User prompt
When fan goes into cool down mode it stops rotating for 10 seconds leaving it vulnerable to be attacked and destroyed by enemies ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move all lines down 50
User prompt
Move blade down 25
User prompt
Move blades down 25
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in or related to this line: 'tween(tower.blades, {' Line Number: 436 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When enemy collides with fan blades blow them back 400 pixels and inflict damage to enemy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
On backdrop scene make flybys start small and then zoom in to position instead of fading in ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove blowing asset
User prompt
When enemy collides with blowing asset and is pushed back enemy sustains minor damage
User prompt
Animate blowing asset to enhance blowing effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move blowing asset down 200
User prompt
Make fan stop for a cooldowns every 20 seconds and blades stop rotating. When this happens enemy can destroy fan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When enemies collide with blowing asset fan will blow them back 400 pixels ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make blowing asset see through ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move blowing asset right 200
User prompt
Add blades to fan when you select fan for purchase and position
User prompt
When blades are rotating on the fan add blowing asset to blades ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move blades right 50
User prompt
Move blades up 100
User prompt
Render blades in front of fan
User prompt
When air tower is used, add blades asset and attach it to fan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove transition from dog swap
User prompt
When dog farts switch dog asset with dog1 visual asset to make it look like dog is squeezing out a fart ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Position gas cloud left 100 when dog farts ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move gas cloud left 50
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Button class
var Button = Container.expand(function () {
var self = Container.call(this);
// Button properties
self.text = '';
self.backgroundColor = 0x333333;
self.textColor = 0xffffff;
self.width = 200;
self.height = 80;
self.fontSize = 40;
self.isPressed = false;
// Create button background
self.background = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5,
tint: self.backgroundColor
});
// Create button text
self.buttonText = new Text2(self.text, {
size: self.fontSize,
fill: self.textColor
});
self.buttonText.anchor.set(0.5, 0.5);
self.buttonText.x = 0;
self.buttonText.y = 0;
self.addChild(self.buttonText);
// Method to set button properties
self.setup = function (options) {
if (options.text !== undefined) {
self.text = options.text;
self.buttonText.setText(self.text);
}
if (options.backgroundColor !== undefined) {
self.backgroundColor = options.backgroundColor;
self.background.tint = self.backgroundColor;
}
if (options.textColor !== undefined) {
self.textColor = options.textColor;
// Recreate text with new color since Text2 doesn't have a modifiable style property
self.removeChild(self.buttonText);
self.buttonText = new Text2(self.text, {
size: self.fontSize,
fill: self.textColor
});
self.buttonText.anchor.set(0.5, 0.5);
self.buttonText.x = 0;
self.buttonText.y = 0;
self.addChild(self.buttonText);
}
if (options.width !== undefined) {
self.width = options.width;
self.background.width = self.width;
}
if (options.height !== undefined) {
self.height = options.height;
self.background.height = self.height;
}
if (options.fontSize !== undefined) {
self.fontSize = options.fontSize;
// Recreate text with new font size since Text2 doesn't have a modifiable style property
self.removeChild(self.buttonText);
self.buttonText = new Text2(self.text, {
size: self.fontSize,
fill: self.textColor
});
self.buttonText.anchor.set(0.5, 0.5);
self.buttonText.x = 0;
self.buttonText.y = 0;
self.addChild(self.buttonText);
}
};
// Touch down event
self.down = function (x, y, obj) {
self.isPressed = true;
// Visual feedback - darken button
self.background.alpha = 0.7;
// Call custom down handler if defined
if (self.onDown) {
self.onDown(x, y, obj);
}
};
// Touch up event
self.up = function (x, y, obj) {
if (self.isPressed) {
self.isPressed = false;
// Reset visual state
self.background.alpha = 1.0;
// Call custom up handler if defined
if (self.onUp) {
self.onUp(x, y, obj);
}
// Call click handler if defined
if (self.onClick) {
self.onClick(x, y, obj);
}
}
};
return self;
});
// Defense class
var Defense = Container.expand(function () {
var self = Container.call(this);
var defenseGraphics = self.attachAsset('defense', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Defense logic goes here
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach probedroid as the main enemy graphic
var enemyGraphics = self.attachAsset('Probedroid', {
anchorX: 0.5,
anchorY: 0.5
});
// Add flashing lights to probe droid
var light1 = self.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
y: -85,
scaleX: 0.03,
scaleY: 0.03,
tint: 0xff0000,
alpha: 0.5
});
var light2 = self.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 55,
y: -85,
scaleX: 0.03,
scaleY: 0.03,
tint: 0x00ff00,
alpha: 0.5
});
var light3 = self.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -100,
scaleX: 0.02,
scaleY: 0.02,
tint: 0x0000ff,
alpha: 0.5
});
// Start flashing animations for the lights
function startLightFlashing() {
// Red light flashing
tween(light1, {
alpha: 0.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(light1, {
alpha: 0.6
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: startLightFlashing
});
}
});
// Green light flashing (offset timing)
LK.setTimeout(function () {
tween(light2, {
alpha: 0.1
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(light2, {
alpha: 0.6
}, {
duration: 600,
easing: tween.easeInOut
});
}
});
}, 300);
// Blue light flashing (different timing)
LK.setTimeout(function () {
tween(light3, {
alpha: 0.15
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(light3, {
alpha: 0.6
}, {
duration: 1000,
