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Create a TowerBlueprint class that inherits from ConfigContainer, which will replace the parent of the Tower, TowerBase & TowerRuin
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the towerBase class should also inherit from the ConfigContainer class
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The tower class, and all derived children should take in a config object instead of just an id. The id should be included in the config object
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When merging into a sniper tower, instead create a TowerSun instance as you would a regular sniper tower
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Please implement that takeDamage function. Visual effects should be applied outside of that function though
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The ProjectileSun takes in a radius and a damage in the config. The projectile has a projectile_sun asset which has its size (width & height) set to the 2 * radius. Every 0.5s the projectile will search for any enemies in its radius and deal 0.5 * damage ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Override the onDestroy function of the TowerSun, and call the callDestroy function on the projectile
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when a TowerSun is created, also create a ProjectileSun at the tower's location
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Create a new ProjectileSun class that inherits from ConfigContainer
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change the tower class to inherit from ConfigContainer
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Similarly, add new empty classes: - TowerFlame, TowerFrost, TowerLightning, TowerNature, TowerSun (all inheriting from Tower) - ProjectileFlame, ProjectileFrost, ProjectileLightning, ProjectileNature (all inheriting from ConfigContainer)
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Add new empty classes: - TowerPoison (inherits from Tower) - ProjectilePoison and ProjectilePoisonPuddle (both inherit from ConfigContainer)
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In the orb class, all the assets should be contained within a parent Container, which should also slowly move up and down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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tint the tower_baseRuin asset slightly grey ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please add a 50ms delay between spawning units, this should be done with a queue and LK interval
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Please add a 50ms delay between spawning units
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Add a description to all the towers, briefly explaining them, which should be shown under the towerTypeText in the UpgradeMenu
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Add a description to all the towers, which should be shown under the tower selection title
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Rework the tower's gun. The gun should not rotate to face the enemy, instead its inner orb should recoil in the opposite direction to the enemy and the projectile should spawn by the gun origin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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.takeDamage(self.damage); // 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.takeDamage(self.damage * 0.5); } } } } 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 ConfigContainer = Container.expand(function (config) { var self = Container.call(this); config = config || {}; self.destroyed = false; self.tags = {}; self.x = config.x || 0; self.y = config.y || 0; self.rotation = config.rotation || 0; self.alpha = config.alpha !== undefined ? config.alpha : 1.0; if (config.scale !== undefined || config.scaleX !== undefined || config.scaleY !== undefined) { var scaleX = config.scaleX !== undefined ? config.scaleX : config.scale !== undefined ? config.scale : 1; var scaleY = config.scaleY !== undefined ? config.scaleY : config.scale !== undefined ? config.scale : 1; self.scale.set(scaleX, scaleY); } self.callDestroy = function () { if (!self.destroyed) { self.destroyed = true; self.onDestroy(); self.destroy(); } }; self.onDestroy = function () {}; return self; }); var TowerBlueprint = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); config = config || {}; self.id = config.id || 'default'; self.level = 1; self.maxLevel = 3; self.gridX = 0; self.gridY = 0; self.range = 0; self.cellsInRange = []; // Common method to get the current range of the tower self.getRange = function () { return self.range; }; // Common method to refresh cells in range self.refreshCellsInRange = function () { // Base implementation - can be overridden by subclasses }; // Common method to get total value self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var baseUpgradeCost = baseTowerCost; var value = baseTowerCost; for (var i = 1; i < self.level; i++) { value += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return value; }; // Common method to upgrade self.upgrade = function () { if (self.level < self.maxLevel) { var baseUpgradeCost = getTowerCost(self.id); var upgradeCost = 0; // Make all upgrades free if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; // Common method to place on grid 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; 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.placeOnGrid(config.gridX, config.gridY); return self; }); var TowerRuin = TowerBlueprint.expand(function (config) { var self = TowerBlueprint.call(this, config); self.id = 'ruin'; self.level = 1; self.maxLevel = 1; self.gridX = 0; self.gridY = 0; self.range = 0; // No attack range // No attack functionality - ruin doesn't attack self.getRange = function () { return 0; }; self.cellsInRange = []; var baseGraphics = self.attachAsset('tower_baseRuin', { anchorX: 0.5, anchorY: 0.3, tint: 0xAAAAAA }); // Randomly mirror the ruin horizontally if (Math.random() < 0.5) { baseGraphics.scaleX = -Math.abs(baseGraphics.scaleX); } // No orb for ruins self.refreshCellsInRange = function () { // Ruin tower doesn't have range, so nothing to refresh }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var baseUpgradeCost = baseTowerCost; var value = baseTowerCost; for (var i = 1; i < self.level; i++) { value += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return value; }; self.upgrade = function () { if (self.level < self.maxLevel) { var baseUpgradeCost = getTowerCost(self.id); var upgradeCost = 0; // Make all upgrades free if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; // Ruin tower has no attack functionality self.update = function () { // No targeting or firing logic }; 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 < 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]); } } 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 upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; 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; 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; } } } }; return self; }); var TowerBase = TowerBlueprint.expand(function (config) { var self = TowerBlueprint.call(this, config); self.id = 'base'; self.level = 1; self.maxLevel = 3; self.gridX = 0; self.gridY = 0; self.range = 0; // No attack range // No attack functionality - base doesn't attack self.getRange = function () { return 0; }; self.cellsInRange = []; // Assign random type between 'red', 'yellow', and 'blue' var towerTypes = ['red', 'yellow', 'blue']; self.towerType = towerTypes[Math.floor(Math.random() * towerTypes.length)]; var baseGraphics = self.attachAsset('tower_baseBot', { anchorX: 0.5, anchorY: 0.35 }); // No tinting for tower base // Create orb with tint based on tower type var orbTint = 0xFFFFFF; // Default white switch (self.towerType) { case 'red': orbTint = 0xFFAAAA; // Medium red tint break; case 'yellow': orbTint = 0xFFFFAA; // Medium yellow tint break; case 'blue': orbTint = 0xAAAAFF; // Medium blue tint break; } // Create orb with no icon but tinted color var orb = new Orb({ tint: orbTint }, self); orb.y = -20; // Position orb above the base self.addChild(orb); self.refreshCellsInRange = function () { // Base tower doesn't have range, so nothing to refresh }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var baseUpgradeCost = baseTowerCost; var value = baseTowerCost; for (var i = 1; i < self.level; i++) { value += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return value; }; self.upgrade = function () { if (self.level < self.maxLevel) { var baseUpgradeCost = getTowerCost(self.id); var upgradeCost = 0; // Make all upgrades free if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; // Base tower has no attack functionality self.update = function () { // No targeting or firing logic }; 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 < 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]); } } 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 upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; 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; 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; } } } }; return self; }); var Tower = TowerBlueprint.expand(function (config) { var self = TowerBlueprint.call(this, config); config = config || {}; self.id = config.id || 'default'; self.level = 1; self.maxLevel = 3; 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 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseBot = self.attachAsset('tower_baseBot', { anchorX: 0.5, anchorY: 0.35 }); var baseTop = self.attachAsset('tower_baseTop', { anchorX: 0.5, anchorY: 0.65 }); var levelIndicators = []; var tierImageSize = CELL_SIZE * 2 / 3; // Create single tier indicator positioned at bottom center var tierIndicator = new Container(); var tierImage = tierIndicator.attachAsset('tower_tier1', { anchorX: 0.5, anchorY: 0.5 }); tierImage.width = tierImageSize; tierImage.height = tierImageSize; tierIndicator.x = 0; tierIndicator.y = CELL_SIZE * 0.7; self.addChild(tierIndicator); levelIndicators.push(tierIndicator); var gunContainer = self.addChild(new ConfigContainer({ y: -50 })); // Initialize orb configuration object var orbConfig = {}; // Set icon and tint color for the orb based on tower type switch (self.id) { case 'rapid': orbConfig.tint = 0xFFAAAA; // Red tint (red + red combination) orbConfig.icon = 'tower_iconFlame'; break; case 'poison': orbConfig.tint = 0xCCAAFF; // Purple tint (red + blue combination) orbConfig.icon = 'tower_iconPoison'; break; case 'sniper': orbConfig.tint = 0xFFCC88; // Orange tint (red + yellow combination) orbConfig.icon = 'tower_iconSun'; break; case 'splash': orbConfig.tint = 0xCCFFAA; // Yellow-blue tint (blue + yellow combination) orbConfig.icon = 'tower_iconNature'; break; case 'slow': orbConfig.tint = 0xAAAAFF; // Blue tint (blue + blue combination) orbConfig.icon = 'tower_iconFrost'; break; default: // normal/default orbConfig.tint = 0xFFFFAA; // Yellow tint (yellow + yellow combination) orbConfig.icon = 'tower_iconLightning'; } var gunGraphics = new Orb(orbConfig, self); gunContainer.addChild(gunGraphics); self.updateLevelIndicators = function () { if (levelIndicators.length > 0) { var tierIndicator = levelIndicators[0]; var tierImage = tierIndicator.children[0]; // Update the asset based on current level var tierAssetId = 'tower_tier' + self.level; // Remove old tier image tierIndicator.removeChild(tierImage); // Add new tier image tierImage = tierIndicator.attachAsset(tierAssetId, { anchorX: 0.5, anchorY: 0.5 }); var tierImageSize = CELL_SIZE * 2 / 3; tierImage.width = tierImageSize; tierImage.height = tierImageSize; } }; 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 baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost var value = baseTowerCost; for (var i = 1; i < self.level; i++) { value += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return value; }; self.upgrade = function () { if (self.level < self.maxLevel) { 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 && levelIndicators.length > 0) { var tierIndicator = levelIndicators[0]; tween(tierIndicator, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(tierIndicator, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } 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) { 