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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 ****/ var BlobEnemy = Container.expand(function () { var self = Container.call(this); self.active = false; self.material = 'slime'; self.health = 40; self.maxHealth = 40; self.speed = 1.2; self.pathProgress = 0; self.waveNumber = 1; // Jump states self.jumpState = 'paused'; self.jumpTimer = 0; self.pauseDuration = 60; self.jumpDuration = 30; self.startPosition = { x: 0, y: 0 }; self.targetPosition = { x: 0, y: 0 }; self.jumpDistance = 80; self.jumpHeight = 40; self.baseY = 0; // Status effects self.slowed = false; self.poisoned = false; self.slowDuration = 0; self.poisonDuration = 0; self.poisonDamage = 0; self.originalSpeed = self.speed; 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, waveNumber) { self.active = true; self.visible = true; self.material = material || 'slime'; self.waveNumber = waveNumber || 1; self.pathProgress = 0; self.jumpState = 'paused'; self.jumpTimer = self.pauseDuration; // Reset status effects self.slowed = false; self.poisoned = false; self.slowDuration = 0; self.poisonDuration = 0; // Set material properties self.setMaterial(self.material); // Scale health with wave number var healthMultiplier = Math.pow(1.15, self.waveNumber); self.maxHealth = Math.round(self.maxHealth * healthMultiplier); self.health = self.maxHealth; // Start at beginning of path var startPos = PathSystem.getPositionAlongPath(0); self.x = startPos.x; self.y = startPos.y; self.baseY = self.y; // Reset blob scale blobGraphics.scaleX = 1; blobGraphics.scaleY = 1; }; self.setMaterial = function (material) { switch (material) { case 'slime': blobGraphics.tint = 0x00FF00; self.speed = 0.8; self.pauseDuration = 60; self.jumpDistance = 80; self.jumpHeight = 40; self.maxHealth = 40; break; case 'metal': blobGraphics.tint = 0xC0C0C0; self.speed = 0.6; self.pauseDuration = 80; self.jumpDistance = 60; self.jumpHeight = 25; self.maxHealth = 60; break; case 'lava': blobGraphics.tint = 0xFF4500; self.speed = 1.0; self.pauseDuration = 45; self.jumpDistance = 90; self.jumpHeight = 50; self.maxHealth = 48; break; case 'ice': blobGraphics.tint = 0x87CEEB; self.speed = 0.5; self.pauseDuration = 90; self.jumpDistance = 50; self.jumpHeight = 30; self.maxHealth = 32; break; case 'shadow': blobGraphics.tint = 0x4B0082; self.speed = 1.2; self.pauseDuration = 30; self.jumpDistance = 100; self.jumpHeight = 60; self.maxHealth = 80; break; } self.originalSpeed = self.speed; }; self.takeDamage = function (damage, damageType, towerLevel) { self.health -= damage; healthBar.width = Math.max(0, self.health / self.maxHealth * 70); // Apply special effects if (damageType === 'splash') { var effect = PoolManager.getEffect(); if (effect) { effect.activate(self.x, self.y, 'splash'); gameLayer.addChild(effect); } } else if (damageType === 'slow' && self.material !== 'ice') { // Ice is immune to slow if (!self.slowed) { var slowPct = 0.5 + (towerLevel - 1) * 0.05; // 50% to 75% slow self.speed = self.originalSpeed * (1 - slowPct); self.slowed = true; self.slowDuration = 180; var effect = PoolManager.getEffect(); if (effect) { effect.activate(self.x, self.y, 'slow'); gameLayer.addChild(effect); } } else { self.slowDuration = 180; // Reset duration } } else if (damageType === 'poison' && self.material !== 'metal') { // Metal is immune to poison if (!self.poisoned) { self.poisoned = true; self.poisonDamage = damage * 0.2; self.poisonDuration = 300; var effect = PoolManager.getEffect(); if (effect) { effect.activate(self.x, self.y, 'poison'); gameLayer.addChild(effect); } } } else if (damageType === 'sniper') { var effect = PoolManager.getEffect(); if (effect) { effect.activate(self.x, self.y, 'sniper'); gameLayer.addChild(effect); } } if (self.health <= 0) { self.die(); } }; self.die = function () { // Create death particles for (var i = 0; i < 8; i++) { var particle = PoolManager.getParticle(); if (particle) { particle.activate(self.x, self.y, self.material); gameLayer.addChild(particle); } } // Give gold based on enemy type and wave var goldEarned = Math.floor(5 + self.waveNumber * 0.5); if (self.material === 'shadow') goldEarned *= 2; // Shadow enemies give double gold setGold(gold + goldEarned); score += 10 + self.waveNumber; PoolManager.returnBlob(self); }; self.startJumpPreparation = function () { self.jumpState = 'preparing'; // Calculate next position along path var nextProgress = Math.min(1, self.pathProgress + self.jumpDistance / PathSystem.getPathLength()); var nextPos = PathSystem.getPositionAlongPath(nextProgress); self.startPosition.x = self.x; self.startPosition.y = self.baseY; self.targetPosition.x = nextPos.x; self.targetPosition.y = nextPos.y; // Pre-jump compression tween.stop(blobGraphics, { scaleX: true, scaleY: true }); tween(blobGraphics, { scaleX: 1.5, scaleY: 0.5 }, { duration: 400, easing: tween.quadIn, onFinish: function onFinish() { self.executeJump(); } }); }; self.executeJump = function () { self.jumpState = 'jumping'; self.jumpTimer = self.jumpDuration; // Stretch animation during jump tween.stop(blobGraphics, { scaleX: true, scaleY: true }); tween(blobGraphics, { scaleX: 0.8, scaleY: 1.8 }, { duration: self.jumpDuration * 16.67, easing: tween.sineInOut }); }; self.landJump = function () { self.jumpState = 'landing'; self.baseY = self.targetPosition.y; // Update path progress var pathLength = PathSystem.getPathLength(); self.pathProgress = Math.min(1, self.pathProgress + self.jumpDistance / pathLength); // Landing compression tween.stop(blobGraphics, { scaleX: true, scaleY: true }); tween(blobGraphics, { scaleX: 1.4, scaleY: 0.6 }, { duration: 200, easing: tween.quadOut, onFinish: function onFinish() { tween(blobGraphics, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { self.jumpState = 'paused'; self.jumpTimer = self.pauseDuration; } }); } }); }; self.getArcPosition = function (progress) { var x = self.startPosition.x + (self.targetPosition.x - self.startPosition.x) * progress; var startHeight = self.startPosition.y; var endHeight = self.targetPosition.y; var peakHeight = Math.min(startHeight, endHeight) - self.jumpHeight; var arcHeight = peakHeight + 4 * self.jumpHeight * progress * (1 - progress); var y = startHeight + (endHeight - startHeight) * progress + (arcHeight - startHeight - (endHeight - startHeight) * progress); return { x: x, y: y }; }; self.update = function () { if (!self.active) return; // Handle status effects if (self.slowed) { self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; } } if (self.poisoned) { if (LK.ticks % 30 === 0) { // Poison damage every 30 frames self.health -= self.poisonDamage; healthBar.width = Math.max(0, self.health / self.maxHealth * 70); if (self.health <= 0) { self.die(); return; } } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; } } // Check if reached end of path if (self.pathProgress >= 1) { lives--; updateUI(); PoolManager.returnBlob(self); if (lives <= 0) { LK.showGameOver(); } return; } // Jump state machine switch (self.jumpState) { case 'paused': self.jumpTimer--; if (self.jumpTimer <= 0) { self.startJumpPreparation(); } break; case 'preparing': // Animation handles this break; case 'jumping': self.jumpTimer--; var progress = (self.jumpDuration - self.jumpTimer) / self.jumpDuration; var arcPos = self.getArcPosition(progress); self.x = arcPos.x; self.y = arcPos.y; if (self.jumpTimer <= 0) { self.x = self.targetPosition.x; self.y = self.targetPosition.y; self.landJump(); } break; case 'landing': // Animation handles this break; } }; self.reset = function () { self.material = 'slime'; self.health = 40; self.maxHealth = 40; self.speed = 1.2; self.pathProgress = 0; self.waveNumber = 1; self.jumpState = 'paused'; self.jumpTimer = 0; self.slowed = false; self.poisoned = false; self.slowDuration = 0; self.poisonDuration = 0; tween.stop(blobGraphics); blobGraphics.scaleX = 1; blobGraphics.scaleY = 1; blobGraphics.tint = 0x00FF00; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); self.active = false; self.targetEnemy = null; self.damage = 10; self.speed = 5; self.type = 'default'; self.sourceTowerLevel = 1; var bulletGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.width = 15; bulletGraphics.height = 15; self.activate = function (startX, startY, targetEnemy, damage, speed, type, sourceTowerLevel) { self.active = true; self.visible = true; self.x = startX; self.y = startY; self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.type = type || 'default'; self.sourceTowerLevel = sourceTowerLevel || 1; // Customize appearance based on type switch (self.type) { case 'rapid': bulletGraphics.tint = 0x00AAFF; bulletGraphics.width = bulletGraphics.height = 12; break; case 'sniper': bulletGraphics.tint = 0xFF5500; bulletGraphics.width = bulletGraphics.height = 8; break; case 'splash': bulletGraphics.tint = 0x33CC00; bulletGraphics.width = bulletGraphics.height = 20; break; case 'slow': bulletGraphics.tint = 0x9900FF; bulletGraphics.width = bulletGraphics.height = 18; break; case 'poison': bulletGraphics.tint = 0x00FFAA; bulletGraphics.width = bulletGraphics.height = 18; break; default: bulletGraphics.tint = 0xFFFFFF; bulletGraphics.width = bulletGraphics.height = 15; } }; self.update = function () { if (!self.active || !self.targetEnemy || !self.targetEnemy.active) { PoolManager.returnBullet(self); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Hit target self.targetEnemy.takeDamage(self.damage, self.type, self.sourceTowerLevel); PoolManager.returnBullet(self); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; self.reset = function () { self.targetEnemy = null; self.damage = 10; self.speed = 5; self.type = 'default'; self.sourceTowerLevel = 1; }; return self; }); var DeathParticle = Container.expand(function () { var self = Container.call(this); self.active = false; self.velocity = { x: 0, y: 0 }; self.life = 0; self.maxLife = 60; var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (x, y, material) { self.active = true; self.visible = true; self.x = x; self.y = y; self.life = self.maxLife; // Random velocity var angle = Math.random() * Math.PI * 2; var speed = 2 + Math.random() * 4; self.velocity.x = Math.cos(angle) * speed; self.velocity.y = 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; } particleGraphics.width = particleGraphics.height = 4 + Math.random() * 8; self.alpha = 1; }; self.update = function () { if (!self.active) return; self.x += self.velocity.x; self.y += self.velocity.y; self.velocity.y += 0.2; // Gravity self.life--; self.alpha = self.life / self.maxLife; if (self.life <= 0) { PoolManager.returnParticle(self); } }; self.reset = function () { self.velocity.x = 0; self.velocity.y = 0; self.life = 0; }; return self; }); var EffectIndicator = Container.expand(function () { var self = Container.call(this); self.active = false; self.effectType = 'splash'; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; self.activate = function (x, y, type) { self.active = true; self.visible = true; self.x = x; self.y = y; self.effectType = type; 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; self.scaleX = 0.5; self.scaleY = 0.5; // Animate 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() { PoolManager.returnEffect(self); } }); } }); }; self.reset = function () { self.effectType = 'splash'; tween.stop(self); }; return self; }); var EnergyOrb = Container.expand(function () { var self = Container.call(this); self.active = false; self.orbType = 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.area = 0; // 0 for top area, 1 for bottom area self.range = 3 * CELL_SIZE; self.damage = 10; self.fireRate = 60; self.bulletSpeed = 5; self.lastFired = 0; self.targetEnemy = null; self.isDragging = false; self.magneticTarget = null; var orbGraphics = self.attachAsset('energyOrb', { anchorX: 0.5, anchorY: 0.5 }); var coreGraphics = self.attachAsset('energyOrb', { anchorX: 0.5, anchorY: 0.5 }); coreGraphics.width = 40; coreGraphics.height = 40; // Level indicators var levelIndicators = []; for (var i = 0; i < 6; i++) { var dot = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); dot.width = 6; dot.height = 6; dot.x = (i - 2.5) * 12; dot.y = CELL_SIZE * 0.6; dot.tint = 0x444444; levelIndicators.push(dot); } self.activate = function (orbType, gridX, gridY, area) { self.active = true; self.visible = true; self.orbType = orbType || 'default'; self.level = 1; self.gridX = gridX; self.gridY = gridY; self.area = area; self.lastFired = 0; self.targetEnemy = null; self.setOrbType(self.orbType); self.updateVisuals(); self.updatePosition(); }; self.setOrbType = function (type) { self.orbType = type; switch (type) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; orbGraphics.tint = coreGraphics.tint = 0x00AAFF; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; orbGraphics.tint = coreGraphics.tint = 0xFF5500; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; orbGraphics.tint = coreGraphics.tint = 0x33CC00; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; orbGraphics.tint = coreGraphics.tint = 0x9900FF; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; orbGraphics.tint = coreGraphics.tint = 0x00FFAA; break; default: self.fireRate = 60; self.damage = 10; self.range = 3 * CELL_SIZE; self.bulletSpeed = 5; orbGraphics.tint = coreGraphics.tint = 0xAAAAAA; } }; self.updateVisuals = function () { var baseSize = 60 + self.level * 8; orbGraphics.width = orbGraphics.height = baseSize; var coreSize = 30 + self.level * 4; coreGraphics.width = coreGraphics.height = coreSize; // Update level indicators for (var i = 0; i < levelIndicators.length; i++) { if (i < self.level) { levelIndicators[i].tint = 0xFFFFFF; levelIndicators[i].alpha = 1; } else { levelIndicators[i].tint = 0x444444; levelIndicators[i].alpha = 0.5; } } // Pulsing animation based on level var pulseScale = 1 + self.level * 0.02; tween.stop(orbGraphics, { scaleX: true, scaleY: true }); tween(orbGraphics, { scaleX: pulseScale, scaleY: pulseScale }, { duration: 1000 + self.level * 200, easing: tween.sineInOut, repeat: -1, yoyo: true }); }; self.updatePosition = function () { var startX = self.area === 0 ? TOP_AREA_X : BOTTOM_AREA_X; var startY = self.area === 0 ? TOP_AREA_Y : BOTTOM_AREA_Y; self.x = startX + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = startY + self.gridY * CELL_SIZE + CELL_SIZE / 2; }; self.getRange = function () { var baseRange = self.range; var rangeMultiplier = 1 + (self.level - 1) * 0.15; if (self.orbType === 'sniper' && self.level === self.maxLevel) { rangeMultiplier *= 2; // Max level sniper gets huge range boost } return baseRange * rangeMultiplier; }; self.getCurrentDamage = function () { var damageMultiplier = 1 + (self.level - 1) * 0.5; if (self.level === self.maxLevel) { damageMultiplier *= 2; // Max level gets double damage bonus } return Math.floor(self.damage * damageMultiplier); }; self.getCurrentFireRate = function () { var rateMultiplier = 1 + (self.level - 1) * 0.3; return Math.max(10, Math.floor(self.fireRate / rateMultiplier)); }; self.findTarget = function () { var closestEnemy = null; var closestDistance = Infinity; var orbRange = self.getRange(); for (var i = 0; i < activeBlobs.length; i++) { var blob = activeBlobs[i]; if (!blob.active) continue; var dx = blob.x - self.x; var dy = blob.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= orbRange && distance < closestDistance) { closestDistance = distance; closestEnemy = blob; } } return closestEnemy; }; self.fire = function () { if (!self.targetEnemy) return; var bullet = PoolManager.getBullet(); if (bullet) { var bulletStartX = self.x + Math.cos(coreGraphics.rotation) * 30; var bulletStartY = self.y + Math.sin(coreGraphics.rotation) * 30; bullet.activate(bulletStartX, bulletStartY, self.targetEnemy, self.getCurrentDamage(), self.bulletSpeed + self.level, self.orbType, self.level); gameLayer.addChild(bullet); activeBullets.push(bullet); // Recoil effect tween.stop(coreGraphics, { scaleX: true, scaleY: true }); tween(coreGraphics, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, easing: tween.quadOut, onFinish: function onFinish() { tween(coreGraphics, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.elasticOut }); } }); } }; self.canMergeWith = function (otherOrb) { return otherOrb && otherOrb !== self && otherOrb.active && otherOrb.orbType === self.orbType && otherOrb.level === self.level && self.level < self.maxLevel; }; self.checkMagneticAttraction = function (otherOrb) { if (!self.canMergeWith(otherOrb)) { self.magneticTarget = null; return; } var dx = otherOrb.x - self.x; var dy = otherOrb.