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Make SpaceDrones shoot red bullets at towers
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Tower class collision detection needs to be updated to match the Enemy class logic - it should only check for collisions with enemies that are on the same guideline as the tower.
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Enemies can only destroy towers directly left placed on same line that they are travelling
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Award player 50 points every enemy and $10 cash
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So this solution please
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When enemy is being blown back slightly reduced both enemy and fan health ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When enemy is within 300 pixels range straight ahead to the right of air tower enemy will be blown back 400 pixels ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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On air tower allow enemies to collide without pause so they can be blown back 400 pixels ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Prevent story and cell assets being shown more than once in game session ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'skipToBackdrop is not defined' in or related to this line: 'skipToBackdrop();' Line Number: 939
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Prevent cell and story1,2,3,4 and titlescene playing again during session once backdrop scene has been loaded ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add automatic transitions after 10 seconds to cell, story1,2,3,4 scenes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ensure all enemies and towers placed below other enemies and towers are rendered in front of those that are above and vice versa with those enemies and towers above rendered behind those enemies and towers below
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Ensure that when enemies collide with towers on same line that enemies get stuck on tower untill tower is destroyed and the path is clear then enemy will continue on to left side of screen
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Update lives display when enemies reach the left side of screen
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Make enemy tower collision damage weaker and tower health stronger
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Move horizontal line 6 up 20
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Move horizontal line 6 up 25
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Move horizontal line 1 down 20
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Move vertical line 1 down 50
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Move horizontal line 1 up 25
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Put health bar slightly above tower and enemies
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Make green tick button bigger
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Make all towers harder to kill
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Fix this please
/**** * 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 for tower defense var Enemy = Container.expand(function () { var self = Container.call(this); // Default to Probedroid, but can be changed self.assetType = 'Probedroid'; var enemyGraphics = self.attachAsset(self.assetType, { anchorX: 0.5, anchorY: 0.5 }); // Enemy properties self.health = 100; self.maxHealth = 100; self.speed = 2; self.targetX = -100; // Move to left side of screen self.lastX = self.x; self.collidingWithTower = false; // Track if enemy is colliding with a tower // Health bar graphics - positioned above enemy regardless of asset type self.healthBarBackground = self.attachAsset('healthBarBackground', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80 }); self.healthBarForeground = self.attachAsset('healthBarForeground', { anchorX: 0, anchorY: 0.5, x: -30, y: -80 }); self.update = function () { // Store last position for collision detection self.lastX = self.x; // Reset collision flag at start of each frame self.collidingWithTower = false; // Check collision with towers on same guideline that are directly to the left for (var i = 0; i < towers.length; i++) { var tower = towers[i]; // Only check towers on the same guideline that are positioned to the left of the enemy if (tower.guidelineIndex === self.guidelineIndex && tower.x < self.x && self.intersects(tower)) { self.collidingWithTower = true; break; } } // Move towards target (right to left) only if not colliding with tower if (self.x > self.targetX && !self.collidingWithTower) { self.x -= self.speed; } // Move towards the center of the assigned guideline if (self.baseY !== undefined) { var targetY = self.baseY; var yDifference = targetY - self.y; // Move towards guideline center with a fraction of movement speed if (Math.abs(yDifference) > 2) { self.y += yDifference * 0.1; // Adjust 0.1 to control how quickly enemies center on guidelines } } // Update health bar var healthPercentage = self.health / self.maxHealth; self.healthBarForeground.scaleX = healthPercentage; // Change health bar color based on health percentage if (healthPercentage > 0.6) { self.healthBarForeground.tint = 0x00ff00; // Green } else if (healthPercentage > 0.3) { self.healthBarForeground.tint = 0xffff00; // Yellow } else { self.healthBarForeground.tint = 0xff0000; // Red } // SpaceDrone shooting logic if (self.assetType === 'SpaceDrone') { // Initialize shooting properties if not set if (self.lastShotFrame === undefined) { self.lastShotFrame = 0; self.shootingRange = 400; self.fireRate = 90; // Shoot every 1.5 seconds at 60fps } // Find nearest tower to shoot at var nearestTower = null; var nearestDistance = Infinity; for (var t = 0; t < towers.length; t++) { var tower = towers[t]; // Only target towers on the same guideline if (tower.guidelineIndex === self.guidelineIndex) { var dx = tower.x - self.x; var dy = tower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if tower is within shooting range and closer than current target if (distance <= self.shootingRange && distance < nearestDistance) { nearestDistance = distance; nearestTower = tower; } } } // Shoot at nearest tower if in range and fire rate allows if (nearestTower && LK.ticks - self.lastShotFrame >= self.fireRate) { // Create red bullet var bullet = game.addChild(LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, tint: 0xFF0000 // Red color for SpaceDrone bullets })); // Calculate direction to target tower var dx = nearestTower.x - self.x; var dy = nearestTower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Animate bullet to target tower tween(bullet, { x: nearestTower.x, y: nearestTower.y }, { duration: distance / 3, // Bullet speed easing: tween.linear, onFinish: function onFinish() { bullet.destroy(); // Deal damage to target tower if (nearestTower && nearestTower.parent) { nearestTower.health -= 25; // SpaceDrone bullets deal 25 damage // Flash tower red to show damage tween(nearestTower, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(nearestTower, { tint: 0xFFFFFF }, { duration: 300, easing: tween.easeOut }); } }); // Check if tower is destroyed if (nearestTower.health <= 0) { // Create explosion effect at tower position var explosionEffect = game.addChild(LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: nearestTower.x, y: nearestTower.y, alpha: 1, scaleX: 0.5, scaleY: 0.5 })); // Play explosion sound LK.getSound('Explosion').play(); // Animate explosion with scale and fade out tween(explosionEffect, { scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { explosionEffect.destroy(); } }); // Remove tower from towers array for (var k = towers.length - 1; k >= 0; k--) { if (towers[k] === nearestTower) { towers.splice(k, 1); break; } } // Destroy tower nearestTower.destroy(); } } } }); self.lastShotFrame = LK.ticks; } } // Check if enemy reached the end if (self.lastX > 0 && self.x <= 0) { // Enemy reached the end - remove from game and reduce lives if (self.parent) { // Reduce player lives playerLives--; // Update lives display if it exists if (livesDisplay) { livesDisplay.setText('Lives: ' + playerLives); } // Check for game over if (playerLives <= 0) { LK.showGameOver(); } self.destroy(); // Remove from enemies array for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } } }; // Method to defeat this enemy self.defeat = function () { if (self.parent) { // Award player 50 points and $10 cash playerScore += 50; playerCash += 10; // Update displays if they exist if (scoreDisplay) { scoreDisplay.setText('Score: ' + playerScore); } if (cashDisplay) { cashDisplay.setText('Cash: $' + playerCash); } // Create explosion effect at enemy position var explosionEffect = game.addChild(LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 1, scaleX: 0.5, scaleY: 0.5 })); // Play explosion sound LK.getSound('Explosion').play(); // Animate explosion with scale and fade out tween(explosionEffect, { scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { explosionEffect.destroy(); } }); enemiesDefeated++; self.destroy(); // Remove from enemies array for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } } }; self.setAssetType = function (assetType) { if (enemyGraphics && enemyGraphics.parent) { enemyGraphics.destroy(); } self.assetType = assetType; enemyGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); // Ensure health bars are brought to front after asset change if (self.healthBarBackground && self.healthBarBackground.parent) { self.removeChild(self.healthBarBackground); self.addChild(self.healthBarBackground); } if (self.healthBarForeground && self.healthBarForeground.parent) { self.removeChild(self.healthBarForeground); self.addChild(self.healthBarForeground); } }; return self; }); // Tower class for tower defense var Tower = Container.expand(function () { var self = Container.call(this); // Tower properties self.towerType = 'basic'; self.level = 1; self.damage = 25; self.range = 300; self.fireRate = 60; // Frames between shots (60 = 1 second at 60fps) self.cost = 100; self.upgradeCost = 150; self.lastShotFrame = 0; self.target = null; self.rangeCircle = null; self.showingRange = false; // Tower1 specific properties self.tower1Range = 500; // Tower1 has 500 range straight ahead self.isTower1 = false; // Flag to identify Tower1 instances // Tower health properties self.health = 500; self.maxHealth = 500; self.lastCollidingEnemies = []; // Track which enemies were colliding last frame // Guideline tracking for same-line targeting self.guidelineIndex = -1; // Which guideline this tower is on // Dog tower graphics (for gas towers) self.dogGraphics = null; self.dog1Graphics = null; // Create tower graphics based on tower type var towerGraphics; if (self.towerType === 'fire') { towerGraphics = self.attachAsset('Fireworks', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.towerType === 'air') { towerGraphics = self.attachAsset('Fan', { anchorX: 0.5, anchorY: 0.5 }); } else { towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); } // Create level indicator var levelIndicator = self.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5, x: 30, y: -30 }); // Tower health bar graphics self.towerHealthBarBackground = self.attachAsset('towerHealthBarBackground', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -30 }); self.towerHealthBarForeground = self.attachAsset('towerHealthBarForeground', { anchorX: 0, anchorY: 0.5, x: -40, y: -30 }); // Method to show/hide range circle self.showRange = function () { if (!self.rangeCircle) { self.rangeCircle = self.addChild(LK.getAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: self.range / 500, scaleY: self.range / 500, alpha: 0.3 })); } self.rangeCircle.alpha = 0.3; self.showingRange = true; }; self.hideRange = function () { if (self.rangeCircle) { self.rangeCircle.alpha = 0; } self.showingRange = false; }; // Method to find nearest enemy in range self.findTarget = function () { var nearestEnemy = null; var nearestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Only target enemies on the same guideline if (enemy.guidelineIndex !== self.guidelineIndex) { continue; // Skip enemies not on same line } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // For Tower1, target enemies 500 pixels both left and right if (self.isTower1) { // Check if enemy is within 500 range horizontally (both left and right) if (Math.abs(dx) <= self.tower1Range && Math.abs(dy) <= 50) { var straightDistance = Math.abs(dx); // Distance horizontally if (straightDistance < nearestDistance) { nearestDistance = straightDistance; nearestEnemy = enemy; } } } else if (self.towerType === 'fire') { // Fire tower targets enemies 800 pixels both left and right if (Math.abs(dx) <= 800 && Math.abs(dy) <= 50) { var straightDistance = Math.abs(dx); // Distance horizontally if (straightDistance < nearestDistance) { nearestDistance = straightDistance; nearestEnemy = enemy; } } } else if (self.towerType === 'dog') { // Gas tower (dog) targets enemies 600 pixels straight ahead to the right if (dx >= 0 && dx <= 600 && Math.abs(dy) <= 50) { var straightDistance = dx; // Distance to the right if (straightDistance < nearestDistance) { nearestDistance = straightDistance; nearestEnemy = enemy; } } } else { // Regular circular range for other towers if (distance <= self.range && distance < nearestDistance) { nearestDistance = distance; nearestEnemy = enemy; } } } return nearestEnemy; }; // Method to shoot at target self.shoot = function (target) { if (!target || !target.parent) return; // For gas towers (dog), swap visibility when firing if (self.towerType === 'dog' && self.dogGraphics && self.dog1Graphics) { // Show Dog1 (firing state) self.dogGraphics.visible = false; self.dog1Graphics.visible = true; // Play fart sound for dog tower LK.getSound('Fart').play(); // Switch back to Dog after a short delay tween(self, {}, { duration: 200, onFinish: function onFinish() { if (self.dogGraphics && self.dog1Graphics) { self.dogGraphics.visible = true; self.dog1Graphics.visible = false; } } }); } // Play water sound for water tower (Tower1) if (self.isTower1) { LK.getSound('Water').play(); } // Play fireball sound for fire tower if (self.towerType === 'fire') { LK.getSound('Fireball').play(); } // For water towers, create continuous blue line stream instead of bullet if (self.isTower1) { // Calculate direction to target var dx = target.x - self.x; var dy = target.y - self.y; // Determine if we should fire left or right based on target position var fireDirection = dx >= 0 ? 1 : -1; // 1 for right, -1 for left var angle = fireDirection === 1 ? 