easing: tween.easeInOut
});
}
});
}, 600);
}
// Start the flashing animation
startLightFlashing();
// Initialize enemy properties
self.speed = -2; // Default movement speed
self.health = 100; // Default health
self.maxHealth = 100; // Default max health
self.pathLine = 1; // Default path line
self.lastX = undefined; // Track last X position
// Add number text
self.numberText = new Text2('1', {
size: 60,
fill: 0x000000
});
self.numberText.anchor.set(0.5, 0.5);
self.numberText.x = 0;
self.numberText.y = 0;
self.addChild(self.numberText);
// Add health bar
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -150
});
var healthBar = self.attachAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -150,
tint: 0x00ff00
});
self.updateHealthBar = function () {
var healthPercentage = self.health / self.maxHealth;
healthBar.scaleX = healthPercentage;
// Change color based on health
if (healthPercentage > 0.6) {
healthBar.tint = 0x00ff00; // Green
} else if (healthPercentage > 0.3) {
healthBar.tint = 0xffff00; // Yellow
} else {
healthBar.tint = 0xff0000; // Red
}
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
}
self.updateHealthBar();
};
self.update = function () {
// Initialize lastX if not set
if (self.lastX === undefined) self.lastX = self.x;
// Update health bar
self.updateHealthBar();
};
return self;
});
// Assets will be automatically created and loaded by the LK engine
// Tower class
var Tower = Container.expand(function () {
var self = Container.call(this);
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize tower health
self.health = 100;
self.maxHealth = 100;
self.isBeingDamaged = false;
self.lastDamageTime = 0;
// Method to take damage
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
}
};
self.update = function () {
// Tower logic goes here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Game update loop
game.update = function () {
if (!gameStarted) return;
// Spawn enemies
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnInterval) {
spawnEnemy();
enemySpawnTimer = 0;
}
// Update enemies
updateEnemies();
// Check win condition
if (enemiesSpawned >= maxEnemiesInWave && enemies.length === 0) {
LK.showYouWin();
}
};
// Mouse move handler for tower preview
game.move = function (x, y, obj) {
if (isPlacingTower && towerPreview) {
towerPreview.x = x;
// Snap preview to nearest guideline Y position
var snappedY = getNearestGuidelineY(y);
towerPreview.y = snappedY;
// Update blades position if fan preview has blades
if (towerPreview.blades) {
towerPreview.blades.x = towerPreview.x + 50;
towerPreview.blades.y = towerPreview.y - 40 - 100;
}
}
};
var enemies = [];
var towers = [];
var gameStarted = false;
var enemySpawnTimer = 0;
var enemySpawnInterval = 600; // Spawn every 10 seconds at 60fps
var enemiesSpawned = 0;
var maxEnemiesInWave = 10; // Wave 1 has exactly 10 enemies
var playerCash = 200; // Player starts with $200
var playerLives = 3; // Player starts with 3 lives
var isPlacingTower = false;
var selectedTowerType = null;
var towerPreview = null;
var guidelines = [];
var cashText = null;
var confirmButton = null;
var enemyNumber = 1; // Track enemy numbers for display
// Define path positions for different lines
var pathPositions = {
line6: 2732 / 7 * 6 - 310,
// Line 6 position
line2: 2732 / 7 * 2 + 320,
// Line 2 position
line3: 2732 / 7 * 3 + 150,
// Line 3 position
line4: 2732 / 7 * 4 + 10,
// Line 4 position
line5: 2732 / 7 * 5 - 150,
// Line 5 position
line1: 2732 / 7 * 1 + 480 // Line 1 position
};
// Helper function to get nearest guideline Y position
function getNearestGuidelineY(y) {
var nearestY = y;
var minDistance = Infinity;
for (var i = 0; i < guidelines.length; i++) {
var guideline = guidelines[i];
var distance = Math.abs(guideline.y - y);
if (distance < minDistance) {
minDistance = distance;
nearestY = guideline.y;
}
}
return nearestY;
}
// Tower defense functions
function startTowerDefenseWave1() {
gameStarted = true;
enemySpawnTimer = 0;
enemiesSpawned = 0;
// Add score display to top of screen
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 50;
game.addChild(scoreText);
// Add cash display to top of screen
cashText = new Text2('Cash: $' + playerCash, {
size: 80,
fill: 0xFFD700
});
cashText.anchor.set(0.5, 0);
cashText.x = 2048 / 2 + 300 + 200;
cashText.y = 50;
game.addChild(cashText);
// Add lives display to top of screen
var livesText = new Text2('Lives: ' + playerLives, {
size: 80,
fill: 0xFF4444
});
livesText.anchor.set(0.5, 0);
livesText.x = 2048 / 2 - 300 - 200;
livesText.y = 50;
game.addChild(livesText);
// Add skip wave button to top of screen
var skipWaveButton = new Text2('SKIP WAVE', {
size: 60,
fill: 0xFFFFFF
});
skipWaveButton.anchor.set(0.5, 0);
skipWaveButton.x = 2048 / 2;
skipWaveButton.y = 150;
game.addChild(skipWaveButton);
// Add touch event to skip wave button
skipWaveButton.down = function (x, y, obj) {
// Skip to end of wave - destroy all enemies and show you win
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].destroy();
}
enemies = [];
enemiesSpawned = maxEnemiesInWave;
LK.showYouWin();
};
// Add Gasbutton to bottom of game scene
var gasButton = game.addChild(LK.getAsset('Gasbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 426.67 + 50 + 50,
y: 2732 - 350
}));
// Add Waterbutton to bottom left of game scene
var waterButton = game.addChild(LK.getAsset('Waterbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 50,
y: 2732 - 350
}));
// Water button click handler
waterButton.down = function (x, y, obj) {
// Check if player has enough cash
if (playerCash >= 10) {
// Start tower placement mode
isPlacingTower = true;
selectedTowerType = 'water';
// Create tower preview
if (towerPreview) {
towerPreview.destroy();
}
towerPreview = game.addChild(LK.getAsset('Tower1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.5
}));
// Create green tick button for confirming placement
if (confirmButton) {
confirmButton.destroy();
}
confirmButton = game.addChild(new Button());
confirmButton.setup({
text: '✓',
backgroundColor: 0x00FF00,
textColor: 0xFFFFFF,
width: 120,
height: 120,
fontSize: 80
});
confirmButton.x = 2048 - 150;
confirmButton.y = 2732 / 2;
confirmButton.onClick = function () {
// Place tower at current preview position
if (towerPreview) {
// Align tower Y position to nearest guideline
