User prompt
Give 9 enemies after the fifth level
User prompt
At the fifth level, reduce the briaz power and there will be fewer enemies.
User prompt
Reduce the Briaz stamina bar of enemies on the fifth level
User prompt
After the fifth level, your power and stamina bars decrease, not too much, just increase with each level.
User prompt
After the fifth level, reduce your speed, not too fast.
User prompt
All enemies after level five should each have a very strong boss and be extremely strong. After level five, all enemies should be very strong.
User prompt
Let them follow the path and go in their direction without stopping
User prompt
Let the enemies go in the same direction without stopping
User prompt
Enemies get very strong after level five
User prompt
After the fifth level, enemies can run faster and their stamina bar is much more durable.
User prompt
Enemies get harder after level five
User prompt
Delete the bullet
User prompt
For each enemy: If enemy has object named "YellowEffect" or similar: Remove it on spawn
User prompt
When enemy appears: Delete the yellow effect under enemy
User prompt
Turn off ground effect for all enemies
User prompt
If enemy has yellow visual object under it: Remove it Do not spawn it again
User prompt
When enemy spawns Disable yellow effect under enemy When enemy dies: Do not drop yellow effect
User prompt
Set enemy.deathEffect = null
User prompt
Turn off enemy death animation or particles
User prompt
When enemy dies: Remove enemy Do not spawn death effect
User prompt
When the enemy dies, make sure nothing is left behind. Do not show any particles, effects, explosions, or objects. The enemy should be completely removed from the game with no trace
User prompt
When an enemy dies, remove it completely without leaving any particles, effects, or objects on the ground
User prompt
When an enemy dies, show a short yellow particle effect (like a small explosion) at the position where the enemy was destroyed. The effect should disappear after 1 second. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the price of the machine in electric field 300
User prompt
Let's put the mskine wherever we want and when we click on the machine, if we put the first one, let's put the second one wherever we want.
/****
* 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' ? 3.0 : selectedTowerType === 'missile' ? 3.4 : selectedTowerType === 'fire' ? 3.6 : 4.4,
scaleY: selectedTowerType === 'laser' ? 3.0 : selectedTowerType === 'missile' ? 3.4 : selectedTowerType === 'fire' ? 3.6 : 4.4
}));
}
};
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 * speedMultiplier;
self.y += dy / distance * self.speed * speedMultiplier;
} 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
}));
// Add cross indicator (hidden by default)
self.crossIndicator = self.addChild(LK.getAsset('cross', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
rotation: Math.PI / 4 // 45 degrees to make it look like an X
}));
self.damage = 75;
self.range = 200;
self.fireRate = 15; // frames between shots
self.lastShot = 0;
self.target = null;
self.cost = 50;
self.sellPrice = 25; // 50% of cost back when sold
self.towerType = 'laser'; // Default type
self.upgradeLevel = 1; // Track upgrade level
self.upgradeCost = 50; // Cost to upgrade
self.updateTowerProperties = function () {
var upgradeMultiplier = 1 + (self.upgradeLevel - 1) * 0.5; // 50% increase per level
if (self.towerType === 'laser') {
self.range = 150 * upgradeMultiplier;
self.damage = 75 * upgradeMultiplier;
self.fireRate = Math.max(5, 15 - (self.upgradeLevel - 1) * 2); // Faster fire rate
self.rangeIndicator.tint = 0x4444FF;
self.rangeIndicator.scaleX = 3.0; // Keep visual size constant
self.rangeIndicator.scaleY = 3.0; // Keep visual size constant
self.sellPrice = Math.floor((50 + (self.upgradeLevel - 1) * 50) * 0.5); // 50% of total cost back
self.upgradeCost = 50 * self.upgradeLevel; // Increasing upgrade cost
} else if (self.towerType === 'missile') {
self.range = 170 * upgradeMultiplier;
self.damage = 120 * upgradeMultiplier;
