User prompt
Hero cannot die now
User prompt
When hero dead when all attack on base
User prompt
Add assets on revie button
User prompt
Add background colour into image of graveyard
User prompt
Add revie button that we can see . Add on screen when we died. And when we revie th Button cannot see. The assets this author
User prompt
The player cannot revie
User prompt
There were leaderboard that tell our position in scored ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Base helath 3000
User prompt
Bot also move to attack player base
User prompt
Bot also move to attack
User prompt
Start button have assets
User prompt
When there were not boss level hero special abilities deactive.
User prompt
When boss level their hero have special abilities
User prompt
Add assets of boss
User prompt
Boss health 4000
User prompt
Boss health reduce 4000
User prompt
Zombie attack on defence tower and hero
User prompt
After 9 wave complete. Come boss wave. Boss health 10000
User prompt
Hero revive on his base
User prompt
Add health of hero. And hero can revive
User prompt
I cannot see total money of my . Change place to see me
User prompt
Add screen to check my total money
User prompt
Big icon of coin i cannot see my coins
User prompt
Add start button when one wave complete then we click the start to next wave
User prompt
Add background music
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BigDefenseTower = Container.expand(function () {
var self = Container.call(this);
var towerGraphics = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF4444
});
self.health = 500;
self.maxHealth = 500;
self.damage = 80;
self.range = 450;
self.shootCooldown = 0;
self.update = function () {
var target = self.findNearestEnemy();
if (target && self.shootCooldown <= 0) {
self.shootAt(target);
self.shootCooldown = 35; // Slightly faster than regular tower
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.findNearestEnemy = function () {
var nearest = null;
var minDistance = Infinity;
// Check zombies
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var distance = Math.sqrt(Math.pow(zombie.x - self.x, 2) + Math.pow(zombie.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = zombie;
}
}
// Check enemy bots
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
var distance = Math.sqrt(Math.pow(bot.x - self.x, 2) + Math.pow(bot.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = bot;
}
}
return nearest;
};
self.shootAt = function (target) {
var bullet = new BigTowerBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.targetX = target.x;
bullet.targetY = target.y;
bullet.damage = self.damage;
bigTowerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
self.destroy();
var index = bigDefenseTowers.indexOf(self);
if (index > -1) {
bigDefenseTowers.splice(index, 1);
}
};
return self;
});
var BigTowerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
tint: 0xFF4444
});
self.speed = 10;
self.damage = 80;
self.targetX = 0;
self.targetY = 0;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.explode();
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.destroy();
var index = bigTowerBullets.indexOf(self);
if (index > -1) {
bigTowerBullets.splice(index, 1);
}
}
};
self.explode = function () {
// Check for zombie hits
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (self.intersects(zombie)) {
zombie.takeDamage(self.damage);
break;
}
}
// Check for enemy bot hits
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
if (self.intersects(bot)) {
bot.takeDamage(self.damage);
break;
}
}
self.destroy();
var index = bigTowerBullets.indexOf(self);
if (index > -1) {
bigTowerBullets.splice(index, 1);
}
};
return self;
});
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
self.health = 4000;
self.maxHealth = 4000;
self.speed = 0.8; // Slower than regular zombies
self.damage = 100; // High damage
self.target = null;
self.attackCooldown = 0;
self.specialAttackCooldown = 0;
self.update = function () {
if (!self.target) {
self.target = playerBase;
}
// Move towards target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 80) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
// Attack target
if (self.attackCooldown <= 0) {
if (self.target === playerBase) {
playerBase.takeDamage(self.damage);
}
self.attackCooldown = 90; // Slower attack rate
}
}
// Special AOE attack every 5 seconds
if (self.specialAttackCooldown <= 0) {
self.aoeAttack();
self.specialAttackCooldown = 300; // 5 seconds
}
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
if (self.specialAttackCooldown > 0) {
self.specialAttackCooldown--;
}
};
self.aoeAttack = function () {
// AOE damage to all towers and hero in range
var aoeRange = 400;
LK.effects.flashObject(self, 0xFFFF00, 500);
// Damage hero
var distanceToHero = Math.sqrt(Math.pow(hero.x - self.x, 2) + Math.pow(hero.y - self.y, 2));
if (distanceToHero < aoeRange) {
hero.takeDamage(50);
}
// Damage all towers in range
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < aoeRange) {
tower.takeDamage(80);
}
}
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < aoeRange) {
tower.takeDamage(80);
}
}
for (var i = 0; i < rapidFireTowers.length; i++) {
var tower = rapidFireTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < aoeRange) {
tower.takeDamage(80);
}
}
for (var i = 0; i < sniperTowers.length; i++) {
var tower = sniperTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < aoeRange) {
tower.takeDamage(80);
}
}
LK.getSound('explosion').play();
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
LK.getSound('explosion').play();
LK.setScore(LK.getScore() + 500);
scoreText.setText('Score: ' + LK.getScore());
// Boss gives lots of money
var moneyEarned = 200;
money += moneyEarned;
moneyText.setText('Money: $' + money);
var moneyIcon = new MoneyIcon(moneyEarned);
moneyIcon.x = self.x;
moneyIcon.y = self.y;
moneyIcons.push(moneyIcon);
game.addChild(moneyIcon);
self.destroy();
var index = bosses.indexOf(self);
if (index > -1) {
bosses.splice(index, 1);
}
};
return self;
});
var BuyBigTowerButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2,
tint: 0xFF4444
});
var towerIcon = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6,
tint: 0xFF4444,
y: -15
});
var buttonText = new Text2('Big Tower', {
size: 28,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
buttonText.y = 15;
self.addChild(buttonText);
var costText = new Text2('R:100 $100', {
size: 22,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0.5);
costText.y = 35;
self.addChild(costText);
self.down = function (x, y, obj) {
var towerCost = 100;
if (resources >= 100 && money >= towerCost) {
// Enable big tower placement mode
placingBigTower = true;
LK.effects.flashObject(self, 0x00FF00, 300);
} else {
// Flash red if can't afford
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.update = function () {
var towerCost = 100 + Math.floor(wave / 2) * 15;
var resourceCost = 100 + Math.floor(wave / 3) * 20;
