User prompt
add fan asset to screen by clicking air button and dragging it into position then click a green tick to confirm position. Remove $30 from cash when positioned use fan and blade asset together as actual tower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Play water sound when water tower shoots
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When wave1-5 fade in and out , make sure they are rendered shown visibly in front of tower and enemy assets ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Render wave1-5 assets in front of towers and enemies
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Play fart sound when dog tower shoots
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Move tower health bar down 50
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Please fix the bug: 'Uncaught TypeError: newTower.setAssetType is not a function' in or related to this line: 'newTower.setAssetType('Dog');' Line Number: 1575
User prompt
Add dog1 assets in same position as dog asset and swap visibility when firing ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gas tower bullet should be green ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gas tower range will be 600 straight ahead to the right
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add dog asset to screen by clicking gas button and dragging it into position then click a green tick to confirm position. Remove $20 from cash when positioned use dog asset as actual tower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Towers and enemies below should be rendered in front of towers and enemies above
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Tower1 is water tower, make water tower projectile blue ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make UFO boss have 1000 health
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Make robots stronger than SpaceDrones
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Make SpaceDrones stronger than drones
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Make drones stronger than probedroids
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Make probedroids slightly stronger
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Add health bar to all enemies from different waves
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Add health bar to tower If enemy runs into tower tower will take damage ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Show health bar on enemies
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Ensure tower only fires at enemy on same line and enemy only coloured with tower on same line
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When enemy collides with tower tower will gradually lose health ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make towers range 500 both left and right of tower
User prompt
Change vertical guidelines to have 8 columns
/**** * 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; // Health bar graphics - positioned above enemy regardless of asset type self.healthBarBackground = self.attachAsset('healthBarBackground', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -60 }); self.healthBarForeground = self.attachAsset('healthBarForeground', { anchorX: 0, anchorY: 0.5, x: -30, y: -60 }); self.update = function () { // Store last position for collision detection self.lastX = self.x; // Move towards target (right to left) if (self.x > self.targetX) { 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 } // Check if enemy reached the end if (self.lastX > 0 && self.x <= 0) { // Enemy reached the end - remove from game if (self.parent) { 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) { 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 (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; } 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 { 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; }); // 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 = 100; self.maxHealth = 100; 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 var 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: -10 }); self.towerHealthBarForeground = self.attachAsset('towerHealthBarForeground', { anchorX: 0, anchorY: 0.5, x: -40, y: -10 }); // 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 === '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(); } // Create bullet/projectile effect var bullet = game.addChild(LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y })); // Make Tower1 projectiles blue if (self.isTower1) { bullet.tint = 0x0000FF; // Blue color for water 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(); playerScore += 10; playerCash += 25; } } } }); // Play shoot sound LK.getSound('Confirm').play(); }; // 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 enemy collisions and reduce tower health var currentCollidingEnemies = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Only collide with enemies on the same guideline if (enemy.guidelineIndex === self.guidelineIndex && self.intersects(enemy)) { currentCollidingEnemies.push(enemy); // Check if this enemy just started colliding (wasn't colliding last frame) var wasCollidingBefore = false; for (var j = 0; j < self.lastCollidingEnemies.length; j++) { if (self.lastCollidingEnemies[j] === enemy) { wasCollidingBefore = true; break; } } // If enemy just started colliding, reduce tower health if (!wasCollidingBefore) { self.health -= 10; // Reduce health by 10 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) { // 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; } } } } // Update last colliding enemies for next frame self.lastCollidingEnemies = currentCollidingEnemies; // 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 if (self.target && self.target.parent) { 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 === '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; } 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 { 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 ****/ // Tower Defense Game Variables 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 = null; var livesDisplay = null; var cashDisplay = null; var placingTower = false; var towerPreview = null; var confirmButton = null; var pendingTowerCost = 10; var verticalGuidelines = []; var snapPositions = []; // 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) { // 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) { // 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 })); // 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 += 560; // Move guideline 1 down by 560 pixels (was 575) } 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 -= 225; // Move guideline 6 up by 225 pixels (was -200) } 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 += 560; // Move guideline 1 down by 560 pixels (was 575) } 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 -= 225; // Move guideline 6 up by 225 pixels (was -200) } 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 += 560; // Move guideline 1 down by 560 pixels (was 575) } 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 -= 225; // Move guideline 6 up by 225 pixels (was -200) } 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 guideLine = game.addChild(LK.getAsset('verticalGuideLine', { anchorX: 0.5, anchorY: 0.5, x: xPosition, y: 2732 / 2, 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; enemySpawnTimer = 0; enemiesSpawned = 0; currentWave = 1; enemiesDefeated = 0; // Add score display at top left var 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 var 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) { LK.getSound('Towerselect').play(); // TODO: Start tower placement mode for basic tower }; 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: 1.5, scaleY: 1.5 })); // 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: 1.5, scaleY: 1.5 })); // 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, 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: 1.5, scaleY: 1.5 })); // 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 }); // 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; } 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) allObjects.sort(function (a, b) { return a.y - b.y; }); // Remove all objects from game and re-add them in sorted order for (var i = 0; i < allObjects.length; i++) { var obj = allObjects[i].object; if (obj.parent) { obj.parent.removeChild(obj); game.addChild(obj); } } } // Update tower defense game game.update = function () { // Sort game objects by Y position for proper depth ordering 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 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 += 560; // Move guideline 1 down by 560 pixels (was 575) } 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 -= 225; // Move guideline 6 up by 225 pixels (was -200) } 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
@@ -435,8 +435,12 @@
};
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 enemy collisions and reduce tower health
var currentCollidingEnemies = [];
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
@@ -1292,8 +1296,12 @@
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) {
@@ -1548,10 +1556,103 @@
LK.getSound('Towerselect').play();
// TODO: Start tower placement mode for slingshot tower
};
airTowerButton.down = function (x, y, obj) {
- LK.getSound('Towerselect').play();
- // TODO: Start tower placement mode for air tower
+ 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,
+ 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: 1.5,
+ scaleY: 1.5
+ }));
+ // 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
+ });
+ // 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
@@ -1826,8 +1927,13 @@
// 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;
+ }
if (confirmButton) {
confirmButton.x = snapPos.x + 60;
confirmButton.y = snapPos.y - 60;
}
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 ??????