self.fireRate = Math.max(8, 20 - (self.upgradeLevel - 1) * 3);
self.rangeIndicator.tint = 0xFF4444;
self.rangeIndicator.scaleX = 3.4; // Keep visual size constant
self.rangeIndicator.scaleY = 3.4; // Keep visual size constant
self.sellPrice = Math.floor((100 + (self.upgradeLevel - 1) * 100) * 0.5); // 50% of total cost back
self.upgradeCost = 100 * self.upgradeLevel;
} else if (self.towerType === 'fire') {
self.range = 180 * upgradeMultiplier;
self.damage = 90 * upgradeMultiplier;
self.fireRate = Math.max(4, 10 - (self.upgradeLevel - 1) * 2);
self.rangeIndicator.tint = 0xFF8800;
self.rangeIndicator.scaleX = 3.6; // Keep visual size constant
self.rangeIndicator.scaleY = 3.6; // Keep visual size constant
self.sellPrice = Math.floor((200 + (self.upgradeLevel - 1) * 200) * 0.5); // 50% of total cost back
self.upgradeCost = 200 * self.upgradeLevel;
} else if (self.towerType === 'electric') {
self.range = 220 * upgradeMultiplier;
self.damage = 60 * upgradeMultiplier;
self.fireRate = Math.max(6, 12 - (self.upgradeLevel - 1) * 2);
self.rangeIndicator.tint = 0xFFFF00;
self.rangeIndicator.scaleX = 4.4; // Keep visual size constant
self.rangeIndicator.scaleY = 4.4; // Keep visual size constant
self.sellPrice = Math.floor((300 + (self.upgradeLevel - 1) * 300) * 0.5); // 50% of total cost back
self.upgradeCost = 300 * self.upgradeLevel;
}
};
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.down = function (x, y, obj) {
if (placementMode) return; // Don't select turrets in placement mode
selectTurret(self);
}; //{1j_new}
self.update = function () {
self.lastShot += speedMultiplier;
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;
// Directly add currency without visual money drop
currency += self.reward;
updateCurrencyDisplay();
LK.getSound('zombieHit').play();
}
};
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 * speedMultiplier;
self.y += dy / distance * self.speed * speedMultiplier;
} 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 baseSpawnRate = 120; // Store base spawn rate
var waveActive = false;
var waveCompleted = false;
var selectedTowerType = 'laser';
var selectedTowerCost = 50;
// Create path points for zombies to follow - Shorter strategic path
gamePath = [{
x: 0,
y: 1366
}, {
x: 400,
y: 1366
}, {
x: 400,
y: 1000
}, {
x: 800,
y: 1000
}, {
x: 800,
y: 1500
}, {
x: 1200,
y: 1500
}, {
x: 1200,
y: 800
}, {
x: 1600,
y: 800
}, {
x: 1600,
y: 400
}, {
x: 1000,
y: 400
}, {
x: 1000,
y: 1800
}, {
x: 1400,
y: 1800
}, {
x: 2048,
y: 1800
}];
// 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$100', {
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$200', {
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$300', {
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);
var sellBtn = new Text2('SELL\nTURRET\n$0', {
size: 64,
fill: 0xFFAA00
});
sellBtn.anchor.set(0.5, 0.5);
sellBtn.x = 800; // Position to the left of center with more space
sellBtn.y = 2400; // Move up slightly
sellBtn.alpha = 0.5; // Start dimmed
game.addChild(sellBtn);
var upgradeBtn = new Text2('UPGRADE\nTURRET\n$0', {
size: 64,
fill: 0x00FF00
});
upgradeBtn.anchor.set(0.5, 0.5);
upgradeBtn.x = 1248; // Position to the right of center with more space
upgradeBtn.y = 2400; // Same height as sell button
upgradeBtn.alpha = 0.5; // Start dimmed
game.addChild(upgradeBtn);
// Speed acceleration system
var gameSpeed = 1.0;
var speedMultiplier = 1.0;
// Speed acceleration buttons
var speed1xBtn = new Text2('1x Speed', {
size: 48,
fill: 0x00FF00
});
speed1xBtn.anchor.set(0.5, 0.5);
speed1xBtn.x = 300;
speed1xBtn.y = 800;
game.addChild(speed1xBtn);
var speed2xBtn = new Text2('2x Speed', {
size: 48,
fill: 0xFFFF00
});
speed2xBtn.anchor.set(0.5, 0.5);
speed2xBtn.x = 500;
speed2xBtn.y = 800;
game.addChild(speed2xBtn);
var speed3xBtn = new Text2('3x Speed', {
size: 48,
fill: 0xFF8800
});
speed3xBtn.anchor.set(0.5, 0.5);
speed3xBtn.x = 700;
speed3xBtn.y = 800;
game.addChild(speed3xBtn);
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;
// Make first level easier with fewer zombies
