User prompt
double the heal of basicenemy fastenemy and tank enemy
User prompt
make bos1 heal 3000 and bos2 heal 10000 and Other enemies come with the boss
User prompt
add boss fight wave 5 and wave 10 and use bos1 and bos2 assets for that
User prompt
I want a Boss For wave 5 and wave 10
User prompt
double the update fee
User prompt
i want add sell canwas for money tree
User prompt
money tree give 25 coin
User prompt
Increase the money earned by updating the money tree
User prompt
A maximum of 2 money can be accumulated in the money tree.
User prompt
The money tree should not grow spontaneously and I should buy it with money and the price should be 200 money.
User prompt
Integrate a 'Money Tree' mechanic into the game that periodically drops money. This tree should be an entity that the player can either place at a specific location or find naturally occurring within the game world βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Place the sell and update buttons a little lower
User prompt
when i clicked tower i dont want to see level at canvas
User prompt
Resolve the overlap issue where the 'Level' text is currently merging with or being obscured by other text or UI elements. Ensure the 'Level' text is always clearly separated and legible from all other UI components
User prompt
Design an improved Canvas for both the 'Sell' and 'Update' menus in the game. This Canvas should feature a subtle, semi-transparent gray background to distinguish it from the game world while maintaining visual consistency. For the 'Sell' menu, include clear labels for items, their selling price, and a prominent 'Sell' button. The 'Update' menu should display the current stats of the selected item or tower, available upgrades, their costs, and an 'Upgrade' button. Ensure the Canvas elements (buttons, text fields, item displays) are well-organized, easy to read, and intuitively navigable. Prioritize a clean, minimalist aesthetic to avoid clutter, and ensure the Canvas scales appropriately across different screen resolutions without distorting elements.
User prompt
ice Tower range add -65
User prompt
make ice ranger double
User prompt
make double archer range
User prompt
When a tower purchase button is clicked, make a semi-transparent blue circle appear on the game field. This circle should visually represent the range of the tower being purchased. The circle should be centered at the potential placement location of the tower and have a radius equal to the tower's range. As the player moves the mouse cursor or changes the potential tower placement location, this circle should dynamically update to reflect the new position and range. The circle must disappear when the tower is placed or when the purchase action is cancelled
User prompt
Currently, when I click on a tower, an upgrade/sell UI appears with relevant text and buttons. However, I can't interact with this UI (e.g., clicking the "Upgrade" or "Sell" text does nothing). Please make the upgrade and sell UI elements interactive. The "Upgrade" button should call the selected towerβs upgrade() method when clicked, and the "Sell" button should sell the tower (remove it, refund money, update the grid, etc.). Ensure proper click detection and that only one UI is active at a time. Use the existing game.down logic or add event listeners to make these UI elements clickable.
User prompt
Currently, when I click on a tower, an upgrade/sell UI appears with relevant text and buttons. However, I can't interact with this UI (e.g., clicking the "Upgrade" or "Sell" text does nothing). Please make the upgrade and sell UI elements interactive. The "Upgrade" button should call the selected towerβs upgrade() method when clicked, and the "Sell" button should sell the tower (remove it, refund money, update the grid, etc.). Ensure proper click detection and that only one UI is active at a time. Use the existing game.down logic or add event listeners to make these UI elements clickable.
User prompt
Add a new button labeled ButonSell to the game's UI. When a player selects a tower and then clicks this button, the selected tower should be removed from the game and the player should receive back 75% of the total cost spent on building and upgrading that tower. Please make sure the sell button is only visible when a tower is selected, and update the UI accordingly. The grid cell where the sold tower was placed should be marked as unoccupied. Also, make sure to remove the tower from the towers array and destroy its visual representation from the game. Add the sell value calculation in the Tower class, and ensure money is correctly refunded to the player when selling. Use the existing GUI system for positioning the button, preferably below the upgrade button.
User prompt
after wave 5 enemies' health is doubled
User prompt
Reduces enemies' health by 1/4
User prompt
Iβm creating a 2D tower defense game. Currently, my level 1 archer tower kills basic enemies with a single shot, which I donβt want. The basic enemy has 120 HP, and the level 1 archer tower deals 15 damage per shot (as it should). But somehow the enemy dies in one hit. Here's what I need: β Identify why the archer tower might be killing the enemy in one hit β Suggest how to fix it so the damage is applied correctly (i.e., not instantly killing enemies unless their HP is actually below the damage) β Ensure this fix works consistently with other towers like ice and cannon Here's a simplified version of my code for the Bullet, Enemy, and Tower classes (optional: paste code here if needed). Can you analyze this and help me fix the issue?
