User prompt
Please fix the bug: 'ReferenceError: distance is not defined' in or related to this line: 'if (distance < closestScore) {' Line Number: 2094
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Optimize the game to reduce performance issues and frame drops. Analyze and improve all systems, including matrix effects, particle systems, enemy spawning, tower shooting, and any update or loop operations. Reduce unnecessary calculations, reuse assets where possible, and limit the number of simultaneous visual effects. Make sure all draw calls and memory usage are minimized. Apply efficient pooling for objects and effects to avoid excessive instantiation. Keep the overall visual quality but ensure the game runs smoothly without lags or stutters, even during heavy gameplay moments.
User prompt
Reduce the spawn rate of both vertical and horizontal matrix effects by 80%, so that they generate much fewer particles and do not overload the system. Make sure this adjustment applies equally to both directions and that the effects remain visible but significantly lighter.
User prompt
Adjust the vertical matrix effect so that its spawn start offset is moved downward by exactly 1 grid block (about 76 pixels), instead of shifting the whole layer position. Make sure the vertical matrix effect remains fully visible and aligned with the cells after this adjustment. Do not change the horizontal matrix effect.
User prompt
Move only the vertical matrix effect layer downward by exactly 1 grid block (about 76 pixels) to align properly with the cells. Do not modify the horizontal matrix effect or any other positions.
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Move matrix effect vertically down 76 pixel
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move vertically matrix effect 1 cell size down.
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crop matrix effect from vertical top side 1 cell size.
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Reduce matrix effect speed %50 and reduce spawn rate %20 horizontally and vertically.
User prompt
Move the horizontal matrix effect layer vertically upward by approximately 100 pixels so that it aligns better with the vertical matrix lines and does not stay too low. Keep the rest of its positioning and behavior exactly the same, just shift it up.
User prompt
Move the horizontal matrix effect layer vertically upward by approximately 350 pixels so that it aligns better with the vertical matrix lines and does not stay too low. Keep the rest of its positioning and behavior exactly the same, just shift it up.
User prompt
Move the horizontal matrix effect layer vertically upward by approximately 150 pixels so that it aligns better with the vertical matrix lines and does not stay too low. Keep the rest of its positioning and behavior exactly the same, just shift it up.
User prompt
1️⃣ Reduce the spawn frequency (spawn interval) of the current vertical matrix effect by 80%, making it much less dense. 2️⃣ Create a new horizontal matrix effect layer using the same style as the vertical matrix lines. The new horizontal lines should also follow the grid system precisely, matching the spacing and alignment of the vertical grid cells. 3️⃣ The new horizontal matrix lines should use the same reduced spawn interval (80% reduced) as the adjusted vertical effect, so both are visually consistent. 4️⃣ Make sure the new horizontal lines start from the left and move toward the right, similar to how vertical lines move downward.
User prompt
1️⃣ Adjust the score text rendering so that when the score number increases, it only expands to the right side. It should always start from its current left position and grow toward the right without shifting to the left or center. 2️⃣ Check the behavior of the Restore Beacon tower: confirm that it does not upgrade its damage stat (it should not have damage upgrades). It should only upgrade fire rate and range. If this is not currently the case, fix it accordingly. 3️⃣ Move the "Level" text and the slider in the tower info panel vertically downward by approximately 30 pixels for better alignment and visual balance.
User prompt
Currently, the upgrade system and the star system (which adds extra damage per star) are interfering with each other, resulting in incorrect final damage values. Fix this system so that: 1. The upgrade system should work exactly as originally designed, independently, providing damage increments according to its upgrade levels. 2. The star system should always add +10 flat damage per active star, regardless of the current upgrade level or other multipliers. This bonus should be added after calculating the upgrade-based damage, and should not be affected by further upgrades or multiplicative bonuses. Right now, after earning stars, when the player upgrades a tower, the additional damage from stars is either ignored or wrongly recalculated. Please identify the code part where the star bonus damage gets overwritten or recalculated incorrectly, and adjust it so that the star bonus always stays fixed and additive on top of the upgraded base damage. 💡 Suggestion: You can separate star damage as an independent flat addition during the final damage calculation phase, ensuring it is not affected by upgrade logic or recalculations.
User prompt
Update the next wave reward system. When the player clicks "Next Wave," convert the remaining time into a reward as before, but now give 2x of the remaining seconds as bonus gold, and additionally add 5x of the remaining seconds as score points. Make sure this applies only when the wave is cleared early and the player manually starts the next wave. Do not affect automatic wave transitions.
User prompt
Update the star boost system so that each star grants +10 flat damage instead of a 10% base damage boost. Keep the fire rate bonus as it is (+10% per star). Additionally, for the Restore Beacon tower, completely disable and remove the star system since it does not deal damage. Remove the star UI elements, the star exp slider, and any related logic only for the Restore Beacon. Keep the star system fully functional for all other towers.
User prompt
change tower exp slider color green to orange.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed, elementalType) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; self.elementalType = elementalType || null; // Choose bullet asset based on elemental type var bulletAssetId = 'bullet'; if (elementalType === 'ice') { bulletAssetId = 'bulletIce'; } else if (elementalType === 'electric') { bulletAssetId = 'bulletElectric'; } else if (elementalType === 'fire') { bulletAssetId = 'bulletFire'; } var bulletGraphics = self.attachAsset(bulletAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); 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) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; // Play enemy hit sound when damage is dealt LK.getSound('enemyHitSound').play(); if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; // Award exp to the tower that fired this bullet if (self.sourceTower) { self.sourceTower.gainExp(1); } } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Show glitch hit effect for all enemy types var glitchEffect = new GlitchHitEffect(self.targetEnemy.x, self.targetEnemy.y); game.addChild(glitchEffect); // Apply special effects based on bullet type if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } // Handle elemental mode effects for Malware Sentinel if (self.elementalType && !self.targetEnemy.isImmune) { if (self.elementalType === 'ice') { // Ice mode: apply 25% slow effect for 2 seconds var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'ice'); game.addChild(slowEffect); if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 0.75; // 25% slow (reduce speed by 25%) self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 120; // 2 seconds at 60 FPS } else { // Reset duration if already slowed self.targetEnemy.slowDuration = 120; // 2 seconds at 60 FPS } } else if (self.elementalType === 'electric') { // Electric mode: create sequential chain lightning effect var splashDamage = self.damage * 0.25; // 25% of base damage var splashRange = 80; // Splash range in pixels var nearbyEnemies = []; // Find all nearby enemies for (var i = 0; i < enemies.length; i++) { var nearbyEnemy = enemies[i]; if (nearbyEnemy !== self.targetEnemy) { var dx = nearbyEnemy.x - self.targetEnemy.x; var dy = nearbyEnemy.y - self.targetEnemy.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= splashRange) { nearbyEnemies.push(nearbyEnemy); } } } if (nearbyEnemies.length > 0) { // Limit to 3 chains maximum var _createNextChain = function createNextChain() { if (chainIndex >= maxChains || chainIndex >= nearbyEnemies.length) { return; // Stop chaining } var targetEnemy = nearbyEnemies[chainIndex]; var dx = targetEnemy.x - currentEnemy.x; var dy = targetEnemy.y - currentEnemy.y; var distance = Math.sqrt(dx * dx + dy * dy); // Create electric chain effect var chainContainer = new Container(); chainContainer.x = currentEnemy.x; chainContainer.y = currentEnemy.y; game.addChild(chainContainer); // Calculate number of chain segments based on distance var numSegments = Math.max(1, Math.floor(distance / 10)); var deltaX = dx / numSegments; var deltaY = dy / numSegments; // Create chain segments for (var j = 0; j < numSegments; j++) { var chainSegment = chainContainer.attachAsset('electricChain', { anchorX: 0.5, anchorY: 0.5 }); chainSegment.x = deltaX * j; chainSegment.y = deltaY * j; chainSegment.tint = 0xFFFFFF; chainSegment.alpha = 0.9; } // Animate the chain effect tween(chainContainer, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { chainContainer.destroy(); } }); // Apply damage to target enemy targetEnemy.health -= splashDamage; // Play enemy hit sound for chain lightning damage LK.getSound('enemyHitSound').play(); if (targetEnemy.health <= 0) { targetEnemy.health = 0; } else { targetEnemy.healthBar.width = targetEnemy.health / targetEnemy.maxHealth * 70; } // Set up next chain currentEnemy = targetEnemy; chainIndex++; // Continue the chain after a short delay if (chainIndex < maxChains && chainIndex < nearbyEnemies.length) { LK.setTimeout(_createNextChain, 100); // 100ms delay between chains } }; // Start the chain sequence // Create sequential chain effect starting from the initially hit enemy var currentEnemy = self.targetEnemy; var chainIndex = 0; var maxChains = Math.min(nearbyEnemies.length, 3); _createNextChain(); } } else if (self.elementalType === 'fire') { // Fire mode: apply burning effect dealing 25% of base damage over 5 seconds var fireEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'fire'); game.addChild(fireEffect); self.targetEnemy.burning = true; // Calculate burn damage per frame: 25% of base damage over 300 frames (5 seconds) self.targetEnemy.burnDamage = self.damage * 0.25 / 300; // Total 25% damage over 5 seconds self.targetEnemy.burnDuration = 300; // 5 seconds at 60 FPS } } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.alpha = 0.1; // Make cell background very subtle // Add matrix rain effect var matrixEffect = new MatrixRain(); self.addChildAt(matrixEffect, 0); // Add behind other elements var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x220000; cellGraphics.alpha = 0.3; return; } numberLabel.visible = false; // Keep debug numbers hidden var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; cellGraphics.alpha = 0.4; } else { cellGraphics.tint = 0x001100; cellGraphics.alpha = 0.15; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; debugArrows[a].visible = false; // Hide debug arrows from view self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0x444444; cellGraphics.alpha = 0.6; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x004400; cellGraphics.alpha = 0.4; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); numberLabel.visible = false; // Hide debug numbers from view }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case '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; case 'ice': effectGraphics.tint = 0x87CEEB; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'electric': effectGraphics.tint = 0xFFFF00; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'fire': effectGraphics.tint = 0xFF4500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.isBoss) { // Use specific boss assets for different boss types switch (self.type) { case 'normal': assetId = 'boss_armored'; break; case 'fast': assetId = 'boss_spider'; break; case 'immune': assetId = 'boss_demon'; break; case 'flying': assetId = 'boss_dragon'; break; case 'swarm': assetId = 'boss_giant'; break; default: assetId = 'boss_armored'; } } else if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add slow continuous self-rotation for enemy and enemy_flying types only if (self.type === 'normal' || self.type === 'flying') { // Start continuous rotation animation tween(enemyGraphics, { rotation: Math.PI * 2 }, { duration: 8000, // 8 seconds for full rotation easing: tween.linear, onFinish: function onFinish() { // Reset rotation and start again for continuous loop enemyGraphics.rotation = 0; tween(enemyGraphics, { rotation: Math.PI * 2 }, { duration: 8000, easing: tween.linear, onFinish: arguments.callee // Recursively call this function for infinite loop }); } }); } // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; // Play enemy hit sound for poison damage LK.getSound('enemyHitSound').play(); if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle burning effect if (self.burning) { // Visual indication of burning status if (!self.burnEffect) { self.burnEffect = true; } // Apply burn damage every frame if (LK.ticks % 1 === 0) { self.health -= self.burnDamage; // Play enemy hit sound for burn damage LK.getSound('enemyHitSound').play(); if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.burnDuration--; if (self.burnDuration <= 0) { self.burning = false; self.burnEffect = false; } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.burning && self.poisoned && self.slowed) { // Combine all three effects enemyGraphics.tint = 0xFF6600; // Orange-red for fire + poison + slow } else if (self.burning && self.poisoned) { // Combine fire and poison enemyGraphics.tint = 0xFF8000; // Orange for fire + poison } else if (self.burning && self.slowed) { // Combine fire and slow enemyGraphics.tint = 0xFF4080; // Red-purple for fire + slow } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.burning) { enemyGraphics.tint = 0xFF4500; // Orange-red for burning } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GlitchHitEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('glitchHitEffect', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.alpha = 1.0; effectGraphics.scaleX = 1.2; effectGraphics.scaleY = 1.2; // Quick flash and scale animation tween(self, { alpha: 1, scaleX: 2.5, scaleY: 2.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 3.5, scaleY: 3.5 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800, font: 'Consolas' }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800, font: 'Consolas' }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var MatrixRain = Container.expand(function () { var self = Container.call(this); self.streams = []; self.numStreams = 1; // Number of vertical streams per cell - reduced by 90% self.streamHeight = 400; // Height of each stream self.charSpeed = 2; // Speed of falling characters self.spawnRate = 0.019; // Probability of spawning new stream per frame - reduced by 5% // Create matrix streams only within the actual game grid bounds (excluding leftmost column and rightmost extra column) // Grid has 24 columns (0-23), excluding leftmost (column 0) leaves 23 columns (1-23) // But we only want streams for the actual playable area which matches the visible cell grid var gridWidth = 22; // Actual playable columns after excluding leftmost and rightmost for (var i = 0; i < self.numStreams && i < gridWidth; i++) { var stream = new Container(); // Position streams to align with actual cell columns, starting from column 1 and ending before the last column stream.x = (i + 1) * CELL_SIZE - CELL_SIZE / 2; // Start from column 1, no extra rightmost column stream.y = -CELL_SIZE * 4 + 250; // Start from topmost cell row instead of screen top, moved 250px lower (200 + 50) stream.chars = []; stream.active = false; stream.delay = Math.random() * 300; // Random delay before starting self.addChild(stream); self.streams.push(stream); } self.createChar = function (stream, yPos) { var _char = new Text2(Math.floor(Math.random() * 2).toString(), { size: 18, fill: 0x00ff41, weight: 400, font: 'Consolas' }); _char.anchor.set(0.5, 0.5); _char.y = yPos || -CELL_SIZE * 4 - 20 + 250; // Start from topmost cell row position, moved 250px lower (200 + 50) _char.alpha = Math.random() * 0.8 + 0.2; stream.addChild(_char); stream.chars.push(_char); return _char; }; self.update = function () { for (var i = 0; i < self.streams.length; i++) { var stream = self.streams[i]; // Handle stream delay if (stream.delay > 0) { stream.delay--; continue; } // Spawn new characters at the top if (!stream.active && Math.random() < self.spawnRate) { stream.active = true; self.createChar(stream, -CELL_SIZE * 4 - 20 + 250); } // Update existing characters for (var j = stream.chars.length - 1; j >= 0; j--) { var _char2 = stream.chars[j]; _char2.y += self.charSpeed; // Change character occasionally if (Math.random() < 0.01) { _char2.setText(Math.floor(Math.random() * 2).toString()); } // Fade out older characters if (_char2.y > CELL_SIZE) { _char2.alpha *= 0.90; // Increased fade rate from 0.95 to 0.90 for 50% faster fading } // Remove characters that are too far down or too faded - reduced lifetime by 50% if (_char2.y > CELL_SIZE * 1 || _char2.alpha < 0.2) { stream.removeChild(_char2); stream.chars.splice(j, 1); } } // Add new character if stream is active and not too many chars if (stream.active && stream.chars.length < 8 && Math.random() < 0.12) { self.createChar(stream, -CELL_SIZE * 4 - 20 + 250); } // Deactivate stream occasionally if (stream.active && stream.chars.length === 0) { stream.active = false; stream.delay = Math.random() * 200 + 100; } } }; return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves && waveEarlyCompleted && showingNextWaveButton) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves && waveEarlyCompleted) { // Calculate remaining time in seconds and award as coins var remainingFrames = waveDuration - (LK.ticks - waveStartTime); var remainingSeconds = Math.max(0, Math.floor(remainingFrames / 60)); if (remainingSeconds > 0) { setGold(gold + remainingSeconds); var notification = game.addChild(new Notification("Early completion bonus: +" + remainingSeconds + " coins!")); notification.x = 2048 / 2; notification.y = grid.height - 150 - 1200; } currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; waveEarlyCompleted = false; // Reset early completion flag showingNextWaveButton = false; // Hide the button self.visible = false; // Hide immediately // Hide timer notification when manually starting next wave if (waveTimerNotification) { waveTimerNotification.visible = false; } // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification2 = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification2.x = 2048 / 2; notification2.y = grid.height - 200 - 1200; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationText = new Text2(message, { size: 50, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); notificationText.anchor.set(0.5, 0.5); self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var ScreenGlitchOverlay = Container.expand(function () { var self = Container.call(this); // Create multiple glitch blocks across the screen var glitchBlocks = []; var numBlocks = 8; // Number of glitch blocks for (var i = 0; i < numBlocks; i++) { var block = self.attachAsset('glitchHitEffect', { anchorX: 0.5, anchorY: 0.5 }); block.width = Math.random() * 300 + 100; // Random width between 100-400 block.height = Math.random() * 200 + 50; // Random height between 50-250 block.x = Math.random() * 2048; // Random position across screen width block.y = Math.random() * 2732; // Random position across screen height block.alpha = 0.7 + Math.random() * 0.3; // Random alpha between 0.7-1.0 block.tint = Math.random() > 0.5 ? 