if (wave === 1) {
zombiesToSpawn = 3; // Only 3 zombies for first wave
} else {
zombiesToSpawn = 5 + (wave - 1) * 2; // Adjusted formula for subsequent waves
}
spawnTimer = 0;
startWaveBtn.alpha = 0.3;
// Increase zombie health each wave, but start lower for first level
if (wave === 1) {
Zombie.prototype.baseHealth = 60; // Weaker zombies for first level
} else {
Zombie.prototype.baseHealth = 100 + (wave - 1) * 35; // Adjusted for subsequent waves
}
}
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;
// Make first level zombies weaker and slower
if (wave === 1) {
zombie.health = 60; // Much weaker for first level
zombie.speed = 1.2; // Faster for first level
zombie.reward = 15; // Higher reward for first level to help progression
} else {
zombie.health = 100 + (wave - 1) * 35; // Adjusted for subsequent waves
zombie.speed = 1.5 + (wave - 1) * 0.4; // Faster for subsequent waves
zombie.reward = 10 + wave * 5;
}
zombie.maxHealth = zombie.health;
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();
};
// Sell button interaction
sellBtn.down = function (x, y, obj) {
sellTurret();
};
// Upgrade button interaction
upgradeBtn.down = function (x, y, obj) {
upgradeTurret();
};
// 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();
// Speed button interactions
speed1xBtn.down = function (x, y, obj) {
speedMultiplier = 1.0;
highlightSelectedSpeed();
};
speed2xBtn.down = function (x, y, obj) {
speedMultiplier = 2.0;
highlightSelectedSpeed();
};
speed3xBtn.down = function (x, y, obj) {
speedMultiplier = 3.0;
highlightSelectedSpeed();
};
function highlightSelectedSpeed() {
// Reset all speed buttons
speed1xBtn.alpha = speedMultiplier === 1.0 ? 1.0 : 0.7;
speed2xBtn.alpha = speedMultiplier === 2.0 ? 1.0 : 0.7;
speed3xBtn.alpha = speedMultiplier === 3.0 ? 1.0 : 0.7;
// Add glow effect to selected speed
if (speedMultiplier === 1.0) {
LK.effects.flashObject(speed1xBtn, 0x00FF00, 500);
} else if (speedMultiplier === 2.0) {
LK.effects.flashObject(speed2xBtn, 0xFFFF00, 500);
} else if (speedMultiplier === 3.0) {
LK.effects.flashObject(speed3xBtn, 0xFF8800, 500);
}
}
// Initial speed highlight
highlightSelectedSpeed();
// Tower menu interactions
laserTurretBtn.down = function (x, y, obj) {
if (currency < 50) return; // Not enough money
selectedTowerType = 'laser';
selectedTowerCost = 50;
placementMode = true;
turretToPlace = {
type: 'laser',
cost: 50
};
highlightSelectedTower();
};
missileLauncherBtn.down = function (x, y, obj) {
if (currency < 100) return; // Not enough money
selectedTowerType = 'missile';
selectedTowerCost = 100;
placementMode = true;
turretToPlace = {
type: 'missile',
cost: 100
};
highlightSelectedTower();
};
fireDroneBtn.down = function (x, y, obj) {
if (currency < 200) return; // Not enough money
selectedTowerType = 'fire';
selectedTowerCost = 200;
placementMode = true;
turretToPlace = {
type: 'fire',
cost: 200
};
highlightSelectedTower();
};
electricTrapBtn.down = function (x, y, obj) {
if (currency < 300) return; // Not enough money
selectedTowerType = 'electric';
selectedTowerCost = 300;
placementMode = true;
turretToPlace = {
type: 'electric',
cost: 300
};
highlightSelectedTower();
};
var selectedTurret = null;
var placementMode = false;
var turretToPlace = null;
function selectTurret(turret) {
// Deselect previous turret
if (selectedTurret) {
selectedTurret.rangeIndicator.alpha = 0.25;
// Hide cross indicator on previous turret
selectedTurret.crossIndicator.alpha = 0;
}
selectedTurret = turret;
// Highlight selected turret
selectedTurret.rangeIndicator.alpha = 0.5;
// Show cross indicator
selectedTurret.crossIndicator.alpha = 1.0;
sellBtn.alpha = 1.0; // Enable sell button
upgradeBtn.alpha = 1.0; // Enable upgrade button
// Update button texts with prices
sellBtn.setText('SELL\nTURRET\n$' + selectedTurret.sellPrice);
upgradeBtn.setText('UPGRADE\nLv.' + selectedTurret.upgradeLevel + ' → ' + (selectedTurret.upgradeLevel + 1) + '\n$' + selectedTurret.upgradeCost);
LK.effects.flashObject(selectedTurret, 0x00FF00, 300);
}
function deselectTurret() {
