User prompt
Fix grid logic please
User prompt
Prevent towers being placed in rows 5,6, 10,11,15,16,19,20
User prompt
Make sure towers only shoot in a straight line ahead
User prompt
Create splatter effect when water hits enemy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove default text behind water text
User prompt
When enemy touches tower pause enemy movement while create electricity effect as enemy destroys tower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Change default button text to say water
User prompt
Call default tower fire hydrant
User prompt
Fix this please ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
After it has been fired make water disappear ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make water asset disappear after it stops ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make water fire straight ahead in a continuous stream without flipping the asset ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Clean up water asset once fired ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make water asset use asset size
User prompt
Use water asset to enhance water spray affect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the tower buttons appear in front of towers
User prompt
Ensure the towers appear behind the buttons
User prompt
Modify game down handler to show placement highlights when tower button is clicked
User prompt
Once tower button is clicked, click on area to place towers
User prompt
Modify game down handler to show placement highlights when tower button is clicked
User prompt
Ensure tower fires if enemy is in front of it within 3 row radius
User prompt
Use blue particles to animate water spray effect
User prompt
Make default tower range 1500 pixels straight ahead
User prompt
When enemy is within range default tower will squirt them with water
User prompt
When default button is clicked highlight where tower can be placed. Click on highlighted area to place towers to prevent the need for dragging tower
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .024; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Movement stopping mechanism self.canMove = true; self.moveTimer = 0; self.stopDuration = 30; // 0.5 seconds at 60 FPS self.moveDuration = 30; // 0.5 seconds at 60 FPS // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 3; // Three times as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } // Speed up wave1 enemies if (self.waveNumber === 1) { self.speed *= 1.5; // 50% faster for wave1 enemies } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } else if (self.waveNumber === 1) { assetId = '1'; } // Pre-load all walking animation frames for wave1 enemies if (self.waveNumber === 1) { self.walkingFrames = []; self.walkingAssets = ['1', '2', '3', '4', '5', '6', '7', '8']; for (var i = 0; i < self.walkingAssets.length; i++) { var frame = self.attachAsset(self.walkingAssets[i], { anchorX: 0.5, anchorY: 0.5 }); frame.visible = i === 0; // Only show first frame initially self.walkingFrames.push(frame); } // Set current frame reference self.currentFrame = 0; var enemyGraphics = self.walkingFrames[0]; // Add alien head to wave1 enemies self.alienHead = self.attachAsset('Alien', { anchorX: 0.5, anchorY: 0.8 }); // Position alien head above the enemy body self.alienHead.y = -enemyGraphics.height * 0.4 + 125; self.alienHead.x = 5; // Initialize bobbing timer with random phase self.bobTimer = Math.random() * Math.PI * 2; } else { var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); } // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; // Add enemy number label for positioning identification self.enemyNumber = 0; // Will be set when enemy is spawned var numberLabelShadow = new Text2('0', { size: 40, fill: 0x000000, weight: 800 }); numberLabelShadow.anchor.set(0.5, 0.5); numberLabelShadow.x = 2; numberLabelShadow.y = enemyGraphics.height / 2 + 25 + 2; self.addChild(numberLabelShadow); var numberLabel = new Text2('0', { size: 40, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(0.5, 0.5); numberLabel.y = enemyGraphics.height / 2 + 25; self.addChild(numberLabel); self.numberLabel = numberLabel; self.numberLabelShadow = numberLabelShadow; self.setEnemyNumber = function (number) { self.enemyNumber = number; self.numberLabel.setText(number.toString()); self.numberLabelShadow.setText(number.toString()); }; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = self.waveNumber === 1 ? 0x00FF00 : 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = self.waveNumber === 1 ? 