User prompt
remove Skill Tree (Simple): A very basic skill tree where players can invest points earned from waves into passive buffs (e.g., "global tower damage +5%", "gold earned +10%"). Starting Bonus Selection: At the beginning of a game, let the player choose a small starting bonus (e.g., "Start with 20 extra gold," "First tower built is free"). βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.selectedStartingBonus = playerData.selectedStartingBonus;' Line Number: 4508 βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Skill Tree (Simple): A very basic skill tree where players can invest points earned from waves into passive buffs (e.g., "global tower damage +5%", "gold earned +10%"). Starting Bonus Selection: At the beginning of a game, let the player choose a small starting bonus (e.g., "Start with 20 extra gold," "First tower built is free"). βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.selectedStartingBonus = playerData.selectedStartingBonus;' Line Number: 4508 βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Player Choice / Customization: Skill Tree (Simple): A very basic skill tree where players can invest points earned from waves into passive buffs (e.g., "global tower damage +5%", "gold earned +10%"). Starting Bonus Selection: At the beginning of a game, let the player choose a small starting bonus (e.g., "Start with 20 extra gold," "First tower built is free"). βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'towerInfoPanels[i].destroy();' Line Number: 3407
User prompt
Interactive UI Elements: Tower Information Panel: When a tower is selected, show more detailed stats (DPS, effective range, special abilities) and a small animated preview of its bullet. Wave Information: Beyond just "Wave X Incoming," show a small icon or preview of the enemy types that will appear in the next wave. Sound Effects for UI: Clicking buttons, selecting towers, and earning gold could all have subtle, satisfying sound effects. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Particle Effects: These are crucial for visual appeal. Tower Firing: Small muzzle flashes or energy bursts at the point where bullets are fired. Enemy Hits: Splatter effects, small sparks, or dust clouds when enemies take damage. Gold Collection: When gold is earned, a small burst of sparkling particles originating from the defeated enemy and floating towards the gold counter. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Environmental Details: Add static elements to your background to make the map feel less empty. Trees/Rocks: Place a few beach-themed assets like palm trees, rocks, or seashells around the edges of the grid. Clouds: Slowly moving clouds in the background can add a sense of depth and atmosphere. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Path Visuals: Your current cell rendering for the path is good, but you can make it more dynamic. Animated Water: For the ocean cells (spawn/goal), add subtle water ripple effects or wave textures that slowly animate. Path Progress: As enemies move along the path, perhaps the "sand" cells could temporarily darken slightly or show subtle footprint decals for a short duration. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Tower Animations: Make your towers feel more alive. Idle Animations: Subtle movements like a slight sway or flickering lights on laser towers. Upgrade Animations: When a tower upgrades, a quick glow effect or a small transformation animation to show its new power. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
add Enemy Death Animation, A quick fade-out combined with a small implosion or burst of particles. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Custom Bullet Visuals: While you have different bullet assets, consider adding unique visual effects when they hit. Laser: A bright, momentary flash and a small, lingering scorched mark on the enemy. Ice: A shattering ice effect on impact and a subtle frost overlay on the slowed enemy. Missile: A small explosion graphic with debris, and perhaps a slight knockback animation on the enemy. Lightning: A crackling energy discharge that visually jumps between chained targets (if you implement chaining). Cannon: A visible impact crater on the ground near the enemy, and a brief shake effect on the enemy. Tesla: A vibrant electrical arc that connects the tower to the enemy βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
and we need a game over sound
User prompt
let's add soundeffect when enemy dies and a soundtrack that plays
User prompt
now we need some sfx like for the different weapons, shoot sfx (6 different ones) then for when hitting an enemy and when a new wave arrives
User prompt
remove the bottom wave texts and instead add info about how much coins each tower costs
User prompt
Now for the waves, add a new and better UI for it, like when a new wave starts like a little ALERT text or so βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
make sure the enemies won't stuck, maybe add an invisbile line they can walk like 2 or 3 trough the white sand
User prompt
make them always walk to the goal the enemies but like sometimes they change the course a bit
User prompt
make the enemies walk randomly on the light brown sand so it's bit more interesting until they are close to the goal, then they go there
User prompt
make the tower assets look into the direction they shoot
User prompt
remove the towers and add 6 new ones that are different
User prompt
remove turtle bodyparts and add it so i can change asset of each tower by myself to add custom images
/**** 
* 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 bulletAsset = 'ice_bullet'; // Default bullet type
	if (self.type) {
		bulletAsset = self.type + '_bullet';
	}
	var bulletGraphics = self.attachAsset(bulletAsset, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		if (!self.targetEnemy || !self.targetEnemy.parent) {
			self.destroy();
			return;
		}
		var dx = self.targetEnemy.x - self.x;
		var dy = self.targetEnemy.y - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (distance < self.speed) {
			// Apply damage to target enemy
			self.targetEnemy.health -= self.damage;
			// Play hit sound effect
			LK.getSound('enemy_hit').play();
			// Create hit particle effect based on damage type
			var hitEffect = new Container();
			game.addChild(hitEffect);
			hitEffect.x = self.targetEnemy.x;
			hitEffect.y = self.targetEnemy.y;
			// Create multiple small particles for hit effect
			for (var particle = 0; particle < 4; particle++) {
				var particleContainer = new Container();
				hitEffect.addChild(particleContainer);
				var particleGraphics = particleContainer.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				particleGraphics.width = particleGraphics.height = 8 + Math.random() * 12;
				// Color particles based on bullet type
				switch (self.type) {
					case 'laser':
						particleGraphics.tint = 0xFF0080;
						break;
					case 'ice':
						particleGraphics.tint = 0x00FFFF;
						break;
					case 'missile':
						particleGraphics.tint = 0xFF4500;
						break;
					case 'lightning':
						particleGraphics.tint = 0xFFFF00;
						break;
					case 'cannon':
						particleGraphics.tint = 0x8B4513;
						break;
					case 'tesla':
						particleGraphics.tint = 0x9932CC;
						break;
					default:
						particleGraphics.tint = 0xFF6B35;
					// Orange sparks
				}
				// Random direction for each particle
				var angle = Math.random() * Math.PI * 2;
				var distance = 20 + Math.random() * 30;
				var targetX = Math.cos(angle) * distance;
				var targetY = Math.sin(angle) * distance;
				particleContainer.alpha = 1;
				// Animate particles flying outward
				tween(particleContainer, {
					x: targetX,
					y: targetY,
					alpha: 0,
					scaleX: 0.3,
					scaleY: 0.3
				}, {
					duration: 300 + Math.random() * 200,
					easing: tween.easeOut
				});
			}
			// Clean up hit effect after animation
			LK.setTimeout(function () {
				hitEffect.destroy();
			}, 600);
			if (self.targetEnemy.health <= 0) {
				self.targetEnemy.health = 0;
			} else {
				self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
			}
			// Create visual hit effects based on bullet type
			if (self.type === 'laser') {
				// Laser: bright flash and scorched mark
				var laserFlash = new Container();
				game.addChild(laserFlash);
				laserFlash.x = self.targetEnemy.x;
				laserFlash.y = self.targetEnemy.y;
				var flashGraphics = laserFlash.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.8;
				flashGraphics.tint = 0xFF0080;
				flashGraphics.alpha = 1;
				tween(laserFlash, {
					alpha: 0,
					scaleX: 1.5,
					scaleY: 1.5
				}, {
					duration: 200,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						laserFlash.destroy();
					}
				});
			} else if (self.type === 'ice') {
				// Ice: shattering effect and frost overlay
				var iceShatter = new Container();
				game.addChild(iceShatter);
				iceShatter.x = self.targetEnemy.x;
				iceShatter.y = self.targetEnemy.y;
				var shatterGraphics = iceShatter.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				shatterGraphics.width = shatterGraphics.height = CELL_SIZE * 0.6;
				shatterGraphics.tint = 0x00FFFF;
				shatterGraphics.alpha = 0.9;
				tween(iceShatter, {
					alpha: 0,
					scaleX: 2,
					scaleY: 2
				}, {
					duration: 300,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						iceShatter.destroy();
					}
				});
				// Add frost overlay on enemy if not immune
				if (!self.targetEnemy.isImmune) {
					self.targetEnemy.frostOverlay = true;
				}
			} else if (self.type === 'missile') {
				// Missile: explosion with debris and knockback
				var explosion = new Container();
				game.addChild(explosion);
				explosion.x = self.targetEnemy.x;
				explosion.y = self.targetEnemy.y;
				var explosionGraphics = explosion.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				explosionGraphics.width = explosionGraphics.height = CELL_SIZE * 1.2;
				explosionGraphics.tint = 0xFF4500;
				explosionGraphics.alpha = 1;
				tween(explosion, {
					alpha: 0,
					scaleX: 2.5,
					scaleY: 2.5
				}, {
					duration: 400,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						explosion.destroy();
					}
				});
				// Knockback effect on enemy
				if (self.targetEnemy.children[0]) {
					var originalX = self.targetEnemy.x;
					var originalY = self.targetEnemy.y;
					tween(self.targetEnemy, {
						x: originalX + (Math.random() - 0.5) * 20,
						y: originalY + (Math.random() - 0.5) * 20
					}, {
						duration: 150,
						easing: tween.easeOut,
						onFinish: function onFinish() {
							tween(self.targetEnemy, {
								x: originalX,
								y: originalY
							}, {
								duration: 100,
								easing: tween.easeIn
							});
						}
					});
				}
			} else if (self.type === 'lightning') {
				// Lightning: crackling energy discharge
				var lightningStrike = new Container();
				game.addChild(lightningStrike);
				lightningStrike.x = self.targetEnemy.x;
				lightningStrike.y = self.targetEnemy.y;
				var strikeGraphics = lightningStrike.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				strikeGraphics.width = strikeGraphics.height = CELL_SIZE * 1;
				strikeGraphics.tint = 0xFFFF00;
				strikeGraphics.alpha = 1;
				// Create flickering effect
				tween(lightningStrike, {
					alpha: 0.3
				}, {
					duration: 50,
					easing: tween.linear,
					onFinish: function onFinish() {
						tween(lightningStrike, {
							alpha: 1
						}, {
							duration: 50,
							easing: tween.linear,
							onFinish: function onFinish() {
								tween(lightningStrike, {
									alpha: 0,
									scaleX: 1.8,
									scaleY: 1.8
								}, {
									duration: 200,
									easing: tween.easeOut,
									onFinish: function onFinish() {
										lightningStrike.destroy();
									}
								});
							}
						});
					}
				});
			} else if (self.type === 'cannon') {
				// Cannon: impact crater and enemy shake
				var crater = new Container();
				game.addChild(crater);
				crater.x = self.targetEnemy.x;
				crater.y = self.targetEnemy.y + 20; // Slightly below enemy
				var craterGraphics = crater.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				craterGraphics.width = craterGraphics.height = CELL_SIZE * 0.7;
				craterGraphics.tint = 0x8B4513;
				craterGraphics.alpha = 0.8;
				tween(crater, {
					alpha: 0,
					scaleX: 1.5,
					scaleY: 1.5
				}, {
