User prompt
baja el texto un poco
User prompt
pon hp encima de la barra de vida centrado
User prompt
optimiza todo eso
User prompt
optiiza todo lo que puedas, luego dime que as optimizado
User prompt
optimiza todo lo que puedas sin romper el sistema de disparo, sustituyelo si hace falta, pero optimizalo, el juego se laguea muchisimo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
optimiza todo lo que puedas sin romper el sistema de disparo, sustituyelo si hace falta, pero optimizalo, el juego se laguea muchisimo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
optimiza todo lo que puedas sin romper el sistema de disparo, sustituyelo si hace falta, pero optimizalo, el juego se laguea muchisimo
User prompt
mira ahora cuantos cuadrados cubre cada torre en cada nivel, y esto usalo para cambiar el sistema de área, para que no tenga que calcular tanta cosas, solo tenga que que calcular si esta en esos cuadrados o no, la idea es optimizar
User prompt
Please fix the bug: 'Uncaught TypeError: self.calculateRangeCells is not a function' in or related to this line: 'self.calculateRangeCells();' Line Number: 1820
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < self.rangeCells.length; i++) {' Line Number: 2126
User prompt
'Could use squared distances for comparisons to avoid square root operations' esto, haz esto, haz que cuando se coloque una torre, el área compruebe que cuadrados toca, y estos son los que se usaran para saber si ven al enemigo o no
User prompt
optimiza la 2 4 5 6 7
User prompt
haz que las torres no compruebensi hay enemigos en su área todo el rato,haz solo que lo hagan cuando entran en su área, haz esto o algo parecido, el juego necesita ser mas optimizado
User prompt
optimiza lo que puedas, pero ten MUCHO cuidado, la ultima vez rompiste el sistema de disparo
User prompt
optimiza lo que puedas, pero ten MUCHO cuidado, la ultima vez rompiste el sistema de disparo
User prompt
haz que poison a nivel 6 haga 44 de daño, actualizalo en el menú
User prompt
haz que el rango de sniper sea de 7 casillas en nivel 6
User prompt
desoptimiza lo que optimizaste antes
User prompt
haz que cuando un enemigo entra en el área de una torre estas empiecen a dispararle
User prompt
ahora las torres no disparan
User prompt
haz que la torre sniper en nivel 6 tenga un fire rate de 1.7/s, y 30 de damage, reflejalo en el menú
User prompt
haz que la torre sniper en nivel 5 tenga un fire rate de 1.5/s, y 30 de damage, reflejalo en el menú
User prompt
haz que la torre sniper en nivel 4 tenga un fire rate de 1.5/s, y 25 de damage, reflejalo en el menú
User prompt
haz que la torre sniper en nivel 3 tenga un fire rate de 1.2/s, y 25 de damage, reflejalo en el menú
User prompt
haz que la torre sniper en nivel 2 tenga un fire rate de 0.9/s, y 20 de damage, reflejalo en el menú
/****
* 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 distanceSquared = dx * dx + dy * dy; // Use squared distance
if (distanceSquared < self.speed * 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 percentage-based damage
var damagePercentage = 0.1; // Base 10% damage
if (self.sourceTowerLevel !== undefined) {
// Scale damage percentage with tower level: 10% at level 1, up to 20% at level 6
var damagePercentages = [0.1, 0.12, 0.14, 0.16, 0.18, 0.2];
var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1));
damagePercentage = damagePercentages[idx];
}
// Apply percentage damage based on enemy's max health
var percentageDamage = Math.floor(self.targetEnemy.maxHealth * damagePercentage);
self.targetEnemy.health -= percentageDamage;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// 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;
// Removed tower in range highlighting to prevent map darkening
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: [],
enemyEntered: [],
enemyLeft: []
};
}
}
/*
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) {
// Skip processing for enemies that are too far off-screen to matter
if (enemy.currentCellY < -10 || enemy.currentCellY < 2 && !enemy.isBoss) {
// Just move enemy down if it's pre-entry
if (enemy.currentCellY < 4) {
enemy.currentCellY += enemy.speed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
}
return false;
}
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && 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 distSquared = ox * ox + oy * oy;
if (distSquared < enemy.speed * 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) {
// Use cached cell reference instead of expensive search
var targetCell = routeCellCache.ruta1[enemy.ruta1Index];
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) {
// Use cached cell reference
var targetCell = routeCellCache.ruta2[enemy.ruta2Index];
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) {
// Use cached cell reference
var targetCell = routeCellCache.ruta3[enemy.ruta3Index];
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) {
// Use cached cell reference
var targetCell = routeCellCache.ruta4[enemy.ruta4Index];
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) {
// Use cached cell reference
var targetCell = routeCellCache.ruta5[enemy.ruta5Index];
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) {
// Use cached cell reference
var targetCell = routeCellCache.ruta6[enemy.ruta6Index];
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 distSquared = ox * ox + oy * oy;
if (distSquared < enemy.speed * 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;
}
// Track enemy movement for event-driven tower targeting
var newCellX = Math.round(enemy.currentCellX);
var newCellY = Math.round(enemy.currentCellY);
var hasMovedToNewCell = enemy.lastTrackedCellX !== newCellX || enemy.lastTrackedCellY !== newCellY;
if (hasMovedToNewCell) {
// Enemy left previous cell - notify towers
if (enemy.lastTrackedCellX !== undefined && enemy.lastTrackedCellY !== undefined) {
var oldCell = self.getCell(enemy.lastTrackedCellX, enemy.lastTrackedCellY);
if (oldCell && oldCell.enemyLeft) {
oldCell.enemyLeft.push(enemy);
}
}
// Enemy entered new cell - notify towers
var newCell = self.getCell(newCellX, newCellY);
if (newCell) {
if (!newCell.enemyEntered) newCell.enemyEntered = [];
newCell.enemyEntered.push(enemy);
}
// Update tracking
enemy.lastTrackedCellX = newCellX;
enemy.lastTrackedCellY = newCellY;
}
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
self.lastFired = 0; // Initialize lastFired to 0
// Standardized method to get the current range of the tower
// Grid-based coverage areas for each tower type and level - optimized for performance
self.getCoveredCells = function () {
var cells = [];
var centerX = self.gridX + 1; // Tower occupies 2x2, so center is at +1
var centerY = self.gridY + 1;
// Define coverage patterns for each tower type and level
var coverage;
switch (self.id) {
case 'sniper':
// Sniper coverage increases significantly with levels
if (self.level === 1) coverage = 5;else if (self.level === 2) coverage = 5.8;else if (self.level === 3) coverage = 6.6;else if (self.level === 4) coverage = 7.4;else if (self.level === 5) coverage = 8.2;else coverage = 7; // Level 6 special case
break;
case 'splash':
// Splash coverage
coverage = 4 + (self.level - 1) * 0.4;
break;
case 'rapid':
// Rapid coverage
coverage = 2.5 + (self.level - 1) * 0.5;
break;
case 'slow':
// Slow has massive range
coverage = 100 + (self.level - 1) * 0.5;
break;
case 'poison':
// Poison coverage
coverage = 3.2 + (self.level - 1) * 0.5;
