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Make UFO boss harder to kill
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Please fix this
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ensure that every plasma ray created is properly tracked and that all cleanup scenarios (tower destruction, enemy out of range, tower health depletion) properly remove both the visual assets and stop their animations.
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Clean up all unnecessary code
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Fix memory leaks Ensure blade is cleaned up properly after use
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Fix memory leaks Ensure plasmaray1 is cleaned up properly after use
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Fix memory leaks Ensure plasma, fireball , plasmabeam is cleaned up properly after use
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Add a mystery button in same position as gas button air button fire button electric button and plasma button
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Fix this please
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Make sure towers are rendered behind wave1,2,3,4,5 assets
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Make sure towers are rendered behind wave1,2,3,4,5 assets
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When I press skip intro the vertical snapping into place works but when I let the title page finish and start naturally it doesn't work. Please fix that
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When I press skip intro the vertical snapping into place works but when I let the title page finish and start naturally it doesn't work. Please fix that
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When playing a boss level player only has 1 life
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Remove boss text off UFO
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Make UFO stay still when abducting towers ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix UFO hovering and tractor beam effect to look better when sucks up towers make blowing asset see through so player can see the tower getting abducted ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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If UFO reaches goal trigger LK. game over not you win
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Ensure UFO does not pass the left side of the grid unless UFO has waited 3 seconds after it has defeated all of the towers ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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UFO must abduct all active towers before being able to reach the goal
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I want the towers to be able to attack the UFO as it is hovering around abducting towers ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make sure UFO is placed on a line/row when it is abducting towers. Towers placed on the same row within range will attack UFO
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Render blowing asset in front of towers when it appears so it looks like the towers are engulfed by tractor beam make blowing effect see through
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Press skip wave button in wave 4 to skip to wave 5
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After 50 SpaceDrones in wave 4 have been defeated or made it to goal, award player $200 and initialise wave 5, fade in wave5 asset in middle of screen and use 1 UFO asset for the first boss enemy in wave5. UFO boss enemy has a much longer health bar so should take around 200 hits to kill and be very challenging. Instead of coming in from the right of screen make UFO hovers down from above and pause for a couple of seconds then randomly select one tower at a time to hover over and abduct. Add blowing asset and attach it to UFO. It will remain invisible until UFO boss is hovering over top of a tower then blowing asset becomes visible while tower is sucked into UFO to be abducted ↪💡 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 cooldown tracking self.lastLaserFireTime = 0; // Add laser fire back attack for drone when hit self.fireBackAtTower = function (attackingTower) { // Check if tower is on the same line as drone (within 50 pixels tolerance) if (Math.abs(attackingTower.y - self.y) > 50) { return; // Tower not on same line, don't fire } // Check if there are any towers blocking the line of sight to the attacking tower for (var i = 0; i < towers.length; i++) { var blockingTower = towers[i]; if (blockingTower === attackingTower) continue; // Skip the target tower // Check if blocking tower is on the same line (within 50 pixels tolerance) if (Math.abs(blockingTower.y - self.y) > 50) continue; // Check if blocking tower is between drone and attacking tower if (blockingTower.x > self.x && blockingTower.x < attackingTower.x) { return; // Tower is blocked, don't fire } } // Check cooldown - fire every 45 ticks (0.75 seconds) instead of immediately if (LK.ticks - self.lastLaserFireTime < 45) { return; // Still in cooldown } self.lastLaserFireTime = LK.ticks; // 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, tint: 0xff0000 // Red laser for drones })); // 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 = 15; // Increased damage from 5 to 15 // 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 cooldown tracking self.lastLaserFireTime = 0; // Add laser fire back attack for robot when hit self.fireBackAtTower = function (attackingTower) { // Check if tower is on the same line as robot (within 50 pixels tolerance) if (Math.abs(attackingTower.y - self.y) > 50) { return; // Tower not on same line, don't fire } // Check if there are any towers blocking the line of sight to the attacking tower for (var i = 0; i < towers.length; i++) { var blockingTower = towers[i]; if (blockingTower === attackingTower) continue; // Skip the target tower // Check if blocking tower is on the same line (within 50 pixels tolerance) if (Math.abs(blockingTower.y - self.y) > 50) continue; // Check if blocking tower is between robot and attacking tower if (blockingTower.x > self.x && blockingTower.x < attackingTower.x) { return; // Tower is blocked, don't fire } } // Check cooldown - fire every 30 ticks (0.5 seconds) instead of immediately if (LK.ticks - self.lastLaserFireTime < 30) { return; // Still in cooldown } self.lastLaserFireTime = LK.ticks; // 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, tint: 0x00ff00 // Green laser for robots })); // 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 = 15; // Increased damage from 5 to 15 // 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 = -4; // Increased speed from -3 to -4 (faster) self.health = 150; // Higher health than previous enemies self.maxHealth = 150; self.pathLine = 1; self.lastX = undefined; self.electricEffectVisible = false; // Add rotation properties self.rotationTimer = 0; self.isRotating = false; self.rotationStartTime = 0; // 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 cooldown tracking self.lastLaserFireTime = 0; // Add laser fire back attack for SpaceDrone when hit self.fireBackAtTower = function (attackingTower) { // Check if tower is on the same line as SpaceDrone (within 50 pixels tolerance) if (Math.abs(attackingTower.y - self.y) > 50) { return; // Tower not on same line, don't fire } // Check if there are any towers blocking the line of sight to the attacking tower for (var i = 0; i < towers.length; i++) { var blockingTower = towers[i]; if (blockingTower === attackingTower) continue; // Skip the target tower // Check if blocking tower is on the same line (within 50 pixels tolerance) if (Math.abs(blockingTower.y - self.y) > 50) continue; // Check if blocking tower is between SpaceDrone and attacking tower if (blockingTower.x > self.x && blockingTower.x < attackingTower.x) { return; // Tower is blocked, don't fire } } // Check cooldown - fire every 30 ticks (0.5 seconds) instead of immediately if (LK.ticks - self.lastLaserFireTime < 30) { return; // Still in cooldown } self.lastLaserFireTime = LK.ticks; // 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, tint: 0x0000ff // Blue laser for SpaceDrones })); // 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 = 20; // Increased damage from 8 to 20 // 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(); // Handle rotation every 3 seconds self.rotationTimer += gameSpeed; if (self.rotationTimer >= 180 && !self.isRotating) { // 3 seconds at 60fps self.isRotating = true; self.rotationStartTime = LK.ticks; self.rotationTimer = 0; // Start 180 degree rotation tween(spaceDroneGraphics, { rotation: spaceDroneGraphics.rotation + Math.PI }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { self.isRotating = false; } }); } }; return self; }); // UFO boss class for wave 5 var UFO = Container.expand(function () { var self = Container.call(this); // Attach UFO as the main boss graphic var ufoGraphics = self.attachAsset('UFO', { anchorX: 0.5, anchorY: 0.5 }); // Add blowing asset (initially invisible) var blowingEffect = self.attachAsset('Blowing', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 100, scaleX: 0.8, scaleY: 0.8, alpha: 0.8, visible: false }); // Store blowing effect reference self.blowingEffect = blowingEffect; // Initialize UFO boss properties self.speed = -1; // Slow movement speed self.health = 2000; // Very high health - takes around 200 hits to kill self.maxHealth = 2000; self.pathLine = 1; self.lastX = undefined; self.electricEffectVisible = false; // UFO specific properties self.hoverTarget = null; // Currently targeted tower self.isHovering = false; // Is UFO hovering over a tower self.hoverStartTime = 0; // When hovering started self.pauseTimer = 0; // Timer for initial pause self.hasPaused = false; // Has UFO completed initial pause self.abductionTimer = 0; // Timer for tower abduction self.isAbducting = false; // Is UFO currently abducting a tower // Add number text self.numberText = new Text2('BOSS', { size: 80, fill: 0xff0000 }); self.numberText.anchor.set(0.5, 0.5); self.numberText.x = 0; self.numberText.y = 0; self.addChild(self.numberText); // Add much longer health bar for UFO boss var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -200, 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: -200, tint: 0xff0000, // Red health bar for boss 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 // Change color based on health if (healthPercentage > 0.6) { healthBar.tint = 0xff0000; // Red } else if (healthPercentage > 0.3) { healthBar.tint = 0xff8800; // Orange } else { healthBar.tint = 0xff4400; // Dark orange } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; } self.updateHealthBar(); }; // Function to select random tower to hover over self.selectRandomTower = function () { if (towers.length === 0) return null; var randomIndex = Math.floor(Math.random() * towers.length); return towers[randomIndex]; }; // Function to start tower abduction self.startAbduction = function (tower) { if (!tower) return; self.isAbducting = true; self.abductionTimer = 0; self.blowingEffect.visible = true; // Animate tower being sucked up into UFO tween(tower, { y: tower.y - 200, scaleX: 0.5, scaleY: 0.5, alpha: 0.3 }, { duration: 2000, easing: tween.easeIn, onFinish: function onFinish() { // Remove tower completely after abduction // 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 tower from game and towers array