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) { // Calculate direction to enemy for orb recoil effect var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); // Spawn bullet from gun origin (no offset needed) var bulletX = self.x; var bulletY = self.y + gunContainer.y; 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); // --- Orb recoil effect --- // Get the orb (first child of gunContainer) var orb = gunContainer.children[0]; if (orb) { // Stop any ongoing recoil tweens before starting a new one tween.stop(orb, { x: true, y: true }); // Always use the original resting position for recoil, never accumulate offset if (orb._restX === undefined) { orb._restX = 0; } if (orb._restY === undefined) { orb._restY = 0; } // Reset to resting position before animating (in case of interrupted tweens) orb.x = orb._restX; orb.y = orb._restY; // Calculate recoil offset (recoil in opposite direction to enemy) var recoilDistance = 12; var recoilX = -Math.cos(angle) * recoilDistance; var recoilY = -Math.sin(angle) * recoilDistance; // Animate recoil back from the resting position tween(orb, { x: orb._restX + recoilX, y: orb._restY + recoilY }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position tween(orb, { x: orb._restX, y: orb._restY }, { duration: 120, easing: tween.elasticOut }); } }); } } } }; 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; 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 TowerSun = Tower.expand(function (config) { var self = Tower.call(this, config); // Create a ProjectileSun at the tower's location self.projectileSun = new ProjectileSun({ x: self.x, y: self.y, radius: 120, damage: 20 }); game.addChild(self.projectileSun); self.onDestroy = function () { if (self.projectileSun) { self.projectileSun.callDestroy(); } }; return self; }); var TowerPoison = Tower.expand(function (config) { var self = Tower.call(this, config); return self; }); var TowerNature = Tower.expand(function (config) { var self = Tower.call(this, config); return self; }); var TowerLightning = Tower.expand(function (config) { var self = Tower.call(this, config); return self; }); var TowerFrost = Tower.expand(function (config) { var self = Tower.call(this, config); return self; }); var TowerFlame = Tower.expand(function (config) { var self = Tower.call(this, config); return self; }); var ProjectileSun = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); config = config || {}; self.radius = config.radius || 100; self.damage = config.damage || 10; self.lastDamageTime = 0; self.damageInterval = 30; // 0.5 seconds at 60 FPS // Create projectile sun asset with size based on radius var projectileGraphics = self.attachAsset('projectile_sun', { anchorX: 0.5, anchorY: 0.5 }); projectileGraphics.width = self.radius * 2; projectileGraphics.height = self.radius * 2; self.update = function () { // Check for enemies every 0.5 seconds if (LK.ticks - self.lastDamageTime >= self.damageInterval) { self.lastDamageTime = LK.ticks; // Search for enemies within radius 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); if (distance <= self.radius) { // Deal 0.5 * damage enemy.takeDamage(self.damage * 0.5); // Create damage effect tween(enemy, { tint: 0xFFFF00 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(enemy, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); } } } }; return self; }); var ProjectilePoisonPuddle = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); return self; }); var ProjectilePoison = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); return self; }); var ProjectileNature = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); return self; }); var ProjectileLightning = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); return self; }); var ProjectileFrost = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); return self; }); var ProjectileFlame = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); return self; }); var Orb = ConfigContainer.expand(function (config, tower) { var self = ConfigContainer.call(this, config); config = config || {}; self.tower = tower || null; self.orbTint = config.tint || 0xFFFFFF; self.iconAsset = config.icon || null; self.projectileClass = config.projectileClass || null; // Create parent container to hold all orb assets var orbContainer = new Container(); self.addChild(orbContainer); // Create the main orb using tower_orb asset var orbGraphics = orbContainer.attachAsset('tower_orb', { anchorX: 0.5, anchorY: 0.5 }); orbGraphics.tint = self.orbTint; // Add optional icon overlay if provided if (self.iconAsset) { var iconOverlay = orbContainer.attachAsset(self.iconAsset, { anchorX: 0.5, anchorY: 0.5 }); // Tint the icon black iconOverlay.tint = 0x000000; } // Start continuous up and down movement animation function startFloatingAnimation() { tween(orbContainer, { y: -5 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(orbContainer, { y: 5 }, { duration: 2000, easing: tween.easeInOut, onFinish: startFloatingAnimation }); } }); } startFloatingAnimation(); return self; }); var LivesText = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); config = config || {}; // Create lives icon var livesIcon = self.attachAsset('icon_lives', { anchorX: 0.5, anchorY: 0.5 }); // Create lives text var livesText = new Text2('× ' + lives, { size: 60, fill: 0xFFFFFF, weight: 800 }); livesText.anchor.set(0, 0.5); livesText.x = 50; // Position to the right of the icon self.addChild(livesText); // Method to update lives text self.updateLives = function (newLives) { livesText.setText('× ' + newLives); }; return self; }); var Grid = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); config = config || {}; var gridWidth = config.gridWidth || 24; var gridHeight = config.gridHeight || 35; 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 */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } 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 = []; if (j > 3 && j <= gridHeight - 4) { 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]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } 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; // No rotation needed for pre-entry movement, enemies face