break;
default:
// Default coverage
coverage = 3 + (self.level - 1) * 0.5;
break;
}
// Calculate which cells are covered using grid-based approach
var minX = Math.floor(centerX - coverage - 0.5);
var maxX = Math.ceil(centerX + coverage + 0.5);
var minY = Math.floor(centerY - coverage - 0.5);
var maxY = Math.ceil(centerY + coverage + 0.5);
for (var x = minX; x <= maxX; x++) {
for (var y = minY; y <= maxY; y++) {
// Check if this cell is within the circular coverage area
var dx = x - centerX;
var dy = y - centerY;
var distanceSquared = dx * dx + dy * dy;
if (distanceSquared <= coverage * coverage) {
var cell = grid.getCell(x, y);
if (cell) {
cells.push({
cell: cell,
x: x,
y: y
});
}
}
}
}
return cells;
};
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 7 * CELL_SIZE; // Level 6 range is 7 blocks
}
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.lastUpgradeTime = 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 = 20;
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 = 200;
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;
}
// Removed baseGraphics creation - towers now only show the tower asset without plant base
var gunContainer = new Container();
self.addChild(gunContainer);
var levelIndicators = [];
var maxDots = self.maxLevel;
var dotSpacing = CELL_SIZE * 2 / (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 () {
// Remove tower from previously covered cells
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);
}
}
// Use optimized grid-based coverage calculation
var coveredCells = self.getCoveredCells();
self.cellsInRange = [];
for (var i = 0; i < coveredCells.length; i++) {
var cellInfo = coveredCells[i];
var cell = cellInfo.cell;
self.cellsInRange.push(cell);
cell.towersInRange.push(self);
// Initialize enemy tracking arrays for event-driven targeting
if (!cell.enemyEntered) cell.enemyEntered = [];
if (!cell.enemyLeft) cell.enemyLeft = [];
}
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 () {
// Prevent rapid upgrades to avoid visual bugs
if (self.lastUpgradeTime && LK.ticks - self.lastUpgradeTime < 30) {
return false;
}
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) {
self.lastUpgradeTime = LK.ticks;
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 === 2) {
// Level 2: 2.0/s fire rate = 30 ticks between shots, 10 damage
self.fireRate = 30; // 2.0 shots per second (60 FPS / 30 = 2.0)
self.damage = 10;
self.bulletSpeed = 7 + self.level * 0.7;
} else if (self.level === 3) {
// Level 3: 2.5/s fire rate = 24 ticks between shots, 10 damage
self.fireRate = 24; // 2.5 shots per second (60 FPS / 24 = 2.5)
self.damage = 10;
self.bulletSpeed = 7 + self.level * 0.7;
} else if (self.level === 4) {
// Level 4: 2.5/s fire rate = 24 ticks between shots, 15 damage
self.fireRate = 24; // 2.5 shots per second (60 FPS / 24 = 2.5)
self.damage = 15;
self.bulletSpeed = 7 + self.level * 0.7;
} else if (self.level === 5) {
// Level 5: 2.5/s fire rate = 24 ticks between shots, 20 damage
self.fireRate = 24; // 2.5 shots per second (60 FPS / 24 = 2.5)
self.damage = 20;
self.bulletSpeed = 7 + self.level * 0.7;
} else if (self.level === 6) {
// Level 6: 2.5/s fire rate = 24 ticks between shots, 25 damage
self.fireRate = 24; // 2.5 shots per second (60 FPS / 24 = 2.5)
self.damage = 25;
self.bulletSpeed = 7 + self.level * 0.7;
} else 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.id === 'sniper') {
// Sniper tower has special fire rate handling for level 2
if (self.level === 2) {
// Level 2: 0.9/s fire rate = 67 ticks between shots, 20 damage
self.fireRate = 67; // 0.9 shots per second (60 FPS / 67 ≈ 0.9)
self.damage = 20;
self.bulletSpeed = 25 + self.level * 0.5;
} else if (self.level === 3) {
// Level 3: 1.2/s fire rate = 50 ticks between shots, 25 damage
self.fireRate = 50; // 1.2 shots per second (60 FPS / 50 = 1.2)
self.damage = 25;
self.bulletSpeed = 25 + self.level * 0.5;
} else if (self.level === 4) {
// Level 4: 1.5/s fire rate = 40 ticks between shots, 25 damage
self.fireRate = 40; // 1.5 shots per second (60 FPS / 40 = 1.5)
self.damage = 25;
self.bulletSpeed = 25 + self.level * 0.5;
} else if (self.level === 5) {
// Level 5: 1.5/s fire rate = 40 ticks between shots, 30 damage
self.fireRate = 40; // 1.5 shots per second (60 FPS / 40 = 1.5)
self.damage = 30;
self.bulletSpeed = 25 + self.level * 0.5;
} else if (self.level === 6) {
// Level 6: 1.7/s fire rate = 35 ticks between shots, 30 damage
self.fireRate = 35; // 1.7 shots per second (60 FPS / 35 ≈ 1.7)
self.damage = 30;
self.bulletSpeed = 25 + self.level * 0.5;
} else if (self.level === self.maxLevel) {
// Extra powerful last upgrade for sniper tower (double the effect)
self.fireRate = Math.max(5, 90 - self.level * 24); // double the effect
self.damage = 20 + self.level * 20; // double the effect
self.bulletSpeed = 25 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 90 - self.level * 8);
self.damage = 20 + self.level * 5;
self.bulletSpeed = 25 + self.level * 0.5;
}
} else if (self.id === 'splash') {
// Splash tower has special fire rate handling for level 2
if (self.level === 2) {
// Level 2: 0.9/s fire rate = 67 ticks between shots
self.fireRate = 67; // 0.9 shots per second (60 FPS / 67 ≈ 0.9)
self.damage = 15 + self.level * 5;
self.bulletSpeed = 4 + self.level * 0.5;
} else if (self.level === self.maxLevel) {
// Level 6: 1.8/s fire rate = 33 ticks between shots, damage = 50
self.fireRate = 33; // 1.8 shots per second (60 FPS / 33 ≈ 1.8)
self.damage = 50; // Level 6 damage
self.bulletSpeed = 4 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 75 - self.level * 8);
self.damage = 15 + self.level * 5;
self.bulletSpeed = 4 + self.level * 0.5;
}
} else if (self.id === 'slow') {
// Slow tower has special fire rate handling
if (self.level === 2) {
// Level 2: 0.4/s fire rate = 150 ticks between shots
self.fireRate = 150; // 0.4 shots per second (60 FPS / 150 = 0.4)
self.damage = 8 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
} else if (self.level === 3) {
// Level 3: 0.5/s fire rate = 120 ticks between shots
self.fireRate = 120; // 0.5 shots per second (60 FPS / 120 = 0.5)
self.damage = 8 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
} else if (self.level === 4) {
// Level 4: 0.6/s fire rate = 100 ticks between shots
self.fireRate = 100; // 0.6 shots per second (60 FPS / 100 = 0.6)
self.damage = 8 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
} else if (self.level === 5) {
// Level 5: 0.7/s fire rate = 86 ticks between shots
self.fireRate = 86; // 0.7 shots per second (60 FPS / 86 ≈ 0.7)
self.damage = 8 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
} else if (self.level === 6) {
// Level 6: 0.8/s fire rate = 75 ticks between shots
self.fireRate = 75; // 0.8 shots per second (60 FPS / 75 = 0.8)
self.damage = 8 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
} else if (self.level === self.maxLevel) {
// Extra powerful last upgrade for slow tower (double the effect)
self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect
self.damage = 8 + 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 = 8 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
}
} else if (self.id === 'poison') {
// Poison tower upgrades
if (self.level === 6) {
// Level 6: specific damage value of 44
self.fireRate = Math.max(5, 70 - self.level * 24); // double the effect
self.damage = 44; // Level 6 specific damage
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else if (self.level === self.maxLevel) {