					duration: 500,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						crater.destroy();
					}
				});
				// Enemy shake effect
				if (self.targetEnemy.children[0]) {
					var shakeCount = 0;
					var _shakeTimer = function shakeTimer() {
						if (shakeCount < 6) {
							self.targetEnemy.x += (Math.random() - 0.5) * 8;
							self.targetEnemy.y += (Math.random() - 0.5) * 8;
							shakeCount++;
							LK.setTimeout(_shakeTimer, 30);
						}
					};
					_shakeTimer();
				}
			} else if (self.type === 'tesla') {
				// Tesla: electrical arc connecting tower to enemy
				var electricArc = new Container();
				game.addChild(electricArc);
				electricArc.x = self.targetEnemy.x;
				electricArc.y = self.targetEnemy.y;
				var arcGraphics = electricArc.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				arcGraphics.width = arcGraphics.height = CELL_SIZE * 0.9;
				arcGraphics.tint = 0x9932CC;
				arcGraphics.alpha = 1;
				// Create pulsing electric effect
				tween(electricArc, {
					scaleX: 1.3,
					scaleY: 1.3,
					alpha: 0.7
				}, {
					duration: 100,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						tween(electricArc, {
							scaleX: 1,
							scaleY: 1,
							alpha: 1
						}, {
							duration: 100,
							easing: tween.easeIn,
							onFinish: function onFinish() {
								tween(electricArc, {
									alpha: 0,
									scaleX: 1.5,
									scaleY: 1.5
								}, {
									duration: 250,
									easing: tween.easeOut,
									onFinish: function onFinish() {
										electricArc.destroy();
									}
								});
							}
						});
					}
				});
			}
			// 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 Cloud = Container.expand(function (x, y) {
	var self = Container.call(this);
	self.x = x;
	self.y = y;
	var cloudGraphics = self.attachAsset('cloud', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	cloudGraphics.alpha = 0.6 + Math.random() * 0.3; // Semi-transparent
	cloudGraphics.scaleX = 0.8 + Math.random() * 0.6; // Random size
	cloudGraphics.scaleY = 0.8 + Math.random() * 0.6;
	cloudGraphics.tint = 0xF0F8FF; // Alice blue
	self.moveSpeed = 0.2 + Math.random() * 0.3; // Random speed
	self.startY = y;
	self.amplitude = 20 + Math.random() * 30; // Vertical drift amplitude
	self.update = function () {
		// Move cloud slowly to the right
		self.x += self.moveSpeed;
		// Add gentle vertical drift
		self.y = self.startY + Math.sin(LK.ticks * 0.01 + self.x * 0.001) * self.amplitude;
		// Reset position when off-screen
		if (self.x > 2048 + cloudGraphics.width) {
			self.x = -cloudGraphics.width;
			self.startY = 100 + Math.random() * 300; // New random height
		}
	};
	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.updateFootprint();
	};
	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());
		}
	};
	// Water animation properties
	self.waterAnimationActive = false;
	self.footprintTimer = 0;
	self.originalTint = cellGraphics.tint;
	self.originalAlpha = cellGraphics.alpha;
	// Start water ripple animation for ocean cells
	self.startWaterAnimation = function () {
		if (self.waterAnimationActive) return;
		self.waterAnimationActive = true;
		var _animateWaterRipple = function animateWaterRipple() {
			if (!self.waterAnimationActive) return;
			// Create subtle wave effect by modulating alpha and scale
			tween(cellGraphics, {
				alpha: cellGraphics.alpha * 0.9,
				scaleX: 1.02,
				scaleY: 1.02
			}, {
				duration: 1500 + Math.random() * 1000,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					if (!self.waterAnimationActive) return;
					tween(cellGraphics, {
						alpha: self.originalAlpha,
						scaleX: 1.0,
						scaleY: 1.0
					}, {
						duration: 1500 + Math.random() * 1000,
						easing: tween.easeInOut,
						onFinish: _animateWaterRipple
					});
				}
			});
		};
		_animateWaterRipple();
	};
	// Stop water animation
	self.stopWaterAnimation = function () {
		self.waterAnimationActive = false;
		tween.stop(cellGraphics, {
			alpha: true,
			scaleX: true,
			scaleY: true
		});
		// Reset to original state
		cellGraphics.alpha = self.originalAlpha;
		cellGraphics.scaleX = 1.0;
		cellGraphics.scaleY = 1.0;
	};
	// Add enemy footprint effect
	self.addFootprint = function () {
		if (self.cell.type !== 0) return; // Only on path cells
		// Darken the cell temporarily to show footprint
		var originalTint = cellGraphics.tint;
		cellGraphics.tint = 0xE6D4A2; // Slightly darker sand
		// Reset footprint timer
		self.footprintTimer = 180; // 3 seconds at 60 FPS
	};
	// Update method for handling footprint fade
	self.updateFootprint = function () {
		if (self.footprintTimer > 0) {
			self.footprintTimer--;
			if (self.footprintTimer <= 0) {
				// Fade back to original color
				tween(cellGraphics, {
					tint: self.originalTint
				}, {
					duration: 500,
					easing: tween.easeOut
				});
			}
		}
	};
	self.render = function (data) {
		// Show beach-themed grid visuals
		cellGraphics.visible = true;
		numberLabel.visible = false;
		self.removeArrows();
		// Color cells based on type for beach theme
		if (self.cell.type === 0) {
			// Walkable path - beach sand color
			cellGraphics.tint = 0xF4E4BC;
			cellGraphics.alpha = 0.8;
		} else if (self.cell.type === 1) {
			// Wall - darker sand/rock color
			cellGraphics.tint = 0xD2B48C;
			cellGraphics.alpha = 0.9;
		} else if (self.cell.type === 2) {
			// Spawn - ocean water color
			cellGraphics.tint = 0x4682B4;
			cellGraphics.alpha = 0.8;
			// Start water ripple animation for spawn cells
			self.startWaterAnimation();
		} else if (self.cell.type === 3) {
			// Goal - tropical water color
			cellGraphics.tint = 0x00CED1;
			cellGraphics.alpha = 0.8;
			// Start water ripple animation for goal cells
			self.startWaterAnimation();
		}
	};
	// Override destroy to clean up animations
	var originalDestroy = self.destroy;
	self.destroy = function () {
		self.stopWaterAnimation();
		if (originalDestroy) {
			originalDestroy.call(self);
		}
	};
	return self;
});
// 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 = 0x39FF14;
			effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.8;
			break;
		case 'slow':
			effectGraphics.tint = 0xC44FFF;
			effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.2;
			break;
		case 'poison':
			effectGraphics.tint = 0x00FFA1;
			effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.2;
			break;
		case 'sniper':
			effectGraphics.tint = 0xFF4500;
			effectGraphics.width = effectGraphics.height = CELL_SIZE * 0.8;
			break;
	}
	effectGraphics.alpha = 0.9;
	self.alpha = 0;
	// Animate the effect
	tween(self, {
		alpha: 0.8,
		scaleX: 1.5,
		scaleY: 1.5
	}, {
		duration: 200,
		easing: tween.easeOut,
		onFinish: function onFinish() {
			tween(self, {
				alpha: 0,
				scaleX: 2,
				scaleY: 2
			}, {
				duration: 300,
				easing: tween.easeIn,
				onFinish: function onFinish() {
					self.destroy();
				}
			});
		}
	});
	return self;
});
// Base enemy class for common functionality
var Enemy = Container.expand(function (type) {
	var self = Container.call(this);
	self.type = type || 'normal';
	self.speed = .01;
	self.cellX = 0;
	self.cellY = 0;
	self.currentCellX = 0;
	self.currentCellY = 0;
	self.currentTarget = undefined;
	self.maxHealth = 100;
	self.health = self.maxHealth;
	self.bulletsTargetingThis = [];
	self.waveNumber = currentWave;
	self.isFlying = false;
	self.isImmune = false;
	self.isBoss = false;
	// Check if this is a boss wave
	// Check if this is a boss wave
	// Apply different stats based on enemy type
	switch (self.type) {
		case 'fast':
			self.speed *= 2; // Twice as fast
			self.maxHealth = 100;
			break;
		case 'immune':
			self.isImmune = true;
			self.maxHealth = 80;
			break;
		case 'flying':
			self.isFlying = true;
			self.maxHealth = 80;
			break;
		case 'swarm':
			self.maxHealth = 50; // Weaker enemies
			break;
		case 'normal':
		default:
			// Normal enemy uses default values
			break;
	}
	if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
		self.isBoss = true;
		// Boss enemies have 20x health and are larger
		self.maxHealth *= 20;
		// Slower speed for bosses
		self.speed = self.speed * 0.7;
	}
	self.health = self.maxHealth;
	// Get appropriate asset for this enemy type
	var assetId = 'enemy';
	if (self.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;
		}
		// Handle slow effect
		if (self.isImmune) {
			// Immune enemies cannot be slowed or poisoned, clear any such effects
			self.slowed = false;
			self.slowEffect = false;
			self.poisoned = false;
			self.poisonEffect = false;
			// Reset speed to original if needed
			if (self.originalSpeed !== undefined) {
				self.speed = self.originalSpeed;
			}
		} else {
			// Handle slow effect
			if (self.slowed) {
				// Visual indication of slowed status
				if (!self.slowEffect) {
					self.slowEffect = true;
				}
				self.slowDuration--;
				if (self.slowDuration <= 0) {
					self.speed = self.originalSpeed;
					self.slowed = false;
					self.slowEffect = false;
					// Only reset tint if not poisoned
					if (!self.poisoned) {
						enemyGraphics.tint = 0xFFFFFF; // Reset tint
					}
				}
			}
			// Handle poison effect
			if (self.poisoned) {
				// Visual indication of poisoned status
				if (!self.poisonEffect) {
					self.poisonEffect = true;
				}
				// Apply poison damage every 30 frames (twice per second)
				if (LK.ticks % 30 === 0) {
					self.health -= self.poisonDamage;
					if (self.health <= 0) {
						self.health = 0;
					}
					self.healthBar.width = self.health / self.maxHealth * 70;
				}
				self.poisonDuration--;
				if (self.poisonDuration <= 0) {
					self.poisoned = false;
					self.poisonEffect = false;
					// Only reset tint if not slowed
					if (!self.slowed) {
						enemyGraphics.tint = 0xFFFFFF; // Reset tint
					}
				}
			}
		}
		// Set tint based on effect status
		if (self.isImmune) {
			enemyGraphics.tint = 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
			enemyGraphics.tint = 0x4C7FD4;
		} else if (self.poisoned) {
			enemyGraphics.tint = 0x00FFAA;
		} else if (self.slowed) {
			enemyGraphics.tint = 0x9900FF;
		} else {
			enemyGraphics.tint = 0xFFFFFF;
		}
		if (self.currentTarget) {
			var ox = self.currentTarget.x - self.currentCellX;
			var oy = self.currentTarget.y - self.currentCellY;
			if (ox !== 0 || oy !== 0) {
				var angle = Math.atan2(oy, ox);
				if (enemyGraphics.targetRotation === undefined) {
					enemyGraphics.targetRotation = angle;
					enemyGraphics.rotation = angle;
				} else {
					if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) {
						tween.stop(enemyGraphics, {
							rotation: true
						});
						// Calculate the shortest angle to rotate
						var currentRotation = enemyGraphics.rotation;
						var angleDiff = angle - currentRotation;
						// Normalize angle difference to -PI to PI range for shortest path
						while (angleDiff > Math.PI) {
							angleDiff -= Math.PI * 2;
						}
						while (angleDiff < -Math.PI) {
							angleDiff += Math.PI * 2;
						}
						enemyGraphics.targetRotation = angle;
						tween(enemyGraphics, {
							rotation: currentRotation + angleDiff
						}, {
							duration: 250,
							easing: tween.easeOut
						});
					}
				}
			}
		}
		healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10;
	};
	return self;
});
var EnvironmentalElement = Container.expand(function (type, x, y) {
	var self = Container.call(this);
	self.type = type;
	self.x = x;
	self.y = y;
	var elementGraphics;
	switch (type) {
		case 'palm_tree':
			elementGraphics = self.attachAsset('palm_tree', {
				anchorX: 0.5,
				anchorY: 1.0
			});
			elementGraphics.tint = 0x228B22; // Forest green
			// Add swaying animation
			self.startSwayAnimation = function () {
				var _swayTween2 = function swayTween() {
					tween(elementGraphics, {
						rotation: (Math.random() - 0.5) * 0.15
					}, {
						duration: 3000 + Math.random() * 2000,
						easing: tween.easeInOut,
						onFinish: _swayTween2
					});
				};
				_swayTween2();
			};
			self.startSwayAnimation();
			break;
		case 'rock':
			elementGraphics = self.attachAsset('rock', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			elementGraphics.tint = 0x696969; // Dim gray
			elementGraphics.scaleX = 0.8 + Math.random() * 0.4; // Random size variation
			elementGraphics.scaleY = 0.8 + Math.random() * 0.4;
			break;
		case 'seashell':
			elementGraphics = self.attachAsset('seashell', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			elementGraphics.tint = 0xFFF8DC; // Cornsilk