var alignedY = getNearestGuidelineY(towerPreview.y);
var newTower = game.addChild(LK.getAsset('Tower1', {
anchorX: 0.5,
anchorY: 0.5,
x: towerPreview.x,
y: alignedY,
alpha: 1
}));
newTower._assetId = 'Tower1'; // Mark this as a water tower
newTower.health = 100;
newTower.maxHealth = 100;
newTower.isBeingDamaged = false;
newTower.lastDamageTime = 0;
newTower.lastFireTime = 0; // Initialize fire rate tracking
// Add health bar to tower
var healthBarOutline = game.addChild(LK.getAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 120
}));
var healthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 120,
tint: 0x00ff00
}));
newTower.healthBarOutline = healthBarOutline;
newTower.healthBar = healthBar;
newTower.takeDamage = function (damage) {
newTower.health -= damage;
if (newTower.health <= 0) {
newTower.health = 0;
}
// Update health bar
var healthPercentage = newTower.health / newTower.maxHealth;
newTower.healthBar.scaleX = healthPercentage;
// Change color based on health
if (healthPercentage > 0.6) {
newTower.healthBar.tint = 0x00ff00; // Green
} else if (healthPercentage > 0.3) {
newTower.healthBar.tint = 0xffff00; // Yellow
} else {
newTower.healthBar.tint = 0xff0000; // Red
}
};
towers.push(newTower);
// Check for enemies in range immediately after placing
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Check if enemy is on the same horizontal line as the tower (within 50 pixels tolerance)
if (Math.abs(enemy.y - newTower.y) < 50) {
// Check if enemy is to the right of the tower and within range of 700 pixels
if (enemy.x > newTower.x && enemy.x - newTower.x < 700) {
// Fire immediately by setting lastFireTime in the past
newTower.lastFireTime = LK.ticks - 30;
break; // Found an enemy in range
}
}
}
// Sort all towers by Y position (higher Y values should be in front)
towers.sort(function (a, b) {
return a.y - b.y;
});
// Re-add towers to game in sorted order
for (var i = 0; i < towers.length; i++) {
game.removeChild(towers[i]);
game.addChild(towers[i]);
}
// Deduct cost and update display
playerCash -= 10;
cashText.setText('Cash: $' + playerCash);
// Clean up placement mode
isPlacingTower = false;
selectedTowerType = null;
towerPreview.destroy();
towerPreview = null;
confirmButton.destroy();
confirmButton = null;
}
};
}
};
// Gas button click handler
gasButton.down = function (x, y, obj) {
// Check if player has enough cash
if (playerCash >= 20) {
// Start tower placement mode
isPlacingTower = true;
selectedTowerType = 'gas';
// Create tower preview
if (towerPreview) {
towerPreview.destroy();
}
towerPreview = game.addChild(LK.getAsset('Dog', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.5
}));
// Create green tick button for confirming placement
if (confirmButton) {
confirmButton.destroy();
}
confirmButton = game.addChild(new Button());
confirmButton.setup({
text: '✓',
backgroundColor: 0x00FF00,
textColor: 0xFFFFFF,
width: 120,
height: 120,
fontSize: 80
});
confirmButton.x = 2048 - 150;
confirmButton.y = 2732 / 2;
confirmButton.onClick = function () {
// Place tower at current preview position
if (towerPreview) {
// Align tower Y position to nearest guideline
var alignedY = getNearestGuidelineY(towerPreview.y);
var newTower = game.addChild(LK.getAsset('Dog', {
anchorX: 0.5,
anchorY: 0.5,
x: towerPreview.x,
y: alignedY,
alpha: 1
}));
newTower._assetId = 'Dog'; // Mark this as a gas tower
newTower.health = 100;
newTower.maxHealth = 100;
newTower.isBeingDamaged = false;
newTower.lastDamageTime = 0;
newTower.lastFireTime = 0; // Initialize fire rate tracking
// Add health bar to tower
var healthBarOutline = game.addChild(LK.getAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 120
}));
var healthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 120,
tint: 0x00ff00
}));
newTower.healthBarOutline = healthBarOutline;
newTower.healthBar = healthBar;
newTower.takeDamage = function (damage) {
newTower.health -= damage;
if (newTower.health <= 0) {
newTower.health = 0;
}
// Update health bar
var healthPercentage = newTower.health / newTower.maxHealth;
newTower.healthBar.scaleX = healthPercentage;
// Change color based on health
if (healthPercentage > 0.6) {
newTower.healthBar.tint = 0x00ff00; // Green
} else if (healthPercentage > 0.3) {
newTower.healthBar.tint = 0xffff00; // Yellow
} else {
newTower.healthBar.tint = 0xff0000; // Red
}
};
towers.push(newTower);
// Check for enemies in range immediately after placing
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
// Check if enemy is on the same horizontal line as the tower (within 50 pixels tolerance)
if (Math.abs(enemy.y - newTower.y) < 50) {
// Check if enemy is to the right of the tower and within range of 600 pixels
if (enemy.x > newTower.x && enemy.x - newTower.x < 600) {
// Fire immediately by setting lastFireTime in the past
newTower.lastFireTime = LK.ticks - 45;
break; // Found an enemy in range
}
}
}
// Sort all towers by Y position (higher Y values should be in front)
towers.sort(function (a, b) {
return a.y - b.y;
});
// Re-add towers to game in sorted order
for (var i = 0; i < towers.length; i++) {
game.removeChild(towers[i]);
game.addChild(towers[i]);
}
// Deduct cost and update display
playerCash -= 20;
cashText.setText('Cash: $' + playerCash);
// Clean up placement mode
isPlacingTower = false;
selectedTowerType = null;
towerPreview.destroy();
towerPreview = null;
confirmButton.destroy();
confirmButton = null;
}
};
}
};
// Add Airbutton to the right side of gasbutton
var airButton = game.addChild(LK.getAsset('Airbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 426.67 + 50 + 420 + 50 + 50,
y: 2732 - 350
}));
// Air button click handler
airButton.down = function (x, y, obj) {
// Check if player has enough cash
if (playerCash >= 30) {
// Start tower placement mode
isPlacingTower = true;
selectedTowerType = 'air';
// Create tower preview
if (towerPreview) {
towerPreview.destroy();
}
towerPreview = game.addChild(LK.getAsset('Fan', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.5
}));
// Add blades to fan preview
var previewBlades = game.addChild(LK.getAsset('Blades', {
anchorX: 0.5,
anchorY: 0.5,
x: towerPreview.x + 50,
y: towerPreview.y - 40 - 100,
alpha: 0.5
}));
// Store blades reference in tower preview
towerPreview.blades = previewBlades;
