User prompt
slightly up and not adjacent side by side but not adjacent
User prompt
Click the button to make the sale and update work and not to be where the enemies pass and be at the bottom
User prompt
Click on the buttons and put it in the middle so that the enemies don't come their way
User prompt
Go up a little and write it in the middle so it's clear
User prompt
add sales price
User prompt
When i click on purchased items again . İ can sell them or level them up
User prompt
Add a sale, write the price in writing
User prompt
Make the path a little shorter so people don't get bored while playing
User prompt
Extend the path a little more, add in complicated places
User prompt
The machine should not pass where the enemy is passing, it should not interfere with that place, only next to it.
User prompt
Put the machine where I want
User prompt
I can place it on any side of the map I want, delete the placement blocks so they are not visible
User prompt
Let the machine hit fast and hit its target
User prompt
Show me the range of each machine and the range it will hit
User prompt
It's not a bomb counter and reduce the bomb counter a little bit because it's not visible And you'll move the BOMB💣 one up
User prompt
increase the hitting size and speed of the machines and because one machine can't kill them all and fix the bomb text move it up and take less out
User prompt
Design a highly detailed and compact tower defense game user interface. The scene is viewed from a top-down perspective. In the center, a path runs through a ruined, post-apocalyptic city, with incoming mutated enemy creatures (not classic zombies). Display a "Level 1" tag at the top of the screen, increasing each round. At the bottom of the screen, create a large, clearly visible turret selection panel. Each turret (Laser Gun, Missile Tower, Fire Blaster, Electric Field) is shown with large font names and prices: Laser Gun – $50 Missile Tower – $80 Fire Blaster – $100 Electric Field – $70 Only one turret can be selected at a time – show this by highlighting the selected machine with a glow or border. Machines have visible range indicators (circle radius around them), which expand slightly with each upgrade. Display the player's money at the top-left corner ("Money: $230") in large font, and show a limited-use bomb icon (e.g. "Bombs: 2") in the top-right. In early levels, enemies are weak and slow. From Level 5 and beyond, enemies get small visual effects like glowing red eyes, faster speed trails, or light armor glows – but keep effects minimal to avoid clutter. Introduce variety: fast runners, armored ones, and small swarm types. UI should be sleek and futuristic, but game-like. Use glowing elements, clean fonts, and compact layout. Add subtle animations (like turrets rotating or firing) and health bars above enemies. The atmosphere is dark, gritty, and intense. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Design a highly detailed and compact tower defense game user interface. The scene is viewed from a top-down perspective. In the center, a path runs through a ruined, post-apocalyptic city, with incoming mutated enemy creatures (not classic zombies). Display a "Level 1" tag at the top of the screen, increasing each round. At the bottom of the screen, create a large, clearly visible turret selection panel. Each turret (Laser Gun, Missile Tower, Fire Blaster, Electric Field) is shown with large font names and prices: Laser Gun – $50 Missile Tower – $80 Fire Blaster – $100 Electric Field – $70 Only one turret can be selected at a time – show this by highlighting the selected machine with a glow or border. Machines have visible range indicators (circle radius around them), which expand slightly with each upgrade. Display the player's money at the top-left corner ("Money: $230") in large font, and show a limited-use bomb icon (e.g. "Bombs: 2") in the top-right. In early levels, enemies are weak and slow. From Level 5 and beyond, enemies get small visual effects like glowing red eyes, faster speed trails, or light armor glows – but keep effects minimal to avoid clutter. Introduce variety: fast runners, armored ones, and small swarm types. UI should be sleek and futuristic, but game-like. Use glowing elements, clean fonts, and compact layout. Add subtle animations (like turrets rotating or firing) and health bars above enemies. The atmosphere is dark, gritty, and intense. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
A highly detailed, compact tower defense game UI layout. The top corner shows a glowing money counter (e.g. "$230"). Below it, a small menu of futuristic defense machines: laser turret ($50), missile launcher ($80), fire drone ($100), electric trap ($70) – each with its cost shown clearly. Waves of enemies (mutated creatures instead of classic zombies) move through a dark, ruined city path. Each wave increases in difficulty slightly (level 1, level 2, etc., shown at the top). Players can deploy powerful bombs (shown as a limited-use icon, like "3 bombs left") to destroy enemies. The whole map is compact but filled with small details – glowing effects, health bars, machine animations. Viewed from a top-down game angle. UI design is sleek, minimal, futuristic. Game atmosphere: dark, intense, post-apocalyptic.