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < CELL_SIZE * 1.5) { self.magneticTarget = otherOrb; // Subtle attraction animation tween.stop(self, { x: true, y: true }); tween(self, { x: self.x + dx * 0.1, y: self.y + dy * 0.1 }, { duration: 100, easing: tween.quadOut }); } else { self.magneticTarget = null; } }; self.mergeWith = function (otherOrb, targetArea) { if (!self.canMergeWith(otherOrb)) return false; // Find empty spot in target area var emptySpot = GameManager.findEmptySpot(targetArea); if (!emptySpot) { // Target area is full, merge stays in current area emptySpot = GameManager.findEmptySpot(self.area); if (!emptySpot) return false; targetArea = self.area; } // Create new merged orb var newOrb = PoolManager.getEnergyOrb(); if (newOrb) { newOrb.activate(self.orbType, emptySpot.x, emptySpot.y, targetArea); newOrb.level = self.level + 1; newOrb.updateVisuals(); if (targetArea === 0) { topAreaLayer.addChild(newOrb); topAreaOrbs[emptySpot.x][emptySpot.y] = newOrb; } else { bottomAreaLayer.addChild(newOrb); bottomAreaOrbs[emptySpot.x][emptySpot.y] = newOrb; } // Merge animation tween(newOrb, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.elasticOut, onFinish: function onFinish() { tween(newOrb, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); } }); // Remove old orbs GameManager.removeOrb(self); GameManager.removeOrb(otherOrb); return true; } return false; }; self.update = function () { if (!self.active) return; // Find and track target self.targetEnemy = self.findTarget(); if (self.targetEnemy) { // Rotate core towards target var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); tween.stop(coreGraphics, { rotation: true }); tween(coreGraphics, { rotation: angle }, { duration: 200, easing: tween.quadOut }); // Fire at target if (LK.ticks - self.lastFired >= self.getCurrentFireRate()) { self.fire(); self.lastFired = LK.ticks; } } }; self.reset = function () { self.orbType = 'default'; self.level = 1; self.gridX = 0; self.gridY = 0; self.area = 0; self.lastFired = 0; self.targetEnemy = null; self.isDragging = false; self.magneticTarget = null; tween.stop(self); tween.stop(orbGraphics); tween.stop(coreGraphics); orbGraphics.scaleX = orbGraphics.scaleY = 1; coreGraphics.scaleX = coreGraphics.scaleY = 1; coreGraphics.rotation = 0; }; return self; }); var GenerateButton = Container.expand(function (area) { var self = Container.call(this); self.area = area; // 0 for top, 1 for bottom self.cost = 10; var buttonGraphics = self.attachAsset('generateButton', { anchorX: 0.5, anchorY: 0.5 }); var costText = new Text2('Generate: ' + self.cost, { size: 30, fill: 0xFFFFFF, weight: 800 }); costText.anchor.set(0.5, 0.5); self.addChild(costText); self.updateCost = function () { // Fibonacci-like progression var newCost = Math.floor(10 * Math.pow(1.618, GameManager.getGenerateCount(self.area))); self.cost = newCost; costText.setText('Generate: ' + self.cost); // Update button color based on affordability if (gold >= self.cost) { buttonGraphics.tint = 0x00AA00; } else { buttonGraphics.tint = 0x888888; } }; self.generate = function () { if (gold < self.cost) return false; var emptySpot = GameManager.findEmptySpot(self.area); if (!emptySpot) return false; // Random tower type var types = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var randomType = types[Math.floor(Math.random() * types.length)]; var newOrb = PoolManager.getEnergyOrb(); if (newOrb) { newOrb.activate(randomType, emptySpot.x, emptySpot.y, self.area); if (self.area === 0) { topAreaLayer.addChild(newOrb); topAreaOrbs[emptySpot.x][emptySpot.y] = newOrb; } else { bottomAreaLayer.addChild(newOrb); bottomAreaOrbs[emptySpot.x][emptySpot.y] = newOrb; } setGold(gold - self.cost); GameManager.incrementGenerateCount(self.area); self.updateCost(); // Spawn animation newOrb.alpha = 0; newOrb.scaleX = newOrb.scaleY = 0.5; tween(newOrb, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); return true; } return false; }; self.down = function () { self.generate(); }; self.update = function () { self.updateCost(); }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 180; // 3 seconds self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 60, 1); } else { self.destroy(); } }; return self; }); /**** * Game Manager ****/ var WaveManager = Container.expand(function () { var self = Container.call(this); self.currentWave = 0; self.maxWaves = 50; self.waveTimer = 0; self.waveDelay = 300; // 5 seconds at 60fps self.waveActive = false; self.enemiesSpawned = 0; self.enemiesToSpawn = 0; self.spawnTimer = 0; self.spawnDelay = 30; // 0.5 seconds between spawns var waveText = new Text2('Wave: 1', { size: 60, fill: 0xFFFF00, weight: 800 }); waveText.anchor.set(0.5, 0.5); self.addChild(waveText); self.startNextWave = function () { self.currentWave++; self.waveActive = true; self.enemiesSpawned = 0; self.spawnTimer = 0; // Determine wave composition self.enemiesToSpawn = 10 + Math.floor(self.currentWave * 1.5); waveText.setText('Wave: ' + self.currentWave); // Show wave start notification var notification = new Notification('Wave ' + self.currentWave + ' incoming!'); notification.x = SCREEN_WIDTH / 2; notification.y = SCREEN_HEIGHT / 2; gameLayer.addChild(notification); }; self.getWaveMaterial = function () { // Introduce new materials over time if (self.currentWave <= 5) return 'slime'; if (self.currentWave <= 10) return Math.random() < 0.7 ? 