0 : Math.PI; // 0 radians for right, PI radians for left // Create blue line stream firing horizontally var streamWidth = 20; var streamLength = 500; // Fixed horizontal distance var stream = game.addChild(LK.getAsset('guideLine', { anchorX: 0, anchorY: 0.5, x: self.x, y: self.y, scaleX: streamLength / 2200, // Scale to desired length scaleY: streamWidth / 4, // Scale to desired width tint: 0x0088FF // Blue water color })); // Rotate stream to fire horizontally (left or right) stream.rotation = angle; // Position stream correctly stream.x = self.x; stream.y = self.y; // Animate stream appearance and fade out tween(stream, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { stream.destroy(); } }); // Deal damage to target immediately if (target && target.parent) { target.health -= self.damage; if (target.health <= 0) { target.defeat(); } } } else { // Create bullet/projectile effect for non-water towers var bullet = game.addChild(LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y })); // Make fire tower projectiles orange if (self.towerType === 'fire') { bullet.tint = 0xFF8000; // Orange color for fire tower projectiles } // Make gas tower (dog) projectiles green if (self.towerType === 'dog') { bullet.tint = 0x00FF00; // Green color for gas tower projectiles } // Calculate direction to target var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Animate bullet to target tween(bullet, { x: target.x, y: target.y }, { duration: distance / 2, // Speed based on distance easing: tween.linear, onFinish: function onFinish() { bullet.destroy(); // Deal damage to target if (target && target.parent) { target.health -= self.damage; if (target.health <= 0) { target.defeat(); } } } }); } }; // Method to upgrade tower self.upgrade = function () { if (playerCash >= self.upgradeCost && self.level < 3) { playerCash -= self.upgradeCost; self.level++; self.damage += 15; self.range += 50; self.fireRate = Math.max(30, self.fireRate - 10); self.upgradeCost = Math.floor(self.upgradeCost * 1.5); // Update level indicator levelIndicator.destroy(); levelIndicator = self.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5, x: 30, y: -30, scaleX: self.level, scaleY: self.level }); // Update range circle if showing if (self.showingRange && self.rangeCircle) { self.rangeCircle.scaleX = self.range / 500; self.rangeCircle.scaleY = self.range / 500; } // Play upgrade sound LK.getSound('Towerselect').play(); return true; } return false; }; // Click handler for tower interaction self.down = function (x, y, obj) { if (self.showingRange) { self.hideRange(); } else { self.showRange(); } }; self.update = function () { // Only operate when wave is active if (!waveActive) return; // Rotate blades for air towers if (self.towerType === 'air' && self.bladeGraphics) { self.bladeGraphics.rotation += 0.2; // Continuous blade rotation // Check for enemies within 300 pixel range straight ahead (to the right) for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; // Only target enemies on the same guideline if (enemy.guidelineIndex === self.guidelineIndex) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; // Check if enemy is within 300 range straight ahead (to the right) if (dx >= 0 && dx <= 300 && Math.abs(dy) <= 50) { // Initialize last blown back tracking if not set if (enemy.lastBlownBack === undefined) { enemy.lastBlownBack = false; } // Only blow back if enemy wasn't blown back last frame (prevent continuous blowing) if (!enemy.lastBlownBack) { // Blow enemy back 400 pixels var newX = enemy.x + 400; // Use tween to animate the blow-back effect tween(enemy, { x: newX }, { duration: 300, easing: tween.easeOut }); // Inflict small amount of damage (15 damage) enemy.health -= 15; // Reduce air tower health by 5 when blowing back enemy self.health -= 5; if (enemy.health <= 0) { enemy.defeat(); } // Visual effect - flash enemy to show they were hit tween(enemy, { tint: 0x00FFFF }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(enemy, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } }); // Mark enemy as blown back this frame enemy.lastBlownBack = true; } } else { // Enemy is not in range, reset blown back tracking enemy.lastBlownBack = false; } } } } // Check for enemy collisions and reduce tower health for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Only check collision with enemies on the same guideline if (enemy.guidelineIndex === self.guidelineIndex && self.intersects(enemy)) { // Initialize collision tracking properties if not set if (enemy.lastCollidingWithTower === undefined) { enemy.lastCollidingWithTower = false; } // Check if this enemy just started colliding (wasn't colliding last frame) if (!enemy.lastCollidingWithTower) { // Enemy just started colliding - apply damage self.health -= 5; // Reduce health by 5 per collision // Flash tower red to show damage tween(towerGraphics, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(towerGraphics, { tint: 0xFFFFFF }, { duration: 300, easing: tween.easeOut }); } }); // Check if tower is destroyed if (self.health <= 0) { // Create explosion effect at tower position var explosionEffect = game.addChild(LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 1, scaleX: 0.5, scaleY: 0.5 })); // Play explosion sound LK.getSound('Explosion').play(); // Animate explosion with scale and fade out tween(explosionEffect, { scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { explosionEffect.destroy(); } }); // Remove tower from towers array for (var k = towers.length - 1; k >= 0; k--) { if (towers[k] === self) { towers.splice(k, 1); break; } } // Destroy tower self.destroy(); return; } } // Mark enemy as currently colliding and pause movement enemy.lastCollidingWithTower = true; enemy.collidingWithTower = true; } else { // Enemy is not colliding - reset collision tracking if (enemy.lastCollidingWithTower === undefined) { enemy.lastCollidingWithTower = false; } else { enemy.lastCollidingWithTower = false; } } } // Update tower health bar var healthPercentage = self.health / self.maxHealth; self.towerHealthBarForeground.scaleX = healthPercentage; // Change health bar color based on health percentage if (healthPercentage > 0.6) { self.towerHealthBarForeground.tint = 0x00ff00; // Green } else if (healthPercentage > 0.3) { self.towerHealthBarForeground.tint = 0xffff00; // Yellow } else { self.towerHealthBarForeground.tint = 0xff0000; // Red } // Find target if we don't have one or current target is invalid if (!self.target || !self.target.parent) { self.target = self.findTarget(); } // Shoot at target if in range and fire rate allows (but not for air towers) if (self.target && self.target.parent && self.towerType !