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var Bullet = Container.expand(function (type, damage, speed, tower) {
	var self = Container.call(this);
	self.type = type || 'normal';
	self.damage = damage || 10;
	self.speed = speed || 8;
	self.tower = tower;
	self.target = null;
	self.destroyed = false;
	var bulletGraphics;
	if (self.type === 'ice') {
		bulletGraphics = self.attachAsset('iceBullet', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	} else if (self.type === 'cannon') {
		bulletGraphics = self.attachAsset('cannonBall', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	} else {
		bulletGraphics = self.attachAsset('bullet', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	}
	self.update = function () {
		// Don't update if bullet is already destroyed
		if (self.destroyed) {
			return;
		}
		if (self.target && !self.target.destroyed) {
			var dx = self.target.x - self.x;
			var dy = self.target.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < 20) {
				// Hit target - mark bullet as destroyed first to prevent multiple hits
				self.destroyed = true;
				// Apply damage to target
				self.target.takeDamage(self.damage);
				// Apply special effects based on bullet type
				if (self.type === 'ice') {
					self.target.slow(0.5, 2000); // 50% speed for 2 seconds
					self.target.applyIceEffect(); // Apply blue visual effect
				} else if (self.type === 'cannon') {
					// Splash damage
					for (var i = 0; i < enemies.length; i++) {
						var enemy = enemies[i];
						var splashDx = enemy.x - self.x;
						var splashDy = enemy.y - self.y;
						var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
						if (splashDistance < 60 && enemy !== self.target) {
							enemy.takeDamage(self.damage * 0.5);
						}
					}
				}
				LK.getSound('enemyHit').play();
				self.destroy();
				return;
			}
			var angle = Math.atan2(dy, dx);
			self.x += Math.cos(angle) * self.speed;
			self.y += Math.sin(angle) * self.speed;
		} else {
			self.destroyed = true;
			self.destroy();
		}
	};
	return self;
});
var Enemy = Container.expand(function (type, path) {
	var self = Container.call(this);
	self.type = type || 'basic';
	self.path = path;
	self.pathIndex = 0;
	self.health = 0;
	self.maxHealth = 0;
	self.speed = 0;
	self.baseSpeed = 0;
	self.reward = 0;
	self.slowFactor = 1;
	self.slowEndTime = 0;
	self.destroyed = false;
	// Enemy stats based on type
	var stats = {
		basic: {
			health: 30,
			speed: 1.5,
			reward: 10
		},
		fast: {
			health: 20,
			speed: 2.5,
			reward: 15
		},
		tank: {
			health: 80,
			speed: 1,
			reward: 25
		}
	};
	var enemyStats = stats[self.type];
	// Double health after wave 5
	var healthMultiplier = currentWave > 5 ? 2 : 1;
	self.health = enemyStats.health * healthMultiplier;
	self.maxHealth = enemyStats.health * healthMultiplier;
	self.speed = enemyStats.speed;
	self.baseSpeed = enemyStats.speed;
	self.reward = enemyStats.reward;
	var enemyGraphics;
	if (self.type === 'fast') {
		enemyGraphics = self.attachAsset('fastEnemy', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	} else if (self.type === 'tank') {
		enemyGraphics = self.attachAsset('tankEnemy', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	} else {
		enemyGraphics = self.attachAsset('basicEnemy', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	}
	// Health bar
	self.healthBarBg = LK.getAsset('gridCell', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.6,
		scaleY: 0.1
	});
	self.healthBarBg.tint = 0x000000;
	self.healthBarBg.y = -30;
	self.addChild(self.healthBarBg);
	self.healthBar = LK.getAsset('gridCell', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.6,
		scaleY: 0.1
	});
	self.healthBar.tint = 0x00FF00;
	self.healthBar.y = -30;
	self.addChild(self.healthBar);
	self.takeDamage = function (damage) {
		self.health -= damage;
		self.updateHealthBar();
		if (self.health <= 0) {
			self.die();
		}
	};
	self.updateHealthBar = function () {
		var healthPercent = self.health / self.maxHealth;
		self.healthBar.scaleX = 0.6 * healthPercent;
		if (healthPercent > 0.6) {
			self.healthBar.tint = 0x00FF00;
		} else if (healthPercent > 0.3) {
			self.healthBar.tint = 0xFFFF00;
		} else {
			self.healthBar.tint = 0xFF0000;
		}
