/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { 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; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else 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); } 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.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); 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 = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } 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; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // 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 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'missile_explosion': effectGraphics.tint = 0xFF0000; effectGraphics.width = effectGraphics.height = CELL_SIZE * 3; 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; // Soviet fast tanks (T-34) self.maxHealth = 100; break; case 'immune': self.isImmune = true; // Soviet heavy tanks (KV-1) self.maxHealth = 80; break; case 'flying': self.isFlying = true; // Soviet aircraft (MiG-21) self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Soviet infantry squads break; case 'geese': self.isFlying = true; // Geese can fly self.maxHealth = 40; // Slightly weaker than normal self.speed *= 1.3; // Faster than normal enemies break; case 'normal': default: // Soviet medium tanks (T-55) 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.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // 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; return; // Early exit for dead enemies } // Cache enemy graphics reference for performance var graphics = self.children[0]; if (!graphics) return; // Track if we need to update tint (expensive operation) var needTintUpdate = false; var newTint = 0xFFFFFF; // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects if (self.slowed || self.poisoned) { 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; } needTintUpdate = true; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; needTintUpdate = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; needTintUpdate = true; } } // Handle poison effect (only every 30 frames for damage) if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; needTintUpdate = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; return; // Early exit for newly dead enemies } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; needTintUpdate = true; } } } // Set tint based on effect status (only if needed) if (needTintUpdate) { if (self.isImmune) { newTint = 0xFFFFFF; } 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 newTint = 0x4C7FD4; } else if (self.poisoned) { newTint = 0x00FFAA; } else if (self.slowed) { newTint = 0x9900FF; } else { newTint = 0xFFFFFF; } graphics.tint = newTint; } // Only update rotation if we have a target and significant movement 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 (graphics.targetRotation === undefined) { graphics.targetRotation = angle; graphics.rotation = angle; } else { if (Math.abs(angle - graphics.targetRotation) > 0.1) { // Increased threshold to reduce rotation updates tween.stop(graphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = graphics.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; } graphics.targetRotation = angle; tween(graphics, { rotation: currentRotation + angleDiff }, { duration: 300, easing: tween.easeOut }); } } } } // Only update health bar position if graphics height changed (rare) if (!self._lastGraphicsHeight || self._lastGraphicsHeight !== graphics.height) { healthBarOutline.y = healthBarBG.y = healthBar.y = -graphics.height / 2 - 10; self._lastGraphicsHeight = graphics.height; } }; 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 }); 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 }); 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; } } // Pre-filter ground enemies to reduce loop iterations var groundEnemies = []; 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; } groundEnemies.push(enemy); } // Check path validity for ground enemies only for (var a = 0; a < groundEnemies.length; a++) { var enemy = groundEnemies[a]; 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 GuideSystem = Container.expand(function () { var self = Container.call(this); self.currentTip = 0; self.tips = ["Welcome to Tower Defense! Place towers to stop enemies.", "Drag towers from the bottom to build them on the battlefield.", "Different towers have different strengths - experiment!", "Upgrade towers by clicking on them after placement.", "The brown button with an eagle gives you 70 gold if pressed enough!", "Flying enemies can only be hit by certain tower types.", "Boss waves appear every 10 rounds - prepare accordingly!", "Use missiles for emergency situations - they cost 50 gold."]; self.visible = false; self.tipShown = false; // Background var guideBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); guideBackground.width = 1800; guideBackground.height = 300; guideBackground.tint = 0x2C3E50; guideBackground.alpha = 0.95; // Title var titleText = new Text2("Game Guide", { size: 80, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -80; self.addChild(titleText); // Tip text var tipText = new Text2("", { size: 60, fill: 0xFFFFFF, weight: 400 }); tipText.anchor.set(0.5, 0.5); tipText.y = 0; self.addChild(tipText); // Navigation buttons var prevButton = new Container(); var prevBg = prevButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); prevBg.width = 200; prevBg.height = 80; prevBg.tint = 0x3498DB; var prevText = new Text2("Previous", { size: 45, fill: 0xFFFFFF, weight: 800 }); prevText.anchor.set(0.5, 0.5); prevButton.addChild(prevText); prevButton.x = -400; prevButton.y = 80; self.addChild(prevButton); var nextButton = new Container(); var nextBg = nextButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); nextBg.width = 200; nextBg.height = 80; nextBg.tint = 0x3498DB; var nextText = new Text2("Next", { size: 45, fill: 0xFFFFFF, weight: 800 }); nextText.anchor.set(0.5, 0.5); nextButton.addChild(nextText); nextButton.x = 0; nextButton.y = 80; self.addChild(nextButton); var closeButton = new Container(); var closeBg = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBg.width = 200; closeBg.height = 80; closeBg.tint = 0xE74C3C; var closeText = new Text2("Close", { size: 45, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = 400; closeButton.y = 80; self.addChild(closeButton); self.updateTip = function () { tipText.setText(self.tips[self.currentTip]); // Update button states prevBg.tint = self.currentTip > 0 ? 0x3498DB : 0x95A5A6; nextBg.tint = self.currentTip < self.tips.length - 1 ? 0x3498DB : 0x95A5A6; }; self.showGuide = function () { self.visible = true; self.currentTip = 0; self.updateTip(); // Animate in self.alpha = 0; self.scaleX = 0.8; self.scaleY = 0.8; tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.backOut }); }; self.hideGuide = function () { tween(self, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.visible = false; } }); }; prevButton.down = function () { if (self.currentTip > 0) { self.currentTip--; self.updateTip(); // Visual feedback tween(prevButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(prevButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); } }; nextButton.down = function () { if (self.currentTip < self.tips.length - 1) { self.currentTip++; self.updateTip(); // Visual feedback tween(nextButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(nextButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); } }; closeButton.down = function () { self.hideGuide(); // Visual feedback tween(closeButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(closeButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); }; return self; }); var LanguageButton = Container.expand(function () { var self = Container.call(this); // Load saved language or default to English self.currentLanguage = storage.language || 'EN'; var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 120; buttonBackground.height = 80; buttonBackground.tint = 0x4169E1; // Royal blue var flagText = new Text2(self.currentLanguage, { size: 40, fill: 0xFFFFFF, weight: 800 }); flagText.anchor.set(0.5, 0.5); self.addChild(flagText); // Available languages self.languages = ['EN', 'ES', 'FR', 'DE', 'RU', 'ZH', 'JP', 'AR']; self.languageNames = { 'EN': 'English', 'ES': 'Español', 'FR': 'Français', 'DE': 'Deutsch', 'RU': 'Русский', 'ZH': '中文', 'JP': '日本語', 'AR': 'العربية' }; // Translation dictionary for key game text self.translations = { 'EN': { 'nextWave': 'Next Wave', 'gold': 'Gold', 'lives': 'Lives', 'score': 'Score', 'startGame': 'Start Game', 'started': 'Started!', 'hawkButton': '🦅' }, 'ES': { 'nextWave': 'Próxima Ola', 'gold': 'Oro', 'lives': 'Vidas', 'score': 'Puntuación', 'startGame': 'Comenzar Juego', 'started': '¡Comenzado!', 'hawkButton': '🦅' }, 'FR': { 'nextWave': 'Vague Suivante', 'gold': 'Or', 'lives': 'Vies', 'score': 'Score', 'startGame': 'Commencer', 'started': 'Commencé!', 'hawkButton': '🦅' }, 'DE': { 'nextWave': 'Nächste Welle', 'gold': 'Gold', 'lives': 'Leben', 'score': 'Punkte', 'startGame': 'Spiel Starten', 'started': 'Gestartet!', 'hawkButton': '🦅' }, 'RU': { 'nextWave': 'Следующая Волна', 'gold': 'Золото', 'lives': 'Жизни', 'score': 'Счёт', 'startGame': 'Начать Игру', 'started': 'Начато!', 'hawkButton': '🦅' }, 'ZH': { 'nextWave': '下一波', 'gold': '金币', 'lives': '生命', 'score': '分数', 'startGame': '开始游戏', 'started': '已开始!', 'hawkButton': '🦅' }, 'JP': { 'nextWave': '次の波', 'gold': 'ゴールド', 'lives': 'ライフ', 'score': 'スコア', 'startGame': 'ゲーム開始', 'started': '開始!', 'hawkButton': '🦅' }, 'AR': { 'nextWave': 'الموجة التالية', 'gold': 'ذهب', 'lives': 'الأرواح', 'score': 'النتيجة', 'startGame': 'بدء اللعبة', 'started': 'بدأت!', 'hawkButton': '🦅' } }; // Update game language function self.updateGameLanguage = function () { var currentLang = self.translations[self.currentLanguage] || self.translations['EN']; // Update UI text elements if (goldText) { goldText.setText(currentLang.gold + ': ' + gold); } if (livesText) { livesText.setText(currentLang.lives + ': ' + lives); } if (scoreText) { scoreText.setText(currentLang.score + ': ' + score); } // Update hawk button text if (hawkButtonText) { hawkButtonText.setText(currentLang.hawkButton); } // Update next wave button if it exists if (nextWaveButton && nextWaveButton.children && nextWaveButton.children[1]) { nextWaveButton.children[1].setText(currentLang.nextWave); } // Update wave indicator start button if it exists if (waveIndicator && waveIndicator.waveMarkers && waveIndicator.waveMarkers[0]) { var