User prompt
Sad background music of the game. Sad fire sound on attack
User prompt
Add background music according to the game
User prompt
The first defence Tower text were not change pls chged it.
User prompt
When we not have enough diamond. And we try to place it message you not have enough diamond.
User prompt
Set boss health 25000
User prompt
Add one more defence Tower that attack with fire ability. To buy this defence Tower we do buy with diamond ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
All enemy follow the path ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The defence Tower do nothing do all enemy. But the defence Tower attack to enemy doesn't work
User prompt
The defence town not attack them enemy please make the attack to enemy
User prompt
Remove hero upgrade system.
User prompt
The defence Tower Auto fire to enemy. The upgrade system increase radius and damage ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The all defence Tower has radius to attack enemy
User prompt
Add the defence Tower attack toall enemy
User prompt
The defence Tower attack to enemy. They unable to attack enemy
User prompt
Fix fix i cannot build the defence Tower anywhere. To attack to enemy
User prompt
I unable to build the defence Tower. Fix it. I will anywhere the defence Tower no on the pathway
User prompt
I cannot build the defence tower
User prompt
I cannot place defense tower side of enemy path
User prompt
I cannot place defense tower side of enemy path.
User prompt
Sirf Bass to end the path of enemy
User prompt
The boss health 10000
User prompt
Do when the boss level start the hero come.and follow the path to attack to enemy. Hero health 2000
User prompt
On enemy path their not place defense tower. And the player cannot go to path. Do long path.
User prompt
Set background image of horror image .
User prompt
Make a path in path their where enemy come. Not anthor way
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'fire') { // Create visual fire effect var fireEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'fire'); game.addChild(fireEffect); // Apply burning effect - affects all enemies self.targetEnemy.burning = true; self.targetEnemy.burnDamage = self.damage * 0.3; // 30% of original damage per tick self.targetEnemy.burnDuration = 240; // 4 seconds at 60 FPS // Fire damage to nearby enemies in radius var fireRadius = CELL_SIZE * 2; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var fireDx = otherEnemy.x - self.targetEnemy.x; var fireDy = otherEnemy.y - self.targetEnemy.y; var fireDistance = Math.sqrt(fireDx * fireDx + fireDy * fireDy); if (fireDistance <= fireRadius) { // Apply burn damage to nearby enemies otherEnemy.health -= self.damage * 0.4; // 40% of original damage if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } // Apply burning effect otherEnemy.burning = true; otherEnemy.burnDamage = self.damage * 0.2; // 20% burn damage for nearby enemies otherEnemy.burnDuration = 180; // 3 seconds } } } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); var DiamondIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var diamondText = new Text2("+" + value, { size: 45, fill: 0x00FFFF, weight: 800 }); diamondText.anchor.set(0.5, 0.5); self.addChild(diamondText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'fire': effectGraphics.tint = 0xFF4400; effectGraphics.width = effectGraphics.height = CELL_SIZE * 2; break; case 'attack': effectGraphics.tint = 0xFF0000; effectGraphics.width = effectGraphics.height = CELL_SIZE * 0.8; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; self.attackDamage = 3; // Base attack damage reduced to 1-6 range self.attackRate = 60; // Frames between attacks (1 second at 60 FPS) self.lastAttacked = 0; // Track when enemy last attacked // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; self.attackDamage = 2; // Low damage but fast self.attackRate = 45; // Attacks faster break; case 'immune': self.isImmune = true; self.maxHealth = 80; self.attackDamage = 4; // Moderate damage break; case 'flying': self.isFlying = true; self.maxHealth = 80; self.attackDamage = 3; // Moderate damage break; case 'swarm': self.maxHealth = 50; // Weaker enemies self.attackDamage = 1; // Very low damage but swarm self.attackRate = 40; // But attack frequently break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave >= 10) { self.isBoss = true; // Boss enemies have 25000 health and are larger self.maxHealth = 25000; // Bosses deal slightly more damage but still in 1-6 range self.attackDamage = 6; // Max damage for bosses // Attack more frequently self.attackRate = 30; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed && !self.burning) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle burning effect if (self.burning) { // Visual indication of burning status if (!self.burnEffect) { self.burnEffect = true; } // Apply burn damage every 20 frames (3 times per second) if (LK.ticks % 20 === 0) { self.health -= self.burnDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.burnDuration--; if (self.burnDuration <= 0) { self.burning = false; self.burnEffect = false; // Only reset tint if not slowed or poisoned if (!self.slowed && !self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.burning && self.poisoned && self.slowed) { // All three effects: fire + poison + slow (orange-purple-blue mix) enemyGraphics.tint = 0xFF6600; } else if (self.burning && self.poisoned) { // Fire + poison: red-green mix (orange) enemyGraphics.tint = 0xFF7700; } else if (self.burning && self.slowed) { // Fire + slow: red-purple mix enemyGraphics.tint = 0xFF2266; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.burning) { enemyGraphics.tint = 0xFF4400; // Fire effect color } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } // Check for attack targets (hero and defense towers) - optimize by checking less frequently var canAttack = LK.ticks - self.lastAttacked >= self.attackRate; if (canAttack && LK.ticks % 3 === 0) { // Only check every 3 frames var attackTarget = null; var attackDistance = Infinity; // Check if hero is in attack range if (hero && !heroIsDead) { var dx = hero.x - self.x; var dy = hero.y - self.y; var heroDistance = dx * dx + dy * dy; // Use squared distance for faster comparison if (heroDistance < 10000) { // 100 * 100 = 10000 // Attack range of 100 pixels attackTarget = hero; attackDistance = heroDistance; } } // Check for nearby defense towers - limit to first 5 towers var towersToCheck = Math.min(towers.length, 5); for (var i = 0; i < towersToCheck; i++) { var tower = towers[i]; var dx = tower.x - self.x; var dy = tower.y - self.y; var towerDistance = dx * dx + dy * dy; // Use squared distance if (towerDistance < 14400 && towerDistance < attackDistance) { // 120 * 120 = 14400 // Prefer closer targets attackTarget = tower; attackDistance = towerDistance; } } // Attack the target if (attackTarget) { self.lastAttacked = LK.ticks; if (attackTarget === hero) { // Attack hero heroHealth = Math.max(0, heroHealth - self.attackDamage); if (heroHealth <= 0 && !heroIsDead) { heroIsDead = true; hero.alpha = 0.3; var notification = game.addChild(new Notification("Hero destroyed by enemy!")); notification.x = 2048 / 2; notification.y = grid.height - 200; } updateUI(); // Visual effect for hero damage LK.effects.flashObject(hero, 0xFF0000, 300); } else { // Attack tower - towers have no health, so just show visual effect LK.effects.flashObject(attackTarget, 0xFF0000, 300); // Create damage indicator var damageIndicator = new Notification("-" + self.attackDamage); damageIndicator.x = attackTarget.x; damageIndicator.y = attackTarget.y - 50; game.addChild(damageIndicator); } // Visual attack effect var attackEffect = new EffectIndicator(self.x, self.y, 'attack'); game.addChild(attackEffect); } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ // Define the predefined path coordinates - extended longer path with more turns var pathCells = [{ x: 11, y: 4 }, { x: 11, y: 5 }, { x: 11, y: 6 }, { x: 11, y: 7 }, { x: 11, y: 8 }, { x: 10, y: 8 }, { x: 9, y: 8 }, { x: 8, y: 8 }, { x: 7, y: 8 }, { x: 6, y: 8 }, { x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 3, y: 9 }, { x: 3, y: 10 }, { x: 3, y: 11 }, { x: 3, y: 12 }, { x: 4, y: 12 }, { x: 5, y: 12 }, { x: 6, y: 12 }, { x: 7, y: 12 }, { x: 8, y: 12 }, { x: 9, y: 12 }, { x: 10, y: 12 }, { x: 11, y: 12 }, { x: 12, y: 12 }, { x: 13, y: 12 }, { x: 14, y: 12 }, { x: 15, y: 12 }, { x: 16, y: 12 }, { x: 17, y: 12 }, { x: 18, y: 12 }, { x: 19, y: 12 }, { x: 20, y: 12 }, { x: 20, y: 13 }, { x: 20, y: 14 }, { x: 20, y: 15 }, { x: 20, y: 16 }, { x: 20, y: 17 }, { x: 20, y: 18 }, { x: 19, y: 18 }, { x: 18, y: 18 }, { x: 17, y: 18 }, { x: 16, y: 18 }, { x: 15, y: 18 }, { x: 14, y: 18 }, { x: 13, y: 18 }, { x: 12, y: 18 }, { x: 11, y: 18 }, { x: 10, y: 18 }, { x: 9, y: 18 }, { x: 8, y: 18 }, { x: 7, y: 18 }, { x: 6, y: 18 }, { x: 5, y: 18 }, { x: 4, y: 18 }, { x: 3, y: 18 }, { x: 3, y: 19 }, { x: 3, y: 20 }, { x: 3, y: 21 }, { x: 3, y: 22 }, { x: 3, y: 23 }, { x: 4, y: 23 }, { x: 5, y: 23 }, { x: 6, y: 23 }, { x: 7, y: 23 }, { x: 8, y: 23 }, { x: 9, y: 23 }, { x: 10, y: 23 }, { x: 11, y: 23 }, { x: 12, y: 23 }, { x: 13, y: 23 }, { x: 14, y: 23 }, { x: 15, y: 23 }, { x: 16, y: 23 }, { x: 17, y: 23 }, { x: 18, y: 23 }, { x: 19, y: 23 }, { x: 20, y: 23 }, { x: 20, y: 24 }, { x: 20, y: 25 }, { x: 20, y: 26 }, { x: 20, y: 27 }, { x: 19, y: 27 }, { x: 18, y: 27 }, { x: 17, y: 27 }, { x: 16, y: 27 }, { x: 15, y: 27 }, { x: 14, y: 27 }, { x: 13, y: 27 }, { x: 12, y: 27 }, { x: 11, y: 27 }, { x: 11, y: 28 }, { x: 11, y: 29 }]; for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; // Check if this cell is part of the predefined path var isPathCell = false; for (var p = 0; p < pathCells.length; p++) { if (pathCells[p].x === i && pathCells[p].y === j) { isPathCell = true; break; } } if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = isPathCell ? 0 : 1; // Only allow path cells to be open } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = isPathCell ? 0 : 1; // Only allow path cells to be open } else { cellType = isPathCell ? 0 : 1; // Only allow path cells to be open } } else { // For areas outside the spawn/goal columns, only allow path cells if (j > 4 && j < gridHeight - 4) { cellType = isPathCell ? 0 : 1; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } var iterations = 0; var maxIterations = 5000; // Prevent infinite loops while (toProcess.length && iterations < maxIterations) { iterations++; var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } // Only check first 20 enemies to reduce lag var enemiesToCheck = Math.min(enemies.length, 20); for (var a = 0; a < enemiesToCheck; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.type == 3) { // Enemy reached the goal - remove them return true; } // Update shadow position for flying enemies if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Define the complete path that all enemies must follow var pathWaypoints = [{ x: 11, y: 4 }, { x: 11, y: 8 }, { x: 3, y: 8 }, { x: 3, y: 12 }, { x: 20, y: 12 }, { x: 20, y: 18 }, { x: 3, y: 18 }, { x: 3, y: 23 }, { x: 20, y: 23 }, { x: 20, y: 27 }, { x: 11, y: 27 }, { x: 11, y: 29 }]; // Initialize waypoint index if not set if (enemy.waypointIndex === undefined) { enemy.waypointIndex = 0; } // Check if enemy has reached the entry area var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached entry area, move down to first waypoint if (!hasReachedEntryArea) { enemy.currentCellY += enemy.speed; // Ensure enemy moves to the correct X position (path entry) if (Math.abs(enemy.currentCellX - 11) > 0.1) { var xDirection = enemy.currentCellX < 11 ? 1 : -1; enemy.currentCellX += xDirection * enemy.speed * 0.5; } // Update position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update cell coordinates when reaching entry area if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // Handle flying enemies - they go straight to goal if (enemy.isFlying) { if (!enemy.flyingTarget) { enemy.flyingTarget = self.goals[0]; } if (enemy.flyingTarget) { var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { return true; // Reached goal } var angle = Math.atan2(oy, ox); // Rotate enemy to face movement direction if (enemy.children[0]) { tween(enemy.children[0], { rotation: angle }, { duration: 200, easing: tween.easeOut }); } enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; } return false; } // Handle ground enemies following waypoint path var currentWaypoint = pathWaypoints[enemy.waypointIndex]; if (!currentWaypoint && enemy.waypointIndex >= pathWaypoints.length) { // All waypoints completed, head to goal var goalCell = self.goals[0]; if (goalCell) { currentWaypoint = { x: goalCell.x, y: goalCell.y }; } } if (currentWaypoint) { var ox = currentWaypoint.x - enemy.currentCellX; var oy = currentWaypoint.