User prompt
Fix speed button to be able to witch between normal speed and double speed
User prompt
Replace speed x1 display text with x1speed asset
User prompt
Move speed button to top of screen left of score asset
User prompt
Move score digits display right 250
User prompt
Move cash asset left 50 and down 20
User prompt
Move cash asset down 30
User prompt
Move cash asset right 300
User prompt
Move lives asset right 300
User prompt
Move cash digit display to line up under lives digit display
User prompt
Move cash digit display right 300
User prompt
Move cash digit display down 50
User prompt
Move lives digit display right 100
User prompt
Move lives digit display right 200
User prompt
Move speed button down 300
User prompt
Add lives asset to the left of lives digit display
User prompt
Replace lives display text with lives asset
User prompt
Move score asset right 250
User prompt
Move score display to the middle at top of screen
User prompt
Move score digits down 50
User prompt
Move score digits down 20
User prompt
Adjust all digits so they are 60 pixels apart
User prompt
Adjust all digits so they are 10 pixels apart
User prompt
Move score digits under score asset
User prompt
Move skip wave button down 300
User prompt
Move score display left 100
/**** * 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 = 1.5; 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 * (typeof gameSpeedMultiplier !== 'undefined' ? gameSpeedMultiplier : 1); } // 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 = 45; // Shoot every 0.75 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 var adjustedFireRate = typeof gameSpeedMultiplier !== 'undefined' ? self.fireRate / gameSpeedMultiplier : self.fireRate; if (nearestTower && LK.ticks - self.lastShotFrame >= adjustedFireRate) { // 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; } } // Robot shooting logic if (self.assetType === 'Robot') { // Rotate wheels when moving - slower anti-clockwise rotation if (self.leftWheel && self.rightWheel && !self.collidingWithTower) { self.leftWheel.rotation -= 0.15; self.rightWheel.rotation -= 0.15; } // Initialize shooting properties if not set if (self.lastShotFrame === undefined) { self.lastShotFrame = 0; self.shootingRange = 450; self.fireRate = 60; // Shoot every 1 second 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 var adjustedFireRate = typeof gameSpeedMultiplier !== 'undefined' ? self.fireRate / gameSpeedMultiplier : self.fireRate; if (nearestTower && LK.ticks - self.lastShotFrame >= adjustedFireRate) { // Create laserfire bullet using Laserfire asset var laser = game.addChild(LK.getAsset('Laserfire', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y })); // 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 laser to target tower tween(laser, { x: nearestTower.x, y: nearestTower.y }, { duration: distance / 4, // Laser speed (faster than regular bullets) easing: tween.linear, onFinish: function onFinish() { laser.destroy(); // Deal damage to target tower if (nearestTower && nearestTower.parent) { nearestTower.health -= 35; // Robot laserfire deals 35 damage // Flash tower blue to show laser damage tween(nearestTower, { tint: 0x00FFFF }, { 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; } } // UFO boss special behavior - simplified sequential abduction if (self.isUFOBoss) { // Initialize UFO properties if not set if (!self.movementInitialized) { self.movementInitialized = true; self.currentTargetTower = null; self.movingToTower = false; self.abductionPhase = 'seeking'; // seeking, hovering, abducting, moving_to_next } // Phase 1: Hover down from top if not already done if (!self.hasHoveredDown) { if (self.y < 2732 / 2) { self.y += self.speed * (typeof gameSpeedMultiplier !== 'undefined' ? gameSpeedMultiplier : 1); } else { self.hasHoveredDown = true; } return; } // Phase 2: Sequential tower abduction if (towers.length > 0) { // Find next tower to abduct if we don't have a target if (!self.currentTargetTower && self.abductionPhase === 'seeking') { // Find closest tower var closestTower = null; var closestDistance = Infinity; for (var t = 0; t < towers.length; t++) { var tower = towers[t]; var dx = tower.x - self.x; var dy = tower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; closestTower = tower; } } if (closestTower) { self.currentTargetTower = closestTower; self.abductionPhase = 'moving_to_tower'; // Move to hover higher above the tower tween(self, { x: closestTower.x, y: closestTower.y - 350 // Hover much higher above tower }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { self.abductionPhase = 'hovering'; // Start abduction after brief hover LK.setTimeout(function () { if (self.currentTargetTower && self.currentTargetTower.parent) { self.abductionPhase = 'abducting'; // Create tractor beam that starts small and expands to engulf tower self.tractorBeam = game.addChild(LK.getAsset('Blowing', { anchorX: 0.5, anchorY: 0.0, x: self.currentTargetTower.x, y: self.y + 50, alpha: 0, scaleX: 0.1, scaleY: 0.5, tint: 0x00FF00 // Green tractor beam })); // Animate tractor beam expanding to engulf tower tween(self.tractorBeam, { alpha: 0.7, scaleX: 1.5, scaleY: 1.8 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { // Add pulsing effect to tractor beam function pulseTractorBeam() { if (self.tractorBeam && self.tractorBeam.parent) { tween(self.tractorBeam, { scaleX: 1.7, scaleY: 2.0, alpha: 0.9 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { if (self.tractorBeam && self.tractorBeam.parent) { tween(self.tractorBeam, { scaleX: 1.5, scaleY: 1.8, alpha: 0.7 }, { duration: 400, easing: tween.easeInOut }); } } }); } } self.tractorBeamPulse = LK.setInterval(pulseTractorBeam, 800); } }); } }, 1000); } }); } } // Keep UFO positioned over tractor beam and tower during abduction if (self.abductionPhase === 'abducting' && self.currentTargetTower && self.currentTargetTower.parent) { // Keep UFO directly above the tower being abducted self.x = self.currentTargetTower.x; // Update tractor beam position to stay connected between UFO and tower if (self.tractorBeam && self.tractorBeam.parent) { self.tractorBeam.x = self.currentTargetTower.x; self.tractorBeam.y = self.y + 50; // Position at bottom of UFO // Dynamically scale tractor beam height to reach tower var beamHeight = Math.abs(self.currentTargetTower.y - (self.y + 50)); self.tractorBeam.scaleY = Math.max(0.5, beamHeight / 200); } } // Phase 3: Abduction process with enhanced sucking effect if (self.abductionPhase === 'abducting' && self.currentTargetTower && self.currentTargetTower.parent) { var tower = self.currentTargetTower; var targetY = self.y + 100; // Target position inside UFO var dy = targetY - tower.y; var distance = Math.abs(dy); if (distance > 20) { // Create sucking motion with acceleration var liftSpeed = Math.min(8, 1.5 + (1 - distance / 400) * 6); // Accelerate as tower gets closer tower.y += dy / distance * liftSpeed * (typeof gameSpeedMultiplier !== 'undefined' ? gameSpeedMultiplier : 1); // No spinning during lift - removed per request // Gradually shrink tower with more dramatic effect var scaleEffect = Math.max(0.1, distance / 300); tower.scaleX = scaleEffect; tower.scaleY = scaleEffect; // Make tower slightly transparent as it gets sucked up tower.alpha = Math.max(0.3, distance / 400); // Keep tower centered in tractor beam tower.x = self.currentTargetTower.x + Math.sin(LK.ticks * 0.1) * 10; // Add slight wobble } else { // Tower fully abducted - clean up and move to next if (self.tractorBeamPulse) { LK.clearInterval(self.tractorBeamPulse); self.tractorBeamPulse = null; } if (self.tractorBeam && self.tractorBeam.parent) { // Fade out tractor beam tween(self.tractorBeam, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { if (self.tractorBeam && self.tractorBeam.parent) { self.tractorBeam.destroy(); self.tractorBeam = null; } } }); } // Remove tower from game for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === tower) { towers.splice(i, 1); break; } } tower.destroy(); self.currentTargetTower = null; self.abductionPhase = 'seeking'; } } } // Phase 4: Victory condition - head to goal when all towers abducted if (towers.length === 0 && !self.headingToGoal) { // Clean up any remaining tractor beam and intervals if (self.tractorBeamPulse) { LK.clearInterval(self.tractorBeamPulse); self.tractorBeamPulse = null; } if (self.tractorBeam && self.tractorBeam.parent) { self.tractorBeam.destroy(); self.tractorBeam = null; } self.headingToGoal = true; tween(self, { x: -200, y: 2732 / 2 }, { duration: 3000, easing: tween.easeInOut }); } // Check if UFO reached goal if (self.headingToGoal && self.lastX > 0 && self.x <= 0) { playerLives = 0; if (livesDisplay) { livesDisplay.update(playerLives); } if (scoreDisplay && scoreDisplay.parent) { scoreDisplay.destroy(); scoreDisplay = null; } if (livesDisplay && livesDisplay.parent) { livesDisplay.destroy(); livesDisplay = null; } if (cashDisplay && cashDisplay.parent) { cashDisplay.destroy(); cashDisplay = null; } LK.showGameOver(); return; } return; // Skip normal enemy logic for UFO boss } // 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.update(playerLives); } // Check for game over if (playerLives <= 0) { // Remove user interface displays before showing game over if (scoreDisplay && scoreDisplay.parent) { scoreDisplay.destroy(); scoreDisplay = null; } if (livesDisplay && livesDisplay.parent) { livesDisplay.destroy(); livesDisplay = null; } if (cashDisplay && cashDisplay.parent) { cashDisplay.destroy(); cashDisplay = null; } 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.update(playerScore); } if (cashDisplay) { cashDisplay.update(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++; // Special handling for UFO boss defeat if (self.isUFOBoss) { // Clean up tractor beam if it exists if (self.tractorBeam && self.tractorBeam.parent) { self.tractorBeam.destroy(); self.tractorBeam = null; } // UFO boss defeated - transition to story5 cutscene and then level2 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(); } }); }; } }); } 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(); } // Clean up existing wheel graphics if they exist if (self.leftWheel && self.leftWheel.parent) { self.leftWheel.destroy(); self.leftWheel = null; } if (self.rightWheel && self.rightWheel.parent) { self.rightWheel.destroy(); self.rightWheel = null; } // Clean up existing roboarm graphics if they exist if (self.roboarm && self.roboarm.parent) { self.roboarm.destroy(); self.roboarm = null; } self.assetType = assetType; enemyGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); // Add wheels and roboarm for Robot enemies if (assetType === 'Robot') { // Add left wheel self.leftWheel = self.attachAsset('Wheel', { anchorX: 0.5, anchorY: 0.5, x: -80, y: 95, scaleX: 0.6, scaleY: 0.6 }); // Move wheel1 (leftWheel) left 25 pixels from its current position tween(self.leftWheel, { x: -5 // Move from -80 to -5 (75 pixels to the right total, 25 pixels left from original 20) }, { duration: 1000, easing: tween.easeInOut }); // Add right wheel self.rightWheel = self.attachAsset('Wheel', { anchorX: 0.5, anchorY: 0.5, x: 55, // Move from 80 to 55 (25 pixels left) y: 95, scaleX: 0.6, scaleY: 0.6 }); // Add roboarm attachment self.roboarm = self.attachAsset('Roboarm', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -5, scaleX: 0.5, scaleY: 0.5 }); } // UFO boss special properties if (assetType === 'UFO') { self.isUFOBoss = true; self.abductionTarget = null; self.isAbducting = false; self.hasHoveredDown = false; self.tractorBeam = null; self.speed = 1; // Slower movement for boss self.targetX = 0; // Move to goal at x=0 } // 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, except UFO boss (guidelineIndex -1) which can be targeted by all towers if (enemy.guidelineIndex !