	};
	self.slow = function (factor, duration) {
		self.slowFactor = factor;
		self.slowEndTime = Date.now() + duration;
	};
	self.applyIceEffect = function () {
		// Stop any existing ice effect tween
		tween.stop(enemyGraphics, {
			tint: true
		});
		// Apply blue tint immediately
		enemyGraphics.tint = 0x4169E1; // Royal blue color
		// Tween back to normal color after 2 seconds
		tween(enemyGraphics, {
			tint: 0xFFFFFF
		}, {
			duration: 2000,
			easing: tween.easeOut
		});
	};
	self.die = function () {
		self.destroyed = true;
		// Stop any ongoing tween effects
		tween.stop(enemyGraphics, {
			tint: true
		});
		playerMoney += self.reward;
		LK.getSound('enemyDestroyed').play();
		updateUI();
		self.destroy();
	};
	self.reachBase = function () {
		self.destroyed = true;
		playerLives--;
		updateUI();
		if (playerLives <= 0) {
			gameState = 'gameOver';
			LK.showGameOver();
		}
		self.destroy();
	};
	self.update = function () {
		// Handle slow effect
		if (Date.now() > self.slowEndTime) {
			self.slowFactor = 1;
		}
		var currentSpeed = self.baseSpeed * self.slowFactor;
		if (self.pathIndex < self.path.length - 1) {
			var target = self.path[self.pathIndex + 1];
			var dx = target.x - self.x;
			var dy = target.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < 5) {
				self.pathIndex++;
				if (self.pathIndex >= self.path.length - 1) {
					self.reachBase();
					return;
				}
			} else {
				var angle = Math.atan2(dy, dx);
				self.x += Math.cos(angle) * currentSpeed;
				self.y += Math.sin(angle) * currentSpeed;
			}
		} else {
			self.reachBase();
		}
	};
	return self;
});
var Tower = Container.expand(function (type, gridX, gridY) {
	var self = Container.call(this);
	self.type = type || 'archer';
	self.gridX = gridX;
	self.gridY = gridY;
	self.level = 1;
	self.lastShotTime = 0;
	// Tower stats based on type and level
	self.getStats = function () {
		var stats = {
			archer: {
				damage: 15 * self.level,
				range: 240 + self.level * 20,
				fireRate: 800 - self.level * 100,
				// ms between shots
				cost: 50,
				upgradeCost: self.level * 30
			},
			ice: {
				damage: 8 * self.level,
				range: 200 + self.level * 15,
				fireRate: 1200 - self.level * 150,
				cost: 75,
				upgradeCost: self.level * 45
			},
			cannon: {
				damage: 40 * self.level,
				range: 90 + self.level * 10,
				fireRate: 1500 - self.level * 200,
				cost: 100,
				upgradeCost: self.level * 60
			}
		};
		return stats[self.type];
	};
	var towerGraphics;
	if (self.type === 'ice') {
		towerGraphics = self.attachAsset('iceTower', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	} else if (self.type === 'cannon') {
		towerGraphics = self.attachAsset('cannonTower', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	} else {
		towerGraphics = self.attachAsset('archerTower', {
			anchorX: 0.5,
			anchorY: 0.5
		});
	}
	// Level indicator
	self.levelText = new Text2(self.level.toString(), {
		size: 20,
		fill: 0xFFFFFF
	});
	self.levelText.anchor.set(0.5, 0.5);
	self.levelText.x = 0;
	self.levelText.y = -30;
	self.addChild(self.levelText);
	self.findTarget = function () {
		var stats = self.getStats();
		var closestEnemy = null;
		var closestDistance = Infinity;
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			var dx = enemy.x - self.x;
			var dy = enemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance <= stats.range && distance < closestDistance) {
				closestDistance = distance;
				closestEnemy = enemy;
			}
		}
		return closestEnemy;
	};
	self.shoot = function (target) {
		var stats = self.getStats();
		var bullet = new Bullet(self.type, stats.damage, 8, self);
		bullet.target = target;
		bullet.x = self.x;
		bullet.y = self.y;
		bullets.push(bullet);
		game.addChild(bullet);
		LK.getSound('shoot').play();
	};
	self.getTotalCost = function () {
		var stats = self.getStats();
		var totalCost = stats.cost;
		// Add upgrade costs for each level beyond 1
		for (var i = 1; i < self.level; i++) {
			totalCost += i * (stats.cost * 0.6); // Upgrade cost formula
		}
		return totalCost;
	};
	self.upgrade = function () {
		var stats = self.getStats();
		if (playerMoney >= stats.upgradeCost) {
			playerMoney -= stats.upgradeCost;
			self.level++;