Code edit (1 edits merged)
Please save this source code
User prompt
Mutant Breach: Tower Defense
Initial prompt
A dark and post-apocalyptic tower defense game scene where waves of glowing, mutated zombies attack through broken city streets. High-tech futuristic defense machines (turrets, laser drones, flamethrower bots, missile towers) are strategically placed, firing at the zombies. Each level of the map looks different: Level 1 is a destroyed highway, Level 2 is an abandoned mall, Level 3 is a nuclear wasteland. The machines glow with blue and red lights, zombies are grotesque and glowing green. Epic, detailed, top-down view, in video game concept art style.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BuildSpot = Container.expand(function () {
var self = Container.call(this);
var spotGraphics = self.attachAsset('buildSpot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.isOccupied = false;
self.turret = null;
self.previewRange = null;
self.move = function (x, y, obj) {
if (self.isOccupied) return;
if (!self.previewRange) {
// Create preview range indicator
self.previewRange = self.addChild(LK.getAsset('buildSpot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.15,
tint: selectedTowerType === 'laser' ? 0x4444FF : selectedTowerType === 'missile' ? 0xFF4444 : selectedTowerType === 'fire' ? 0xFF8800 : 0xFFFF00,
scaleX: selectedTowerType === 'laser' ? 4 : selectedTowerType === 'missile' ? 6 : selectedTowerType === 'fire' ? 3 : 3.6,
scaleY: selectedTowerType === 'laser' ? 4 : selectedTowerType === 'missile' ? 6 : selectedTowerType === 'fire' ? 3 : 3.6
}));
}
};
self.up = function (x, y, obj) {
if (self.previewRange) {
self.previewRange.destroy();
self.previewRange = null;
}
};
self.down = function (x, y, obj) {
if (self.isOccupied) return;
if (currency < selectedTowerCost) return;
// Build turret
var turret = new Turret();
turret.x = self.x;
turret.y = self.y;
turret.towerType = selectedTowerType;
turret.cost = selectedTowerCost;
turret.updateTowerProperties(); // Update properties based on tower type
self.turret = turret;
self.isOccupied = true;
currency -= selectedTowerCost;
updateCurrencyDisplay();
turrets.push(turret);
game.addChild(turret);
// Hide build spot
spotGraphics.alpha = 0;
// Flash green when built with tower type color
var flashColor = selectedTowerType === 'laser' ? 0x4444FF : selectedTowerType === 'missile' ? 0xFF4444 : selectedTowerType === 'fire' ? 0xFF8800 : 0xFFFF00;
LK.effects.flashObject(turret, flashColor, 500);
};
return self;
});
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 25;
self.damage = 75;
self.targetX = 0;
self.targetY = 0;
self.target = null;
self.isDestroyed = false;
self.update = function () {
if (self.isDestroyed) return;
// Track moving target for better accuracy
if (self.target && !self.target.isDead) {
self.targetX = self.target.x;
self.targetY = self.target.y;
}
// Move towards target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 8) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
// Hit target
if (self.target && !self.target.isDead) {
self.target.takeDamage(self.damage);
// Create explosion effect
var explosion = game.addChild(LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y
}));
tween(explosion, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
onFinish: function onFinish() {
explosion.destroy();
}
});
LK.getSound('explosion').play();
}
self.isDestroyed = true;
}
};
return self;
});
var Turret = Container.expand(function () {
var self = Container.call(this);
var turretGraphics = self.attachAsset('turret', {
anchorX: 0.5,
anchorY: 0.5
});
// Add range indicator (will be updated based on tower type)
self.rangeIndicator = self.addChild(LK.getAsset('buildSpot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.25,