downward by default // 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; } // Flip based on horizontal movement direction for flying enemies if (enemy.children[0]) { if (ox > 0) { // Moving right - normal orientation enemy.children[0].scaleX = Math.abs(enemy.children[0].scaleX); } else if (ox < 0) { // Moving left - flip horizontally enemy.children[0].scaleX = -Math.abs(enemy.children[0].scaleX); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); // Calculate angle to move toward the flying target 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; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } 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; return; } // Flip based on horizontal movement direction for ground enemies if (enemy.children[0]) { if (ox > 0) { // Moving right - normal orientation enemy.children[0].scaleX = Math.abs(enemy.children[0].scaleX); } else if (ox < 0) { // Moving left - flip horizontally enemy.children[0].scaleX = -Math.abs(enemy.children[0].scaleX); } } // Calculate angle to move toward the current target 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 Background = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); config = config || {}; self.width = config.width || 500; self.height = config.height || 500; self.tileX = config.tileX || 1; self.tileY = config.tileY || 1; // Calculate tile dimensions var tileWidth = self.width / self.tileX; var tileHeight = self.height / self.tileY; // Create tiled background images for (var i = 0; i < self.tileX; i++) { for (var j = 0; j < self.tileY; j++) { var backgroundTile = self.attachAsset('background', { x: (i - (self.tileX - 1) / 2) * tileWidth, y: (j - (self.tileY - 1) / 2) * tileHeight, width: tileWidth, height: tileHeight, anchorX: 0.5, anchorY: 0.5 }); } } 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 = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); 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(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; 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; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // 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; // Method to handle taking damage self.takeDamage = function (damageAmount) { self.health -= damageAmount; if (self.health <= 0) { self.health = 0; } else { self.healthBar.width = self.health / self.maxHealth * 70; } }; // 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 enemy type with randomization var assetId = 'enemy'; // Randomize between 2 different images for all enemy types var randomVariant = Math.random() < 0.5 ? '1' : '2'; assetId = 'enemy_' + self.type + randomVariant; var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Randomly flip the enemy image horizontally if (Math.random() < 0.5) { enemyGraphics.scaleX = -Math.abs(enemyGraphics.scaleX); } // 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 using the same randomized asset 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 // Match the horizontal flip of the main enemy graphics shadowGraphics.scaleX = enemyGraphics.scaleX; // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = enemyGraphics.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.takeDamage(self.poisonDamage); } 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) { // Flip based on horizontal movement direction if (ox > 0) { // Moving right - normal orientation enemyGraphics.scaleX = Math.abs(enemyGraphics.scaleX); } else if (ox < 0) { // Moving left - flip horizontally enemyGraphics.scaleX = -Math.abs(enemyGraphics.scaleX); } // Keep existing vertical movement without flipping } } 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 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) { 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) { currentWave++; // Increment to the next wave directly 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("Wave " + currentWave + " (" + 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'; self.attachAsset('button_border', { anchorX: 0.5, anchorY: 0.5 }); self.attachAsset('icon_orb', { anchorX: 0.48, anchorY: 0.45 }); var typeLabel = self.addChild(new Text2("?", { size: 60, fill: 0x00000, weight: 800 })); typeLabel.anchor.set(0.5, 0.5); self.update = function () { // Check if player can afford this tower var canAfford = gold >= 1; // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; 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; // Range indicator removed // Create 4 quadrant preview graphics self.quadrantGraphics = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var quadrantGraphic = self.attachAsset('tower_preview', { anchorX: 0.5, anchorY: 0.5 }); quadrantGraphic.width = CELL_SIZE; quadrantGraphic.height = CELL_SIZE; // Position each quadrant relative to center quadrantGraphic.x = (i - 0.5) * CELL_SIZE; quadrantGraphic.y = (j - 0.5) * CELL_SIZE; self.quadrantGraphics.push(quadrantGraphic); } } 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(); } // Update each quadrant individually for (var i = 0; i < self.quadrantGraphics.length; i++) { var quadrantGraphic = self.quadrantGraphics[i]; var quadrantStatus = self.quadrantStatus && self.quadrantStatus[i]; if (quadrantStatus && !quadrantStatus.valid) { // Red tint for invalid quadrants quadrantGraphic.tint = 0xFF0000; } else if (!self.hasEnoughGold) { // Red tint if can't afford quadrantGraphic.tint = 0xFF0000; } else { // Use base tint for valid quadrants quadrantGraphic.tint = 0xAAAAAA; } } }; self.updatePlacementStatus = function () { // Check each quadrant individually var quadrantStatus = []; var overallValid = true; // Check boundary conditions first var inValidArea = self.gridY > 4 && self.gridY + 1 < grid.cells[0].length - 4; // Check each of the 4 quadrants (2x2 grid) for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var quadrantValid = true; var quadrantInfo = { x: i, y: j, valid: true, reason: '' }; // Check if quadrant is in valid boundary area if (!inValidArea) { quadrantValid = false; quadrantInfo.valid = false; quadrantInfo.reason = 'boundary'; } else { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { quadrantValid = false; quadrantInfo.valid = false; quadrantInfo.reason = cell ? 