User prompt
Move fire asset left 20
User prompt
Attach fire asset to fire tower and animate to look like fire burning ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move electriceffect down 10
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Move electriceffect down 15pixels on electric tower
User prompt
Move electriceffect down 20
User prompt
Move electriceffect down 10
User prompt
Move electriceffect down 10
User prompt
Make electriceffect look like electricity flickering ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Stop electriceffect flipping ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move electriceffect down 20
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Make electriceffect default asset size
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Attach electriceffect asset to the electric tower bug zapper asset and make it rapidly flip horizontally ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix this please, wave1 needs to have 10 enemies
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'parent')' in or related to this line: 'if (!self._plasmarayBlast.parent) {' Line Number: 1693
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Make sure plasmaray fires st any enemy within a 5 row radius ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Why isn't plasmaray1 working
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When enemy is within 900 pixels of plasmaball plasmaball will fire plasmaray1 asset in a prolonged blast that creates significant damage to enemy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add slow rotation to plasma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Stop flip animation on plasma ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make plasma pulsate ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Slow down plasma flipping a bit ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Flip plasma horizontally back and forth at high speed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make plasma flicker ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move plasma up 20
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Stop plasma animation
/**** * 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 bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent || self.targetEnemy.isDying) { // Clean up targeting reference if (self.targetEnemy && self.targetEnemy.bulletsTargetingThis) { var bulletIndex = self.targetEnemy.bulletsTargetingThis.indexOf(self); if (bulletIndex !== -1) { self.targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.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; } } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } // Arrow display removed break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; 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; 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 = .024; 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; // Movement stopping mechanism self.canMove = true; self.moveTimer = 0; self.stopDuration = 30; // 0.5 seconds at 60 FPS self.moveDuration = 30; // 0.5 seconds at 60 FPS // 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 *= 3; // Three times 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; } // Speed up wave1 enemies if (self.waveNumber === 1) { self.speed *= 1.5; // 50% faster for wave1 enemies } 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; } else if (self.waveNumber === 1) { assetId = '1'; } // Pre-load all walking animation frames for wave1 enemies if (self.waveNumber === 1) { self.walkingFrames = []; self.walkingAssets = ['1', '2', '3', '4', '5', '6', '7', '8']; for (var i = 0; i < self.walkingAssets.length; i++) { var frame = self.attachAsset(self.walkingAssets[i], { anchorX: 0.5, anchorY: 0.5 }); frame.visible = i === 0; // Only show first frame initially self.walkingFrames.push(frame); } // Set current frame reference self.currentFrame = 0; var enemyGraphics = self.walkingFrames[0]; // Add alien head to wave1 enemies self.alienHead = self.attachAsset('Alien', { anchorX: 0.5, anchorY: 0.8 }); // Position alien head above the enemy body self.alienHead.y = -enemyGraphics.height * 0.4 + 125; self.alienHead.x = 5; // Initialize bobbing timer with random phase self.bobTimer = Math.random() * Math.PI * 2; } else { 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; // Add enemy number label for positioning identification self.enemyNumber = 0; // Will be set when enemy is spawned var numberLabelShadow = new Text2('0', { size: 40, fill: 0x000000, weight: 800 }); numberLabelShadow.anchor.set(0.5, 0.5); numberLabelShadow.x = 2; numberLabelShadow.y = enemyGraphics.height / 2 + 25 + 2; self.addChild(numberLabelShadow); var numberLabel = new Text2('0', { size: 40, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(0.5, 0.5); numberLabel.y = enemyGraphics.height / 2 + 25; self.addChild(numberLabel); self.numberLabel = numberLabel; self.numberLabelShadow = numberLabelShadow; self.setEnemyNumber = function (number) { self.enemyNumber = number; self.numberLabel.setText(number.toString()); self.numberLabelShadow.setText(number.toString()); }; self.update = function () { // Skip update if enemy is already dying to prevent multiple death processing if (self.isDying || !self.parent) { return; } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; return; // Exit early when dead to prevent further processing } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = self.waveNumber === 1 ? 0x00FF00 : 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = self.waveNumber === 1 ? 0x00FF00 : 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else if (self.waveNumber === 1) { enemyGraphics.tint = 0x808080; } else { enemyGraphics.tint = 0xFFFFFF; } // Apply same tint to alien head if it exists if (self.alienHead) { if (self.isImmune) { self.alienHead.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { self.alienHead.tint = 0x4C7FD4; } else if (self.poisoned) { self.alienHead.tint = 0x00FFAA; } else if (self.slowed) { self.alienHead.tint = 0x9900FF; } else if (self.waveNumber === 1) { self.alienHead.tint = 0xC0C0C0; // Light grey color } else { self.alienHead.tint = 0xFFFFFF; } // Add bobbing animation to alien head if (self.bobTimer === undefined) { self.bobTimer = Math.random() * Math.PI * 2; // Random starting phase for variety } // Only bob when moving if (self.canMove && self.moveDuration > 0) { self.bobTimer += 0.15; // Speed of bobbing // Calculate bob offset using sine wave var bobOffset = Math.sin(self.bobTimer) * 8; // 8 pixels up and down // Apply bob to alien head position var baseY = -self.walkingFrames[self.currentFrame].height * 0.4 + 125; self.alienHead.y = baseY + bobOffset; // Optional: Add slight rotation for more dynamic movement self.alienHead.rotation = Math.sin(self.bobTimer * 0.5) * 0.1; // Slight tilt } } // Add walking animation for wave1 enemies if (self.waveNumber === 1 && self.walkingFrames) { // Skip animation for off-screen enemies (optimization) var isOnScreen = self.x >= -100 && self.x <= 2148 && self.y >= -100 && self.y <= 2832; if (isOnScreen) { // Initialize animation variables if needed if (self.animationTimer === undefined) { self.animationTimer = 0; } if (self.pauseTimer === undefined) { self.pauseTimer = 0; } if (self.isPaused === undefined) { self.isPaused = false; } // Update animation timer self.animationTimer++; // Update pause timer self.pauseTimer++; // Check if we should pause every 30 frames (0.5 seconds) if (self.pauseTimer >= 30) { self.isPaused = true; self.pauseTimer = 0; } // If paused, wait for 15 frames (0.25 seconds) before resuming if (self.isPaused) { self.pauseTimer++; if (self.pauseTimer >= 15) { self.isPaused = false; self.pauseTimer = 0; } } // Only animate if not paused if (!self.isPaused) { // Slower asset swapping for walking animation (every 12 frames for smoother motion) if (self.animationTimer % 12 === 0) { // Hide current frame instantly var currentGraphics = self.walkingFrames[self.currentFrame]; currentGraphics.visible = false; // Move to next frame self.currentFrame = (self.currentFrame + 1) % self.walkingFrames.length; // Show new frame instantly var newGraphics = self.walkingFrames[self.currentFrame]; newGraphics.visible = true; // Update enemyGraphics reference enemyGraphics = self.walkingFrames[self.currentFrame]; // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Maintain any existing rotation if (enemyGraphics.targetRotation !== undefined) { enemyGraphics.rotation = enemyGraphics.targetRotation; } // Maintain tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else if (self.waveNumber === 1) { enemyGraphics.tint = 0x808080; } else { enemyGraphics.tint = 0xFFFFFF; } // Apply same tint to alien head if (self.alienHead) { if (self.isImmune) { self.alienHead.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { self.alienHead.tint = 0x4C7FD4; } else if (self.poisoned) { self.alienHead.tint = 0x00FFAA; } else if (self.slowed) { self.alienHead.tint = 0x9900FF; } else if (self.waveNumber === 1) { self.alienHead.tint = 0xC0C0C0; // Light grey color } else { self.alienHead.tint = 0xFFFFFF; } } } } } else { // For off-screen enemies, just update enemyGraphics reference to current frame enemyGraphics = self.walkingFrames[self.currentFrame]; } } 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 }); } } } } // Update health bar position based on current graphics (handle both single asset and walking frames) var currentGraphics = enemyGraphics; if (self.waveNumber === 1 && self.walkingFrames) { currentGraphics = self.walkingFrames[self.currentFrame]; } healthBarOutline.y = healthBarBG.y = healthBar.y = -currentGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = 0; // Default to passable floor if (j > 11 - 3 && j <= 11 + 3) { if (i === gridWidth - 1) { cellType = 2; self.spawns.push(cell); } } // Make entire left side (column 0) the goal if (i === 0) { cellType = 3; self.goals.push(cell); } 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 = []; } } 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.currentCellX > 20) { 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 () { // Debug rendering removed }; self.updateEnemy = function (enemy) { // Check if enemy reached the goal (left side of screen) if (enemy.currentCellX <= 0) { return true; } // Update shadow position for flying enemies 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; } } // Handle stop-and-go movement enemy.moveTimer++; // Don't move if being blown by fan if (enemy.isBeingBlown) { // Skip normal movement while being blown } else if (enemy.canMove) { // Moving phase if (enemy.moveTimer >= enemy.moveDuration) { enemy.canMove = false; enemy.moveTimer = 0; } // Move left during moving phase enemy.currentCellX -= enemy.speed; } else { // Stopping phase if (enemy.moveTimer >= enemy.stopDuration) { enemy.canMove = true; enemy.moveTimer = 0; } // Don't move during stopping phase } // Set enemy rotation to face left (no animation, just set it) var angle = Math.PI; // Face left if (enemy.children[0]) { enemy.children[0].rotation = angle; } // Update enemy's position on screen enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update cell coordinates for targeting enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); return false; }; }); 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 var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00FF00; break; case 'sniper': baseGraphics.tint = 0x9900FF; break; case 'splash': baseGraphics.tint = 0xFF0000; break; case 'slow': baseGraphics.tint = 0xB8860B; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0x0088FF; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var shadowDisplayText = self.towerType === 'default' ? 