0x00FF00 : 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else if (self.waveNumber === 1) { enemyGraphics.tint = 0x808080; } else { enemyGraphics.tint = 0xFFFFFF; } // Apply same tint to alien head if it exists if (self.alienHead) { if (self.isImmune) { self.alienHead.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { self.alienHead.tint = 0x4C7FD4; } else if (self.poisoned) { self.alienHead.tint = 0x00FFAA; } else if (self.slowed) { self.alienHead.tint = 0x9900FF; } else if (self.waveNumber === 1) { self.alienHead.tint = 0xC0C0C0; // Light grey color } else { self.alienHead.tint = 0xFFFFFF; } // Add bobbing animation to alien head if (self.bobTimer === undefined) { self.bobTimer = Math.random() * Math.PI * 2; // Random starting phase for variety } // Only bob when moving if (self.canMove && self.moveDuration > 0) { self.bobTimer += 0.15; // Speed of bobbing // Calculate bob offset using sine wave var bobOffset = Math.sin(self.bobTimer) * 8; // 8 pixels up and down // Apply bob to alien head position var baseY = -self.walkingFrames[self.currentFrame].height * 0.4 + 125; self.alienHead.y = baseY + bobOffset; // Optional: Add slight rotation for more dynamic movement self.alienHead.rotation = Math.sin(self.bobTimer * 0.5) * 0.1; // Slight tilt } } // Add walking animation for wave1 enemies if (self.waveNumber === 1 && self.walkingFrames) { // Skip animation for off-screen enemies (optimization) var isOnScreen = self.x >= -100 && self.x <= 2148 && self.y >= -100 && self.y <= 2832; if (isOnScreen) { // Initialize animation variables if needed if (self.animationTimer === undefined) { self.animationTimer = 0; } if (self.pauseTimer === undefined) { self.pauseTimer = 0; } if (self.isPaused === undefined) { self.isPaused = false; } // Update animation timer self.animationTimer++; // Update pause timer self.pauseTimer++; // Check if we should pause every 30 frames (0.5 seconds) if (self.pauseTimer >= 30) { self.isPaused = true; self.pauseTimer = 0; } // If paused, wait for 15 frames (0.25 seconds) before resuming if (self.isPaused) { self.pauseTimer++; if (self.pauseTimer >= 15) { self.isPaused = false; self.pauseTimer = 0; } } // Only animate if not paused if (!self.isPaused) { // Slower asset swapping for walking animation (every 12 frames for smoother motion) if (self.animationTimer % 12 === 0) { // Hide current frame instantly var currentGraphics = self.walkingFrames[self.currentFrame]; currentGraphics.visible = false; // Move to next frame self.currentFrame = (self.currentFrame + 1) % self.walkingFrames.length; // Show new frame instantly var newGraphics = self.walkingFrames[self.currentFrame]; newGraphics.visible = true; // Update enemyGraphics reference enemyGraphics = self.walkingFrames[self.currentFrame]; // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Maintain any existing rotation if (enemyGraphics.targetRotation !== undefined) { enemyGraphics.rotation = enemyGraphics.targetRotation; } // Maintain tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else if (self.waveNumber === 1) { enemyGraphics.tint = 0x808080; } else { enemyGraphics.tint = 0xFFFFFF; } // Apply same tint to alien head if (self.alienHead) { if (self.isImmune) { self.alienHead.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { self.alienHead.tint = 0x4C7FD4; } else if (self.poisoned) { self.alienHead.tint = 0x00FFAA; } else if (self.slowed) { self.alienHead.tint = 0x9900FF; } else if (self.waveNumber === 1) { self.alienHead.tint = 0xC0C0C0; // Light grey color } else { self.alienHead.tint = 0xFFFFFF; } } } } } else { // For off-screen enemies, just update enemyGraphics reference to current frame enemyGraphics = self.walkingFrames[self.currentFrame]; } } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } // Update health bar position based on current graphics (handle both single asset and walking frames) var currentGraphics = enemyGraphics; if (self.waveNumber === 1 && self.walkingFrames) { currentGraphics = self.walkingFrames[self.currentFrame]; } healthBarOutline.y = healthBarBG.y = healthBar.y = -currentGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = 0; // Default to passable floor if (j > 11 - 3 && j <= 11 + 3) { if (i === gridWidth - 1) { cellType = 2; self.spawns.push(cell); } } // Make entire left side (column 0) the goal if (i === 0) { cellType = 3; self.goals.push(cell); } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellX > 20) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { // Debug rendering removed }; self.updateEnemy = function (enemy) { // Check if enemy reached the goal (left side of screen) if (enemy.currentCellX <= 0) { return true; } // Update shadow position for flying enemies if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Handle stop-and-go movement