'slime' : 'metal'; if (self.currentWave <= 15) { var materials = ['slime', 'metal', 'ice']; return materials[Math.floor(Math.random() * materials.length)]; } if (self.currentWave <= 25) { var materials = ['slime', 'metal', 'ice', 'lava']; return materials[Math.floor(Math.random() * materials.length)]; } // All materials available var materials = ['slime', 'metal', 'ice', 'lava', 'shadow']; return materials[Math.floor(Math.random() * materials.length)]; }; self.spawnEnemy = function () { var blob = PoolManager.getBlob(); if (blob) { var material = self.getWaveMaterial(); blob.activate(material, self.currentWave); gameLayer.addChild(blob); activeBlobs.push(blob); self.enemiesSpawned++; } }; self.update = function () { if (!self.waveActive) { self.waveTimer++; if (self.waveTimer >= self.waveDelay) { self.waveTimer = 0; self.startNextWave(); } } else { // Spawn enemies if (self.enemiesSpawned < self.enemiesToSpawn) { self.spawnTimer++; if (self.spawnTimer >= self.spawnDelay) { self.spawnTimer = 0; self.spawnEnemy(); } } else { // Check if wave is complete var activeEnemies = 0; for (var i = 0; i < activeBlobs.length; i++) { if (activeBlobs[i].active) activeEnemies++; } if (activeEnemies === 0) { self.waveActive = false; if (self.currentWave >= self.maxWaves) { LK.showYouWin(); } } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ /**** * Object Pools ****/ /**** * Game Constants ****/ var PoolManager = { energyOrbPool: [], blobPool: [], bulletPool: [], particlePool: [], effectPool: [], // Pool sizes ENERGY_ORB_POOL_SIZE: 30, BLOB_POOL_SIZE: 100, BULLET_POOL_SIZE: 200, PARTICLE_POOL_SIZE: 500, EFFECT_POOL_SIZE: 100, init: function init() { // Initialize energy orb pool for (var i = 0; i < this.ENERGY_ORB_POOL_SIZE; i++) { var orb = new EnergyOrb(); orb.active = false; orb.visible = false; this.energyOrbPool.push(orb); } // Initialize blob pool for (var i = 0; i < this.BLOB_POOL_SIZE; i++) { var blob = new BlobEnemy(); blob.active = false; blob.visible = false; this.blobPool.push(blob); } // Initialize bullet pool for (var i = 0; i < this.BULLET_POOL_SIZE; i++) { var bullet = new Bullet(); bullet.active = false; bullet.visible = false; this.bulletPool.push(bullet); } // Initialize particle pool for (var i = 0; i < this.PARTICLE_POOL_SIZE; i++) { var particle = new DeathParticle(); particle.active = false; particle.visible = false; this.particlePool.push(particle); } // Initialize effect pool for (var i = 0; i < this.EFFECT_POOL_SIZE; i++) { var effect = new EffectIndicator(); effect.active = false; effect.visible = false; this.effectPool.push(effect); } }, getEnergyOrb: function getEnergyOrb() { for (var i = 0; i < this.energyOrbPool.length; i++) { if (!this.energyOrbPool[i].active) { return this.energyOrbPool[i]; } } return null; // Pool exhausted }, getBlob: function getBlob() { for (var i = 0; i < this.blobPool.length; i++) { if (!this.blobPool[i].active) { return this.blobPool[i]; } } return null; }, getBullet: function getBullet() { for (var i = 0; i < this.bulletPool.length; i++) { if (!this.bulletPool[i].active) { return this.bulletPool[i]; } } return null; }, getParticle: function getParticle() { for (var i = 0; i < this.particlePool.length; i++) { if (!this.particlePool[i].active) { return this.particlePool[i]; } } return null; }, getEffect: function getEffect() { for (var i = 0; i < this.effectPool.length; i++) { if (!this.effectPool[i].active) { return this.effectPool[i]; } } return null; }, returnEnergyOrb: function returnEnergyOrb(orb) { orb.active = false; orb.visible = false; orb.reset(); }, returnBlob: function returnBlob(blob) { blob.active = false; blob.visible = false; blob.reset(); if (blob.shadow) { blob.shadow.visible = false; } }, returnBullet: function returnBullet(bullet) { bullet.active = false; bullet.visible = false; bullet.reset(); }, returnParticle: function returnParticle(particle) { particle.active = false; particle.visible = false; particle.reset(); }, returnEffect: function returnEffect(effect) { effect.active = false; effect.visible = false; effect.reset(); } }; /**** * Path System - WRAPPED AROUND BUILDING AREAS ****/ var PathSystem = { pathPoints: [], init: function init() { // 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 + 370; // Center path in the new 740px gap var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + 100; // Position path 100px below the build 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 }]; }, getPositionAlongPath: function getPositionAlongPath(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 getPathLength() { 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; } }; /**** * Game Manager ****/ var GameManager = { topAreaGenerateCount: 0, bottomAreaGenerateCount: 0, findEmptySpot: function findEmptySpot(area) { var orbs = area === 0 ? topAreaOrbs : bottomAreaOrbs; for (var y = 0; y < GRID_ROWS; y++) { for (var x = 0; x < GRID_COLS; x++) { if (!orbs[x][y]) { return { x: x, y: y }; } } } return null; }, removeOrb: function removeOrb(orb) { var orbs = orb.area === 0 ? topAreaOrbs : bottomAreaOrbs; var layer = orb.area === 0 ? topAreaLayer : bottomAreaLayer; orbs[orb.gridX][orb.gridY] = null; layer.removeChild(orb); PoolManager.returnEnergyOrb(orb); }, getOrbAt: function getOrbAt(area, gridX, gridY) { var orbs = area === 0 ? topAreaOrbs : bottomAreaOrbs; return orbs[gridX] && orbs[gridX][gridY]; }, getGenerateCount: function getGenerateCount(area) { return area === 0 ? this.topAreaGenerateCount : this.bottomAreaGenerateCount; }, incrementGenerateCount: function incrementGenerateCount(area) { if (area === 0) { this.topAreaGenerateCount++; } else { this.bottomAreaGenerateCount++; } } }; /**** * 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 + 740; // Increased to 740px gap between areas // Path uses much more of the screen var PATH_MARGIN = 200; // Bigger margins for wider paths /**** * Game Variables ****/ var gold = 100; var lives = 20; var score = 0; var activeBlobs = []; var activeBullets = []; var topAreaOrbs = []; var bottomAreaOrbs = []; var selectedOrb = null; var isDragging = false; var dragStartPos = { x: 0, y: 0 }; /**** * Initialize Arrays ****/ for (var x = 0; x < GRID_COLS; x++) { topAreaOrbs[x] = []; bottomAreaOrbs[x] = []; for (var y = 0; y < GRID_ROWS; y++) { topAreaOrbs[x][y] = null; bottomAreaOrbs[x][y] = null; } } /**** * UI Elements ****/ var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); goldText.x = -400; goldText.y = 50; livesText.x = 0; livesText.y = 50; scoreText.x = 400; scoreText.y = 50; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } /**** * Layer Setup ****/ var gameLayer = new Container(); var topAreaLayer = new Container(); var bottomAreaLayer = new Container(); var effectLayer = new Container(); game.addChild(gameLayer); game.addChild(topAreaLayer); game.addChild(bottomAreaLayer); game.addChild(effectLayer); /**** * 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); /**** * 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); /**** * Input Handling ****/ game.down = function (x, y, obj) { // Check if clicking on an orb var clickedOrb = null; var clickedArea = -1; // Check top area if (x >= TOP_AREA_X && x <= TOP_AREA_X + GRID_COLS * CELL_SIZE && y >= TOP_AREA_Y && y <= TOP_AREA_Y + GRID_ROWS * CELL_SIZE) { var gridX = Math.floor((x - TOP_AREA_X) / CELL_SIZE); var gridY = Math.floor((y - TOP_AREA_Y) / CELL_SIZE); clickedOrb = GameManager.getOrbAt(0, gridX, gridY); clickedArea = 0; } // Check bottom area if (!clickedOrb && x >= BOTTOM_AREA_X && x <= BOTTOM_AREA_X + GRID_COLS * CELL_SIZE && y >= BOTTOM_AREA_Y && y <= BOTTOM_AREA_Y + GRID_ROWS * CELL_SIZE) { var gridX = Math.floor((x - BOTTOM_AREA_X) / CELL_SIZE); var gridY = Math.floor((y - BOTTOM_AREA_Y) / CELL_SIZE); clickedOrb = GameManager.getOrbAt(1, gridX, gridY); clickedArea = 1; } if (clickedOrb) { selectedOrb = clickedOrb; isDragging = true; dragStartPos.x = x; dragStartPos.y = y; selectedOrb.isDragging = true; // Bring to front var layer = selectedOrb.area === 0 ? topAreaLayer : bottomAreaLayer; layer.removeChild(selectedOrb); layer.addChild(selectedOrb); } }; game.move = function (x, y, obj) { if (isDragging && selectedOrb) { selectedOrb.x = selectedOrb.x + (x - dragStartPos.x); selectedOrb.y = selectedOrb.y + (y - dragStartPos.y); dragStartPos.x = x; dragStartPos.y = y; // Check for magnetic attraction var orbs = selectedOrb.area === 0 ? topAreaOrbs : bottomAreaOrbs; for (var gx = 0; gx < GRID_COLS; gx++) { for (var gy = 0; gy < GRID_ROWS; gy++) { var otherOrb = orbs[gx][gy]; if (otherOrb && otherOrb !== selectedOrb) { selectedOrb.checkMagneticAttraction(otherOrb); } } } } }; game.up = function (x, y, obj) { if (isDragging && selectedOrb) { isDragging = false; selectedOrb.isDragging = false; // Check for merge var mergeHappened = false; var targetArea = -1; // Determine which area we're over if (x >= TOP_AREA_X && x <= TOP_AREA_X + GRID_COLS * CELL_SIZE && y >= TOP_AREA_Y && y <= TOP_AREA_Y + GRID_ROWS * CELL_SIZE) { targetArea = 0; } else if (x >= BOTTOM_AREA_X && x <= BOTTOM_AREA_X + GRID_COLS * CELL_SIZE && y >= BOTTOM_AREA_Y && y <= BOTTOM_AREA_Y + GRID_ROWS * CELL_SIZE) { targetArea = 1; } if (targetArea !== -1) { var gridX = Math.floor((x - (targetArea === 0 ? TOP_AREA_X : BOTTOM_AREA_X)) / CELL_SIZE); var gridY = Math.floor((y - (targetArea === 0 ? TOP_AREA_Y : BOTTOM_AREA_Y)) / CELL_SIZE); if (gridX >= 0 && gridX < GRID_COLS && gridY >= 0 && gridY < GRID_ROWS) { var targetOrb = GameManager.getOrbAt(targetArea, gridX, gridY); if (targetOrb && selectedOrb.canMergeWith(targetOrb)) { // Merge the orbs var otherArea = targetArea === 0 ? 1 : 0; mergeHappened = selectedOrb.mergeWith(targetOrb, otherArea); } } } if (!mergeHappened) { // Return orb to original position selectedOrb.updatePosition(); // Smooth return animation tween(selectedOrb, { x: selectedOrb.area === 0 ? TOP_AREA_X + selectedOrb.gridX * CELL_SIZE + CELL_SIZE / 2 : BOTTOM_AREA_X + selectedOrb.gridX * CELL_SIZE + CELL_SIZE / 2, y: selectedOrb.area === 0 ? TOP_AREA_Y + selectedOrb.gridY * CELL_SIZE + CELL_SIZE / 2 : BOTTOM_AREA_Y + selectedOrb.gridY * CELL_SIZE + CELL_SIZE / 2 }, { duration: 300, easing: tween.elasticOut }); } selectedOrb.magneticTarget = null; selectedOrb = null; } }; /**** * Grid Visual Indicators ****/ function drawGridLines() { // Top area grid for (var x = 0; x <= GRID_COLS; x++) { var line = new Container(); var lineGraphics = line.attachAsset('cell', { anchorX: 0, anchorY: 0 }); lineGraphics.width = 2; lineGraphics.height = GRID_ROWS * CELL_SIZE; lineGraphics.tint = 0x444444; lineGraphics.alpha = 0.3; line.x = TOP_AREA_X + x * CELL_SIZE; line.y = TOP_AREA_Y; gameLayer.addChild(line); } for (var y = 0; y <= GRID_ROWS; y++) { var line = new Container(); var lineGraphics = line.attachAsset('cell', { anchorX: 0, anchorY: 0 }); lineGraphics.width = GRID_COLS * CELL_SIZE; lineGraphics.height = 2; lineGraphics.tint = 0x444444; lineGraphics.alpha = 0.3; line.x = TOP_AREA_X; line.y = TOP_AREA_Y + y * CELL_SIZE; gameLayer.addChild(line); } // Bottom area grid for (var x = 0; x <= GRID_COLS; x++) { var line = new Container(); var lineGraphics = line.attachAsset('cell', { anchorX: 0, anchorY: 0 }); lineGraphics.width = 2; lineGraphics.height = GRID_ROWS * CELL_SIZE; lineGraphics.tint = 0x444444; lineGraphics.alpha = 0.3; line.x = BOTTOM_AREA_X + x * CELL_SIZE; line.y = BOTTOM_AREA_Y; gameLayer.addChild(line); } for (var y = 0; y <= GRID_ROWS; y++) { var line = new Container(); var lineGraphics = line.attachAsset('cell', { anchorX: 0, anchorY: 0 }); lineGraphics.width = GRID_COLS * CELL_SIZE; lineGraphics.height = 2; lineGraphics.tint = 0x444444; lineGraphics.alpha = 0.3; line.x = BOTTOM_AREA_X; line.y = BOTTOM_AREA_Y + y * CELL_SIZE; gameLayer.addChild(line); } } /**** * Path Visualization ****/ function drawPath() { for (var i = 0; i < PathSystem.pathPoints.length - 1; i++) { var start = PathSystem.pathPoints[i]; var end = PathSystem.pathPoints[i + 1]; var dx = end.x - start.x; var dy = end.y - start.y; var distance = Math.sqrt(dx * dx + dy * dy); var segments = Math.floor(distance / 20); for (var j = 0; j < segments; j++) { var progress = j / segments; var x = start.x + dx * progress; var y = start.y + dy * progress; var pathDot = new Container(); var dotGraphics = pathDot.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); dotGraphics.width = dotGraphics.height = 8; dotGraphics.tint = 0x666666; dotGraphics.alpha = 0.6; pathDot.x = x; pathDot.y = y; gameLayer.addChild(pathDot); } } } /**** * Initialization ****/ PoolManager.init(); PathSystem.init(); drawGridLines(); drawPath(); // Start first wave after a delay waveManager.waveTimer = 240; // 4 second delay before first wave /**** * Main Game Loop ****/ game.update = function () { // Update active blobs for (var i = activeBlobs.length - 1; i >= 0; i--) { var blob = activeBlobs[i]; if (blob.active) { blob.update(); } else { activeBlobs.splice(i, 1); gameLayer.removeChild(blob); } } // Update active bullets for (var i = activeBullets.length - 1; i >= 0; i--) { var bullet = activeBullets[i]; if (bullet.active) { bullet.update(); } else { activeBullets.splice(i, 1); gameLayer.removeChild(bullet); } } // Update all orbs for (var x = 0; x < GRID_COLS; x++) { for (var y = 0; y < GRID_ROWS; y++) { if (topAreaOrbs[x][y]) { topAreaOrbs[x][y].update(); } if (bottomAreaOrbs[x][y]) { bottomAreaOrbs[x][y].update(); } } } // Update active particles var allParticles = gameLayer.children.filter(function (child) { return child instanceof DeathParticle; }); for (var i = 0; i < allParticles.length; i++) { allParticles[i].update(); } // Update active effects var allEffects = gameLayer.children.filter(function (child) { return child instanceof EffectIndicator; }); for (var i = 0; i < allEffects.length; i++) { if (allEffects[i] && typeof allEffects[i].update === 'function') { allEffects[i].update(); } } // Update notifications var allNotifications = gameLayer.children.filter(function (child) { return child instanceof Notification; }); for (var i = 0; i < allNotifications.length; i++) { allNotifications[i].update(); } // Update wave manager waveManager.update(); // Update generate buttons topGenerateButton.update(); bottomGenerateButton.update(); // Check win condition if (waveManager.currentWave >= waveManager.maxWaves && activeBlobs.length === 0) { LK.showYouWin(); } // Check lose condition if (lives <= 0) { LK.showGameOver(); } updateUI(); }; /**** * Debug Features (Remove in production) ****/ if (LK.debug) { // Add some starting orbs for testing setTimeout(function () { var testOrb1 = PoolManager.getEnergyOrb(); if (testOrb1) { testOrb1.activate('rapid', 1, 1, 0); topAreaLayer.addChild(testOrb1); topAreaOrbs[1][1] = testOrb1; } var testOrb2 = PoolManager.getEnergyOrb(); if (testOrb2) { testOrb2.activate('sniper', 1, 3, 1); bottomAreaLayer.addChild(testOrb2); bottomAreaOrbs[1][3] = testOrb2; } }, 1000); } /**** * Performance Monitoring (Optional) ****/ var PerformanceMonitor = { frameCount: 0, lastTime: Date.now(), fps: 60, update: function update() { this.frameCount++; var currentTime = Date.now(); if (currentTime - this.lastTime >= 1000) { this.fps = this.frameCount; this.frameCount = 0; this.lastTime = currentTime; // Log performance warnings if (this.fps < 30) { console.warn('Low FPS detected:', this.fps); console.log('Active objects - Blobs:', activeBlobs.length, 'Bullets:', activeBullets.length); } } } }; // Add performance monitoring to game loop if in debug mode if (LK.debug) { var originalUpdate = game.update; game.update = function () { PerformanceMonitor.update(); originalUpdate.call(this); }; } /**** * Utility Functions ****/ function getDistanceBetweenPoints(p1, p2) { var dx = p2.x - p1.x; var dy = p2.y - p1.y; return Math.sqrt(dx * dx + dy * dy); } function clamp(value, min, max) { return Math.max(min, Math.min(max, value)); } function lerp(start, end, factor) { return start + (end - start) * factor; } // Fibonacci sequence for costs function fibonacci(n) { if (n <= 1) return 1; var a = 1, b = 1; for (var i = 2; i <= n; i++) { var temp = a + b; a = b; b = temp; } return b; } /**** * Save/Load System (Future Enhancement) ****/ var SaveSystem = { save: function save() { var saveData = { gold: gold, lives: lives, score: score, wave: waveManager.currentWave, topOrbs: [], bottomOrbs: [] }; // Save orb positions