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aún pasa con el poison
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aun pasa con el splash y el slow
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sigue pasando con el sniper y el slow
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las torres siguen teniendo el filtro que hace algo más oscuras algunas casillas cuando se sube un nivel, quitalo, hace peor la optimización, ademas se queda bugueado permanentemente el filtro
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haz que sniper en nivel 1 tenga un daño de 20, reflejalo en el menú
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haz que splash en nivel 6 tenga un fire rate de 1.8/s, y un daño de 50, reflejalo en el menú
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haz que splash en nivel 2 tenga un fire rate de 0.9/s, reflejalo en el menú
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optimizalo
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haz que splash en nivel 2 tenga un fire rate de 3.5/s, reflejalo en el menú
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Please fix the bug: 'Uncaught ReferenceError: baseGraphics is not defined' in or related to this line: 'var dotSpacing = baseGraphics.width / (maxDots + 1);' Line Number: 1887
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en español
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elimina el filtro oscuro que tienen las torres cuando están colocadas
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quita el tower level indicator de todas las torres
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haz que rapid en nivel 5 tenga un fire rate de 3.5/s, reflejalo en el menú
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haz que slow en nivel 6 tenga un fire rate de 0.8/s, reflejalo en el menú
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haz que slow en nivel 5 tenga un fire rate de 0.7/s, reflejalo en el menú
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haz que slow en nivel 4 tenga un fire rate de 0.6/s, reflejalo en el menú
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haz que slow en nivel 3 tenga un fire rate de 0.5/s, reflejalo en el menú
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haz que slow en nivel 2 tenga un fire rate de 0.4/s, reflejalo en el menú
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haz que slow en nivel 2 tenga un fire rate de 0.6/s, reflejalo en el menú
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haz que slow tower tarde 4 veces más en disparar
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haz que se empiece con 99999 de oro
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refleja eso en la sección de damage del menu de la slow tower
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haz que el daño que quita slow sea en porcentaje
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haz que slow no se mueva al disparar
/**** * Plugins ****/ var tween = LK.import("@upit/tween.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 assetName = 'bullet'; // default bullet asset if (self.type === 'splash') { assetName = 'bola'; } var bulletGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 3; 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') { // Create visual poison effect at impact location var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Poison area damage to nearby enemies (including the target) var poisonRadius = CELL_SIZE * 1.4; // 2x2 cells area (sqrt(2) * CELL_SIZE for diagonal coverage) // Collect enemies in range and sort by distance var enemiesInRange = []; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; var poisonDx = otherEnemy.x - self.targetEnemy.x; var poisonDy = otherEnemy.y - self.targetEnemy.y; var poisonDistance = Math.sqrt(poisonDx * poisonDx + poisonDy * poisonDy); if (poisonDistance <= poisonRadius && !otherEnemy.isImmune) { enemiesInRange.push({ enemy: otherEnemy, distance: poisonDistance }); } } // Sort by distance (closest first) and limit based on tower level enemiesInRange.sort(function (a, b) { return a.distance - b.distance; }); // Base limit is 5, +1 per level (sourceTowerLevel from tower) var maxEnemies = 5; if (self.sourceTowerLevel !== undefined) { maxEnemies = 5 + (self.sourceTowerLevel - 1); } var enemiesToAffect = Math.min(maxEnemies, enemiesInRange.length); // Apply poison effect to the closest enemies within limit for (var i = 0; i < enemiesToAffect; i++) { var otherEnemy = enemiesInRange[i].enemy; // Apply poison effect otherEnemy.poisoned = true; otherEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick otherEnemy.poisonDuration = 300; // 5 seconds at 60 FPS // Apply permanent slow effect from poison if (!otherEnemy.poisonSlowed) { if (!otherEnemy.originalSpeed) { otherEnemy.originalSpeed = otherEnemy.speed; } otherEnemy.speed *= 0.5; // Permanently slow by 50% otherEnemy.poisonSlowed = true; } } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); // List of cell numbers to exclude from having 'cell' asset (except those with '-b' suffix) var excludedCells = [1, 2, 41, 42, 63, 64, 85, 86, 107, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 143, 144, 145, 146, 147, 148, 149, 150, 151, 152, 165, 166, 187, 188, 209, 210, 231, 253, 254, 255, 256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287, 288, 289, 290, 291, 292, 293, 294, 51, 52, 73, 74, 95, 96, 117, 118, 139, 140, 161, 162, 183, 184, 205, 206, 227, 228, 249, 250, 45, 46, 47, 48, 49, 50, 67, 68, 69, 70, 71, 72, 89, 90, 111, 112, 133, 134, 155, 156, 177, 178, 199, 200, 221, 222, 243, 244, 309, 310, 331, 332, 353, 354, 375, 376, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 407, 408, 409, 410, 411, 412, 413, 414, 415, 416, 417, 418, 419, 420, 429, 430, 451, 452, 473, 474, 495, 496, 517, 518, 539, 540, 519, 520, 521, 522, 523, 524, 525, 526, 541, 542, 543, 544, 545, 546, 547, 548, 569, 570, 591, 592, 605, 606]; var cellGraphics = null; // We'll determine whether to show the cell asset later in the render method based on the cell's sequential number and suffix var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0x000000, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { // Check if we need to show cell asset for this cell var shouldShowCell = true; if (data.sequentialNumber) { var hasBSuffix = false; // Check if this cell would have '-b' suffix if (data.type === 0 || data.type === 2) { // path cells var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4; hasBSuffix = isBorderCell && data.sequentialNumber; } else if (data.type === 1) { // wall cells (all have '-b') hasBSuffix = data.sequentialNumber; } else if (data.type === 3) { // goal cells var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4; hasBSuffix = isBorderCell && data.sequentialNumber; } // Only hide cell asset if the sequential number is in excluded list AND it doesn't have '-b' suffix if (excludedCells.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) { shouldShowCell = false; } } // Create or remove cell graphics based on shouldShowCell if (shouldShowCell && !cellGraphics) { cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; // Make 10% of cells darker randomly if (Math.random() < 0.1) { // Apply darker tint by reducing brightness var darkerTint = cellGraphics.tint; var r = darkerTint >> 16 & 0xFF; var g = darkerTint >> 8 & 0xFF; var b = darkerTint & 0xFF; // Reduce brightness by 40% r = Math.floor(r * 0.6); g = Math.floor(g * 0.6); b = Math.floor(b * 0.6); cellGraphics.tint = r << 16 | g << 8 | b; } } else if (!shouldShowCell && cellGraphics) { self.removeChild(cellGraphics); cellGraphics = null; } switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); if (cellGraphics) cellGraphics.tint = 0x880000; return; } // Simple sequential numbering for path cells if (!data.sequentialNumber) { // Assign sequential numbers to path cells only var pathCellCount = 0; for (var row = 0; row < grid.cells[0].length; row++) { for (var col = 0; col < grid.cells.length; col++) { var cell = grid.cells[col][row]; if (cell && (cell.type === 0 || cell.type === 2) && cell.pathId === pathId) { pathCellCount++; cell.sequentialNumber = pathCellCount; } } } } // Check if this cell is on the border var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4; var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-"; if (isBorderCell && displayText !== "-") { // Special case: rename cell 27-b to 1 if (displayText === "27") { displayText = "1"; } else if (displayText === "28") { displayText = "2"; } else if (displayText === "25") { displayText = "3"; } else if (displayText === "26") { displayText = "4"; } else if (displayText === "29") { displayText = "5"; } else if (displayText === "30") { displayText = "6"; } else { displayText += "-b"; } } else if (displayText === "27") { // Handle case where cell 27 is not on border but we still want to rename it displayText = "1"; } else if (displayText === "28") { displayText = "2"; } else if (displayText === "25") { displayText = "3"; } else if (displayText === "26") { displayText = "4"; } else if (displayText === "29") { displayText = "5"; } else if (displayText === "30") { displayText = "6"; } numberLabel.setText(displayText); numberLabel.visible = true; var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; if (cellGraphics) cellGraphics.tint = 0x0088ff; } else { if (cellGraphics) cellGraphics.tint = 0xFFFFFF; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; debugArrows[a].visible = false; // Hide the arrows self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; debugArrows[a].visible = false; // Hide the arrows } break; } case 1: { self.removeArrows(); if (cellGraphics) cellGraphics.tint = 0xaaaaaa; // Simple sequential numbering for wall cells if (!data.sequentialNumber) { var wallCellCount = 0; for (var row = 0; row < grid.cells[0].length; row++) { for (var col = 0; col < grid.cells.length; col++) { var cell = grid.cells[col][row]; if (cell && cell.type === 1) { wallCellCount++; cell.sequentialNumber = wallCellCount; } } } } var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-"; // Add '-b' to all grey cells (wall cells) if (displayText !== "-") { // Special case: rename cell 27-b to 1 if (displayText === "27") { displayText = "1"; } else if (displayText === "28") { displayText = "2"; } else if (displayText === "25") { displayText = "3"; } else if (displayText === "26") { displayText = "4"; } else if (displayText === "29") { displayText = "5"; } else if (displayText === "30") { displayText = "6"; } else { displayText += "-b"; } } numberLabel.setText(displayText); numberLabel.visible = true; break; } case 3: { self.removeArrows(); if (cellGraphics) cellGraphics.tint = 0x008800; // Simple sequential numbering for goal cells if (!data.sequentialNumber) { var goalCellCount = 0; for (var row = 0; row < grid.cells[0].length; row++) { for (var col = 0; col < grid.cells.length; col++) { var cell = grid.cells[col][row]; if (cell && cell.type === 3) { goalCellCount++; cell.sequentialNumber = goalCellCount; } } } } // Check if this goal cell is on the border var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4; var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-"; if (isBorderCell && displayText !== "-") { // Special case: rename cell 27-b to 1 if (displayText === "27") { displayText = "1"; } else if (displayText === "28") { displayText = "2"; } else if (displayText === "25") { displayText = "3"; } else if (displayText === "26") { displayText = "4"; } else if (displayText === "29") { displayText = "5"; } else if (displayText === "30") { displayText = "6"; } else { displayText += "-b"; } } else if (displayText === "27") { // Handle case where cell 27 is not on border but we still want to rename it displayText = "1"; } else if (displayText === "28") { displayText = "2"; } else if (displayText === "25") { displayText = "3"; } else if (displayText === "26") { displayText = "4"; } else if (displayText === "29") { displayText = "5"; } else if (displayText === "30") { displayText = "6"; } numberLabel.setText(displayText); numberLabel.visible = true; break; } } // Add arena to specified cells (excluding those with '-b' suffix) var arenaNumbers = [27, 165, 209, 89, 133, 177, 221, 309, 353, 429, 473, 569, 41, 85]; // Add arena2 to specified cells (excluding those with '-b' suffix) var arena2Numbers = [187, 231, 451, 495, 591, 111, 155, 199, 243, 331, 375, 63, 107]; var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-"; var hasBSuffix = false; // Check if this cell would have '-b' suffix if (data.type === 0 || data.type === 2) { // path cells var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4; hasBSuffix = isBorderCell && displayText !== "-"; } else if (data.type === 1) { // wall cells (all have '-b') hasBSuffix = displayText !== "-"; } else if (data.type === 3) { // goal cells var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4; hasBSuffix = isBorderCell && displayText !== "-"; } if (data.sequentialNumber && arenaNumbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) { var arenaGraphics = self.attachAsset('arena', { anchorX: 0.5, anchorY: 0.5 }); arenaGraphics.alpha = 1.0; } if (data.sequentialNumber && arena2Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) { var arena2Graphics = self.attachAsset('arena2', { anchorX: 0.5, anchorY: 0.5 }); arena2Graphics.alpha = 1.0; } // Add arena2 to cell 1 (formerly 27-b) (only cells with -b suffix) if (data.sequentialNumber === 27 && hasBSuffix) { var arena2Graphics = self.attachAsset('arena2', { anchorX: 0.5, anchorY: 0.5 }); arena2Graphics.alpha = 1.0; } // Add arena4 to cell 28-b (only cells with -b suffix) if (data.sequentialNumber === 28 && hasBSuffix) { var arena4Graphics = self.attachAsset('arena4', { anchorX: 0.5, anchorY: 0.5 }); arena4Graphics.alpha = 1.0; } // Add arena3 to specified cells (excluding those with '-b' suffix) var arena3Numbers = [130, 128, 126, 124, 122, 254, 256, 258, 260, 262, 264, 266, 268, 270, 272, 228, 184, 140, 96, 52, 50, 48, 46, 398, 396, 394, 392, 390, 388, 386, 518, 520, 522, 524, 526, 606, 42, 86, 166, 210, 90, 134, 178, 222, 254, 430, 474, 570, 310, 354]; if (data.sequentialNumber && arena3Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) { var arena3Graphics = self.attachAsset('arena3', { anchorX: 0.5, anchorY: 0.5 }); arena3Graphics.alpha = 1.0; } // Add arena4 to specified cells (excluding those with '-b' suffix) var arena4Numbers = [64, 408, 232, 188, 112, 156, 200, 244, 376, 452, 592, 152, 150, 148, 146, 144, 276, 278, 280, 282, 284, 286, 288, 290, 292, 294, 250, 206, 162, 118, 74, 72, 70, 68, 420, 418, 416, 414, 412, 410, 540, 542, 544, 546, 548, 108, 496, 332]; if (data.sequentialNumber && arena4Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) { var arena4Graphics = self.attachAsset('arena4', { anchorX: 0.5, anchorY: 0.5 }); arena4Graphics.alpha = 1.0; } // Add arena to specified cells (excluding those with '-b' suffix) var arenaNumbers = [121, 123, 125, 127, 129, 253, 255, 257, 259, 261, 263, 267, 269, 271, 265, 45, 47, 49, 51, 95, 139, 183, 227, 387, 385, 389, 391, 393, 395, 397, 517, 519, 521, 523, 525, 695, 605]; if (data.sequentialNumber && arenaNumbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) { var arenaGraphics = self.attachAsset('arena', { anchorX: 0.5, anchorY: 0.5 }); arenaGraphics.alpha = 1.0; } // Add arena2 to specified cells (excluding those with '-b' suffix) var arena2Numbers = [151, 149, 147, 145, 143, 275, 277, 279, 281, 283, 285, 287, 289, 291, 293, 249, 205, 161, 117, 73, 71, 69, 67, 419, 417, 415, 413, 411, 409, 407, 539, 541, 543, 545, 547]; if (data.sequentialNumber && arena2Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) { var arena2Graphics = self.attachAsset('arena2', { anchorX: 0.5, anchorY: 0.5 }); arena2Graphics.alpha = 1.0; } // Sequential numbering is now handled above for each cell type }; }); // 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 = 2; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 3; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.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; self.poisonSlowed = 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; // Note: poisonSlowed remains true permanently, speed is not reset // Only reset tint if not slowed and not permanently poison slowed if (!self.slowed && !self.poisonSlowed) { 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 blue (0x0066FF) and slow (0x9900FF) colors enemyGraphics.tint = 0x0033DD; } else if (self.poisoned) { // Blue tint for poisoned enemies enemyGraphics.tint = 0x0066FF; } 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 FlowerBullet = Container.expand(function (startX, startY, direction, damage, speed) { var self = Container.call(this); self.direction = direction; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; self.startX = startX; // Store starting position self.startY = startY; // Store starting position self.sourceRange = null; // Will be set by the tower var bulletGraphics = self.attachAsset('proyectilflor', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Move in the specified direction self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; // Check if bullet has traveled beyond source tower's range if (self.sourceRange) { var dx = self.x - self.startX; var dy = self.y - self.startY; var distanceFromOrigin = Math.sqrt(dx * dx + dy * dy); if (distanceFromOrigin > self.sourceRange) { self.destroy(); return; } } // Remove bullet if it goes off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); } }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } 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 enemy touches damage cells (603, 604, 605, 606, 607, 608) var damageCells = [603, 604, 605, 606, 607, 608]; var currentCell = grid.getCell(enemy.cellX, enemy.cellY); if (currentCell && currentCell.sequentialNumber && damageCells.indexOf(currentCell.sequentialNumber) !