if (resources >= resourceCost && money >= towerCost) {
buttonGraphics.tint = 0xFF2222; // Red when affordable
buttonText.setText('Big Tower');
costText.setText('R:' + resourceCost + ' $' + towerCost);
} else {
buttonGraphics.tint = 0x808080; // Gray when not affordable
buttonText.setText('Big Tower');
costText.setText('R:' + resourceCost + ' $' + towerCost);
}
};
return self;
});
var BuyRapidFireTowerButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
tint: 0x00FF00
});
var towerIcon = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3,
tint: 0x00FF00,
y: -15
});
var buttonText = new Text2('Rapid', {
size: 28,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
buttonText.y = 15;
self.addChild(buttonText);
var costText = new Text2('R:75 $40', {
size: 22,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0.5);
costText.y = 35;
self.addChild(costText);
self.down = function (x, y, obj) {
var towerCost = 40;
if (resources >= 75 && money >= towerCost) {
// Enable rapid fire tower placement mode
placingRapidFireTower = true;
LK.effects.flashObject(self, 0x00FF00, 300);
} else {
// Flash red if can't afford
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.update = function () {
var towerCost = 40;
if (resources >= 75 && money >= towerCost) {
buttonGraphics.tint = 0x00AA00; // Green when affordable
buttonText.setText('Rapid');
costText.setText('R:75 $40');
} else {
buttonGraphics.tint = 0x808080; // Gray when not affordable
buttonText.setText('Rapid');
costText.setText('R:75 $40');
}
};
return self;
});
var BuySniperTowerButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
tint: 0x0088FF
});
var towerIcon = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
tint: 0x0088FF,
y: -15
});
var buttonText = new Text2('Sniper', {
size: 26,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
buttonText.y = 15;
self.addChild(buttonText);
var costText = new Text2('R:125 $75', {
size: 20,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0.5);
costText.y = 35;
self.addChild(costText);
self.down = function (x, y, obj) {
var towerCost = 75;
if (resources >= 125 && money >= towerCost) {
// Enable sniper tower placement mode
placingSniperTower = true;
LK.effects.flashObject(self, 0x00FF00, 300);
} else {
// Flash red if can't afford
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.update = function () {
var towerCost = 75;
if (resources >= 125 && money >= towerCost) {
buttonGraphics.tint = 0x0066CC; // Blue when affordable
buttonText.setText('Sniper');
costText.setText('R:125 $75');
} else {
buttonGraphics.tint = 0x808080; // Gray when not affordable
buttonText.setText('Sniper');
costText.setText('R:125 $75');
}
};
return self;
});
var BuyTowerButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5
});
var towerIcon = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4,
y: -15
});
var buttonText = new Text2('Tower', {
size: 32,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
buttonText.y = 15;
self.addChild(buttonText);
var costText = new Text2('R:50 $25', {
size: 24,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0.5);
costText.y = 35;
self.addChild(costText);
self.down = function (x, y, obj) {
var towerCost = 25;
if (resources >= 50 && money >= towerCost) {
// Enable tower placement mode
placingTower = true;
LK.effects.flashObject(self, 0x00FF00, 300);
} else {
// Flash red if can't afford
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.update = function () {
var towerCost = 25 + Math.floor(wave / 2) * 5;
var resourceCost = 50 + Math.floor(wave / 3) * 10;
if (resources >= resourceCost && money >= towerCost) {
buttonGraphics.tint = 0x4CAF50; // Green when affordable
buttonText.setText('Tower');
costText.setText('R:' + resourceCost + ' $' + towerCost);
} else {
buttonGraphics.tint = 0x808080; // Gray when not affordable
buttonText.setText('Tower');
costText.setText('R:' + resourceCost + ' $' + towerCost);
}
};
return self;
});
var DefenseTower = Container.expand(function () {
var self = Container.call(this);
var towerGraphics = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 200;
self.maxHealth = 200;
self.damage = 30;
self.range = 300;
self.shootCooldown = 0;
self.update = function () {
var target = self.findNearestEnemy();
if (target && self.shootCooldown <= 0) {
self.shootAt(target);
self.shootCooldown = 45; // 0.75 second cooldown
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.findNearestEnemy = function () {
var nearest = null;
var minDistance = Infinity;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var distance = Math.sqrt(Math.pow(zombie.x - self.x, 2) + Math.pow(zombie.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = zombie;
}
}
// Check bosses
for (var i = 0; i < bosses.length; i++) {
var boss = bosses[i];
var distance = Math.sqrt(Math.pow(boss.x - self.x, 2) + Math.pow(boss.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = boss;
}
}
return nearest;
};
self.shootAt = function (target) {
var bullet = new TowerBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.targetX = target.x;
bullet.targetY = target.y;
bullet.damage = self.damage;
towerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
self.destroy();
var index = defenseTowers.indexOf(self);
if (index > -1) {
defenseTowers.splice(index, 1);
}
};
return self;
});
var EnemyBot = Container.expand(function (botType) {
var self = Container.call(this);
var botGraphics = self.attachAsset(botType, {
anchorX: 0.5,
anchorY: 0.5
});
self.botType = botType;
// Scale bot stats based on current wave
var healthMultiplier = 1 + (wave - 1) * 0.25; // 25% more health per wave
var damageMultiplier = 1 + (wave - 1) * 0.15; // 15% more damage per wave
self.health = Math.floor(150 * healthMultiplier);
self.maxHealth = Math.floor(150 * healthMultiplier);
self.damage = Math.floor(25 * damageMultiplier);
self.range = 350;
self.shootCooldown = 0;
// Set specific properties based on bot type
if (botType === 'artilleryBot') {
self.damage = 60;
self.range = 400;
self.shootCooldown = 90; // Slower but more powerful
} else if (botType === 'assaultBot') {
self.damage = 20;
self.range = 250;
self.shootCooldown = 20; // Faster firing
} else if (botType === 'disruptionBot') {
self.damage = 15;
self.range = 300;
self.shootCooldown = 120; // Special ability cooldown
} else if (botType === 'repairBot') {
self.damage = 0;
self.range = 200;
self.shootCooldown = 180; // Repair cooldown
}
self.update = function () {
var target = self.findTarget();
if (target) {
// Move towards target if not in range
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.range) {
// Move towards target
var speed = 1.5; // Bot movement speed
self.x += dx / distance * speed;
self.y += dy / distance * speed;
}
} else {
// No target in range, move towards player base
var dx = playerBase.x - self.x;
var dy = playerBase.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 80) {