== self.guidelineIndex && enemy.guidelineIndex !== -1) { 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 (water tower), target enemies within 500 pixel circular range if (self.isTower1) { // Check if enemy is within 650 range in all directions (extended by 150 pixels) if (distance <= 650) { if (distance < nearestDistance) { nearestDistance = distance; 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 if (self.towerType === 'electric') { // Electric tower targets enemies 500 pixels straight ahead to the right if (dx >= 0 && dx <= 500 && 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 slingshot towers, add pullback effect before firing if (self.towerType === 'slingshot') { // Pull slingshot back 20 pixels tween(self, { scaleX: 0.8, scaleY: 1.1, y: self.y + 20 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Snap forward to firing position tween(self, { scaleX: 1.0, scaleY: 1.0, y: self.y - 20 }, { duration: 100, easing: tween.easeIn }); } }); return; // Slingshot firing is handled elsewhere } // 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(); } // Play electric sound for electric tower if (self.towerType === 'electric') { LK.getSound('Electric').play(); } // For water towers, create prolonged spray attack with 500 pixel range if (self.isTower1) { // Calculate direction to target var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only attack if target is within 650 pixel range (extended by 150 pixels) if (distance <= 650) { // Create pulsing spray effect var pulseSpray = function pulseSpray() { if (stream && stream.parent) { tween(stream, { scaleY: (streamWidth + 10) / 4, alpha: 1.0 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (stream && stream.parent) { tween(stream, { scaleY: streamWidth / 4, alpha: 0.8 }, { duration: 200, easing: tween.easeInOut }); } } }); } }; // Start pulsing animation // Create blue water spray stream var streamWidth = 25; var streamLength = Math.min(distance, 650); // Use actual distance but cap at 650 (extended by 150 pixels) var stream = game.addChild(LK.getAsset('guideLine', { anchorX: 0, anchorY: 0.5, x: self.x, y: self.y, scaleX: streamLength / 2200, // Scale to target distance scaleY: streamWidth / 4, // Scale to desired width tint: 0x66CCFF, // Lighter blue water color alpha: 0.8 })); // Calculate angle to target for proper rotation var angle = Math.atan2(dy, dx); stream.rotation = angle; // Create prolonged spray effect - animate the stream for 1.5 seconds var sprayDuration = 1500; var damageInterval = 100; // Deal damage every 100ms during spray var damageDealt = 0; var maxDamage = self.damage; pulseSpray(); var pulseInterval = LK.setInterval(pulseSpray, 400); // Deal damage over time during spray var damageTimer = LK.setInterval(function () { if (target && target.parent && damageDealt < maxDamage) { var damagePerTick = Math.ceil(maxDamage / (sprayDuration / damageInterval)); target.health -= damagePerTick; damageDealt += damagePerTick; // Visual feedback - flash target blue // Also flash the target tween(target, { tint: 0x66CCFF }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(target, { tint: 0xFFFFFF }, { duration: 150, easing: tween.easeOut }); } }); if (target.health <= 0) { target.defeat(); LK.clearInterval(damageTimer); LK.clearInterval(pulseInterval); } } }, damageInterval); // Clean up spray effect after duration LK.setTimeout(function () { LK.clearInterval(damageTimer); LK.clearInterval(pulseInterval); if (stream && stream.parent) { tween(stream, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { stream.destroy(); } }); } }, sprayDuration); } } 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 use Fireball asset if (self.towerType === 'fire') { // Destroy the default bullet and create fireball projectile bullet.destroy(); bullet = game.addChild(LK.getAsset('Fireball', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y })); } // Make gas tower (dog) projectiles use Gas asset if (self.towerType === 'dog') { // Destroy the default bullet and create gas projectile bullet.destroy(); bullet = game.addChild(LK.getAsset('Gas', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y })); } // Make electric tower projectiles cyan and add electric effect if (self.towerType === 'electric') { bullet.tint = 0x00FFFF; // Cyan color for electric tower projectiles // Create electric effect at tower position var electricEffect = game.addChild(LK.getAsset('Electriceffect', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, alpha: 1, scaleX: 0.8, scaleY: 0.8 })); // Animate electric effect with fade out tween(electricEffect, { alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { electricEffect.destroy(); } }); } // 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.towerType === 'slingshot') { // Start aiming for slingshot self.isAiming = true; self.aimStartX = x; self.aimStartY = y; // Convert to global coordinates var globalPos = self.toGlobal({ x: x, y: y }); self.aimStartX = globalPos.x; self.aimStartY = globalPos.y; } else { 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(); } // Plasma tower pulsation and damage logic if (self.towerType === 'plasma') { // Initialize pulsation tracking if not set if (self.lastPulseFrame === undefined) { self.lastPulseFrame = 0; self.pulseRate = 90; // Pulsate every 1.5 seconds } // Pulsate plasma tower var adjustedPulseRate = typeof gameSpeedMultiplier !