User prompt
Make drones, robots and SpaceDrones shoot red, green and blue laserfire. Make laserfire attack more deadly by increasing the damage it has on towers
User prompt
The boss UFO can not go to left side of screen and reach goal when there is still towers on the grid. Once UFO boss kills all the towers and makes it to left side of screen then player loses and it's game over
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Player starts with $50
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Clean up code
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How can we fix this
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Extend range on fire tower to 1500 straight ahead
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Reduce fire tower attack damage from 15 to 10 Reduce fire tower attack damage from 15 to 10 in immediate placement attack
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Make fire tower inflict less damage
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Prevent boss UFO reaching goal unless it has destroyed all towers first
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Reduce electric tower attack power from 20 to 10
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Reduce electric tower attack power from 20 to 10
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Make electric tower attack weaker
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Increase drone, robot, SpaceDrones laserfire rate
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Reduce plasma tower attack damage
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Make the UFO boss health and shield require 100 times more hits
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Make the UFO boss health and shield require 100 times more hits
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When gas tower attacks enemies will move into random adjacent row on guideline ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Drone ,robot and SpaceDrones can only fire at tower directly in front of them not the ones protected behind other towers
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Drone,robot and SpaceDrones can only fire at tower on the same line as they are travelling
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Reduce drone, robot, SpaceDrones laserfire rate by half
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Enemy can only shoot laserfire into the tower directly in front of it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cut down enemy laserfire rate by half
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Reduce enemy laserfire rate bybhalf
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Player starts with $100
User prompt
Slow down UFO movement ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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; }); // Drone class for wave 2 var Drone = Container.expand(function () { var self = Container.call(this); // Attach drone as the main enemy graphic var droneGraphics = self.attachAsset('Drone', { anchorX: 0.5, anchorY: 0.5 }); // Add flashing lights to drone var droneLight1 = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: -30, y: 5, scaleX: 0.025, scaleY: 0.025, tint: 0xff0000, alpha: 0.6 }); var droneLight2 = self.attachAsset('squareLight', { anchorX: 0.5, anchorY: 0.5, x: 40, y: 0, scaleX: 0.7, scaleY: 0.7, tint: 0x00ff00, alpha: 0.6 }); var droneLight3 = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -90, scaleX: 0.02, scaleY: 0.02, tint: 0x0000ff, alpha: 0.6 }); // Start flashing animations for drone lights function startDroneLightFlashing() { // Red light flashing tween(droneLight1, { alpha: 0.1 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(droneLight1, { alpha: 0.7 }, { duration: 600, easing: tween.easeInOut, onFinish: startDroneLightFlashing }); } }); // Green light flashing (offset timing) LK.setTimeout(function () { tween(droneLight2, { alpha: 0.15 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(droneLight2, { alpha: 0.7 }, { duration: 500, easing: tween.easeInOut }); } }); }, 200); // Blue light flashing (different timing) LK.setTimeout(function () { tween(droneLight3, { alpha: 0.2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(droneLight3, { alpha: 0.7 }, { duration: 800, easing: tween.easeInOut }); } }); }, 400); } // Start the flashing animation startDroneLightFlashing(); // Initialize drone properties self.speed = -2; // Same speed as probedroids self.health = 80; // Less health than probedroids self.maxHealth = 80; self.pathLine = 1; self.lastX = undefined; self.electricEffectVisible = false; // 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(); }; // Function to make electric effect visible self.showElectricEffect = function () { // Drones don't have electric effect visuals like probedroids // This is implemented for consistency with tower interactions }; // Add laser fire back attack for drone when hit self.fireBackAtTower = function (attackingTower) { // Create laser fire back projectile var laser = game.addChild(LK.getAsset('Laserfire', { anchorX: 0.5, anchorY: 0.5, x: self.x - 200, y: self.y, alpha: 0.9 })); // Calculate direction to attacking tower var deltaX = attackingTower.x - laser.x; var deltaY = attackingTower.y - laser.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var speed = 6; laser.velocityX = deltaX / distance * speed; laser.velocityY = deltaY / distance * speed; laser.damage = 5; // Set initial rotation to point at tower var initialAngle = Math.atan2(deltaY, deltaX); laser.rotation = initialAngle; // Animate laser movement var laserInterval = LK.setInterval(function () { laser.x += laser.velocityX; laser.y += laser.velocityY; // Update laser rotation to continuously point at tower var currentDeltaX = attackingTower.x - laser.x; var currentDeltaY = attackingTower.y - laser.y; var currentAngle = Math.atan2(currentDeltaY, currentDeltaX); // Animate rotation change smoothly tween(laser, { rotation: currentAngle }, { duration: 100, easing: tween.easeOut }); // Check if laser hit the attacking tower var laserDistance = Math.sqrt(Math.pow(laser.x - attackingTower.x, 2) + Math.pow(laser.y - attackingTower.y, 2)); if (laserDistance < 100) { // Hit tower - deal damage attackingTower.takeDamage(laser.damage); LK.effects.flashObject(attackingTower, 0xff0000, 300); // Remove laser LK.clearInterval(laserInterval); laser.destroy(); return; } // Check if laser went off screen if (laser.x > 2048 + 100 || laser.x < -100 || laser.y > 2732 + 100 || laser.y < -100) { LK.clearInterval(laserInterval); laser.destroy(); } }, 16); }; self.update = function () { // Initialize lastX if not set if (self.lastX === undefined) self.lastX = self.x; // Update health bar self.updateHealthBar(); }; return self; }); // 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: 50, y: -80, 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 }); // Add electric effect to probe droid var electricEffect = self.attachAsset('Electriceffect', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -50, scaleX: 1.0, scaleY: 1.0, alpha: 0.7, visible: false }); // 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(); // Start electric effect animation function startElectricEffect() { // Animate electric effect fading in and out tween(electricEffect, { alpha: 0.2 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(electricEffect, { alpha: 0.9 }, { duration: 600, easing: tween.easeInOut, onFinish: startElectricEffect }); } }); } // Store electric effect reference self.electricEffect = electricEffect; // Function to make electric effect visible self.showElectricEffect = function () { if (!self.electricEffectVisible) { self.electricEffectVisible = true; self.electricEffect.visible = true; } }; // Start the electric effect animation startElectricEffect(); // 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 self.electricEffectVisible = false; // Track if electric effect is visible // 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; }); // Robot class for wave 3 var Robot = Container.expand(function () { var self = Container.call(this); // Attach robot as the main enemy graphic var robotGraphics = self.attachAsset('Robot', { anchorX: 0.5, anchorY: 0.5 }); // Add wheel to robot var wheel = self.attachAsset('Wheel', { anchorX: 0.5, anchorY: 0.5, x: -25, y: 100, scaleX: 0.8, scaleY: 0.8 }); // Add second wheel to robot var wheel2 = self.attachAsset('wheel2', { anchorX: 0.5, anchorY: 0.5, x: 25, y: 100, scaleX: 0.8, scaleY: 0.8 }); // Add roboarm to robot var roboarm = self.attachAsset('Roboarm', { anchorX: 0.5, anchorY: 0.5, x: -5, y: 0, scaleX: 0.6, scaleY: 0.6 }); // Initialize robot properties self.speed = -6; // Faster speed self.health = 120; // High health self.maxHealth = 120; self.pathLine = 1; self.lastX = undefined; self.electricEffectVisible = false; // Add health bar var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -200 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -200, tint: 0x00ff00 }); self.updateHealthBar = function () { var healthPercentage = self.health / self.maxHealth; healthBar.scaleX = healthPercentage; 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(); }; // Add showElectricEffect function for wave 3 robots self.showElectricEffect = function () { // Wave 3 robots don't have electric effect visuals, so this is a no-op }; // Add laser fire back attack for robot when hit self.fireBackAtTower = function (attackingTower) { // Create laser fire back projectile var laser = game.addChild(LK.getAsset('Laserfire', { anchorX: 0.5, anchorY: 0.5, x: self.x - 200, y: self.y, alpha: 0.9 })); // Calculate direction to attacking tower var deltaX = attackingTower.x - laser.x; var deltaY = attackingTower.y - laser.