			elementGraphics.rotation = Math.random() * Math.PI * 2; // Random rotation
			elementGraphics.scaleX = 0.6 + Math.random() * 0.4;
			elementGraphics.scaleY = 0.6 + Math.random() * 0.4;
			break;
	}
	return self;
});
var GoldIndicator = Container.expand(function (value, x, y) {
	var self = Container.call(this);
	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 (walkable path)
	1: Wall (blocks movement)
	2: Spawn
	3: Goal
	*/
	// First, fill everything with walls
	for (var i = 0; i < gridWidth; i++) {
		for (var j = 0; j < gridHeight; j++) {
			var cell = self.cells[i][j];
			cell.type = 1; // Start with walls everywhere
			cell.x = i;
			cell.y = j;
		}
	}
	// Create a maze-like street pattern with defined corridors
	// Main vertical corridor down the center
	var centerX = Math.floor(gridWidth / 2);
	for (var j = 5; j < gridHeight - 4; j++) {
		self.cells[centerX][j].type = 0; // Clear path
		self.cells[centerX - 1][j].type = 0; // Make corridor 2 tiles wide
	}
	// Create horizontal connecting streets at regular intervals
	var streetInterval = 6;
	for (var streetY = 8; streetY < gridHeight - 8; streetY += streetInterval) {
		// Left side street
		for (var i = 2; i < centerX - 1; i++) {
			self.cells[i][streetY].type = 0;
			self.cells[i][streetY + 1].type = 0; // Make streets 2 tiles wide
		}
		// Right side street
		for (var i = centerX + 2; i < gridWidth - 2; i++) {
			self.cells[i][streetY].type = 0;
			self.cells[i][streetY + 1].type = 0; // Make streets 2 tiles wide
		}
	}
	// Create some vertical side streets for more complexity
	for (var sideStreetX = 6; sideStreetX < gridWidth - 6; sideStreetX += 8) {
		if (sideStreetX === centerX || sideStreetX === centerX - 1) continue; // Skip center
		for (var j = 8; j < gridHeight - 8; j++) {
			if (j % streetInterval < 2) continue; // Don't overwrite horizontal streets
			self.cells[sideStreetX][j].type = 0;
		}
	}
	// Create spawn area (entrance to the maze)
	for (var i = centerX - 3; i <= centerX + 3; i++) {
		for (var j = 0; j <= 4; j++) {
			if (j === 0) {
				self.cells[i][j].type = 2; // Spawn points
				self.spawns.push(self.cells[i][j]);
			} else {
				self.cells[i][j].type = 0; // Clear entrance path
			}
		}
	}
	// Create goal area (exit from the maze)
	for (var i = centerX - 3; i <= centerX + 3; i++) {
		for (var j = gridHeight - 4; j < gridHeight; j++) {
			if (j === gridHeight - 1) {
				self.cells[i][j].type = 3; // Goal points
				self.goals.push(self.cells[i][j]);
			} else {
				self.cells[i][j].type = 0; // Clear exit path
			}
		}
	}
	// Set up cell relationships after creating the maze
	for (var i = 0; i < gridWidth; i++) {
		for (var j = 0; j < gridHeight; j++) {
			var cell = self.cells[i][j];
			cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1];
			cell.up = self.cells[i - 1] && self.cells[i - 1][j];
			cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1];
			cell.left = self.cells[i][j - 1];
			cell.right = self.cells[i][j + 1];
			cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1];
			cell.down = self.cells[i + 1] && self.cells[i + 1][j];
			cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1];
			cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left];
			cell.targets = [];
			if (j > 3 && j <= gridHeight - 4) {
				var debugCell = new DebugCell();
				self.addChild(debugCell);
				debugCell.cell = cell;
				debugCell.x = i * CELL_SIZE;
				debugCell.y = j * CELL_SIZE;
				cell.debugCell = debugCell;
			}
		}
	}
	self.getCell = function (x, y) {
		return self.cells[x] && self.cells[x][y];
	};
	self.pathFind = function () {
		var before = new Date().getTime();
		var toProcess = self.goals.concat([]);
		maxScore = 0;
		pathId += 1;
		for (var a = 0; a < toProcess.length; a++) {
			toProcess[a].pathId = pathId;
		}
		function processNode(node, targetValue, targetNode) {
			if (node && node.type != 1) {
				if (node.pathId < pathId || targetValue < node.score) {
					node.targets = [targetNode];
				} else if (node.pathId == pathId && targetValue == node.score) {
					node.targets.push(targetNode);
				}
				if (node.pathId < pathId || targetValue < node.score) {
					node.score = targetValue;
					if (node.pathId != pathId) {
						toProcess.push(node);
					}
					node.pathId = pathId;
					if (targetValue > maxScore) {
						maxScore = targetValue;
					}
				}
			}
		}
		while (toProcess.length) {
			var nodes = toProcess;
			toProcess = [];
			for (var a = 0; a < nodes.length; a++) {
				var node = nodes[a];
				var targetScore = node.score + 14142;
				if (node.up && node.left && node.up.type != 1 && node.left.type != 1) {
					processNode(node.upLeft, targetScore, node);
				}
				if (node.up && node.right && node.up.type != 1 && node.right.type != 1) {
					processNode(node.upRight, targetScore, node);
				}
				if (node.down && node.right && node.down.type != 1 && node.right.type != 1) {
					processNode(node.downRight, targetScore, node);
				}
				if (node.down && node.left && node.down.type != 1 && node.left.type != 1) {
					processNode(node.downLeft, targetScore, node);
				}
				targetScore = node.score + 10000;
				processNode(node.up, targetScore, node);
				processNode(node.right, targetScore, node);
				processNode(node.down, targetScore, node);
				processNode(node.left, targetScore, node);
			}
		}
		for (var a = 0; a < self.spawns.length; a++) {
			if (self.spawns[a].pathId != pathId) {
				console.warn("Spawn blocked");
				return true;
			}
		}
		for (var a = 0; a < enemies.length; a++) {
			var enemy = enemies[a];
			// Skip enemies that haven't entered the viewable area yet
			if (enemy.currentCellY < 4) {
				continue;
			}
			// Skip flying enemies from path check as they can fly over obstacles
			if (enemy.isFlying) {
				continue;
			}
			var target = self.getCell(enemy.cellX, enemy.cellY);
			if (enemy.currentTarget) {
				if (enemy.currentTarget.pathId != pathId) {
					if (!target || target.pathId != pathId) {
						console.warn("Enemy blocked 1 ");
						return true;
					}
				}
			} else if (!target || target.pathId != pathId) {
				console.warn("Enemy blocked 2");
				return true;
			}
		}
		console.log("Speed", new Date().getTime() - before);
	};
	self.renderDebug = function () {
		for (var i = 0; i < gridWidth; i++) {
			for (var j = 0; j < gridHeight; j++) {
				var debugCell = self.cells[i][j].debugCell;
				if (debugCell) {
					debugCell.render(self.cells[i][j]);
				}
			}
		}
	};
	self.updateEnemy = function (enemy) {
		var cell = grid.getCell(enemy.cellX, enemy.cellY);
		if (cell.type == 3) {
			return true;
		}
		if (enemy.isFlying && enemy.shadow) {
			enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset
			enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset
			// Match shadow rotation with enemy rotation
			if (enemy.children[0] && enemy.shadow.children[0]) {
				enemy.shadow.children[0].rotation = enemy.children[0].rotation;
			}
		}
		// Check if the enemy has reached the entry area (y position is at least 5)
		var hasReachedEntryArea = enemy.currentCellY >= 4;
		// If enemy hasn't reached the entry area yet, just move down vertically
		if (!hasReachedEntryArea) {
			// Move directly downward
			enemy.currentCellY += enemy.speed;
			// Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
			var angle = Math.PI / 2;
			if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
				enemy.children[0].targetRotation = angle;
				enemy.children[0].rotation = angle;
			} else if (enemy.children[0]) {
				if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
					tween.stop(enemy.children[0], {
						rotation: true
					});
					// Calculate the shortest angle to rotate
					var currentRotation = enemy.children[0].rotation;
					var angleDiff = angle - currentRotation;
					// Normalize angle difference to -PI to PI range for shortest path
					while (angleDiff > Math.PI) {
						angleDiff -= Math.PI * 2;
					}
					while (angleDiff < -Math.PI) {
						angleDiff += Math.PI * 2;
					}
					// Set target rotation and animate to it
					enemy.children[0].targetRotation = angle;
					tween(enemy.children[0], {
						rotation: currentRotation + angleDiff
					}, {
						duration: 250,
						easing: tween.easeOut
					});
				}
			}
			// Update enemy's position
			enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
			enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
			// Add footprint effect on path cells for non-flying enemies
			if (!enemy.isFlying) {
				var currentCell = self.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY));
				if (currentCell && currentCell.type === 0 && currentCell.debugCell) {
					// Only add footprint if enemy has moved to a new cell
					if (!enemy.lastFootprintX || !enemy.lastFootprintY || Math.floor(enemy.currentCellX) !== enemy.lastFootprintX || Math.floor(enemy.currentCellY) !== enemy.lastFootprintY) {
						currentCell.debugCell.addFootprint();
						enemy.lastFootprintX = Math.floor(enemy.currentCellX);
						enemy.lastFootprintY = Math.floor(enemy.currentCellY);
					}
				}
			}
			// 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;
		// Add footprint effect for ground enemies on path
		if (!enemy.isFlying) {
			var currentCell = self.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY));
			if (currentCell && currentCell.type === 0 && currentCell.debugCell) {
				// Only add footprint if enemy has moved to a new cell
				if (!enemy.lastFootprintX || !enemy.lastFootprintY || Math.floor(enemy.currentCellX) !== enemy.lastFootprintX || Math.floor(enemy.currentCellY) !== enemy.lastFootprintY) {
					currentCell.debugCell.addFootprint();
					enemy.lastFootprintX = Math.floor(enemy.currentCellX);
					enemy.lastFootprintY = Math.floor(enemy.currentCellY);
				}
			}
		}
	};
});
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;
		}
		// Play UI click sound
		LK.getSound('ui_click').play();
		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 waveAlert = new WaveAlert(currentWave, waveType + " ACTIVATED", enemyCount);
			game.addChild(waveAlert);
		}
	};
	return self;
});
var Notification = Container.expand(function (message) {
	var self = Container.call(this);
	var notificationGraphics = self.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	notificationGraphics.tint = 0x2C3E50;
	var notificationText = new Text2(message, {
		size: 52,
		fill: 0xECF0F1,
		weight: 800
	});
	notificationText.anchor.set(0.5, 0.5);
	notificationGraphics.width = notificationText.width + 40;
	notificationGraphics.height = notificationText.height + 20;
	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 SkillTreePanel = Container.expand(function () {
	var self = Container.call(this);
	self.x = 2048 / 2;
	self.y = 2732 + 400;
	self.visible = false;
	var panelBackground = self.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	panelBackground.width = 1800;
	panelBackground.height = 800;
	panelBackground.tint = 0x2C3E50;
	panelBackground.alpha = 0.95;
	var titleText = new Text2('Skill Tree', {
		size: 70,
		fill: 0xFFFFFF,
		weight: 800
	});
	titleText.anchor.set(0.5, 0.5);
	titleText.x = 0;
	titleText.y = -320;
	self.addChild(titleText);
	var skillPointsText = new Text2('Skill Points: 0', {
		size: 50,
		fill: 0xF1C40F,
		weight: 800
	});
	skillPointsText.anchor.set(0.5, 0.5);
	skillPointsText.x = 0;
	skillPointsText.y = -250;
	self.addChild(skillPointsText);
	var skills = [{
		name: 'Tower Damage',
		description: '+5% Tower Damage',
		cost: 1,
		maxLevel: 10,
		effect: 'damage'
	}, {
		name: 'Gold Bonus',
		description: '+10% Gold Earned',
		cost: 1,
		maxLevel: 5,
		effect: 'gold'
	}, {
		name: 'Tower Range',
		description: '+3% Tower Range',
		cost: 2,
		maxLevel: 8,
		effect: 'range'
	}, {
		name: 'Fire Rate',
		description: '+4% Fire Rate',
		cost: 2,
		maxLevel: 6,
		effect: 'fireRate'
	}];
	var skillButtons = [];
	for (var i = 0; i < skills.length; i++) {
		var skill = skills[i];
		var button = new Container();
		button.skillData = skill;
		button.skillIndex = i;
		var buttonBg = button.attachAsset('notification', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		buttonBg.width = 400;
		buttonBg.height = 200;
		buttonBg.tint = 0x34495E;
		var nameText = new Text2(skill.name, {
			size: 40,
			fill: 0xFFFFFF,
			weight: 800
		});
		nameText.anchor.set(0.5, 0.5);
		nameText.y = -50;
		button.addChild(nameText);
		var descText = new Text2(skill.description, {
			size: 30,
			fill: 0xECF0F1,
			weight: 400
		});
		descText.anchor.set(0.5, 0.5);