// Don't get too close to base
var speed = 1.2; // Slightly slower when moving to base
self.x += dx / distance * speed;
self.y += dy / distance * speed;
}
}
if (target && self.shootCooldown <= 0) {
if (self.botType === 'repairBot') {
self.repairAllies();
} else {
self.shootAt(target);
}
self.shootCooldown = self.getBaseCooldown();
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.findTarget = function () {
var targets = [];
// Add player base as target
var distanceToBase = Math.sqrt(Math.pow(playerBase.x - self.x, 2) + Math.pow(playerBase.y - self.y, 2));
if (distanceToBase < self.range) {
targets.push({
target: playerBase,
distance: distanceToBase
});
}
// Add hero as target
var distanceToHero = Math.sqrt(Math.pow(hero.x - self.x, 2) + Math.pow(hero.y - self.y, 2));
if (distanceToHero < self.range) {
targets.push({
target: hero,
distance: distanceToHero
});
}
// Add defense towers as targets
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < self.range) {
targets.push({
target: tower,
distance: distance
});
}
}
// Add big defense towers as targets
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < self.range) {
targets.push({
target: tower,
distance: distance
});
}
}
// Add rapid fire towers as targets
for (var i = 0; i < rapidFireTowers.length; i++) {
var tower = rapidFireTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < self.range) {
targets.push({
target: tower,
distance: distance
});
}
}
// Add sniper towers as targets
for (var i = 0; i < sniperTowers.length; i++) {
var tower = sniperTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < self.range) {
targets.push({
target: tower,
distance: distance
});
}
}
// Return nearest target
if (targets.length > 0) {
targets.sort(function (a, b) {
return a.distance - b.distance;
});
return targets[0].target;
}
return null;
};
self.shootAt = function (target) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.targetX = target.x;
bullet.targetY = target.y;
bullet.damage = self.damage;
bullet.isAOE = self.botType === 'artilleryBot';
enemyBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.repairAllies = function () {
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
if (bot !== self) {
var distance = Math.sqrt(Math.pow(bot.x - self.x, 2) + Math.pow(bot.y - self.y, 2));
if (distance < self.range) {
bot.health = Math.min(bot.health + 30, bot.maxHealth);
LK.effects.flashObject(bot, 0x00ff00, 300);
}
}
}
};
self.getBaseCooldown = function () {
if (self.botType === 'artilleryBot') return 90;
if (self.botType === 'assaultBot') return 20;
if (self.botType === 'disruptionBot') return 120;
if (self.botType === 'repairBot') return 180;
return 60;
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
LK.getSound('explosion').play();
LK.setScore(LK.getScore() + 25);
scoreText.setText('Score: ' + LK.getScore());
// Add money and spawn money icon
var moneyEarned = 15;
money += moneyEarned;
moneyText.setText('Money: $' + money);
var moneyIcon = new MoneyIcon(moneyEarned);
moneyIcon.x = self.x;
moneyIcon.y = self.y;
moneyIcons.push(moneyIcon);
game.addChild(moneyIcon);
self.destroy();
var index = enemyBots.indexOf(self);
if (index > -1) {
enemyBots.splice(index, 1);
}
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.damage = 25;
self.targetX = 0;
self.targetY = 0;
self.isAOE = false;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.explode();
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.destroy();
var index = enemyBullets.indexOf(self);
if (index > -1) {
enemyBullets.splice(index, 1);
}
}
};
self.explode = function () {
if (self.isAOE) {
// AOE damage
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
alpha: 0.7
});
game.addChild(explosion);
tween(explosion, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 500,
onFinish: function onFinish() {
explosion.destroy();
}
});
// Damage everything in range
var explosionRange = 150;
if (self.intersects(playerBase)) {
playerBase.takeDamage(self.damage);
}
if (self.intersects(hero)) {
hero.takeDamage(self.damage);
}
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < explosionRange) {
tower.takeDamage(self.damage);
}
}
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < explosionRange) {
tower.takeDamage(self.damage);
}
}
for (var i = 0; i < rapidFireTowers.length; i++) {
var tower = rapidFireTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < explosionRange) {
tower.takeDamage(self.damage);
}
}
for (var i = 0; i < sniperTowers.length; i++) {
var tower = sniperTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < explosionRange) {
tower.takeDamage(self.damage);
}
}
LK.getSound('explosion').play();
} else {
// Single target damage
if (self.intersects(playerBase)) {
playerBase.takeDamage(self.damage);
} else if (self.intersects(hero)) {
hero.takeDamage(self.damage);
} else {
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
if (self.intersects(tower)) {
tower.takeDamage(self.damage);
break;
}
}
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
if (self.intersects(tower)) {
tower.takeDamage(self.damage);
break;
}
}
for (var i = 0; i < rapidFireTowers.length; i++) {
var tower = rapidFireTowers[i];
if (self.intersects(tower)) {
tower.takeDamage(self.damage);
break;
}
}
for (var i = 0; i < sniperTowers.length; i++) {
var tower = sniperTowers[i];
if (self.intersects(tower)) {
tower.takeDamage(self.damage);
break;
}
}
}
}
self.destroy();
var index = enemyBullets.indexOf(self);
if (index > -1) {
enemyBullets.splice(index, 1);
}
};
return self;
});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 300;
self.maxHealth = 300;
self.speed = 3;
self.damage = 40;
self.shootCooldown = 0;
self.targetX = self.x;
self.targetY = self.y;
// Special abilities for boss waves
self.specialAttackCooldown = 0;
self.shieldCooldown = 0;
self.isShielded = false;
self.shieldDuration = 0;
self.update = function () {
// Only move and attack if alive
if (self.health > 0) {
// Move towards target position
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Auto-attack nearest enemy
var nearestEnemy = self.findNearestEnemy();
if (nearestEnemy && self.shootCooldown <= 0) {
self.shootAt(nearestEnemy);
self.shootCooldown = 30; // 0.5 second cooldown
}
// Special abilities during boss waves (wave 9+)
if (wave >= 9) {
// Special attack - shoots multiple bullets in a spread
if (self.specialAttackCooldown <= 0) {
self.specialAttack();
self.specialAttackCooldown = 300; // 5 seconds
}
// Shield ability - temporary damage immunity
if (self.shieldCooldown <= 0 && !self.isShielded) {
self.activateShield();
self.shieldCooldown = 600; // 10 seconds
}
} else {
// Reset special abilities when not in boss waves
self.specialAttackCooldown = 0;
self.shieldCooldown = 0;
self.isShielded = false;
self.shieldDuration = 0;
self.alpha = 1.0; // Ensure normal opacity
}
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
// Update special ability cooldowns
if (self.specialAttackCooldown > 0) {