tower.destroy(); for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === tower) { towers.splice(i, 1); break; } } // Hide blowing effect after abduction self.blowingEffect.visible = false; self.isAbducting = false; self.isHovering = false; self.hoverTarget = null; } }); }; // Function to make electric effect visible self.showElectricEffect = function () { // UFOs don't have electric effect visuals like other enemies // This is implemented for consistency with tower interactions }; self.update = function () { // Initialize lastX if not set if (self.lastX === undefined) self.lastX = self.x; // Update health bar self.updateHealthBar(); // UFO behavior: hover down from above, pause, then select towers to abduct if (!self.hasPaused) { // Initial pause for 2 seconds after appearing self.pauseTimer += gameSpeed; if (self.pauseTimer >= 120) { // 2 seconds at 60fps self.hasPaused = true; } return; // Don't do anything else during initial pause } // If not hovering over a tower, select a random one if (!self.isHovering && !self.isAbducting && towers.length > 0) { self.hoverTarget = self.selectRandomTower(); if (self.hoverTarget) { self.isHovering = true; self.hoverStartTime = LK.ticks; // Move UFO to hover over the selected tower tween(self, { x: self.hoverTarget.x, y: self.hoverTarget.y - 300 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Start abduction after reaching hover position self.startAbduction(self.hoverTarget); } }); } } }; 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(); // Clean up gas clouds that have exceeded their lifetime cleanupGasClouds(); // 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; enemiesDefeated = 0; // Reset defeated counter for new wave 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 $50 for completing wave 2 playerCash += 50; cashText.setText('Cash: $' + playerCash); // Initialize wave 3 currentWave = 3; enemiesSpawned = 0; enemySpawnTimer = 0; enemiesDefeated = 0; // Reset defeated counter for new wave 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 $50 for completing wave 3 playerCash += 50; cashText.setText('Cash: $' + playerCash); // Initialize wave 4 currentWave = 4; enemiesSpawned = 0; enemySpawnTimer = 0; enemiesDefeated = 0; // Reset defeated counter for new wave 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; enemiesDefeated = 0; // Reset defeated counter for new wave maxEnemiesInWave = 1; // Wave 5 has 1 UFO boss enemySpawnInterval = 300; // 5 seconds before boss appears // 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) { // Award player $100 for completing wave 5 playerCash += 100; cashText.setText('Cash: $' + playerCash); LK.showYouWin(); } // 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 gasClouds = []; // Track all gas clouds for cleanup // Function to clean up gas clouds that have exceeded their lifetime function cleanupGasClouds() { // Only run cleanup every 60 ticks to reduce performance impact if (LK.ticks % 60 !== 0) return; for (var i = gasClouds.length - 1; i >= 0; i--) { var gasCloud = gasClouds[i]; if (!gasCloud || !gasCloud.parent) { // Gas cloud already destroyed, remove from tracking gasClouds.splice(i, 1); continue; } // Check if gas cloud has exceeded maximum lifetime (3 seconds) if (!gasCloud.createdTime) { gasCloud.createdTime = LK.ticks; } if (LK.ticks - gasCloud.createdTime > 180) { // 3 seconds at 60fps if (gasCloud.parent) { gasCloud.destroy(); } gasClouds.splice(i, 1); } } } 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 enemiesDefeated = 0; // Track enemies actually defeated by player (not reached goal) var playerCash = 50; // Player starts with $50 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 clean up tower placement mode function cleanupPlacementMode() { 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; } } // 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() { // Only run cleanup every 30 ticks to reduce performance impact if (LK.ticks % 30 !== 0) return; 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 has exceeded maximum lifetime (5 seconds) if (!squirt.createdTime) { squirt.createdTime = LK.ticks; } if (LK.ticks - squirt.createdTime > 300) { // 5 seconds at 60fps if (squirt.parent) { squirt.destroy(); } 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) { if (squirt.parent) { squirt.destroy(); } waterSquirts.splice(i, 1); } } } // Function to clean up all zap3 effects when electric towers are destroyed or not targeting function cleanupZapEffects() { // Only run cleanup every 15 ticks to reduce performance impact if (LK.ticks % 15 !== 0) return; 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(); } } // Clear arrays completely tower.activeZaps = []; tower.zapTargets = []; 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) { if (zap.parent) { 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 $50 for completing wave 2 playerCash += 50; 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 $50 for completing wave 3 playerCash += 50; 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); } }); } }; // 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 creation time and add to cleanup tracking waterSquirt.createdTime = LK.ticks; 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 cleanupPlacementMode(); } }; } }; // 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 })); // Track gas cloud creation time and add to cleanup tracking gasCloud.createdTime = LK.ticks; gasClouds.push(gasCloud); // 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); // Move enemy to random adjacent row on guideline var currentLine = enemy.pathLine; var availableLines = []; // Add adjacent lines (above and below current line) if (currentLine > 1) availableLines.push(currentLine - 1); if (currentLine < 6) availableLines.push(currentLine + 1); // If we have adjacent lines available, move to one randomly if (availableLines.length > 0) { var randomIndex = Math.floor(Math.random() * availableLines.length); var newLine = availableLines[randomIndex]; enemy.pathLine = newLine; // Get the new Y position for the new line var newY = pathPositions['line' + newLine]; // Animate the enemy to the new line position tween(enemy, { y: newY }, { duration: 500, easing: tween.easeInOut }); } // 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 cleanupPlacementMode(); } }; } }; // 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 cleanupPlacementMode(); } }; } }; // 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 1500 pixels if (enemy.x > newTower.x && enemy.x - newTower.x < 1500) { // 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 = 10; // 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) { // Check if this is a SpaceDrone that is currently rotating if (targetEnemy._assetId === 'SpaceDrone' && targetEnemy.isRotating) { // Deflect fireball back at tower var deflectedFireball = game.addChild(LK.getAsset('Fireball', { anchorX: 0.5, anchorY: 0.5, x: fireball.x, y: fireball.y, scaleX: 0.5, scaleY: 0.5, rotation: fireball.rotation + Math.PI, tint: 0x0088FF // Blue tint to show it's deflected })); // Calculate direction back to tower var deltaX = newTower.x - deflectedFireball.x; var deltaY = newTower.y - deflectedFireball.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); deflectedFireball.velocityX = deltaX / distance * fireball.speed; deflectedFireball.velocityY = deltaY / distance * fireball.speed; deflectedFireball.damage = fireball.damage; // Animate deflected fireball movement var deflectedInterval = LK.setInterval(function () { deflectedFireball.x += deflectedFireball.velocityX; deflectedFireball.y += deflectedFireball.velocityY; // Check if deflected fireball hit the tower var deflectedDistance = Math.sqrt(Math.pow(deflectedFireball.x - newTower.x, 2) + Math.pow(deflectedFireball.y - newTower.y, 2)); if (deflectedDistance < 100) { // Hit tower - deal damage newTower.takeDamage(deflectedFireball.damage); LK.effects.flashObject(newTower, 0xff0000, 300); // Remove deflected fireball LK.clearInterval(deflectedInterval); deflectedFireball.destroy(); return; } // Check if deflected fireball went off screen if (deflectedFireball.x > 2048 + 100 || deflectedFireball.x < -100 || deflectedFireball.y > 2732 + 100 || deflectedFireball.y < -100) { LK.clearInterval(deflectedInterval); deflectedFireball.destroy(); } }, 16); // Remove original fireball LK.clearInterval(fireballInterval); fireball.destroy(); return; } // 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 cleanupPlacementMode(); } }; } }; // 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(5); // 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 cleanupPlacementMode(); } }; } }; // 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 cleanupPlacementMode(); } }; } }; // 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()); enemy._assetId = 'SpaceDrone'; // Mark for deflection detection } else if (currentWave === 5) { enemy = game.addChild(new UFO()); enemy._assetId = 'UFO'; // Mark as UFO boss } if (currentWave === 5) { // Position UFO boss above the center of the screen (hover down from above) enemy.x = 2048 / 2; // Center horizontally enemy.y = -200; // Start above screen enemy.pathLine = 1; // Animate UFO hovering down from above tween(enemy, { y: 400 }, { duration: 3000, easing: tween.easeInOut }); enemy.health = 2000; enemy.maxHealth = 2000; enemy.speed = 0; // UFO doesn't move horizontally initially } else { // 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 creation time and add to cleanup tracking waterSquirt.createdTime = LK.ticks; 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++; } // Track defeated enemies for win condition enemiesDefeated++; 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 })); // Track gas cloud creation time and add to cleanup tracking gasCloud.createdTime = LK.ticks; gasClouds.push(gasCloud); // 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); // Move enemy to random adjacent row on guideline var currentLine = enemy.pathLine; var availableLines = []; // Add adjacent lines (above and below current line) if (currentLine > 1) availableLines.push(currentLine - 1); if (currentLine < 6) availableLines.push(currentLine + 1); // If we have adjacent lines available, move to one randomly if (availableLines.length > 0) { var randomIndex = Math.floor(Math.random() * availableLines.length); var newLine = availableLines[randomIndex]; enemy.pathLine = newLine; // Get the new Y position for the new line var newY = pathPositions['line' + newLine]; // Animate the enemy to the new line position tween(enemy, { y: newY }, { duration: 500, easing: tween.easeInOut }); } // 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++; } // Track defeated enemies for win condition enemiesDefeated++; 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(10); // 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(5); // 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++; } // Track defeated enemies for win condition enemiesDefeated++; 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 1500 pixels if (enemy.x > tower.x && enemy.x - tower.x < 1500) { // 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 = 10; // 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) { // Check if this is a SpaceDrone that is currently rotating if (targetEnemy.attachedAssets && targetEnemy.attachedAssets.length > 0 && targetEnemy.attachedAssets[0].assetId === 'SpaceDrone' && targetEnemy.isRotating) { // Deflect fireball back at tower var deflectedFireball = game.addChild(LK.getAsset('Fireball', { anchorX: 0.5, anchorY: 0.5, x: fireball.x, y: fireball.y, scaleX: 0.5, scaleY: 0.5, rotation: fireball.rotation + Math.PI, tint: 0x0088FF // Blue tint to show it's deflected })); // Calculate direction back to tower var deltaX = tower.x - deflectedFireball.x; var deltaY = tower.y - deflectedFireball.