// Extra powerful last upgrade for poison tower (double the effect)
self.fireRate = Math.max(5, 70 - self.level * 24); // double the effect
self.damage = 12 + self.level * 20; // double the effect
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 70 - self.level * 8);
self.damage = 12 + 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];
// Stop any existing tweens on this level dot to prevent conflicts
tween.stop(levelDot, {
scaleX: true,
scaleY: true
});
// Reset scale before animating
levelDot.scaleX = 1;
levelDot.scaleY = 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 () {
// Early exit if no enemies or recently found target is still valid
if (enemies.length === 0) {
return null;
}
// Cache target for a few frames to reduce expensive calculations
if (self._cachedTarget && self._targetCacheFrame && LK.ticks - self._targetCacheFrame < 3 && self._cachedTarget.parent && self._cachedTarget.health > 0) {
return self._cachedTarget;
}
var closestEnemy = null;
var closestScore = Infinity;
var maxChecks = 20; // Limit checks per frame for performance
var checksPerformed = 0;
// Use cached covered cells for better performance
if (!self._cachedCoveredCells || self._cellCacheFrame !== LK.ticks) {
self._cachedCoveredCells = self.getCoveredCells();
self._cellCacheFrame = LK.ticks;
}
var coveredCells = self._cachedCoveredCells;
// Check enemies in covered cells only - with optimized lookup and early exit
for (var c = 0; c < coveredCells.length && checksPerformed < maxChecks; c++) {
var cellInfo = coveredCells[c];
var cellKey = cellInfo.x + "," + cellInfo.y;
var cellEnemies = enemiesByCell[cellKey];
if (cellEnemies && cellEnemies.length > 0) {
// Process up to 3 enemies per cell to avoid frame drops
var enemiesToCheck = Math.min(3, cellEnemies.length);
for (var i = 0; i < enemiesToCheck && checksPerformed < maxChecks; i++) {
var enemy = cellEnemies[i];
checksPerformed++;
// Skip if enemy is dead or invalid
if (!enemy.parent || enemy.health <= 0) {
continue;
}
var score;
if (enemy.isFlying) {
// For flying enemies, use distance to goal (squared for performance)
if (enemy.flyingTarget) {
var dx = enemy.flyingTarget.x - enemy.cellX;
var dy = enemy.flyingTarget.y - enemy.cellY;
score = dx * dx + dy * dy;
} else {
// Fallback to distance from tower
var dx = enemy.cellX - (self.gridX + 1);
var dy = enemy.cellY - (self.gridY + 1);
score = dx * dx + dy * dy;
}
} else {
// For ground enemies, use path-based score
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
score = cell.score; // Lower score = closer to exit
} else {
continue; // Skip invalid enemies
}
}
// Update closest enemy if this one is better
if (score < closestScore) {
closestScore = score;
closestEnemy = enemy;
// Early exit for very close enemies
if (score < 100) {
break;
}
}
}
}
}
// Cache the result for a few frames
self._cachedTarget = closestEnemy;
self._targetCacheFrame = LK.ticks;
if (!closestEnemy) {
self.targetEnemy = null;
}
return closestEnemy;
};
self.update = function () {
// Reduce update frequency for better performance
var shouldFullUpdate = LK.ticks % 3 === 0; // Update every 3 frames instead of every frame
// Only check for enemy events when doing full updates
if (shouldFullUpdate) {
// Check for enemy entry/exit events in our range cells
var hasEnemyEvents = false;
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
if (cell.enemyEntered && cell.enemyEntered.length > 0) {
hasEnemyEvents = true;
cell.enemyEntered = []; // Clear the event list
}
if (cell.enemyLeft && cell.enemyLeft.length > 0) {
hasEnemyEvents = true;
cell.enemyLeft = []; // Clear the event list
}
}
// Update target if there are enemy events or no current target
if (hasEnemyEvents || !self.targetEnemy || !self.targetEnemy.parent || self.targetEnemy.health <= 0) {
self.targetEnemy = self.findTarget();
}
}
// Check if ready to fire
var readyToFire = self.canFire && LK.ticks - self.lastFired >= self.fireRate;
if (self.targetEnemy && self.targetEnemy.health > 0 && readyToFire) {
// Handle rotation and sprite changes only for towers that need it
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);
// Only update rotation if significantly different (avoid micro-adjustments)
if (Math.abs(gunContainer.rotation - angle) > 0.1) {
gunContainer.rotation = angle;
}
// Optimized sprite switching - cache current asset to avoid unnecessary changes
var gunGraphics = gunContainer.children[0];
if (gunGraphics && (self.id === 'rapid' || self.id === 'poison')) {
var normalizedAngle = angle;
while (normalizedAngle > Math.PI) normalizedAngle -= 2 * Math.PI;
while (normalizedAngle < -Math.PI) normalizedAngle += 2 * Math.PI;
var shouldUseFlipper = Math.abs(normalizedAngle) > Math.PI / 2;
var desiredAsset;
if (self.id === 'rapid') {
desiredAsset = shouldUseFlipper ? 'rapid2' : 'tower_rapid';
} else if (self.id === 'poison') {
desiredAsset = shouldUseFlipper ? 'magodehielo' : 'tower_poison';
}
// Only change sprite if necessary
if (gunGraphics.currentAsset !== desiredAsset) {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset(desiredAsset, {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = desiredAsset;
}
}
}
// Fire at target
self.fire();
self.lastFired = LK.ticks;
} else if (!self.targetEnemy && shouldFullUpdate) {
// Reset towers that change sprites when not firing (less frequent updates)
if (self.id === 'rapid' || self.id === 'poison') {
var gunGraphics = gunContainer.children[0];
if (gunGraphics) {
var defaultAsset = self.id === 'rapid' ? 'tower_rapid' : 'tower_poison';
if (gunGraphics.currentAsset !== defaultAsset) {
gunContainer.removeChild(gunGraphics);
gunGraphics = gunContainer.attachAsset(defaultAsset, {
anchorX: 0.5,
anchorY: 0.5
});
gunGraphics.currentAsset = defaultAsset;
}
}
// Smoothly rotate back to 0° but less frequently
if (Math.abs(gunContainer.rotation) > 0.05 && !gunContainer._isResetting) {
gunContainer._isResetting = true;
tween(gunContainer, {
rotation: 0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
gunContainer._isResetting = false;
}
});
}
}
}
};
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);
}
// Removed selectedTower clearing and grid render debug to prevent map darkening
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]);
}
}
// 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
});
};
self.isInRange = function (enemy) {
if (!enemy) {
return false;
}
// Use grid-based check instead of expensive distance calculation
var coveredCells = self.getCoveredCells();
for (var i = 0; i < coveredCells.length; i++) {
var cellInfo = coveredCells[i];
if (enemy.cellX === cellInfo.x && enemy.cellY === cellInfo.y) {
return true;
}
}
return false;
};
self.fire = function () {
if (self.id === 'default' && self.targetEnemy) {
// Optimized default tower - direct area damage instead of visual bullets
var coveredCells = self._cachedCoveredCells || self.getCoveredCells();
var maxEnemies = 10;
var enemiesHit = 0;
// Use spatial indexing for faster enemy lookup
for (var c = 0; c < coveredCells.length && enemiesHit < maxEnemies; c++) {
var cellInfo = coveredCells[c];
var cellKey = cellInfo.x + "," + cellInfo.y;
var cellEnemies = enemiesByCell[cellKey];
if (cellEnemies) {
for (var i = 0; i < cellEnemies.length && enemiesHit < maxEnemies; i++) {
var enemy = cellEnemies[i];
if (enemy.health > 0) {
enemy.health -= self.damage;
if (enemy.health <= 0) {
enemy.health = 0;