self.specialAttackCooldown--;
}
if (self.shieldCooldown > 0) {
self.shieldCooldown--;
}
if (self.isShielded) {
self.shieldDuration--;
if (self.shieldDuration <= 0) {
self.isShielded = false;
self.alpha = 1.0; // Return to normal opacity
}
}
// Update health display
var healthStatus = self.isShielded ? ' (SHIELDED)' : '';
heroHealthText.setText('Hero Health: ' + Math.max(0, self.health) + '/' + self.maxHealth + healthStatus);
};
self.findNearestEnemy = function () {
var nearest = null;
var minDistance = Infinity;
// Check zombies
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var distance = Math.sqrt(Math.pow(zombie.x - self.x, 2) + Math.pow(zombie.y - self.y, 2));
if (distance < minDistance && distance < 400) {
minDistance = distance;
nearest = zombie;
}
}
// Check enemy bots
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
var distance = Math.sqrt(Math.pow(bot.x - self.x, 2) + Math.pow(bot.y - self.y, 2));
if (distance < minDistance && distance < 400) {
minDistance = distance;
nearest = bot;
}
}
// Check bosses
for (var i = 0; i < bosses.length; i++) {
var boss = bosses[i];
var distance = Math.sqrt(Math.pow(boss.x - self.x, 2) + Math.pow(boss.y - self.y, 2));
if (distance < minDistance && distance < 400) {
minDistance = distance;
nearest = boss;
}
}
return nearest;
};
self.shootAt = function (target) {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.targetX = target.x;
bullet.targetY = target.y;
bullet.damage = self.damage;
heroBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.specialAttack = function () {
// Fire 5 bullets in a spread pattern
var nearestEnemy = self.findNearestEnemy();
if (nearestEnemy) {
for (var i = 0; i < 5; i++) {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
// Calculate spread angle
var angleOffset = (i - 2) * 0.3; // Spread bullets in a fan
var dx = nearestEnemy.x - self.x;
var dy = nearestEnemy.y - self.y;
var angle = Math.atan2(dy, dx) + angleOffset;
var distance = 400; // Target distance
bullet.targetX = self.x + Math.cos(angle) * distance;
bullet.targetY = self.y + Math.sin(angle) * distance;
bullet.damage = self.damage * 1.5; // Increased damage for special attack
heroBullets.push(bullet);
game.addChild(bullet);
}
LK.getSound('shoot').play();
LK.effects.flashObject(self, 0xFFFF00, 500); // Yellow flash for special attack
}
};
self.activateShield = function () {
self.isShielded = true;
self.shieldDuration = 180; // 3 seconds of shield
self.alpha = 0.7; // Make hero semi-transparent to show shield
LK.effects.flashObject(self, 0x00FFFF, 300); // Cyan flash for shield activation
};
self.moveTo = function (x, y) {
if (self.health > 0) {
self.targetX = x;
self.targetY = y;
}
};
self.takeDamage = function (amount) {
// Shield blocks damage during boss waves
if (self.isShielded) {
LK.effects.flashObject(self, 0x00FFFF, 200); // Cyan flash when shielded
return; // No damage taken while shielded
}
self.health -= amount;
// Prevent hero health from going below 1 - hero cannot die
if (self.health < 1) {
self.health = 1;
}
LK.effects.flashObject(self, 0xff0000, 300);
// Remove death condition - hero can no longer die
};
self.die = function () {
// Hero becomes translucent and stops moving when dead
self.alpha = 0.3;
self.targetX = self.x;
self.targetY = self.y;
heroHealthText.setText('Hero Health: 0/' + self.maxHealth + ' (DEAD)');
// Attack player base when hero dies
playerBase.takeDamage(self.damage * 2); // Double damage when hero dies
};
return self;
});
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.damage = 40;
self.targetX = 0;
self.targetY = 0;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.explode();
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.destroy();
var index = heroBullets.indexOf(self);
if (index > -1) {
heroBullets.splice(index, 1);
}
}
};
self.explode = function () {
// Check for zombie hits
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (self.intersects(zombie)) {
zombie.takeDamage(self.damage);
self.destroy();
var index = heroBullets.indexOf(self);
if (index > -1) {
heroBullets.splice(index, 1);
}
return;
}
}
// Check for enemy bot hits
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
if (self.intersects(bot)) {
bot.takeDamage(self.damage);
self.destroy();
var index = heroBullets.indexOf(self);
if (index > -1) {
heroBullets.splice(index, 1);
}
return;
}
}
// Check for boss hits
for (var i = 0; i < bosses.length; i++) {
var boss = bosses[i];
if (self.intersects(boss)) {
boss.takeDamage(self.damage);
self.destroy();
var index = heroBullets.indexOf(self);
if (index > -1) {
heroBullets.splice(index, 1);
}
return;
}
}
self.destroy();
var index = heroBullets.indexOf(self);
if (index > -1) {
heroBullets.splice(index, 1);
}
};
return self;
});
var LeaderboardScreen = Container.expand(function () {
var self = Container.call(this);
var background = LK.getAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 10,
scaleY: 8,
tint: 0x000000,
alpha: 0.9
});
self.addChild(background);
var titleText = new Text2('LEADERBOARD', {
size: 80,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -300;
self.addChild(titleText);
var currentScoreText = new Text2('Your Score: 0', {
size: 50,
fill: 0x00FF00
});
currentScoreText.anchor.set(0.5, 0.5);
currentScoreText.y = -200;
self.addChild(currentScoreText);
var positionText = new Text2('Your Position: #1', {
size: 45,
fill: 0xFFFFFF
});
positionText.anchor.set(0.5, 0.5);
positionText.y = -150;
self.addChild(positionText);
var scoresText = new Text2('', {
size: 35,
fill: 0xFFFFFF
});
scoresText.anchor.set(0.5, 0.5);
scoresText.y = 50;
self.addChild(scoresText);
var closeText = new Text2('Tap to close', {
size: 40,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeText.y = 250;
self.addChild(closeText);
self.visible = false;
self.down = function (x, y, obj) {
self.visible = false;
};
self.updateLeaderboard = function () {
var currentScore = LK.getScore();
currentScoreText.setText('Your Score: ' + currentScore);
// Get stored high scores or initialize empty array
var highScores = storage.highScores || [];
// Add current score to the list
var allScores = highScores.slice();
allScores.push(currentScore);
// Sort scores in descending order
allScores.sort(function (a, b) {
return b - a;
});
// Keep only top 10 scores
allScores = allScores.slice(0, 10);
// Find player's position
var playerPosition = 1;
for (var i = 0; i < allScores.length; i++) {
if (allScores[i] === currentScore) {
playerPosition = i + 1;
break;
}
}
positionText.setText('Your Position: #' + playerPosition);
// Display top scores
var scoresDisplay = 'TOP SCORES:\n';
for (var i = 0; i < Math.min(5, allScores.length); i++) {
var highlight = allScores[i] === currentScore ? ' <- YOU' : '';
scoresDisplay += '#' + (i + 1) + ': ' + allScores[i] + highlight + '\n';
}
scoresText.setText(scoresDisplay);
// Save high scores back to storage (without current score)