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var speed = 6; laser.velocityX = deltaX / distance * speed; laser.velocityY = deltaY / distance * speed; laser.damage = 5; // Set initial rotation to point at tower var initialAngle = Math.atan2(deltaY, deltaX); laser.rotation = initialAngle; // Animate laser movement var laserInterval = LK.setInterval(function () { laser.x += laser.velocityX; laser.y += laser.velocityY; // Update laser rotation to continuously point at tower var currentDeltaX = attackingTower.x - laser.x; var currentDeltaY = attackingTower.y - laser.y; var currentAngle = Math.atan2(currentDeltaY, currentDeltaX); // Animate rotation change smoothly tween(laser, { rotation: currentAngle }, { duration: 100, easing: tween.easeOut }); // Check if laser hit the attacking tower var laserDistance = Math.sqrt(Math.pow(laser.x - attackingTower.x, 2) + Math.pow(laser.y - attackingTower.y, 2)); if (laserDistance < 100) { // Hit tower - deal damage attackingTower.takeDamage(laser.damage); LK.effects.flashObject(attackingTower, 0xff0000, 300); // Remove laser LK.clearInterval(laserInterval); laser.destroy(); return; } // Check if laser went off screen if (laser.x > 2048 + 100 || laser.x < -100 || laser.y > 2732 + 100 || laser.y < -100) { LK.clearInterval(laserInterval); laser.destroy(); } }, 16); }; self.update = function () { if (self.lastX === undefined) self.lastX = self.x; self.updateHealthBar(); // Rotate wheel slowly anticlockwise if (wheel) { tween(wheel, { rotation: wheel.rotation - Math.PI / 8 }, { duration: 200, easing: tween.linear }); } // Rotate second wheel slowly anticlockwise if (wheel2) { tween(wheel2, { rotation: wheel2.rotation - Math.PI / 8 }, { duration: 200, easing: tween.linear }); } }; return self; }); // SpaceDrone class for wave 4 var SpaceDrone = Container.expand(function () { var self = Container.call(this); // Attach SpaceDrone as the main enemy graphic var spaceDroneGraphics = self.attachAsset('SpaceDrone', { anchorX: 0.5, anchorY: 0.5 }); // Add flashing lights to space drone var droneLight1 = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: -40, y: 10, scaleX: 0.03, scaleY: 0.03, tint: 0xff0000, alpha: 0.7 }); var droneLight2 = self.attachAsset('squareLight', { anchorX: 0.5, anchorY: 0.5, x: 50, y: 5, scaleX: 0.8, scaleY: 0.8, tint: 0x00ff00, alpha: 0.7 }); var droneLight3 = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, scaleX: 0.025, scaleY: 0.025, tint: 0x0000ff, alpha: 0.7 }); // Start flashing animations for space drone lights function startSpaceDroneLightFlashing() { // Red light flashing tween(droneLight1, { alpha: 0.2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(droneLight1, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, onFinish: startSpaceDroneLightFlashing }); } }); // Green light flashing (offset timing) LK.setTimeout(function () { tween(droneLight2, { alpha: 0.2 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(droneLight2, { alpha: 0.8 }, { duration: 400, easing: tween.easeInOut }); } }); }, 150); // Blue light flashing (different timing) LK.setTimeout(function () { tween(droneLight3, { alpha: 0.3 }, { duration: 700, easing: tween.easeInOut, onFinish: function onFinish() { tween(droneLight3, { alpha: 0.8 }, { duration: 700, easing: tween.easeInOut }); } }); }, 300); } // Start the flashing animation startSpaceDroneLightFlashing(); // Initialize space drone properties self.speed = -3; // Moderate speed self.health = 150; // Higher health than previous enemies self.maxHealth = 150; self.pathLine = 1; self.lastX = undefined; self.electricEffectVisible = false; // 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 longer health bar for SpaceDrone var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -130, scaleX: 1.5, // Make health bar longer scaleY: 1.2 // Make health bar slightly taller }); var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -130, tint: 0x00ff00, scaleX: 1.5, // Make health bar longer scaleY: 1.2 // Make health bar slightly taller }); self.updateHealthBar = function () { var healthPercentage = self.health / self.maxHealth; healthBar.scaleX = healthPercentage * 1.5; // Maintain longer scale // 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(); }; // Function to make electric effect visible self.showElectricEffect = function () { // SpaceDrones don't have electric effect visuals like probedroids // This is implemented for consistency with tower interactions }; // Add laser fire back attack for SpaceDrone when hit self.fireBackAtTower = function (attackingTower) { // Create laser fire back projectile var laser = game.addChild(LK.getAsset('Laserfire', { anchorX: 0.5, anchorY: 0.5, x: self.x - 200, y: self.y, alpha: 0.9 })); // Calculate direction to attacking tower var deltaX = attackingTower.x - laser.x; var deltaY = attackingTower.y - laser.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var speed = 7; // Slightly faster than other enemies laser.velocityX = deltaX / distance * speed; laser.velocityY = deltaY / distance * speed; laser.damage = 8; // Higher damage than other enemies // Set initial rotation to point at tower var initialAngle = Math.atan2(deltaY, deltaX); laser.rotation = initialAngle; // Animate laser movement var laserInterval = LK.setInterval(function () { laser.x += laser.velocityX; laser.y += laser.velocityY; // Update laser rotation to continuously point at tower var currentDeltaX = attackingTower.x - laser.x; var currentDeltaY = attackingTower.y - laser.y; var currentAngle = Math.atan2(currentDeltaY, currentDeltaX); // Animate rotation change smoothly tween(laser, { rotation: currentAngle }, { duration: 100, easing: tween.easeOut }); // Check if laser hit the attacking tower var laserDistance = Math.sqrt(Math.pow(laser.x - attackingTower.x, 2) + Math.pow(laser.y - attackingTower.y, 2)); if (laserDistance < 100) { // Hit tower - deal damage attackingTower.takeDamage(laser.damage); LK.effects.flashObject(attackingTower, 0xff0000, 300); // Remove laser LK.clearInterval(laserInterval); laser.destroy(); return; } // Check if laser went off screen if (laser.x > 2048 + 100 || laser.x < -100 || laser.y > 2732 + 100 || laser.y < -100) { LK.clearInterval(laserInterval); laser.destroy(); } }, 16); }; self.update = function () { // Initialize lastX if not set if (self.lastX === undefined) self.lastX = self.x; // Update health bar self.updateHealthBar(); }; return self; }); // UFO boss enemy class for wave 5 var UFO = Container.expand(function () { var self = Container.call(this); // Attach UFO as the main enemy graphic var ufoGraphics = self.attachAsset('UFO', { anchorX: 0.5, anchorY: 0.5 }); // Add shield effects around UFO var shield1 = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.6, scaleY: 0.6, tint: 0x00FFFF, alpha: 0.3 }); var shield2 = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.8, scaleY: 0.8, tint: 0x0088FF, alpha: 0.2 }); // Start shield animations function startShieldAnimation() { // Shield 1 rotation tween(shield1, { rotation: shield1.rotation + Math.PI * 2 }, { duration: 3000, easing: tween.linear, onFinish: startShieldAnimation }); // Shield 2 counter-rotation tween(shield2, { rotation: shield2.rotation - Math.PI * 2 }, { duration: 4000, easing: tween.linear }); } startShieldAnimation(); // Initialize UFO boss properties self.speed = -1; // Slower than other enemies self.health = 4000; // Much higher health - takes around 200 hits self.maxHealth = 4000; self.pathLine = 1; self.lastX = undefined; self.electricEffectVisible = false; // Boss text removed // Add much longer health bar for UFO boss var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -280, scaleX: 4.0, // Make health bar much longer scaleY: 2.0 // Make health bar taller }); var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -280, tint: 0xFF0000, scaleX: 4.0, // Make health bar much longer scaleY: 2.0 // Make health bar taller }); self.updateHealthBar = function () { var healthPercentage = self.health / self.maxHealth; healthBar.scaleX = healthPercentage * 4.0; // Maintain longer scale // UFO boss health bar stays red healthBar.tint = 0xFF0000; }; self.takeDamage = function (damage) { // UFO boss takes reduced damage due to shields var reducedDamage = Math.max(1, Math.floor(damage / 2)); self.health -= reducedDamage; if (self.health <= 0) { self.health = 0; } self.updateHealthBar(); // Flash shields when taking damage LK.effects.flashObject(shield1, 0xFFFFFF, 200); LK.effects.flashObject(shield2, 0xFFFFFF, 200); }; // Function to make electric effect visible self.showElectricEffect = function () { // UFO boss doesn't show electric effect }; // Initialize UFO boss behavior properties if (self.hoverState === undefined) { self.hoverState = 'hovering'; // 'hovering', 'descending', 'attacking' self.hoverTimer = 0; self.descentTimer = 0; self.lastLaserTime = 0; self.targetY = self.y; self.originalY = self.y; self.hoverDirection = 1; // 1 for right, -1 for left self.descendingToLine = -1; } self.update = function () { // Initialize lastX if not set if (self.lastX === undefined) self.lastX = self.x; // Update health bar self.updateHealthBar(); // UFO boss movement and behavior self.hoverTimer += gameSpeed; self.descentTimer += gameSpeed; if (self.hoverState === 'hovering') { // Hover around randomly - move horizontally (slowed down) self.x += self.hoverDirection * 0.3 * gameSpeed; // Change direction if hitting screen edges if (self.x <= 300 || self.x >= 2048 - 300) { self.hoverDirection *= -1; } // Random direction changes if (Math.random() < 0.01 * gameSpeed) { self.hoverDirection *= -1; } // Slight vertical hovering self.y = self.originalY + Math.sin(self.hoverTimer * 0.02) * 30; // Fire laser at towers sparingly (every 12-20 seconds) if (self.hoverTimer - self.lastLaserTime >= (720 + Math.random() * 480) / gameSpeed) { self.fireAtTowers(); self.lastLaserTime = self.hoverTimer; } // Every 10 seconds, descend to a random guideline if (self.descentTimer >= 600 / gameSpeed) { // 10 seconds at 60fps self.hoverState = 'descending'; self.descentTimer = 0; // Choose random guideline (1-6) self.descendingToLine = Math.floor(Math.random() * 6) + 1; // Set target Y position based on guideline var lineY = pathPositions['line' + self.descendingToLine]; self.targetY = lineY; // Animate descent (slower) tween(self, { y: self.targetY }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { self.hoverState = 'attacking'; // Stay on line for 3 seconds, then return to hovering LK.setTimeout(function () { self.hoverState = 'ascending'; tween(self, { y: self.originalY }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { self.hoverState = 'hovering'; } }); }, 3000); } }); } } // Check if UFO destroyed all towers if (towers.length === 0) { self.hoverState = 'moving_to_goal'; self.speed = -1; // Move toward goal self.y = pathPositions['line' + Math.floor(Math.random() * 6 + 1)]; // Move to random line } // Move toward goal if all towers destroyed (slower) if (self.hoverState === 'moving_to_goal') { self.x += self.speed * 0.5 * gameSpeed; } }; // Add laser firing method for UFO self.fireAtTowers = function () { if (towers.length === 0) return; // Select random tower to target var randomTower = towers[Math.floor(Math.random() * towers.length)]; // Create laser projectile var laser = game.addChild(LK.getAsset('Laserfire', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y + 100, alpha: 0.9, tint: 0xFF0000 // Red laser for UFO })); // Calculate direction to tower var deltaX = randomTower.x - laser.x; var deltaY = randomTower.y - laser.