startMarker = waveIndicator.waveMarkers[0]; if (startMarker.children[1]) { startMarker.children[1].setText(currentLang.startGame); } if (startMarker.children[2]) { startMarker.children[2].setText(currentLang.startGame); } } }; self.down = function () { // Cycle to next language var currentIndex = self.languages.indexOf(self.currentLanguage); var nextIndex = (currentIndex + 1) % self.languages.length; self.currentLanguage = self.languages[nextIndex]; // Save to storage storage.language = self.currentLanguage; // Update display flagText.setText(self.currentLanguage); // Update all game text with new language self.updateGameLanguage(); // Visual feedback tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); // Show notification with language name var languageName = self.languageNames[self.currentLanguage]; var notification = game.addChild(new Notification("Language: " + languageName)); notification.x = 2048 / 2; notification.y = grid.height - 100; // Flash the button with the cultural colors var culturalColors = { 'EN': 0x0052CC, // Blue 'ES': 0xFFD700, // Gold 'FR': 0x0055A4, // French blue 'DE': 0x000000, // Black 'RU': 0xDA020E, // Red 'ZH': 0xFF0000, // Red 'JP': 0xFF0000, // Red 'AR': 0x00FF00 // Green }; var originalTint = buttonBackground.tint; var culturalColor = culturalColors[self.currentLanguage] || 0x4169E1; tween(buttonBackground, { tint: culturalColor }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(buttonBackground, { tint: originalTint }, { duration: 300, easing: tween.easeIn }); } }); }; return self; }); var Missile = Container.expand(function (startX, startY, targetX, targetY, damage, speed, explosionRadius) { var self = Container.call(this); self.targetX = targetX || 0; self.targetY = targetY || 0; self.damage = damage || 50; self.speed = speed || 3; self.explosionRadius = explosionRadius || CELL_SIZE * 2; self.x = startX; self.y = startY; var missileGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); missileGraphics.tint = 0xFF4444; // Red color for missiles missileGraphics.width = 40; missileGraphics.height = 40; // Calculate trajectory var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.directionX = dx / distance; self.directionY = dy / distance; // Rotate missile to face target var angle = Math.atan2(dy, dx); missileGraphics.rotation = angle; self.update = function () { // Move towards target self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; // Check if reached target area var currentDx = self.targetX - self.x; var currentDy = self.targetY - self.y; var currentDistance = Math.sqrt(currentDx * currentDx + currentDy * currentDy); if (currentDistance < self.speed * 2) { // Explode at target location self.explode(); self.destroy(); } }; self.explode = function () { // Create explosion effect var explosionEffect = new EffectIndicator(self.x, self.y, 'missile_explosion'); game.addChild(explosionEffect); // Apply splash damage to all enemies in radius for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var explosionDx = enemy.x - self.x; var explosionDy = enemy.y - self.y; var explosionDistance = Math.sqrt(explosionDx * explosionDx + explosionDy * explosionDy); if (explosionDistance <= self.explosionRadius) { // Apply damage based on distance (closer = more damage) var damageMultiplier = 1 - explosionDistance / self.explosionRadius * 0.5; var actualDamage = self.damage * damageMultiplier; enemy.health -= actualDamage; if (enemy.health <= 0) { enemy.health = 0; } else { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } } } }; 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 }); 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 }); 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 SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'Lansen': baseGraphics.tint = 0x005293; break; case 'Draken': baseGraphics.tint = 0xFFD100; break; case 'Viggen': baseGraphics.tint = 0x00AA44; break; case 'Gripen': baseGraphics.tint = 0x666666; break; case 'Super Viggen': baseGraphics.tint = 0x0066CC; break; default: baseGraphics.tint = 0x005293; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); 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 }); 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 switch (self.id) { case 'Draken': // Draken: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'Viggen': // Viggen: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'Lansen': // Lansen: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'Gripen': // Gripen: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'Super Viggen': // Super Viggen: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'Lansen': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'Draken': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'Viggen': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'Gripen': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'Super Viggen': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'Lansen': baseGraphics.tint = 0x005293; break; case 'Draken': baseGraphics.tint = 0xFFD100; break; case 'Viggen': baseGraphics.tint = 0x00AA44; break; case 'Gripen': baseGraphics.tint = 0x666666; break; case 'Super Viggen': baseGraphics.tint = 0x0066CC; break; default: baseGraphics.tint = 0x005293; } 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 }); 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 'Lansen': towerLevelIndicator.tint = 0x005293; break; case 'Draken': towerLevelIndicator.tint = 0xFFD100; break; case 'Viggen': towerLevelIndicator.tint = 0x00AA44; break; case 'Gripen': towerLevelIndicator.tint = 0x666666; break; case 'Super Viggen': towerLevelIndicator.tint = 0x0066CC; break; default: towerLevelIndicator.tint = 0x005293; } } } }; 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++; // Apply specialized upgrades based on tower type and level applyTowerUpgrade(self); 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; var towerRange = self.getRange(); var towerRangeSquared = towerRange * towerRange; // Early exit if no enemies if (enemies.length === 0) { self.targetEnemy = null; return null; } // Cache tower position var towerX = self.x; var towerY = self.y; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Quick bounds check before distance calculation var dx = enemy.x - towerX; var dy = enemy.y - towerY; // Skip if obviously out of range (Manhattan distance approximation) if (Math.abs(dx) > towerRange || Math.abs(dy) > towerRange) { continue; } var distanceSquared = dx * dx + dy * dy; // Use squared distance for initial check (faster) if (distanceSquared <= towerRangeSquared) { // 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 distToGoalSq = (goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY); // Use squared distance to goal as score (avoid sqrt) if (distToGoalSq < closestScore) { closestScore = distToGoalSq; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distanceSquared < closestScore) { closestScore = distanceSquared; 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 () { 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); 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 () { 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; // Handle special firing modes var bulletsToFire = []; if (self.hasTripleShot) { // Triple shot: fire 3 bullets in a spread for (var shotIndex = 0; shotIndex < 3; shotIndex++) { var spreadAngle = gunContainer.rotation + (shotIndex - 1) * 0.3; var spreadX = self.x + Math.cos(spreadAngle) * 40; var spreadY = self.y + Math.sin(spreadAngle) * 40; bulletsToFire.push({ x: spreadX, y: spreadY }); } } else { // Normal single shot bulletsToFire.push({ x: bulletX, y: bulletY }); } // Fire all bullets for (var bulletIndex = 0; bulletIndex < bulletsToFire.length; bulletIndex++) { var bulletPos = bulletsToFire[bulletIndex]; var bullet = new Bullet(bulletPos.x, bulletPos.y, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // Apply specialized bullet properties bullet.hasPiercingBullets = self.hasPiercingBullets; bullet.hasExplosiveRounds = self.hasExplosiveRounds; bullet.hasSniperShots = self.hasSniperShots; bullet.hasArmorPiercing = self.hasArmorPiercing; bullet.hasRailgun = self.hasRailgun; bullet.splashRadius = self.splashRadius; bullet.hasBurningEffect = self.hasBurningEffect; bullet.hasChainExplosions = self.hasChainExplosions; bullet.hasNuclearWarhead = self.hasNuclearWarhead; bullet.slowPercentage = self.slowPercentage; bullet.hasFreezeEffect = self.hasFreezeEffect; bullet.hasIceShards = self.hasIceShards; bullet.slowDuration = self.slowDuration; bullet.hasAbsoluteZero = self.hasAbsoluteZero; bullet.poisonSpreads = self.poisonSpreads; bullet.hasToxicCloud = self.hasToxicCloud; bullet.poisonDamageMultiplier = self.poisonDamageMultiplier; bullet.hasCorrosiveAcid = self.hasCorrosiveAcid; bullet.hasPlagueSpread = self.hasPlagueSpread; // For Gripen tower, pass level for scaling slow effect if (self.id === 'Gripen') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'Lansen': bullet.children[0].tint = 0x005293; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'Draken': bullet.children[0].tint = 0xFFD100; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'Viggen': bullet.children[0].tint = 0x00AA44; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'Gripen': bullet.children[0].tint = 0x666666; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'Super Viggen': bullet.children[0].tint = 0x0066CC; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); } // --- 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(); }; 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; 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 'Lansen': previewGraphics.tint = 0x005293; break; case 'Draken': previewGraphics.tint = 0xFFD100; break; case 'Viggen': previewGraphics.tint = 0x00AA44; break; case 'Gripen': previewGraphics.tint = 0x666666; break; case 'Super Viggen': previewGraphics.tint = 0x0066CC; break; default: previewGraphics.tint = 0x005293; } 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('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); 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 upgradeDescription = isMaxLevel ? 'Max Level' : getTowerUpgradeDescription(self.tower.id, self.tower.level); var buttonText = new Text2(isMaxLevel ? 