and levels for (var x = 0; x < GRID_COLS; x++) { for (var y = 0; y < GRID_ROWS; y++) { if (topAreaOrbs[x][y]) { saveData.topOrbs.push({ x: x, y: y, type: topAreaOrbs[x][y].orbType, level: topAreaOrbs[x][y].level }); } if (bottomAreaOrbs[x][y]) { saveData.bottomOrbs.push({ x: x, y: y, type: bottomAreaOrbs[x][y].orbType, level: bottomAreaOrbs[x][y].level }); } } } localStorage.setItem('mergeDefenseSave', JSON.stringify(saveData)); }, load: function load() { var saveData = localStorage.getItem('mergeDefenseSave'); if (!saveData) return false; try { var data = JSON.parse(saveData); gold = data.gold; lives = data.lives; score = data.score; waveManager.currentWave = data.wave; // Restore orbs data.topOrbs.forEach(function (orbData) { var orb = PoolManager.getEnergyOrb(); if (orb) { orb.activate(orbData.type, orbData.x, orbData.y, 0); orb.level = orbData.level; orb.updateVisuals(); topAreaLayer.addChild(orb); topAreaOrbs[orbData.x][orbData.y] = orb; } }); data.bottomOrbs.forEach(function (orbData) { var orb = PoolManager.getEnergyOrb(); if (orb) { orb.activate(orbData.type, orbData.x, orbData.y, 1); orb.level = orbData.level; orb.updateVisuals(); bottomAreaLayer.addChild(orb); bottomAreaOrbs[orbData.x][orbData.y] = orb; } }); updateUI(); return true; } catch (e) { console.error('Failed to load save data:', e); return false; } } }; /**** * Audio System (Placeholder for future implementation) ****/ var AudioSystem = { playSound: function playSound(soundName) { // Placeholder for sound effects // Will be implemented when audio assets are available console.log('Playing sound:', soundName); }, playMusic: function playMusic(musicName) { // Placeholder for background music console.log('Playing music:', musicName); } }; /**** * Effects and Polish ****/ function createScreenShake(intensity, duration) { var originalX = game.x; var originalY = game.y; var shakeTimer = duration; var _shakeUpdate = function shakeUpdate() { if (shakeTimer > 0) { game.x = originalX + (Math.random() - 0.5) * intensity; game.y = originalY + (Math.random() - 0.5) * intensity; shakeTimer--; requestAnimationFrame(_shakeUpdate); } else { game.x = originalX; game.y = originalY; } }; _shakeUpdate(); } function createFloatingText(text, x, y, color) { var floatingText = new Text2(text, { size: 40, fill: color || 0xFFFFFF, weight: 800 }); floatingText.anchor.set(0.5, 0.5); floatingText.x = x; floatingText.y = y; floatingText.alpha = 1; gameLayer.addChild(floatingText); tween(floatingText, { y: y - 50, alpha: 0 }, { duration: 1000, easing: tween.quadOut, onFinish: function onFinish() { gameLayer.removeChild(floatingText); } }); } /**** * Game Over and Victory Screens ****/ LK.showGameOver = function () { var overlay = new Container(); var bg = overlay.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); bg.width = SCREEN_WIDTH; bg.height = SCREEN_HEIGHT; bg.tint = 0x000000; bg.alpha = 0.8; var gameOverText = new Text2('GAME OVER', { size: 100, fill: 0xFF0000, weight: 800 }); gameOverText.anchor.set(0.5, 0.5); gameOverText.y = -100; overlay.addChild(gameOverText); var finalScoreText = new Text2('Final Score: ' + score, { size: 60, fill: 0xFFFFFF, weight: 600 }); finalScoreText.anchor.set(0.5, 0.5); finalScoreText.y = 0; overlay.addChild(finalScoreText); var restartText = new Text2('Tap to Restart', { size: 50, fill: 0x00FF00, weight: 600 }); restartText.anchor.set(0.5, 0.5); restartText.y = 100; overlay.addChild(restartText); overlay.x = SCREEN_WIDTH / 2; overlay.y = SCREEN_HEIGHT / 2; game.addChild(overlay); overlay.down = function () { location.reload(); // Simple restart }; }; LK.showYouWin = function () { var overlay = new Container(); var bg = overlay.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); bg.width = SCREEN_WIDTH; bg.height = SCREEN_HEIGHT; bg.tint = 0x000000; bg.alpha = 0.8; var victoryText = new Text2('VICTORY!', { size: 100, fill: 0x00FF00, weight: 800 }); victoryText.anchor.set(0.5, 0.5); victoryText.y = -100; overlay.addChild(victoryText); var finalScoreText = new Text2('Final Score: ' + score, { size: 60, fill: 0xFFFFFF, weight: 600 }); finalScoreText.anchor.set(0.5, 0.5); finalScoreText.y = 0; overlay.addChild(finalScoreText); var restartText = new Text2('Tap to Play Again', { size: 50, fill: 0x00FF00, weight: 600 }); restartText.anchor.set(0.5, 0.5); restartText.y = 100; overlay.addChild(restartText); overlay.x = SCREEN_WIDTH / 2; overlay.y = SCREEN_HEIGHT / 2; game.addChild(overlay); overlay.down = function () { location.reload(); // Simple restart }; // Victory animation tween(victoryText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.elasticOut, repeat: -1, yoyo: true }); };
===================================================================
--- original.js
+++ change.js
@@ -1228,10 +1228,10 @@
// 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
+ var pathMiddle = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 370; // Center path in the new 740px gap
+ var pathBottom = BOTTOM_AREA_Y + BUILDING_AREA_HEIGHT + 100; // Position path 100px below the build area
this.pathPoints = [
// Start from top-left of screen
{
x: pathLeft,
@@ -1355,9 +1355,9 @@
// 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
+var BOTTOM_AREA_Y = TOP_AREA_Y + BUILDING_AREA_HEIGHT + 740; // Increased to 740px gap between areas
// Path uses much more of the screen
var PATH_MARGIN = 200; // Bigger margins for wider paths
/****
* Game Variables
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