== -1) { // Apply damage based on enemy type var damage = enemy.isBoss ? 5 : 1; lives = Math.max(0, lives - damage); updateUI(); // Show damage notification var damageText = enemy.isBoss ? "Boss hit! -" + damage + " lives!" : "Enemy hit! -" + damage + " life!"; var notification = game.addChild(new Notification(damageText)); notification.x = 2048 / 2; notification.y = grid.height - 100; // Remove enemy immediately // 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); } // Remove from enemies array var enemyIndex = enemies.indexOf(enemy); if (enemyIndex !== -1) { enemies.splice(enemyIndex, 1); } // Check for game over if (lives <= 0) { LK.showGameOver(); } return true; // Enemy was removed } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Check if enemy reached cell '1' and should follow ruta1 if (cell.sequentialNumber === 27 && enemiesOnRuta1.indexOf(enemy) === -1) { // Cell '1' was originally cell 27 // Add enemy to ruta1 routing enemiesOnRuta1.push(enemy); enemy.ruta1Index = 0; // Start at first cell in ruta1 enemy.followingRuta1 = true; } // Check if enemy reached cell '2' and should follow ruta2 if (cell.sequentialNumber === 28 && enemiesOnRuta2.indexOf(enemy) === -1) { // Cell '2' was originally cell 28 // Add enemy to ruta2 routing enemiesOnRuta2.push(enemy); enemy.ruta2Index = 0; // Start at first cell in ruta2 enemy.followingRuta2 = true; } // Check if enemy reached cell '3' and should follow ruta3 if (cell.sequentialNumber === 25 && enemiesOnRuta3.indexOf(enemy) === -1) { // Cell '3' was originally cell 25 // Add enemy to ruta3 routing enemiesOnRuta3.push(enemy); enemy.ruta3Index = 0; // Start at first cell in ruta3 enemy.followingRuta3 = true; } // Check if enemy reached cell '4' and should follow ruta4 if (cell.sequentialNumber === 26 && enemiesOnRuta4.indexOf(enemy) === -1) { // Cell '4' was originally cell 26 // Add enemy to ruta4 routing enemiesOnRuta4.push(enemy); enemy.ruta4Index = 0; // Start at first cell in ruta4 enemy.followingRuta4 = true; } // Check if enemy reached cell '5' and should follow ruta5 if (cell.sequentialNumber === 29 && enemiesOnRuta5.indexOf(enemy) === -1) { // Cell '5' was originally cell 29 // Add enemy to ruta5 routing enemiesOnRuta5.push(enemy); enemy.ruta5Index = 0; // Start at first cell in ruta5 enemy.followingRuta5 = true; } // Check if enemy reached cell '6' and should follow ruta6 if (cell.sequentialNumber === 30 && enemiesOnRuta6.indexOf(enemy) === -1) { // Cell '6' was originally cell 30 // Add enemy to ruta6 routing enemiesOnRuta6.push(enemy); enemy.ruta6Index = 0; // Start at first cell in ruta6 enemy.followingRuta6 = true; } // Handle ruta1 routing if (enemy.followingRuta1 && enemiesOnRuta1.indexOf(enemy) !== -1) { if (enemy.ruta1Index < ruta1.length) { // Find the target cell based on ruta1 var targetCellNumber = ruta1[enemy.ruta1Index]; var targetCell = null; // Find cell with matching sequential number (excluding -b suffix) for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var checkCell = grid.cells[i][j]; if (checkCell && checkCell.sequentialNumber === targetCellNumber) { // Check if this cell would have -b suffix var hasBSuffix = false; if (checkCell.type === 0 || checkCell.type === 2) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } else if (checkCell.type === 1) { hasBSuffix = true; } else if (checkCell.type === 3) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } // Only use cells without -b suffix for ruta1 if (!hasBSuffix) { targetCell = checkCell; break; } } } if (targetCell) break; } if (targetCell) { enemy.currentTarget = targetCell; // Check if enemy reached this ruta1 target if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) { enemy.ruta1Index++; // Move to next cell in ruta1 if (enemy.ruta1Index >= ruta1.length) { // Completed ruta1, remove from tracking and resume normal pathfinding var enemyIndex = enemiesOnRuta1.indexOf(enemy); if (enemyIndex !== -1) { enemiesOnRuta1.splice(enemyIndex, 1); } enemy.followingRuta1 = false; enemy.ruta1Index = undefined; enemy.currentTarget = undefined; // Let normal pathfinding take over } } } } } else if (enemy.followingRuta2 && enemiesOnRuta2.indexOf(enemy) !== -1) { // Handle ruta2 routing if (enemy.ruta2Index < ruta2.length) { // Find the target cell based on ruta2 var targetCellNumber = ruta2[enemy.ruta2Index]; var targetCell = null; // Find cell with matching sequential number (excluding -b suffix) for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var checkCell = grid.cells[i][j]; if (checkCell && checkCell.sequentialNumber === targetCellNumber) { // Check if this cell would have -b suffix var hasBSuffix = false; if (checkCell.type === 0 || checkCell.type === 2) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } else if (checkCell.type === 1) { hasBSuffix = true; } else if (checkCell.type === 3) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } // Only use cells without -b suffix for ruta2 if (!hasBSuffix) { targetCell = checkCell; break; } } } if (targetCell) break; } if (targetCell) { enemy.currentTarget = targetCell; // Check if enemy reached this ruta2 target if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) { enemy.ruta2Index++; // Move to next cell in ruta2 if (enemy.ruta2Index >= ruta2.length) { // Completed ruta2, remove from tracking and resume normal pathfinding var enemyIndex = enemiesOnRuta2.indexOf(enemy); if (enemyIndex !== -1) { enemiesOnRuta2.splice(enemyIndex, 1); } enemy.followingRuta2 = false; enemy.ruta2Index = undefined; enemy.currentTarget = undefined; // Let normal pathfinding take over } } } } } else if (enemy.followingRuta3 && enemiesOnRuta3.indexOf(enemy) !== -1) { // Handle ruta3 routing if (enemy.ruta3Index < ruta3.length) { // Find the target cell based on ruta3 var targetCellNumber = ruta3[enemy.ruta3Index]; var targetCell = null; // Find cell with matching sequential number (excluding -b suffix) for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var checkCell = grid.cells[i][j]; if (checkCell && checkCell.sequentialNumber === targetCellNumber) { // Check if this cell would have -b suffix var hasBSuffix = false; if (checkCell.type === 0 || checkCell.type === 2) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } else if (checkCell.type === 1) { hasBSuffix = true; } else if (checkCell.type === 3) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } // Only use cells without -b suffix for ruta3 if (!hasBSuffix) { targetCell = checkCell; break; } } } if (targetCell) break; } if (targetCell) { enemy.currentTarget = targetCell; // Check if enemy reached this ruta3 target if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) { enemy.ruta3Index++; // Move to next cell in ruta3 if (enemy.ruta3Index >= ruta3.length) { // Completed ruta3, remove from tracking and resume normal pathfinding var enemyIndex = enemiesOnRuta3.indexOf(enemy); if (enemyIndex !== -1) { enemiesOnRuta3.splice(enemyIndex, 1); } enemy.followingRuta3 = false; enemy.ruta3Index = undefined; enemy.currentTarget = undefined; // Let normal pathfinding take over } } } } } else if (enemy.followingRuta4 && enemiesOnRuta4.indexOf(enemy) !== -1) { // Handle ruta4 routing if (enemy.ruta4Index < ruta4.length) { // Find the target cell based on ruta4 var targetCellNumber = ruta4[enemy.ruta4Index]; var targetCell = null; // Find cell with matching sequential number (excluding -b suffix) for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var checkCell = grid.cells[i][j]; if (checkCell && checkCell.sequentialNumber === targetCellNumber) { // Check if this cell would have -b suffix var hasBSuffix = false; if (checkCell.type === 0 || checkCell.type === 2) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } else if (checkCell.type === 1) { hasBSuffix = true; } else if (checkCell.type === 3) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } // Only use cells without -b suffix for ruta4 if (!hasBSuffix) { targetCell = checkCell; break; } } } if (targetCell) break; } if (targetCell) { enemy.currentTarget = targetCell; // Check if enemy reached this ruta4 target if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) { enemy.ruta4Index++; // Move to next cell in ruta4 if (enemy.ruta4Index >= ruta4.length) { // Completed ruta4, remove from tracking and resume normal pathfinding var enemyIndex = enemiesOnRuta4.indexOf(enemy); if (enemyIndex !== -1) { enemiesOnRuta4.splice(enemyIndex, 1); } enemy.followingRuta4 = false; enemy.ruta4Index = undefined; enemy.currentTarget = undefined; // Let normal pathfinding take over } } } } } else if (enemy.followingRuta5 && enemiesOnRuta5.indexOf(enemy) !== -1) { // Handle ruta5 routing if (enemy.ruta5Index < ruta5.length) { // Find the target cell based on ruta5 var targetCellNumber = ruta5[enemy.ruta5Index]; var targetCell = null; // Find cell with matching sequential number (excluding -b suffix) for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var checkCell = grid.cells[i][j]; if (checkCell && checkCell.sequentialNumber === targetCellNumber) { // Check if this cell would have -b suffix var hasBSuffix = false; if (checkCell.type === 0 || checkCell.type === 2) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } else if (checkCell.type === 1) { hasBSuffix = true; } else if (checkCell.type === 3) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } // Only use cells without -b suffix for ruta5 if (!hasBSuffix) { targetCell = checkCell; break; } } } if (targetCell) break; } if (targetCell) { enemy.currentTarget = targetCell; // Check if enemy reached this ruta5 target if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) { enemy.ruta5Index++; // Move to next cell in ruta5 if (enemy.ruta5Index >= ruta5.length) { // Completed ruta5, remove from tracking and resume normal pathfinding var enemyIndex = enemiesOnRuta5.indexOf(enemy); if (enemyIndex !== -1) { enemiesOnRuta5.splice(enemyIndex, 1); } enemy.followingRuta5 = false; enemy.ruta5Index = undefined; enemy.currentTarget = undefined; // Let normal pathfinding take over } } } } } else if (enemy.followingRuta6 && enemiesOnRuta6.indexOf(enemy) !== -1) { // Handle ruta6 routing if (enemy.ruta6Index < ruta6.length) { // Find the target cell based on ruta6 var targetCellNumber = ruta6[enemy.ruta6Index]; var targetCell = null; // Find cell with matching sequential number (excluding -b suffix) for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[i].length; j++) { var checkCell = grid.cells[i][j]; if (checkCell && checkCell.sequentialNumber === targetCellNumber) { // Check if this cell would have -b suffix var hasBSuffix = false; if (checkCell.type === 0 || checkCell.type === 2) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } else if (checkCell.type === 1) { hasBSuffix = true; } else if (checkCell.type === 3) { var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4; hasBSuffix = isBorderCell; } // Only use cells without -b suffix for ruta6 if (!hasBSuffix) { targetCell = checkCell; break; } } } if (targetCell) break; } if (targetCell) { enemy.currentTarget = targetCell; // Check if enemy reached this ruta6 target if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) { enemy.ruta6Index++; // Move to next cell in ruta6 if (enemy.ruta6Index >= ruta6.length) { // Completed ruta6, remove from tracking and resume normal pathfinding var enemyIndex = enemiesOnRuta6.indexOf(enemy); if (enemyIndex !== -1) { enemiesOnRuta6.splice(enemyIndex, 1); } enemy.followingRuta6 = false; enemy.ruta6Index = undefined; enemy.currentTarget = undefined; // Let normal pathfinding take over } } } } } else { // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } } if (enemy.currentTarget) { if (!enemy.followingRuta1 && !enemy.followingRuta2 && !enemy.followingRuta3 && !enemy.followingRuta4 && !enemy.followingRuta5 && !enemy.followingRuta6 && cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch // Use different tower assets for different tower types var towerAssetName = 'tower'; // default tower asset switch (self.towerType) { case 'rapid': towerAssetName = 'tower_rapid'; break; case 'sniper': towerAssetName = 'tower_sniper'; break; case 'splash': towerAssetName = 'tower_splash'; break; case 'slow': towerAssetName = 'tower_slow'; break; case 'poison': towerAssetName = 'tower_poison'; break; default: towerAssetName = 'tower_default'; } var baseGraphics = self.attachAsset(towerAssetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Remove tints to show natural asset colors - tints only used during tower preview dragging var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -60 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -60; // Position higher above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; self.canFire = true; // Allow firing by default // 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 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 4, +0.4 per level (max ~8 blocks at max level) - doubled from original return (4 + (self.level - 1) * 0.4) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 100, +0.5 per level return (100 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = self.id === 'default' ? 240 : 120; // Default tower fires twice as slow self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 4 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } // Use different assets for different tower types var assetName = 'plant1'; // default asset switch (self.id) { case 'rapid': assetName = 'plant_rapid'; break; case 'sniper': assetName = 'plant_sniper'; break; case 'splash': assetName = 'plant_splash'; break; case 'slow': assetName = 'plant_slow'; break; case 'poison': assetName = 'plant_poison'; break; default: assetName = 'plant1'; } var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); var gunContainer = new Container(); self.addChild(gunContainer); var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } // Use different tower assets for different tower types var towerAssetName = 'tower'; // default tower asset switch (self.id) { case 'rapid': towerAssetName = 'tower_rapid'; break; case 'sniper': towerAssetName = 'tower_sniper'; break; case 'splash': towerAssetName = 'tower_splash'; break; case 'slow': towerAssetName = 'tower_slow'; break; case 'poison': towerAssetName = 'tower_poison'; break; default: towerAssetName = 'tower_default'; } var gunGraphics = gunContainer.attachAsset(towerAssetName, { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else if (self.id === 'default') { // Default tower uses the slower fire rate (240 base, double the original 120) if (self.level === self.maxLevel) { // Level 6: 0.5/s fire rate = 120 ticks between shots, damage = 35 self.fireRate = 120; // 0.5 shots per second (60 FPS / 120 = 0.5) self.damage = 35; // Level 6 damage self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(40, 240 - self.level * 16); // Starting from 240 (double slower) self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy && self.canFire) { // Skip rotation for default tower and slow tower since they fire in all directions if (self.id !== 'default' && self.id !== 'slow') { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; // For rapid tower, change sprite based on firing direction if (self.id === 'rapid') { var gunGraphics = gunContainer.children[0]; if (gunGraphics) { // If firing to the left (angle between PI/2 and 3*PI/2, or -PI/2 and -3*PI/2) var normalizedAngle = angle; while (normalizedAngle > Math.PI) normalizedAngle -= 2 * Math.PI; while (normalizedAngle < -Math.PI) normalizedAngle += 2 * Math.PI; if (Math.abs(normalizedAngle) > Math.PI / 2) { // Firing left - use rapid2 sprite if (gunGraphics.currentAsset !== 'rapid2') { gunContainer.removeChild(gunGraphics); gunGraphics = gunContainer.attachAsset('rapid2', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.currentAsset = 'rapid2'; } } else { // Firing right - use tower_rapid sprite if (gunGraphics.currentAsset !== 'tower_rapid') { gunContainer.removeChild(gunGraphics); gunGraphics = gunContainer.attachAsset('tower_rapid', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.currentAsset = 'tower_rapid'; } } } } // For poison tower, change sprite based on firing direction if (self.id === 'poison') { var gunGraphics = gunContainer.children[0]; if (gunGraphics) { // If firing to the left (angle between PI/2 and 3*PI/2, or -PI/2 and -3*PI/2) var normalizedAngle = angle; while (normalizedAngle > Math.PI) normalizedAngle -= 2 * Math.PI; while (normalizedAngle < -Math.PI) normalizedAngle += 2 * Math.PI; if (Math.abs(normalizedAngle) > Math.PI / 2) { // Firing left - use magodehielo sprite if (gunGraphics.currentAsset !== 'magodehielo') { gunContainer.removeChild(gunGraphics); gunGraphics = gunContainer.attachAsset('magodehielo', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.currentAsset = 'magodehielo'; } } else { // Firing right - use tower_poison sprite if (gunGraphics.currentAsset !