'Water' : self.towerType === 'rapid' ? 'Gas' : self.towerType === 'sniper' ? 'Air' : self.towerType === 'splash' ? 'Fire' : self.towerType === 'slow' ? 'Electric' : self.towerType === 'poison' ? 'Plasma' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); var typeLabelShadow = new Text2(shadowDisplayText, { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var displayText = self.towerType === 'default' ? 'Water' : self.towerType === 'rapid' ? 'Gas' : self.towerType === 'sniper' ? 'Air' : self.towerType === 'splash' ? 'Fire' : self.towerType === 'slow' ? 'Electric' : self.towerType === 'poison' ? 'Plasma' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); var typeLabel = new Text2(displayText, { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position 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; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Fan tower: fixed 400 pixels straight ahead return 400; case 'splash': // Fire tower: fixed 1300 pixels straight ahead return 1300; case 'rapid': // Gas tower: fixed 1000 pixels straight ahead return 1000; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (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: fixed 1500 pixels straight ahead return 1500; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 1000; // Fixed 1000 pixels straight ahead self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset(self.id === 'rapid' ? 'Dog' : self.id === 'sniper' ? 'Fan' : self.id === 'splash' ? 'Fireworks' : self.id === 'slow' ? 'Bugzapper' : self.id === 'poison' ? 'Plasmaball' : 'Tower1', { anchorX: 0.5, anchorY: 0.5 }); // Add fire effect for fire tower (splash) var fireEffectGraphics = null; if (self.id === 'splash') { fireEffectGraphics = self.attachAsset('Fire', { anchorX: 0.5, anchorY: 0.5 }); fireEffectGraphics.y = -80; // Position fire above the fireworks fireEffectGraphics.x = -20; fireEffectGraphics.scaleX = 1.0; fireEffectGraphics.scaleY = 1.0; fireEffectGraphics.alpha = 0.85; // Animate fire to look like burning fire: flicker alpha, scale, and slight y movement var _animateFire = function animateFire() { var targetAlpha = 0.7 + Math.random() * 0.3; var targetScaleX = 0.95 + Math.random() * 0.15; var targetScaleY = 0.95 + Math.random() * 0.18; var targetY = -80 + (Math.random() - 0.5) * 8; tween(fireEffectGraphics, { alpha: targetAlpha, scaleX: targetScaleX, scaleY: targetScaleY, y: targetY }, { duration: 70 + Math.random() * 60, easing: tween.linear, onFinish: function onFinish() { if (fireEffectGraphics && fireEffectGraphics.parent) { _animateFire(); } } }); }; _animateFire(); } // Add plasma attachment for poison tower var plasmaGraphics = null; if (self.id === 'poison') { plasmaGraphics = self.attachAsset('Plasma', { anchorX: 0.5, anchorY: 0.5 }); plasmaGraphics.y = -70; // Position plasma above the plasmaball (moved up 20) plasmaGraphics.x = 0; plasmaGraphics.scaleX = 0.9; plasmaGraphics.scaleY = 0.9; plasmaGraphics.alpha = 0.85; // Create pulsating animation for plasma (without flipping) var _animatePlasma = function animatePlasma() { // Create pulsating effect by varying scale var pulseScale = 0.8 + Math.random() * 0.2; // Random scale between 0.8 and 1.0 tween(plasmaGraphics, { scaleX: 0.9 * pulseScale, // Keep positive scale (no flipping) scaleY: 0.9 * pulseScale, alpha: 0.7 + Math.random() * 0.15 // Slight alpha variation for glow effect }, { duration: 250, easing: tween.easeInOut, onFinish: function onFinish() { _animatePlasma(); // Continue animation } }); }; // Start the animation _animatePlasma(); } // Add blades to fan for sniper towers var bladesGraphics = null; if (self.id === 'sniper') { bladesGraphics = self.attachAsset('Blades', { anchorX: 0.5, anchorY: 0.5 }); bladesGraphics.y = -150; // Move blades up 150 pixels (down 50 from previous -200) bladesGraphics.x = 50; // Move blades right 50 pixels // Animate continuous clockwise rotation of blades var _rotateBlades = function rotateBlades() { tween(bladesGraphics, { rotation: bladesGraphics.rotation + Math.PI * 2 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { _rotateBlades(); // Loop the animation } }); }; _rotateBlades(); } // Add electric effect to electric/slow towers (bug zapper) var electricEffectGraphics = null; if (self.id === 'slow') { electricEffectGraphics = self.attachAsset('Electriceffect', { anchorX: 0.5, anchorY: 0.5 }); electricEffectGraphics.y = -75; // Position above the bug zapper (moved down 45 total) electricEffectGraphics.x = 0; electricEffectGraphics.scaleX = 1.0; electricEffectGraphics.scaleY = 1.0; electricEffectGraphics.alpha = 0.9; // Create electricity flickering animation var _animateElectricity = function animateElectricity() { // Randomize target values for flickering effect var targetAlpha = 0.6 + Math.random() * 0.4; // Alpha between 0.6 and 1.0 var targetScaleX = 0.9 + Math.random() * 0.2; // Scale X between 0.9 and 1.1 var targetScaleY = 0.9 + Math.random() * 0.2; // Scale Y between 0.9 and 1.1 var targetX = (Math.random() - 0.5) * 4; // X position jitter between -2 and 2 var targetY = -100 + (Math.random() - 0.5) * 6; // Y position jitter around -100 tween(electricEffectGraphics, { alpha: targetAlpha, scaleX: targetScaleX, scaleY: targetScaleY, x: targetX, y: targetY }, { duration: 80 + Math.random() * 60, // Duration between 80-140ms for rapid flickering easing: tween.linear, onFinish: function onFinish() { if (electricEffectGraphics && electricEffectGraphics.parent) { _animateElectricity(); // Continue animation } } }); }; // Start the electricity flickering animation _animateElectricity(); } // Add Dog2 for rapid towers, positioned exactly on Dog var baseGraphics2 = null; if (self.id === 'rapid') { baseGraphics2 = self.attachAsset('Dog2', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics2.visible = false; // Initially hidden } switch (self.id) { case 'rapid': // Use default dog color - no tint break; case 'sniper': baseGraphics.tint = 0x9900FF; break; case 'splash': // Remove tint for fire tower - use default asset color break; case 'slow': // Remove tint for electric tower - use default asset color break; case 'poison': // Remove tint for plasma tower - use default asset color break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.visible = false; 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 = 0x9900FF; break; case 'splash': towerLevelIndicator.tint = 0xFF0000; break; case 'slow': towerLevelIndicator.tint = 0xB8860B; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestDistance = Infinity; var maxRange = self.getRange(); // Use tower's actual range instead of fixed 1200 // Get the tower's current facing direction (gun rotation) var towerFacing = self.children[self.children.length - 1].rotation; // gunContainer rotation // For default and rapid/gas towers, use straight ahead targeting if (self.id === 'default' || self.id === 'rapid') { var colRange = maxRange / CELL_SIZE; // Convert range to grid cells for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Skip enemies that are in collision state to prevent system conflicts if (enemy.pausedForCollision) { continue; } // Convert positions to grid coordinates var towerGridX = Math.floor((self.x - grid.x) / CELL_SIZE); var towerGridY = Math.floor((self.y - grid.y) / CELL_SIZE); var enemyGridX = Math.floor((enemy.x - grid.x) / CELL_SIZE); var enemyGridY = Math.floor((enemy.y - grid.y) / CELL_SIZE); // Check if enemy is in front of tower (to the right) and in the same row var isInFront = enemyGridX > towerGridX; // Enemy must be to the right of tower var isInSameRow = enemyGridY === towerGridY; // Enemy must be in exact same row var isWithinRange = enemyGridX - towerGridX <= colRange; // Within range horizontally if (isInFront && isInSameRow && isWithinRange) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Prioritize by distance - closest enemy first if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } } } else { // Non-default towers use original precise targeting for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Skip enemies that are in collision state to prevent system conflicts if (enemy.pausedForCollision) { continue; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is within range if (distance <= maxRange) { // For sniper towers (fan), only target enemies in the same row if (self.id === 'sniper') { var towerGridY = Math.floor((self.y - grid.y) / CELL_SIZE); var enemyGridY = Math.floor((enemy.y - grid.y) / CELL_SIZE); // Only target enemies in the same row if (enemyGridY === towerGridY) { // Prioritize by distance - closest enemy first if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } } else if (self.id === 'splash') { // Fire tower also only targets enemies in the same row var towerGridY = Math.floor((self.y - grid.y) / CELL_SIZE); var enemyGridY = Math.floor((enemy.y - grid.y) / CELL_SIZE); // Only target enemies in the same row if (enemyGridY === towerGridY) { // Prioritize by distance - closest enemy first if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } } else { // For other towers, use angle-based targeting // Calculate angle from tower to enemy var angleToEnemy = Math.atan2(dy, dx); // Calculate angle difference from tower's facing direction var angleDiff = Math.abs(angleToEnemy - towerFacing); // Normalize angle difference to 0-PI range while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } angleDiff = Math.abs(angleDiff); if (angleDiff > Math.PI) { angleDiff = Math.PI * 2 - angleDiff; } // Use narrow targeting cone for non-sniper towers var targetingCone = 0.01; // Narrow cone for other towers if (angleDiff <= targetingCone) { // Prioritize by distance - closest enemy first if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); // --- Plasmaball plasmaray logic --- if (self.id === 'poison' && plasmaGraphics) { // Track plasmaray state if (self._plasmarayActive === undefined) self._plasmarayActive = false; if (self._plasmarayCooldown === undefined) self._plasmarayCooldown = 0; if (self._plasmarayBlast === undefined) self._plasmarayBlast = null; if (self._plasmarayTarget === undefined) self._plasmarayTarget = null; // Only check if not already blasting if (!self._plasmarayActive && enemies.length > 0 && self._plasmarayCooldown <= 0) { // Find any enemy within 900px and within 5 row radius var towerGridY = Math.floor((self.y - grid.y) / CELL_SIZE); var bestTarget = null; var bestDist = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (!enemy.parent) continue; var enemyGridY = Math.floor((enemy.y - grid.y) / CELL_SIZE); var rowDist = Math.abs(enemyGridY - towerGridY); var dx = enemy.x - self.x; var dy = enemy.