User prompt
תפחית מעט את קצב ייצור המפלצות בשלב הראשון. תגדיל מעט את כמות הזהב שמקבלים ממפלצת בממוצע. תעשה שהמפלצות לא ייוצרו ב-80 פיקסלים הימניים והשמאליים של המסך
User prompt
יצור שנוגע בחומה, יורד לה חיים וזה מתעדכן גם למעלה במסך. אם החיים מגיעים לאפס ומטה אתה נפסל והמשחק נגמר
User prompt
תוסיף ברקע של כל המשחק תמונה ענקית של עולם פנטזיה, ברקע של הכל הכל ביחד
User prompt
תוסיף ברקע של כל המשחק תמונה ענקית של עולם פנטזיה, ברקע של הכל הכל ביחד
User prompt
תעשה שמכשפה פשוט נוצרת עם 2 שלדים מקדימה לה, לא מייצרת אותם תוך כדי. מגיעה עם, והשלדים כל אחד עם 25 חיים
User prompt
תוריד את החיים של החומה ל10. כל אויב שנוגע בחומה נעלם ומוריד חיים 1
User prompt
לא יותר מ-3 גולם במקביל על הלוח. לא יותר מ-20 אויבים בכללי על הלוח
User prompt
עד שלב 3 טרולים עם 5 חיים ושלדים עם 10. משלב 3 טרולים עם 10 ושלדים עם 15
User prompt
עד 4 מכשפות במקביל על המגרש ולא יותר
User prompt
לטרול תן 10 חיים, לשלד 15, מכשפה 30, גולם 100, שדון 75
User prompt
כדור שכוון למטרה מסוימת, והיא נהרסה לפני שהוא פגע, לא ממשיך לחפש מטרה אחרת, אלא ממשיך בקו ישר כמו שהוא היה עד עכשיו עד שהוא יוצא מהמסך. אם בדרך הייתה מטרה - היא נפגעת
User prompt
תהפוך את הקוביות ללא הוגנות. סיכוי הכי גבוה שיצא המינימום בקוביה, והסיכוי הולך ופחות והכי פחות סביר שיצא את המקסימום
User prompt
תגדיל בקצת את כמות המפלצות בכל שלב
User prompt
תגביל מכשפה שלא תוכל שיהיה לה יותר מ-3 שלדים שהיא יצרה במקביל
User prompt
היריות נעלמות אם המטרה שלהם נעלמת. תעשה שהיריות יחליפו מטרה פשוט ויעברו לאחת שלא הושדמה
User prompt
אם דמות ירתה על מפלצת, והמפלצת מתה, היריות לא נעלמות, אלא ממשיכות עד לקצה המסך ואז נעלמות. אם בדרך הייתה עוד מפלצת, היא נפגעת והירייה נעלמת
User prompt
תאפשר, שאם גוררים קוביה ושמים אותה במקום פנוי אחר, היא עוברת לשם והדמות זזה בהתאם
User prompt
את הקסם של הקוסם שמיים, תעשה שהוא פעם אחת ימשיך למפלצת הבאה. נניח פגע במפלצת והוריד לה חיים, ממשיך למפלצת אחת נוספת מוריד לה גם ואז נעלם
User prompt
תוסיף ימין למעלה אינדיקטור באיזה שלב אנחנו
User prompt
מתחת לאיפה שכתוב כמה זהב יש, שיהיה כתוב Wall HP: ואז את הכמה חיים יש
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'rollText.style.fill = textColor;' Line Number: 295
User prompt
תאריך את השלב הראשון והשני, ותפחית בממש קצת את קצב הייצור בהם תוסיף למעלה את החיים שיש לחומה את הכיתוב על הקוביות הצהובות, הירוקות והכתומות, תעשה בצבע שחור (דרגה + כמה יצא)
User prompt
תחלק את המשחק לשלבים בשלב הראשון מגיעים רק טרולים, בקצב איטי יחסית בשלב השני טרולים ושלדים בקצב קצת יותר מהיר בשלב השלישי טרולים עם פרשים, ולטרולים יש קצת יותר חיים בשלב הרביעי, פרשים עם מכשפות וטרולים בשלב החמישי, גלמים ובמקביל פרשים ואז מאחורי הגלמים מכשפות
User prompt
כאשר חיים של אויב נהיים שליליים בגלל נזק אזורי, הוא נעלם מיד תגדיל חזרה את קצב ייצור השלדים של המכשפה ל3.5 שניות
User prompt
המכשפה לא מייצרת שלדים, וגם בכללי אני לא רואה שלדים שנוצרים תגביר בהרבה את קצב הייצור של האויבים
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var AreaDamage = Container.expand(function (centerX, centerY, radius, damage, excludeEnemy) {
var self = Container.call(this);
self.x = centerX;
self.y = centerY;
self.radius = radius;
self.damage = damage;
self.excludeEnemy = excludeEnemy;
self.lifetime = 5; // Frames to exist
// Create visual effect
var assetName = radius > 100 ? 'largeAreaDamage' : 'smallAreaDamage';
var visualEffect = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
visualEffect.alpha = 0.6;
// Animate the visual effect
tween(visualEffect, {
alpha: 0,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 2000,
easing: tween.easeOut
});
self.update = function () {
// Deal damage to all enemies in radius
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy === self.excludeEnemy) continue; // Skip the original target
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.radius) {
enemy.takeDamage(self.damage);
// If enemy health becomes negative, destroy immediately
if (enemy.health <= 0) {
enemy.die();
enemy.destroy();
for (var j = enemies.length - 1; j >= 0; j--) {
if (enemies[j] === enemy) {
enemies.splice(j, 1);
break;
}
}
}
}
}
self.lifetime--;
if (self.lifetime <= 0) {
self.shouldDestroy = true;
}
};
return self;
});
var Bullet = Container.expand(function (startX, startY, damage, target, bulletType) {
var self = Container.call(this);
self.x = startX;
self.y = startY;
self.speed = 8;
self.damage = damage || 1;
self.target = target;
self.bulletType = bulletType || 'bullet';
var bulletGraphics = self.attachAsset(self.bulletType, {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (self.target && self.target.parent) {