== 'tower_poison') { gunContainer.removeChild(gunGraphics); gunGraphics = gunContainer.attachAsset('tower_poison', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.currentAsset = 'tower_poison'; } } } } } if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } else if (self.id === 'rapid') { // When rapid tower stops firing, reset rotation to 0° and sprite to tower_rapid var gunGraphics = gunContainer.children[0]; if (gunGraphics) { // Reset sprite to tower_rapid if (gunGraphics.currentAsset !== 'tower_rapid') { gunContainer.removeChild(gunGraphics); gunGraphics = gunContainer.attachAsset('tower_rapid', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.currentAsset = 'tower_rapid'; } } // Smoothly rotate back to 0° tween.stop(gunContainer, { rotation: true }); tween(gunContainer, { rotation: 0 }, { duration: 300, easing: tween.easeOut }); } else if (self.id === 'poison') { // When poison tower stops firing, reset rotation to 0° and sprite to tower_poison var gunGraphics = gunContainer.children[0]; if (gunGraphics) { // Reset sprite to tower_poison if (gunGraphics.currentAsset !== 'tower_poison') { gunContainer.removeChild(gunGraphics); gunGraphics = gunContainer.attachAsset('tower_poison', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.currentAsset = 'tower_poison'; } } // Smoothly rotate back to 0° tween.stop(gunContainer, { rotation: true }); tween(gunContainer, { rotation: 0 }, { duration: 300, easing: tween.easeOut }); } else if (self.id === 'slow') { // Slow tower never rotates or changes, do nothing } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; // Only show range circle for non-slow towers if (self.id !== 'slow') { var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; } var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.id === 'default' && self.targetEnemy) { // Default tower shoots in 8 directions (visual only) var directions = [{ x: 0, y: -1 }, // up { x: 0, y: 1 }, // down { x: -1, y: 0 }, // left { x: 1, y: 0 }, // right { x: 1, y: -1 }, // up+right { x: -1, y: -1 }, // up+left { x: 1, y: 1 }, // down+right { x: -1, y: 1 } // down+left ]; var spawnDistance = 40; // Distance from tower center to spawn bullets for (var dir = 0; dir < directions.length; dir++) { var direction = directions[dir]; // Calculate spawn position based on the direction the bullet will travel var angle = Math.atan2(direction.y, direction.x); var bulletX = self.x + Math.cos(angle) * spawnDistance; var bulletY = self.y + Math.sin(angle) * spawnDistance; var bullet = new FlowerBullet(bulletX, bulletY, direction, self.damage, self.bulletSpeed); bullet.type = self.id; bullet.sourceRange = self.getRange(); // Pass the tower's range to the bullet game.addChild(bullet); bullets.push(bullet); } // Deal damage to up to 10 enemies in range (area damage) var enemiesInRange = []; 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); if (distance <= self.getRange()) { enemiesInRange.push({ enemy: enemy, distance: distance }); } } // Sort enemies by distance and take only the closest 10 enemiesInRange.sort(function (a, b) { return a.distance - b.distance; }); var maxEnemies = Math.min(10, enemiesInRange.length); for (var i = 0; i < maxEnemies; i++) { var enemy = enemiesInRange[i].enemy; // Apply damage to enemy enemy.health -= self.damage; if (enemy.health <= 0) { enemy.health = 0; } else { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } } // --- Fire animation for default tower --- // Default tower gets a scaling animation instead of recoil tween.stop(self, { scaleX: true, scaleY: true }); // Animate scale down then back up tween(self, { scaleX: 0.8, scaleY: 0.8 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { // Animate return to original size tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 120, easing: tween.easeOut }); } }); } else 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; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // For poison tower, pass level for scaling area effect if (self.id === 'poison') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': // Remove the default bullet graphics and replace with bola asset bullet.removeChild(bullet.children[0]); var bolaGraphics = bullet.attachAsset('bola', { anchorX: 0.5, anchorY: 0.5 }); bolaGraphics.width = 40; bolaGraphics.height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': // Remove the default bullet graphics and replace with boladehielo asset bullet.removeChild(bullet.children[0]); var boladeHieloGraphics = bullet.attachAsset('boladehielo', { anchorX: 0.5, anchorY: 0.5 }); boladeHieloGraphics.width = 35; boladeHieloGraphics.height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; // Use different preview assets for different tower types var previewAssetName = 'tower'; // default preview asset switch (self.towerType) { case 'rapid': previewAssetName = 'tower_rapid'; break; case 'sniper': previewAssetName = 'tower_sniper'; break; case 'splash': previewAssetName = 'tower_splash'; break; case 'slow': previewAssetName = 'tower_slow'; break; case 'poison': previewAssetName = 'tower_poison'; break; default: previewAssetName = 'tower'; } var previewGraphics = self.attachAsset(previewAssetName, { 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; // Remove old preview graphics and create new one with correct asset if (previewGraphics && previewGraphics.parent) { self.removeChild(previewGraphics); } // Use different preview assets for different tower types var previewAssetName = 'tower'; // default preview asset switch (self.towerType) { case 'rapid': previewAssetName = 'tower_rapid'; break; case 'sniper': previewAssetName = 'tower_sniper'; break; case 'splash': previewAssetName = 'tower_splash'; break; case 'slow': previewAssetName = 'tower_slow'; break; case 'poison': previewAssetName = 'tower_poison'; break; case 'default': previewAssetName = 'tower_default'; break; default: previewAssetName = 'tower_default'; } previewGraphics = self.attachAsset(previewAssetName, { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; // For specific tower types, also show the tower asset if (self.towerType === 'default') { var towerGraphics = self.attachAsset('tower_default', { anchorX: 0.5, anchorY: 0.5 }); towerGraphics.width = CELL_SIZE * 2; towerGraphics.height = CELL_SIZE * 2; // Remove tint filters - no longer applying red/green filters } else if (self.towerType === 'rapid') { var towerGraphics = self.attachAsset('tower_rapid', { anchorX: 0.5, anchorY: 0.5 }); towerGraphics.width = CELL_SIZE * 2; towerGraphics.height = CELL_SIZE * 2; // Remove tint filters - no longer applying red/green filters } else if (self.towerType === 'sniper') { var towerGraphics = self.attachAsset('tower_sniper', { anchorX: 0.5, anchorY: 0.5 }); towerGraphics.width = CELL_SIZE * 2; towerGraphics.height = CELL_SIZE * 2; // Remove tint filters - no longer applying red/green filters } else if (self.towerType === 'splash') { var towerGraphics = self.attachAsset('tower_splash', { anchorX: 0.5, anchorY: 0.5 }); towerGraphics.width = CELL_SIZE * 2; towerGraphics.height = CELL_SIZE * 2; // Remove tint filters - no longer applying red/green filters } else if (self.towerType === 'slow') { var towerGraphics = self.attachAsset('tower_slow', { anchorX: 0.5, anchorY: 0.5 }); towerGraphics.width = CELL_SIZE * 2; towerGraphics.height = CELL_SIZE * 2; // Remove tint filters - no longer applying red/green filters } else if (self.towerType === 'poison') { var towerGraphics = self.attachAsset('tower_poison', { anchorX: 0.5, anchorY: 0.5 }); towerGraphics.width = CELL_SIZE * 2; towerGraphics.height = CELL_SIZE * 2; // Remove tint filters - no longer applying red/green filters } // Remove tint filters - no longer applying red/green filters to preview graphics }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } // Check if this cell's sequential number is in the excluded list if (cell.sequentialNumber && excludedTowerCells.indexOf(cell.sequentialNumber) !== -1) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 380; var lives = 20; var score = 1000; 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 // Define ruta1 route for enemies that reach cell '1' var ruta1 = [129, 121, 275, 294, 52, 45, 397, 385, 539, 547, 605]; // Route cells (excluding those with -b suffix) var enemiesOnRuta1 = []; // Track enemies following ruta1 // Define ruta2 route for enemies that reach cell '2' var ruta2 = [152, 144, 254, 271, 73, 68, 420, 408, 518, 526]; // Route cells (excluding those with -b suffix) var enemiesOnRuta2 = []; // Track enemies following ruta2 // Define ruta3 route for enemies that reach cell '3' var ruta3 = [41, 129, 121, 275, 294, 52, 45, 397, 385, 539, 547, 605]; // Route cells (excluding those with -b suffix) var enemiesOnRuta3 = []; // Track enemies following ruta3 // Define ruta4 route for enemies that reach cell '4' var ruta4 = [41, 129, 121, 275, 294, 52, 45, 397, 385, 539, 547, 605]; // Route cells (excluding those with -b suffix) var enemiesOnRuta4 = []; // Track enemies following ruta4 // Define ruta5 route for enemies that reach cell '5' var ruta5 = [42, 152, 144, 254, 271, 73, 68, 420, 408, 518, 526]; // Route cells (excluding those with -b suffix) var enemiesOnRuta5 = []; // Track enemies following ruta5 // Define ruta6 route for enemies that reach cell '6' var ruta6 = [42, 152, 144, 254, 271, 73, 68, 420, 408, 518, 526]; // Route cells (excluding those with -b suffix) var enemiesOnRuta6 = []; // Track enemies following ruta6 var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreAsset = LK.getAsset('score', { anchorX: 0, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); // Container to hold all digit assets var scoreDigitsContainer = new Container(); var scoreDigits = []; // Array to hold individual digit assets var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreAsset); LK.gui.top.addChild(scoreDigitsContainer); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreAsset.x = spacing - 150; scoreAsset.y = topMargin; scoreDigitsContainer.x = spacing + 150; scoreDigitsContainer.y = topMargin; function updateScoreDigits() { // Clear existing digit assets for (var i = 0; i < scoreDigits.length; i++) { scoreDigitsContainer.removeChild(scoreDigits[i]); } scoreDigits = []; // Convert score to string to get individual digits var scoreString = score.toString(); var digitWidth = 40; // Width of each digit asset var totalWidth = scoreString.length * digitWidth; var startX = -totalWidth / 2; // Center the digits // Create asset for each digit for (var i = 0; i < scoreString.length; i++) { var digitChar = scoreString.charAt(i); var digitAsset = LK.getAsset(digitChar, { anchorX: 0.5, anchorY: 0.5 }); digitAsset.x = startX + i * digitWidth + digitWidth / 2; digitAsset.y = 0; scoreDigitsContainer.addChild(digitAsset); scoreDigits.push(digitAsset); } } function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); updateScoreDigits(); updateHealthBar(); // Update health bar when UI updates } // Initialize score digits display at game start updateScoreDigits(); 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; var dragClone = null; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } // List of cell numbers where towers cannot be placed var excludedTowerCells = [1, 2, 41, 42, 63, 64, 85, 86, 107, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 143, 144, 145, 146, 147, 148, 149, 150, 151, 152, 165, 166, 187, 188, 209, 210, 231, 253, 254, 255, 256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287, 288, 289, 290, 291, 292, 293, 294, 51, 52, 73, 74, 95, 96, 117, 118, 139, 140, 161, 162, 183, 184, 205, 206, 227, 228, 249, 250, 45, 46, 47, 48, 49, 50, 67, 68, 69, 70, 71, 72, 89, 90, 111, 112, 133, 134, 155, 156, 177, 178, 199, 200, 221, 222, 243, 244, 309, 310, 331, 332, 353, 354, 375, 376, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 407, 408, 409, 410, 411, 412, 413, 414, 415, 416, 417, 418, 419, 420, 429, 430, 451, 452, 473, 474, 495, 496, 517, 518, 539, 540, 519, 520, 521, 522, 523, 524, 525, 526, 541, 542, 543, 544, 545, 546, 547, 548, 569, 570, 591, 592, 605, 606]; 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) { // Create a clone of the tower for dragging dragClone = new Tower(tower.towerType); dragClone.x = x; dragClone.y = y - CELL_SIZE * 1.5; dragClone.alpha = 0.7; // Make it semi-transparent to show it's being dragged dragClone.canFire = false; // Prevent drag clones from firing game.addChild(dragClone); // Hide the tower preview to avoid overlapping with dragClone towerPreview.visible = false; 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) { // Update dragClone position if (dragClone) { dragClone.x = x; dragClone.y = y - CELL_SIZE * 1.5; } // Update towerPreview position for placement validation but keep it hidden 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; // Destroy the drag clone if (dragClone) { dragClone.destroy(); dragClone = null; } // Temporarily show towerPreview for placement validation towerPreview.visible = true; 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 { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } // Hide towerPreview again after placement attempt 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 nestWaveButton = LK.getAsset('nestwave', { anchorX: 0.5, anchorY: 0.5 }); nestWaveButton.x = 2048 - 312.5; // Move right (was 412.5, now 312.5 - moved 100px right) nestWaveButton.y = 2732 - 37.5 + 50; // Move down (was -50 offset, now +50 offset - moved 100px down) nestWaveButton.enabled = false; nestWaveButton.visible = true; nestWaveButton.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { nestWaveButton.enabled = true; nestWaveButton.visible = true; tween(nestWaveButton, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } else { nestWaveButton.enabled = false; nestWaveButton.visible = true; tween(nestWaveButton, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); } }; // nestwave asset is now non-clickable - down method removed game.addChild(nestWaveButton); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Position pared1 asset at bottom left var pared1Asset = LK.getAsset('pared1', { anchorX: 0, anchorY: 1 }); pared1Asset.x = 0; pared1Asset.y = 2732; game.addChild(pared1Asset); // Position pared3 asset at top center var pared3Asset = LK.getAsset('pared3', { anchorX: 0.5, anchorY: 0 }); pared3Asset.x = 2048 / 2; // Center horizontally pared3Asset.y = 0; // Top of screen game.addChild(pared3Asset); // Position pared2 asset at bottom right and make it act as nextwave button // Create health bar at bottom left var healthBarOutlineUI = LK.getAsset('healthBarOutline', { anchorX: 0, anchorY: 1 }); healthBarOutlineUI.x = 100; // 100px from left edge healthBarOutlineUI.y = 2732 - 50; // 50px from bottom healthBarOutlineUI.width = 450; // Make it much wider for better visibility healthBarOutlineUI.height = 65; // Make it much taller game.addChild(healthBarOutlineUI); var healthBarBGUI = LK.getAsset('healthBar', { anchorX: 0, anchorY: 1 }); healthBarBGUI.x = 102; // Slight offset from outline healthBarBGUI.y = 2732 - 52; // Slight offset from outline healthBarBGUI.width = 446; // Slightly smaller than outline healthBarBGUI.height = 61; // Slightly smaller than outline healthBarBGUI.tint = 0xff0000; // Red background game.addChild(healthBarBGUI); var healthBarFillUI = LK.getAsset('healthBar', { anchorX: 0, anchorY: 1 }); healthBarFillUI.x = 102; // Same as background healthBarFillUI.y = 2732 - 52; // Same as background healthBarFillUI.width = 446; // Full width initially healthBarFillUI.height = 61; // Same as background healthBarFillUI.tint = 0x00ff00; // Green fill game.addChild(healthBarFillUI); // Function to update health bar function updateHealthBar() { var healthPercentage = lives / 20; // Assuming max lives is 20 healthBarFillUI.width = 446 * healthPercentage; } // Initialize health bar display after UI elements are created updateHealthBar(); var pared2Asset = LK.getAsset('pared2', { anchorX: 1, anchorY: 1 }); pared2Asset.x = 2048 - 350; // Move 350 pixels to the left pared2Asset.y = 2732 - 20; // Move 20 pixels up pared2Asset.enabled = false; pared2Asset.visible = false; pared2Asset.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { pared2Asset.enabled = true; pared2Asset.visible = true; pared2Asset.alpha = 1; } else if (waveIndicator && waveIndicator.gameStarted) { pared2Asset.enabled = false; pared2Asset.visible = true; pared2Asset.alpha = 0.7; } else { pared2Asset.enabled = false; pared2Asset.visible = false; pared2Asset.alpha = 0.7; } }; pared2Asset.down = function () { if (!pared2Asset.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; game.addChild(pared2Asset); game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.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 assetName = 'bullet'; // default bullet asset
if (self.type === 'splash') {
assetName = 'bola';
}
var bulletGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (!self.targetEnemy || !self.targetEnemy.parent) {
self.destroy();
return;
}
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
// Apply damage to target enemy
self.targetEnemy.health -= self.damage;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Apply special effects based on bullet type
if (self.type === 'splash') {
// Create visual splash effect
var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash');
game.addChild(splashEffect);
// Splash damage to nearby enemies
var splashRadius = CELL_SIZE * 3;
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') {
// Create visual poison effect at impact location
var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison');
game.addChild(poisonEffect);
// Poison area damage to nearby enemies (including the target)