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var speed = 5; laser.velocityX = deltaX / distance * speed; laser.velocityY = deltaY / distance * speed; laser.damage = 15; // Set laser rotation to point at tower laser.rotation = Math.atan2(deltaY, deltaX); // Animate laser movement var laserInterval = LK.setInterval(function () { laser.x += laser.velocityX; laser.y += laser.velocityY; // Check if laser hit the tower var laserDistance = Math.sqrt(Math.pow(laser.x - randomTower.x, 2) + Math.pow(laser.y - randomTower.y, 2)); if (laserDistance < 120) { // Hit tower - deal damage randomTower.takeDamage(laser.damage); LK.effects.flashObject(randomTower, 0xFF0000, 400); // Remove laser LK.clearInterval(laserInterval); laser.destroy(); return; } // Check if laser went off screen if (laser.x > 2048 + 100 || laser.x < -100 || laser.y > 2732 + 100 || laser.y < -100) { LK.clearInterval(laserInterval); laser.destroy(); } }, 16); }; return self; }); /**** * 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 += gameSpeed; if (enemySpawnTimer >= enemySpawnInterval) { spawnEnemy(); enemySpawnTimer = 0; } // Update fan tower cooldowns for (var i = 0; i < towers.length; i++) { var tower = towers[i]; // Check if this is a fan tower if (tower.blades) { tower.cooldownTimer += gameSpeed; // Check if cooldown should start if (tower.isRunning && tower.cooldownTimer >= tower.cooldownDuration) { // Start cooldown - stop fan tower.cooldownActive = true; tower.isRunning = false; tower.cooldownTimer = 0; // Stop blade spinning if (tower.blades) { tween.stop(tower.blades); } // Flash fan red to indicate cooldown LK.effects.flashObject(tower, 0xff0000, 1000); } // Check if cooldown should end (10 seconds cooldown) if (tower.cooldownActive && tower.cooldownTimer >= 10 * 60 / gameSpeed) { // End cooldown - restart fan tower.cooldownActive = false; tower.isRunning = true; tower.cooldownTimer = 0; // Resume blade spinning var _spinBlades2 = function spinBlades() { if (tower.blades && tower.isRunning) { tween(tower.blades, { rotation: tower.blades.rotation + Math.PI * 2 }, { duration: 500, easing: tween.linear, onFinish: _spinBlades2 }); } }; _spinBlades2(); // Flash fan green to indicate restart LK.effects.flashObject(tower, 0x00ff00, 500); } } } // Handle plasma tower attacks for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower.plasma) { handlePlasmaAttack(tower); } } // Update enemies updateEnemies(); // Clean up water squirts when towers are not attacking cleanupWaterSquirts(); // Clean up zap effects when targets are out of range cleanupZapEffects(); // Clean up fireball projectiles that are off-screen cleanupFireballs(); // Check wave 1 completion if (currentWave === 1 && wave1EnemiesCompleted >= 10) { // Award player $50 for completing wave 1 playerCash += 50; cashText.setText('Cash: $' + playerCash); // Initialize wave 2 currentWave = 2; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 30; // Wave 2 has 30 drones enemySpawnInterval = 180; // 3 seconds between spawns at 60fps // Fade in wave2 asset in middle of screen var wave2Asset = game.addChild(LK.getAsset('Wave2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave2 asset tween(wave2Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave2 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave2Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave2Asset.destroy(); } }); }, 2000); } }); } // Check wave 2 completion and initialize wave 3 if (currentWave === 2 && wave2EnemiesCompleted >= 30) { // Award player $100 for completing wave 2 playerCash += 100; cashText.setText('Cash: $' + playerCash); // Initialize wave 3 currentWave = 3; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 20; // Wave 3 has 20 robots enemySpawnInterval = 180; // 3 seconds between spawns at 60fps // Fade in wave3 asset in middle of screen var wave3Asset = game.addChild(LK.getAsset('Wave3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave3 asset tween(wave3Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave3 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave3Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave3Asset.destroy(); } }); }, 2000); } }); } // Check wave 3 completion and initialize wave 4 if (currentWave === 3 && enemiesSpawned >= maxEnemiesInWave && enemies.length === 0) { // Award player $150 for completing wave 3 playerCash += 150; cashText.setText('Cash: $' + playerCash); // Initialize wave 4 currentWave = 4; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 50; // Wave 4 has 50 SpaceDrones enemySpawnInterval = 120; // 2 seconds between spawns at 60fps // Fade in wave4 asset in middle of screen var wave4Asset = game.addChild(LK.getAsset('Wave4', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave4 asset tween(wave4Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave4 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave4Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave4Asset.destroy(); } }); }, 2000); } }); } // Check wave 4 completion and initialize wave 5 if (currentWave === 4 && enemiesSpawned >= maxEnemiesInWave && enemies.length === 0) { // Award player $200 for completing wave 4 playerCash += 200; cashText.setText('Cash: $' + playerCash); // Initialize wave 5 currentWave = 5; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 1; // Wave 5 has 1 UFO boss enemySpawnInterval = 60; // 1 second between spawns at 60fps // Fade in wave5 asset in middle of screen var wave5Asset = game.addChild(LK.getAsset('Wave5', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave5 asset tween(wave5Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave5 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave5Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave5Asset.destroy(); } }); }, 2000); } }); } // Check wave 5 completion (final win condition) if (currentWave === 5 && enemiesSpawned >= maxEnemiesInWave && enemies.length === 0) { LK.showYouWin(); } // Check if UFO boss reached goal in wave 5 if (currentWave === 5 && enemies.length > 0) { var ufo = enemies[0]; // UFO should be the only enemy in wave 5 if (ufo && ufo.lastX >= 0 && ufo.x < 0) { // UFO reached goal - game over LK.showGameOver(); return; } } // Final check - destroy all towers with 0 or less health at end of update cycle for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; 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 plasma if this is a plasma tower if (tower.plasma) { tower.plasma.destroy(); } // Remove plasma rays if this is a plasma tower if (tower.plasmaRays) { for (var rayIndex = 0; rayIndex < tower.plasmaRays.length; rayIndex++) { tower.plasmaRays[rayIndex].destroy(); } tower.plasmaRays = []; } // Remove active zaps if this is an electric tower if (tower.activeZaps) { for (var zapIndex = 0; zapIndex < tower.activeZaps.length; zapIndex++) { tower.activeZaps[zapIndex].destroy(); } tower.activeZaps = []; tower.zapTargets = []; } // Remove tower from the game tower.destroy(); towers.splice(i, 1); } } }; // Mouse move handler for tower preview game.move = function (x, y, obj) { if (isPlacingTower && towerPreview) { // Snap preview to nearest guideline X position (columns) var snappedX = getNearestGuidelineX(x); towerPreview.x = snappedX; // 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 + 25 + 25; } // Update plasma position if plasma preview has plasma if (towerPreview.plasma) { towerPreview.plasma.x = towerPreview.x; towerPreview.plasma.y = towerPreview.y - 20; } } }; var enemies = []; var towers = []; var waterSquirts = []; // Track all water squirts for cleanup 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 probedroids var currentWave = 1; // Track current wave number var wave1EnemiesCompleted = 0; // Track completed enemies in wave 1 var wave2EnemiesCompleted = 0; // Track completed enemies in wave 2 var wave3EnemiesCompleted = 0; // Track completed enemies in wave 3 var playerCash = 100; // Player starts with $100 var playerLives = 3; // Player starts with 3 lives var playerScore = 0; // Player starts with 0 score var livesText = null; // Global reference to lives text display var isPlacingTower = false; var selectedTowerType = null; var towerPreview = null; var guidelines = []; var verticalGuidelines = []; var cashText = null; var confirmButton = null; var gameSpeed = 1; // Global game speed multiplier // Define path positions for different lines var pathPositions = { line6: 2732 / 7 * 6 - 310 + 50, // Line 6 position line2: 2732 / 7 * 2 + 320 + 50, // Line 2 position line3: 2732 / 7 * 3 + 150 + 50, // Line 3 position line4: 2732 / 7 * 4 + 10 + 50, // Line 4 position line5: 2732 / 7 * 5 - 150 + 50, // Line 5 position line1: 2732 / 7 * 1 + 480 + 50 // 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; } // Helper function to get nearest vertical guideline X