// Create green tick button for confirming placement
if (confirmButton) {
confirmButton.destroy();
}
confirmButton = game.addChild(new Button());
confirmButton.setup({
text: '✓',
backgroundColor: 0x00FF00,
textColor: 0xFFFFFF,
width: 120,
height: 120,
fontSize: 80
});
confirmButton.x = 2048 - 150;
confirmButton.y = 2732 / 2;
confirmButton.onClick = function () {
// Place tower at current preview position
if (towerPreview) {
// Create spinning animation for blades
var _spinBlades = function spinBlades() {
tween(blades, {
rotation: blades.rotation + Math.PI * 2
}, {
duration: 500,
easing: tween.linear,
onFinish: _spinBlades
});
};
// Align tower Y position to nearest guideline
var alignedY = getNearestGuidelineY(towerPreview.y);
var newTower = game.addChild(LK.getAsset('Fan', {
anchorX: 0.5,
anchorY: 0.5,
x: towerPreview.x,
y: alignedY,
alpha: 1
}));
// Add blades asset to fan tower
var blades = game.addChild(LK.getAsset('Blades', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x + 50,
y: newTower.y - 40 - 100
}));
// Add blowing asset to blades
var blowing = game.addChild(LK.getAsset('Blowing', {
anchorX: 0.5,
anchorY: 0.5,
x: blades.x + 200,
y: blades.y,
alpha: 0.3
}));
_spinBlades();
// Store blades and blowing references in tower
newTower.blades = blades;
newTower.blowing = blowing;
newTower.health = 100;
newTower.maxHealth = 100;
newTower.isBeingDamaged = false;
newTower.lastDamageTime = 0;
// Add health bar to tower
var healthBarOutline = game.addChild(LK.getAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 170
}));
var healthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 170,
tint: 0x00ff00
}));
newTower.healthBarOutline = healthBarOutline;
newTower.healthBar = healthBar;
newTower.takeDamage = function (damage) {
newTower.health -= damage;
if (newTower.health <= 0) {
newTower.health = 0;
}
// Update health bar
var healthPercentage = newTower.health / newTower.maxHealth;
newTower.healthBar.scaleX = healthPercentage;
// Change color based on health
if (healthPercentage > 0.6) {
newTower.healthBar.tint = 0x00ff00; // Green
} else if (healthPercentage > 0.3) {
newTower.healthBar.tint = 0xffff00; // Yellow
} else {
newTower.healthBar.tint = 0xff0000; // Red
}
};
towers.push(newTower);
// Sort all towers by Y position (higher Y values should be in front)
towers.sort(function (a, b) {
return a.y - b.y;
});
// Re-add towers to game in sorted order
for (var i = 0; i < towers.length; i++) {
game.removeChild(towers[i]);
game.addChild(towers[i]);
// Re-add blades if this tower has them to ensure they render in front
if (towers[i].blades) {
game.removeChild(towers[i].blades);
game.addChild(towers[i].blades);
}
// Re-add blowing if this tower has it to ensure it renders in front
if (towers[i].blowing) {
game.removeChild(towers[i].blowing);
game.addChild(towers[i].blowing);
}
}
// Deduct cost and update display
playerCash -= 30;
cashText.setText('Cash: $' + playerCash);
// Clean up placement mode
isPlacingTower = false;
selectedTowerType = null;
// Destroy preview blades if they exist
if (towerPreview.blades) {
towerPreview.blades.destroy();
}
towerPreview.destroy();
towerPreview = null;
confirmButton.destroy();
confirmButton = null;
}
};
}
};
// Add Firebutton to the right side of airbutton
var fireButton = game.addChild(LK.getAsset('Firebutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 426.67 + 50 + 420 + 50 + 426 + 50 + 50,
y: 2732 - 350
}));
// Fire button click handler
fireButton.down = function (x, y, obj) {
// Check if player has enough cash
if (playerCash >= 40) {
// Start tower placement mode
isPlacingTower = true;
selectedTowerType = 'fire';
// Create tower preview
if (towerPreview) {
towerPreview.destroy();
}
towerPreview = game.addChild(LK.getAsset('Fireworks', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.5
}));
// Create green tick button for confirming placement
if (confirmButton) {
confirmButton.destroy();
}
confirmButton = game.addChild(new Button());
confirmButton.setup({
text: '✓',
backgroundColor: 0x00FF00,
textColor: 0xFFFFFF,
width: 120,
height: 120,
fontSize: 80
});
confirmButton.x = 2048 - 150;
confirmButton.y = 2732 / 2;
confirmButton.onClick = function () {
// Place tower at current preview position
if (towerPreview) {
// Align tower Y position to nearest guideline
var alignedY = getNearestGuidelineY(towerPreview.y);
var newTower = game.addChild(LK.getAsset('Fireworks', {
anchorX: 0.5,
anchorY: 0.5,
x: towerPreview.x,
y: alignedY,
alpha: 1
}));
newTower.health = 100;
newTower.maxHealth = 100;
newTower.isBeingDamaged = false;
newTower.lastDamageTime = 0;
// Add health bar to tower
var healthBarOutline = game.addChild(LK.getAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 210
}));
var healthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 210,
tint: 0x00ff00
}));
newTower.healthBarOutline = healthBarOutline;
newTower.healthBar = healthBar;
newTower.takeDamage = function (damage) {
newTower.health -= damage;
if (newTower.health <= 0) {
newTower.health = 0;
}
// Update health bar
var healthPercentage = newTower.health / newTower.maxHealth;
newTower.healthBar.scaleX = healthPercentage;
// Change color based on health
if (healthPercentage > 0.6) {
newTower.healthBar.tint = 0x00ff00; // Green
} else if (healthPercentage > 0.3) {
newTower.healthBar.tint = 0xffff00; // Yellow
} else {
newTower.healthBar.tint = 0xff0000; // Red
}
};
towers.push(newTower);
// Sort all towers by Y position (higher Y values should be in front)
towers.sort(function (a, b) {
return a.y - b.y;
});
// Re-add towers to game in sorted order
for (var i = 0; i < towers.length; i++) {
game.removeChild(towers[i]);
game.addChild(towers[i]);
}
// Deduct cost and update display
playerCash -= 40;
cashText.setText('Cash: $' + playerCash);
// Clean up placement mode
isPlacingTower = false;
selectedTowerType = null;
towerPreview.destroy();
towerPreview = null;
confirmButton.destroy();
confirmButton = null;
}
};
}
};
// Add mystery button under air button
var mysteryButton1 = game.addChild(LK.getAsset('Mysterybutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 426.67 + 50 + 420 + 50 + 50,
y: 2732 - 350 + 200 + 20
}));
// Add Electricbutton to bottom of screen under water button
var electricButton = game.addChild(LK.getAsset('Electricbutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 50,
