User prompt
Add new asset name of bgmusic and add in game
User prompt
Reduce the display lifetime of the matrix effect by 50%, keep the animation speed the same, effects should disappear twice as fast, no accumulation on screen, maintain current spawn and animation behavior.
User prompt
Configure the towerShootSound asset so that it plays every time a tower fires a projectile or attacks, regardless of tower type or attack mode.
User prompt
Configure the enemyHitSound asset so that it plays every time an enemy takes damage, regardless of which tower or attack type caused the damage.
User prompt
Add two new sound assets: one called towerAttackSound for tower attack sound effect, and another called enemyHitSound for enemy hit sound effect. Only add these assets, do not implement or trigger them yet.
User prompt
Remove the glitch visual effect that appears on the entire screen when the player takes damage (loses health). Keep the screen shake and glitch sound effects active. This change only applies to the player's damage, not to enemies. Enemy glitch hit effects should remain as they are.
User prompt
Reduce the glitch effect size by 50% so that it appears smaller and more subtle on screen.
User prompt
The glitch effect on dead enemies currently appears too small and too faint. Increase the size of the glitch effect significantly so it is clearly visible and impactful. Remove any tint or color overlay applied to the glitch effect; it should appear in its original, clean form without additional coloring.
User prompt
When the player loses health (whenever the shield/health decreases), apply a strong screen shake effect to the entire screen to emphasize the damage. Additionally, display a global glitch visual effect overlay on the whole screen during the shake to enhance the feeling of being hit. Also, play a glitch sound effect at the same time to make the damage more impactful and immersive. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Apply the existing "glitchHitEffect" not only to "enemy" type, but to all other enemy types as well, so it shows whenever any enemy receives a hit. Also, increase the size of the "glitchHitEffect" by 50%.
User prompt
Create a new asset named "glitchHitEffect", use a simple white square shape as a temporary placeholder, size about 20x20 pixels. When an enemy of type "enemy" receives a hit, display this "glitchHitEffect" asset on top of the enemy briefly, then make it disappear automatically. This effect should only trigger for "enemy" type, not for "enemyFlying" or other types. Ensure the glitch effect appears clearly above the enemy sprite (in the foreground layer) and is automatically cleaned up after showing. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Limit the matrix effect characters to only "0" and "1". Remove all other characters. Keep the style, animation, and flow the same.
User prompt
There is an extra matrix column on the far right side of the screen. Remove this extra column so that the total number of matrix columns exactly matches the horizontal cell count of the game grid. Keep all existing positions and spacing of the other columns unchanged. Do not shift or resize anything else.
User prompt
Reduce the overall density of the matrix effect by 20%. Keep the animation flow and column positions exactly the same, just make the effect visually lighter.
User prompt
Remove the leftmost column of the matrix effect only. Keep the main cell grid structure exactly as it is, and do not change positions or alignment. The matrix effect should not appear on the first (leftmost) column anymore.
User prompt
Remove the first (leftmost) column of cells from the grid without changing the positions of the remaining columns and rows. Keep the current alignment and layout intact, just eliminate the leftmost column completely.
User prompt
Crop 50 pixels from the top of the matrix effect area so that it starts lower. Do not move the effect container down; instead, reduce the top visible area by 50 pixels so the effect appears to start further down.
User prompt
Move the starting position of the matrix effect 200 pixels lower on the screen. Keep the effect aligned horizontally as before, but vertically shift the entire spawn point down by 200 pixels to start lower.
User prompt
Further reduce the current maximum number of active matrix code columns by an additional 5%. For example, if the current limit is 10, set it to 9.5 or round down to 9. Also, adjust the vertical start position so that the matrix effect begins exactly from the topmost row of cells instead of the very top edge of the screen. Ensure no new columns are created above this cell grid start point.
User prompt
Reduce the current maximum number of active matrix code columns by 90%. If, for example, the current limit is 100, set the new limit to 10. Ensure that no new code columns are created beyond this new reduced limit, and old columns must fully disappear before generating new ones. This will drastically reduce visual clutter and improve performance.
User prompt
Limit the matrix effect to a low number of falling code columns to avoid performance issues. Set a strict upper limit for the number of active code rain columns on screen at the same time. Ensure that new code columns are not created if the limit is reached, and old columns must fully disappear before new ones are generated. Maintain smooth motion, but avoid creating an endless or infinite rain that causes lag.
User prompt
Replace the current static green and blue cell background with a dynamic matrix effect. Make the background look like a matrix code rain, using green numeric characters flowing vertically in random columns. These flowing numbers should replace the cell colors, giving a smooth animated matrix look. Ensure the matrix effect is subtle enough not to distract from the game elements on top but clearly visible as a moving background. Do not change the layout or positions of the cells; only update the visual background effect. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
After rotating the parent container, it is now stuck in the top-right corner of the screen. To fix this, move the entire parent container so that it is centered on the screen. Make sure the container's pivot point or anchor point is set to its center (0.5, 0.5) before moving. Do not change the internal cell positions or layout; only move the parent container itself so it perfectly sits in the middle of the screen after rotation.
User prompt
Put the entire grid system, including all cells, enemy spawn points, pathfinding logic, goal point, and background container, inside a single parent container (for example, a parent GameObject or a parent UI container). Center this container horizontally and vertically on the screen as if it is fully centered. Then, apply a -90 degrees (or 270 degrees) rotation to this parent container, so the whole gameplay area, including the path and all cells, is visually rotated to the left. Do not change any internal grid logic, coordinates, or pathfinding data inside the container. Only visually rotate the container itself to achieve the left-to-right enemy flow effect. This way, enemies will move from left to right on screen, but no internal cell logic or data needs to be modified.
User prompt
Rotate all spawn points and cells and enterance and exit area i mean all container in game screen 90 degree left. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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; } 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; } 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) { 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) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800, font: 'Consolas' }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; 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; // 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(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.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 - 225 }, { 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; // 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 + 225; var menuBackground = self.attachAsset('towerInfoPanel', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; // 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: 80, fill: 0xFFFFFF, weight: 800, font: 'Consolas' }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); 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('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nFire 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('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + 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('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 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('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 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; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } 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('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nFire Rate Buff: +' + fireRateBuffPercent + '%\nRange Buff: +' + rangeBuffPercent + '%\nRange: ' + rangeCells + ' cells'); } else { var rangeCells = (self.tower.getRange() / CELL_SIZE).toFixed(1); statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + 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; 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; } }; 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; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // LK engine handles web fonts automatically when specified in Text2 objects // Orbitron font is loaded externally via Google Fonts var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var 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 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 placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; // 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; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var towerTypes = ['default', 'rapid', 'sniper', '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; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } 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'); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -3434,8 +3434,12 @@
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
+ // Play background music when game starts
+ if (waveIndicator && waveIndicator.gameStarted && LK.ticks === 1) {
+ LK.playMusic('bgmusic');
+ }
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
\ No newline at end of file
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