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.selectedStartingBonus) {
playerData.selectedStartingBonus = null;
}
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;
storage.selectedStartingBonus = playerData.selectedStartingBonus || null;
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 || null;
storage.freeTowerUsed = playerData.freeTowerUsed;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1589,10 +1589,9 @@
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.max(5, Math.floor(tower.baseStats.fireRate * (1 - fireRateLevel * 0.04)));
- // Range upgrade affects the tower's range calculation
+ tower.fireRate = Math.floor(tower.baseStats.fireRate * (1 - fireRateLevel * 0.04));
tower.refreshCellsInRange();
};
self.show = function () {
self.visible = true;
@@ -3679,21 +3678,21 @@
var enemiesToSpawn = 10; // Default number of enemies per wave
// Initialize persistent player data
var playerData = storage || {};
if (!playerData.skillLevels) {
- playerData.skillLevels = storage.skillLevels || [0, 0, 0, 0];
+ playerData.skillLevels = [0, 0, 0, 0];
}
if (!playerData.skillPoints) {
- playerData.skillPoints = storage.skillPoints || 0;
+ playerData.skillPoints = 0;
}
-if (playerData.hasSelectedStartingBonus === undefined) {
- playerData.hasSelectedStartingBonus = storage.hasSelectedStartingBonus || false;
+if (!playerData.hasSelectedStartingBonus) {
+ playerData.hasSelectedStartingBonus = false;
}
-if (playerData.freeTowerUsed === undefined) {
- playerData.freeTowerUsed = storage.freeTowerUsed !== undefined ? storage.freeTowerUsed : true;
+if (!playerData.selectedStartingBonus) {
+ playerData.selectedStartingBonus = null;
}
-if (playerData.selectedStartingBonus === undefined) {
- playerData.selectedStartingBonus = storage.selectedStartingBonus || null;
+if (!playerData.freeTowerUsed) {
+ playerData.freeTowerUsed = true;
}
// Create skill tree panel
var skillTreePanel = new SkillTreePanel();
game.addChild(skillTreePanel);
@@ -3750,18 +3749,8 @@
if (skillTreePanel) {
skillTreePanel.show();
}
};
-// Add skill points indicator to button
-skillTreeButton.update = function () {
- if (playerData.skillPoints > 0) {
- skillButtonBg.tint = 0xE74C3C; // Red to indicate available points
- skillButtonText.setText('Skills (' + playerData.skillPoints + ')');
- } else {
- skillButtonBg.tint = 0x9B59B6; // Purple default
- skillButtonText.setText('Skills');
- }
-};
LK.gui.top.addChild(skillTreeButton);
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
@@ -4016,18 +4005,8 @@
if (!playerData.hasSelectedStartingBonus) {
var startingBonusPanel = new StartingBonusPanel();
game.addChild(startingBonusPanel);
playerData.hasSelectedStartingBonus = true;
-} else {
- // Apply previously selected starting bonus
- if (playerData.selectedStartingBonus === 'gold') {
- setGold(gold + 20);
- } else if (playerData.selectedStartingBonus === 'freeTower') {
- playerData.freeTowerUsed = false;
- } else if (playerData.selectedStartingBonus === 'lives') {
- lives += 5;
- updateUI();
- }
}
// Start playing background music
LK.playMusic('game_music', {
loop: true,
@@ -4242,9 +4221,9 @@
waveSpawned = false;
// Award skill point every 3 waves
if (currentWave % 3 === 0) {
playerData.skillPoints++;
- var notification = game.addChild(new Notification("Skill Point Earned! Check Skills Menu"));
+ var notification = game.addChild(new Notification("Skill Point Earned!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
}
@@ -4444,23 +4423,17 @@
// 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.selectedStartingBonus = playerData.selectedStartingBonus || null;
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.selectedStartingBonus = playerData.selectedStartingBonus || null;
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