tint: 0x4444FF,
scaleX: 4,
scaleY: 4
}));
self.damage = 75;
self.range = 200;
self.fireRate = 15; // frames between shots
self.lastShot = 0;
self.target = null;
self.cost = 50;
self.towerType = 'laser'; // Default type
self.updateTowerProperties = function () {
if (self.towerType === 'laser') {
self.range = 200;
self.damage = 75;
self.fireRate = 15;
self.rangeIndicator.tint = 0x4444FF;
self.rangeIndicator.scaleX = 4;
self.rangeIndicator.scaleY = 4;
} else if (self.towerType === 'missile') {
self.range = 300;
self.damage = 120;
self.fireRate = 20;
self.rangeIndicator.tint = 0xFF4444;
self.rangeIndicator.scaleX = 6;
self.rangeIndicator.scaleY = 6;
} else if (self.towerType === 'fire') {
self.range = 150;
self.damage = 90;
self.fireRate = 10;
self.rangeIndicator.tint = 0xFF8800;
self.rangeIndicator.scaleX = 3;
self.rangeIndicator.scaleY = 3;
} else if (self.towerType === 'electric') {
self.range = 180;
self.damage = 60;
self.fireRate = 12;
self.rangeIndicator.tint = 0xFFFF00;
self.rangeIndicator.scaleX = 3.6;
self.rangeIndicator.scaleY = 3.6;
}
};
self.towerType = 'laser'; // Default type
self.findTarget = function () {
var closestZombie = null;
var closestDistance = self.range;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (zombie.isDead) continue;
var dx = zombie.x - self.x;
var dy = zombie.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
closestZombie = zombie;
}
}
return closestZombie;
};
self.shoot = function (target) {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.targetX = target.x;
bullet.targetY = target.y;
bullet.damage = self.damage;
bullet.target = target;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
// Flash blue when shooting
LK.effects.flashObject(self, 0x4444ff, 200);
};
self.update = function () {
self.lastShot++;
if (self.lastShot >= self.fireRate) {
var target = self.findTarget();
if (target) {
self.shoot(target);
self.lastShot = 0;
}
}
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 1;
self.reward = 10;
self.pathIndex = 0;
self.targetX = 0;
self.targetY = 0;
self.isDead = false;
// Create health bar
self.healthBar = self.addChild(LK.getAsset('buildSpot', {
anchorX: 0,
anchorY: 0.5,
x: -25,
y: -40,
width: 50,
height: 6,
color: 0x44FF44
}));
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.isDead = true;
currency += self.reward;
updateCurrencyDisplay();
LK.getSound('zombieHit').play();
// Flash red when dying
LK.effects.flashObject(self, 0xff0000, 300);
}
};
self.update = function () {
if (self.isDead) return;
// Move towards target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
// Reached current target, move to next path point
self.pathIndex++;
if (self.pathIndex >= gamePath.length) {
// Reached end - damage base
lives--;
updateLivesDisplay();
if (lives <= 0) {
LK.showGameOver();
}
self.isDead = true;
} else {
self.targetX = gamePath[self.pathIndex].x;
self.targetY = gamePath[self.pathIndex].y;
}
}
// Update health bar if it exists
if (self.healthBar) {
var healthPercent = self.health / self.maxHealth;
self.healthBar.scaleX = healthPercent;
self.healthBar.tint = healthPercent > 0.5 ? 0x44FF44 : healthPercent > 0.25 ? 0xFFFF44 : 0xFF4444;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var zombies = [];
var turrets = [];
var bullets = [];
var buildSpots = [];
var gamePath = [];
var currency = 100;
var lives = 10;
var wave = 1;
var zombiesSpawned = 0;
var zombiesToSpawn = 5;
var spawnTimer = 0;
var spawnRate = 120; // frames between spawns
var waveActive = false;
var waveCompleted = false;
var selectedTowerType = 'laser';
var selectedTowerCost = 50;
// Create path points for zombies to follow - Extended complex path
gamePath = [{