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); // Check if reached current waypoint if (dist < 0.3) { enemy.waypointIndex++; // Get next waypoint or goal if (enemy.waypointIndex < pathWaypoints.length) { currentWaypoint = pathWaypoints[enemy.waypointIndex]; ox = currentWaypoint.x - enemy.currentCellX; oy = currentWaypoint.y - enemy.currentCellY; dist = Math.sqrt(ox * ox + oy * oy); } else { // Head to goal var goalCell = self.goals[0]; if (goalCell) { ox = goalCell.x - enemy.currentCellX; oy = goalCell.y - enemy.currentCellY; dist = Math.sqrt(ox * ox + oy * oy); } } } // Move toward current target if (dist > enemy.speed) { var angle = Math.atan2(oy, ox); // Smoothly rotate enemy to face movement direction if (enemy.children[0]) { tween(enemy.children[0], { rotation: angle }, { duration: 200, easing: tween.easeOut }); } enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } else { // Close enough to target, snap to it enemy.currentCellX = currentWaypoint.x; enemy.currentCellY = currentWaypoint.y; } } // Update final position and cell coordinates enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; return false; }; }); var Hero = Container.expand(function () { var self = Container.call(this); self.speed = 4; self.fireRate = 20; // Frames between shots self.lastFired = 0; self.damage = 15; self.bulletSpeed = 8; self.isBossHero = false; // Flag to distinguish boss level hero self.waypointIndex = 0; // For path following self.pathSpeed = 0.8; // Speed for following path self.currentCellX = 0; self.currentCellY = 0; self.maxHealth = 2000; // Boss hero health self.health = self.maxHealth; var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); heroGraphics.tint = 0x00FF00; // Green color for hero // Gun container for rotation var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); gunGraphics.width = 60; gunGraphics.height = 60; gunGraphics.tint = 0x444444; // Darker gray for better visibility gunGraphics.alpha = 1.0; // Ensure gun is fully visible self.targetX = 0; self.targetY = 0; self.isMoving = false; self.range = 600; // Hero gun range - increased for long radius attack self.showRange = false; // Toggle for showing range indicator // Create range indicator self.rangeIndicator = new Container(); self.addChild(self.rangeIndicator); var rangeGraphics = self.rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.range * 2; rangeGraphics.alpha = 0.2; rangeGraphics.tint = 0x00FF00; self.rangeIndicator.visible = false; self.update = function () { // Handle boss hero path following if (self.isBossHero) { // Define the path waypoints that hero must follow - same as enemy path var pathWaypoints = [{ x: 11, y: 4 }, { x: 11, y: 8 }, { x: 3, y: 8 }, { x: 3, y: 12 }, { x: 20, y: 12 }, { x: 20, y: 18 }, { x: 3, y: 18 }, { x: 3, y: 23 }, { x: 20, y: 23 }, { x: 20, y: 27 }, { x: 11, y: 27 }, { x: 11, y: 29 }]; // Find current waypoint target if (!self.waypointIndex) { self.waypointIndex = 0; } // Get current waypoint var currentWaypoint = pathWaypoints[self.waypointIndex]; if (!currentWaypoint) { // If no more waypoints, stay at last position return; } if (currentWaypoint) { var ox = currentWaypoint.x - self.currentCellX; var oy = currentWaypoint.y - self.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); // If close to current waypoint, move to next waypoint if (dist < 0.5) { self.waypointIndex++; // If we've reached the last waypoint, stay there if (self.waypointIndex >= pathWaypoints.length) { self.waypointIndex = pathWaypoints.length - 1; return; } } if (dist > self.pathSpeed) { var angle = Math.atan2(oy, ox); self.currentCellX += Math.cos(angle) * self.pathSpeed; self.currentCellY += Math.sin(angle) * self.pathSpeed; // Rotate hero graphic to match movement direction if (heroGraphics.targetRotation === undefined) { heroGraphics.targetRotation = angle; heroGraphics.rotation = angle; } else { if (Math.abs(angle - heroGraphics.targetRotation) > 0.05) { tween.stop(heroGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = heroGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } heroGraphics.targetRotation = angle; tween(heroGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } self.x = grid.x + self.currentCellX * CELL_SIZE; self.y = grid.y + self.currentCellY * CELL_SIZE; } else { // Move towards target if moving (normal hero behavior) if (self.isMoving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } else { self.isMoving = false; } } } // Show/hide range indicator when hero is selected or moving self.rangeIndicator.visible = self.showRange || self.isMoving; // Find target enemy within range using priority system var targetEnemy = null; var bestPriority = -1; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only consider enemies within range if (distance <= self.range) { // Priority system: bosses > closest to goal > closest to hero var priority = 0; // Highest priority for bosses if (enemy.isBoss) { priority += 1000; } // Medium priority based on progress toward goal if (enemy.isFlying && enemy.flyingTarget) { var goalDx = enemy.flyingTarget.x - enemy.cellX; var goalDy = enemy.flyingTarget.y - enemy.cellY; var distToGoal = Math.sqrt(goalDx * goalDx + goalDy * goalDy); priority += (100 - distToGoal) * 10; // Closer to goal = higher priority } else { // For ground enemies, use path score var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { priority += 1000 - cell.score / 100; // Lower score = closer to goal = higher priority } } // Lowest priority based on distance to hero (closer = slightly higher priority) priority += (self.range - distance) / 10; if (priority > bestPriority) { bestPriority = priority; targetEnemy = enemy; } } } if (targetEnemy) { // Check collision with enemy (hero takes damage) var dx = targetEnemy.x - self.x; var dy = targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 80 && !heroIsDead) { // Hero takes damage when touching enemy var damage = targetEnemy.isBoss ? 50 : 20; heroHealth = Math.max(0, heroHealth - damage); if (heroHealth <= 0) { heroIsDead = true; self.alpha = 0.3; var notification = game.addChild(new Notification("Hero died! Use diamonds to revive!")); notification.x = 2048 / 2; notification.y = grid.height - 200; } updateUI(); // Push enemy away from hero var pushForce = 50; var pushAngle = Math.atan2(dy, dx); targetEnemy.x += Math.cos(pushAngle) * pushForce; targetEnemy.y += Math.sin(pushAngle) * pushForce; } // Aim gun at target enemy var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; // Fire at enemy (only if hero is alive and within range) if (LK.ticks - self.lastFired >= self.fireRate && !heroIsDead && distance <= self.range) { self.fire(angle); self.lastFired = LK.ticks; } } }; self.fire = function (direction) { var bulletX = self.x + Math.cos(direction) * 30; var bulletY = self.y + Math.sin(direction) * 30; var bullet = new HeroBullet(bulletX, bulletY, direction, self.damage, self.bulletSpeed); game.addChild(bullet); heroBullets.push(bullet); // Create muzzle flash effect var muzzleFlash = new EffectIndicator(bulletX, bulletY, 'attack'); game.addChild(muzzleFlash); // Gun