'Max Level' : upgradeDescription + '\nCost: ' + upgradeCost + ' gold', { size: 50, fill: 0xFFFFFF, weight: 800 }); 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: 60, fill: 0xFFFFFF, weight: 800 }); 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 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; 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)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); var newUpgradeDesc = getTowerUpgradeDescription(self.tower.id, self.tower.level); buttonText.setText(newUpgradeDesc + '\nCost: ' + 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 newUpgradeDesc = getTowerUpgradeDescription(self.tower.id, self.tower.level); var newText = newUpgradeDesc + '\nCost: ' + 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 }); 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 }); 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; // Show guide tip after a short delay LK.setTimeout(function () { if (guideSystem && !guideSystem.tipShown) { guideSystem.showGuide(); guideSystem.tipShown = true; } }, 2000); } }; 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 = "Tanks"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "T-34"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "KV-1"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "MiG-21"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Infantry"; enemyType = "swarm"; enemyCount = 30; } else if (i === 5) { block.tint = 0x88FF88; waveType = "Geese"; enemyType = "geese"; enemyCount = 15; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying', 'geese']; 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 T-55"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss T-34"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss KV-1"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss MiG-21"; break; case 'geese': block.tint = 0x88FF88; waveType = "Boss Geese"; 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; case 'geese': block.tint = 0x88FF88; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast tanks block.tint = 0x00AAFF; waveType = "T-34"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is heavy tanks block.tint = 0xAA0000; waveType = "KV-1"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is aircraft block.tint = 0xFFFF00; waveType = "MiG-21"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 8 === 0) { // Every 8th non-boss wave is geese block.tint = 0x88FF88; waveType = "Geese"; enemyType = "geese"; enemyCount = 15; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is infantry block.tint = 0xFF00FF; waveType = "Infantry"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Tanks"; 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 }); 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 }); 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 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); 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 () { // Only update position every few frames to reduce calculations if (LK.ticks % 3 === 0) { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; // Cache the calculation result if (self._lastMoveAmount !== moveAmount) { self._lastMoveAmount = moveAmount; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } } } self.positionIndicator.x = 0; // Only update alpha every 10 frames to reduce overhead if (LK.ticks % 10 === 0) { for (var i = 1; i < Math.min(totalWaves + 1, self.waveMarkers.length); i++) { var marker = self.waveMarkers[i]; var block = marker.children[0]; var shouldBeFaded = i - 1 < currentWave; if (shouldBeFaded && block.alpha !== 0.5) { block.alpha = 0.5; } else if (!shouldBeFaded && block.alpha !== 1.0) { block.alpha = 1.0; } } } 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; // Play VoruThunder sound for MiG rounds var actualWaveType = self.getWaveType(currentWave); if (actualWaveType === 'flying') { LK.getSound('VoruThunder').play(); } } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ 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 missiles = []; 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 goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; var lastGoldDisplay = -1; var lastLivesDisplay = -1; var lastScoreDisplay = -1; function updateUI() { // Get current language from storage or default to English var currentLang = storage.language || 'EN'; var translations = { 'EN': { 'gold': 'Gold', 'lives': 'Lives', 'score': 'Score' }, 'ES': { 'gold': 'Oro', 'lives': 'Vidas', 'score': 'Puntuación' }, 'FR': { 'gold': 'Or', 'lives': 'Vies', 'score': 'Score' }, 'DE': { 'gold': 'Gold', 'lives': 'Leben', 'score': 'Punkte' }, 'RU': { 'gold': 'Золото', 'lives': 'Жизни', 'score': 'Счёт' }, 'ZH': { 'gold': '金币', 'lives': '生命', 'score': '分数' }, 'JP': { 'gold': 'ゴールド', 'lives': 'ライフ', 'score': 'スコア' }, 'AR': { 'gold': 'ذهب', 'lives': 'الأرواح', 'score': 'النتيجة' } }; var langText = translations[currentLang] || translations['EN']; if (gold !== lastGoldDisplay) { goldText.setText(langText.gold + ': ' + gold); lastGoldDisplay = gold; } if (lives !== lastLivesDisplay) { livesText.setText(langText.lives + ': ' + lives); lastLivesDisplay = lives; } if (score !== lastScoreDisplay) { scoreText.setText(langText.score + ': ' + score); lastScoreDisplay = score; } } 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.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); 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 'Lansen': cost = 15; break; case 'Draken': cost = 25; break; case 'Viggen': cost = 35; break; case 'Gripen': cost = 45; break; case 'Super Viggen': cost = 55; break; } return cost; } // Get specialized upgrade description for each tower type and level function getTowerUpgradeDescription(towerType, currentLevel) { switch (towerType) { case 'Tunnan': switch (currentLevel) { case 1: return "Upgrade: +3 damage, +0.5 range"; case 2: return "Upgrade: +5 damage, faster bullets"; case 3: return "Upgrade: +7 damage, +15% fire rate"; case 4: return "Upgrade: +10 damage, +0.5 range"; case 5: return "ULTIMATE: Double damage, explosive rounds"; default: return "Max Level"; } case 'Lansen': switch (currentLevel) { case 1: return "Upgrade: Rapid fire mode, +50% fire rate"; case 2: return "Upgrade: Piercing bullets (hit 2 enemies)"; case 3: return "Upgrade: +3 damage, even faster fire"; case 4: return "Upgrade: Triple shot burst"; case 5: return "ULTIMATE: Minigun mode - constant fire"; default: return "Max Level"; } case 'Draken': switch (currentLevel) { case 1: return "Upgrade: +10 damage, +1 range"; case 2: return "Upgrade: Sniper shots (2x crit chance)"; case 3: return "Upgrade: +15 damage, faster bullets"; case 4: return "Upgrade: Armor piercing (ignores 50% armor)"; case 5: return "ULTIMATE: Railgun - pierces all enemies"; default: return "Max Level"; } case 'Viggen': switch (currentLevel) { case 1: return "Upgrade: Larger splash radius"; case 2: return "Upgrade: +5 damage, burning effect"; case 3: return "Upgrade: Chain explosions"; case 4: return "Upgrade: +10 damage, bigger blast"; case 5: return "ULTIMATE: Nuclear warhead - massive blast"; default: return "Max Level"; } case 'Gripen': switch (currentLevel) { case 1: return "Upgrade: Stronger slow (60% speed reduction)"; case 2: return "Upgrade: Freeze effect (stops enemies briefly)"; case 3: return "Upgrade: Ice shards (slows nearby enemies)"; case 4: return "Upgrade: Permafrost (longer slow duration)"; case 5: return "ULTIMATE: Absolute zero - area freeze"; default: return "Max Level"; } case 'Super Viggen': switch (currentLevel) { case 1: return "Upgrade: Poison spreads to nearby enemies"; case 2: return "Upgrade: Toxic cloud (area poison)"; case 3: return "Upgrade: +50% poison damage"; case 4: return "Upgrade: Corrosive acid (armor reduction)"; case 5: return "ULTIMATE: Plague spreader - chain poison"; default: return "Max Level"; } default: return currentLevel >= 6 ? "Max Level" : "Upgrade available"; } } // Apply specialized upgrades based on tower type and level function applyTowerUpgrade(tower) { switch (tower.id) { case 'Tunnan': switch (tower.level) { case 2: tower.damage += 3; tower.range += 0.5 * CELL_SIZE; break; case 3: tower.damage += 5; tower.bulletSpeed += 2; break; case 4: tower.damage += 7; tower.fireRate = Math.max(10, tower.fireRate * 0.85); break; case 5: tower.damage += 10; tower.range += 0.5 * CELL_SIZE; break; case 6: tower.damage *= 2; tower.hasExplosiveRounds = true; break; } break; case 'Lansen': switch (tower.level) { case 2: tower.fireRate = Math.max(5, tower.fireRate * 0.5); break; case 3: tower.hasPiercingBullets = true; break; case 4: tower.damage += 3; tower.fireRate = Math.max(3, tower.fireRate * 0.8); break; case 5: tower.hasTripleShot = true; break; case 6: tower.hasMinigunMode = true; tower.fireRate = 2; break; } break; case 'Draken': switch (tower.level) { case 2: tower.damage += 10; tower.range += 1 * CELL_SIZE; break; case 3: tower.hasSniperShots = true; break; case 4: tower.damage += 15; tower.bulletSpeed += 5; break; case 5: tower.hasArmorPiercing = true; break; case 6: tower.hasRailgun = true; break; } break; case 'Viggen': switch (tower.level) { case 2: tower.splashRadius = (tower.splashRadius || CELL_SIZE * 1.5) + CELL_SIZE * 0.5; break; case 3: tower.damage += 5; tower.hasBurningEffect = true; break; case 4: tower.hasChainExplosions = true; break; case 5: tower.damage += 10; tower.splashRadius = (tower.splashRadius || CELL_SIZE * 1.5) + CELL_SIZE * 0.5; break; case 6: tower.hasNuclearWarhead = true; tower.splashRadius = CELL_SIZE * 4; break; } break; case 'Gripen': switch (tower.level) { case 2: tower.slowPercentage = 0.6; break; case 3: tower.hasFreezeEffect = true; break; case 4: tower.hasIceShards = true; break; case 5: tower.slowDuration = 300; // 5 seconds break; case 6: tower.hasAbsoluteZero = true; break; } break; case 'Super Viggen': switch (tower.level) { case 2: tower.poisonSpreads = true; break; case 3: tower.hasToxicCloud = true; break; case 4: tower.poisonDamageMultiplier = 1.5; break; case 5: tower.hasCorrosiveAcid = true; break; case 6: tower.hasPlagueSpread = true; break; } break; } } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function launchMissile(startX, startY, targetX, targetY, damage, speed, explosionRadius) { var missile = new Missile(startX, startY, targetX, targetY, damage, speed, explosionRadius); game.addChild(missile); missiles.push(missile); return missile; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'Tunnan'); 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]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 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); // Add Hawk Button var hawkPressCount = 0; var hawkButton = new Container(); var hawkButtonBackground = hawkButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); hawkButtonBackground.width = 