enemy.moveTimer++; if (enemy.canMove) { // Moving phase if (enemy.moveTimer >= enemy.moveDuration) { enemy.canMove = false; enemy.moveTimer = 0; } // Move left during moving phase enemy.currentCellX -= enemy.speed; } else { // Stopping phase if (enemy.moveTimer >= enemy.stopDuration) { enemy.canMove = true; enemy.moveTimer = 0; } // Don't move during stopping phase } // Set enemy rotation to face left (no animation, just set it) var angle = Math.PI; // Face left if (enemy.children[0]) { enemy.children[0].rotation = angle; } // Update enemy's position on screen enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update cell coordinates for targeting enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); return false; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var displayText = self.towerType === 'default' ? 'Water' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); var typeLabel = new Text2(displayText, { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: fixed 1500 pixels straight ahead return 1500; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset('Tower1', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestDistance = Infinity; var maxRange = self.getRange(); // Use tower's actual range instead of fixed 1200 // All towers now use straight-line targeting var towerGridX = self.gridX; // Use tower's stored grid coordinates var towerGridY = self.gridY; // Use tower's stored grid coordinates for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Use enemy's stored grid coordinates that are updated in grid.updateEnemy var enemyGridX = enemy.cellX; var enemyGridY = enemy.cellY; // Check if enemy is in the same row as tower (towers are 2x2, so check both rows) var isInSameLine = enemyGridY === towerGridY || enemyGridY === towerGridY + 1; // Check if enemy is to the right of tower (enemies move from right to left) var isInFront = enemyGridX >= towerGridX + 2; // Enemy must be to the right of tower (past tower's 2x2 footprint) // Check if enemy is within range (horizontally) var horizontalDistance = enemyGridX - (towerGridX + 2); // Distance from right edge of tower var isWithinRange = horizontalDistance <= maxRange / CELL_SIZE; // Within range horizontally if (isInFront && isInSameLine && isWithinRange) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Prioritize by distance - closest enemy first if (distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { if (self.id === 'default') { // Default tower fire hydrant - creates water spray effect // Apply damage directly to enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Create enhanced water spray effect using Water asset var sprayStartX = self.x + Math.cos(gunContainer.rotation) * 40; var sprayStartY = self.y + Math.sin(gunContainer.rotation) * 40; var sprayEndX = self.targetEnemy.x; var sprayEndY = self.targetEnemy.y; // Store all water particles for cleanup var waterParticles = []; // Create multiple water sprite particles for continuous stream effect for (var particle = 0; particle < 12; particle++) { var waterParticle = new Container(); var particleGraphics = waterParticle.attachAsset('Water', { anchorX: 0.5, anchorY: 0.5 }); // Use water asset natural size with minimal scaling for better visual impact var particleSize = 0.4 + Math.random() * 0.3; // Consistent sizes for stream effect particleGraphics.scaleX = particleSize; particleGraphics.scaleY = particleSize; particleGraphics.tint = 0x4488FF; // Enhanced blue water color particleGraphics.alpha = 0.8 + Math.random() * 0.2; // High visibility with variation // Position particles in a straight line from gun tip to target var straightDistance = particle * 60; // Evenly spaced along the stream waterParticle.x = sprayStartX + Math.cos(gunContainer.rotation) * straightDistance; waterParticle.y = sprayStartY + Math.sin(gunContainer.rotation) * straightDistance; // Set rotation to match gun direction for aligned stream effect particleGraphics.rotation = gunContainer.rotation; // Mark particle for cleanup tracking waterParticle.isWaterParticle = true; game.addChild(waterParticle); waterParticles.push(waterParticle); // Create continuous stream effect with staggered timing var streamDelay = particle * 30; // Stagger particle animation // Create splatter effect when the last particle hits var createSplatter = particle === 11; // Last particle triggers splatter tween(waterParticle, { x: sprayEndX, y: sprayEndY, scaleX: particleSize * 1.2, scaleY: particleSize * 1.2, alpha: 1 }, { duration: 200 + Math.random() * 100, delay: streamDelay, easing: tween.easeOut, onFinish: function onFinish() { // Create splatter effect when water hits enemy if (createSplatter) { // Create splatter particles radiating from impact point for (var splat = 0; splat < 8; splat++) { var splatterParticle = new Container(); var splatterGraphics = splatterParticle.