x: 0,
y: 1366
}, {
x: 300,
y: 1366
}, {
x: 300,
y: 1000
}, {
x: 600,
y: 1000
}, {
x: 600,
y: 1500
}, {
x: 900,
y: 1500
}, {
x: 900,
y: 800
}, {
x: 1200,
y: 800
}, {
x: 1200,
y: 1200
}, {
x: 1500,
y: 1200
}, {
x: 1500,
y: 600
}, {
x: 800,
y: 600
}, {
x: 800,
y: 400
}, {
x: 1300,
y: 400
}, {
x: 1300,
y: 1000
}, {
x: 1700,
y: 1000
}, {
x: 1700,
y: 200
}, {
x: 400,
y: 200
}, {
x: 400,
y: 1800
}, {
x: 1000,
y: 1800
}, {
x: 1000,
y: 1600
}, {
x: 1600,
y: 1600
}, {
x: 1600,
y: 1900
}, {
x: 2048,
y: 1900
}];
// Create visual path
for (var i = 0; i < gamePath.length - 1; i++) {
var start = gamePath[i];
var end = gamePath[i + 1];
var steps = Math.floor(Math.sqrt((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / 120);
for (var j = 0; j <= steps; j++) {
var t = j / steps;
var pathX = start.x + (end.x - start.x) * t;
var pathY = start.y + (end.y - start.y) * t;
var pathTile = game.addChild(LK.getAsset('path', {
anchorX: 0.5,
anchorY: 0.5,
x: pathX,
y: pathY,
alpha: 0.3
}));
}
}
// Build spots are no longer needed - turrets can be placed anywhere
// buildSpots array is kept for compatibility but not used
// UI Elements
var currencyTxt = new Text2('Money: $' + currency, {
size: 72,
fill: 0x00FFFF
});
currencyTxt.anchor.set(0, 0);
currencyTxt.x = 120; // Offset from left edge to avoid platform menu
currencyTxt.y = 100;
LK.gui.topLeft.addChild(currencyTxt);
// Add glowing effect to currency
LK.effects.flashObject(currencyTxt, 0x00FFFF, 2000);
var livesTxt = new Text2('Lives: ' + lives, {
size: 60,
fill: 0xFF4444
});
livesTxt.anchor.set(0, 0);
livesTxt.x = 120; // Offset from left edge to avoid platform menu
livesTxt.y = 20;
LK.gui.topLeft.addChild(livesTxt);
// Tower purchase menu at bottom
var towerMenuBg = game.addChild(LK.getAsset('buildSpot', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 2450,
width: 2048,
height: 282,
alpha: 0.9,
tint: 0x1a1a1a
}));
var laserTurretBtn = new Text2('Laser Gun\n$50', {
size: 48,
fill: 0x4444FF
});
laserTurretBtn.anchor.set(0.5, 0.5);
laserTurretBtn.x = 256;
laserTurretBtn.y = 2591;
game.addChild(laserTurretBtn);
var missileLauncherBtn = new Text2('Missile Tower\n$80', {
size: 48,
fill: 0xFF4444
});
missileLauncherBtn.anchor.set(0.5, 0.5);
missileLauncherBtn.x = 682;
missileLauncherBtn.y = 2591;
game.addChild(missileLauncherBtn);
var fireDroneBtn = new Text2('Fire Blaster\n$100', {
size: 48,
fill: 0xFF8800
});
fireDroneBtn.anchor.set(0.5, 0.5);
fireDroneBtn.x = 1366;
fireDroneBtn.y = 2591;
game.addChild(fireDroneBtn);
var electricTrapBtn = new Text2('Electric Field\n$70', {
size: 48,
fill: 0xFFFF00
});
electricTrapBtn.anchor.set(0.5, 0.5);
electricTrapBtn.x = 1792;
electricTrapBtn.y = 2591;
game.addChild(electricTrapBtn);
var waveTxt = new Text2('Level ' + wave, {
size: 80,
fill: 0x44FF44
});
waveTxt.anchor.set(0.5, 0);
waveTxt.y = 20;
LK.gui.top.addChild(waveTxt);
// Bomb system
var bombsLeft = 3;
var bombTxt = new Text2('Bombs: ' + bombsLeft, {
size: 72,
fill: 0xFF0000
});
bombTxt.anchor.set(1, 0);
bombTxt.x = -20;
bombTxt.y = -80;
LK.gui.topRight.addChild(bombTxt);
var bombBtn = new Text2('💣 BOMB', {
size: 80,
fill: 0xFF4444
});
bombBtn.anchor.set(1, 1);
bombBtn.x = -20;
bombBtn.y = -20;
LK.gui.bottomRight.addChild(bombBtn);
var startWaveBtn = new Text2('START WAVE', {
size: 80,
fill: 0xFFFFFF
});
startWaveBtn.anchor.set(0.5, 0.5);
startWaveBtn.x = 1024;
startWaveBtn.y = 2600;
game.addChild(startWaveBtn);
function distanceToLineSegment(px, py, x1, y1, x2, y2) {
var dx = x2 - x1;
var dy = y2 - y1;
var length = Math.sqrt(dx * dx + dy * dy);
if (length === 0) return Math.sqrt((px - x1) * (px - x1) + (py - y1) * (py - y1));
var t = ((px - x1) * dx + (py - y1) * dy) / (length * length);
t = Math.max(0, Math.min(1, t));