'occupied' : 'invalid'; } } quadrantStatus.push(quadrantInfo); if (!quadrantValid) { overallValid = false; } } } self.blockedByEnemy = false; if (overallValid) { // Check each quadrant for enemy blocking 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) { // Check which specific quadrant is blocked by enemy for (var q = 0; q < quadrantStatus.length; q++) { var quadrant = quadrantStatus[q]; var quadrantX = self.gridX + quadrant.x; var quadrantY = self.gridY + quadrant.y; if (enemy.cellX === quadrantX && enemy.cellY === quadrantY) { self.blockedByEnemy = true; quadrant.valid = false; quadrant.reason = 'enemy'; overallValid = false; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX === quadrantX && targetY === quadrantY) { self.blockedByEnemy = true; quadrant.valid = false; quadrant.reason = 'enemy_target'; overallValid = false; } } } } } } // Store quadrant information for potential future use self.quadrantStatus = quadrantStatus; self.canPlace = overallValid && !self.blockedByEnemy; 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); // Add tower description based on tower type var descriptionText = ''; switch (self.tower.id) { case 'base': descriptionText = 'Basic tower foundation that can be merged with other bases to create specialized towers'; break; case 'rapid': descriptionText = 'Fast-firing tower with high attack speed but lower damage per shot'; break; case 'sniper': descriptionText = 'Long-range tower with high damage and exceptional range at max level'; break; case 'splash': descriptionText = 'Area damage tower that deals splash damage to nearby enemies'; break; case 'slow': descriptionText = 'Support tower that slows enemies and reduces their movement speed'; break; case 'poison': descriptionText = 'Damage-over-time tower that applies poison effects to enemies'; break; case 'ruin': descriptionText = 'Destroyed tower remains that cannot attack or be upgraded'; break; default: descriptionText = 'Standard tower with balanced damage, range, and fire rate'; } var towerDescriptionText = new Text2(descriptionText, { size: 50, fill: 0xCCCCCC, weight: 400 }); towerDescriptionText.anchor.set(0, 0); towerDescriptionText.x = -840; towerDescriptionText.y = -100; self.addChild(towerDescriptionText); 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); // Upgrade button removed 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 sellButtonText = new Text2('Destroy', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); sellButton.y = 0; 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('×', { 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; // Upgrade button event handler removed sellButton.down = function (x, y, obj) { var notification = game.addChild(new Notification("Tower destroyed!")); 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 () { // Update function simplified - no upgrade button logic needed }; 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; // Hide start game button startMarker.visible = false; // Show all other wave indicators for (var i = 1; i < self.waveMarkers.length; i++) { self.waveMarkers[i].visible = true; } // Show position indicator self.positionIndicator.visible = true; 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) { waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { 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"; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': waveType = "Boss Normal"; break; case 'fast': waveType = "Boss Fast"; break; case 'immune': waveType = "Boss Immune"; break; case 'flying': waveType = "Boss Flying"; break; } } enemyCount = 1; } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // Use default block tint for all waves block.tint = 0xffffff; // --- 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('icon_boss', { y: -block.height / 2, anchorX: 0.5, anchorY: 0.5 }); // 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('shape_box', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('shape_box', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('shape_box', { 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('shape_box', { 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++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create background before attaching other elements to game var gameBackground = game.addChild(new Background({ x: 2048 / 2, // Center horizontally y: 2732 / 2, // Center vertically width: 2000, height: 3000, tileX: 2, tileY: 3 })); 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 = 5; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var dragSourceTower = null; // Track which tower started the drag operation var enemiesToSpawn = 10; // Default number of enemies per wave var enemySpawnQueue = []; // Queue for enemies to spawn var spawnDelayTimer = null; // Timer for spawn delays // Gold display removed - now only shown next to source button function updateUI() { livesDisplay.updateLives(lives); // Update source gold display if (goldText) { goldText.setText('× ' + gold); } } 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); var grid = new Grid({ x: 150, y: 200 - CELL_SIZE * 4, gridWidth: 24, gridHeight: 29 + 6 }); grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); 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) { if (towerType === 'base') { return 1; } return 1; } function placeTower(gridX, gridY) { if (gold >= 1) { var tower = new TowerBase({ gridX: gridX, gridY: gridY }); towerLayer.addChild(tower); towers.push(tower); setGold(gold - 1); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); 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; } // Check if clicking on an existing tower first (for drag-to-upgrade) dragSourceTower = null; 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) { dragSourceTower = tower; isDragging = true; return; // Don't check source towers if we're dragging from an existing tower } } 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) { // Check if player can afford this tower before allowing drag var towerCost = getTowerCost(tower.towerType); if (gold < towerCost) { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; // Don't allow