			self.levelText.setText(self.level.toString());
			updateUI();
		}
	};
	self.sell = function () {
		var sellValue = Math.floor(self.getTotalCost() * 0.75);
		playerMoney += sellValue;
		// Mark grid cell as unoccupied
		grid[self.gridX][self.gridY].occupied = false;
		// Remove from towers array
		for (var i = towers.length - 1; i >= 0; i--) {
			if (towers[i] === self) {
				towers.splice(i, 1);
				break;
			}
		}
		// Clear selection
		selectedTower = null;
		showUpgradeUI = false;
		// Update UI
		updateUI();
		// Destroy tower
		self.destroy();
	};
	self.down = function (x, y, obj) {
		if (gameState === 'playing') {
			selectedTower = self;
			showUpgradeUI = true;
		}
	};
	self.update = function () {
		var stats = self.getStats();
		var currentTime = Date.now();
		if (currentTime - self.lastShotTime >= stats.fireRate) {
			var target = self.findTarget();
			if (target) {
				self.shoot(target);
				self.lastShotTime = currentTime;
			}
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x228B22
});
/**** 
* Game Code
****/ 
// Game state
var gameState = 'playing'; // 'playing', 'gameOver', 'victory'
var playerMoney = 200;
var playerLives = 20;
var currentWave = 1;
var maxWaves = 10;
var waveInProgress = false;
var nextWaveTimer = 0;
var enemySpawnTimer = 0;
var enemiesInWave = 0;
var enemiesSpawned = 0;
// Game objects
var towers = [];
var enemies = [];
var bullets = [];
var selectedTower = null;
var showUpgradeUI = false;
// Grid system
var gridSize = 80;
var gridWidth = Math.floor(2048 / gridSize);
var gridHeight = Math.floor(2732 / gridSize);
var grid = [];
// Path definition (from top to bottom with some turns)
var pathPoints = [{
	x: 0,
	y: 5
}, {
	x: 3,
	y: 5
}, {
	x: 3,
	y: 10
}, {
	x: 8,
	y: 10
}, {
	x: 8,
	y: 15
}, {
	x: 15,
	y: 15
}, {
	x: 15,
	y: 20
}, {
	x: 20,
	y: 20
}, {
	x: 20,
	y: 25
}, {
	x: 25,
	y: 25
}];
// Convert grid coordinates to world coordinates
function gridToWorld(gridX, gridY) {
	return {
		x: gridX * gridSize + gridSize / 2,
		y: gridY * gridSize + gridSize / 2
	};
}
// Convert world coordinates to grid coordinates
function worldToGrid(worldX, worldY) {
	return {
		x: Math.floor(worldX / gridSize),
		y: Math.floor(worldY / gridSize)
	};
}
// Initialize grid
function initializeGrid() {
	for (var x = 0; x < gridWidth; x++) {
		grid[x] = [];
		for (var y = 0; y < gridHeight; y++) {
			grid[x][y] = {
				occupied: false,
				isPath: false
			};
		}
	}
	// Mark path cells - create continuous path between all points
	for (var i = 0; i < pathPoints.length; i++) {
		var point = pathPoints[i];
		if (point.x < gridWidth && point.y < gridHeight) {
			grid[point.x][point.y].isPath = true;
		}
		// If not the last point, draw line to next point
		if (i < pathPoints.length - 1) {
			var nextPoint = pathPoints[i + 1];
			var startX = point.x;
			var startY = point.y;
			var endX = nextPoint.x;
			var endY = nextPoint.y;
			// Draw horizontal line first, then vertical
			if (startX !== endX) {
				var minX = Math.min(startX, endX);
				var maxX = Math.max(startX, endX);
				for (var x = minX; x <= maxX; x++) {
					if (x < gridWidth && startY < gridHeight) {
						grid[x][startY].isPath = true;
					}
				}
			}
			if (startY !== endY) {
				var minY = Math.min(startY, endY);
				var maxY = Math.max(startY, endY);
				for (var y = minY; y <= maxY; y++) {
					if (endX < gridWidth && y < gridHeight) {
						grid[endX][y].isPath = true;
					}
				}
			}
		}
	}
}
// Draw grid
function drawGrid() {
	for (var x = 0; x < gridWidth; x++) {
		for (var y = 0; y < gridHeight; y++) {
			var worldPos = gridToWorld(x, y);
			var cell;
			if (grid[x][y].isPath) {
				cell = LK.getAsset('pathCell', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: worldPos.x,
					y: worldPos.y,
					alpha: 0.8
				});
			} else {
				cell = LK.getAsset('gridCell', {
					anchorX: 0.5,
					anchorY: 0.5,
					x: worldPos.x,
					y: worldPos.y,
					alpha: 0.3
				});
			}
			game.addChild(cell);
		}
	}
}
// Create path for enemies
function createPath() {
	var path = [];
	for (var i = 0; i < pathPoints.length; i++) {
		var point = pathPoints[i];
		var worldPos = gridToWorld(point.x, point.y);
		path.push(worldPos);
	}
	return path;
}
// Place base at the end of path