position function getNearestGuidelineX(x) { var nearestX = x; var minDistance = Infinity; for (var i = 0; i < verticalGuidelines.length; i++) { var guideline = verticalGuidelines[i]; var distance = Math.abs(guideline.x - x); if (distance < minDistance) { minDistance = distance; nearestX = guideline.x; } } return nearestX; } // Helper function to check if tower position is too close to existing towers function canPlaceTowerAt(x, y) { var minDistance = 200; // Minimum distance between towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var distance = Math.sqrt(Math.pow(x - tower.x, 2) + Math.pow(y - tower.y, 2)); if (distance < minDistance) { return false; } } return true; } // Function to clean up water squirts when tower is not attacking function cleanupWaterSquirts() { for (var i = waterSquirts.length - 1; i >= 0; i--) { var squirt = waterSquirts[i]; if (!squirt || !squirt.parent) { // Water squirt already destroyed, remove from tracking waterSquirts.splice(i, 1); continue; } // Check if water squirt's tower is still active and attacking var towerStillActive = false; for (var j = 0; j < towers.length; j++) { var tower = towers[j]; if (tower._assetId === 'Tower1' && tower.health > 0) { // Check if tower has enemies in range var hasEnemiesInRange = false; for (var k = 0; k < enemies.length; k++) { var enemy = enemies[k]; if (Math.abs(enemy.y - tower.y) < 50 && enemy.x > tower.x && enemy.x - tower.x < 700) { hasEnemiesInRange = true; break; } } if (hasEnemiesInRange) { towerStillActive = true; break; } } } // If no towers are actively attacking, clean up this water squirt if (!towerStillActive) { squirt.destroy(); waterSquirts.splice(i, 1); } } } // Function to clean up all zap3 effects when electric towers are destroyed or not targeting function cleanupZapEffects() { for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; if (tower._assetId === 'Bugzapper' && tower.activeZaps) { // Check if tower is destroyed (health <= 0) if (tower.health <= 0) { // Clean up all zap effects for destroyed tower for (var j = tower.activeZaps.length - 1; j >= 0; j--) { var zap = tower.activeZaps[j]; if (zap && zap.parent) { zap.destroy(); } tower.activeZaps.splice(j, 1); tower.zapTargets.splice(j, 1); } continue; } for (var j = tower.activeZaps.length - 1; j >= 0; j--) { var zap = tower.activeZaps[j]; var target = tower.zapTargets[j]; // Check if zap effect still exists and target is still valid if (!zap || !zap.parent || !target || !target.parent) { // Clean up invalid zap effect if (zap && zap.parent) { zap.destroy(); } tower.activeZaps.splice(j, 1); tower.zapTargets.splice(j, 1); continue; } // Check if target is still in range var targetInRange = false; if (Math.abs(target.y - tower.y) < 100 && target.x > tower.x && target.x - tower.x < 800) { targetInRange = true; } // If target is not in range, clean up zap effect if (!targetInRange) { zap.destroy(); tower.activeZaps.splice(j, 1); tower.zapTargets.splice(j, 1); } } } } } // Function to clean up all fireball projectiles that are off-screen or have invalid targets function cleanupFireballs() { // Find all fireball assets in the game for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child.assetId === 'Fireball') { // Check if fireball is off-screen if (child.x > 2048 + 200 || child.x < -200 || child.y > 2732 + 200 || child.y < -200) { child.destroy(); continue; } // Check if fireball has been on screen for too long (5 seconds) if (!child.createdTime) { child.createdTime = LK.ticks; } if (LK.ticks - child.createdTime > 300) { // 5 seconds at 60fps child.destroy(); } } } } // 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); // Store scoreText reference globally for updating window.scoreText = 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 speed up button under cash display var speedUpButton = new Button(); speedUpButton.setup({ text: '2X SPEED', backgroundColor: 0x00AA00, textColor: 0xFFFFFF, width: 250, height: 80, fontSize: 35 }); speedUpButton.x = 2048 / 2 + 300 + 200; speedUpButton.y = 180; game.addChild(speedUpButton); // Speed up functionality speedUpButton.onClick = function () { if (gameSpeed === 1) { gameSpeed = 2; speedUpButton.setup({ text: '1X SPEED', backgroundColor: 0xFF6600, textColor: 0xFFFFFF, width: 250, height: 80, fontSize: 35 }); } else { gameSpeed = 1; speedUpButton.setup({ text: '2X SPEED', backgroundColor: 0x00AA00, textColor: 0xFFFFFF, width: 250, height: 80, fontSize: 35 }); } }; // Add lives display to top of screen 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 next wave immediately if (currentWave === 1) { // Skip to wave 2 // Award player $50 for completing wave 1 playerCash += 50; cashText.setText('Cash: $' + playerCash); // Initialize wave 2 currentWave = 2; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 30; // Wave 2 has 30 drones enemySpawnInterval = 180; // 3 seconds between spawns at 60fps wave1EnemiesCompleted = 10; // Mark wave 1 as completed // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; // Fade in wave2 asset in middle of screen var wave2Asset = game.addChild(LK.getAsset('Wave2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave2 asset tween(wave2Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave2 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave2Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave2Asset.destroy(); } }); }, 2000); } }); } else if (currentWave === 2) { // Skip to wave 3 // Award player $100 for completing wave 2 playerCash += 100; cashText.setText('Cash: $' + playerCash); // Initialize wave 3 currentWave = 3; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 20; // Wave 3 has 20 robots enemySpawnInterval = 180; // 3 seconds between spawns at 60fps wave2EnemiesCompleted = 30; // Mark wave 2 as completed // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; // Fade in wave3 asset in middle of screen var wave3Asset = game.addChild(LK.getAsset('Wave3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave3 asset tween(wave3Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave3 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave3Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave3Asset.destroy(); } }); }, 2000); } }); } else if (currentWave === 3) { // Skip to wave 4 // Award player $150 for completing wave 3 playerCash += 150; cashText.setText('Cash: $' + playerCash); // Initialize wave 4 currentWave = 4; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 50; // Wave 4 has 50 SpaceDrones enemySpawnInterval = 120; // 2 seconds between spawns at 60fps wave3EnemiesCompleted = 20; // Mark wave 3 as completed // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; // Fade in wave4 asset in middle of screen var wave4Asset = game.addChild(LK.getAsset('Wave4', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave4 asset tween(wave4Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave4 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave4Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave4Asset.destroy(); } }); }, 2000); } }); } else if (currentWave === 4) { // Skip to wave 5 // Award player $200 for completing wave 4 playerCash += 200; cashText.setText('Cash: $' + playerCash); // Initialize wave 5 currentWave = 5; enemiesSpawned = 0; enemySpawnTimer = 0; maxEnemiesInWave = 1; // Wave 5 has 1 UFO boss enemySpawnInterval = 60; // 1 second between spawns at 60fps // Mark wave 4 as completed // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); } enemies = []; // Fade in wave5 asset in middle of screen var wave5Asset = game.addChild(LK.getAsset('Wave5', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave5 asset tween(wave5Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave5 visible for 2 seconds then fade out LK.setTimeout(function () { tween(wave5Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave5Asset.destroy(); } }); }, 2000); } }); } }; // 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 position to nearest guidelines var alignedX = getNearestGuidelineX(towerPreview.x); var alignedY = getNearestGuidelineY(towerPreview.y); // Check if tower can be placed at this position if (!canPlaceTowerAt(alignedX, alignedY)) { // Flash red to indicate invalid placement LK.effects.flashObject(towerPreview, 0xff0000, 500); return; } var newTower = game.addChild(LK.getAsset('Tower1', { anchorX: 0.5, anchorY: 0.5, x: alignedX, 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: alignedX, y: alignedY - 120 })); var healthBar = game.addChild(LK.getAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, x: alignedX, y: alignedY - 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 newTower.lastFireTime = LK.ticks; // Create water squirt visual var waterSquirt = game.addChild(LK.getAsset('Water', { anchorX: 0, anchorY: 0.5, x: newTower.x, y: newTower.y, scaleX: 0.3, scaleY: 0.1, alpha: 0.7, tint: 0x4169E1 })); // Track water squirt for cleanup waterSquirts.push(waterSquirt); // Animate water squirt tween(waterSquirt, { scaleX: 0.35, alpha: 0.3 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Remove from tracking array when destroyed for (var squirtIndex = 0; squirtIndex < waterSquirts.length; squirtIndex++) { if (waterSquirts[squirtIndex] === waterSquirt) { waterSquirts.splice(squirtIndex, 1); break; } } waterSquirt.destroy(); } }); // Deal damage to enemy enemy.takeDamage(8); // Make electric effect visible when hit by water enemy.showElectricEffect(); // Robot fires back when hit by water tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(newTower); } 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; // Destroy preview blades if they exist if (towerPreview.blades) { towerPreview.blades.destroy(); } // Destroy preview plasma if it exists if (towerPreview.plasma) { towerPreview.plasma.destroy(); } // Clean up any remaining water squirts for (var waterIndex = game.children.length - 1; waterIndex >= 0; waterIndex--) { var child = game.children[waterIndex]; if (child.assetId === 'Water') { child.destroy(); } } 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 