== 'air') { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var targetInRange = false; // Check if target is still in range based on tower type if (self.isTower1) { // Tower1 has 500 range both left and right targetInRange = Math.abs(dx) <= self.tower1Range && Math.abs(dy) <= 50; } else if (self.towerType === 'fire') { // Fire tower has 800 range both left and right targetInRange = Math.abs(dx) <= 800 && Math.abs(dy) <= 50; } else if (self.towerType === 'dog') { // Gas tower has 600 range straight ahead to the right targetInRange = dx >= 0 && dx <= 600 && Math.abs(dy) <= 50; } else { // Regular circular range for other towers targetInRange = distance <= self.range; } if (targetInRange) { // Check if enough time has passed since last shot if (LK.ticks - self.lastShotFrame >= self.fireRate) { self.shoot(self.target); self.lastShotFrame = LK.ticks; } } else { // Target moved out of range self.target = null; } } }; self.setAssetType = function (assetType) { if (towerGraphics && towerGraphics.parent) { towerGraphics.destroy(); } // Clean up existing dog graphics if they exist if (self.dogGraphics && self.dogGraphics.parent) { self.dogGraphics.destroy(); self.dogGraphics = null; } if (self.dog1Graphics && self.dog1Graphics.parent) { self.dog1Graphics.destroy(); self.dog1Graphics = null; } // Clean up existing air tower graphics if they exist if (self.bladeGraphics && self.bladeGraphics.parent) { self.bladeGraphics.destroy(); self.bladeGraphics = null; } self.towerType = assetType.toLowerCase(); // For dog towers, create both Dog and Dog1 assets if (assetType === 'Dog') { self.dogGraphics = self.attachAsset('Dog', { anchorX: 0.5, anchorY: 0.5 }); self.dog1Graphics = self.attachAsset('Dog1', { anchorX: 0.5, anchorY: 0.5 }); // Initially show Dog, hide Dog1 self.dogGraphics.visible = true; self.dog1Graphics.visible = false; towerGraphics = self.dogGraphics; // Set main reference to dogGraphics } else if (assetType === 'Fan') { // For air towers, use Fan asset as actual tower towerGraphics = self.attachAsset('Fan', { anchorX: 0.5, anchorY: 0.5 }); self.bladeGraphics = self.attachAsset('Blades', { anchorX: 0.5, anchorY: 0.5, y: -70 }); self.towerType = 'air'; } else { towerGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); } // Ensure health bars are brought to front after asset change if (self.towerHealthBarBackground && self.towerHealthBarBackground.parent) { self.removeChild(self.towerHealthBarBackground); self.addChild(self.towerHealthBarBackground); } if (self.towerHealthBarForeground && self.towerHealthBarForeground.parent) { self.removeChild(self.towerHealthBarForeground); self.addChild(self.towerHealthBarForeground); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Fire tower already uses 'Fireworks' asset - goal already achieved var enemies = []; var towers = []; var waveActive = false; var enemySpawnTimer = 0; var enemySpawnInterval = 420; // Spawn every 7 seconds at 60fps var enemiesSpawned = 0; var maxEnemiesInWave = 10; var guidelineYPositions = []; var firstEnemySpawned = false; var currentWave = 1; var enemiesDefeated = 0; var playerScore = 0; var playerLives = 10; var playerCash = 200; var scoreDisplay; var livesDisplay; var cashDisplay; var placingTower = false; var towerPreview = null; var confirmButton = null; var pendingTowerCost = 10; var verticalGuidelines = []; var snapPositions = []; var introPlayed = false; var gameStarted = false; // Flag to track if game has started // 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 skip intro button var skipIntroButton = new Text2('SKIP INTRO', { size: 60, fill: 0xFFFFFF }); skipIntroButton.anchor.set(0.5, 0); skipIntroButton.x = 2048 / 2; skipIntroButton.y = 200; skipIntroButton.alpha = 0; game.addChild(skipIntroButton); // Store reference for cleanup introCutscene.skipIntroButton = skipIntroButton; // Fade in skip button tween(skipIntroButton, { alpha: 1 }, { duration: 1000, easing: tween.easeInOut }); // Add click event handler to skip button skipIntroButton.down = function (x, y, obj) { // Don't allow skip if game has already started if (gameStarted) return; // Play intro music LK.playMusic('Intro', { loop: false }); // Clean up intro2 assets tween.stop(intro2Asset); tween.stop(cellAsset); tween.stop(skipIntroButton); intro2Asset.destroy(); cellAsset.destroy(); skipIntroButton.destroy(); // Skip directly to title screen showTitleScreen(); }; // Add click event handler to cell asset cellAsset.down = function (x, y, obj) { // Don't allow transition if game has already started if (gameStarted) return; // 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() { // Don't show title screen if game has already started if (gameStarted) return; // 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 })); // Ensure wave1 appears in front of all game objects wave1Asset.zIndex = 1000; // 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 tower defense wave startWave1(); } }); }, 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 += 525; // Move guideline 1 down by 525 pixels (was 505) } else if (i === 2) { yPosition += 395; // Move guideline 2 down by 395 pixels (was 420) } else if (i === 3) { yPosition += 225; // Move guideline 3 down by 225 pixels (was 250) } else if (i === 4) { yPosition += 95; // Move guideline 4 down by 95 pixels (was 120) } else if (i === 5) { yPosition -= 75; // Move guideline 5 up by 75 pixels (was -50) } else if (i === 6) { yPosition -= 270; // Move guideline 6 up by 270 pixels (was -250) } 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 })); // Ensure wave1 appears in front of all game objects wave1Asset.zIndex = 1000; // 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 tower defense wave startWave1(); } }); }, 2000); } }); } }); } // 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 += 525; // Move guideline 1 down by 525 pixels (was 505) } else if (i === 2) { yPosition += 395; // Move guideline 2 down by 395 pixels (was 420) } else if (i === 3) { yPosition += 225; // Move guideline 3 down by 225 pixels (was 250) } else if (i === 4) { yPosition += 95; // Move guideline 4 down by 95 pixels (was 120) } else if (i === 5) { yPosition -= 75; // Move guideline 5 up by 75 pixels (was -50) } else if (i === 6) { yPosition -= 270; // Move guideline 6 up by 270 pixels (was -250) } var guideLine = game.addChild(LK.getAsset('guideLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: yPosition, alpha: 0.5 })); } } }); } }); } }); }, 5000); } }); } // Calculate guideline Y positions for enemy spawning function calculateGuidelinePositions() { var lineSpacing = 2732 / 7; guidelineYPositions = []; for (var i = 1; i <= 6; i++) { var yPosition = lineSpacing * i; if (i === 1) { yPosition += 525; // Move guideline 1 down by 525 pixels (was 505) } else if (i === 2) { yPosition += 395; // Move guideline 2 down by 395 pixels (was 420) } else if (i === 3) { yPosition += 225; // Move guideline 3 down by 225 pixels (was 250) } else if (i === 4) { yPosition += 95; // Move guideline 4 down by 95 pixels (was 120) } else if (i === 5) { yPosition -= 75; // Move guideline 5 up by 75 pixels (was -50) } else if (i === 6) { yPosition -= 270; // Move guideline 6 up by 270 pixels (was -250) } guidelineYPositions.push(yPosition); } } // Calculate snap positions from guideline intersections function calculateSnapPositions() { snapPositions = []; // Create vertical guideline positions (8 columns across screen width) var verticalSpacing = 2048 / 9; var verticalXPositions = []; for (var i = 1; i <= 8; i++) { var xPosition = verticalSpacing * i; verticalXPositions.push(xPosition); } // Create snap positions at intersections of horizontal and vertical guidelines for (var h = 0; h < guidelineYPositions.length; h++) { for (var v = 0; v < verticalXPositions.length; v++) { snapPositions.push({ x: verticalXPositions[v], y: guidelineYPositions[h] }); } } } // Find nearest snap position to given coordinates function findNearestSnapPosition(x, y) { var nearestPosition = { x: x, y: y }; var nearestDistance = Infinity; for (var i = 0; i < snapPositions.length; i++) { var snap = snapPositions[i]; var dx = snap.x - x; var dy = snap.