storage.highScores = highScores;
};
return self;
});
var MoneyIcon = Container.expand(function (amount) {
var self = Container.call(this);
var moneyGraphics = self.attachAsset('money', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
var moneyText = new Text2('+$' + amount, {
size: 30,
fill: 0xFFD700
});
moneyText.anchor.set(0.5, 0.5);
moneyText.x = 30;
self.addChild(moneyText);
self.lifeTime = 120; // 2 seconds at 60fps
self.floatSpeed = -2;
self.update = function () {
self.y += self.floatSpeed;
self.alpha -= 0.02;
self.lifeTime--;
if (self.lifeTime <= 0 || self.alpha <= 0) {
self.destroy();
var index = moneyIcons.indexOf(self);
if (index > -1) {
moneyIcons.splice(index, 1);
}
}
};
return self;
});
var MoneyScreen = Container.expand(function () {
var self = Container.call(this);
var background = LK.getAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 6,
tint: 0x000000,
alpha: 0.8
});
self.addChild(background);
var titleText = new Text2('Money Status', {
size: 80,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -150;
self.addChild(titleText);
var moneyIcon = self.attachAsset('money', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3,
y: -50
});
var currentMoneyText = new Text2('$' + money, {
size: 120,
fill: 0xFFD700
});
currentMoneyText.anchor.set(0.5, 0.5);
currentMoneyText.y = 50;
self.addChild(currentMoneyText);
var closeText = new Text2('Tap to close', {
size: 40,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeText.y = 150;
self.addChild(closeText);
self.visible = false;
self.down = function (x, y, obj) {
self.visible = false;
};
self.update = function () {
if (self.visible) {
currentMoneyText.setText('$' + money);
}
};
return self;
});
var PlayerBase = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('playerBase', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3000;
self.maxHealth = 3000;
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 300);
healthText.setText('Base Health: ' + self.health + '/' + self.maxHealth);
if (self.health <= 0) {
gameOver = true;
// Save high score before showing game over screen
var currentScore = LK.getScore();
var highScores = storage.highScores || [];
highScores.push(currentScore);
highScores.sort(function (a, b) {
return b - a;
});
storage.highScores = highScores.slice(0, 10); // Keep top 10
LK.showGameOver();
}
};
return self;
});
var RapidFireBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6,
tint: 0x00FF00
});
self.speed = 12;
self.damage = 15;
self.targetX = 0;
self.targetY = 0;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.explode();
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.destroy();
var index = rapidFireBullets.indexOf(self);
if (index > -1) {
rapidFireBullets.splice(index, 1);
}
}
};
self.explode = function () {
// Check for zombie hits
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (self.intersects(zombie)) {
zombie.takeDamage(self.damage);
break;
}
}
// Check for enemy bot hits
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
if (self.intersects(bot)) {
bot.takeDamage(self.damage);
break;
}
}
self.destroy();
var index = rapidFireBullets.indexOf(self);
if (index > -1) {
rapidFireBullets.splice(index, 1);
}
};
return self;
});
var RapidFireTower = Container.expand(function () {
var self = Container.call(this);
var towerGraphics = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
tint: 0x00FF00
});
self.health = 150;
self.maxHealth = 150;
self.damage = 15;
self.range = 250;
self.shootCooldown = 0;
self.update = function () {
var target = self.findNearestEnemy();
if (target && self.shootCooldown <= 0) {
self.shootAt(target);
self.shootCooldown = 15; // Very fast firing
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.findNearestEnemy = function () {
var nearest = null;
var minDistance = Infinity;
// Check zombies
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var distance = Math.sqrt(Math.pow(zombie.x - self.x, 2) + Math.pow(zombie.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = zombie;
}
}
// Check enemy bots
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
var distance = Math.sqrt(Math.pow(bot.x - self.x, 2) + Math.pow(bot.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = bot;
}
}
return nearest;
};
self.shootAt = function (target) {
var bullet = new RapidFireBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.targetX = target.x;
bullet.targetY = target.y;
bullet.damage = self.damage;
rapidFireBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
self.destroy();
var index = rapidFireTowers.indexOf(self);
if (index > -1) {
rapidFireTowers.splice(index, 1);
}
};
return self;
});
var ReviveButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.0,
tint: 0xFF6666
});
var heroIcon = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
x: -80,
y: -15,
tint: 0xFFFFFF
});
var buttonText = new Text2('Revive Hero', {
size: 50,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
buttonText.y = -10;
self.addChild(buttonText);
var costText = new Text2('Cost: $50', {
size: 35,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0.5);
costText.y = 30;
self.addChild(costText);
var moneyIcon = self.attachAsset('money', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
x: -30,
y: 30
});
self.visible = false;
self.down = function (x, y, obj) {
// Revive hero if dead and have enough money
if (hero.health <= 0 && money >= 50) {
// Revive hero
hero.health = hero.maxHealth;
hero.alpha = 1.0; // Make hero fully visible again
money -= 50;
moneyText.setText('Money: $' + money);
// Flash green to show successful revive
LK.effects.flashObject(self, 0x00FF00, 300);
// Hide revive button after use
self.visible = false;
} else {
// Flash red if can't revive
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.update = function () {
// Show revive button when hero is dead and has enough money
if (hero.health <= 0 && money >= 50) {
self.visible = true;
} else {
self.visible = false;
}
};
return self;
});
var SniperBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.8,
scaleY: 1.8,
tint: 0x0088FF
});
self.speed = 15;
self.damage = 120;
self.targetX = 0;
self.targetY = 0;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.explode();
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.destroy();
var index = sniperBullets.indexOf(self);
if (index > -1) {
sniperBullets.splice(index, 1);
}
}
};
self.explode = function () {
// Check for zombie hits
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (self.intersects(zombie)) {
zombie.takeDamage(self.damage);
break;
}
}
// Check for enemy bot hits
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
if (self.intersects(bot)) {
bot.takeDamage(self.damage);
break;
}
}
self.destroy();
var index = sniperBullets.indexOf(self);
if (index > -1) {
sniperBullets.splice(index, 1);
}
};
return self;
});
var SniperTower = Container.expand(function () {
var self = Container.call(this);