drag operation } 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; // Handle tower-to-tower drag upgrade if (dragSourceTower) { // Check if we're dragging over another tower var targetTower = null; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower === dragSourceTower) { continue; } // Skip the source tower 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) { targetTower = tower; break; } } if (targetTower) { // Handle base tower merging differently than regular tower upgrading if (dragSourceTower.id === 'base' && targetTower.id === 'base' && dragSourceTower.level === targetTower.level) { // Determine the new tower type based on the combination of base tower types var newTowerType = getMergeType(dragSourceTower.towerType, targetTower.towerType); // Create new tower of the determined type if (newTowerType) { var sourceGridX = dragSourceTower.gridX; var sourceGridY = dragSourceTower.gridY; var targetGridX = targetTower.gridX; var targetGridY = targetTower.gridY; var newTower = towerLayer.addChild(newTowerType({ gridX: targetTower.gridX, gridY: targetTower.gridY })); var towerRuin = towerLayer.addChild(new TowerRuin({ gridX: targetTower.gridX, gridY: targetTower.gridY })); towers.push(newTower); towers.push(towerRuin); // Clear target tower cells (they will be re-occupied by the new tower) for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(targetGridX + i, targetGridY + j); if (cell) { var towerIndex = cell.towersInRange.indexOf(targetTower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } // Remove towers from arrays and layer var sourceTowerIndex = towers.indexOf(dragSourceTower); if (sourceTowerIndex !== -1) { towers.splice(sourceTowerIndex, 1); } var targetTowerIndex = towers.indexOf(targetTower); if (targetTowerIndex !== -1) { towers.splice(targetTowerIndex, 1); } towerLayer.removeChild(dragSourceTower); towerLayer.removeChild(targetTower); // Select the new tower and show its range selectedTower = newTower; // Remove any existing range indicators first for (var r = game.children.length - 1; r >= 0; r--) { if (game.children[r].isTowerRange) { game.removeChild(game.children[r]); } } // Add range indicator for the new tower var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = newTower; game.addChild(rangeIndicator); rangeIndicator.x = newTower.x; rangeIndicator.y = newTower.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = newTower.getRange() * 2; rangeGraphics.alpha = 0.3; grid.pathFind(); grid.renderDebug(); var notification = game.addChild(new Notification("Base towers merged into " + newTowerType + " tower!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (dragSourceTower.id === targetTower.id && dragSourceTower.level === targetTower.level && dragSourceTower.id !== 'base') { // Handle regular tower upgrading (non-base towers) // Check if target tower is already at max level if (targetTower.level >= targetTower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; dragSourceTower = null; return; } // Upgrade target tower targetTower.level++; // Apply tower-specific upgrades based on type if (targetTower.id === 'rapid') { if (targetTower.level === targetTower.maxLevel) { // Extra powerful last upgrade (double the effect) targetTower.fireRate = Math.max(4, 30 - targetTower.level * 9); // double the effect targetTower.damage = 5 + targetTower.level * 10; // double the effect targetTower.bulletSpeed = 7 + targetTower.level * 2.4; // double the effect } else { targetTower.fireRate = Math.max(15, 30 - targetTower.level * 3); // Fast tower gets faster with upgrades targetTower.damage = 5 + targetTower.level * 3; targetTower.bulletSpeed = 7 + targetTower.level * 0.7; } } else { if (targetTower.level === targetTower.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) targetTower.fireRate = Math.max(5, 60 - targetTower.level * 24); // double the effect targetTower.damage = 10 + targetTower.level * 20; // double the effect targetTower.bulletSpeed = 5 + targetTower.level * 2.4; // double the effect } else { targetTower.fireRate = Math.max(20, 60 - targetTower.level * 8); targetTower.damage = 10 + targetTower.level * 5; targetTower.bulletSpeed = 5 + targetTower.level * 0.5; } } targetTower.refreshCellsInRange(); targetTower.updateLevelIndicators(); // Deselect the old tower if it was selected if (selectedTower === dragSourceTower) { selectedTower = null; // Remove any existing range indicators for the old tower for (var r = game.children.length - 1; r >= 0; r--) { if (game.children[r].isTowerRange && game.children[r].tower === dragSourceTower) { game.removeChild(game.children[r]); } } } // Create a TowerRuin in place of the source tower var gridX = dragSourceTower.gridX; var gridY = dragSourceTower.gridY; var towerRuin = new TowerRuin(); towerRuin.placeOnGrid(gridX, gridY); towerLayer.addChild(towerRuin); towers.push(towerRuin); var towerIndex = towers.indexOf(dragSourceTower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(dragSourceTower); // Select the upgraded target tower and show its range selectedTower = targetTower; // Remove any existing range indicators first for (var r = game.children.length - 1; r >= 0; r--) { if (game.children[r].isTowerRange) { game.removeChild(game.children[r]); } } // Add range indicator for the newly upgraded tower var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = targetTower; game.addChild(rangeIndicator); rangeIndicator.x = targetTower.x; rangeIndicator.y = targetTower.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = targetTower.getRange() * 2; rangeGraphics.alpha = 0.3; grid.pathFind(); grid.renderDebug(); var notification = game.addChild(new Notification("Tower upgraded!")); notification.x = 2048 / 2; notification.y = grid.height - 50; // Deselect the old tower if it was selected if (selectedTower === dragSourceTower) { selectedTower = null; // Remove any existing range indicators for the old tower for (var r = game.children.length - 1; r >= 0; r--) { if (game.children[r].isTowerRange && game.children[r].tower === dragSourceTower) { game.removeChild(game.children[r]); } } } // Create a TowerRuin in place of the source tower var gridX = dragSourceTower.gridX; var gridY = dragSourceTower.gridY; var towerRuin = new TowerRuin(); towerRuin.placeOnGrid(gridX, gridY); towerLayer.addChild(towerRuin); towers.push(towerRuin); var towerIndex = towers.indexOf(dragSourceTower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(dragSourceTower); // Select the upgraded target tower and show its range selectedTower = targetTower; // Remove any existing range indicators first for (var r = game.children.length - 1; r >= 0; r--) { if (game.children[r].isTowerRange) { game.removeChild(game.children[r]); } } // Add range indicator for the newly upgraded tower var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = targetTower; game.addChild(rangeIndicator); rangeIndicator.x = targetTower.x; rangeIndicator.y = targetTower.