0xFF0000 : 0xFFFFFF; // Random red or white glitchBlocks.push(block); } self.alpha = 0; // Quick flash animation tween(self, { alpha: 0.8 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch // Get appropriate asset for this tower type var assetId = 'towerCannon'; // default switch (self.towerType) { case 'default': assetId = 'towerCannon'; break; case 'rapid': assetId = 'towerTurret'; break; case 'sniper': assetId = 'towerSniper'; break; case 'slow': assetId = 'towerSentinel'; break; case 'poison': assetId = 'towerBeacon'; break; case 'splash': assetId = 'towerObelisk'; break; } var baseGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Remove tints to show original tower assets var towerCost = getTowerCost(self.towerType); // Convert tower type to themed name for shadow display var shadowDisplayName = ''; switch (self.towerType) { case 'default': shadowDisplayName = 'Cannon'; break; case 'rapid': shadowDisplayName = 'Turret'; break; case 'sniper': shadowDisplayName = 'Sniper'; break; case 'splash': shadowDisplayName = 'Obelisk'; break; case 'slow': shadowDisplayName = 'Sentinel'; break; case 'poison': shadowDisplayName = 'Beacon'; break; default: shadowDisplayName = self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); } // Add shadow for tower type label var typeLabelShadow = new Text2(shadowDisplayName, { size: 35, fill: 0x000000, weight: 800, font: 'Consolas' }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = 100 + 4; self.addChild(typeLabelShadow); // Convert tower type to themed name for display var displayName = ''; switch (self.towerType) { case 'default': displayName = 'Cannon'; break; case 'rapid': displayName = 'Turret'; break; case 'sniper': displayName = 'Sniper'; break; case 'splash': displayName = 'Obelisk'; break; case 'slow': displayName = 'Sentinel'; break; case 'poison': displayName = 'Beacon'; break; default: displayName = self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); } // Add tower type label var typeLabel = new Text2(displayName, { size: 35, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = 100; // Position 10 pixels below previous position self.addChild(typeLabel); // Add tower details text var detailText = ''; switch (self.towerType) { case 'default': detailText = 'Single, slow'; break; case 'rapid': detailText = 'Faster, low damage'; break; case 'sniper': detailText = 'High damage, range, slow'; break; case 'splash': detailText = 'AOE damage, single shot'; break; case 'slow': detailText = 'Changeable mods'; break; case 'poison': detailText = 'Boosts range, fire rate'; break; default: detailText = 'Tower description'; } // Add shadow for detail text var detailTextShadow = new Text2(detailText, { size: 20, fill: 0x000000, weight: 600, font: 'Consolas' }); detailTextShadow.anchor.set(0.5, 0.5); detailTextShadow.x = 2; detailTextShadow.y = 135 + 2; self.addChild(detailTextShadow); // Add detail text var detailLabel = new Text2(detailText, { size: 20, fill: 0xCCCCCC, weight: 600, font: 'Consolas' }); detailLabel.anchor.set(0.5, 0.5); detailLabel.y = 135; self.addChild(detailLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800, font: 'Consolas' }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800, font: 'Consolas' }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; self.exp = 0; // Current experience points self.expRequired = 10; // Experience needed for next star self.activatedStars = 0; // Number of activated stars (0-6) // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level var baseRange; switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { baseRange = 12 * CELL_SIZE; // Significantly increased range for max level } else { baseRange = (5 + (self.level - 1) * 0.8) * CELL_SIZE; } break; case 'rapid': // Rapid: base 2.5, +0.5 per level baseRange = (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; break; case 'slow': // Slow: base 3.5, +0.5 per level baseRange = (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; break; case 'poison': // Poison (Support): base 3.2, +0.5 per level baseRange = (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; break; default: // Default: base 3, +0.5 per level baseRange = (3 + (self.level - 1) * 0.5) * CELL_SIZE; break; } // Apply range buff if this tower is buffed by a support tower var rangeBuff = self._rangeBuff || 1.0; return baseRange * rangeBuff; }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; self.elementalMode = 'ice'; // Default to ice mode for Malware Sentinel switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } // Get appropriate asset for this tower type var assetId = 'towerCannon'; // default switch (self.id) { case 'default': assetId = 'towerCannon'; break; case 'rapid': assetId = 'towerTurret'; break; case 'sniper': assetId = 'towerSniper'; break; case 'slow': assetId = 'towerSentinel'; break; case 'poison': assetId = 'towerBeacon'; break; case 'splash': assetId = 'towerObelisk'; break; } var baseGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.width = CELL_SIZE * 2; baseGraphics.height = CELL_SIZE * 2; baseGraphics.alpha = 0; // Hide tower base background completely var towerGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Remove tower tints to show original tower assets var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.alpha = 0; // Hide grey tower square by setting alpha to 0 self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); // Create tower UI container for stars and exp slider var towerUIContainer = new Container(); self.addChild(towerUIContainer); towerUIContainer.y = -towerGraphics.height / 2 - 60; // Position above tower sprite // Create 6 star icons horizontally var starContainer = new Container(); towerUIContainer.addChild(starContainer); var stars = []; var starSpacing = dotSpacing; // Use same spacing as level indicators for (var s = 0; s < self.maxLevel; s++) { var star = starContainer.attachAsset('towerstar', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.9, scaleY: 0.9 }); star.x = -CELL_SIZE + starSpacing * (s + 1); star.y = 0; star.tint = 0x666666; // Default gray/black tint stars.push(star); } // Create exp slider bar below stars var expSliderContainer = new Container(); towerUIContainer.addChild(expSliderContainer); expSliderContainer.y = 40; // Position below stars // Exp slider background var expSliderBG = expSliderContainer.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5 }); expSliderBG.width = starSpacing * self.maxLevel; // Width equal to all stars combined expSliderBG.height = 8; expSliderBG.tint = 0x333333; // Exp slider fill bar var expSliderFill = expSliderContainer.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); expSliderFill.width = 0; // Start empty expSliderFill.height = 6; expSliderFill.x = -expSliderBG.width / 2; expSliderFill.tint = 0xff8800; // Orange fill // Store references for updates self.stars = stars; self.expSliderFill = expSliderFill; self.expSliderBG = expSliderBG; // Update star display based on EXP system only (not manual upgrades) self.updateStarDisplay = function () { for (var i = 0; i < self.maxLevel; i++) { if (i < self.activatedStars) { // Remove tint to show bright gold color for EXP-activated stars self.stars[i].tint = 0xFFFFFF; } else { // Apply gray/black tint for inactive stars self.stars[i].tint = 0x666666; } } // Update exp slider based on current exp progress if (self.activatedStars < self.maxLevel) { var progress = self.exp / self.expRequired; self.expSliderFill.width = progress * self.expSliderBG.width; } else { // Max stars reached, keep slider full self.expSliderFill.width = self.expSliderBG.width; } }; // Initialize star display self.updateStarDisplay(); self.gainExp = function (expPoints) { if (self.activatedStars >= self.maxLevel) { return; // Max stars reached } self.exp += expPoints; // Update exp slider var progress = self.exp / self.expRequired; var targetWidth = Math.min(progress, 1.0) * self.expSliderBG.width; tween(self.expSliderFill, { width: targetWidth }, { duration: 200, easing: tween.easeOut }); // Check if ready for next star if (self.exp >= self.expRequired) { self.activateStar(); } }; self.activateStar = function () { if (self.activatedStars >= self.maxLevel) { return; } // Reset exp self.exp = 0; self.expRequired = Math.floor(self.expRequired * 1.5); // Increase exp requirement for next star // Activate the star (remove tint) var starToActivate = self.stars[self.activatedStars]; tween(starToActivate, { tint: 0xFFFFFF // Remove tint to show bright gold }, { duration: 300, easing: tween.easeOut }); self.activatedStars++; // Apply permanent stat bonuses: +10% damage and +10% fire rate per star self.applyStarBonuses(); // Reset exp slider tween(self.expSliderFill, { width: 0 }, { duration: 150, easing: tween.easeIn }); }; self.applyStarBonuses = function () { // Calculate total bonus from activated stars var damageBonus = 1.0 + self.activatedStars * 0.1; // +10% per star var fireRateBonus = 1.0 + self.activatedStars * 0.1; // +10% per star // Store base values if not already stored if (!self.baseDamage) { self.baseDamage = self.damage; } if (!self.baseFireRate) { self.baseFireRate = self.fireRate; } // Apply bonuses to current stats self.damage = Math.floor(self.baseDamage * damageBonus); self.fireRate = Math.max(5, Math.floor(self.baseFireRate / fireRateBonus)); // Lower fireRate = faster firing }; self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type with unique damage progressions switch (self.id) { case 'default': // Cannon Tower var cannonDamage = [10, 20, 25, 30, 35, 130]; self.damage = cannonDamage[self.level - 1]; self.fireRate = Math.max(20, 60 - self.level * 8); self.bulletSpeed = 5 + self.level * 0.5; // Store base values for star bonus calculations self.baseDamage = self.damage; self.baseFireRate = self.fireRate; break; case 'sniper': // Sniper Tower var sniperDamage = [50, 80, 110, 140, 170, 300]; self.damage = sniperDamage[self.level - 1]; self.fireRate = Math.max(20, 90 - self.level * 8); self.bulletSpeed = 25 + self.level * 0.5; break; case 'rapid': // Turret Tower var turretDamage = [8, 15, 20, 25, 30, 90]; self.damage = turretDamage[self.level - 1]; self.fireRate = Math.max(15, 30 - self.level * 3); self.bulletSpeed = 7 + self.level * 0.7; break; case 'slow': // Malware Sentinel var sentinelDamage = [12, 22, 32, 45, 60, 150]; self.damage = sentinelDamage[self.level - 1]; self.fireRate = Math.max(20, 50 - self.level * 5); self.bulletSpeed = 5 + self.level * 0.5; break; case 'splash': // Firewall Blaster var blasterDamage = [15, 25, 35, 50, 70, 180]; self.damage = blasterDamage[self.level - 1]; self.fireRate = Math.max(20, 60 - self.level * 8); self.bulletSpeed = 5 + self.level * 0.5; break; case 'poison': // Restore Beacon (Support tower) self.damage = 0; // Support tower has no damage self.fireRate = Math.max(20, 70 - self.level * 8); self.bulletSpeed = 5 + self.level * 0.5; break; default: // Fallback to default Cannon Tower values var defaultDamage = [10, 20, 25, 30, 35, 130]; self.damage = defaultDamage[self.level - 1]; self.fireRate = Math.max(20, 60 - self.level * 8); self.bulletSpeed = 5 + self.level * 0.5; break; } self.refreshCellsInRange(); self.updateLevelIndicators(); // Apply star bonuses to new level stats if (self.activatedStars > 0) { self.applyStarBonuses(); } if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { // Support tower (poison type) provides buffs instead of attacking if (self.id === 'poison') { // Calculate buff multiplier based on level: 1.1x at level 1 to 2.0x at level 6 var buffMultiplier = 1.1 + (self.level - 1) / (self.maxLevel - 1) * 0.9; // Linear scale from 1.1 to 2.0 // Apply buffs to towers within range for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower !== self && tower.id !== 'poison') { // Don't buff self or other support towers var dx = tower.x - self.x; var dy = tower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.getRange()) { // Apply buff by modifying tower properties temporarily if (!tower._originalFireRate) { tower._originalFireRate = tower.fireRate; } if (!tower._originalRange) { tower._originalRange = tower.getRange(); } // Apply fire rate buff (lower fireRate = faster firing) tower.fireRate = Math.max(5, Math.floor(tower._originalFireRate / buffMultiplier)); // Store range buff for getRange method to use tower._rangeBuff = buffMultiplier; tower._isBuffed = true; } else { // Remove buff if tower is out of range if (tower._isBuffed) { tower.fireRate = tower._originalFireRate || tower.fireRate; tower._rangeBuff = 1.0; tower._isBuffed = false; } } } } return; // Support towers don't attack } // Normal attack behavior for non-support towers self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); // Rotate towers that should face their targets (Cannon and Sniper) if (self.id === 'default' || self.id === 'sniper') { // Adjust angle so bottom edge (PI radians) points towards target // Add PI/2 to rotate the reference point from right edge to bottom edge var adjustedAngle = angle + Math.PI / 2; // Store the target rotation for smooth animation if (towerGraphics.targetRotation === undefined) { towerGraphics.targetRotation = adjustedAngle; towerGraphics.rotation = adjustedAngle; } else { // Only rotate if the angle difference is significant if (Math.abs(adjustedAngle - towerGraphics.targetRotation) > 0.05) { tween.stop(towerGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = towerGraphics.rotation; var angleDiff = adjustedAngle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } towerGraphics.targetRotation = adjustedAngle; tween(towerGraphics, { rotation: currentRotation + angleDiff }, { duration: 200, easing: tween.easeOut }); } } } gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 285 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { // Support towers (poison type) don't fire bullets if (self.id === 'poison') { return; } if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; // Determine elemental type for bullet var elementalType = null; if (self.id === 'slow' && self.elementalMode) { elementalType = self.elementalMode; } var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed, elementalType); // Set bullet type based on tower type bullet.type = self.id; bullet.sourceTower = self; // Reference to tower that fired this bullet // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Apply elemental mode effects for Malware Sentinel if (self.id === 'slow' && self.elementalMode) { bullet.elementalMode = self.elementalMode; bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'slow': // No default tint for Malware Sentinel bullets - elemental assets handle appearance bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // Play tower attack sound when firing LK.getSound('towerAttackSound').play(); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); // Hide tower base background after placement baseGraphics.alpha = 0; baseGraphics.visible = false; }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; previewGraphics.alpha = 0.5; // Show grey tower square during preview with transparency self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'slow': previewGraphics.tint = 0x9900FF; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 285; // Use towerInfoPanel asset as background var menuBackground = self.attachAsset('towerInfoPanel', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 600; // Convert tower ID to themed name var towerDisplayName = ''; switch (self.tower.id) { case 'default': towerDisplayName = 'Antivirus Cannon'; break; case 'rapid': towerDisplayName = 'Adblocker Turret'; break; case 'sniper': towerDisplayName = 'Quarantine Sniper'; break; case 'splash': towerDisplayName = 'Firewall Obelisk'; break; case 'slow': towerDisplayName = 'Malware Sentinel'; break; case 'poison': towerDisplayName = 'Restore Beacon'; break; default: towerDisplayName = self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower'; } var towerTypeText = new Text2(towerDisplayName, { size: 90, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); towerTypeText.anchor.set(0.5, 0.5); towerTypeText.x = 0; towerTypeText.y = -200; self.addChild(towerTypeText); // Add level progress bar below tower name var levelBarContainer = new Container(); self.addChild(levelBarContainer); levelBarContainer.y = -130; // Position below tower name // Level label text var levelLabelText = new Text2('Level ' + self.tower.level + ' / ' + self.tower.maxLevel, { size: 45, fill: 0xFFFFFF, weight: 600, font: 'Consolas' }); levelLabelText.anchor.set(0.5, 0.5); levelLabelText.y = -25; // Position above the bar levelBarContainer.addChild(levelLabelText); // Level progress bar background var levelBarBG = levelBarContainer.