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestPosition = snap; } } return nearestPosition; } // Show vertical guidelines during tower placement function showVerticalGuidelines() { hideVerticalGuidelines(); // Clear any existing guidelines var verticalSpacing = 2048 / 9; for (var i = 1; i <= 8; i++) { var xPosition = verticalSpacing * i; var yPosition = 2732 / 2; if (i === 1) { yPosition += 50; // Move vertical guideline 1 down by 50 pixels } var guideLine = game.addChild(LK.getAsset('verticalGuideLine', { anchorX: 0.5, anchorY: 0.5, x: xPosition, y: yPosition, alpha: 0.3 })); verticalGuidelines.push(guideLine); } } // Hide vertical guidelines function hideVerticalGuidelines() { for (var i = 0; i < verticalGuidelines.length; i++) { verticalGuidelines[i].destroy(); } verticalGuidelines = []; } // Start first wave of tower defense function startWave1() { calculateGuidelinePositions(); waveActive = true; gameStarted = true; // Mark that the game has officially started enemySpawnTimer = 0; enemiesSpawned = 0; currentWave = 1; enemiesDefeated = 0; // Add score display at top left scoreDisplay = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreDisplay.anchor.set(0, 0); scoreDisplay.x = 400; scoreDisplay.y = 50; LK.gui.addChild(scoreDisplay); // Add lives display at top center livesDisplay = new Text2('Lives: 10', { size: 60, fill: 0xFFFFFF }); livesDisplay.anchor.set(0.5, 0); livesDisplay.x = 1024; livesDisplay.y = 50; LK.gui.addChild(livesDisplay); // Add cash display under lives display cashDisplay = new Text2('Cash: $200', { size: 60, fill: 0xFFFFFF }); cashDisplay.anchor.set(0.5, 0); cashDisplay.x = 1024; cashDisplay.y = 120; LK.gui.addChild(cashDisplay); // Add skip wave button under score display var skipWaveButton = new Text2('SKIP WAVE', { size: 40, fill: 0xFFFF00 }); skipWaveButton.anchor.set(0, 0); skipWaveButton.x = 400; skipWaveButton.y = 120; LK.gui.addChild(skipWaveButton); // Add global click handler to cancel tower placement game.down = function (x, y, obj) { // Cancel tower placement if clicking on empty space if (placingTower && obj === game) { if (towerPreview) { // Clean up blade preview if it exists if (towerPreview.bladePreview) { towerPreview.bladePreview.destroy(); } towerPreview.destroy(); towerPreview = null; } if (confirmButton) { confirmButton.destroy(); confirmButton = null; } hideVerticalGuidelines(); placingTower = false; } }; // Add tower purchase buttons at bottom of screen var towerButtonY = 2400; // Position near bottom of screen var buttonSpacing = 50; // 50 pixel spacing between buttons var startX = 430; // Water Tower Button var waterTowerButton = game.addChild(LK.getAsset('Waterbutton', { anchorX: 0.5, anchorY: 0.5, x: startX, y: towerButtonY, scaleX: 0.8, scaleY: 0.8 })); // Gas Tower Button var gasTowerButton = game.addChild(LK.getAsset('Gasbutton', { anchorX: 0.5, anchorY: 0.5, x: startX + waterTowerButton.width * 0.8 + buttonSpacing, y: towerButtonY, scaleX: 0.8, scaleY: 0.8 })); // Basic Tower Button var basicTowerButton = game.addChild(LK.getAsset('Firebutton', { anchorX: 0.5, anchorY: 0.5, x: startX + waterTowerButton.width * 0.8 + buttonSpacing + gasTowerButton.width * 0.8 + buttonSpacing, y: towerButtonY, scaleX: 0.8, scaleY: 0.8 })); // Electric Tower Button var electricTowerButton = game.addChild(LK.getAsset('Electricbutton', { anchorX: 0.5, anchorY: 0.5, x: startX, y: towerButtonY + 150 + buttonSpacing, scaleX: 0.8, scaleY: 0.8 })); // Advanced Tower Button var advancedTowerButton = game.addChild(LK.getAsset('Plasmabutton', { anchorX: 0.5, anchorY: 0.5, x: startX + electricTowerButton.width * 0.8 + buttonSpacing, y: towerButtonY + 150 + buttonSpacing, scaleX: 0.8, scaleY: 0.8 })); // Slingshot Tower Button var slingshotTowerButton = game.addChild(LK.getAsset('Slingshotbutton', { anchorX: 0.5, anchorY: 0.5, x: startX + basicTowerButton.width * 0.8 + buttonSpacing + advancedTowerButton.width * 0.8 + buttonSpacing, y: towerButtonY + 150 + buttonSpacing, scaleX: 0.8, scaleY: 0.8 })); // Air Tower Button (above WiFi button) var airTowerButton = game.addChild(LK.getAsset('Airbutton', { anchorX: 0.5, anchorY: 0.5, x: startX + basicTowerButton.width * 0.8 + buttonSpacing + advancedTowerButton.width * 0.8 + buttonSpacing + slingshotTowerButton.width * 0.8 + buttonSpacing, y: towerButtonY + 150 + buttonSpacing - 150 - buttonSpacing, scaleX: 0.8, scaleY: 0.8 })); // WiFi Tower Button var wifiTowerButton = game.addChild(LK.getAsset('Wifibutton', { anchorX: 0.5, anchorY: 0.5, x: startX + basicTowerButton.width * 0.8 + buttonSpacing + advancedTowerButton.width * 0.8 + buttonSpacing + slingshotTowerButton.width * 0.8 + buttonSpacing, y: towerButtonY + 150 + buttonSpacing, scaleX: 0.8, scaleY: 0.8 })); // Add click handlers for tower buttons basicTowerButton.down = function (x, y, obj) { if (playerCash >= 40 && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode for fire tower placingTower = true; pendingTowerCost = 40; // Fire tower costs $40 // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Fireworks asset towerPreview = game.addChild(LK.getAsset('Fireworks', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x, y: snapPos.y, alpha: 0.7 })); // Create green tick confirmation button confirmButton = game.addChild(LK.getAsset('squareLight', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60, scaleX: 2.0, scaleY: 2.0 })); // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.setText('Cash: $' + playerCash); } // Create actual tower at preview position using Fireworks asset var newTower = new Tower(); newTower.setAssetType('Fireworks'); newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.towerType = 'fire'; // Set fire tower properties newTower.damage = 40; newTower.range = 400; newTower.fireRate = 50; // Assign tower to nearest guideline var nearestGuidelineIndex = 0; var nearestDistance = Infinity; for (var g = 0; g < guidelineYPositions.length; g++) { var distance = Math.abs(newTower.y - guidelineYPositions[g]); if (distance < nearestDistance) { nearestDistance = distance; nearestGuidelineIndex = g; } } newTower.guidelineIndex = nearestGuidelineIndex; game.addChild(newTower); towers.push(newTower); // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Reset pending tower cost pendingTowerCost = 10; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; advancedTowerButton.down = function (x, y, obj) { LK.getSound('Towerselect').play(); // TODO: Start tower placement mode for plasma tower }; electricTowerButton.down = function (x, y, obj) { LK.getSound('Towerselect').play(); // TODO: Start tower placement mode for electric tower }; waterTowerButton.down = function (x, y, obj) { if (playerCash >= pendingTowerCost && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode placingTower = true; // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Tower1 asset towerPreview = game.addChild(LK.getAsset('Tower1', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x, y: snapPos.y, alpha: 0.7 })); // Create green tick confirmation button confirmButton = game.addChild(LK.getAsset('squareLight', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60, scaleX: 2.0, scaleY: 2.0 })); // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.setText('Cash: $' + playerCash); } // Create actual tower at preview position using Tower1 asset var newTower = new Tower(); var towerGraphics = newTower.attachAsset('Tower1', { anchorX: 0.5, anchorY: 0.5 }); newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.isTower1 = true; // Mark as Tower1 newTower.range = newTower.tower1Range; // Set range to 500 // Assign tower to nearest guideline var nearestGuidelineIndex = 0; var nearestDistance = Infinity; for (var g = 0; g < guidelineYPositions.length; g++) { var distance = Math.abs(newTower.y - guidelineYPositions[g]); if (distance < nearestDistance) { nearestDistance = distance; nearestGuidelineIndex = g; } } newTower.guidelineIndex = nearestGuidelineIndex; game.addChild(newTower); towers.push(newTower); // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; gasTowerButton.down = function (x, y, obj) { if (playerCash >= 20 && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode for dog tower placingTower = true; pendingTowerCost = 20; // Dog tower costs $20 // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Dog asset towerPreview = game.addChild(LK.getAsset('Dog', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x, y: snapPos.y, alpha: 0.7 })); // Create green tick confirmation button confirmButton = game.addChild(LK.getAsset('squareLight', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60, scaleX: 2.0, scaleY: 2.0 })); // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.setText('Cash: $' + playerCash); } // Create actual tower at preview position using Dog asset var newTower = new Tower(); newTower.setAssetType('Dog'); newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.towerType = 'dog'; // Set dog tower properties newTower.damage = 30; newTower.range = 600; // Gas tower has 600 range straight ahead newTower.fireRate = 45; // Faster than basic towers // Assign tower to nearest guideline var nearestGuidelineIndex = 0; var nearestDistance = Infinity; for (var g = 0; g < guidelineYPositions.length; g++) { var distance = Math.abs(newTower.y - guidelineYPositions[g]); if (distance < nearestDistance) { nearestDistance = distance; nearestGuidelineIndex = g; } } newTower.guidelineIndex = nearestGuidelineIndex; game.addChild(newTower); towers.push(newTower); // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Reset pending tower cost pendingTowerCost = 10; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; wifiTowerButton.down = function (x, y, obj) { LK.getSound('Towerselect').play(); // TODO: Start tower placement mode for wifi tower }; slingshotTowerButton.down = function (x, y, obj) { LK.getSound('Towerselect').play(); // TODO: Start tower placement mode for slingshot tower }; airTowerButton.down = function (x, y, obj) { if (playerCash >= 30 && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode for air tower placingTower = true; pendingTowerCost = 30; // Air tower costs $30 // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Fan asset towerPreview = game.addChild(LK.getAsset('Fan', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x, y: snapPos.y, alpha: 0.7 })); // Create blade preview on top of fan var bladePreview = game.addChild(LK.getAsset('Blades', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x, y: snapPos.y - 70, alpha: 0.7 })); // Store blade preview reference on tower preview towerPreview.bladePreview = bladePreview; // Create green tick confirmation button confirmButton = game.addChild(LK.getAsset('squareLight', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60, scaleX: 2.0, scaleY: 2.0 })); // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.setText('Cash: $' + playerCash); } // Create actual tower at preview position using Fan asset var newTower = new Tower(); var fanGraphics = newTower.attachAsset('Fan', { anchorX: 0.5, anchorY: 0.5 }); var bladeGraphics = newTower.attachAsset('Blades', { anchorX: 0.5, anchorY: 0.5, y: -70 }); // Store blade reference for rotation newTower.bladeGraphics = bladeGraphics; newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.towerType = 'air'; // Set air tower properties newTower.damage = 35; newTower.range = 350; newTower.fireRate = 30; // Faster shooting // Assign tower to nearest guideline var nearestGuidelineIndex = 0; var nearestDistance = Infinity; for (var g = 0; g < guidelineYPositions.length; g++) { var distance = Math.abs(newTower.y - guidelineYPositions[g]); if (distance < nearestDistance) { nearestDistance = distance; nearestGuidelineIndex = g; } } newTower.guidelineIndex = nearestGuidelineIndex; game.addChild(newTower); towers.push(newTower); // Clean up placement mode towerPreview.destroy(); if (towerPreview.bladePreview) { towerPreview.bladePreview.destroy(); } confirmButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Reset pending tower cost pendingTowerCost = 10; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; // Add click handler to skip wave button skipWaveButton.down = function (x, y, obj) { // Force wave completion by clearing all enemies and setting appropriate flags for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } enemiesSpawned = maxEnemiesInWave; enemiesDefeated = maxEnemiesInWave; // Check which wave we're skipping and trigger appropriate transition if (currentWave === 1) { // Show wave2 asset with fade in/out var wave2Asset = game.addChild(LK.getAsset('Wave2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave2 appears in front of all game objects wave2Asset.zIndex = 1000; // Fade in wave2 asset tween(wave2Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Fade out wave2 asset tween(wave2Asset, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { wave2Asset.destroy(); // Start wave2 startWave2(); } }); } }); } else if (currentWave === 2) { // Show wave3 asset with fade in/out var wave3Asset = game.addChild(LK.getAsset('Wave3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave3 appears in front of all game objects wave3Asset.zIndex = 1000; // Fade in wave3 asset tween(wave3Asset, { alpha: 1 }, { duration: 750, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave3 visible for 1.5 seconds then fade out LK.setTimeout(function () { tween(wave3Asset, { alpha: 0 }, { duration: 750, easing: tween.easeInOut, onFinish: function onFinish() { wave3Asset.destroy(); // Start wave3 startWave3(); } }); }, 1500); } }); } else if (currentWave === 3) { // Show wave4 asset with fade in/out var wave4Asset = game.addChild(LK.getAsset('Wave4', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave4 appears in front of all game objects wave4Asset.zIndex = 1000; // Fade in wave4 asset tween(wave4Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Fade out wave4 asset tween(wave4Asset, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { wave4Asset.destroy(); // Start wave4 startWave4(); } }); } }); } else if (currentWave === 4) { // Show wave5 asset with fade in/out var wave5Asset = game.addChild(LK.getAsset('Wave5', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave5 appears in front of all game objects wave5Asset.zIndex = 1000; // Fade in wave5 asset tween(wave5Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Fade out wave5 asset tween(wave5Asset, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { wave5Asset.destroy(); // Start wave5 startWave5(); } }); } }); } else if (currentWave === 5) { // UFO boss defeated - transition to story5 cutscene var story5Asset = game.addChild(LK.getAsset('Story5', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in story5 asset tween(story5Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Add click handler to story5 to transition to level2 story5Asset.down = function (x, y, obj) { // Fade out story5 asset tween(story5Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { story5Asset.destroy(); // Start level2 with backdrop2 startLevel2(); } }); }; } }); } else { waveActive = false; } }; } // Start