		descText.y = -10;
		button.addChild(descText);
		var levelText = new Text2('Level: 0/' + skill.maxLevel, {
			size: 35,
			fill: 0xF39C12,
			weight: 600
		});
		levelText.anchor.set(0.5, 0.5);
		levelText.y = 30;
		button.addChild(levelText);
		var costText = new Text2('Cost: ' + skill.cost, {
			size: 30,
			fill: 0xE74C3C,
			weight: 600
		});
		costText.anchor.set(0.5, 0.5);
		costText.y = 65;
		button.addChild(costText);
		button.nameText = nameText;
		button.levelText = levelText;
		button.costText = costText;
		button.buttonBg = buttonBg;
		button.x = i % 2 * 450 - 225;
		button.y = Math.floor(i / 2) * 220 - 80;
		button.down = function (x, y, obj) {
			var skillIndex = obj.skillIndex;
			var skill = obj.skillData;
			var currentLevel = playerData.skillLevels[skillIndex] || 0;
			if (currentLevel >= skill.maxLevel) {
				return;
			}
			if (playerData.skillPoints >= skill.cost) {
				LK.getSound('ui_click').play();
				playerData.skillPoints -= skill.cost;
				playerData.skillLevels[skillIndex] = currentLevel + 1;
				// Update display
				self.updateSkillDisplay();
				// Apply skill effects to existing towers
				self.applySkillEffects();
			}
		};
		self.addChild(button);
		skillButtons.push(button);
	}
	var closeButton = new Container();
	var closeBg = closeButton.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	closeBg.width = 80;
	closeBg.height = 80;
	closeBg.tint = 0xE74C3C;
	var closeText = new Text2('X', {
		size: 50,
		fill: 0xFFFFFF,
		weight: 800
	});
	closeText.anchor.set(0.5, 0.5);
	closeButton.addChild(closeText);
	closeButton.x = 850;
	closeButton.y = -350;
	closeButton.down = function () {
		LK.getSound('ui_click').play();
		self.hide();
	};
	self.addChild(closeButton);
	self.updateSkillDisplay = function () {
		skillPointsText.setText('Skill Points: ' + playerData.skillPoints);
		for (var i = 0; i < skillButtons.length; i++) {
			var button = skillButtons[i];
			var skill = skills[i];
			var currentLevel = playerData.skillLevels[i] || 0;
			button.levelText.setText('Level: ' + currentLevel + '/' + skill.maxLevel);
			if (currentLevel >= skill.maxLevel) {
				button.buttonBg.tint = 0x27AE60;
				button.costText.setText('MAX LEVEL');
			} else if (playerData.skillPoints >= skill.cost) {
				button.buttonBg.tint = 0x3498DB;
				button.costText.setText('Cost: ' + skill.cost);
			} else {
				button.buttonBg.tint = 0x7F8C8D;
				button.costText.setText('Cost: ' + skill.cost);
			}
		}
	};
	self.applySkillEffects = function () {
		// Apply passive bonuses to all existing towers
		for (var i = 0; i < towers.length; i++) {
			var tower = towers[i];
			self.applySkillsToTower(tower);
		}
	};
	self.applySkillsToTower = function (tower) {
		if (!tower.baseStats) {
			tower.baseStats = {
				damage: tower.damage,
				fireRate: tower.fireRate,
				range: tower.getRange()
			};
		}
		var damageLevel = playerData.skillLevels[0] || 0;
		var rangeLevel = playerData.skillLevels[2] || 0;
		var fireRateLevel = playerData.skillLevels[3] || 0;
		tower.damage = Math.floor(tower.baseStats.damage * (1 + damageLevel * 0.05));
		tower.fireRate = Math.floor(tower.baseStats.fireRate * (1 - fireRateLevel * 0.04));
		tower.refreshCellsInRange();
	};
	self.show = function () {
		self.visible = true;
		self.updateSkillDisplay();
		tween(self, {
			y: 2732 / 2
		}, {
			duration: 300,
			easing: tween.backOut
		});
	};
	self.hide = function () {
		tween(self, {
			y: 2732 + 400
		}, {
			duration: 200,
			easing: tween.easeIn,
			onFinish: function onFinish() {
				self.visible = false;
			}
		});
	};
	return self;
});
var SourceTower = Container.expand(function (towerType) {
	var self = Container.call(this);
	self.towerType = towerType || 'laser';
	// Create tower asset based on tower type
	var towerAsset = self.towerType + '_tower';
	var baseGraphics = self.attachAsset(towerAsset, {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.3,
		scaleY: 1.3
	});
	var towerCost = getTowerCost(self.towerType);
	// Add tower type label only
	var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
		size: 40,
		fill: 0xFFFFFF,
		weight: 800
	});
	typeLabel.anchor.set(0.5, 0.5);
	typeLabel.y = 0; // Center the text
	self.addChild(typeLabel);
	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 StartingBonusPanel = Container.expand(function () {
	var self = Container.call(this);
	self.x = 2048 / 2;
	self.y = 2732 / 2;
	self.visible = true;
	var panelBackground = self.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	panelBackground.width = 1800;
	panelBackground.height = 1200;
	panelBackground.tint = 0x2C3E50;
	panelBackground.alpha = 0.95;
	var titleText = new Text2('Choose Your Starting Bonus', {
		size: 80,
		fill: 0xFFFFFF,
		weight: 800
	});
	titleText.anchor.set(0.5, 0.5);
	titleText.x = 0;
	titleText.y = -450;
	self.addChild(titleText);
	var bonuses = [{
		name: 'Extra Gold',
		description: '+20 Starting Gold',
		effect: 'gold',
		value: 20
	}, {
		name: 'Free Tower',
		description: 'First Tower is Free',
		effect: 'freeTower',
		value: 1
	}, {
		name: 'Extra Life',
		description: '+5 Starting Lives',
		effect: 'lives',
		value: 5
	}];
	var bonusButtons = [];
	for (var i = 0; i < bonuses.length; i++) {
		var bonus = bonuses[i];
		var button = new Container();
		button.bonusData = bonus;
		var buttonBg = button.attachAsset('notification', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		buttonBg.width = 500;
		buttonBg.height = 300;
		buttonBg.tint = 0x3498DB;
		var nameText = new Text2(bonus.name, {
			size: 55,
			fill: 0xFFFFFF,
			weight: 800
		});
		nameText.anchor.set(0.5, 0.5);
		nameText.y = -50;
		button.addChild(nameText);
		var descText = new Text2(bonus.description, {
			size: 40,
			fill: 0xECF0F1,
			weight: 400
		});
		descText.anchor.set(0.5, 0.5);
		descText.y = 50;
		button.addChild(descText);
		button.x = (i - 1) * 550;
		button.y = -100;
		button.down = function (x, y, obj) {
			LK.getSound('ui_click').play();
			// Apply the selected bonus
			var selectedBonus = obj.bonusData;
			switch (selectedBonus.effect) {
				case 'gold':
					setGold(gold + selectedBonus.value);
					break;
				case 'freeTower':
					playerData.freeTowerUsed = false;
					break;
				case 'lives':
					lives += selectedBonus.value;
					updateUI();
					break;
			}
			// Store selection
			playerData.selectedStartingBonus = selectedBonus.effect;
			// Hide panel
			self.visible = false;
			self.destroy();
		};
		self.addChild(button);
		bonusButtons.push(button);
	}
	return self;
});
var Tower = Container.expand(function (id) {
	var self = Container.call(this);
	self.id = id || 'laser';
	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 'laser':
				// Laser: base 4, +0.6 per level
				return (4 + (self.level - 1) * 0.6) * CELL_SIZE;
			case 'ice':
				// Ice: base 3, +0.4 per level
				return (3 + (self.level - 1) * 0.4) * CELL_SIZE;
			case 'missile':
				// Missile: base 5, +0.7 per level
				return (5 + (self.level - 1) * 0.7) * CELL_SIZE;
			case 'lightning':
				// Lightning: base 2.5, +0.3 per level
				return (2.5 + (self.level - 1) * 0.3) * CELL_SIZE;
			case 'cannon':
				// Cannon: base 3.5, +0.5 per level
				return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
			case 'tesla':
				// Tesla: base 2.8, +0.4 per level
				return (2.8 + (self.level - 1) * 0.4) * CELL_SIZE;
			default:
				// Default to laser stats
				return (4 + (self.level - 1) * 0.6) * CELL_SIZE;
		}
	};
	self.cellsInRange = [];
	self.fireRate = 60;
	self.bulletSpeed = 5;
	self.damage = 10;
	self.lastFired = 0;
	self.targetEnemy = null;
	switch (self.id) {
		case 'laser':
			self.fireRate = 45;
			self.damage = 12;
			self.bulletSpeed = 8;
			break;
		case 'ice':
			self.fireRate = 70;
			self.damage = 8;
			self.bulletSpeed = 4;
			break;
		case 'missile':
			self.fireRate = 90;
			self.damage = 20;
			self.bulletSpeed = 6;
			break;
		case 'lightning':
			self.fireRate = 30;
			self.damage = 6;
			self.bulletSpeed = 12;
			break;
		case 'cannon':
			self.fireRate = 80;
			self.damage = 18;
			self.bulletSpeed = 5;
			break;
		case 'tesla':
			self.fireRate = 40;
			self.damage = 10;
			self.bulletSpeed = 10;
			break;
	}
	// Create tower asset based on tower type
	var towerAsset = self.id + '_tower';
	var baseGraphics = self.attachAsset(towerAsset, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	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 = 0x2F4F2F; // Dark olive green for turtle theme
		var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		towerLevelIndicator.width = dotSize;
		towerLevelIndicator.height = dotSize;
		towerLevelIndicator.tint = 0x90EE90; // Light green for turtle theme
		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('gun_barrel', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Color gun based on tower type
	switch (self.id) {
		case 'laser':
			gunGraphics.tint = 0xFF0080;
			break;
		case 'ice':
			gunGraphics.tint = 0x00FFFF;
			break;
		case 'missile':
			gunGraphics.tint = 0x808080;
			break;
		case 'lightning':
			gunGraphics.tint = 0xFFFF00;
			break;
		case 'cannon':
			gunGraphics.tint = 0x8B4513;
			break;
		case 'tesla':
			gunGraphics.tint = 0x9932CC;
			break;
		default:
			gunGraphics.tint = 0xFF0080;
	}
	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 = 0xFFD700; // Gold for active turtle levels
			} else {
				switch (self.id) {
					case 'laser':
						towerLevelIndicator.tint = 0xFF0080; // Pink laser
						break;
					case 'ice':
						towerLevelIndicator.tint = 0x00FFFF; // Cyan ice
						break;
					case 'missile':
						towerLevelIndicator.tint = 0x808080; // Gray missile
						break;
					case 'lightning':
						towerLevelIndicator.tint = 0xFFFF00; // Yellow lightning
						break;
					case 'cannon':
						towerLevelIndicator.tint = 0x8B4513; // Brown cannon
						break;
					case 'tesla':
						towerLevelIndicator.tint = 0x9932CC; // Purple tesla
						break;
					default:
						towerLevelIndicator.tint = 0xFF0080;
					// Default to laser
				}
			}
		}
	};
	self.updateLevelIndicators();
	// Initialize idle animation properties
	self.idleAnimationActive = false;
	self.upgradeAnimationActive = false;
	// Start idle animation based on tower type
	self.startIdleAnimation = function () {
		if (self.idleAnimationActive || self.upgradeAnimationActive) return;
		self.idleAnimationActive = true;
		switch (self.id) {
			case 'laser':
				// Subtle sway and flickering lights for laser towers
				var _swayTween = function swayTween() {
					if (!self.idleAnimationActive) return;
					tween(baseGraphics, {
						rotation: baseGraphics.rotation + (Math.random() - 0.5) * 0.1
					}, {
						duration: 2000 + Math.random() * 1000,
						easing: tween.easeInOut,
						onFinish: _swayTween
					});
				};
				_swayTween();
				// Flickering light effect
				var _flickerTween = function flickerTween() {
					if (!self.idleAnimationActive) return;
					tween(baseGraphics, {
						alpha: 0.8 + Math.random() * 0.2
					}, {
						duration: 300 + Math.random() * 200,
						easing: tween.linear,
						onFinish: _flickerTween
					});
				};
				_flickerTween();
				break;
			case 'ice':
				// Gentle pulsing for ice towers
				var _pulseTween = function pulseTween() {
					if (!self.idleAnimationActive) return;
					tween(baseGraphics, {
						scaleX: 1.02,
						scaleY: 1.02
					}, {
						duration: 1500,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							if (!self.idleAnimationActive) return;
							tween(baseGraphics, {
								scaleX: 1.0,
								scaleY: 1.0
							}, {
								duration: 1500,
								easing: tween.easeInOut,
								onFinish: _pulseTween
							});
						}
					});
				};
				_pulseTween();
				break;
			case 'tesla':
				// Electric crackling effect
				var crackleOffset = 0;
				var _crackleTween = function crackleTween() {
					if (!self.idleAnimationActive) return;
					crackleOffset += (Math.random() - 0.5) * 0.05;
					tween(baseGraphics, {
						x: crackleOffset,
						y: crackleOffset * 0.5
					}, {
						duration: 100 + Math.random() * 100,
						easing: tween.linear,
						onFinish: _crackleTween
					});
				};
				_crackleTween();
				break;
			default:
				// Default subtle breathing animation
				var _breatheTween = function breatheTween() {
					if (!self.idleAnimationActive) return;
					tween(baseGraphics, {
						scaleX: 1.01,
						scaleY: 1.01
					}, {
						duration: 2000,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							if (!self.idleAnimationActive) return;