250; hawkButtonBackground.height = 120; hawkButtonBackground.tint = 0x8B4513; // Brown color var hawkButtonText = new Text2("🦅", { size: 80, fill: 0xFFFFFF, weight: 800 }); hawkButtonText.anchor.set(0.5, 0.5); hawkButton.addChild(hawkButtonText); hawkButton.x = 200; hawkButton.y = 2732 - 150; game.addChild(hawkButton); // Add Language Button var languageButton = new LanguageButton(); languageButton.x = 380; // Position to the right of hawk button languageButton.y = 2732 - 150; // Same Y position as hawk button game.addChild(languageButton); // Add Guide Button var guideButton = new Container(); var guideButtonBackground = guideButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); guideButtonBackground.width = 120; guideButtonBackground.height = 80; guideButtonBackground.tint = 0x9B59B6; // Purple color var guideButtonText = new Text2('?', { size: 50, fill: 0xFFFFFF, weight: 800 }); guideButtonText.anchor.set(0.5, 0.5); guideButton.addChild(guideButtonText); guideButton.x = 800; // Position to the right of missile button guideButton.y = 2732 - 150; // Same Y position game.addChild(guideButton); // Add Guide System var guideSystem = new GuideSystem(); guideSystem.x = 2048 / 2; guideSystem.y = 2732 / 2; game.addChild(guideSystem); guideButton.down = function () { guideSystem.showGuide(); // Visual feedback tween(guideButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(guideButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); }; // Add Missile Button var missileButton = new Container(); var missileButtonBackground = missileButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); missileButtonBackground.width = 200; missileButtonBackground.height = 100; missileButtonBackground.tint = 0xFF4444; // Red color var missileButtonText = new Text2('MISSILE', { size: 50, fill: 0xFFFFFF, weight: 800 }); missileButtonText.anchor.set(0.5, 0.5); missileButton.addChild(missileButtonText); missileButton.x = 580; // Position to the right of language button missileButton.y = 2732 - 150; // Same Y position game.addChild(missileButton); missileButton.down = function () { // Find strongest enemy to target var strongestEnemy = null; var highestHealth = 0; for (var i = 0; i < enemies.length; i++) { if (enemies[i].health > highestHealth) { highestHealth = enemies[i].health; strongestEnemy = enemies[i]; } } if (strongestEnemy && gold >= 50) { // Missile costs 50 gold setGold(gold - 50); launchMissile(2048 / 2, 0, strongestEnemy.x, strongestEnemy.y, 100, 4, CELL_SIZE * 2.5); // Visual feedback tween(missileButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(missileButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); var notification = game.addChild(new Notification('Missile launched!')); notification.x = 2048 / 2; notification.y = grid.height - 100; } else if (!strongestEnemy) { var notification = game.addChild(new Notification('No targets available!')); notification.x = 2048 / 2; notification.y = grid.height - 100; } else { var notification = game.addChild(new Notification('Need 50 gold for missile!')); notification.x = 2048 / 2; notification.y = grid.height - 100; } }; hawkButton.down = function () { hawkPressCount++; // Visual feedback tween(hawkButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(hawkButton, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); if (hawkPressCount >= 5) { // HAWK JUMPSCARE! var hawkJumpscare = new Container(); // Create large hawk sprite var hawkSprite = hawkJumpscare.attachAsset('hawk', { anchorX: 0.5, anchorY: 0.5 }); hawkSprite.width = 800; hawkSprite.height = 800; // Position at center hawkJumpscare.x = 2048 / 2; hawkJumpscare.y = 2732 / 2; hawkJumpscare.scaleX = 0.1; hawkJumpscare.scaleY = 0.1; hawkJumpscare.alpha = 0; game.addChild(hawkJumpscare); // Jumpscare animation tween(hawkJumpscare, { scaleX: 2, scaleY: 2, alpha: 1 }, { duration: 200, easing: tween.backOut, onFinish: function onFinish() { // Flash screen red LK.effects.flashScreen(0xFF0000, 500); // Hold for a moment then fade out tween(hawkJumpscare, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, delay: 800, easing: tween.easeIn, onFinish: function onFinish() { hawkJumpscare.destroy(); } }); } }); // Reset counter hawkPressCount = 0; // Show notification var notification = game.addChild(new Notification("🦅 HAWK ATTACK! 🦅")); notification.x = 2048 / 2; notification.y = grid.height - 100; } }; var towerTypes = ['Tunnan', 'Lansen', 'Draken', 'Viggen', 'Gripen', 'Super Viggen']; 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; // Play background music LK.playMusic('JollyTug'); game.update = function () { 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; } } // Batch enemy processing for better performance var deadEnemies = []; var escapedEnemies = []; var uiNeedsUpdate = false; for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; if (enemy.health <= 0) { deadEnemies.push({ enemy: enemy, index: a }); } else if (grid.updateEnemy(enemy)) { escapedEnemies.push({ enemy: enemy, index: a }); } } // Process dead enemies in batch for (var i = 0; i < deadEnemies.length; i++) { var deadData = deadEnemies[i]; var enemy = deadData.enemy; for (var j = 0; j < enemy.bulletsTargetingThis.length; j++) { var bullet = enemy.bulletsTargetingThis[j]; 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; uiNeedsUpdate = true; // 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; } // 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); } } // Process escaped enemies in batch for (var i = 0; i < escapedEnemies.length; i++) { var escapedData = escapedEnemies[i]; var enemy = escapedData.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); } lives = Math.max(0, lives - 1); uiNeedsUpdate = true; } // Remove enemies from array in reverse order (highest index first) var allRemovals = deadEnemies.concat(escapedEnemies); allRemovals.sort(function (a, b) { return b.index - a.index; }); for (var i = 0; i < allRemovals.length; i++) { enemies.splice(allRemovals[i].index, 1); } // Update UI only once if needed if (uiNeedsUpdate) { updateUI(); } // Check game over only once if (lives <= 0) { LK.showGameOver(); } // Optimize bullet cleanup - batch removals var bulletsToRemove = []; for (var i = 0; i < bullets.length; i++) { if (!bullets[i].parent) { bulletsToRemove.push(i); if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } } } // Remove bullets in reverse order to maintain indices for (var i = bulletsToRemove.length - 1; i >= 0; i--) { bullets.splice(bulletsToRemove[i], 1); } // Optimize missile cleanup - batch removals var missilesToRemove = []; for (var i = 0; i < missiles.length; i++) { if (!missiles[i].parent) { missilesToRemove.push(i); } } // Remove missiles in reverse order to maintain indices for (var i = missilesToRemove.length - 1; i >= 0; i--) { missiles.splice(missilesToRemove[i], 1); } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) {
var self = Container.call(this);
self.targetEnemy = targetEnemy;
self.damage = damage || 10;
self.speed = speed || 5;
self.x = startX;
self.y = startY;
var bulletGraphics = self.attachAsset('bullet', {
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;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Apply special effects based on bullet type
if (self.type === 'splash') {
// Create visual splash effect
var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash');
game.addChild(splashEffect);
// Splash damage to nearby enemies
var splashRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== self.targetEnemy) {
var splashDx = otherEnemy.x - self.targetEnemy.x;
var splashDy = otherEnemy.y - self.targetEnemy.y;
var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
if (splashDistance <= splashRadius) {
// Apply splash damage (50% of original damage)
otherEnemy.health -= self.damage * 0.5;
if (otherEnemy.health <= 0) {
otherEnemy.health = 0;
} else {
otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
}
}
}
}
} else if (self.type === 'slow') {
// Prevent slow effect on immune enemies
if (!self.targetEnemy.isImmune) {
// Create visual slow effect
var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow');
game.addChild(slowEffect);
// Apply slow effect
// Make slow percentage scale with tower level (default 50%, up to 80% at max level)
var slowPct = 0.5;
if (self.sourceTowerLevel !== undefined) {
// Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6
var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8];
var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1));
slowPct = slowLevels[idx];
}
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 1 - slowPct; // Slow by X%
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS
} else {
self.targetEnemy.slowDuration = 180; // Reset duration
}
}
} else 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);
}
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.tint = Math.random() * 0xffffff;
var debugArrows = [];
var numberLabel = new Text2('0', {
size: 30,
fill: 0xFFFFFF,
weight: 800
});
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 = 0x880000;
return;
}
numberLabel.visible = true;
var tint = Math.floor(data.score / maxScore * 0x88);
var towerInRangeHighlight = false;
if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) {
towerInRangeHighlight = true;
cellGraphics.tint = 0x0088ff;
} else {
cellGraphics.tint = 0x88 - tint << 8 | tint;
}
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;
self.addChildAt(debugArrows[a], 1);
}
debugArrows[a].rotation = angle;
}
break;
}
case 1:
{
self.removeArrows();
cellGraphics.tint = 0xaaaaaa;
numberLabel.visible = false;
break;
}
case 3:
{
self.removeArrows();
cellGraphics.tint = 0x008800;
numberLabel.visible = false;
break;
}
}
numberLabel.setText(Math.floor(data.score / 1000) / 10);
};
});
// 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 'splash':
effectGraphics.tint = 0x33CC00;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5;
break;
case 'slow':
effectGraphics.tint = 0x9900FF;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'poison':
effectGraphics.tint = 0x00FFAA;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'sniper':
effectGraphics.tint = 0xFF5500;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'missile_explosion':
effectGraphics.tint = 0xFF0000;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 3;
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; // Soviet fast tanks (T-34)
self.maxHealth = 100;
break;
case 'immune':
self.isImmune = true; // Soviet heavy tanks (KV-1)
self.maxHealth = 80;
break;
case 'flying':
self.isFlying = true; // Soviet aircraft (MiG-21)