// Calculate direction to target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
// Move towards target
var directionX = dx / distance;
var directionY = dy / distance;
self.x += directionX * self.speed;
self.y += directionY * self.speed;
// Store direction for straight line movement
self.directionX = directionX;
self.directionY = directionY;
} else {
// Close enough to target
if (self.target.takeDamage) {
self.target.takeDamage(self.damage);
}
self.shouldDestroy = true;
}
} else {
// Target is gone, continue in straight line
if (self.directionX !== undefined && self.directionY !== undefined) {
self.x += self.directionX * self.speed;
self.y += self.directionY * self.speed;
} else {
// No direction set, destroy bullet
self.shouldDestroy = true;
}
}
};
return self;
});
var Defender = Container.expand(function (type, level) {
var self = Container.call(this);
self.type = type || 'green';
self.level = level || 1;
self.shootTimer = 0;
self.shootInterval = 60; // 1 second at 60fps
self.damage = 1;
var assetNames = {
'green': 'archer',
'yellow': 'spearFighter',
'red': 'musketeer',
'orange': 'cannon',
'blue': 'skyMage',
'black': 'darkMage'
};
var defenderGraphics = self.attachAsset(assetNames[self.type], {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Check if linked die just finished rolling
if (self.linkedDie && self.linkedDie.justFinishedRolling) {
self.shoot();
}
};
self.shoot = function () {
var die = self.linkedDie;
if (die && enemies.length > 0 && die.justFinishedRolling) {
// Find nearest enemy
var nearestEnemy = null;
var shortestDistance = Infinity;
for (var e = 0; e < enemies.length; e++) {
var enemy = enemies[e];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < shortestDistance) {
shortestDistance = distance;
nearestEnemy = enemy;
}
}
if (nearestEnemy) {
var shots = die.getRollValue();
var bulletTypes = {
'green': 'arrow',
'yellow': 'spear',
'red': 'musketBall',
'orange': 'cannonBall',
'blue': 'blueMagic',
'black': 'darkMagic'
};
var bulletType = bulletTypes[self.type] || 'bullet';
// Set damage based on defender type
var bulletDamage = self.damage;
if (self.type === 'red') {
bulletDamage = 2; // Musketeer deals 2 damage
} else if (self.type === 'blue') {
bulletDamage = 2; // Sky mage deals 2 damage
}
// Fire bullets in sequence with 0.3 second intervals
for (var i = 0; i < shots; i++) {
LK.setTimeout(function (shotIndex) {
return function () {
// Find target again (in case original target was destroyed)
var currentTarget = nearestEnemy;
if (!currentTarget || !currentTarget.parent) {
// Find new nearest enemy
for (var e = 0; e < enemies.length; e++) {
var enemy = enemies[e];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (!currentTarget || distance < Math.sqrt((currentTarget.x - self.x) * (currentTarget.x - self.x) + (currentTarget.y - self.y) * (currentTarget.y - self.y))) {
currentTarget = enemy;
}
}
}
if (currentTarget && currentTarget.parent) {
var bullet = new Bullet(self.x, self.y - 40, bulletDamage, currentTarget, bulletType);
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
};
}(i), i * 300); // 300ms = 0.3 seconds
}
die.justFinishedRolling = false;
}
}
};
return self;
});
var Die = Container.expand(function (type, level) {
var self = Container.call(this);
self.type = type || 'green';
self.level = level || 1;
self.rollTimer = 0;
self.rollInterval = 180; // 3 seconds at 60fps
self.lastRoll = 1;
self.isDragging = false;
self.justFinishedRolling = false;
self.originalPosition = {
x: 0,
y: 0
};
var assetNames = {
'green': 'greenDie',
'yellow': 'yellowDie',
'red': 'redDie',
'orange': 'orangeDie',
'blue': 'blueDie',
'black': 'blackDie'
};
var dieGraphics = self.attachAsset(assetNames[self.type], {
anchorX: 0.5,
anchorY: 0.5
});
var textColor = self.type === 'yellow' || self.type === 'green' || self.type === 'orange' ? 0x000000 : 0xFFFFFF;
var levelText = new Text2(self.level.toString(), {
size: 40,
fill: textColor
});
levelText.anchor.set(0.5, 0.5);
levelText.x = 0;
levelText.y = -20;
self.addChild(levelText);
var rollText = new Text2(self.lastRoll.toString(), {
size: 60,
fill: textColor
});
rollText.anchor.set(0.5, 0.5);
rollText.x = 0;
rollText.y = 20;
self.addChild(rollText);
self.down = function (x, y, obj) {
self.isDragging = true;
self.originalPosition.x = self.x;
self.originalPosition.y = self.y;
draggedDie = self;
};
self.update = function () {
self.rollTimer++;
// Blue dice rotate every 2 seconds (120 ticks), others every 3 seconds (180 ticks)
var currentInterval = self.rollInterval;
