Set boss wave color to the color of the wave type
- switch (enemyType) {
- case 'normal':
- block.tint = 0xAAAAAA;
- break;
- case 'fast':
- block.tint = 0x00AAFF;
- break;
- case 'immune':
- block.tint = 0xAA0000;
- break;
- case 'flying':
- block.tint = 0xFFFF00;
- break;
- default:
- block.tint = 0xFF0000;
- break;
- }
- } else if ((i + 1) % 5 === 0) {
- // Every 5th non-boss wave is fast
- block.tint = 0x00AAFF;
- waveType = "Fast";
- enemyType = "fast";
- enemyCount = 10;
- } else if ((i + 1) % 4 === 0) {
- // Every 4th non-boss wave is immune
- block.tint = 0xAA0000;
- waveType = "Immune";
- enemyType = "immune";
- enemyCount = 10;
- } else if ((i + 1) % 7 === 0) {
- // Every 7th non-boss wave is flying
- block.tint = 0xFFFF00;
- waveType = "Flying";
- enemyType = "flying";
- enemyCount = 10;
- } else if ((i + 1) % 3 === 0) {
- // Every 3rd non-boss wave is swarm
- block.tint = 0xFF00FF;
- waveType = "Swarm";
- enemyType = "swarm";
- enemyCount = 30;
- } else {
- block.tint = 0xAAAAAA;
- waveType = "Normal";
- enemyType = "normal";
- enemyCount = 10;
}
- // --- End new unified wave logic ---
- // Mark boss waves with a special visual indicator
- if (isBossWave && enemyType !== 'swarm') {
- // Add a crown or some indicator to the wave marker for boss waves
- var bossIndicator = marker.attachAsset('towerLevelIndicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- bossIndicator.width = 30;
- bossIndicator.height = 30;
- bossIndicator.tint = 0xFFD700; // Gold color
- bossIndicator.y = -block.height / 2 - 15;
- // Change the wave type text to indicate boss
- waveType = "BOSS";
+ var particle = this.createParticle();
+ this.particles.push(particle);
+ return particle;
+ },
+ createEnemy: function createEnemy() {
+ var enemy = new Enemy();
+ enemy.active = false;
+ return enemy;
+ },
+ createBullet: function createBullet() {
+ var bullet = new Bullet();
+ bullet.active = false;
+ return bullet;
+ },
+ createParticle: function createParticle() {
+ var particle = new Particle();
+ particle.active = false;
+ return particle;
+ },
+ returnEnemy: function returnEnemy(enemy) {
+ enemy.active = false;
+ if (enemy.parent) {
+ enemy.parent.removeChild(enemy);
}
- // 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";
+ },
+ returnBullet: function returnBullet(bullet) {
+ bullet.active = false;
+ if (bullet.parent) {
+ bullet.parent.removeChild(bullet);
}
- // 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;
+ },
+ returnParticle: function returnParticle(particle) {
+ particle.active = false;
+ if (particle.parent) {
+ particle.parent.removeChild(particle);
}
- return self.enemyCounts[waveNumber - 1];
- };
- // Get display name for a wave type
- self.getWaveTypeName = function (waveNumber) {
- var type = self.getWaveType(waveNumber);
- var typeName = type.charAt(0).toUpperCase() + type.slice(1);
- // Add boss prefix for boss waves (every 10th wave)
- if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
- typeName = "BOSS";
- }
- return typeName;
- };
- self.positionIndicator = new Container();
- var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- indicator.width = blockWidth - 10;
- indicator.height = 16;
- indicator.tint = 0xffad0e;
- indicator.y = -65;
- var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- indicator2.width = blockWidth - 10;
- indicator2.height = 16;
- indicator2.tint = 0xffad0e;
- indicator2.y = 65;
- var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- leftWall.width = 16;
- leftWall.height = 146;
- leftWall.tint = 0xffad0e;
- leftWall.x = -(blockWidth - 16) / 2;
- var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- rightWall.width = 16;