== 'undefined' ? self.pulseRate / gameSpeedMultiplier : self.pulseRate; if (LK.ticks - self.lastPulseFrame >= adjustedPulseRate) { // Create visual pulsation effect tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut }); } }); // Find all enemies within 400 pixels radius on same line and lines above/below for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is on same line or adjacent lines (above/below) var guidelineIndexDiff = Math.abs(enemy.guidelineIndex - self.guidelineIndex); if (distance <= 400 && guidelineIndexDiff <= 1) { // Deal damage to enemy enemy.health -= self.damage; // Flash enemy purple to show plasma damage tween(enemy, { tint: 0xFF00FF }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(enemy, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } }); if (enemy.health <= 0) { enemy.defeat(); } } } self.lastPulseFrame = LK.ticks; } } // WiFi tower shooting logic if (self.towerType === 'wifi') { // Initialize shooting properties if not set if (self.lastShotFrame === undefined) { self.lastShotFrame = 0; self.fireRate = 30; // Fast shooting rate self.range = 600; // 600 pixel range } // Find all enemies within 600 range and shoot at them for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is within 600 range if (distance <= 600) { // Check if enough time has passed since last shot var adjustedFireRate = typeof gameSpeedMultiplier !== 'undefined' ? self.fireRate / gameSpeedMultiplier : self.fireRate; if (LK.ticks - self.lastShotFrame >= adjustedFireRate) { // Create WiFi projectile using WiFi asset var bullet = game.addChild(LK.getAsset('WiFi', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.5, // Scale down WiFi asset scaleY: 0.5 // Scale down WiFi asset })); // Animate bullet to target enemy tween(bullet, { x: enemy.x, y: enemy.y }, { duration: distance / 4, // Fast bullet speed easing: tween.linear, onFinish: function onFinish() { bullet.destroy(); // Deal high damage to target enemy if (enemy && enemy.parent) { enemy.health -= 100; // High damage // Flash enemy yellow to show hit tween(enemy, { tint: 0xFFFF00 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(enemy, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } }); if (enemy.health <= 0) { enemy.defeat(); } } } }); self.lastShotFrame = LK.ticks; break; // Only shoot at one enemy per frame } } } return; // Skip regular shooting logic for WiFi towers } // Slingshot tower aiming mechanics - manual player aiming required if (self.towerType === 'slingshot') { // Slingshot towers don't auto-shoot, they require player interaction // The shooting is handled by mouse events return; // Skip auto-shooting logic for slingshot towers } // Shoot at target if in range and fire rate allows (but not for air towers, plasma towers, and slingshot towers) if (self.target && self.target.parent && self.towerType !== 'air' && self.towerType !== 'plasma' && self.towerType !== 'slingshot') { 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 (water tower) has 650 pixel circular range (extended by 150 pixels) targetInRange = distance <= 650; } 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 if (self.towerType === 'electric') { // Electric tower has 500 range straight ahead to the right targetInRange = dx >= 0 && dx <= 500 && 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 var adjustedFireRate = typeof gameSpeedMultiplier !== 'undefined' ? self.fireRate / gameSpeedMultiplier : self.fireRate; if (LK.ticks - self.lastShotFrame >= adjustedFireRate) { 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); } }; // Up handler for slingshot aiming self.up = function (x, y, obj) { if (self.towerType === 'slingshot' && self.isAiming) { // Convert to global coordinates var globalPos = self.toGlobal({ x: x, y: y }); self.aimEndX = globalPos.x; self.aimEndY = globalPos.y; // Calculate aim direction (reverse drag direction for slingshot physics) var aimDx = self.aimStartX - self.aimEndX; var aimDy = self.aimStartY - self.aimEndY; var aimDistance = Math.sqrt(aimDx * aimDx + aimDy * aimDy); // Only shoot if player dragged far enough (minimum 50 pixels) if (aimDistance > 50) { // Find target enemy in aim direction var targetEnemy = null; var bestScore = -1; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var enemyDx = enemy.x - self.x; var enemyDy = enemy.y - self.y; var enemyDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy); // Check if enemy is within range if (enemyDistance <= self.range) { // Calculate angle between aim direction and enemy direction var aimAngle = Math.atan2(aimDy, aimDx); var enemyAngle = Math.atan2(enemyDy, enemyDx); var angleDiff = Math.abs(aimAngle - enemyAngle); // Normalize angle difference to 0-π range if (angleDiff > Math.PI) { angleDiff = 2 * Math.PI - angleDiff; } // Score based on angle accuracy and distance (closer and more accurate = higher score) var angleScore = Math.PI - angleDiff; // Higher score for smaller angle diff var distanceScore = self.range - enemyDistance; // Higher score for closer enemies var totalScore = angleScore * 2 + distanceScore * 0.5; // Accept targets within 45 degrees of aim direction if (angleDiff < Math.PI / 4 && totalScore > bestScore) { bestScore = totalScore; targetEnemy = enemy; } } } // Shoot at target enemy if found if (targetEnemy) { // Add pullback effect before firing tween(self, { scaleX: 0.8, scaleY: 1.1, y: self.y + 20 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Snap forward and create bullet tween(self, { scaleX: 1.0, scaleY: 1.0, y: self.y - 20 }, { duration: 100, easing: tween.easeIn }); // Create bullet projectile with larger size and distinctive appearance var bullet = game.addChild(LK.getAsset('bullet', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y - 100, scaleX: 2.0, // Make projectile larger scaleY: 2.0, // Make projectile larger tint: 0xFF6B00 // Bright orange color for better visibility })); // Add pulsing effect to make projectile more visible tween(bullet, { scaleX: 2.5, scaleY: 2.5 }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { tween(bullet, { scaleX: 2.0, scaleY: 2.0 }, { duration: 150, easing: tween.easeInOut }); } }); // Calculate trajectory to target var dx = targetEnemy.x - self.x; var dy = targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Animate bullet to target with arc trajectory tween(bullet, { x: targetEnemy.x, y: targetEnemy.y }, { duration: distance / 3, // Bullet speed easing: tween.easeOut, // Arc-like trajectory onFinish: function onFinish() { bullet.destroy(); // Deal heavy damage to target if (targetEnemy && targetEnemy.parent) { targetEnemy.health -= self.damage; // Flash target to show hit tween(targetEnemy, { tint: 0xFFFF00 // Yellow flash }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(targetEnemy, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } }); if (targetEnemy.health <= 0) { targetEnemy.defeat(); } } } }); } }); } } // No aiming guide to clean up // Reset aiming state self.isAiming = false; } }; 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 = 50; var scoreDisplay; var livesDisplay; var cashDisplay; var placingTower = false; var towerPreview = null; var confirmButton = null; var cancelButton = null; var pendingTowerCost = 10; var verticalGuidelines = []; var snapPositions = []; var introPlayed = false; var gameStarted = false; // Flag to track if game has started var gameSpeedMultiplier = 1; // Initialize game speed multiplier // Track timeouts for story transitions so they can be cancelled var storyTimeouts = []; // 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, onFinish: function onFinish() { // After cell asset fades in, wait 5 seconds then transition to story1 var cellToStory1Timeout = LK.setTimeout(function () { // Fade out intro2 and cell assets tween(intro2Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut }); tween(cellAsset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Create and fade in story1 scene var story1Asset = game.addChild(LK.getAsset('Story1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); tween(story1Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { // Store story1 reference for cleanup introCutscene.story1Asset = story1Asset; // Auto-transition to story2 after 3 seconds var story1ToStory2Timeout = LK.setTimeout(function () { tween(story1Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { story1Asset.destroy(); // Create and fade in story2 scene var story2Asset = game.addChild(LK.getAsset('Story2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); tween(story2Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { introCutscene.story2Asset = story2Asset; // Auto-transition to story3 after 3 seconds var story2ToStory3Timeout = LK.setTimeout(function () { tween(story2Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { story2Asset.destroy(); // Create and fade in story3 scene var story3Asset = game.addChild(LK.getAsset('Story3', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); tween(story3Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { introCutscene.story3Asset = story3Asset; // Auto-transition to story4 after 3 seconds var story3ToStory4Timeout = LK.setTimeout(function () { tween(story3Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { story3Asset.destroy(); // Create and fade in story4 scene var story4Asset = game.addChild(LK.getAsset('Story4', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 })); tween(story4Asset, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { introCutscene.story4Asset = story4Asset; // After story4, wait 3 seconds then finish cutscene var story4CompletionTimeout = LK.setTimeout(function () { tween(story4Asset, { alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { story4Asset.destroy(); // Cutscene complete - continue to title screen showTitleScreen(); } }); }, 3000); storyTimeouts.push(story4CompletionTimeout); } }); } }); }, 3000); storyTimeouts.push(story3ToStory4Timeout); } }); } }); }, 3000); storyTimeouts.push(story2ToStory3Timeout); } }); } }); }, 3000); storyTimeouts.push(story1ToStory2Timeout); } }); } }); }, 5000); // Store timeout reference for cancellation storyTimeouts.push(cellToStory1Timeout); } }); // 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 }); // Cancel all pending story timeouts to prevent them from executing for (var i = 0; i < storyTimeouts.length; i++) { LK.clearTimeout(storyTimeouts[i]); } storyTimeouts = []; // Clear the array // Clean up intro2 assets tween.stop(intro2Asset); tween.stop(cellAsset); tween.stop(skipIntroButton); intro2Asset.destroy(); cellAsset.destroy(); skipIntroButton.destroy(); // Destroy story scenes 1-4 if they exist to prevent them from appearing later if (introCutscene.story1Asset && introCutscene.story1Asset.parent) { introCutscene.story1Asset.destroy(); introCutscene.story1Asset = null; } if (introCutscene.story2Asset && introCutscene.story2Asset.parent) { introCutscene.story2Asset.destroy(); introCutscene.story2Asset = null; } if (introCutscene.story3Asset && introCutscene.story3Asset.parent) { introCutscene.story3Asset.destroy(); introCutscene.story3Asset = null; } if (introCutscene.story4Asset && introCutscene.story4Asset.parent) { introCutscene.story4Asset.destroy(); introCutscene.story4Asset = null; } // Skip directly to backdrop scene instead of title screen skipToBackdrop(); }; // Cell asset now has no click handler to prevent story replay } }); // Set what happens when cutscene finishes introCutscene.onFinish = function () { // Cutscene finished - no automatic transition }; // Function to skip directly to backdrop scene function skipToBackdrop() { // 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 -= 95; // Move guideline 5 up by 95 pixels (was -75) } 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 })); } } // 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); // Add touch event to skip button skipButton.down = function (x, y, obj) { // Cancel all pending story timeouts to prevent them from executing for (var i = 0; i < storyTimeouts.length; i++) { LK.clearTimeout(storyTimeouts[i]); } storyTimeouts = []; // Clear the array // Destroy story scenes 1-4 if they exist to prevent them from appearing later if (introCutscene.story1Asset && introCutscene.story1Asset.parent) { introCutscene.story1Asset.destroy(); introCutscene.story1Asset = null; } if (introCutscene.story2Asset && introCutscene.story2Asset.parent) { introCutscene.story2Asset.destroy(); introCutscene.story2Asset = null; } if (introCutscene.story3Asset && introCutscene.story3Asset.parent) { introCutscene.story3Asset.destroy(); introCutscene.story3Asset = null; } if (introCutscene.story4Asset && introCutscene.story4Asset.parent) { introCutscene.story4Asset.destroy(); introCutscene.story4Asset = null; } // Cancel any running title screen animations and skip directly to backdrop tween.stopAll(); 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 -= 95; // Move guideline 5 up by 95 pixels (was -75) } 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 -= 95; // Move guideline 5 up by 95 pixels (was -75) } 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; // Function to create digit display using number assets function createDigitDisplay(number, x, y, scale) { var digits = []; var numStr = number.toString(); var digitSpacing = 60; var startX = x - (numStr.length - 1) * digitSpacing / 2; for (var i = 0; i < numStr.length; i++) { var digitChar = numStr[i]; var assetName; // Map digits to asset names switch (digitChar) { case '0': assetName = 'Zero'; break; case '1': assetName = 'One'; break; case '2': assetName = 'Two'; break; case '3': assetName = 'Three'; break; case '4': assetName = 'Four'; break; case '5': assetName = 'Five'; break; case '6': assetName = 'Six'; break; case '7': assetName = 'Seven'; break; case '8': assetName = 'Eight'; break; case '9': assetName = 'Nine'; break; default: assetName = 'Zero'; break; } var digit = LK.getAsset(assetName, { anchorX: 0.5, anchorY: 0.5, x: startX + i * digitSpacing, y: y, scaleX: scale || 1, scaleY: scale || 1 }); LK.gui.addChild(digit); digits.push(digit); } return { digits: digits, update: function update(newNumber) { // Destroy old digits for (var j = 0; j < digits.length; j++) { if (digits[j] && digits[j].parent) { digits[j].destroy(); } } digits = []; // Create new digits var newNumStr = newNumber.toString(); var newStartX = x - (newNumStr.length - 1) * digitSpacing / 2; for (var k = 0; k < newNumStr.length; k++) { var digitChar = newNumStr[k]; var assetName; switch (digitChar) { case '0': assetName = 'Zero'; break; case '1': assetName = 'One'; break; case '2': assetName = 'Two'; break; case '3': assetName = 'Three'; break; case '4': assetName = 'Four'; break; case '5': assetName = 'Five'; break; case '6': assetName = 'Six'; break; case '7': assetName = 'Seven'; break; case '8': assetName = 'Eight'; break; case '9': assetName = 'Nine'; break; default: assetName = 'Zero'; break; } var digit = LK.getAsset(assetName, { anchorX: 0.5, anchorY: 0.5, x: newStartX + k * digitSpacing, y: y, scaleX: scale || 1, scaleY: scale || 1 }); LK.gui.addChild(digit); digits.push(digit); } }, destroy: function destroy() { for (var j = 0; j < digits.length; j++) { if (digits[j] && digits[j].parent) { digits[j].destroy(); } } digits = []; } }; } // Add score display at top left using Score asset as label var scoreLabel = LK.getAsset('Score', { anchorX: 0, anchorY: 0, x: 650, y: 50 }); LK.gui.addChild(scoreLabel); // Create digit display for score scoreDisplay = createDigitDisplay(playerScore, 750, 175, 0.8); // Add cash display using Cash asset as label var cashLabel = LK.getAsset('Cash', { anchorX: 0.5, anchorY: 0.5, x: 1200, y: 170 }); LK.gui.addChild(cashLabel); // Create digit display for cash cashDisplay = createDigitDisplay(playerCash, 1324, 170, 0.6); // Add lives asset as label for lives digit display var livesLabel = LK.getAsset('Lives', { anchorX: 0.5, anchorY: 0.5, x: 1224, y: 50 }); LK.gui.addChild(livesLabel); // Create digit display for lives livesDisplay = createDigitDisplay(playerLives, 1324, 50, 0.7); // Add speed up button to top of screen left of score asset using X1speed asset var speedUpButton = LK.getAsset('X1speed', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 75 }); LK.gui.addChild(speedUpButton); // Function to update speed button appearance and add click handler function updateSpeedButton() { speedUpButton.down = function (x, y, obj) { if (gameSpeedMultiplier === 1) { // Switch to double speed gameSpeedMultiplier = 2; // Replace with X2speed asset speedUpButton.destroy(); speedUpButton = LK.getAsset('X2speed', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 75 }); LK.gui.addChild(speedUpButton); updateSpeedButton(); // Re-add click handler to new button } else { // Switch to normal speed gameSpeedMultiplier = 1; // Replace with X1speed asset speedUpButton.destroy(); speedUpButton = LK.getAsset('X1speed', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 75 }); LK.gui.addChild(speedUpButton); updateSpeedButton(); // Re-add click handler to new button } }; } // Initialize the speed button with click handler updateSpeedButton(); // 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 = 420; 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 })); // Air Tower Button var basicTowerButton = game.addChild(LK.getAsset('Airbutton', { 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 })); // Fire Tower Button (above WiFi button) var fireButton = game.addChild(LK.getAsset('Firebutton', { 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 fireButton.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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(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(); cancelButton.