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5 }); levelBarBG.width = 400; levelBarBG.height = 12; levelBarBG.tint = 0x333333; // Level progress bar fill var levelBarFill = levelBarContainer.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); levelBarFill.width = self.tower.level / self.tower.maxLevel * 400; levelBarFill.height = 8; levelBarFill.x = -200; // Start from left edge of background levelBarFill.tint = 0x00aaff; // Tech blue color // Store references for updates self.levelBarFill = levelBarFill; self.levelLabelText = levelLabelText; var statsText; if (self.tower.id === 'poison') { // For support towers, show buff multipliers instead of damage/fire rate var buffMultiplier = 1.1 + (self.tower.level - 1) / (self.tower.maxLevel - 1) * 0.9; // Linear scale from 1.1 to 2.0 var fireRateBuffPercent = Math.round((buffMultiplier - 1) * 100); var rangeBuffPercent = Math.round((buffMultiplier - 1) * 100); var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1); statsText = new Text2('Fire Rate Buff: +' + fireRateBuffPercent + '%\nRange Buff: +' + rangeBuffPercent + '%\nRange: ' + rangeCells + ' cells', { size: 70, fill: 0xFFFFFF, weight: 400, font: 'Consolas' }); } else { var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1); statsText = new Text2('Damage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s\nRange: ' + rangeCells + ' cells', { size: 70, fill: 0xFFFFFF, weight: 400, font: 'Consolas' }); } statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('buttonBG', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 46, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('buttonBG', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 46, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; // Add elemental mode buttons for Malware Sentinel only var elementalButtons = null; if (self.tower.id === 'slow') { elementalButtons = new Container(); buttonsContainer.addChild(elementalButtons); // Ice button var iceButton = new Container(); elementalButtons.addChild(iceButton); var iceBackground = iceButton.attachAsset('iceButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); iceBackground.tint = self.tower.elementalMode === 'ice' ? 0xFFFFFF : 0xCCCCCC; iceButton.x = -350; iceButton.y = -120; // Electric button var electricButton = new Container(); elementalButtons.addChild(electricButton); var electricBackground = electricButton.attachAsset('electricButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); electricBackground.tint = self.tower.elementalMode === 'electric' ? 0xFFFFFF : 0xCCCCCC; electricButton.x = -350; electricButton.y = -20; // Fire button var fireButton = new Container(); elementalButtons.addChild(fireButton); var fireBackground = fireButton.attachAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); fireBackground.tint = self.tower.elementalMode === 'fire' ? 0xFFFFFF : 0xCCCCCC; fireButton.x = -350; fireButton.y = 80; // Button click handlers iceButton.down = function () { // Clear all elemental effects from all enemies before switching for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Clear electric and fire effects enemy.burning = false; enemy.burnEffect = false; enemy.burnDamage = 0; enemy.burnDuration = 0; // Note: Don't clear slow effects as they can come from other towers too } self.tower.elementalMode = self.tower.elementalMode === 'ice' ? null : 'ice'; iceBackground.tint = self.tower.elementalMode === 'ice' ? 0xFFFFFF : 0xCCCCCC; electricBackground.tint = 0xCCCCCC; fireBackground.tint = 0xCCCCCC; }; electricButton.down = function () { // Clear all elemental effects from all enemies before switching for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Clear fire effects enemy.burning = false; enemy.burnEffect = false; enemy.burnDamage = 0; enemy.burnDuration = 0; // Note: Don't clear slow effects as they can come from other towers too } self.tower.elementalMode = self.tower.elementalMode === 'electric' ? null : 'electric'; electricBackground.tint = self.tower.elementalMode === 'electric' ? 0xFFFFFF : 0xCCCCCC; iceBackground.tint = 0xCCCCCC; fireBackground.tint = 0xCCCCCC; }; fireButton.down = function () { // Clear all elemental effects from all enemies before switching for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Clear fire effects (in case switching from fire to fire to disable) enemy.burning = false; enemy.burnEffect = false; enemy.burnDamage = 0; enemy.burnDuration = 0; // Note: Don't clear slow effects as they can come from other towers too } self.tower.elementalMode = self.tower.elementalMode === 'fire' ? null : 'fire'; fireBackground.tint = self.tower.elementalMode === 'fire' ? 0xFFFFFF : 0xCCCCCC; iceBackground.tint = 0xCCCCCC; electricBackground.tint = 0xCCCCCC; }; } upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; return; } if (self.tower.upgrade()) { // Update level progress bar self.levelLabelText.setText('Level ' + self.tower.level + ' / ' + self.tower.maxLevel); tween(self.levelBarFill, { width: self.tower.level / self.tower.maxLevel * 400 }, { duration: 300, easing: tween.easeOut }); // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } if (self.tower.id === 'poison') { // For support towers, show buff multipliers instead of damage/fire rate var buffMultiplier = 1.1 + (self.tower.level - 1) / (self.tower.maxLevel - 1) * 0.9; // Linear scale from 1.1 to 2.0 var fireRateBuffPercent = Math.round((buffMultiplier - 1) * 100); var rangeBuffPercent = Math.round((buffMultiplier - 1) * 100); var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1); statsText.setText('Fire Rate Buff: +' + fireRateBuffPercent + '%\nRange Buff: +' + rangeBuffPercent + '%\nRange: ' + rangeCells + ' cells'); } else { var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1); statsText.setText('Damage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s\nRange: ' + rangeCells + ' cells'); } buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800, font: 'Consolas' }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150 - 1200; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800, font: 'Consolas' }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800, font: 'Consolas' }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChildAt(waveNumShadow, 0); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChildAt(waveNum, 0); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150 - 1200; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Orbitron font is loaded externally via Google Fonts // LK engine handles web fonts automatically when specified in Text2 objects var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 285 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var waveDuration = 0; // Current wave's total duration in frames (60fps) var waveStartTime = 0; // When the current wave started var waveEarlyCompleted = false; // Track if wave was completed early var showingNextWaveButton = false; // Track if next wave button is visible var waveTimerNotification = null; // Track wave timer notification var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var goldContainer = new Container(); var coinAsset = goldContainer.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coinAsset.x = -50; var goldText = new Text2(gold.toString(), { size: 60, fill: 0xFFD700, weight: 800, font: 'Consolas' }); goldText.anchor.set(0.5, 0.5); goldText.x = 20; goldContainer.addChild(goldText); var livesContainer = new Container(); var heartAsset = livesContainer.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heartAsset.x = -50; var livesText = new Text2(lives.toString(), { size: 60, fill: 0x00FF00, weight: 800, font: 'Consolas' }); livesText.anchor.set(0.5, 0.5); livesText.x = 20; livesContainer.addChild(livesText); var scoreContainer = new Container(); var scoreCircleAsset = scoreContainer.attachAsset('scoreCircle', { anchorX: 0.5, anchorY: 0.5 }); scoreCircleAsset.x = -50; var scoreText = new Text2(score.toString(), { size: 60, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 20; scoreContainer.addChild(scoreText); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldContainer); LK.gui.top.addChild(livesContainer); LK.gui.top.addChild(scoreContainer); livesContainer.x = 0; livesContainer.y = topMargin; goldContainer.x = -spacing; goldContainer.y = topMargin; scoreContainer.x = spacing; scoreContainer.y = topMargin; function updateUI() { goldText.setText(gold.toString()); livesText.setText(lives.toString()); scoreText.setText(score.toString()); } function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; // Grid positioning restored to original values for top-down view grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); // Layer 0: Cell/grid game.addChild(enemyLayer); game.addChild(towerLayer); // Layer 2: Towers (top layer) var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; case 'splash': cost = 65; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function getWaveDuration(waveNumber) { // Fixed durations for waves 1-5: 30s, 35s, 40s, 45s, 50s // Then continue scaling pattern for higher waves if (waveNumber <= 0) return 30 * 60; // 30 seconds in frames if (waveNumber === 1) return 30 * 60; // 30 seconds if (waveNumber === 2) return 35 * 60; // 35 seconds if (waveNumber === 3) return 40 * 60; // 40 seconds if (waveNumber === 4) return 45 * 60; // 45 seconds if (waveNumber === 5) return 50 * 60; // 50 seconds // For waves beyond 5, continue scaling return (50 + (waveNumber - 5) * 5) * 60; // Add 5 seconds per wave } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; // Use exact turret size for hover detection var hoverWidth = tower.width; var hoverHeight = tower.height; if (x >= tower.x - hoverWidth / 2 && x <= tower.x + hoverWidth / 2 && y >= tower.y - hoverHeight / 2 && y <= tower.y + hoverHeight / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50 - 1200; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Create wave timer notification waveTimerNotification = new Container(); var timerText = new Text2("Time Left: 30s", { size: 60, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); timerText.anchor.set(0.5, 0.5); waveTimerNotification.addChild(timerText); waveTimerNotification.x = 2048 / 2; waveTimerNotification.y = 100; waveTimerNotification.visible = false; game.addChild(waveTimerNotification); var towerTypes = ['default', 'rapid', 'sniper', 'slow', 'poison', 'splash']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Track last health value to detect damage var lastHealth = lives; game.update = function () { // Check if player took damage if (lives < lastHealth) { // Player lost health, trigger damage effects // Screen shake effect tween(game, { x: game.x + 15 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { x: game.x - 30 }, { duration: 80, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 60, easing: tween.easeIn }); } }); } }); // Y-axis shake tween(game, { y: game.y + 10 }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { y: game.y - 20 }, { duration: 70, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { y: 0 }, { duration: 50, easing: tween.easeIn }); } }); } }); // Play glitch sound LK.getSound('glitchHit').play(); } // Update last health for next frame lastHealth = lives; if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; waveStartTime = LK.ticks; // Record when wave started waveDuration = getWaveDuration(currentWave); // Set duration for this wave waveEarlyCompleted = false; // Reset early completion flag showingNextWaveButton = false; // Reset button visibility // Show wave timer notification if (waveTimerNotification) { waveTimerNotification.visible = true; } // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200 - 1200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } // Check if wave completed early (all enemies defeated) if (waveSpawned && !currentWaveEnemiesRemaining && !waveEarlyCompleted) { var timeElapsed = LK.ticks - waveStartTime; if (timeElapsed < waveDuration) { // Wave completed early waveEarlyCompleted = true; showingNextWaveButton = true; var notification = game.addChild(new Notification("Wave cleared! Click Next Wave for time bonus!")); notification.x = 2048 / 2; notification.y = grid.height - 150 - 1200; } else { // Wave completed at or after duration waveInProgress = false; waveSpawned = false; // Hide timer notification if (waveTimerNotification) { waveTimerNotification.visible = false; } } } // Update wave timer notification if (waveInProgress && waveSpawned && waveTimerNotification && waveTimerNotification.visible) { var timeElapsed = LK.ticks - waveStartTime; var remainingTime = Math.max(0, waveDuration - timeElapsed); var remainingSeconds = Math.ceil(remainingTime / 60); var timerText = waveTimerNotification.children[0]; if (timerText) { timerText.setText("Time Left: " + remainingSeconds + "s"); } } // Check if wave duration expired (automatic progression) if (waveInProgress && waveSpawned) { var timeElapsed = LK.ticks - waveStartTime; if (timeElapsed >= waveDuration && !waveEarlyCompleted) { // Time ran out, progress automatically with no bonus waveInProgress = false; waveSpawned = false; // Hide timer notification if (waveTimerNotification) { waveTimerNotification.visible = false; } var notification = game.addChild(new Notification("Wave time expired!")); notification.x = 2048 / 2; notification.y = grid.height - 150 - 1200; } } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150 - 1200; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } // Play background music when game starts if (waveIndicator && waveIndicator.gameStarted && LK.ticks === 1) { LK.playMusic('bgmusic', { loop: true }); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed, elementalType) {
var self = Container.call(this);
self.targetEnemy = targetEnemy;
self.damage = damage || 10;
self.speed = speed || 5;
self.x = startX;
self.y = startY;
self.elementalType = elementalType || null;
// Choose bullet asset based on elemental type
var bulletAssetId = 'bullet';
if (elementalType === 'ice') {
bulletAssetId = 'bulletIce';
} else if (elementalType === 'electric') {
bulletAssetId = 'bulletElectric';
} else if (elementalType === 'fire') {
bulletAssetId = 'bulletFire';
}
var bulletGraphics = self.attachAsset(bulletAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (!self.targetEnemy || !self.targetEnemy.parent) {
self.destroy();
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) {
// Apply damage to target enemy
self.targetEnemy.health -= self.damage;
// Play enemy hit sound when damage is dealt
LK.getSound('enemyHitSound').play();
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
// Award exp to the tower that fired this bullet
if (self.sourceTower) {
self.sourceTower.gainExp(1);
}
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Show glitch hit effect for all enemy types
var glitchEffect = new GlitchHitEffect(self.targetEnemy.x, self.targetEnemy.y);
game.addChild(glitchEffect);
// Apply special effects based on bullet type
if (self.type === 'poison') {
// Prevent poison effect on immune enemies
if (!self.targetEnemy.isImmune) {
// Create visual poison effect
var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison');
game.addChild(poisonEffect);
// Apply poison effect
self.targetEnemy.poisoned = true;
self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick
self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS
}
} else if (self.type === 'sniper') {
// Create visual critical hit effect for sniper
var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper');
game.addChild(sniperEffect);
}
// Handle elemental mode effects for Malware Sentinel
if (self.elementalType && !self.targetEnemy.isImmune) {
if (self.elementalType === 'ice') {
// Ice mode: apply 25% slow effect for 2 seconds
var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'ice');
game.addChild(slowEffect);
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 0.75; // 25% slow (reduce speed by 25%)
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 120; // 2 seconds at 60 FPS
} else {
// Reset duration if already slowed
self.targetEnemy.slowDuration = 120; // 2 seconds at 60 FPS
}
} else if (self.elementalType === 'electric') {
// Electric mode: create sequential chain lightning effect
var splashDamage = self.damage * 0.25; // 25% of base damage
var splashRange = 80; // Splash range in pixels
var nearbyEnemies = [];
// Find all nearby enemies
for (var i = 0; i < enemies.length; i++) {
var nearbyEnemy = enemies[i];
if (nearbyEnemy !== self.targetEnemy) {
var dx = nearbyEnemy.x - self.targetEnemy.x;
var dy = nearbyEnemy.y - self.targetEnemy.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= splashRange) {
nearbyEnemies.push(nearbyEnemy);
}
}
}
if (nearbyEnemies.length > 0) {
// Limit to 3 chains maximum
var _createNextChain = function createNextChain() {
if (chainIndex >= maxChains || chainIndex >= nearbyEnemies.length) {
return; // Stop chaining
}
var targetEnemy = nearbyEnemies[chainIndex];
var dx = targetEnemy.x - currentEnemy.x;
var dy = targetEnemy.y - currentEnemy.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Create electric chain effect
var chainContainer = new Container();
chainContainer.x = currentEnemy.x;
chainContainer.y = currentEnemy.y;
game.addChild(chainContainer);
// Calculate number of chain segments based on distance
var numSegments = Math.max(1, Math.floor(distance / 10));
var deltaX = dx / numSegments;
var deltaY = dy / numSegments;
// Create chain segments
for (var j = 0; j < numSegments; j++) {
var chainSegment = chainContainer.attachAsset('electricChain', {
anchorX: 0.5,
anchorY: 0.5
});
chainSegment.x = deltaX * j;
chainSegment.y = deltaY * j;
chainSegment.tint = 0xFFFFFF;
chainSegment.alpha = 0.9;
}
// Animate the chain effect
tween(chainContainer, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
chainContainer.destroy();
}
});
// Apply damage to target enemy
targetEnemy.health -= splashDamage;
// Play enemy hit sound for chain lightning damage
LK.getSound('enemyHitSound').play();
if (targetEnemy.health <= 0) {
targetEnemy.health = 0;
} else {
targetEnemy.healthBar.width = targetEnemy.health / targetEnemy.maxHealth * 70;
}
// Set up next chain
currentEnemy = targetEnemy;
chainIndex++;
// Continue the chain after a short delay
if (chainIndex < maxChains && chainIndex < nearbyEnemies.length) {
LK.setTimeout(_createNextChain, 100); // 100ms delay between chains
}
}; // Start the chain sequence
// Create sequential chain effect starting from the initially hit enemy