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = targetTower.getRange() * 2; rangeGraphics.alpha = 0.3; grid.pathFind(); grid.renderDebug(); var notification = game.addChild(new Notification("Tower upgraded!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { var notification = game.addChild(new Notification("Can only combine same type and level towers!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } dragSourceTower = null; } else if (towerPreview.visible) { // Handle normal tower placement if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); 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(); } } } }; function spawnNextEnemy() { if (enemySpawnQueue.length === 0) { return; // No more enemies to spawn } var enemyData = enemySpawnQueue.shift(); // Get first enemy from queue var enemy = new Enemy(enemyData.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 enemy.maxHealth = Math.round(enemy.maxHealth * enemyData.healthMultiplier); enemy.health = enemy.maxHealth; // 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 = enemyData.waveNumber; enemies.push(enemy); // Schedule next enemy spawn if there are more in queue if (enemySpawnQueue.length > 0) { spawnDelayTimer = LK.setTimeout(function () { spawnNextEnemy(); }, 50); // 50ms delay } } var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; // Hide all wave markers except Start Game for (var i = 1; i < waveIndicator.waveMarkers.length; i++) { waveIndicator.waveMarkers[i].visible = false; } // Hide position indicator waveIndicator.positionIndicator.visible = false; 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); var towerTypes = ['base']; 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); } // Add gold display next to source tower var goldText = new Text2('× ' + gold, { size: 60, fill: 0xFFFFFF, weight: 800 }); goldText.anchor.set(0, 0.5); goldText.x = startX + 90; // Position to the right of the source tower goldText.y = towerY; towerLayer.addChild(goldText); // Add lives display next to source tower var livesDisplay = towerLayer.addChild(new LivesText({ x: startX - 150, y: towerY })); sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // 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; } // Queue enemies for spawning with delay enemySpawnQueue = []; // Clear any existing queue for (var i = 0; i < enemyCount; i++) { var enemyData = { waveType: waveType, waveNumber: currentWave, healthMultiplier: Math.pow(1.12, currentWave) }; enemySpawnQueue.push(enemyData); } // Start spawning enemies with 50ms delay if (enemySpawnQueue.length > 0) { spawnNextEnemy(); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { // Give 2 gold for completing the wave setGold(gold + 2); var waveCompleteNotification = game.addChild(new Notification("Wave " + currentWave + " complete! +2 gold")); waveCompleteNotification.x = 2048 / 2; waveCompleteNotification.y = grid.height - 100; 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; } // No individual gold rewards for defeating enemies // 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 + " gold!")); 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(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } }; // Helper functions function getMergeType(sourceType, targetType) { // Arrange alphabetically if (sourceType > targetType) { var tempType = sourceType; sourceTower = targetType; targetType = tempType; } // Return the merge tower type if (sourceType === 'blue' && targetType === 'blue') { return TowerFrost; } else if (sourceType === 'blue' && targetType === 'red') { return TowerPoison; } else if (sourceType === 'blue' && targetType === 'yellow') { return TowerNature; } else if (sourceType === 'red' && targetType === 'red') { return TowerFlame; } else if (sourceType === 'red' && targetType === 'yellow') { return TowerSun; } else if (sourceType === 'yellow' && targetType === 'yellow') { return TowerLightning; } }
===================================================================
--- original.js
+++ change.js
@@ -180,8 +180,9 @@
}
}
}
};
+ self.placeOnGrid(config.gridX, config.gridY);
return self;
});
var TowerRuin = TowerBlueprint.expand(function (config) {
var self = TowerBlueprint.call(this, config);
@@ -425,19 +426,16 @@
}
}
}
};
- self.placeOnGrid(config.gridX, config.gridY);
return self;
});
var Tower = TowerBlueprint.expand(function (config) {
var self = TowerBlueprint.call(this, config);
config = config || {};
self.id = config.id || 'default';
self.level = 1;
self.maxLevel = 3;
- 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
@@ -2795,98 +2793,75 @@
if (targetTower) {
// Handle base tower merging differently than regular tower upgrading
if (dragSourceTower.id === 'base' && targetTower.id === 'base' && dragSourceTower.level === targetTower.level) {
// Determine the new tower type based on the combination of base tower types
- var newTowerType = 'default'; // fallback
- var sourceType = dragSourceTower.towerType;
- var targetType = targetTower.towerType;
- // Define merge combinations
- if (sourceType === 'red' && targetType === 'red' || sourceType === 'red' && targetType === 'red') {
- newTowerType = 'rapid';
- } else if (sourceType === 'red' && targetType === 'yellow' || sourceType === 'yellow' && targetType === 'red') {
- newTowerType = 'sniper';
- } else if (sourceType === 'red' && targetType === 'blue' || sourceType === 'blue' && targetType === 'red') {
- newTowerType = 'poison';