							tween(baseGraphics, {
								scaleX: 1.0,
								scaleY: 1.0
							}, {
								duration: 2000,
								easing: tween.easeInOut,
								onFinish: _breatheTween
							});
						}
					});
				};
				_breatheTween();
		}
	};
	// Stop idle animation
	self.stopIdleAnimation = function () {
		self.idleAnimationActive = false;
		tween.stop(baseGraphics, {
			rotation: true,
			alpha: true,
			scaleX: true,
			scaleY: true,
			x: true,
			y: true
		});
		// Reset to default state
		baseGraphics.rotation = 0;
		baseGraphics.alpha = 1;
		baseGraphics.scaleX = 1;
		baseGraphics.scaleY = 1;
		baseGraphics.x = 0;
		baseGraphics.y = 0;
	};
	// Start idle animation immediately
	self.startIdleAnimation();
	self.refreshCellsInRange = function () {
		for (var i = 0; i < self.cellsInRange.length; i++) {
			var cell = self.cellsInRange[i];
			var towerIndex = cell.towersInRange.indexOf(self);
			if (towerIndex !== -1) {
				cell.towersInRange.splice(towerIndex, 1);
			}
		}
		self.cellsInRange = [];
		var rangeRadius = self.getRange() / CELL_SIZE;
		var centerX = self.gridX + 1;
		var centerY = self.gridY + 1;
		var minI = Math.floor(centerX - rangeRadius - 0.5);
		var maxI = Math.ceil(centerX + rangeRadius + 0.5);
		var minJ = Math.floor(centerY - rangeRadius - 0.5);
		var maxJ = Math.ceil(centerY + rangeRadius + 0.5);
		for (var i = minI; i <= maxI; i++) {
			for (var j = minJ; j <= maxJ; j++) {
				var closestX = Math.max(i, Math.min(centerX, i + 1));
				var closestY = Math.max(j, Math.min(centerY, j + 1));
				var deltaX = closestX - centerX;
				var deltaY = closestY - centerY;
				var distanceSquared = deltaX * deltaX + deltaY * deltaY;
				if (distanceSquared <= rangeRadius * rangeRadius) {
					var cell = grid.getCell(i, j);
					if (cell) {
						self.cellsInRange.push(cell);
						cell.towersInRange.push(self);
					}
				}
			}
		}
		grid.renderDebug();
	};
	self.getTotalValue = function () {
		var baseTowerCost = getTowerCost(self.id);
		var totalInvestment = baseTowerCost;
		var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
		for (var i = 1; i < self.level; i++) {
			totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1));
		}
		return totalInvestment;
	};
	self.upgrade = function () {
		if (self.level < self.maxLevel) {
			// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
			var baseUpgradeCost = getTowerCost(self.id);
			var upgradeCost;
			// Make last upgrade level extra expensive
			if (self.level === self.maxLevel - 1) {
				upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade
			} else {
				upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1));
			}
			if (gold >= upgradeCost) {
				setGold(gold - upgradeCost);
				self.level++;
				// No need to update self.range here; getRange() is now the source of truth
				// Apply tower-specific upgrades based on type
				if (self.id === 'rapid') {
					if (self.level === self.maxLevel) {
						// Extra powerful last upgrade (double the effect)
						self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect
						self.damage = 5 + self.level * 10; // double the effect
						self.bulletSpeed = 7 + self.level * 2.4; // double the effect
					} else {
						self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades
						self.damage = 5 + self.level * 3;
						self.bulletSpeed = 7 + self.level * 0.7;
					}
				} else {
					if (self.level === self.maxLevel) {
						// Extra powerful last upgrade for all other towers (double the effect)
						self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect
						self.damage = 10 + self.level * 20; // double the effect
						self.bulletSpeed = 5 + self.level * 2.4; // double the effect
					} else {
						self.fireRate = Math.max(20, 60 - self.level * 8);
						self.damage = 10 + self.level * 5;
						self.bulletSpeed = 5 + self.level * 0.5;
					}
				}
				self.refreshCellsInRange();
				self.updateLevelIndicators();
				// Play upgrade animation
				self.upgradeAnimationActive = true;
				self.stopIdleAnimation();
				// Glow effect and transformation animation
				tween(baseGraphics, {
					scaleX: 1.3,
					scaleY: 1.3,
					alpha: 1.5
				}, {
					duration: 200,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						// Bright flash
						tween(baseGraphics, {
							alpha: 2.0
						}, {
							duration: 100,
							easing: tween.linear,
							onFinish: function onFinish() {
								// Return to normal with power glow
								tween(baseGraphics, {
									scaleX: 1.05,
									scaleY: 1.05,
									alpha: 1.0
								}, {
									duration: 300,
									easing: tween.easeInOut,
									onFinish: function onFinish() {
										// Final settle
										tween(baseGraphics, {
											scaleX: 1.0,
											scaleY: 1.0
										}, {
											duration: 200,
											easing: tween.easeOut,
											onFinish: function onFinish() {
												self.upgradeAnimationActive = false;
												self.startIdleAnimation();
											}
										});
									}
								});
							}
						});
					}
				});
				// Add particle burst effect around the tower
				var upgradeEffect = new Container();
				game.addChild(upgradeEffect);
				upgradeEffect.x = self.x;
				upgradeEffect.y = self.y;
				// Create multiple expanding rings for upgrade effect
				for (var ring = 0; ring < 3; ring++) {
					var ringContainer = new Container();
					upgradeEffect.addChild(ringContainer);
					var ringGraphics = ringContainer.attachAsset('rangeCircle', {
						anchorX: 0.5,
						anchorY: 0.5
					});
					ringGraphics.width = ringGraphics.height = CELL_SIZE * 0.5;
					ringGraphics.alpha = 0.8;
					// Different colors based on tower type
					switch (self.id) {
						case 'laser':
							ringGraphics.tint = 0xFF0080;
							break;
						case 'ice':
							ringGraphics.tint = 0x00FFFF;
							break;
						case 'missile':
							ringGraphics.tint = 0x808080;
							break;
						case 'lightning':
							ringGraphics.tint = 0xFFFF00;
							break;
						case 'cannon':
							ringGraphics.tint = 0x8B4513;
							break;
						case 'tesla':
							ringGraphics.tint = 0x9932CC;
							break;
						default:
							ringGraphics.tint = 0xFFD700;
					}
					// Stagger the ring animations
					LK.setTimeout(function () {
						tween(ringContainer, {
							alpha: 0,
							scaleX: 4,
							scaleY: 4
						}, {
							duration: 600,
							easing: tween.easeOut,
							onFinish: function onFinish() {
								upgradeEffect.removeChild(ringContainer);
								if (upgradeEffect.children.length === 0) {
									upgradeEffect.destroy();
								}
							}
						});
					}, ring * 150);
				}
				if (self.level > 1) {
					var levelDot = levelIndicators[self.level - 1].children[1];
					tween(levelDot, {
						scaleX: 1.5,
						scaleY: 1.5
					}, {
						duration: 300,
						easing: tween.elasticOut,
						onFinish: function onFinish() {
							tween(levelDot, {
								scaleX: 1,
								scaleY: 1
							}, {
								duration: 200,
								easing: tween.easeOut
							});
						}
					});
				}
				return true;
			} else {
				var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
				notification.x = 2048 / 2;
				notification.y = grid.height - 50;
				return false;
			}
		}
		return false;
	};
	self.findTarget = function () {
		var closestEnemy = null;
		var closestScore = Infinity;
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			var dx = enemy.x - self.x;
			var dy = enemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			// Check if enemy is in range
			if (distance <= self.getRange()) {
				// Handle flying enemies differently - they can be targeted regardless of path
				if (enemy.isFlying) {
					// For flying enemies, prioritize by distance to the goal
					if (enemy.flyingTarget) {
						var goalX = enemy.flyingTarget.x;
						var goalY = enemy.flyingTarget.y;
						var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
						// Use distance to goal as score
						if (distToGoal < closestScore) {
							closestScore = distToGoal;
							closestEnemy = enemy;
						}
					} else {
						// If no flying target yet (shouldn't happen), prioritize by distance to tower
						if (distance < closestScore) {
							closestScore = distance;
							closestEnemy = enemy;
						}
					}
				} else {
					// For ground enemies, use the original path-based targeting
					// Get the cell for this enemy
					var cell = grid.getCell(enemy.cellX, enemy.cellY);
					if (cell && cell.pathId === pathId) {
						// Use the cell's score (distance to exit) for prioritization
						// Lower score means closer to exit
						if (cell.score < closestScore) {
							closestScore = cell.score;
							closestEnemy = enemy;
						}
					}
				}
			}
		}
		if (!closestEnemy) {
			self.targetEnemy = null;
		}
		return closestEnemy;
	};
	self.update = function () {
		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;
			// Make the tower base also rotate to face the target
			baseGraphics.rotation = angle;
			if (LK.ticks - self.lastFired >= self.fireRate) {
				self.fire();
				self.lastFired = LK.ticks;
			}
		}
	};
	self.down = function (x, y, obj) {
		// Play tower selection sound
		LK.getSound('ui_select').play();
		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 = 0.25;
		rangeGraphics.tint = 0x74B9FF;
		var upgradeMenu = new UpgradeMenu(self);
		game.addChild(upgradeMenu);
		upgradeMenu.x = 2048 / 2;
		tween(upgradeMenu, {
			y: 2732 - 225
		}, {
			duration: 200,
			easing: tween.backOut
		});
		// Add detailed tower information panel
		var towerInfoPanel = new TowerInfoPanel(self);
		game.addChild(towerInfoPanel);
		towerInfoPanel.x = 2048 / 2;
		tween(towerInfoPanel, {
			y: 2732 - 650
		}, {
			duration: 250,
			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;
				var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed);
				// Set bullet type based on tower type
				bullet.type = self.id;
				// Customize bullet appearance based on tower type
				switch (self.id) {
					case 'laser':
						bullet.children[0].tint = 0xFF0080;
						bullet.children[0].width = 25;
						bullet.children[0].height = 25;
						break;
					case 'ice':
						bullet.children[0].tint = 0x00FFFF;
						bullet.children[0].width = 30;
						bullet.children[0].height = 30;
						break;
					case 'missile':
						bullet.children[0].tint = 0x808080;
						bullet.children[0].width = 35;
						bullet.children[0].height = 35;
						break;
					case 'lightning':
						bullet.children[0].tint = 0xFFFF00;
						bullet.children[0].width = 20;
						bullet.children[0].height = 20;
						break;
					case 'cannon':
						bullet.children[0].tint = 0x8B4513;
						bullet.children[0].width = 40;
						bullet.children[0].height = 40;
						break;
					case 'tesla':
						bullet.children[0].tint = 0x9932CC;
						bullet.children[0].width = 25;
						bullet.children[0].height = 25;
						break;
				}
				game.addChild(bullet);
				bullets.push(bullet);
				self.targetEnemy.bulletsTargetingThis.push(bullet);
				// Play shooting sound effect based on tower type
				var soundId = self.id + '_shoot';
				LK.getSound(soundId).play();
				// Create muzzle flash effect at firing position
				var muzzleFlash = new Container();
				game.addChild(muzzleFlash);
				muzzleFlash.x = bulletX;
				muzzleFlash.y = bulletY;
				var flashGraphics = muzzleFlash.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				// Customize muzzle flash based on tower type
				switch (self.id) {
					case 'laser':
						flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.4;
						flashGraphics.tint = 0xFF0080;
						break;
					case 'ice':
						flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.3;
						flashGraphics.tint = 0x00FFFF;
						break;
					case 'missile':
						flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.6;
						flashGraphics.tint = 0xFF4500;
						break;
					case 'lightning':
						flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.2;
						flashGraphics.tint = 0xFFFF00;
						break;
					case 'cannon':
						flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.8;
						flashGraphics.tint = 0xFF6600;
						break;
					case 'tesla':
						flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.35;
						flashGraphics.tint = 0x9932CC;
						break;
					default:
						flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.4;
						flashGraphics.tint = 0xFFFFFF;
				}
				flashGraphics.alpha = 1;
				// Quick flash animation
				tween(muzzleFlash, {
