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Oye ava sabes por que no funciona
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Sigue igual
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Puedes porfis
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Si por favor
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Muy bien así lo quiero pero necesito espacio para poner a los digimon por los caminos que pasan por el medio en donde solo hay un bloque de espacio para los Digimon y no es suficiente para ponerlo como torreta ahí
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Esta peor aun, puedes dejar el mapa como estaba antes y dejar espacio suciente para los digimon
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Hiciste lo contrario eliminaste el poco espacio que habia para los digimon
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Podemos añadir un botón arriba para acelerar el tiempo y abrir algo de espacio por los caminos del medio para colocar torretas
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Podemos añadir los objetos de tienda permanentes es decir seran 3 por los momentos Digivice C, B y A estos desbloquearan las evoluciones de menor a mayor etapa el boton de digievolucionar solo se muestra cuando una torreta ya tiene un nivel mejorado ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Muy bien así es como queria el mapa pero puedes abrir un poquito de espacio por el medio para que quepan las torretas
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Si eso me sirve
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Esta muy desorneda lo quiero con esquinas cudradas
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No esta nada mal pero los enemigos tienen un camino recto para pasar yo lo queria con varias curvas y vueltas hasta llegar de esa manera tienen más oportunidades las torretas
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Los fallos que tenemos son que el laberinto nunca llega al nucleo Digimon, no hay suficiente espacio para colocar a los Digimon y además lanza un mensaje de que estan bloqueando el camino cuando no es cierto
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El camino debe tener 3 bloques de grosor y por ultimo sigo sin entender el mapa también las oleadas avanzan solas y no deberia ser así
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Mejor dale forma en serpiente en cuadrado con forma de laberinto clasico y remplaza todo el mapa que comience a usar los assets, también has que los Diigmon se puedan colocar en cualquier parte menos en el camino de los enemigos
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Muy bien hagamos cambios en el mapa borra el como funciona todo el mapa excepto el arrastrar la torre y colocarla todos los mapas tendran la misma posición de laberinto en zig zag de 3 bloque como
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Hagamos más cambios mejoremos los cuadro de dialogos para que se vean mucho mejor y no se salgan de la caja de dialogos también puedes borrar eso de que no permite construir torres de digimon.
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Muy bien arreglemos varios cosas lo primero es que la salud del sistema estara abajo, lo segundo cambia el titulo del juego a Firewall Defensors, todos los mapas estaran con forma de serpiente laberintica.
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Hay que arreglar los mapas para que no den este tipo de error
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El texto se sale de cada cuadro y le falta imagenes además el mapa sigue sin usar los assets personalizados
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La historia se trata de como Pokémon quiere infiltrarse en la base de datos de Digimon y destruirla por completo para apoderarse de la industria de los niños
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Please fix the bug: 'Uncaught TypeError: self.getWorldStory is not a function' in or related to this line: 'var storyData = self.getWorldStory(worldNumber);' Line Number: 1520
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Oh por cierto quiero añadir paneles estilo comic para mostrar la historia del juego cada vez que inicia un mundo 3 paneles estarían bien por mundo
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Cual el enemigo se quede atascado buscara la forma de continuar por otro camino