recoil effect tween.stop(gunContainer, { x: true, y: true }); var recoilDistance = 8; var recoilX = -Math.cos(direction) * recoilDistance; var recoilY = -Math.sin(direction) * recoilDistance; tween(gunContainer, { x: recoilX, y: recoilY }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(gunContainer, { x: 0, y: 0 }, { duration: 120, easing: tween.easeIn }); } }); }; self.moveTo = function (x, y) { // Don't move if hero is dead if (heroIsDead) { return; } // Convert screen coordinates to grid coordinates var gridPosX = (x - grid.x) / CELL_SIZE; var gridPosY = (y - grid.y) / CELL_SIZE; var gridX = Math.floor(gridPosX); var gridY = Math.floor(gridPosY); // Check if the target position is within valid bounds var isValidPosition = true; // Check if position is within grid bounds if (gridX < 0 || gridX >= 24 || gridY < 4 || gridY >= 29 + 2) { isValidPosition = false; } // Check if position is not a wall (type 1) if (isValidPosition) { var cell = grid.getCell(gridX, gridY); if (cell && cell.type === 1) { isValidPosition = false; } // Check if position is on the enemy path - use the same path as defined in Grid var pathCells = [{ x: 11, y: 4 }, { x: 11, y: 5 }, { x: 11, y: 6 }, { x: 11, y: 7 }, { x: 11, y: 8 }, { x: 10, y: 8 }, { x: 9, y: 8 }, { x: 8, y: 8 }, { x: 7, y: 8 }, { x: 6, y: 8 }, { x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 3, y: 9 }, { x: 3, y: 10 }, { x: 3, y: 11 }, { x: 3, y: 12 }, { x: 4, y: 12 }, { x: 5, y: 12 }, { x: 6, y: 12 }, { x: 7, y: 12 }, { x: 8, y: 12 }, { x: 9, y: 12 }, { x: 10, y: 12 }, { x: 11, y: 12 }, { x: 12, y: 12 }, { x: 13, y: 12 }, { x: 14, y: 12 }, { x: 15, y: 12 }, { x: 16, y: 12 }, { x: 17, y: 12 }, { x: 18, y: 12 }, { x: 19, y: 12 }, { x: 20, y: 12 }, { x: 20, y: 13 }, { x: 20, y: 14 }, { x: 20, y: 15 }, { x: 20, y: 16 }, { x: 20, y: 17 }, { x: 20, y: 18 }, { x: 19, y: 18 }, { x: 18, y: 18 }, { x: 17, y: 18 }, { x: 16, y: 18 }, { x: 15, y: 18 }, { x: 14, y: 18 }, { x: 13, y: 18 }, { x: 12, y: 18 }, { x: 11, y: 18 }, { x: 10, y: 18 }, { x: 9, y: 18 }, { x: 8, y: 18 }, { x: 7, y: 18 }, { x: 6, y: 18 }, { x: 5, y: 18 }, { x: 4, y: 18 }, { x: 3, y: 18 }, { x: 3, y: 19 }, { x: 3, y: 20 }, { x: 3, y: 21 }, { x: 3, y: 22 }, { x: 3, y: 23 }, { x: 4, y: 23 }, { x: 5, y: 23 }, { x: 6, y: 23 }, { x: 7, y: 23 }, { x: 8, y: 23 }, { x: 9, y: 23 }, { x: 10, y: 23 }, { x: 11, y: 23 }, { x: 12, y: 23 }, { x: 13, y: 23 }, { x: 14, y: 23 }, { x: 15, y: 23 }, { x: 16, y: 23 }, { x: 17, y: 23 }, { x: 18, y: 23 }, { x: 19, y: 23 }, { x: 20, y: 23 }, { x: 20, y: 24 }, { x: 20, y: 25 }, { x: 20, y: 26 }, { x: 20, y: 27 }, { x: 19, y: 27 }, { x: 18, y: 27 }, { x: 17, y: 27 }, { x: 16, y: 27 }, { x: 15, y: 27 }, { x: 14, y: 27 }, { x: 13, y: 27 }, { x: 12, y: 27 }, { x: 11, y: 27 }, { x: 11, y: 28 }, { x: 11, y: 29 }]; for (var p = 0; p < pathCells.length; p++) { if (pathCells[p].x === gridX && pathCells[p].y === gridY) { isValidPosition = false; break; } } } // Only move if position is valid if (isValidPosition) { self.targetX = x; self.targetY = y; self.isMoving = true; } }; self.down = function (x, y, obj) { // Toggle range indicator if clicking directly on hero var heroRadius = 40; // Hero hit radius var dx = x - self.x; var dy = y - self.y; var distanceToHero = Math.sqrt(dx * dx + dy * dy); if (distanceToHero <= heroRadius) { // Toggle range display self.showRange = !self.showRange; var notification = game.addChild(new Notification(self.showRange ? "Hero range ON" : "Hero range OFF")); notification.x = 2048 / 2; notification.y = grid.height - 100; } else { // Move hero to clicked position if (obj && obj.parent && obj.position) { var localPos = self.parent.toLocal(obj.parent.toGlobal(obj.position)); self.moveTo(localPos.x, localPos.y); } else { // Fallback to using x, y coordinates directly self.moveTo(x, y); } } }; return self; }); var HeroBullet = Container.expand(function (startX, startY, direction, damage, speed) { var self = Container.call(this); self.direction = direction; self.damage = damage || 15; self.speed = speed || 8; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('hero_bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.tint = 0xFFD700; // Gold color for hero bullets bulletGraphics.width = 25; // Make bullets slightly larger bulletGraphics.height = 25; self.update = function () { // Move in the specified direction self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; // Check if bullet is off screen if (self.x < -50 || self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) { self.destroy(); return; } // Check collision with enemies - limit to first 10 enemies and use distance squared var enemiesToCheck = Math.min(enemies.length, 10); for (var i = 0; i < enemiesToCheck; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distanceSquared = dx * dx + dy * dy; if (distanceSquared < 900) { // 30 * 30 = 900 // Hit radius // Apply damage to enemy enemy.health -= self.damage; if (enemy.health <= 0) { enemy.health = 0; } else { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } self.destroy(); return; } } }; return self; }); var LeaderboardButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 250; buttonBackground.height = 80; buttonBackground.tint = 0x4444FF; var buttonText = new Text2("Leaderboard", { size: 40, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.down = function () { showLeaderboard(); }; return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { // Show button when wave is finished (all enemies defeated) and not in progress var waveFinished = waveIndicator && waveIndicator.gameStarted && !waveInProgress && enemies.length === 0; var canStartNextWave = waveFinished && currentWave < totalWaves; if (canStartNextWave) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var ReviveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 350; buttonBackground.height = 100; buttonBackground.tint = 0x00FF00; var buttonText = new Text2("Revive Hero (5 💎)", { size: 45, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.visible = false; self.update = function () { if (heroIsDead) { self.visible = true; self.alpha = diamonds >= 5 ? 1 : 0.5; buttonBackground.tint = diamonds >= 5 ? 0x00FF00 : 0x888888; } else { self.visible = false; } }; self.down = function () { if (heroIsDead) { reviveHero(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset(self.towerType === 'fire' ? 'fire_tower' : 'tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; case 'fire': baseGraphics.tint = 0xFF4400; break; default: baseGraphics.tint = 0xAAAAAA; } var towerCost = getTowerCost(self.towerType); var isFireTower = self.towerType === 'fire'; // Add shadow for tower type label var displayName = self.towerType === 'default' ? 'Standard' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); var typeLabelShadow = new Text2(displayName, { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(displayName, { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costText = isFireTower ? towerCost + " 💎" : towerCost.toString(); var costLabelShadow = new Text2(costText, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(costText, { size: 50, fill: isFireTower ? 0x00FFFF : 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = isFireTower ? diamonds >= getTowerCost(self.towerType) : gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; case 'fire': // Fire: base 4, +0.6 per level return (4 + (self.level - 1) * 0.6) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; self.rangeIndicator = null; // Will hold the range display circle switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; case 'fire': self.fireRate = 45; self.damage = 20; self.range = 4 * CELL_SIZE; self.bulletSpeed = 6; break; } var baseGraphics = self.attachAsset(self.id === 'fire' ? 'fire_tower' : 'tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; case 'fire': baseGraphics.tint = 0xFF4400; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; case 'fire': towerLevelIndicator.tint = 0xFF4400; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; // Enhanced upgrade animation with multiple effects tween(levelDot, { scaleX: 1.8, scaleY: 1.8 }, { duration: 200, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); } }); // Animate the entire tower with upgrade effect tween(self, { scaleX: 1.15, scaleY: 1.15 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.elasticOut }); } }); // Animate range indicator to show new range if (self.rangeIndicator && self.rangeIndicator.children[0]) { var rangeGraphics = self.rangeIndicator.children[0]; var oldSize = rangeGraphics.width; var newSize = self.getRange() * 2; // Pulse animation to show range increase tween(rangeGraphics, { width: newSize * 1.3, height: newSize * 1.3, alpha: 0.4 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(rangeGraphics, { width: newSize, height: newSize, alpha: 0.15 }, { duration: 200, easing: tween.easeIn }); } }); } } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { // Create or update range indicator if it doesn't exist if (!self.rangeIndicator) { self.rangeIndicator = new Container(); self.rangeIndicator.isTowerRange = true; self.rangeIndicator.tower = self; var rangeGraphics = self.rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.15; // Semi-transparent rangeGraphics.tint = 0x00FF00; // Green color for range self.rangeIndicator.x = self.x; self.rangeIndicator.y = self.y; game.addChildAt(self.rangeIndicator, 0); // Add behind other objects } // Update range indicator position and size if (self.rangeIndicator) { self.rangeIndicator.x = self.x; self.rangeIndicator.y = self.y; var rangeGraphics = self.rangeIndicator.children[0]; if (rangeGraphics) { rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; } } // Find the best enemy target in range var bestTarget = null; var bestPriority = -1; var currentRange = self.getRange(); for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= currentRange) { var priority = 0; // High priority for boss enemies if (enemy.isBoss) { priority += 10000; } // Medium priority based on health (lower health = higher priority to finish them off) priority += 1000 - enemy.health; // For flying enemies, prioritize based on distance to goal if (enemy.isFlying && enemy.flyingTarget) { var goalDx = enemy.flyingTarget.x - enemy.cellX; var goalDy = enemy.flyingTarget.y - enemy.cellY; var distToGoal = Math.sqrt(goalDx * goalDx + goalDy * goalDy); priority += (100 - distToGoal) * 10; // Closer to goal = higher priority } else { // For ground enemies, use path score if available var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { priority += (10000 - cell.score) / 10; // Lower score = closer to goal = higher priority } } // Small bonus for closer enemies to break ties priority += (currentRange - distance) / 10; if (priority > bestPriority) { bestPriority = priority; bestTarget = enemy; } } } // Fire at the best target if fire rate allows if (bestTarget && LK.ticks - self.lastFired >= self.fireRate) { self.targetEnemy = bestTarget; var dx = bestTarget.x - self.x; var dy = bestTarget.y - self.y; var angle = Math.atan2(dy, dx); // Aim gun at target gunContainer.rotation = angle; // Fire bullet var bulletX = self.x + Math.cos(angle) * 40; var bulletY = self.y + Math.sin(angle) * 40; var bullet = new Bullet(bulletX, bulletY, bestTarget, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'fire': bullet.children[0].tint = 0xFF4400; bullet.children[0].width = 45; bullet.children[0].height = 45; break; } game.addChild(bullet); bullets.push(bullet); bestTarget.bulletsTargetingThis.push(bullet); self.lastFired = LK.ticks; // Create visual muzzle flash effect var muzzleFlash = new EffectIndicator(self.x + Math.cos(angle) * 40, self.y + Math.sin(angle) * 40, 'attack'); game.addChild(muzzleFlash); // Play sad fire sound for fire towers if (self.id === 'fire') { LK.getSound('sad_fire_attack').play(); } // Enhanced gun recoil animation tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); var recoilDistance = 8; var recoilX = -Math.cos(angle) * recoilDistance; var recoilY = -Math.sin(angle) * recoilDistance; tween(gunContainer, { x: recoilX, y: recoilY, scaleX: 0.9, scaleY: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(gunContainer, { x: 0, y: 0, scaleX: 1.0, scaleY: 1.0 }, { duration: 120, easing: tween.easeIn }); } }); } else if (bestTarget) { // Aim at target even if not firing self.targetEnemy = bestTarget; var dx = bestTarget.x - self.x; var dy = bestTarget.