y: 2732 - 350 + 200 + 20
}));
// Electric button click handler
electricButton.down = function (x, y, obj) {
// Check if player has enough cash
if (playerCash >= 50) {
// Start tower placement mode
isPlacingTower = true;
selectedTowerType = 'electric';
// Create tower preview
if (towerPreview) {
towerPreview.destroy();
}
towerPreview = game.addChild(LK.getAsset('Bugzapper', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.5
}));
// Create green tick button for confirming placement
if (confirmButton) {
confirmButton.destroy();
}
confirmButton = game.addChild(new Button());
confirmButton.setup({
text: '✓',
backgroundColor: 0x00FF00,
textColor: 0xFFFFFF,
width: 120,
height: 120,
fontSize: 80
});
confirmButton.x = 2048 - 150;
confirmButton.y = 2732 / 2;
confirmButton.onClick = function () {
// Place tower at current preview position
if (towerPreview) {
// Align tower Y position to nearest guideline
var alignedY = getNearestGuidelineY(towerPreview.y);
var newTower = game.addChild(LK.getAsset('Bugzapper', {
anchorX: 0.5,
anchorY: 0.5,
x: towerPreview.x,
y: alignedY,
alpha: 1
}));
newTower.health = 100;
newTower.maxHealth = 100;
newTower.isBeingDamaged = false;
newTower.lastDamageTime = 0;
// Add health bar to tower
var healthBarOutline = game.addChild(LK.getAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 210
}));
var healthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 210,
tint: 0x00ff00
}));
newTower.healthBarOutline = healthBarOutline;
newTower.healthBar = healthBar;
newTower.takeDamage = function (damage) {
newTower.health -= damage;
if (newTower.health <= 0) {
newTower.health = 0;
}
// Update health bar
var healthPercentage = newTower.health / newTower.maxHealth;
newTower.healthBar.scaleX = healthPercentage;
// Change color based on health
if (healthPercentage > 0.6) {
newTower.healthBar.tint = 0x00ff00; // Green
} else if (healthPercentage > 0.3) {
newTower.healthBar.tint = 0xffff00; // Yellow
} else {
newTower.healthBar.tint = 0xff0000; // Red
}
};
towers.push(newTower);
// Sort all towers by Y position (higher Y values should be in front)
towers.sort(function (a, b) {
return a.y - b.y;
});
// Re-add towers to game in sorted order
for (var i = 0; i < towers.length; i++) {
game.removeChild(towers[i]);
game.addChild(towers[i]);
}
// Deduct cost and update display
playerCash -= 50;
cashText.setText('Cash: $' + playerCash);
// Clean up placement mode
isPlacingTower = false;
selectedTowerType = null;
towerPreview.destroy();
towerPreview = null;
confirmButton.destroy();
confirmButton = null;
}
};
}
};
// Add Plasmabutton to bottom of screen under gas button
var plasmaButton = game.addChild(LK.getAsset('Plasmabutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 426.67 + 50 + 50,
y: 2732 - 350 + 200 + 20
}));
// Plasma button click handler
plasmaButton.down = function (x, y, obj) {
// Check if player has enough cash
if (playerCash >= 60) {
// Start tower placement mode
isPlacingTower = true;
selectedTowerType = 'plasma';
// Create tower preview
if (towerPreview) {
towerPreview.destroy();
}
towerPreview = game.addChild(LK.getAsset('Plasmaball', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0.5
}));
// Create green tick button for confirming placement
if (confirmButton) {
confirmButton.destroy();
}
confirmButton = game.addChild(new Button());
confirmButton.setup({
text: '✓',
backgroundColor: 0x00FF00,
textColor: 0xFFFFFF,
width: 120,
height: 120,
fontSize: 80
});
confirmButton.x = 2048 - 150;
confirmButton.y = 2732 / 2;
confirmButton.onClick = function () {
// Place tower at current preview position
if (towerPreview) {
// Align tower Y position to nearest guideline
var alignedY = getNearestGuidelineY(towerPreview.y);
var newTower = game.addChild(LK.getAsset('Plasmaball', {
anchorX: 0.5,
anchorY: 0.5,
x: towerPreview.x,
y: alignedY,
alpha: 1
}));
newTower.health = 100;
newTower.maxHealth = 100;
newTower.isBeingDamaged = false;
newTower.lastDamageTime = 0;
// Add health bar to tower
var healthBarOutline = game.addChild(LK.getAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 150
}));
var healthBar = game.addChild(LK.getAsset('healthBar', {
anchorX: 0.5,
anchorY: 0.5,
x: newTower.x,
y: newTower.y - 150,
tint: 0x00ff00
}));
newTower.healthBarOutline = healthBarOutline;
newTower.healthBar = healthBar;
newTower.takeDamage = function (damage) {
newTower.health -= damage;
if (newTower.health <= 0) {
newTower.health = 0;
}
// Update health bar
var healthPercentage = newTower.health / newTower.maxHealth;
newTower.healthBar.scaleX = healthPercentage;
// Change color based on health
if (healthPercentage > 0.6) {
newTower.healthBar.tint = 0x00ff00; // Green
} else if (healthPercentage > 0.3) {
newTower.healthBar.tint = 0xffff00; // Yellow
} else {
newTower.healthBar.tint = 0xff0000; // Red
}
};
towers.push(newTower);
// Sort all towers by Y position (higher Y values should be in front)
towers.sort(function (a, b) {
return a.y - b.y;
});
// Re-add towers to game in sorted order
for (var i = 0; i < towers.length; i++) {
game.removeChild(towers[i]);
game.addChild(towers[i]);
}
// Deduct cost and update display
playerCash -= 60;
cashText.setText('Cash: $' + playerCash);
// Clean up placement mode
isPlacingTower = false;
selectedTowerType = null;
towerPreview.destroy();
towerPreview = null;
confirmButton.destroy();
confirmButton = null;
}
};
}
};
// Add mystery button under fire button
var mysteryButton2 = game.addChild(LK.getAsset('Mysterybutton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 4 - 250 + 426.67 + 50 + 420 + 50 + 426 + 50 + 50,
y: 2732 - 350 + 200 + 20
}));
}
function spawnEnemy() {
if (enemiesSpawned >= maxEnemiesInWave) return;
var enemy = game.addChild(new Enemy());
// Position enemy at the right side of the screen
enemy.x = 2048 - 50; // Start from right side
// Randomly assign path from all 6 available lines
var availableLines = [1, 2, 3, 4, 5, 6];
var randomLineIndex = Math.floor(Math.random() * availableLines.length);
var selectedLine = availableLines[randomLineIndex];
// Set enemy position based on randomly selected line
if (selectedLine === 1) {
enemy.y = pathPositions.line1;
enemy.pathLine = 1;
} else if (selectedLine === 2) {
enemy.y = pathPositions.line2;
enemy.pathLine = 2;