var currentEnemy = self.targetEnemy;
var chainIndex = 0;
var maxChains = Math.min(nearbyEnemies.length, 3);
_createNextChain();
}
} else if (self.elementalType === 'fire') {
// Fire mode: apply burning effect dealing 25% of base damage over 5 seconds
var fireEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'fire');
game.addChild(fireEffect);
self.targetEnemy.burning = true;
// Calculate burn damage per frame: 25% of base damage over 300 frames (5 seconds)
self.targetEnemy.burnDamage = self.damage * 0.25 / 300; // Total 25% damage over 5 seconds
self.targetEnemy.burnDuration = 300; // 5 seconds at 60 FPS
}
}
self.destroy();
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
};
return self;
});
var DebugCell = Container.expand(function () {
var self = Container.call(this);
var cellGraphics = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.alpha = 0.1; // Make cell background very subtle
// Add matrix rain effect
var matrixEffect = new MatrixRain();
self.addChildAt(matrixEffect, 0); // Add behind other elements
var debugArrows = [];
var numberLabel = new Text2('0', {
size: 30,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
numberLabel.anchor.set(.5, .5);
self.addChild(numberLabel);
self.update = function () {};
self.down = function () {
return;
if (self.cell.type == 0 || self.cell.type == 1) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
if (grid.pathFind()) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
grid.pathFind();
var notification = game.addChild(new Notification("Path is blocked!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
}
grid.renderDebug();
}
};
self.removeArrows = function () {
while (debugArrows.length) {
self.removeChild(debugArrows.pop());
}
};
self.render = function (data) {
switch (data.type) {
case 0:
case 2:
{
if (data.pathId != pathId) {
self.removeArrows();
numberLabel.setText("-");
cellGraphics.tint = 0x220000;
cellGraphics.alpha = 0.3;
return;
}
numberLabel.visible = false; // Keep debug numbers hidden
var towerInRangeHighlight = false;
if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) {
towerInRangeHighlight = true;
cellGraphics.tint = 0x0088ff;
cellGraphics.alpha = 0.4;
} else {
cellGraphics.tint = 0x001100;
cellGraphics.alpha = 0.15;
}
while (debugArrows.length > data.targets.length) {
self.removeChild(debugArrows.pop());
}
for (var a = 0; a < data.targets.length; a++) {
var destination = data.targets[a];
var ox = destination.x - data.x;
var oy = destination.y - data.y;
var angle = Math.atan2(oy, ox);
if (!debugArrows[a]) {
debugArrows[a] = LK.getAsset('arrow', {
anchorX: -.5,
anchorY: 0.5
});
debugArrows[a].alpha = .5;
debugArrows[a].visible = false; // Hide debug arrows from view
self.addChildAt(debugArrows[a], 1);
}
debugArrows[a].rotation = angle;
}
break;
}
case 1:
{
self.removeArrows();
cellGraphics.tint = 0x444444;
cellGraphics.alpha = 0.6;
numberLabel.visible = false;
break;
}
case 3:
{
self.removeArrows();
cellGraphics.tint = 0x004400;
cellGraphics.alpha = 0.4;
numberLabel.visible = false;
break;
}
}
numberLabel.setText(Math.floor(data.score / 1000) / 10);
numberLabel.visible = false; // Hide debug numbers from view
};
});
// This update method was incorrectly placed here and should be removed
var EffectIndicator = Container.expand(function (x, y, type) {
var self = Container.call(this);
self.x = x;
self.y = y;
var effectGraphics = self.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
effectGraphics.blendMode = 1;
switch (type) {
case '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;
case 'ice':
effectGraphics.tint = 0x87CEEB;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'electric':
effectGraphics.tint = 0xFFFF00;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'fire':
effectGraphics.tint = 0xFF4500;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
}
effectGraphics.alpha = 0.7;
self.alpha = 0;
// Animate the effect
tween(self, {
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
// Base enemy class for common functionality
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'normal';
self.speed = .01;
self.cellX = 0;
self.cellY = 0;
self.currentCellX = 0;
self.currentCellY = 0;
self.currentTarget = undefined;
self.maxHealth = 100;
self.health = self.maxHealth;
self.bulletsTargetingThis = [];
self.waveNumber = currentWave;
self.isFlying = false;
self.isImmune = false;
self.isBoss = false;
// Check if this is a boss wave
// Check if this is a boss wave
// Apply different stats based on enemy type
switch (self.type) {
case 'fast':
self.speed *= 2; // Twice as fast
self.maxHealth = 100;
break;
case 'immune':
self.isImmune = true;
self.maxHealth = 80;
break;
case 'flying':
self.isFlying = true;
self.maxHealth = 80;
break;
case 'swarm':
self.maxHealth = 50; // Weaker enemies
break;
case 'normal':
default:
// Normal enemy uses default values
break;
}
if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
self.isBoss = true;
// Boss enemies have 20x health and are larger
self.maxHealth *= 20;
// Slower speed for bosses
self.speed = self.speed * 0.7;
}
self.health = self.maxHealth;
// Get appropriate asset for this enemy type
var assetId = 'enemy';
if (self.isBoss) {
// Use specific boss assets for different boss types
switch (self.type) {
case 'normal':
assetId = 'boss_armored';
break;
case 'fast':
assetId = 'boss_spider';
break;
case 'immune':
assetId = 'boss_demon';
break;
case 'flying':
assetId = 'boss_dragon';
break;
case 'swarm':
assetId = 'boss_giant';
break;
default:
assetId = 'boss_armored';
}
} else if (self.type !== 'normal') {
assetId = 'enemy_' + self.type;
}
var enemyGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Add slow continuous self-rotation for enemy and enemy_flying types only
if (self.type === 'normal' || self.type === 'flying') {
// Start continuous rotation animation
tween(enemyGraphics, {
rotation: Math.PI * 2
}, {
duration: 8000,
// 8 seconds for full rotation
easing: tween.linear,
onFinish: function onFinish() {
// Reset rotation and start again for continuous loop
enemyGraphics.rotation = 0;
tween(enemyGraphics, {
rotation: Math.PI * 2
}, {
duration: 8000,
easing: tween.linear,
onFinish: arguments.callee // Recursively call this function for infinite loop
});
}
});
}
// Scale up boss enemies
if (self.isBoss) {
enemyGraphics.scaleX = 1.8;
enemyGraphics.scaleY = 1.8;
}
// Fall back to regular enemy asset if specific type asset not found
// Apply tint to differentiate enemy types
/*switch (self.type) {
case 'fast':
enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies
break;
case 'immune':
enemyGraphics.tint = 0xAA0000; // Red for immune enemies
break;
case 'flying':
enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies
break;
case 'swarm':
enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies
break;
}*/
// Create shadow for flying enemies
if (self.isFlying) {
// Create a shadow container that will be added to the shadow layer
self.shadow = new Container();
// Clone the enemy graphics for the shadow
var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow effect
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.4; // Semi-transparent
// If this is a boss, scale up the shadow to match
if (self.isBoss) {
shadowGraphics.scaleX = 1.8;
shadowGraphics.scaleY = 1.8;
}
// Position shadow slightly offset
self.shadow.x = 20; // Offset right
self.shadow.y = 20; // Offset down
// Ensure shadow has the same rotation as the enemy
shadowGraphics.rotation = enemyGraphics.rotation;
}
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0,
anchorY: 0.5
});
var healthBarBG = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
var healthBar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10;
healthBarOutline.x = -healthBarOutline.width / 2;
healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5;
healthBar.tint = 0x00ff00;
healthBarBG.tint = 0xff0000;
self.healthBar = healthBar;
self.update = function () {
if (self.health <= 0) {
self.health = 0;
self.healthBar.width = 0;
}
// Handle slow effect
if (self.isImmune) {
// Immune enemies cannot be slowed or poisoned, clear any such effects
self.slowed = false;
self.slowEffect = false;
self.poisoned = false;
self.poisonEffect = false;
// Reset speed to original if needed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
} else {
// Handle slow effect
if (self.slowed) {
// Visual indication of slowed status
if (!self.slowEffect) {
self.slowEffect = true;
}
self.slowDuration--;
if (self.slowDuration <= 0) {
self.speed = self.originalSpeed;
self.slowed = false;
self.slowEffect = false;
// Only reset tint if not poisoned
if (!self.poisoned) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
// Handle poison effect
if (self.poisoned) {
// Visual indication of poisoned status
if (!self.poisonEffect) {
self.poisonEffect = true;
}
// Apply poison damage every 30 frames (twice per second)
if (LK.ticks % 30 === 0) {
self.health -= self.poisonDamage;
// Play enemy hit sound for poison damage
LK.getSound('enemyHitSound').play();
if (self.health <= 0) {
self.health = 0;
}
self.healthBar.width = self.health / self.maxHealth * 70;
}
self.poisonDuration--;
if (self.poisonDuration <= 0) {
self.poisoned = false;
self.poisonEffect = false;
// Only reset tint if not slowed
if (!self.slowed) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
// Handle burning effect
if (self.burning) {
// Visual indication of burning status
if (!self.burnEffect) {
self.burnEffect = true;
}
// Apply burn damage every frame
if (LK.ticks % 1 === 0) {
self.health -= self.burnDamage;
// Play enemy hit sound for burn damage
LK.getSound('enemyHitSound').play();
if (self.health <= 0) {
self.health = 0;
}
self.healthBar.width = self.health / self.maxHealth * 70;
}
self.burnDuration--;
if (self.burnDuration <= 0) {
self.burning = false;
self.burnEffect = false;
}
}
}
// Set tint based on effect status
if (self.isImmune) {
enemyGraphics.tint = 0xFFFFFF;
} else if (self.burning && self.poisoned && self.slowed) {
// Combine all three effects
enemyGraphics.tint = 0xFF6600; // Orange-red for fire + poison + slow
} else if (self.burning && self.poisoned) {
// Combine fire and poison
enemyGraphics.tint = 0xFF8000; // Orange for fire + poison
} else if (self.burning && self.slowed) {
// Combine fire and slow
enemyGraphics.tint = 0xFF4080; // Red-purple for fire + slow
} else if (self.poisoned && self.slowed) {
// Combine poison (0x00FFAA) and slow (0x9900FF) colors
// Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212
enemyGraphics.tint = 0x4C7FD4;
} else if (self.burning) {
enemyGraphics.tint = 0xFF4500; // Orange-red for burning
} else if (self.poisoned) {
enemyGraphics.tint = 0x00FFAA;
} else if (self.slowed) {
enemyGraphics.tint = 0x9900FF;
} else {
enemyGraphics.tint = 0xFFFFFF;
}
if (self.currentTarget) {
var ox = self.currentTarget.x - self.currentCellX;
var oy = self.currentTarget.y - self.currentCellY;
if (ox !== 0 || oy !== 0) {
var angle = Math.atan2(oy, ox);
if (enemyGraphics.targetRotation === undefined) {
enemyGraphics.targetRotation = angle;
enemyGraphics.rotation = angle;
} else {
if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) {
tween.stop(enemyGraphics, {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemyGraphics.rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
enemyGraphics.targetRotation = angle;
tween(enemyGraphics, {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
}
}
healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10;
};
return self;
});
var GlitchHitEffect = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
var effectGraphics = self.attachAsset('glitchHitEffect', {
anchorX: 0.5,
anchorY: 0.5
});
effectGraphics.alpha = 1.0;
effectGraphics.scaleX = 1.2;
effectGraphics.scaleY = 1.2;
// Quick flash and scale animation
tween(self, {
alpha: 1,
scaleX: 2.5,
scaleY: 2.5
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 3.5,
scaleY: 3.5
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
var GoldIndicator = Container.expand(function (value, x, y) {
var self = Container.call(this);
var shadowText = new Text2("+" + value, {
size: 45,
fill: 0x000000,
weight: 800,
font: 'Consolas'
});
shadowText.anchor.set(0.5, 0.5);
shadowText.x = 2;
shadowText.y = 2;
self.addChild(shadowText);
var goldText = new Text2("+" + value, {
size: 45,
fill: 0xFFD700,
weight: 800,
font: 'Consolas'
});
goldText.anchor.set(0.5, 0.5);
self.addChild(goldText);
self.x = x;
self.y = y;
self.alpha = 0;
self.scaleX = 0.5;
self.scaleY = 0.5;
tween(self, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2,
y: y - 40
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5,
y: y - 80
}, {
duration: 600,
easing: tween.easeIn,
delay: 800,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
var Grid = Container.expand(function (gridWidth, gridHeight) {
var self = Container.call(this);
self.cells = [];
self.spawns = [];
self.goals = [];
for (var i = 0; i < gridWidth; i++) {
self.cells[i] = [];
for (var j = 0; j < gridHeight; j++) {
self.cells[i][j] = {
score: 0,
pathId: 0,
towersInRange: []
};
}
}
/*
Cell Types
0: Transparent floor
1: Wall
2: Spawn
3: Goal
*/
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var cell = self.cells[i][j];
var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0;
if (i > 11 - 3 && i <= 11 + 3) {
if (j === 0) {
cellType = 2;
self.spawns.push(cell);
} else if (j <= 4) {
cellType = 0;
} else if (j === gridHeight - 1) {
cellType = 3;
self.goals.push(cell);
} else if (j >= gridHeight - 4) {
cellType = 0;
}
}
cell.type = cellType;
cell.x = i;
cell.y = j;
cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1];
cell.up = self.cells[i - 1] && self.cells[i - 1][j];
cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1];
cell.left = self.cells[i][j - 1];
cell.right = self.cells[i][j + 1];
cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1];
cell.down = self.cells[i + 1] && self.cells[i + 1][j];
cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1];
cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left];
cell.targets = [];
if (j > 3 && j <= gridHeight - 4) {
var debugCell = new DebugCell();
self.addChild(debugCell);
debugCell.cell = cell;
debugCell.x = i * CELL_SIZE;
debugCell.y = j * CELL_SIZE;
cell.debugCell = debugCell;
}
}
}
self.getCell = function (x, y) {
return self.cells[x] && self.cells[x][y];
};
self.pathFind = function () {
var before = new Date().getTime();
var toProcess = self.goals.concat([]);
maxScore = 0;
pathId += 1;
for (var a = 0; a < toProcess.length; a++) {
toProcess[a].pathId = pathId;
}
function processNode(node, targetValue, targetNode) {
if (node && node.type != 1) {
if (node.pathId < pathId || targetValue < node.score) {
node.targets = [targetNode];
} else if (node.pathId == pathId && targetValue == node.score) {
node.targets.push(targetNode);
}
if (node.pathId < pathId || targetValue < node.score) {
node.score = targetValue;
if (node.pathId != pathId) {
toProcess.push(node);
}
node.pathId = pathId;
if (targetValue > maxScore) {
maxScore = targetValue;
}
}
}
}
while (toProcess.length) {
var nodes = toProcess;
toProcess = [];
for (var a = 0; a < nodes.length; a++) {
var node = nodes[a];
var targetScore = node.score + 14142;
if (node.up && node.left && node.up.type != 1 && node.left.type != 1) {
processNode(node.upLeft, targetScore, node);
}
if (node.up && node.right && node.up.type != 1 && node.right.type != 1) {
processNode(node.upRight, targetScore, node);
}
if (node.down && node.right && node.down.type != 1 && node.right.type != 1) {
processNode(node.downRight, targetScore, node);
}
if (node.down && node.left && node.down.type != 1 && node.left.type != 1) {
processNode(node.downLeft, targetScore, node);
}
targetScore = node.score + 10000;
processNode(node.up, targetScore, node);
processNode(node.right, targetScore, node);
processNode(node.down, targetScore, node);
processNode(node.left, targetScore, node);
}
}
for (var a = 0; a < self.spawns.length; a++) {
if (self.spawns[a].pathId != pathId) {
console.warn("Spawn blocked");
return true;
}
}
for (var a = 0; a < enemies.length; a++) {
var enemy = enemies[a];
// Skip enemies that haven't entered the viewable area yet
if (enemy.currentCellY < 4) {
continue;
}
// Skip flying enemies from path check as they can fly over obstacles
if (enemy.isFlying) {
continue;
}
var target = self.getCell(enemy.cellX, enemy.cellY);
if (enemy.currentTarget) {
if (enemy.currentTarget.pathId != pathId) {
if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 1 ");
return true;
}
}
} else if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 2");
return true;
}
}
console.log("Speed", new Date().getTime() - before);
};
self.renderDebug = function () {
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var debugCell = self.cells[i][j].debugCell;
if (debugCell) {
debugCell.render(self.cells[i][j]);
}
}
}
};
self.updateEnemy = function (enemy) {
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell.type == 3) {
return true;
}
if (enemy.isFlying && enemy.shadow) {
enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset
enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset
// Match shadow rotation with enemy rotation
if (enemy.children[0] && enemy.shadow.children[0]) {
enemy.shadow.children[0].rotation = enemy.children[0].rotation;
}
}
// Check if the enemy has reached the entry area (y position is at least 5)
var hasReachedEntryArea = enemy.currentCellY >= 4;
// If enemy hasn't reached the entry area yet, just move down vertically
if (!hasReachedEntryArea) {
// Move directly downward
enemy.currentCellY += enemy.speed;
// Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
var angle = Math.PI / 2;
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update enemy's position
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// If enemy has now reached the entry area, update cell coordinates
if (enemy.currentCellY >= 4) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
}
return false;
}
// After reaching entry area, handle flying enemies differently
if (enemy.isFlying) {
// Flying enemies head straight to the closest goal
if (!enemy.flyingTarget) {
// Set flying target to the closest goal
enemy.flyingTarget = self.goals[0];
// Find closest goal if there are multiple
if (self.goals.length > 1) {
var closestDist = Infinity;
for (var i = 0; i < self.goals.length; i++) {
var goal = self.goals[i];
var dx = goal.x - enemy.cellX;
var dy = goal.y - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < closestDist) {
closestDist = dist;
enemy.flyingTarget = goal;
}
}
}
}
// Move directly toward the goal