var poisonRadius = CELL_SIZE * 1.4; // 2x2 cells area (sqrt(2) * CELL_SIZE for diagonal coverage)
// Collect enemies in range and sort by distance
var enemiesInRange = [];
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
var poisonDx = otherEnemy.x - self.targetEnemy.x;
var poisonDy = otherEnemy.y - self.targetEnemy.y;
var poisonDistance = Math.sqrt(poisonDx * poisonDx + poisonDy * poisonDy);
if (poisonDistance <= poisonRadius && !otherEnemy.isImmune) {
enemiesInRange.push({
enemy: otherEnemy,
distance: poisonDistance
});
}
}
// Sort by distance (closest first) and limit based on tower level
enemiesInRange.sort(function (a, b) {
return a.distance - b.distance;
});
// Base limit is 5, +1 per level (sourceTowerLevel from tower)
var maxEnemies = 5;
if (self.sourceTowerLevel !== undefined) {
maxEnemies = 5 + (self.sourceTowerLevel - 1);
}
var enemiesToAffect = Math.min(maxEnemies, enemiesInRange.length);
// Apply poison effect to the closest enemies within limit
for (var i = 0; i < enemiesToAffect; i++) {
var otherEnemy = enemiesInRange[i].enemy;
// Apply poison effect
otherEnemy.poisoned = true;
otherEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick
otherEnemy.poisonDuration = 300; // 5 seconds at 60 FPS
// Apply permanent slow effect from poison
if (!otherEnemy.poisonSlowed) {
if (!otherEnemy.originalSpeed) {
otherEnemy.originalSpeed = otherEnemy.speed;
}
otherEnemy.speed *= 0.5; // Permanently slow by 50%
otherEnemy.poisonSlowed = true;
}
}
} else if (self.type === 'sniper') {
// Create visual critical hit effect for sniper
var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper');
game.addChild(sniperEffect);
}
self.destroy();
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
};
return self;
});
var DebugCell = Container.expand(function () {
var self = Container.call(this);
// List of cell numbers to exclude from having 'cell' asset (except those with '-b' suffix)
var excludedCells = [1, 2, 41, 42, 63, 64, 85, 86, 107, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 143, 144, 145, 146, 147, 148, 149, 150, 151, 152, 165, 166, 187, 188, 209, 210, 231, 253, 254, 255, 256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287, 288, 289, 290, 291, 292, 293, 294, 51, 52, 73, 74, 95, 96, 117, 118, 139, 140, 161, 162, 183, 184, 205, 206, 227, 228, 249, 250, 45, 46, 47, 48, 49, 50, 67, 68, 69, 70, 71, 72, 89, 90, 111, 112, 133, 134, 155, 156, 177, 178, 199, 200, 221, 222, 243, 244, 309, 310, 331, 332, 353, 354, 375, 376, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 407, 408, 409, 410, 411, 412, 413, 414, 415, 416, 417, 418, 419, 420, 429, 430, 451, 452, 473, 474, 495, 496, 517, 518, 539, 540, 519, 520, 521, 522, 523, 524, 525, 526, 541, 542, 543, 544, 545, 546, 547, 548, 569, 570, 591, 592, 605, 606];
var cellGraphics = null;
// We'll determine whether to show the cell asset later in the render method based on the cell's sequential number and suffix
var debugArrows = [];
var numberLabel = new Text2('0', {
size: 30,
fill: 0x000000,
weight: 800
});
numberLabel.anchor.set(.5, .5);
self.addChild(numberLabel);
self.update = function () {};
self.down = function () {
return;
if (self.cell.type == 0 || self.cell.type == 1) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
if (grid.pathFind()) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
grid.pathFind();
var notification = game.addChild(new Notification("Path is blocked!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
grid.renderDebug();
}
};
self.removeArrows = function () {
while (debugArrows.length) {
self.removeChild(debugArrows.pop());
}
};
self.render = function (data) {
// Check if we need to show cell asset for this cell
var shouldShowCell = true;
if (data.sequentialNumber) {
var hasBSuffix = false;
// Check if this cell would have '-b' suffix
if (data.type === 0 || data.type === 2) {
// path cells
var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4;
hasBSuffix = isBorderCell && data.sequentialNumber;
} else if (data.type === 1) {
// wall cells (all have '-b')
hasBSuffix = data.sequentialNumber;
} else if (data.type === 3) {
// goal cells
var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4;
hasBSuffix = isBorderCell && data.sequentialNumber;
}
// Only hide cell asset if the sequential number is in excluded list AND it doesn't have '-b' suffix
if (excludedCells.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) {
shouldShowCell = false;
}
}
// Create or remove cell graphics based on shouldShowCell
if (shouldShowCell && !cellGraphics) {
cellGraphics = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.tint = Math.random() * 0xffffff;
// Make 10% of cells darker randomly
if (Math.random() < 0.1) {
// Apply darker tint by reducing brightness
var darkerTint = cellGraphics.tint;
var r = darkerTint >> 16 & 0xFF;
var g = darkerTint >> 8 & 0xFF;
var b = darkerTint & 0xFF;
// Reduce brightness by 40%
r = Math.floor(r * 0.6);
g = Math.floor(g * 0.6);
b = Math.floor(b * 0.6);
cellGraphics.tint = r << 16 | g << 8 | b;
}
} else if (!shouldShowCell && cellGraphics) {
self.removeChild(cellGraphics);
cellGraphics = null;
}
switch (data.type) {
case 0:
case 2:
{
if (data.pathId != pathId) {
self.removeArrows();
numberLabel.setText("-");
if (cellGraphics) cellGraphics.tint = 0x880000;
return;
}
// Simple sequential numbering for path cells
if (!data.sequentialNumber) {
// Assign sequential numbers to path cells only
var pathCellCount = 0;
for (var row = 0; row < grid.cells[0].length; row++) {
for (var col = 0; col < grid.cells.length; col++) {
var cell = grid.cells[col][row];
if (cell && (cell.type === 0 || cell.type === 2) && cell.pathId === pathId) {
pathCellCount++;
cell.sequentialNumber = pathCellCount;
}
}
}
}
// Check if this cell is on the border
var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4;
var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-";
if (isBorderCell && displayText !== "-") {
// Special case: rename cell 27-b to 1
if (displayText === "27") {
displayText = "1";
} else if (displayText === "28") {
displayText = "2";
} else if (displayText === "25") {
displayText = "3";
} else if (displayText === "26") {
displayText = "4";
} else if (displayText === "29") {
displayText = "5";
} else if (displayText === "30") {
displayText = "6";
} else {
displayText += "-b";
}
} else if (displayText === "27") {
// Handle case where cell 27 is not on border but we still want to rename it
displayText = "1";
} else if (displayText === "28") {
displayText = "2";
} else if (displayText === "25") {
displayText = "3";
} else if (displayText === "26") {
displayText = "4";
} else if (displayText === "29") {
displayText = "5";
} else if (displayText === "30") {
displayText = "6";
}
numberLabel.setText(displayText);
numberLabel.visible = true;
var towerInRangeHighlight = false;
if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) {
towerInRangeHighlight = true;
if (cellGraphics) cellGraphics.tint = 0x0088ff;
} else {
if (cellGraphics) cellGraphics.tint = 0xFFFFFF;
}
while (debugArrows.length > data.targets.length) {
self.removeChild(debugArrows.pop());
}
for (var a = 0; a < data.targets.length; a++) {
var destination = data.targets[a];
var ox = destination.x - data.x;
var oy = destination.y - data.y;
var angle = Math.atan2(oy, ox);
if (!debugArrows[a]) {
debugArrows[a] = LK.getAsset('arrow', {
anchorX: -.5,
anchorY: 0.5
});
debugArrows[a].alpha = .5;
debugArrows[a].visible = false; // Hide the arrows
self.addChildAt(debugArrows[a], 1);
}
debugArrows[a].rotation = angle;
debugArrows[a].visible = false; // Hide the arrows
}
break;
}
case 1:
{
self.removeArrows();
if (cellGraphics) cellGraphics.tint = 0xaaaaaa;
// Simple sequential numbering for wall cells
if (!data.sequentialNumber) {
var wallCellCount = 0;
for (var row = 0; row < grid.cells[0].length; row++) {
for (var col = 0; col < grid.cells.length; col++) {
var cell = grid.cells[col][row];
if (cell && cell.type === 1) {
wallCellCount++;
cell.sequentialNumber = wallCellCount;
}
}
}
}
var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-";
// Add '-b' to all grey cells (wall cells)
if (displayText !== "-") {
// Special case: rename cell 27-b to 1
if (displayText === "27") {
displayText = "1";
} else if (displayText === "28") {
displayText = "2";
} else if (displayText === "25") {
displayText = "3";
} else if (displayText === "26") {
displayText = "4";
} else if (displayText === "29") {
displayText = "5";
} else if (displayText === "30") {
displayText = "6";
} else {
displayText += "-b";
}
}
numberLabel.setText(displayText);
numberLabel.visible = true;
break;
}
case 3:
{
self.removeArrows();
if (cellGraphics) cellGraphics.tint = 0x008800;
// Simple sequential numbering for goal cells
if (!data.sequentialNumber) {
var goalCellCount = 0;
for (var row = 0; row < grid.cells[0].length; row++) {
for (var col = 0; col < grid.cells.length; col++) {
var cell = grid.cells[col][row];
if (cell && cell.type === 3) {
goalCellCount++;
cell.sequentialNumber = goalCellCount;
}
}
}
}
// Check if this goal cell is on the border
var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4;
var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-";
if (isBorderCell && displayText !== "-") {
// Special case: rename cell 27-b to 1
if (displayText === "27") {
displayText = "1";
} else if (displayText === "28") {
displayText = "2";
} else if (displayText === "25") {
displayText = "3";
} else if (displayText === "26") {
displayText = "4";
} else if (displayText === "29") {
displayText = "5";
} else if (displayText === "30") {
displayText = "6";
} else {
displayText += "-b";
}
} else if (displayText === "27") {
// Handle case where cell 27 is not on border but we still want to rename it
displayText = "1";
} else if (displayText === "28") {
displayText = "2";
} else if (displayText === "25") {
displayText = "3";
} else if (displayText === "26") {
displayText = "4";
} else if (displayText === "29") {
displayText = "5";
} else if (displayText === "30") {
displayText = "6";
}
numberLabel.setText(displayText);
numberLabel.visible = true;
break;
}
}
// Add arena to specified cells (excluding those with '-b' suffix)
var arenaNumbers = [27, 165, 209, 89, 133, 177, 221, 309, 353, 429, 473, 569, 41, 85];
// Add arena2 to specified cells (excluding those with '-b' suffix)
var arena2Numbers = [187, 231, 451, 495, 591, 111, 155, 199, 243, 331, 375, 63, 107];
var displayText = data.sequentialNumber ? data.sequentialNumber.toString() : "-";
var hasBSuffix = false;
// Check if this cell would have '-b' suffix
if (data.type === 0 || data.type === 2) {
// path cells
var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4;
hasBSuffix = isBorderCell && displayText !== "-";
} else if (data.type === 1) {
// wall cells (all have '-b')
hasBSuffix = displayText !== "-";
} else if (data.type === 3) {
// goal cells
var isBorderCell = data.x === 0 || data.x === 23 || data.y === 4;
hasBSuffix = isBorderCell && displayText !== "-";
}
if (data.sequentialNumber && arenaNumbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) {
var arenaGraphics = self.attachAsset('arena', {
anchorX: 0.5,
anchorY: 0.5
});
arenaGraphics.alpha = 1.0;
}
if (data.sequentialNumber && arena2Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) {
var arena2Graphics = self.attachAsset('arena2', {
anchorX: 0.5,
anchorY: 0.5
});
arena2Graphics.alpha = 1.0;
}
// Add arena2 to cell 1 (formerly 27-b) (only cells with -b suffix)
if (data.sequentialNumber === 27 && hasBSuffix) {
var arena2Graphics = self.attachAsset('arena2', {
anchorX: 0.5,
anchorY: 0.5
});
arena2Graphics.alpha = 1.0;
}
// Add arena4 to cell 28-b (only cells with -b suffix)
if (data.sequentialNumber === 28 && hasBSuffix) {
var arena4Graphics = self.attachAsset('arena4', {
anchorX: 0.5,
anchorY: 0.5
});
arena4Graphics.alpha = 1.0;
}
// Add arena3 to specified cells (excluding those with '-b' suffix)
var arena3Numbers = [130, 128, 126, 124, 122, 254, 256, 258, 260, 262, 264, 266, 268, 270, 272, 228, 184, 140, 96, 52, 50, 48, 46, 398, 396, 394, 392, 390, 388, 386, 518, 520, 522, 524, 526, 606, 42, 86, 166, 210, 90, 134, 178, 222, 254, 430, 474, 570, 310, 354];
if (data.sequentialNumber && arena3Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) {
var arena3Graphics = self.attachAsset('arena3', {
anchorX: 0.5,
anchorY: 0.5
});
arena3Graphics.alpha = 1.0;
}
// Add arena4 to specified cells (excluding those with '-b' suffix)
var arena4Numbers = [64, 408, 232, 188, 112, 156, 200, 244, 376, 452, 592, 152, 150, 148, 146, 144, 276, 278, 280, 282, 284, 286, 288, 290, 292, 294, 250, 206, 162, 118, 74, 72, 70, 68, 420, 418, 416, 414, 412, 410, 540, 542, 544, 546, 548, 108, 496, 332];
if (data.sequentialNumber && arena4Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) {
var arena4Graphics = self.attachAsset('arena4', {
anchorX: 0.5,
anchorY: 0.5
});
arena4Graphics.alpha = 1.0;
}
// Add arena to specified cells (excluding those with '-b' suffix)
var arenaNumbers = [121, 123, 125, 127, 129, 253, 255, 257, 259, 261, 263, 267, 269, 271, 265, 45, 47, 49, 51, 95, 139, 183, 227, 387, 385, 389, 391, 393, 395, 397, 517, 519, 521, 523, 525, 695, 605];
if (data.sequentialNumber && arenaNumbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) {
var arenaGraphics = self.attachAsset('arena', {
anchorX: 0.5,
anchorY: 0.5
});
arenaGraphics.alpha = 1.0;
}
// Add arena2 to specified cells (excluding those with '-b' suffix)
var arena2Numbers = [151, 149, 147, 145, 143, 275, 277, 279, 281, 283, 285, 287, 289, 291, 293, 249, 205, 161, 117, 73, 71, 69, 67, 419, 417, 415, 413, 411, 409, 407, 539, 541, 543, 545, 547];
if (data.sequentialNumber && arena2Numbers.indexOf(data.sequentialNumber) !== -1 && !hasBSuffix) {
var arena2Graphics = self.attachAsset('arena2', {
anchorX: 0.5,
anchorY: 0.5
});
arena2Graphics.alpha = 1.0;
}
// Sequential numbering is now handled above for each cell type
};
});
// 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 = 2;
switch (type) {
case 'splash':
effectGraphics.tint = 0x33CC00;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 3;
break;
case 'slow':
effectGraphics.tint = 0x9900FF;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'poison':
effectGraphics.tint = 0x00FFAA;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'sniper':
effectGraphics.tint = 0xFF5500;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
}
effectGraphics.alpha = 0.7;
self.alpha = 0;
// Animate the effect
tween(self, {
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
// Base enemy class for common functionality
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'normal';
self.speed = .01;
self.cellX = 0;
self.cellY = 0;
self.currentCellX = 0;
self.currentCellY = 0;
self.currentTarget = undefined;
self.maxHealth = 100;
self.health = self.maxHealth;
self.bulletsTargetingThis = [];
self.waveNumber = currentWave;
self.isFlying = false;
self.isImmune = false;
self.isBoss = false;
// Check if this is a boss wave
// Check if this is a boss wave
// Apply different stats based on enemy type
switch (self.type) {
case 'fast':
self.speed *= 2; // Twice as fast
self.maxHealth = 100;
break;
case 'immune':
self.isImmune = true;
self.maxHealth = 80;
break;
case 'flying':
self.isFlying = true;
self.maxHealth = 80;
break;
case 'swarm':
self.maxHealth = 50; // Weaker enemies
break;
case 'normal':
default:
// Normal enemy uses default values
break;
}
if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
self.isBoss = true;
// Boss enemies have 20x health and are larger
self.maxHealth *= 20;
// Slower speed for bosses
self.speed = self.speed * 0.7;
}
self.health = self.maxHealth;
// Get appropriate asset for this enemy type
var assetId = 'enemy';
if (self.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;
self.poisonSlowed = 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;
// Note: poisonSlowed remains true permanently, speed is not reset
// Only reset tint if not slowed and not permanently poison slowed
if (!self.slowed && !self.poisonSlowed) {
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 blue (0x0066FF) and slow (0x9900FF) colors
enemyGraphics.tint = 0x0033DD;
} else if (self.poisoned) {
// Blue tint for poisoned enemies
enemyGraphics.tint = 0x0066FF;
} 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 FlowerBullet = Container.expand(function (startX, startY, direction, damage, speed) {
var self = Container.call(this);
self.direction = direction;
self.damage = damage || 10;
self.speed = speed || 5;
self.x = startX;
self.y = startY;
self.startX = startX; // Store starting position
self.startY = startY; // Store starting position
self.sourceRange = null; // Will be set by the tower
var bulletGraphics = self.attachAsset('proyectilflor', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Move in the specified direction
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
// Check if bullet has traveled beyond source tower's range
if (self.sourceRange) {
var dx = self.x - self.startX;
var dy = self.y - self.startY;
var distanceFromOrigin = Math.sqrt(dx * dx + dy * dy);
if (distanceFromOrigin > self.sourceRange) {
self.destroy();
return;
}
}
// Remove bullet if it goes off screen
if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) {
self.destroy();
}
};
return self;
});
var GoldIndicator = Container.expand(function (value, x, y) {
var self = Container.call(this);
var shadowText = new Text2("+" + value, {
size: 45,
fill: 0x000000,
weight: 800
});
shadowText.anchor.set(0.5, 0.5);
shadowText.x = 2;
shadowText.y = 2;
self.addChild(shadowText);