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); // Create varied splatter droplet sizes splatterGraphics.width = 8 + Math.random() * 12; splatterGraphics.height = 8 + Math.random() * 12; splatterGraphics.tint = 0x2288FF; // Slightly darker blue for splatter splatterGraphics.alpha = 0.7 + Math.random() * 0.3; // Position at impact point splatterParticle.x = sprayEndX; splatterParticle.y = sprayEndY; splatterParticle.scaleX = 0.5; splatterParticle.scaleY = 0.5; game.addChild(splatterParticle); // Calculate splatter direction - radial outward from impact var splatterAngle = splat / 8 * Math.PI * 2 + (Math.random() - 0.5) * 0.8; var splatterDistance = 30 + Math.random() * 40; var splatterTargetX = sprayEndX + Math.cos(splatterAngle) * splatterDistance; var splatterTargetY = sprayEndY + Math.sin(splatterAngle) * splatterDistance; // Animate splatter particles flying outward tween(splatterParticle, { x: splatterTargetX, y: splatterTargetY, scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 300 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { if (splatterParticle && splatterParticle.parent) { splatterParticle.destroy(); } } }); } // Create main splatter burst effect var splatterBurst = new Container(); var burstGraphics = splatterBurst.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); burstGraphics.width = 60; burstGraphics.height = 60; burstGraphics.tint = 0x3399FF; burstGraphics.alpha = 0; burstGraphics.blendMode = 1; // Additive blending for bright effect splatterBurst.x = sprayEndX; splatterBurst.y = sprayEndY; game.addChild(splatterBurst); // Animate burst effect tween(splatterBurst, { alpha: 0.8, scaleX: 2, scaleY: 2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(splatterBurst, { alpha: 0, scaleX: 3, scaleY: 3 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { if (splatterBurst && splatterBurst.parent) { splatterBurst.destroy(); } } }); } }); } // Simplified cleanup - destroy immediately after movement completes if (waterParticle && waterParticle.parent) { waterParticle.destroy(); } } }); } // Store all water droplets for cleanup var waterDroplets = []; // Add additional small water droplets for enhanced effect for (var droplet = 0; droplet < 6; droplet++) { var waterDroplet = new Container(); var dropletGraphics = waterDroplet.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); // Create small circular droplets dropletGraphics.width = 6 + Math.random() * 8; dropletGraphics.height = 6 + Math.random() * 8; dropletGraphics.tint = 0x2266FF; // Darker blue for droplets dropletGraphics.alpha = 0.6 + Math.random() * 0.4; // Position droplets in spray pattern var dropletAngle = gunContainer.rotation + (Math.random() - 0.5) * 0.6; var dropletDistance = 8 + Math.random() * 12; waterDroplet.x = sprayStartX + Math.cos(dropletAngle) * dropletDistance; waterDroplet.y = sprayStartY + Math.sin(dropletAngle) * dropletDistance; waterDroplet.scaleX = 0.2; waterDroplet.scaleY = 0.2; // Mark droplet for cleanup tracking waterDroplet.isWaterDroplet = true; game.addChild(waterDroplet); waterDroplets.push(waterDroplet); // Animate droplets with quick burst effect var dropletTargetX = sprayEndX + (Math.random() - 0.5) * 40; var dropletTargetY = sprayEndY + (Math.random() - 0.5) * 40; tween(waterDroplet, { x: dropletTargetX, y: dropletTargetY, scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 200 + Math.random() * 100, easing: tween.easeOut, onFinish: function onFinish() { // Simplified cleanup - destroy immediately after animation completes if (waterDroplet && waterDroplet.parent) { waterDroplet.destroy(); } } }); } // Backup cleanup timer to ensure all water assets are cleaned up LK.setTimeout(function () { // Clean up any remaining water particles for (var i = 0; i < waterParticles.length; i++) { if (waterParticles[i] && waterParticles[i].parent) { waterParticles[i].destroy(); } } // Clean up any remaining water droplets for (var i = 0; i < waterDroplets.length; i++) { if (waterDroplets[i] && waterDroplets[i].parent) { waterDroplets[i].destroy(); } } }, 1000); // 1 second backup cleanup } else { // Non-default towers use bullet system var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); } } // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'splash': previewGraphics.tint = 0x33CC00; break; case 'slow': previewGraphics.tint = 0x9900FF; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; // Check if tower is being placed in allowed columns (0, 1, or 2) if (self.gridX < 0 || self.gridX > 2) { validGridPlacement = false; } // Check if tower is being placed in restricted rows (5,6,10,11,15,16,19,20) var restrictedRows = [5, 6, 10, 11, 15, 16, 19, 20]; for (var r = 0; r < restrictedRows.length; r++) { var restrictedRow = restrictedRows[r]; // Check if tower overlaps with restricted row (tower is 2x2) if (self.gridY <= restrictedRow && self.gridY + 1 >= restrictedRow) { validGridPlacement = false; break; } } // Check if all cells for the tower are within grid bounds and allowed columns if (validGridPlacement) { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellX > 20) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { // Check if current wave enemies are all cleared var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } // Only advance timer if current wave is clear or this is wave 0 (before first wave) if (!currentWaveEnemiesRemaining || currentWave === 0) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var enemySpawnTimer = 0; // Timer for spawning enemies at intervals var enemiesSpawnedThisWave = 0; // Count of enemies spawned in current wave var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } var backdrop = LK.getAsset('Backdrop1', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 0.5, scaleY: 0.5 }); game.addChild(backdrop); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 19 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4 + 500 + 100; grid.pathFind(); // Add visual grid to scene var gridLayer = new Container(); for (var i = 0; i < 24; i++) { for (var j = 0; j < 19 + 6; j++) { var gridCell = new Container(); var cellGraphics = gridCell.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.alpha = 0.3; cellGraphics.tint = 0x888888; gridCell.x = grid.x + i * CELL_SIZE + CELL_SIZE / 2; gridCell.y = grid.y + j * CELL_SIZE + CELL_SIZE / 2; gridLayer.addChild(gridCell); } } // Add grid lines for visibility var gridLinesLayer = new Container(); // Vertical lines for (var i = 0; i <= 24; i++) { var verticalLine = new Container(); var lineGraphics = verticalLine.attachAsset('cell', { anchorX: 0.5, anchorY: 0 }); lineGraphics.width = 2; lineGraphics.height = (19 + 6) * CELL_SIZE; lineGraphics.tint = 0xFFFFFF; lineGraphics.alpha = 0.4; verticalLine.x = grid.x + i * CELL_SIZE; verticalLine.y = grid.y; gridLinesLayer.addChild(verticalLine); } // Horizontal lines for (var j = 0; j <= 19 + 6; j++) { var horizontalLine = new Container(); var lineGraphics = horizontalLine.attachAsset('cell', { anchorX: 0, anchorY: 0.5 }); lineGraphics.width = 24 * CELL_SIZE; lineGraphics.height = 2; lineGraphics.tint = 0xFFFFFF; lineGraphics.alpha = 0.4; horizontalLine.x = grid.x; horizontalLine.y = grid.y + j * CELL_SIZE; gridLinesLayer.addChild(horizontalLine); } game.addChild(gridLayer); game.addChild(gridLinesLayer); // Add grid edge numbers for identification var gridNumbersLayer = new Container(); // Add column numbers (0-23) along the top edge for (var i = 0; i < 24; i++) { var columnNumber = new Text2(i.toString(), { size: 40, fill: 0xFFFFFF, weight: 800 }); columnNumber.anchor.set(0.5, 0.5); columnNumber.x = grid.x + i * CELL_SIZE + CELL_SIZE / 2; columnNumber.y = grid.y - 30; // Position above the grid gridNumbersLayer.addChild(columnNumber); } // Add row numbers (24-1) along the left edge - countdown from 24 to 1 for (var j = 0; j < 19 + 6; j++) { var displayNumber = 19 + 6 - j; // Convert 0-24 to 25-1, then subtract 1 to get 24-0, but we want 24-1 var rowNumber = new Text2(displayNumber.toString(), { size: 40, fill: 0xFFFFFF, weight: 800 }); rowNumber.anchor.set(0.5, 0.5); rowNumber.x = grid.x - 30; // Position to the left of the grid rowNumber.y = grid.y + j * CELL_SIZE + CELL_SIZE / 2; gridNumbersLayer.addChild(rowNumber); } game.addChild(gridNumbersLayer); game.addChild(enemyLayer); game.addChild(towerLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; // Create placement highlight indicators for valid columns (0, 1, 2) var placementHighlights = []; for (var col = 0; col < 3; col++) { var highlight = new Container(); var highlightGraphics = highlight.attachAsset('cell', { anchorX: 0, anchorY: 0 }); // Cover the entire column height highlightGraphics.width = CELL_SIZE * 2; // Tower width highlightGraphics.height = CELL_SIZE * (19 + 6); // Full grid height highlightGraphics.tint = 0x00FF00; // Green highlight highlightGraphics.alpha = 0.3; // Position at the start of each valid column highlight.x = grid.x + col * CELL_SIZE; highlight.y = grid.y; highlight.visible = false; game.addChild(highlight); placementHighlights.push(highlight); } var isDragging = false; var selectedTowerType = null; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } // Check if clicking on a source tower button for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { // Check if player can afford this tower var towerCost = getTowerCost(tower.towerType); if (gold < towerCost) { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } // Enable placement mode selectedTowerType = tower.towerType; towerPreview.visible = false; // Hide preview initially // Show placement highlights for valid columns (0, 1, 2) for (var h = 0; h < placementHighlights.length; h++) { placementHighlights[h].visible = true; } return; } } // Check if clicking on highlighted placement area when tower type is selected if (selectedTowerType) { // Convert screen coordinates to grid coordinates var gridPosX = x - grid.x; var gridPosY = y - grid.y; var gridX = Math.floor(gridPosX / CELL_SIZE); var gridY = Math.floor(gridPosY / CELL_SIZE); // Check if clicking in valid placement area (columns 0, 1, 2) and not in restricted rows var restrictedRows = [5, 6, 10, 11, 15, 16, 19, 20]; var inRestrictedRow = false; for (var r = 0; r < restrictedRows.length; r++) { var restrictedRow = restrictedRows[r]; // Check if tower would overlap with restricted row (tower is 2x2) if (gridY <= restrictedRow && gridY + 1 >= restrictedRow) { inRestrictedRow = true; break; } } if (gridX >= 0 && gridX <= 2 && gridY >= 0 && gridY < 19 + 6 && !inRestrictedRow) { // Attempt to place tower if (!wouldBlockPath(gridX, gridY)) { // Check if area is clear of enemies var blockedByEnemy = false; for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; if (enemy.currentCellX > 20) continue; // Only check non-flying enemies if (!enemy.isFlying) { if (enemy.cellX >= gridX && enemy.cellX < gridX + 2 && enemy.cellY >= gridY && enemy.cellY < gridY + 2) { blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= gridX && targetX < gridX + 2 && targetY >= gridY && targetY < gridY + 2) { blockedByEnemy = true; break; } } } } if (!blockedByEnemy) { // Place the tower if (placeTower(gridX, gridY, selectedTowerType)) { // Successfully placed tower, clear selection selectedTowerType = null; // Hide placement highlights for (var h = 0; h < placementHighlights.length; h++) { placementHighlights[h].visible = false; } } } else { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else { // Clicking outside valid area cancels tower placement selectedTowerType = null; // Hide placement highlights for (var h = 0; h < placementHighlights.length; h++) { placementHighlights[h].visible = false; } } } }; game.move = function (x, y, obj) { // Tower preview movement removed - now using click-to-place system }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; game.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; enemySpawnTimer = 0; // Reset spawn timer enemiesSpawnedThisWave = 0; // Reset enemies spawned count // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Store enemy count for spawning enemiesToSpawn = enemyCount; } // Spawn enemies at 15-second intervals (900 frames at 60 FPS) if (enemiesSpawnedThisWave < enemiesToSpawn) { enemySpawnTimer++; if (enemySpawnTimer >= 900 || enemiesSpawnedThisWave === 0) { // First enemy spawns immediately enemySpawnTimer = 0; // Reset timer var waveType = waveIndicator.getWaveType(currentWave); var enemy = new Enemy(waveType); // Set enemy number for identification enemy.setEnemyNumber(enemiesSpawnedThisWave + 1); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn from the right side of the screen var gridHeight = 19 + 6; var midPoint = Math.floor(gridHeight / 2); // Around middle of the grid // Find a row that isn't occupied by another enemy that's not yet in view var availableRows = []; for (var row = midPoint - 3; row < midPoint + 3; row++) { var rowOccupied = false; // Check if any enemy is already in this row but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellY === row && enemies[e].currentCellX > 20) { rowOccupied = true; break; } } if (!rowOccupied) { availableRows.push(row); } } // If all rows are occupied, use original random method var spawnY; // Enemy 1 always spawns on row 22 (grid index 2) if (enemiesSpawnedThisWave === 0) { spawnY = 2; // Row 22 in the display (24-22 = 2) } else if (enemiesSpawnedThisWave === 1) { spawnY = 6; // Row 18 in the display (24-18 = 6) } else if (enemiesSpawnedThisWave === 2) { spawnY = 21; // Row 3 in the display (24-21 = 3) } else if (enemiesSpawnedThisWave === 3) { spawnY = 16; // Row 8 in the display (24-16 = 8) } else if (enemiesSpawnedThisWave === 4) { spawnY = 11; // Row 13 in the display (24-11 = 13) } else if (enemiesSpawnedThisWave === 5) { spawnY = 2; // Row 