var ox = enemy.flyingTarget.x - enemy.currentCellX;
var oy = enemy.flyingTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
// Reached the goal
return true;
}
var angle = Math.atan2(oy, ox);
// Rotate enemy graphic to match movement direction
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update the cell position to track where the flying enemy is
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// Update shadow position if this is a flying enemy
return false;
}
// Handle normal pathfinding enemies
if (!enemy.currentTarget) {
enemy.currentTarget = cell.targets[0];
}
if (enemy.currentTarget) {
if (cell.score < enemy.currentTarget.score) {
enemy.currentTarget = cell;
}
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentTarget = undefined;
return;
}
var angle = Math.atan2(oy, ox);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
}
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
};
});
var MatrixRain = Container.expand(function () {
var self = Container.call(this);
self.streams = [];
self.numStreams = 1; // Number of vertical streams per cell - reduced by 90%
self.streamHeight = 400; // Height of each stream
self.charSpeed = 2; // Speed of falling characters
self.spawnRate = 0.019; // Probability of spawning new stream per frame - reduced by 5%
// Create matrix streams only within the actual game grid bounds (excluding leftmost column and rightmost extra column)
// Grid has 24 columns (0-23), excluding leftmost (column 0) leaves 23 columns (1-23)
// But we only want streams for the actual playable area which matches the visible cell grid
var gridWidth = 22; // Actual playable columns after excluding leftmost and rightmost
for (var i = 0; i < self.numStreams && i < gridWidth; i++) {
var stream = new Container();
// Position streams to align with actual cell columns, starting from column 1 and ending before the last column
stream.x = (i + 1) * CELL_SIZE - CELL_SIZE / 2; // Start from column 1, no extra rightmost column
stream.y = -CELL_SIZE * 4 + 250; // Start from topmost cell row instead of screen top, moved 250px lower (200 + 50)
stream.chars = [];
stream.active = false;
stream.delay = Math.random() * 300; // Random delay before starting
self.addChild(stream);
self.streams.push(stream);
}
self.createChar = function (stream, yPos) {
var _char = new Text2(Math.floor(Math.random() * 2).toString(), {
size: 18,
fill: 0x00ff41,
weight: 400,
font: 'Consolas'
});
_char.anchor.set(0.5, 0.5);
_char.y = yPos || -CELL_SIZE * 4 - 20 + 250; // Start from topmost cell row position, moved 250px lower (200 + 50)
_char.alpha = Math.random() * 0.8 + 0.2;
stream.addChild(_char);
stream.chars.push(_char);
return _char;
};
self.update = function () {
for (var i = 0; i < self.streams.length; i++) {
var stream = self.streams[i];
// Handle stream delay
if (stream.delay > 0) {
stream.delay--;
continue;
}
// Spawn new characters at the top
if (!stream.active && Math.random() < self.spawnRate) {
stream.active = true;
self.createChar(stream, -CELL_SIZE * 4 - 20 + 250);
}
// Update existing characters
for (var j = stream.chars.length - 1; j >= 0; j--) {
var _char2 = stream.chars[j];
_char2.y += self.charSpeed;
// Change character occasionally
if (Math.random() < 0.01) {
_char2.setText(Math.floor(Math.random() * 2).toString());
}
// Fade out older characters
if (_char2.y > CELL_SIZE) {
_char2.alpha *= 0.90; // Increased fade rate from 0.95 to 0.90 for 50% faster fading
}
// Remove characters that are too far down or too faded - reduced lifetime by 50%
if (_char2.y > CELL_SIZE * 1 || _char2.alpha < 0.2) {
stream.removeChild(_char2);
stream.chars.splice(j, 1);
}
}
// Add new character if stream is active and not too many chars
if (stream.active && stream.chars.length < 8 && Math.random() < 0.12) {
self.createChar(stream, -CELL_SIZE * 4 - 20 + 250);
}
// Deactivate stream occasionally
if (stream.active && stream.chars.length === 0) {
stream.active = false;
stream.delay = Math.random() * 200 + 100;
}
}
};
return self;
});
var NextWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 300;
buttonBackground.height = 100;
buttonBackground.tint = 0x0088FF;
var buttonText = new Text2("Next Wave", {
size: 50,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.enabled = false;
self.visible = false;
self.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves && waveEarlyCompleted && showingNextWaveButton) {
self.enabled = true;
self.visible = true;
buttonBackground.tint = 0x0088FF;
self.alpha = 1;
} else {
self.enabled = false;
self.visible = false;
buttonBackground.tint = 0x888888;
self.alpha = 0.7;
}
};
self.down = function () {
if (!self.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves && waveEarlyCompleted) {
// Calculate remaining time in seconds and award as coins
var remainingFrames = waveDuration - (LK.ticks - waveStartTime);
var remainingSeconds = Math.max(0, Math.floor(remainingFrames / 60));
if (remainingSeconds > 0) {
setGold(gold + remainingSeconds);
var notification = game.addChild(new Notification("Early completion bonus: +" + remainingSeconds + " coins!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150 - 1200;
}
currentWave++; // Increment to the next wave directly
waveTimer = 0; // Reset wave timer
waveInProgress = true;
waveSpawned = false;
waveEarlyCompleted = false; // Reset early completion flag
showingNextWaveButton = false; // Hide the button
self.visible = false; // Hide immediately
// Hide timer notification when manually starting next wave
if (waveTimerNotification) {
waveTimerNotification.visible = false;
}
// Get the type of the current wave (which is now the next wave)
var waveType = waveIndicator.getWaveTypeName(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
var notification2 = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!"));
notification2.x = 2048 / 2;
notification2.y = grid.height - 200 - 1200;
}
};
return self;
});
var Notification = Container.expand(function (message) {
var self = Container.call(this);
var notificationText = new Text2(message, {
size: 50,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
notificationText.anchor.set(0.5, 0.5);
self.addChild(notificationText);
self.alpha = 1;
var fadeOutTime = 120;
self.update = function () {
if (fadeOutTime > 0) {
fadeOutTime--;
self.alpha = Math.min(fadeOutTime / 120 * 2, 1);
} else {
self.destroy();
}
};
return self;
});
var ScreenGlitchOverlay = Container.expand(function () {
var self = Container.call(this);
// Create multiple glitch blocks across the screen
var glitchBlocks = [];
var numBlocks = 8; // Number of glitch blocks
for (var i = 0; i < numBlocks; i++) {
var block = self.attachAsset('glitchHitEffect', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = Math.random() * 300 + 100; // Random width between 100-400
block.height = Math.random() * 200 + 50; // Random height between 50-250
block.x = Math.random() * 2048; // Random position across screen width
block.y = Math.random() * 2732; // Random position across screen height
block.alpha = 0.7 + Math.random() * 0.3; // Random alpha between 0.7-1.0
block.tint = Math.random() > 0.5 ? 0xFF0000 : 0xFFFFFF; // Random red or white
glitchBlocks.push(block);
}
self.alpha = 0;
// Quick flash animation
tween(self, {
alpha: 0.8
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
var SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'default';
// Increase size of base for easier touch
// Get appropriate asset for this tower type
var assetId = 'towerCannon'; // default
switch (self.towerType) {
case 'default':
assetId = 'towerCannon';
break;
case 'rapid':
assetId = 'towerTurret';
break;
case 'sniper':
assetId = 'towerSniper';
break;
case 'slow':
assetId = 'towerSentinel';
break;
case 'poison':
assetId = 'towerBeacon';
break;
case 'splash':
assetId = 'towerObelisk';
break;
}
var baseGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
// Remove tints to show original tower assets
var towerCost = getTowerCost(self.towerType);
// Convert tower type to themed name for shadow display
var shadowDisplayName = '';
switch (self.towerType) {
case 'default':
shadowDisplayName = 'Cannon';
break;
case 'rapid':
shadowDisplayName = 'Turret';
break;
case 'sniper':
shadowDisplayName = 'Sniper';
break;
case 'splash':
shadowDisplayName = 'Obelisk';
break;
case 'slow':
shadowDisplayName = 'Sentinel';
break;
case 'poison':
shadowDisplayName = 'Beacon';
break;
default:
shadowDisplayName = self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1);
}
// Add shadow for tower type label
var typeLabelShadow = new Text2(shadowDisplayName, {
size: 35,
fill: 0x000000,
weight: 800,
font: 'Consolas'
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 4;
typeLabelShadow.y = 100 + 4;
self.addChild(typeLabelShadow);
// Convert tower type to themed name for display
var displayName = '';
switch (self.towerType) {
case 'default':
displayName = 'Cannon';
break;
case 'rapid':
displayName = 'Turret';
break;
case 'sniper':
displayName = 'Sniper';
break;
case 'splash':
displayName = 'Obelisk';
break;
case 'slow':
displayName = 'Sentinel';
break;
case 'poison':
displayName = 'Beacon';
break;
default:
displayName = self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1);
}
// Add tower type label
var typeLabel = new Text2(displayName, {
size: 35,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = 100; // Position 10 pixels below previous position
self.addChild(typeLabel);
// Add tower details text
var detailText = '';
switch (self.towerType) {
case 'default':
detailText = 'Single, slow';
break;
case 'rapid':
detailText = 'Faster, low damage';
break;
case 'sniper':
detailText = 'High damage, range, slow';
break;
case 'splash':
detailText = 'AOE damage, single shot';
break;
case 'slow':
detailText = 'Changeable mods';
break;
case 'poison':
detailText = 'Boosts range, fire rate';
break;
default:
detailText = 'Tower description';
}
// Add shadow for detail text
var detailTextShadow = new Text2(detailText, {
size: 20,
fill: 0x000000,
weight: 600,
font: 'Consolas'
});
detailTextShadow.anchor.set(0.5, 0.5);
detailTextShadow.x = 2;
detailTextShadow.y = 135 + 2;
self.addChild(detailTextShadow);
// Add detail text
var detailLabel = new Text2(detailText, {
size: 20,
fill: 0xCCCCCC,
weight: 600,
font: 'Consolas'
});
detailLabel.anchor.set(0.5, 0.5);
detailLabel.y = 135;
self.addChild(detailLabel);
// Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800,
font: 'Consolas'
});
costLabelShadow.anchor.set(0.5, 0.5);
costLabelShadow.x = 4;
costLabelShadow.y = 24 + 12;
self.addChild(costLabelShadow);
// Add cost label
var costLabel = new Text2(towerCost, {
size: 50,
fill: 0xFFD700,
weight: 800,
font: 'Consolas'
});
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
// Check if player can afford this tower
var canAfford = gold >= getTowerCost(self.towerType);
// Set opacity based on affordability
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
var Tower = Container.expand(function (id) {
var self = Container.call(this);
self.id = id || 'default';
self.level = 1;
self.maxLevel = 6;
self.gridX = 0;
self.gridY = 0;
self.range = 3 * CELL_SIZE;
self.exp = 0; // Current experience points
self.expRequired = 10; // Experience needed for next star
self.activatedStars = 0; // Number of activated stars (0-6)
// Standardized method to get the current range of the tower
self.getRange = function () {
// Always calculate range based on tower type and level
var baseRange;
switch (self.id) {
case 'sniper':
// Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost
if (self.level === self.maxLevel) {
baseRange = 12 * CELL_SIZE; // Significantly increased range for max level
} else {
baseRange = (5 + (self.level - 1) * 0.8) * CELL_SIZE;
}
break;
case 'rapid':
// Rapid: base 2.5, +0.5 per level
baseRange = (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
break;
case 'slow':
// Slow: base 3.5, +0.5 per level
baseRange = (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
break;
case 'poison':
// Poison (Support): base 3.2, +0.5 per level
baseRange = (3.2 + (self.level - 1) * 0.5) * CELL_SIZE;
break;
default:
// Default: base 3, +0.5 per level
baseRange = (3 + (self.level - 1) * 0.5) * CELL_SIZE;
break;
}
// Apply range buff if this tower is buffed by a support tower
var rangeBuff = self._rangeBuff || 1.0;
return baseRange * rangeBuff;
};
self.cellsInRange = [];
self.fireRate = 60;
self.bulletSpeed = 5;
self.damage = 10;
self.lastFired = 0;
self.targetEnemy = null;
self.elementalMode = 'ice'; // Default to ice mode for Malware Sentinel
switch (self.id) {
case 'rapid':
self.fireRate = 30;
self.damage = 5;
self.range = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'sniper':
self.fireRate = 90;
self.damage = 25;
self.range = 5 * CELL_SIZE;
self.bulletSpeed = 25;
break;
case 'slow':
self.fireRate = 50;
self.damage = 8;
self.range = 3.5 * CELL_SIZE;
self.bulletSpeed = 5;
break;
case 'poison':
self.fireRate = 70;
self.damage = 12;
self.range = 3.2 * CELL_SIZE;
self.bulletSpeed = 5;
break;
}
// Get appropriate asset for this tower type
var assetId = 'towerCannon'; // default
switch (self.id) {
case 'default':
assetId = 'towerCannon';
break;
case 'rapid':
assetId = 'towerTurret';
break;
case 'sniper':
assetId = 'towerSniper';
break;
case 'slow':
assetId = 'towerSentinel';
break;
case 'poison':
assetId = 'towerBeacon';
break;
case 'splash':
assetId = 'towerObelisk';
break;
}
var baseGraphics = self.attachAsset('towerpreview', {
anchorX: 0.5,
anchorY: 0.5
});
baseGraphics.width = CELL_SIZE * 2;
baseGraphics.height = CELL_SIZE * 2;
baseGraphics.alpha = 0; // Hide tower base background completely
var towerGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Remove tower tints to show original tower assets
var levelIndicators = [];
var maxDots = self.maxLevel;
var dotSpacing = baseGraphics.width / (maxDots + 1);
var dotSize = CELL_SIZE / 6;
for (var i = 0; i < maxDots; i++) {
var dot = new Container();
var outlineCircle = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
outlineCircle.width = dotSize + 4;
outlineCircle.height = dotSize + 4;
outlineCircle.tint = 0x000000;
var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
towerLevelIndicator.width = dotSize;
towerLevelIndicator.height = dotSize;
towerLevelIndicator.tint = 0xCCCCCC;
dot.x = -CELL_SIZE + dotSpacing * (i + 1);
dot.y = CELL_SIZE * 0.7;
self.addChild(dot);
levelIndicators.push(dot);
}
var gunContainer = new Container();
self.addChild(gunContainer);
var gunGraphics = gunContainer.attachAsset('defense', {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.alpha = 0; // Hide grey tower square by setting alpha to 0
self.updateLevelIndicators = function () {
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
var towerLevelIndicator = dot.children[1];
if (i < self.level) {
towerLevelIndicator.tint = 0xFFFFFF;
} else {
switch (self.id) {
case 'rapid':
towerLevelIndicator.tint = 0x00AAFF;
break;
case 'sniper':
towerLevelIndicator.tint = 0xFF5500;
break;
case 'slow':
towerLevelIndicator.tint = 0x9900FF;
break;
case 'poison':
towerLevelIndicator.tint = 0x00FFAA;
break;
default:
towerLevelIndicator.tint = 0xAAAAAA;
}
}
}
};
self.updateLevelIndicators();
// Create tower UI container for stars and exp slider
var towerUIContainer = new Container();
self.addChild(towerUIContainer);
towerUIContainer.y = -towerGraphics.height / 2 - 60; // Position above tower sprite
// Create 6 star icons horizontally
var starContainer = new Container();
towerUIContainer.addChild(starContainer);
var stars = [];
var starSpacing = dotSpacing; // Use same spacing as level indicators
for (var s = 0; s < self.maxLevel; s++) {
var star = starContainer.attachAsset('towerstar', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.9,
scaleY: 0.9
});
star.x = -CELL_SIZE + starSpacing * (s + 1);
star.y = 0;
star.tint = 0x666666; // Default gray/black tint
stars.push(star);
}
// Create exp slider bar below stars
var expSliderContainer = new Container();
towerUIContainer.addChild(expSliderContainer);
expSliderContainer.y = 40; // Position below stars
// Exp slider background
var expSliderBG = expSliderContainer.attachAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5
});
expSliderBG.width = starSpacing * self.maxLevel; // Width equal to all stars combined
expSliderBG.height = 8;
expSliderBG.tint = 0x333333;
// Exp slider fill bar
var expSliderFill = expSliderContainer.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
expSliderFill.width = 0; // Start empty
expSliderFill.height = 6;
expSliderFill.x = -expSliderBG.width / 2;
expSliderFill.tint = 0xff8800; // Orange fill
// Store references for updates
self.stars = stars;
self.expSliderFill = expSliderFill;
self.expSliderBG = expSliderBG;
// Update star display based on EXP system only (not manual upgrades)
self.updateStarDisplay = function () {
for (var i = 0; i < self.maxLevel; i++) {
if (i < self.activatedStars) {
// Remove tint to show bright gold color for EXP-activated stars
self.stars[i].tint = 0xFFFFFF;
} else {
// Apply gray/black tint for inactive stars
self.stars[i].tint = 0x666666;
}
}
// Update exp slider based on current exp progress
if (self.activatedStars < self.maxLevel) {
var progress = self.exp / self.expRequired;
self.expSliderFill.width = progress * self.expSliderBG.width;
} else {
// Max stars reached, keep slider full
self.expSliderFill.width = self.expSliderBG.width;
}
};
// Initialize star display
self.updateStarDisplay();
self.gainExp = function (expPoints) {
if (self.activatedStars >= self.maxLevel) {
return; // Max stars reached
}
self.exp += expPoints;
// Update exp slider
var progress = self.exp / self.expRequired;
var targetWidth = Math.min(progress, 1.0) * self.expSliderBG.width;
tween(self.expSliderFill, {
width: targetWidth
}, {
duration: 200,
easing: tween.easeOut
});
// Check if ready for next star
if (self.exp >= self.expRequired) {
self.activateStar();
}
};
self.activateStar = function () {
if (self.activatedStars >= self.maxLevel) {
return;
}
// Reset exp
self.exp = 0;
self.expRequired = Math.floor(self.expRequired * 1.5); // Increase exp requirement for next star
// Activate the star (remove tint)
var starToActivate = self.stars[self.activatedStars];
tween(starToActivate, {
tint: 0xFFFFFF // Remove tint to show bright gold
}, {
duration: 300,
easing: tween.easeOut
});
self.activatedStars++;
// Apply permanent stat bonuses: +10% damage and +10% fire rate per star
self.applyStarBonuses();
// Reset exp slider
tween(self.expSliderFill, {
width: 0
}, {
duration: 150,
easing: tween.easeIn
});
};
self.applyStarBonuses = function () {