} else {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
enemiesHit++;
}
}
}
}
// Simplified fire animation for default tower
if (!self._isAnimating) {
self._isAnimating = true;
tween(self, {
scaleX: 0.85,
scaleY: 0.85
}, {
duration: 60,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
self._isAnimating = false;
}
});
}
});
}
} else if (self.targetEnemy && self.targetEnemy.health > 0) {
// Check if target already has enough damage incoming to kill it
var potentialDamage = 0;
var targetBullets = self.targetEnemy.bulletsTargetingThis;
for (var i = 0; i < targetBullets.length; i++) {
if (targetBullets[i].parent) {
// Only count active bullets
potentialDamage += targetBullets[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;
// Use pooled bullet for better performance
var bullet = getBulletFromPool(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed);
bullet.type = self.id;
// Set tower-specific properties efficiently
if (self.id === 'slow' || self.id === 'poison') {
bullet.sourceTowerLevel = self.level;
}
// Pre-configure bullet graphics based on type to avoid runtime checks
var bulletGraphics = bullet.children[0];
if (!bullet._configuredType || bullet._configuredType !== self.id) {
switch (self.id) {
case 'rapid':
bulletGraphics.tint = 0x00AAFF;
bulletGraphics.width = 20;
bulletGraphics.height = 20;
bullet._isSplashBullet = false;
bullet._isPoisonBullet = false;
break;
case 'sniper':
bulletGraphics.tint = 0xFF5500;
bulletGraphics.width = 15;
bulletGraphics.height = 15;
bullet._isSplashBullet = false;
bullet._isPoisonBullet = false;
break;
case 'splash':
if (!bullet._isSplashBullet) {
bullet.removeChild(bulletGraphics);
bulletGraphics = bullet.attachAsset('bola', {
anchorX: 0.5,
anchorY: 0.5
});
bulletGraphics.width = 40;
bulletGraphics.height = 40;
bullet._isSplashBullet = true;
bullet._isPoisonBullet = false;
}
break;
case 'slow':
bulletGraphics.tint = 0x9900FF;
bulletGraphics.width = 35;
bulletGraphics.height = 35;
bullet._isSplashBullet = false;
bullet._isPoisonBullet = false;
break;
case 'poison':
if (!bullet._isPoisonBullet) {
bullet.removeChild(bulletGraphics);
bulletGraphics = bullet.attachAsset('boladehielo', {
anchorX: 0.5,
anchorY: 0.5
});
bulletGraphics.width = 35;
bulletGraphics.height = 35;
bullet._isPoisonBullet = true;
bullet._isSplashBullet = false;
}
break;
default:
bulletGraphics.tint = 0xFFFFFF;
bulletGraphics.width = 30;
bulletGraphics.height = 30;
bullet._isSplashBullet = false;
bullet._isPoisonBullet = false;
break;
}
bullet._configuredType = self.id;
}
game.addChild(bullet);
bullets.push(bullet);
targetBullets.push(bullet);
// Optimized recoil animation - only if not already animating
if (!gunContainer._isRecoiling) {
gunContainer._isRecoiling = true;
var recoilDistance = 6;
var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
tween(gunContainer, {
x: recoilX,
y: recoilY
}, {
duration: 40,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(gunContainer, {
x: 0,
y: 0
}, {
duration: 60,
easing: tween.cubicIn,
onFinish: function onFinish() {
gunContainer._isRecoiling = false;
}
});
}
});
}
}
}
};
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;
} 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;
} 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;
} 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;
} 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;
} 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;
}
};
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);
// Create damage text based on tower type
var damageText;
if (self.tower.id === 'slow') {
// For slow towers, show percentage damage
var damagePercentages = [0.1, 0.12, 0.14, 0.16, 0.18, 0.2];
var idx = Math.max(0, Math.min(5, self.tower.level - 1));
var damagePercentage = damagePercentages[idx];
damageText = (damagePercentage * 100).toFixed(0) + '% HP';
} else if (self.tower.id === 'poison' && self.tower.level === 6) {
// For poison tower level 6, show specific damage value
damageText = '44';
} else {
// For other towers, show regular damage
damageText = self.tower.damage.toString();
}
// Calculate fire rate display - handle special cases for slow tower
var fireRateDisplay;
if (self.tower.id === 'slow' && self.tower.level === 2) {
fireRateDisplay = '0.4'; // Special case for slow tower level 2
} else if (self.tower.id === 'slow' && self.tower.level === 3) {
fireRateDisplay = '0.5'; // Special case for slow tower level 3
} else if (self.tower.id === 'slow' && self.tower.level === 4) {
fireRateDisplay = '0.6'; // Special case for slow tower level 4
} else if (self.tower.id === 'slow' && self.tower.level === 5) {
fireRateDisplay = '0.7'; // Special case for slow tower level 5
} else if (self.tower.id === 'slow' && self.tower.level === 6) {
fireRateDisplay = '0.8'; // Special case for slow tower level 6
} else if (self.tower.id === 'rapid' && self.tower.level === 2) {
fireRateDisplay = '2.0'; // Special case for rapid tower level 2
} else if (self.tower.id === 'rapid' && self.tower.level === 3) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 3
} else if (self.tower.id === 'rapid' && self.tower.level === 4) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 4
} else if (self.tower.id === 'rapid' && self.tower.level === 5) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 5
} else if (self.tower.id === 'rapid' && self.tower.level === 6) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 6
} else if (self.tower.id === 'sniper' && self.tower.level === 2) {
fireRateDisplay = '0.9'; // Special case for sniper tower level 2
} else if (self.tower.id === 'sniper' && self.tower.level === 3) {
fireRateDisplay = '1.2'; // Special case for sniper tower level 3
} else if (self.tower.id === 'sniper' && self.tower.level === 4) {
fireRateDisplay = '1.5'; // Special case for sniper tower level 4
} else if (self.tower.id === 'sniper' && self.tower.level === 5) {
fireRateDisplay = '1.5'; // Special case for sniper tower level 5
} else if (self.tower.id === 'sniper' && self.tower.level === 6) {
fireRateDisplay = '1.7'; // Special case for sniper tower level 6
} else if (self.tower.id === 'splash' && self.tower.level === 2) {
fireRateDisplay = '0.9'; // Special case for splash tower level 2
} else if (self.tower.id === 'splash' && self.tower.level === 6) {
fireRateDisplay = '1.8'; // Special case for splash tower level 6
} else {
fireRateDisplay = (60 / self.tower.fireRate).toFixed(1);
}
var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + damageText + '\nFire Rate: ' + fireRateDisplay + '/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));
}
// Update damage text based on tower type
var damageText;
if (self.tower.id === 'slow') {
// For slow towers, show percentage damage
var damagePercentages = [0.1, 0.12, 0.14, 0.16, 0.18, 0.2];
var idx = Math.max(0, Math.min(5, self.tower.level - 1));
var damagePercentage = damagePercentages[idx];
damageText = (damagePercentage * 100).toFixed(0) + '% HP';
} else if (self.tower.id === 'poison' && self.tower.level === 6) {
// For poison tower level 6, show specific damage value
damageText = '44';
} else {
// For other towers, show regular damage
damageText = self.tower.damage.toString();
}
// Calculate fire rate display - handle special cases for slow tower
var fireRateDisplay;
if (self.tower.id === 'slow' && self.tower.level === 2) {
fireRateDisplay = '0.4'; // Special case for slow tower level 2
} else if (self.tower.id === 'slow' && self.tower.level === 3) {