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); deflectedFireball.velocityX = deltaX / distance * fireball.speed; deflectedFireball.velocityY = deltaY / distance * fireball.speed; deflectedFireball.damage = fireball.damage; // Animate deflected fireball movement var deflectedInterval = LK.setInterval(function () { deflectedFireball.x += deflectedFireball.velocityX; deflectedFireball.y += deflectedFireball.velocityY; // Check if deflected fireball hit the tower var deflectedDistance = Math.sqrt(Math.pow(deflectedFireball.x - tower.x, 2) + Math.pow(deflectedFireball.y - tower.y, 2)); if (deflectedDistance < 100) { // Hit tower - deal damage tower.takeDamage(deflectedFireball.damage); LK.effects.flashObject(tower, 0xff0000, 300); // Remove deflected fireball LK.clearInterval(deflectedInterval); deflectedFireball.destroy(); return; } // Check if deflected fireball went off screen if (deflectedFireball.x > 2048 + 100 || deflectedFireball.x < -100 || deflectedFireball.y > 2732 + 100 || deflectedFireball.y < -100) { LK.clearInterval(deflectedInterval); deflectedFireball.destroy(); } }, 16); // Remove original fireball LK.clearInterval(fireballInterval); fireball.destroy(); return; } // 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++; } // Track defeated enemies for win condition enemiesDefeated++; } // 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++; } // Track defeated enemies for win condition enemiesDefeated++; 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(10); // 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++; } // Track defeated enemies for win condition enemiesDefeated++; } } } } // 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); } }); ;
/****
* 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 cooldown tracking
self.lastLaserFireTime = 0;
// Add laser fire back attack for drone when hit
self.fireBackAtTower = function (attackingTower) {
// Check if tower is on the same line as drone (within 50 pixels tolerance)
if (Math.abs(attackingTower.y - self.y) > 50) {
return; // Tower not on same line, don't fire
}
// Check if there are any towers blocking the line of sight to the attacking tower
for (var i = 0; i < towers.length; i++) {
var blockingTower = towers[i];
if (blockingTower === attackingTower) continue; // Skip the target tower
// Check if blocking tower is on the same line (within 50 pixels tolerance)
if (Math.abs(blockingTower.y - self.y) > 50) continue;
// Check if blocking tower is between drone and attacking tower
if (blockingTower.x > self.x && blockingTower.x < attackingTower.x) {
return; // Tower is blocked, don't fire
}
}
// Check cooldown - fire every 45 ticks (0.75 seconds) instead of immediately
if (LK.ticks - self.lastLaserFireTime < 45) {
return; // Still in cooldown
}
self.lastLaserFireTime = LK.ticks;
// 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,
tint: 0xff0000 // Red laser for drones
}));
// 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 = 15; // Increased damage from 5 to 15
// 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 cooldown tracking
self.lastLaserFireTime = 0;
// Add laser fire back attack for robot when hit
self.fireBackAtTower = function (attackingTower) {
// Check if tower is on the same line as robot (within 50 pixels tolerance)
if (Math.abs(attackingTower.y - self.y) > 50) {
return; // Tower not on same line, don't fire
}
// Check if there are any towers blocking the line of sight to the attacking tower
for (var i = 0; i < towers.length; i++) {
var blockingTower = towers[i];
if (blockingTower === attackingTower) continue; // Skip the target tower
// Check if blocking tower is on the same line (within 50 pixels tolerance)
if (Math.abs(blockingTower.y - self.y) > 50) continue;
// Check if blocking tower is between robot and attacking tower
if (blockingTower.x > self.x && blockingTower.x < attackingTower.x) {
return; // Tower is blocked, don't fire
}
}
// Check cooldown - fire every 30 ticks (0.5 seconds) instead of immediately
if (LK.ticks - self.lastLaserFireTime < 30) {
return; // Still in cooldown
}
self.lastLaserFireTime = LK.ticks;
// 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,
tint: 0x00ff00 // Green laser for robots
}));
// 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 = 15; // Increased damage from 5 to 15
// 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 = -4; // Increased speed from -3 to -4 (faster)
self.health = 150; // Higher health than previous enemies
self.maxHealth = 150;
self.pathLine = 1;
self.lastX = undefined;
self.electricEffectVisible = false;
// Add rotation properties
self.rotationTimer = 0;
self.isRotating = false;
self.rotationStartTime = 0;
// 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 cooldown tracking
self.lastLaserFireTime = 0;
// Add laser fire back attack for SpaceDrone when hit
self.fireBackAtTower = function (attackingTower) {
// Check if tower is on the same line as SpaceDrone (within 50 pixels tolerance)
if (Math.abs(attackingTower.y - self.y) > 50) {
return; // Tower not on same line, don't fire
}
// Check if there are any towers blocking the line of sight to the attacking tower
for (var i = 0; i < towers.length; i++) {
var blockingTower = towers[i];
if (blockingTower === attackingTower) continue; // Skip the target tower
// Check if blocking tower is on the same line (within 50 pixels tolerance)
if (Math.abs(blockingTower.y - self.y) > 50) continue;
// Check if blocking tower is between SpaceDrone and attacking tower