position to nearest guidelines var alignedX = getNearestGuidelineX(towerPreview.x); var alignedY = getNearestGuidelineY(towerPreview.y); // Check if tower can be placed at this position if (!canPlaceTowerAt(alignedX, alignedY)) { // Flash red to indicate invalid placement LK.effects.flashObject(towerPreview, 0xff0000, 500); return; } var newTower = game.addChild(LK.getAsset('Dog', { anchorX: 0.5, anchorY: 0.5, x: alignedX, 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 newTower.lastFireTime = LK.ticks; // Switch dog asset to dog1 for fart animation var fartingDog = game.addChild(LK.getAsset('Dog1', { anchorX: 0.5, anchorY: 0.5, x: newTower.x, y: newTower.y, alpha: 1 })); // Copy tower properties to the new farting dog fartingDog._assetId = 'Dog'; fartingDog.health = newTower.health; fartingDog.maxHealth = newTower.maxHealth; fartingDog.isBeingDamaged = newTower.isBeingDamaged; fartingDog.lastDamageTime = newTower.lastDamageTime; fartingDog.lastFireTime = newTower.lastFireTime; fartingDog.healthBarOutline = newTower.healthBarOutline; fartingDog.healthBar = newTower.healthBar; fartingDog.takeDamage = newTower.takeDamage; // Replace tower in towers array for (var towerIndex = 0; towerIndex < towers.length; towerIndex++) { if (towers[towerIndex] === newTower) { towers[towerIndex] = fartingDog; break; } } // Remove original tower newTower.destroy(); // Create gas cloud visual var gasCloud = game.addChild(LK.getAsset('GasCloud', { anchorX: 0.5, anchorY: 0.5, x: fartingDog.x + 150, y: fartingDog.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 if affected by gas var isAffectedByGas = true; if (enemy.attachedAssets && enemy.attachedAssets.length > 0) { var enemyAssetId = enemy.attachedAssets[0].assetId; if (enemyAssetId === 'Robot' || enemyAssetId === 'Drone' || enemyAssetId === 'SpaceDrone' || enemyAssetId === 'Probedroid') { isAffectedByGas = false; } } if (isAffectedByGas) { enemy.takeDamage(2); // Robot fires back when hit by gas tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(fartingDog); } } 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; // Destroy preview blades if they exist if (towerPreview.blades) { towerPreview.blades.destroy(); } // Destroy preview plasma if it exists if (towerPreview.plasma) { towerPreview.plasma.destroy(); } // Clean up any remaining water squirts for (var waterIndex = game.children.length - 1; waterIndex >= 0; waterIndex--) { var child = game.children[waterIndex]; if (child.assetId === 'Water') { child.destroy(); } } 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 + 25 + 25, 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) { // Align tower position to nearest guidelines var alignedX = getNearestGuidelineX(towerPreview.x); var alignedY = getNearestGuidelineY(towerPreview.y); // Check if tower can be placed at this position if (!canPlaceTowerAt(alignedX, alignedY)) { // Flash red to indicate invalid placement LK.effects.flashObject(towerPreview, 0xff0000, 500); return; } // Create spinning animation for blades var _spinBlades = function spinBlades() { tween(blades, { rotation: blades.rotation + Math.PI * 2 }, { duration: 500, easing: tween.linear, onFinish: _spinBlades }); }; var newTower = game.addChild(LK.getAsset('Fan', { anchorX: 0.5, anchorY: 0.5, x: alignedX, 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 + 25 + 25 })); _spinBlades(); // Store blades reference in tower newTower.blades = blades; newTower.health = 100; newTower.maxHealth = 100; newTower.isBeingDamaged = false; newTower.lastDamageTime = 0; // Add cooldown properties for fan newTower.cooldownTimer = 0; newTower.cooldownDuration = 20 * 60; // 20 seconds at 60fps newTower.cooldownActive = false; newTower.isRunning = true; // 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); } } // Deduct cost and update display playerCash -= 30; cashText.setText('Cash: $' + playerCash); // Clean up placement mode isPlacingTower = false; selectedTowerType = null; // Clean up placement mode isPlacingTower = false; selectedTowerType = null; // Destroy preview blades if they exist if (towerPreview && towerPreview.blades) { towerPreview.blades.destroy(); towerPreview.blades = null; } // Destroy preview plasma if it exists if (towerPreview && towerPreview.plasma) { towerPreview.plasma.destroy(); towerPreview.plasma = null; } // Clean up any remaining water squirts for (var waterIndex = game.children.length - 1; waterIndex >= 0; waterIndex--) { var child = game.children[waterIndex]; if (child.assetId === 'Water') { child.destroy(); } } if (towerPreview) { towerPreview.destroy(); towerPreview = null; } if (confirmButton) { 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 position to nearest guidelines var alignedX = getNearestGuidelineX(towerPreview.x); var alignedY = getNearestGuidelineY(towerPreview.y); // Check if tower can be placed at this position if (!canPlaceTowerAt(alignedX, alignedY)) { // Flash red to indicate invalid placement LK.effects.flashObject(towerPreview, 0xff0000, 500); return; } var newTower = game.addChild(LK.getAsset('Fireworks', { anchorX: 0.5, anchorY: 0.5, x: alignedX, y: alignedY, alpha: 1 })); newTower._assetId = 'Fireworks'; // Mark this as a fire tower 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); // 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 1000 pixels if (enemy.x > newTower.x && enemy.x - newTower.x < 1000) { // Fire immediately newTower.lastFireTime = LK.ticks; // Create fireball projectile var fireball = game.addChild(LK.getAsset('Fireball', { anchorX: 0.5, anchorY: 0.5, x: newTower.x + 50, y: newTower.y, scaleX: 0.5, scaleY: 0.5, rotation: 35 * Math.PI / 180 })); fireball.createdTime = LK.ticks; // Track creation time for cleanup fireball.targetX = enemy.x; fireball.targetY = enemy.y; fireball.speed = 8; fireball.damage = 15; // Calculate direction to enemy var deltaX = enemy.x - fireball.x; var deltaY = enemy.y - fireball.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); fireball.velocityX = deltaX / distance * fireball.speed; fireball.velocityY = deltaY / distance * fireball.speed; // Animate fireball movement var fireballInterval = LK.setInterval(function () { fireball.x += fireball.velocityX; fireball.y += fireball.velocityY; // Check if fireball hit any enemy for (var enemyIndex = 0; enemyIndex < enemies.length; enemyIndex++) { var targetEnemy = enemies[enemyIndex]; var fireballDistance = Math.sqrt(Math.pow(fireball.x - targetEnemy.x, 2) + Math.pow(fireball.y - targetEnemy.y, 2)); if (fireballDistance < 80) { // Hit enemy - deal damage targetEnemy.takeDamage(fireball.damage); // Robot fires back when hit by fire tower if (targetEnemy.fireBackAtTower) { targetEnemy.fireBackAtTower(newTower); } // Remove fireball LK.clearInterval(fireballInterval); fireball.destroy(); return; } } // Check if fireball went off screen if (fireball.x > 2048 + 100 || fireball.x < -100 || fireball.y > 2732 + 100 || fireball.y < -100) { LK.clearInterval(fireballInterval); fireball.destroy(); } }, 16); 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 -= 40; cashText.setText('Cash: $' + playerCash); // Clean up placement mode isPlacingTower = false; selectedTowerType = null; // Destroy preview blades if they exist if (towerPreview.blades) { towerPreview.blades.destroy(); } // Destroy preview plasma if it exists if (towerPreview.plasma) { towerPreview.plasma.destroy(); } // Clean up any remaining water squirts for (var waterIndex = game.children.length - 1; waterIndex >= 0; waterIndex--) { var child = game.children[waterIndex]; if (child.assetId === 'Water') { child.destroy(); } } 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 position to nearest guidelines var alignedX = getNearestGuidelineX(towerPreview.x); var alignedY = getNearestGuidelineY(towerPreview.y); // Check if tower can be placed at this position if (!canPlaceTowerAt(alignedX, alignedY)) { // Flash red to indicate invalid placement LK.effects.flashObject(towerPreview, 0xff0000, 500); return; } var newTower = game.addChild(LK.getAsset('Bugzapper', { anchorX: 0.5, anchorY: 0.5, x: alignedX, y: alignedY, alpha: 1 })); newTower._assetId = 'Bugzapper'; // Mark this as an electric tower 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); // Initialize zap arrays for electric tower newTower.activeZaps = []; newTower.zapTargets = []; // 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 800 pixels if (enemy.x > newTower.x && enemy.x - newTower.x < 800) { // Create zap3 visual positioned at enemy's location var newZap = game.addChild(LK.getAsset('Zap3', { anchorX: 0.5, anchorY: 0.5, x: enemy.x - 400, y: enemy.y, scaleX: 1.0, scaleY: 1.0, alpha: 0.9, tint: 0x00FFFF })); // Store zap effect and target newTower.activeZaps.push(newZap); newTower.zapTargets.push(enemy); // Deal damage to enemy enemy.takeDamage(20); // Make electric effect visible when hit by electricity enemy.showElectricEffect(); // Robot fires back when hit by electric tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(newTower); } 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 -= 50; cashText.setText('Cash: $' + playerCash); // Clean up placement mode isPlacingTower = false; selectedTowerType = null; // Destroy preview blades if they exist if (towerPreview.blades) { towerPreview.blades.destroy(); } // Destroy preview plasma if it exists if (towerPreview.plasma) { towerPreview.plasma.destroy(); } // Clean up any remaining water squirts for (var waterIndex = game.children.length - 1; waterIndex >= 0; waterIndex--) { var child = game.children[waterIndex]; if (child.assetId === 'Water') { child.destroy(); } } 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 })); // Add plasma asset to plasma tower preview and render it in front var previewPlasma = game.addChild(LK.getAsset('Plasma', { anchorX: 0.5, anchorY: 0.5, x: towerPreview.x, y: towerPreview.y - 20, alpha: 0.5 })); // Store plasma reference in tower preview towerPreview.plasma = previewPlasma; // Start plasma animation for preview animatePlasma(previewPlasma); // 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 