User prompt
After wave1 fades away implement the first wave of tower defence game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Only play the music once don't loop track
User prompt
Make flyby small on backdrop scene and zoom into position ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When cell is clicked play intro music
User prompt
Prevent intro2 fading to black ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When story4 is clicked transition to titlescreen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When story3 is clicked transition to story4 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When story2 is clicked transition to story3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When story1 is clicked transition to story2 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
On click transition cell asset to story1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Prevent automatic transition from intro2 scene to title scene
User prompt
Add cell asset in middle of intro2
User prompt
Add Cutscene before titlescreen using intro2
User prompt
Add a Cutscene class with
User prompt
Add a Cutscene class
User prompt
Level2 will happen after 5 waves
User prompt
When level2 is reached swap backdrop with backdrop2
User prompt
Add a placeholder class for level2 using backdrop2 asset
User prompt
Define backdrop1 as backdrop for level1 and 2
User prompt
Remove health bar
User prompt
Please fix the bug: 'Uncaught ReferenceError: titleImage is not defined' in or related to this line: 'tween.stop(titleImage);' Line Number: 540 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'skipButton is not defined' in or related to this line: 'skipButton.down = function (x, y, obj) {' Line Number: 439
User prompt
Add cell Cutscene before title scene ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Before flyby starts moving in add cell to titlescreen
User prompt
Move alien head down 10
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Cutscene class var Cutscene = Container.expand(function () { var self = Container.call(this); // Properties self.scenes = []; self.currentSceneIndex = 0; self.isPlaying = false; // Add a scene to the cutscene self.addScene = function (sceneData) { self.scenes.push(sceneData); }; // Start playing the cutscene self.play = function () { if (self.scenes.length === 0) return; self.isPlaying = true; self.currentSceneIndex = 0; self.playCurrentScene(); }; // Play the current scene self.playCurrentScene = function () { if (self.currentSceneIndex >= self.scenes.length) { self.finish(); return; } var scene = self.scenes[self.currentSceneIndex]; if (scene.onStart) { scene.onStart(); } // Auto-advance to next scene after duration if (scene.duration) { LK.setTimeout(function () { self.nextScene(); }, scene.duration); } }; // Move to next scene self.nextScene = function () { var scene = self.scenes[self.currentSceneIndex]; if (scene.onEnd) { scene.onEnd(); } self.currentSceneIndex++; self.playCurrentScene(); }; // Skip to specific scene self.skipToScene = function (index) { if (index >= 0 && index < self.scenes.length) { self.currentSceneIndex = index; self.playCurrentScene(); } }; // Finish cutscene self.finish = function () { self.isPlaying = false; if (self.onFinish) { self.onFinish(); } }; // Stop cutscene self.stop = function () { self.isPlaying = false; // Stop any running tweens or timeouts tween.stopAll(); }; return self; }); // Defense class var Defense = Container.expand(function () { var self = Container.call(this); var defenseGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Defense logic goes here }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Enemy logic goes here }; }); // Assets will be automatically created and loaded by the LK engine // Tower class var Tower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Tower logic goes here }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Create intro cutscene using intro2 asset var introCutscene = new Cutscene(); // Add intro2 scene introCutscene.addScene({ onStart: function