self.maxHealth = 80;
break;
case 'swarm':
self.maxHealth = 50; // Soviet infantry squads
break;
case 'geese':
self.isFlying = true; // Geese can fly
self.maxHealth = 40; // Slightly weaker than normal
self.speed *= 1.3; // Faster than normal enemies
break;
case 'normal':
default:
// Soviet medium tanks (T-55)
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.type !== 'normal') {
assetId = 'enemy_' + self.type;
}
var enemyGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// 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;
return; // Early exit for dead enemies
}
// Cache enemy graphics reference for performance
var graphics = self.children[0];
if (!graphics) return;
// Track if we need to update tint (expensive operation)
var needTintUpdate = false;
var newTint = 0xFFFFFF;
// Handle slow effect
if (self.isImmune) {
// Immune enemies cannot be slowed or poisoned, clear any such effects
if (self.slowed || self.poisoned) {
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;
}
needTintUpdate = true;
}
} else {
// Handle slow effect
if (self.slowed) {
// Visual indication of slowed status
if (!self.slowEffect) {
self.slowEffect = true;
needTintUpdate = true;
}
self.slowDuration--;
if (self.slowDuration <= 0) {
self.speed = self.originalSpeed;
self.slowed = false;
self.slowEffect = false;
needTintUpdate = true;
}
}
// Handle poison effect (only every 30 frames for damage)
if (self.poisoned) {
// Visual indication of poisoned status
if (!self.poisonEffect) {
self.poisonEffect = true;
needTintUpdate = true;
}
// Apply poison damage every 30 frames (twice per second)
if (LK.ticks % 30 === 0) {
self.health -= self.poisonDamage;
if (self.health <= 0) {
self.health = 0;
return; // Early exit for newly dead enemies
}
self.healthBar.width = self.health / self.maxHealth * 70;
}
self.poisonDuration--;
if (self.poisonDuration <= 0) {
self.poisoned = false;
self.poisonEffect = false;
needTintUpdate = true;
}
}
}
// Set tint based on effect status (only if needed)
if (needTintUpdate) {
if (self.isImmune) {
newTint = 0xFFFFFF;
} 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
newTint = 0x4C7FD4;
} else if (self.poisoned) {
newTint = 0x00FFAA;
} else if (self.slowed) {
newTint = 0x9900FF;
} else {
newTint = 0xFFFFFF;
}
graphics.tint = newTint;
}
// Only update rotation if we have a target and significant movement
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 (graphics.targetRotation === undefined) {
graphics.targetRotation = angle;
graphics.rotation = angle;
} else {
if (Math.abs(angle - graphics.targetRotation) > 0.1) {
// Increased threshold to reduce rotation updates
tween.stop(graphics, {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = graphics.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;
}
graphics.targetRotation = angle;
tween(graphics, {
rotation: currentRotation + angleDiff
}, {
duration: 300,
easing: tween.easeOut
});
}
}
}
}
// Only update health bar position if graphics height changed (rare)
if (!self._lastGraphicsHeight || self._lastGraphicsHeight !== graphics.height) {
healthBarOutline.y = healthBarBG.y = healthBar.y = -graphics.height / 2 - 10;
self._lastGraphicsHeight = graphics.height;
}
};
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
});
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
});
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;
}
}
// Pre-filter ground enemies to reduce loop iterations
var groundEnemies = [];
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;
}
groundEnemies.push(enemy);
}
// Check path validity for ground enemies only
for (var a = 0; a < groundEnemies.length; a++) {
var enemy = groundEnemies[a];
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 GuideSystem = Container.expand(function () {
var self = Container.call(this);
self.currentTip = 0;
self.tips = ["Welcome to Tower Defense! Place towers to stop enemies.", "Drag towers from the bottom to build them on the battlefield.", "Different towers have different strengths - experiment!", "Upgrade towers by clicking on them after placement.", "The brown button with an eagle gives you 70 gold if pressed enough!", "Flying enemies can only be hit by certain tower types.", "Boss waves appear every 10 rounds - prepare accordingly!", "Use missiles for emergency situations - they cost 50 gold."];
self.visible = false;
self.tipShown = false;
// Background
var guideBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
guideBackground.width = 1800;
guideBackground.height = 300;
guideBackground.tint = 0x2C3E50;
guideBackground.alpha = 0.95;
// Title
var titleText = new Text2("Game Guide", {
size: 80,
fill: 0xFFD700,
weight: 800
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -80;
self.addChild(titleText);
// Tip text
var tipText = new Text2("", {
size: 60,
fill: 0xFFFFFF,
weight: 400
});
tipText.anchor.set(0.5, 0.5);
tipText.y = 0;
self.addChild(tipText);
// Navigation buttons
var prevButton = new Container();
var prevBg = prevButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
prevBg.width = 200;
prevBg.height = 80;
prevBg.tint = 0x3498DB;
var prevText = new Text2("Previous", {
size: 45,
fill: 0xFFFFFF,
weight: 800
});
prevText.anchor.set(0.5, 0.5);
prevButton.addChild(prevText);
prevButton.x = -400;
prevButton.y = 80;
self.addChild(prevButton);
var nextButton = new Container();
var nextBg = nextButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
nextBg.width = 200;
nextBg.height = 80;
nextBg.tint = 0x3498DB;
var nextText = new Text2("Next", {
size: 45,
fill: 0xFFFFFF,
weight: 800
});
nextText.anchor.set(0.5, 0.5);
nextButton.addChild(nextText);
nextButton.x = 0;
nextButton.y = 80;
self.addChild(nextButton);
var closeButton = new Container();
var closeBg = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBg.width = 200;
closeBg.height = 80;
closeBg.tint = 0xE74C3C;
var closeText = new Text2("Close", {
size: 45,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = 400;
closeButton.y = 80;
self.addChild(closeButton);
self.updateTip = function () {
tipText.setText(self.tips[self.currentTip]);
// Update button states
prevBg.tint = self.currentTip > 0 ? 0x3498DB : 0x95A5A6;
nextBg.tint = self.currentTip < self.tips.length - 1 ? 0x3498DB : 0x95A5A6;
};
self.showGuide = function () {
self.visible = true;
self.currentTip = 0;
self.updateTip();
// Animate in
self.alpha = 0;
self.scaleX = 0.8;
self.scaleY = 0.8;
tween(self, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.backOut
});
};
self.hideGuide = function () {
tween(self, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
self.visible = false;
}
});
};
prevButton.down = function () {
if (self.currentTip > 0) {
self.currentTip--;
self.updateTip();
// Visual feedback
tween(prevButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(prevButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
}
};
nextButton.down = function () {
if (self.currentTip < self.tips.length - 1) {
self.currentTip++;
self.updateTip();
// Visual feedback
tween(nextButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(nextButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
}
};
closeButton.down = function () {
self.hideGuide();
// Visual feedback
tween(closeButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(closeButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
};
return self;
});
var LanguageButton = Container.expand(function () {
var self = Container.call(this);
// Load saved language or default to English
self.currentLanguage = storage.language || 'EN';
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 120;
buttonBackground.height = 80;
buttonBackground.tint = 0x4169E1; // Royal blue
var flagText = new Text2(self.currentLanguage, {
size: 40,
fill: 0xFFFFFF,
weight: 800
});
flagText.anchor.set(0.5, 0.5);
self.addChild(flagText);
// Available languages
self.languages = ['EN', 'ES', 'FR', 'DE', 'RU', 'ZH', 'JP', 'AR'];
self.languageNames = {
'EN': 'English',
'ES': 'Español',
'FR': 'Français',
'DE': 'Deutsch',
'RU': 'Русский',
'ZH': '中文',
'JP': '日本語',
'AR': 'العربية'
};
// Translation dictionary for key game text
self.translations = {
'EN': {
'nextWave': 'Next Wave',
'gold': 'Gold',
'lives': 'Lives',
'score': 'Score',
'startGame': 'Start Game',
'started': 'Started!',
'hawkButton': '🦅'
},
'ES': {
'nextWave': 'Próxima Ola',
'gold': 'Oro',
'lives': 'Vidas',
'score': 'Puntuación',
'startGame': 'Comenzar Juego',
'started': '¡Comenzado!',
'hawkButton': '🦅'
},
'FR': {
'nextWave': 'Vague Suivante',
'gold': 'Or',
'lives': 'Vies',
'score': 'Score',
'startGame': 'Commencer',
'started': 'Commencé!',
'hawkButton': '🦅'
},
'DE': {
'nextWave': 'Nächste Welle',
'gold': 'Gold',
'lives': 'Leben',
'score': 'Punkte',
'startGame': 'Spiel Starten',
'started': 'Gestartet!',
'hawkButton': '🦅'
},
'RU': {
'nextWave': 'Следующая Волна',
'gold': 'Золото',
'lives': 'Жизни',
'score': 'Счёт',
'startGame': 'Начать Игру',
'started': 'Начато!',
'hawkButton': '🦅'
},
'ZH': {
'nextWave': '下一波',
'gold': '金币',
'lives': '生命',
'score': '分数',
'startGame': '开始游戏',
'started': '已开始!',
'hawkButton': '🦅'
},
'JP': {
'nextWave': '次の波',
'gold': 'ゴールド',
'lives': 'ライフ',
'score': 'スコア',
'startGame': 'ゲーム開始',
'started': '開始!',
'hawkButton': '🦅'
},
'AR': {
'nextWave': 'الموجة التالية',
'gold': 'ذهب',
'lives': 'الأرواح',
'score': 'النتيجة',
'startGame': 'بدء اللعبة',
'started': 'بدأت!',
'hawkButton': '🦅'
}
};
// Update game language function
self.updateGameLanguage = function () {
var currentLang = self.translations[self.currentLanguage] || self.translations['EN'];
// Update UI text elements
if (goldText) {
goldText.setText(currentLang.gold + ': ' + gold);
}
if (livesText) {
livesText.setText(currentLang.lives + ': ' + lives);
}
if (scoreText) {
scoreText.setText(currentLang.score + ': ' + score);
}
// Update hawk button text
if (hawkButtonText) {
hawkButtonText.setText(currentLang.hawkButton);
}
// Update next wave button if it exists
if (nextWaveButton && nextWaveButton.children && nextWaveButton.children[1]) {
nextWaveButton.children[1].setText(currentLang.nextWave);
}
// Update wave indicator start button if it exists
if (waveIndicator && waveIndicator.waveMarkers && waveIndicator.waveMarkers[0]) {
var startMarker = waveIndicator.waveMarkers[0];
if (startMarker.children[1]) {
startMarker.children[1].setText(currentLang.startGame);
}
if (startMarker.children[2]) {
startMarker.children[2].setText(currentLang.startGame);
}
}
};
self.down = function () {
// Cycle to next language
var currentIndex = self.languages.indexOf(self.currentLanguage);
var nextIndex = (currentIndex + 1) % self.languages.length;