- rightWall.height = 146;
- rightWall.tint = 0xffad0e;
- rightWall.x = (blockWidth - 16) / 2;
- self.addChild(self.positionIndicator);
- self.update = function () {
- var progress = waveTimer / nextWaveTime;
- var moveAmount = (progress + currentWave) * blockWidth;
- for (var i = 0; i < self.waveMarkers.length; i++) {
- var marker = self.waveMarkers[i];
- marker.x = -moveAmount + i * blockWidth;
- }
- self.positionIndicator.x = 0;
- for (var i = 0; i < totalWaves + 1; i++) {
- var marker = self.waveMarkers[i];
- if (i === 0) {
- continue;
- }
- var block = marker.children[0];
- if (i - 1 < currentWave) {
- block.alpha = .5;
- }
- }
- self.handleWaveProgression = function () {
- if (!self.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
+* Coordinate System Utilities
****/
-var game = new LK.Game({
- backgroundColor: 0x333333
-});
-
+var CoordUtils = {
+ // Convert polar to cartesian coordinates
+ polarToCartesian: function polarToCartesian(radius, angle) {
+ return {
+ x: radius * Math.cos(angle),
+ y: radius * Math.sin(angle)
+ };
+ },
+ // Convert cartesian to polar coordinates
+ cartesianToPolar: function cartesianToPolar(x, y) {
+ var radius = Math.sqrt(x * x + y * y);
+ var angle = Math.atan2(y, x);
+ return {
+ radius: radius,
+ angle: angle
+ };
+ },
+ // Get distance between two points
+ distance: function distance(x1, y1, x2, y2) {
+ var dx = x2 - x1;
+ var dy = y2 - y1;
+ return Math.sqrt(dx * dx + dy * dy);
+ },
+ // Normalize angle to 0-2π range
+ normalizeAngle: function normalizeAngle(angle) {
+ while (angle < 0) angle += Math.PI * 2;
+ while (angle >= Math.PI * 2) angle -= Math.PI * 2;
+ return angle;
+ }
+};
/****
-* Game Code
+* Wave System
****/
-var isHidingUpgradeMenu = false;
-function hideUpgradeMenu(menu) {
- if (isHidingUpgradeMenu) {
- return;
- }
- isHidingUpgradeMenu = true;
- tween(menu, {
- y: 2732 + 225
- }, {
- duration: 150,
- easing: tween.easeIn,
- onFinish: function onFinish() {
- menu.destroy();
- isHidingUpgradeMenu = false;
+var WaveManager = {
+ currentWave: 0,
+ totalWaves: 30,
+ waveTimer: 0,
+ waveDelay: 300,
+ // frames between waves
+ enemiesPerWave: 15,
+ materials: ['slime', 'metal', 'lava', 'ice', 'shadow'],
+ update: function update() {
+ this.waveTimer--;
+ if (this.waveTimer <= 0 && this.currentWave < this.totalWaves) {
+ this.spawnWave();
+ this.waveTimer = this.waveDelay;
}
- });
-}
-var CELL_SIZE = 76;
-var pathId = 1;
-var maxScore = 0;
-var enemies = [];
-var towers = [];
-var bullets = [];
-var defenses = [];
-var selectedTower = null;
-var gold = 80;
+ },
+ spawnWave: function spawnWave() {
+ this.currentWave++;
+ var material = this.materials[(this.currentWave - 1) % this.materials.length];
+ var enemyCount = this.enemiesPerWave + Math.floor(this.currentWave / 5);
+ for (var i = 0; i < enemyCount; i++) {
+ setTimeout(function (mat) {
+ return function () {
+ var enemy = PoolManager.getEnemy();
+ if (enemy) {
+ var spawnAngle = Math.random() * Math.PI * 2;
+ enemy.activate(mat, spawnAngle);
+ gameLayer.addChild(enemy);
+ }
+ };
+ }(material), i * 100); // Stagger spawning
+ }
+ var notification = new Notification("Wave " + this.currentWave + " - " + material + " blobs!");
+ game.addChild(notification);
+ notification.x = SCREEN_WIDTH / 2;
+ notification.y = 100;
+ }
+};
+/****
+* Game Constants
+****/
+var SCREEN_WIDTH = 2048;
+var SCREEN_HEIGHT = 2732;
+var gameLayer = new Container();
+var uiLayer = new Container();
+var embryo;
+var towerSelector;
+var gold = 100;
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
+// UI Text Elements