onStart() { // Create intro2 asset var intro2Asset = game.addChild(LK.getAsset('Intro2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Create cell asset in middle of intro2 var cellAsset = game.addChild(LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Store references for cleanup introCutscene.intro2Asset = intro2Asset; introCutscene.cellAsset = cellAsset; // Fade in intro2 tween(intro2Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Fade in cell asset tween(cellAsset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Add click event handler to cell asset cellAsset.down = function (x, y, obj) { // Play intro music LK.playMusic('Intro', { loop: false }); // Transition to story1 scene var story1Asset = game.addChild(LK.getAsset('Story1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade out current assets tween(intro2Asset, { alpha: 0 }, { duration: 500, easing: tween.easeInOut }); tween(cellAsset, { alpha: 0 }, { duration: 500, easing: tween.easeInOut }); // Fade in story1 asset tween(story1Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Add click event handler to story1 asset to transition to story2 story1Asset.down = function (x, y, obj) { // Create story2 asset var story2Asset = game.addChild(LK.getAsset('Story2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade out story1 asset tween(story1Asset, { alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { story1Asset.destroy(); } }); // Fade in story2 asset tween(story2Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Add click event handler to story2 asset to transition to story3 story2Asset.down = function (x, y, obj) { // Create story3 asset var story3Asset = game.addChild(LK.getAsset('Story3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade out story2 asset tween(story2Asset, { alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { story2Asset.destroy(); } }); // Fade in story3 asset tween(story3Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Add click event handler to story3 asset to transition to story4 story3Asset.down = function (x, y, obj) { // Create story4 asset var story4Asset = game.addChild(LK.getAsset('Story4', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade out story3 asset tween(story3Asset, { alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { story3Asset.destroy(); } }); // Fade in story4 asset tween(story4Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Add click event handler to story4 asset to transition to titlescreen story4Asset.down = function (x, y, obj) { // Fade out story4 asset tween(story4Asset, { alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { story4Asset.destroy(); // Show title screen showTitleScreen(); } }); }; }; }; }; }; } }); // Set what happens when cutscene finishes introCutscene.onFinish = function () { // Cutscene finished - no automatic transition }; // Function to show title screen function showTitleScreen() { // Display the title // Import tween plugin var titleImage = game.addChild(LK.getAsset('Title', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1400 })); // Add skip intro button to top of title screen var skipButton = new Text2('SKIP INTRO', { size: 60, fill: 0xFFFFFF }); skipButton.anchor.set(0.5, 0); skipButton.x = 2048 / 2; skipButton.y = 150; game.addChild(skipButton); // Function to skip directly to backdrop scene function skipToBackdrop() { // Stop all tweens tween.stop(titleImage); tween.stop(flybyImage); // Remove title and flyby titleImage.destroy(); flybyImage.destroy(); skipButton.destroy(); // Add backdrop asset to game var backdropAsset = game.addChild(LK.getAsset('backdrop', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 1, scaleX: 0.5, scaleY: 0.5 })); // Add flyby asset to backdrop var backdropFlyby = game.addChild(LK.getAsset('Flyby', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 800, alpha: 1, scaleX: 0.2, scaleY: 0.2 })); // Zoom flyby to final size tween(backdropFlyby, { scaleX: 0.8, scaleY: 0.8 }, { duration: 1000, 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 3 seconds then fade out