self.currentLanguage = self.languages[nextIndex];
// Save to storage
storage.language = self.currentLanguage;
// Update display
flagText.setText(self.currentLanguage);
// Update all game text with new language
self.updateGameLanguage();
// Visual feedback
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
// Show notification with language name
var languageName = self.languageNames[self.currentLanguage];
var notification = game.addChild(new Notification("Language: " + languageName));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
// Flash the button with the cultural colors
var culturalColors = {
'EN': 0x0052CC,
// Blue
'ES': 0xFFD700,
// Gold
'FR': 0x0055A4,
// French blue
'DE': 0x000000,
// Black
'RU': 0xDA020E,
// Red
'ZH': 0xFF0000,
// Red
'JP': 0xFF0000,
// Red
'AR': 0x00FF00 // Green
};
var originalTint = buttonBackground.tint;
var culturalColor = culturalColors[self.currentLanguage] || 0x4169E1;
tween(buttonBackground, {
tint: culturalColor
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(buttonBackground, {
tint: originalTint
}, {
duration: 300,
easing: tween.easeIn
});
}
});
};
return self;
});
var Missile = Container.expand(function (startX, startY, targetX, targetY, damage, speed, explosionRadius) {
var self = Container.call(this);
self.targetX = targetX || 0;
self.targetY = targetY || 0;
self.damage = damage || 50;
self.speed = speed || 3;
self.explosionRadius = explosionRadius || CELL_SIZE * 2;
self.x = startX;
self.y = startY;
var missileGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
missileGraphics.tint = 0xFF4444; // Red color for missiles
missileGraphics.width = 40;
missileGraphics.height = 40;
// Calculate trajectory
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
self.directionX = dx / distance;
self.directionY = dy / distance;
// Rotate missile to face target
var angle = Math.atan2(dy, dx);
missileGraphics.rotation = angle;
self.update = function () {
// Move towards target
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
// Check if reached target area
var currentDx = self.targetX - self.x;
var currentDy = self.targetY - self.y;
var currentDistance = Math.sqrt(currentDx * currentDx + currentDy * currentDy);
if (currentDistance < self.speed * 2) {
// Explode at target location
self.explode();
self.destroy();
}
};
self.explode = function () {
// Create explosion effect
var explosionEffect = new EffectIndicator(self.x, self.y, 'missile_explosion');
game.addChild(explosionEffect);
// Apply splash damage to all enemies in radius
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var explosionDx = enemy.x - self.x;
var explosionDy = enemy.y - self.y;
var explosionDistance = Math.sqrt(explosionDx * explosionDx + explosionDy * explosionDy);
if (explosionDistance <= self.explosionRadius) {
// Apply damage based on distance (closer = more damage)
var damageMultiplier = 1 - explosionDistance / self.explosionRadius * 0.5;
var actualDamage = self.damage * damageMultiplier;
enemy.health -= actualDamage;
if (enemy.health <= 0) {
enemy.health = 0;
} else {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
}
}
};
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
});
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
});
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 SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'default';
// Increase size of base for easier touch
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
switch (self.towerType) {
case 'Lansen':
baseGraphics.tint = 0x005293;
break;
case 'Draken':
baseGraphics.tint = 0xFFD100;
break;
case 'Viggen':
baseGraphics.tint = 0x00AA44;
break;
case 'Gripen':
baseGraphics.tint = 0x666666;
break;
case 'Super Viggen':
baseGraphics.tint = 0x0066CC;
break;
default:
baseGraphics.tint = 0x005293;
}
var towerCost = getTowerCost(self.towerType);
// Add shadow for tower type label
var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
size: 50,
fill: 0x000000,
weight: 800
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 4;
typeLabelShadow.y = -20 + 4;
self.addChild(typeLabelShadow);
// Add tower type label
var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = -20; // Position above center of tower
self.addChild(typeLabel);
// Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800
});
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
});
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
switch (self.id) {
case 'Draken':
// Draken: base 5, +0.8 per level, but final upgrade gets a huge boost
if (self.level === self.maxLevel) {
return 12 * CELL_SIZE; // Significantly increased range for max level
}
return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
case 'Viggen':
// Viggen: base 2, +0.2 per level (max ~4 blocks at max level)
return (2 + (self.level - 1) * 0.2) * CELL_SIZE;
case 'Lansen':
// Lansen: base 2.5, +0.5 per level
return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'Gripen':
// Gripen: base 3.5, +0.5 per level
return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'Super Viggen':
// Super Viggen: base 3.2, +0.5 per level
return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE;
default:
// Default: base 3, +0.5 per level
return (3 + (self.level - 1) * 0.5) * CELL_SIZE;
}
};
self.cellsInRange = [];
self.fireRate = 60;
self.bulletSpeed = 5;
self.damage = 10;
self.lastFired = 0;
self.targetEnemy = null;
switch (self.id) {
case 'Lansen':
self.fireRate = 30;
self.damage = 5;
self.range = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'Draken':
self.fireRate = 90;
self.damage = 25;
self.range = 5 * CELL_SIZE;
self.bulletSpeed = 25;
break;
case 'Viggen':
self.fireRate = 75;
self.damage = 15;
self.range = 2 * CELL_SIZE;
self.bulletSpeed = 4;
break;
case 'Gripen':
self.fireRate = 50;
self.damage = 8;
self.range = 3.5 * CELL_SIZE;
self.bulletSpeed = 5;
break;
case 'Super Viggen':
self.fireRate = 70;
self.damage = 12;
self.range = 3.2 * CELL_SIZE;
self.bulletSpeed = 5;
break;
}
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
switch (self.id) {
case 'Lansen':
baseGraphics.tint = 0x005293;
break;
case 'Draken':
baseGraphics.tint = 0xFFD100;
break;
case 'Viggen':
baseGraphics.tint = 0x00AA44;
break;
case 'Gripen':
baseGraphics.tint = 0x666666;
break;
case 'Super Viggen':
baseGraphics.tint = 0x0066CC;
break;
default:
baseGraphics.tint = 0x005293;
}
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
});
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 'Lansen':
towerLevelIndicator.tint = 0x005293;
break;
case 'Draken':
towerLevelIndicator.tint = 0xFFD100;
break;
case 'Viggen':
towerLevelIndicator.tint = 0x00AA44;
break;
case 'Gripen':
towerLevelIndicator.tint = 0x666666;
break;
case 'Super Viggen':
towerLevelIndicator.tint = 0x0066CC;
break;
default:
towerLevelIndicator.tint = 0x005293;
}
}
}
};
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++;
// Apply specialized upgrades based on tower type and level
applyTowerUpgrade(self);
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;
var towerRange = self.getRange();
var towerRangeSquared = towerRange * towerRange;
// Early exit if no enemies
if (enemies.length === 0) {
self.targetEnemy = null;
return null;
}
// Cache tower position
var towerX = self.x;
var towerY = self.y;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Quick bounds check before distance calculation
var dx = enemy.x - towerX;
var dy = enemy.y - towerY;
// Skip if obviously out of range (Manhattan distance approximation)
if (Math.abs(dx) > towerRange || Math.abs(dy) > towerRange) {
continue;
}
var distanceSquared = dx * dx + dy * dy;
// Use squared distance for initial check (faster)
if (distanceSquared <= towerRangeSquared) {
// 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 distToGoalSq = (goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY);
// Use squared distance to goal as score (avoid sqrt)
if (distToGoalSq < closestScore) {
closestScore = distToGoalSq;
closestEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (distanceSquared < closestScore) {
closestScore = distanceSquared;
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 () {
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);
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 () {
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;
// Handle special firing modes
var bulletsToFire = [];
if (self.hasTripleShot) {
// Triple shot: fire 3 bullets in a spread
for (var shotIndex = 0; shotIndex < 3; shotIndex++) {
var spreadAngle = gunContainer.rotation + (shotIndex - 1) * 0.3;
var spreadX = self.x + Math.cos(spreadAngle) * 40;
var spreadY = self.y + Math.sin(spreadAngle) * 40;
bulletsToFire.push({
x: spreadX,
y: spreadY
});
}
} else {
// Normal single shot
bulletsToFire.push({
x: bulletX,
y: bulletY
});
}
// Fire all bullets
for (var bulletIndex = 0; bulletIndex < bulletsToFire.length; bulletIndex++) {
var bulletPos = bulletsToFire[bulletIndex];
var bullet = new Bullet(bulletPos.x, bulletPos.y, self.targetEnemy, self.damage, self.bulletSpeed);
// Set bullet type based on tower type
bullet.type = self.id;
// Apply specialized bullet properties
bullet.hasPiercingBullets = self.hasPiercingBullets;
bullet.hasExplosiveRounds = self.hasExplosiveRounds;
bullet.hasSniperShots = self.hasSniperShots;
bullet.hasArmorPiercing = self.hasArmorPiercing;
bullet.hasRailgun = self.hasRailgun;
bullet.splashRadius = self.splashRadius;
bullet.hasBurningEffect = self.hasBurningEffect;
bullet.hasChainExplosions = self.hasChainExplosions;
bullet.hasNuclearWarhead = self.hasNuclearWarhead;
bullet.slowPercentage = self.slowPercentage;
bullet.hasFreezeEffect = self.hasFreezeEffect;
bullet.hasIceShards = self.hasIceShards;
bullet.slowDuration = self.slowDuration;
bullet.hasAbsoluteZero = self.hasAbsoluteZero;
bullet.poisonSpreads = self.poisonSpreads;
bullet.hasToxicCloud = self.hasToxicCloud;
bullet.poisonDamageMultiplier = self.poisonDamageMultiplier;
bullet.hasCorrosiveAcid = self.hasCorrosiveAcid;
bullet.hasPlagueSpread = self.hasPlagueSpread;
// For Gripen tower, pass level for scaling slow effect
if (self.id === 'Gripen') {
bullet.sourceTowerLevel = self.level;
}
// Customize bullet appearance based on tower type
switch (self.id) {
case 'Lansen':
bullet.children[0].tint = 0x005293;
bullet.children[0].width = 20;
bullet.children[0].height = 20;
break;
case 'Draken':
bullet.children[0].tint = 0xFFD100;
bullet.children[0].width = 15;
bullet.children[0].height = 15;
break;
case 'Viggen':
bullet.children[0].tint = 0x00AA44;
bullet.children[0].width = 40;
bullet.children[0].height = 40;
break;
case 'Gripen':
bullet.children[0].tint = 0x666666;