var goldText = new Text2("+" + value, {
size: 45,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
self.addChild(goldText);
self.x = x;
self.y = y;
self.alpha = 0;
self.scaleX = 0.5;
self.scaleY = 0.5;
tween(self, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2,
y: y - 40
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5,
y: y - 80
}, {
duration: 600,
easing: tween.easeIn,
delay: 800,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
var Grid = Container.expand(function (gridWidth, gridHeight) {
var self = Container.call(this);
self.cells = [];
self.spawns = [];
self.goals = [];
for (var i = 0; i < gridWidth; i++) {
self.cells[i] = [];
for (var j = 0; j < gridHeight; j++) {
self.cells[i][j] = {
score: 0,
pathId: 0,
towersInRange: []
};
}
}
/*
Cell Types
0: Transparent floor
1: Wall
2: Spawn
3: Goal
*/
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var cell = self.cells[i][j];
var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0;
if (i > 11 - 3 && i <= 11 + 3) {
if (j === 0) {
cellType = 2;
self.spawns.push(cell);
} else if (j <= 4) {
cellType = 0;
} else if (j === gridHeight - 1) {
cellType = 3;
self.goals.push(cell);
} else if (j >= gridHeight - 4) {
cellType = 0;
}
}
cell.type = cellType;
cell.x = i;
cell.y = j;
cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1];
cell.up = self.cells[i - 1] && self.cells[i - 1][j];
cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1];
cell.left = self.cells[i][j - 1];
cell.right = self.cells[i][j + 1];
cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1];
cell.down = self.cells[i + 1] && self.cells[i + 1][j];
cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1];
cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left];
cell.targets = [];
if (j > 3 && j <= gridHeight - 4) {
var debugCell = new DebugCell();
self.addChild(debugCell);
debugCell.cell = cell;
debugCell.x = i * CELL_SIZE;
debugCell.y = j * CELL_SIZE;
cell.debugCell = debugCell;
}
}
}
self.getCell = function (x, y) {
return self.cells[x] && self.cells[x][y];
};
self.pathFind = function () {
var before = new Date().getTime();
var toProcess = self.goals.concat([]);
maxScore = 0;
pathId += 1;
for (var a = 0; a < toProcess.length; a++) {
toProcess[a].pathId = pathId;
}
function processNode(node, targetValue, targetNode) {
if (node && node.type != 1) {
if (node.pathId < pathId || targetValue < node.score) {
node.targets = [targetNode];
} else if (node.pathId == pathId && targetValue == node.score) {
node.targets.push(targetNode);
}
if (node.pathId < pathId || targetValue < node.score) {
node.score = targetValue;
if (node.pathId != pathId) {
toProcess.push(node);
}
node.pathId = pathId;
if (targetValue > maxScore) {
maxScore = targetValue;
}
}
}
}
while (toProcess.length) {
var nodes = toProcess;
toProcess = [];
for (var a = 0; a < nodes.length; a++) {
var node = nodes[a];
var targetScore = node.score + 14142;
if (node.up && node.left && node.up.type != 1 && node.left.type != 1) {
processNode(node.upLeft, targetScore, node);
}
if (node.up && node.right && node.up.type != 1 && node.right.type != 1) {
processNode(node.upRight, targetScore, node);
}
if (node.down && node.right && node.down.type != 1 && node.right.type != 1) {
processNode(node.downRight, targetScore, node);
}
if (node.down && node.left && node.down.type != 1 && node.left.type != 1) {
processNode(node.downLeft, targetScore, node);
}
targetScore = node.score + 10000;
processNode(node.up, targetScore, node);
processNode(node.right, targetScore, node);
processNode(node.down, targetScore, node);
processNode(node.left, targetScore, node);
}
}
for (var a = 0; a < self.spawns.length; a++) {
if (self.spawns[a].pathId != pathId) {
console.warn("Spawn blocked");
return true;
}
}
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 enemy touches damage cells (603, 604, 605, 606, 607, 608)
var damageCells = [603, 604, 605, 606, 607, 608];
var currentCell = grid.getCell(enemy.cellX, enemy.cellY);
if (currentCell && currentCell.sequentialNumber && damageCells.indexOf(currentCell.sequentialNumber) !== -1) {
// Apply damage based on enemy type
var damage = enemy.isBoss ? 5 : 1;
lives = Math.max(0, lives - damage);
updateUI();
// Show damage notification
var damageText = enemy.isBoss ? "Boss hit! -" + damage + " lives!" : "Enemy hit! -" + damage + " life!";
var notification = game.addChild(new Notification(damageText));
notification.x = 2048 / 2;
notification.y = grid.height - 100;
// Remove enemy immediately
// 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);
}
// Remove from enemies array
var enemyIndex = enemies.indexOf(enemy);
if (enemyIndex !== -1) {
enemies.splice(enemyIndex, 1);
}
// Check for game over
if (lives <= 0) {
LK.showGameOver();
}
return true; // Enemy was removed
}
// Check if the enemy has reached the entry area (y position is at least 5)
var hasReachedEntryArea = enemy.currentCellY >= 4;
// If enemy hasn't reached the entry area yet, just move down vertically
if (!hasReachedEntryArea) {
// Move directly downward
enemy.currentCellY += enemy.speed;
// Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
var angle = Math.PI / 2;
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update enemy's position
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// If enemy has now reached the entry area, update cell coordinates
if (enemy.currentCellY >= 4) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
}
return false;
}
// After reaching entry area, handle flying enemies differently
if (enemy.isFlying) {
// Flying enemies head straight to the closest goal
if (!enemy.flyingTarget) {
// Set flying target to the closest goal
enemy.flyingTarget = self.goals[0];
// Find closest goal if there are multiple
if (self.goals.length > 1) {
var closestDist = Infinity;
for (var i = 0; i < self.goals.length; i++) {
var goal = self.goals[i];
var dx = goal.x - enemy.cellX;
var dy = goal.y - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < closestDist) {
closestDist = dist;
enemy.flyingTarget = goal;
}
}
}
}
// Move directly toward the goal
var ox = enemy.flyingTarget.x - enemy.currentCellX;
var oy = enemy.flyingTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
// Reached the goal
return true;
}
var angle = Math.atan2(oy, ox);
// Rotate enemy graphic to match movement direction
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update the cell position to track where the flying enemy is
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// Update shadow position if this is a flying enemy
return false;
}
// Check if enemy reached cell '1' and should follow ruta1
if (cell.sequentialNumber === 27 && enemiesOnRuta1.indexOf(enemy) === -1) {
// Cell '1' was originally cell 27
// Add enemy to ruta1 routing
enemiesOnRuta1.push(enemy);
enemy.ruta1Index = 0; // Start at first cell in ruta1
enemy.followingRuta1 = true;
}
// Check if enemy reached cell '2' and should follow ruta2
if (cell.sequentialNumber === 28 && enemiesOnRuta2.indexOf(enemy) === -1) {
// Cell '2' was originally cell 28
// Add enemy to ruta2 routing
enemiesOnRuta2.push(enemy);
enemy.ruta2Index = 0; // Start at first cell in ruta2
enemy.followingRuta2 = true;
}
// Check if enemy reached cell '3' and should follow ruta3
if (cell.sequentialNumber === 25 && enemiesOnRuta3.indexOf(enemy) === -1) {
// Cell '3' was originally cell 25
// Add enemy to ruta3 routing
enemiesOnRuta3.push(enemy);
enemy.ruta3Index = 0; // Start at first cell in ruta3
enemy.followingRuta3 = true;
}
// Check if enemy reached cell '4' and should follow ruta4
if (cell.sequentialNumber === 26 && enemiesOnRuta4.indexOf(enemy) === -1) {
// Cell '4' was originally cell 26
// Add enemy to ruta4 routing
enemiesOnRuta4.push(enemy);
enemy.ruta4Index = 0; // Start at first cell in ruta4
enemy.followingRuta4 = true;
}
// Check if enemy reached cell '5' and should follow ruta5
if (cell.sequentialNumber === 29 && enemiesOnRuta5.indexOf(enemy) === -1) {
// Cell '5' was originally cell 29
// Add enemy to ruta5 routing
enemiesOnRuta5.push(enemy);
enemy.ruta5Index = 0; // Start at first cell in ruta5
enemy.followingRuta5 = true;
}
// Check if enemy reached cell '6' and should follow ruta6
if (cell.sequentialNumber === 30 && enemiesOnRuta6.indexOf(enemy) === -1) {
// Cell '6' was originally cell 30
// Add enemy to ruta6 routing
enemiesOnRuta6.push(enemy);
enemy.ruta6Index = 0; // Start at first cell in ruta6
enemy.followingRuta6 = true;
}
// Handle ruta1 routing
if (enemy.followingRuta1 && enemiesOnRuta1.indexOf(enemy) !== -1) {
if (enemy.ruta1Index < ruta1.length) {
// Find the target cell based on ruta1
var targetCellNumber = ruta1[enemy.ruta1Index];
var targetCell = null;
// Find cell with matching sequential number (excluding -b suffix)
for (var i = 0; i < grid.cells.length; i++) {
for (var j = 0; j < grid.cells[i].length; j++) {
var checkCell = grid.cells[i][j];
if (checkCell && checkCell.sequentialNumber === targetCellNumber) {
// Check if this cell would have -b suffix
var hasBSuffix = false;
if (checkCell.type === 0 || checkCell.type === 2) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
} else if (checkCell.type === 1) {
hasBSuffix = true;
} else if (checkCell.type === 3) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
}
// Only use cells without -b suffix for ruta1
if (!hasBSuffix) {
targetCell = checkCell;
break;
}
}
}
if (targetCell) break;
}
if (targetCell) {
enemy.currentTarget = targetCell;
// Check if enemy reached this ruta1 target
if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) {
enemy.ruta1Index++; // Move to next cell in ruta1
if (enemy.ruta1Index >= ruta1.length) {
// Completed ruta1, remove from tracking and resume normal pathfinding
var enemyIndex = enemiesOnRuta1.indexOf(enemy);
if (enemyIndex !== -1) {
enemiesOnRuta1.splice(enemyIndex, 1);
}
enemy.followingRuta1 = false;
enemy.ruta1Index = undefined;
enemy.currentTarget = undefined; // Let normal pathfinding take over
}
}
}
}
} else if (enemy.followingRuta2 && enemiesOnRuta2.indexOf(enemy) !== -1) {
// Handle ruta2 routing
if (enemy.ruta2Index < ruta2.length) {
// Find the target cell based on ruta2
var targetCellNumber = ruta2[enemy.ruta2Index];
var targetCell = null;
// Find cell with matching sequential number (excluding -b suffix)
for (var i = 0; i < grid.cells.length; i++) {
for (var j = 0; j < grid.cells[i].length; j++) {
var checkCell = grid.cells[i][j];
if (checkCell && checkCell.sequentialNumber === targetCellNumber) {
// Check if this cell would have -b suffix
var hasBSuffix = false;
if (checkCell.type === 0 || checkCell.type === 2) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
} else if (checkCell.type === 1) {
hasBSuffix = true;
} else if (checkCell.type === 3) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
}
// Only use cells without -b suffix for ruta2
if (!hasBSuffix) {
targetCell = checkCell;
break;
}
}
}
if (targetCell) break;
}
if (targetCell) {
enemy.currentTarget = targetCell;
// Check if enemy reached this ruta2 target
if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) {
enemy.ruta2Index++; // Move to next cell in ruta2
if (enemy.ruta2Index >= ruta2.length) {
// Completed ruta2, remove from tracking and resume normal pathfinding
var enemyIndex = enemiesOnRuta2.indexOf(enemy);
if (enemyIndex !== -1) {
enemiesOnRuta2.splice(enemyIndex, 1);
}
enemy.followingRuta2 = false;
enemy.ruta2Index = undefined;
enemy.currentTarget = undefined; // Let normal pathfinding take over
}
}
}
}
} else if (enemy.followingRuta3 && enemiesOnRuta3.indexOf(enemy) !== -1) {
// Handle ruta3 routing
if (enemy.ruta3Index < ruta3.length) {
// Find the target cell based on ruta3
var targetCellNumber = ruta3[enemy.ruta3Index];
var targetCell = null;
// Find cell with matching sequential number (excluding -b suffix)
for (var i = 0; i < grid.cells.length; i++) {
for (var j = 0; j < grid.cells[i].length; j++) {
var checkCell = grid.cells[i][j];
if (checkCell && checkCell.sequentialNumber === targetCellNumber) {
// Check if this cell would have -b suffix
var hasBSuffix = false;
if (checkCell.type === 0 || checkCell.type === 2) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
} else if (checkCell.type === 1) {
hasBSuffix = true;
} else if (checkCell.type === 3) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
}
// Only use cells without -b suffix for ruta3
if (!hasBSuffix) {
targetCell = checkCell;
break;
}
}
}
if (targetCell) break;
}
if (targetCell) {
enemy.currentTarget = targetCell;
// Check if enemy reached this ruta3 target
if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) {
enemy.ruta3Index++; // Move to next cell in ruta3
if (enemy.ruta3Index >= ruta3.length) {
// Completed ruta3, remove from tracking and resume normal pathfinding
var enemyIndex = enemiesOnRuta3.indexOf(enemy);
if (enemyIndex !== -1) {
enemiesOnRuta3.splice(enemyIndex, 1);
}
enemy.followingRuta3 = false;
enemy.ruta3Index = undefined;
enemy.currentTarget = undefined; // Let normal pathfinding take over
}
}
}
}
} else if (enemy.followingRuta4 && enemiesOnRuta4.indexOf(enemy) !== -1) {
// Handle ruta4 routing
if (enemy.ruta4Index < ruta4.length) {
// Find the target cell based on ruta4
var targetCellNumber = ruta4[enemy.ruta4Index];
var targetCell = null;
// Find cell with matching sequential number (excluding -b suffix)
for (var i = 0; i < grid.cells.length; i++) {
for (var j = 0; j < grid.cells[i].length; j++) {
var checkCell = grid.cells[i][j];
if (checkCell && checkCell.sequentialNumber === targetCellNumber) {
// Check if this cell would have -b suffix
var hasBSuffix = false;
if (checkCell.type === 0 || checkCell.type === 2) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
} else if (checkCell.type === 1) {
hasBSuffix = true;
} else if (checkCell.type === 3) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
}
// Only use cells without -b suffix for ruta4
if (!hasBSuffix) {
targetCell = checkCell;
break;
}
}
}
if (targetCell) break;
}
if (targetCell) {
enemy.currentTarget = targetCell;
// Check if enemy reached this ruta4 target
if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) {
enemy.ruta4Index++; // Move to next cell in ruta4
if (enemy.ruta4Index >= ruta4.length) {
// Completed ruta4, remove from tracking and resume normal pathfinding
var enemyIndex = enemiesOnRuta4.indexOf(enemy);
if (enemyIndex !== -1) {
enemiesOnRuta4.splice(enemyIndex, 1);
}
enemy.followingRuta4 = false;
enemy.ruta4Index = undefined;
enemy.currentTarget = undefined; // Let normal pathfinding take over
}
}
}
}
} else if (enemy.followingRuta5 && enemiesOnRuta5.indexOf(enemy) !== -1) {
// Handle ruta5 routing
if (enemy.ruta5Index < ruta5.length) {
// Find the target cell based on ruta5
var targetCellNumber = ruta5[enemy.ruta5Index];
var targetCell = null;
// Find cell with matching sequential number (excluding -b suffix)
for (var i = 0; i < grid.cells.length; i++) {
for (var j = 0; j < grid.cells[i].length; j++) {
var checkCell = grid.cells[i][j];
if (checkCell && checkCell.sequentialNumber === targetCellNumber) {
// Check if this cell would have -b suffix
var hasBSuffix = false;
if (checkCell.type === 0 || checkCell.type === 2) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
} else if (checkCell.type === 1) {
hasBSuffix = true;
} else if (checkCell.type === 3) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
}
// Only use cells without -b suffix for ruta5
if (!hasBSuffix) {
targetCell = checkCell;
break;
}
}
}
if (targetCell) break;
}
if (targetCell) {
enemy.currentTarget = targetCell;
// Check if enemy reached this ruta5 target
if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) {
enemy.ruta5Index++; // Move to next cell in ruta5
if (enemy.ruta5Index >= ruta5.length) {
// Completed ruta5, remove from tracking and resume normal pathfinding
var enemyIndex = enemiesOnRuta5.indexOf(enemy);
if (enemyIndex !== -1) {
enemiesOnRuta5.splice(enemyIndex, 1);
}
enemy.followingRuta5 = false;
enemy.ruta5Index = undefined;
enemy.currentTarget = undefined; // Let normal pathfinding take over
}
}
}
}
} else if (enemy.followingRuta6 && enemiesOnRuta6.indexOf(enemy) !== -1) {
// Handle ruta6 routing
if (enemy.ruta6Index < ruta6.length) {
// Find the target cell based on ruta6
var targetCellNumber = ruta6[enemy.ruta6Index];
var targetCell = null;
// Find cell with matching sequential number (excluding -b suffix)
for (var i = 0; i < grid.cells.length; i++) {
for (var j = 0; j < grid.cells[i].length; j++) {
var checkCell = grid.cells[i][j];
if (checkCell && checkCell.sequentialNumber === targetCellNumber) {
// Check if this cell would have -b suffix
var hasBSuffix = false;
if (checkCell.type === 0 || checkCell.type === 2) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
} else if (checkCell.type === 1) {
hasBSuffix = true;
} else if (checkCell.type === 3) {
var isBorderCell = checkCell.x === 0 || checkCell.x === 23 || checkCell.y === 4;
hasBSuffix = isBorderCell;
}
// Only use cells without -b suffix for ruta6
if (!hasBSuffix) {
targetCell = checkCell;
break;
}
}
}
if (targetCell) break;
}
if (targetCell) {
enemy.currentTarget = targetCell;
// Check if enemy reached this ruta6 target
if (enemy.cellX === targetCell.x && enemy.cellY === targetCell.y) {
enemy.ruta6Index++; // Move to next cell in ruta6
if (enemy.ruta6Index >= ruta6.length) {
// Completed ruta6, remove from tracking and resume normal pathfinding
var enemyIndex = enemiesOnRuta6.indexOf(enemy);
if (enemyIndex !== -1) {
enemiesOnRuta6.splice(enemyIndex, 1);
}
enemy.followingRuta6 = false;
enemy.ruta6Index = undefined;
enemy.currentTarget = undefined; // Let normal pathfinding take over