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= 900 && rowDist <= 5) { if (dist < bestDist) { bestDist = dist; bestTarget = enemy; } } } if (bestTarget) { // Start plasmaray blast self._plasmarayActive = true; self._plasmarayTarget = bestTarget; // Create plasmaray1 asset var plasmaray = new Container(); var plasmarayGfx = plasmaray.attachAsset('Plasmaray1', { anchorX: 0, // Start at left edge anchorY: 0.5 }); plasmaray.x = self.x; plasmaray.y = self.y - 70; // align with plasmaGraphics plasmarayGfx.alpha = 0.85; plasmarayGfx.scaleY = 0.7 + Math.random() * 0.2; plasmarayGfx.scaleX = 1.0; plasmarayGfx.rotation = 0; // Animate flicker var _flicker2 = function _flicker() { if (!plasmaray.parent) return; var newAlpha = 0.7 + Math.random() * 0.25; var newScaleY = 0.7 + Math.random() * 0.2; tween(plasmarayGfx, { alpha: newAlpha, scaleY: newScaleY }, { duration: 60, easing: tween.linear, onFinish: _flicker2 }); }; _flicker2(); // Add to game if (!plasmaray.parent) { game.addChild(plasmaray); } self._plasmarayBlast = plasmaray; // Damage logic: prolonged blast (e.g. 1.2s) var blastDuration = 72; // 1.2s at 60fps self._plasmarayTicks = 0; self._plasmarayMaxTicks = blastDuration; self._plasmarayDamagePerTick = Math.max(10, self.damage * 0.7); // significant damage per tick plasmaray.update = function () { // Track target if (self._plasmarayTarget && self._plasmarayTarget.parent) { // Aim plasmaray at target var dx = self._plasmarayTarget.x - self.x; var dy = self._plasmarayTarget.y - (self.y - 70); var angle = Math.atan2(dy, dx); plasmaray.rotation = angle; // Optionally, stretch plasmaray to reach target var len = Math.sqrt(dx * dx + dy * dy); plasmarayGfx.width = Math.max(200, Math.min(900, len)); } else { plasmarayGfx.width = 900; } // Damage enemy if still valid if (self._plasmarayTarget && self._plasmarayTarget.parent && !self._plasmarayTarget.isDying) { self._plasmarayTarget.health -= self._plasmarayDamagePerTick; if (self._plasmarayTarget.health < 0) self._plasmarayTarget.health = 0; self._plasmarayTarget.healthBar.width = self._plasmarayTarget.health / self._plasmarayTarget.maxHealth * 70; } self._plasmarayTicks++; if (self._plasmarayTicks >= self._plasmarayMaxTicks || !self._plasmarayTarget || !self._plasmarayTarget.parent) { // End blast if (plasmaray && plasmaray.parent) plasmaray.destroy(); // Remove from bullets array if present (defensive) var idx = bullets.indexOf(plasmaray); if (idx !== -1) bullets.splice(idx, 1); self._plasmarayActive = false; self._plasmarayCooldown = 90; // 1.5s cooldown self._plasmarayBlast = null; self._plasmarayTarget = null; } }; } } // Update plasmaray blast if active if (self._plasmarayActive && self._plasmarayBlast && self._plasmarayBlast.parent) { if (typeof self._plasmarayBlast.update === "function") { self._plasmarayBlast.update(); // If plasmaray was destroyed in update, clear references if (!self._plasmarayBlast || !self._plasmarayBlast.parent) { self._plasmarayActive = false; self._plasmarayBlast = null; self._plasmarayTarget = null; } } } // Cooldown tick if (self._plasmarayCooldown > 0) self._plasmarayCooldown--; } // Air tower cooldown mechanism if (self.id === 'sniper') { // Initialize cooldown timer if not set if (self.cooldownTimer === undefined) { self.cooldownTimer = 0; self.isCoolingDown = false; } // Update cooldown timer self.cooldownTimer++; // Check if we need to start cooldown (every 20 seconds = 1200 frames at 60 FPS) if (!self.isCoolingDown && self.cooldownTimer >= 1200) { self.isCoolingDown = true; self.cooldownTimer = 0; // Reset timer for cooldown duration // Stop the blades during cooldown if (bladesGraphics) { tween.stop(bladesGraphics, { rotation: true }); } } // Check if cooldown period is over (20 seconds = 1200 frames at 60 FPS) if (self.isCoolingDown && self.cooldownTimer >= 1200) { self.isCoolingDown = false; self.cooldownTimer = 0; // Reset timer for next active period // Restart the blades animation if (bladesGraphics) { var _rotateBlades = function rotateBlades() { tween(bladesGraphics, { rotation: bladesGraphics.rotation + Math.PI * 2 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { if (!self.isCoolingDown) { _rotateBlades(); // Only continue if not cooling down } } }); }; _rotateBlades(); } } } if (self.targetEnemy) { // Tower gun always points ahead (to the right) - no rotation gunContainer.rotation = 0; // Air tower can only fire when not cooling down var canFire = true; if (self.id === 'sniper' && self.isCoolingDown) { canFire = false; } if (canFire && LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; 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; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { if (self.id === 'rapid') { // Swap visibility between Dog and Dog2 when farting if (baseGraphics2) { baseGraphics.visible = false; baseGraphics2.visible = true; // Use tween to swap back after a short delay, but check if target enemy is still alive tween(baseGraphics2, {}, { duration: 300, onFinish: function onFinish() { // Only swap back if target enemy is still alive and has health > 0 if (!self.targetEnemy || self.targetEnemy.health <= 0 || !self.targetEnemy.parent) { // Target is dead, stop farting immediately baseGraphics.visible = true; baseGraphics2.visible = false; } else { // Target is still alive, normal swap back baseGraphics.visible = true; baseGraphics2.visible = false; } } }); } // Gas tower - dog farts gas cloud var gasCloudStartX = self.x + Math.cos(gunContainer.rotation) * 80 + 100; var gasCloudStartY = self.y + Math.sin(gunContainer.rotation) * 80; var gasCloudEndX = self.targetEnemy.x; var gasCloudEndY = self.targetEnemy.y; // Create gas cloud with tween animation var gasCloud = new Container(); var gasCloudGraphics = gasCloud.attachAsset('GasCloud', { anchorX: 0.5, anchorY: 0.5 }); // Scale gas cloud for visual impact gasCloudGraphics.scaleX = 0.75; gasCloudGraphics.scaleY = 0.75; gasCloudGraphics.tint = 0x90EE90; // Light green gas color gasCloudGraphics.alpha = 0.8; gasCloudGraphics.rotation = gunContainer.rotation; // Position gas cloud at dog's position gasCloud.x = gasCloudStartX; gasCloud.y = gasCloudStartY; game.addChild(gasCloud); // Apply damage directly to 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; } // Make enemy turn green when hit by dog fart - only if not in collision state if (self.targetEnemy && !self.targetEnemy.pausedForCollision) { var enemyGraphics = self.targetEnemy.children[0]; if (self.targetEnemy.waveNumber === 1 && self.targetEnemy.walkingFrames) { // For wave1 enemies, tint the current frame enemyGraphics = self.targetEnemy.walkingFrames[self.targetEnemy.currentFrame]; } // Store original tint to restore later if (enemyGraphics.originalTint === undefined) { enemyGraphics.originalTint = enemyGraphics.tint; } // Apply green tint immediately enemyGraphics.tint = 0x00FF00; // Also tint alien head if it exists if (self.targetEnemy && self.targetEnemy.alienHead && self.targetEnemy.alienHead.parent) { if (self.targetEnemy.alienHead.originalTint === undefined) { self.targetEnemy.alienHead.originalTint = self.targetEnemy.alienHead.tint; } self.targetEnemy.alienHead.tint = 0x00FF00; } // Restore original tint after 2 seconds tween(enemyGraphics, {}, { duration: 2000, onFinish: function onFinish() { if (enemyGraphics && enemyGraphics.parent && self.targetEnemy && !self.targetEnemy.pausedForCollision) { enemyGraphics.tint = enemyGraphics.originalTint; } if (self.targetEnemy && self.targetEnemy.alienHead && self.targetEnemy.alienHead.parent && !self.targetEnemy.pausedForCollision) { self.targetEnemy.alienHead.tint = self.targetEnemy.alienHead.originalTint; } } }); } // Animate gas cloud movement to target tween(gasCloud, { x: gasCloudEndX, y: gasCloudEndY, scaleX: 1.25, scaleY: 1.25, alpha: 0.3 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Create gas explosion effect at target var gasExplosion = new Container(); var explosionGraphics = gasExplosion.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); explosionGraphics.width = 80; explosionGraphics.height = 80; explosionGraphics.tint = 0x90EE90; explosionGraphics.alpha = 0; explosionGraphics.blendMode = 1; gasExplosion.x = gasCloudEndX; gasExplosion.y = gasCloudEndY; game.addChild(gasExplosion); // Animate explosion tween(gasExplosion, { alpha: 0.7, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(gasExplosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { if (gasExplosion && gasExplosion.parent) { gasExplosion.destroy(); } } }); } }); // Clean up gas cloud if (gasCloud && gasCloud.parent) { gasCloud.destroy(); } } }); } else if (self.id === 'sniper') { // Fan tower - blows enemies away in same row only var targetEnemy = self.targetEnemy; // Check if enemy is in the same row as the tower var towerGridY = Math.floor((self.y - grid.y) / CELL_SIZE); var enemyGridY = Math.floor((targetEnemy.y - grid.y) / CELL_SIZE); // Only attack if enemy is in the same row if (enemyGridY === towerGridY) { // Apply damage targetEnemy.health -= self.damage; if (targetEnemy.health <= 0) { targetEnemy.health = 0; } else { targetEnemy.healthBar.width = targetEnemy.health / targetEnemy.maxHealth * 70; } } else { // Enemy not in same row, don't attack return; } // Create wind effect visual var windEffect = new Container(); var windGraphics = windEffect.