if (self.type === 'blue') {
currentInterval = 120; // 2 seconds for blue dice
}
if (self.rollTimer >= currentInterval) {
self.rollTimer = 0;
// Unfair dice roll - higher probability for lower values
var rollWeights = [35, 25, 20, 12, 6, 2]; // Weights for 1,2,3,4,5,6
var totalWeight = 0;
for (var w = 0; w < rollWeights.length; w++) {
totalWeight += rollWeights[w];
}
var random = Math.random() * totalWeight;
var currentWeight = 0;
self.lastRoll = 1; // Default to 1
for (var w = 0; w < rollWeights.length; w++) {
currentWeight += rollWeights[w];
if (random <= currentWeight) {
self.lastRoll = w + 1;
break;
}
}
var displayValue = self.lastRoll + (self.level - 1) * 2;
rollText.setText(displayValue.toString());
var textColor = self.type === 'yellow' || self.type === 'green' || self.type === 'orange' ? 0x000000 : 0xFFFFFF;
rollText.fill = textColor;
self.justFinishedRolling = true;
// Add rolling animation
tween(dieGraphics, {
rotation: Math.PI * 2
}, {
duration: 500,
easing: tween.easeOut
});
}
};
self.getRollValue = function () {
return self.lastRoll + (self.level - 1) * 2;
};
self.updateLevel = function (newLevel) {
self.level = newLevel;
levelText.setText(self.level.toString());
var textColor = self.type === 'yellow' || self.type === 'green' || self.type === 'orange' ? 0x000000 : 0xFFFFFF;
levelText.fill = textColor;
rollText.fill = textColor;
};
return self;
});
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'troll';
// Set stats based on enemy type
var enemyStats = {
'troll': {
health: 5,
speed: 1,
goldValue: Math.floor(Math.random() * 8) + 5,
asset: 'troll',
behavior: 'melee'
},
'skeleton': {
health: 10,
speed: 1.5,
goldValue: Math.floor(Math.random() * 11) + 8,
asset: 'skeleton',
behavior: 'melee'
},
'knight': {
health: 1,
speed: 3,
goldValue: Math.floor(Math.random() * 5) + 3,
asset: 'knight',
behavior: 'melee'
},
'witch': {
health: 30,
speed: 0.5,
goldValue: Math.floor(Math.random() * 15) + 12,
asset: 'witch',
behavior: 'summoner'
},
'golem': {
health: 100,
speed: 0.8,
goldValue: Math.floor(Math.random() * 23) + 23,
asset: 'golem',
behavior: 'melee'
},
'demon': {
health: 75,
speed: 1.2,
goldValue: Math.floor(Math.random() * 18) + 15,
asset: 'demon',
behavior: 'ranged'
}
};
var stats = enemyStats[self.type] || enemyStats['troll'];
self.health = stats.health;
self.maxHealth = stats.health;
self.speed = stats.speed;
self.goldValue = stats.goldValue;
self.behavior = stats.behavior;
self.summonTimer = 0;
self.attackTimer = 0;
self.hasAttackedWall = false;
self.skeletonCount = 0; // Track how many skeletons this witch has created
self.spawnedSkeletons = []; // Track spawned skeletons for cleanup
var enemyGraphics = self.attachAsset(stats.asset, {
anchorX: 0.5,
anchorY: 0.5
});
var healthBar = new Text2(self.health.toString(), {
size: 30,
fill: 0xFF0000
});
healthBar.anchor.set(0.5, 0.5);
healthBar.x = 0;
healthBar.y = -80;
self.addChild(healthBar);
self.update = function () {
if (self.behavior === 'ranged' && self.y >= 1500) {
// Demon ranged attack behavior - stop and shoot
self.attackTimer++;
if (self.attackTimer >= 120) {
// Every 2 seconds
self.attackTimer = 0;
self.rangedAttack();
}
} else if (self.behavior === 'summoner') {
// Witch behavior - move slowly (no longer summons skeletons)
if (self.y < 1770) {
self.y += self.speed;
}
} else if (self.y >= 1770 && !self.hasAttackedWall) {
// Reached wall - deal damage
self.hasAttackedWall = true;
self.attackWall();
} else if (self.y < 1770) {
// Normal movement
self.y += self.speed;
}
};
self.rangedAttack = function () {
if (wallHealth > 0) {
var projectile = new RangedProjectile(self.x, self.y, 1770);
rangedProjectiles.push(projectile);
game.addChild(projectile);
}
};
self.summonSkeleton = function () {
// Check if we already have 3 skeletons
if (self.skeletonCount >= 3) {
return; // Don't spawn more skeletons
}
var skeleton = new Enemy('skeleton');
skeleton.x = self.x + (Math.random() - 0.5) * 100;
skeleton.y = self.y + 50;
skeleton.createdBy = self; // Link skeleton to witch
enemies.push(skeleton);
game.addChild(skeleton);
self.skeletonCount++;
self.spawnedSkeletons.push(skeleton);
totalEnemyCount++;
};
self.attackWall = function () {
wallHealth -= 1;
wallHealthText.setText('Wall HP: ' + wallHealth);
LK.getSound('wallHit').play();
LK.effects.flashObject(wall, 0xFF0000, 300);
if (wallHealth <= 0) {
// Game over
LK.effects.flashScreen(0xFF0000, 1000);
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
};
self.takeDamage = function (damage) {
self.health -= damage;
healthBar.setText(self.health.toString());
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
gold += self.goldValue;
goldText.setText('Gold: ' + gold);
LK.getSound('enemyDie').play();
LK.effects.flashObject(self, 0xFF0000, 500);
// If this is a witch, clean up references to spawned skeletons and decrement witch count
if (self.type === 'witch') {
witchCount--;
for (var i = 0; i < self.spawnedSkeletons.length; i++) {
var skeleton = self.spawnedSkeletons[i];
if (skeleton && skeleton.createdBy === self) {
skeleton.createdBy = null;
}
}
}
// Decrement golem count if this is a golem
if (self.type === 'golem') {
golemCount--;
}
// Decrement total enemy count
totalEnemyCount--;
};
return self;
});
var RangedProjectile = Container.expand(function (startX, startY, targetY) {
var self = Container.call(this);
self.x = startX;
self.y = startY;
self.targetY = targetY;
self.speed = 4;
var projectileGraphics = self.attachAsset('rangedAttack', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += self.speed;
if (self.y >= self.targetY) {
// Hit the wall
wallHealth -= 1; // Each enemy deals 1 damage to wall
wallHealthText.setText('Wall HP: ' + wallHealth);
LK.getSound('wallHit').play();
LK.effects.flashObject(wall, 0xFF0000, 300);
self.shouldDestroy = true;
if (wallHealth <= 0) {
// Game over
LK.effects.flashScreen(0xFF0000, 1000);
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F5233
});
/****
* Game Code
****/
// Add fantasy world background image
var fantasyBackground = game.addChild(LK.getAsset('fantasyWorldBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
// Game variables
var gold = 10;
var enemies = [];
var bullets = [];
var dice = [];
var defenders = [];
var wallSlots = [];
var diceSlots = [];
var draggedDie = null;
var trashArea = null;
var enemySpawnTimer = 0;
var enemySpawnInterval = 300; // 5 seconds initially
var gameTimer = 0; // Track game time in ticks
var dicesPurchased = 0; // Track number of dice purchased for pricing
var wallHealth = 10;
var rangedProjectiles = [];
var witchCount = 0; // Track number of witches currently on field
var golemCount = 0; // Track number of golems currently on field
var totalEnemyCount = 0; // Track total number of enemies on field
// UI elements
var goldText = new Text2('Gold: 10', {
size: 60,
fill: 0xFFFF00
});
goldText.anchor.set(0, 0);
goldText.x = 150;
goldText.y = 50;
LK.gui.topLeft.addChild(goldText);
// Wall health display
var wallHealthText = new Text2('Wall HP: 10', {
size: 50,
fill: 0xFF0000
});
wallHealthText.anchor.set(0, 0);
wallHealthText.x = 150;
wallHealthText.y = 120;
LK.gui.topLeft.addChild(wallHealthText);
// Stage indicator display
var stageText = new Text2('Stage: 1', {
size: 50,
fill: 0x00FF00
});
stageText.anchor.set(1, 0);
stageText.x = -50;
stageText.y = 50;
LK.gui.topRight.addChild(stageText);
// Create wall
var wall = game.addChild(LK.getAsset('wall', {
anchorX: 0.5,
anchorY: 1,
x: 1024,
y: 1900
}));
// Create wall slots (9 defensive positions)
for (var i = 0; i < 9; i++) {
var slot = game.addChild(LK.getAsset('wallSlot', {
anchorX: 0.5,
anchorY: 0.5,
x: 200 + i * 200,
y: 1900 - 75
}));
wallSlots.push(slot);
}
// Create dice grid (3x3)
var diceGridStartX = 824; // Center on screen (1024 - 200)
var diceGridStartY = 2100;
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
var slot = game.addChild(LK.getAsset('diceSlot', {
anchorX: 0.5,
anchorY: 0.5,
x: diceGridStartX + col * 200,
y: diceGridStartY + row * 200
}));
slot.isEmpty = true;
slot.gridIndex = row * 3 + col;
diceSlots.push(slot);
}
}
// Create trash area to the left of dice grid
trashArea = game.addChild(LK.getAsset('trashArea', {
anchorX: 0.5,
anchorY: 0.5,
x: 524,
// Left of dice grid
y: 2200
}));
// Buy button
var buyButton = game.addChild(LK.getAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1600,
y: 2200
}));
// Price display text
var priceText = new Text2('Price: 10', {
size: 40,
fill: 0xFFFFFF
});
priceText.anchor.set(0.5, 0);
priceText.x = 1600;
priceText.y = 2400;
game.addChild(priceText);
buyButton.down = function (x, y, obj) {
var currentPrice = 10 + dicesPurchased * 5;
if (gold >= currentPrice) {
buyDie();
}
};
function buyDie() {
var emptySlot = null;
for (var i = 0; i < diceSlots.length; i++) {
if (diceSlots[i].isEmpty) {
emptySlot = diceSlots[i];
break;
}
}
if (emptySlot) {
var currentPrice = 10 + dicesPurchased * 5;
gold -= currentPrice;
dicesPurchased++;
goldText.setText('Gold: ' + gold);
// Update price display for next purchase
