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Move info panel vertically %10 up
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Wide vertically tower info panel %20
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Wide vertically tower info panel fix responsive with 400x250
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Remove this info at towerupgrade screen "Level: 1/6" we already using with slider.
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Create a new asset named "buttonBG" to be used as the background for the upgrade and sell buttons in the tower info panel. Use a simple rectangle shape as placeholder, no special styling, just a clean base background. Assign "buttonBG" as the background image for both buttons.
User prompt
Next, add a horizontal level progress bar below the tower name, showing tower experience visually. Label it as "Level X / 6" aligned next to or above the bar. The bar should be thin, clean, and styled tech-themed to match the game. Do not add other stats yet, only the level bar and label in this step. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Set the background of the tower info panel to use the asset named "towerInfoPanel" as its background image. Currently, it is not using this asset. Make sure to assign and display "towerInfoPanel" properly behind all other panel elements.
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First, redesign the tower info panel structure. Create a simple semi-transparent dark rectangle background for the panel to improve readability, remove any unnecessary background assets. Add the tower name at the top of the panel, centered, in larger and bold font. No other changes yet, just update the background and title placement first.
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Reduce the size of each star icon by 10% to create subtle spacing between them, preventing their tips from touching. Keep the same position and alignment logic, so they remain centered above the tower.
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The star system currently uses the same tinting logic and visibility control as the manual tower upgrade system, but it should be independent. Fix this by connecting the star icons' visibility and tint to the new EXP system only. Stars should only become visible and untinted when a tower gains enough EXP through killing enemies, not when it is manually upgraded. The manual upgrade system for tower levels (the 6 slots below the tower) should stay as it is and work separately. Please correct this so the stars reflect only EXP progress and not manual upgrades.
User prompt
For each tower, track a new "exp" variable that increases each time the tower destroys an enemy. - When exp is gained, the exp slider fills up gradually (orange color). - Once the exp slider is completely filled, reset the slider to empty, and activate one star by removing its tint. - Each activated star gives +10% extra damage and +10% extra fire rate to that tower permanently. - Maximum 6 stars can be activated per tower. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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For each tower, create a new container UI element placed above the tower sprite. Inside this container, add a horizontal row of 6 "towerstar" icons. Below these icons, add one horizontal slider bar for exp. - The container should be placed at the top center of the tower. - The 6 towerstar icons should be evenly spaced horizontally, same size and padding as the current upgrade UI circles. - The exp slider should be directly under the stars, width equal to the full width of the 6 stars combined. - Default all stars to tinted (gray/black), when activated remove tint to show gold.
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Create a new asset named "towerstar", size 30x30. Use a placeholder star shape (or simple circle if needed). By default, set the asset tint color to gray or black. When active, remove the tint and display as bright gold color.
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Update each tower’s damage progression as follows. Each tower has 6 levels. Apply these new damage values strictly as defined. For Cannon Tower: Level 1: 10, Level 2: 20, Level 3: 25, Level 4: 30, Level 5: 35, Level 6: 130. For Sniper Tower: Level 1: 50, Level 2: 80, Level 3: 110, Level 4: 140, Level 5: 170, Level 6: 300. For Turret Tower: Level 1: 8, Level 2: 15, Level 3: 20, Level 4: 25, Level 5: 30, Level 6: 90. For Malware Sentinel: Level 1: 12, Level 2: 22, Level 3: 32, Level 4: 45, Level 5: 60, Level 6: 150. For Firewall Blaster: Level 1: 15, Level 2: 25, Level 3: 35, Level 4: 50, Level 5: 70, Level 6: 180. For Restore Beacon: Damage is 0 for all levels since it is a support tower. Do not use any shared damage array across all towers anymore. Each tower must have its own unique damage progression as defined above. Make sure these changes are reflected properly in the code.
User prompt
Add a permanent on-screen notification that shows the remaining time to complete the current wave. Place this notification at the top center of the screen, slightly below the top edge, around 100 pixels from the top. The text should be clear and easy to read, for example: "Time Left: 25s". Update this text dynamically every second to reflect the current remaining time of the wave. Do not add any background image behind the text; it should be clean text only. Keep the notification visible at all times during the wave.