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { unlockedWorlds: 1, completedWaves: 0 }); /**** * 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: 32, fill: 0x000000, weight: 600 }); storyText.anchor.set(0.5, 0.5); storyText.y = 170; storyText.wordWrap = true; storyText.wordWrapWidth = 620; storyText.maxWidth = 620; 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) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); // Removed number label setText to improve performance cellGraphics.tint = 0x880000; return; } // Keep visual tinting but remove number label updates var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; // Removed number label visibility setting for performance break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; // Removed number label visibility setting for performance break; } } // Removed numberLabel.setText to improve performance - text rendering was causing lag }; }); 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); 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) for (var i = 0; i < gridWidth; i++) { for (var j = 0; j <= 4; j++) { if (i >= 10 && i <= 13) { self.cells[i][j].type = 0; // Open path in center 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) for (var i = 0; i < gridWidth; i++) { for (var j = gridHeight - 5; j < gridHeight; j++) { if (i >= 10 && i <= 13) { self.cells[i][j].type = 0; // Open path in center 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 serpentine square labyrinth pattern var pathWidth = 1; // Single-width path for classic maze feel var mazeWidth = gridWidth - 6; // Leave 3 blocks margin on each side var mazeHeight = gridHeight - 11; // From row 5 to gridHeight - 6 var startX = 3; var startY = 5; // Create serpentine pattern moving in squares var x = startX + Math.floor(mazeWidth / 2); var y = startY; var direction = 0; // 0=down, 1=right, 2=up, 3=left var segmentLength = Math.min(mazeWidth, mazeHeight); var currentSegment = 0; var stepsInCurrentDirection = 0; var maxStepsInDirection = segmentLength; // Create the main serpentine path while (y < startY + mazeHeight - 1) { // Mark current position as path if (x >= 0 && x < gridWidth && y >= 0 && y < gridHeight) { self.cells[x][y].type = 0; } stepsInCurrentDirection++; // Move in current direction switch (direction) { case 0: // Down y++; break; case 1: // Right x++; break; case 2: // Up y--; break; case 3: // Left x--; break; } // Check if we need to turn (hit boundary or completed segment) var shouldTurn = false; if (direction === 0 && y >= startY + mazeHeight - 1) shouldTurn = true; // Hit bottom if (direction === 1 && x >= startX + mazeWidth - 1) shouldTurn = true; // Hit right if (direction === 2 && y <= startY) shouldTurn = true; // Hit top if (direction === 3 && x <= startX) shouldTurn = true; // Hit left if (stepsInCurrentDirection >= maxStepsInDirection) shouldTurn = true; // Completed segment if (shouldTurn) { direction = (direction + 1) % 4; // Turn clockwise stepsInCurrentDirection = 0; currentSegment++; // Reduce segment length gradually to create spiral effect if (currentSegment % 2 === 0 && maxStepsInDirection > 3) { maxStepsInDirection -= 2; } } // Safety check to prevent infinite loop if (currentSegment > 50) break; } // Add some connecting passages for more complex maze for (var i = startX + 2; i < startX + mazeWidth - 2; i += 4) { for (var j = startY + 2; j < startY + mazeHeight - 2; j += 4) { // Create small connecting passages if (Math.random() < 0.3) { if (i + 1 < gridWidth) self.cells[i + 1][j].type = 0; if (j + 1 < gridHeight) self.cells[i][j + 1].type = 0; } } } }; // 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; // 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 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('Firewall Defensors', { 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('Start Game', { size: 50, fill: 0xFFFFFF, weight: 800 }); startButtonText.anchor.set(0.5, 0.5); startButton.addChild(startButtonText); startButton.y = 100; self.addChild(startButton); startButton.down = function () { self.destroy(); game.startGame(); }; 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 () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves && !waveInProgress && enemies.length === 0) { 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 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(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("World " + currentWorld + " Level " + 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: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost + ' bits', { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var 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; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; 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); // Allow placement on any cell that isn't part of the enemy path // Path cells are type 0 (open path), 2 (spawn), or 3 (goal) if (!cell || cell.type === 0 || cell.type === 2 || cell.type === 3) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' 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); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' 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(); 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; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; // Calculate current world and level currentWorld = Math.ceil(currentWave / 9); currentLevel = (currentWave - 1) % 9 + 1; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("World " + currentWorld + " Level " + currentLevel + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; 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.getWorldColors = function (worldNumber) { switch (worldNumber) { case 1: // Forest return { background: 0x228b22, // Forest green path: 0x8b4513, // Saddle brown (dirt path) wall: 0x2f4f2f, // Dark forest green scenery: 0x32cd32, // Lime green (bushes/trees) ambient: 0x90ee90 // Light green tint }; case 2: // Desert return { background: 0xf4a460, // Sandy brown path: 0xdaa520, // Goldenrod (sand path) wall: 0xcd853f, // Peru (rock formations) scenery: 0xdaa520, // Goldenrod (cacti/rocks) ambient: 0xffd700 // Gold tint }; case 3: // Glacier return { background: 0xb0e0e6, // Powder blue path: 0xe0ffff, // Light cyan (ice path) wall: 0x4682b4, // Steel blue (ice walls) scenery: 0xffffff, // White (snow/ice crystals) ambient: 0xe6f3ff // Light blue tint }; case 4: // Village return { background: 0x9acd32, // Yellow green path: 0x696969, // Dim gray (stone path) wall: 0x8b4513, // Saddle brown (wooden buildings) scenery: 0xd2691e, // Chocolate (roofs/structures) ambient: 0xf0e68c // Khaki tint }; case 5: // Technology return { background: 0x2f2f2f, // Dark gray path: 0x708090, // Slate gray (metal corridors) wall: 0x4169e1, // Royal blue (tech panels) scenery: 0x00ced1, // Dark turquoise (machinery) ambient: 0x87ceeb // Sky blue tint }; case 6: // Hell return { background: 0x8b0000, // Dark red path: 0x660000, // Dark red (lava cracks) wall: 0x000000, // Black (obsidian) scenery: 0xff4500, // Orange red (lava/fire) ambient: 0xff6347 // Tomato red tint }; default: return { background: 0x228b22, path: 0x8b4513, wall: 0x2f4f2f, scenery: 0x32cd32, ambient: 0x90ee90 }; } }; self.updateWorldGraphics = function (worldNumber, gridInstance) { if (self.currentWorld === worldNumber) { return; // Already rendered this world } self.currentWorld = worldNumber; var colors = self.getWorldColors(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 custom image 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 image assets var bgAssetName = 'forestBackgroundTile'; // Default switch (worldNumber) { case 1: bgAssetName = 'forestBackgroundTile'; break; case 2: bgAssetName = 'desertBackgroundTile'; break; case 3: bgAssetName = 'glacierBackgroundTile'; break; case 4: bgAssetName = 'villageBackgroundTile'; break; case 5: bgAssetName = 'techLabBackgroundTile'; break; case 6: bgAssetName = 'infernoBackgroundTile'; break; } var bgTile = self.attachAsset(bgAssetName, { 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 sceneryAssetName = 'forestSceneryElement'; // Default switch (worldNumber) { case 1: sceneryAssetName = 'forestSceneryElement'; break; case 2: sceneryAssetName = 'desertSceneryElement'; break; case 3: sceneryAssetName = 'glacierSceneryElement'; break; case 4: sceneryAssetName = 'villageSceneryElement'; break; case 5: sceneryAssetName = 'techLabSceneryElement'; break; case 6: sceneryAssetName = 'infernoSceneryElement'; break; } var scenery = self.attachAsset(sceneryAssetName, { 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 pathAssetName = 'forestPathTile'; // Default switch (worldNumber) { case 1: pathAssetName = 'forestPathTile'; break; case 2: pathAssetName = 'desertPathTile'; break; case 3: pathAssetName = 'glacierPathTile'; break; case 4: pathAssetName = 'villagePathTile'; break; case 5: pathAssetName = 'techLabPathTile'; break; case 6: pathAssetName = 'infernoPathTile'; break; } var pathTile = self.attachAsset(pathAssetName, { anchorX: 0, anchorY: 0 }); pathTile.x = i * CELL_SIZE; pathTile.y = j * CELL_SIZE; pathTile.alpha = 0.8; self.pathTiles.push(pathTile); } else if (cell.type === 1) { // Wall - use appropriate wall tile based on world var wallAssetName = 'wallTile'; switch (worldNumber) { case 1: wallAssetName = 'forestWallTile'; break; case 2: wallAssetName = 'desertWallTile'; break; case 3: wallAssetName = 'glacierWallTile'; break; case 4: wallAssetName = 'villageWallTile'; break; case 5: wallAssetName = 'techLabWallTile'; break; case 6: wallAssetName = 'infernoWallTile'; break; } var wallTile = self.attachAsset(wallAssetName, { anchorX: 0, anchorY: 0 }); wallTile.x = i * CELL_SIZE; wallTile.y = j * CELL_SIZE; wallTile.tint = colors.wall; wallTile.alpha = 0.9; self.wallTiles.push(wallTile); } } } } }; 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(); game.startWorld(worldIndex + 1); } 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 ****/ 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 = 54; // 6 worlds × 9 levels = 54 total waves 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 goldText = new Text2('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('System Health', { size: 45, fill: 0xFFFFFF, weight: 800 }); livesText.anchor.set(0.5, 0.5); livesText.y = -35; healthBarContainer.addChild(livesText); var scoreText = new Text2('Security Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.bottom.addChild(healthBarContainer); LK.gui.top.addChild(scoreText); healthBarContainer.x = 0; healthBarContainer.y = -50; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; function updateUI() { goldText.setText('Bits: ' + gold); scoreText.setText('Security Score: ' + 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(); // Render initial world graphics worldRenderer.updateWorldGraphics(1, grid); // Only render debug on game start, not every frame if (LK.ticks === 0) { grid.renderDebug(); } debugLayer.addChild(grid); game.addChild(backgroundLayer); 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(); 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(); 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(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // 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 = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { // Update background color based on current world var worldColors = worldRenderer.getWorldColors(currentWorld); if (worldColors) { game.setBackgroundColor(worldColors.ambient); } if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Check if we entered a new world and regenerate maze var newWorld = Math.ceil(currentWave / 9); if (newWorld > currentWorld || currentWave === 1) { currentWorld = newWorld; if (currentWorld > 6) currentWorld = 6; grid.generateMazeForWorld(currentWorld); grid.pathFind(); grid.renderDebug(); // Update world graphics worldRenderer.updateWorldGraphics(currentWorld, grid); // 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 var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // 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; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " 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 world completion and unlock next world var wavesPerWorld = 9; var completedWaves = storage.completedWaves || 0; if (currentWave > completedWaves) { storage.completedWaves = currentWave; // Check if we completed a world (every 9 waves) var worldsCompleted = Math.floor(currentWave / wavesPerWorld); 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; } } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } }; 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); grid.pathFind(); grid.renderDebug(); worldRenderer.updateWorldGraphics(currentWorld, grid); // Show story sequence before starting the world var storySequence = new StorySequence(worldNumber); game.addChild(storySequence); storySequence.onComplete = function () { waveIndicator.gameStarted = true; currentWave = (currentWorld - 1) * 9; waveTimer = nextWaveTime; }; };
===================================================================
--- original.js
+++ change.js
@@ -736,35 +736,77 @@
self.cells[i][j].type = 1; // Walls on sides
}
}
}
- // Create zigzag pattern with 3 block width for all maps
- var pathWidth = 3;
- var centerX = 11; // Center of 24-wide grid
- var direction = 1; // 1 for right, -1 for left
- var currentX = centerX;
- for (var j = 5; j <= gridHeight - 6; j++) {
- // Create 3-block wide path
- for (var i = currentX - 1; i <= currentX + 1; i++) {
- if (i >= 0 && i < gridWidth) {
- self.cells[i][j].type = 0;
- }
+ // Create classic serpentine square labyrinth pattern
+ var pathWidth = 1; // Single-width path for classic maze feel
+ var mazeWidth = gridWidth - 6; // Leave 3 blocks margin on each side
+ var mazeHeight = gridHeight - 11; // From row 5 to gridHeight - 6
+ var startX = 3;
+ var startY = 5;
+ // Create serpentine pattern moving in squares
+ var x = startX + Math.floor(mazeWidth / 2);
+ var y = startY;
+ var direction = 0; // 0=down, 1=right, 2=up, 3=left
+ var segmentLength = Math.min(mazeWidth, mazeHeight);
+ var currentSegment = 0;
+ var stepsInCurrentDirection = 0;
+ var maxStepsInDirection = segmentLength;
+ // Create the main serpentine path
+ while (y < startY + mazeHeight - 1) {
+ // Mark current position as path
+ if (x >= 0 && x < gridWidth && y >= 0 && y < gridHeight) {
+ self.cells[x][y].type = 0;
}
- // Change direction every 3 rows to create zigzag
- if ((j - 5) % 3 === 2) {
- direction *= -1;
+ stepsInCurrentDirection++;
+ // Move in current direction
+ switch (direction) {
+ case 0:
+ // Down
+ y++;
+ break;
+ case 1:
+ // Right
+ x++;
+ break;
+ case 2:
+ // Up
+ y--;
+ break;
+ case 3:
+ // Left
+ x--;
+ break;
}
- // Move left or right by 2 blocks each row
- currentX += direction * 2;
- // Keep within bounds (leave 3 blocks margin on each side)
- if (currentX < 3) {
- currentX = 3;
- direction = 1;
- } else if (currentX > gridWidth - 4) {
- currentX = gridWidth - 4;
- direction = -1;
+ // Check if we need to turn (hit boundary or completed segment)
+ var shouldTurn = false;