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); // Position wind effect at fan windEffect.x = self.x; windEffect.y = self.y; windGraphics.width = 100; windGraphics.height = 100; windGraphics.tint = 0x87CEEB; // Sky blue for wind windGraphics.alpha = 0.6; windGraphics.blendMode = 1; game.addChild(windEffect); // Calculate blow direction (backwards only - horizontally to the right) var dx = targetEnemy.x - self.x; var dy = targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var blowAngle = 0; // Always blow to the right (0 radians) // Calculate blow distance based on enemy distance from fan var blowDistance = Math.max(300, 800 - distance * 0.3); // Further enemies get blown less, but much further overall var targetX = targetEnemy.x + Math.cos(blowAngle) * blowDistance; var targetY = targetEnemy.y; // Keep same Y position - don't change rows // Store original position for enemy if (!targetEnemy.isBeingBlown) { targetEnemy.originalCellX = targetEnemy.currentCellX; targetEnemy.originalCellY = targetEnemy.currentCellY; targetEnemy.isBeingBlown = true; } // Animate wind effect expanding tween(windEffect, { scaleX: 4, scaleY: 4, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { if (windEffect && windEffect.parent) { windEffect.destroy(); } } }); // Create wind lines for visual effect for (var w = 0; w < 5; w++) { var windLine = new Container(); var lineGraphics = windLine.attachAsset('cell', { anchorX: 0, anchorY: 0.5 }); lineGraphics.width = 50 + Math.random() * 50; lineGraphics.height = 2; lineGraphics.tint = 0x87CEEB; lineGraphics.alpha = 0.7; windLine.x = self.x; windLine.y = self.y + (w - 2) * 20; windLine.rotation = blowAngle; game.addChild(windLine); // Animate wind lines moving outward tween(windLine, { x: windLine.x + Math.cos(blowAngle) * 300, y: windLine.y + Math.sin(blowAngle) * 300, alpha: 0 }, { duration: 400 + w * 50, easing: tween.easeOut, onFinish: function onFinish() { if (windLine && windLine.parent) { windLine.destroy(); } } }); } // Make enemy turn white when blown by fan - only if not in collision state if (!targetEnemy.pausedForCollision) { var enemyGraphics = targetEnemy.children[0]; if (targetEnemy.waveNumber === 1 && targetEnemy.walkingFrames) { // For wave1 enemies, tint the current frame enemyGraphics = targetEnemy.walkingFrames[targetEnemy.currentFrame]; } // Store original tint to restore later if (enemyGraphics.originalTint === undefined) { enemyGraphics.originalTint = enemyGraphics.tint; } // Apply white tint immediately enemyGraphics.tint = 0xFFFFFF; // Also tint alien head if it exists if (targetEnemy && targetEnemy.alienHead && targetEnemy.alienHead.parent) { if (targetEnemy.alienHead.originalTint === undefined) { targetEnemy.alienHead.originalTint = targetEnemy.alienHead.tint; } targetEnemy.alienHead.tint = 0xFFFFFF; } } // Animate enemy being blown away with flipping rotation tween(targetEnemy, { x: targetX, y: targetY, rotation: targetEnemy.rotation + Math.PI * 4 // 2 full rotations (720 degrees) }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Update enemy grid position after being blown targetEnemy.currentCellX = (targetEnemy.x - grid.x) / CELL_SIZE; targetEnemy.currentCellY = (targetEnemy.y - grid.y) / CELL_SIZE; targetEnemy.cellX = Math.round(targetEnemy.currentCellX); targetEnemy.cellY = Math.round(targetEnemy.currentCellY); targetEnemy.isBeingBlown = false; // Reset rotation to 0 after flipping animation targetEnemy.rotation = 0; } }); // Restore original tint after 2 seconds tween(enemyGraphics, {}, { duration: 2000, onFinish: function onFinish() { if (enemyGraphics && enemyGraphics.parent && !targetEnemy.pausedForCollision) { enemyGraphics.tint = enemyGraphics.originalTint; } if (targetEnemy && targetEnemy.alienHead && targetEnemy.alienHead.parent && !targetEnemy.pausedForCollision) { targetEnemy.alienHead.tint = targetEnemy.alienHead.originalTint; } } }); // If enemy has a shadow (flying enemy), animate it too if (targetEnemy.shadow) { tween(targetEnemy.shadow, { x: targetX + 20, y: targetY + 20 }, { duration: 600, easing: tween.easeOut }); } } else if (self.id === 'splash') { // Fire tower - shoots fireballs at enemies in same row var targetEnemy = self.targetEnemy; // Check if enemy is in the same row as the tower var towerGridY = Math.floor((self.y - grid.y) / CELL_SIZE); var enemyGridY = Math.floor((targetEnemy.y - grid.y) / CELL_SIZE); // Only attack if enemy is in the same row if (enemyGridY === towerGridY) { // Create fireball projectile var fireball = new Container(); var fireballGraphics = fireball.attachAsset('Fireball', { anchorX: 0.5, anchorY: 0.5 }); fireballGraphics.rotation = Math.PI / 4; // Tilt 45° right // Scale fireball for appropriate size fireballGraphics.scaleX = 0.4; fireballGraphics.scaleY = 0.4; fireballGraphics.alpha = 0.9; // Animate fireball to look like it's on fire: pulsing scale, flickering alpha, and slight rotation var _animateFireball = function animateFireball() { // Randomize target scale and alpha for a lively fire effect var targetScale = 0.35 + Math.random() * 0.15; var targetAlpha = 0.7 + Math.random() * 0.2; var targetRotation = fireballGraphics.rotation + (Math.random() - 0.5) * 0.2; tween(fireballGraphics, { scaleX: targetScale, scaleY: targetScale, alpha: targetAlpha, rotation: targetRotation }, { duration: 60 + Math.random() * 60, easing: tween.linear, onFinish: _animateFireball }); }; _animateFireball(); // Position fireball at tower var startX = self.x + Math.cos(gunContainer.rotation) * 40; var startY = self.y + Math.sin(gunContainer.rotation) * 40 - 40; fireball.x = startX; fireball.y = startY; // Store target enemy and damage fireball.targetEnemy = targetEnemy; fireball.damage = self.damage; fireball.speed = self.bulletSpeed; fireball.splashDamage = self.damage * 0.5; // 50% splash damage // Add flame trail effect var flameTrail = fireball.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); flameTrail.width = 30; flameTrail.height = 30; flameTrail.tint = 0xFF6600; flameTrail.alpha = 0.6; flameTrail.blendMode = 1; // Animate flameTrail for a flickering fire effect var _animateFlameTrail = function animateFlameTrail() { var targetScale = 0.8 + Math.random() * 0.4; var targetAlpha = 0.4 + Math.random() * 0.3; var targetRotation = flameTrail.rotation + (Math.random() - 0.5) * 0.3; tween(flameTrail, { scaleX: targetScale, scaleY: targetScale, alpha: targetAlpha, rotation: targetRotation }, { duration: 50 + Math.random() * 50, easing: tween.linear, onFinish: _animateFlameTrail }); }; _animateFlameTrail(); game.addChild(fireball); bullets.push(fireball); targetEnemy.bulletsTargetingThis.push(fireball); // Animate flame trail tween(flameTrail, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 500, easing: tween.easeIn }); // Create custom update method for fireball fireball.update = function () { if (!fireball.targetEnemy || !fireball.targetEnemy.parent) { fireball.destroy(); return; } var dx = fireball.targetEnemy.x - fireball.x; var dy = fireball.targetEnemy.y - fireball.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < fireball.speed) { // Fireball hits enemy - apply damage fireball.targetEnemy.health -= fireball.damage; var killedByFireball = false; if (fireball.targetEnemy.health <= 0) { fireball.targetEnemy.health = 0; killedByFireball = true; } else { fireball.targetEnemy.healthBar.width = fireball.targetEnemy.health / fireball.targetEnemy.maxHealth * 70; } // Create explosion effect var explosion = new Container(); var explosionGraphics = explosion.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); explosionGraphics.width = 80; explosionGraphics.height = 80; explosionGraphics.tint = 0xFF4500; explosionGraphics.alpha = 0; explosionGraphics.blendMode = 1; explosion.x = fireball.targetEnemy.x; explosion.y = fireball.targetEnemy.y; game.addChild(explosion); // Animate explosion tween(explosion, { alpha: 0.8, scaleX: 2, scaleY: 2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(explosion, { alpha: 0, scaleX: 3, scaleY: 3 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { if (explosion.parent) { explosion.destroy(); } } }); } }); // If enemy was killed by fireball, make them explode if (killedByFireball && fireball.targetEnemy && fireball.targetEnemy.parent) { var enemyToExplode = fireball.targetEnemy; tween.stop(enemyToExplode); // Create explosion using the Explosion asset var explosion = new Container(); var explosionGfx = explosion.attachAsset('Explosion', { anchorX: 0.5, anchorY: 0.5 }); explosion.x = enemyToExplode.x; explosion.y = enemyToExplode.y; explosionGfx.scaleX = 0.2; explosionGfx.scaleY = 0.2; explosionGfx.alpha = 0.7; explosionGfx.rotation = Math.random() * Math.PI * 2; game.addChild(explosion); // Animate the explosion asset: scale up, fade out, rotate, then pulse and fade for extended effect tween(explosionGfx, { scaleX: 1.5 + Math.random() * 0.5, scaleY: 1.5 + Math.random() * 0.5, alpha: 1, // Start fully visible rotation: explosionGfx.rotation + Math.PI * (Math.random() > 0.5 ? 1 : -1) }, { duration: 350, easing: tween.cubicOut, onFinish: function onFinish() { // Pulse the explosion for a more dramatic effect tween(explosionGfx, { scaleX: 2.2 + Math.random() * 0.3, scaleY: 2.2 + Math.random() * 0.3, alpha: 0.7 }, { duration: 180, easing: tween.bounceOut, onFinish: function onFinish() { // Fade out and expand for the final part of the explosion tween(explosionGfx, { scaleX: 3.2 + Math.random() * 0.3, scaleY: 3.2 + Math.random() * 0.3, alpha: 0 }, { duration: 350, easing: tween.easeIn, onFinish: function onFinish() { if (explosion && explosion.parent) { explosion.destroy(); } } }); } }); } }); // Animate enemy: scale up, fade out, rotate tween(enemyToExplode, { scaleX: 1.8, scaleY: 1.8, alpha: 0, rotation: enemyToExplode.rotation + Math.PI * 2 * (Math.random() > 0.5 ? 1 : -1) }, { duration: 350, easing: tween.easeIn, onFinish: function onFinish() { if (enemyToExplode.parent) { enemyToExplode.parent.removeChild(enemyToExplode); } } }); // Extra explosion particles for dramatic effect for (var ep = 0; ep < 16; ep++) { var part = new Container(); var partG = part.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); partG.width = 10 + Math.random() * 12; partG.height = 10 + Math.random() * 12; partG.tint = Math.random() > 0.5 ? 0xFF4500 : 0xFFAA00; partG.alpha = 0.9; part.x = enemyToExplode.x; part.y = enemyToExplode.y; game.addChild(part); var ang = ep / 16 * Math.PI * 2 + Math.random() * 0.5; var spd = 60 + Math.random() * 60; tween(part, { x: part.x + Math.cos(ang) * spd, y: part.y + Math.sin(ang) * spd, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 500 + Math.random() * 300, easing: tween.easeOut, onFinish: function onFinish() { if (part.parent) { part.destroy(); } } }); } } // Apply splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== fireball.targetEnemy) { var splashDx = otherEnemy.x - fireball.targetEnemy.x; var splashDy = otherEnemy.y - fireball.