if (selectedTurret) {
selectedTurret.rangeIndicator.alpha = 0.25;
// Hide cross indicator
selectedTurret.crossIndicator.alpha = 0;
}
selectedTurret = null;
sellBtn.alpha = 0.5; // Disable sell button
upgradeBtn.alpha = 0.5; // Disable upgrade button
sellBtn.setText('SELL\nTURRET\n$0'); // Reset text
upgradeBtn.setText('UPGRADE\nTURRET\n$0'); // Reset text
}
function sellTurret() {
if (!selectedTurret) return;
// Give money back
currency += selectedTurret.sellPrice;
updateCurrencyDisplay();
// Remove turret from game
for (var i = turrets.length - 1; i >= 0; i--) {
if (turrets[i] === selectedTurret) {
turrets.splice(i, 1);
break;
}
}
selectedTurret.destroy();
// Flash green effect
LK.effects.flashScreen(0x00FF00, 300);
deselectTurret();
}
function upgradeTurret() {
if (!selectedTurret) return;
if (selectedTurret.upgradeLevel >= 5) return; // Max upgrade level
if (currency < selectedTurret.upgradeCost) return; // Not enough money
// Deduct cost
currency -= selectedTurret.upgradeCost;
updateCurrencyDisplay();
// Upgrade turret
selectedTurret.upgradeLevel++;
selectedTurret.updateTowerProperties();
// Update button texts with new prices
sellBtn.setText('SELL\nTURRET\n$' + selectedTurret.sellPrice);
upgradeBtn.setText('UPGRADE\nLv.' + selectedTurret.upgradeLevel + ' → ' + (selectedTurret.upgradeLevel + 1) + '\n$' + selectedTurret.upgradeCost);
// Visual effects
LK.effects.flashObject(selectedTurret, 0x00FFFF, 500);
// Change turret color based on upgrade level
if (selectedTurret.upgradeLevel >= 3) {
selectedTurret.children[0].tint = 0xFFFFFF; // White for high level
} else if (selectedTurret.upgradeLevel >= 2) {
selectedTurret.children[0].tint = 0xFFFF00; // Yellow for mid level
}
}
// Game-wide click handler - enable turret placement when in placement mode
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 (placementMode && turretToPlace) {
// Check if position is too close to path
var tooCloseToPath = false;
for (var i = 0; i < gamePath.length - 1; i++) {
var start = gamePath[i];
var end = gamePath[i + 1];
var distance = distanceToLineSegment(x, y, start.x, start.y, end.x, end.y);
if (distance < 80) {
// Minimum distance from path
tooCloseToPath = true;
break;
}
}
if (tooCloseToPath) {
LK.effects.flashScreen(0xFF0000, 200); // Red flash for invalid placement
return;
}
// Check if position overlaps with existing turrets
var tooCloseToTurret = false;
for (var i = 0; i < turrets.length; i++) {
var turret = turrets[i];
var dx = turret.x - x;
var dy = turret.y - y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 120) {
// Minimum distance between turrets
tooCloseToTurret = true;
break;
}
}
if (tooCloseToTurret) {
LK.effects.flashScreen(0xFF0000, 200); // Red flash for invalid placement
return;
}
// Place turret
var turret = new Turret();
turret.x = x;
turret.y = y;
turret.towerType = turretToPlace.type;
turret.cost = turretToPlace.cost;
turret.updateTowerProperties();
currency -= turretToPlace.cost;
updateCurrencyDisplay();
turrets.push(turret);
game.addChild(turret);
// Flash green when built
var flashColor = turretToPlace.type === 'laser' ? 0x4444FF : turretToPlace.type === 'missile' ? 0xFF4444 : turretToPlace.type === 'fire' ? 0xFF8800 : 0xFFFF00;
LK.effects.flashObject(turret, flashColor, 500);
// Exit placement mode
placementMode = false;
turretToPlace = null;
} else {
// Deselect turret when clicking empty area
deselectTurret();
}
};
game.update = function () {
// Spawn zombies
if (waveActive && zombiesSpawned < zombiesToSpawn) {
spawnTimer += speedMultiplier;
// Adjust spawn rate based on wave - slower spawning for first level
var currentSpawnRate = wave === 1 ? baseSpawnRate * 1.5 : baseSpawnRate;
if (spawnTimer >= currentSpawnRate) {
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
@@ -628,9 +628,8 @@
zombie.speed = 1.5 + (wave - 1) * 0.4; // Faster for subsequent waves
zombie.reward = 10 + wave * 5;
}
zombie.maxHealth = zombie.health;
- // Visual effects for higher levels removed to avoid yellow effects
zombies.push(zombie);
game.addChild(zombie);
zombiesSpawned++;
}