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) { if (playerCash >= 60 && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode for plasma tower placingTower = true; pendingTowerCost = 60; // Plasma tower costs $60 // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Plasmaball asset towerPreview = game.addChild(LK.getAsset('Plasmaball', { 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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(playerCash); } // Create actual tower at preview position using Plasmaball asset var newTower = new Tower(); newTower.setAssetType('Plasmaball'); newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.towerType = 'plasma'; // Set plasma tower properties newTower.damage = 80; newTower.range = 400; newTower.fireRate = 60; // 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(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Reset pending tower cost pendingTowerCost = 10; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; electricTowerButton.down = function (x, y, obj) { if (playerCash >= 50 && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode for electric tower placingTower = true; pendingTowerCost = 50; // Electric tower costs $50 // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Bugzapper asset towerPreview = game.addChild(LK.getAsset('Bugzapper', { 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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(playerCash); } // Create actual tower at preview position using Bugzapper asset var newTower = new Tower(); newTower.setAssetType('Bugzapper'); newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.towerType = 'electric'; // Set electric tower properties newTower.damage = 60; newTower.range = 350; newTower.fireRate = 40; // 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(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Reset pending tower cost pendingTowerCost = 10; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; 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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(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 = 650; // Extended water tower range from 500 to 650 pixels newTower.damage = 35; // Increase water tower damage from default 25 to 35 // 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(); cancelButton.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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(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(); cancelButton.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) { if (playerCash >= 150 && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode for wifi tower placingTower = true; pendingTowerCost = 150; // WiFi tower costs $150 // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Wifitower asset towerPreview = game.addChild(LK.getAsset('Wifitower', { 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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(playerCash); } // Create actual tower at preview position using Wifitower asset var newTower = new Tower(); newTower.setAssetType('Wifitower'); newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.towerType = 'wifi'; // Set wifi tower properties newTower.damage = 100; // High damage bullets newTower.range = 600; // 600 pixel range newTower.fireRate = 30; // Fast shooting rate // Initialize wifi tower specific properties newTower.lastShotFrame = 0; // 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(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Reset pending tower cost pendingTowerCost = 10; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; slingshotTowerButton.down = function (x, y, obj) { if (playerCash >= 100 && !placingTower) { LK.getSound('Towerselect').play(); // Start tower placement mode for slingshot tower placingTower = true; pendingTowerCost = 100; // Slingshot tower costs $100 // Calculate snap positions and show guidelines calculateSnapPositions(); showVerticalGuidelines(); // Find initial snap position var snapPos = findNearestSnapPosition(x, y); // Create tower preview using Slingshot asset towerPreview = game.addChild(LK.getAsset('Slingshot', { 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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(playerCash); } // Create actual tower at preview position using Slingshot asset var newTower = new Tower(); newTower.setAssetType('Slingshot'); newTower.x = towerPreview.x; newTower.y = towerPreview.y; newTower.cost = pendingTowerCost; newTower.towerType = 'slingshot'; // Set slingshot tower properties newTower.damage = 150; // Heavy damage newTower.range = 1200; // Increased range to 1200 pixels newTower.fireRate = 120; // Slower shooting rate // Initialize slingshot specific properties newTower.isAiming = false; newTower.aimStartX = 0; newTower.aimStartY = 0; newTower.aimEndX = 0; newTower.aimEndY = 0; // 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(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; // Reset pending tower cost pendingTowerCost = 10; // Play confirmation sound LK.getSound('Confirm').play(); } }; } }; basicTowerButton.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('ConfirmButton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 })); // Create red cancel button under green confirm button cancelButton = game.addChild(LK.getAsset('Cancelbutton', { anchorX: 0.5, anchorY: 0.5, x: snapPos.x + 60, y: snapPos.y - 60 + 80 + 25 + 30 // Position under confirm button })); // Add click handler to cancel button cancelButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Clean up placement mode towerPreview.destroy(); if (towerPreview.bladePreview) { towerPreview.bladePreview.destroy(); } confirmButton.destroy(); cancelButton.destroy(); towerPreview = null; confirmButton = null; hideVerticalGuidelines(); placingTower = false; } }; // Add click handler to confirm button confirmButton.down = function (cx, cy, cobj) { if (placingTower && towerPreview) { // Deduct cash playerCash -= pendingTowerCost; if (cashDisplay) { cashDisplay.update(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(); cancelButton.