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage otherEnemy.health -= fireball.splashDamage; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } // Visual indication of splash damage var splashEffect = new EffectIndicator(otherEnemy.x, otherEnemy.y, 'splash'); game.addChild(splashEffect); } } } // Create fire particles for (var p = 0; p < 12; p++) { var particle = new Container(); var particleGraphics = particle.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.width = 6 + Math.random() * 8; particleGraphics.height = 6 + Math.random() * 8; particleGraphics.tint = Math.random() > 0.5 ? 0xFF4500 : 0xFFAA00; particleGraphics.alpha = 0.8; particle.x = explosion.x; particle.y = explosion.y; game.addChild(particle); var angle = p / 12 * Math.PI * 2 + Math.random() * 0.5; var speed = 50 + Math.random() * 50; tween(particle, { x: particle.x + Math.cos(angle) * speed, y: particle.y + Math.sin(angle) * speed, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 600 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { if (particle.parent) { particle.destroy(); } } }); } fireball.destroy(); } else { // Move fireball towards enemy var angle = Math.atan2(dy, dx); fireball.x += Math.cos(angle) * fireball.speed; fireball.y += Math.sin(angle) * fireball.speed; // Add flame particles while moving if (LK.ticks % 3 === 0) { var trailParticle = new Container(); var trailGraphics = trailParticle.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); trailGraphics.width = 8; trailGraphics.height = 8; trailGraphics.tint = 0xFF6600; trailGraphics.alpha = 0.7; trailParticle.x = fireball.x - Math.cos(angle) * 20; trailParticle.y = fireball.y - Math.sin(angle) * 20; game.addChild(trailParticle); tween(trailParticle, { alpha: 0, scaleX: 0.2, scaleY: 0.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { if (trailParticle.parent) { trailParticle.destroy(); } } }); } } }; } } else if (self.id === 'default') { // Default tower - creates water projectile that travels to enemy var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { // Create water projectile using Water asset var waterProjectile = new Container(); var waterGraphics = waterProjectile.attachAsset('Water', { anchorX: 0.5, anchorY: 0.5 }); // Scale water projectile for visibility waterGraphics.scaleX = 0.3; waterGraphics.scaleY = 0.3; waterGraphics.tint = 0x4488FF; // Blue water color waterGraphics.alpha = 0.9; waterGraphics.rotation = gunContainer.rotation; // Position water projectile at gun tip var startX = self.x + Math.cos(gunContainer.rotation) * 40; var startY = self.y + Math.sin(gunContainer.rotation) * 40; waterProjectile.x = startX; waterProjectile.y = startY; // Store target enemy and damage waterProjectile.targetEnemy = self.targetEnemy; waterProjectile.damage = self.damage; waterProjectile.speed = self.bulletSpeed; game.addChild(waterProjectile); // Add to bullets array for cleanup bullets.push(waterProjectile); self.targetEnemy.bulletsTargetingThis.push(waterProjectile); // Create custom update method for water projectile waterProjectile.update = function () { if (!waterProjectile.targetEnemy || !waterProjectile.targetEnemy.parent) { waterProjectile.destroy(); return; } var dx = waterProjectile.targetEnemy.x - waterProjectile.x; var dy = waterProjectile.targetEnemy.y - waterProjectile.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < waterProjectile.speed) { // Water hits enemy - apply damage waterProjectile.targetEnemy.health -= waterProjectile.damage; if (waterProjectile.targetEnemy.health <= 0) { waterProjectile.targetEnemy.health = 0; } else { waterProjectile.targetEnemy.healthBar.width = waterProjectile.targetEnemy.health / waterProjectile.targetEnemy.maxHealth * 70; } // Make enemy turn light blue when hit by water - only if not in collision state if (!waterProjectile.targetEnemy.pausedForCollision) { var enemyGraphics = waterProjectile.targetEnemy.children[0]; if (waterProjectile.targetEnemy.waveNumber === 1 && waterProjectile.targetEnemy.walkingFrames) { // For wave1 enemies, tint the current frame enemyGraphics = waterProjectile.targetEnemy.walkingFrames[waterProjectile.targetEnemy.currentFrame]; } // Store original tint to restore later if (enemyGraphics.originalTint === undefined) { enemyGraphics.originalTint = enemyGraphics.tint; } // Apply light blue tint immediately enemyGraphics.tint = 0x87CEEB; // Also tint alien head if it exists if (waterProjectile.targetEnemy && waterProjectile.targetEnemy.alienHead && waterProjectile.targetEnemy.alienHead.parent) { if (waterProjectile.targetEnemy.alienHead.originalTint === undefined) { waterProjectile.targetEnemy.alienHead.originalTint = waterProjectile.targetEnemy.alienHead.tint; } waterProjectile.targetEnemy.alienHead.tint = 0x87CEEB; } // Restore original tint after 2 seconds tween(enemyGraphics, {}, { duration: 2000, onFinish: function onFinish() { if (enemyGraphics && enemyGraphics.parent && waterProjectile.targetEnemy && !waterProjectile.targetEnemy.pausedForCollision) { enemyGraphics.tint = enemyGraphics.originalTint; } if (waterProjectile.targetEnemy && waterProjectile.targetEnemy.alienHead && waterProjectile.targetEnemy.alienHead.parent && !waterProjectile.targetEnemy.pausedForCollision) { waterProjectile.targetEnemy.alienHead.tint = waterProjectile.targetEnemy.alienHead.originalTint; } } }); } // Create splatter effect at enemy position var splatterX = waterProjectile.targetEnemy.x; var splatterY = waterProjectile.targetEnemy.y; // Create splatter particles radiating from impact point for (var splat = 0; splat < 8; splat++) { var splatterParticle = new Container(); var splatterGraphics = splatterParticle.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); // Create varied splatter droplet sizes splatterGraphics.width = 8 + Math.random() * 12; splatterGraphics.height = 8 + Math.random() * 12; splatterGraphics.tint = 0x2288FF; // Slightly darker blue for splatter splatterGraphics.alpha = 0.7 + Math.random() * 0.3; // Position at impact point splatterParticle.x = splatterX; splatterParticle.y = splatterY; splatterParticle.scaleX = 0.5; splatterParticle.scaleY = 0.5; game.addChild(splatterParticle); // Calculate splatter direction - radial outward from impact var splatterAngle = splat / 8 * Math.PI * 2 + (Math.random() - 0.5) * 0.8; var splatterDistance = 30 + Math.random() * 40; var splatterTargetX = splatterX + Math.cos(splatterAngle) * splatterDistance; var splatterTargetY = splatterY + Math.sin(splatterAngle) * splatterDistance; // Animate splatter particles flying outward tween(splatterParticle, { x: splatterTargetX, y: splatterTargetY, scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 300 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { if (splatterParticle && splatterParticle.parent) { splatterParticle.destroy(); } } }); } // Create main splatter burst effect var splatterBurst = new Container(); var burstGraphics = splatterBurst.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); burstGraphics.width = 60; burstGraphics.height = 60; burstGraphics.tint = 0x3399FF; burstGraphics.alpha = 0; burstGraphics.blendMode = 1; // Additive blending for bright effect splatterBurst.x = splatterX; splatterBurst.y = splatterY; game.addChild(splatterBurst); // Animate burst effect tween(splatterBurst, { alpha: 0.8, scaleX: 2, scaleY: 2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(splatterBurst, { alpha: 0, scaleX: 3, scaleY: 3 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { if (splatterBurst && splatterBurst.parent) { splatterBurst.destroy(); } } }); } }); waterProjectile.destroy(); } else { // Move water projectile towards enemy var angle = Math.atan2(dy, dx); waterProjectile.x += Math.cos(angle) * waterProjectile.speed; waterProjectile.y += Math.sin(angle) * waterProjectile.speed; } }; } } else { // Non-default towers use bullet system var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0xFF0000; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0xB8860B; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); } } // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0x9900FF; break; case 'splash': previewGraphics.tint = 0xFF0000; break; case 'slow': previewGraphics.tint = 0xB8860B; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; // Check if tower is being placed in allowed columns (0, 1, 2, 5, 6, or 7) if (self.gridX < 0 || self.gridX > 2 && self.gridX < 5 || self.gridX > 7) { validGridPlacement = false; } // Check if tower is being placed in allowed enemy path rows (2, 6, 11, 16, 21) var allowedRows = [2, 6, 11, 16, 21]; var validRowPlacement = false; for (var r = 0; r < allowedRows.length; r++) { if (self.gridY === allowedRows[r] || self.gridY + 1 === allowedRows[r]) { validRowPlacement = true; break; } } if (!validRowPlacement) { validGridPlacement = false; } // Check if all cells for the tower are within grid bounds and allowed columns if (validGridPlacement) { 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) { 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.currentCellX > 20) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; }; 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) { // Check if current wave enemies are all cleared var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } // Auto-advance to next wave immediately when all enemies are defeated if (currentWave === 0 || !currentWaveEnemiesRemaining && waveSpawned) { // No timer delay - advance immediately currentWave++; waveTimer = 0; waveInProgress = true; waveSpawned = false; // Show notification for all waves including wave 1 var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 1800; // 30 seconds at 60fps instead of 100 seconds var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var enemySpawnTimer = 0; // Timer for spawning enemies at intervals var enemiesSpawnedThisWave = 0; // Count of enemies spawned in current wave 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 scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } var backdrop = LK.getAsset('Backdrop1', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 0.5, scaleY: 0.5 }); game.addChild(backdrop); 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, 19 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4 + 500 + 100; grid.pathFind(); // Add visual grid to scene var gridLayer = new Container(); for (var i = 0; i < 24; i++) { for (var j = 0; j < 19 + 6; j++) { var gridCell = new Container(); var cellGraphics = gridCell.