- } else if (sourceType === 'blue' && targetType === 'blue' || sourceType === 'blue' && targetType === 'blue') {
- newTowerType = 'slow';
- } else if (sourceType === 'blue' && targetType === 'yellow' || sourceType === 'yellow' && targetType === 'blue') {
- newTowerType = 'splash';
- } else if (sourceType === 'yellow' && targetType === 'yellow' || sourceType === 'yellow' && targetType === 'yellow') {
- newTowerType = 'default';
- }
+ var newTowerType = getMergeType(dragSourceTower.towerType, targetTower.towerType);
// Create new tower of the determined type
- var newTower;
- if (newTowerType === 'sniper') {
- newTower = new TowerSun({
- id: newTowerType
- });
- } else {
- newTower = new Tower({
- id: newTowerType
- });
- }
- newTower.placeOnGrid(targetTower.gridX, targetTower.gridY);
- towerLayer.addChild(newTower);
- towers.push(newTower);
- // Remove both source towers
- var sourceGridX = dragSourceTower.gridX;
- var sourceGridY = dragSourceTower.gridY;
- var targetGridX = targetTower.gridX;
- var targetGridY = targetTower.gridY;
- // Create TowerRuin in place of source tower
- var sourceTowerRuin = new TowerRuin();
- sourceTowerRuin.placeOnGrid(sourceGridX, sourceGridY);
- towerLayer.addChild(sourceTowerRuin);
- towers.push(sourceTowerRuin);
- // Clear target tower cells (they will be re-occupied by the new tower)
- for (var i = 0; i < 2; i++) {
- for (var j = 0; j < 2; j++) {
- var cell = grid.getCell(targetGridX + i, targetGridY + j);
- if (cell) {
- var towerIndex = cell.towersInRange.indexOf(targetTower);
- if (towerIndex !== -1) {
- cell.towersInRange.splice(towerIndex, 1);
+ if (newTowerType) {
+ var sourceGridX = dragSourceTower.gridX;
+ var sourceGridY = dragSourceTower.gridY;
+ var targetGridX = targetTower.gridX;
+ var targetGridY = targetTower.gridY;
+ var newTower = towerLayer.addChild(newTowerType({
+ gridX: targetTower.gridX,
+ gridY: targetTower.gridY
+ }));
+ var towerRuin = towerLayer.addChild(new TowerRuin({
+ gridX: targetTower.gridX,
+ gridY: targetTower.gridY
+ }));
+ towers.push(newTower);
+ towers.push(towerRuin);
+ // Clear target tower cells (they will be re-occupied by the new tower)
+ for (var i = 0; i < 2; i++) {
+ for (var j = 0; j < 2; j++) {
+ var cell = grid.getCell(targetGridX + i, targetGridY + j);
+ if (cell) {
+ var towerIndex = cell.towersInRange.indexOf(targetTower);
+ if (towerIndex !== -1) {
+ cell.towersInRange.splice(towerIndex, 1);
+ }
}
}
}
- }
- // Remove towers from arrays and layer
- var sourceTowerIndex = towers.indexOf(dragSourceTower);
- if (sourceTowerIndex !== -1) {
- towers.splice(sourceTowerIndex, 1);
- }
- var targetTowerIndex = towers.indexOf(targetTower);
- if (targetTowerIndex !== -1) {
- towers.splice(targetTowerIndex, 1);
- }
- towerLayer.removeChild(dragSourceTower);
- towerLayer.removeChild(targetTower);
- // Select the new tower and show its range
- selectedTower = newTower;
- // Remove any existing range indicators first
- for (var r = game.children.length - 1; r >= 0; r--) {
- if (game.children[r].isTowerRange) {
- game.removeChild(game.children[r]);
+ // Remove towers from arrays and layer
+ var sourceTowerIndex = towers.indexOf(dragSourceTower);
+ if (sourceTowerIndex !== -1) {
+ towers.splice(sourceTowerIndex, 1);
}
+ var targetTowerIndex = towers.indexOf(targetTower);
+ if (targetTowerIndex !== -1) {
+ towers.splice(targetTowerIndex, 1);
+ }
+ towerLayer.removeChild(dragSourceTower);
+ towerLayer.removeChild(targetTower);
+ // Select the new tower and show its range
+ selectedTower = newTower;
+ // Remove any existing range indicators first
+ for (var r = game.children.length - 1; r >= 0; r--) {
+ if (game.children[r].isTowerRange) {
+ game.removeChild(game.children[r]);
+ }
+ }
+ // Add range indicator for the new tower
+ var rangeIndicator = new Container();
+ rangeIndicator.isTowerRange = true;
+ rangeIndicator.tower = newTower;
+ game.addChild(rangeIndicator);
+ rangeIndicator.x = newTower.x;
+ rangeIndicator.y = newTower.y;
+ var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ rangeGraphics.width = rangeGraphics.height = newTower.getRange() * 2;
+ rangeGraphics.alpha = 0.3;
+ grid.pathFind();
+ grid.renderDebug();
+ var notification = game.addChild(new Notification("Base towers merged into " + newTowerType + " tower!"));
+ notification.x = 2048 / 2;
+ notification.y = grid.height - 50;
}
- // Add range indicator for the new tower
- var rangeIndicator = new Container();
- rangeIndicator.isTowerRange = true;
- rangeIndicator.tower = newTower;
- game.addChild(rangeIndicator);
- rangeIndicator.x = newTower.x;
- rangeIndicator.y = newTower.y;
- var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- rangeGraphics.width = rangeGraphics.height = newTower.getRange() * 2;
- rangeGraphics.alpha = 0.3;
- grid.pathFind();
- grid.renderDebug();
- var notification = game.addChild(new Notification("Base towers merged into " + newTowerType + " tower!"));
- notification.x = 2048 / 2;
- notification.y = grid.height - 50;
} else if (dragSourceTower.id === targetTower.id && dragSourceTower.level === targetTower.level && dragSourceTower.id !== 'base') {
// Handle regular tower upgrading (non-base towers)
// Check if target tower is already at max level
if (targetTower.level >= targetTower.maxLevel) {
@@ -3285,5 +3260,28 @@
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
-};
\ No newline at end of file
+};
+// Helper functions
+function getMergeType(sourceType, targetType) {
+ // Arrange alphabetically
+ if (sourceType > targetType) {
+ var tempType = sourceType;
+ sourceTower = targetType;
+ targetType = tempType;
+ }
+ // Return the merge tower type
+ if (sourceType === 'blue' && targetType === 'blue') {
+ return TowerFrost;
+ } else if (sourceType === 'blue' && targetType === 'red') {
+ return TowerPoison;
+ } else if (sourceType === 'blue' && targetType === 'yellow') {
+ return TowerNature;
+ } else if (sourceType === 'red' && targetType === 'red') {
+ return TowerFlame;
+ } else if (sourceType === 'red' && targetType === 'yellow') {
+ return TowerSun;
+ } else if (sourceType === 'yellow' && targetType === 'yellow') {
+ return TowerLightning;
+ }
+}
\ No newline at end of file
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows