User prompt
Errores del tutorial no se auto mejora el digimon, y el texto paso algo rapido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Añadamos multi idioma de español y ingles añadiendo el boton idioma en el menu, y al finalizar el tutorial se deberia borrar la partida mostrada en ese tutorial ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Al acabar el tutorial se deberia llevar al menu
User prompt
El boton next wave no aparece en el tutorial y al acabar el tutorial deberia aparecer el boton finalizar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Añadamos un boton tutorial al menu para non encontrar el error en el primer nivel ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
El tutorial deberia ser una auto secuencia de lo que usualmente se hace ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aun no veo el tutorial con texto y flechas indicando como jugar
User prompt
Por alguna razón no se muestra un tutorial y además se salta a la oleada 2
User prompt
Genial Ava y nada más cambia la barra por numero ejemplo 6/9
User prompt
La barra que nos muestra lo que viene en la siguiente oleada esta algo bug por que no comienza por la primera
User prompt
Tenemos un error comenzamos en el nivel 2 sin ver el tutorial del 1
User prompt
La barra de vida estaria mejor un poco más arriba donde no tape los botones, puedes añadir un tutoria corto y simple de como funciona el juego, hacer todo más grande para ser más visible y eso incluye arreglar el texto de la intro que se sale del cuadro de dialogo..
User prompt
El boton de acelerar solo aumenta la velocidad de disparo, la barra de vida del nucleo deberia más arriba por encime de donde seleccionas las torretas
User prompt
Al selecionar el mundo después de hacerlo nos pedira el nivel, al finalizar un nivel y ir por la siguiente oleada por cada 5 enemigos muertos el jugador recibe 10 o 15 bits ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Muy bien esta perfecto, ahora solo falta que los enemigos pasen por donde deben pasar en la entrada y por cierto debemos añadir 10 niveles a cada mundo, al pasar una oleada se pasa de nivel, esto también se guarda. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
No se nota ningun cambio incluso al ya estar introducidos los assets
User prompt
Lo que se puede hacer es crear una duplica de el mapa donde ahí si vea los assets
User prompt
Puedes hacer todo eso porfavor
User prompt
Remplaza todo la forma en como funciona el mapa por una que sea compatible con nuestros assets
User prompt
Muy bien Ava ahora vamos con el conflicto principal de todo este trayecto por que no se aplica el tile set apropiado con los assets que ya creamos
User prompt
A lo mejor queda mejor si le dejamos solo 2 curvas
User prompt
Oye ava sabes por que no funciona
User prompt
Sigue igual
User prompt
Puedes porfis
User prompt
Si por favor
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { unlockedWorlds: 1, completedWaves: 0, digiviceC: false, digiviceB: false, digiviceA: false, worldLevels: {}, language: "en" }); /**** * 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 ComicPanel = Container.expand(function (imagePath, text) { var self = Container.call(this); // Panel background - larger panel var panelBg = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); panelBg.width = 700; panelBg.height = 500; panelBg.tint = 0x222222; panelBg.alpha = 0.9; // Add border effect var border = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); border.width = 710; border.height = 510; border.tint = 0x000000; border.alpha = 0.8; self.addChildAt(border, 0); // Text area - larger and repositioned var textBg = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); textBg.width = 660; textBg.height = 160; textBg.tint = 0xffffff; textBg.alpha = 0.95; textBg.y = 170; self.addChild(textBg); // Character image if provided - repositioned if (imagePath) { var characterImage = self.attachAsset(imagePath, { anchorX: 0.5, anchorY: 0.5 }); characterImage.width = 200; characterImage.height = 200; characterImage.y = -80; self.addChild(characterImage); } // Story text - improved sizing and positioning var storyText = new Text2(text, { size: 28, fill: 0x000000, weight: 600 }); storyText.anchor.set(0.5, 0.5); storyText.y = 170; storyText.wordWrap = true; storyText.wordWrapWidth = 600; storyText.maxWidth = 600; self.addChild(storyText); // Scale animation entrance self.scaleX = 0.3; self.scaleY = 0.3; self.alpha = 0; self.show = function () { tween(self, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 400, easing: tween.backOut }); }; self.hide = function (callback) { tween(self, { scaleX: 0.8, scaleY: 0.8, alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: callback }); }; 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 = []; // Removed number label to improve performance // Numbers were causing lag due to text rendering overhead 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; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { // Renderizado visual desactivado para evitar interferencia con tiles del mundo // Solo mantiene la lógica de pathfinding sin elementos visuales // Los tiles del mundo se renderizan a través de WorldRenderer // Actualizar las flechas solo si hay una torre seleccionada para debug if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { // Mostrar flechas solo para torres seleccionadas 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; } } else { // Remover flechas si no hay torre seleccionada self.removeArrows(); } // Hacer el gráfico de celda invisible para no interferir con tiles cellGraphics.alpha = 0; }; }); var DigimonShop = Container.expand(function () { var self = Container.call(this); self.visible = false; self.y = 2732; var shopBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); shopBackground.width = 2048; shopBackground.height = 600; shopBackground.tint = 0x222222; shopBackground.alpha = 0.95; var titleText = new Text2('Digimon Firewall Shop', { size: 80, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -250; self.addChild(titleText); // Create shop items container var itemsContainer = new Container(); itemsContainer.y = -50; self.addChild(itemsContainer); // Digivice items data var digiviceItems = [{ id: 'digiviceC', name: 'Digivice C', cost: 500, description: 'Unlocks Champion Level' }, { id: 'digiviceB', name: 'Digivice B', cost: 2000, description: 'Unlocks Ultimate Level' }, { id: 'digiviceA', name: 'Digivice A', cost: 8000, description: 'Unlocks Mega Level' }]; // Create shop item buttons for (var i = 0; i < digiviceItems.length; i++) { var item = digiviceItems[i]; var itemButton = new Container(); itemButton.x = -600 + i * 400; itemButton.y = 0; itemsContainer.addChild(itemButton); var itemBg = itemButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); itemBg.width = 350; itemBg.height = 200; var itemNameText = new Text2(item.name, { size: 50, fill: 0xFFFFFF, weight: 800 }); itemNameText.anchor.set(0.5, 0.5); itemNameText.y = -50; itemButton.addChild(itemNameText); var itemDescText = new Text2(item.description, { size: 35, fill: 0xCCCCCC, weight: 400 }); itemDescText.anchor.set(0.5, 0.5); itemDescText.y = -10; itemButton.addChild(itemDescText); var itemCostText = new Text2(item.cost + ' bits', { size: 45, fill: 0xFFD700, weight: 800 }); itemCostText.anchor.set(0.5, 0.5); itemCostText.y = 40; itemButton.addChild(itemCostText); // Create purchase functionality (function (itemData, button, background, costText) { button.update = function () { var owned = storage[itemData.id] || false; var canAfford = gold >= itemData.cost; if (owned) { background.tint = 0x00AA00; costText.setText('OWNED'); button.alpha = 0.7; } else if (canAfford) { background.tint = 0x4444FF; costText.setText(itemData.cost + ' bits'); button.alpha = 1.0; } else { background.tint = 0x666666; costText.setText(itemData.cost + ' bits'); button.alpha = 0.5; } }; button.down = function () { var owned = storage[itemData.id] || false; var canAfford = gold >= itemData.cost; if (owned) { var notification = game.addChild(new Notification("You already own " + itemData.name + "!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (canAfford) { setGold(gold - itemData.cost); storage[itemData.id] = true; var notification = game.addChild(new Notification("Purchased " + itemData.name + "!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { var notification = game.addChild(new Notification("Not enough bits for " + itemData.name + "!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } }; })(item, itemButton, itemBg, itemCostText); } var closeButton = new Container(); 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 = shopBackground.width / 2 - 57; closeButton.y = -shopBackground.height / 2 + 57; self.addChild(closeButton); closeButton.down = function () { self.hide(); }; self.show = function () { self.visible = true; tween(self, { y: 2732 - 300 }, { duration: 300, easing: tween.backOut }); }; self.hide = function () { tween(self, { y: 2732 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.visible = false; } }); }; return self; }); // 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 = .01; 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; // 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 *= 2; // Twice 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; } 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 virus type var assetId = 'virus'; if (self.type !