var nextPrice = 10 + dicesPurchased * 5;
priceText.setText('Price: ' + nextPrice);
var dieTypes = ['green', 'yellow', 'red', 'orange', 'blue', 'black'];
var weights = [30, 30, 20, 20, 10, 10]; // Common, Common, Rare, Rare, Legendary, Legendary
var randomType = getWeightedRandom(dieTypes, weights);
var newDie = new Die(randomType, 1);
newDie.x = emptySlot.x;
newDie.y = emptySlot.y;
newDie.slotIndex = emptySlot.gridIndex;
dice.push(newDie);
game.addChild(newDie);
emptySlot.isEmpty = false;
emptySlot.occupiedBy = newDie;
// Create corresponding defender
createDefender(newDie);
}
}
function getWeightedRandom(items, weights) {
var totalWeight = 0;
for (var i = 0; i < weights.length; i++) {
totalWeight += weights[i];
}
var random = Math.random() * totalWeight;
var currentWeight = 0;
for (var i = 0; i < items.length; i++) {
currentWeight += weights[i];
if (random <= currentWeight) {
return items[i];
}
}
return items[0];
}
function createDefender(die) {
var defender = new Defender(die.type, die.level);
var wallSlot = wallSlots[die.slotIndex % 9];
defender.x = wallSlot.x;
defender.y = wallSlot.y;
defender.linkedDie = die;
defenders.push(defender);
game.addChild(defender);
}
function spawnEnemy() {
// Check total enemy limit
if (totalEnemyCount >= 20) {
return; // Don't spawn if at maximum enemy count
}
var enemyType = 'troll';
var enemiesToSpawn = 1;
var spawnPattern = 'single';
// Stage 1: Only trolls (0-60 seconds) - slow spawn rate
if (gameTimer <= 3600) {
enemyType = 'troll';
spawnPattern = 'single';
}
// Stage 2: Trolls + skeletons (60-120 seconds) - faster spawn rate
else if (gameTimer <= 7200) {
enemyType = Math.random() < 0.6 ? 'troll' : 'skeleton';
spawnPattern = 'single';
}
// Stage 3: Trolls + knights (120-165 seconds) - trolls get more health
else if (gameTimer <= 9900) {
enemyType = Math.random() < 0.7 ? 'troll' : 'knight';
spawnPattern = 'single';
}
// Stage 4: Knights + witches + trolls (165-210 seconds)
else if (gameTimer <= 12600) {
var rand = Math.random();
if (rand < 0.4) enemyType = 'knight';else if (rand < 0.7 && witchCount < 4) enemyType = 'witch';else enemyType = 'troll';
spawnPattern = 'single';
}
// Stage 5: Golems in front, then knights behind, then witches (210+ seconds)
else {
var rand = Math.random();
if (rand < 0.3 && golemCount < 3) {
enemyType = 'golem';
spawnPattern = 'front';
} else if (rand < 0.7) {
enemyType = 'knight';
spawnPattern = 'behind';
} else if (witchCount < 4) {
enemyType = 'witch';
spawnPattern = 'back';
} else {
enemyType = 'knight';
spawnPattern = 'behind';
}
}
// Spawn enemies based on pattern
if (spawnPattern === 'single') {
var enemy = new Enemy(enemyType);
// Stage 3+: Give trolls and skeletons more health
if (gameTimer > 7200) {
if (enemyType === 'troll') {
enemy.health = 10;
enemy.maxHealth = 10;
enemy.children[1].setText(enemy.health.toString()); // Update health display
} else if (enemyType === 'skeleton') {
enemy.health = 15;
enemy.maxHealth = 15;
enemy.children[1].setText(enemy.health.toString()); // Update health display
}
}
enemy.x = Math.random() * 1688 + 180; // Random X position (avoiding 80px margins)
enemy.y = -100; // Start above screen
if (enemyType === 'witch') {
witchCount++;
// Spawn 2 skeletons with 25 health each in front of witch
for (var s = 0; s < 2; s++) {
var skeleton = new Enemy('skeleton');
skeleton.health = 25;
skeleton.maxHealth = 25;
skeleton.children[1].setText(skeleton.health.toString()); // Update health display
skeleton.x = enemy.x + (s - 0.5) * 120; // Position skeletons to left and right of witch
skeleton.y = enemy.y + 100; // Position skeletons in front of witch
skeleton.createdBy = enemy; // Link skeleton to witch
enemies.push(skeleton);
game.addChild(skeleton);
enemy.skeletonCount++;
enemy.spawnedSkeletons.push(skeleton);
totalEnemyCount++;
}
}
if (enemyType === 'golem') {
golemCount++;
}
totalEnemyCount++;
enemies.push(enemy);
game.addChild(enemy);
} else if (spawnPattern === 'front') {
// Spawn golem at front
var enemy = new Enemy(enemyType);
enemy.x = Math.random() * 1688 + 180;
enemy.y = -100;
if (enemyType === 'golem') {
golemCount++;
}
totalEnemyCount++;
enemies.push(enemy);
game.addChild(enemy);
} else if (spawnPattern === 'behind') {
// Spawn knight behind golems
var enemy = new Enemy(enemyType);
enemy.x = Math.random() * 1688 + 180;
enemy.y = -300; // Further back
totalEnemyCount++;
enemies.push(enemy);
game.addChild(enemy);
} else if (spawnPattern === 'back') {
// Spawn witch at the back