second wave of tower defense function startWave2() { calculateGuidelinePositions(); waveActive = true; enemySpawnTimer = 0; enemiesSpawned = 0; maxEnemiesInWave = 20; enemySpawnInterval = 300; // Spawn every 5 seconds at 60fps currentWave = 2; } // Start third wave of tower defense function startWave3() { calculateGuidelinePositions(); waveActive = true; enemySpawnTimer = 0; enemiesSpawned = 0; maxEnemiesInWave = 30; enemySpawnInterval = 300; // Spawn every 5 seconds at 60fps (300 frames = 5 seconds at 60fps) currentWave = 3; } // Start fourth wave of tower defense function startWave4() { calculateGuidelinePositions(); waveActive = true; enemySpawnTimer = 0; enemiesSpawned = 0; maxEnemiesInWave = 40; enemySpawnInterval = 180; // Spawn every 3 seconds at 60fps (180 frames = 3 seconds at 60fps) currentWave = 4; } // Start fifth wave of tower defense (boss stage) function startWave5() { calculateGuidelinePositions(); waveActive = true; enemySpawnTimer = 0; enemiesSpawned = 0; maxEnemiesInWave = 1; // Only 1 boss enemy enemySpawnInterval = 60; // Spawn immediately currentWave = 5; } // Spawn enemy on random guideline function spawnEnemy() { if (guidelineYPositions.length === 0) return; // Pick random guideline with better distribution var randomIndex = Math.floor(Math.random() * guidelineYPositions.length); var spawnY = guidelineYPositions[randomIndex]; // Add some vertical variation to make movement less predictable var verticalVariation = (Math.random() - 0.5) * 60; // +/- 30 pixels variation spawnY += verticalVariation; // Create new enemy var enemy = new Enemy(); // Set asset type and health based on current wave if (currentWave === 1) { // Probedroids in wave 1 - make them slightly stronger enemy.health = 150; enemy.maxHealth = 150; } else if (currentWave === 2) { enemy.setAssetType('Drone'); enemy.health = 200; enemy.maxHealth = 200; } else if (currentWave === 3) { enemy.setAssetType('SpaceDrone'); enemy.health = 250; enemy.maxHealth = 250; } else if (currentWave === 4) { enemy.setAssetType('Robot'); enemy.health = 350; enemy.maxHealth = 350; } else if (currentWave === 5) { enemy.setAssetType('UFO'); enemy.health = 1000; enemy.maxHealth = 1000; } enemy.x = 2048 + 100; // Start off right side of screen enemy.y = spawnY; // Store which guideline this enemy is following for reference enemy.guidelineIndex = randomIndex; enemy.baseY = guidelineYPositions[randomIndex]; enemies.push(enemy); game.addChild(enemy); // Play probedroid sound when first enemy appears if (!firstEnemySpawned) { LK.getSound('Probedroid').play(); firstEnemySpawned = true; } // Play probedroid2 sound when first robot appears in wave4 if (currentWave === 4 && enemiesSpawned === 0) { LK.getSound('Probedroid2').play(); } } // Add tower placement move handler game.move = function (x, y, obj) { if (placingTower && towerPreview) { // Find nearest snap position var snapPos = findNearestSnapPosition(x, y); towerPreview.x = snapPos.x; towerPreview.y = snapPos.y; // Update blade preview position if it exists if (towerPreview.bladePreview) { towerPreview.bladePreview.x = snapPos.x; towerPreview.bladePreview.y = snapPos.y - 70; } if (confirmButton) { confirmButton.x = snapPos.x + 60; confirmButton.y = snapPos.y - 60; } } }; // Function to sort game objects by Y position (objects with higher Y appear in front) function sortGameObjectsByY() { // Collect all towers and enemies with their Y positions var allObjects = []; // Add towers to sorting array for (var i = 0; i < towers.length; i++) { if (towers[i].parent) { allObjects.push({ object: towers[i], y: towers[i].y, type: 'tower' }); } } // Add enemies to sorting array for (var i = 0; i < enemies.length; i++) { if (enemies[i].parent) { allObjects.push({ object: enemies[i], y: enemies[i].y, type: 'enemy' }); } } // Sort by Y position (lower Y values first, higher Y values last) // Objects with higher Y values will be rendered in front allObjects.sort(function (a, b) { return a.y - b.y; }); // Set zIndex based on sorted order to ensure proper depth for (var i = 0; i < allObjects.length; i++) { var obj = allObjects[i].object; if (obj.parent) { // Set zIndex based on position in sorted array // Higher index = rendered in front obj.zIndex = i; } } } // Update tower defense game game.update = function () { // Sort game objects by Y position for proper depth ordering // This ensures enemies and towers below others are rendered in front sortGameObjectsByY(); // Only run tower defense logic when wave is active if (!waveActive) return; // Spawn enemies if (enemiesSpawned < maxEnemiesInWave) { enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnInterval) { spawnEnemy(); enemiesSpawned++; enemySpawnTimer = 0; } } // Check if wave is complete if (enemiesSpawned >= maxEnemiesInWave && enemies.length === 0) { waveActive = false; // Wave complete - transition to next wave if (currentWave === 1) { // Show wave2 asset with fade in/out var wave2Asset = game.addChild(LK.getAsset('Wave2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave2 appears in front of all game objects wave2Asset.zIndex = 1000; // Fade in wave2 asset tween(wave2Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Fade out wave2 asset tween(wave2Asset, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { wave2Asset.destroy(); // Start wave2 startWave2(); } }); } }); } else if (currentWave === 2) { // Show wave3 asset with fade in/out var wave3Asset = game.addChild(LK.getAsset('Wave3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave3 appears in front of all game objects wave3Asset.zIndex = 1000; // Fade in wave3 asset tween(wave3Asset, { alpha: 1 }, { duration: 750, easing: tween.easeInOut, onFinish: function onFinish() { // Keep wave3 visible for 1.5 seconds then fade out LK.setTimeout(function () { tween(wave3Asset, { alpha: 0 }, { duration: 750, easing: tween.easeInOut, onFinish: function onFinish() { wave3Asset.destroy(); // Start wave3 startWave3(); } }); }, 1500); } }); } else if (currentWave === 3) { // Show wave4 asset with fade in/out var wave4Asset = game.addChild(LK.getAsset('Wave4', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave4 appears in front of all game objects wave4Asset.zIndex = 1000; // Fade in wave4 asset tween(wave4Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Fade out wave4 asset tween(wave4Asset, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { wave4Asset.destroy(); // Start wave4 startWave4(); } }); } }); } else if (currentWave === 4) { // Show wave5 asset with fade in/out var wave5Asset = game.addChild(LK.getAsset('Wave5', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Ensure wave5 appears in front of all game objects wave5Asset.zIndex = 1000; // Fade in wave5 asset tween(wave5Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Fade out wave5 asset tween(wave5Asset, { alpha: 0 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { wave5Asset.destroy(); // Start wave5 startWave5(); } }); } }); } else if (currentWave === 5) { // UFO boss defeated - transition to story5 cutscene var story5Asset = game.addChild(LK.getAsset('Story5', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); // Fade in story5 asset tween(story5Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Add click handler to story5 to transition to level2 story5Asset.down = function (x, y, obj) { // Fade out story5 asset tween(story5Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { story5Asset.destroy(); // Start