== 'normal') { assetId = 'virus_' + self.type; } 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; 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 = 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 = 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 { enemyGraphics.tint = 0xFFFFFF; } 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 }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.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 */ // Create world-based maze layout self.generateMazeForWorld = function (worldNumber) { // Clear existing maze for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { self.cells[i][j].type = 1; // Default to wall } } self.spawns = []; self.goals = []; // Always create entry area (top 5 rows) with 3-block wide path for (var i = 0; i < gridWidth; i++) { for (var j = 0; j <= 4; j++) { if (i >= 11 && i <= 13) { self.cells[i][j].type = 0; // Open path in center (3 blocks wide) if (j === 0) { self.cells[i][j].type = 2; // Spawn points self.spawns.push(self.cells[i][j]); } } else { self.cells[i][j].type = 1; // Walls on sides } } } // Always create exit area (bottom 5 rows) with 3-block wide path for (var i = 0; i < gridWidth; i++) { for (var j = gridHeight - 5; j < gridHeight; j++) { if (i >= 11 && i <= 13) { self.cells[i][j].type = 0; // Open path in center (3 blocks wide) if (j === gridHeight - 1) { self.cells[i][j].type = 3; // Goal points self.goals.push(self.cells[i][j]); } } else { self.cells[i][j].type = 1; // Walls on sides } } } // Create classic square-cornered labyrinth with generous tower placement areas // Simple pattern: Create a winding path with 90-degree turns and wide wall corridors // Path layout: Start center-top, go down, turn right, down, turn left, repeat creating a serpentine pattern // Main path coordinates (center of 3-block wide paths) // Reduced to only 2 curves for a simpler path var pathCenterX = 12; // Center column var pathPattern = [ // Start: go down from entry { x: pathCenterX, startY: 5, endY: 12, type: 'vertical' }, // First curve: turn left { y: 12, startX: pathCenterX, endX: 4, type: 'horizontal' }, // Go down on left side { x: 4, startY: 12, endY: 20, type: 'vertical' }, // Second curve: turn right to center { y: 20, startX: 4, endX: pathCenterX, type: 'horizontal' }, // Final path to exit { x: pathCenterX, startY: 20, endY: gridHeight - 5, type: 'vertical' }]; // Crear los segmentos del camino con 3 bloques de grosor (camino) y dejar espacio extra de 1 bloque a cada lado para asegurar zonas de 2x2 para torretas for (var p = 0; p < pathPattern.length; p++) { var segment = pathPattern[p]; if (segment.type === 'vertical') { var startY = Math.min(segment.startY, segment.endY); var endY = Math.max(segment.startY, segment.endY); for (var y = startY; y <= endY; y++) { // Camino de 3 bloques de ancho for (var offset = -1; offset <= 1; offset++) { var pathX = segment.x + offset; if (pathX >= 0 && pathX < gridWidth && y >= 0 && y < gridHeight) { self.cells[pathX][y].type = 0; } } // Dejar espacio extra de 1 bloque a cada lado del camino para permitir torretas 2x2 for (var extra = -2; extra <= 2; extra += 4) { var sideX = segment.x + extra; if (sideX >= 0 && sideX < gridWidth && y >= 0 && y < gridHeight) { // Solo marcar como espacio de torre si no es camino ni spawn/goal if (self.cells[sideX][y].type === 1) { // No cambiar si ya es camino/spawn/goal self.cells[sideX][y].type = 1; // Mantener como muro, pero dejarlo para posible torre } } } // Asegurar espacio de 2x2 para torretas a la izquierda y derecha del camino for (var offsetY = 0; offsetY <= 1; offsetY++) { for (var extra = -2; extra <= 2; extra += 4) { var baseX = segment.x + extra; var baseY = y + offsetY; if (baseX >= 0 && baseX + 1 < gridWidth && baseY >= 0 && baseY + 1 < gridHeight) { // Solo marcar como espacio de torre si ambos son muro if (self.cells[baseX][baseY].type === 1 && self.cells[baseX + 1][baseY].type === 1 && self.cells[baseX][baseY + 1].type === 1 && self.cells[baseX + 1][baseY + 1].type === 1) { // Marcar como espacio de torre (type 1) para permitir torretas 2x2 self.cells[baseX][baseY].type = 1; self.cells[baseX + 1][baseY].type = 1; self.cells[baseX][baseY + 1].type = 1; self.cells[baseX + 1][baseY + 1].type = 1; } } } } } } else if (segment.type === 'horizontal') { var startX = Math.min(segment.startX, segment.endX); var endX = Math.max(segment.startX, segment.endX); for (var x = startX; x <= endX; x++) { // Camino de 3 bloques de alto for (var offset = -1; offset <= 1; offset++) { var pathY = segment.y + offset; if (x >= 0 && x < gridWidth && pathY >= 0 && pathY < gridHeight) { self.cells[x][pathY].type = 0; } } // Dejar espacio extra de 1 bloque arriba y abajo del camino para permitir torretas 2x2 for (var extra = -2; extra <= 2; extra += 4) { var sideY = segment.y + extra; if (x >= 0 && x < gridWidth && sideY >= 0 && sideY < gridHeight) { if (self.cells[x][sideY].type === 1) { self.cells[x][sideY].type = 1; } } } // Asegurar espacio de 2x2 para torretas arriba y abajo del camino for (var offsetX = 0; offsetX <= 1; offsetX++) { for (var extra = -2; extra <= 2; extra += 4) { var baseX = x + offsetX; var baseY = segment.y + extra; if (baseX >= 0 && baseX + 1 < gridWidth && baseY >= 0 && baseY + 1 < gridHeight) { if (self.cells[baseX][baseY].type === 1 && self.cells[baseX + 1][baseY].type === 1 && self.cells[baseX][baseY + 1].type === 1 && self.cells[baseX + 1][baseY + 1].type === 1) { // Marcar como espacio de torre (type 1) para permitir torretas 2x2 self.cells[baseX][baseY].type = 1; self.cells[baseX + 1][baseY].type = 1; self.cells[baseX][baseY + 1].type = 1; self.cells[baseX + 1][baseY + 1].type = 1; } } } } } } } // Asegurar conexiones suaves en las intersecciones y dejar espacio de 2x2 para torret }; // Generate maze for current world var world = Math.ceil(currentWave / 9); if (world < 1) world = 1; if (world > 6) world = 6; self.generateMazeForWorld(world); // Apply the maze layout to cells for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = cell.type; // Use the type set by generateMazeForWorld 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 = []; // Only create debug cells for visible areas and reduce frequency if (j > 3 && j <= gridHeight - 4 && (i + j) % 2 === 0) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } 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]; // Simplified pathfinding - only check cardinal directions for better performance var 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.currentCellY < 4) { 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 () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } 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; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Ensure enemy moves towards the center of the 3-block wide path (x=12) var pathCenterX = 12; if (enemy.currentCellX !== pathCenterX) { var xDiff = pathCenterX - enemy.currentCellX; var moveSpeed = Math.min(Math.abs(xDiff), enemy.speed * 0.5); enemy.currentCellX += xDiff > 0 ? moveSpeed : -moveSpeed; } // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].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; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].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; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } // Initialize stuck tracking for enemy if (enemy.lastPosition === undefined) { enemy.lastPosition = { x: enemy.currentCellX, y: enemy.currentCellY }; enemy.stuckCounter = 0; enemy.lastMovementTime = LK.ticks; } // Check if enemy is stuck (hasn't moved significantly in a while) var currentPos = { x: enemy.currentCellX, y: enemy.currentCellY }; var distanceMoved = Math.sqrt(Math.pow(currentPos.x - enemy.lastPosition.x, 2) + Math.pow(currentPos.y - enemy.lastPosition.y, 2)); // If enemy hasn't moved much in the last 60 ticks (1 second), consider it stuck if (distanceMoved < 0.1 && LK.ticks - enemy.lastMovementTime > 60) { enemy.stuckCounter++; enemy.lastMovementTime = LK.ticks; // If stuck for too long, try to find alternative path if (enemy.stuckCounter > 3) { // Reset stuck counter to prevent infinite loops enemy.stuckCounter = 0; // Try to find alternative targets from current cell if (cell.targets && cell.targets.length > 1) { // Find a different target than the current one for (var i = 0; i < cell.targets.length; i++) { var alternativeTarget = cell.targets[i]; if (alternativeTarget !== enemy.currentTarget) { enemy.currentTarget = alternativeTarget; break; } } } else { // If no alternative targets, try neighboring cells var neighbors = [cell.up, cell.right, cell.down, cell.left]; var validNeighbors = []; for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; if (neighbor && neighbor.type !