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.alpha = 0.3; cellGraphics.tint = 0x888888; gridCell.x = grid.x + i * CELL_SIZE + CELL_SIZE / 2; gridCell.y = grid.y + j * CELL_SIZE + CELL_SIZE / 2; gridLayer.addChild(gridCell); } } // Add grid lines for visibility var gridLinesLayer = new Container(); // Vertical lines for (var i = 0; i <= 24; i++) { var verticalLine = new Container(); var lineGraphics = verticalLine.attachAsset('cell', { anchorX: 0.5, anchorY: 0 }); lineGraphics.width = 2; lineGraphics.height = (19 + 6) * CELL_SIZE; lineGraphics.tint = 0xFFFFFF; lineGraphics.alpha = 0.4; verticalLine.x = grid.x + i * CELL_SIZE; verticalLine.y = grid.y; gridLinesLayer.addChild(verticalLine); } // Horizontal lines for (var j = 0; j <= 19 + 6; j++) { var horizontalLine = new Container(); var lineGraphics = horizontalLine.attachAsset('cell', { anchorX: 0, anchorY: 0.5 }); lineGraphics.width = 24 * CELL_SIZE; lineGraphics.height = 2; lineGraphics.tint = 0xFFFFFF; lineGraphics.alpha = 0.4; horizontalLine.x = grid.x; horizontalLine.y = grid.y + j * CELL_SIZE; gridLinesLayer.addChild(horizontalLine); } game.addChild(gridLayer); game.addChild(gridLinesLayer); // Add grid edge numbers for identification var gridNumbersLayer = new Container(); // Add column numbers (0-23) along the top edge for (var i = 0; i < 24; i++) { var columnNumber = new Text2(i.toString(), { size: 40, fill: 0xFFFFFF, weight: 800 }); columnNumber.anchor.set(0.5, 0.5); columnNumber.x = grid.x + i * CELL_SIZE + CELL_SIZE / 2; columnNumber.y = grid.y - 30; // Position above the grid gridNumbersLayer.addChild(columnNumber); } // Add row numbers (24-1) along the left edge - countdown from 24 to 1 for (var j = 0; j < 19 + 6; j++) { var displayNumber = 19 + 6 - j; // Convert 0-24 to 25-1, then subtract 1 to get 24-0, but we want 24-1 var rowNumber = new Text2(displayNumber.toString(), { size: 40, fill: 0xFFFFFF, weight: 800 }); rowNumber.anchor.set(0.5, 0.5); rowNumber.x = grid.x - 30; // Position to the left of the grid rowNumber.y = grid.y + j * CELL_SIZE + CELL_SIZE / 2; gridNumbersLayer.addChild(rowNumber); } game.addChild(gridNumbersLayer); game.addChild(enemyLayer); game.addChild(towerLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; // Create small green placemats for tower placement indicators var placementHighlights = []; var validColumns = [0, 1, 2, 5, 6, 7]; var validRows = [2, 6, 11, 16, 21]; // Enemy path rows for (var i = 0; i < validColumns.length; i++) { for (var j = 0; j < validRows.length; j++) { var col = validColumns[i]; var row = validRows[j]; var placemat = new Container(); var placematGraphics = placemat.attachAsset('Placemat', { anchorX: 0.5, anchorY: 0.5 }); // Small green placemat size (2x2 cells for tower placement) placematGraphics.width = CELL_SIZE * 2; placematGraphics.height = CELL_SIZE * 2; placematGraphics.tint = 0x33cb0b; // Green placemat color placematGraphics.alpha = 0.6; // Position at center of each valid placement location placemat.x = grid.x + col * CELL_SIZE + CELL_SIZE; placemat.y = grid.y + row * CELL_SIZE + CELL_SIZE; placemat.visible = false; game.addChild(placemat); placementHighlights.push(placemat); } } var isDragging = false; var selectedTowerType = 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(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } // Check if clicking on a source tower button 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) { // Check if player can afford this tower var towerCost = getTowerCost(tower.towerType); if (gold < towerCost) { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } // Enable placement mode selectedTowerType = tower.towerType; towerPreview.visible = false; // Hide preview initially // Show placement highlights for valid tower positions for (var h = 0; h < placementHighlights.length; h++) { placementHighlights[h].visible = true; } return; } } // Check if clicking on highlighted placement area when tower type is selected if (selectedTowerType) { // Convert screen coordinates to grid coordinates var gridPosX = x - grid.x; var gridPosY = y - grid.y; var gridX = Math.floor(gridPosX / CELL_SIZE); var gridY = Math.floor(gridPosY / CELL_SIZE); // Check if clicking in valid placement area (columns 0, 1, 2, 5, 6, 7 and enemy path rows 2, 6, 11, 16, 21) var allowedRows = [2, 6, 11, 16, 21]; var validRowPlacement = false; for (var r = 0; r < allowedRows.length; r++) { if (gridY === allowedRows[r] || gridY + 1 === allowedRows[r]) { validRowPlacement = true; break; } } if ((gridX >= 0 && gridX <= 2 || gridX >= 5 && gridX <= 7) && gridY >= 0 && gridY < 19 + 6 && validRowPlacement) { // Attempt to place tower if (!wouldBlockPath(gridX, gridY)) { // Check if area is clear of enemies var blockedByEnemy = false; for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; if (enemy.currentCellX > 20) continue; // Only check non-flying enemies if (!enemy.isFlying) { if (enemy.cellX >= gridX && enemy.cellX < gridX + 2 && enemy.cellY >= gridY && enemy.cellY < gridY + 2) { blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= gridX && targetX < gridX + 2 && targetY >= gridY && targetY < gridY + 2) { blockedByEnemy = true; break; } } } } if (!blockedByEnemy) { // Place the tower if (placeTower(gridX, gridY, selectedTowerType)) { // Successfully placed tower, clear selection selectedTowerType = null; // Hide placement highlights for (var h = 0; h < placementHighlights.length; h++) { placementHighlights[h].visible = false; } } } else { 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("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else { // Clicking outside valid area cancels tower placement selectedTowerType = null; // Hide placement highlights for (var h = 0; h < placementHighlights.length; h++) { placementHighlights[h].visible = false; } } } }; game.move = function (x, y, obj) { // Tower preview movement removed - now using click-to-place system }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); 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; game.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (waveInProgress && currentWave > 0) { if (!waveSpawned) { waveSpawned = true; enemySpawnTimer = 0; // Reset spawn timer enemiesSpawnedThisWave = 0; // Reset enemies spawned count // 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; } // Store enemy count for spawning enemiesToSpawn = enemyCount; } // Spawn enemies at 15-second intervals (900 frames at 60 FPS) if (enemiesSpawnedThisWave < enemiesToSpawn) { enemySpawnTimer++; if (enemySpawnTimer >= 900 || enemiesSpawnedThisWave === 0) { // First enemy spawns immediately enemySpawnTimer = 0; // Reset timer var waveType = waveIndicator.getWaveType(currentWave); var enemy = new Enemy(waveType); // Set enemy number for identification enemy.setEnemyNumber(enemiesSpawnedThisWave + 1); // 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 from the right side of the screen var gridHeight = 19 + 6; var midPoint = Math.floor(gridHeight / 2); // Around middle of the grid // Find a row that isn't occupied by another enemy that's not yet in view var availableRows = []; for (var row = midPoint - 3; row < midPoint + 3; row++) { var rowOccupied = false; // Check if any enemy is already in this row but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellY === row && enemies[e].currentCellX > 20) { rowOccupied = true; break; } } if (!rowOccupied) { availableRows.push(row); } } // If all rows are occupied, use original random method var spawnY; // Enemy 1 always spawns on row 22 (grid index 2) if (enemiesSpawnedThisWave === 0) { spawnY = 2; // Row 22 in the display (24-22 = 2) } else if (enemiesSpawnedThisWave === 1) { spawnY = 6; // Row 18 in the display (24-18 = 6) } else if (enemiesSpawnedThisWave === 2) { spawnY = 21; // Row 3 in the display (24-21 = 3) } else if (enemiesSpawnedThisWave === 3) { spawnY = 16; // Row 8 in the display (24-16 = 8) } else if (enemiesSpawnedThisWave === 4) { spawnY = 11; // Row 13 in the display (24-11 = 13) } else if (enemiesSpawnedThisWave === 5) { spawnY = 2; // Row 22 in the display (24-2 = 22) } else if (enemiesSpawnedThisWave === 6) { spawnY = 21; // Row 3 in the display (24-21 = 3) } else if (enemiesSpawnedThisWave === 7) { spawnY = 11; // Row 13 in the display (24-11 = 13) } else if (enemiesSpawnedThisWave === 8) { spawnY = 16; // Row 8 in the display (24-16 = 8) } else if (enemiesSpawnedThisWave === 9) { spawnY = 2; // Row 22 in the display (24-2 = 22) } else if (availableRows.length > 0) { // Choose a random unoccupied row spawnY = availableRows[Math.floor(Math.random() * availableRows.length)]; } else { // Fallback to random if all rows are occupied spawnY = midPoint - 3 + Math.floor(Math.random() * 6); } var spawnX = 25 + Math.random() * 5; // Random distance to the right of the grid for spreading enemy.cellX = 20; // Position after entry from right enemy.cellY = spawnY; enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); enemiesSpawnedThisWave++; } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && enemiesSpawnedThisWave >= enemiesToSpawn && !currentWaveEnemiesRemaining) { waveInProgress = false; } } for (var t = towers.length - 1; t >= 0; t--) { var tower = towers[t]; // If tower is poison and has an active plasmaray, destroy it if tower is removed if (tower.id === 'poison' && tower._plasmarayBlast && tower._plasmarayBlast.parent && (!tower.parent || tower.destroyed)) { tower._plasmarayBlast.destroy(); tower._plasmarayActive = false; tower._plasmarayBlast = null; tower._plasmarayTarget = null; } // Defensive: if tower is poison and plasmaray is active but plasmarayBlast is missing, clear state if (tower.id === 'poison' && tower._plasmarayActive && (!tower._plasmarayBlast || !tower._plasmarayBlast.parent)) { tower._plasmarayActive = false; tower._plasmarayBlast = null; tower._plasmarayTarget = null; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0 && !enemy.isDying) { // Mark enemy as dying immediately to prevent multiple death animations enemy.isDying = true; // Stop all tweens on enemy to prevent conflicts tween.stop(enemy); // Remove enemy from enemies array immediately to prevent further processing this frame enemies.splice(a, 1); // Clean up electricity effect if exists if (enemy.electricityEffect && enemy.electricityEffect.parent) { game.removeChild(enemy.electricityEffect); enemy.electricityEffect = null; } // Stop any tweens on the enemy tween.stop(enemy); // Clean up all bullet targeting references for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; if (bullet && bullet.parent) { bullet.targetEnemy = null; tween.stop(bullet); // Stop any bullet tweens } } enemy.bulletsTargetingThis = []; // Clear the array // Boss enemies give more gold and