function placeBase() {
	var lastPoint = pathPoints[pathPoints.length - 1];
	var worldPos = gridToWorld(lastPoint.x, lastPoint.y);
	var base = LK.getAsset('base', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: worldPos.x,
		y: worldPos.y
	});
	game.addChild(base);
}
// UI elements
var moneyText = new Text2('Money: $' + playerMoney, {
	size: 40,
	fill: 0xFFFFFF
});
moneyText.anchor.set(0, 0);
moneyText.x = 120;
moneyText.y = 20;
LK.gui.topLeft.addChild(moneyText);
var livesText = new Text2('Lives: ' + playerLives, {
	size: 40,
	fill: 0xFFFFFF
});
livesText.anchor.set(1, 0);
livesText.x = -20;
livesText.y = 20;
LK.gui.topRight.addChild(livesText);
var waveText = new Text2('Wave: ' + currentWave + '/' + maxWaves, {
	size: 40,
	fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
waveText.x = 0;
waveText.y = 20;
LK.gui.top.addChild(waveText);
// Tower shop with button assets positioned at bottom corner
var shopY = -300; // Position from bottom
var buttonSize = 80;
var buttonSpacing = 100;
// Archer button (Buton1)
var archerButton = LK.getAsset('Buton1', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: buttonSpacing,
	y: shopY
});
// Add direct click handler to archer button
archerButton.down = function (x, y, obj) {
	selectedTowerType = 'archer';
	showRangeCircle = true;
	console.log('Archer button clicked directly');
	// Add click animation
	tween(archerButton, {
		scaleX: 1.3,
		scaleY: 1.3
	}, {
		duration: 100,
		onFinish: function onFinish() {
			updateTowerSelection();
		}
	});
	updateTowerSelection();
};
LK.gui.bottomLeft.addChild(archerButton);
var archerText = new Text2('Archer', {
	size: 25,
	fill: 0xFFFFFF
});
archerText.anchor.set(0.5, 0.5);
archerText.x = buttonSpacing;
archerText.y = shopY;
LK.gui.bottomLeft.addChild(archerText);
// Ice button (Buton2)
var iceButton = LK.getAsset('Buton2', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: buttonSpacing * 2,
	y: shopY
});
// Add direct click handler to ice button
iceButton.down = function (x, y, obj) {
	selectedTowerType = 'ice';
	showRangeCircle = true;
	console.log('Ice button clicked directly');
	// Add click animation
	tween(iceButton, {
		scaleX: 1.3,
		scaleY: 1.3
	}, {
		duration: 100,
		onFinish: function onFinish() {
			updateTowerSelection();
		}
	});
	updateTowerSelection();
};
LK.gui.bottomLeft.addChild(iceButton);
var iceText = new Text2('Ice', {
	size: 25,
	fill: 0xFFFFFF
});
iceText.anchor.set(0.5, 0.5);
iceText.x = buttonSpacing * 2;
iceText.y = shopY;
LK.gui.bottomLeft.addChild(iceText);
// Cannon button (Buton3)
var cannonButton = LK.getAsset('Buton3', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: buttonSpacing * 3,
	y: shopY
});
// Add direct click handler to cannon button
cannonButton.down = function (x, y, obj) {
	selectedTowerType = 'cannon';
	showRangeCircle = true;
	console.log('Cannon button clicked directly');
	// Add click animation
	tween(cannonButton, {
		scaleX: 1.3,
		scaleY: 1.3
	}, {
		duration: 100,
		onFinish: function onFinish() {
			updateTowerSelection();
		}
	});
	updateTowerSelection();
};
LK.gui.bottomLeft.addChild(cannonButton);
var cannonText = new Text2('Cannon', {
	size: 25,
	fill: 0xFFFFFF
});
cannonText.anchor.set(0.5, 0.5);
cannonText.x = buttonSpacing * 3;
cannonText.y = shopY;
LK.gui.bottomLeft.addChild(cannonText);
// Selected tower info
var selectedTowerType = 'archer';
var rangeCircle = null;
var showRangeCircle = false;
// Add status text to show selected tower type
var selectedTowerText = new Text2('Selected: Archer Tower ($50)', {
	size: 30,
	fill: 0x00FF00
});
selectedTowerText.anchor.set(1, 0);
selectedTowerText.x = -20;
selectedTowerText.y = 80;
LK.gui.topRight.addChild(selectedTowerText);
function showTowerRange(x, y) {
	if (!showRangeCircle) return;
	// Get range for selected tower type
	var towerRanges = {
		archer: 240,
		ice: 200,
		cannon: 90
	};
	var range = towerRanges[selectedTowerType];
	// Remove existing range circle
	if (rangeCircle) {
		rangeCircle.destroy();
		rangeCircle = null;
	}
	// Create new range circle
	rangeCircle = LK.getAsset('gridCell', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: range / 40,
		// Scale to match range (gridCell is 80px, so 40 is radius)
		scaleY: range / 40,