}
}
}
}
} else {
// Handle normal pathfinding enemies
if (!enemy.currentTarget) {
enemy.currentTarget = cell.targets[0];
}
}
if (enemy.currentTarget) {
if (!enemy.followingRuta1 && !enemy.followingRuta2 && !enemy.followingRuta3 && !enemy.followingRuta4 && !enemy.followingRuta5 && !enemy.followingRuta6 && cell.score < enemy.currentTarget.score) {
enemy.currentTarget = cell;
}
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentTarget = undefined;
return;
}
var angle = Math.atan2(oy, ox);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
}
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
};
});
var NextWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 300;
buttonBackground.height = 100;
buttonBackground.tint = 0x0088FF;
var buttonText = new Text2("Next Wave", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.enabled = false;
self.visible = false;
self.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) {
self.enabled = true;
self.visible = true;
buttonBackground.tint = 0x0088FF;
self.alpha = 1;
} else {
self.enabled = false;
self.visible = false;
buttonBackground.tint = 0x888888;
self.alpha = 0.7;
}
};
self.down = function () {
if (!self.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves) {
currentWave++; // Increment to the next wave directly
waveTimer = 0; // Reset wave timer
waveInProgress = true;
waveSpawned = false;
// Get the type of the current wave (which is now the next wave)
var waveType = waveIndicator.getWaveTypeName(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
return self;
});
var Notification = Container.expand(function (message) {
var self = Container.call(this);
var notificationGraphics = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
var notificationText = new Text2(message, {
size: 50,
fill: 0x000000,
weight: 800
});
notificationText.anchor.set(0.5, 0.5);
notificationGraphics.width = notificationText.width + 30;
self.addChild(notificationText);
self.alpha = 1;
var fadeOutTime = 120;
self.update = function () {
if (fadeOutTime > 0) {
fadeOutTime--;
self.alpha = Math.min(fadeOutTime / 120 * 2, 1);
} else {
self.destroy();
}
};
return self;
});
var SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'default';
// Increase size of base for easier touch
// Use different tower assets for different tower types
var towerAssetName = 'tower'; // default tower asset
switch (self.towerType) {
case 'rapid':
towerAssetName = 'tower_rapid';
break;
case 'sniper':
towerAssetName = 'tower_sniper';
break;
case 'splash':
towerAssetName = 'tower_splash';
break;
case 'slow':
towerAssetName = 'tower_slow';
break;
case 'poison':
towerAssetName = 'tower_poison';
break;
default:
towerAssetName = 'tower_default';
}
var baseGraphics = self.attachAsset(towerAssetName, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
// Remove tints to show natural asset colors - tints only used during tower preview dragging
var towerCost = getTowerCost(self.towerType);
// Add shadow for tower type label
var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
size: 50,
fill: 0x000000,
weight: 800
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 4;
typeLabelShadow.y = -60 + 4;
self.addChild(typeLabelShadow);
// Add tower type label
var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = -60; // Position higher above center of tower
self.addChild(typeLabel);
// Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800
});
costLabelShadow.anchor.set(0.5, 0.5);
costLabelShadow.x = 4;
costLabelShadow.y = 24 + 12;
self.addChild(costLabelShadow);
// Add cost label
var costLabel = new Text2(towerCost, {
size: 50,
fill: 0xFFD700,
weight: 800
});
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
// Check if player can afford this tower
var canAfford = gold >= getTowerCost(self.towerType);
// Set opacity based on affordability
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
var Tower = Container.expand(function (id) {
var self = Container.call(this);
self.id = id || 'default';
self.level = 1;
self.maxLevel = 6;
self.gridX = 0;
self.gridY = 0;
self.range = 3 * CELL_SIZE;
self.canFire = true; // Allow firing by default
// 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 'sniper':
// Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost
if (self.level === self.maxLevel) {
return 12 * CELL_SIZE; // Significantly increased range for max level
}
return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
case 'splash':
// Splash: base 4, +0.4 per level (max ~8 blocks at max level) - doubled from original
return (4 + (self.level - 1) * 0.4) * CELL_SIZE;
case 'rapid':
// Rapid: base 2.5, +0.5 per level
return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'slow':
// Slow: base 100, +0.5 per level
return (100 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'poison':
// Poison: base 3.2, +0.5 per level
return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE;
default:
// Default: base 3, +0.5 per level
return (3 + (self.level - 1) * 0.5) * CELL_SIZE;
}
};
self.cellsInRange = [];
self.fireRate = self.id === 'default' ? 240 : 120; // Default tower fires twice as slow
self.bulletSpeed = 5;
self.damage = 10;
self.lastFired = 0;
self.targetEnemy = null;
switch (self.id) {
case 'rapid':
self.fireRate = 30;
self.damage = 5;
self.range = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'sniper':
self.fireRate = 90;
self.damage = 25;
self.range = 5 * CELL_SIZE;
self.bulletSpeed = 25;
break;
case 'splash':
self.fireRate = 75;
self.damage = 15;
self.range = 4 * CELL_SIZE;
self.bulletSpeed = 4;
break;
case 'slow':
self.fireRate = 50;
self.damage = 8;
self.range = 3.5 * CELL_SIZE;
self.bulletSpeed = 5;
break;
case 'poison':
self.fireRate = 70;
self.damage = 12;
self.range = 3.2 * CELL_SIZE;
self.bulletSpeed = 5;
break;
}
// Use different assets for different tower types
var assetName = 'plant1'; // default asset
switch (self.id) {
case 'rapid':
assetName = 'plant_rapid';
break;
case 'sniper':
assetName = 'plant_sniper';
break;
case 'splash':
assetName = 'plant_splash';
break;
case 'slow':
assetName = 'plant_slow';
break;
case 'poison':
assetName = 'plant_poison';
break;
default:
assetName = 'plant1';
}
var baseGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
var gunContainer = new Container();
self.addChild(gunContainer);
var levelIndicators = [];
var maxDots = self.maxLevel;
var dotSpacing = baseGraphics.width / (maxDots + 1);
var dotSize = CELL_SIZE / 6;
for (var i = 0; i < maxDots; i++) {
var dot = new Container();
var outlineCircle = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
outlineCircle.width = dotSize + 4;
outlineCircle.height = dotSize + 4;
outlineCircle.tint = 0x000000;
var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
towerLevelIndicator.width = dotSize;
towerLevelIndicator.height = dotSize;
towerLevelIndicator.tint = 0xCCCCCC;
dot.x = -CELL_SIZE + dotSpacing * (i + 1);
dot.y = CELL_SIZE * 0.7;
self.addChild(dot);
levelIndicators.push(dot);
}
// Use different tower assets for different tower types
var towerAssetName = 'tower'; // default tower asset
switch (self.id) {
case 'rapid':
towerAssetName = 'tower_rapid';
break;
case 'sniper':
towerAssetName = 'tower_sniper';
break;
case 'splash':
towerAssetName = 'tower_splash';
break;
case 'slow':
towerAssetName = 'tower_slow';
break;
case 'poison':
towerAssetName = 'tower_poison';
break;
default:
towerAssetName = 'tower_default';
}
var gunGraphics = gunContainer.attachAsset(towerAssetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.updateLevelIndicators = function () {
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
var towerLevelIndicator = dot.children[1];
if (i < self.level) {
towerLevelIndicator.tint = 0xFFFFFF;
} else {
switch (self.id) {
case 'rapid':
towerLevelIndicator.tint = 0x00AAFF;
break;
case 'sniper':
towerLevelIndicator.tint = 0xFF5500;
break;
case 'splash':
towerLevelIndicator.tint = 0x33CC00;
break;
case 'slow':
towerLevelIndicator.tint = 0x9900FF;
break;
case 'poison':
towerLevelIndicator.tint = 0x00FFAA;
break;
default:
towerLevelIndicator.tint = 0xAAAAAA;
}
}
}
};
self.updateLevelIndicators();
self.refreshCellsInRange = function () {
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
var towerIndex = cell.towersInRange.indexOf(self);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
self.cellsInRange = [];
var rangeRadius = self.getRange() / CELL_SIZE;
var centerX = self.gridX + 1;
var centerY = self.gridY + 1;
var minI = Math.floor(centerX - rangeRadius - 0.5);
var maxI = Math.ceil(centerX + rangeRadius + 0.5);
var minJ = Math.floor(centerY - rangeRadius - 0.5);
var maxJ = Math.ceil(centerY + rangeRadius + 0.5);
for (var i = minI; i <= maxI; i++) {
for (var j = minJ; j <= maxJ; j++) {
var closestX = Math.max(i, Math.min(centerX, i + 1));
var closestY = Math.max(j, Math.min(centerY, j + 1));
var deltaX = closestX - centerX;
var deltaY = closestY - centerY;
var distanceSquared = deltaX * deltaX + deltaY * deltaY;
if (distanceSquared <= rangeRadius * rangeRadius) {
var cell = grid.getCell(i, j);
if (cell) {
self.cellsInRange.push(cell);
cell.towersInRange.push(self);
}
}
}
}
grid.renderDebug();
};
self.getTotalValue = function () {
var baseTowerCost = getTowerCost(self.id);
var totalInvestment = baseTowerCost;
var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.upgrade = function () {
if (self.level < self.maxLevel) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.id);
var upgradeCost;
// Make last upgrade level extra expensive
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1));
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
// No need to update self.range here; getRange() is now the source of truth
// Apply tower-specific upgrades based on type
if (self.id === 'rapid') {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade (double the effect)
self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect
self.damage = 5 + self.level * 10; // double the effect
self.bulletSpeed = 7 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades
self.damage = 5 + self.level * 3;
self.bulletSpeed = 7 + self.level * 0.7;
}
} else if (self.id === 'default') {
// Default tower uses the slower fire rate (240 base, double the original 120)
if (self.level === self.maxLevel) {
// Level 6: 0.5/s fire rate = 120 ticks between shots, damage = 35
self.fireRate = 120; // 0.5 shots per second (60 FPS / 120 = 0.5)
self.damage = 35; // Level 6 damage
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(40, 240 - self.level * 16); // Starting from 240 (double slower)
self.damage = 10 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
}
} else {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade for all other towers (double the effect)
self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect
self.damage = 10 + self.level * 20; // double the effect
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 60 - self.level * 8);
self.damage = 10 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
}
}
self.refreshCellsInRange();
self.updateLevelIndicators();
if (self.level > 1) {
var levelDot = levelIndicators[self.level - 1].children[1];
tween(levelDot, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(levelDot, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
});
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.findTarget = function () {
var closestEnemy = null;
var closestScore = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if enemy is in range
if (distance <= self.getRange()) {
// Handle flying enemies differently - they can be targeted regardless of path
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use distance to goal as score
if (distToGoal < closestScore) {
closestScore = distToGoal;
closestEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (distance < closestScore) {
closestScore = distance;
closestEnemy = enemy;
}
}
} else {
// For ground enemies, use the original path-based targeting
// Get the cell for this enemy
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Use the cell's score (distance to exit) for prioritization
// Lower score means closer to exit
if (cell.score < closestScore) {
closestScore = cell.score;
closestEnemy = enemy;
}
}
}
}
}
if (!closestEnemy) {
self.targetEnemy = null;
}
return closestEnemy;
};
self.update = function () {
self.targetEnemy = self.findTarget();
if (self.targetEnemy && self.canFire) {
// Skip rotation for default tower and slow tower since they fire in all directions
if (self.id !== 'default' && self.id !== 'slow') {
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var angle = Math.atan2(dy, dx);
gunContainer.rotation = angle;
// For rapid tower, change sprite based on firing direction
if (self.id === 'rapid') {
var gunGraphics = gunContainer.children[0];
if (gunGraphics) {
// If firing to the left (angle between PI/2 and 3*PI/2, or -PI/2 and -3*PI/2)
var normalizedAngle = angle;
while (normalizedAngle > Math.PI) normalizedAngle -= 2 * Math.PI;
while (normalizedAngle < -Math.PI) normalizedAngle += 2 * Math.PI;
if (Math.abs(normalizedAngle) > Math.PI / 2) {
// Firing left - use rapid2 sprite
if (gunGraphics.currentAsset !== 'rapid2') {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset('rapid2', {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = 'rapid2';
}
} else {
// Firing right - use tower_rapid sprite
if (gunGraphics.currentAsset !== 'tower_rapid') {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset('tower_rapid', {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = 'tower_rapid';
}
}
}
}
// For poison tower, change sprite based on firing direction
if (self.id === 'poison') {
var gunGraphics = gunContainer.children[0];
if (gunGraphics) {
// If firing to the left (angle between PI/2 and 3*PI/2, or -PI/2 and -3*PI/2)
var normalizedAngle = angle;
while (normalizedAngle > Math.PI) normalizedAngle -= 2 * Math.PI;
while (normalizedAngle < -Math.PI) normalizedAngle += 2 * Math.PI;
if (Math.abs(normalizedAngle) > Math.PI / 2) {
// Firing left - use magodehielo sprite
if (gunGraphics.currentAsset !== 'magodehielo') {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset('magodehielo', {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = 'magodehielo';
}
} else {
// Firing right - use tower_poison sprite
if (gunGraphics.currentAsset !== 'tower_poison') {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset('tower_poison', {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = 'tower_poison';
}
}
}
}
}
if (LK.ticks - self.lastFired >= self.fireRate) {
self.fire();
self.lastFired = LK.ticks;
}
} else if (self.id === 'rapid') {
// When rapid tower stops firing, reset rotation to 0° and sprite to tower_rapid
var gunGraphics = gunContainer.children[0];
if (gunGraphics) {
// Reset sprite to tower_rapid
if (gunGraphics.currentAsset !== 'tower_rapid') {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset('tower_rapid', {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = 'tower_rapid';
}
}
// Smoothly rotate back to 0°
tween.stop(gunContainer, {
rotation: true
});
tween(gunContainer, {
rotation: 0
}, {
duration: 300,
easing: tween.easeOut
});
} else if (self.id === 'poison') {
// When poison tower stops firing, reset rotation to 0° and sprite to tower_poison
var gunGraphics = gunContainer.children[0];
if (gunGraphics) {
// Reset sprite to tower_poison
if (gunGraphics.currentAsset !== 'tower_poison') {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset('tower_poison', {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = 'tower_poison';
}
}
// Smoothly rotate back to 0°
tween.stop(gunContainer, {
rotation: true
});
tween(gunContainer, {
rotation: 0
}, {
duration: 300,
easing: tween.easeOut
});
} else if (self.id === 'slow') {
// Slow tower never rotates or changes, do nothing
}
};
self.down = function (x, y, obj) {
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
var hasOwnMenu = false;
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self) {
rangeCircle = game.children[i];
break;
}
}
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hasOwnMenu = true;
break;
}
}
if (hasOwnMenu) {
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hideUpgradeMenu(existingMenus[i]);
}
}
if (rangeCircle) {
game.removeChild(rangeCircle);
}
selectedTower = null;
grid.renderDebug();
return;
}
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = self;
// Only show range circle for non-slow towers
if (self.id !== 'slow') {
var rangeIndicator = new Container();
rangeIndicator.isTowerRange = true;
rangeIndicator.tower = self;
game.addChild(rangeIndicator);
rangeIndicator.x = self.x;
rangeIndicator.y = self.y;
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.getRange() * 2;
rangeGraphics.alpha = 0.3;
}
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 225
}, {
duration: 200,
easing: tween.backOut
});
grid.renderDebug();
};
self.isInRange = function (enemy) {
if (!enemy) {
return false;
}
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance <= self.getRange();
};
self.fire = function () {
if (self.id === 'default' && self.targetEnemy) {
// Default tower shoots in 8 directions (visual only)
var directions = [{
x: 0,
y: -1
},
// up
{
x: 0,
y: 1
},
// down
{
x: -1,
y: 0
},
// left
{
x: 1,
y: 0
},
// right
{
x: 1,
y: -1
},
// up+right
{
x: -1,
y: -1
},
// up+left
{
x: 1,
y: 1
},
// down+right
{
x: -1,
y: 1
} // down+left
];
var spawnDistance = 40; // Distance from tower center to spawn bullets
for (var dir = 0; dir < directions.length; dir++) {
var direction = directions[dir];
// Calculate spawn position based on the direction the bullet will travel