					alpha: 0,
					scaleX: 1.8,
					scaleY: 1.8
				}, {
					duration: 120,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						muzzleFlash.destroy();
					}
				});
				// --- 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();
	};
	// Override destroy to clean up animations
	var originalDestroy = self.destroy;
	self.destroy = function () {
		self.stopIdleAnimation();
		if (originalDestroy) {
			originalDestroy.call(self);
		}
	};
	return self;
});
var TowerInfoPanel = Container.expand(function (tower) {
	var self = Container.call(this);
	self.tower = tower;
	self.y = 2732 + 300;
	var panelBackground = self.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	panelBackground.width = 1800;
	panelBackground.height = 400;
	panelBackground.tint = 0x2C3E50;
	panelBackground.alpha = 0.95;
	// Tower name and level
	var titleText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower - Level ' + self.tower.level, {
		size: 60,
		fill: 0xFFFFFF,
		weight: 800
	});
	titleText.anchor.set(0.5, 0);
	titleText.x = 0;
	titleText.y = -160;
	self.addChild(titleText);
	// Detailed stats
	var dpsValue = (self.tower.damage * (60 / self.tower.fireRate)).toFixed(1);
	var rangeValue = (self.tower.getRange() / CELL_SIZE).toFixed(1);
	var statsText = new Text2('DPS: ' + dpsValue + ' | Range: ' + rangeValue + ' tiles | Speed: ' + self.tower.bulletSpeed, {
		size: 45,
		fill: 0xECF0F1,
		weight: 400
	});
	statsText.anchor.set(0.5, 0);
	statsText.x = 0;
	statsText.y = -90;
	self.addChild(statsText);
	// Special abilities description
	var abilityText = '';
	switch (self.tower.id) {
		case 'laser':
			abilityText = 'High damage, fast firing laser tower with good range';
			break;
		case 'ice':
			abilityText = 'Slows enemies and applies frost effects';
			break;
		case 'missile':
			abilityText = 'Heavy damage with explosive splash effect';
			break;
		case 'lightning':
			abilityText = 'Fast, low damage with electrical chain effects';
			break;
		case 'cannon':
			abilityText = 'Powerful impact with knockback and crater effects';
			break;
		case 'tesla':
			abilityText = 'Energy discharge with electrical arc effects';
			break;
	}
	var abilityDesc = new Text2(abilityText, {
		size: 38,
		fill: 0xBDC3C7,
		weight: 400
	});
	abilityDesc.anchor.set(0.5, 0);
	abilityDesc.x = 0;
	abilityDesc.y = -30;
	self.addChild(abilityDesc);
	// Bullet preview
	var bulletPreview = new Container();
	bulletPreview.x = -600;
	bulletPreview.y = 50;
	self.addChild(bulletPreview);
	var previewLabel = new Text2('Bullet Preview:', {
		size: 35,
		fill: 0xFFFFFF,
		weight: 600
	});
	previewLabel.anchor.set(0.5, 0.5);
	previewLabel.y = -40;
	bulletPreview.addChild(previewLabel);
	// Animated bullet preview
	var bulletAsset = self.tower.id + '_bullet';
	var bulletGraphics = bulletPreview.attachAsset(bulletAsset, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Scale up the bullet for visibility
	bulletGraphics.scaleX = 2;
	bulletGraphics.scaleY = 2;
	// Apply tower-specific coloring
	switch (self.tower.id) {
		case 'laser':
			bulletGraphics.tint = 0xFF0080;
			break;
		case 'ice':
			bulletGraphics.tint = 0x00FFFF;
			break;
		case 'missile':
			bulletGraphics.tint = 0x808080;
			break;
		case 'lightning':
			bulletGraphics.tint = 0xFFFF00;
			break;
		case 'cannon':
			bulletGraphics.tint = 0x8B4513;
			break;
		case 'tesla':
			bulletGraphics.tint = 0x9932CC;
			break;
	}
	// Animate the bullet preview
	var _animateBullet = function animateBullet() {
		tween(bulletGraphics, {
			rotation: bulletGraphics.rotation + Math.PI * 2
		}, {
			duration: 2000,
			easing: tween.linear,
			onFinish: _animateBullet
		});
	};
	_animateBullet();
	// Upgrade cost preview (right side)
	if (self.tower.level < self.tower.maxLevel) {
		var upgradePreview = new Container();
		upgradePreview.x = 600;
		upgradePreview.y = 50;
		self.addChild(upgradePreview);
		var upgradeLabel = new Text2('Next Upgrade:', {
			size: 35,
			fill: 0xFFFFFF,
			weight: 600
		});
		upgradeLabel.anchor.set(0.5, 0.5);
		upgradeLabel.y = -40;
		upgradePreview.addChild(upgradeLabel);
		// Calculate next level stats
		var nextDamage = self.tower.damage + 5;
		var nextFireRate = Math.max(20, self.tower.fireRate - 8);
		var nextDPS = (nextDamage * (60 / nextFireRate)).toFixed(1);
		var nextRange = ((self.tower.getRange() + CELL_SIZE * 0.5) / CELL_SIZE).toFixed(1);
		var upgradeStatsText = new Text2('DPS: ' + nextDPS + ' | Range: ' + nextRange + ' tiles', {
			size: 32,
			fill: 0x2ECC71,
			weight: 400
		});
		upgradeStatsText.anchor.set(0.5, 0.5);
		upgradeStatsText.y = 10;
		upgradePreview.addChild(upgradeStatsText);
	}
	self.updateStats = function () {
		var dpsValue = (self.tower.damage * (60 / self.tower.fireRate)).toFixed(1);
		var rangeValue = (self.tower.getRange() / CELL_SIZE).toFixed(1);
		titleText.setText(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower - Level ' + self.tower.level);
		statsText.setText('DPS: ' + dpsValue + ' | Range: ' + rangeValue + ' tiles | Speed: ' + self.tower.bulletSpeed);
	};
	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;
		// Use single tower asset for preview
		var previewAsset = 'towerpreview'; // Use existing preview asset
		// Update the preview graphics appearance
		previewGraphics.tint = 0xFFFFFF; // Keep white tint as base
		if (!self.canPlace || !self.hasEnoughGold) {
			previewGraphics.tint = 0xFF0000;
			previewGraphics.alpha = 0.6;
		} else {
			previewGraphics.alpha = 0.8;
		}
	};
	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);
					// Allow towers to be placed on walls (type 1) but not on paths (type 0), spawns (type 2), or goals (type 3)
					if (!cell || cell.type === 0 || cell.type === 2 || cell.type === 3) {
						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: 60,
		fill: 0xFFFFFF,
		weight: 800
	});
	towerTypeText.anchor.set(0, 0);
	towerTypeText.x = -700;
	towerTypeText.y = -120;
	self.addChild(towerTypeText);
	var statsText = new Text2('Lvl ' + self.tower.level + '/' + self.tower.maxLevel + ' | Dmg: ' + self.tower.damage + ' | Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
		size: 50,
		fill: 0xFFFFFF,
		weight: 400
	});
	statsText.anchor.set(0, 0.5);
	statsText.x = -700;
	statsText.y = -40;
	self.addChild(statsText);
	var buttonsContainer = new Container();
	buttonsContainer.x = 500;
	self.addChild(buttonsContainer);
	var upgradeButton = new Container();
	buttonsContainer.addChild(upgradeButton);
	var buttonBackground = upgradeButton.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	buttonBackground.width = 500;
	buttonBackground.height = 150;
	var isMaxLevel = self.tower.level >= self.tower.maxLevel;
	// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
	var baseUpgradeCost = getTowerCost(self.tower.id);
	var upgradeCost;
	if (isMaxLevel) {
		upgradeCost = 0;
	} else if (self.tower.level === self.tower.maxLevel - 1) {
		upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
	} else {
		upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
	}
	buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
	var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost, {
		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, {
		size: 50,
		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) {
		// Play UI click sound
		LK.getSound('ui_click').play();
		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('Lvl ' + self.tower.level + '/' + self.tower.maxLevel + ' | Dmg: ' + self.tower.damage + ' | Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
			buttonText.setText('Upgrade: ' + upgradeCost);
			var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
			var sellValue = Math.floor(totalInvestment * 0.6);
			sellButtonText.setText('Sell: +' + sellValue);
			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) {
		// Play UI click sound
		LK.getSound('ui_click').play();
		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);
					}
				}
			}
		}
		// Stop any ongoing animations before destroying tower
		if (self.tower.stopIdleAnimation) {
			self.tower.stopIdleAnimation();
		}
		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) {
		// Play UI click sound
		LK.getSound('ui_click').play();
		hideUpgradeMenu(self);
		selectedTower = null;
		grid.renderDebug();
	};
	self.update = function () {
		if (self.tower.level >= self.tower.maxLevel) {
			if (buttonText.text !== 'Max Level') {
				buttonText.setText('Max Level');
				buttonBackground.tint = 0x888888;
			}
			return;
		}
		// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
		var baseUpgradeCost = getTowerCost(self.tower.id);
		var currentUpgradeCost;
		if (self.tower.level >= self.tower.maxLevel) {
			currentUpgradeCost = 0;
		} else if (self.tower.level === self.tower.maxLevel - 1) {
			currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
		} else {
			currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
		}
		var canAfford = gold >= currentUpgradeCost;
		buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
		var newText = 'Upgrade: ' + currentUpgradeCost;
		if (buttonText.text !== newText) {
			buttonText.setText(newText);
		}
	};
	return self;
});
var WaveAlert = Container.expand(function (waveNumber, waveType, enemyCount) {
	var self = Container.call(this);
	// Create alert background
	var alertBackground = self.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	alertBackground.width = 1200;
	alertBackground.height = 200;
	alertBackground.tint = 0xFF4444; // Red alert color
	// Create wave number text
	var waveText = new Text2("WAVE " + waveNumber, {
		size: 80,
		fill: 0xFFFFFF,
		weight: 800
	});
	waveText.anchor.set(0.5, 0.5);
	waveText.y = -30;
	self.addChild(waveText);
	// Create wave type and enemy count text
	var typeText = new Text2(waveType + " - " + enemyCount + " ENEMIES", {
		size: 50,
		fill: 0xFFFFFF,
		weight: 600
	});
	typeText.anchor.set(0.5, 0.5);
	typeText.y = 30;
	self.addChild(typeText);
	// Start off-screen
	self.x = 2048 / 2;
	self.y = -200;
	self.alpha = 0;
	self.scaleX = 0.5;
	self.scaleY = 0.5;
	// Play wave alert sound
	LK.getSound('wave_alert').play();
	// Animate entrance
	tween(self, {
		y: 400,
		alpha: 1,
		scaleX: 1.2,
		scaleY: 1.2
	}, {
		duration: 500,
		easing: tween.backOut,
		onFinish: function onFinish() {
			// Scale down slightly and hold
			tween(self, {
				scaleX: 1,
				scaleY: 1
			}, {
				duration: 200,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					// Hold for a moment then fade out
					LK.setTimeout(function () {
						tween(self, {
							y: 200,
							alpha: 0,
							scaleX: 0.8,
							scaleY: 0.8
						}, {
							duration: 400,
							easing: tween.easeIn,
							onFinish: function onFinish() {
								self.destroy();
							}
						});
					}, 1500);
				}
			});
		}
	});
	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;
	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!");
			var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
			notification.x = 2048 / 2;
			notification.y = grid.height - 150;
		}
	};
	for (var i = 0; i < totalWaves; i++) {
		var marker = new Container();
		var block = marker.attachAsset('notification', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		block.width = blockWidth - 10;
		block.height = 70 * 2;
		// --- Begin new unified wave logic ---
		var waveType = "normal";
		var enemyType = "normal";
		var enemyCount = 10;
		var isBossWave = (i + 1) % 10 === 0;
		// Ensure all types appear in early waves
		if (i === 0) {
			block.tint = 0xAAAAAA;
			waveType = "Normal";
			enemyType = "normal";
			enemyCount = 10;
		} else if (i === 1) {
			block.tint = 0x00AAFF;
			waveType = "Fast";
			enemyType = "fast";
			enemyCount = 10;
		} else if (i === 2) {
			block.tint = 0xAA0000;
			waveType = "Immune";
			enemyType = "immune";
			enemyCount = 10;
		} else if (i === 3) {
			block.tint = 0xFFFF00;
			waveType = "Flying";
			enemyType = "flying";
			enemyCount = 10;
		} else if (i === 4) {
			block.tint = 0xFF00FF;
			waveType = "Swarm";
			enemyType = "swarm";
			enemyCount = 30;
		} else if (isBossWave) {
			// Boss waves: cycle through all boss types, last boss is always flying
			var bossTypes = ['normal', 'fast', 'immune', 'flying'];
			var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
			if (i === totalWaves - 1) {
				// Last boss is always flying
				enemyType = 'flying';
				waveType = "Boss Flying";
				block.tint = 0xFFFF00;
			} else {
				enemyType = bossTypes[bossTypeIndex % bossTypes.length];