level2 with backdrop2 startLevel2(); } }); }; } }); } } }; // Start the intro cutscene only if it hasn't been played yet and wave hasn't started if (!introPlayed && !waveActive && currentWave === 1 && enemiesSpawned === 0) { introPlayed = true; introCutscene.play(); } ; ; // Start level2 with backdrop2 function startLevel2() { // Clear any existing game elements for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } // Reset game variables for level2 waveActive = false; enemySpawnTimer = 0; enemiesSpawned = 0; maxEnemiesInWave = 10; enemySpawnInterval = 420; firstEnemySpawned = false; currentWave = 1; enemiesDefeated = 0; // Add backdrop2 asset as the new background var backdrop2Asset = game.addChild(LK.getAsset('Backdrop2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0, scaleX: 1.0, scaleY: 1.0 })); // Fade in backdrop2 tween(backdrop2Asset, { alpha: 1 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Level2 is now ready - could start first wave or wait for player input // For now, level1 is officially over and level2 has begun with backdrop2 } }); // Recalculate guideline positions for level2 calculateGuidelinePositions(); // Add 6 horizontal guide lines for level2 var lineSpacing = 2732 / 7; for (var i = 1; i <= 6; i++) { var yPosition = lineSpacing * i; if (i === 1) { yPosition += 525; // Move guideline 1 down by 525 pixels (was 505) } else if (i === 2) { yPosition += 395; // Move guideline 2 down by 395 pixels (was 420) } else if (i === 3) { yPosition += 225; // Move guideline 3 down by 225 pixels (was 250) } else if (i === 4) { yPosition += 95; // Move guideline 4 down by 95 pixels (was 120) } else if (i === 5) { yPosition -= 75; // Move guideline 5 up by 75 pixels (was -50) } else if (i === 6) { yPosition -= 270; // Move guideline 6 up by 270 pixels (was -250) } var guideLine = game.addChild(LK.getAsset('guideLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: yPosition, alpha: 0.5 })); } }
===================================================================
--- original.js
+++ change.js
@@ -149,8 +149,117 @@
self.healthBarForeground.tint = 0xffff00; // Yellow
} else {
self.healthBarForeground.tint = 0xff0000; // Red
}
+ // SpaceDrone shooting logic
+ if (self.assetType === 'SpaceDrone') {
+ // Initialize shooting properties if not set
+ if (self.lastShotFrame === undefined) {
+ self.lastShotFrame = 0;
+ self.shootingRange = 400;
+ self.fireRate = 90; // Shoot every 1.5 seconds at 60fps
+ }
+ // Find nearest tower to shoot at
+ var nearestTower = null;
+ var nearestDistance = Infinity;
+ for (var t = 0; t < towers.length; t++) {
+ var tower = towers[t];
+ // Only target towers on the same guideline
+ if (tower.guidelineIndex === self.guidelineIndex) {
+ var dx = tower.x - self.x;
+ var dy = tower.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Check if tower is within shooting range and closer than current target
+ if (distance <= self.shootingRange && distance < nearestDistance) {
+ nearestDistance = distance;
+ nearestTower = tower;
+ }
+ }
+ }
+ // Shoot at nearest tower if in range and fire rate allows
+ if (nearestTower && LK.ticks - self.lastShotFrame >= self.fireRate) {
+ // Create red bullet
+ var bullet = game.addChild(LK.getAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: self.x,
+ y: self.y,
+ tint: 0xFF0000 // Red color for SpaceDrone bullets
+ }));
+ // Calculate direction to target tower
+ var dx = nearestTower.x - self.x;
+ var dy = nearestTower.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Animate bullet to target tower
+ tween(bullet, {
+ x: nearestTower.x,
+ y: nearestTower.y
+ }, {
+ duration: distance / 3,
+ // Bullet speed
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ bullet.destroy();
+ // Deal damage to target tower
+ if (nearestTower && nearestTower.parent) {
+ nearestTower.health -= 25; // SpaceDrone bullets deal 25 damage
+ // Flash tower red to show damage
+ tween(nearestTower, {
+ tint: 0xFF0000
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(nearestTower, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ }
+ });
+ // Check if tower is destroyed
+ if (nearestTower.health <= 0) {
+ // Create explosion effect at tower position
+ var explosionEffect = game.addChild(LK.getAsset('explosion', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: nearestTower.x,
+ y: nearestTower.y,
+ alpha: 1,
+ scaleX: 0.5,
+ scaleY: 0.5
+ }));
+ // Play explosion sound
+ LK.getSound('Explosion').play();
+ // Animate explosion with scale and fade out
+ tween(explosionEffect, {
+ scaleX: 1.2,
+ scaleY: 1.2,
+ alpha: 0
+ }, {
+ duration: 800,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ explosionEffect.destroy();
+ }
+ });
+ // Remove tower from towers array
+ for (var k = towers.length - 1; k >= 0; k--) {
+ if (towers[k] === nearestTower) {
+ towers.splice(k, 1);
+ break;
+ }
+ }
+ // Destroy tower
+ nearestTower.destroy();
+ }
+ }
+ }
+ });
+ self.lastShotFrame = LK.ticks;
+ }
+ }
// Check if enemy reached the end
if (self.lastX > 0 && self.x <= 0) {
// Enemy reached the end - remove from game and reduce lives
if (self.parent) {
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Fire hydrant. In-Game asset. 2d. High contrast. No shadows
Water spraying forward In-Game asset. 2d. High contrast. No shadows
Fart cloud. In-Game asset. 2d. High contrast. No shadows
Fan blades symmetrical. In-Game asset. 2d. High contrast. No shadows
Fireball. In-Game asset. 2d. High contrast. No shadows
Plasma ball. In-Game asset. 2d. High contrast. No shadows
Make picture transparent
Bug zapper on a pole. In-Game asset. 2d. High contrast. No shadows
Probe droid. In-Game asset. 2d. High contrast. No shadows
Space drone. In-Game asset. 2d. High contrast. No shadows
Remove propellers and make them symmetrical
Add more rows to gris
Make this picture with more night sky above the city skyline
Change text to say wave 1
Make button grey and say ??????
Make it say Wave 2
Make it say wave 3
Make it say wave 4
WiFi symbol. In-Game asset. 2d. High contrast. No shadows
explosion effect In-Game asset. 2d. High contrast. No shadows
Make it say wave 5
Remove laser beam
Make button hot pink and say 'Reflect $20'
Make button blue and change text to say 'Water $10' in a retro style font
Make button green and change test to say 'Gas $20'
Make button orange and change test to say 'Fire $40'
Make button very light blue and change test to say 'Air $30'
Make button gold and change text to say 'Electric $50'
Make button purple and change test to say 'Plasma $60'
Make button Teal and change test to say 'Slingshot $100'
Make button silver and change test to say 'WiFi $150'
Remove little kick so it's just a smooth oval shape
Make grid 6x8
Hand should be holding the gun by the Handle
Place laser cannon in both hands holding it like a shotgun
Make it stand still
Remove the words 5g
Make sure spelling in speech bubble is correct "We have found the earthlings weakness"
Fix the spelling of the word Planet
Slingshot. In-Game asset. 2d. High contrast. No shadows
Red button with a 'X' on it. In-Game asset. 2d. High contrast. No shadows
Green button with a tick on it
Fix the spelling of word saw
Canvasser
Sound effect
Alien1
Sound effect
Alien2
Sound effect
Alien3
Sound effect
Intro
Music
Probedroid
Sound effect
Probedroid2
Sound effect
Towerselect
Sound effect
Water
Sound effect
Explosion
Sound effect
Confirm
Sound effect
Fart
Sound effect
Electric
Sound effect
Fireball
Sound effect