LK.setTimeout(function () { tween(wave1Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave1Asset.destroy(); // Start first wave of tower defense startFirstWave(); } }); }, 3000); } }); } }); // Add 6 horizontal guide lines immediately var lineSpacing = 2732 / 7; for (var i = 1; i <= 6; i++) { var yPosition = lineSpacing * i; if (i === 1) { yPosition += 600; // Move guideline 1 down by 600 pixels } else if (i === 2) { yPosition += 420; // Move guideline 2 down by 420 pixels } else if (i === 3) { yPosition += 250; // Move guideline 3 down by 250 pixels } else if (i === 4) { yPosition += 120; // Move guideline 4 down by 120 pixels } else if (i === 5) { yPosition -= 50; // Move guideline 5 up by 50 pixels } else if (i === 6) { yPosition -= 200; // Move guideline 6 up by 200 pixels } var guideLine = game.addChild(LK.getAsset('guideLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: yPosition, alpha: 0.5 })); } } // Add touch event to skip button skipButton.down = function (x, y, obj) { skipToBackdrop(); }; // Add flyby asset to title - start at right side of screen var flybyImage = game.addChild(LK.getAsset('Flyby', { anchorX: 0.5, anchorY: 0.5, x: 2048 + 375, y: 2732 / 2 + 1400 - 500 })); // Store the original Y position for flyby var flybyOriginalY = flybyImage.y; // Create hover animation function function startFlybyHover() { // Tween up 50 pixels over 2 seconds tween(flybyImage, { y: flybyOriginalY - 50 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Tween down 50 pixels over 2 seconds tween(flybyImage, { y: flybyOriginalY + 50 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Start the cycle again startFlybyHover(); } }); } }); } // Start the hover animation startFlybyHover(); // Start flyby movement from right to left tween(flybyImage, { x: -375 }, { duration: 8000, easing: tween.linear, onFinish: function onFinish() { // After flyby has left the screen, slowly scroll title up tween(titleImage, { y: titleImage.y - titleImage.height }, { duration: 20000, easing: tween.easeOut }); // Stop the title scrolling after 5 seconds LK.setTimeout(function () { tween.stop(titleImage, { y: true }); // Fade in intro asset in the middle of the screen var introAsset = game.addChild(LK.getAsset('intro', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Tween alpha from 0 to 1 for fade-in effect tween(introAsset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // After intro has faded in, make flyby move from left to right flybyImage.x = -375; // Reset flyby to left side flybyImage.y = 2732 / 2; // Center vertically tween(flybyImage, { x: 2048 + 375 }, { duration: 6000, easing: tween.linear, onFinish: function onFinish() { // After flyby has left the screen, fade out intro and fade in backdrop tween(introAsset, { alpha: 0 }, { duration: 2000, easing: tween.easeInOut }); // Add backdrop asset to game var backdropAsset = game.addChild(LK.getAsset('backdrop', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0, scaleX: 0.5, scaleY: 0.5 })); // Add flyby asset to backdrop var backdropFlyby = game.addChild(LK.getAsset('Flyby', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 800, alpha: 0, scaleX: 0.2, scaleY: 0.2 })); // Store the original Y position for backdrop flyby var backdropFlybyOriginalY = backdropFlyby.y; // Make flyby move off the right side of backdrop scene function startBackdropFlybyHover() { tween(backdropFlyby, { x: 2048 + 375 }, { duration: 6000, easing: tween.linear, onFinish: function onFinish() { // After flyby has left the backdrop scene, fade in wave1 asset var wave1Asset = game.addChild(LK.getAsset('Wave1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in wave1 asset tween(wave1Asset, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave1 visible for 3 seconds then fade out LK.setTimeout(function () { tween(wave1Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { wave1Asset.destroy(); // Start first wave of tower defense startFirstWave(); } }); }, 3000); } }); } }); } // Fade in backdrop tween(backdropAsset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Fade