		alpha: 0.3,
		x: x,
		y: y
	});
	rangeCircle.tint = 0x0080FF; // Semi-transparent blue
	game.addChild(rangeCircle);
}
function hideRangeCircle() {
	showRangeCircle = false;
	if (rangeCircle) {
		rangeCircle.destroy();
		rangeCircle = null;
	}
}
function updateTowerSelection() {
	// Stop any existing tweens on buttons
	tween.stop(archerButton, {
		tint: true,
		scaleX: true,
		scaleY: true
	});
	tween.stop(iceButton, {
		tint: true,
		scaleX: true,
		scaleY: true
	});
	tween.stop(cannonButton, {
		tint: true,
		scaleX: true,
		scaleY: true
	});
	// Reset all button colors and scales
	archerButton.tint = 0xFFFFFF;
	iceButton.tint = 0xFFFFFF;
	cannonButton.tint = 0xFFFFFF;
	archerButton.scaleX = archerButton.scaleY = 1;
	iceButton.scaleX = iceButton.scaleY = 1;
	cannonButton.scaleX = cannonButton.scaleY = 1;
	// Highlight selected button with bright green glow and scale
	if (selectedTowerType === 'archer') {
		archerButton.tint = 0x00FF00; // Bright green for selected
		archerButton.scaleX = archerButton.scaleY = 1.2;
		// Add pulsing effect
		tween(archerButton, {
			scaleX: 1.1,
			scaleY: 1.1
		}, {
			duration: 500,
			repeat: -1,
			yoyo: true,
			easing: tween.easeInOut
		});
	} else if (selectedTowerType === 'ice') {
		iceButton.tint = 0x00FF00; // Bright green for selected
		iceButton.scaleX = iceButton.scaleY = 1.2;
		// Add pulsing effect
		tween(iceButton, {
			scaleX: 1.1,
			scaleY: 1.1
		}, {
			duration: 500,
			repeat: -1,
			yoyo: true,
			easing: tween.easeInOut
		});
	} else if (selectedTowerType === 'cannon') {
		cannonButton.tint = 0x00FF00; // Bright green for selected
		cannonButton.scaleX = cannonButton.scaleY = 1.2;
		// Add pulsing effect
		tween(cannonButton, {
			scaleX: 1.1,
			scaleY: 1.1
		}, {
			duration: 500,
			repeat: -1,
			yoyo: true,
			easing: tween.easeInOut
		});
	}
	// Update status text
	var towerCosts = {
		archer: 50,
		ice: 75,
		cannon: 100
	};
	var cost = towerCosts[selectedTowerType];
	var towerName = selectedTowerType.charAt(0).toUpperCase() + selectedTowerType.slice(1);
	var canAfford = playerMoney >= cost;
	var statusColor = canAfford ? 0x00FF00 : 0xFF0000;
	selectedTowerText.tint = statusColor;
	selectedTowerText.setText('Selected: ' + towerName + ' Tower ($' + cost + ') - Click grid to place');
}
// Upgrade UI
var upgradeText = new Text2('', {
	size: 30,
	fill: 0xFFFFFF
});
upgradeText.anchor.set(0.5, 0);
upgradeText.x = 0;
upgradeText.y = 200;
LK.gui.center.addChild(upgradeText);
var upgradeButton = new Text2('', {
	size: 35,
	fill: 0xFFD700
});
upgradeButton.anchor.set(0.5, 0);
upgradeButton.x = 0;
upgradeButton.y = 250;
upgradeButton.scaleX = 1;
upgradeButton.scaleY = 1;
LK.gui.center.addChild(upgradeButton);
var sellButton = new Text2('', {
	size: 35,
	fill: 0xFF4444
});
sellButton.anchor.set(0.5, 0);
sellButton.x = 0;
sellButton.y = 300;
sellButton.scaleX = 1;
sellButton.scaleY = 1;
LK.gui.center.addChild(sellButton);
upgradeButton.down = function () {
	if (showUpgradeUI && selectedTower) {
		var stats = selectedTower.getStats();
		if (playerMoney >= stats.upgradeCost) {
			tween(upgradeButton, {
				scaleX: 1.2,
				scaleY: 1.2
			}, {
				duration: 100,
				onFinish: function onFinish() {
					tween(upgradeButton, {
						scaleX: 1,
						scaleY: 1
					}, {
						duration: 100
					});
				}
			});
			selectedTower.upgrade();
		}
	}
};
sellButton.down = function () {
	if (showUpgradeUI && selectedTower) {
		tween(sellButton, {
			scaleX: 1.2,
			scaleY: 1.2
		}, {
			duration: 100,
			onFinish: function onFinish() {
				tween(sellButton, {
					scaleX: 1,
					scaleY: 1
				}, {
					duration: 100
				});
			}
		});
		selectedTower.sell();
	}
};
function updateUI() {
	moneyText.setText('Money: $' + playerMoney);
	livesText.setText('Lives: ' + playerLives);
	waveText.setText('Wave: ' + currentWave + '/' + maxWaves);
	updateTowerSelection(); // Update selection display when money changes
	if (showUpgradeUI && selectedTower) {
		var stats = selectedTower.getStats();
		var sellValue = Math.floor(selectedTower.getTotalCost() * 0.75);
		upgradeText.setText('Tower Level: ' + selectedTower.level + '\nDamage: ' + stats.damage + '\nRange: ' + stats.range);
		upgradeButton.setText('Upgrade $' + stats.upgradeCost);