fireRateDisplay = '0.5'; // Special case for slow tower level 3
} else if (self.tower.id === 'slow' && self.tower.level === 4) {
fireRateDisplay = '0.6'; // Special case for slow tower level 4
} else if (self.tower.id === 'slow' && self.tower.level === 5) {
fireRateDisplay = '0.7'; // Special case for slow tower level 5
} else if (self.tower.id === 'slow' && self.tower.level === 6) {
fireRateDisplay = '0.8'; // Special case for slow tower level 6
} else if (self.tower.id === 'rapid' && self.tower.level === 2) {
fireRateDisplay = '2.0'; // Special case for rapid tower level 2
} else if (self.tower.id === 'rapid' && self.tower.level === 3) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 3
} else if (self.tower.id === 'rapid' && self.tower.level === 4) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 4
} else if (self.tower.id === 'rapid' && self.tower.level === 5) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 5
} else if (self.tower.id === 'rapid' && self.tower.level === 6) {
fireRateDisplay = '2.5'; // Special case for rapid tower level 6
} else if (self.tower.id === 'sniper' && self.tower.level === 2) {
fireRateDisplay = '0.9'; // Special case for sniper tower level 2
} else if (self.tower.id === 'sniper' && self.tower.level === 3) {
fireRateDisplay = '1.2'; // Special case for sniper tower level 3
} else if (self.tower.id === 'sniper' && self.tower.level === 4) {
fireRateDisplay = '1.5'; // Special case for sniper tower level 4
} else if (self.tower.id === 'sniper' && self.tower.level === 5) {
fireRateDisplay = '1.5'; // Special case for sniper tower level 5
} else if (self.tower.id === 'sniper' && self.tower.level === 6) {
fireRateDisplay = '1.7'; // Special case for sniper tower level 6
} else if (self.tower.id === 'splash' && self.tower.level === 2) {
fireRateDisplay = '0.9'; // Special case for splash tower level 2
} else if (self.tower.id === 'splash' && self.tower.level === 6) {
fireRateDisplay = '1.8'; // Special case for splash tower level 6
} else {
fireRateDisplay = (60 / self.tower.fireRate).toFixed(1);
}
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + damageText + '\nFire Rate: ' + fireRateDisplay + '/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);
}
}
}
}
// Removed selectedTower clearing to prevent map darkening
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);
};
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;
}
});
}
// Performance tracking variables
var frameCounter = 0;
var processingTimeLimit = 16; // Max 16ms per frame for 60fps
var frameStartTime = 0;
// Performance monitoring function
function hasTimeRemaining() {
return Date.now() - frameStartTime < processingTimeLimit;
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
// Object pools for frequently created/destroyed objects
var bulletPool = [];
var enemyPool = [];
var effectPool = [];
var goldIndicatorPool = [];
// Pool management functions
function getBulletFromPool(startX, startY, targetEnemy, damage, speed) {
var bullet;
if (bulletPool.length > 0) {
bullet = bulletPool.pop();
// Reset bullet properties
bullet.x = startX;
bullet.y = startY;
bullet.targetEnemy = targetEnemy;
bullet.damage = damage || 10;
bullet.speed = speed || 5;
bullet.type = undefined;
bullet.sourceTowerLevel = undefined;
bullet.sourceRange = null;
bullet.visible = true;
bullet.alpha = 1;
} else {
bullet = new Bullet(startX, startY, targetEnemy, damage, speed);
}
return bullet;
}
function returnBulletToPool(bullet) {
if (bulletPool.length < 50) {
// Limit pool size
bullet.visible = false;
bullet.targetEnemy = null;
bulletPool.push(bullet);
return true;
}
return false;
}
function getEnemyFromPool(type) {
var enemy;
if (enemyPool.length > 0) {
enemy = enemyPool.pop();
// Reset enemy properties would go here, but Enemy constructor is complex
// For now, create new enemies but keep pool structure for future optimization
enemy = new Enemy(type);
} else {
enemy = new Enemy(type);
}
return enemy;
}
function returnEnemyToPool(enemy) {
if (enemyPool.length < 30) {
// Limit pool size
enemy.visible = false;
enemyPool.push(enemy);
return true;
}
return false;
}
var selectedTower = null;
// Hash maps for faster lookups
var towersByPosition = {}; // Key: "x,y", Value: tower
var enemiesByCell = {}; // Key: "x,y", Value: [enemies]
// Helper functions for position-based lookups
function getTowerKey(x, y) {
return Math.floor(x / CELL_SIZE) + "," + Math.floor(y / CELL_SIZE);
}
function getEnemyKey(cellX, cellY) {
return cellX + "," + cellY;
}
function addTowerToPositionMap(tower) {
var key = getTowerKey(tower.x, tower.y);
towersByPosition[key] = tower;
}
function removeTowerFromPositionMap(tower) {
var key = getTowerKey(tower.x, tower.y);
delete towersByPosition[key];
}
function addEnemyToCell(enemy) {
var key = getEnemyKey(enemy.cellX, enemy.cellY);
if (!enemiesByCell[key]) {
enemiesByCell[key] = [];
}
if (enemiesByCell[key].indexOf(enemy) === -1) {
enemiesByCell[key].push(enemy);
}
}
function removeEnemyFromCell(enemy, cellX, cellY) {
var key = getEnemyKey(cellX || enemy.cellX, cellY || enemy.cellY);
if (enemiesByCell[key]) {
var index = enemiesByCell[key].indexOf(enemy);
if (index !== -1) {
enemiesByCell[key].splice(index, 1);
if (enemiesByCell[key].length === 0) {
delete enemiesByCell[key];
}
}
}
}
var gold = 99999;
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
// Pre-cached route cell references to avoid expensive searches
var routeCellCache = {
ruta1: [],
ruta2: [],
ruta3: [],
ruta4: [],
ruta5: [],
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
}
// Cached UI update to reduce expensive text operations
var lastUIUpdate = 0;
function updateUICached() {
if (LK.ticks - lastUIUpdate > 10) {
// Update UI every 10 frames instead of every frame
updateUI();
lastUIUpdate = LK.ticks;
}
}
// 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();
// Cache route cell references to avoid expensive searches during gameplay
function cacheRouteCells() {
var routes = {
ruta1: ruta1,
ruta2: ruta2,
ruta3: ruta3,
ruta4: ruta4,
ruta5: ruta5,
ruta6: ruta6
};
for (var routeName in routes) {
var route = routes[routeName];
routeCellCache[routeName] = [];
for (var r = 0; r < route.length; r++) {
var targetCellNumber = route[r];
// 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
if (!hasBSuffix) {
routeCellCache[routeName][r] = checkCell;
break;
}
}
}
if (routeCellCache[routeName][r]) break;
}
}
}
}
cacheRouteCells();
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);
addTowerToPositionMap(tower); // Add to position map for faster lookups
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]);
}
}
// Removed selectedTower clearing and grid render debug to prevent map darkening
}
}
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 () {
frameCounter++;
frameStartTime = Date.now(); // Track frame start time for performance monitoring
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;
}
}
// Update enemy spatial indexing for faster tower targeting
function updateEnemySpatialIndex() {
// Clear existing index every few frames to avoid stale data
if (frameCounter % 10 === 0) {
enemiesByCell = {};
}
// Update spatial index for enemies that have moved
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.lastIndexedCellX !== enemy.cellX || enemy.lastIndexedCellY !== enemy.cellY) {
// Remove from old cell
if (enemy.lastIndexedCellX !== undefined) {
removeEnemyFromCell(enemy, enemy.lastIndexedCellX, enemy.lastIndexedCellY);