var towerGraphics = self.attachAsset('defenseTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2,
tint: 0x0088FF
});
self.health = 250;
self.maxHealth = 250;
self.damage = 120;
self.range = 600;
self.shootCooldown = 0;
self.update = function () {
var target = self.findNearestEnemy();
if (target && self.shootCooldown <= 0) {
self.shootAt(target);
self.shootCooldown = 80; // Slow but powerful
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.findNearestEnemy = function () {
var nearest = null;
var minDistance = Infinity;
// Check zombies
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var distance = Math.sqrt(Math.pow(zombie.x - self.x, 2) + Math.pow(zombie.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = zombie;
}
}
// Check enemy bots
for (var i = 0; i < enemyBots.length; i++) {
var bot = enemyBots[i];
var distance = Math.sqrt(Math.pow(bot.x - self.x, 2) + Math.pow(bot.y - self.y, 2));
if (distance < minDistance && distance < self.range) {
minDistance = distance;
nearest = bot;
}
}
return nearest;
};
self.shootAt = function (target) {
var bullet = new SniperBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.targetX = target.x;
bullet.targetY = target.y;
bullet.damage = self.damage;
sniperBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
self.destroy();
var index = sniperTowers.indexOf(self);
if (index > -1) {
sniperTowers.splice(index, 1);
}
};
return self;
});
var StartWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 1.5,
tint: 0x00FF00
});
var buttonText = new Text2('Start Wave ' + (wave + 1), {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.visible = false;
self.down = function (x, y, obj) {
if (self.visible) {
// Start next wave
wave++;
zombiesSpawned = 0;
zombiesPerWave += 3 + Math.floor(wave / 3);
waveText.setText('Wave: ' + wave);
resources += Math.max(15, 35 - wave);
resourceText.setText('Resources: ' + resources);
self.visible = false;
waveInProgress = true;
LK.effects.flashObject(self, 0x00FF00, 300);
}
};
self.update = function () {
if (self.visible) {
buttonText.setText('Start Wave ' + wave);
}
};
return self;
});
var TowerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 30;
self.targetX = 0;
self.targetY = 0;
self.update = function () {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
self.explode();
}
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
self.destroy();
var index = towerBullets.indexOf(self);
if (index > -1) {
towerBullets.splice(index, 1);
}
}
};
self.explode = function () {
// Check for zombie hits
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (self.intersects(zombie)) {
zombie.takeDamage(self.damage);
break;
}
}
// Check for boss hits
for (var i = 0; i < bosses.length; i++) {
var boss = bosses[i];
if (self.intersects(boss)) {
boss.takeDamage(self.damage);
break;
}
}
self.destroy();
var index = towerBullets.indexOf(self);
if (index > -1) {
towerBullets.splice(index, 1);
}
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
// Scale health and damage based on current wave
var healthMultiplier = 1 + (wave - 1) * 0.3; // 30% more health per wave
var damageMultiplier = 1 + (wave - 1) * 0.2; // 20% more damage per wave
var speedMultiplier = 1 + (wave - 1) * 0.1; // 10% faster per wave
self.health = Math.floor(100 * healthMultiplier);
self.maxHealth = Math.floor(100 * healthMultiplier);
self.speed = Math.min(3, 1 * speedMultiplier); // Cap speed at 3
self.damage = Math.floor(20 * damageMultiplier);
self.target = null;
self.attackCooldown = 0;
self.update = function () {
// Find nearest target (hero, towers, or base)
var target = self.findNearestTarget();
if (target) {
self.target = target;
}
if (!self.target) {
self.target = playerBase;
}
// Move towards target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 50) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
} else {
// Attack target
if (self.attackCooldown <= 0) {
if (self.target === playerBase) {
playerBase.takeDamage(self.damage);
} else if (self.target === hero) {
hero.takeDamage(self.damage);
} else if (self.target.takeDamage) {
// Attack tower
self.target.takeDamage(self.damage);
}
self.attackCooldown = 60; // 1 second cooldown
}
}
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
};
self.findNearestTarget = function () {
var targets = [];
var attackRange = 400; // Range to look for targets
// Add hero as target if in range and alive
if (hero.health > 0) {
var distanceToHero = Math.sqrt(Math.pow(hero.x - self.x, 2) + Math.pow(hero.y - self.y, 2));
if (distanceToHero < attackRange) {
targets.push({
target: hero,
distance: distanceToHero
});
}
}
// Add defense towers as targets
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < attackRange) {
targets.push({
target: tower,
distance: distance
});
}
}
// Add big defense towers as targets
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < attackRange) {
targets.push({
target: tower,
distance: distance
});
}
}
// Add rapid fire towers as targets
for (var i = 0; i < rapidFireTowers.length; i++) {
var tower = rapidFireTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < attackRange) {
targets.push({
target: tower,
distance: distance
});
}
}
// Add sniper towers as targets
for (var i = 0; i < sniperTowers.length; i++) {
var tower = sniperTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < attackRange) {
targets.push({
target: tower,
distance: distance
});
}
}
// Add player base as target
var distanceToBase = Math.sqrt(Math.pow(playerBase.x - self.x, 2) + Math.pow(playerBase.y - self.y, 2));
if (distanceToBase < attackRange) {
targets.push({
target: playerBase,
distance: distanceToBase
});
}
// Return nearest target
if (targets.length > 0) {
targets.sort(function (a, b) {
return a.distance - b.distance;
});
return targets[0].target;
}
return null;
};
self.takeDamage = function (amount) {
self.health -= amount;
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
LK.getSound('zombieHit').play();
LK.setScore(LK.getScore() + 10);
scoreText.setText('Score: ' + LK.getScore());
// Add money and spawn money icon
var moneyEarned = 5;
money += moneyEarned;
moneyText.setText('Money: $' + money);
var moneyIcon = new MoneyIcon(moneyEarned);
moneyIcon.x = self.x;
moneyIcon.y = self.y;
moneyIcons.push(moneyIcon);
game.addChild(moneyIcon);
self.destroy();
var index = zombies.indexOf(self);
if (index > -1) {
zombies.splice(index, 1);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2a2a2a
});
/****
* Game Code
****/
// Game state variables
var gameOver = false;
var wave = 1;
var zombiesSpawned = 0;
var zombiesPerWave = 5;
var spawnTimer = 0;
var botSpawnTimer = 0;
var resources = 100;
var money = 0;
var placingTower = false;
var placingBigTower = false;
var placingRapidFireTower = false;
var placingSniperTower = false;
var waveInProgress = true;
// Game objects arrays
var zombies = [];
var enemyBots = [];
var bosses = [];
var defenseTowers = [];
var bigDefenseTowers = [];