				switch (enemyType) {
					case 'normal':
						block.tint = 0xAAAAAA;
						waveType = "Boss Normal";
						break;
					case 'fast':
						block.tint = 0x00AAFF;
						waveType = "Boss Fast";
						break;
					case 'immune':
						block.tint = 0xAA0000;
						waveType = "Boss Immune";
						break;
					case 'flying':
						block.tint = 0xFFFF00;
						waveType = "Boss Flying";
						break;
				}
			}
			enemyCount = 1;
			// Make the wave indicator for boss waves stand out
			// Set boss wave color to the color of the wave type
			switch (enemyType) {
				case 'normal':
					block.tint = 0xAAAAAA;
					break;
				case 'fast':
					block.tint = 0x00AAFF;
					break;
				case 'immune':
					block.tint = 0xAA0000;
					break;
				case 'flying':
					block.tint = 0xFFFF00;
					break;
				default:
					block.tint = 0xFF0000;
					break;
			}
		} else if ((i + 1) % 5 === 0) {
			// Every 5th non-boss wave is fast
			block.tint = 0x00AAFF;
			waveType = "Fast";
			enemyType = "fast";
			enemyCount = 10;
		} else if ((i + 1) % 4 === 0) {
			// Every 4th non-boss wave is immune
			block.tint = 0xAA0000;
			waveType = "Immune";
			enemyType = "immune";
			enemyCount = 10;
		} else if ((i + 1) % 7 === 0) {
			// Every 7th non-boss wave is flying
			block.tint = 0xFFFF00;
			waveType = "Flying";
			enemyType = "flying";
			enemyCount = 10;
		} else if ((i + 1) % 3 === 0) {
			// Every 3rd non-boss wave is swarm
			block.tint = 0xFF00FF;
			waveType = "Swarm";
			enemyType = "swarm";
			enemyCount = 30;
		} else {
			block.tint = 0xAAAAAA;
			waveType = "Normal";
			enemyType = "normal";
			enemyCount = 10;
		}
		// --- End new unified wave logic ---
		// Mark boss waves with a special visual indicator
		if (isBossWave && enemyType !== 'swarm') {
			// Add a crown or some indicator to the wave marker for boss waves
			var bossIndicator = marker.attachAsset('towerLevelIndicator', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			bossIndicator.width = 30;
			bossIndicator.height = 30;
			bossIndicator.tint = 0xFFD700; // Gold color
			bossIndicator.y = -block.height / 2 - 15;
			// Change the wave type text to indicate boss
			waveType = "BOSS";
		}
		// Store the wave type and enemy count
		self.waveTypes[i] = enemyType;
		self.enemyCounts[i] = enemyCount;
		// Add wave type text - simplified
		var waveTypeText = new Text2(waveType, {
			size: 50,
			fill: 0xFFFFFF,
			weight: 800
		});
		waveTypeText.anchor.set(0.5, 0.5);
		waveTypeText.y = -15;
		marker.addChild(waveTypeText);
		// Main wave number text - simplified
		var waveNum = new Text2((i + 1).toString(), {
			size: 40,
			fill: 0xFFFFFF,
			weight: 800
		});
		waveNum.anchor.set(0.5, 0.5);
		waveNum.y = 20;
		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 () {
		var progress = waveTimer / nextWaveTime;
		var moveAmount = (progress + currentWave) * blockWidth;
		for (var i = 0; i < self.waveMarkers.length; i++) {
			var marker = self.waveMarkers[i];
			marker.x = -moveAmount + i * blockWidth;
		}
		self.positionIndicator.x = 0;
		for (var i = 0; i < totalWaves + 1; i++) {
			var marker = self.waveMarkers[i];
			if (i === 0) {
				continue;
			}
			var block = marker.children[0];
			if (i - 1 < currentWave) {
				block.alpha = .5;
			}
		}
		self.handleWaveProgression = function () {
			if (!self.gameStarted) {
				return;
			}
			if (currentWave < totalWaves) {
				waveTimer++;
				if (waveTimer >= nextWaveTime) {
					waveTimer = 0;
					currentWave++;
					waveInProgress = true;
					waveSpawned = false;
					if (currentWave != 1) {
						var waveType = self.getWaveTypeName(currentWave);
						var enemyCount = self.getEnemyCount(currentWave);
						var waveAlert = new WaveAlert(currentWave, waveType + " INCOMING", enemyCount);
						game.addChild(waveAlert);
					}
				}
			}
		};
		self.handleWaveProgression();
	};
	return self;
});
var WavePreviewPanel = Container.expand(function () {
	var self = Container.call(this);
	self.x = 2048 - 400;
	self.y = 300;
	self.visible = false;
	var panelBackground = self.attachAsset('notification', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	panelBackground.width = 350;
	panelBackground.height = 500;
	panelBackground.tint = 0x34495E;
	panelBackground.alpha = 0.9;
	var titleText = new Text2('Next Wave', {
		size: 45,
		fill: 0xFFFFFF,
		weight: 800
	});
	titleText.anchor.set(0.5, 0);
	titleText.x = 0;
	titleText.y = -220;
	self.addChild(titleText);
	var waveNumberText = new Text2('', {
		size: 55,
		fill: 0xE74C3C,
		weight: 800
	});
	waveNumberText.anchor.set(0.5, 0);
	waveNumberText.x = 0;
	waveNumberText.y = -160;
	self.addChild(waveNumberText);
	var enemyTypeText = new Text2('', {
		size: 40,
		fill: 0xF39C12,
		weight: 600
	});
	enemyTypeText.anchor.set(0.5, 0);
	enemyTypeText.x = 0;
	enemyTypeText.y = -100;
	self.addChild(enemyTypeText);
	var enemyCountText = new Text2('', {
		size: 35,
		fill: 0x3498DB,
		weight: 500
	});
	enemyCountText.anchor.set(0.5, 0);
	enemyCountText.x = 0;
	enemyCountText.y = -50;
	self.addChild(enemyCountText);
	// Enemy preview sprite
	var enemyPreview = new Container();
	enemyPreview.x = 0;
	enemyPreview.y = 50;
	self.addChild(enemyPreview);
	var enemySprite = null;
	self.updatePreview = function (waveNumber) {
		if (waveNumber > totalWaves) {
			self.visible = false;
			return;
		}
		self.visible = true;
		waveNumberText.setText('Wave ' + waveNumber);
		var waveType = waveIndicator.getWaveType(waveNumber);
		var enemyCount = waveIndicator.getEnemyCount(waveNumber);
		var isBossWave = waveNumber % 10 === 0 && waveNumber > 0;
		// Update text based on wave type
		var typeDisplayName = waveType.charAt(0).toUpperCase() + waveType.slice(1);
		if (isBossWave && waveType !== 'swarm') {
			typeDisplayName = 'BOSS ' + typeDisplayName;
		}
		enemyTypeText.setText(typeDisplayName);
		enemyCountText.setText(enemyCount + ' Enemies');
		// Remove old enemy sprite
		if (enemySprite) {
			enemyPreview.removeChild(enemySprite);
		}
		// Add new enemy sprite preview
		var assetId = 'enemy';
		if (waveType !== 'normal') {
			assetId = 'enemy_' + waveType;
		}
		enemySprite = enemyPreview.attachAsset(assetId, {
			anchorX: 0.5,
			anchorY: 0.5
		});
		// Scale based on boss status
		if (isBossWave && waveType !== 'swarm') {
			enemySprite.scaleX = 1.5;
			enemySprite.scaleY = 1.5;
		}
		// Add floating animation
		var _floatAnimation = function floatAnimation() {
			tween(enemySprite, {
				y: 10
			}, {
				duration: 1500,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					tween(enemySprite, {
						y: -10
					}, {
						duration: 1500,
						easing: tween.easeInOut,
						onFinish: _floatAnimation
					});
				}
			});
		};
		_floatAnimation();
		// Special effects for boss waves
		if (isBossWave && waveType !== 'swarm') {
			// Add crown indicator
			var crownIndicator = enemyPreview.attachAsset('towerLevelIndicator', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			crownIndicator.width = 25;
			crownIndicator.height = 25;
			crownIndicator.tint = 0xFFD700;
			crownIndicator.y = -60;
			// Pulsing animation for crown
			var _pulseCrown = function pulseCrown() {
				tween(crownIndicator, {
					scaleX: 1.3,
					scaleY: 1.3
				}, {
					duration: 800,
					easing: tween.easeInOut,
					onFinish: function onFinish() {
						tween(crownIndicator, {
							scaleX: 1.0,
							scaleY: 1.0
						}, {
							duration: 800,
							easing: tween.easeInOut,
							onFinish: _pulseCrown
						});
					}
				});
			};
			_pulseCrown();
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0xF4E4BC
});
/**** 
* Game Code
****/ 
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
	if (isHidingUpgradeMenu) {
		return;
	}
	isHidingUpgradeMenu = true;
	// Also hide any tower info panels
	var towerInfoPanels = game.children.filter(function (child) {
		return child instanceof TowerInfoPanel;
	});
	for (var i = 0; i < towerInfoPanels.length; i++) {
		(function (panel) {
			tween(panel, {
				y: 2732 + 300
			}, {
				duration: 150,
				easing: tween.easeIn,
				onFinish: function onFinish() {
					if (panel && panel.destroy) {
						panel.destroy();
					}
				}
			});
		})(towerInfoPanels[i]);
	}
	tween(menu, {
		y: 2732 + 225
	}, {
		duration: 150,
		easing: tween.easeIn,
		onFinish: function onFinish() {
			menu.destroy();
			isHidingUpgradeMenu = false;
		}
	});
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var selectedTower = null;
var gold = 80;
var lives = 20;
var score = 0;
var currentWave = 0;
var totalWaves = 50;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
// Initialize persistent player data
var playerData = storage || {};
if (!playerData.skillLevels) {
	playerData.skillLevels = [0, 0, 0, 0];
}
if (!playerData.skillPoints) {
	playerData.skillPoints = 0;
}
if (!playerData.hasSelectedStartingBonus) {
	playerData.hasSelectedStartingBonus = false;
}
if (!playerData.freeTowerUsed) {
	playerData.freeTowerUsed = true;
}
// Create skill tree panel
var skillTreePanel = new SkillTreePanel();
game.addChild(skillTreePanel);
var goldText = new Text2('Gold: ' + gold, {
	size: 65,
	fill: 0xDAA520,
	weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
	size: 65,
	fill: 0x1E90FF,
	weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('Score: ' + score, {
	size: 65,
	fill: 0xFF7F50,
	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;
// Add skill tree button
var skillTreeButton = new Container();
var skillButtonBg = skillTreeButton.attachAsset('notification', {
	anchorX: 0.5,
	anchorY: 0.5
});
skillButtonBg.width = 200;
skillButtonBg.height = 80;
skillButtonBg.tint = 0x9B59B6;
var skillButtonText = new Text2('Skills', {
	size: 40,
	fill: 0xFFFFFF,
	weight: 800
});
skillButtonText.anchor.set(0.5, 0.5);
skillTreeButton.addChild(skillButtonText);
skillTreeButton.x = 2048 - 150;
skillTreeButton.y = 150;
skillTreeButton.down = function () {
	LK.getSound('ui_click').play();
	if (skillTreePanel) {
		skillTreePanel.show();
	}
};
LK.gui.top.addChild(skillTreeButton);
function updateUI() {
	goldText.setText('Gold: ' + gold);
	livesText.setText('Lives: ' + lives);
	scoreText.setText('Score: ' + 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 = 15;
	switch (towerType) {
		case 'laser':
			cost = 15;
			break;
		case 'ice':
			cost = 25;
			break;
		case 'missile':
			cost = 40;
			break;
		case 'lightning':
			cost = 20;
			break;
		case 'cannon':
			cost = 35;
			break;
		case 'tesla':
			cost = 30;
			break;
	}
	return cost;
}
function getTowerSellValue(totalValue) {
	return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function placeTower(gridX, gridY, towerType) {
	var towerCost = getTowerCost(towerType);
	var canAfford = gold >= towerCost;
	var canUseFreeBonus = !playerData.freeTowerUsed && playerData.selectedStartingBonus === 'freeTower';
	if (canAfford || canUseFreeBonus) {
		var tower = new Tower(towerType || 'default');
		tower.placeOnGrid(gridX, gridY);
		towerLayer.addChild(tower);
		towers.push(tower);
		// Apply skill effects to new tower
		if (skillTreePanel) {
			skillTreePanel.applySkillsToTower(tower);
		}
		if (canUseFreeBonus) {
			playerData.freeTowerUsed = true;
			var notification = game.addChild(new Notification("Free tower bonus used!"));
			notification.x = 2048 / 2;
			notification.y = grid.height - 50;
		} else {
			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 wave preview panel
var wavePreviewPanel = new WavePreviewPanel();
game.addChild(wavePreviewPanel);
var towerTypes = ['laser', 'ice', 'missile', 'lightning', 'cannon', 'tesla'];
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);
	// Add cost display text below each tower
	var costText = new Text2('Cost: ' + getTowerCost(towerTypes[i]), {
		size: 35,
		fill: 0xFFD700,
		weight: 800
	});
	costText.anchor.set(0.5, 0.5);
	costText.x = tower.x;
	costText.y = tower.y + 120; // Position below the tower
	towerLayer.addChild(costText);
}
// Show starting bonus panel if first time or hasn't selected
if (!playerData.hasSelectedStartingBonus) {
	var startingBonusPanel = new StartingBonusPanel();
	game.addChild(startingBonusPanel);
	playerData.hasSelectedStartingBonus = true;
}
// Start playing background music
LK.playMusic('game_music', {
	loop: true,
	fade: {
		start: 0,
		end: 0.3,
		duration: 2000
	}
});
sourceTower = null;
enemiesToSpawn = 10;
// Create environmental elements layer
var environmentLayer = new Container();
game.addChildAt(environmentLayer, 0); // Add behind everything else
// Create background clouds
var clouds = [];
for (var i = 0; i < 8; i++) {
	var cloud = new Cloud(Math.random() * 2048,
	// Random x position
	100 + Math.random() * 300 // Random y position in sky
	);
	environmentLayer.addChild(cloud);
	clouds.push(cloud);
}
// Add environmental decorations around the grid edges
var environmentalElements = [];
// Add palm trees along the sides of the grid
var palmTreePositions = [{
	x: grid.x - 100,
	y: grid.y + 300
}, {
	x: grid.x - 80,
	y: grid.y + 800
}, {
	x: grid.x - 120,
	y: grid.y + 1300
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 80,
	y: grid.y + 400
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 100,
	y: grid.y + 900
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 60,
	y: grid.y + 1400
}];
for (var i = 0; i < palmTreePositions.length; i++) {
	var pos = palmTreePositions[i];
	var palmTree = new EnvironmentalElement('palm_tree', pos.x, pos.y);
	environmentLayer.addChild(palmTree);
	environmentalElements.push(palmTree);
}
// Add rocks scattered around the edges
var rockPositions = [{
	x: grid.x - 60,
	y: grid.y + 200
}, {
	x: grid.x - 40,
	y: grid.y + 600
}, {
	x: grid.x - 80,
	y: grid.y + 1100
}, {
	x: grid.x - 50,
	y: grid.y + 1600
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 40,
	y: grid.y + 250
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 60,
	y: grid.y + 700
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 30,
	y: grid.y + 1200
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 70,
	y: grid.y + 1500
}];
for (var i = 0; i < rockPositions.length; i++) {
	var pos = rockPositions[i];
	var rock = new EnvironmentalElement('rock', pos.x, pos.y);
	environmentLayer.addChild(rock);
	environmentalElements.push(rock);
}
// Add seashells scattered around the beach areas
var seashellPositions = [{
	x: grid.x - 30,
	y: grid.y + 150
}, {
	x: grid.x - 70,
	y: grid.y + 500
}, {
	x: grid.x - 20,
	y: grid.y + 850
}, {
	x: grid.x - 90,
	y: grid.y + 1250
}, {
	x: grid.x - 45,
	y: grid.y + 1550
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 20,
	y: grid.y + 180
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 50,
	y: grid.y + 550
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 15,
	y: grid.y + 950
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 45,
	y: grid.y + 1350
}, {
	x: grid.x + grid.cells.length * CELL_SIZE + 25,
	y: grid.y + 1650
}];
for (var i = 0; i < seashellPositions.length; i++) {
	var pos = seashellPositions[i];
	var seashell = new EnvironmentalElement('seashell', pos.x, pos.y);
	environmentLayer.addChild(seashell);
	environmentalElements.push(seashell);
}
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 with enhanced alert
				var bossAlert = new WaveAlert(currentWave, "β οΈ BOSS " + waveType.toUpperCase() + " β οΈ", enemyCount);
				game.addChild(bossAlert);
			}
			// Show wave alert for all waves except wave 1
			if (currentWave > 1 && !isBossWave) {
				var waveAlert = new WaveAlert(currentWave, waveType.toUpperCase(), enemyCount);
				game.addChild(waveAlert);
			}
			// 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;
			// Award skill point every 3 waves
			if (currentWave % 3 === 0) {
				playerData.skillPoints++;
				var notification = game.addChild(new Notification("Skill Point Earned!"));
				notification.x = 2048 / 2;
				notification.y = grid.height - 150;
			}
		}
	}
	for (var a = enemies.length - 1; a >= 0; a--) {
		var enemy = enemies[a];
		if (enemy.health <= 0) {
			for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) {
				var bullet = enemy.bulletsTargetingThis[i];
				bullet.targetEnemy = null;
			}
			// Play enemy death sound effect
			LK.getSound('enemy_death').play();
			// Play gold earning sound effect
			LK.getSound('gold_earn').play();
			// Create death animation before cleanup
			var deathAnimation = function deathAnimation() {
				// Stop any ongoing rotation tweens on the enemy
				if (enemy.children[0]) {
					tween.stop(enemy.children[0], {
						rotation: true
					});
				}
				// Stop any movement tweens
				tween.stop(enemy, {
					x: true,
					y: true
				});
				// Fade out and implode effect
				tween(enemy, {
					alpha: 0,
					scaleX: 0.3,
					scaleY: 0.3
				}, {
					duration: 300,
					easing: tween.easeIn,
					onFinish: function onFinish() {
						// 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);
						}
					}
				});
				// Add a burst of particles effect with a quick expanding circle
				var burstEffect = new Container();
				game.addChild(burstEffect);
				burstEffect.x = enemy.x;
				burstEffect.y = enemy.y;
				var burstGraphics = burstEffect.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				burstGraphics.width = burstGraphics.height = CELL_SIZE * 0.3;
				burstGraphics.tint = 0xFF6B35;
				burstGraphics.alpha = 0.8;
				tween(burstEffect, {
					alpha: 0,
					scaleX: 2.5,
					scaleY: 2.5
				}, {
					duration: 400,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						burstEffect.destroy();
					}
				});
			};
			// Execute death animation
			deathAnimation();
			// Boss enemies give more gold and score
			var baseGoldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
			// Apply gold bonus skill
			var goldBonusLevel = playerData.skillLevels[1] || 0;
			var goldEarned = Math.floor(baseGoldEarned * (1 + goldBonusLevel * 0.1));
			var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y);
			game.addChild(goldIndicator);
			// Create gold collection particle effect
			var goldCollectionEffect = new Container();
			game.addChild(goldCollectionEffect);
			goldCollectionEffect.x = enemy.x;
			goldCollectionEffect.y = enemy.y;
			// Create sparkling particles that move toward gold counter
			for (var sparkle = 0; sparkle < 6; sparkle++) {
				var sparkleContainer = new Container();
				goldCollectionEffect.addChild(sparkleContainer);
				var sparkleGraphics = sparkleContainer.attachAsset('rangeCircle', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				sparkleGraphics.width = sparkleGraphics.height = 6 + Math.random() * 8;
				sparkleGraphics.tint = 0xFFD700; // Golden color
				sparkleGraphics.alpha = 1;
				// Initial random spread
				var initialAngle = Math.random() * Math.PI * 2;
				var initialDistance = Math.random() * 25;
				sparkleContainer.x = Math.cos(initialAngle) * initialDistance;
				sparkleContainer.y = Math.sin(initialAngle) * initialDistance;
				// Calculate target position (gold counter position)
				var targetX = -spacing - goldCollectionEffect.x; // Relative to gold counter
				var targetY = topMargin - goldCollectionEffect.y;
				// First phase: sparkle outward briefly
				tween(sparkleContainer, {
					x: sparkleContainer.x * 1.5,
					y: sparkleContainer.y * 1.5,
					scaleX: 1.2,
					scaleY: 1.2
				}, {
					duration: 150,
					easing: tween.easeOut,
					onFinish: function onFinish() {
						// Second phase: fly toward gold counter
						tween(sparkleContainer, {
							x: targetX + (Math.random() - 0.5) * 40,
							y: targetY + (Math.random() - 0.5) * 20,
							alpha: 0,
							scaleX: 0.3,
							scaleY: 0.3
						}, {
							duration: 800 + Math.random() * 300,
							easing: tween.easeIn
						});
					}
				});
			}
			// Clean up gold collection effect after animation
			LK.setTimeout(function () {
				goldCollectionEffect.destroy();
			}, 1200);
			setGold(gold + goldEarned);
			// Give more score for defeating a boss
			var scoreValue = enemy.isBoss ? 100 : 5;
			score += scoreValue;
			// Add a notification for boss defeat
			if (enemy.isBoss) {
				var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
				notification.x = 2048 / 2;
				notification.y = grid.height - 150;
			}
			updateUI();
			enemies.splice(a, 1);
			continue;
		}
		if (grid.updateEnemy(enemy)) {
			// Clean up shadow if it's a flying enemy
			if (enemy.isFlying && enemy.shadow) {
				enemyLayerMiddle.removeChild(enemy.shadow);
				enemy.shadow = null;
			}
			// Remove enemy from the appropriate layer
			if (enemy.isFlying) {
				enemyLayerTop.removeChild(enemy);
			} else {
				enemyLayerBottom.removeChild(enemy);
			}
			enemies.splice(a, 1);
			lives = Math.max(0, lives - 1);
			updateUI();
			if (lives <= 0) {
				LK.getSound('game_over').play();
				LK.showGameOver();
			}
		}
	}
	for (var i = bullets.length - 1; i >= 0; i--) {
		if (!bullets[i].parent) {
			if (bullets[i].targetEnemy) {
				var targetEnemy = bullets[i].targetEnemy;
				var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
				if (bulletIndex !== -1) {
					targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
				}
			}
			bullets.splice(i, 1);
		}
	}
	if (towerPreview.visible) {
		towerPreview.checkPlacement();
	}
	// Update environmental elements
	for (var i = 0; i < clouds.length; i++) {
		clouds[i].update();
	}
	// Update wave preview panel
	if (waveIndicator.gameStarted && currentWave < totalWaves) {
		wavePreviewPanel.updatePreview(currentWave + 1);
	} else {
		wavePreviewPanel.visible = false;
	}
	if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
		// Save data before winning
		storage.skillLevels = playerData.skillLevels;
		storage.skillPoints = playerData.skillPoints;
		storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus;
		// Only store literal string values, not objects
		if (typeof playerData.selectedStartingBonus === 'string') {
			storage.selectedStartingBonus = playerData.selectedStartingBonus;
		}
		storage.freeTowerUsed = playerData.freeTowerUsed;
		LK.showYouWin();
	}
	// Periodically save player data
	if (LK.ticks % 300 === 0) {
		storage.skillLevels = playerData.skillLevels;
		storage.skillPoints = playerData.skillPoints;
		storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus;
		// Only store literal string values, not objects
		if (typeof playerData.selectedStartingBonus === 'string') {
			storage.selectedStartingBonus = playerData.selectedStartingBonus;
		}
		storage.freeTowerUsed = playerData.freeTowerUsed;
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -4420,17 +4420,23 @@
 		// Save data before winning
 		storage.skillLevels = playerData.skillLevels;
 		storage.skillPoints = playerData.skillPoints;
 		storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus;
-		storage.selectedStartingBonus = playerData.selectedStartingBonus;
+		// Only store literal string values, not objects
+		if (typeof playerData.selectedStartingBonus === 'string') {
+			storage.selectedStartingBonus = playerData.selectedStartingBonus;
+		}
 		storage.freeTowerUsed = playerData.freeTowerUsed;
 		LK.showYouWin();
 	}
 	// Periodically save player data
 	if (LK.ticks % 300 === 0) {
 		storage.skillLevels = playerData.skillLevels;
 		storage.skillPoints = playerData.skillPoints;
 		storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus;
-		storage.selectedStartingBonus = playerData.selectedStartingBonus;
+		// Only store literal string values, not objects
+		if (typeof playerData.selectedStartingBonus === 'string') {
+			storage.selectedStartingBonus = playerData.selectedStartingBonus;
+		}
 		storage.freeTowerUsed = playerData.freeTowerUsed;
 	}
 };
\ No newline at end of file
 a turtle with a laser on her shell, pixel art. In-Game asset. 2d. High contrast. No shadows
 a turtle with a lightning bolt gun on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
 a turtle with a canon on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
 a turtle having a misile on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
 a turtle with an ice gun on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
 a turtle with a tesla tower on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
 seagull, pixelart, walking down. In-Game asset. 2d. High contrast. No shadows
 seagull looking to the right, pixelart, flying. In-Game asset. 2d. High contrast. No shadows
 seagull looking to the right, pixelart, running. In-Game asset. 2d. High contrast. No shadows
 very big seagull looking to the right, pixelart, walking. In-Game asset. 2d. High contrast. No shadows
 palm tree, pixelart. In-Game asset. 2d. High contrast. No shadows
 rock, pixelart. In-Game asset. 2d. High contrast. No shadows
 seashell, pixelart. In-Game asset. 2d. High contrast. No shadows
laser_shoot
Sound effect
ice_shoot
Sound effect
missile_shoot
Sound effect
lightning_shoot
Sound effect
cannon_shoot
Sound effect
tesla_shoot
Sound effect
enemy_hit
Sound effect
wave_alert
Sound effect
enemy_death
Sound effect
game_music
Music
game_over
Sound effect
ui_click
Sound effect
ui_select
Sound effect
gold_earn
Sound effect