var goldText = new Text2('Gold: ' + gold, {
- size: 60,
+ size: 48,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
- size: 60,
+ size: 48,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('Score: ' + score, {
- size: 60,
+ size: 48,
fill: 0xFF0000,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
-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);
-livesText.x = 0;
-livesText.y = topMargin;
-goldText.x = -spacing;
-goldText.y = topMargin;
-scoreText.x = spacing;
-scoreText.y = topMargin;
+var waveText = new Text2('Wave: 0', {
+ size: 48,
+ fill: 0x00AAFF,
+ weight: 800
+});
+waveText.anchor.set(0.5, 0.5);
+/****
+* Utility Functions
+****/
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
scoreText.setText('Score: ' + score);
+ waveText.setText('Wave: ' + WaveManager.currentWave);
}
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;
+/****
+* Game Initialization
+****/
+function initializeGame() {
+ // Initialize object pools
+ PoolManager.init();
+ // Create embryo at center
+ embryo = new Embryo();
+ embryo.x = SCREEN_WIDTH / 2;
+ embryo.y = SCREEN_HEIGHT / 2;
+ gameLayer.addChild(embryo);
+ // Create tower selector
+ towerSelector = new TowerSelector();
+ towerSelector.x = SCREEN_WIDTH / 2;
+ towerSelector.y = SCREEN_HEIGHT - 150;
+ uiLayer.addChild(towerSelector);
+ // Position UI elements
+ goldText.x = 150;
+ goldText.y = 80;
+ uiLayer.addChild(goldText);
+ livesText.x = 400;
+ livesText.y = 80;
+ uiLayer.addChild(livesText);
+ scoreText.x = 650;
+ scoreText.y = 80;
+ uiLayer.addChild(scoreText);
+ waveText.x = 900;
+ waveText.y = 80;
+ uiLayer.addChild(waveText);
+ // Add layers to game
+ game.addChild(gameLayer);
+ game.addChild(uiLayer);
+ // Start first wave after delay
+ WaveManager.waveTimer = 180; // 3 seconds
+ updateUI();
}
-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();
- 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;
+/****
+* Camera System
+****/
+var Camera = {
+ zoom: 1,
+ targetZoom: 1,
+ update: function update() {
+ // Adjust zoom based on embryo size
+ var baseZoom = 1;
+ var embryoSize = embryo ? embryo.currentSize : 80;
+ this.targetZoom = Math.max(0.6, baseZoom - (embryoSize - 80) / 400);
+ // Smooth zoom transition
+ this.zoom += (this.targetZoom - this.zoom) * 0.05;
+ // Apply zoom to game layer
+ gameLayer.scaleX = gameLayer.scaleY = this.zoom;
+ // Keep embryo centered
+ if (embryo) {
+ gameLayer.x = SCREEN_WIDTH / 2 - embryo.x * this.zoom;
+ gameLayer.y = SCREEN_HEIGHT / 2 - embryo.y * this.zoom;
}
}
};
-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 Update Loop
+****/
+game.update = function () {
+ // Update all systems
+ WaveManager.update();
+ Camera.update();
+ // Update embryo
+ if (embryo) {
+ embryo.update();
}
-};
-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;
+ // Update all active enemies
+ for (var i = 0; i < PoolManager.enemies.length; i++) {
+ var enemy = PoolManager.enemies[i];
+ if (enemy.active) {
+ enemy.update();
}
}
- 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;
- }
+ // Update all active bullets
+ for (var i = 0; i < PoolManager.bullets.length; i++) {
+ var bullet = PoolManager.bullets[i];
+ if (bullet.active) {
+ bullet.update();
}
- 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;
+ // Update all active particles
+ for (var i = 0; i < PoolManager.particles.length; i++) {
+ var particle = PoolManager.particles[i];
+ if (particle.active) {
+ particle.update();
}
- towerPreview.visible = false;
- if (isDragging) {
- var upgradeMenus = game.children.filter(function (child) {
- return child instanceof UpgradeMenu;
- });