var rapidFireTowers = [];
var sniperTowers = [];
var towerBullets = [];
var bigTowerBullets = [];
var rapidFireBullets = [];
var sniperBullets = [];
var heroBullets = [];
var enemyBullets = [];
var moneyIcons = [];
// Create player base
var playerBase = new PlayerBase();
playerBase.x = 1024;
playerBase.y = 2400;
game.addChild(playerBase);
// Create hero
var hero = new Hero();
hero.x = 1024;
hero.y = 2200;
game.addChild(hero);
// Create UI elements
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreText);
var healthText = new Text2('Base Health: 3000/3000', {
size: 50,
fill: 0xFFFFFF
});
healthText.anchor.set(0, 0);
healthText.x = -400;
LK.gui.topRight.addChild(healthText);
var waveText = new Text2('Wave: 1', {
size: 55,
fill: 0xFFFF00
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
var resourceText = new Text2('Resources: 100', {
size: 45,
fill: 0x00FF00
});
resourceText.anchor.set(0, 0);
LK.gui.bottomLeft.addChild(resourceText);
var moneyText = new Text2('Money: $0', {
size: 45,
fill: 0xFFD700
});
moneyText.anchor.set(0, 0);
moneyText.y = 120;
moneyText.down = function (x, y, obj) {
moneyScreen.visible = true;
};
LK.gui.topLeft.addChild(moneyText);
var heroHealthText = new Text2('Hero Health: 300/300', {
size: 50,
fill: 0xFF6666
});
heroHealthText.anchor.set(0, 0);
heroHealthText.y = 180;
LK.gui.topLeft.addChild(heroHealthText);
// Create buy tower button
var buyTowerButton = new BuyTowerButton();
buyTowerButton.x = 120;
buyTowerButton.y = -120;
LK.gui.bottomLeft.addChild(buyTowerButton);
// Create buy big tower button
var buyBigTowerButton = new BuyBigTowerButton();
buyBigTowerButton.x = 280;
buyBigTowerButton.y = -120;
LK.gui.bottomLeft.addChild(buyBigTowerButton);
// Create buy rapid fire tower button
var buyRapidFireTowerButton = new BuyRapidFireTowerButton();
buyRapidFireTowerButton.x = 440;
buyRapidFireTowerButton.y = -120;
LK.gui.bottomLeft.addChild(buyRapidFireTowerButton);
// Create buy sniper tower button
var buySniperTowerButton = new BuySniperTowerButton();
buySniperTowerButton.x = 600;
buySniperTowerButton.y = -120;
LK.gui.bottomLeft.addChild(buySniperTowerButton);
// Create start wave button
var startWaveButton = new StartWaveButton();
startWaveButton.x = 0;
startWaveButton.y = -200;
LK.gui.center.addChild(startWaveButton);
// Create money screen
var moneyScreen = new MoneyScreen();
moneyScreen.x = 0;
moneyScreen.y = 0;
LK.gui.center.addChild(moneyScreen);
// Create revive button
var reviveButton = new ReviveButton();
reviveButton.x = 0;
reviveButton.y = 100;
LK.gui.center.addChild(reviveButton);
// Create leaderboard screen
var leaderboardScreen = new LeaderboardScreen();
leaderboardScreen.x = 0;
leaderboardScreen.y = 0;
LK.gui.center.addChild(leaderboardScreen);
// Create leaderboard button
var leaderboardButton = new Text2('LEADERBOARD', {
size: 40,
fill: 0xFFD700
});
leaderboardButton.anchor.set(0.5, 0);
leaderboardButton.y = 300;
leaderboardButton.down = function (x, y, obj) {
leaderboardScreen.updateLeaderboard();
leaderboardScreen.visible = true;
};
LK.gui.topLeft.addChild(leaderboardButton);
// Game control functions
function spawnZombie() {
var zombie = new Zombie();
// Spawn from random edge
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// Top
zombie.x = Math.random() * 2048;
zombie.y = 0;
} else if (edge === 1) {
// Right
zombie.x = 2048;
zombie.y = Math.random() * 2732;
} else if (edge === 2) {
// Bottom
zombie.x = Math.random() * 2048;
zombie.y = 2732;
} else {
// Left
zombie.x = 0;
zombie.y = Math.random() * 2732;
}
zombies.push(zombie);
game.addChild(zombie);
zombiesSpawned++;
}
function spawnEnemyBot() {
var botTypes = ['artilleryBot', 'assaultBot', 'disruptionBot', 'repairBot'];
var randomType = botTypes[Math.floor(Math.random() * botTypes.length)];
var bot = new EnemyBot(randomType);
bot.x = Math.random() * 1800 + 124;
bot.y = Math.random() * 1000 + 200;
enemyBots.push(bot);
game.addChild(bot);
}
function buildDefenseTower(x, y) {
var towerCost = 25 + Math.floor(wave / 2) * 5; // Increase cost every 2 waves
var resourceCost = 50 + Math.floor(wave / 3) * 10; // Increase resource cost every 3 waves
if (resources >= resourceCost && money >= towerCost) {
var tower = new DefenseTower();
tower.x = x;
tower.y = y;
defenseTowers.push(tower);
game.addChild(tower);
resources -= resourceCost;
money -= towerCost;
resourceText.setText('Resources: ' + resources);
moneyText.setText('Money: $' + money);
}
}
function buildBigDefenseTower(x, y) {
var towerCost = 100 + Math.floor(wave / 2) * 15; // Increase cost every 2 waves
var resourceCost = 100 + Math.floor(wave / 3) * 20; // Increase resource cost every 3 waves
if (resources >= resourceCost && money >= towerCost) {
var tower = new BigDefenseTower();
tower.x = x;
tower.y = y;
bigDefenseTowers.push(tower);
game.addChild(tower);
resources -= resourceCost;
money -= towerCost;
resourceText.setText('Resources: ' + resources);
moneyText.setText('Money: $' + money);
}
}
function buildRapidFireTower(x, y) {
var towerCost = 40; // Money cost for rapid fire tower
if (resources >= 75 && money >= towerCost) {
var tower = new RapidFireTower();
tower.x = x;
tower.y = y;
rapidFireTowers.push(tower);
game.addChild(tower);
resources -= 75;
money -= towerCost;
resourceText.setText('Resources: ' + resources);
moneyText.setText('Money: $' + money);
}
}
function buildSniperTower(x, y) {
var towerCost = 75; // Money cost for sniper tower
if (resources >= 125 && money >= towerCost) {
var tower = new SniperTower();
tower.x = x;
tower.y = y;
sniperTowers.push(tower);
game.addChild(tower);
resources -= 125;
money -= towerCost;
resourceText.setText('Resources: ' + resources);
moneyText.setText('Money: $' + money);
}
}
function spawnBoss() {
var boss = new Boss();
// Spawn boss from top center
boss.x = 1024;
boss.y = 0;
bosses.push(boss);
game.addChild(boss);
}
// Event handlers
game.down = function (x, y, obj) {
if (placingTower) {
// Tower placement mode
var canBuild = true;
var minDistance = 120;
// Check distance from other towers
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
// Check distance from big towers
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
// Check distance from base
var distanceToBase = Math.sqrt(Math.pow(playerBase.x - x, 2) + Math.pow(playerBase.y - y, 2));
if (distanceToBase < 150) {
canBuild = false;
}
// Check distance from hero
var distanceToHero = Math.sqrt(Math.pow(hero.x - x, 2) + Math.pow(hero.y - y, 2));
if (distanceToHero < 100) {
canBuild = false;
}
if (canBuild && y < 2300) {
// Don't build too close to base area
buildDefenseTower(x, y);
placingTower = false; // Exit placement mode after building
}
} else if (placingBigTower) {
// Big tower placement mode
var canBuild = true;
var minDistance = 150;
// Check distance from regular towers
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
// Check distance from other big towers
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