// Calculate total bonus from activated stars
var damageBonus = 1.0 + self.activatedStars * 0.1; // +10% per star
var fireRateBonus = 1.0 + self.activatedStars * 0.1; // +10% per star
// Store base values if not already stored
if (!self.baseDamage) {
self.baseDamage = self.damage;
}
if (!self.baseFireRate) {
self.baseFireRate = self.fireRate;
}
// Apply bonuses to current stats
self.damage = Math.floor(self.baseDamage * damageBonus);
self.fireRate = Math.max(5, Math.floor(self.baseFireRate / fireRateBonus)); // Lower fireRate = faster firing
};
self.refreshCellsInRange = function () {
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
var towerIndex = cell.towersInRange.indexOf(self);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
self.cellsInRange = [];
var rangeRadius = self.getRange() / CELL_SIZE;
var centerX = self.gridX + 1;
var centerY = self.gridY + 1;
var minI = Math.floor(centerX - rangeRadius - 0.5);
var maxI = Math.ceil(centerX + rangeRadius + 0.5);
var minJ = Math.floor(centerY - rangeRadius - 0.5);
var maxJ = Math.ceil(centerY + rangeRadius + 0.5);
for (var i = minI; i <= maxI; i++) {
for (var j = minJ; j <= maxJ; j++) {
var closestX = Math.max(i, Math.min(centerX, i + 1));
var closestY = Math.max(j, Math.min(centerY, j + 1));
var deltaX = closestX - centerX;
var deltaY = closestY - centerY;
var distanceSquared = deltaX * deltaX + deltaY * deltaY;
if (distanceSquared <= rangeRadius * rangeRadius) {
var cell = grid.getCell(i, j);
if (cell) {
self.cellsInRange.push(cell);
cell.towersInRange.push(self);
}
}
}
}
grid.renderDebug();
};
self.getTotalValue = function () {
var baseTowerCost = getTowerCost(self.id);
var totalInvestment = baseTowerCost;
var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.upgrade = function () {
if (self.level < self.maxLevel) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.id);
var upgradeCost;
// Make last upgrade level extra expensive
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1));
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
// No need to update self.range here; getRange() is now the source of truth
// Apply tower-specific upgrades based on type with unique damage progressions
switch (self.id) {
case 'default':
// Cannon Tower
var cannonDamage = [10, 20, 25, 30, 35, 130];
self.damage = cannonDamage[self.level - 1];
self.fireRate = Math.max(20, 60 - self.level * 8);
self.bulletSpeed = 5 + self.level * 0.5;
// Store base values for star bonus calculations
self.baseDamage = self.damage;
self.baseFireRate = self.fireRate;
break;
case 'sniper':
// Sniper Tower
var sniperDamage = [50, 80, 110, 140, 170, 300];
self.damage = sniperDamage[self.level - 1];
self.fireRate = Math.max(20, 90 - self.level * 8);
self.bulletSpeed = 25 + self.level * 0.5;
break;
case 'rapid':
// Turret Tower
var turretDamage = [8, 15, 20, 25, 30, 90];
self.damage = turretDamage[self.level - 1];
self.fireRate = Math.max(15, 30 - self.level * 3);
self.bulletSpeed = 7 + self.level * 0.7;
break;
case 'slow':
// Malware Sentinel
var sentinelDamage = [12, 22, 32, 45, 60, 150];
self.damage = sentinelDamage[self.level - 1];
self.fireRate = Math.max(20, 50 - self.level * 5);
self.bulletSpeed = 5 + self.level * 0.5;
break;
case 'splash':
// Firewall Blaster
var blasterDamage = [15, 25, 35, 50, 70, 180];
self.damage = blasterDamage[self.level - 1];
self.fireRate = Math.max(20, 60 - self.level * 8);
self.bulletSpeed = 5 + self.level * 0.5;
break;
case 'poison':
// Restore Beacon (Support tower)
self.damage = 0; // Support tower has no damage
self.fireRate = Math.max(20, 70 - self.level * 8);
self.bulletSpeed = 5 + self.level * 0.5;
break;
default:
// Fallback to default Cannon Tower values
var defaultDamage = [10, 20, 25, 30, 35, 130];
self.damage = defaultDamage[self.level - 1];
self.fireRate = Math.max(20, 60 - self.level * 8);
self.bulletSpeed = 5 + self.level * 0.5;
break;
}
self.refreshCellsInRange();
self.updateLevelIndicators();
// Apply star bonuses to new level stats
if (self.activatedStars > 0) {
self.applyStarBonuses();
}
if (self.level > 1) {
var levelDot = levelIndicators[self.level - 1].children[1];
tween(levelDot, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(levelDot, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
});
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
return false;
}
}
return false;
};
self.findTarget = function () {
var closestEnemy = null;
var closestScore = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if enemy is in range
if (distance <= self.getRange()) {
// Handle flying enemies differently - they can be targeted regardless of path
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use distance to goal as score
if (distToGoal < closestScore) {
closestScore = distToGoal;
closestEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (distance < closestScore) {
closestScore = distance;
closestEnemy = enemy;
}
}
} else {
// For ground enemies, use the original path-based targeting
// Get the cell for this enemy
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Use the cell's score (distance to exit) for prioritization
// Lower score means closer to exit
if (cell.score < closestScore) {
closestScore = cell.score;
closestEnemy = enemy;
}
}
}
}
}
if (!closestEnemy) {
self.targetEnemy = null;
}
return closestEnemy;
};
self.update = function () {
// Support tower (poison type) provides buffs instead of attacking
if (self.id === 'poison') {
// Calculate buff multiplier based on level: 1.1x at level 1 to 2.0x at level 6
var buffMultiplier = 1.1 + (self.level - 1) / (self.maxLevel - 1) * 0.9; // Linear scale from 1.1 to 2.0
// Apply buffs to towers within range
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower !== self && tower.id !== 'poison') {
// Don't buff self or other support towers
var dx = tower.x - self.x;
var dy = tower.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.getRange()) {
// Apply buff by modifying tower properties temporarily
if (!tower._originalFireRate) {
tower._originalFireRate = tower.fireRate;
}
if (!tower._originalRange) {
tower._originalRange = tower.getRange();
}
// Apply fire rate buff (lower fireRate = faster firing)
tower.fireRate = Math.max(5, Math.floor(tower._originalFireRate / buffMultiplier));
// Store range buff for getRange method to use
tower._rangeBuff = buffMultiplier;
tower._isBuffed = true;
} else {
// Remove buff if tower is out of range
if (tower._isBuffed) {
tower.fireRate = tower._originalFireRate || tower.fireRate;
tower._rangeBuff = 1.0;
tower._isBuffed = false;
}
}
}
}
return; // Support towers don't attack
}
// Normal attack behavior for non-support towers
self.targetEnemy = self.findTarget();
if (self.targetEnemy) {
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var angle = Math.atan2(dy, dx);
// Rotate towers that should face their targets (Cannon and Sniper)
if (self.id === 'default' || self.id === 'sniper') {
// Adjust angle so bottom edge (PI radians) points towards target
// Add PI/2 to rotate the reference point from right edge to bottom edge
var adjustedAngle = angle + Math.PI / 2;
// Store the target rotation for smooth animation
if (towerGraphics.targetRotation === undefined) {
towerGraphics.targetRotation = adjustedAngle;
towerGraphics.rotation = adjustedAngle;
} else {
// Only rotate if the angle difference is significant
if (Math.abs(adjustedAngle - towerGraphics.targetRotation) > 0.05) {
tween.stop(towerGraphics, {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = towerGraphics.rotation;
var angleDiff = adjustedAngle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
towerGraphics.targetRotation = adjustedAngle;
tween(towerGraphics, {
rotation: currentRotation + angleDiff
}, {
duration: 200,
easing: tween.easeOut
});
}
}
}
gunContainer.rotation = angle;
if (LK.ticks - self.lastFired >= self.fireRate) {
self.fire();
self.lastFired = LK.ticks;
}
}
};
self.down = function (x, y, obj) {
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
var hasOwnMenu = false;
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self) {
rangeCircle = game.children[i];
break;
}
}
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hasOwnMenu = true;
break;
}
}
if (hasOwnMenu) {
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hideUpgradeMenu(existingMenus[i]);
}
}
if (rangeCircle) {
game.removeChild(rangeCircle);
}
selectedTower = null;
grid.renderDebug();
return;
}
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = self;
var rangeIndicator = new Container();
rangeIndicator.isTowerRange = true;
rangeIndicator.tower = self;
game.addChild(rangeIndicator);
rangeIndicator.x = self.x;
rangeIndicator.y = self.y;
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.getRange() * 2;
rangeGraphics.alpha = 0.3;
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 285
}, {
duration: 200,
easing: tween.backOut
});
grid.renderDebug();
};
self.isInRange = function (enemy) {
if (!enemy) {
return false;
}
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance <= self.getRange();
};
self.fire = function () {
// Support towers (poison type) don't fire bullets
if (self.id === 'poison') {
return;
}
if (self.targetEnemy) {
var potentialDamage = 0;
for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) {
potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage;
}
if (self.targetEnemy.health > potentialDamage) {
var bulletX = self.x + Math.cos(gunContainer.rotation) * 40;
var bulletY = self.y + Math.sin(gunContainer.rotation) * 40;
// Determine elemental type for bullet
var elementalType = null;
if (self.id === 'slow' && self.elementalMode) {
elementalType = self.elementalMode;
}
var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed, elementalType);
// Set bullet type based on tower type
bullet.type = self.id;
bullet.sourceTower = self; // Reference to tower that fired this bullet
// For slow tower, pass level for scaling slow effect
if (self.id === 'slow') {
bullet.sourceTowerLevel = self.level;
}
// Apply elemental mode effects for Malware Sentinel
if (self.id === 'slow' && self.elementalMode) {
bullet.elementalMode = self.elementalMode;
bullet.sourceTowerLevel = self.level;
}
// Customize bullet appearance based on tower type
switch (self.id) {
case 'rapid':
bullet.children[0].tint = 0x00AAFF;
bullet.children[0].width = 20;
bullet.children[0].height = 20;
break;
case 'sniper':
bullet.children[0].tint = 0xFF5500;
bullet.children[0].width = 15;
bullet.children[0].height = 15;
break;
case 'slow':
// No default tint for Malware Sentinel bullets - elemental assets handle appearance
bullet.children[0].width = 35;
bullet.children[0].height = 35;
break;
}
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
// Play tower attack sound when firing
LK.getSound('towerAttackSound').play();
// --- Fire recoil effect for gunContainer ---
// Stop any ongoing recoil tweens before starting a new one
tween.stop(gunContainer, {
x: true,
y: true,
scaleX: true,
scaleY: true
});
// Always use the original resting position for recoil, never accumulate offset
if (gunContainer._restX === undefined) {
gunContainer._restX = 0;
}
if (gunContainer._restY === undefined) {
gunContainer._restY = 0;
}
if (gunContainer._restScaleX === undefined) {
gunContainer._restScaleX = 1;
}
if (gunContainer._restScaleY === undefined) {
gunContainer._restScaleY = 1;
}
// Reset to resting position before animating (in case of interrupted tweens)
gunContainer.x = gunContainer._restX;
gunContainer.y = gunContainer._restY;
gunContainer.scaleX = gunContainer._restScaleX;
gunContainer.scaleY = gunContainer._restScaleY;
// Calculate recoil offset (recoil back along the gun's rotation)
var recoilDistance = 8;
var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
// Animate recoil back from the resting position
tween(gunContainer, {
x: gunContainer._restX + recoilX,
y: gunContainer._restY + recoilY
}, {
duration: 60,
easing: tween.cubicOut,
onFinish: function onFinish() {
// Animate return to original position/scale
tween(gunContainer, {
x: gunContainer._restX,
y: gunContainer._restY
}, {
duration: 90,
easing: tween.cubicIn
});
}
});
}
}
};
self.placeOnGrid = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 1;
}
}
}
self.refreshCellsInRange();
// Hide tower base background after placement
baseGraphics.alpha = 0;
baseGraphics.visible = false;
};
return self;
});
var TowerPreview = Container.expand(function () {
var self = Container.call(this);
var towerRange = 3;
var rangeInPixels = towerRange * CELL_SIZE;
self.towerType = 'default';
self.hasEnoughGold = true;
var rangeIndicator = new Container();
self.addChild(rangeIndicator);
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.alpha = 0.3;
var previewGraphics = self.attachAsset('towerpreview', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.width = CELL_SIZE * 2;
previewGraphics.height = CELL_SIZE * 2;
previewGraphics.alpha = 0.5; // Show grey tower square during preview with transparency
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
self.blockedByEnemy = false;
self.update = function () {
var previousHasEnoughGold = self.hasEnoughGold;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
// Only update appearance if the affordability status has changed
if (previousHasEnoughGold !== self.hasEnoughGold) {
self.updateAppearance();
}
};
self.updateAppearance = function () {
// Use Tower class to get the source of truth for range
var tempTower = new Tower(self.towerType);
var previewRange = tempTower.getRange();
// Clean up tempTower to avoid memory leaks
if (tempTower && tempTower.destroy) {
tempTower.destroy();
}
// Set range indicator using unified range logic
rangeGraphics.width = rangeGraphics.height = previewRange * 2;
switch (self.towerType) {
case 'rapid':
previewGraphics.tint = 0x00AAFF;
break;
case 'sniper':
previewGraphics.tint = 0xFF5500;
break;
case 'slow':
previewGraphics.tint = 0x9900FF;
break;
case 'poison':
previewGraphics.tint = 0x00FFAA;
break;
default:
previewGraphics.tint = 0xAAAAAA;
}
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.tint = 0xFF0000;
}
};
self.updatePlacementStatus = function () {
var validGridPlacement = true;
if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
validGridPlacement = false;
} else {
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(self.gridX + i, self.gridY + j);
if (!cell || cell.type !== 0) {
validGridPlacement = false;
break;
}
}
if (!validGridPlacement) {
break;
}
}
}
self.blockedByEnemy = false;
if (validGridPlacement) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.currentCellY < 4) {
continue;
}
// Only check non-flying enemies, flying enemies can pass over towers
if (!enemy.isFlying) {
if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
if (enemy.currentTarget) {
var targetX = enemy.currentTarget.x;
var targetY = enemy.currentTarget.y;
if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
}
}
}
}
self.canPlace = validGridPlacement && !self.blockedByEnemy;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
self.updateAppearance();
};
self.checkPlacement = function () {
self.updatePlacementStatus();
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2;
self.checkPlacement();
};
return self;
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
self.tower = tower;
self.y = 2732 + 285;
// Use towerInfoPanel asset as background
var menuBackground = self.attachAsset('towerInfoPanel', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.width = 2048;
menuBackground.height = 600;
// Convert tower ID to themed name
var towerDisplayName = '';
switch (self.tower.id) {
case 'default':
towerDisplayName = 'Antivirus Cannon';
break;
case 'rapid':
towerDisplayName = 'Adblocker Turret';
break;
case 'sniper':
towerDisplayName = 'Quarantine Sniper';
break;
case 'splash':
towerDisplayName = 'Firewall Obelisk';
break;
case 'slow':
towerDisplayName = 'Malware Sentinel';
break;
case 'poison':
towerDisplayName = 'Restore Beacon';
break;
default:
towerDisplayName = self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower';
}
var towerTypeText = new Text2(towerDisplayName, {
size: 90,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
towerTypeText.anchor.set(0.5, 0.5);
towerTypeText.x = 0;
towerTypeText.y = -200;
self.addChild(towerTypeText);
// Add level progress bar below tower name
var levelBarContainer = new Container();
self.addChild(levelBarContainer);
levelBarContainer.y = -130; // Position below tower name
// Level label text
var levelLabelText = new Text2('Level ' + self.tower.level + ' / ' + self.tower.maxLevel, {
size: 45,
fill: 0xFFFFFF,
weight: 600,
font: 'Consolas'
});
levelLabelText.anchor.set(0.5, 0.5);
levelLabelText.y = -25; // Position above the bar
levelBarContainer.addChild(levelLabelText);
// Level progress bar background
var levelBarBG = levelBarContainer.attachAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5
});
levelBarBG.width = 400;
levelBarBG.height = 12;
levelBarBG.tint = 0x333333;
// Level progress bar fill
var levelBarFill = levelBarContainer.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
levelBarFill.width = self.tower.level / self.tower.maxLevel * 400;
levelBarFill.height = 8;
levelBarFill.x = -200; // Start from left edge of background
levelBarFill.tint = 0x00aaff; // Tech blue color
// Store references for updates
self.levelBarFill = levelBarFill;
self.levelLabelText = levelLabelText;
var statsText;
if (self.tower.id === 'poison') {
// For support towers, show buff multipliers instead of damage/fire rate
var buffMultiplier = 1.1 + (self.tower.level - 1) / (self.tower.maxLevel - 1) * 0.9; // Linear scale from 1.1 to 2.0
var fireRateBuffPercent = Math.round((buffMultiplier - 1) * 100);
var rangeBuffPercent = Math.round((buffMultiplier - 1) * 100);
var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1);
statsText = new Text2('Fire Rate Buff: +' + fireRateBuffPercent + '%\nRange Buff: +' + rangeBuffPercent + '%\nRange: ' + rangeCells + ' cells', {
size: 70,
fill: 0xFFFFFF,
weight: 400,
font: 'Consolas'
});
} else {
var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1);
statsText = new Text2('Damage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s\nRange: ' + rangeCells + ' cells', {
size: 70,
fill: 0xFFFFFF,
weight: 400,
font: 'Consolas'
});
}
statsText.anchor.set(0, 0.5);
statsText.x = -840;
statsText.y = 50;
self.addChild(statsText);
var buttonsContainer = new Container();
buttonsContainer.x = 500;
self.addChild(buttonsContainer);
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('buttonBG', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.tower.level >= self.tower.maxLevel;