} else if (selectedLine === 3) {
enemy.y = pathPositions.line3;
enemy.pathLine = 3;
} else if (selectedLine === 4) {
enemy.y = pathPositions.line4;
enemy.pathLine = 4;
} else if (selectedLine === 5) {
enemy.y = pathPositions.line5;
enemy.pathLine = 5;
} else if (selectedLine === 6) {
enemy.y = pathPositions.line6;
enemy.pathLine = 6;
}
enemy.health = 100;
enemy.maxHealth = 100;
enemy.speed = -2; // Negative speed to move left
enemy.pathIndex = 0;
enemy.lastPathIndex = -1;
// Set enemy number
enemy.numberText.setText(enemyNumber.toString());
enemies.push(enemy);
enemiesSpawned++;
}
function updateEnemies() {
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
// Move enemy using its speed (negative for left movement)
enemy.x += enemy.speed;
// Check if enemy reached the left side of the screen
if (enemy.lastX >= 0 && enemy.x < 0) {
// Enemy reached the left side - remove it
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check for water towers on the same line
for (var j = 0; j < towers.length; j++) {
var tower = towers[j];
// Check if tower is a water tower (Tower1 asset) by checking the asset's id
if (tower._assetId === 'Tower1') {
// Check if enemy is on the same horizontal line as the tower (within 50 pixels tolerance)
if (Math.abs(enemy.y - tower.y) < 50) {
// Check if enemy is to the right of the tower and within range of 700 pixels
if (enemy.x > tower.x && enemy.x - tower.x < 700) {
// Initialize fire rate tracking for this tower
if (!tower.lastFireTime) {
tower.lastFireTime = 0;
}
// Fire every 30 ticks (0.5 seconds at 60fps)
if (LK.ticks - tower.lastFireTime >= 30) {
tower.lastFireTime = LK.ticks;
// Create water squirt visual
var waterSquirt = game.addChild(LK.getAsset('Water', {
anchorX: 0,
anchorY: 0.5,
x: tower.x,
y: tower.y,
scaleX: 0.3,
scaleY: 0.1,
alpha: 0.7,
tint: 0x4169E1
}));
// Animate water squirt
tween(waterSquirt, {
scaleX: 0.35,
alpha: 0.3
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
waterSquirt.destroy();
}
});
// Deal damage to enemy
enemy.takeDamage(10);
// Check if enemy is destroyed
if (enemy.health <= 0) {
enemy.destroy();
enemies.splice(i, 1);
// Give player money for destroying enemy
playerCash += 5;
cashText.setText('Cash: $' + playerCash);
i--; // Adjust index since we removed an enemy
break; // Exit tower loop for this enemy
}
}
}
}
}
// Check if tower is a gas tower (Dog asset)
else if (tower._assetId === 'Dog') {
// Check if enemy is on the same horizontal line as the tower (within 50 pixels tolerance)
if (Math.abs(enemy.y - tower.y) < 50) {
// Check if enemy is to the right of the tower and within range of 600 pixels
if (enemy.x > tower.x && enemy.x - tower.x < 600) {
// Initialize fire rate tracking for this tower
if (!tower.lastFireTime) {
tower.lastFireTime = 0;
}
// Fire every 45 ticks (0.75 seconds at 60fps)
if (LK.ticks - tower.lastFireTime >= 45) {
tower.lastFireTime = LK.ticks;
// Switch dog asset to dog1 for fart animation
tower.destroy();
var fartingDog = game.addChild(LK.getAsset('Dog1', {
anchorX: 0.5,
anchorY: 0.5,
x: tower.x,
y: tower.y,
alpha: 1
}));
// Copy tower properties to the new farting dog
fartingDog._assetId = 'Dog';
fartingDog.health = tower.health;
fartingDog.maxHealth = tower.maxHealth;
fartingDog.isBeingDamaged = tower.isBeingDamaged;
fartingDog.lastDamageTime = tower.lastDamageTime;
fartingDog.lastFireTime = tower.lastFireTime;
fartingDog.healthBarOutline = tower.healthBarOutline;
fartingDog.healthBar = tower.healthBar;
fartingDog.takeDamage = tower.takeDamage;
// Replace tower in towers array
for (var towerIndex = 0; towerIndex < towers.length; towerIndex++) {
if (towers[towerIndex] === tower) {
towers[towerIndex] = fartingDog;
break;
}
}
// Create gas cloud visual
var gasCloud = game.addChild(LK.getAsset('GasCloud', {
anchorX: 0.5,
anchorY: 0.5,
x: tower.x + 150,
// Position gas cloud 100 pixels further left when dog farts
y: tower.y,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.6,
tint: 0x90EE90
}));
// Animate gas cloud expanding and fading
tween(gasCloud, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0.2
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
gasCloud.destroy();
}
});
// Switch back to normal dog after 500ms
LK.setTimeout(function () {
fartingDog.destroy();
var normalDog = game.addChild(LK.getAsset('Dog', {
anchorX: 0.5,
anchorY: 0.5,
x: fartingDog.x,
y: fartingDog.y,
alpha: 1
}));
// Copy properties back to normal dog
normalDog._assetId = 'Dog';
normalDog.health = fartingDog.health;
normalDog.maxHealth = fartingDog.maxHealth;
normalDog.isBeingDamaged = fartingDog.isBeingDamaged;
normalDog.lastDamageTime = fartingDog.lastDamageTime;
normalDog.lastFireTime = fartingDog.lastFireTime;
normalDog.healthBarOutline = fartingDog.healthBarOutline;
normalDog.healthBar = fartingDog.healthBar;
normalDog.takeDamage = fartingDog.takeDamage;
// Replace in towers array
for (var towerIndex = 0; towerIndex < towers.length; towerIndex++) {
if (towers[towerIndex] === fartingDog) {
towers[towerIndex] = normalDog;
break;
}
}
}, 500);
// Deal damage to enemy
enemy.takeDamage(15);
// Check if enemy is destroyed
if (enemy.health <= 0) {
enemy.destroy();
enemies.splice(i, 1);
// Give player money for destroying enemy
playerCash += 5;
cashText.setText('Cash: $' + playerCash);
i--; // Adjust index since we removed an enemy
break; // Exit tower loop for this enemy
}
}
}
}
}
}
// Check if enemy is colliding with any tower
for (var k = 0; k < towers.length; k++) {
var tower = towers[k];
// Initialize collision tracking for this enemy-tower pair
if (!enemy.collidingTowers) {
enemy.collidingTowers = {};
}
// Check if enemy intersects with tower (use proper collision detection)
var enemyWidth = 150; // Half width of probedroid
var enemyHeight = 183; // Half height of probedroid
var towerWidth = 100; // Half width of tower
var towerHeight = 100; // Half height of tower
var isColliding = Math.abs(enemy.x - tower.x) < (enemyWidth + towerWidth) / 2 && Math.abs(enemy.y - tower.y) < (enemyHeight + towerHeight) / 2;
// Track collision state transitions
var wasColliding = enemy.collidingTowers[k] || false;
// Handle collision start
if (!wasColliding && isColliding) {
// Collision just started
enemy.collidingTowers[k] = true;
// Stop enemy movement
enemy.speed = 0;