- for (var i = 0; i < upgradeMenus.length; i++) {
- upgradeMenus[i].destroy();
- }
- }
}
-};
-var waveIndicator = new WaveIndicator();
-waveIndicator.x = 2048 / 2;
-waveIndicator.y = 2732 - 80;
-game.addChild(waveIndicator);
-var 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 (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("⚠️ BOSS 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);
- }
+ // Update all towers
+ for (var i = 0; i < embryo.orbitalSlots.length; i++) {
+ var slot = embryo.orbitalSlots[i];
+ if (slot.tower) {
+ slot.tower.update();
}
- 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;
+ // Check win/lose conditions
+ if (lives <= 0) {
+ LK.showGameOver();
+ } else if (WaveManager.currentWave >= WaveManager.totalWaves) {
+ // Check if all enemies are defeated
+ var activeEnemies = 0;
+ for (var i = 0; i < PoolManager.enemies.length; i++) {
+ if (PoolManager.enemies[i].active) {
+ activeEnemies++;
}
- // Boss enemies give more gold and score
- var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
- var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y);
- game.addChild(goldIndicator);
- setGold(gold + goldEarned);
- // Give more score for defeating a boss
- var scoreValue = enemy.isBoss ? 100 : 5;
- score += scoreValue;
- // Add a notification for boss defeat
- if (enemy.isBoss) {
- var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
- notification.x = 2048 / 2;
- notification.y = grid.height - 150;
- }
- updateUI();
- // Clean up shadow if it's a flying enemy
- if (enemy.isFlying && enemy.shadow) {
- enemyLayerMiddle.removeChild(enemy.shadow);
- enemy.shadow = null;
- }
- // Remove enemy from the appropriate layer
- if (enemy.isFlying) {
- enemyLayerTop.removeChild(enemy);
- } else {
- enemyLayerBottom.removeChild(enemy);
- }
- enemies.splice(a, 1);
- continue;
}
- if (grid.updateEnemy(enemy)) {
- // Clean up shadow if it's a flying enemy
- if (enemy.isFlying && enemy.shadow) {
- enemyLayerMiddle.removeChild(enemy.shadow);
- enemy.shadow = null;
- }
- // Remove enemy from the appropriate layer
- if (enemy.isFlying) {
- enemyLayerTop.removeChild(enemy);
- } else {
- enemyLayerBottom.removeChild(enemy);
- }
- enemies.splice(a, 1);
- lives = Math.max(0, lives - 1);
- updateUI();
- if (lives <= 0) {
- LK.showGameOver();
- }
+ if (activeEnemies === 0) {
+ LK.showYouWin();
}
}
- for (var i = bullets.length - 1; i >= 0; i--) {
- if (!bullets[i].parent) {
- if (bullets[i].targetEnemy) {
- var targetEnemy = bullets[i].targetEnemy;
- var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
- if (bulletIndex !== -1) {
- targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
- }
- }
- bullets.splice(i, 1);
- }
- }
- if (towerPreview.visible) {
- towerPreview.checkPlacement();
- }
- if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
- LK.showYouWin();
- }
-};
\ No newline at end of file
+};
+/****
+* Game Input Handlers
+****/
+game.down = function (x, y, obj) {
+ // Handle UI interactions
+ // Tower selector handles its own input
+};
+game.move = function (x, y, obj) {
+ // Handle drag interactions if needed
+};
+game.up = function (x, y, obj) {
+ // Handle release interactions if needed
+};
+/****
+* Start Game
+****/
+initializeGame();
\ No newline at end of file
A long rack of different colored poker chips seen from above. Anime style.. In-Game asset. 2d. High contrast. No shadows
A graphic for the center of a joker card.
a 2:3 format thin black border with nothing in the center. In-Game asset. 2d. High contrast. No shadows
A small white explosion particle.. In-Game asset. 2d. High contrast. No shadows
Make the blue a lighter blue.