User prompt
Each wave has a fixed duration as follows: - Wave 1: 30 seconds - Wave 2: 35 seconds - Wave 3: 40 seconds - Wave 4: 45 seconds - Wave 5: 50 seconds If the player defeats all enemies before this duration ends, show a "Next Wave" button. The next wave does not start automatically; it only starts when the player clicks the "Next Wave" button. When the player clicks "Next Wave", reward them with coins equal to the remaining time in seconds. For example, if Wave 1 is completed with 10 seconds remaining, the player gets 10 coins as a reward. If the wave duration runs out naturally, the next wave automatically starts and no reward is given. Make sure there is no extra countdown or forced wait time after finishing a wave early. The reward is only granted when the player clicks the "Next Wave" button before the timer expires.
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Please check the purchase panel (tower shop) code and verify the layer ordering and z-index of all tower buttons. Right now, drag-and-drop functionality is not working — it looks like the towers cannot be picked up because they are behind another layer or UI element. Inspect all containers, layers, and hit detection settings to ensure that the tower buttons are on the topmost interactive layer and not blocked by any background assets (such as purchasebg or cell). Fix any hierarchy or z-index issues so that all towers can be dragged and dropped properly again.
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Please carefully scan all code sections related to the purchase panel (purchase UI). There is still a "cell" asset being drawn behind the tower slots even though it was supposed to be removed. Locate any lines, functions, or containers where the "cell" asset is being used or instantiated as a background or layer in the purchase section. Remove or disable these references properly so that "cell" does not render at all in the purchase panel. Only "purchasebg" asset should be used as the background for tower slots. Ensure this fix is applied globally to the purchase UI without affecting other uses of the "cell" asset in the main game grid. Double-check all draw calls and container children to ensure "cell" is completely excluded from this part.
User prompt
In the purchase panel, remove the "cell" asset being used as a background behind the tower slots. It is currently appearing behind each slot and should not be visible or included in the purchase UI. Only keep the new "purchasebg" asset as the background for each slot. Cleanly remove any references or layers that include "cell" in this purchase section.
User prompt
Create a new asset named "purchasebg" to be used as the background for each tower purchase slot. Use a temporary square shape as the base for this asset. Define it clearly as a separate asset, so it can be easily replaced later. Apply this "purchasebg" asset as the background for each tower slot in the purchase panel.
User prompt
Redesign the tower purchase panel at the bottom of the screen. Create a clean inventory-style container with a visible border and a grid system, divided into 6 equal slots (one for each tower). The container must stay at the same vertical position (do not move it up or down). Center the container horizontally on the screen. Each slot should have its own bordered box, properly spaced, so each tower icon fits nicely inside without overlap. The overall look should feel like an organized inventory, making it easier to visually select and drag towers. The individual slot borders should match the current style (gray tech-like), and the background inside the slots can be slightly darker to create depth. Do not change the functionality, only adjust the visual layout and structure.
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Move the Notification text vertically upwards by an additional 600 pixels from its current position (total offset 1200 pixels up). Keep it centered horizontally, adjust only t
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Move the Notification text vertically upwards by 600 pixels from its current center position, so that it is visually closer to the actual vertical center of the screen. Adjust only the Y position offset of the Notification container or text element, do not change the horizontal center anchoring.
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For the Notification system, remove the background image (notificationGraphics) completely, only display the message text centered on screen. Make sure to keep the text anchored in the center of the screen (screen center x and y). Adjust the Notification container so it no longer uses the background asset, and place the text alone in the middle.
User prompt
Make autoplay bgmusic and loop
/**** * 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 = 0x00ff00; // Green 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(); } };
===================================================================
--- original.js
+++ change.js
@@ -2077,9 +2077,9 @@
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
- y: 2732 - 225
+ y: 2732 - 285
}, {
duration: 200,
easing: tween.backOut
});
@@ -2343,9 +2343,9 @@
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
self.tower = tower;
- self.y = 2732 + 225;
+ self.y = 2732 + 285;
// Use towerInfoPanel asset as background
var menuBackground = self.attachAsset('towerInfoPanel', {
anchorX: 0.5,
anchorY: 0.5
@@ -3128,9 +3128,9 @@
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
- y: 2732 + 225
+ y: 2732 + 285
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
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