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; } else { self.targetEnemy = null; } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'fire': bullet.children[0].tint = 0xFF4400; bullet.children[0].width = 45; bullet.children[0].height = 45; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; // Mark cells as occupied by tower for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { // Only mark as occupied, don't change to wall type cell.hasTower = true; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; var isFireTower = self.towerType === 'fire'; self.hasEnoughGold = isFireTower ? diamonds >= getTowerCost(self.towerType) : gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'splash': previewGraphics.tint = 0x33CC00; break; case 'slow': previewGraphics.tint = 0x9900FF; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; case 'fire': previewGraphics.tint = 0xFF4400; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; // Check if tower is within valid grid bounds if (self.gridX < 0 || self.gridX + 1 >= 24 || self.gridY < 5 || self.gridY + 1 >= 29) { validGridPlacement = false; } else { // Check all 4 cells the tower will occupy for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); // Check if cell exists if (!cell) { validGridPlacement = false; break; } // Only block if this is part of the enemy path var pathCells = [{ x: 11, y: 4 }, { x: 11, y: 5 }, { x: 11, y: 6 }, { x: 11, y: 7 }, { x: 11, y: 8 }, { x: 10, y: 8 }, { x: 9, y: 8 }, { x: 8, y: 8 }, { x: 7, y: 8 }, { x: 6, y: 8 }, { x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 3, y: 9 }, { x: 3, y: 10 }, { x: 3, y: 11 }, { x: 3, y: 12 }, { x: 4, y: 12 }, { x: 5, y: 12 }, { x: 6, y: 12 }, { x: 7, y: 12 }, { x: 8, y: 12 }, { x: 9, y: 12 }, { x: 10, y: 12 }, { x: 11, y: 12 }, { x: 12, y: 12 }, { x: 13, y: 12 }, { x: 14, y: 12 }, { x: 15, y: 12 }, { x: 16, y: 12 }, { x: 17, y: 12 }, { x: 18, y: 12 }, { x: 19, y: 12 }, { x: 20, y: 12 }, { x: 20, y: 13 }, { x: 20, y: 14 }, { x: 20, y: 15 }, { x: 20, y: 16 }, { x: 20, y: 17 }, { x: 20, y: 18 }, { x: 19, y: 18 }, { x: 18, y: 18 }, { x: 17, y: 18 }, { x: 16, y: 18 }, { x: 15, y: 18 }, { x: 14, y: 18 }, { x: 13, y: 18 }, { x: 12, y: 18 }, { x: 11, y: 18 }, { x: 10, y: 18 }, { x: 9, y: 18 }, { x: 8, y: 18 }, { x: 7, y: 18 }, { x: 6, y: 18 }, { x: 5, y: 18 }, { x: 4, y: 18 }, { x: 3, y: 18 }, { x: 3, y: 19 }, { x: 3, y: 20 }, { x: 3, y: 21 }, { x: 3, y: 22 }, { x: 3, y: 23 }, { x: 4, y: 23 }, { x: 5, y: 23 }, { x: 6, y: 23 }, { x: 7, y: 23 }, { x: 8, y: 23 }, { x: 9, y: 23 }, { x: 10, y: 23 }, { x: 11, y: 23 }, { x: 12, y: 23 }, { x: 13, y: 23 }, { x: 14, y: 23 }, { x: 15, y: 23 }, { x: 16, y: 23 }, { x: 17, y: 23 }, { x: 18, y: 23 }, { x: 19, y: 23 }, { x: 20, y: 23 }, { x: 20, y: 24 }, { x: 20, y: 25 }, { x: 20, y: 26 }, { x: 20, y: 27 }, { x: 19, y: 27 }, { x: 18, y: 27 }, { x: 17, y: 27 }, { x: 16, y: 27 }, { x: 15, y: 27 }, { x: 14, y: 27 }, { x: 13, y: 27 }, { x: 12, y: 27 }, { x: 11, y: 27 }, { x: 11, y: 28 }, { x: 11, y: 29 }]; var isOnPath = false; for (var p = 0; p < pathCells.length; p++) { if (pathCells[p].x === self.gridX + i && pathCells[p].y === self.gridY + j) { isOnPath = true; break; } } if (isOnPath) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } // Check if any enemies would block placement self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; var isFireTower = self.towerType === 'fire'; self.hasEnoughGold = isFireTower ? diamonds >= getTowerCost(self.towerType) : gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.hasTower = false; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; // Override destroy method to clean up range indicator var originalDestroy = self.destroy; self.destroy = function () { if (self.rangeIndicator && self.rangeIndicator.parent) { game.removeChild(self.rangeIndicator); } if (originalDestroy) { originalDestroy.call(self); } }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 1; // Start with wave 1 waveTimer = 0; waveInProgress = true; waveSpawned = false; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0 && i + 1 >= 10; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave) { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave starting from wave 10) if (waveNumber % 10 === 0 && waveNumber >= 10) { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } // Remove automatic wave progression - waves now start manually via NextWaveButton }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a0a0a }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var heroBullets = []; var hero = null; var bossHeroes = []; var defenses = []; var selectedTower = null; var gold = 100; var diamonds = 5; var lives = 20; var score = 0; var heroHealth = 500; var heroMaxHealth = 500; var heroIsDead = false; var leaderboardData = storage.leaderboard || []; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var diamondText = new Text2('Diamonds: ' + diamonds, { size: 60, fill: 0x00FFFF, weight: 800 }); diamondText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var heroHealthText = new Text2('Hero Health: ' + heroHealth + '/' + heroMaxHealth, { size: 60, fill: 0xFF6600, weight: 800 }); heroHealthText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(diamondText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); LK.gui.top.addChild(heroHealthText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; diamondText.x = -spacing; diamondText.y = topMargin + 80; scoreText.x = spacing; scoreText.y = topMargin; heroHealthText.x = spacing; heroHealthText.y = topMargin + 80; function updateUI() { goldText.setText('Gold: ' + gold); diamondText.setText('Diamonds: ' + diamonds); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); heroHealthText.setText('Hero Health: ' + heroHealth + '/' + heroMaxHealth); } function setGold(value) { gold = value; updateUI(); } function setDiamonds(value) { diamonds = value; updateUI(); } // Create horror atmosphere background var horrorBackgroundLayer = new Container(); var horrorBg = horrorBackgroundLayer.attachAsset('cell', { anchorX: 0, anchorY: 0, scaleX: 30, scaleY: 40 }); horrorBg.tint = 0x2d0a0a; // Dark red horror tint horrorBg.alpha = 0.6; horrorBg.x = 0; horrorBg.y = 0; // Add subtle pulsing horror effect var horrorPulse = horrorBackgroundLayer.attachAsset('cell', { anchorX: 0, anchorY: 0, scaleX: 30, scaleY: 40 }); horrorPulse.tint = 0x4a0000; // Darker red for pulsing horrorPulse.alpha = 0.2; horrorPulse.x = 0; horrorPulse.y = 0; // Animate the horror pulse effect tween(horrorPulse, { alpha: 0.4 }, { duration: 2000, easing: tween.easeInOut, loop: true, yoyo: true }); var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); // Apply horror theme to grid grid.setBackgroundColor = function (color) { // Override to maintain horror atmosphere }; debugLayer.addChild(grid); game.addChild(horrorBackgroundLayer); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; case 'fire': cost = 10; // Fire tower costs 10 diamonds break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function saveToLeaderboard(playerScore) { // Create a simple name input interface var nameInputContainer = new Container(); nameInputContainer.isNameInput = true; game.addChild(nameInputContainer); // Background var background = nameInputContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); background.width = 1200; background.height = 600; background.tint = 0x333333; background.alpha = 0.95; nameInputContainer.x = 2048 / 2; nameInputContainer.y = 2732 / 2; // Title var titleText = new Text2("🎉 NEW HIGH SCORE! 