in backdrop flyby and zoom to position tween(backdropFlyby, { alpha: 1, scaleX: 0.8, scaleY: 0.8 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Start flyby movement to right side after fade in startBackdropFlybyHover(); } }); // Add 6 horizontal guide lines after backdrop fades in var lineSpacing = 2732 / 7; // Divide screen height by 7 to get 6 lines with margins for (var i = 1; i <= 6; i++) { var yPosition = lineSpacing * i; if (i === 1) { yPosition += 600; // Move guideline 1 down by 600 pixels } else if (i === 2) { yPosition += 420; // Move guideline 2 down by 420 pixels } else if (i === 3) { yPosition += 250; // Move guideline 3 down by 250 pixels } else if (i === 4) { yPosition += 120; // Move guideline 4 down by 120 pixels } else if (i === 5) { yPosition -= 50; // Move guideline 5 up by 50 pixels } else if (i === 6) { yPosition -= 200; // Move guideline 6 up by 200 pixels } var guideLine = game.addChild(LK.getAsset('guideLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: yPosition, alpha: 0.5 })); } } }); } }); } }); }, 5000); } }); } // Tower defense game variables var enemies = []; var towers = []; var enemySpawnTimer = 0; var waveEnemyCount = 0; var maxWaveEnemies = 10; var enemySpawnDelay = 120; // frames between spawns var pathPoints = [{ x: -100, y: 1100 }, // Start off screen left { x: 400, y: 1100 }, // First turn { x: 400, y: 1520 }, // Down { x: 1000, y: 1520 }, // Right { x: 1000, y: 1930 }, // Down { x: 1648, y: 1930 }, // Right { x: 1648, y: 2340 }, // Down { x: 2148, y: 2340 } // Exit off screen right ]; // Function to start the first wave function startFirstWave() { // Reset wave variables enemies = []; towers = []; enemySpawnTimer = 0; waveEnemyCount = 0; // Enable tower placement game.down = function (x, y, obj) { // Check if click is on a valid tower placement area if (canPlaceTower(x, y)) { placeTower(x, y); } }; } // Check if tower can be placed at position function canPlaceTower(x, y) { // Simple check - avoid path areas and screen edges if (x < 100 || x > 1948 || y < 100 || y > 2632) return false; // Check if too close to existing 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 < 150) return false; } return true; } // Place a tower at position function placeTower(x, y) { var tower = game.addChild(new Tower()); tower.x = x; tower.y = y; tower.range = 200; tower.damage = 25; tower.fireRate = 60; // frames between shots tower.lastShot = 0; tower.target = null; towers.push(tower); // Visual range indicator when placed var rangeIndicator = game.addChild(LK.getAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, alpha: 0.3, scaleX: tower.range / 500, scaleY: tower.range / 500 })); // Fade out range indicator after 2 seconds LK.setTimeout(function () { tween(rangeIndicator, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { rangeIndicator.destroy(); } }); }, 2000); } // Spawn an enemy function spawnEnemy() { var enemy = game.addChild(new Enemy()); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; enemy.health = 100; enemy.maxHealth = 100; enemy.speed = 2; enemy.pathIndex = 0; enemy.pathProgress = 0; enemies.push(enemy); waveEnemyCount++; } // Move enemy along path function moveEnemyAlongPath(enemy) { if (enemy.pathIndex >= pathPoints.length - 1) { // Enemy reached end - remove it enemy.destroy(); var index = enemies.indexOf(enemy); if (index > -1) enemies.splice(index, 1); return; } var currentPoint = pathPoints[enemy.pathIndex]; var nextPoint = pathPoints[enemy.pathIndex + 1]; var dx = nextPoint.x - currentPoint.x; var dy = nextPoint.y - currentPoint.y; var distance = Math.sqrt(dx * dx + dy * dy); enemy.pathProgress += enemy.speed / distance; if (enemy.pathProgress >= 1) { enemy.pathProgress = 0; enemy.pathIndex++; if (enemy.pathIndex < pathPoints.length - 1) { currentPoint = pathPoints[enemy.pathIndex]; nextPoint = pathPoints[enemy.pathIndex + 1]; } } if (enemy.pathIndex < pathPoints.length - 1) { currentPoint = pathPoints[enemy.pathIndex]; nextPoint = pathPoints[enemy.pathIndex + 1]; enemy.x = currentPoint.x + (nextPoint.x - currentPoint.x) * enemy.pathProgress; enemy.y = currentPoint.y + (nextPoint.y - currentPoint.y) * enemy.pathProgress; } } // Tower AI and shooting function updateTowers() { for (var i = 0; i < towers.length; i++) { var tower = towers[i]; tower.lastShot++; // Find target if (!tower.target || tower.target.health <= 0) { tower.target = null; var closestDistance = tower.range; for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; if (enemy.health <= 0) continue; var distance = Math.sqrt(Math.pow(tower.x - enemy.x, 2) + Math.pow(tower.y - enemy.y, 2)); if (distance < closestDistance) { tower.target = enemy; closestDistance = distance; } } } // Shoot at target if (tower.target && tower.lastShot >= tower.fireRate) { var distance = Math.sqrt(Math.pow(tower.x - tower.target.x, 2) + Math.pow(tower.y - tower.target.y, 2)); if (distance <= tower.range && tower.target.health > 0) { // Deal damage tower.target.health -= tower.damage; tower.lastShot = 0; // Visual effect - flash tower tween(tower, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { tween(tower, { tint: 0xFFFFFF }, { duration: 100 }); } }); // Check if enemy died if (tower.target.health <= 0) { tower.target.destroy(); var enemyIndex = enemies.indexOf(tower.target); if (enemyIndex > -1) enemies.splice(enemyIndex, 1); tower.target = null; } } } } } // Start the intro cutscene introCutscene.play(); // Main game update loop game.update = function () { // Spawn enemies for first wave if (waveEnemyCount < maxWaveEnemies) { enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnDelay) { spawnEnemy(); enemySpawnTimer = 0; } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.health > 0) { moveEnemyAlongPath(enemy); } } // Update towers updateTowers(); };
===================================================================
--- original.js
+++ change.js
@@ -383,8 +383,10 @@
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
wave1Asset.destroy();
+ // Start first wave of tower defense
+ startFirstWave();
}
});
}, 3000);
}
@@ -558,8 +560,10 @@
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
wave1Asset.destroy();
+ // Start first wave of tower defense
+ startFirstWave();
}
});
}, 3000);
}
@@ -621,8 +625,226 @@
}, 5000);
}
});
}
+// Tower defense game variables
+var enemies = [];
+var towers = [];
+var enemySpawnTimer = 0;
+var waveEnemyCount = 0;
+var maxWaveEnemies = 10;
+var enemySpawnDelay = 120; // frames between spawns
+var pathPoints = [{
+ x: -100,
+ y: 1100
+},
+// Start off screen left
+{
+ x: 400,
+ y: 1100
+},
+// First turn
+{
+ x: 400,
+ y: 1520
+},
+// Down
+{
+ x: 1000,
+ y: 1520
+},
+// Right
+{
+ x: 1000,
+ y: 1930
+},
+// Down
+{
+ x: 1648,
+ y: 1930
+},
+// Right
+{
+ x: 1648,
+ y: 2340
+},
+// Down
+{
+ x: 2148,
+ y: 2340
+} // Exit off screen right
+];
+// Function to start the first wave
+function startFirstWave() {
+ // Reset wave variables
+ enemies = [];
+ towers = [];
+ enemySpawnTimer = 0;
+ waveEnemyCount = 0;
+ // Enable tower placement
+ game.down = function (x, y, obj) {
+ // Check if click is on a valid tower placement area
+ if (canPlaceTower(x, y)) {
+ placeTower(x, y);
+ }
+ };
+}
+// Check if tower can be placed at position
+function canPlaceTower(x, y) {
+ // Simple check - avoid path areas and screen edges
+ if (x < 100 || x > 1948 || y < 100 || y > 2632) return false;
+ // Check if too close to existing 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 < 150) return false;
+ }
+ return true;
+}
+// Place a tower at position
+function placeTower(x, y) {
+ var tower = game.addChild(new Tower());
+ tower.x = x;
+ tower.y = y;
+ tower.range = 200;
+ tower.damage = 25;
+ tower.fireRate = 60; // frames between shots
+ tower.lastShot = 0;
+ tower.target = null;
+ towers.push(tower);
+ // Visual range indicator when placed
+ var rangeIndicator = game.addChild(LK.getAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: x,
+ y: y,
+ alpha: 0.3,
+ scaleX: tower.range / 500,
+ scaleY: tower.range / 500
+ }));
+ // Fade out range indicator after 2 seconds
+ LK.setTimeout(function () {
+ tween(rangeIndicator, {
+ alpha: 0