		sellButton.setText('Sell $' + sellValue);
		upgradeText.alpha = 1;
		upgradeButton.alpha = 1;
		sellButton.alpha = 1;
		// Visual feedback for upgrade affordability
		if (playerMoney >= stats.upgradeCost) {
			upgradeButton.tint = 0xFFD700; // Gold when affordable
		} else {
			upgradeButton.tint = 0x888888; // Gray when not affordable
		}
		// Sell button is always available
		sellButton.tint = 0xFF4444;
	} else {
		upgradeText.alpha = 0;
		upgradeButton.alpha = 0;
		sellButton.alpha = 0;
	}
}
// Wave management
function getWaveData(waveNumber) {
	var baseEnemies = 5 + waveNumber * 2;
	var enemyTypes = ['basic'];
	if (waveNumber >= 3) enemyTypes.push('fast');
	if (waveNumber >= 5) enemyTypes.push('tank');
	var waveEnemies = [];
	for (var i = 0; i < baseEnemies; i++) {
		var type = enemyTypes[Math.floor(Math.random() * enemyTypes.length)];
		waveEnemies.push(type);
	}
	return waveEnemies;
}
function startWave() {
	if (currentWave > maxWaves) {
		gameState = 'victory';
		LK.showYouWin();
		return;
	}
	waveInProgress = true;
	var waveData = getWaveData(currentWave);
	enemiesInWave = waveData.length;
	enemiesSpawned = 0;
	enemySpawnTimer = 0;
	// Store wave data for spawning
	game.currentWaveData = waveData;
}
function spawnEnemy() {
	if (!waveInProgress || enemiesSpawned >= enemiesInWave) return;
	var enemyType = game.currentWaveData[enemiesSpawned];
	var path = createPath();
	var enemy = new Enemy(enemyType, path);
	enemy.x = path[0].x;
	enemy.y = path[0].y;
	enemies.push(enemy);
	game.addChild(enemy);
	enemiesSpawned++;
}
function checkWaveComplete() {
	if (waveInProgress && enemies.length === 0 && enemiesSpawned >= enemiesInWave) {
		waveInProgress = false;
		currentWave++;
		nextWaveTimer = LK.ticks + 180; // 3 seconds delay
		updateUI();
	}
}
// Mouse move handler for range circle
game.move = function (x, y, obj) {
	if (showRangeCircle && gameState === 'playing') {
		showTowerRange(x, y);
	}
};
// Game input handling
game.down = function (x, y, obj) {
	if (gameState !== 'playing') return;
	console.log('Click detected at raw coordinates:', x, y);
	// Use the click coordinates directly as they're already in game space
	var gameX = x;
	var gameY = y;
	console.log('Game coordinates:', gameX, gameY);
	// Check tower shop buttons - convert screen coordinates to GUI coordinates
	var screenPoint = {
		x: x,
		y: y
	};
	var guiPoint = LK.gui.bottomLeft.toLocal(screenPoint);
	console.log('GUI click coordinates:', guiPoint.x, guiPoint.y);
	// Check archer button (Buton1) - expanded click area for better touch detection
	if (guiPoint.x >= 50 && guiPoint.x <= 150 && guiPoint.y >= shopY - 50 && guiPoint.y <= shopY + 50) {
		selectedTowerType = 'archer';
		showRangeCircle = true;
		console.log('Selected tower type: archer');
		// Add click animation
		tween(archerButton, {
			scaleX: 1.3,
			scaleY: 1.3
		}, {
			duration: 100,
			onFinish: function onFinish() {
				updateTowerSelection(); // This will reset scale based on selection
			}
		});
		updateTowerSelection();
		return;
	}
	// Check ice button (Buton2) - expanded click area for better touch detection
	else if (guiPoint.x >= 150 && guiPoint.x <= 250 && guiPoint.y >= shopY - 50 && guiPoint.y <= shopY + 50) {
		selectedTowerType = 'ice';
		showRangeCircle = true;
		console.log('Selected tower type: ice');
		// Add click animation
		tween(iceButton, {
			scaleX: 1.3,
			scaleY: 1.3
		}, {
			duration: 100,
			onFinish: function onFinish() {
				updateTowerSelection(); // This will reset scale based on selection
			}
		});
		updateTowerSelection();
		return;
	}
	// Check cannon button (Buton3) - expanded click area for better touch detection
	else if (guiPoint.x >= 250 && guiPoint.x <= 350 && guiPoint.y >= shopY - 50 && guiPoint.y <= shopY + 50) {
		selectedTowerType = 'cannon';
		showRangeCircle = true;
		console.log('Selected tower type: cannon');
		// Add click animation
		tween(cannonButton, {
			scaleX: 1.3,
			scaleY: 1.3
		}, {
			duration: 100,
			onFinish: function onFinish() {
				updateTowerSelection(); // This will reset scale based on selection
			}
		});
		updateTowerSelection();
		return;
	}
	// Upgrade and Sell button clicks are now handled by their own .down methods.
