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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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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.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.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.initializeOrbitalSlots();
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;
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;
}
};
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);
}
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
@@ -597,14 +597,8 @@
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,
@@ -684,8 +678,14 @@
default:
return 15;
}
};
+ 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);
+ }
return self;
});
/****
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
Change the blue color to gold and put a blue glowing shield in the center.
Change the image of the shield in the center into a red question mark lined with gold.
Change the image of a shield in the center into a robotic cheetah head. Change the background color in the center to green.
Change the image of the shield into the center to a steel padlock with a keyhole on it. Change the background color in the center to yellow.
Change the shield in the center to a picture of a winding snake and the background color in the center in purple.
Change the word to say Slots
An icon of a slot machine. Anime style. High definition.. In-Game asset. 2d. High contrast. No shadows
A “Spin” button for an electronic slot machine. Button is red and font is in yellow. Anime style. High definition.. In-Game asset. 2d. High contrast. No shadows
Create a symbol that’s just the white cats head looking straight forward with X’s for eyes and his tongue hanging out of the side of his mouth.
Change the text to say Paytable and adjust button shape to accommodate.
Change the button to say $10 and make it square.
Change the button to say $25
Change the button to say $50
Change the button to say $100
Change the button color to light green.
Change the button color to light green.
Change the button color to light green.
Change the button color to light green.
Add an icon of the four card suits in the center of the heart. Anime style.
Just the spade from this picture with an icon of a cartoon spy with a hood and a mask on in the center of the spade.
Just the club from this picture with a small bubbling green vial of poison in the center of it. Anime style.
Just the diamond from this picture with an icon of a scale in the center.
titleSong
Music
pvpMusic
Music
getReady
Sound effect
gameStart
Sound effect
cardLand
Sound effect
shootSound
Sound effect
levelUp
Sound effect
buttonPress
Sound effect
pokerChipDie
Sound effect
roulette
Sound effect
victory
Sound effect
defeat
Sound effect
slotButton
Sound effect
slotSpin
Sound effect
reelStop
Sound effect
slotWin
Sound effect