// Mark tower as being damaged
tower.isBeingDamaged = true;
tower.lastDamageTime = LK.ticks;
// Flash both objects to show collision
LK.effects.flashObject(enemy, 0xffff00, 200);
LK.effects.flashObject(tower, 0xff0000, 200);
}
// Handle ongoing collision
if (isColliding) {
// Deal damage every 30 ticks (0.5 seconds at 60fps)
if (tower.isBeingDamaged && LK.ticks - tower.lastDamageTime >= 30) {
// Flash tower red to show damage
LK.effects.flashObject(tower, 0xff0000, 300);
// Deal damage to tower
tower.takeDamage(10);
tower.lastDamageTime = LK.ticks;
// Check if tower is destroyed
if (tower.health <= 0) {
// Remove health bar components
if (tower.healthBarOutline) {
tower.healthBarOutline.destroy();
}
if (tower.healthBar) {
tower.healthBar.destroy();
}
// Remove blades if this is a fan tower
if (tower.blades) {
tower.blades.destroy();
}
// Remove blowing if this is a fan tower
if (tower.blowing) {
tower.blowing.destroy();
}
// Remove tower from the game
tower.destroy();
towers.splice(k, 1);
k--; // Adjust index since we removed a tower
// Resume enemy movement after destroying tower
enemy.speed = -2;
// Clear collision tracking for this tower
delete enemy.collidingTowers[k];
// Flash enemy green to show it can continue
LK.effects.flashObject(enemy, 0x00ff00, 500);
}
}
} else {
// No longer colliding
if (wasColliding) {
// Collision just ended
enemy.collidingTowers[k] = false;
tower.isBeingDamaged = false;
// Resume enemy movement if not colliding with any towers
var stillColliding = false;
for (var key in enemy.collidingTowers) {
if (enemy.collidingTowers[key]) {
stillColliding = true;
break;
}
}
if (!stillColliding) {
enemy.speed = -2;
}
}
}
}
// Check collision with blowing assets from air towers
for (var b = 0; b < towers.length; b++) {
var tower = towers[b];
// Check if this is an air tower with blowing asset
if (tower.blowing) {
// Initialize blowing collision tracking for this enemy
if (!enemy.blowingCollisions) {
enemy.blowingCollisions = {};
}
// Check if enemy intersects with blowing asset
var enemyWidth = 150; // Half width of probedroid
var enemyHeight = 183; // Half height of probedroid
var blowingWidth = 125; // Half width of blowing asset
var blowingHeight = 170; // Half height of blowing asset
var isCollidingWithBlowing = Math.abs(enemy.x - tower.blowing.x) < (enemyWidth + blowingWidth) / 2 && Math.abs(enemy.y - tower.blowing.y) < (enemyHeight + blowingHeight) / 2;
// Track collision state transitions
var wasCollidingWithBlowing = enemy.blowingCollisions[b] || false;
// Handle collision start - enemy just hit blowing asset
if (!wasCollidingWithBlowing && isCollidingWithBlowing) {
// Collision just started - blow enemy back 400 pixels
enemy.blowingCollisions[b] = true;
// Use tween to smoothly blow enemy back 400 pixels to the right
tween(enemy, {
x: enemy.x + 400
}, {
duration: 800,
easing: tween.easeOut
});
// Flash enemy to show knockback effect
LK.effects.flashObject(enemy, 0x00ffff, 500);
}
// Update collision state
if (!isCollidingWithBlowing && wasCollidingWithBlowing) {
enemy.blowingCollisions[b] = false;
}
}
}
// Update last position for next frame
enemy.lastX = enemy.x;
}
}
// Display the title - They Came For Our WiFi
// Import tween plugin
var titleImage = game.addChild(LK.getAsset('Title', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 1400
}));
// Add skip intro button to top of title screen
var skipButton = new Text2('SKIP INTRO', {
size: 60,
fill: 0xFFFFFF
});
skipButton.anchor.set(0.5, 0);
skipButton.x = 2048 / 2;
skipButton.y = 150;
game.addChild(skipButton);
// Function to skip directly to backdrop scene
function skipToBackdrop() {
// Stop all tweens
tween.stop(titleImage);
tween.stop(flybyImage);
// Remove title and flyby
titleImage.destroy();
flybyImage.destroy();
skipButton.destroy();
// Add backdrop asset to game
var backdropAsset = game.addChild(LK.getAsset('backdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 1,
scaleX: 0.5,
scaleY: 0.5
}));
// Add flyby asset to backdrop
var backdropFlyby = game.addChild(LK.getAsset('Flyby', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 800,
alpha: 1,
scaleX: 0.8,
scaleY: 0.8
}));
// Store the original Y position for backdrop flyby
var backdropFlybyOriginalY = backdropFlyby.y;
// Make flyby move off the right side of backdrop scene
tween(backdropFlyby, {
x: 2048 + 375
}, {
duration: 6000,
easing: tween.linear,
onFinish: function onFinish() {
// After flyby has left the backdrop scene, fade in wave1 asset
var wave1Asset = game.addChild(LK.getAsset('Wave1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0
}));
// Fade in wave1 asset
tween(wave1Asset, {
alpha: 1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Keep wave1 visible for 3 seconds then fade out
LK.setTimeout(function () {
tween(wave1Asset, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
wave1Asset.destroy();
// Start first wave of tower defense game
startTowerDefenseWave1();
}
});
}, 3000);
}
});
}
});
// Add 6 horizontal guide lines immediately
var lineSpacing = 2732 / 7;
for (var i = 1; i <= 6; i++) {
var yPosition = lineSpacing * i;
if (i === 1) {
yPosition += 480; // Move guideline 1 down by 480 pixels
} else if (i === 2) {
yPosition += 320; // Move guideline 2 down by 320 pixels
} else if (i === 3) {
yPosition += 150; // Move guideline 3 down by 150 pixels
} else if (i === 4) {
yPosition += 10; // Move guideline 4 down by 10 pixels
} else if (i === 5) {
yPosition -= 150; // Move guideline 5 up by 150 pixels
} else if (i === 6) {
yPosition -= 310; // Move guideline 6 up by 310 pixels
}
var guideLine = game.addChild(LK.getAsset('guideLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: yPosition,
alpha: 0.5
}));
// Store guideline reference and add click handler
guidelines.push(guideLine);
guideLine.lineNumber = i;
guideLine.down = function (x, y, obj) {
if (isPlacingTower && towerPreview) {
// Move tower preview to clicked position on guideline
// x and y are already in the local coordinate space of the guideline
towerPreview.x = x;
towerPreview.y = this.y; // Use the guideline's Y position
}
};
}
}
// Add touch event to skip button
skipButton.down = function (x, y, obj) {
skipToBackdrop();
};
// Add flyby asset to title - start at right side of screen