score var goldEarned; if (enemy.waveNumber === 1 && !enemy.isBoss) { goldEarned = 5; } else if (enemy.waveNumber === 2 && !enemy.isBoss) { goldEarned = 7; } else { goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); } var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Check if enemy was killed by water (default tower) var killedByWater = false; if (enemy.bulletsTargetingThis && enemy.bulletsTargetingThis.length > 0) { for (var b = 0; b < enemy.bulletsTargetingThis.length; b++) { var bullet = enemy.bulletsTargetingThis[b]; if (bullet && bullet.parent && bullet.type === undefined) { // Default tower (water) does not set bullet.type killedByWater = true; break; } } } // If killed by water, do blue fade and dripping effect if (killedByWater) { // Stop ALL tweens on the enemy to prevent conflicts tween.stop(enemy); // Also stop tweens on all child elements for (var childIndex = 0; childIndex < enemy.children.length; childIndex++) { tween.stop(enemy.children[childIndex]); } if (enemy.alienHead) { tween.stop(enemy.alienHead); } // Tint enemy blue and fade out var enemyGraphics = enemy.children[0]; if (enemy.waveNumber === 1 && enemy.walkingFrames) { enemyGraphics = enemy.walkingFrames[enemy.currentFrame]; } // Also tint alien head if present if (enemy.alienHead) { tween(enemy.alienHead, { tint: 0x3399FF }, { duration: 120 }); } tween(enemyGraphics, { tint: 0x3399FF }, { duration: 120 }); // Animate fade out and slight shrink tween(enemy, { alpha: 0, scaleY: 0.7 }, { duration: 700, easing: tween.easeIn, onFinish: function onFinish() { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } // Already removed from enemies array above to prevent double-processing } }); // Dripping effect: spawn blue droplets falling from enemy for (var drip = 0; drip < 7; drip++) { (function (drip) { var droplet = new Container(); var dropletGfx = droplet.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); dropletGfx.width = 8 + Math.random() * 8; dropletGfx.height = 12 + Math.random() * 8; dropletGfx.tint = 0x2288FF; dropletGfx.alpha = 0.8; droplet.x = enemy.x + (Math.random() - 0.5) * 30; droplet.y = enemy.y + (enemy.height ? enemy.height / 2 : 40) + Math.random() * 10; droplet.scaleX = 0.7 + Math.random() * 0.5; droplet.scaleY = 0.7 + Math.random() * 0.5; game.addChild(droplet); var dripDistance = 60 + Math.random() * 40; tween(droplet, { y: droplet.y + dripDistance, alpha: 0 }, { duration: 400 + Math.random() * 200, delay: drip * 40, easing: tween.easeIn, onFinish: function onFinish() { if (droplet && droplet.parent) droplet.destroy(); } }); })(drip); } continue; } // Apply falling death animation for all enemies // Stop any existing tweens on the enemy tween.stop(enemy, { y: true, rotation: true, alpha: true }); // Create falling animation with rotation and fade tween(enemy, { y: enemy.y + 300, // Fall down 300 pixels rotation: enemy.rotation + Math.PI * 2 * (Math.random() > 0.5 ? 1 : -1), // Random spin direction alpha: 0 // Fade out }, { duration: 800, // Fall for 800ms easing: tween.easeIn, onFinish: function onFinish() { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } // Already removed from enemies array above to prevent double-processing } }); continue; } // Check collision with towers before movement var collidedTower = null; for (var t = 0; t < towers.length; t++) { var tower = towers[t]; // Check if enemy is touching tower (within tower's bounds) var dx = enemy.x - tower.x; var dy = enemy.y - tower.y; var distance = Math.sqrt(dx * dx + dy * dy); // Tower size is 2x2 cells (152x152 pixels), so collision radius should be about 120 for better detection if (distance < 120) { collidedTower = tower; break; } } // Handle tower collision if (collidedTower) { // Initialize collision state if not already set if (!enemy.collidingWithTower) { enemy.collidingWithTower = true; enemy.pausedForCollision = true; enemy.collisionTimer = 0; // Create electricity effect only if one doesn't exist if (!enemy.electricityEffect) { enemy.collisionTower = collidedTower; // Store reference to colliding tower var electricityEffect = new Container(); electricityEffect.x = collidedTower.x; electricityEffect.y = collidedTower.y; enemy.electricityEffect = electricityEffect; // Create multiple electric sparks for (var spark = 0; spark < 8; spark++) { var sparkContainer = new Container(); var sparkGraphics = sparkContainer.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); sparkGraphics.width = 8 + Math.random() * 12; sparkGraphics.height = 8 + Math.random() * 12; sparkGraphics.tint = 0xFFFF00; // Yellow electric color sparkGraphics.alpha = 0.8 + Math.random() * 0.2; // Position sparks randomly around the tower var sparkAngle = spark / 8 * Math.PI * 2 + Math.random() * 0.5; var sparkDistance = 20 + Math.random() * 40; sparkContainer.x = Math.cos(sparkAngle) * sparkDistance; sparkContainer.y = Math.sin(sparkAngle) * sparkDistance; sparkContainer.scaleX = 0.1; sparkContainer.scaleY = 0.1; electricityEffect.addChild(sparkContainer); // Animate spark with quick flash tween(sparkContainer, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(sparkContainer, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { if (sparkContainer.parent) { sparkContainer.parent.removeChild(sparkContainer); } } }); } }); } // Add main electric flash effect var mainFlash = electricityEffect.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); mainFlash.width = 120; mainFlash.height = 120; mainFlash.tint = 0x00FFFF; // Cyan electric color mainFlash.alpha = 0; mainFlash.blendMode = 1; // Additive blending // Flash animation tween(mainFlash, { alpha: 0.6, scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(mainFlash, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { if (electricityEffect.parent) { game.removeChild(electricityEffect); } // Clear reference if (enemy.electricityEffect === electricityEffect) { enemy.electricityEffect = null; } } }); } }); game.addChild(electricityEffect); } } // Handle collision timer if (enemy.pausedForCollision && enemy.collisionTower) { enemy.collisionTimer++; // Create destructive effects animation while attacking var destructionProgress = enemy.collisionTimer / 120; // 0 to 1 progress var towerToShake = enemy.collisionTower; // Initialize destruction effects if not already done if (!enemy.destructionEffects) { enemy.destructionEffects = []; // Create debris particles around the tower for (var debris = 0; debris < 15; debris++) { var debrisParticle = new Container(); var debrisGraphics = debrisParticle.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); debrisGraphics.width = 4 + Math.random() * 10; debrisGraphics.height = 4 + Math.random() * 10; // Vary debris colors for more realistic destruction var debrisColors = [0x8B4513, 0x696969, 0xA0522D, 0x654321, 0x808080]; debrisGraphics.tint = debrisColors[Math.floor(Math.random() * debrisColors.length)]; debrisGraphics.alpha = 0.7 + Math.random() * 0.3; // Position debris around the tower var debrisAngle = debris / 15 * Math.PI * 2 + Math.random() * 0.5; var debrisDistance = 25 + Math.random() * 25; debrisParticle.x = towerToShake.x + Math.cos(debrisAngle) * debrisDistance; debrisParticle.y = towerToShake.y + Math.sin(debrisAngle) * debrisDistance; debrisParticle.scaleX = 0.1; debrisParticle.scaleY = 0.1; debrisParticle.originalX = debrisParticle.x; debrisParticle.originalY = debrisParticle.y; // Add rotation property for spinning debris debrisParticle.rotation = Math.random() * Math.PI * 2; debrisParticle.originalRotation = debrisParticle.rotation; game.addChild(debrisParticle); enemy.destructionEffects.push(debrisParticle); } } // Update destruction effects based on progress if (enemy.destructionEffects) { for (var d = 0; d < enemy.destructionEffects.length; d++) { var debrisParticle = enemy.destructionEffects[d]; if (debrisParticle && debrisParticle.parent) { // Scale up debris particles as destruction progresses debrisParticle.scaleX = destructionProgress * 1.8; debrisParticle.scaleY = destructionProgress * 1.8; debrisParticle.alpha = 0.8 - destructionProgress * 0.4; // Add varied movement to debris with floating effect var wobbleX = Math.sin(enemy.collisionTimer * 0.2 + d * 0.5) * 4; var wobbleY = Math.cos(enemy.collisionTimer * 0.25 + d * 0.3) * 3; var floatY = Math.sin(enemy.collisionTimer * 0.1 + d) * 2; debrisParticle.x = debrisParticle.originalX + wobbleX; debrisParticle.y = debrisParticle.originalY + wobbleY + floatY; // Add spinning motion to debris debrisParticle.rotation = debrisParticle.originalRotation + enemy.collisionTimer * 0.05 * (d % 2 === 0 ? 1 : -1); } } } // Create tower shake effect if (towerToShake && towerToShake.parent) { // Initialize shake properties if not set if (towerToShake.originalX === undefined) { towerToShake.originalX = towerToShake.x; towerToShake.originalY = towerToShake.y; } // Shake intensity increases with destruction progress var shakeIntensity = destructionProgress * 8; var shakeX = (Math.random() - 0.5) * shakeIntensity; var shakeY = (Math.random() - 0.5) * shakeIntensity; towerToShake.x = towerToShake.originalX + shakeX; towerToShake.y = towerToShake.originalY + shakeY; // Add pulsing damage effect to show damage var damageRed = Math.floor(destructionProgress * 255); var pulseIntensity = Math.sin(enemy.collisionTimer * 0.3) * 0.3 + 0.7; var pulsedRed = Math.floor(damageRed * pulseIntensity); towerToShake.tint = 255 << 16 | 255 - pulsedRed << 8 | 255 - pulsedRed; // Pulsing red tint // Create destruction sparks periodically with varying frequency var sparkFrequency = Math.max(5, 15 - Math.floor(destructionProgress * 10)); if (enemy.collisionTimer % sparkFrequency === 0) { // Create multiple sparks per cycle as destruction progresses var sparksToCreate = Math.floor(1 + destructionProgress * 3); for (var sparkCount = 0; sparkCount < sparksToCreate; sparkCount++) { var destructionSpark = new Container(); var sparkGraphics = destructionSpark.