position to nearest guidelines var alignedX = getNearestGuidelineX(towerPreview.x); var alignedY = getNearestGuidelineY(towerPreview.y); // Check if tower can be placed at this position if (!canPlaceTowerAt(alignedX, alignedY)) { // Flash red to indicate invalid placement LK.effects.flashObject(towerPreview, 0xff0000, 500); return; } var newTower = game.addChild(LK.getAsset('Plasmaball', { anchorX: 0.5, anchorY: 0.5, x: alignedX, y: alignedY, alpha: 1 })); // Add plasma asset to plasmaball tower and render it in front var plasma = game.addChild(LK.getAsset('Plasma', { anchorX: 0.5, anchorY: 0.5, x: newTower.x, y: newTower.y - 20, alpha: 1 })); // Store plasma reference in tower newTower.plasma = plasma; // Start plasma animation animatePlasma(plasma); 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); // Check for enemies in range immediately after placing var enemiesInRange = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - newTower.x, 2) + Math.pow(enemy.y - newTower.y, 2)); if (distance <= 800) { enemiesInRange.push(enemy); } } // If enemies are in range, start attack immediately if (enemiesInRange.length > 0) { newTower.plasmaAttackActive = true; newTower.plasmaAttackStartTime = LK.ticks; newTower.plasmaRays = []; // Create 10 plasma ray assets for (var j = 0; j < 10; j++) { var angle = j * 36 * Math.PI / 180; var rayX = newTower.x + Math.cos(angle) * 150; var rayY = newTower.y + Math.sin(angle) * 150; var plasmaRay = game.addChild(LK.getAsset('Plasmaray1', { anchorX: 0.5, anchorY: 0.5, x: rayX, y: rayY, rotation: angle + Math.PI / 2, alpha: 0.8, scaleX: 0.8, scaleY: 0.8 })); newTower.plasmaRays.push(plasmaRay); } // Deal damage to enemies in range for (var i = 0; i < enemiesInRange.length; i++) { var enemy = enemiesInRange[i]; enemy.takeDamage(30); // Make electric effect visible when hit by plasma enemy.showElectricEffect(); // Robot fires back when hit by plasma tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(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 plasma if this tower has it to ensure it renders in front if (towers[i].plasma) { game.removeChild(towers[i].plasma); game.addChild(towers[i].plasma); // Restart plasma animation after re-adding animatePlasma(towers[i].plasma); } } // Deduct cost and update display playerCash -= 60; cashText.setText('Cash: $' + playerCash); // Clean up placement mode isPlacingTower = false; selectedTowerType = null; // Destroy preview plasma if it exists if (towerPreview.plasma) { towerPreview.plasma.destroy(); } // Clean up any remaining water squirts for (var waterIndex = game.children.length - 1; waterIndex >= 0; waterIndex--) { var child = game.children[waterIndex]; if (child.assetId === 'Water') { child.destroy(); } } 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; if (currentWave === 1) { enemy = game.addChild(new Enemy()); } else if (currentWave === 2) { enemy = game.addChild(new Drone()); } else if (currentWave === 3) { enemy = game.addChild(new Robot()); } else if (currentWave === 4) { enemy = game.addChild(new SpaceDrone()); } else if (currentWave === 5) { enemy = game.addChild(new UFO()); } // 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; 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 * gameSpeed; // Check if enemy reached the left side of the screen (goal) if (enemy.lastX >= 0 && enemy.x < 0) { // Enemy reached the goal - player loses a life playerLives -= 1; // Update lives display using direct reference if (livesText) { livesText.setText('Lives: ' + playerLives); } // Check if player has no lives left if (playerLives <= 0) { // Game over - show game over screen LK.showGameOver(); return; } // Track wave completion if (currentWave === 1) { wave1EnemiesCompleted++; } else if (currentWave === 2) { wave2EnemiesCompleted++; } else if (currentWave === 3) { wave3EnemiesCompleted++; } // Enemy reached the left side - remove it enemy.destroy(); enemies.splice(i, 1); continue; } // Check each tower type separately (no early exits) for (var j = 0; j < towers.length; j++) { var tower = towers[j]; // Check if tower is a water tower (Tower1 asset) 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 / gameSpeed) { 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 })); // Track water squirt for cleanup waterSquirts.push(waterSquirt); // Animate water squirt tween(waterSquirt, { scaleX: 0.35, alpha: 0.3 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Remove from tracking array when destroyed for (var squirtIndex = 0; squirtIndex < waterSquirts.length; squirtIndex++) { if (waterSquirts[squirtIndex] === waterSquirt) { waterSquirts.splice(squirtIndex, 1); break; } } waterSquirt.destroy(); } }); // Deal damage to enemy enemy.takeDamage(8); // Make electric effect visible when hit by water enemy.showElectricEffect(); // Robot fires back when hit by water tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(tower); } // Check if enemy is destroyed if (enemy.health <= 0) { // Create explosion effect when probedroid is destroyed by water var waterExplosion = game.addChild(LK.getAsset('Explosion', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.3, scaleY: 0.3 })); // Animate explosion with tween tween(waterExplosion, { scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { waterExplosion.destroy(); } }); enemy.destroy(); enemies.splice(i, 1); // Give player money for destroying enemy playerCash += 5; cashText.setText('Cash: $' + playerCash); // Give player additional $5 cash for water tower kill playerCash += 5; cashText.setText('Cash: $' + playerCash); // Award 50 points for kill playerScore += 50; LK.setScore(playerScore); if (window.scoreText) { window.scoreText.setText('Score: ' + playerScore); } // Track wave completion if (currentWave === 1) { wave1EnemiesCompleted++; } else if (currentWave === 2) { wave2EnemiesCompleted++; } else if (currentWave === 3) { wave3EnemiesCompleted++; } i--; // Adjust index since we removed an enemy return; // Exit function for this enemy } } } } } // Check if tower is a gas tower (Dog asset) if (tower._assetId === 'Dog') { // Check tower health before any firing logic - if dead, skip all processing if (tower.health <= 0) { continue; // Skip to next tower } // 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 / gameSpeed) { 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 = function (damage) { fartingDog.health -= damage; if (fartingDog.health <= 0) { fartingDog.health = 0; } // Update health bar var healthPercentage = fartingDog.health / fartingDog.maxHealth; fartingDog.healthBar.scaleX = healthPercentage; // Change color based on health if (healthPercentage > 0.6) { fartingDog.healthBar.tint = 0x00ff00; // Green } else if (healthPercentage > 0.3) { fartingDog.healthBar.tint = 0xffff00; // Yellow } else { fartingDog.healthBar.tint = 0xff0000; // Red } }; // 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 () { // Check if farting dog is still alive before replacing if (fartingDog.health <= 0) { // Farting dog is dead, don't replace it, just destroy it // Remove health bar components if (fartingDog.healthBarOutline) { fartingDog.healthBarOutline.destroy(); } if (fartingDog.healthBar) { fartingDog.healthBar.destroy(); } fartingDog.destroy(); // Remove from towers array for (var towerIndex = towers.length - 1; towerIndex >= 0; towerIndex--) { if (towers[towerIndex] === fartingDog) { towers.splice(towerIndex, 1); break; } } return; } // Check if fartingDog still exists in towers array before replacing var fartingDogExists = false; for (var towerIndex = 0; towerIndex < towers.length; towerIndex++) { if (towers[towerIndex] === fartingDog) { fartingDogExists = true; break; } } if (!fartingDogExists) { // Farting dog was already destroyed, don't create replacement return; } 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; // Check if normal dog should be destroyed immediately after replacement if (normalDog.health <= 0) { // Remove health bar components if (normalDog.healthBarOutline) { normalDog.healthBarOutline.destroy(); } if (normalDog.healthBar) { normalDog.healthBar.destroy(); } normalDog.destroy(); // Remove from towers array for (var towerIndex = towers.length - 1; towerIndex >= 0; towerIndex--) { if (towers[towerIndex] === fartingDog) { towers.splice(towerIndex, 1); break; } } return; } // Replace in towers array for (var towerIndex = 0; towerIndex < towers.length; towerIndex++) { if (towers[towerIndex] === fartingDog) { towers[towerIndex] = normalDog; break; } } }, 500); // Check if enemy is affected by gas (farts don't affect robots, drones, or probe droids) var isAffectedByGas = true; // Check enemy asset ID to determine if it's a robot/mechanical enemy if (enemy.attachedAssets && enemy.attachedAssets.length > 0) { var enemyAssetId = enemy.attachedAssets[0].assetId; if (enemyAssetId === 'Robot' || enemyAssetId === 'Drone' || enemyAssetId === 'SpaceDrone' || enemyAssetId === 'Probedroid') { isAffectedByGas = false; } } // Only deal damage if enemy is affected by gas if (isAffectedByGas) { // Deal damage to enemy enemy.takeDamage(2); // Robot fires back when hit by gas tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(fartingDog); } // 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); // Award 50 points for kill playerScore += 50; LK.setScore(playerScore); if (window.scoreText) { window.scoreText.setText('Score: ' + playerScore); } // Track wave completion if (currentWave === 1) { wave1EnemiesCompleted++; } else if (currentWave === 2) { wave2EnemiesCompleted++; } else if (currentWave === 3) { wave3EnemiesCompleted++; } i--; // Adjust index since we removed an enemy return; // Exit function for this enemy } } } } } } // Check if tower is a bug zapper (electric tower) if (tower._assetId === 'Bugzapper') { // Initialize zap tracking arrays for this tower if (!tower.activeZaps) { tower.activeZaps = []; tower.zapTargets = []; } // Check if enemy is on the same horizontal line as the tower (within 100 pixels tolerance to account for path/guideline positioning differences) if (Math.abs(enemy.y - tower.y) < 100) { // Check if enemy is to the right of the tower and within range of 800 pixels if (enemy.x > tower.x && enemy.x - tower.x < 800) { // Check if this enemy already has a zap effect var hasZapEffect = false; for (var zapIndex = 0; zapIndex < tower.zapTargets.length; zapIndex++) { if (tower.zapTargets[zapIndex] === enemy) { hasZapEffect = true; break; } } // Create new zap effect for this enemy if it doesn't have one if (!hasZapEffect) { // Create zap3 visual positioned at enemy's location var newZap = game.addChild(LK.getAsset('Zap3', { anchorX: 0.5, anchorY: 0.5, x: enemy.x - 400, y: enemy.y, scaleX: 1.0, scaleY: 1.0, alpha: 0.9, tint: 0x00FFFF })); // Store zap effect and target tower.activeZaps.push(newZap); tower.zapTargets.push(enemy); // Start zap animation for this specific effect var _animateZap = function animateZap(zapEffect) { if (zapEffect && zapEffect.parent) { tween(zapEffect, { alpha: 0.3 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (zapEffect && zapEffect.parent) { tween(zapEffect, { alpha: 0.9 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { _animateZap(zapEffect); } }); } } }); } }; _animateZap(newZap); // Deal initial damage immediately when zap starts enemy.takeDamage(20); // Make electric effect visible when hit by electricity if (enemy.showElectricEffect) { enemy.showElectricEffect(); } // Robot fires back when hit by electric tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(tower); } } // Deal damage continuously every 10 ticks while zapping (increased frequency for fast enemies) if (hasZapEffect && LK.ticks % Math.max(1, Math.floor(10 / gameSpeed)) === 0) { // Deal damage to enemy enemy.takeDamage(20); // Make electric effect visible when hit by electricity if (enemy.showElectricEffect) { enemy.showElectricEffect(); } // Robot fires back when hit by electric tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(tower); } // Check if enemy is destroyed if (enemy.health <= 0) { // Create explosive effect when probedroid is destroyed by bugzapper var bugzapperExplosion = game.addChild(LK.getAsset('Explosion', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.3, scaleY: 0.3 })); // Animate explosion with tween tween(bugzapperExplosion, { scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { bugzapperExplosion.destroy(); } }); // Remove zap effect for this enemy for (var zapIndex = tower.activeZaps.length - 1; zapIndex >= 0; zapIndex--) { if (tower.zapTargets[zapIndex] === enemy) { tower.activeZaps[zapIndex].destroy(); tower.activeZaps.splice(zapIndex, 1); tower.zapTargets.splice(zapIndex, 1); break; } } enemy.destroy(); enemies.splice(i, 1); // Give player money for destroying enemy playerCash += 5; cashText.setText('Cash: $' + playerCash); // Award 50 points for kill playerScore += 50; LK.setScore(playerScore); if (window.scoreText) { window.scoreText.setText('Score: ' + playerScore); } // Track wave completion if (currentWave === 1) { wave1EnemiesCompleted++; } else if (currentWave === 2) { wave2EnemiesCompleted++; } else if (currentWave === 3) { wave3EnemiesCompleted++; } i--; // Adjust index since we removed an enemy return; // Exit function for this enemy } } } else { // Enemy is not in range, remove its zap effect for (var zapIndex = tower.activeZaps.length - 1; zapIndex >= 0; zapIndex--) { if (tower.zapTargets[zapIndex] === enemy) { tower.activeZaps[zapIndex].destroy(); tower.activeZaps.splice(zapIndex, 1); tower.zapTargets.splice(zapIndex, 1); break; } } } } else { // Enemy is not on same line, remove its zap effect for (var zapIndex = tower.activeZaps.length - 1; zapIndex >= 0; zapIndex--) { if (tower.zapTargets[zapIndex] === enemy) { tower.activeZaps[zapIndex].destroy(); tower.activeZaps.splice(zapIndex, 1); tower.zapTargets.splice(zapIndex, 1); break; } } } } // Check if tower is a fire tower (Fireworks asset) if (tower._assetId === 'Fireworks') { // 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 1000 pixels if (enemy.x > tower.x && enemy.x - tower.x < 1000) { // Initialize fire rate tracking for this tower if (!tower.lastFireTime) { tower.lastFireTime = 0; } // Fire every 60 ticks (1 second at 60fps) if (LK.ticks - tower.lastFireTime >= 60 / gameSpeed) { // Store fireball properties // Add fire animation to fireball var animateFireball = function animateFireball(fireball) { // Pulsing scale animation function startFireballPulse() { tween(fireball, { scaleX: 0.6, scaleY: 0.6, alpha: 0.8 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(fireball, { scaleX: 0.5, scaleY: 0.5, alpha: 1.0 }, { duration: 200, easing: tween.easeInOut, onFinish: startFireballPulse }); } }); } // Flickering alpha animation function startFireballFlicker() { tween(fireball, { alpha: 0.7 }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { tween(fireball, { alpha: 1.0 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(function () { if (fireball && fireball.parent) { startFireballFlicker(); } }, Math.random() * 300 + 100); } }); } }); } // Start all fire animations startFireballPulse(); startFireballFlicker(); }; // Start fire animation for this fireball tower.lastFireTime = LK.ticks; // Create fireball projectile var fireball = game.addChild(LK.getAsset('Fireball', { anchorX: 0.5, anchorY: 0.5, x: tower.x + 50, y: tower.y, scaleX: 0.5, scaleY: 0.5, rotation: 35 * Math.PI / 180 // Rotate 35 degrees to the right })); fireball.createdTime = LK.ticks; // Track creation time for cleanup animateFireball(fireball); fireball.targetX = enemy.x; fireball.targetY = enemy.y; fireball.speed = 8; fireball.damage = 15; // Calculate direction to enemy var deltaX = enemy.x - fireball.x; var deltaY = enemy.y - fireball.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); fireball.velocityX = deltaX / distance * fireball.speed; fireball.velocityY = deltaY / distance * fireball.speed; // Animate fireball movement var fireballInterval = LK.setInterval(function () { fireball.x += fireball.velocityX; fireball.y += fireball.velocityY; // Check if fireball hit any enemy for (var enemyIndex = 0; enemyIndex < enemies.length; enemyIndex++) { var targetEnemy = enemies[enemyIndex]; var fireballDistance = Math.sqrt(Math.pow(fireball.x - targetEnemy.x, 2) + Math.pow(fireball.y - targetEnemy.y, 2)); if (fireballDistance < 80) { // Hit enemy - deal damage targetEnemy.takeDamage(fireball.damage); // Robot fires back when hit by fire tower if (targetEnemy.fireBackAtTower) { targetEnemy.fireBackAtTower(tower); } // Create explosion effect var explosion = game.addChild(LK.getAsset('Explosion', { anchorX: 0.5, anchorY: 0.5, x: fireball.x, y: fireball.y, scaleX: 0.3, scaleY: 0.3 })); // Animate explosion tween(explosion, { scaleX: 0.8, scaleY: 0.8, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); // Check if enemy is destroyed if (targetEnemy.health <= 0) { // Check if this is a mechanical enemy that should have explosion effect var isMechanicalEnemy = false; if (targetEnemy.attachedAssets && targetEnemy.attachedAssets.length > 0) { var enemyAssetId = targetEnemy.attachedAssets[0].assetId; if (enemyAssetId === 'Robot' || enemyAssetId === 'Drone' || enemyAssetId === 'SpaceDrone' || enemyAssetId === 'Probedroid' || enemyAssetId === 'UFO') { isMechanicalEnemy = true; } } // For probe droids (current enemy type), always show explosion if (!isMechanicalEnemy) { // Check if this is a probe droid by checking the asset used var enemyChildren = targetEnemy.children; for (var childIndex = 0; childIndex < enemyChildren.length; childIndex++) { var child = enemyChildren[childIndex]; if (child.assetId === 'Probedroid') { isMechanicalEnemy = true; break; } } } // Create explosion effect for mechanical enemies if (isMechanicalEnemy) { var mechanicalExplosion = game.addChild(LK.getAsset('Explosion', { anchorX: 0.5, anchorY: 0.5, x: targetEnemy.x, y: targetEnemy.y, scaleX: 0.2, scaleY: 0.2 })); // Animate explosion with tween tween(mechanicalExplosion, { scaleX: 1.0, scaleY: 1.0, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { mechanicalExplosion.destroy(); } }); } targetEnemy.destroy(); enemies.splice(enemyIndex, 1); // Give player money for destroying enemy playerCash += 5; cashText.setText('Cash: $' + playerCash); // Give player additional $10 cash for fire tower kill playerCash += 10; cashText.setText('Cash: $' + playerCash); // Award 50 points for kill playerScore += 50; LK.setScore(playerScore); if (window.scoreText) { window.scoreText.setText('Score: ' + playerScore); } // Track wave completion if (currentWave === 1) { wave1EnemiesCompleted++; } else if (currentWave === 2) { wave2EnemiesCompleted++; } else if (currentWave === 3) { wave3EnemiesCompleted++; } } // Remove fireball LK.clearInterval(fireballInterval); fireball.destroy(); return; } } // Check if fireball went off screen if (fireball.x > 2048 + 100 || fireball.x < -100 || fireball.y > 2732 + 100 || fireball.y < -100) { LK.clearInterval(fireballInterval); fireball.destroy(); } }, 16); // ~60fps break; // Found an enemy in range, no need to check other towers of this type } } } } } // Check collision with fan blades first (before tower collision) for (var k = 0; k < towers.length; k++) { var tower = towers[k]; // Check if this tower has blades (fan tower) and is running (not in cooldown) if (tower.blades && tower.isRunning && !tower.cooldownActive) { // Initialize blade collision tracking for this enemy-tower pair if (!enemy.collidingBlades) { enemy.collidingBlades = {}; } // Check if enemy intersects with fan blades var enemyWidth = 150; // Half width of probedroid var enemyHeight = 183; // Half height of probedroid var bladeWidth = 75; // Half width of blades var bladeHeight = 75; // Half height of blades var isCollidingWithBlades = Math.abs(enemy.x - tower.blades.x) < (enemyWidth + bladeWidth) / 2 && Math.abs(enemy.y - tower.blades.y) < (enemyHeight + bladeHeight) / 2; // Track blade collision state transitions var wasCollidingWithBlades = enemy.collidingBlades[k] || false; // Handle blade collision start if (!wasCollidingWithBlades && isCollidingWithBlades) { // Collision with blades just started enemy.collidingBlades[k] = true; // Push enemy back 400 pixels to the right var pushbackDistance = 400; var targetX = enemy.x + pushbackDistance; // Make sure enemy doesn't go off screen if (targetX > 2048 - 50) { targetX = 2048 - 50; } // Animate pushback using tween tween(enemy, { x: targetX }, { duration: 500, easing: tween.easeOut }); // Inflict damage to enemy enemy.takeDamage(25); // Flash enemy to show damage LK.effects.flashObject(enemy, 0x0088ff, 300); // Robot fires back when hit by fan tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(tower); } // 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); // Award 50 points for kill playerScore += 50; LK.setScore(playerScore); if (window.scoreText) { window.scoreText.setText('Score: ' + playerScore); } // Track wave completion if (currentWave === 1) { wave1EnemiesCompleted++; } else if (currentWave === 2) { wave2EnemiesCompleted++; } else if (currentWave === 3) { wave3EnemiesCompleted++; } i--; // Adjust index since we removed an enemy break; // Exit tower loop for this enemy } } else if (!isCollidingWithBlades && wasCollidingWithBlades) { // Collision with blades just ended enemy.collidingBlades[k] = false; } } } // 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 / gameSpeed) { // 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 - mark for destruction but don't destroy here if (tower.health <= 0) { // 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; } } } } // 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 animate plasma pulsation and flicker function animatePlasma(plasma) { if (!plasma) return; // Create pulsation animation - scale up and down function startPulsation() { tween(plasma, { scaleX: 1.3, scaleY: 1.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(plasma, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: startPulsation }); } }); } // Create flicker animation - alpha changes function startFlicker() { tween(plasma, { alpha: 0.5 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(plasma, { alpha: 1.0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { // Random delay before next flicker LK.setTimeout(function () { startFlicker(); }, Math.random() * 1000 + 200); } }); } }); } // Start both animations startPulsation(); startFlicker(); } // Function to handle plasma tower prolonged attack function handlePlasmaAttack(tower) { // Check if this tower has plasma (is a plasma tower) if (!tower.plasma) return; // Initialize plasma attack tracking if (!tower.plasmaAttackActive) { tower.plasmaAttackActive = false; tower.plasmaRays = []; tower.plasmaAttackStartTime = 0; } // Check for enemies within 800 pixels radius var enemiesInRange = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt(Math.pow(enemy.x - tower.x, 2) + Math.pow(enemy.y - tower.y, 2)); if (distance <= 800) { enemiesInRange.push(enemy); } } // If enemies are in range and attack is not active, start attack if (enemiesInRange.length > 0 && !tower.plasmaAttackActive) { tower.plasmaAttackActive = true; tower.plasmaAttackStartTime = LK.ticks; // Create 10 plasma ray assets var _loop2 = function _loop2() { angle = j * 36 * Math.PI / 180; // 360 degrees / 10 rays = 36 degrees each rayX = tower.x + Math.cos(angle) * 150; rayY = tower.y + Math.sin(angle) * 150; plasmaRay = game.addChild(LK.getAsset('Plasmaray1', { anchorX: 0.5, anchorY: 0.5, x: rayX, y: rayY, rotation: angle + Math.PI / 2, // Rotate to point outward alpha: 0.8, scaleX: 0.8, scaleY: 0.8 })); tower.plasmaRays.push(plasmaRay); // Animate plasma ray with pulsing effect function animatePlasmaRay(ray) { tween(ray, { alpha: 0.4, scaleX: 1.2, scaleY: 1.2 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(ray, { alpha: 0.9, scaleX: 0.8, scaleY: 0.8 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { if (tower.plasmaAttackActive) { animatePlasmaRay(ray); } } }); } }); } animatePlasmaRay(plasmaRay); }, angle, rayX, rayY, plasmaRay; for (var j = 0; j < 10; j++) { _loop2(); } } // If attack is active, deal damage to enemies in range if (tower.plasmaAttackActive && enemiesInRange.length > 0) { // Deal damage every 20 ticks if ((LK.ticks - tower.plasmaAttackStartTime) % Math.max(1, Math.floor(20 / gameSpeed)) === 0) { // Plasmaball loses health every time it uses plasmaray1 attack tower.takeDamage(3); // Flash tower to show it's taking damage from using plasma attack LK.effects.flashObject(tower, 0xff8800, 200); for (var i = 0; i < enemiesInRange.length; i++) { var enemy = enemiesInRange[i]; enemy.takeDamage(30); // Make electric effect visible when hit by plasma enemy.showElectricEffect(); // Robot fires back when hit by plasma tower if (enemy.fireBackAtTower) { enemy.fireBackAtTower(tower); } // Check if enemy is destroyed if (enemy.health <= 0) { // Create explosion effect var plasmaExplosion = game.addChild(LK.getAsset('Explosion', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y, scaleX: 0.3, scaleY: 0.3 })); // Animate explosion tween(plasmaExplosion, { scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { plasmaExplosion.destroy(); } }); enemy.destroy(); for (var k = 0; k < enemies.length; k++) { if (enemies[k] === enemy) { enemies.splice(k, 1); break; } } // Give player money for destroying enemy playerCash += 5; cashText.setText('Cash: $' + playerCash); // Award 50 points for kill playerScore += 50; LK.setScore(playerScore); if (window.scoreText) { window.scoreText.setText('Score: ' + playerScore); } // Track wave completion if (currentWave === 1) { wave1EnemiesCompleted++; } else if (currentWave === 2) { wave2EnemiesCompleted++; } else if (currentWave === 3) { wave3EnemiesCompleted++; } } } } } // If no enemies in range and attack is active, stop attack if (enemiesInRange.length === 0 && tower.plasmaAttackActive) { tower.plasmaAttackActive = false; // Remove all plasma rays for (var j = 0; j < tower.plasmaRays.length; j++) { tower.plasmaRays[j].destroy(); } tower.plasmaRays = []; } } // 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: 0.1, scaleY: 0.1 })); // Zoom in flyby to final size tween(backdropFlyby, { scaleX: 0.8, scaleY: 0.8 }, { duration: 2000, easing: tween.easeInOut }); // 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 2 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(); } }); }, 2000); } }); } }); // 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 + 50; // Move guideline 1 down by 480 pixels } else if (i === 2) { yPosition += 320 + 50; // Move guideline 2 down by 320 pixels } else if (i === 3) { yPosition += 150 + 50; // Move guideline 3 down by 150 pixels } else if (i === 4) { yPosition += 10 + 50; // Move guideline 4 down by 10 pixels } else if (i === 5) { yPosition -= 150 - 50; // Move guideline 5 up by 150 pixels } else if (i === 6) { yPosition -= 310 - 50; // 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 })); // 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 vertical guidelines for column placement var columnSpacing = 2048 / 9; // Create 8 columns with margins for (var i = 1; i <= 8; i++) { var xPosition = columnSpacing * i; var verticalGuideLine = game.addChild(LK.getAsset('verticalGuideLine', { anchorX: 0.5, anchorY: 0.5, x: xPosition, y: 2732 / 2, alpha: 0 })); verticalGuidelines.push(verticalGuideLine); verticalGuideLine.columnNumber = i; } } // 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 })); // Add wifi asset to intro var wifiAsset = game.addChild(LK.getAsset('WiFi', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 200, y: 2732 / 2 + 200, alpha: 0 })); // Tween alpha from 0 to 1 for fade-in effect tween(introAsset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Also fade in wifi asset tween(wifiAsset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut }); // 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 }); // Also fade out wifi asset tween(wifiAsset, { 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: 1, scaleX: 0.1, scaleY: 0.1 })); // 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 2 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(); } }); }, 2000); } }); } }); } // Fade in backdrop tween(backdropAsset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Zoom in backdrop flyby tween(backdropFlyby, { scaleX: 0.8, scaleY: 0.8 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Start flyby movement to right side after zoom 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 + 50; // Move guideline 1 down by 480 pixels } else if (i === 2) { yPosition += 320 + 50; // Move guideline 2 down by 320 pixels } else if (i === 3) { yPosition += 150 + 50; // Move guideline 3 down by 150 pixels } else if (i === 4) { yPosition += 10 + 50; // Move guideline 4 down by 10 pixels } else if (i === 5) { yPosition -= 150 - 50; // Move guideline 5 up by 150 pixels } else if (i === 6) { yPosition -= 310 - 50; // 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 })); } // Add vertical guidelines for column placement var columnSpacing = 2048 / 9; // Create 8 columns with margins for (var i = 1; i <= 8; i++) { var xPosition = columnSpacing * i; var verticalGuideLine = game.addChild(LK.getAsset('verticalGuideLine', { anchorX: 0.5, anchorY: 0.5, x: xPosition, y: 2732 / 2, alpha: 0 })); verticalGuidelines.push(verticalGuideLine); verticalGuideLine.columnNumber = i; } } }); } }); } }); }, 5000); } }); ;
===================================================================
--- original.js
+++ change.js
@@ -1008,10 +1008,10 @@
self.hoverDirection *= -1;
}
// Slight vertical hovering
self.y = self.originalY + Math.sin(self.hoverTimer * 0.02) * 30;
- // Fire laser at towers sparingly (every 6-10 seconds)
- if (self.hoverTimer - self.lastLaserTime >= (360 + Math.random() * 240) / gameSpeed) {
+ // Fire laser at towers sparingly (every 12-20 seconds)
+ if (self.hoverTimer - self.lastLaserTime >= (720 + Math.random() * 480) / gameSpeed) {
self.fireAtTowers();
self.lastLaserTime = self.hoverTimer;
}
// Every 10 seconds, descend to a random guideline
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