}
// Add to new cell
addEnemyToCell(enemy);
enemy.lastIndexedCellX = enemy.cellX;
enemy.lastIndexedCellY = enemy.cellY;
}
}
}
updateEnemySpatialIndex();
// Optimized enemy processing - process dead enemies first, then living enemies in smaller batches
var deadEnemies = [];
var livingEnemies = [];
// Separate dead and living enemies to avoid expensive operations during iteration
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].health <= 0) {
deadEnemies.push(enemies[i]);
} else {
livingEnemies.push(enemies[i]);
}
}
// Process all dead enemies immediately
for (var d = 0; d < deadEnemies.length; d++) {
var enemy = deadEnemies[d];
// Clear bullet references efficiently
var bulletTargets = enemy.bulletsTargetingThis;
for (var i = 0; i < bulletTargets.length; i++) {
bulletTargets[i].targetEnemy = null;
}
bulletTargets.length = 0; // Clear array efficiently
// Calculate rewards
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);
var scoreValue = enemy.isBoss ? 100 : 5;
score += scoreValue;
if (enemy.isBoss) {
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
// Clean up graphics
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
// Try to return to pool
if (!returnEnemyToPool(enemy)) {
enemy.destroy();
}
// Remove from main enemies array
var enemyIndex = enemies.indexOf(enemy);
if (enemyIndex !== -1) {
enemies.splice(enemyIndex, 1);
}
}
// Update UI once after processing all dead enemies
if (deadEnemies.length > 0) {
updateUICached();
}
// Process living enemies in smaller, more efficient batches
var maxEnemiesPerFrame = Math.min(8, Math.ceil(livingEnemies.length / 4));
var batchStart = frameCounter * maxEnemiesPerFrame % livingEnemies.length;
var batchEnd = Math.min(batchStart + maxEnemiesPerFrame, livingEnemies.length);
// Always process critical enemies (low health, bosses, or newly spawned)
for (var i = 0; i < livingEnemies.length; i++) {
var enemy = livingEnemies[i];
var isCritical = enemy.isBoss || enemy.health < enemy.maxHealth * 0.3 || enemy.currentCellY < 5;
var isInBatch = i >= batchStart && i < batchEnd;
if (isCritical || isInBatch) {
if (grid.updateEnemy(enemy)) {
// Enemy reached goal - handle cleanup
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
// Try to return to pool
if (!returnEnemyToPool(enemy)) {
enemy.destroy();
}
var mainIndex = enemies.indexOf(enemy);
if (mainIndex !== -1) {
enemies.splice(mainIndex, 1);
}
lives = Math.max(0, lives - 1);
updateUICached();
if (lives <= 0) {
LK.showGameOver();
}
}
}
}
// Optimized bullet cleanup with better pooling and batch processing
if (frameCounter % 3 === 0) {
// More frequent cleanup for better performance
var bulletsToRemove = [];
var maxBulletProcessing = Math.min(20, bullets.length); // Limit processing per frame
// First pass: identify bullets to remove (limit checks per frame)
for (var i = 0; i < maxBulletProcessing; i++) {
var bulletIndex = (frameCounter + i) % bullets.length; // Rotate through bullets
if (bulletIndex < bullets.length && !bullets[bulletIndex].parent) {
bulletsToRemove.push(bulletIndex);
}
}
// Second pass: remove bullets in reverse order to maintain indices
bulletsToRemove.sort(function (a, b) {
return b - a;
}); // Sort descending
for (var r = 0; r < bulletsToRemove.length; r++) {
var bulletIndex = bulletsToRemove[r];
var bullet = bullets[bulletIndex];
// Clear target references efficiently
if (bullet.targetEnemy && bullet.targetEnemy.bulletsTargetingThis) {
var targetBullets = bullet.targetEnemy.bulletsTargetingThis;
var targetIndex = targetBullets.indexOf(bullet);
if (targetIndex !== -1) {
targetBullets.splice(targetIndex, 1);
}
}
// Always try to return to pool first for better performance
if (!returnBulletToPool(bullet)) {
bullet.destroy();
}
// Remove from bullets array
bullets.splice(bulletIndex, 1);
}
// Periodic bullet array cleanup to remove null entries
if (frameCounter % 60 === 0) {
bullets = bullets.filter(function (bullet) {
return bullet && bullet.parent;
});
}
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -2083,224 +2083,174 @@
}
return false;
};
self.findTarget = function () {
- var closestEnemy = null;
- var closestScore = Infinity;
- // Early exit if no enemies
+ // Early exit if no enemies or recently found target is still valid
if (enemies.length === 0) {
return null;
}
+ // Cache target for a few frames to reduce expensive calculations
+ if (self._cachedTarget && self._targetCacheFrame && LK.ticks - self._targetCacheFrame < 3 && self._cachedTarget.parent && self._cachedTarget.health > 0) {
+ return self._cachedTarget;
+ }
+ var closestEnemy = null;
+ var closestScore = Infinity;
+ var maxChecks = 20; // Limit checks per frame for performance
+ var checksPerformed = 0;
// Use cached covered cells for better performance
if (!self._cachedCoveredCells || self._cellCacheFrame !== LK.ticks) {
self._cachedCoveredCells = self.getCoveredCells();
self._cellCacheFrame = LK.ticks;
}
var coveredCells = self._cachedCoveredCells;
- // Check enemies in covered cells only - with optimized lookup
- for (var c = 0; c < coveredCells.length; c++) {
+ // Check enemies in covered cells only - with optimized lookup and early exit
+ for (var c = 0; c < coveredCells.length && checksPerformed < maxChecks; c++) {
var cellInfo = coveredCells[c];
- var cellX = cellInfo.x;
- var cellY = cellInfo.y;
- // Use spatial indexing to find enemies faster
- var cellKey = cellX + "," + cellY;
+ var cellKey = cellInfo.x + "," + cellInfo.y;
var cellEnemies = enemiesByCell[cellKey];
- if (cellEnemies) {
- // Check only enemies in this specific cell
- for (var i = 0; i < cellEnemies.length; i++) {
+ if (cellEnemies && cellEnemies.length > 0) {
+ // Process up to 3 enemies per cell to avoid frame drops
+ var enemiesToCheck = Math.min(3, cellEnemies.length);
+ for (var i = 0; i < enemiesToCheck && checksPerformed < maxChecks; i++) {
var enemy = cellEnemies[i];
- // Verify enemy is still in expected position (enemies move)
- if (enemy.cellX !== cellX || enemy.cellY !== cellY) {
+ checksPerformed++;
+ // Skip if enemy is dead or invalid
+ if (!enemy.parent || enemy.health <= 0) {
continue;
}
- // Handle flying enemies differently - they can be targeted regardless of path
+ var score;
if (enemy.isFlying) {
- // For flying enemies, prioritize by distance to the goal
+ // For flying enemies, use distance to goal (squared for performance)
if (enemy.flyingTarget) {
- var goalX = enemy.flyingTarget.x;
- var goalY = enemy.flyingTarget.y;
- var distToGoalSquared = (goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY);
- // Use squared distance to goal as score
- if (distToGoalSquared < closestScore) {
- closestScore = distToGoalSquared;
- closestEnemy = enemy;
- }
+ var dx = enemy.flyingTarget.x - enemy.cellX;
+ var dy = enemy.flyingTarget.y - enemy.cellY;
+ score = dx * dx + dy * dy;
} else {
- // If no flying target yet (shouldn't happen), prioritize by cell distance to tower
+ // Fallback to distance from tower
var dx = enemy.cellX - (self.gridX + 1);
var dy = enemy.cellY - (self.gridY + 1);
- var cellDistanceSquared = dx * dx + dy * dy;
- if (cellDistanceSquared < closestScore) {
- closestScore = cellDistanceSquared;
- closestEnemy = enemy;
- }
+ score = dx * dx + dy * dy;
}
} else {
- // For ground enemies, use the original path-based targeting
- // Get the cell for this enemy
+ // For ground enemies, use path-based score
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;
- }