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); sparkGraphics.width = 3 + Math.random() * 8; sparkGraphics.height = 3 + Math.random() * 8; // Vary spark colors for more dynamic destruction var sparkColors = [0xFF4500, 0xFF6600, 0xFF8800, 0xFFAA00, 0xFFCC00]; sparkGraphics.tint = sparkColors[Math.floor(Math.random() * sparkColors.length)]; sparkGraphics.alpha = 0.8 + Math.random() * 0.2; // Position spark at tower location with random offset var sparkRadius = 40 + destructionProgress * 40; destructionSpark.x = towerToShake.x + (Math.random() - 0.5) * sparkRadius; destructionSpark.y = towerToShake.y + (Math.random() - 0.5) * sparkRadius; destructionSpark.scaleX = 0.3 + Math.random() * 0.4; destructionSpark.scaleY = 0.3 + Math.random() * 0.4; game.addChild(destructionSpark); // Animate spark with varied trajectories var sparkDirection = Math.random() * Math.PI * 2; var sparkDistance = 20 + Math.random() * 30; tween(destructionSpark, { scaleX: 1.5 + Math.random() * 1, scaleY: 1.5 + Math.random() * 1, alpha: 0, x: destructionSpark.x + Math.cos(sparkDirection) * sparkDistance, y: destructionSpark.y + Math.sin(sparkDirection) * sparkDistance - 20 - Math.random() * 15 }, { duration: 350 + Math.random() * 150, easing: tween.easeOut, onFinish: function onFinish() { if (destructionSpark.parent) { destructionSpark.destroy(); } } }); } } } // Keep enemy paused for 2 seconds (120 frames at 60fps) if (enemy.collisionTimer >= 120) { // Destroy the tower after collision timer expires var towerToDestroy = enemy.collisionTower; var towerIndex = towers.indexOf(towerToDestroy); if (towerIndex !== -1 && towerToDestroy.parent) { // Remove tower from grid for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(collidedTower.gridX + i, collidedTower.gridY + j); if (cell) { cell.type = 0; // Reset cell to passable var towerCellIndex = cell.towersInRange.indexOf(collidedTower); if (towerCellIndex !== -1) { cell.towersInRange.splice(towerCellIndex, 1); } } } } // Remove from towers array and display towers.splice(towerIndex, 1); towerLayer.removeChild(collidedTower); // Create final destruction explosion effect var finalExplosion = new Container(); var explosionGraphics = finalExplosion.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); explosionGraphics.width = 100; explosionGraphics.height = 100; explosionGraphics.tint = 0xFF6600; // Orange explosion explosionGraphics.alpha = 0; explosionGraphics.blendMode = 1; // Additive blending finalExplosion.x = collidedTower.x; finalExplosion.y = collidedTower.y; game.addChild(finalExplosion); // Animate final explosion tween(finalExplosion, { alpha: 0.8, scaleX: 3, scaleY: 3 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(finalExplosion, { alpha: 0, scaleX: 5, scaleY: 5 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (finalExplosion.parent) { finalExplosion.destroy(); } } }); } }); // Clean up any range indicators for (var r = game.children.length - 1; r >= 0; r--) { if (game.children[r].isTowerRange && game.children[r].tower === collidedTower) { game.removeChild(game.children[r]); } } // Clear selected tower if it was the destroyed one if (selectedTower === collidedTower) { selectedTower = null; } // Recalculate paths grid.pathFind(); // Show destruction notification var notification = game.addChild(new Notification("Tower destroyed by enemy!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } // Resume enemy movement enemy.pausedForCollision = false; enemy.collidingWithTower = false; enemy.collisionTimer = 0; enemy.collisionTower = null; // Clean up electricity effect if (enemy.electricityEffect && enemy.electricityEffect.parent) { game.removeChild(enemy.electricityEffect); enemy.electricityEffect = null; } // Clean up destructive effects if (enemy.destructionEffects) { for (var d = 0; d < enemy.destructionEffects.length; d++) { if (enemy.destructionEffects[d] && enemy.destructionEffects[d].parent) { enemy.destructionEffects[d].destroy(); } } enemy.destructionEffects = null; } } } } else { // Reset collision state when not touching tower if (enemy.collidingWithTower || enemy.pausedForCollision) { enemy.collidingWithTower = false; enemy.pausedForCollision = false; enemy.collisionTimer = 0; // Stop any tweens on the previous collision tower if (enemy.collisionTower) { tween.stop(enemy.collisionTower); } enemy.collisionTower = null; } // Clean up electricity effect if not colliding if (enemy.electricityEffect && enemy.electricityEffect.parent) { game.removeChild(enemy.electricityEffect); enemy.electricityEffect = null; } // Clean up destructive effects if not colliding if (enemy.destructionEffects) { for (var d = 0; d < enemy.destructionEffects.length; d++) { if (enemy.destructionEffects[d] && enemy.destructionEffects[d].parent) { enemy.destructionEffects[d].destroy(); } } enemy.destructionEffects = null; } // Reset tower shake and tint if it still exists if (enemy.collisionTower && enemy.collisionTower.parent) { if (enemy.collisionTower.originalX !== undefined) { enemy.collisionTower.x = enemy.collisionTower.originalX; enemy.collisionTower.y = enemy.collisionTower.originalY; } // Reset tower tint based on tower type switch (enemy.collisionTower.id) { case 'rapid': enemy.collisionTower.tint = 0xFFFFFF; // Default dog color break; case 'sniper': enemy.collisionTower.tint = 0x9900FF; break; case 'splash': // Remove tint for fire tower - use default asset color break; case 'slow': enemy.collisionTower.tint = 0xB8860B; break; case 'poison': enemy.collisionTower.tint = 0x00FFAA; break; default: enemy.collisionTower.tint = 0xAAAAAA; } } } // Only update enemy position if not paused for collision if (!enemy.pausedForCollision) { if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } } // Clean up bullets - iterate backwards to avoid index issues for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (!bullet || !bullet.parent || bullet.destroyed) { // Clean up targeting reference if it exists if (bullet && bullet.targetEnemy && bullet.targetEnemy.bulletsTargetingThis) { var bulletIndex = bullet.targetEnemy.bulletsTargetingThis.indexOf(bullet); if (bulletIndex !== -1) { bullet.targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } // Defensive: skip plasmaray blast containers (not real bullets) if (bullet && bullet.children && bullet.children.length > 0 && bullet.children[0].assetId === 'Plasmaray1') { // Remove from array, do not treat as bullet bullets.splice(i, 1); continue; } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } // Control backdrop visibility - show for first 10 waves only if (backdrop) { backdrop.visible = currentWave <= 10; } // Sort enemies within each layer by Y position for proper depth rendering // Enemies with higher Y values (lower on screen) should appear in front var sortChildrenByY = function sortChildrenByY(container) { var children = container.children.slice(); // Create a copy of children array children.sort(function (a, b) { return a.y - b.y; // Sort by Y position (ascending) }); // Remove and re-add children in sorted order for (var i = 0; i < children.length; i++) { container.removeChild(children[i]); container.addChild(children[i]); } }; // Sort all enemy layers sortChildrenByY(enemyLayerBottom); sortChildrenByY(enemyLayerMiddle); sortChildrenByY(enemyLayerTop); // Sort towers by Y position for proper depth rendering sortChildrenByY(towerLayer); // Sort the main game layers to ensure proper overall depth ordering // Objects in lower rows (higher Y values) should render in front var gameLayers = []; // Collect all main layers with their Y positions if (enemyLayer && enemyLayer.parent) { gameLayers.push({ layer: enemyLayer, minY: getMinYFromLayer(enemyLayer) }); } if (towerLayer && towerLayer.parent) { gameLayers.push({ layer: towerLayer, minY: getMinYFromLayer(towerLayer) }); } // Helper function to get minimum Y position from a layer function getMinYFromLayer(layer) { var minY = Infinity; var _checkChildren = function checkChildren(container) { for (var i = 0; i < container.children.length; i++) { var child = container.children[i]; if (child.y !== undefined && child.y < minY) { minY = child.y; } if (child.children && child.children.length > 0) { _checkChildren(child); } } }; _checkChildren(layer); return minY === Infinity ? 0 : minY; } // Sort layers by their minimum Y position and re-add to game gameLayers.sort(function (a, b) { return a.minY - b.minY; }); // Remove and re-add layers in sorted order for (var i = 0; i < gameLayers.length; i++) { var layer = gameLayers[i].layer; if (layer.parent) { game.removeChild(layer); game.addChild(layer); } } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -1144,9 +1144,9 @@
anchorX: 0.5,
anchorY: 0.5
});
fireEffectGraphics.y = -80; // Position fire above the fireworks
- fireEffectGraphics.x = 0;
+ fireEffectGraphics.x = -20;
fireEffectGraphics.scaleX = 1.0;
fireEffectGraphics.scaleY = 1.0;
fireEffectGraphics.alpha = 0.85;
// Animate fire to look like burning fire: flicker alpha, scale, and slight y movement
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Fire hydrant. In-Game asset. 2d. High contrast. No shadows
Water spraying forward In-Game asset. 2d. High contrast. No shadows
Fart cloud. In-Game asset. 2d. High contrast. No shadows
Fan blades symmetrical. In-Game asset. 2d. High contrast. No shadows
Fireball. In-Game asset. 2d. High contrast. No shadows
Plasma ball. In-Game asset. 2d. High contrast. No shadows
Make picture transparent
Bug zapper on a pole. In-Game asset. 2d. High contrast. No shadows
Probe droid. In-Game asset. 2d. High contrast. No shadows
Space drone. In-Game asset. 2d. High contrast. No shadows
Remove propellers and make them symmetrical
Add more rows to gris
Make this picture with more night sky above the city skyline
Change text to say wave 1
Make button grey and say ??????
Make it say Wave 2
Make it say wave 3
Make it say wave 4
WiFi symbol. In-Game asset. 2d. High contrast. No shadows
explosion effect In-Game asset. 2d. High contrast. No shadows
Make it say wave 5
Remove laser beam
Make button hot pink and say 'Reflect $20'
Make button blue and change text to say 'Water $10' in a retro style font
Make button green and change test to say 'Gas $20'
Make button orange and change test to say 'Fire $40'
Make button very light blue and change test to say 'Air $30'
Make button gold and change text to say 'Electric $50'
Make button purple and change test to say 'Plasma $60'
Make button Teal and change test to say 'Slingshot $100'
Make button silver and change test to say 'WiFi $150'
Remove little kick so it's just a smooth oval shape
Make grid 6x8
Hand should be holding the gun by the Handle
Place laser cannon in both hands holding it like a shotgun
Make it stand still
Remove the words 5g
Make sure spelling in speech bubble is correct "We have found the earthlings weakness"
Fix the spelling of the word Planet
Slingshot. In-Game asset. 2d. High contrast. No shadows
Red button with a 'X' on it. In-Game asset. 2d. High contrast. No shadows
Green button with a tick on it
Fix the spelling of word saw
Canvasser
Sound effect
Alien1
Sound effect
Alien2
Sound effect
Alien3
Sound effect
Intro
Music
Probedroid
Sound effect
Probedroid2
Sound effect
Towerselect
Sound effect
Water
Sound effect
Explosion
Sound effect
Confirm
Sound effect
Fart
Sound effect
Electric
Sound effect
Fireball
Sound effect