bullet.children[0].width = 35;
bullet.children[0].height = 35;
break;
case 'Super Viggen':
bullet.children[0].tint = 0x0066CC;
bullet.children[0].width = 35;
bullet.children[0].height = 35;
break;
}
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
}
// --- 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();
};
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;
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 'Lansen':
previewGraphics.tint = 0x005293;
break;
case 'Draken':
previewGraphics.tint = 0xFFD100;
break;
case 'Viggen':
previewGraphics.tint = 0x00AA44;
break;
case 'Gripen':
previewGraphics.tint = 0x666666;
break;
case 'Super Viggen':
previewGraphics.tint = 0x0066CC;
break;
default:
previewGraphics.tint = 0x005293;
}
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('notification', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.width = 2048;
menuBackground.height = 500;
menuBackground.tint = 0x444444;
menuBackground.alpha = 0.9;
var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
towerTypeText.anchor.set(0, 0);
towerTypeText.x = -840;
towerTypeText.y = -160;
self.addChild(towerTypeText);
var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
size: 70,
fill: 0xFFFFFF,
weight: 400
});
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 upgradeDescription = isMaxLevel ? 'Max Level' : getTowerUpgradeDescription(self.tower.id, self.tower.level);
var buttonText = new Text2(isMaxLevel ? 'Max Level' : upgradeDescription + '\nCost: ' + upgradeCost + ' gold', {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
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: 60,
fill: 0xFFFFFF,
weight: 800
});
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
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
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));
}
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
var newUpgradeDesc = getTowerUpgradeDescription(self.tower.id, self.tower.level);
buttonText.setText(newUpgradeDesc + '\nCost: ' + 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 newUpgradeDesc = getTowerUpgradeDescription(self.tower.id, self.tower.level);
var newText = newUpgradeDesc + '\nCost: ' + 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
});
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
});
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;
// Show guide tip after a short delay
LK.setTimeout(function () {
if (guideSystem && !guideSystem.tipShown) {
guideSystem.showGuide();
guideSystem.tipShown = true;
}
}, 2000);
}
};
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 = "Tanks";
enemyType = "normal";
enemyCount = 10;
} else if (i === 1) {
block.tint = 0x00AAFF;
waveType = "T-34";
enemyType = "fast";
enemyCount = 10;
} else if (i === 2) {
block.tint = 0xAA0000;
waveType = "KV-1";
enemyType = "immune";
enemyCount = 10;
} else if (i === 3) {
block.tint = 0xFFFF00;
waveType = "MiG-21";
enemyType = "flying";
enemyCount = 10;
} else if (i === 4) {
block.tint = 0xFF00FF;
waveType = "Infantry";
enemyType = "swarm";
enemyCount = 30;
} else if (i === 5) {
block.tint = 0x88FF88;
waveType = "Geese";
enemyType = "geese";
enemyCount = 15;
} else if (isBossWave) {
// Boss waves: cycle through all boss types, last boss is always flying
var bossTypes = ['normal', 'fast', 'immune', 'flying', 'geese'];
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 T-55";
break;
case 'fast':
block.tint = 0x00AAFF;
waveType = "Boss T-34";
break;
case 'immune':
block.tint = 0xAA0000;
waveType = "Boss KV-1";
break;
case 'flying':
block.tint = 0xFFFF00;
waveType = "Boss MiG-21";
break;
case 'geese':
block.tint = 0x88FF88;
waveType = "Boss Geese";
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;
case 'geese':
block.tint = 0x88FF88;
break;
default:
block.tint = 0xFF0000;
break;
}
} else if ((i + 1) % 5 === 0) {
// Every 5th non-boss wave is fast tanks
block.tint = 0x00AAFF;
waveType = "T-34";
enemyType = "fast";
enemyCount = 10;
} else if ((i + 1) % 4 === 0) {
// Every 4th non-boss wave is heavy tanks
block.tint = 0xAA0000;
waveType = "KV-1";
enemyType = "immune";
enemyCount = 10;
} else if ((i + 1) % 7 === 0) {
// Every 7th non-boss wave is aircraft
block.tint = 0xFFFF00;
waveType = "MiG-21";
enemyType = "flying";
enemyCount = 10;
} else if ((i + 1) % 8 === 0) {
// Every 8th non-boss wave is geese
block.tint = 0x88FF88;
waveType = "Geese";
enemyType = "geese";
enemyCount = 15;
} else if ((i + 1) % 3 === 0) {
// Every 3rd non-boss wave is infantry
block.tint = 0xFF00FF;
waveType = "Infantry";
enemyType = "swarm";
enemyCount = 30;
} else {
block.tint = 0xAAAAAA;
waveType = "Tanks";
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
});
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
});
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
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 16 + 5;
waveNumShadow.y = block.height / 2 - 12 + 5;
marker.addChild(waveNumShadow);
// Main wave number text - 20% larger than before
var waveNum = new Text2((i + 1).toString(), {
size: 48,
fill: 0xFFFFFF,
weight: 800
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 16;
waveNum.y = block.height / 2 - 12;
marker.addChild(waveNum);
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 () {
// Only update position every few frames to reduce calculations
if (LK.ticks % 3 === 0) {
var progress = waveTimer / nextWaveTime;
var moveAmount = (progress + currentWave) * blockWidth;
// Cache the calculation result
if (self._lastMoveAmount !== moveAmount) {
self._lastMoveAmount = moveAmount;
for (var i = 0; i < self.waveMarkers.length; i++) {
var marker = self.waveMarkers[i];
marker.x = -moveAmount + i * blockWidth;
}
}
}
self.positionIndicator.x = 0;
// Only update alpha every 10 frames to reduce overhead
if (LK.ticks % 10 === 0) {
for (var i = 1; i < Math.min(totalWaves + 1, self.waveMarkers.length); i++) {
var marker = self.waveMarkers[i];
var block = marker.children[0];
var shouldBeFaded = i - 1 < currentWave;
if (shouldBeFaded && block.alpha !== 0.5) {
block.alpha = 0.5;
} else if (!shouldBeFaded && block.alpha !== 1.0) {
block.alpha = 1.0;
}
}
}
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;
// Play VoruThunder sound for MiG rounds
var actualWaveType = self.getWaveType(currentWave);
if (actualWaveType === 'flying') {
LK.getSound('VoruThunder').play();
}
}
}
}
};
self.handleWaveProgression();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
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 missiles = [];
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 goldText = new Text2('Gold: ' + gold, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('Score: ' + score, {
size: 60,
fill: 0xFF0000,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
LK.gui.top.addChild(scoreText);
livesText.x = 0;
livesText.y = topMargin;
goldText.x = -spacing;
goldText.y = topMargin;
scoreText.x = spacing;
scoreText.y = topMargin;
var lastGoldDisplay = -1;
var lastLivesDisplay = -1;
var lastScoreDisplay = -1;
function updateUI() {
// Get current language from storage or default to English
var currentLang = storage.language || 'EN';
var translations = {
'EN': {
'gold': 'Gold',
'lives': 'Lives',
'score': 'Score'
},
'ES': {
'gold': 'Oro',
'lives': 'Vidas',
'score': 'Puntuación'
},
'FR': {
'gold': 'Or',
'lives': 'Vies',
'score': 'Score'
},
'DE': {
'gold': 'Gold',
'lives': 'Leben',
'score': 'Punkte'
},
'RU': {
'gold': 'Золото',
'lives': 'Жизни',
'score': 'Счёт'
},
'ZH': {
'gold': '金币',
'lives': '生命',
'score': '分数'
},
'JP': {
'gold': 'ゴールド',
'lives': 'ライフ',
'score': 'スコア'
},
'AR': {
'gold': 'ذهب',
'lives': 'الأرواح',
'score': 'النتيجة'
}
};
var langText = translations[currentLang] || translations['EN'];
if (gold !== lastGoldDisplay) {
goldText.setText(langText.gold + ': ' + gold);
lastGoldDisplay = gold;
}
if (lives !== lastLivesDisplay) {
livesText.setText(langText.lives + ': ' + lives);
lastLivesDisplay = lives;
}
if (score !== lastScoreDisplay) {
scoreText.setText(langText.score + ': ' + score);
lastScoreDisplay = score;
}
}
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.pathFind();
grid.renderDebug();
debugLayer.addChild(grid);
game.addChild(debugLayer);
game.addChild(towerLayer);
game.addChild(enemyLayer);
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 'Lansen':
cost = 15;
break;
case 'Draken':
cost = 25;
break;
case 'Viggen':
cost = 35;
break;
case 'Gripen':
cost = 45;
break;
case 'Super Viggen':
cost = 55;
break;
}
return cost;
}
// Get specialized upgrade description for each tower type and level
function getTowerUpgradeDescription(towerType, currentLevel) {
switch (towerType) {
case 'Tunnan':
switch (currentLevel) {
case 1:
return "Upgrade: +3 damage, +0.5 range";
case 2:
return "Upgrade: +5 damage, faster bullets";
case 3:
return "Upgrade: +7 damage, +15% fire rate";
case 4:
return "Upgrade: +10 damage, +0.5 range";
case 5:
return "ULTIMATE: Double damage, explosive rounds";
default:
return "Max Level";
}
case 'Lansen':
switch (currentLevel) {
case 1:
return "Upgrade: Rapid fire mode, +50% fire rate";
case 2:
return "Upgrade: Piercing bullets (hit 2 enemies)";
case 3:
return "Upgrade: +3 damage, even faster fire";
case 4:
return "Upgrade: Triple shot burst";
case 5:
return "ULTIMATE: Minigun mode - constant fire";
default:
return "Max Level";
}
case 'Draken':
switch (currentLevel) {
case 1:
return "Upgrade: +10 damage, +1 range";
case 2:
return "Upgrade: Sniper shots (2x crit chance)";
case 3:
return "Upgrade: +15 damage, faster bullets";
case 4:
return "Upgrade: Armor piercing (ignores 50% armor)";
case 5:
return "ULTIMATE: Railgun - pierces all enemies";
default:
return "Max Level";
}
case 'Viggen':
switch (currentLevel) {
case 1:
return "Upgrade: Larger splash radius";
case 2:
return "Upgrade: +5 damage, burning effect";
case 3:
return "Upgrade: Chain explosions";
case 4:
return "Upgrade: +10 damage, bigger blast";
case 5:
return "ULTIMATE: Nuclear warhead - massive blast";
default:
return "Max Level";
}
case 'Gripen':
switch (currentLevel) {
case 1:
return "Upgrade: Stronger slow (60% speed reduction)";
case 2:
return "Upgrade: Freeze effect (stops enemies briefly)";
case 3:
return "Upgrade: Ice shards (slows nearby enemies)";
case 4:
return "Upgrade: Permafrost (longer slow duration)";
case 5:
return "ULTIMATE: Absolute zero - area freeze";
default:
return "Max Level";
}
case 'Super Viggen':
switch (currentLevel) {
case 1:
return "Upgrade: Poison spreads to nearby enemies";
case 2:
return "Upgrade: Toxic cloud (area poison)";
case 3:
return "Upgrade: +50% poison damage";
case 4:
return "Upgrade: Corrosive acid (armor reduction)";