var angle = Math.atan2(direction.y, direction.x);
var bulletX = self.x + Math.cos(angle) * spawnDistance;
var bulletY = self.y + Math.sin(angle) * spawnDistance;
var bullet = new FlowerBullet(bulletX, bulletY, direction, self.damage, self.bulletSpeed);
bullet.type = self.id;
bullet.sourceRange = self.getRange(); // Pass the tower's range to the bullet
game.addChild(bullet);
bullets.push(bullet);
}
// Deal damage to up to 10 enemies in range (area damage)
var enemiesInRange = [];
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);
if (distance <= self.getRange()) {
enemiesInRange.push({
enemy: enemy,
distance: distance
});
}
}
// Sort enemies by distance and take only the closest 10
enemiesInRange.sort(function (a, b) {
return a.distance - b.distance;
});
var maxEnemies = Math.min(10, enemiesInRange.length);
for (var i = 0; i < maxEnemies; i++) {
var enemy = enemiesInRange[i].enemy;
// Apply damage to enemy
enemy.health -= self.damage;
if (enemy.health <= 0) {
enemy.health = 0;
} else {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
}
// --- Fire animation for default tower ---
// Default tower gets a scaling animation instead of recoil
tween.stop(self, {
scaleX: true,
scaleY: true
});
// Animate scale down then back up
tween(self, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
// Animate return to original size
tween(self, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 120,
easing: tween.easeOut
});
}
});
} else 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;
// For slow tower, pass level for scaling slow effect
if (self.id === 'slow') {
bullet.sourceTowerLevel = self.level;
}
// For poison tower, pass level for scaling area effect
if (self.id === 'poison') {
bullet.sourceTowerLevel = self.level;
}
// Customize bullet appearance based on tower type
switch (self.id) {
case 'rapid':
bullet.children[0].tint = 0x00AAFF;
bullet.children[0].width = 20;
bullet.children[0].height = 20;
break;
case 'sniper':
bullet.children[0].tint = 0xFF5500;
bullet.children[0].width = 15;
bullet.children[0].height = 15;
break;
case 'splash':
// Remove the default bullet graphics and replace with bola asset
bullet.removeChild(bullet.children[0]);
var bolaGraphics = bullet.attachAsset('bola', {
anchorX: 0.5,
anchorY: 0.5
});
bolaGraphics.width = 40;
bolaGraphics.height = 40;
break;
case 'slow':
bullet.children[0].tint = 0x9900FF;
bullet.children[0].width = 35;
bullet.children[0].height = 35;
break;
case 'poison':
// Remove the default bullet graphics and replace with boladehielo asset
bullet.removeChild(bullet.children[0]);
var boladeHieloGraphics = bullet.attachAsset('boladehielo', {
anchorX: 0.5,
anchorY: 0.5
});
boladeHieloGraphics.width = 35;
boladeHieloGraphics.height = 35;
break;
}
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
// --- Fire recoil effect for gunContainer ---
// Stop any ongoing recoil tweens before starting a new one
tween.stop(gunContainer, {
x: true,
y: true,
scaleX: true,
scaleY: true
});
// Always use the original resting position for recoil, never accumulate offset
if (gunContainer._restX === undefined) {
gunContainer._restX = 0;
}
if (gunContainer._restY === undefined) {
gunContainer._restY = 0;
}
if (gunContainer._restScaleX === undefined) {
gunContainer._restScaleX = 1;
}
if (gunContainer._restScaleY === undefined) {
gunContainer._restScaleY = 1;
}
// Reset to resting position before animating (in case of interrupted tweens)
gunContainer.x = gunContainer._restX;
gunContainer.y = gunContainer._restY;
gunContainer.scaleX = gunContainer._restScaleX;
gunContainer.scaleY = gunContainer._restScaleY;
// Calculate recoil offset (recoil back along the gun's rotation)
var recoilDistance = 8;
var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
// Animate recoil back from the resting position
tween(gunContainer, {
x: gunContainer._restX + recoilX,
y: gunContainer._restY + recoilY
}, {
duration: 60,
easing: tween.cubicOut,
onFinish: function onFinish() {
// Animate return to original position/scale
tween(gunContainer, {
x: gunContainer._restX,
y: gunContainer._restY
}, {
duration: 90,
easing: tween.cubicIn
});
}
});
}
}
};
self.placeOnGrid = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 1;
}
}
}
self.refreshCellsInRange();
};
return self;
});
var TowerPreview = Container.expand(function () {
var self = Container.call(this);
var towerRange = 3;
var rangeInPixels = towerRange * CELL_SIZE;
self.towerType = 'default';
self.hasEnoughGold = true;
var rangeIndicator = new Container();
self.addChild(rangeIndicator);
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.alpha = 0.3;
// Use different preview assets for different tower types
var previewAssetName = 'tower'; // default preview asset
switch (self.towerType) {
case 'rapid':
previewAssetName = 'tower_rapid';
break;
case 'sniper':
previewAssetName = 'tower_sniper';
break;
case 'splash':
previewAssetName = 'tower_splash';
break;
case 'slow':
previewAssetName = 'tower_slow';
break;
case 'poison':
previewAssetName = 'tower_poison';
break;
default:
previewAssetName = 'tower';
}
var previewGraphics = self.attachAsset(previewAssetName, {
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;
// Remove old preview graphics and create new one with correct asset
if (previewGraphics && previewGraphics.parent) {
self.removeChild(previewGraphics);
}
// Use different preview assets for different tower types
var previewAssetName = 'tower'; // default preview asset
switch (self.towerType) {
case 'rapid':
previewAssetName = 'tower_rapid';
break;
case 'sniper':
previewAssetName = 'tower_sniper';
break;
case 'splash':
previewAssetName = 'tower_splash';
break;
case 'slow':
previewAssetName = 'tower_slow';
break;
case 'poison':
previewAssetName = 'tower_poison';
break;
case 'default':
previewAssetName = 'tower_default';
break;
default:
previewAssetName = 'tower_default';
}
previewGraphics = self.attachAsset(previewAssetName, {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.width = CELL_SIZE * 2;
previewGraphics.height = CELL_SIZE * 2;
// For specific tower types, also show the tower asset
if (self.towerType === 'default') {
var towerGraphics = self.attachAsset('tower_default', {
anchorX: 0.5,
anchorY: 0.5
});
towerGraphics.width = CELL_SIZE * 2;
towerGraphics.height = CELL_SIZE * 2;
// Remove tint filters - no longer applying red/green filters
} else if (self.towerType === 'rapid') {
var towerGraphics = self.attachAsset('tower_rapid', {
anchorX: 0.5,
anchorY: 0.5
});
towerGraphics.width = CELL_SIZE * 2;
towerGraphics.height = CELL_SIZE * 2;
// Remove tint filters - no longer applying red/green filters
} else if (self.towerType === 'sniper') {
var towerGraphics = self.attachAsset('tower_sniper', {
anchorX: 0.5,
anchorY: 0.5
});
towerGraphics.width = CELL_SIZE * 2;
towerGraphics.height = CELL_SIZE * 2;
// Remove tint filters - no longer applying red/green filters
} else if (self.towerType === 'splash') {
var towerGraphics = self.attachAsset('tower_splash', {
anchorX: 0.5,
anchorY: 0.5
});
towerGraphics.width = CELL_SIZE * 2;
towerGraphics.height = CELL_SIZE * 2;
// Remove tint filters - no longer applying red/green filters
} else if (self.towerType === 'slow') {
var towerGraphics = self.attachAsset('tower_slow', {
anchorX: 0.5,
anchorY: 0.5
});
towerGraphics.width = CELL_SIZE * 2;
towerGraphics.height = CELL_SIZE * 2;
// Remove tint filters - no longer applying red/green filters
} else if (self.towerType === 'poison') {
var towerGraphics = self.attachAsset('tower_poison', {
anchorX: 0.5,
anchorY: 0.5
});
towerGraphics.width = CELL_SIZE * 2;
towerGraphics.height = CELL_SIZE * 2;
// Remove tint filters - no longer applying red/green filters
}
// Remove tint filters - no longer applying red/green filters to preview graphics
};
self.updatePlacementStatus = function () {
var validGridPlacement = true;
if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
validGridPlacement = false;
} else {
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(self.gridX + i, self.gridY + j);
if (!cell || cell.type !== 0) {
validGridPlacement = false;
break;
}
// Check if this cell's sequential number is in the excluded list
if (cell.sequentialNumber && excludedTowerCells.indexOf(cell.sequentialNumber) !== -1) {
validGridPlacement = false;
break;
}
}
if (!validGridPlacement) {
break;
}
}
}
self.blockedByEnemy = false;
if (validGridPlacement) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.currentCellY < 4) {
continue;
}
// Only check non-flying enemies, flying enemies can pass over towers
if (!enemy.isFlying) {
if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
if (enemy.currentTarget) {
var targetX = enemy.currentTarget.x;
var targetY = enemy.currentTarget.y;
if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
}
}
}
}
self.canPlace = validGridPlacement && !self.blockedByEnemy;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
self.updateAppearance();
};
self.checkPlacement = function () {
self.updatePlacementStatus();
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2;
self.checkPlacement();
};
return self;
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
self.tower = tower;
self.y = 2732 + 225;
var menuBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.width = 2048;
menuBackground.height = 500;
menuBackground.tint = 0x444444;
menuBackground.alpha = 0.9;
var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
towerTypeText.anchor.set(0, 0);
towerTypeText.x = -840;
towerTypeText.y = -160;
self.addChild(towerTypeText);
var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
size: 70,
fill: 0xFFFFFF,
weight: 400
});
statsText.anchor.set(0, 0.5);
statsText.x = -840;
statsText.y = 50;
self.addChild(statsText);
var buttonsContainer = new Container();
buttonsContainer.x = 500;
self.addChild(buttonsContainer);
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.tower.level >= self.tower.maxLevel;
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var upgradeCost;
if (isMaxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
upgradeButton.y = -85;
sellButton.y = 85;
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
upgradeButton.down = function (x, y, obj) {
if (self.tower.level >= self.tower.maxLevel) {
var notification = game.addChild(new Notification("Tower is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (self.tower.upgrade()) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
if (self.tower.level >= self.tower.maxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
buttonText.setText('Upgrade: ' + upgradeCost + ' gold');
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = Math.floor(totalInvestment * 0.6);
sellButtonText.setText('Sell: +' + sellValue + ' gold');
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
}
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
rangeCircle = game.children[i];
break;
}
}
if (rangeCircle) {
var rangeGraphics = rangeCircle.children[0];
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
} else {
var newRangeIndicator = new Container();
newRangeIndicator.isTowerRange = true;
newRangeIndicator.tower = self.tower;
game.addChildAt(newRangeIndicator, 0);
newRangeIndicator.x = self.tower.x;
newRangeIndicator.y = self.tower.y;
var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
rangeGraphics.alpha = 0.3;
}
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
}
};
sellButton.down = function (x, y, obj) {
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
var gridX = self.tower.gridX;
var gridY = self.tower.gridY;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 0;
var towerIndex = cell.towersInRange.indexOf(self.tower);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
}
}
if (selectedTower === self.tower) {
selectedTower = null;
}
var towerIndex = towers.indexOf(self.tower);
if (towerIndex !== -1) {
towers.splice(towerIndex, 1);
}
towerLayer.removeChild(self.tower);
grid.pathFind();
grid.renderDebug();
self.destroy();
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
game.removeChild(game.children[i]);
break;
}
}
};
closeButton.down = function (x, y, obj) {
hideUpgradeMenu(self);
selectedTower = null;
grid.renderDebug();
};
self.update = function () {
if (self.tower.level >= self.tower.maxLevel) {
if (buttonText.text !== 'Max Level') {
buttonText.setText('Max Level');
buttonBackground.tint = 0x888888;
}
return;
}
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var currentUpgradeCost;
if (self.tower.level >= self.tower.maxLevel) {
currentUpgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
var newText = 'Upgrade: ' + currentUpgradeCost + ' gold';
if (buttonText.text !== newText) {
buttonText.setText(newText);
}
};
return self;
});
var WaveIndicator = Container.expand(function () {
var self = Container.call(this);
self.gameStarted = false;
self.waveMarkers = [];
self.waveTypes = [];
self.enemyCounts = [];
self.indicatorWidth = 0;
self.lastBossType = null; // Track the last boss type to avoid repeating
var blockWidth = 400;
var totalBlocksWidth = blockWidth * totalWaves;
var startMarker = new Container();
var startBlock = startMarker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
startBlock.width = blockWidth - 10;
startBlock.height = 70 * 2;
startBlock.tint = 0x00AA00;
// Add shadow for start text
var startTextShadow = new Text2("Start Game", {
size: 50,
fill: 0x000000,
weight: 800
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 4;
startTextShadow.y = 4;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
startText.anchor.set(0.5, 0.5);
startMarker.addChild(startText);
startMarker.x = -self.indicatorWidth;
self.addChild(startMarker);
self.waveMarkers.push(startMarker);
startMarker.down = function () {
if (!self.gameStarted) {
self.gameStarted = true;
currentWave = 0;
waveTimer = nextWaveTime;
startBlock.tint = 0x00FF00;
startText.setText("Started!");
startTextShadow.setText("Started!");
// Make sure shadow position remains correct after text change
startTextShadow.x = 4;
startTextShadow.y = 4;
var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
for (var i = 0; i < totalWaves; i++) {
var marker = new Container();
var block = marker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = blockWidth - 10;
block.height = 70 * 2;
// --- Begin new unified wave logic ---
var waveType = "normal";
var enemyType = "normal";
var enemyCount = 10;
var isBossWave = (i + 1) % 10 === 0;
// Ensure all types appear in early waves
if (i === 0) {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
} else if (i === 1) {
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if (i === 2) {
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if (i === 3) {
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if (i === 4) {
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else if (isBossWave) {
// Boss waves: cycle through all boss types, last boss is always flying
var bossTypes = ['normal', 'fast', 'immune', 'flying'];
var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
if (i === totalWaves - 1) {
// Last boss is always flying
enemyType = 'flying';
waveType = "Boss Flying";
block.tint = 0xFFFF00;
} else {
enemyType = bossTypes[bossTypeIndex % bossTypes.length];
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
waveType = "Boss Normal";
break;
case 'fast':
block.tint = 0x00AAFF;
waveType = "Boss Fast";
break;
case 'immune':
block.tint = 0xAA0000;
waveType = "Boss Immune";
break;
case 'flying':
block.tint = 0xFFFF00;
waveType = "Boss Flying";
break;
}
}
enemyCount = 1;
// Make the wave indicator for boss waves stand out
// Set boss wave color to the color of the wave type
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
break;
case 'fast':
block.tint = 0x00AAFF;
break;
case 'immune':
block.tint = 0xAA0000;
break;
case 'flying':
block.tint = 0xFFFF00;
break;
default:
block.tint = 0xFF0000;
break;
}
} else if ((i + 1) % 5 === 0) {
// Every 5th non-boss wave is fast
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if ((i + 1) % 4 === 0) {
// Every 4th non-boss wave is immune
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if ((i + 1) % 7 === 0) {
// Every 7th non-boss wave is flying
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if ((i + 1) % 3 === 0) {
// Every 3rd non-boss wave is swarm
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
}
// --- End new unified wave logic ---
// Mark boss waves with a special visual indicator
if (isBossWave && enemyType !== 'swarm') {
// Add a crown or some indicator to the wave marker for boss waves
var bossIndicator = marker.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
bossIndicator.width = 30;
bossIndicator.height = 30;
bossIndicator.tint = 0xFFD700; // Gold color
bossIndicator.y = -block.height / 2 - 15;
// Change the wave type text to indicate boss
waveType = "BOSS";
}
// Store the wave type and enemy count
self.waveTypes[i] = enemyType;
self.enemyCounts[i] = enemyCount;
// Add shadow for wave type - 30% smaller than before
var waveTypeShadow = new Text2(waveType, {
size: 56,
fill: 0x000000,
weight: 800
});
waveTypeShadow.anchor.set(0.5, 0.5);
waveTypeShadow.x = 4;
waveTypeShadow.y = 4;
marker.addChild(waveTypeShadow);
// Add wave type text - 30% smaller than before
var waveTypeText = new Text2(waveType, {
size: 56,
fill: 0xFFFFFF,
weight: 800
});
waveTypeText.anchor.set(0.5, 0.5);
waveTypeText.y = 0;
marker.addChild(waveTypeText);
// Add shadow for wave number - 20% larger than before
var waveNumShadow = new Text2((i + 1).toString(), {
size: 48,
fill: 0x000000,
weight: 800
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 16 + 5;