Make this in a white instead of blue. Keep everything else the same.
A couple different sized stacks of these chips beside each other.
Just the spade from this picture with a blue snowflake in the middle of it.
Just the heart from this picture with a flame in the cent t of it.
Just the club from this picture with 1. **Fan/Spray Symbol** - Three or more lines radiating outward from a central point, yellow in color, in the center of the club.
Just the diamond from this picture with a dollar sign in the center
A white circle with a lightening gradient towards the edge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A simple golden line break.. In-Game asset. 2d. High contrast. No shadows
A fanned card hand that shows a royal flush in spades. Anime style. In-Game asset. 2d. High contrast. No shadows
An SVG of the word 'Battle'. text in yellow with a black outline. In-Game asset. 2d. High contrast. No shadows
change the text to say "Mods"
The four card suits arranged in 2x2 grid layout, no lines. Anime style. In-Game asset. 2d. High contrast. No shadows
A single ice crystal. anime style. In-Game asset. 2d. High contrast. No shadows
Change the text to say ‘Refund’. Change the cards to a trash can.
A completely blank playing card with textured surface. Slightly used edges with a couple nicks out of it. Black background. In-Game asset. 2d. High contrast. No shadows
A 3:2 ratio rectangular green button that says “PvP” using this yellow font.
Change the text to say ‘Co-op’
Change the font to say ‘Victory!’
Change the text to say ‘Defeat!’
A 2:3 ratio rectangular picture that shows two card playing cats in a casino very close face to face with teeth bared and fists clenched as if they’re about to fight. Each cat has a different card suit pattern on the fur of their forehead. One is wearing a suit and the other is wearing tan leather jacket with a striped tank top underneath. Anime style.. In-Game asset. 2d. High contrast. No shadows
Show these same cats smiling and instead of clenched fists they’re grasping hands because they’re friends.
Incorporate these two cats heads into a game logo for a poker based tower defense that includes the name “Double Down Defense”. Put their heads offset on either side with eyes open and looking at the logo.
A small treasure chest with poker themed graphics on it. Anime style. In-Game asset. 2d. High contrast. No shadows
The hearts card suit symbol with two linked hearts in the center of it. Anime style.. In-Game asset. 2d. High contrast. No shadows
The diamond card suit with a coin in the center. The coin has a ‘2X’ in the center. Anime style.. In-Game asset. 2d. High contrast. No shadows
Just the club from this picture with a clock in the center.
Just the spade from this image with a land mine in the center of it.
Just the mine from this image.
Just the heart from this image with a piggy bank in the center.
Just the diamond from this picture with a sword with a small arrow pointing up in the center of the diamond.
Just the club from this picture with an icon in the center of it that represents a projectile bouncing at an angle off of a surface.
Just the spade with a skull in the center of it. Anime style.
This chest with the top open and nothing inside.
Change the text to say Shop
An old style cash register. The numeric read out says 7.77. Anime style.. In-Game asset. 2d. High contrast. No shadows
A giant question mark. Anime style.. In-Game asset. 2d. High contrast. No shadows
A shield with a spade and heart card suit coat of arms on it with a sword crossed downwards, behind it. icon. Anime style.. In-Game asset. 2d. High contrast. No shadows
Change the text to say ‘Draw’
The back of a playing card. Blue pattern. Anime style.. In-Game asset. 2d. High contrast. No shadows
The back of a playing card. Red pattern with a heart in the center. Anime style.. In-Game asset. 2d. High contrast. No shadows