var flybyImage = game.addChild(LK.getAsset('Flyby', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 + 375,
y: 2732 / 2 + 1400 - 500
}));
// Store the original Y position for flyby
var flybyOriginalY = flybyImage.y;
// Create hover animation function
function startFlybyHover() {
// Tween up 50 pixels over 2 seconds
tween(flybyImage, {
y: flybyOriginalY - 50
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Tween down 50 pixels over 2 seconds
tween(flybyImage, {
y: flybyOriginalY + 50
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Start the cycle again
startFlybyHover();
}
});
}
});
}
// Start the hover animation
startFlybyHover();
// Start flyby movement from right to left
tween(flybyImage, {
x: -375
}, {
duration: 8000,
easing: tween.linear,
onFinish: function onFinish() {
// After flyby has left the screen, slowly scroll title up
tween(titleImage, {
y: titleImage.y - titleImage.height
}, {
duration: 20000,
easing: tween.easeOut
});
// Stop the title scrolling after 5 seconds
LK.setTimeout(function () {
tween.stop(titleImage, {
y: true
});
// Fade in intro asset in the middle of the screen
var introAsset = game.addChild(LK.getAsset('intro', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0
}));
// Tween alpha from 0 to 1 for fade-in effect
tween(introAsset, {
alpha: 1
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// After intro has faded in, make flyby move from left to right
flybyImage.x = -375; // Reset flyby to left side
flybyImage.y = 2732 / 2; // Center vertically
tween(flybyImage, {
x: 2048 + 375
}, {
duration: 6000,
easing: tween.linear,
onFinish: function onFinish() {
// After flyby has left the screen, fade out intro and fade in backdrop
tween(introAsset, {
alpha: 0
}, {
duration: 2000,
easing: tween.easeInOut
});
// Add backdrop asset to game
var backdropAsset = game.addChild(LK.getAsset('backdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}));
// Add flyby asset to backdrop
var backdropFlyby = game.addChild(LK.getAsset('Flyby', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 800,
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}));
// Store the original Y position for backdrop flyby
var backdropFlybyOriginalY = backdropFlyby.y;
// Make flyby move off the right side of backdrop scene
function startBackdropFlybyHover() {
tween(backdropFlyby, {
x: 2048 + 375
}, {
duration: 6000,
easing: tween.linear,
onFinish: function onFinish() {
// After flyby has left the backdrop scene, fade in wave1 asset
var wave1Asset = game.addChild(LK.getAsset('Wave1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
alpha: 0
}));
// Fade in wave1 asset
tween(wave1Asset, {
alpha: 1
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Keep wave1 visible for 3 seconds then fade out
LK.setTimeout(function () {
tween(wave1Asset, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
wave1Asset.destroy();
// Start first wave of tower defense game
startTowerDefenseWave1();
}
});
}, 3000);
}
});
}
});
}
// Fade in backdrop
tween(backdropAsset, {
alpha: 1
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Fade in backdrop flyby
tween(backdropFlyby, {
alpha: 1
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Start flyby movement to right side after fade in
startBackdropFlybyHover();
}
});
// Add 6 horizontal guide lines after backdrop fades in
var lineSpacing = 2732 / 7; // Divide screen height by 7 to get 6 lines with margins
for (var i = 1; i <= 6; i++) {
var yPosition = lineSpacing * i;
if (i === 1) {
yPosition += 480; // Move guideline 1 down by 480 pixels
} else if (i === 2) {
yPosition += 320; // Move guideline 2 down by 320 pixels
} else if (i === 3) {
yPosition += 150; // Move guideline 3 down by 150 pixels
} else if (i === 4) {
yPosition += 10; // Move guideline 4 down by 10 pixels
} else if (i === 5) {
yPosition -= 150; // Move guideline 5 up by 150 pixels
} else if (i === 6) {
yPosition -= 310; // Move guideline 6 up by 310 pixels
}
var guideLine = game.addChild(LK.getAsset('guideLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: yPosition,
alpha: 0.5
}));
}
}
});
}
});
}
});
}, 5000);
}
});
; ===================================================================
--- original.js
+++ change.js
@@ -1500,8 +1500,45 @@
}
}
}
}
+ // Check collision with blowing assets from air towers
+ for (var b = 0; b < towers.length; b++) {
+ var tower = towers[b];
+ // Check if this is an air tower with blowing asset
+ if (tower.blowing) {
+ // Initialize blowing collision tracking for this enemy
+ if (!enemy.blowingCollisions) {
+ enemy.blowingCollisions = {};
+ }
+ // Check if enemy intersects with blowing asset
+ var enemyWidth = 150; // Half width of probedroid
+ var enemyHeight = 183; // Half height of probedroid
+ var blowingWidth = 125; // Half width of blowing asset
+ var blowingHeight = 170; // Half height of blowing asset
+ var isCollidingWithBlowing = Math.abs(enemy.x - tower.blowing.x) < (enemyWidth + blowingWidth) / 2 && Math.abs(enemy.y - tower.blowing.y) < (enemyHeight + blowingHeight) / 2;
+ // Track collision state transitions
+ var wasCollidingWithBlowing = enemy.blowingCollisions[b] || false;
+ // Handle collision start - enemy just hit blowing asset
+ if (!wasCollidingWithBlowing && isCollidingWithBlowing) {
+ // Collision just started - blow enemy back 400 pixels
+ enemy.blowingCollisions[b] = true;
+ // Use tween to smoothly blow enemy back 400 pixels to the right
+ tween(enemy, {
+ x: enemy.x + 400
+ }, {
+ duration: 800,
+ easing: tween.easeOut
+ });
+ // Flash enemy to show knockback effect
+ LK.effects.flashObject(enemy, 0x00ffff, 500);
+ }
+ // Update collision state
+ if (!isCollidingWithBlowing && wasCollidingWithBlowing) {
+ enemy.blowingCollisions[b] = false;
+ }
+ }
+ }
// Update last position for next frame
enemy.lastX = enemy.x;
}
}
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
Fan blades symmetrical. 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
Display icon that says score sci fi comic style font. In-Game asset. 2d. High contrast. No shadows
Display icon that says cash sci fi comic style font. In-Game asset. 2d. High contrast. No shadows
Display icon that says X2 speed sci fi comic style font. In-Game asset. 2d. High contrast. No shadows
Make it say x1 speed and make the x1 blue
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