var projX = x1 + t * dx;
var projY = y1 + t * dy;
return Math.sqrt((px - projX) * (px - projX) + (py - projY) * (py - projY));
}
function updateCurrencyDisplay() {
currencyTxt.setText('Money: $' + currency);
// Add glowing effect when currency changes
LK.effects.flashObject(currencyTxt, 0x00FFFF, 500);
}
function updateBombDisplay() {
bombTxt.setText('Bombs: ' + bombsLeft);
}
function useBomb() {
if (bombsLeft <= 0) return;
bombsLeft--;
updateBombDisplay();
// Create massive explosion effect
var bombExplosion = game.addChild(LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
scaleX: 10,
scaleY: 10,
alpha: 0.8
}));
// Damage all zombies significantly
for (var i = 0; i < zombies.length; i++) {
if (!zombies[i].isDead) {
zombies[i].takeDamage(150);
LK.effects.flashObject(zombies[i], 0xFF0000, 500);
}
}
// Animate explosion
tween(bombExplosion, {
alpha: 0,
scaleX: 15,
scaleY: 15
}, {
duration: 1000,
onFinish: function onFinish() {
bombExplosion.destroy();
}
});
LK.getSound('explosion').play();
LK.effects.flashScreen(0xFF4444, 800);
}
function updateLivesDisplay() {
livesTxt.setText('Lives: ' + lives);
}
function updateWaveDisplay() {
waveTxt.setText('Level ' + wave);
}
function startWave() {
if (waveActive) return;
waveActive = true;
waveCompleted = false;
zombiesSpawned = 0;
zombiesToSpawn = 5 + wave * 2;
spawnTimer = 0;
startWaveBtn.alpha = 0.3;
// Increase zombie health each wave
Zombie.prototype.baseHealth = 100 + wave * 25;
}
function spawnZombie() {
if (zombiesSpawned >= zombiesToSpawn) return;
var zombie = new Zombie();
zombie.x = gamePath[0].x;
zombie.y = gamePath[0].y;
zombie.targetX = gamePath[1].x;
zombie.targetY = gamePath[1].y;
zombie.health = 100 + wave * 25;
zombie.maxHealth = zombie.health;
zombie.speed = 1 + wave * 0.2;
zombie.reward = 10 + wave * 5;
// Add visual effects for higher levels
if (wave >= 5) {
// Add glowing red eyes effect
LK.effects.flashObject(zombie, 0xFF0000, 1000);
if (wave >= 8) {
// Add armor glow for very high levels
zombie.attachAsset('buildSpot', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3,
tint: 0xFFFFFF,
scaleX: 1.2,
scaleY: 1.2
});
}
}
zombies.push(zombie);
game.addChild(zombie);
zombiesSpawned++;
}
function checkWaveComplete() {
if (!waveActive) return;
var aliveZombies = 0;
for (var i = 0; i < zombies.length; i++) {
if (!zombies[i].isDead) {
aliveZombies++;
}
}
if (zombiesSpawned >= zombiesToSpawn && aliveZombies === 0) {
waveActive = false;
waveCompleted = true;
wave++;
updateWaveDisplay();
currency += 50; // Wave completion bonus
updateCurrencyDisplay();
startWaveBtn.alpha = 1;
// Flash screen green for wave completion
LK.effects.flashScreen(0x44ff44, 1000);
// Check win condition
if (wave > 10) {
LK.showYouWin();
}
}
}
// Start wave button interaction
startWaveBtn.down = function (x, y, obj) {
startWave();
};
// Bomb button interaction
bombBtn.down = function (x, y, obj) {
useBomb();
};
// Tower selection highlighting
var selectedTowerBtn = laserTurretBtn;
function highlightSelectedTower() {
// Reset all tower buttons
laserTurretBtn.alpha = selectedTowerType === 'laser' ? 1.0 : 0.7;
missileLauncherBtn.alpha = selectedTowerType === 'missile' ? 1.0 : 0.7;
fireDroneBtn.alpha = selectedTowerType === 'fire' ? 1.0 : 0.7;
electricTrapBtn.alpha = selectedTowerType === 'electric' ? 1.0 : 0.7;
// Add glow effect to selected tower
if (selectedTowerType === 'laser') {
LK.effects.flashObject(laserTurretBtn, 0x4444FF, 500);
} else if (selectedTowerType === 'missile') {
LK.effects.flashObject(missileLauncherBtn, 0xFF4444, 500);
} else if (selectedTowerType === 'fire') {
LK.effects.flashObject(fireDroneBtn, 0xFF8800, 500);
} else if (selectedTowerType === 'electric') {
LK.effects.flashObject(electricTrapBtn, 0xFFFF00, 500);
}
}
// Initial highlight
highlightSelectedTower();
// Tower menu interactions
laserTurretBtn.down = function (x, y, obj) {
selectedTowerType = 'laser';
selectedTowerCost = 50;
highlightSelectedTower();
};
missileLauncherBtn.down = function (x, y, obj) {
selectedTowerType = 'missile';
selectedTowerCost = 80;
highlightSelectedTower();
};
fireDroneBtn.down = function (x, y, obj) {
selectedTowerType = 'fire';
selectedTowerCost = 100;
highlightSelectedTower();
};
electricTrapBtn.down = function (x, y, obj) {
selectedTowerType = 'electric';
selectedTowerCost = 70;
highlightSelectedTower();
};
// Game-wide click handler for placing turrets anywhere
game.down = function (x, y, obj) {
// Check if click is in game area (not on UI elements)
if (y > 2400) return; // Don't place on bottom UI
if (currency < selectedTowerCost) return;
// Check if placement is too close to the zombie path
var tooCloseToPath = false;
for (var i = 0; i < gamePath.length - 1; i++) {
var start = gamePath[i];
var end = gamePath[i + 1];
var pathDistance = distanceToLineSegment(x, y, start.x, start.y, end.x, end.y);
if (pathDistance < 100) {
// Minimum distance from path
tooCloseToPath = true;
break;
}
}
if (tooCloseToPath) return;
// Check if there's already a turret at this position
var tooClose = false;
for (var i = 0; i < turrets.length; i++) {
var dx = turrets[i].x - x;
var dy = turrets[i].y - y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 80) {
// Minimum distance between turrets
tooClose = true;
break;
}
}
if (tooClose) return;
// Build turret at clicked position
var turret = new Turret();
turret.x = x;
turret.y = y;
turret.towerType = selectedTowerType;
turret.cost = selectedTowerCost;
turret.updateTowerProperties();
currency -= selectedTowerCost;
updateCurrencyDisplay();
turrets.push(turret);
game.addChild(turret);
// Flash green when built with tower type color
var flashColor = selectedTowerType === 'laser' ? 0x4444FF : selectedTowerType === 'missile' ? 0xFF4444 : selectedTowerType === 'fire' ? 0xFF8800 : 0xFFFF00;
LK.effects.flashObject(turret, flashColor, 500);
};
game.update = function () {
// Spawn zombies
if (waveActive && zombiesSpawned < zombiesToSpawn) {
spawnTimer++;
if (spawnTimer >= spawnRate) {
spawnZombie();
spawnTimer = 0;
}
}
// Clean up dead zombies
for (var i = zombies.length - 1; i >= 0; i--) {
if (zombies[i].isDead) {
zombies[i].destroy();
zombies.splice(i, 1);
}
}
// Clean up destroyed bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].isDestroyed) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
checkWaveComplete();
}; ===================================================================
--- original.js
+++ change.js
@@ -305,33 +305,81 @@
var waveActive = false;
var waveCompleted = false;
var selectedTowerType = 'laser';
var selectedTowerCost = 50;
-// Create path points for zombies to follow
+// Create path points for zombies to follow - Extended complex path
gamePath = [{
x: 0,
y: 1366
}, {
- x: 500,
+ x: 300,
y: 1366
}, {
- x: 500,
+ x: 300,
+ y: 1000
+}, {
+ x: 600,
+ y: 1000
+}, {
+ x: 600,
+ y: 1500
+}, {
+ x: 900,
+ y: 1500
+}, {
+ x: 900,
y: 800
}, {
x: 1200,
y: 800
}, {
x: 1200,
- y: 1366
+ y: 1200
}, {
+ x: 1500,
+ y: 1200
+}, {
+ x: 1500,
+ y: 600
+}, {
+ x: 800,
+ y: 600
+}, {
+ x: 800,
+ y: 400
+}, {
+ x: 1300,
+ y: 400
+}, {
+ x: 1300,
+ y: 1000
+}, {
x: 1700,
- y: 1366
+ y: 1000
}, {
x: 1700,
- y: 600
+ y: 200
}, {
+ x: 400,
+ y: 200
+}, {
+ x: 400,
+ y: 1800
+}, {
+ x: 1000,
+ y: 1800
+}, {
+ x: 1000,
+ y: 1600
+}, {
+ x: 1600,
+ y: 1600
+}, {
+ x: 1600,
+ y: 1900
+}, {
x: 2048,
- y: 600
+ y: 1900
}];
// Create visual path
for (var i = 0; i < gamePath.length - 1; i++) {
var start = gamePath[i];