User prompt
When the wave get up. Do hard the game
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Do not in line . Do like list to do we can read also the money
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Make line that see icon to buy
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Add more defence tower button to buy.
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Add one big but defense tower
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Add button I cannot see the button to buy tower
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Add button for buy defence tower
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Add without money we cannot place defence tower
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We can see money total on top bottom
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Make a icon system. When kill zombie we get moneywe can see. Total money.
Code edit (1 edits merged)
Please save this source code
User prompt
Zombie Siege: Tower Wars
Initial prompt
Expanding the Threat: Enemy Bot Towers This addition significantly changes the defensive dynamic. It's no longer just about stopping zombies; you now have to contend with automated enemy defenses that are actively trying to dismantle your base. * Hostile AI Towers: These are automated enemy structures, perhaps built by a rival survivor faction or even by the zombies themselves (mutated, bio-mechanical constructs?). They'll deploy on the map and actively fire upon your main tower, your hero, and even your defensive turrets. * Strategic Targets: Unlike zombies, which are often numerous but individually weaker (though some are tough!), these bot towers would be fewer in number but heavily armed and armored. They become high-priority targets that you need to eliminate quickly to reduce incoming damage to your base. * Varied Bot Tower Types: * Artillery Bots: Long-range but slow-firing, lobbing projectiles that deal area-of-effect damage to your base or a cluster of your towers. * Assault Bots: Closer-range, rapid-fire turrets that focus on shredding individual defensive towers or your hero. * Disruption Bots: Don't deal direct damage, but emit EMPs or jamming signals that temporarily disable your towers, reduce their fire rate, or block your hero's abilities. * Repair Bots (Enemy): These might not attack directly but move around the map, actively repairing damaged enemy bot towers or even buffing nearby zombies. Taking these out first becomes crucial. * Counter-Strategies: * Target Prioritization: Players will need to decide whether to focus fire on the immediate zombie threat or divert resources and hero attention to neutralizing a dangerous enemy bot tower. * Specialized Towers: You might need specific tower types designed to counter these bots, such as EMP emitters to temporarily disable them, or armor-piercing turrets that are less effective against flesh-and-blood zombies but devastating against mechanical foes. * Hero Engagement: The hero unit becomes even more critical here. They could be the primary means to quickly take down bot towers, perhaps through specific "sabotage" abilities or by drawing their fire away from your main defenses. * Placement & Spawning: These bot towers could spawn at fixed locations, or they might occasionally drop in via aerial support or emerge from hidden bunkers. Their appearance could be tied to specific wave milestones or a rising "threat level." Adding these hostile bot towers introduces a fascinating "tower vs. tower" element to the game, demanding more tactical thinking and resource allocation beyond just fending off the zombie hordes. It forces players to be proactive in eliminating threats that aren't just moving along a path but are actively seeking to dismantle their defenses.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.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 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; } } 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 && 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; self.update = function () { // 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 } 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 < 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; } } 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.moveTo = function (x, y) { self.targetX = x; self.targetY = y; }; self.takeDamage = function (amount) { self.health -= amount; LK.effects.flashObject(self, 0xff0000, 300); if (self.health <= 0) { self.die(); } }; self.die = function () { gameOver = true; LK.showGameOver(); }; 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; } } self.destroy(); var index = heroBullets.indexOf(self); if (index > -1) { heroBullets.splice(index, 1); } }; return self; }); var MoneyIcon = Container.expand(function (amount) { var self = Container.call(this); var moneyGraphics = self.attachAsset('money', { anchorX: 0.5, anchorY: 0.5 }); 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 PlayerBase = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('playerBase', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1000; self.maxHealth = 1000; 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; 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 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 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; } } 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 () { 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); } self.attackCooldown = 60; // 1 second cooldown } } if (self.attackCooldown > 0) { self.attackCooldown--; } }; 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; // Game objects arrays var zombies = []; var enemyBots = []; 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: 1000/1000', { 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(0.5, 0); moneyText.y = 60; LK.gui.bottom.addChild(moneyText); // 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); // 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); } } // 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 hero.moveTo(x, y); } }; // 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 if (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 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 (zombiesSpawned >= zombiesPerWave && zombies.length === 0) { wave++; zombiesSpawned = 0; zombiesPerWave += 3 + Math.floor(wave / 3); // More zombies per wave as game progresses waveText.setText('Wave: ' + wave); // Bonus resources for completing wave - but less bonus at higher waves resources += Math.max(15, 35 - wave); resourceText.setText('Resources: ' + resources); } // Win condition if (wave >= 10 && zombies.length === 0 && enemyBots.length === 0) { 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
@@ -179,17 +179,18 @@
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.update = function () {
- var towerCost = 100;
- if (resources >= 100 && money >= towerCost) {
+ 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:100 $100');
+ costText.setText('R:' + resourceCost + ' $' + towerCost);
} else {
buttonGraphics.tint = 0x808080; // Gray when not affordable
buttonText.setText('Big Tower');
- costText.setText('R:100 $100');
+ costText.setText('R:' + resourceCost + ' $' + towerCost);
}
};
return self;
});
@@ -343,17 +344,18 @@
LK.effects.flashObject(self, 0xFF0000, 300);
}
};
self.update = function () {
- var towerCost = 25;
- if (resources >= 50 && money >= towerCost) {
+ 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:50 $25');
+ costText.setText('R:' + resourceCost + ' $' + towerCost);
} else {
buttonGraphics.tint = 0x808080; // Gray when not affordable
buttonText.setText('Tower');
- costText.setText('R:50 $25');
+ costText.setText('R:' + resourceCost + ' $' + towerCost);
}
};
return self;
});
@@ -424,11 +426,14 @@
anchorX: 0.5,
anchorY: 0.5
});
self.botType = botType;
- self.health = 150;
- self.maxHealth = 150;
- self.damage = 25;
+ // 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') {
@@ -1233,12 +1238,16 @@
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
- self.health = 100;
- self.maxHealth = 100;
- self.speed = 1;
- self.damage = 20;
+ // 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 () {
if (!self.target) {
@@ -1428,30 +1437,32 @@
enemyBots.push(bot);
game.addChild(bot);
}
function buildDefenseTower(x, y) {
- var towerCost = 25; // Money cost for defense tower
- if (resources >= 50 && money >= towerCost) {
+ 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 -= 50;
+ resources -= resourceCost;
money -= towerCost;
resourceText.setText('Resources: ' + resources);
moneyText.setText('Money: $' + money);
}
}
function buildBigDefenseTower(x, y) {
- var towerCost = 100; // Money cost for big defense tower
- if (resources >= 100 && money >= towerCost) {
+ 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 -= 100;
+ resources -= resourceCost;
money -= towerCost;
resourceText.setText('Resources: ' + resources);
moneyText.setText('Money: $' + money);
}
@@ -1671,32 +1682,39 @@
// Every 3 seconds
resources += 10;
resourceText.setText('Resources: ' + resources);
}
- // Zombie spawning
+ // Zombie spawning - faster spawn rate at higher waves
if (zombiesSpawned < zombiesPerWave) {
spawnTimer++;
- if (spawnTimer >= 120) {
- // Spawn every 2 seconds
+ 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
+ // Enemy bot spawning - faster spawn rate at higher waves
botSpawnTimer++;
- if (botSpawnTimer >= 600) {
- // Spawn bot every 10 seconds
+ 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 (zombiesSpawned >= zombiesPerWave && zombies.length === 0) {
wave++;
zombiesSpawned = 0;
- zombiesPerWave += 3;
+ zombiesPerWave += 3 + Math.floor(wave / 3); // More zombies per wave as game progresses
waveText.setText('Wave: ' + wave);
- // Bonus resources for completing wave
- resources += 25;
+ // Bonus resources for completing wave - but less bonus at higher waves
+ resources += Math.max(15, 35 - wave);
resourceText.setText('Resources: ' + resources);
}
// Win condition
if (wave >= 10 && zombies.length === 0 && enemyBots.length === 0) {
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