== 1 && neighbor.pathId === pathId && neighbor.targets && neighbor.targets.length > 0) { validNeighbors.push(neighbor); } } if (validNeighbors.length > 0) { // Choose a random valid neighbor and use its target var randomNeighbor = validNeighbors[Math.floor(Math.random() * validNeighbors.length)]; enemy.currentTarget = randomNeighbor.targets[0]; // Move slightly towards the chosen neighbor to unstuck var neighborX = randomNeighbor.x; var neighborY = randomNeighbor.y; var unstuckAngle = Math.atan2(neighborY - enemy.currentCellY, neighborX - enemy.currentCellX); enemy.currentCellX += Math.cos(unstuckAngle) * enemy.speed * 0.5; enemy.currentCellY += Math.sin(unstuckAngle) * enemy.speed * 0.5; } } } } else if (distanceMoved >= 0.1) { // Enemy is moving, reset stuck tracking enemy.stuckCounter = 0; enemy.lastMovementTime = LK.ticks; enemy.lastPosition = { x: currentPos.x, y: currentPos.y }; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; // Reset position tracking when reaching target enemy.lastPosition = { x: enemy.currentCellX, y: enemy.currentCellY }; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var LevelSelectionMenu = Container.expand(function (worldNumber) { var self = Container.call(this); self.worldNumber = worldNumber; // Position the menu at center of screen self.x = 2048 / 2; self.y = 2732 / 2; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 1800; menuBackground.height = 1200; menuBackground.tint = 0x333333; menuBackground.alpha = 0.9; var worldNames = ["", "Forest", "Desert", "Glacier", "Village", "Tech Lab", "Inferno"]; var titleText = new Text2('Select Level - ' + worldNames[worldNumber], { size: 80, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -400; self.addChild(titleText); var worldLevels = storage.worldLevels || { 1: 1, 2: 1, 3: 1, 4: 1, 5: 1, 6: 1 }; var unlockedLevel = worldLevels[worldNumber] || 1; // Create level buttons in a grid var buttonsPerRow = 5; var buttonWidth = 120; var buttonHeight = 80; var buttonSpacing = 160; var startX = -((buttonsPerRow - 1) * buttonSpacing) / 2; var startY = -200; for (var i = 1; i <= 10; i++) { var levelButton = new Container(); var levelButtonBg = levelButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); levelButtonBg.width = buttonWidth; levelButtonBg.height = buttonHeight; var isUnlocked = i <= unlockedLevel; levelButtonBg.tint = isUnlocked ? 0x4444FF : 0x666666; var levelButtonText = new Text2(isUnlocked ? i.toString() : "🔒", { size: 40, fill: isUnlocked ? 0xFFFFFF : 0x999999, weight: 800 }); levelButtonText.anchor.set(0.5, 0.5); levelButton.addChild(levelButtonText); // Position buttons in grid var row = Math.floor((i - 1) / buttonsPerRow); var col = (i - 1) % buttonsPerRow; levelButton.x = startX + col * buttonSpacing; levelButton.y = startY + row * 120; self.addChild(levelButton); (function (levelIndex, unlocked) { levelButton.down = function () { if (unlocked) { self.destroy(); game.startWorldLevel(self.worldNumber, levelIndex); } else { var notification = game.addChild(new Notification("Complete previous level to unlock!")); notification.x = 2048 / 2; notification.y = 2732 / 2 + 200; } }; })(i, isUnlocked); } // Back button var backButton = new Container(); var backButtonBg = backButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); backButtonBg.width = 200; backButtonBg.height = 80; backButtonBg.tint = 0x666666; var backButtonText = new Text2('Back', { size: 40, fill: 0xFFFFFF, weight: 800 }); backButtonText.anchor.set(0.5, 0.5); backButton.addChild(backButtonText); backButton.x = 0; backButton.y = 400; self.addChild(backButton); backButton.down = function () { self.destroy(); var worldSelectionMenu = new WorldSelectionMenu(); game.addChild(worldSelectionMenu); }; return self; }); var MainMenu = Container.expand(function () { var self = Container.call(this); // Position the menu at center of screen self.x = 2048 / 2; self.y = 2732 / 2; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 1800; menuBackground.height = 1200; menuBackground.tint = 0x333333; menuBackground.alpha = 0.9; var titleText = new Text2(getText('firewallDefensors'), { size: 100, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -300; self.addChild(titleText); var startButton = new Container(); var startButtonBg = startButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startButtonBg.width = 400; startButtonBg.height = 120; startButtonBg.tint = 0x00AA00; var startButtonText = new Text2(getText('startGame'), { size: 50, fill: 0xFFFFFF, weight: 800 }); startButtonText.anchor.set(0.5, 0.5); startButton.addChild(startButtonText); startButton.y = 50; self.addChild(startButton); startButton.down = function () { self.destroy(); game.startGame(); }; // Add tutorial button var tutorialButton = new Container(); var tutorialButtonBg = tutorialButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); tutorialButtonBg.width = 400; tutorialButtonBg.height = 120; tutorialButtonBg.tint = 0x00AAAA; var tutorialButtonText = new Text2(getText('tutorial'), { size: 50, fill: 0xFFFFFF, weight: 800 }); tutorialButtonText.anchor.set(0.5, 0.5); tutorialButton.addChild(tutorialButtonText); tutorialButton.y = 180; self.addChild(tutorialButton); tutorialButton.down = function () { self.destroy(); game.startTutorial(); }; // Add language button var languageButton = new Container(); var languageButtonBg = languageButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); languageButtonBg.width = 400; languageButtonBg.height = 120; languageButtonBg.tint = 0xFF6600; var languageButtonText = new Text2(getText('language'), { size: 50, fill: 0xFFFFFF, weight: 800 }); languageButtonText.anchor.set(0.5, 0.5); languageButton.addChild(languageButtonText); languageButton.y = 310; self.addChild(languageButton); languageButton.down = function () { // Toggle language between English and Spanish var newLang = currentLanguage === 'en' ? 'es' : 'en'; setLanguage(newLang); // Recreate main menu with new language self.destroy(); var newMainMenu = new MainMenu(); game.addChild(newMainMenu); }; return self; }); 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 () { // Check if we can start next wave (9 waves max per world) var worldWave = (currentWave - 1) % 9 + 1; if (currentWave === 0) worldWave = 0; // Show button during tutorial or when can start next wave var showForTutorial = waveIndicator && waveIndicator.gameStarted && currentWave === 0; var showForNextWave = waveIndicator && waveIndicator.gameStarted && worldWave < 9 && !waveInProgress && enemies.length === 0; if (showForTutorial || showForNextWave) { 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 && !waveInProgress && enemies.length === 0) { currentWave++; // Increment to the next wave directly // Calculate current world and level for 9-wave system currentWorld = Math.ceil(currentWave / 9); currentLevel = (currentWave - 1) % 9 + 1; 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(currentLevel); var enemyCount = waveIndicator.getEnemyCount(currentLevel); // Update wave counter display updateWaveCounter(); var notification = game.addChild(new Notification("Wave " + currentLevel + " (" + 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: 1.5, scaleY: 1.5 }); 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 typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 60, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -25; // 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 + ' bits', { size: 60, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 25 + 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 StorySequence = Container.expand(function (worldNumber) { var self = Container.call(this); self.worldNumber = worldNumber; self.currentPanel = 0; self.panels = []; self.onComplete = null; // Position at center of screen self.x = 2048 / 2; self.y = 2732 / 2; // Semi-transparent background overlay var overlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); overlay.width = 2048; overlay.height = 2732; overlay.tint = 0x000000; overlay.alpha = 0.7; self.getWorldStory = function (worldNumber) { switch (worldNumber) { case 1: return [{ text: "ALERT! Pokémon infiltrators have breached the Digital Forest servers! They're attempting to steal Digimon data files!", image: 'agumon' }, { text: "These Pokémon spies are using advanced stealth protocols to access our core database. Deploy Digimon guardians immediately!", image: 'gabumon' }, { text: "The future of the Digimon franchise depends on you! Stop Pokémon from corrupting our digital ecosystem!", image: 'tentomon' }]; case 2: return [{ text: "Pokémon agents have infiltrated the Desert Data Center! They're planting malicious code to corrupt our systems!", image: 'palmon' }, { text: "Fire-type Pokémon are overheating our servers while others steal precious Digimon evolution data!", image: 'gomamon' }, { text: "Their coordinated attack is more sophisticated than before. Pokémon want to monopolize the children's entertainment industry!", image: 'patamon' }]; case 3: return [{ text: "Ice-type Pokémon have frozen our Glacier servers to slow down our defenses while they extract data!", image: null }, { text: "Flying Pokémon are bypassing our security walls! They're trying to reach the core Digimon genetic database!", image: null }, { text: "Critical system temperatures detected! Pokémon are trying to cause a complete server meltdown!", image: null }]; case 4: return [{ text: "Pokémon sleeper agents hidden in the Village Network have activated! They've been gathering intelligence for months!", image: null }, { text: "Multiple Pokémon strike teams are attacking simultaneously, trying to overwhelm our Digimon defenders!", image: null }, { text: "This is corporate espionage on a massive scale! Pokémon Company wants to steal our digital creature technology!", image: null }]; case 5: return [{ text: "MAXIMUM THREAT LEVEL! Elite Pokémon hackers have breached our most secure Technology Labs!", image: null }, { text: "They're using legendary Pokémon abilities to bypass our quantum encryption! Our most sensitive data is at risk!", image: null }, { text: "Deploy our strongest Mega-level Digimon! Only they can stop this corporate cyber warfare!", image: null }]; case 6: return [{ text: "FINAL ASSAULT! Pokémon's master plan is revealed - they want to delete ALL Digimon data permanently!", image: null }, { text: "Legendary Pokémon themselves are leading this final attack on our core servers! This is the ultimate battle for supremacy!", image: null }, { text: "The children's hearts are at stake! Defeat Pokémon's invasion and save the future of digital monsters forever!", image: null }]; default: return [{ text: "Pokémon infiltrators detected! Protect the Digimon database!", image: null }, { text: "Deploy your Digimon to stop the corporate espionage!", image: null }, { text: "Save the Digital World from Pokémon's takeover!", image: null }]; } }; // World-specific story content var storyData = self.getWorldStory(worldNumber); // Create panels for (var i = 0; i < storyData.length; i++) { var panel = new ComicPanel(storyData[i].image, storyData[i].text); panel.x = (i - 1) * 650; // Position panels side by side self.addChild(panel); self.panels.push(panel); } // Navigation indicators var indicatorContainer = new Container(); indicatorContainer.y = 250; self.addChild(indicatorContainer); for (var i = 0; i < self.panels.length; i++) { var indicator = indicatorContainer.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = 20; indicator.height = 20; indicator.tint = i === 0 ? 0xffffff : 0x666666; indicator.x = (i - (self.panels.length - 1) / 2) * 40; } // Skip button var skipButton = new Container(); var skipBg = skipButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); skipBg.width = 150; skipBg.height = 60; skipBg.tint = 0x666666; var skipText = new Text2('Skip', { size: 40, fill: 0xffffff, weight: 800 }); skipText.anchor.set(0.5, 0.5); skipButton.addChild(skipText); skipButton.x = 400; skipButton.y = -300; self.addChild(skipButton); skipButton.down = function () { self.complete(); }; self.showPanel = function (index) { if (index < 0 || index >= self.panels.length) return; // Hide all panels for (var i = 0; i < self.panels.length; i++) { self.panels[i].alpha = 0; indicatorContainer.children[i].tint = 0x666666; } // Show current panel self.panels[index].show(); indicatorContainer.children[index].tint = 0xffffff; self.currentPanel = index; }; self.nextPanel = function () { if (self.currentPanel < self.panels.length - 1) { self.showPanel(self.currentPanel + 1); } else { self.complete(); } }; self.complete = function () { if (self.onComplete) { self.onComplete(); } self.destroy(); }; // Show first panel self.showPanel(0); // Auto-advance after 4 seconds or click to advance var autoAdvanceTimer = LK.setTimeout(function () { self.nextPanel(); }, 4000); self.down = function () { LK.clearTimeout(autoAdvanceTimer); autoAdvanceTimer = LK.setTimeout(function () { self.nextPanel(); }, 4000); self.nextPanel(); }; 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: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'gabumon': //{8L} // Rapid fire Digimon self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'tentomon': //{8N} // Long range Digimon self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'palmon': //{8P} // Area damage Digimon self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'gomamon': //{8R} // Slowing Digimon self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'patamon': //{8U} // Poison/status Digimon self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'gabumon': //{93} // Blue colors for Gabumon baseGraphics.tint = 0x00AAFF; break; case 'tentomon': //{96} // Red colors for Tentomon baseGraphics.tint = 0xFF5500; break; case 'palmon': //{99} // Green colors for Palmon baseGraphics.tint = 0x33CC00; break; case 'gomamon': //{9c} // Purple colors for Gomamon baseGraphics.tint = 0x9900FF; break; case 'patamon': //{9f} // Cyan colors for Patamon baseGraphics.tint = 0x00FFAA; break; default: //{9i} // Agumon 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(self.id, { 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); } } } } grid.renderDebug(); }; 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 bits to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; 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; var effectiveFireRate = gameSpeed > 1 ? Math.max(1, Math.floor(self.fireRate / gameSpeed)) : self.fireRate; if (LK.ticks - self.lastFired >= effectiveFireRate) { 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; grid.renderDebug(); 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 }); grid.renderDebug(); }; 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) { 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; // Mark cells as occupied by tower (type 1 = wall/occupied) 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 would be placed within valid grid bounds if (self.gridX < 0 || self.gridY < 0 || self.gridX + 1 >= grid.cells.length || self.gridY + 1 >= grid.cells[0].length) { validGridPlacement = false; } else { // Check if all 4 cells for the 2x2 tower are available (not on enemy path) for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); // Only allow placement on wall cells (type 1) - not on path, spawn, or goal if (!cell || cell.type !== 1) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; // Remove enemy blocking detection since towers can only be placed on wall tiles // which enemies cannot occupy anyway self.blockedByEnemy = false; self.canPlace = validGridPlacement; 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 TutorialSequence = Container.expand(function () { var self = Container.call(this); self.currentStep = 0; self.onComplete = null; self.tutorialActive = true; self.autoSequenceRunning = false; // Semi-transparent background overlay var overlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); overlay.width = 2048; overlay.height = 2732; overlay.tint = 0x000000; overlay.alpha = 0.4; // Instruction panel var instructionBg = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); instructionBg.width = 900; instructionBg.height = 250; instructionBg.tint = 0x222222; instructionBg.alpha = 0.95; instructionBg.x = 2048 / 2; instructionBg.y = 300; var instructionText = new Text2(getText('tutorialWelcome'), { size: 55, fill: 0xFFFFFF, weight: 600 }); instructionText.anchor.set(0.5, 0.5); instructionText.wordWrap = true; instructionText.wordWrapWidth = 850; instructionText.x = 2048 / 2; instructionText.y = 300; self.addChild(instructionText); // Animated cursor for showing actions var cursor = self.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); cursor.width = 25; cursor.height = 25; cursor.tint = 0xFFFF00; cursor.visible = false; // Skip button var skipButton = new Container(); var skipBg = skipButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); skipBg.width = 200; skipBg.height = 80; skipBg.tint = 0x666666; var skipText = new Text2(getText('skipTutorial'), { size: 35, fill: 0xffffff, weight: 800 }); skipText.anchor.set(0.5, 0.5); skipButton.addChild(skipText); skipButton.x = 2048 - 150; skipButton.y = 150; self.addChild(skipButton); skipButton.down = function () { self.complete(); }; // Auto-start the tutorial sequence after a brief delay LK.setTimeout(function () { self.startAutoSequence(); }, 2000); self.startAutoSequence = function () { if (self.autoSequenceRunning) return; self.autoSequenceRunning = true; // Step 1: Show game interface elements instructionText.setText(getText('tutorialStep1')); LK.setTimeout(function () { self.demonstrateTowerPlacement(); }, 5000); //{lc} // Increased from 3000 to 5000 for better readability }; self.demonstrateTowerPlacement = function () { instructionText.setText(getText('tutorialStep2')); cursor.visible = true; // Animate cursor from source tower to placement position var sourceTowerX = 2048 / 2 - 640; var sourceTowerY = 2732 - 180; var placementX = grid.x + 6 * CELL_SIZE + CELL_SIZE / 2; var placementY = grid.y + 10 * CELL_SIZE + CELL_SIZE / 2; cursor.x = sourceTowerX; cursor.y = sourceTowerY; // Scale cursor to show it's "grabbing" the tower tween(cursor, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, onFinish: function onFinish() { // Move cursor to placement location with smooth curve tween(cursor, { x: placementX, y: placementY }, { duration: 3000, // Slower movement for better visibility easing: tween.easeInOut, onFinish: function onFinish() { // Scale down to show "placing" tween(cursor, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, //{ls} // Slower scaling animation onFinish: function onFinish() { // Actually place the tower if (placeTower(6, 10, 'agumon')) { LK.setTimeout(function () { self.demonstrateNextWave(); }, 3000); // Longer delay to see the placed tower } } }); } }); } }); }; self.demonstrateNextWave = function () { instructionText.setText(getText('tutorialStep3')); // Move cursor to next wave button var nextWaveX = 2048 - 200; var nextWaveY = 2732 - 100; tween(cursor, { x: nextWaveX, y: nextWaveY }, { duration: 2500, //{lF} // Slower cursor movement easing: tween.easeInOut, onFinish: function onFinish() { // Scale cursor to show clicking tween(cursor, { scaleX: 1.8, scaleY: 1.8 }, { duration: 400, //{lK} // Slower scaling onFinish: function onFinish() { tween(cursor, { scaleX: 1.0, scaleY: 1.0 }, { duration: 400, //{lQ} // Slower scaling onFinish: function onFinish() { // Start the first wave if (!waveIndicator.gameStarted) { waveIndicator.gameStarted = true; currentWave++; currentWorld = Math.ceil(currentWave / 9); currentLevel = (currentWave - 1) % 9 + 1; waveTimer = 0; waveInProgress = true; waveSpawned = false; updateWaveCounter(); } LK.setTimeout(function () { self.demonstrateTowerUpgrade(); }, 5000); //{m0} // Longer delay to watch enemies spawn and move } }); } }); } }); }; self.demonstrateTowerUpgrade = function () { instructionText.setText(getText('tutorialStep4')); // Find the first tower to demonstrate upgrade if (towers.length > 0) { var tower = towers[0]; // Auto-upgrade the tower during tutorial to level 3 var _autoUpgradeLevel = function autoUpgradeLevel(targetLevel) { if (tower.level < targetLevel && tower.level < tower.maxLevel) { // Give enough gold for upgrade var baseUpgradeCost = getTowerCost(tower.id); var upgradeCost; if (tower.level === tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, tower.level - 1)); } if (gold < upgradeCost) { setGold(gold + upgradeCost); } // Upgrade the tower tower.upgrade(); // Continue upgrading until target level LK.setTimeout(function () { _autoUpgradeLevel(targetLevel); }, 800); // Slower upgrade timing for visibility } }; // Start auto-upgrading to level 3 _autoUpgradeLevel(3); tween(cursor, { x: tower.x, y: tower.y }, { duration: 2000, //{ma} // Slower cursor movement easing: tween.easeInOut, onFinish: function onFinish() { // Simulate clicking on tower tween(cursor, { scaleX: 2.0, scaleY: 2.0 }, { duration: 300, //{mf} // Slower animation onFinish: function onFinish() { tween(cursor, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, //{ml} // Slower animation onFinish: function onFinish() { // Trigger tower upgrade menu if (tower.down) { tower.down(tower.x, tower.y, {}); } LK.setTimeout(function () { self.demonstrateGameplayLoop(); }, 4000); //{mq} // Longer delay to see upgrade effects } }); } }); } }); } else { LK.setTimeout(function () { self.demonstrateGameplayLoop(); }, 2000); // Longer delay } }; self.demonstrateGameplayLoop = function () { instructionText.setText(getText('tutorialCompleted')); cursor.visible = false; // Let the game play for a while before finishing tutorial LK.setTimeout(function () { self.finishTutorial(); }, 12000); //{mE} // Increased from 8000 to 12000 for longer observation }; self.finishTutorial = function () { instructionText.setText(getText('tutorialFinalMessage')); // Add finish tutorial button var finishButton = new Container(); var finishBg = finishButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); finishBg.width = 400; finishBg.height = 100; finishBg.tint = 0x00AA00; var finishText = new Text2(getText('finishTutorial'), { size: 45, fill: 0xffffff, weight: 800 }); finishText.anchor.set(0.5, 0.5); finishButton.addChild(finishText); finishButton.x = 2048 / 2; finishButton.y = 500; self.addChild(finishButton); finishButton.down = function () { self.complete(); }; // Also allow auto-complete after longer delay LK.setTimeout(function () { self.complete(); }, 8000); }; self.complete = function () { self.tutorialActive = false; self.autoSequenceRunning = false; // Clear tutorial game state currentWave = 0; currentWorld = 1; currentLevel = 1; waveInProgress = false; waveSpawned = false; waveIndicator.gameStarted = false; gold = 80; lives = 20; score = 0; enemiesKilledInWave = 0; // Clear all game entities while (enemies.length > 0) { var enemy = enemies.pop(); if (enemy.parent) { enemy.parent.removeChild(enemy); } if (enemy.shadow && enemy.shadow.parent) { enemy.shadow.parent.removeChild(enemy.shadow); } } while (towers.length > 0) { var tower = towers.pop(); if (tower.parent) { tower.parent.removeChild(tower); } } while (bullets.length > 0) { var bullet = bullets.pop(); if (bullet.parent) { bullet.parent.removeChild(bullet); } } // Clear grid state for (var i = 0; i < 24; i++) { for (var j = 0; j < 35; j++) { if (grid.cells[i] && grid.cells[i][j]) { grid.cells[i][j].towersInRange = []; } } } // Reset UI updateUI(); updateWaveCounter(); if (self.onComplete) { self.onComplete(); } self.destroy(); // Return to main menu after tutorial var mainMenu = new MainMenu(); game.addChild(mainMenu); }; 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 = 600; 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 + ' bits', { 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 + ' bits', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); // Create digivolve button var digivolveButton = new Container(); buttonsContainer.addChild(digivolveButton); var digivolveButtonBackground = digivolveButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); digivolveButtonBackground.width = 500; digivolveButtonBackground.height = 150; var digivolveButtonText = new Text2('Digivolve', { size: 60, fill: 0xFFFFFF, weight: 800 }); digivolveButtonText.anchor.set(0.5, 0.5); digivolveButton.addChild(digivolveButtonText); // Check if digivolution is available function canDigivolve() { if (self.tower.level < 2) return false; // Need at least level 2 var hasDigivice = false; if (self.tower.level >= 2 && self.tower.level <= 3 && storage.digiviceC) hasDigivice = true; if (self.tower.level >= 4 && self.tower.level <= 5 && storage.digiviceB) hasDigivice = true; if (self.tower.level >= 6 && storage.digiviceA) hasDigivice = true; return hasDigivice; } digivolveButton.update = function () { var canEvolve = canDigivolve(); digivolveButton.visible = canEvolve; if (canEvolve) { digivolveButtonBackground.tint = 0xFF6600; } else { digivolveButtonBackground.tint = 0x666666; } }; digivolveButton.down = function () { if (canDigivolve()) { var evolutionCost = getTowerCost(self.tower.id) * 2; if (gold >= evolutionCost) { setGold(gold - evolutionCost); // Apply evolution effects self.tower.damage *= 1.5; self.tower.fireRate = Math.max(5, Math.floor(self.tower.fireRate * 0.8)); var notification = game.addChild(new Notification(self.tower.id + " digivolved!")); notification.x = 2048 / 2; notification.y = grid.height - 50; // Update stats display statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); } else { var notification = game.addChild(new Notification("Not enough bits to digivolve!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } }; upgradeButton.y = -125; digivolveButton.y = 0; sellButton.y = 125; 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 + ' bits'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' bits'); 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 + " bits!")); 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(); grid.renderDebug(); // Sincronizar el mapa de visualización después de vender torre syncVisualizationMap(); worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); 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; grid.renderDebug(); }; 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 + ' bits'; 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; // Fix positioning to properly show first wave when currentWave is 0 var displayWave = Math.max(0, currentWave); var moveAmount = (progress + displayWave) * 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]; // Fix comparison to properly handle wave 0 and 1 if (i - 1 < displayWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } // Waves no longer advance automatically - they must be triggered manually via NextWaveButton // This function now only handles the initial game start }; self.handleWaveProgression(); }; return self; }); var WorldRenderer = Container.expand(function () { var self = Container.call(this); self.currentWorld = 1; self.backgroundTiles = []; self.pathTiles = []; self.wallTiles = []; self.sceneryElements = []; self.getWorldAssets = function (worldNumber) { switch (worldNumber) { case 1: return { background: 'forestBg', path: 'forestPath', wall: 'forestWall', scenery: 'forestScenery', ambient: 0x90ee90 }; case 2: return { background: 'desertBg', path: 'desertPath', wall: 'desertWall', scenery: 'desertScenery', ambient: 0xffd700 }; case 3: return { background: 'glacierBg', path: 'glacierPath', wall: 'glacierWall', scenery: 'glacierScenery', ambient: 0xe6f3ff }; case 4: return { background: 'villageBg', path: 'villagePath', wall: 'villageWall', scenery: 'villageScenery', ambient: 0xf0e68c }; case 5: return { background: 'techLabBg', path: 'techLabPath', wall: 'techLabWall', scenery: 'techLabScenery', ambient: 0x87ceeb }; case 6: return { background: 'infernoBg', path: 'infernoPath', wall: 'infernoWall', scenery: 'infernoScenery', ambient: 0xff6347 }; default: return { background: 'forestBg', path: 'forestPath', wall: 'forestWall', scenery: 'forestScenery', ambient: 0x90ee90 }; } }; self.updateWorldGraphics = function (worldNumber, gridInstance) { // Forzar renderizado siempre, incluso si el mundo no cambia self.currentWorld = worldNumber; var worldAssets = self.getWorldAssets(worldNumber); // Clear existing tiles while (self.backgroundTiles.length) { self.removeChild(self.backgroundTiles.pop()); } while (self.pathTiles.length) { self.removeChild(self.pathTiles.pop()); } while (self.wallTiles.length) { self.removeChild(self.wallTiles.pop()); } while (self.sceneryElements.length) { self.removeChild(self.sceneryElements.pop()); } // Create new tiles based on current world using the correct assets var gridWidth = 24; var gridHeight = 35; for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { // Create background tile using world-specific assets var bgTile = self.attachAsset(worldAssets.background, { anchorX: 0, anchorY: 0 }); bgTile.x = i * CELL_SIZE; bgTile.y = j * CELL_SIZE; self.backgroundTiles.push(bgTile); // Add world-specific scenery elements randomly if (Math.random() < 0.15) { // 15% chance for scenery - use world-specific scenery assets var scenery = self.attachAsset(worldAssets.scenery, { anchorX: 0.5, anchorY: 0.5 }); scenery.x = i * CELL_SIZE + CELL_SIZE / 2; scenery.y = j * CELL_SIZE + CELL_SIZE / 2; // World-specific scenery shapes switch (worldNumber) { case 1: // Forest - trees/bushes (ellipses) scenery.scaleY = 1.2 + Math.random() * 0.8; break; case 2: // Desert - cacti/rocks (tall thin or wide) if (Math.random() < 0.5) { scenery.scaleX = 0.6; scenery.scaleY = 1.8; // Tall cactus } else { scenery.scaleX = 1.4; scenery.scaleY = 0.7; // Wide rock } break; case 3: // Glacier - ice crystals scenery.scaleX = 0.8 + Math.random() * 0.4; scenery.scaleY = 0.8 + Math.random() * 0.4; scenery.alpha = 0.7; break; case 4: // Village - small structures scenery.scaleX = 1.2; scenery.scaleY = 1.0; break; case 5: // Technology - machinery scenery.scaleX = 0.9; scenery.scaleY = 0.9; scenery.alpha = 0.8; break; case 6: // Hell - lava bubbles/flames scenery.scaleX = 1.1 + Math.random() * 0.6; scenery.scaleY = 1.1 + Math.random() * 0.6; scenery.alpha = 0.9; break; } self.sceneryElements.push(scenery); } } } // Overlay path and wall tiles on top of scenery if (gridInstance && gridInstance.cells) { for (var i = 0; i < Math.min(gridWidth, gridInstance.cells.length); i++) { for (var j = 0; j < Math.min(gridHeight, gridInstance.cells[i].length); j++) { var cell = gridInstance.cells[i][j]; if (cell.type === 0 || cell.type === 2 || cell.type === 3) { // Path, spawn, or goal - use world-specific path assets var pathTile = self.attachAsset(worldAssets.path, { anchorX: 0, anchorY: 0 }); pathTile.x = i * CELL_SIZE; pathTile.y = j * CELL_SIZE; pathTile.alpha = 0.95; self.pathTiles.push(pathTile); } else if (cell.type === 1) { // Wall - use appropriate wall tile based on world var wallTile = self.attachAsset(worldAssets.wall, { anchorX: 0, anchorY: 0 }); wallTile.x = i * CELL_SIZE; wallTile.y = j * CELL_SIZE; wallTile.alpha = 0.98; self.wallTiles.push(wallTile); } } } } // Asegurar que WorldRenderer esté en el fondo, debajo de todo if (self.parent) { self.parent.addChildAt(self, 0); } }; return self; }); var WorldSelectionMenu = Container.expand(function () { var self = Container.call(this); // Position the menu at center of screen self.x = 2048 / 2; self.y = 2732 / 2; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 1800; menuBackground.height = 1200; menuBackground.tint = 0x333333; menuBackground.alpha = 0.9; var titleText = new Text2('Select World', { size: 80, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -400; self.addChild(titleText); var worldNames = ["Forest", "Desert", "Glacier", "Village", "Tech Lab", "Inferno"]; var unlockedWorlds = storage.unlockedWorlds || 1; for (var i = 0; i < worldNames.length; i++) { var worldButton = new Container(); var worldButtonBg = worldButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); worldButtonBg.width = 350; worldButtonBg.height = 80; var isUnlocked = i + 1 <= unlockedWorlds; worldButtonBg.tint = isUnlocked ? 0x4444FF : 0x666666; var worldButtonText = new Text2(isUnlocked ? worldNames[i] : "Locked", { size: 40, fill: isUnlocked ? 0xFFFFFF : 0x999999, weight: 800 }); worldButtonText.anchor.set(0.5, 0.5); worldButton.addChild(worldButtonText); worldButton.y = -200 + i * 100; self.addChild(worldButton); (function (worldIndex, unlocked) { worldButton.down = function () { if (unlocked) { self.destroy(); var levelSelectionMenu = new LevelSelectionMenu(worldIndex + 1); game.addChild(levelSelectionMenu); } else { var notification = game.addChild(new Notification("Complete the previous world to unlock!")); notification.x = 2048 / 2; notification.y = 2732 / 2 + 200; } }; })(i, isUnlocked); } return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Language system var currentLanguage = storage.language || 'en'; var translations = { en: { firewallDefensors: 'Firewall Defensors', startGame: 'Start Game', tutorial: 'Tutorial', language: 'Language', selectWorld: 'Select World', selectLevel: 'Select Level', back: 'Back', locked: 'Locked', completeLevel: 'Complete previous level to unlock!', completeWorld: 'Complete the previous world to unlock!', nextWave: 'Next Wave', shop: 'Shop', bits: 'Bits', systemHealth: 'System Health', securityScore: 'Security Score', wave: 'Wave', upgrade: 'Upgrade', sell: 'Sell', maxLevel: 'Max Level', digivolve: 'Digivolve', owned: 'OWNED', notEnoughBits: 'Not enough bits!', cannotBuild: 'Cannot build here!', pathBlocked: 'Tower would block the path!', tutorialWelcome: 'Welcome to Automated Tutorial!\n\nWatch how the game is normally played...', tutorialStep1: 'These are the main game elements:\n- Bits (money) top left\n- System health bottom\n- Digimon towers bottom', tutorialStep2: 'Step 1: Place a tower\nThe cursor will show how to drag a tower...', tutorialStep3: 'Step 2: Start enemy wave\nNow we will activate the first wave...', tutorialStep4: 'Step 3: Upgrade towers\nClick on a tower to upgrade it...', tutorialCompleted: 'Tutorial completed!\n\nNow observe the game in action:\n- Towers attack automatically\n- You earn bits for defeating enemies\n- Use bits for more towers and upgrades', tutorialFinalMessage: 'Tutorial completed!\n\nNow you can:\n• Use "Next Wave" to start waves\n• Place and upgrade towers\n• Defend the digital world\n\nClick "Finish Tutorial" to continue!', finishTutorial: 'Finish Tutorial', skipTutorial: 'Skip Tutorial' }, es: { firewallDefensors: 'Defensores del Firewall', startGame: 'Iniciar Juego', tutorial: 'Tutorial', language: 'Idioma', selectWorld: 'Seleccionar Mundo', selectLevel: 'Seleccionar Nivel', back: 'Atrás', locked: 'Bloqueado', completeLevel: '¡Completa el nivel anterior para desbloquear!', completeWorld: '¡Completa el mundo anterior para desbloquear!', nextWave: 'Siguiente Oleada', shop: 'Tienda', bits: 'Bits', systemHealth: 'Salud del Sistema', securityScore: 'Puntuación de Seguridad', wave: 'Oleada', upgrade: 'Mejorar', sell: 'Vender', maxLevel: 'Nivel Máximo', digivolve: 'Digievolucionar', owned: 'POSEÍDO', notEnoughBits: '¡No tienes suficientes bits!', cannotBuild: '¡No se puede construir aquí!', pathBlocked: '¡La torreta bloquearía el camino!', tutorialWelcome: '¡Bienvenido al Tutorial Automático!\n\nObserva cómo se juega normalmente...', tutorialStep1: 'Estos son los elementos principales del juego:\n- Bits (dinero) arriba izquierda\n- Salud del sistema abajo\n- Torretas Digimon abajo', tutorialStep2: 'Paso 1: Colocar una torreta\nEl cursor mostrará cómo arrastrar una torreta...', tutorialStep3: 'Paso 2: Iniciar oleada de enemigos\nAhora activaremos la primera oleada...', tutorialStep4: 'Paso 3: Mejorar torretas\nHaz clic en una torreta para mejorarla...', tutorialCompleted: '¡Tutorial completado!\n\nAhora observa el juego en acción:\n- Las torretas atacan automáticamente\n- Ganas bits por derrotar enemigos\n- Usa los bits para más torretas y mejoras', tutorialFinalMessage: '¡Tutorial completado!\n\nAhora puedes:\n• Usar "Siguiente Oleada" para iniciar oleadas\n• Colocar y mejorar torretas\n• Defender el mundo digital\n\n¡Haz clic en "Finalizar Tutorial" para continuar!', finishTutorial: 'Finalizar Tutorial', skipTutorial: 'Saltar Tutorial' } }; function getText(key) { return translations[currentLanguage][key] || translations.en[key] || key; } function setLanguage(lang) { currentLanguage = lang; storage.language = lang; } // Assets adicionales para tiles específicos por mundo 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 = 9; // 9 waves per world var currentWorld = 1; var currentLevel = 1; 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 enemiesKilledInWave = 0; var goldText = new Text2(getText('bits') + ': ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); // Create health bar container var healthBarContainer = new Container(); var healthBarBg = healthBarContainer.attachAsset('healthBarOutline', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.width = 300; healthBarBg.height = 20; healthBarBg.tint = 0x000000; var healthBarFill = healthBarContainer.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBarFill.width = 296; healthBarFill.height = 16; healthBarFill.tint = 0x00FF00; // Add health text label var livesText = new Text2(getText('systemHealth'), { size: 45, fill: 0xFFFFFF, weight: 800 }); livesText.anchor.set(0.5, 0.5); livesText.y = -35; healthBarContainer.addChild(livesText); var scoreText = new Text2(getText('securityScore') + ': ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; // Create speed control button var speedButton = new Container(); var speedButtonBg = speedButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); speedButtonBg.width = 150; speedButtonBg.height = 80; speedButtonBg.tint = 0x00AA00; var speedButtonText = new Text2('1x', { size: 50, fill: 0xFFFFFF, weight: 800 }); speedButtonText.anchor.set(0.5, 0.5); speedButton.addChild(speedButtonText); var gameSpeed = 1; var speedLevels = [1, 2, 4]; var currentSpeedIndex = 0; speedButton.down = function () { currentSpeedIndex = (currentSpeedIndex + 1) % speedLevels.length; gameSpeed = speedLevels[currentSpeedIndex]; speedButtonText.setText(gameSpeed + 'x'); // Update button color based on speed if (gameSpeed === 1) { speedButtonBg.tint = 0x00AA00; // Green for normal speed } else if (gameSpeed === 2) { speedButtonBg.tint = 0xFFAA00; // Orange for 2x speed } else { speedButtonBg.tint = 0xFF0000; // Red for 4x speed } }; LK.gui.top.addChild(goldText); LK.gui.bottom.addChild(healthBarContainer); LK.gui.top.addChild(scoreText); LK.gui.top.addChild(speedButton); healthBarContainer.x = 0; healthBarContainer.y = -300; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; speedButton.x = 0; speedButton.y = topMargin; function updateUI() { goldText.setText(getText('bits') + ': ' + gold); scoreText.setText(getText('securityScore') + ': ' + score); // Update health bar var healthPercent = lives / 20; // Assuming max lives is 20 healthBarFill.width = 296 * healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBarFill.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xFFFF00; // Yellow } else { healthBarFill.tint = 0xFF0000; // Red } } function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); 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); // Add world renderer for background graphics var worldRenderer = new WorldRenderer(); var backgroundLayer = new Container(); backgroundLayer.addChild(worldRenderer); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; worldRenderer.x = grid.x; worldRenderer.y = grid.y; grid.pathFind(); // Crear una segunda copia del mapa específicamente para visualización var mapVisualization = new Grid(24, 29 + 6); mapVisualization.x = 150; mapVisualization.y = 200 - CELL_SIZE * 4; // Sincronizar el mapa de visualización con el mapa principal function syncVisualizationMap() { for (var i = 0; i < 24; i++) { for (var j = 0; j < 35; j++) { if (grid.cells[i] && grid.cells[i][j] && mapVisualization.cells[i] && mapVisualization.cells[i][j]) { mapVisualization.cells[i][j].type = grid.cells[i][j].type; } } } } // Forzar actualización visual del mapa cada vez que se sincroniza worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); // Sincronizar inicialmente syncVisualizationMap(); // Render initial world graphics worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); // Only render debug on game start, not every frame if (LK.ticks === 0) { grid.renderDebug(); } debugLayer.addChild(grid); game.addChildAt(backgroundLayer, 0); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; 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(); grid.renderDebug(); // Sincronizar el mapa de visualización después de las verificaciones syncVisualizationMap(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'gabumon': //{ju} // Rapid fire Digimon cost = 15; break; case 'tentomon': //{jw} // Long range Digimon cost = 25; break; case 'palmon': //{jy} // Area damage Digimon cost = 35; break; case 'gomamon': //{jA} // Slowing Digimon cost = 45; break; case 'patamon': //{jC} // Poison/status Digimon 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(); grid.renderDebug(); // Sincronizar el mapa de visualización después de colocar torre syncVisualizationMap(); worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); return true; } else { var notification = game.addChild(new Notification("Not enough bits!")); 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; } 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) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; 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; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; // Simple wave counter instead of full wave indicator var waveCounterText = new Text2('Wave: 0/9', { size: 60, fill: 0xFFFFFF, weight: 800 }); waveCounterText.anchor.set(0.5, 0.5); waveCounterText.x = 2048 / 2; waveCounterText.y = 2732 - 80; game.addChild(waveCounterText); // Create a simple wave counter object to replace waveIndicator var waveIndicator = { gameStarted: false, getWaveType: function getWaveType(waveNumber) { if (waveNumber < 1 || waveNumber > 9) return "normal"; // Simple wave type logic for 9 waves var waveTypes = ['normal', 'fast', 'immune', 'flying', 'swarm', 'normal', 'fast', 'immune', 'boss']; return waveTypes[waveNumber - 1]; }, getEnemyCount: function getEnemyCount(waveNumber) { if (waveNumber < 1 || waveNumber > 9) return 10; // Wave 9 is boss with 1 giant enemy, others have 10-30 enemies if (waveNumber === 9) return 1; if (waveNumber === 5) return 30; // Swarm wave return 10; }, getWaveTypeName: function getWaveTypeName(waveNumber) { var type = this.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); if (waveNumber === 9) typeName = "BOSS"; return typeName; } }; // Function to update wave counter display function updateWaveCounter() { var currentWorldWave = (currentWave - 1) % 9 + 1; if (currentWave === 0) currentWorldWave = 0; waveCounterText.setText(getText('wave') + ': ' + currentWorldWave + '/9'); } var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Add shop button var shopButton = new Container(); var shopButtonBg = shopButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); shopButtonBg.width = 300; shopButtonBg.height = 100; shopButtonBg.tint = 0x4444FF; var shopButtonText = new Text2('Shop', { size: 50, fill: 0xFFFFFF, weight: 800 }); shopButtonText.anchor.set(0.5, 0.5); shopButton.addChild(shopButtonText); shopButton.x = 200; shopButton.y = 2732 - 100 + 20; game.addChild(shopButton); var digimonShop = new DigimonShop(); digimonShop.x = 2048 / 2; game.addChild(digimonShop); shopButton.down = function () { digimonShop.show(); }; var towerTypes = ['agumon', 'gabumon', 'tentomon', 'palmon', 'gomamon', 'patamon']; var sourceTowers = []; var towerSpacing = 320; // 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; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { // Update background color based on current world var worldAssets = worldRenderer.getWorldAssets(currentWorld); if (worldAssets) { game.setBackgroundColor(worldAssets.ambient); } // Apply speed multiplier to frame-dependent updates var effectiveSpeed = gameSpeed; // Note: Wave progression is now manual only via NextWaveButton, no automatic timer if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; enemiesKilledInWave = 0; // Reset kill counter for new wave // Check if we entered a new world and regenerate maze (9 waves per world) var newWorld = Math.ceil(currentWave / 9); if (newWorld > currentWorld || currentWave === 1) { currentWorld = newWorld; if (currentWorld > 6) currentWorld = 6; grid.generateMazeForWorld(currentWorld); mapVisualization.generateMazeForWorld(currentWorld); // Regenerar también el mapa de visualización grid.pathFind(); grid.renderDebug(); // Sincronizar mapas después de regenerar syncVisualizationMap(); // Update world graphics usando el mapa de visualización worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); // World-specific notification messages var worldNames = ["", "Forest", "Desert", "Glacier", "Village", "Tech Lab", "Inferno"]; var worldNotification = game.addChild(new Notification("Welcome to Digital World " + currentWorld + ": " + worldNames[currentWorld] + "!")); worldNotification.x = 2048 / 2; worldNotification.y = grid.height - 100; } // Get wave type and enemy count from the wave indicator (based on current world wave) var worldWave = (currentWave - 1) % 9 + 1; var waveType = waveIndicator.getWaveType(worldWave); var enemyCount = waveIndicator.getEnemyCount(worldWave); // Update wave counter display updateWaveCounter(); // Check if this is a boss wave (wave 9 of each world) var worldWave = (currentWave - 1) % 9 + 1; var isBossWave = worldWave === 9; if (isBossWave) { // Boss waves have just 1 giant enemy enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ FINAL BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var worldWave = (currentWave - 1) % 9 + 1; var enemy = new Enemy(waveType); // Make wave 9 boss giant with much more health if (worldWave === 9) { enemy.isBoss = true; enemy.maxHealth *= 50; // 50x more health for boss enemy.health = enemy.maxHealth; // Make boss visually larger if (enemy.children[0]) { enemy.children[0].scaleX = 3.0; enemy.children[0].scaleY = 3.0; } // Make boss slower but more intimidating enemy.speed *= 0.5; } // 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 in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } 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; } } // Update enemies without speed multiplier (speed button only affects tower fire rate) for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; // Update enemy normally (no speed multiplier) if (enemy.update) enemy.update(); if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Track enemy kills for wave progression if (enemy.waveNumber === currentWave) { enemiesKilledInWave++; // Give bonus gold every 5 enemies killed if (enemiesKilledInWave % 5 === 0) { var bonusGold = enemy.isBoss ? 15 : 10; var bonusIndicator = new GoldIndicator(bonusGold, enemy.x, enemy.y - 50); game.addChild(bonusIndicator); setGold(gold + bonusGold); var notification = game.addChild(new Notification("Kill streak bonus! +" + bonusGold + " bits!")); notification.x = 2048 / 2; notification.y = grid.height - 200; } } // 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 + " bits!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // 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; } 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(); } // Check for level completion and world progression var levelsPerWorld = 10; var completedWaves = storage.completedWaves || 0; if (currentWave > completedWaves) { storage.completedWaves = currentWave; // Calculate current world and level var currentWorldNum = Math.ceil(currentWave / levelsPerWorld); var currentLevelNum = (currentWave - 1) % levelsPerWorld + 1; // Update world levels in storage var worldLevels = storage.worldLevels || { 1: 1, 2: 1, 3: 1, 4: 1, 5: 1, 6: 1 }; if (currentWorldNum >= 1 && currentWorldNum <= 6) { worldLevels[currentWorldNum] = Math.max(worldLevels[currentWorldNum], currentLevelNum); storage.worldLevels = worldLevels; } // Check if we completed a world (every 10 waves) var worldsCompleted = Math.floor(currentWave / levelsPerWorld); var unlockedWorlds = storage.unlockedWorlds || 1; if (worldsCompleted + 1 > unlockedWorlds && worldsCompleted + 1 <= 6) { storage.unlockedWorlds = worldsCompleted + 1; var notification = game.addChild(new Notification("New world unlocked!")); notification.x = 2048 / 2; notification.y = grid.height - 100; } } // Check for completion of current world (9 waves) or all worlds var worldWave = (currentWave - 1) % 9 + 1; if (worldWave >= 9 && enemies.length === 0 && !waveInProgress) { if (currentWorld >= 6) { // Completed all worlds LK.showYouWin(); } else { // Completed current world, show victory message var notification = game.addChild(new Notification("World " + currentWorld + " Complete! Advancing to next world...")); notification.x = 2048 / 2; notification.y = 2732 / 2; // Start next world after delay LK.setTimeout(function () { currentWorld++; currentWave = (currentWorld - 1) * 9; // Reset for next world waveIndicator.gameStarted = true; updateWaveCounter(); }, 3000); } } }; var mainMenu = new MainMenu(); game.addChild(mainMenu); game.startGame = function () { var worldSelectionMenu = new WorldSelectionMenu(); game.addChild(worldSelectionMenu); }; game.startWorld = function (worldNumber) { currentWorld = worldNumber; grid.generateMazeForWorld(currentWorld); mapVisualization.generateMazeForWorld(currentWorld); // Regenerar también el mapa de visualización grid.pathFind(); grid.renderDebug(); // Sincronizar mapas syncVisualizationMap(); worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); // Show story sequence before starting the world var storySequence = new StorySequence(worldNumber); game.addChild(storySequence); storySequence.onComplete = function () { waveIndicator.gameStarted = true; currentWave = (currentWorld - 1) * 10; waveTimer = nextWaveTime; }; }; game.startWorldLevel = function (worldNumber, levelNumber) { currentWorld = worldNumber; currentLevel = levelNumber; // Calculate the wave number based on world and level currentWave = (worldNumber - 1) * 10 + levelNumber; grid.generateMazeForWorld(currentWorld); mapVisualization.generateMazeForWorld(currentWorld); grid.pathFind(); grid.renderDebug(); // Sincronizar mapas syncVisualizationMap(); worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); // Show story sequence before starting the level var storySequence = new StorySequence(worldNumber); game.addChild(storySequence); storySequence.onComplete = function () { waveIndicator.gameStarted = true; waveTimer = nextWaveTime; }; }; game.startTutorial = function () { // Set up a simple tutorial level currentWorld = 1; currentLevel = 1; currentWave = 0; // Reset to 0 so tutorial starts at wave 0/9 // Update wave counter for tutorial - explicitly set to show 0/9 waveCounterText.setText('Wave: 0/9'); // Generate tutorial world grid.generateMazeForWorld(currentWorld); mapVisualization.generateMazeForWorld(currentWorld); grid.pathFind(); grid.renderDebug(); syncVisualizationMap(); worldRenderer.updateWorldGraphics(currentWorld, mapVisualization); // Show tutorial sequence var tutorialSequence = new TutorialSequence(); game.addChild(tutorialSequence); tutorialSequence.onComplete = function () { // After tutorial, ensure game is ready to start from wave 1 waveIndicator.gameStarted = true; // Tutorial complete - show next wave button var notification = game.addChild(new Notification("Tutorial complete! Use Next Wave button to start your first wave!")); notification.x = 2048 / 2; notification.y = grid.height - 150; }; };
===================================================================
--- original.js
+++ change.js
@@ -2547,9 +2547,9 @@
// Step 1: Show game interface elements
instructionText.setText(getText('tutorialStep1'));
LK.setTimeout(function () {
self.demonstrateTowerPlacement();
- }, 3000);
+ }, 5000); //{lc} // Increased from 3000 to 5000 for better readability
};
self.demonstrateTowerPlacement = function () {
instructionText.setText(getText('tutorialStep2'));
cursor.visible = true;
@@ -2571,23 +2571,25 @@
tween(cursor, {
x: placementX,
y: placementY
}, {
- duration: 2000,
+ duration: 3000,
+ // Slower movement for better visibility
easing: tween.easeInOut,
onFinish: function onFinish() {
// Scale down to show "placing"
tween(cursor, {
scaleX: 1.0,
scaleY: 1.0
}, {
- duration: 300,
+ duration: 500,
+ //{ls} // Slower scaling animation
onFinish: function onFinish() {
// Actually place the tower
if (placeTower(6, 10, 'agumon')) {
LK.setTimeout(function () {
self.demonstrateNextWave();
- }, 1500);
+ }, 3000); // Longer delay to see the placed tower
}
}
});
}
@@ -2603,23 +2605,26 @@
tween(cursor, {
x: nextWaveX,
y: nextWaveY
}, {
- duration: 1500,
+ duration: 2500,
+ //{lF} // Slower cursor movement
easing: tween.easeInOut,
onFinish: function onFinish() {
// Scale cursor to show clicking
tween(cursor, {
scaleX: 1.8,
scaleY: 1.8
}, {
- duration: 200,
+ duration: 400,
+ //{lK} // Slower scaling
onFinish: function onFinish() {
tween(cursor, {
scaleX: 1.0,
scaleY: 1.0
}, {
- duration: 200,
+ duration: 400,
+ //{lQ} // Slower scaling
onFinish: function onFinish() {
// Start the first wave
if (!waveIndicator.gameStarted) {
waveIndicator.gameStarted = true;
@@ -2632,9 +2637,9 @@
updateWaveCounter();
}
LK.setTimeout(function () {
self.demonstrateTowerUpgrade();
- }, 3000);
+ }, 5000); //{m0} // Longer delay to watch enemies spawn and move
}
});
}
});
@@ -2645,35 +2650,62 @@
instructionText.setText(getText('tutorialStep4'));
// Find the first tower to demonstrate upgrade
if (towers.length > 0) {
var tower = towers[0];
+ // Auto-upgrade the tower during tutorial to level 3
+ var _autoUpgradeLevel = function autoUpgradeLevel(targetLevel) {
+ if (tower.level < targetLevel && tower.level < tower.maxLevel) {
+ // Give enough gold for upgrade
+ var baseUpgradeCost = getTowerCost(tower.id);
+ var upgradeCost;
+ if (tower.level === tower.maxLevel - 1) {
+ upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, tower.level - 1) * 3.5 / 2);
+ } else {
+ upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, tower.level - 1));
+ }
+ if (gold < upgradeCost) {
+ setGold(gold + upgradeCost);
+ }
+ // Upgrade the tower
+ tower.upgrade();
+ // Continue upgrading until target level
+ LK.setTimeout(function () {
+ _autoUpgradeLevel(targetLevel);
+ }, 800); // Slower upgrade timing for visibility
+ }
+ };
+ // Start auto-upgrading to level 3
+ _autoUpgradeLevel(3);
tween(cursor, {
x: tower.x,
y: tower.y
}, {
- duration: 1500,
+ duration: 2000,
+ //{ma} // Slower cursor movement
easing: tween.easeInOut,
onFinish: function onFinish() {
// Simulate clicking on tower
tween(cursor, {
scaleX: 2.0,
scaleY: 2.0
}, {
- duration: 200,
+ duration: 300,
+ //{mf} // Slower animation
onFinish: function onFinish() {
tween(cursor, {
scaleX: 1.0,
scaleY: 1.0
}, {
- duration: 200,
+ duration: 300,
+ //{ml} // Slower animation
onFinish: function onFinish() {
// Trigger tower upgrade menu
if (tower.down) {
tower.down(tower.x, tower.y, {});
}
LK.setTimeout(function () {
self.demonstrateGameplayLoop();
- }, 2000);
+ }, 4000); //{mq} // Longer delay to see upgrade effects
}
});
}
});
@@ -2681,18 +2713,18 @@
});
} else {
LK.setTimeout(function () {
self.demonstrateGameplayLoop();
- }, 1000);
+ }, 2000); // Longer delay
}
};
self.demonstrateGameplayLoop = function () {
instructionText.setText(getText('tutorialCompleted'));
cursor.visible = false;
// Let the game play for a while before finishing tutorial
LK.setTimeout(function () {
self.finishTutorial();
- }, 8000);
+ }, 12000); //{mE} // Increased from 8000 to 12000 for longer observation
};
self.finishTutorial = function () {
instructionText.setText(getText('tutorialFinalMessage'));
// Add finish tutorial button
Digimon Virus terrestre. In-Game asset. 2d. High contrast. No shadows
Gabumon viendo a la derecha, perspectiva isométrica. In-Game asset. 2d. High contrast. No shadows
Gomamon. In-Game asset. 2d. High contrast. No shadows
Agumon viendo a la derecha, perspectiva isometrica. In-Game asset. 2d. High contrast. No shadows
Tentomon viendo a la derecha, perspectiva isometrica. In-Game asset. 2d. High contrast. No shadows
Patamon viendo a la derecha, perspectiva isometrica. In-Game asset. 2d. High contrast. No shadows
Pikachu visto desde arriba. In-Game asset. 2d. High contrast. No shadows
Pidgeot visto desde arriba. In-Game asset. 2d. High contrast. No shadows
Beedrill visto desde arriba. In-Game asset. 2d. High contrast. No shadows
Gengar visto desde arriba. In-Game asset. 2d. High contrast. No shadows
forestBackgroundtile. In-Game asset. 2d. High contrast. No shadows
forestPathTile. In-Game asset. 2d. High contrast. No shadows
forestScenaryElement. In-Game asset. 2d. High contrast. No shadows
Cell. In-Game asset. 2d. High contrast. No shadows
desertbg. In-Game asset. 2d. High contrast. No shadows
desertscenery. In-Game asset. 2d. High contrast. No shadows
glacierbg block. In-Game asset. 2d. High contrast. No shadows