// Check distance from base
var distanceToBase = Math.sqrt(Math.pow(playerBase.x - x, 2) + Math.pow(playerBase.y - y, 2));
if (distanceToBase < 200) {
canBuild = false;
}
// Check distance from hero
var distanceToHero = Math.sqrt(Math.pow(hero.x - x, 2) + Math.pow(hero.y - y, 2));
if (distanceToHero < 120) {
canBuild = false;
}
if (canBuild && y < 2300) {
// Don't build too close to base area
buildBigDefenseTower(x, y);
placingBigTower = false; // Exit placement mode after building
}
} else if (placingRapidFireTower) {
// Rapid fire tower placement mode
var canBuild = true;
var minDistance = 100;
// Check distance from all towers
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
for (var i = 0; i < rapidFireTowers.length; i++) {
var tower = rapidFireTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
for (var i = 0; i < sniperTowers.length; i++) {
var tower = sniperTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
var distanceToBase = Math.sqrt(Math.pow(playerBase.x - x, 2) + Math.pow(playerBase.y - y, 2));
if (distanceToBase < 120) {
canBuild = false;
}
var distanceToHero = Math.sqrt(Math.pow(hero.x - x, 2) + Math.pow(hero.y - y, 2));
if (distanceToHero < 80) {
canBuild = false;
}
if (canBuild && y < 2300) {
buildRapidFireTower(x, y);
placingRapidFireTower = false;
}
} else if (placingSniperTower) {
// Sniper tower placement mode
var canBuild = true;
var minDistance = 140;
// Check distance from all towers
for (var i = 0; i < defenseTowers.length; i++) {
var tower = defenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
for (var i = 0; i < bigDefenseTowers.length; i++) {
var tower = bigDefenseTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
for (var i = 0; i < rapidFireTowers.length; i++) {
var tower = rapidFireTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
for (var i = 0; i < sniperTowers.length; i++) {
var tower = sniperTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - x, 2) + Math.pow(tower.y - y, 2));
if (distance < minDistance) {
canBuild = false;
break;
}
}
var distanceToBase = Math.sqrt(Math.pow(playerBase.x - x, 2) + Math.pow(playerBase.y - y, 2));
if (distanceToBase < 180) {
canBuild = false;
}
var distanceToHero = Math.sqrt(Math.pow(hero.x - x, 2) + Math.pow(hero.y - y, 2));
if (distanceToHero < 100) {
canBuild = false;
}
if (canBuild && y < 2300) {
buildSniperTower(x, y);
placingSniperTower = false;
}
} else {
// Normal mode - move hero (only if alive)
if (hero.health > 0) {
hero.moveTo(x, y);
}
}
};
// Start background music
LK.playMusic('Zombiewarmuic');
// Main game loop
game.update = function () {
if (gameOver) return;
// Resource generation
if (LK.ticks % 180 === 0) {
// Every 3 seconds
resources += 10;
resourceText.setText('Resources: ' + resources);
}
// Zombie spawning - faster spawn rate at higher waves (only if wave is in progress)
if (waveInProgress && zombiesSpawned < zombiesPerWave) {
spawnTimer++;
var zombieSpawnInterval = Math.max(60, 120 - (wave - 1) * 8); // Faster spawning each wave, minimum 1 second
if (spawnTimer >= zombieSpawnInterval) {
spawnZombie();
spawnTimer = 0;
}
}
// Enemy bot spawning - faster spawn rate at higher waves (only if wave is in progress)
if (waveInProgress) {
botSpawnTimer++;
var botSpawnInterval = Math.max(300, 600 - (wave - 1) * 30); // Faster spawning each wave, minimum 5 seconds
if (botSpawnTimer >= botSpawnInterval) {
spawnEnemyBot();
// Spawn additional bots at higher waves
if (wave >= 5 && Math.random() < 0.3) {
spawnEnemyBot(); // 30% chance for second bot
}
if (wave >= 8 && Math.random() < 0.2) {
spawnEnemyBot(); // 20% chance for third bot
}
botSpawnTimer = 0;
}
}
// Check for wave completion
if (waveInProgress && zombiesSpawned >= zombiesPerWave && zombies.length === 0) {
// Wave completed - check if it's time for boss
if (wave === 9) {
// After wave 9, spawn boss
spawnBoss();
waveText.setText('BOSS WAVE!');
} else {
// Regular wave completed - show start button for next wave
waveInProgress = false;
startWaveButton.visible = true;
}
}
// Win condition - boss must be defeated
if (wave >= 9 && zombies.length === 0 && enemyBots.length === 0 && bosses.length === 0) {
// Save high score before showing win screen
var currentScore = LK.getScore();
var highScores = storage.highScores || [];
highScores.push(currentScore);
highScores.sort(function (a, b) {
return b - a;
});
storage.highScores = highScores.slice(0, 10); // Keep top 10
LK.showYouWin();
}
// Update all bullets
for (var i = towerBullets.length - 1; i >= 0; i--) {
var bullet = towerBullets[i];
if (bullet.destroyed) {
towerBullets.splice(i, 1);
}
}
for (var i = bigTowerBullets.length - 1; i >= 0; i--) {
var bullet = bigTowerBullets[i];
if (bullet.destroyed) {
bigTowerBullets.splice(i, 1);
}
}
for (var i = rapidFireBullets.length - 1; i >= 0; i--) {
var bullet = rapidFireBullets[i];
if (bullet.destroyed) {
rapidFireBullets.splice(i, 1);
}
}
for (var i = sniperBullets.length - 1; i >= 0; i--) {
var bullet = sniperBullets[i];
if (bullet.destroyed) {
sniperBullets.splice(i, 1);
}
}
for (var i = heroBullets.length - 1; i >= 0; i--) {
var bullet = heroBullets[i];
if (bullet.destroyed) {
heroBullets.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
if (bullet.destroyed) {
enemyBullets.splice(i, 1);
}
}
// Update money icons
for (var i = moneyIcons.length - 1; i >= 0; i--) {
var icon = moneyIcons[i];
if (icon.destroyed) {
moneyIcons.splice(i, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1040,12 +1040,14 @@
LK.effects.flashObject(self, 0x00FFFF, 200); // Cyan flash when shielded
return; // No damage taken while shielded
}
self.health -= amount;
- LK.effects.flashObject(self, 0xff0000, 300);
- if (self.health <= 0) {
- self.die();
+ // Prevent hero health from going below 1 - hero cannot die
+ if (self.health < 1) {
+ self.health = 1;
}
+ LK.effects.flashObject(self, 0xff0000, 300);
+ // Remove death condition - hero can no longer die
};
self.die = function () {
// Hero becomes translucent and stops moving when dead
self.alpha = 0.3;
bullet. 2d. High contrast. No shadows
zombie. 2d. High contrast. No shadows
playerBase. In-Game asset. 2d. High contrast. No shadows
hero. In-Game asset. 2d. High contrast. No shadows
artilleryBot. In-Game asset. 2d. High contrast. No shadows
defenseTower. In-Game asset. 2d. High contrast. No shadows
enemyBullet. In-Game asset. 2d. High contrast. No shadows
assaultBot. In-Game asset. 2d. High contrast. No shadows
repairBot. In-Game asset. 2d. High contrast. No shadows
explosion. In-Game asset. 2d. High contrast. No shadows
disruptionBot. In-Game asset. 2d. High contrast. No shadows
heroBullet. In-Game asset. 2d. High contrast. No shadows
Coin. In-Game asset. 2d. High contrast. No shadows
buyButton. In-Game asset. 2d. High contrast. No shadows
Zombie boss. In-Game asset. 2d. High contrast. No shadows
Start button. In-Game asset. 2d. High contrast. No shadows