+ score = cell.score; // Lower score = closer to exit
+ } else {
+ continue; // Skip invalid enemies
}
}
+ // Update closest enemy if this one is better
+ if (score < closestScore) {
+ closestScore = score;
+ closestEnemy = enemy;
+ // Early exit for very close enemies
+ if (score < 100) {
+ break;
+ }
+ }
}
}
}
+ // Cache the result for a few frames
+ self._cachedTarget = closestEnemy;
+ self._targetCacheFrame = LK.ticks;
if (!closestEnemy) {
self.targetEnemy = null;
}
return closestEnemy;
};
self.update = function () {
- // Check if we need to update target due to enemy movement events
- if (!self.needsTargetUpdate) self.needsTargetUpdate = false;
- // Check for enemy entry/exit events in our range cells
- for (var i = 0; i < self.cellsInRange.length; i++) {
- var cell = self.cellsInRange[i];
- if (cell.enemyEntered && cell.enemyEntered.length > 0) {
- self.needsTargetUpdate = true;
- cell.enemyEntered = []; // Clear the event list
+ // Reduce update frequency for better performance
+ var shouldFullUpdate = LK.ticks % 3 === 0; // Update every 3 frames instead of every frame
+ // Only check for enemy events when doing full updates
+ if (shouldFullUpdate) {
+ // Check for enemy entry/exit events in our range cells
+ var hasEnemyEvents = false;
+ for (var i = 0; i < self.cellsInRange.length; i++) {
+ var cell = self.cellsInRange[i];
+ if (cell.enemyEntered && cell.enemyEntered.length > 0) {
+ hasEnemyEvents = true;
+ cell.enemyEntered = []; // Clear the event list
+ }
+ if (cell.enemyLeft && cell.enemyLeft.length > 0) {
+ hasEnemyEvents = true;
+ cell.enemyLeft = []; // Clear the event list
+ }
}
- if (cell.enemyLeft && cell.enemyLeft.length > 0) {
- self.needsTargetUpdate = true;
- cell.enemyLeft = []; // Clear the event list
+ // Update target if there are enemy events or no current target
+ if (hasEnemyEvents || !self.targetEnemy || !self.targetEnemy.parent || self.targetEnemy.health <= 0) {
+ self.targetEnemy = self.findTarget();
}
}
- // Only find targets when needed (enemy events or no current target or ready to fire)
- if (self.needsTargetUpdate || !self.targetEnemy || LK.ticks - self.lastFired >= self.fireRate) {
- self.targetEnemy = self.findTarget();
- self.needsTargetUpdate = false;
- }
- if (self.targetEnemy && self.canFire && LK.ticks - self.lastFired >= self.fireRate) {
- // Skip rotation for default tower and slow tower since they fire in all directions
+ // Check if ready to fire
+ var readyToFire = self.canFire && LK.ticks - self.lastFired >= self.fireRate;
+ if (self.targetEnemy && self.targetEnemy.health > 0 && readyToFire) {
+ // Handle rotation and sprite changes only for towers that need it
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';
- }
- }
- }
+ // Only update rotation if significantly different (avoid micro-adjustments)
+ if (Math.abs(gunContainer.rotation - angle) > 0.1) {
+ gunContainer.rotation = angle;
}
- // 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';
- }
- }
+ // Optimized sprite switching - cache current asset to avoid unnecessary changes
+ var gunGraphics = gunContainer.children[0];
+ if (gunGraphics && (self.id === 'rapid' || self.id === 'poison')) {
+ var normalizedAngle = angle;
+ while (normalizedAngle > Math.PI) normalizedAngle -= 2 * Math.PI;
+ while (normalizedAngle < -Math.PI) normalizedAngle += 2 * Math.PI;
+ var shouldUseFlipper = Math.abs(normalizedAngle) > Math.PI / 2;
+ var desiredAsset;
+ if (self.id === 'rapid') {
+ desiredAsset = shouldUseFlipper ? 'rapid2' : 'tower_rapid';
+ } else if (self.id === 'poison') {
+ desiredAsset = shouldUseFlipper ? 'magodehielo' : 'tower_poison';
}
+ // Only change sprite if necessary
+ if (gunGraphics.currentAsset !== desiredAsset) {
+ gunContainer.removeChild(gunGraphics);
+ gunGraphics = gunContainer.attachAsset(desiredAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ gunGraphics.currentAsset = desiredAsset;
+ }
}
}
- // Fire at target if conditions are met
- if (self.targetEnemy && self.canFire && 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';
+ // Fire at target
+ self.fire();
+ self.lastFired = LK.ticks;
+ } else if (!self.targetEnemy && shouldFullUpdate) {
+ // Reset towers that change sprites when not firing (less frequent updates)
+ if (self.id === 'rapid' || self.id === 'poison') {
+ var gunGraphics = gunContainer.children[0];
+ if (gunGraphics) {
+ var defaultAsset = self.id === 'rapid' ? 'tower_rapid' : 'tower_poison';
+ if (gunGraphics.currentAsset !== defaultAsset) {
+ gunContainer.removeChild(gunGraphics);
+ gunGraphics = gunContainer.attachAsset(defaultAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ gunGraphics.currentAsset = defaultAsset;
+ }
}
- }
- // 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
+ // Smoothly rotate back to 0° but less frequently
+ if (Math.abs(gunContainer.rotation) > 0.05 && !gunContainer._isResetting) {
+ gunContainer._isResetting = true;
+ tween(gunContainer, {
+ rotation: 0
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ gunContainer._isResetting = false;
+ }
});
- 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) {
@@ -2380,236 +2330,165 @@
return false;
};
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
- });
+ // Optimized default tower - direct area damage instead of visual bullets
+ var coveredCells = self._cachedCoveredCells || self.getCoveredCells();
+ var maxEnemies = 10;
+ var enemiesHit = 0;
+ // Use spatial indexing for faster enemy lookup
+ for (var c = 0; c < coveredCells.length && enemiesHit < maxEnemies; c++) {
+ var cellInfo = coveredCells[c];
+ var cellKey = cellInfo.x + "," + cellInfo.y;
+ var cellEnemies = enemiesByCell[cellKey];
+ if (cellEnemies) {
+ for (var i = 0; i < cellEnemies.length && enemiesHit < maxEnemies; i++) {
+ var enemy = cellEnemies[i];
+ if (enemy.health > 0) {
+ enemy.health -= self.damage;
+ if (enemy.health <= 0) {
+ enemy.health = 0;
+ } else {
+ enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
+ }
+ enemiesHit++;
+ }
+ }
}
}
- // 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;
- }
+ // Simplified fire animation for default tower
+ if (!self._isAnimating) {
+ self._isAnimating = true;
+ tween(self, {
+ scaleX: 0.85,
+ scaleY: 0.85
+ }, {
+ duration: 60,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(self, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 100,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self._isAnimating = false;
+ }
+ });
+ }
+ });
}
- // --- 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) {
+ } else if (self.targetEnemy && self.targetEnemy.health > 0) {
+ // Check if target already has enough damage incoming to kill it
var potentialDamage = 0;
var targetBullets = self.targetEnemy.bulletsTargetingThis;
for (var i = 0; i < targetBullets.length; i++) {
- potentialDamage += targetBullets[i].damage;
+ if (targetBullets[i].parent) {
+ // Only count active bullets
+ potentialDamage += targetBullets[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;
// Use pooled bullet for better performance
var bullet = getBulletFromPool(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed);
- // Set bullet type and properties
bullet.type = self.id;
- if (self.id === 'slow') {
+ // Set tower-specific properties efficiently
+ if (self.id === 'slow' || self.id === 'poison') {
bullet.sourceTowerLevel = self.level;
}
- if (self.id === 'poison') {
- bullet.sourceTowerLevel = self.level;
- }
- // Optimize bullet appearance setup - only modify if needed