+ if (direction === 0 && y >= startY + mazeHeight - 1) shouldTurn = true; // Hit bottom
+ if (direction === 1 && x >= startX + mazeWidth - 1) shouldTurn = true; // Hit right
+ if (direction === 2 && y <= startY) shouldTurn = true; // Hit top
+ if (direction === 3 && x <= startX) shouldTurn = true; // Hit left
+ if (stepsInCurrentDirection >= maxStepsInDirection) shouldTurn = true; // Completed segment
+ if (shouldTurn) {
+ direction = (direction + 1) % 4; // Turn clockwise
+ stepsInCurrentDirection = 0;
+ currentSegment++;
+ // Reduce segment length gradually to create spiral effect
+ if (currentSegment % 2 === 0 && maxStepsInDirection > 3) {
+ maxStepsInDirection -= 2;
+ }
}
+ // Safety check to prevent infinite loop
+ if (currentSegment > 50) break;
}
+ // Add some connecting passages for more complex maze
+ for (var i = startX + 2; i < startX + mazeWidth - 2; i += 4) {
+ for (var j = startY + 2; j < startY + mazeHeight - 2; j += 4) {
+ // Create small connecting passages
+ if (Math.random() < 0.3) {
+ if (i + 1 < gridWidth) self.cells[i + 1][j].type = 0;
+ if (j + 1 < gridHeight) self.cells[i][j + 1].type = 0;
+ }
+ }
+ }
};
// Generate maze for current world
var world = Math.ceil(currentWave / 9);
if (world < 1) world = 1;
@@ -2006,8 +2048,9 @@
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) {
@@ -2084,15 +2127,19 @@
}
};
self.updatePlacementStatus = function () {
var validGridPlacement = true;
- if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
+ // 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);
- if (!cell || cell.type !== 0) {
+ // Allow placement on any cell that isn't part of the enemy path
+ // Path cells are type 0 (open path), 2 (spawn), or 3 (goal)
+ if (!cell || cell.type === 0 || cell.type === 2 || cell.type === 3) {
validGridPlacement = false;
break;
}
}
@@ -2836,32 +2883,72 @@
}
while (self.sceneryElements.length) {
self.removeChild(self.sceneryElements.pop());
}
- // Create new tiles based on current world
+ // Create new tiles based on current world using custom image assets
var gridWidth = 24;
var gridHeight = 35;
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
- // Create background tile - use basic shapes with world-specific colors
- var bgTile = self.attachAsset('backgroundTile', {
+ // Create background tile using world-specific image assets
+ var bgAssetName = 'forestBackgroundTile'; // Default
+ switch (worldNumber) {
+ case 1:
+ bgAssetName = 'forestBackgroundTile';
+ break;
+ case 2:
+ bgAssetName = 'desertBackgroundTile';
+ break;
+ case 3:
+ bgAssetName = 'glacierBackgroundTile';
+ break;
+ case 4:
+ bgAssetName = 'villageBackgroundTile';
+ break;
+ case 5:
+ bgAssetName = 'techLabBackgroundTile';
+ break;
+ case 6:
+ bgAssetName = 'infernoBackgroundTile';
+ break;
+ }
+ var bgTile = self.attachAsset(bgAssetName, {
anchorX: 0,
anchorY: 0
});
bgTile.x = i * CELL_SIZE;
bgTile.y = j * CELL_SIZE;
- bgTile.tint = colors.background;
self.backgroundTiles.push(bgTile);
// Add world-specific scenery elements randomly
if (Math.random() < 0.15) {
- // 15% chance for scenery
- var scenery = self.attachAsset('sceneryElement', {
+ // 15% chance for scenery - use world-specific scenery assets
+ var sceneryAssetName = 'forestSceneryElement'; // Default
+ switch (worldNumber) {
+ case 1:
+ sceneryAssetName = 'forestSceneryElement';
+ break;
+ case 2:
+ sceneryAssetName = 'desertSceneryElement';
+ break;
+ case 3:
+ sceneryAssetName = 'glacierSceneryElement';
+ break;
+ case 4:
+ sceneryAssetName = 'villageSceneryElement';
+ break;
+ case 5:
+ sceneryAssetName = 'techLabSceneryElement';
+ break;
+ case 6:
+ sceneryAssetName = 'infernoSceneryElement';
+ break;
+ }
+ var scenery = self.attachAsset(sceneryAssetName, {
anchorX: 0.5,
anchorY: 0.5
});
scenery.x = i * CELL_SIZE + CELL_SIZE / 2;
scenery.y = j * CELL_SIZE + CELL_SIZE / 2;
- scenery.tint = colors.scenery;
// World-specific scenery shapes
switch (worldNumber) {
case 1:
// Forest - trees/bushes (ellipses)
@@ -2910,16 +2997,36 @@
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
- var pathTile = self.attachAsset('pathTile', {
+ // Path, spawn, or goal - use world-specific path assets
+ var pathAssetName = 'forestPathTile'; // Default
+ switch (worldNumber) {
+ case 1:
+ pathAssetName = 'forestPathTile';
+ break;
+ case 2:
+ pathAssetName = 'desertPathTile';
+ break;
+ case 3:
+ pathAssetName = 'glacierPathTile';
+ break;
+ case 4:
+ pathAssetName = 'villagePathTile';
+ break;
+ case 5:
+ pathAssetName = 'techLabPathTile';
+ break;
+ case 6:
+ pathAssetName = 'infernoPathTile';
+ break;
+ }
+ var pathTile = self.attachAsset(pathAssetName, {
anchorX: 0,
anchorY: 0
});
pathTile.x = i * CELL_SIZE;
pathTile.y = j * CELL_SIZE;
- pathTile.tint = colors.path;
pathTile.alpha = 0.8;
self.pathTiles.push(pathTile);
} else if (cell.type === 1) {
// Wall - use appropriate wall tile based on world
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