if (blockingTower.x > self.x && blockingTower.x < attackingTower.x) {
return; // Tower is blocked, don't fire
}
}
// Check cooldown - fire every 30 ticks (0.5 seconds) instead of immediately
if (LK.ticks - self.lastLaserFireTime < 30) {
return; // Still in cooldown
}
self.lastLaserFireTime = LK.ticks;
// 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,
tint: 0x0000ff // Blue laser for SpaceDrones
}));
// 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 = 20; // Increased damage from 8 to 20
// 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();
// Handle rotation every 3 seconds
self.rotationTimer += gameSpeed;
if (self.rotationTimer >= 180 && !self.isRotating) {
// 3 seconds at 60fps
self.isRotating = true;
self.rotationStartTime = LK.ticks;
self.rotationTimer = 0;
// Start 180 degree rotation
tween(spaceDroneGraphics, {
rotation: spaceDroneGraphics.rotation + Math.PI
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.isRotating = false;
}
});
}
};
return self;
});
// UFO boss class for wave 5
var UFO = Container.expand(function () {
var self = Container.call(this);
// Attach UFO as the main boss graphic
var ufoGraphics = self.attachAsset('UFO', {
anchorX: 0.5,
anchorY: 0.5
});
// Add blowing asset (initially invisible)
var blowingEffect = self.attachAsset('Blowing', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 100,
scaleX: 0.8,
scaleY: 0.8,
alpha: 0.8,
visible: false
});
// Store blowing effect reference
self.blowingEffect = blowingEffect;
// Initialize UFO boss properties
self.speed = -1; // Slow movement speed
self.health = 2000; // Very high health - takes around 200 hits to kill
self.maxHealth = 2000;
self.pathLine = 1;
self.lastX = undefined;
self.electricEffectVisible = false;
// UFO specific properties
self.hoverTarget = null; // Currently targeted tower
self.isHovering = false; // Is UFO hovering over a tower
self.hoverStartTime = 0; // When hovering started
self.pauseTimer = 0; // Timer for initial pause
self.hasPaused = false; // Has UFO completed initial pause
self.abductionTimer = 0; // Timer for tower abduction
self.isAbducting = false; // Is UFO currently abducting a tower
// Add number text
self.numberText = new Text2('BOSS', {
size: 80,
fill: 0xff0000
});
self.numberText.anchor.set(0.5, 0.5);
self.numberText.x = 0;
self.numberText.y = 0;
self.addChild(self.numberText);
// Add much longer health bar for UFO boss
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -200,
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: -200,
tint: 0xff0000,
// Red health bar for boss
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
// Change color based on health
if (healthPercentage > 0.6) {
healthBar.tint = 0xff0000; // Red
} else if (healthPercentage > 0.3) {
healthBar.tint = 0xff8800; // Orange
} else {
healthBar.tint = 0xff4400; // Dark orange
}
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.health = 0;
}
self.updateHealthBar();
};
// Function to select random tower to hover over
self.selectRandomTower = function () {
if (towers.length === 0) return null;
var randomIndex = Math.floor(Math.random() * towers.length);
return towers[randomIndex];
};
// Function to start tower abduction
self.startAbduction = function (tower) {
if (!tower) return;
self.isAbducting = true;
self.abductionTimer = 0;
self.blowingEffect.visible = true;
// Animate tower being sucked up into UFO
tween(tower, {
y: tower.y - 200,
scaleX: 0.5,
scaleY: 0.5,
alpha: 0.3
}, {
duration: 2000,
easing: tween.easeIn,
onFinish: function onFinish() {
// Remove tower completely after abduction
// 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 tower from game and towers array
tower.destroy();
for (var i = towers.length - 1; i >= 0; i--) {
if (towers[i] === tower) {
towers.splice(i, 1);
break;
}
}
// Hide blowing effect after abduction
self.blowingEffect.visible = false;
self.isAbducting = false;
self.isHovering = false;
self.hoverTarget = null;
}
});
};
// Function to make electric effect visible
self.showElectricEffect = function () {
// UFOs don't have electric effect visuals like other enemies
// This is implemented for consistency with tower interactions
};
self.update = function () {
// Initialize lastX if not set
if (self.lastX === undefined) self.lastX = self.x;
// Update health bar
self.updateHealthBar();
// UFO behavior: hover down from above, pause, then select towers to abduct
if (!self.hasPaused) {
// Initial pause for 2 seconds after appearing
self.pauseTimer += gameSpeed;
if (self.pauseTimer >= 120) {
// 2 seconds at 60fps
self.hasPaused = true;
}
return; // Don't do anything else during initial pause
}
// If not hovering over a tower, select a random one
if (!self.isHovering && !self.isAbducting && towers.length > 0) {
self.hoverTarget = self.selectRandomTower();
if (self.hoverTarget) {
self.isHovering = true;
self.hoverStartTime = LK.ticks;
// Move UFO to hover over the selected tower
tween(self, {
x: self.hoverTarget.x,
y: self.hoverTarget.y - 300
}, {
duration: 1500,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Start abduction after reaching hover position
self.startAbduction(self.hoverTarget);
}
});
}
}
};
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();
// Clean up gas clouds that have exceeded their lifetime
cleanupGasClouds();
// 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;
enemiesDefeated = 0; // Reset defeated counter for new wave
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 $50 for completing wave 2
playerCash += 50;
cashText.setText('Cash: $' + playerCash);
// Initialize wave 3
currentWave = 3;
enemiesSpawned = 0;
enemySpawnTimer = 0;
enemiesDefeated = 0; // Reset defeated counter for new wave
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 $50 for completing wave 3