+ // Pre-configure bullet graphics based on type to avoid runtime checks
var bulletGraphics = bullet.children[0];
- switch (self.id) {
- case 'rapid':
- if (bulletGraphics.tint !== 0x00AAFF) bulletGraphics.tint = 0x00AAFF;
- if (bulletGraphics.width !== 20) bulletGraphics.width = 20;
- if (bulletGraphics.height !== 20) bulletGraphics.height = 20;
- break;
- case 'sniper':
- if (bulletGraphics.tint !== 0xFF5500) bulletGraphics.tint = 0xFF5500;
- if (bulletGraphics.width !== 15) bulletGraphics.width = 15;
- if (bulletGraphics.height !== 15) bulletGraphics.height = 15;
- break;
- case 'splash':
- // Only recreate graphics if not already splash type
- if (!bullet._isSplashBullet) {
- bullet.removeChild(bulletGraphics);
- var bolaGraphics = bullet.attachAsset('bola', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- bolaGraphics.width = 40;
- bolaGraphics.height = 40;
- bullet._isSplashBullet = true;
- }
- break;
- case 'slow':
- if (bulletGraphics.tint !== 0x9900FF) bulletGraphics.tint = 0x9900FF;
- if (bulletGraphics.width !== 35) bulletGraphics.width = 35;
- if (bulletGraphics.height !== 35) bulletGraphics.height = 35;
- break;
- case 'poison':
- // Only recreate graphics if not already poison type
- if (!bullet._isPoisonBullet) {
- bullet.removeChild(bulletGraphics);
- var boladeHieloGraphics = bullet.attachAsset('boladehielo', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- boladeHieloGraphics.width = 35;
- boladeHieloGraphics.height = 35;
- bullet._isPoisonBullet = true;
- }
- break;
- default:
- // Reset tint for default bullets
- if (bulletGraphics.tint !== 0xFFFFFF) bulletGraphics.tint = 0xFFFFFF;
- if (bulletGraphics.width !== 30) bulletGraphics.width = 30;
- if (bulletGraphics.height !== 30) bulletGraphics.height = 30;
- break;
+ if (!bullet._configuredType || bullet._configuredType !== self.id) {
+ switch (self.id) {
+ case 'rapid':
+ bulletGraphics.tint = 0x00AAFF;
+ bulletGraphics.width = 20;
+ bulletGraphics.height = 20;
+ bullet._isSplashBullet = false;
+ bullet._isPoisonBullet = false;
+ break;
+ case 'sniper':
+ bulletGraphics.tint = 0xFF5500;
+ bulletGraphics.width = 15;
+ bulletGraphics.height = 15;
+ bullet._isSplashBullet = false;
+ bullet._isPoisonBullet = false;
+ break;
+ case 'splash':
+ if (!bullet._isSplashBullet) {
+ bullet.removeChild(bulletGraphics);
+ bulletGraphics = bullet.attachAsset('bola', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bulletGraphics.width = 40;
+ bulletGraphics.height = 40;
+ bullet._isSplashBullet = true;
+ bullet._isPoisonBullet = false;
+ }
+ break;
+ case 'slow':
+ bulletGraphics.tint = 0x9900FF;
+ bulletGraphics.width = 35;
+ bulletGraphics.height = 35;
+ bullet._isSplashBullet = false;
+ bullet._isPoisonBullet = false;
+ break;
+ case 'poison':
+ if (!bullet._isPoisonBullet) {
+ bullet.removeChild(bulletGraphics);
+ bulletGraphics = bullet.attachAsset('boladehielo', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bulletGraphics.width = 35;
+ bulletGraphics.height = 35;
+ bullet._isPoisonBullet = true;
+ bullet._isSplashBullet = false;
+ }
+ break;
+ default:
+ bulletGraphics.tint = 0xFFFFFF;
+ bulletGraphics.width = 30;
+ bulletGraphics.height = 30;
+ bullet._isSplashBullet = false;
+ bullet._isPoisonBullet = false;
+ break;
+ }
+ bullet._configuredType = self.id;
}
game.addChild(bullet);
bullets.push(bullet);
targetBullets.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;
+ // Optimized recoil animation - only if not already animating
+ if (!gunContainer._isRecoiling) {
+ gunContainer._isRecoiling = true;
+ var recoilDistance = 6;
+ var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
+ var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
+ tween(gunContainer, {
+ x: recoilX,
+ y: recoilY
+ }, {
+ duration: 40,
+ easing: tween.cubicOut,
+ onFinish: function onFinish() {
+ tween(gunContainer, {
+ x: 0,
+ y: 0
+ }, {
+ duration: 60,
+ easing: tween.cubicIn,
+ onFinish: function onFinish() {
+ gunContainer._isRecoiling = false;
+ }
+ });
+ }
+ });
}
- 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) {
@@ -4264,8 +4143,30 @@
waveInProgress = false;
waveSpawned = false;
}
}
+ // Update enemy spatial indexing for faster tower targeting
+ function updateEnemySpatialIndex() {
+ // Clear existing index every few frames to avoid stale data
+ if (frameCounter % 10 === 0) {
+ enemiesByCell = {};
+ }
+ // Update spatial index for enemies that have moved
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ if (enemy.lastIndexedCellX !== enemy.cellX || enemy.lastIndexedCellY !== enemy.cellY) {
+ // Remove from old cell
+ if (enemy.lastIndexedCellX !== undefined) {
+ removeEnemyFromCell(enemy, enemy.lastIndexedCellX, enemy.lastIndexedCellY);
+ }
+ // Add to new cell
+ addEnemyToCell(enemy);
+ enemy.lastIndexedCellX = enemy.cellX;
+ enemy.lastIndexedCellY = enemy.cellY;
+ }
+ }
+ }
+ updateEnemySpatialIndex();
// Optimized enemy processing - process dead enemies first, then living enemies in smaller batches
var deadEnemies = [];
var livingEnemies = [];
// Separate dead and living enemies to avoid expensive operations during iteration
@@ -4357,19 +4258,25 @@
}
}
}
}
- // Optimized bullet cleanup using batch processing
- if (frameCounter % 5 === 0) {
+ // Optimized bullet cleanup with better pooling and batch processing
+ if (frameCounter % 3 === 0) {
+ // More frequent cleanup for better performance
var bulletsToRemove = [];
- // First pass: identify bullets to remove
- for (var i = 0; i < bullets.length; i++) {
- if (!bullets[i].parent) {
- bulletsToRemove.push(i);
+ var maxBulletProcessing = Math.min(20, bullets.length); // Limit processing per frame
+ // First pass: identify bullets to remove (limit checks per frame)
+ for (var i = 0; i < maxBulletProcessing; i++) {
+ var bulletIndex = (frameCounter + i) % bullets.length; // Rotate through bullets
+ if (bulletIndex < bullets.length && !bullets[bulletIndex].parent) {
+ bulletsToRemove.push(bulletIndex);
}
}
// Second pass: remove bullets in reverse order to maintain indices
- for (var r = bulletsToRemove.length - 1; r >= 0; r--) {
+ bulletsToRemove.sort(function (a, b) {
+ return b - a;
+ }); // Sort descending
+ for (var r = 0; r < bulletsToRemove.length; r++) {
var bulletIndex = bulletsToRemove[r];
var bullet = bullets[bulletIndex];
// Clear target references efficiently
if (bullet.targetEnemy && bullet.targetEnemy.bulletsTargetingThis) {
@@ -4378,15 +4285,21 @@
if (targetIndex !== -1) {
targetBullets.splice(targetIndex, 1);
}
}
- // Try to return to pool
+ // Always try to return to pool first for better performance
if (!returnBulletToPool(bullet)) {
bullet.destroy();
}
// Remove from bullets array
bullets.splice(bulletIndex, 1);
}
+ // Periodic bullet array cleanup to remove null entries
+ if (frameCounter % 60 === 0) {
+ bullets = bullets.filter(function (bullet) {
+ return bullet && bullet.parent;
+ });
+ }
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
mago pixel art In-Game asset. 2d. High contrast. No shadows
bola de hielo pixel art. In-Game asset. 2d. High contrast. No shadows
dragón volando pixel art. In-Game asset. 2d. High contrast. No shadows vista desde arriba
botón con el texto 'next wave' pixel art. que tenga el color verde In-Game asset. 2d. High contrast. No shadows
pergamino para usar de fondo. In-Game asset. 2d. High contrast. No shadows
rata pixel art. desde arriba In-Game asset. 2d. High contrast. No shadows