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; enemy.speed = 2; // Reduced drone speed } else if (currentWave === 3) { enemy.setAssetType('SpaceDrone'); enemy.health = 250; enemy.maxHealth = 250; enemy.speed = 2.5; // Reduced SpaceDrone speed } else if (currentWave === 4) { enemy.setAssetType('Robot'); enemy.health = 350; enemy.maxHealth = 350; enemy.speed = 4; // Make robots slightly faster } else if (currentWave === 5) { enemy.setAssetType('UFO'); enemy.health = 5000; enemy.maxHealth = 5000; // UFO boss starts at top center of screen enemy.x = 2048 / 2; enemy.y = -200; // Start above screen enemy.baseY = 2732 / 2; // Target center of screen // Assign UFO boss to special guideline index -1 to indicate it can be targeted by all towers enemy.guidelineIndex = -1; // Add UFO to game before early return enemies.push(enemy); game.addChild(enemy); return; // Skip normal positioning for UFO boss } 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; } // Update cancel button position if it exists if (typeof cancelButton !== 'undefined' && cancelButton) { cancelButton.x = snapPos.x + 60; cancelButton.y = snapPos.y - 60 + 80 + 25 + 30; } } // Handle slingshot aiming updates for (var t = 0; t < towers.length; t++) { var tower = towers[t]; if (tower.towerType === 'slingshot' && tower.isAiming) { // Convert to global coordinates for consistent aiming var globalPos = tower.toGlobal({ x: 0, y: 0 }); var gamePos = game.toLocal(globalPos); tower.aimEndX = x; tower.aimEndY = y; } } }; // 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 += gameSpeedMultiplier; if (enemySpawnTimer >= enemySpawnInterval) { spawnEnemy(); enemiesSpawned++; enemySpawnTimer = 0; } } // Check if wave is complete if (enemiesSpawned >= maxEnemiesInWave && enemies.length === 0) { waveActive = false; // Award player $50 for completing wave playerCash += 50; if (cashDisplay) { cashDisplay.update(playerCash); } // 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(); } else if (!waveActive && currentWave === 1 && enemiesSpawned === 0 && introPlayed) { // If intro has been played, skip directly to backdrop scene skipToBackdrop(); } ; ; // 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 -= 95; // Move guideline 5 up by 95 pixels (was -75) } 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
@@ -2667,94 +2667,50 @@
});
LK.gui.addChild(livesLabel);
// Create digit display for lives
livesDisplay = createDigitDisplay(playerLives, 1324, 50, 0.7);
- // Add speed up X2 button to top of screen left of score asset using X1speed asset
+ // Add speed up button to top of screen left of score asset using X1speed asset
var speedUpButton = LK.getAsset('X1speed', {
anchorX: 0.5,
anchorY: 0.5,
x: 400,
y: 75
});
LK.gui.addChild(speedUpButton);
- // Add click handler for speed up button
- speedUpButton.down = function (x, y, obj) {
- if (gameSpeedMultiplier === 1) {
- gameSpeedMultiplier = 2;
- // Replace with X2speed asset
- speedUpButton.destroy();
- speedUpButton = LK.getAsset('X2speed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 400,
- y: 75
- });
- LK.gui.addChild(speedUpButton);
- // Re-add click handler to new button
- speedUpButton.down = function (x, y, obj) {
- if (gameSpeedMultiplier === 1) {
- gameSpeedMultiplier = 2;
- // Replace with X2speed asset
- speedUpButton.destroy();
- speedUpButton = LK.getAsset('X2speed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 400,
- y: 75
- });
- LK.gui.addChild(speedUpButton);
- } else {
- gameSpeedMultiplier = 1;
- // Replace with X1speed asset
- speedUpButton.destroy();
- speedUpButton = LK.getAsset('X1speed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 400,
- y: 75
- });
- LK.gui.addChild(speedUpButton);
- }
- };
- } else {
- gameSpeedMultiplier = 1;
- // Replace with X1speed asset
- speedUpButton.destroy();
- speedUpButton = LK.getAsset('X1speed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 400,
- y: 75
- });
- LK.gui.addChild(speedUpButton);
- // Re-add click handler to new button
- speedUpButton.down = function (x, y, obj) {
- if (gameSpeedMultiplier === 1) {
- gameSpeedMultiplier = 2;
- // Replace with X2speed asset
- speedUpButton.destroy();
- speedUpButton = LK.getAsset('X2speed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 400,
- y: 75
- });
- LK.gui.addChild(speedUpButton);
- } else {
- gameSpeedMultiplier = 1;
- // Replace with X1speed asset
- speedUpButton.destroy();
- speedUpButton = LK.getAsset('X1speed', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 400,
- y: 75
- });
- LK.gui.addChild(speedUpButton);
- }
- };
- }
- };
+ // Function to update speed button appearance and add click handler
+ function updateSpeedButton() {
+ speedUpButton.down = function (x, y, obj) {
+ if (gameSpeedMultiplier === 1) {
+ // Switch to double speed
+ gameSpeedMultiplier = 2;
+ // Replace with X2speed asset
+ speedUpButton.destroy();
+ speedUpButton = LK.getAsset('X2speed', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 400,
+ y: 75
+ });
+ LK.gui.addChild(speedUpButton);
+ updateSpeedButton(); // Re-add click handler to new button
+ } else {
+ // Switch to normal speed
+ gameSpeedMultiplier = 1;
+ // Replace with X1speed asset
+ speedUpButton.destroy();
+ speedUpButton = LK.getAsset('X1speed', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 400,
+ y: 75
+ });
+ LK.gui.addChild(speedUpButton);
+ updateSpeedButton(); // Re-add click handler to new button
+ }
+ };
+ }
+ // Initialize the speed button with click handler
+ updateSpeedButton();
// Add skip wave button under score display
var skipWaveButton = new Text2('SKIP WAVE', {
size: 40,
fill: 0xFFFF00
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