var enemy = new Enemy(enemyType);
enemy.x = Math.random() * 1688 + 180;
enemy.y = -500; // Much further back
if (enemyType === 'witch') {
witchCount++;
// Spawn 2 skeletons with 25 health each in front of witch
for (var s = 0; s < 2; s++) {
var skeleton = new Enemy('skeleton');
skeleton.health = 25;
skeleton.maxHealth = 25;
skeleton.children[1].setText(skeleton.health.toString()); // Update health display
skeleton.x = enemy.x + (s - 0.5) * 120; // Position skeletons to left and right of witch
skeleton.y = enemy.y + 100; // Position skeletons in front of witch
skeleton.createdBy = enemy; // Link skeleton to witch
enemies.push(skeleton);
game.addChild(skeleton);
enemy.skeletonCount++;
enemy.spawnedSkeletons.push(skeleton);
totalEnemyCount++;
}
}
totalEnemyCount++;
enemies.push(enemy);
game.addChild(enemy);
}
}
function handleMove(x, y, obj) {
if (draggedDie) {
draggedDie.x = x;
draggedDie.y = y;
}
}
function handleUp(x, y, obj) {
if (draggedDie) {
var merged = false;
var trashed = false;
var moved = false;
// Check if dropped on trash area
if (draggedDie.intersects(trashArea)) {
// Destroy die and give 5 gold
gold += 5;
goldText.setText('Gold: ' + gold);
// Remove die from slot
var slot = diceSlots[draggedDie.slotIndex];
slot.isEmpty = true;
slot.occupiedBy = null;
// Remove corresponding defender
for (var i = defenders.length - 1; i >= 0; i--) {
if (defenders[i].linkedDie === draggedDie) {
defenders[i].destroy();
defenders.splice(i, 1);
break;
}
}
// Remove die
draggedDie.destroy();
dice.splice(dice.indexOf(draggedDie), 1);
trashed = true;
}
if (!trashed) {
// Check if dropped on an empty slot
for (var i = 0; i < diceSlots.length; i++) {
var targetSlot = diceSlots[i];
if (targetSlot.isEmpty && draggedDie.intersects(targetSlot)) {
// Move die to new slot
var oldSlot = diceSlots[draggedDie.slotIndex];
oldSlot.isEmpty = true;
oldSlot.occupiedBy = null;
// Update new slot
targetSlot.isEmpty = false;
targetSlot.occupiedBy = draggedDie;
draggedDie.slotIndex = targetSlot.gridIndex;
draggedDie.x = targetSlot.x;
draggedDie.y = targetSlot.y;
draggedDie.originalPosition.x = targetSlot.x;
draggedDie.originalPosition.y = targetSlot.y;
// Move corresponding defender to new wall position
for (var j = 0; j < defenders.length; j++) {
if (defenders[j].linkedDie === draggedDie) {
var newWallSlot = wallSlots[draggedDie.slotIndex % 9];
defenders[j].x = newWallSlot.x;
defenders[j].y = newWallSlot.y;
break;
}
}
moved = true;
break;
}
}
}
if (!trashed && !moved) {
// Check for merge with other dice
for (var i = 0; i < dice.length; i++) {
var otherDie = dice[i];
if (otherDie !== draggedDie && otherDie.type === draggedDie.type && otherDie.level === draggedDie.level && draggedDie.intersects(otherDie)) {
// Merge dice
mergeDice(draggedDie, otherDie);
merged = true;
break;
}
}
if (!merged) {
// Return to original position
draggedDie.x = draggedDie.originalPosition.x;
draggedDie.y = draggedDie.originalPosition.y;
}
}
draggedDie = null;
}
}
function mergeDice(die1, die2) {
// Remove die1 from game
var slot1 = diceSlots[die1.slotIndex];
slot1.isEmpty = true;
slot1.occupiedBy = null;
// Remove corresponding defender
for (var i = defenders.length - 1; i >= 0; i--) {
if (defenders[i].linkedDie === die1) {
defenders[i].destroy();
defenders.splice(i, 1);
break;
}
}
die1.destroy();
dice.splice(dice.indexOf(die1), 1);
// Upgrade die2
die2.updateLevel(die2.level + 1);
// Update corresponding defender
for (var i = 0; i < defenders.length; i++) {
if (defenders[i].linkedDie === die2) {
defenders[i].level = die2.level;
break;
}
}
LK.getSound('merge').play();
}
game.move = handleMove;
game.up = handleUp;
game.update = function () {
// Update game timer
gameTimer++;
// Update stage indicator
var currentStage = 1;
if (gameTimer > 12600) {
currentStage = 5;
} else if (gameTimer > 9900) {
currentStage = 4;
} else if (gameTimer > 7200) {
currentStage = 3;
} else if (gameTimer > 3600) {
currentStage = 2;
}
stageText.setText('Stage: ' + currentStage);
// Progressive enemy spawning
enemySpawnTimer++;
var currentInterval = enemySpawnInterval;
// Calculate progressive spawn rate increase
var baseInterval = 600; // Start at 10 seconds
var minInterval = 60; // Minimum 1 second spawn rate
var reductionRate = gameTimer * 0.0001; // Gradual reduction over time
currentInterval = Math.max(minInterval, baseInterval - gameTimer * 0.02);
// Stage-based spawn intervals
// Stage 1: Slow spawning (0-60 seconds) - only trolls
if (gameTimer <= 3600) {
currentInterval = 200; // 3.33 seconds (reduced spawn rate)
}
// Stage 2: Moderate spawning (60-120 seconds) - trolls + skeletons
else if (gameTimer <= 7200) {
currentInterval = 105; // 1.75 seconds (reduced from 2.5)
}
// Stage 3: Fast spawning (120-165 seconds) - trolls + knights
else if (gameTimer <= 9900) {
currentInterval = 75; // 1.25 seconds (reduced from 1.5)
}
// Stage 4: Very fast spawning (165-210 seconds) - knights + witches + trolls
else if (gameTimer <= 12600) {
currentInterval = 45; // 0.75 seconds (reduced from 1)
}
// Stage 5: Maximum spawning (210+ seconds) - golems, knights, witches formation
else {
currentInterval = 30; // 0.5 seconds (reduced from 0.75)
}
if (enemySpawnTimer >= currentInterval) {
enemySpawnTimer = 0;
spawnEnemy();
}
// Update bullets and check collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Check if bullet should be destroyed
if (bullet.shouldDestroy || bullet.y < -50 || bullet.y > 2732 || bullet.x < 0 || bullet.x > 2048) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check collision with target or any enemy
var hitEnemy = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Handle area damage for cannon and dark mage
if (bullet.bulletType === 'cannonBall') {
// Small area damage for cannon
var areaDamage = new AreaDamage(enemy.x, enemy.y, 80, bullet.damage, enemy);
areaDamage.lifetime = 120; // 2 seconds at 60fps
game.addChild(areaDamage);
} else if (bullet.bulletType === 'darkMagic') {
// Large area damage for dark mage
var areaDamage = new AreaDamage(enemy.x, enemy.y, 150, bullet.damage, enemy);
areaDamage.lifetime = 120; // 2 seconds at 60fps
game.addChild(areaDamage);
}
enemy.takeDamage(bullet.damage);
var enemyDied = enemy.health <= 0;
if (enemyDied) {
// If this is a skeleton created by a witch, update witch's count
if (enemy.type === 'skeleton' && enemy.createdBy) {
enemy.createdBy.skeletonCount--;
}
// If this is a witch, decrement witch count
if (enemy.type === 'witch') {
witchCount--;
}
// If this is a golem, decrement golem count
if (enemy.type === 'golem') {
golemCount--;
}
// Decrement total enemy count
totalEnemyCount--;
enemy.destroy();
enemies.splice(j, 1);
}
// Special behavior for blueMagic - continue to next enemy
if (bullet.bulletType === 'blueMagic') {
// Initialize hit count if not set
if (!bullet.hitCount) bullet.hitCount = 0;
bullet.hitCount++;
// Find next enemy to target (if this is the first hit)
if (bullet.hitCount === 1) {
var nextTarget = null;
var shortestDistance = Infinity;
for (var k = 0; k < enemies.length; k++) {
var nextEnemy = enemies[k];
if (nextEnemy !== enemy && nextEnemy.parent) {
var dx = nextEnemy.x - bullet.x;
var dy = nextEnemy.y - bullet.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < shortestDistance) {
shortestDistance = distance;
nextTarget = nextEnemy;
}
}
}
// Set new target if found
if (nextTarget) {
bullet.target = nextTarget;
} else {
// No more targets, destroy bullet
bullet.destroy();
bullets.splice(i, 1);
}
} else {
// Second hit, destroy bullet
bullet.destroy();
bullets.splice(i, 1);
}
} else {
// Regular bullet behavior - only destroy if enemy survived
if (!enemyDied) {
bullet.destroy();
bullets.splice(i, 1);
}
}
hitEnemy = true;
break;
}
}
}
// Update and cleanup area damage objects
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child.shouldDestroy) {
child.destroy();
}
}
// Update ranged projectiles
for (var i = rangedProjectiles.length - 1; i >= 0; i--) {
var projectile = rangedProjectiles[i];
if (projectile.shouldDestroy || projectile.y > 2000) {
projectile.destroy();
rangedProjectiles.splice(i, 1);
}
}
// Check if enemies reached the wall (only for melee enemies)
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.behavior !== 'ranged' && enemy.y >= 1770 && !enemy.hasAttackedWall) {
// Enemy attacks wall - reduce health and update display
enemy.attackWall();
// If this is a skeleton created by a witch, update witch's count
if (enemy.type === 'skeleton' && enemy.createdBy) {
enemy.createdBy.skeletonCount--;
}
// If this is a witch, decrement witch count
if (enemy.type === 'witch') {
witchCount--;
}
// If this is a golem, decrement golem count
if (enemy.type === 'golem') {
golemCount--;
}
// Decrement total enemy count
totalEnemyCount--;
// Remove enemy after attacking wall
enemy.destroy();
enemies.splice(i, 1);
}
}
};
// Start with one free die
buyDie(); ===================================================================
--- original.js
+++ change.js
@@ -305,44 +305,44 @@
var enemyStats = {