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var upgradeCost;
if (isMaxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 46,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('buttonBG', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
size: 46,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
upgradeButton.y = -85;
sellButton.y = 85;
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
// Add elemental mode buttons for Malware Sentinel only
var elementalButtons = null;
if (self.tower.id === 'slow') {
elementalButtons = new Container();
buttonsContainer.addChild(elementalButtons);
// Ice button
var iceButton = new Container();
elementalButtons.addChild(iceButton);
var iceBackground = iceButton.attachAsset('iceButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
iceBackground.tint = self.tower.elementalMode === 'ice' ? 0xFFFFFF : 0xCCCCCC;
iceButton.x = -350;
iceButton.y = -120;
// Electric button
var electricButton = new Container();
elementalButtons.addChild(electricButton);
var electricBackground = electricButton.attachAsset('electricButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
electricBackground.tint = self.tower.elementalMode === 'electric' ? 0xFFFFFF : 0xCCCCCC;
electricButton.x = -350;
electricButton.y = -20;
// Fire button
var fireButton = new Container();
elementalButtons.addChild(fireButton);
var fireBackground = fireButton.attachAsset('fireButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
fireBackground.tint = self.tower.elementalMode === 'fire' ? 0xFFFFFF : 0xCCCCCC;
fireButton.x = -350;
fireButton.y = 80;
// Button click handlers
iceButton.down = function () {
// Clear all elemental effects from all enemies before switching
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Clear electric and fire effects
enemy.burning = false;
enemy.burnEffect = false;
enemy.burnDamage = 0;
enemy.burnDuration = 0;
// Note: Don't clear slow effects as they can come from other towers too
}
self.tower.elementalMode = self.tower.elementalMode === 'ice' ? null : 'ice';
iceBackground.tint = self.tower.elementalMode === 'ice' ? 0xFFFFFF : 0xCCCCCC;
electricBackground.tint = 0xCCCCCC;
fireBackground.tint = 0xCCCCCC;
};
electricButton.down = function () {
// Clear all elemental effects from all enemies before switching
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Clear fire effects
enemy.burning = false;
enemy.burnEffect = false;
enemy.burnDamage = 0;
enemy.burnDuration = 0;
// Note: Don't clear slow effects as they can come from other towers too
}
self.tower.elementalMode = self.tower.elementalMode === 'electric' ? null : 'electric';
electricBackground.tint = self.tower.elementalMode === 'electric' ? 0xFFFFFF : 0xCCCCCC;
iceBackground.tint = 0xCCCCCC;
fireBackground.tint = 0xCCCCCC;
};
fireButton.down = function () {
// Clear all elemental effects from all enemies before switching
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Clear fire effects (in case switching from fire to fire to disable)
enemy.burning = false;
enemy.burnEffect = false;
enemy.burnDamage = 0;
enemy.burnDuration = 0;
// Note: Don't clear slow effects as they can come from other towers too
}
self.tower.elementalMode = self.tower.elementalMode === 'fire' ? null : 'fire';
fireBackground.tint = self.tower.elementalMode === 'fire' ? 0xFFFFFF : 0xCCCCCC;
iceBackground.tint = 0xCCCCCC;
electricBackground.tint = 0xCCCCCC;
};
}
upgradeButton.down = function (x, y, obj) {
if (self.tower.level >= self.tower.maxLevel) {
var notification = game.addChild(new Notification("Tower is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
return;
}
if (self.tower.upgrade()) {
// Update level progress bar
self.levelLabelText.setText('Level ' + self.tower.level + ' / ' + self.tower.maxLevel);
tween(self.levelBarFill, {
width: self.tower.level / self.tower.maxLevel * 400
}, {
duration: 300,
easing: tween.easeOut
});
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
if (self.tower.level >= self.tower.maxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
if (self.tower.id === 'poison') {
// For support towers, show buff multipliers instead of damage/fire rate
var buffMultiplier = 1.1 + (self.tower.level - 1) / (self.tower.maxLevel - 1) * 0.9; // Linear scale from 1.1 to 2.0
var fireRateBuffPercent = Math.round((buffMultiplier - 1) * 100);
var rangeBuffPercent = Math.round((buffMultiplier - 1) * 100);
var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1);
statsText.setText('Fire Rate Buff: +' + fireRateBuffPercent + '%\nRange Buff: +' + rangeBuffPercent + '%\nRange: ' + rangeCells + ' cells');
} else {
var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1);
statsText.setText('Damage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s\nRange: ' + rangeCells + ' cells');
}
buttonText.setText('Upgrade: ' + upgradeCost + ' gold');
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = Math.floor(totalInvestment * 0.6);
sellButtonText.setText('Sell: +' + sellValue + ' gold');
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
}
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
rangeCircle = game.children[i];
break;
}
}
if (rangeCircle) {
var rangeGraphics = rangeCircle.children[0];
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
} else {
var newRangeIndicator = new Container();
newRangeIndicator.isTowerRange = true;
newRangeIndicator.tower = self.tower;
game.addChildAt(newRangeIndicator, 0);
newRangeIndicator.x = self.tower.x;
newRangeIndicator.y = self.tower.y;
var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
rangeGraphics.alpha = 0.3;
}
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
}
};
sellButton.down = function (x, y, obj) {
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
var gridX = self.tower.gridX;
var gridY = self.tower.gridY;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 0;
var towerIndex = cell.towersInRange.indexOf(self.tower);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
}
}
if (selectedTower === self.tower) {
selectedTower = null;
}
var towerIndex = towers.indexOf(self.tower);
if (towerIndex !== -1) {
towers.splice(towerIndex, 1);
}
towerLayer.removeChild(self.tower);
grid.pathFind();
grid.renderDebug();
self.destroy();
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
game.removeChild(game.children[i]);
break;
}
}
};
closeButton.down = function (x, y, obj) {
hideUpgradeMenu(self);
selectedTower = null;
grid.renderDebug();
};
self.update = function () {
if (self.tower.level >= self.tower.maxLevel) {
if (buttonText.text !== 'Max Level') {
buttonText.setText('Max Level');
buttonBackground.tint = 0x888888;
}
return;
}
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var currentUpgradeCost;
if (self.tower.level >= self.tower.maxLevel) {
currentUpgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
var newText = 'Upgrade: ' + currentUpgradeCost + ' gold';
if (buttonText.text !== newText) {
buttonText.setText(newText);
}
};
return self;
});
var WaveIndicator = Container.expand(function () {
var self = Container.call(this);
self.gameStarted = false;
self.waveMarkers = [];
self.waveTypes = [];
self.enemyCounts = [];
self.indicatorWidth = 0;
self.lastBossType = null; // Track the last boss type to avoid repeating
var blockWidth = 400;
var totalBlocksWidth = blockWidth * totalWaves;
var startMarker = new Container();
var startBlock = startMarker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
startBlock.width = blockWidth - 10;
startBlock.height = 70 * 2;
startBlock.tint = 0x00AA00;
// Add shadow for start text
var startTextShadow = new Text2("Start Game", {
size: 50,
fill: 0x000000,
weight: 800,
font: 'Consolas'
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 4;
startTextShadow.y = 4;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 50,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
startText.anchor.set(0.5, 0.5);
startMarker.addChild(startText);
startMarker.x = -self.indicatorWidth;
self.addChild(startMarker);
self.waveMarkers.push(startMarker);
startMarker.down = function () {
if (!self.gameStarted) {
self.gameStarted = true;
currentWave = 0;
waveTimer = nextWaveTime;
startBlock.tint = 0x00FF00;
startText.setText("Started!");
startTextShadow.setText("Started!");
// Make sure shadow position remains correct after text change
startTextShadow.x = 4;
startTextShadow.y = 4;
var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150 - 1200;
}
};
for (var i = 0; i < totalWaves; i++) {
var marker = new Container();
var block = marker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = blockWidth - 10;
block.height = 70 * 2;
// --- Begin new unified wave logic ---
var waveType = "normal";
var enemyType = "normal";
var enemyCount = 10;
var isBossWave = (i + 1) % 10 === 0;
// Ensure all types appear in early waves
if (i === 0) {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
} else if (i === 1) {
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if (i === 2) {
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if (i === 3) {
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if (i === 4) {
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else if (isBossWave) {
// Boss waves: cycle through all boss types, last boss is always flying
var bossTypes = ['normal', 'fast', 'immune', 'flying'];
var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
if (i === totalWaves - 1) {
// Last boss is always flying
enemyType = 'flying';
waveType = "Boss Flying";
block.tint = 0xFFFF00;
} else {
enemyType = bossTypes[bossTypeIndex % bossTypes.length];
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
waveType = "Boss Normal";
break;
case 'fast':
block.tint = 0x00AAFF;
waveType = "Boss Fast";
break;
case 'immune':
block.tint = 0xAA0000;
waveType = "Boss Immune";
break;
case 'flying':
block.tint = 0xFFFF00;
waveType = "Boss Flying";
break;
}
}
enemyCount = 1;
// Make the wave indicator for boss waves stand out
// Set boss wave color to the color of the wave type
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
break;
case 'fast':
block.tint = 0x00AAFF;
break;
case 'immune':
block.tint = 0xAA0000;
break;
case 'flying':
block.tint = 0xFFFF00;
break;
default:
block.tint = 0xFF0000;
break;
}
} else if ((i + 1) % 5 === 0) {
// Every 5th non-boss wave is fast
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if ((i + 1) % 4 === 0) {
// Every 4th non-boss wave is immune
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if ((i + 1) % 7 === 0) {
// Every 7th non-boss wave is flying
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if ((i + 1) % 3 === 0) {
// Every 3rd non-boss wave is swarm
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
}
// --- End new unified wave logic ---
// Mark boss waves with a special visual indicator
if (isBossWave && enemyType !== 'swarm') {
// Add a crown or some indicator to the wave marker for boss waves
var bossIndicator = marker.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
bossIndicator.width = 30;
bossIndicator.height = 30;
bossIndicator.tint = 0xFFD700; // Gold color
bossIndicator.y = -block.height / 2 - 15;
// Change the wave type text to indicate boss
waveType = "BOSS";
}
// Store the wave type and enemy count
self.waveTypes[i] = enemyType;
self.enemyCounts[i] = enemyCount;
// Add shadow for wave type - 30% smaller than before
var waveTypeShadow = new Text2(waveType, {
size: 56,
fill: 0x000000,
weight: 800,
font: 'Consolas'
});
waveTypeShadow.anchor.set(0.5, 0.5);
waveTypeShadow.x = 4;
waveTypeShadow.y = 4;
marker.addChild(waveTypeShadow);
// Add wave type text - 30% smaller than before
var waveTypeText = new Text2(waveType, {
size: 56,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
waveTypeText.anchor.set(0.5, 0.5);
waveTypeText.y = 0;
marker.addChild(waveTypeText);
// Add shadow for wave number - 20% larger than before
var waveNumShadow = new Text2((i + 1).toString(), {
size: 48,
fill: 0x000000,
weight: 800,
font: 'Consolas'
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 16 + 5;
waveNumShadow.y = block.height / 2 - 12 + 5;
marker.addChildAt(waveNumShadow, 0);
// Main wave number text - 20% larger than before
var waveNum = new Text2((i + 1).toString(), {
size: 48,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 16;
waveNum.y = block.height / 2 - 12;
marker.addChildAt(waveNum, 0);
marker.x = -self.indicatorWidth + (i + 1) * blockWidth;
self.addChild(marker);
self.waveMarkers.push(marker);
}
// Get wave type for a specific wave number
self.getWaveType = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return "normal";
}
// If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType
// then we should return a different boss type
var waveType = self.waveTypes[waveNumber - 1];
return waveType;
};
// Get enemy count for a specific wave number
self.getEnemyCount = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return 10;
}
return self.enemyCounts[waveNumber - 1];
};
// Get display name for a wave type
self.getWaveTypeName = function (waveNumber) {
var type = self.getWaveType(waveNumber);
var typeName = type.charAt(0).toUpperCase() + type.slice(1);
// Add boss prefix for boss waves (every 10th wave)
if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
typeName = "BOSS";
}
return typeName;
};
self.positionIndicator = new Container();
var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator.width = blockWidth - 10;
indicator.height = 16;
indicator.tint = 0xffad0e;
indicator.y = -65;
var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator2.width = blockWidth - 10;
indicator2.height = 16;
indicator2.tint = 0xffad0e;
indicator2.y = 65;
var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftWall.width = 16;
leftWall.height = 146;
leftWall.tint = 0xffad0e;
leftWall.x = -(blockWidth - 16) / 2;
var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightWall.width = 16;
rightWall.height = 146;
rightWall.tint = 0xffad0e;
rightWall.x = (blockWidth - 16) / 2;
self.addChild(self.positionIndicator);
self.update = function () {
var progress = waveTimer / nextWaveTime;
var moveAmount = (progress + currentWave) * blockWidth;
for (var i = 0; i < self.waveMarkers.length; i++) {
var marker = self.waveMarkers[i];
marker.x = -moveAmount + i * blockWidth;
}
self.positionIndicator.x = 0;
for (var i = 0; i < totalWaves + 1; i++) {
var marker = self.waveMarkers[i];
if (i === 0) {
continue;
}
var block = marker.children[0];
if (i - 1 < currentWave) {
block.alpha = .5;
}
}
self.handleWaveProgression = function () {
if (!self.gameStarted) {
return;
}
if (currentWave < totalWaves) {
waveTimer++;
if (waveTimer >= nextWaveTime) {
waveTimer = 0;
currentWave++;
waveInProgress = true;
waveSpawned = false;
if (currentWave != 1) {
var waveType = self.getWaveTypeName(currentWave);
var enemyCount = self.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150 - 1200;
}
}
}
};
self.handleWaveProgression();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
// Orbitron font is loaded externally via Google Fonts
// LK engine handles web fonts automatically when specified in Text2 objects
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
y: 2732 + 285
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
menu.destroy();
isHidingUpgradeMenu = false;
}
});
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var selectedTower = null;
var gold = 80;
var lives = 20;
var score = 0;
var currentWave = 0;
var totalWaves = 50;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var waveDuration = 0; // Current wave's total duration in frames (60fps)
var waveStartTime = 0; // When the current wave started
var waveEarlyCompleted = false; // Track if wave was completed early
var showingNextWaveButton = false; // Track if next wave button is visible
var waveTimerNotification = null; // Track wave timer notification
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
var goldContainer = new Container();
var coinAsset = goldContainer.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
coinAsset.x = -50;
var goldText = new Text2(gold.toString(), {
size: 60,
fill: 0xFFD700,
weight: 800,
font: 'Consolas'
});
goldText.anchor.set(0.5, 0.5);
goldText.x = 20;
goldContainer.addChild(goldText);
var livesContainer = new Container();
var heartAsset = livesContainer.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
heartAsset.x = -50;
var livesText = new Text2(lives.toString(), {
size: 60,
fill: 0x00FF00,
weight: 800,
font: 'Consolas'
});
livesText.anchor.set(0.5, 0.5);
livesText.x = 20;
livesContainer.addChild(livesText);
var scoreContainer = new Container();
var scoreCircleAsset = scoreContainer.attachAsset('scoreCircle', {
anchorX: 0.5,
anchorY: 0.5
});
scoreCircleAsset.x = -50;
var scoreText = new Text2(score.toString(), {
size: 60,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
scoreText.anchor.set(0.5, 0.5);
scoreText.x = 20;
scoreContainer.addChild(scoreText);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldContainer);
LK.gui.top.addChild(livesContainer);
LK.gui.top.addChild(scoreContainer);
livesContainer.x = 0;
livesContainer.y = topMargin;
goldContainer.x = -spacing;
goldContainer.y = topMargin;
scoreContainer.x = spacing;
scoreContainer.y = topMargin;
function updateUI() {
goldText.setText(gold.toString());
livesText.setText(lives.toString());
scoreText.setText(score.toString());
}
function setGold(value) {
gold = value;
updateUI();
}
var debugLayer = new Container();
var towerLayer = new Container();
// Create three separate layers for enemy hierarchy
var enemyLayerBottom = new Container(); // For normal enemies
var enemyLayerMiddle = new Container(); // For shadows
var enemyLayerTop = new Container(); // For flying enemies
var enemyLayer = new Container(); // Main container to hold all enemy layers
// Add layers in correct order (bottom first, then middle for shadows, then top)
enemyLayer.addChild(enemyLayerBottom);
enemyLayer.addChild(enemyLayerMiddle);
enemyLayer.addChild(enemyLayerTop);
var grid = new Grid(24, 29 + 6);
grid.x = 150;
grid.y = 200 - CELL_SIZE * 4;
// Grid positioning restored to original values for top-down view
grid.pathFind();
grid.renderDebug();
debugLayer.addChild(grid);
game.addChild(debugLayer); // Layer 0: Cell/grid
game.addChild(enemyLayer);
game.addChild(towerLayer); // Layer 2: Towers (top layer)
var offset = 0;
var towerPreview = new TowerPreview();
game.addChild(towerPreview);
towerPreview.visible = false;
var isDragging = false;
function wouldBlockPath(gridX, gridY) {
var cells = [];
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cells.push({
cell: cell,