waveNumShadow.y = block.height / 2 - 12 + 5;
marker.addChild(waveNumShadow);
// Main wave number text - 20% larger than before
var waveNum = new Text2((i + 1).toString(), {
size: 48,
fill: 0xFFFFFF,
weight: 800
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 16;
waveNum.y = block.height / 2 - 12;
marker.addChild(waveNum);
marker.x = -self.indicatorWidth + (i + 1) * blockWidth;
self.addChild(marker);
self.waveMarkers.push(marker);
}
// Get wave type for a specific wave number
self.getWaveType = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return "normal";
}
// If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType
// then we should return a different boss type
var waveType = self.waveTypes[waveNumber - 1];
return waveType;
};
// Get enemy count for a specific wave number
self.getEnemyCount = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return 10;
}
return self.enemyCounts[waveNumber - 1];
};
// Get display name for a wave type
self.getWaveTypeName = function (waveNumber) {
var type = self.getWaveType(waveNumber);
var typeName = type.charAt(0).toUpperCase() + type.slice(1);
// Add boss prefix for boss waves (every 10th wave)
if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
typeName = "BOSS";
}
return typeName;
};
self.positionIndicator = new Container();
var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator.width = blockWidth - 10;
indicator.height = 16;
indicator.tint = 0xffad0e;
indicator.y = -65;
var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator2.width = blockWidth - 10;
indicator2.height = 16;
indicator2.tint = 0xffad0e;
indicator2.y = 65;
var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftWall.width = 16;
leftWall.height = 146;
leftWall.tint = 0xffad0e;
leftWall.x = -(blockWidth - 16) / 2;
var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightWall.width = 16;
rightWall.height = 146;
rightWall.tint = 0xffad0e;
rightWall.x = (blockWidth - 16) / 2;
self.addChild(self.positionIndicator);
self.update = function () {
var progress = waveTimer / nextWaveTime;
var moveAmount = (progress + currentWave) * blockWidth;
for (var i = 0; i < self.waveMarkers.length; i++) {
var marker = self.waveMarkers[i];
marker.x = -moveAmount + i * blockWidth;
}
self.positionIndicator.x = 0;
for (var i = 0; i < totalWaves + 1; i++) {
var marker = self.waveMarkers[i];
if (i === 0) {
continue;
}
var block = marker.children[0];
if (i - 1 < currentWave) {
block.alpha = .5;
}
}
self.handleWaveProgression = function () {
if (!self.gameStarted) {
return;
}
if (currentWave < totalWaves) {
waveTimer++;
if (waveTimer >= nextWaveTime) {
waveTimer = 0;
currentWave++;
waveInProgress = true;
waveSpawned = false;
if (currentWave != 1) {
var waveType = self.getWaveTypeName(currentWave);
var enemyCount = self.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
}
}
};
self.handleWaveProgression();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
y: 2732 + 225
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
menu.destroy();
isHidingUpgradeMenu = false;
}
});
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var selectedTower = null;
var gold = 380;
var lives = 20;
var score = 1000;
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
// Define ruta1 route for enemies that reach cell '1'
var ruta1 = [129, 121, 275, 294, 52, 45, 397, 385, 539, 547, 605]; // Route cells (excluding those with -b suffix)
var enemiesOnRuta1 = []; // Track enemies following ruta1
// Define ruta2 route for enemies that reach cell '2'
var ruta2 = [152, 144, 254, 271, 73, 68, 420, 408, 518, 526]; // Route cells (excluding those with -b suffix)
var enemiesOnRuta2 = []; // Track enemies following ruta2
// Define ruta3 route for enemies that reach cell '3'
var ruta3 = [41, 129, 121, 275, 294, 52, 45, 397, 385, 539, 547, 605]; // Route cells (excluding those with -b suffix)
var enemiesOnRuta3 = []; // Track enemies following ruta3
// Define ruta4 route for enemies that reach cell '4'
var ruta4 = [41, 129, 121, 275, 294, 52, 45, 397, 385, 539, 547, 605]; // Route cells (excluding those with -b suffix)
var enemiesOnRuta4 = []; // Track enemies following ruta4
// Define ruta5 route for enemies that reach cell '5'
var ruta5 = [42, 152, 144, 254, 271, 73, 68, 420, 408, 518, 526]; // Route cells (excluding those with -b suffix)
var enemiesOnRuta5 = []; // Track enemies following ruta5
// Define ruta6 route for enemies that reach cell '6'
var ruta6 = [42, 152, 144, 254, 271, 73, 68, 420, 408, 518, 526]; // Route cells (excluding those with -b suffix)
var enemiesOnRuta6 = []; // Track enemies following ruta6
var goldText = new Text2('Gold: ' + gold, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreAsset = LK.getAsset('score', {
anchorX: 0,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
// Container to hold all digit assets
var scoreDigitsContainer = new Container();
var scoreDigits = []; // Array to hold individual digit assets
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
LK.gui.top.addChild(scoreAsset);
LK.gui.top.addChild(scoreDigitsContainer);
livesText.x = 0;
livesText.y = topMargin;
goldText.x = -spacing;
goldText.y = topMargin;
scoreAsset.x = spacing - 150;
scoreAsset.y = topMargin;
scoreDigitsContainer.x = spacing + 150;
scoreDigitsContainer.y = topMargin;
function updateScoreDigits() {
// Clear existing digit assets
for (var i = 0; i < scoreDigits.length; i++) {
scoreDigitsContainer.removeChild(scoreDigits[i]);
}
scoreDigits = [];
// Convert score to string to get individual digits
var scoreString = score.toString();
var digitWidth = 40; // Width of each digit asset
var totalWidth = scoreString.length * digitWidth;
var startX = -totalWidth / 2; // Center the digits
// Create asset for each digit
for (var i = 0; i < scoreString.length; i++) {
var digitChar = scoreString.charAt(i);
var digitAsset = LK.getAsset(digitChar, {
anchorX: 0.5,
anchorY: 0.5
});
digitAsset.x = startX + i * digitWidth + digitWidth / 2;
digitAsset.y = 0;
scoreDigitsContainer.addChild(digitAsset);
scoreDigits.push(digitAsset);
}
}
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
updateScoreDigits();
updateHealthBar(); // Update health bar when UI updates
}
// Initialize score digits display at game start
updateScoreDigits();
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;
var dragClone = null;
function wouldBlockPath(gridX, gridY) {
var cells = [];
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cells.push({
cell: cell,
originalType: cell.type
});
cell.type = 1;
}
}
}
var blocked = grid.pathFind();
for (var i = 0; i < cells.length; i++) {
cells[i].cell.type = cells[i].originalType;
}
grid.pathFind();
grid.renderDebug();
return blocked;
}
function getTowerCost(towerType) {
var cost = 5;
switch (towerType) {
case 'rapid':
cost = 15;
break;
case 'sniper':
cost = 25;
break;
case 'splash':
cost = 35;
break;
case 'slow':
cost = 45;
break;
case 'poison':
cost = 55;
break;
}
return cost;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
if (gold >= towerCost) {
var tower = new Tower(towerType || 'default');
tower.placeOnGrid(gridX, gridY);
towerLayer.addChild(tower);
towers.push(tower);
setGold(gold - towerCost);
grid.pathFind();
grid.renderDebug();
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
// List of cell numbers where towers cannot be placed
var excludedTowerCells = [1, 2, 41, 42, 63, 64, 85, 86, 107, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 143, 144, 145, 146, 147, 148, 149, 150, 151, 152, 165, 166, 187, 188, 209, 210, 231, 253, 254, 255, 256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287, 288, 289, 290, 291, 292, 293, 294, 51, 52, 73, 74, 95, 96, 117, 118, 139, 140, 161, 162, 183, 184, 205, 206, 227, 228, 249, 250, 45, 46, 47, 48, 49, 50, 67, 68, 69, 70, 71, 72, 89, 90, 111, 112, 133, 134, 155, 156, 177, 178, 199, 200, 221, 222, 243, 244, 309, 310, 331, 332, 353, 354, 375, 376, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 407, 408, 409, 410, 411, 412, 413, 414, 415, 416, 417, 418, 419, 420, 429, 430, 451, 452, 473, 474, 495, 496, 517, 518, 539, 540, 519, 520, 521, 522, 523, 524, 525, 526, 541, 542, 543, 544, 545, 546, 547, 548, 569, 570, 591, 592, 605, 606];
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) {
// Create a clone of the tower for dragging
dragClone = new Tower(tower.towerType);
dragClone.x = x;
dragClone.y = y - CELL_SIZE * 1.5;
dragClone.alpha = 0.7; // Make it semi-transparent to show it's being dragged
dragClone.canFire = false; // Prevent drag clones from firing
game.addChild(dragClone);
// Hide the tower preview to avoid overlapping with dragClone
towerPreview.visible = false;
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) {
// Update dragClone position
if (dragClone) {
dragClone.x = x;
dragClone.y = y - CELL_SIZE * 1.5;
}
// Update towerPreview position for placement validation but keep it hidden
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;
// Destroy the drag clone
if (dragClone) {
dragClone.destroy();
dragClone = null;
}
// Temporarily show towerPreview for placement validation
towerPreview.visible = true;
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 {
var notification = game.addChild(new Notification("Cannot build here!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
// Hide towerPreview again after placement attempt
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 nestWaveButton = LK.getAsset('nestwave', {
anchorX: 0.5,
anchorY: 0.5
});
nestWaveButton.x = 2048 - 312.5; // Move right (was 412.5, now 312.5 - moved 100px right)
nestWaveButton.y = 2732 - 37.5 + 50; // Move down (was -50 offset, now +50 offset - moved 100px down)
nestWaveButton.enabled = false;
nestWaveButton.visible = true;
nestWaveButton.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) {
nestWaveButton.enabled = true;
nestWaveButton.visible = true;
tween(nestWaveButton, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
} else {
nestWaveButton.enabled = false;
nestWaveButton.visible = true;
tween(nestWaveButton, {
alpha: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
};
// nestwave asset is now non-clickable - down method removed
game.addChild(nestWaveButton);
var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison'];
var sourceTowers = [];
var towerSpacing = 300; // Increase spacing for larger towers
var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;
var towerY = 2732 - CELL_SIZE * 3 - 90;
for (var i = 0; i < towerTypes.length; i++) {
var tower = new SourceTower(towerTypes[i]);
tower.x = startX + i * towerSpacing;
tower.y = towerY;
towerLayer.addChild(tower);
sourceTowers.push(tower);
}
sourceTower = null;
enemiesToSpawn = 10;
// Position pared1 asset at bottom left
var pared1Asset = LK.getAsset('pared1', {
anchorX: 0,
anchorY: 1
});
pared1Asset.x = 0;
pared1Asset.y = 2732;
game.addChild(pared1Asset);
// Position pared3 asset at top center
var pared3Asset = LK.getAsset('pared3', {
anchorX: 0.5,
anchorY: 0
});
pared3Asset.x = 2048 / 2; // Center horizontally
pared3Asset.y = 0; // Top of screen
game.addChild(pared3Asset);
// Position pared2 asset at bottom right and make it act as nextwave button
// Create health bar at bottom left
var healthBarOutlineUI = LK.getAsset('healthBarOutline', {
anchorX: 0,
anchorY: 1
});
healthBarOutlineUI.x = 100; // 100px from left edge
healthBarOutlineUI.y = 2732 - 50; // 50px from bottom
healthBarOutlineUI.width = 450; // Make it much wider for better visibility
healthBarOutlineUI.height = 65; // Make it much taller
game.addChild(healthBarOutlineUI);
var healthBarBGUI = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 1
});
healthBarBGUI.x = 102; // Slight offset from outline
healthBarBGUI.y = 2732 - 52; // Slight offset from outline
healthBarBGUI.width = 446; // Slightly smaller than outline
healthBarBGUI.height = 61; // Slightly smaller than outline
healthBarBGUI.tint = 0xff0000; // Red background
game.addChild(healthBarBGUI);
var healthBarFillUI = LK.getAsset('healthBar', {
anchorX: 0,
anchorY: 1
});
healthBarFillUI.x = 102; // Same as background
healthBarFillUI.y = 2732 - 52; // Same as background
healthBarFillUI.width = 446; // Full width initially
healthBarFillUI.height = 61; // Same as background
healthBarFillUI.tint = 0x00ff00; // Green fill
game.addChild(healthBarFillUI);
// Function to update health bar
function updateHealthBar() {
var healthPercentage = lives / 20; // Assuming max lives is 20
healthBarFillUI.width = 446 * healthPercentage;
}
// Initialize health bar display after UI elements are created
updateHealthBar();
var pared2Asset = LK.getAsset('pared2', {
anchorX: 1,
anchorY: 1
});
pared2Asset.x = 2048 - 350; // Move 350 pixels to the left
pared2Asset.y = 2732 - 20; // Move 20 pixels up
pared2Asset.enabled = false;
pared2Asset.visible = false;
pared2Asset.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) {
pared2Asset.enabled = true;
pared2Asset.visible = true;
pared2Asset.alpha = 1;
} else if (waveIndicator && waveIndicator.gameStarted) {
pared2Asset.enabled = false;
pared2Asset.visible = true;
pared2Asset.alpha = 0.7;
} else {
pared2Asset.enabled = false;
pared2Asset.visible = false;
pared2Asset.alpha = 0.7;
}
};
pared2Asset.down = function () {
if (!pared2Asset.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves) {
currentWave++; // Increment to the next wave directly
waveTimer = 0; // Reset wave timer
waveInProgress = true;
waveSpawned = false;
// Get the type of the current wave (which is now the next wave)
var waveType = waveIndicator.getWaveTypeName(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
game.addChild(pared2Asset);
game.update = function () {
if (waveInProgress) {
if (!waveSpawned) {
waveSpawned = true;
// Get wave type and enemy count from the wave indicator
var waveType = waveIndicator.getWaveType(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
// Check if this is a boss wave
var isBossWave = currentWave % 10 === 0 && currentWave > 0;
if (isBossWave && waveType !== 'swarm') {
// Boss waves have just 1 enemy regardless of what the wave indicator says
enemyCount = 1;
// Show boss announcement
var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️"));
notification.x = 2048 / 2;
notification.y = grid.height - 200;
}
// Spawn the appropriate number of enemies
for (var i = 0; i < enemyCount; i++) {
var enemy = new Enemy(waveType);
// Add enemy to the appropriate layer based on type
if (enemy.isFlying) {
// Add flying enemy to the top layer
enemyLayerTop.addChild(enemy);
// If it's a flying enemy, add its shadow to the middle layer
if (enemy.shadow) {
enemyLayerMiddle.addChild(enemy.shadow);
}
} else {
// Add normal/ground enemies to the bottom layer
enemyLayerBottom.addChild(enemy);
}
// Scale difficulty with wave number but don't apply to boss
// as bosses already have their health multiplier
// Use exponential scaling for health
var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
// All enemy types now spawn in the middle 6 tiles at the top spacing
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
// Find a column that isn't occupied by another enemy that's not yet in view
var availableColumns = [];
for (var col = midPoint - 3; col < midPoint + 3; col++) {
var columnOccupied = false;
// Check if any enemy is already in this column but not yet in view
for (var e = 0; e < enemies.length; e++) {
if (enemies[e].cellX === col && enemies[e].currentCellY < 4) {
columnOccupied = true;
break;
}
}
if (!columnOccupied) {
availableColumns.push(col);
}
}
// If all columns are occupied, use original random method
var spawnX;
if (availableColumns.length > 0) {
// Choose a random unoccupied column
spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
} else {
// Fallback to random if all columns are occupied
spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
}
var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
enemy.cellX = spawnX;
enemy.cellY = 5; // Position after entry
enemy.currentCellX = spawnX;
enemy.currentCellY = spawnY;
enemy.waveNumber = currentWave;
enemies.push(enemy);
}
}
var currentWaveEnemiesRemaining = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].waveNumber === currentWave) {
currentWaveEnemiesRemaining = true;
break;
}
}
if (waveSpawned && !currentWaveEnemiesRemaining) {
waveInProgress = false;
waveSpawned = false;
}
}
for (var a = enemies.length - 1; a >= 0; a--) {
var enemy = enemies[a];
if (enemy.health <= 0) {
for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) {
var bullet = enemy.bulletsTargetingThis[i];
bullet.targetEnemy = null;
}
// Boss enemies give more gold and score
var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y);
game.addChild(goldIndicator);
setGold(gold + goldEarned);
// Give more score for defeating a boss
var scoreValue = enemy.isBoss ? 100 : 5;
score += scoreValue;
// Add a notification for boss defeat
if (enemy.isBoss) {
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
updateUI();
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
continue;
}
if (grid.updateEnemy(enemy)) {
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
lives = Math.max(0, lives - 1);
updateUI();
if (lives <= 0) {
LK.showGameOver();
}
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
if (bullets[i].targetEnemy) {
var targetEnemy = bullets[i].targetEnemy;
var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
if (bulletIndex !== -1) {
targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
}
}
bullets.splice(i, 1);
}
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
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