playerCash += 50;
cashText.setText('Cash: $' + playerCash);
// Initialize wave 4
currentWave = 4;
enemiesSpawned = 0;
enemySpawnTimer = 0;
enemiesDefeated = 0; // Reset defeated counter for new wave
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;
enemiesDefeated = 0; // Reset defeated counter for new wave
maxEnemiesInWave = 1; // Wave 5 has 1 UFO boss
enemySpawnInterval = 300; // 5 seconds before boss appears
// 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) {
// Award player $100 for completing wave 5
playerCash += 100;
cashText.setText('Cash: $' + playerCash);
LK.showYouWin();
}
// 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 gasClouds = []; // Track all gas clouds for cleanup
// Function to clean up gas clouds that have exceeded their lifetime
function cleanupGasClouds() {
// Only run cleanup every 60 ticks to reduce performance impact
if (LK.ticks % 60 !== 0) return;
for (var i = gasClouds.length - 1; i >= 0; i--) {
var gasCloud = gasClouds[i];
if (!gasCloud || !gasCloud.parent) {
// Gas cloud already destroyed, remove from tracking
gasClouds.splice(i, 1);
continue;
}
// Check if gas cloud has exceeded maximum lifetime (3 seconds)
if (!gasCloud.createdTime) {
gasCloud.createdTime = LK.ticks;
}
if (LK.ticks - gasCloud.createdTime > 180) {
// 3 seconds at 60fps
if (gasCloud.parent) {
gasCloud.destroy();
}
gasClouds.splice(i, 1);
}
}
}
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 enemiesDefeated = 0; // Track enemies actually defeated by player (not reached goal)
var playerCash = 50; // Player starts with $50
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 clean up tower placement mode
function cleanupPlacementMode() {
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;
}
}
// 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() {
// Only run cleanup every 30 ticks to reduce performance impact
if (LK.ticks % 30 !== 0) return;
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 has exceeded maximum lifetime (5 seconds)
if (!squirt.createdTime) {
squirt.createdTime = LK.ticks;
}
if (LK.ticks - squirt.createdTime > 300) {
// 5 seconds at 60fps
if (squirt.parent) {
squirt.destroy();
}
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) {
if (squirt.parent) {
squirt.destroy();
}
waterSquirts.splice(i, 1);
}
}
}
// Function to clean up all zap3 effects when electric towers are destroyed or not targeting
function cleanupZapEffects() {
// Only run cleanup every 15 ticks to reduce performance impact
if (LK.ticks % 15 !== 0) return;
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();
}
}
// Clear arrays completely
tower.activeZaps = [];
tower.zapTargets = [];
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) {
if (zap.parent) {
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 $50 for completing wave 2
playerCash += 50;
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 $50 for completing wave 3
playerCash += 50;
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);
}
});
}
};
// 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 creation time and add to cleanup tracking
waterSquirt.createdTime = LK.ticks;
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
cleanupPlacementMode();
}
};
}
};
// 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
}));
// Track gas cloud creation time and add to cleanup tracking
gasCloud.createdTime = LK.ticks;
gasClouds.push(gasCloud);
// 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);
// Move enemy to random adjacent row on guideline
var currentLine = enemy.pathLine;
var availableLines = [];
// Add adjacent lines (above and below current line)
if (currentLine > 1) availableLines.push(currentLine - 1);
if (currentLine < 6) availableLines.push(currentLine + 1);
// If we have adjacent lines available, move to one randomly
if (availableLines.length > 0) {
var randomIndex = Math.floor(Math.random() * availableLines.length);
var newLine = availableLines[randomIndex];
enemy.pathLine = newLine;
// Get the new Y position for the new line
var newY = pathPositions['line' + newLine];
// Animate the enemy to the new line position
tween(enemy, {
y: newY
}, {
duration: 500,
easing: tween.easeInOut
});
}
// 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
cleanupPlacementMode();
}
};
}
};
// 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
cleanupPlacementMode();
}
};
}
};
// 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 1500 pixels
if (enemy.x > newTower.x && enemy.x - newTower.x < 1500) {
// 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 = 10;
// 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) {
// Check if this is a SpaceDrone that is currently rotating
if (targetEnemy._assetId === 'SpaceDrone' && targetEnemy.isRotating) {
// Deflect fireball back at tower
var deflectedFireball = game.addChild(LK.getAsset('Fireball', {
anchorX: 0.5,
anchorY: 0.5,
x: fireball.x,
y: fireball.y,
scaleX: 0.5,
scaleY: 0.5,
rotation: fireball.rotation + Math.PI,
tint: 0x0088FF // Blue tint to show it's deflected
}));
// Calculate direction back to tower
var deltaX = newTower.x - deflectedFireball.x;
var deltaY = newTower.y - deflectedFireball.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
deflectedFireball.velocityX = deltaX / distance * fireball.speed;
deflectedFireball.velocityY = deltaY / distance * fireball.speed;
deflectedFireball.damage = fireball.damage;
// Animate deflected fireball movement
var deflectedInterval = LK.setInterval(function () {
deflectedFireball.x += deflectedFireball.velocityX;
deflectedFireball.y += deflectedFireball.velocityY;
// Check if deflected fireball hit the tower
var deflectedDistance = Math.sqrt(Math.pow(deflectedFireball.x - newTower.x, 2) + Math.pow(deflectedFireball.y - newTower.y, 2));
if (deflectedDistance < 100) {