originalType: cell.type
});
cell.type = 1;
}
}
}
var blocked = grid.pathFind();
for (var i = 0; i < cells.length; i++) {
cells[i].cell.type = cells[i].originalType;
}
grid.pathFind();
grid.renderDebug();
return blocked;
}
function getTowerCost(towerType) {
var cost = 5;
switch (towerType) {
case 'rapid':
cost = 15;
break;
case 'sniper':
cost = 25;
break;
case 'slow':
cost = 45;
break;
case 'poison':
cost = 55;
break;
case 'splash':
cost = 65;
break;
}
return cost;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function getWaveDuration(waveNumber) {
// Fixed durations for waves 1-5: 30s, 35s, 40s, 45s, 50s
// Then continue scaling pattern for higher waves
if (waveNumber <= 0) return 30 * 60; // 30 seconds in frames
if (waveNumber === 1) return 30 * 60; // 30 seconds
if (waveNumber === 2) return 35 * 60; // 35 seconds
if (waveNumber === 3) return 40 * 60; // 40 seconds
if (waveNumber === 4) return 45 * 60; // 45 seconds
if (waveNumber === 5) return 50 * 60; // 50 seconds
// For waves beyond 5, continue scaling
return (50 + (waveNumber - 5) * 5) * 60; // Add 5 seconds per wave
}
function placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
if (gold >= towerCost) {
var tower = new Tower(towerType || 'default');
tower.placeOnGrid(gridX, gridY);
towerLayer.addChild(tower);
towers.push(tower);
setGold(gold - towerCost);
grid.pathFind();
grid.renderDebug();
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
return false;
}
}
game.down = function (x, y, obj) {
var upgradeMenuVisible = game.children.some(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenuVisible) {
return;
}
for (var i = 0; i < sourceTowers.length; i++) {
var tower = sourceTowers[i];
// Use exact turret size for hover detection
var hoverWidth = tower.width;
var hoverHeight = tower.height;
if (x >= tower.x - hoverWidth / 2 && x <= tower.x + hoverWidth / 2 && y >= tower.y - hoverHeight / 2 && y <= tower.y + hoverHeight / 2) {
towerPreview.visible = true;
isDragging = true;
towerPreview.towerType = tower.towerType;
towerPreview.updateAppearance();
// Apply the same offset as in move handler to ensure consistency when starting drag
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging) {
// Shift the y position upward by 1.5 tiles to show preview above finger
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
}
};
game.up = function (x, y, obj) {
var clickedOnTower = false;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var towerLeft = tower.x - tower.width / 2;
var towerRight = tower.x + tower.width / 2;
var towerTop = tower.y - tower.height / 2;
var towerBottom = tower.y + tower.height / 2;
if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) {
clickedOnTower = true;
break;
}
}
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) {
var clickedOnMenu = false;
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
var menuWidth = 2048;
var menuHeight = 450;
var menuLeft = menu.x - menuWidth / 2;
var menuRight = menu.x + menuWidth / 2;
var menuTop = menu.y - menuHeight / 2;
var menuBottom = menu.y + menuHeight / 2;
if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) {
clickedOnMenu = true;
break;
}
}
if (!clickedOnMenu) {
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
hideUpgradeMenu(menu);
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = null;
grid.renderDebug();
}
}
if (isDragging) {
isDragging = false;
if (towerPreview.canPlace) {
if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) {
placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType);
} else {
var notification = game.addChild(new Notification("Tower would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
}
} else if (towerPreview.blockedByEnemy) {
var notification = game.addChild(new Notification("Cannot build: Enemy in the way!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
} else if (towerPreview.visible) {
var notification = game.addChild(new Notification("Cannot build here!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50 - 1200;
}
towerPreview.visible = false;
if (isDragging) {
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < upgradeMenus.length; i++) {
upgradeMenus[i].destroy();
}
}
}
};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2732 - 80;
game.addChild(waveIndicator);
var nextWaveButtonContainer = new Container();
var nextWaveButton = new NextWaveButton();
nextWaveButton.x = 2048 - 200;
nextWaveButton.y = 2732 - 100 + 20;
nextWaveButtonContainer.addChild(nextWaveButton);
game.addChild(nextWaveButtonContainer);
// Create wave timer notification
waveTimerNotification = new Container();
var timerText = new Text2("Time Left: 30s", {
size: 60,
fill: 0xFFFFFF,
weight: 800,
font: 'Consolas'
});
timerText.anchor.set(0.5, 0.5);
waveTimerNotification.addChild(timerText);
waveTimerNotification.x = 2048 / 2;
waveTimerNotification.y = 100;
waveTimerNotification.visible = false;
game.addChild(waveTimerNotification);
var towerTypes = ['default', 'rapid', 'sniper', 'slow', 'poison', 'splash'];
var sourceTowers = [];
var towerSpacing = 300; // Increase spacing for larger towers
var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;
var towerY = 2732 - CELL_SIZE * 3 - 90;
for (var i = 0; i < towerTypes.length; i++) {
var tower = new SourceTower(towerTypes[i]);
tower.x = startX + i * towerSpacing;
tower.y = towerY;
towerLayer.addChild(tower);
sourceTowers.push(tower);
}
sourceTower = null;
enemiesToSpawn = 10;
// Track last health value to detect damage
var lastHealth = lives;
game.update = function () {
// Check if player took damage
if (lives < lastHealth) {
// Player lost health, trigger damage effects
// Screen shake effect
tween(game, {
x: game.x + 15
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: game.x - 30
}, {
duration: 80,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 60,
easing: tween.easeIn
});
}
});
}
});
// Y-axis shake
tween(game, {
y: game.y + 10
}, {
duration: 60,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
y: game.y - 20
}, {
duration: 70,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
y: 0
}, {
duration: 50,
easing: tween.easeIn
});
}
});
}
});
// Play glitch sound
LK.getSound('glitchHit').play();
}
// Update last health for next frame
lastHealth = lives;
if (waveInProgress) {
if (!waveSpawned) {
waveSpawned = true;
waveStartTime = LK.ticks; // Record when wave started
waveDuration = getWaveDuration(currentWave); // Set duration for this wave
waveEarlyCompleted = false; // Reset early completion flag
showingNextWaveButton = false; // Reset button visibility
// Show wave timer notification
if (waveTimerNotification) {
waveTimerNotification.visible = true;
}
// Get wave type and enemy count from the wave indicator
var waveType = waveIndicator.getWaveType(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
// Check if this is a boss wave
var isBossWave = currentWave % 10 === 0 && currentWave > 0;
if (isBossWave && waveType !== 'swarm') {
// Boss waves have just 1 enemy regardless of what the wave indicator says
enemyCount = 1;
// Show boss announcement
var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️"));
notification.x = 2048 / 2;
notification.y = grid.height - 200 - 1200;
}
// Spawn the appropriate number of enemies
for (var i = 0; i < enemyCount; i++) {
var enemy = new Enemy(waveType);
// Add enemy to the appropriate layer based on type
if (enemy.isFlying) {
// Add flying enemy to the top layer
enemyLayerTop.addChild(enemy);
// If it's a flying enemy, add its shadow to the middle layer
if (enemy.shadow) {
enemyLayerMiddle.addChild(enemy.shadow);
}
} else {
// Add normal/ground enemies to the bottom layer
enemyLayerBottom.addChild(enemy);
}
// Scale difficulty with wave number but don't apply to boss
// as bosses already have their health multiplier
// Use exponential scaling for health
var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
// All enemy types now spawn in the middle 6 tiles at the top spacing
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
// Find a column that isn't occupied by another enemy that's not yet in view
var availableColumns = [];
for (var col = midPoint - 3; col < midPoint + 3; col++) {
var columnOccupied = false;
// Check if any enemy is already in this column but not yet in view
for (var e = 0; e < enemies.length; e++) {
if (enemies[e].cellX === col && enemies[e].currentCellY < 4) {
columnOccupied = true;
break;
}
}
if (!columnOccupied) {
availableColumns.push(col);
}
}
// If all columns are occupied, use original random method
var spawnX;
if (availableColumns.length > 0) {
// Choose a random unoccupied column
spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
} else {
// Fallback to random if all columns are occupied
spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
}
var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
enemy.cellX = spawnX;
enemy.cellY = 5; // Position after entry
enemy.currentCellX = spawnX;
enemy.currentCellY = spawnY;
enemy.waveNumber = currentWave;
enemies.push(enemy);
}
}
var currentWaveEnemiesRemaining = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].waveNumber === currentWave) {
currentWaveEnemiesRemaining = true;
break;
}
}
// Check if wave completed early (all enemies defeated)
if (waveSpawned && !currentWaveEnemiesRemaining && !waveEarlyCompleted) {
var timeElapsed = LK.ticks - waveStartTime;
if (timeElapsed < waveDuration) {
// Wave completed early
waveEarlyCompleted = true;
showingNextWaveButton = true;
var notification = game.addChild(new Notification("Wave cleared! Click Next Wave for time bonus!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150 - 1200;
} else {
// Wave completed at or after duration
waveInProgress = false;
waveSpawned = false;
// Hide timer notification
if (waveTimerNotification) {
waveTimerNotification.visible = false;
}
}
}
// Update wave timer notification
if (waveInProgress && waveSpawned && waveTimerNotification && waveTimerNotification.visible) {
var timeElapsed = LK.ticks - waveStartTime;
var remainingTime = Math.max(0, waveDuration - timeElapsed);
var remainingSeconds = Math.ceil(remainingTime / 60);
var timerText = waveTimerNotification.children[0];
if (timerText) {
timerText.setText("Time Left: " + remainingSeconds + "s");
}
}
// Check if wave duration expired (automatic progression)
if (waveInProgress && waveSpawned) {
var timeElapsed = LK.ticks - waveStartTime;
if (timeElapsed >= waveDuration && !waveEarlyCompleted) {
// Time ran out, progress automatically with no bonus
waveInProgress = false;
waveSpawned = false;
// Hide timer notification
if (waveTimerNotification) {
waveTimerNotification.visible = false;
}
var notification = game.addChild(new Notification("Wave time expired!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150 - 1200;
}
}
}
for (var a = enemies.length - 1; a >= 0; a--) {
var enemy = enemies[a];
if (enemy.health <= 0) {
for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) {
var bullet = enemy.bulletsTargetingThis[i];
bullet.targetEnemy = null;
}
// Boss enemies give more gold and score
var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y);
game.addChild(goldIndicator);
setGold(gold + goldEarned);
// Give more score for defeating a boss
var scoreValue = enemy.isBoss ? 100 : 5;
score += scoreValue;
// Add a notification for boss defeat
if (enemy.isBoss) {
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150 - 1200;
}
updateUI();
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
continue;
}
if (grid.updateEnemy(enemy)) {
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
lives = Math.max(0, lives - 1);
updateUI();
if (lives <= 0) {
LK.showGameOver();
}
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
if (bullets[i].targetEnemy) {
var targetEnemy = bullets[i].targetEnemy;
var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
if (bulletIndex !== -1) {
targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
}
}
bullets.splice(i, 1);
}
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
// Play background music when game starts
if (waveIndicator && waveIndicator.gameStarted && LK.ticks === 1) {
LK.playMusic('bgmusic', {
loop: true
});
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
top-down view, futuristic digital defense turret, heavy energy core, metallic cyberpunk style, blue glowing lines, anti-virus cannon. In-Game asset. 2d. High contrast. No shadows
top-down view, transformable virus defense tower, modular energy panels, electric fire ice modes, adaptive cyber node design, neon highlights. In-Game asset. 2d. High contrast. No shadows
top-down view, futuristic support beacon tower, energy rings, radiant aura effect, soft blue and white glow, advanced tech support node. In-Game asset. 2d. High contrast. No shadows
top-down view, small rapid-fire digital turret, multiple mini barrels, bright cyan glowing circuits, compact and fast look. In-Game asset. 2d. High contrast. No shadows
top-down view, high-tech energy obelisk, emits area energy pulses, holographic fire shield patterns, black and red glowing accents. In-Game asset. 2d. High contrast. No shadows
top-down view, futuristic sniper defense tower, mechanical turret base, integrated long-range scope with green targeting reticle, high-tech cyberpunk machine parts, sleek tower design, circular top down, symmetrical. In-Game asset. 2d. High contrast. No shadows
topdown view, simple digital virus blob, glowing green core, minimal circuit-like lines on surface, smooth rounded shape, fits motherboard environment, futuristic style. In-Game asset. 2d. High contrast. No shadows
topdown view, robust digital virus, armored segments, red glowing core, strong angular shape, protective shell feel, minimal circuit accents, fits motherboard environment. In-Game asset. 2d. High contrast. No shadows
topdown view, small compact digital virus, dark purple core, clustered cell-like form, tiny spiky details, designed to appear in groups, minimal yet recognizable, fits motherboard environment. In-Game asset. 2d. High contrast. No shadows
topdown view, sleek digital projectile, bright neon core, streamlined shape, subtle circuit-like lines, glowing edge, minimal futuristic design, fits motherboard environment. In-Game asset. 2d. High contrast. No shadows
topdown view, sleek fast-moving digital virus, straight vertical shape, bright cyan core, smooth streamlined body, minimal circuit-like lines, futuristic minimal design, fits motherboard environment In-Game asset. 2d. High contrast. No shadows
simple hexagon outline, empty center, solid white border, no glow, no fill, minimal style, flat design, 10x10 pixel, icon design, on transparent background, topdown view. In-Game asset. 2d. High contrast. No shadows
futuristic square tile, 3D look, topdown view, subtle shadowed edges, slightly beveled borders, solid clean style, metallic or sci-fi surface, not flat, looks like a cube seen from above, 76x76 pixel, on transparent background. In-Game asset. 2d. High contrast. No shadows
topdown view, glitchy digital virus, distorted edges, purple-blue core, semi-transparent parts, digital glitch effect around edges, ethereal appearance, fits motherboard environment, vectorel draw. In-Game asset. 2d. High contrast. No shadows
giant worm-like virus creature, segmented body, glowing circuit patterns, top-down view, menacing style, glitch effects, sci-fi, dark purple and neon accents, symmetrical, circular.. In-Game asset. 2d. High contrast. No shadows
sleek spectral virus entity, flowing energy trails, ghostly and translucent, topdown view, neon blue and white accents, glitch particles, sci-fi, circular, symmetrical. In-Game asset. 2d. High contrast. No shadows
multi-headed virus monster, branching tendrils, glowing core, topdown view, blue and purple neon, organic digital fusion style, symmetrical, circular. In-Game asset. 2d. High contrast. No shadows
massive cube-shaped virus, distorted glitch surfaces, holographic data streams, topdown view, green and black colors, digital corruption texture, symmetrical, circular. In-Game asset. 2d. High contrast. No shadows
top-down view, simple minimal white square icon, centered electric bolt symbol inside, clear sharp lines, no background, clean style, for game UI button, 30x30 px, yellow black. In-Game asset. 2d. High contrast. No shadows
top-down view, simple minimal white square icon, centered ice crystal or snowflake symbol inside, clear sharp lines, no background, clean style, for game UI button, 30x30 px, black border, blue. In-Game asset. 2d. High contrast. No shadows
blue electric shock circular. In-Game asset. 2d. High contrast. No shadows
30x30 fire circular. In-Game asset. 2d. High contrast. No shadows
30x30, ice cube, symmetrical, circular. In-Game asset. 2d. High contrast. No shadows
30x30 lightning chain. In-Game asset. 2d. High contrast. No shadows
golden coin, simple clean shape, subtle beveled edges, slight 3D top-down look, small shadow for depth, no text, no shine or sparkle, minimal design, matches futuristic tech UI style. In-Game asset. 2d. High contrast. No shadows
Green, simple shield icon, clean minimal futuristic design, top-down view, 76x76 pixels, matches sci-fi circuit board theme, no text, no glow, no effects, just flat shape. In-Game asset. 2d. High contrast. No shadows
white, simple digital badge icon, clean futuristic circuit look, top-down view, 76x76 pixels, no text, no glow, flat lines only. High contrast. No shadows
Topdown view, flying red demonic virus boss, evil-looking, sharp edges, glowing red core, cyber style, futuristic tech details, no background, circular, symmetrical. In-Game asset. 2d. High contrast. No shadows
inventory background cell border square. In-Game asset. 2d. High contrast. No shadows
golden star icon, minimalistic, clean flat style, topdown perspective, no shadows, smooth edges, soft glow effect, transparent background. In-Game asset. 2d. High contrast. No shadows
circle, tiny green neon border, gray fill, simple. In-Game asset. 2d. High contrast. No shadows
premium quality rectangular button background, 500x150 px, clean futuristic tech design, subtle gradients, beveled edges, slight inner glow, dark metallic blue tones, minimal and elegant, no text, no icon, transparent background. In-Game asset. 2d. High contrast. No shadows
premium quality rectangular button background, 500x150 px, clean futuristic tech design, subtle gradients, beveled edges, slight inner glow, dark metallic white tones, minimal and elegant, no text, no icon, transparent background. In-Game asset. 2d. High contrast. No shadows