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ rangeIndicator.destroy();
+ }
+ });
+ }, 2000);
+}
+// Spawn an enemy
+function spawnEnemy() {
+ var enemy = game.addChild(new Enemy());
+ enemy.x = pathPoints[0].x;
+ enemy.y = pathPoints[0].y;
+ enemy.health = 100;
+ enemy.maxHealth = 100;
+ enemy.speed = 2;
+ enemy.pathIndex = 0;
+ enemy.pathProgress = 0;
+ enemies.push(enemy);
+ waveEnemyCount++;
+}
+// Move enemy along path
+function moveEnemyAlongPath(enemy) {
+ if (enemy.pathIndex >= pathPoints.length - 1) {
+ // Enemy reached end - remove it
+ enemy.destroy();
+ var index = enemies.indexOf(enemy);
+ if (index > -1) enemies.splice(index, 1);
+ return;
+ }
+ var currentPoint = pathPoints[enemy.pathIndex];
+ var nextPoint = pathPoints[enemy.pathIndex + 1];
+ var dx = nextPoint.x - currentPoint.x;
+ var dy = nextPoint.y - currentPoint.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ enemy.pathProgress += enemy.speed / distance;
+ if (enemy.pathProgress >= 1) {
+ enemy.pathProgress = 0;
+ enemy.pathIndex++;
+ if (enemy.pathIndex < pathPoints.length - 1) {
+ currentPoint = pathPoints[enemy.pathIndex];
+ nextPoint = pathPoints[enemy.pathIndex + 1];
+ }
+ }
+ if (enemy.pathIndex < pathPoints.length - 1) {
+ currentPoint = pathPoints[enemy.pathIndex];
+ nextPoint = pathPoints[enemy.pathIndex + 1];
+ enemy.x = currentPoint.x + (nextPoint.x - currentPoint.x) * enemy.pathProgress;
+ enemy.y = currentPoint.y + (nextPoint.y - currentPoint.y) * enemy.pathProgress;
+ }
+}
+// Tower AI and shooting
+function updateTowers() {
+ for (var i = 0; i < towers.length; i++) {
+ var tower = towers[i];
+ tower.lastShot++;
+ // Find target
+ if (!tower.target || tower.target.health <= 0) {
+ tower.target = null;
+ var closestDistance = tower.range;
+ for (var j = 0; j < enemies.length; j++) {
+ var enemy = enemies[j];
+ if (enemy.health <= 0) continue;
+ var distance = Math.sqrt(Math.pow(tower.x - enemy.x, 2) + Math.pow(tower.y - enemy.y, 2));
+ if (distance < closestDistance) {
+ tower.target = enemy;
+ closestDistance = distance;
+ }
+ }
+ }
+ // Shoot at target
+ if (tower.target && tower.lastShot >= tower.fireRate) {
+ var distance = Math.sqrt(Math.pow(tower.x - tower.target.x, 2) + Math.pow(tower.y - tower.target.y, 2));
+ if (distance <= tower.range && tower.target.health > 0) {
+ // Deal damage
+ tower.target.health -= tower.damage;
+ tower.lastShot = 0;
+ // Visual effect - flash tower
+ tween(tower, {
+ tint: 0xFF0000
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(tower, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 100
+ });
+ }
+ });
+ // Check if enemy died
+ if (tower.target.health <= 0) {
+ tower.target.destroy();
+ var enemyIndex = enemies.indexOf(tower.target);
+ if (enemyIndex > -1) enemies.splice(enemyIndex, 1);
+ tower.target = null;
+ }
+ }
+ }
+ }
+}
// Start the intro cutscene
introCutscene.play();
-;
-;
\ No newline at end of file
+// Main game update loop
+game.update = function () {
+ // Spawn enemies for first wave
+ if (waveEnemyCount < maxWaveEnemies) {
+ enemySpawnTimer++;
+ if (enemySpawnTimer >= enemySpawnDelay) {
+ spawnEnemy();
+ enemySpawnTimer = 0;
+ }
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ if (enemy.health > 0) {
+ moveEnemyAlongPath(enemy);
+ }
+ }
+ // Update towers
+ updateTowers();
+};
\ No newline at end of file
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Fire hydrant. In-Game asset. 2d. High contrast. No shadows
Water spraying forward In-Game asset. 2d. High contrast. No shadows
Fart cloud. In-Game asset. 2d. High contrast. No shadows
Remove fan blades
Fan blades symmetrical. In-Game asset. 2d. High contrast. No shadows
Fireball. In-Game asset. 2d. High contrast. No shadows
Symmetrical explosion. 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
UFO with grey aliens in it. 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 green
Make button blue and say water $10
Make button gold and say electric $50
Make button purple and say Plasma $60
Make button say fire $40
Make button light blue and say air $30
Make button grey and say ??????