	var centerPos = LK.gui.center.toLocal({
		x: x,
		y: y
	});
	// Hide upgrade UI if clicking elsewhere
	if (showUpgradeUI) {
		showUpgradeUI = false;
		selectedTower = null;
		updateUI();
	}
	// Hide range circle when clicking elsewhere (cancelling purchase)
	hideRangeCircle();
	// Try to place tower using game coordinates
	var gridPos = worldToGrid(gameX, gameY);
	console.log('Grid position:', gridPos.x, gridPos.y);
	console.log('Grid bounds check:', gridPos.x >= 0, gridPos.x < gridWidth, gridPos.y >= 0, gridPos.y < gridHeight);
	if (gridPos.x >= 0 && gridPos.x < gridWidth && gridPos.y >= 0 && gridPos.y < gridHeight) {
		console.log('Grid cell occupied:', grid[gridPos.x][gridPos.y].occupied);
		console.log('Grid cell is path:', grid[gridPos.x][gridPos.y].isPath);
		if (!grid[gridPos.x][gridPos.y].occupied && !grid[gridPos.x][gridPos.y].isPath) {
			var towerCosts = {
				archer: 50,
				ice: 75,
				cannon: 100
			};
			var cost = towerCosts[selectedTowerType];
			console.log('Tower cost:', cost, 'Player money:', playerMoney);
			if (playerMoney >= cost) {
				console.log('Placing tower at grid:', gridPos.x, gridPos.y);
				var worldPos = gridToWorld(gridPos.x, gridPos.y);
				console.log('World position for tower:', worldPos.x, worldPos.y);
				var tower = new Tower(selectedTowerType, gridPos.x, gridPos.y);
				tower.x = worldPos.x;
				tower.y = worldPos.y;
				// Add placement animation
				tower.scaleX = 0;
				tower.scaleY = 0;
				tween(tower, {
					scaleX: 1,
					scaleY: 1
				}, {
					duration: 300,
					easing: tween.bounceOut
				});
				towers.push(tower);
				game.addChild(tower);
				grid[gridPos.x][gridPos.y].occupied = true;
				playerMoney -= cost;
				hideRangeCircle(); // Hide range circle after placing tower
				updateUI();
				console.log('Tower placed successfully!');
			} else {
				console.log('Not enough money to place tower');
			}
		} else {
			console.log('Grid cell is occupied or on path');
		}
	} else {
		console.log('Click outside grid bounds');
	}
};
// Initialize game
initializeGrid();
drawGrid();
placeBase();
updateUI();
updateTowerSelection();
startWave();
// Main game loop
game.update = function () {
	if (gameState !== 'playing') return;
	// Update all towers (this enables shooting!)
	for (var i = 0; i < towers.length; i++) {
		towers[i].update();
	}
	// Update all bullets (this enables bullet movement and collision detection!)
	for (var i = 0; i < bullets.length; i++) {
		bullets[i].update();
	}
	// Update all enemies
	for (var i = 0; i < enemies.length; i++) {
		enemies[i].update();
	}
	// Spawn enemies
	if (waveInProgress && LK.ticks % 60 === 0) {
		// Every second
		spawnEnemy();
	}
	// Start next wave
	if (!waveInProgress && LK.ticks >= nextWaveTimer) {
		startWave();
	}
	// Clean up destroyed enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		if (enemies[i].destroyed) {
			enemies.splice(i, 1);
		}
	}
	// Clean up destroyed bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		if (bullets[i].destroyed) {
			bullets.splice(i, 1);
		}
	}
	checkWaveComplete();
}; ===================================================================
--- original.js
+++ change.js
@@ -255,9 +255,9 @@
 				upgradeCost: self.level * 30
 			},
 			ice: {
 				damage: 8 * self.level,
-				range: 100 + self.level * 15,
+				range: 200 + self.level * 15,
 				fireRate: 1200 - self.level * 150,
 				cost: 75,
 				upgradeCost: self.level * 45
 			},
@@ -699,9 +699,9 @@
 	if (!showRangeCircle) return;
 	// Get range for selected tower type
 	var towerRanges = {
 		archer: 240,
-		ice: 100,
+		ice: 200,
 		cannon: 90
 	};
 	var range = towerRanges[selectedTowerType];
 	// Remove existing range circle
:quality(85)/https://cdn.frvr.ai/6872257bf9cfb7d87c1a4e3f.png%3F3) 
 bow with arrow. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
:quality(85)/https://cdn.frvr.ai/68722716f9cfb7d87c1a4e93.png%3F3) 
 ice tower. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/687233bee78be552f07e492e.png%3F3) 
 medieval soldier. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68725f54861c2b322f41bb2e.png%3F3) 
 cannon. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68726042861c2b322f41bb44.png%3F3) 
 knight with horse. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68726639bb801c490ff32510.png%3F3) 
 cannonball. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68726692bb801c490ff3251b.png%3F3) 
 arrow. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/687266e5bb801c490ff32528.png%3F3) 
 ice bullet. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68726793bb801c490ff32534.png%3F3) 
 build a tower from a bird's eye view. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68726846bb801c490ff3253f.png%3F3) 
 giant. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68726f7fbb801c490ff32567.png%3F3) 
 bird's eye view of grass. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68727248bb801c490ff32589.png%3F3) 
 soil bird's eye view. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68728cba62fcbfba1e361258.png%3F3) 
 money. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68728d0762fcbfba1e361268.png%3F3) 
 money tree. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6872915762fcbfba1e3612a1.png%3F3) 
 giand mosnter. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/687291b662fcbfba1e3612ad.png%3F3) 
 bad wizard. In-Game asset. 2d. High contrast. No shadows