// Hit tower - deal damage
newTower.takeDamage(deflectedFireball.damage);
LK.effects.flashObject(newTower, 0xff0000, 300);
// Remove deflected fireball
LK.clearInterval(deflectedInterval);
deflectedFireball.destroy();
return;
}
// Check if deflected fireball went off screen
if (deflectedFireball.x > 2048 + 100 || deflectedFireball.x < -100 || deflectedFireball.y > 2732 + 100 || deflectedFireball.y < -100) {
LK.clearInterval(deflectedInterval);
deflectedFireball.destroy();
}
}, 16);
// Remove original fireball
LK.clearInterval(fireballInterval);
fireball.destroy();
return;
}
// 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
cleanupPlacementMode();
}
};
}
};
// 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(5);
// 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
cleanupPlacementMode();
}
};
}
};
// 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
cleanupPlacementMode();
}
};
}
};
// 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());
enemy._assetId = 'SpaceDrone'; // Mark for deflection detection
} else if (currentWave === 5) {
enemy = game.addChild(new UFO());
enemy._assetId = 'UFO'; // Mark as UFO boss
}
if (currentWave === 5) {
// Position UFO boss above the center of the screen (hover down from above)
enemy.x = 2048 / 2; // Center horizontally
enemy.y = -200; // Start above screen
enemy.pathLine = 1;
// Animate UFO hovering down from above
tween(enemy, {
y: 400
}, {
duration: 3000,
easing: tween.easeInOut
});
enemy.health = 2000;
enemy.maxHealth = 2000;
enemy.speed = 0; // UFO doesn't move horizontally initially
} else {
// 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 creation time and add to cleanup tracking
waterSquirt.createdTime = LK.ticks;
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++;
}
// Track defeated enemies for win condition
enemiesDefeated++;
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
})); // Track gas cloud creation time and add to cleanup tracking
gasCloud.createdTime = LK.ticks;
gasClouds.push(gasCloud);
// 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);
// Move enemy to random adjacent row on guideline
var currentLine = enemy.pathLine;
var availableLines = [];
// Add adjacent lines (above and below current line)
if (currentLine > 1) availableLines.push(currentLine - 1);
if (currentLine < 6) availableLines.push(currentLine + 1);
// If we have adjacent lines available, move to one randomly
if (availableLines.length > 0) {
var randomIndex = Math.floor(Math.random() * availableLines.length);
var newLine = availableLines[randomIndex];
enemy.pathLine = newLine;
// Get the new Y position for the new line
var newY = pathPositions['line' + newLine];
// Animate the enemy to the new line position
tween(enemy, {
y: newY
}, {
duration: 500,
easing: tween.easeInOut
});
}
// 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++;
}
// Track defeated enemies for win condition
enemiesDefeated++;
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(10);
// 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(5);
// 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++;
}
// Track defeated enemies for win condition
enemiesDefeated++;
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 1500 pixels
if (enemy.x > tower.x && enemy.x - tower.x < 1500) {
// 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 = 10;
// 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) {
// Check if this is a SpaceDrone that is currently rotating
if (targetEnemy.attachedAssets && targetEnemy.attachedAssets.length > 0 && targetEnemy.attachedAssets[0].assetId === 'SpaceDrone' && targetEnemy.isRotating) {
// Deflect fireball back at tower
var deflectedFireball = game.addChild(LK.getAsset('Fireball', {
anchorX: 0.5,
anchorY: 0.5,
x: fireball.x,
y: fireball.y,
scaleX: 0.5,
scaleY: 0.5,
rotation: fireball.rotation + Math.PI,
tint: 0x0088FF // Blue tint to show it's deflected
}));
// Calculate direction back to tower
var deltaX = tower.x - deflectedFireball.x;
var deltaY = tower.y - deflectedFireball.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
deflectedFireball.velocityX = deltaX / distance * fireball.speed;
deflectedFireball.velocityY = deltaY / distance * fireball.speed;
deflectedFireball.damage = fireball.damage;
// Animate deflected fireball movement
var deflectedInterval = LK.setInterval(function () {
deflectedFireball.x += deflectedFireball.velocityX;
deflectedFireball.y += deflectedFireball.velocityY;
// Check if deflected fireball hit the tower
var deflectedDistance = Math.sqrt(Math.pow(deflectedFireball.x - tower.x, 2) + Math.pow(deflectedFireball.y - tower.y, 2));
if (deflectedDistance < 100) {
// Hit tower - deal damage
tower.takeDamage(deflectedFireball.damage);
LK.effects.flashObject(tower, 0xff0000, 300);
// Remove deflected fireball
LK.clearInterval(deflectedInterval);
deflectedFireball.destroy();
return;
}
// Check if deflected fireball went off screen
if (deflectedFireball.x > 2048 + 100 || deflectedFireball.x < -100 || deflectedFireball.y > 2732 + 100 || deflectedFireball.y < -100) {
LK.clearInterval(deflectedInterval);
deflectedFireball.destroy();
}
}, 16);
// Remove original fireball
LK.clearInterval(fireballInterval);
fireball.destroy();
return;
}
// 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++;
}
// Track defeated enemies for win condition
enemiesDefeated++;
}
// 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++;
}
// Track defeated enemies for win condition
enemiesDefeated++;
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(10);
// 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++;
}
// Track defeated enemies for win condition
enemiesDefeated++;
}
}
}
}
// 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);
}
});
;
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