🎉", { size: 70, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.x = 0; titleText.y = -200; nameInputContainer.addChild(titleText); // Score display var scoreText = new Text2("Score: " + playerScore + " (Wave " + currentWave + ")", { size: 60, fill: 0xFFFFFF, weight: 600 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 0; scoreText.y = -120; nameInputContainer.addChild(scoreText); // Instructions var instructText = new Text2("Click a button to choose your name:", { size: 45, fill: 0xCCCCCC, weight: 400 }); instructText.anchor.set(0.5, 0.5); instructText.x = 0; instructText.y = -40; nameInputContainer.addChild(instructText); // Name buttons var nameOptions = ["Player", "Hero", "Champion", "Legend", "Master"]; var buttonWidth = 200; var buttonSpacing = 220; var startX = -(nameOptions.length - 1) * buttonSpacing / 2; for (var i = 0; i < nameOptions.length; i++) { var nameButton = new Container(); var buttonBg = nameButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = buttonWidth; buttonBg.height = 80; buttonBg.tint = 0x0066CC; var buttonText = new Text2(nameOptions[i], { size: 40, fill: 0xFFFFFF, weight: 600 }); buttonText.anchor.set(0.5, 0.5); nameButton.addChild(buttonText); nameButton.x = startX + i * buttonSpacing; nameButton.y = 50; nameInputContainer.addChild(nameButton); // Create closure to capture the name (function (name) { nameButton.down = function () { submitScore(name, playerScore); game.removeChild(nameInputContainer); }; })(nameOptions[i]); } // Anonymous button var anonButton = new Container(); var anonBg = anonButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); anonBg.width = 250; anonBg.height = 80; anonBg.tint = 0x666666; var anonText = new Text2("Anonymous", { size: 40, fill: 0xFFFFFF, weight: 600 }); anonText.anchor.set(0.5, 0.5); anonButton.addChild(anonText); anonButton.x = 0; anonButton.y = 160; nameInputContainer.addChild(anonButton); anonButton.down = function () { submitScore("Anonymous", playerScore); game.removeChild(nameInputContainer); }; } function submitScore(playerName, playerScore) { var entry = { name: playerName, score: playerScore, wave: currentWave, timestamp: new Date().getTime() }; leaderboardData.push(entry); leaderboardData.sort(function (a, b) { return b.score - a.score; }); if (leaderboardData.length > 10) { leaderboardData = leaderboardData.slice(0, 10); } storage.leaderboard = leaderboardData; // Show confirmation var notification = game.addChild(new Notification("Score saved to leaderboard as " + playerName + "!")); notification.x = 2048 / 2; notification.y = 2732 / 2 - 100; } function showLeaderboard() { // Remove any existing leaderboard display var existingLeaderboard = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isLeaderboard) { existingLeaderboard = game.children[i]; break; } } if (existingLeaderboard) { game.removeChild(existingLeaderboard); return; } // Create leaderboard container var leaderboardContainer = new Container(); leaderboardContainer.isLeaderboard = true; game.addChild(leaderboardContainer); // Background var background = leaderboardContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); background.width = 1800; background.height = 1400; background.tint = 0x222222; background.alpha = 0.95; leaderboardContainer.x = 2048 / 2; leaderboardContainer.y = 2732 / 2; // Title var titleText = new Text2("🏆 LEADERBOARD 🏆", { size: 80, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.x = 0; titleText.y = -600; leaderboardContainer.addChild(titleText); // Headers var headerText = new Text2("RANK NAME SCORE WAVE", { size: 50, fill: 0xFFFFFF, weight: 800 }); headerText.anchor.set(0.5, 0.5); headerText.x = 0; headerText.y = -450; leaderboardContainer.addChild(headerText); // Leaderboard entries if (leaderboardData.length === 0) { var noScoresText = new Text2("No high scores yet!\nPlay the game to set the first record!", { size: 60, fill: 0xAAAAAA, weight: 400 }); noScoresText.anchor.set(0.5, 0.5); noScoresText.x = 0; noScoresText.y = 0; leaderboardContainer.addChild(noScoresText); } else { for (var i = 0; i < Math.min(leaderboardData.length, 10); i++) { var entry = leaderboardData[i]; var rank = i + 1; var name = entry.name || "Anonymous"; var score = entry.score || 0; var wave = entry.wave || 1; // Truncate name if too long if (name.length > 15) { name = name.substring(0, 12) + "..."; } // Format the entry text with proper spacing var entryText = rank + ". " + name; // Pad name to consistent length while (entryText.length < 25) { entryText += " "; } entryText += score; // Pad score to consistent length var scoreStr = score.toString(); while (scoreStr.length < 8) { scoreStr = " " + scoreStr; } entryText = rank + ". " + name; while (entryText.length < 30) { entryText += " "; } entryText += scoreStr + " " + wave; var color = 0xFFFFFF; if (rank === 1) color = 0xFFD700; // Gold for 1st else if (rank === 2) color = 0xC0C0C0; // Silver for 2nd else if (rank === 3) color = 0xCD7F32; // Bronze for 3rd var entryDisplay = new Text2(entryText, { size: 45, fill: color, weight: rank <= 3 ? 800 : 400 }); entryDisplay.anchor.set(0.5, 0.5); entryDisplay.x = 0; entryDisplay.y = -350 + i * 80; leaderboardContainer.addChild(entryDisplay); } } // Close button var closeButton = new Container(); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 200; closeBackground.height = 80; closeBackground.tint = 0xCC0000; var closeText = new Text2("CLOSE", { size: 50, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = 0; closeButton.y = 550; leaderboardContainer.addChild(closeButton); closeButton.down = function () { game.removeChild(leaderboardContainer); }; // Auto-close after 10 seconds LK.setTimeout(function () { if (leaderboardContainer.parent) { game.removeChild(leaderboardContainer); } }, 10000); } function reviveHero() { if (heroIsDead && diamonds >= 5) { setDiamonds(diamonds - 5); heroHealth = heroMaxHealth; heroIsDead = false; hero.alpha = 1; hero.visible = true; updateUI(); var notification = game.addChild(new Notification("Hero revived! -5 diamonds")); notification.x = 2048 / 2; notification.y = grid.height - 150; return true; } else if (heroIsDead && diamonds < 5) { var notification = game.addChild(new Notification("Need 5 diamonds to revive hero!")); notification.x = 2048 / 2; notification.y = grid.height - 150; return false; } return false; } var pathfindingTimer = 0; var pathfindingInterval = 10; // Update pathfinding every 10 frames instead of every frame function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); var isFireTower = towerType === 'fire'; var canAfford = isFireTower ? diamonds >= towerCost : gold >= towerCost; if (canAfford) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); if (isFireTower) { setDiamonds(diamonds - towerCost); var notification = game.addChild(new Notification("Fire tower purchased for " + towerCost + " diamonds!")); } else { setGold(gold - towerCost); var notification = game.addChild(new Notification("Tower purchased for " + towerCost + " gold!")); } notification.x = 2048 / 2; notification.y = grid.height - 50; grid.pathFind(); grid.renderDebug(); return true; } else { if (isFireTower) { var notification = game.addChild(new Notification("You don't have enough diamonds!")); } else { var notification = game.addChild(new Notification("Not enough gold!")); } notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } // Check if touching a source tower for dragging var touchedSourceTower = false; for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); touchedSourceTower = true; break; } } // If not touching a source tower, move hero to touched position if (!touchedSourceTower && hero) { hero.moveTo(x, y); } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace && towerPreview.hasEnoughGold) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (!towerPreview.hasEnoughGold) { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var reviveButton = new ReviveButton(); reviveButton.x = 2048 / 2; reviveButton.y = 2732 - 200; game.addChild(reviveButton); var leaderboardButton = new LeaderboardButton(); leaderboardButton.x = 200; leaderboardButton.y = 2732 - 100; game.addChild(leaderboardButton); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison', 'fire']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Create hero character hero = new Hero(); hero.x = 2048 / 2; // Center horizontally hero.y = 2732 - 300; // Near bottom of screen game.addChild(hero); // Start sad background music LK.playMusic('sad_background_music'); game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave - bosses appear every 10 waves starting from wave 10 var isBossWave = currentWave % 10 === 0 && currentWave >= 10; if (isBossWave) { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE " + currentWave + "! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; // Spawn boss hero that follows the path var bossHero = new Hero(); bossHero.isBossHero = true; bossHero.health = 2000; bossHero.maxHealth = 2000; bossHero.damage = 25; // Stronger than normal hero bossHero.fireRate = 15; // Faster fire rate bossHero.range = 800; // Longer range bossHero.currentCellX = 11; // Start at path entry bossHero.currentCellY = 4; bossHero.waypointIndex = 0; bossHero.x = grid.x + bossHero.currentCellX * CELL_SIZE; bossHero.y = grid.y + bossHero.currentCellY * CELL_SIZE; // Make boss hero visually distinct var heroGraphics = bossHero.children[0]; heroGraphics.tint = 0xFFD700; // Gold color for boss hero heroGraphics.scaleX = 2.5; // Larger than normal hero heroGraphics.scaleY = 2.5; game.addChild(bossHero); bossHeroes.push(bossHero); var heroNotification = game.addChild(new Notification("🛡️ HERO REINFORCEMENT DEPLOYED! 🛡️")); heroNotification.x = 2048 / 2; heroNotification.y = grid.height - 250; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score - increased gold rewards var goldEarned = enemy.isBoss ? Math.floor(200 + (enemy.waveNumber - 1) * 20) : Math.floor(6 + (enemy.waveNumber - 1) * 2); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Diamond drop chance - rare drop from enemies var diamondDropChance = enemy.isBoss ? 0.5 : 0.05; // 50% chance for bosses, 5% for normal enemies if (Math.random() < diamondDropChance) { var diamondsEarned = enemy.isBoss ? Math.floor(3 + (enemy.waveNumber - 1) * 0.5) : 1; var diamondIndicator = new DiamondIndicator(diamondsEarned, enemy.x, enemy.y); game.addChild(diamondIndicator); setDiamonds(diamonds + diamondsEarned); } // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); // Also damage hero when enemy reaches goal if (!heroIsDead) { var heroDamage = enemy.isBoss ? 100 : 25; heroHealth = Math.max(0, heroHealth - heroDamage); if (heroHealth <= 0) { heroIsDead = true; hero.alpha = 0.3; var notification = game.addChild(new Notification("Hero died! Use diamonds to revive!")); notification.x = 2048 / 2; notification.y = grid.height - 200; } } updateUI(); if (lives <= 0) { saveToLeaderboard(score); LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } // Clean up hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { if (!heroBullets[i].parent) { heroBullets.splice(i, 1); } } // Clean up boss heroes that are no longer alive for (var i = bossHeroes.length - 1; i >= 0; i--) { var bossHero = bossHeroes[i]; if (bossHero.health <= 0) { game.removeChild(bossHero); bossHeroes.splice(i, 1); var notification = game.addChild(new Notification("Hero reinforcement defeated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } else if (!bossHero.parent) { bossHeroes.splice(i, 1); } } // Only update tower preview every 3 frames if (towerPreview.visible && LK.ticks % 3 === 0) { towerPreview.checkPlacement(); } // Update pathfinding less frequently pathfindingTimer++; if (pathfindingTimer >= pathfindingInterval) { pathfindingTimer = 0; // Only update debug rendering occasionally if (LK.ticks % 30 === 0) { grid.renderDebug(); } } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { saveToLeaderboard(score); LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -2742,8 +2742,12 @@
self.lastFired = LK.ticks;
// Create visual muzzle flash effect
var muzzleFlash = new EffectIndicator(self.x + Math.cos(angle) * 40, self.y + Math.sin(angle) * 40, 'attack');
game.addChild(muzzleFlash);
+ // Play sad fire sound for fire towers
+ if (self.id === 'fire') {
+ LK.getSound('sad_fire_attack').play();
+ }
// Enhanced gun recoil animation
tween.stop(gunContainer, {
x: true,
y: true,
@@ -4644,10 +4648,10 @@
hero = new Hero();
hero.x = 2048 / 2; // Center horizontally
hero.y = 2732 - 300; // Near bottom of screen
game.addChild(hero);
-// Start background music
-LK.playMusic('background_music');
+// Start sad background music
+LK.playMusic('sad_background_music');
game.update = function () {
if (waveInProgress) {
if (!waveSpawned) {
waveSpawned = true;
Defense tower. In-Game asset. 2d. High contrast. No shadows
Fast enemy. In-Game asset. 2d. High contrast. No shadows
enemy_flying. In-Game asset. 2d. High contrast. No shadows
enemy. In-Game asset. 2d. High contrast. No shadows
bullet. In-Game asset. 2d. High contrast. No shadows
tower. In-Game asset. 2d. High contrast. No shadows
enemy_immune. In-Game asset. 2d. High contrast. No shadows
Hero. In-Game asset. 2d. High contrast. No shadows