case 5:
return "ULTIMATE: Plague spreader - chain poison";
default:
return "Max Level";
}
default:
return currentLevel >= 6 ? "Max Level" : "Upgrade available";
}
}
// Apply specialized upgrades based on tower type and level
function applyTowerUpgrade(tower) {
switch (tower.id) {
case 'Tunnan':
switch (tower.level) {
case 2:
tower.damage += 3;
tower.range += 0.5 * CELL_SIZE;
break;
case 3:
tower.damage += 5;
tower.bulletSpeed += 2;
break;
case 4:
tower.damage += 7;
tower.fireRate = Math.max(10, tower.fireRate * 0.85);
break;
case 5:
tower.damage += 10;
tower.range += 0.5 * CELL_SIZE;
break;
case 6:
tower.damage *= 2;
tower.hasExplosiveRounds = true;
break;
}
break;
case 'Lansen':
switch (tower.level) {
case 2:
tower.fireRate = Math.max(5, tower.fireRate * 0.5);
break;
case 3:
tower.hasPiercingBullets = true;
break;
case 4:
tower.damage += 3;
tower.fireRate = Math.max(3, tower.fireRate * 0.8);
break;
case 5:
tower.hasTripleShot = true;
break;
case 6:
tower.hasMinigunMode = true;
tower.fireRate = 2;
break;
}
break;
case 'Draken':
switch (tower.level) {
case 2:
tower.damage += 10;
tower.range += 1 * CELL_SIZE;
break;
case 3:
tower.hasSniperShots = true;
break;
case 4:
tower.damage += 15;
tower.bulletSpeed += 5;
break;
case 5:
tower.hasArmorPiercing = true;
break;
case 6:
tower.hasRailgun = true;
break;
}
break;
case 'Viggen':
switch (tower.level) {
case 2:
tower.splashRadius = (tower.splashRadius || CELL_SIZE * 1.5) + CELL_SIZE * 0.5;
break;
case 3:
tower.damage += 5;
tower.hasBurningEffect = true;
break;
case 4:
tower.hasChainExplosions = true;
break;
case 5:
tower.damage += 10;
tower.splashRadius = (tower.splashRadius || CELL_SIZE * 1.5) + CELL_SIZE * 0.5;
break;
case 6:
tower.hasNuclearWarhead = true;
tower.splashRadius = CELL_SIZE * 4;
break;
}
break;
case 'Gripen':
switch (tower.level) {
case 2:
tower.slowPercentage = 0.6;
break;
case 3:
tower.hasFreezeEffect = true;
break;
case 4:
tower.hasIceShards = true;
break;
case 5:
tower.slowDuration = 300; // 5 seconds
break;
case 6:
tower.hasAbsoluteZero = true;
break;
}
break;
case 'Super Viggen':
switch (tower.level) {
case 2:
tower.poisonSpreads = true;
break;
case 3:
tower.hasToxicCloud = true;
break;
case 4:
tower.poisonDamageMultiplier = 1.5;
break;
case 5:
tower.hasCorrosiveAcid = true;
break;
case 6:
tower.hasPlagueSpread = true;
break;
}
break;
}
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function launchMissile(startX, startY, targetX, targetY, damage, speed, explosionRadius) {
var missile = new Missile(startX, startY, targetX, targetY, damage, speed, explosionRadius);
game.addChild(missile);
missiles.push(missile);
return missile;
}
function placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
if (gold >= towerCost) {
var tower = new Tower(towerType || 'Tunnan');
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];
if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 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);
// Add Hawk Button
var hawkPressCount = 0;
var hawkButton = new Container();
var hawkButtonBackground = hawkButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
hawkButtonBackground.width = 250;
hawkButtonBackground.height = 120;
hawkButtonBackground.tint = 0x8B4513; // Brown color
var hawkButtonText = new Text2("🦅", {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
hawkButtonText.anchor.set(0.5, 0.5);
hawkButton.addChild(hawkButtonText);
hawkButton.x = 200;
hawkButton.y = 2732 - 150;
game.addChild(hawkButton);
// Add Language Button
var languageButton = new LanguageButton();
languageButton.x = 380; // Position to the right of hawk button
languageButton.y = 2732 - 150; // Same Y position as hawk button
game.addChild(languageButton);
// Add Guide Button
var guideButton = new Container();
var guideButtonBackground = guideButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
guideButtonBackground.width = 120;
guideButtonBackground.height = 80;
guideButtonBackground.tint = 0x9B59B6; // Purple color
var guideButtonText = new Text2('?', {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
guideButtonText.anchor.set(0.5, 0.5);
guideButton.addChild(guideButtonText);
guideButton.x = 800; // Position to the right of missile button
guideButton.y = 2732 - 150; // Same Y position
game.addChild(guideButton);
// Add Guide System
var guideSystem = new GuideSystem();
guideSystem.x = 2048 / 2;
guideSystem.y = 2732 / 2;
game.addChild(guideSystem);
guideButton.down = function () {
guideSystem.showGuide();
// Visual feedback
tween(guideButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(guideButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
};
// Add Missile Button
var missileButton = new Container();
var missileButtonBackground = missileButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
missileButtonBackground.width = 200;
missileButtonBackground.height = 100;
missileButtonBackground.tint = 0xFF4444; // Red color
var missileButtonText = new Text2('MISSILE', {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
missileButtonText.anchor.set(0.5, 0.5);
missileButton.addChild(missileButtonText);
missileButton.x = 580; // Position to the right of language button
missileButton.y = 2732 - 150; // Same Y position
game.addChild(missileButton);
missileButton.down = function () {
// Find strongest enemy to target
var strongestEnemy = null;
var highestHealth = 0;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].health > highestHealth) {
highestHealth = enemies[i].health;
strongestEnemy = enemies[i];
}
}
if (strongestEnemy && gold >= 50) {
// Missile costs 50 gold
setGold(gold - 50);
launchMissile(2048 / 2, 0, strongestEnemy.x, strongestEnemy.y, 100, 4, CELL_SIZE * 2.5);
// Visual feedback
tween(missileButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(missileButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
var notification = game.addChild(new Notification('Missile launched!'));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
} else if (!strongestEnemy) {
var notification = game.addChild(new Notification('No targets available!'));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
} else {
var notification = game.addChild(new Notification('Need 50 gold for missile!'));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
}
};
hawkButton.down = function () {
hawkPressCount++;
// Visual feedback
tween(hawkButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(hawkButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
});
if (hawkPressCount >= 5) {
// HAWK JUMPSCARE!
var hawkJumpscare = new Container();
// Create large hawk sprite
var hawkSprite = hawkJumpscare.attachAsset('hawk', {
anchorX: 0.5,
anchorY: 0.5
});
hawkSprite.width = 800;
hawkSprite.height = 800;
// Position at center
hawkJumpscare.x = 2048 / 2;
hawkJumpscare.y = 2732 / 2;
hawkJumpscare.scaleX = 0.1;
hawkJumpscare.scaleY = 0.1;
hawkJumpscare.alpha = 0;
game.addChild(hawkJumpscare);
// Jumpscare animation
tween(hawkJumpscare, {
scaleX: 2,
scaleY: 2,
alpha: 1
}, {
duration: 200,
easing: tween.backOut,
onFinish: function onFinish() {
// Flash screen red
LK.effects.flashScreen(0xFF0000, 500);
// Hold for a moment then fade out
tween(hawkJumpscare, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 1000,
delay: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
hawkJumpscare.destroy();
}
});
}
});
// Reset counter
hawkPressCount = 0;
// Show notification
var notification = game.addChild(new Notification("🦅 HAWK ATTACK! 🦅"));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
}
};
var towerTypes = ['Tunnan', 'Lansen', 'Draken', 'Viggen', 'Gripen', 'Super Viggen'];
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;
// Play background music
LK.playMusic('JollyTug');
game.update = function () {
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;
}
}
// Batch enemy processing for better performance
var deadEnemies = [];
var escapedEnemies = [];
var uiNeedsUpdate = false;
for (var a = 0; a < enemies.length; a++) {
var enemy = enemies[a];
if (enemy.health <= 0) {
deadEnemies.push({
enemy: enemy,
index: a
});
} else if (grid.updateEnemy(enemy)) {
escapedEnemies.push({
enemy: enemy,
index: a
});
}
}
// Process dead enemies in batch
for (var i = 0; i < deadEnemies.length; i++) {
var deadData = deadEnemies[i];
var enemy = deadData.enemy;
for (var j = 0; j < enemy.bulletsTargetingThis.length; j++) {
var bullet = enemy.bulletsTargetingThis[j];
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;
uiNeedsUpdate = true;
// 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;
}
// 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);
}
}
// Process escaped enemies in batch
for (var i = 0; i < escapedEnemies.length; i++) {
var escapedData = escapedEnemies[i];
var enemy = escapedData.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);
}
lives = Math.max(0, lives - 1);
uiNeedsUpdate = true;
}
// Remove enemies from array in reverse order (highest index first)
var allRemovals = deadEnemies.concat(escapedEnemies);
allRemovals.sort(function (a, b) {
return b.index - a.index;
});
for (var i = 0; i < allRemovals.length; i++) {
enemies.splice(allRemovals[i].index, 1);
}
// Update UI only once if needed
if (uiNeedsUpdate) {
updateUI();
}
// Check game over only once
if (lives <= 0) {
LK.showGameOver();
}
// Optimize bullet cleanup - batch removals
var bulletsToRemove = [];
for (var i = 0; i < bullets.length; i++) {
if (!bullets[i].parent) {
bulletsToRemove.push(i);
if (bullets[i].targetEnemy) {
var targetEnemy = bullets[i].targetEnemy;
var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
if (bulletIndex !== -1) {
targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
}
}
}
}
// Remove bullets in reverse order to maintain indices
for (var i = bulletsToRemove.length - 1; i >= 0; i--) {
bullets.splice(bulletsToRemove[i], 1);
}
// Optimize missile cleanup - batch removals
var missilesToRemove = [];
for (var i = 0; i < missiles.length; i++) {
if (!missiles[i].parent) {
missilesToRemove.push(i);
}
}
// Remove missiles in reverse order to maintain indices
for (var i = missilesToRemove.length - 1; i >= 0; i--) {
missiles.splice(missilesToRemove[i], 1);
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
A Soviet tank.. In-Game asset. 2d. High contrast. No shadows. Top down view
A Saab 37 Viggen fighter jet.. In-Game asset. 2d. High contrast. No shadows. Top down view
A FIERCE HAWK WITH RED EYES, SPREAD WINGS AND A THIRST FOR BLOOD!. In-Game asset. 2d. High contrast. No shadows
A normal Canada goose. Nothing special.. In-Game asset. 2d. High contrast. No shadows. Top down view