22 in the display (24-2 = 22) } else if (enemiesSpawnedThisWave === 6) { spawnY = 21; // Row 3 in the display (24-21 = 3) } else if (enemiesSpawnedThisWave === 7) { spawnY = 11; // Row 13 in the display (24-11 = 13) } else if (enemiesSpawnedThisWave === 8) { spawnY = 16; // Row 8 in the display (24-16 = 8) } else if (enemiesSpawnedThisWave === 9) { spawnY = 2; // Row 22 in the display (24-2 = 22) } else if (availableRows.length > 0) { // Choose a random unoccupied row spawnY = availableRows[Math.floor(Math.random() * availableRows.length)]; } else { // Fallback to random if all rows are occupied spawnY = midPoint - 3 + Math.floor(Math.random() * 6); } var spawnX = 25 + Math.random() * 5; // Random distance to the right of the grid for spreading enemy.cellX = 20; // Position after entry from right enemy.cellY = spawnY; enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); enemiesSpawnedThisWave++; } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { // Skip if enemy is already dying (animation in progress) if (enemy.isDying) { continue; } // Mark enemy as dying to prevent multiple death animations enemy.isDying = true; for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Apply falling death animation for wave1 enemies if (enemy.waveNumber === 1) { // Stop any existing tweens on the enemy tween.stop(enemy, { y: true, rotation: true, alpha: true }); // Create falling animation with rotation and fade tween(enemy, { y: enemy.y + 300, // Fall down 300 pixels rotation: enemy.rotation + Math.PI * 2 * (Math.random() > 0.5 ? 1 : -1), // Random spin direction alpha: 0 // Fade out }, { duration: 800, // Fall for 800ms easing: tween.easeIn, onFinish: function onFinish() { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } // Remove from enemies array var enemyIndex = enemies.indexOf(enemy); if (enemyIndex !== -1) { enemies.splice(enemyIndex, 1); } } }); } else { // For non-wave1 enemies, clean up immediately without animation // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); } continue; } // Check collision with towers before movement var collidedTower = null; for (var t = 0; t < towers.length; t++) { var tower = towers[t]; // Check if enemy is touching tower (within tower's bounds) var dx = enemy.x - tower.x; var dy = enemy.y - tower.y; var distance = Math.sqrt(dx * dx + dy * dy); // Tower size is 2x2 cells (152x152 pixels), so collision radius is about 76 if (distance < 76) { collidedTower = tower; break; } } // Handle tower collision if (collidedTower) { // Initialize collision state if not already set if (!enemy.collidingWithTower) { enemy.collidingWithTower = true; enemy.pausedForCollision = true; enemy.collisionTimer = 0; // Create electricity effect var electricityEffect = new Container(); electricityEffect.x = collidedTower.x; electricityEffect.y = collidedTower.y; // Create multiple electric sparks for (var spark = 0; spark < 8; spark++) { var sparkContainer = new Container(); var sparkGraphics = sparkContainer.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); sparkGraphics.width = 8 + Math.random() * 12; sparkGraphics.height = 8 + Math.random() * 12; sparkGraphics.tint = 0xFFFF00; // Yellow electric color sparkGraphics.alpha = 0.8 + Math.random() * 0.2; // Position sparks randomly around the tower var sparkAngle = spark / 8 * Math.PI * 2 + Math.random() * 0.5; var sparkDistance = 20 + Math.random() * 40; sparkContainer.x = Math.cos(sparkAngle) * sparkDistance; sparkContainer.y = Math.sin(sparkAngle) * sparkDistance; sparkContainer.scaleX = 0.1; sparkContainer.scaleY = 0.1; electricityEffect.addChild(sparkContainer); // Animate spark with quick flash tween(sparkContainer, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(sparkContainer, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { if (sparkContainer.parent) { sparkContainer.parent.removeChild(sparkContainer); } } }); } }); } // Add main electric flash effect var mainFlash = electricityEffect.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); mainFlash.width = 120; mainFlash.height = 120; mainFlash.tint = 0x00FFFF; // Cyan electric color mainFlash.alpha = 0; mainFlash.blendMode = 1; // Additive blending // Flash animation tween(mainFlash, { alpha: 0.6, scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(mainFlash, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { if (electricityEffect.parent) { game.removeChild(electricityEffect); } } }); } }); game.addChild(electricityEffect); } // Handle collision timer if (enemy.pausedForCollision) { enemy.collisionTimer++; // Keep enemy paused for 2 seconds (120 frames at 60fps) if (enemy.collisionTimer >= 120) { // Destroy the tower after collision timer expires var towerIndex = towers.indexOf(collidedTower); if (towerIndex !== -1) { // Remove tower from grid for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(collidedTower.gridX + i, collidedTower.gridY + j); if (cell) { cell.type = 0; // Reset cell to passable var towerCellIndex = cell.towersInRange.indexOf(collidedTower); if (towerCellIndex !== -1) { cell.towersInRange.splice(towerCellIndex, 1); } } } } // Remove from towers array and display towers.splice(towerIndex, 1); towerLayer.removeChild(collidedTower); // Clean up any range indicators for (var r = game.children.length - 1; r >= 0; r--) { if (game.children[r].isTowerRange && game.children[r].tower === collidedTower) { game.removeChild(game.children[r]); } } // Clear selected tower if it was the destroyed one if (selectedTower === collidedTower) { selectedTower = null; } // Recalculate paths grid.pathFind(); // Show destruction notification var notification = game.addChild(new Notification("Tower destroyed by enemy!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } // Resume enemy movement enemy.pausedForCollision = false; enemy.collidingWithTower = false; enemy.collisionTimer = 0; } } } else { // Reset collision state when not touching tower enemy.collidingWithTower = false; enemy.pausedForCollision = false; enemy.collisionTimer = 0; } // Only update enemy position if not paused for collision if (!enemy.pausedForCollision) { if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } // Control backdrop visibility - show for first 10 waves only if (backdrop) { backdrop.visible = currentWave <= 10; } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -1339,20 +1339,22 @@
var closestEnemy = null;
var closestDistance = Infinity;
var maxRange = self.getRange(); // Use tower's actual range instead of fixed 1200
// All towers now use straight-line targeting
- var towerGridX = Math.floor((self.x - grid.x) / CELL_SIZE);
- var towerGridY = Math.floor((self.y - grid.y) / CELL_SIZE);
- var colRange = maxRange / CELL_SIZE; // Convert range to grid cells
+ var towerGridX = self.gridX; // Use tower's stored grid coordinates
+ var towerGridY = self.gridY; // Use tower's stored grid coordinates
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
- // Convert positions to grid coordinates
- var enemyGridX = Math.floor((enemy.x - grid.x) / CELL_SIZE);
- var enemyGridY = Math.floor((enemy.y - grid.y) / CELL_SIZE);
- // Check if enemy is in front of tower (to the right) and in the same row
- var isInFront = enemyGridX > towerGridX; // Enemy must be to the right of tower
- var isInSameLine = enemyGridY === towerGridY; // Enemy must be in exact same row
- var isWithinRange = enemyGridX - towerGridX <= colRange; // Within range horizontally
+ // Use enemy's stored grid coordinates that are updated in grid.updateEnemy
+ var enemyGridX = enemy.cellX;
+ var enemyGridY = enemy.cellY;
+ // Check if enemy is in the same row as tower (towers are 2x2, so check both rows)
+ var isInSameLine = enemyGridY === towerGridY || enemyGridY === towerGridY + 1;
+ // Check if enemy is to the right of tower (enemies move from right to left)
+ var isInFront = enemyGridX >= towerGridX + 2; // Enemy must be to the right of tower (past tower's 2x2 footprint)
+ // Check if enemy is within range (horizontally)
+ var horizontalDistance = enemyGridX - (towerGridX + 2); // Distance from right edge of tower
+ var isWithinRange = horizontalDistance <= maxRange / CELL_SIZE; // Within range horizontally
if (isInFront && isInSameLine && isWithinRange) {
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Fire hydrant. In-Game asset. 2d. High contrast. No shadows
Water spraying forward In-Game asset. 2d. High contrast. No shadows
Fart cloud. In-Game asset. 2d. High contrast. No shadows
Remove fan blades
Fan blades symmetrical. In-Game asset. 2d. High contrast. No shadows
Fireball. In-Game asset. 2d. High contrast. No shadows
Symmetrical explosion. In-Game asset. 2d. High contrast. No shadows
Make picture transparent
Bug zapper on a pole. In-Game asset. 2d. High contrast. No shadows
Probe droid. In-Game asset. 2d. High contrast. No shadows
Space drone. In-Game asset. 2d. High contrast. No shadows
UFO with grey aliens in it. In-Game asset. 2d. High contrast. No shadows
Remove propellers and make them symmetrical
Add more rows to gris
Make this picture with more night sky above the city skyline
Change text to say wave 1
Make button green
Make button blue and say water $10
Make button gold and say electric $50
Make button purple and say Plasma $60
Make button say fire $40
Make button light blue and say air $30
Make button grey and say ??????