'troll': {
health: 5,
speed: 1,
- goldValue: Math.floor(Math.random() * 5) + 3,
+ goldValue: Math.floor(Math.random() * 8) + 5,
asset: 'troll',
behavior: 'melee'
},
'skeleton': {
health: 10,
speed: 1.5,
- goldValue: Math.floor(Math.random() * 7) + 5,
+ goldValue: Math.floor(Math.random() * 11) + 8,
asset: 'skeleton',
behavior: 'melee'
},
'knight': {
health: 1,
speed: 3,
- goldValue: Math.floor(Math.random() * 3) + 2,
+ goldValue: Math.floor(Math.random() * 5) + 3,
asset: 'knight',
behavior: 'melee'
},
'witch': {
health: 30,
speed: 0.5,
- goldValue: Math.floor(Math.random() * 10) + 8,
+ goldValue: Math.floor(Math.random() * 15) + 12,
asset: 'witch',
behavior: 'summoner'
},
'golem': {
health: 100,
speed: 0.8,
- goldValue: Math.floor(Math.random() * 15) + 15,
+ goldValue: Math.floor(Math.random() * 23) + 23,
asset: 'golem',
behavior: 'melee'
},
'demon': {
health: 75,
speed: 1.2,
- goldValue: Math.floor(Math.random() * 12) + 10,
+ goldValue: Math.floor(Math.random() * 18) + 15,
asset: 'demon',
behavior: 'ranged'
}
};
@@ -730,9 +730,9 @@
enemy.maxHealth = 15;
enemy.children[1].setText(enemy.health.toString()); // Update health display
}
}
- enemy.x = Math.random() * 1800 + 124; // Random X position
+ enemy.x = Math.random() * 1688 + 180; // Random X position (avoiding 80px margins)
enemy.y = -100; // Start above screen
if (enemyType === 'witch') {
witchCount++;
// Spawn 2 skeletons with 25 health each in front of witch
@@ -759,9 +759,9 @@
game.addChild(enemy);
} else if (spawnPattern === 'front') {
// Spawn golem at front
var enemy = new Enemy(enemyType);
- enemy.x = Math.random() * 1800 + 124;
+ enemy.x = Math.random() * 1688 + 180;
enemy.y = -100;
if (enemyType === 'golem') {
golemCount++;
}
@@ -770,17 +770,17 @@
game.addChild(enemy);
} else if (spawnPattern === 'behind') {
// Spawn knight behind golems
var enemy = new Enemy(enemyType);
- enemy.x = Math.random() * 1800 + 124;
+ enemy.x = Math.random() * 1688 + 180;
enemy.y = -300; // Further back
totalEnemyCount++;
enemies.push(enemy);
game.addChild(enemy);
} else if (spawnPattern === 'back') {
// Spawn witch at the back
var enemy = new Enemy(enemyType);
- enemy.x = Math.random() * 1800 + 124;
+ enemy.x = Math.random() * 1688 + 180;
enemy.y = -500; // Much further back
if (enemyType === 'witch') {
witchCount++;
// Spawn 2 skeletons with 25 health each in front of witch
@@ -941,9 +941,9 @@
currentInterval = Math.max(minInterval, baseInterval - gameTimer * 0.02);
// Stage-based spawn intervals
// Stage 1: Slow spawning (0-60 seconds) - only trolls
if (gameTimer <= 3600) {
- currentInterval = 150; // 2.5 seconds (reduced from 3.5)
+ currentInterval = 200; // 3.33 seconds (reduced spawn rate)
}
// Stage 2: Moderate spawning (60-120 seconds) - trolls + skeletons
else if (gameTimer <= 7200) {
currentInterval = 105; // 1.75 seconds (reduced from 2.5)
לוחם עם חץ וקשת מהאגדות. In-Game asset. 2d. High contrast. No shadows
חץ של קשת פונה כלפי מעלה. In-Game asset. 2d. High contrast. No shadows
Blue circle magic attack. In-Game asset. 2d. High contrast. No shadows
Dice factory from the fantasy world. In-Game asset. 2d. High contrast. No shadows
Trash area for dice from fantasy. In-Game asset. 2d. High contrast. No shadows
Troll enemy. In-Game asset. 2d. High contrast. No shadows
Skeleton enemy. In-Game asset. 2d. High contrast. No shadows
Cannon from the fantasy. In-Game asset. 2d. High contrast. No shadows
From the bird view, top of the wall. In-Game asset. 2d. High contrast. No shadows
עיגול בצבע מדברי עם חומה מדברית מקיפה אותו במבט אנכי מלמעלה. In-Game asset. 2d. High contrast. No shadows
קוסם אפל מהאגדות. In-Game asset. 2d. High contrast. No shadows
קוסם שמים אגדי. In-Game asset. 2d. High contrast. No shadows
Black magic from fantasy. In-Game asset. 2d. High contrast. No shadows
מכשפה מהאגדות. In-Game asset. 2d. High contrast. No shadows
פרש רוכב על סוס. In-Game asset. 2d. High contrast. No shadows
גולם עשוי אדמה מהאגדות. In-Game asset. 2d. High contrast. No shadows
שדון אדום מעופף. In-Game asset. 2d. High contrast. No shadows
מוסקטיר מהאגדות. In-Game asset. 2d. High contrast. No shadows
לוחם חנית. In-Game asset. 2d. High contrast. No shadows
bullet. In-Game asset. 2d. High contrast. No shadows
רקע למשחק פנטזיה מימין ומשמאל ממש צמוד למסגרת לא רחב מלא בהרים גבהות ויערות באמצע בכל השני שליש העליונים מדשאה ירוקה גדולה. בשליש התחתון גג מלבני ענק של צריח מדברי התמונה במבט מלמעלה בקו אנכי, מעוף הציפור. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows