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Quiero que la musica de fondo sea el asset "Musica"
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Notas para el movimiento: El sprite se trasladará. Efectos de partículas (niebla, chispas etéreas) detrás del sprite pueden realzar la sensación de movimiento. esto para "Enemy_Fast" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El enemigo Enemy_Fast debe: Tipo: Enemigo rápido. Una figura espectral que flota. Vida: 30 Velocidad: Rápida (1.5 unidades por segundo). Recursos al Morir: 1 Oro.
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En la primera wave quiero que aparezca la cantidad de 10 "enemy"
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Quiero que hagas los siguientes cambios en "enemy" Tipo: Infantería básica. Una masa gelatinosa. Vida: 50 Velocidad: Normal (1 unidad por segundo). Recursos al Morir: 1 Oro.
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Please fix the bug: 'TypeError: waveIndicator.handleWaveProgression is not a function' in or related to this line: 'waveIndicator.handleWaveProgression();' Line Number: 3674
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Please fix the bug: 'TypeError: waveIndicator.handleWaveProgression is not a function' in or related to this line: 'waveIndicator.handleWaveProgression();' Line Number: 3673
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Quiero que inviertas el texto de x1 Speed y x2 Speed, ademas parece que el x2 no afecta al contador/reloj que se encuentra abajoarregla eso
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Quiero que quites el boton de "Next wave" en su lugar quiero que pongas un boton que pueda poner en x2 el juego ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Quiero que enemy cambie de tamaño levemente al avanzar. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ahora quiero que cada 3 waves los nodos de recursos cambien su ubicacion de forma aleatoria entre los 6 puntos ya acordados, y que el valor de los mismos recursos se reescales a 0 y luego se reescale con la siguiente formula: ¡Perfecto! Confirmado: utilizaremos los valores 70 de Oro, 35 de Madera y 20 de Cristales como la Capacidad_Base_Inicial de los nodos para la fórmula de escalado. Esto cambia la dinámica de los nodos de manera significativa, haciendo que la condición de "agotado el recurso" sea mucho más relevante. Aquí está la fórmula actualizada con esos valores, seguida de un análisis de las implicaciones: Fórmula para el Escalado de la Capacidad de los Nodos de Recursos (ACTUALIZADA) Esta fórmula calcula la capacidad total de un nodo de recurso cuando aparece en una wave determinada: Capacidad_Nodo_en_Wave(Wave_Actual) = Redondeo(Capacidad_Base_Inicial * (1 + (Factor_Crecimiento_Capacidad * (Wave_Actual - 1)))) Desglose de los Componentes: Capacidad_Base_Inicial: Estos son los nuevos valores base para la capacidad del nodo cuando aparece en la Wave 1: Para Oro: 70 Para Madera: 35 Para Cristales: 20 Factor_Crecimiento_Capacidad: El valor decimal que determina qué tan rápido crece la capacidad del nodo por wave. Recomendación inicial: 0.03 (3%) o 0.04 (4%). Dado que los nodos inician con una capacidad más baja, un crecimiento ligeramente más rápido podría ser beneficioso para que sigan siendo relevantes en waves avanzadas. Un 3% es un crecimiento constante, un 4% sería más acelerado. Wave_Actual: El número de la wave en la que aparecen los nuevos nodos. Nodos de Wave 1-3 usarán Wave_Actual = 1 en la fórmula. Nodos de Wave 4-6 usarán Wave_Actual = 4 en la fórmula. Nodos de Wave 7-9 usarán Wave_Actual = 7 en la fórmula, y así sucesivamente. (La fórmula para Wave_Actual en el cálculo es (Número de Wave en Curso - 1) div 3 * 3 + 1). Redondeo(): Se usa para asegurar que la capacidad final sea un número entero. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Quiero que los nodos tengan los siguientes recursos: Oro a 70, Madera 35, Cristales a 20.
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Quiero que la cantidad de recurso que entrega el worker sea el que saca de cada nodo por ejemplo si entrega 2 de cristal debe quitar 2 cristales del nodo
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El trabajador se debe quedar explotando el recurso hasta el inicio de una nueva wave, luego de eso recien regresar con el recurso al que se le mando no olvidar que saca :Para Oro: 10 por viaje Para Cristales: 2 por viaje Para Madera: 5 por viaje ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Okay una vez mandado el trabajador se queda explotando el recurso, solo lo trae al comienzo de cada wave, tiene que regresar a donde spawneo y debe sumar +1 worker en el valor de "Worker_A" ademas de entregar al recurso bajo la siguiente logica: Para Oro: 10 Para Cristales: 2 Para Madera: 5 ademas quiero que me des 500 de oro y 500 vidas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Quiero que cada wave dure 3600 frames
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Ademas de eso quiero que se inhabilite SIEMPRE en el frame 1500 de TODAS las waves
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Quiero que los valores sean un 20% mas grandes, que esten 10 pixeles mas abajo y que esten en negrillas
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Quiero que los nodos de recursos tengan la siguiente cantidad de recursos: Oro: 150 Oro (Permite comprar 3-5 trabajadores al inicio, dando flexibilidad para empezar a recolectar o una torre básica). Cristales: 5 Cristales (Se refuerza que son recursos a conseguir activamente). Madera: 10 Madera (Similar a los cristales, para que su obtención sea parte del gameplay inicial). estos recursos deben mostrarse justo arriba del nodo para que el jugador sepa cuanto hay ademas quiero que para los cristales se use un texto azul, para la madera un texto café ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Quiero que los nodos de recursos tengan la siguiente cantidad de recursos: Oro: 100 - 150 Oro (Permite comprar 3-5 trabajadores al inicio, dando flexibilidad para empezar a recolectar o una torre básica). Cristales: 0 - 5 Cristales (Se refuerza que son recursos a conseguir activamente). Madera: 0 - 10 Madera (Similar a los cristales, para que su obtención sea parte del gameplay inicial). estos recursos deben mostrarse justo arriba del nodo para que el jugador sepa cuanto hay
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No olvides que el boton debe inhabilitarse en el frame 1500 de TODAS las waves
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Ahora quiero que el boton "Worker_A" se habilite cada que inicia una nueva wave
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Tienes mucha razon, lo siento ahora lo que quiero es que habilites el boton "Worker_A" cada que inicia una nueva wave
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perfecto, ahora sigamos perfeccionando el sistema de workers, quiero que en el frame 1500 el boton "Worker_A" se inhabilite
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } // Cache calculations for reuse var targetX = self.targetEnemy.x; var targetY = self.targetEnemy.y; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Special handling for Aura tower bullets - they don't target enemies if (self.type === 'aura') { self.destroy(); return; } // 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 * HEALTH_BAR_WIDTH; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect using pooling var splashEffect = getPooledEffect(targetX, targetY, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; var enemiesLength = enemies.length; for (var i = 0; i < enemiesLength; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - targetX; var splashDy = otherEnemy.y - targetY; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * SPLASH_DAMAGE_PERCENT; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * HEALTH_BAR_WIDTH; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect using pooling var slowEffect = getPooledEffect(targetX, targetY, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level using lookup table var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = TOWER_SLOW_TABLE[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 = SLOW_DURATION_FRAMES; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = SLOW_DURATION_FRAMES; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect using pooling var poisonEffect = getPooledEffect(targetX, targetY, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * POISON_DAMAGE_PERCENT; // 20% of original damage per tick self.targetEnemy.poisonDuration = POISON_DURATION_FRAMES; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper using pooling var sniperEffect = getPooledEffect(targetX, targetY, 'sniper'); game.addChild(sniperEffect); } else if (self.type === 'arcane') { // Create visual arcane effect using pooling var arcaneEffect = getPooledEffect(targetX, targetY, 'arcane'); game.addChild(arcaneEffect); // Apply stun effect if level 3 or higher if (self.sourceTowerLevel >= 3) { var stats = getTowerStats('arcane', self.sourceTowerLevel); var stunChance = stats.stunChance; if (Math.random() < stunChance) { // Apply stun effect to enemy self.targetEnemy.stunned = true; self.targetEnemy.stunDuration = 120; // 2 seconds at 60 FPS self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed = 0; // Completely immobilize // Visual stun effect if (self.targetEnemy.children[0]) { tween(self.targetEnemy.children[0], { scaleX: 1.2, scaleY: 1.2, rotation: self.targetEnemy.children[0].rotation + Math.PI * 0.1 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(self.targetEnemy.children[0], { scaleX: 1.0, scaleY: 1.0, rotation: self.targetEnemy.children[0].rotation - Math.PI * 0.1 }, { duration: 200, easing: tween.easeOut }); } }); } } } // Penetration effect - bullet continues through first enemy // (This is handled by not destroying the bullet immediately) if (self.penetratedEnemies === undefined) { self.penetratedEnemies = []; } self.penetratedEnemies.push(self.targetEnemy); // Level 6 chain lightning effect if (self.sourceTowerLevel >= 6) { // Find nearby enemies for chain lightning var chainTargets = []; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy && self.penetratedEnemies.indexOf(otherEnemy) === -1) { var chainDx = otherEnemy.x - targetX; var chainDy = otherEnemy.y - targetY; var chainDistance = Math.sqrt(chainDx * chainDx + chainDy * chainDy); if (chainDistance <= CELL_SIZE * 2 && chainTargets.length < 2) { chainTargets.push(otherEnemy); } } } // Apply chain lightning damage for (var i = 0; i < chainTargets.length; i++) { var chainTarget = chainTargets[i]; chainTarget.health -= self.damage * 0.5; // 50% damage for chain if (chainTarget.health <= 0) { chainTarget.health = 0; } else { chainTarget.healthBar.width = chainTarget.health / chainTarget.maxHealth * HEALTH_BAR_WIDTH; } // Visual chain lightning effect var chainEffect = getPooledEffect(chainTarget.x, chainTarget.y, 'arcane'); game.addChild(chainEffect); } } // For penetration, don't destroy bullet yet - let it continue // unless it has penetrated too many enemies if (self.penetratedEnemies.length >= 3) { self.destroy(); return; } // Find next enemy in line for penetration var nextTarget = null; var angle = Math.atan2(dy, dx); var searchDistance = 200; // Search ahead for next target var searchX = targetX + Math.cos(angle) * searchDistance; var searchY = targetY + Math.sin(angle) * searchDistance; for (var i = 0; i < enemies.length; i++) { var possibleTarget = enemies[i]; if (self.penetratedEnemies.indexOf(possibleTarget) === -1) { // Check if enemy is roughly in the bullet's path var targetAngle = Math.atan2(possibleTarget.y - targetY, possibleTarget.x - targetX); var angleDiff = Math.abs(targetAngle - angle); if (angleDiff < 0.5) { // Within ~30 degrees of bullet path var targetDistance = Math.sqrt(Math.pow(possibleTarget.x - targetX, 2) + Math.pow(possibleTarget.y - targetY, 2)); if (targetDistance < searchDistance && (!nextTarget || targetDistance < Math.sqrt(Math.pow(nextTarget.x - targetX, 2) + Math.pow(nextTarget.y - targetY, 2)))) { nextTarget = possibleTarget; } } } } if (nextTarget) { self.targetEnemy = nextTarget; self.targetEnemy.bulletsTargetingThis.push(self); } else { self.destroy(); return; } } self.destroy(); } else { var angle = Math.atan2(dy, dx); var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); self.x += cosAngle * self.speed; self.y += sinAngle * 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) { // Hide debug visuals self.visible = false; cellGraphics.alpha = 0; numberLabel.visible = false; self.removeArrows(); }; }); // Pool for reusing effect objects 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; // Method to configure effect type self.configureEffect = function (effectType) { switch (effectType) { 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 'arcane': effectGraphics.tint = 0x8A2BE2; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; }; // Method to return to pool instead of destroying self.returnToPool = function () { // Stop any running tweens tween.stop(self, { alpha: true, scaleX: true, scaleY: true }); // Reset properties self.alpha = 0; self.scaleX = 1; self.scaleY = 1; // Remove from parent if attached if (self.parent) { self.parent.removeChild(self); } // Return to pool if there's space if (effectPool.length < maxPoolSize) { effectPool.push(self); } else { self.destroy(); } }; // Configure initial effect self.configureEffect(type); // 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.returnToPool(); } }); } }); return self; }); // Function to get effect from pool or create new one // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = 0.01667; // 1 unit per second (1/60 for 60 FPS) self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 50; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed = 0.025; // 1.5 units per second (1.5/60 for 60 FPS) self.maxHealth = 30; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } // 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; } // 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 () { // Apply gradual size scaling based on wave progression if (!self.initialScaleSet) { self.initialScaleSet = true; var waveScaleFactor = 1 + (self.waveNumber - 1) * 0.02; // 2% size increase per wave var currentScale = self.isBoss ? 1.8 : 1.0; var finalScale = currentScale * waveScaleFactor; // Apply scaling with tween for smooth transition tween(enemyGraphics, { scaleX: finalScale, scaleY: finalScale }, { duration: 300, easing: tween.easeOut }); // Scale shadow if it's a flying enemy if (self.isFlying && self.shadow && self.shadow.children[0]) { tween(self.shadow.children[0], { scaleX: finalScale, scaleY: finalScale }, { duration: 300, easing: tween.easeOut }); } } 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 fast enemy particle effects for spectral movement if (self.type === 'fast') { // Initialize particle system if not already done if (!self.particleSystem) { self.particleSystem = { particles: [], lastX: self.x, lastY: self.y, trailTimer: 0 }; } // Create ethereal particle trail when moving var dx = self.x - self.particleSystem.lastX; var dy = self.y - self.particleSystem.lastY; var isMoving = Math.abs(dx) > 0.1 || Math.abs(dy) > 0.1; if (isMoving) { self.particleSystem.trailTimer++; // Create new particles every few frames if (self.particleSystem.trailTimer % 3 === 0) { // Create mist particle var mistParticle = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5 }); mistParticle.width = 12 + Math.random() * 8; mistParticle.height = mistParticle.width; mistParticle.tint = 0x9966FF; // Purple mist color mistParticle.alpha = 0.6 + Math.random() * 0.4; mistParticle.x = (Math.random() - 0.5) * 30; mistParticle.y = (Math.random() - 0.5) * 30; // Store particle data mistParticle.particleData = { life: 30 + Math.random() * 20, maxLife: 30 + Math.random() * 20, velocityX: (Math.random() - 0.5) * 2, velocityY: (Math.random() - 0.5) * 2, type: 'mist' }; self.particleSystem.particles.push(mistParticle); // Create spark particle if (Math.random() < 0.3) { // 30% chance for spark var sparkParticle = self.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5 }); sparkParticle.width = 6 + Math.random() * 4; sparkParticle.height = sparkParticle.width; sparkParticle.tint = 0x66CCFF; // Light blue spark color sparkParticle.alpha = 0.8 + Math.random() * 0.2; sparkParticle.x = (Math.random() - 0.5) * 20; sparkParticle.y = (Math.random() - 0.5) * 20; sparkParticle.particleData = { life: 15 + Math.random() * 10, maxLife: 15 + Math.random() * 10, velocityX: (Math.random() - 0.5) * 4, velocityY: (Math.random() - 0.5) * 4, type: 'spark' }; self.particleSystem.particles.push(sparkParticle); } } } // Update existing particles for (var p = self.particleSystem.particles.length - 1; p >= 0; p--) { var particle = self.particleSystem.particles[p]; var data = particle.particleData; if (data) { data.life--; // Update particle position particle.x += data.velocityX; particle.y += data.velocityY; // Fade out particle over time var lifeRatio = data.life / data.maxLife; particle.alpha = lifeRatio * (data.type === 'mist' ? 0.6 : 0.8); // Scale effect for mist particles if (data.type === 'mist') { particle.scaleX = 0.5 + (1 - lifeRatio) * 0.5; particle.scaleY = particle.scaleX; } // Remove dead particles if (data.life <= 0) { self.removeChild(particle); self.particleSystem.particles.splice(p, 1); } } } // Update last position self.particleSystem.lastX = self.x; self.particleSystem.lastY = self.y; } // Handle stun effect from Arcane tower if (self.stunned) { // Visual indication of stunned status if (!self.stunEffect) { self.stunEffect = true; // Create spinning stars effect around enemy if (!self.stunStars) { self.stunStars = []; for (var s = 0; s < 3; s++) { var star = self.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); star.width = 15; star.height = 15; star.tint = 0xFFFF00; // Yellow stars star.y = -30; self.stunStars.push(star); } } } // Animate spinning stars if (self.stunStars) { for (var s = 0; s < self.stunStars.length; s++) { var star = self.stunStars[s]; var angle = LK.ticks * 0.1 + s * Math.PI * 2 / 3; // Different angles for each star star.x = Math.cos(angle) * 25; star.y = -30 + Math.sin(angle) * 10; } } self.stunDuration--; if (self.stunDuration <= 0) { self.speed = self.originalSpeed; self.stunned = false; self.stunEffect = false; // Remove stun stars if (self.stunStars) { for (var s = 0; s < self.stunStars.length; s++) { self.removeChild(self.stunStars[s]); } self.stunStars = null; } } } // 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 % POISON_TICK_INTERVAL === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * HEALTH_BAR_WIDTH; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.stunned) { // Yellow tint for stunned enemies enemyGraphics.tint = 0xFFFF88; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { var angleDiff = angle - enemyGraphics.targetRotation; if (Math.abs(angleDiff) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var normalizedDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (normalizedDiff > Math.PI) { normalizedDiff -= Math.PI * 2; } while (normalizedDiff < -Math.PI) { normalizedDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + normalizedDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 12 - 3 && i <= 12 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 4 && j <= gridHeight - 5) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 5) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 6) var hasReachedEntryArea = enemy.currentCellY >= 5; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 5) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var assetName = 'tower_' + self.towerType; var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Tower-specific assets already have the correct color, no need to tint var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 75, fill: 0x000000, weight: 900 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -95 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 75, fill: 0xFFFFFF, weight: 900 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -95; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 75, fill: 0x000000, weight: 900 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 64 + 12 + 20; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 75, fill: 0xFFD700, weight: 900 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 60 + 12 + 20; self.addChild(costLabel); self.update = function () { // Optimized affordability check with single line self.alpha = gold >= getTowerCost(self.towerType) ? 1 : 0.5; }; return self; }); var SpeedControlButton = Container.expand(function () { var self = Container.call(this); self.isSpeedMode = false; // Track if game is in x2 speed mode var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x00FF00; var buttonText = new Text2("x2 Speed", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted) { self.enabled = true; self.visible = true; if (self.isSpeedMode) { buttonBackground.tint = 0xFF4400; // Orange when active buttonText.setText("x2 Speed"); } else { buttonBackground.tint = 0x00FF00; // Green when inactive buttonText.setText("x1 Speed"); } self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } // Toggle speed mode self.isSpeedMode = !self.isSpeedMode; var notification; if (self.isSpeedMode) { notification = game.addChild(new Notification("Game speed set to x1!")); } else { notification = game.addChild(new Notification("Game speed set to x2!")); } notification.x = 2048 / 2; notification.y = grid.height - 150; }; 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; // Standardized method to get the current range of the tower self.getRange = function () { var stats = getTowerStats(self.id, self.level); return stats.range * CELL_SIZE; }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; // Use tower stats lookup table for better performance var stats = getTowerStats(self.id, self.level); self.fireRate = TOWER_STATS[self.id] ? TOWER_STATS[self.id].fireRate : 60; self.damage = stats.damage; self.bulletSpeed = stats.bulletSpeed; var assetName = 'tower_' + self.id; var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Tower-specific assets already have the correct color, no need to tint var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; var maxDotsLength = maxDots; for (var i = 0; i < maxDotsLength; 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); } // Remove gun container - tower asset will move instead self.updateLevelIndicators = function () { var maxDotsLength = maxDots; for (var i = 0; i < maxDotsLength; 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 'aura': towerLevelIndicator.tint = 0xFFD700; break; case 'arcane': towerLevelIndicator.tint = 0x8A2BE2; 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; // Add wood upgrade costs for wood-upgradeable towers if (self.id === 'aura' || self.id === 'arcane') { // Add crystal upgrade costs for crystal-upgradeable towers for (var i = 2; i <= self.level; i++) { totalInvestment += getTowerCrystalCost(self.id, i); } } else { // Add wood upgrade costs for wood-upgradeable towers for (var i = 2; i <= self.level; i++) { totalInvestment += getTowerWoodCost(self.id, i); } } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { var upgradeCost, resourceName, hasEnoughResource; // Check if this tower uses crystals or wood for upgrades if (self.id === 'aura' || self.id === 'arcane') { upgradeCost = getTowerCrystalCost(self.id, self.level + 1); resourceName = 'crystals'; hasEnoughResource = crystals >= upgradeCost; } else { upgradeCost = getTowerWoodCost(self.id, self.level + 1); resourceName = 'wood'; hasEnoughResource = wood >= upgradeCost; } if (hasEnoughResource) { // Deduct the appropriate resource if (self.id === 'aura' || self.id === 'arcane') { crystals -= upgradeCost; } else { wood -= upgradeCost; } updateUI(); self.level++; // Update stats using lookup tables var stats = getTowerStats(self.id, self.level); self.damage = stats.damage; self.bulletSpeed = stats.bulletSpeed; // Keep original fire rate from TOWER_STATS but don't change with level // (Fire rate stays constant per tower type as per specification) self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinishing() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough " + resourceName + " to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; var towerRange = self.getRange(); // Cache range calculation var towerX = self.x; // Cache tower position var towerY = self.y; var enemiesLength = enemies.length; for (var i = 0; i < enemiesLength; i++) { var enemy = enemies[i]; var dx = enemy.x - towerX; var dy = enemy.y - towerY; var distanceSquared = dx * dx + dy * dy; // Use squared distance for comparison var rangeSquared = towerRange * towerRange; // Check if enemy is in range using squared distances (avoids sqrt) if (distanceSquared <= rangeSquared) { // 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 goalDx = enemy.flyingTarget.x - enemy.cellX; var goalDy = enemy.flyingTarget.y - enemy.cellY; var distToGoal = goalDx * goalDx + goalDy * goalDy; // Use squared distance // 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 (distanceSquared < closestScore) { closestScore = distanceSquared; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { // Skip rotation for aura towers if (self.id !== 'aura') { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); // Rotate tower asset instead of gun container if (baseGraphics.targetRotation === undefined) { baseGraphics.targetRotation = angle; baseGraphics.rotation = angle; } else { var angleDiff = angle - baseGraphics.targetRotation; if (Math.abs(angleDiff) > 0.05) { tween.stop(baseGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = baseGraphics.rotation; var normalizedDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (normalizedDiff > Math.PI) { normalizedDiff -= Math.PI * 2; } while (normalizedDiff < -Math.PI) { normalizedDiff += Math.PI * 2; } baseGraphics.targetRotation = angle; tween(baseGraphics, { rotation: currentRotation + normalizedDiff }, { duration: 250, easing: tween.easeOut }); } } } if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { // Special handling for Aura tower - only provides buffs, no attacking if (self.id === 'aura') { self.applyAuraBuffs(); return; } if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { // Cache trigonometric calculations var towerRotation = baseGraphics.rotation; var cosRotation = Math.cos(towerRotation); var sinRotation = Math.sin(towerRotation); var bulletX = self.x + cosRotation * 40; var bulletY = self.y + sinRotation * 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; } // For arcane tower, pass level for stun chance and special effects if (self.id === 'arcane') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type // Use bullet config lookup table var bulletConfig = BULLET_CONFIGS[self.id] || BULLET_CONFIGS['default']; bullet.children[0].tint = bulletConfig.tint; bullet.children[0].width = bulletConfig.size; bullet.children[0].height = bulletConfig.size; game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // Fire recoil effect self.doFireRecoil(); } } }; // Helper method for aura tower to apply buffs to nearby towers self.applyAuraBuffs = function () { if (self.id !== 'aura') { return; } var stats = getTowerStats(self.id, self.level); var damageBuff = stats.auraDamageBuff; var speedBuff = stats.auraSpeedBuff; // Find all towers in range and apply buffs for (var i = 0; i < towers.length; i++) { var otherTower = towers[i]; if (otherTower === self) { continue; } // Don't buff itself var dx = otherTower.x - self.x; var dy = otherTower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.getRange()) { // Apply temporary visual effect to show buffed tower if (!otherTower.auraBuff) { otherTower.auraBuff = true; // Add golden glow effect to the tower's base graphics var otherTowerGraphics = otherTower.children[0]; // baseGraphics tween(otherTowerGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.elasticOut, onFinish: function onFinish() { tween(otherTowerGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { otherTower.auraBuff = false; } }); } }); } } } }; // Helper method for fire recoil effect self.doFireRecoil = function () { // --- Fire recoil effect for tower asset --- // Stop any ongoing recoil tweens before starting a new one tween.stop(baseGraphics, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (baseGraphics._restX === undefined) { baseGraphics._restX = 0; } if (baseGraphics._restY === undefined) { baseGraphics._restY = 0; } if (baseGraphics._restScaleX === undefined) { baseGraphics._restScaleX = 1; } if (baseGraphics._restScaleY === undefined) { baseGraphics._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) baseGraphics.x = baseGraphics._restX; baseGraphics.y = baseGraphics._restY; baseGraphics.scaleX = baseGraphics._restScaleX; baseGraphics.scaleY = baseGraphics._restScaleY; // Calculate recoil offset using cached values var towerRotation = baseGraphics.rotation; var cosRotation = Math.cos(towerRotation); var sinRotation = Math.sin(towerRotation); var recoilX = -cosRotation * RECOIL_DISTANCE; var recoilY = -sinRotation * RECOIL_DISTANCE; // Animate recoil back from the resting position using cached config var recoilConfig = tweenConfigs.recoil; tween(baseGraphics, { x: baseGraphics._restX + recoilX, y: baseGraphics._restY + recoilY }, { duration: recoilConfig.duration, easing: recoilConfig.easing, onFinish: function onFinish() { // Animate return to original position/scale using cached config var returnConfig = tweenConfigs.recoilReturn; tween(baseGraphics, { x: baseGraphics._restX, y: baseGraphics._restY }, { duration: returnConfig.duration, easing: returnConfig.easing }); } }); }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var 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; // Start with a proper tower asset instead of generic towerpreview var assetName = 'tower_' + self.towerType; var previewGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; previewGraphics.alpha = 0.8; // Make it semi-transparent for preview effect self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; // Instead of removing and re-adding, just update the existing graphics // Only recreate if the tower type has actually changed var assetName = 'tower_' + self.towerType; if (!previewGraphics || previewGraphics._lastAssetName !== assetName) { // Store current position if exists var currentX = previewGraphics ? previewGraphics.x : 0; var currentY = previewGraphics ? previewGraphics.y : 0; // Remove old graphics if it exists if (previewGraphics && previewGraphics.parent) { self.removeChild(previewGraphics); } // Create new graphics with correct tower type previewGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Store asset name to avoid unnecessary recreations previewGraphics._lastAssetName = assetName; // Restore position previewGraphics.x = currentX; previewGraphics.y = currentY; previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; } // Always update visual properties previewGraphics.alpha = 0.8; // Semi-transparent for preview effect previewGraphics.visible = true; // Ensure it's visible // Tower-specific assets already have the correct color, only tint red if can't place if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } else { previewGraphics.tint = 0xFFFFFF; // Reset tint to default } }; self.updatePlacementStatus = function () { var validGridPlacement = true; // Check if tower would be placed in restricted columns (0,1,2,3,4,22,23,24,25) var restrictedColumns = [0, 1, 2, 3, 4, 22, 23, 24, 25]; for (var i = 0; i < 2; i++) { var columnToCheck = self.gridX + i; for (var r = 0; r < restrictedColumns.length; r++) { if (columnToCheck === restrictedColumns[r]) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } // Check if tower would be placed in specific restricted coordinates var restrictedCoords = [{ x: 5, y: 13 }, { x: 5, y: 14 }, { x: 5, y: 15 }, { x: 5, y: 16 }, { x: 6, y: 14 }, { x: 6, y: 13 }, { x: 6, y: 11 }, { x: 6, y: 12 }, { x: 7, y: 7 }, { x: 7, y: 8 }, { x: 7, y: 6 }, { x: 7, y: 9 }, { x: 21, y: 7 }, { x: 21, y: 8 }, { x: 21, y: 9 }, { x: 21, y: 10 }, { x: 21, y: 14 }, { x: 21, y: 15 }, { x: 21, y: 16 }]; for (var i = 0; i < 2 && validGridPlacement; i++) { for (var j = 0; j < 2 && validGridPlacement; j++) { var checkX = self.gridX + i; var checkY = self.gridY + j; for (var c = 0; c < restrictedCoords.length; c++) { if (checkX === restrictedCoords[c].x && checkY === restrictedCoords[c].y) { validGridPlacement = false; break; } } } } if (self.gridY <= 5 || self.gridY + 1 >= grid.cells[0].length - 5) { validGridPlacement = false; } else if (validGridPlacement) { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 5) { 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; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; var upgradeCost, resourceName, hasEnoughResource; if (isMaxLevel) { upgradeCost = 0; } else { if (self.tower.id === 'aura' || self.tower.id === 'arcane') { upgradeCost = getTowerCrystalCost(self.tower.id, self.tower.level + 1); resourceName = 'crystals'; hasEnoughResource = crystals >= upgradeCost; } else { upgradeCost = getTowerWoodCost(self.tower.id, self.tower.level + 1); resourceName = 'wood'; hasEnoughResource = wood >= upgradeCost; } } buttonBackground.tint = isMaxLevel ? 0x888888 : hasEnoughResource ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' ' + resourceName, { 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()) { if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else { if (self.tower.id === 'aura' || self.tower.id === 'arcane') { upgradeCost = getTowerCrystalCost(self.tower.id, self.tower.level + 1); resourceName = 'crystals'; } else { upgradeCost = getTowerWoodCost(self.tower.id, self.tower.level + 1); resourceName = 'wood'; } } 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 + ' ' + resourceName); 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.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } var currentUpgradeCost, resourceName, canAfford; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else { if (self.tower.id === 'aura' || self.tower.id === 'arcane') { currentUpgradeCost = getTowerCrystalCost(self.tower.id, self.tower.level + 1); resourceName = 'crystals'; canAfford = crystals >= currentUpgradeCost; } else { currentUpgradeCost = getTowerWoodCost(self.tower.id, self.tower.level + 1); resourceName = 'wood'; canAfford = wood >= currentUpgradeCost; } } buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' ' + resourceName; 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; var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; // Generate resource nodes when game starts generateResourceNodes(); var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); // Move handleWaveProgression method outside of update to make it accessible self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression(); }; return self; }); var Worker = Container.expand(function (startX, startY, targetX, targetY, resourceType) { var self = Container.call(this); self.x = startX; self.y = startY; self.targetX = targetX; self.targetY = targetY; self.resourceType = resourceType; self.startX = startX; self.startY = startY; self.hasCollected = false; self.isExploiting = false; self.currentWaveAtStart = currentWave; var workerGraphics = self.attachAsset('Worker', { anchorX: 0.5, anchorY: 0.5 }); // Start movement animation to target tween(self, { x: targetX, y: targetY }, { duration: 2000, // 2 seconds to reach target easing: tween.easeInOut, onFinish: function onFinish() { // Find the resource node that matches target position and decrease its amount var targetNode = null; for (var i = 0; i < activeResourceNodes.length; i++) { var node = activeResourceNodes[i]; if (Math.abs(node.x - targetX) < 10 && Math.abs(node.y - targetY) < 10) { targetNode = node; break; } } self.hasCollected = true; self.isExploiting = true; // Store resource amounts to deliver later and deduct from node if (self.resourceType === 'Oro_Nodo') { self.goldToDeliver = 10; if (targetNode && targetNode.resourceAmount > 0) { targetNode.resourceAmount = Math.max(0, targetNode.resourceAmount - self.goldToDeliver); targetNode.resourceText.setText(targetNode.resourceAmount.toString()); } } else if (self.resourceType === 'Madera_Nodo') { self.woodToDeliver = 5; if (targetNode && targetNode.resourceAmount > 0) { targetNode.resourceAmount = Math.max(0, targetNode.resourceAmount - self.woodToDeliver); targetNode.resourceText.setText(targetNode.resourceAmount.toString()); } } else if (self.resourceType === 'Cristales_Nodo') { self.crystalsToDeliver = 2; if (targetNode && targetNode.resourceAmount > 0) { targetNode.resourceAmount = Math.max(0, targetNode.resourceAmount - self.crystalsToDeliver); targetNode.resourceText.setText(targetNode.resourceAmount.toString()); } } } }); self.update = function () { // Check if a new wave has started if (self.isExploiting && currentWave > self.currentWaveAtStart) { // Return to spawn position when new wave starts self.isExploiting = false; tween(self, { x: self.startX, y: self.startY }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { // Deliver resources and increment worker count if (self.goldToDeliver) { setGold(gold + self.goldToDeliver); } if (self.woodToDeliver) { wood += self.woodToDeliver; updateUI(); } if (self.crystalsToDeliver) { crystals += self.crystalsToDeliver; updateUI(); } // Increment worker count workerCount += 1; workerCountText.setText(workerCount.toString()); // Remove worker after delivering self.destroy(); } }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Pool for reusing effect objects // Add Escenario background var effectPool = []; var maxPoolSize = 20; // Tween configurations pool for common animations var tweenConfigs = { recoil: { duration: 60, easing: tween.cubicOut }, recoilReturn: { duration: 90, easing: tween.cubicIn }, levelDotScale: { duration: 300, easing: tween.elasticOut }, levelDotReturn: { duration: 200, easing: tween.easeOut }, menuSlideUp: { duration: 200, easing: tween.backOut }, menuSlideDown: { duration: 150, easing: tween.easeIn } }; // Function to get effect from pool or create new one function getPooledEffect(x, y, type) { var effect; if (effectPool.length > 0) { effect = effectPool.pop(); effect.x = x; effect.y = y; effect.configureEffect(type); // Restart animation tween(effect, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(effect, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { effect.returnToPool(); } }); } }); } else { effect = new EffectIndicator(x, y, type); } return effect; } var escenarioBackground = game.attachAsset('Escenario', { anchorX: 0, anchorY: 0 }); escenarioBackground.x = -360; escenarioBackground.y = 135; var scaleX = 2048 / escenarioBackground.width; var scaleY = 2200 / escenarioBackground.height; var scale = Math.max(scaleX, scaleY); escenarioBackground.scaleX = scale; escenarioBackground.scaleY = scale; 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; // Constantes de optimización var SPLASH_DAMAGE_PERCENT = 0.5; var POISON_DAMAGE_PERCENT = 0.2; var SLOW_DURATION_FRAMES = 180; var POISON_DURATION_FRAMES = 300; var POISON_TICK_INTERVAL = 30; var TOWER_SELL_PERCENT = 0.6; var HEALTH_BAR_WIDTH = 70; var RECOIL_DISTANCE = 8; var FINAL_UPGRADE_MULTIPLIER = 3.5; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var crystals = 0; var wood = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 3600; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var workerCount = 0; // Track number of workers var WORKER_PRICE = 30; // Cost to buy a worker var resourcesSparklingMode = false; // Track if resources should sparkle for selection var lastResourceNodeWave = 0; // Track the last wave when resource nodes were relocated // Resource node system var RESOURCE_NODE_POSITIONS = [{ x: 1, y: 7 }, { x: 1, y: 17 }, { x: 1, y: 28 }, { x: 24, y: 7 }, { x: 24, y: 17 }, { x: 24, y: 28 }]; var activeResourceNodes = []; // Will store the 3 active nodes var resourceNodeTypes = ['Oro_Nodo', 'Madera_Nodo', 'Cristales_Nodo']; // Create icon containers for each resource var goldContainer = new Container(); var goldBackground = goldContainer.attachAsset('Rectangulo', { anchorX: 0.5, anchorY: 0.5 }); goldBackground.width = 200; goldBackground.height = 80; var goldIcon = goldContainer.attachAsset('Oro_Icono', { anchorX: 0.5, anchorY: 0.5 }); goldIcon.width = 60; goldIcon.height = 60; goldIcon.x = -40; var goldText = new Text2(gold.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); goldText.anchor.set(0, 0.5); goldText.x = 20; goldContainer.addChild(goldText); var livesContainer = new Container(); var livesBackground = livesContainer.attachAsset('Rectangulo', { anchorX: 0.5, anchorY: 0.5 }); livesBackground.width = 200; livesBackground.height = 80; var livesIcon = livesContainer.attachAsset('Vidas_Icono', { anchorX: 0.5, anchorY: 0.5 }); livesIcon.width = 60; livesIcon.height = 60; livesIcon.x = -40; var livesText = new Text2(lives.toString(), { size: 60, fill: 0x00AA00, weight: 800 }); livesText.anchor.set(0, 0.5); livesText.x = 20; livesContainer.addChild(livesText); var crystalsContainer = new Container(); var crystalsBackground = crystalsContainer.attachAsset('Rectangulo', { anchorX: 0.5, anchorY: 0.5 }); crystalsBackground.width = 200; crystalsBackground.height = 80; var crystalsIcon = crystalsContainer.attachAsset('Cristales_Icono', { anchorX: 0.5, anchorY: 0.5 }); crystalsIcon.width = 60; crystalsIcon.height = 60; crystalsIcon.x = -40; var crystalsText = new Text2(crystals.toString(), { size: 60, fill: 0x4A90E2, weight: 800 }); crystalsText.anchor.set(0, 0.5); crystalsText.x = 20; crystalsContainer.addChild(crystalsText); var woodContainer = new Container(); var woodBackground = woodContainer.attachAsset('Rectangulo', { anchorX: 0.5, anchorY: 0.5 }); woodBackground.width = 200; woodBackground.height = 80; var woodIcon = woodContainer.attachAsset('Madera_Icono', { anchorX: 0.5, anchorY: 0.5 }); woodIcon.width = 60; woodIcon.height = 60; woodIcon.x = -40; var woodText = new Text2(wood.toString(), { size: 60, fill: 0x8B4513, weight: 800 }); woodText.anchor.set(0, 0.5); woodText.x = 20; woodContainer.addChild(woodText); // Add tablon background for resource area var resourcesTablon = LK.gui.top.attachAsset('Tablon', { anchorX: 0.5, anchorY: 0.5 }); resourcesTablon.width = 1430; resourcesTablon.height = 120; resourcesTablon.x = 0; resourcesTablon.y = 23; resourcesTablon.alpha = 0.8; // Move tablon to bottom of rendering order LK.gui.top.addChildAt(resourcesTablon, 0); var topMargin = 40; var centerX = 2048 / 2; var spacing = 300; LK.gui.top.addChild(goldContainer); LK.gui.top.addChild(livesContainer); LK.gui.top.addChild(crystalsContainer); LK.gui.top.addChild(woodContainer); livesContainer.x = spacing * 1.5; livesContainer.y = topMargin; goldContainer.x = -spacing * 1.5; goldContainer.y = topMargin; crystalsContainer.x = -spacing * 0.5; crystalsContainer.y = topMargin; woodContainer.x = spacing * 0.5; woodContainer.y = topMargin; function updateUI() { goldText.setText(gold.toString()); livesText.setText(lives.toString()); crystalsText.setText(crystals.toString()); woodText.setText(wood.toString()); } function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(26, 37); // Center the grid on screen var gridWidth = 26 * CELL_SIZE; // 26 * 76 = 1976 var gridHeight = 37 * CELL_SIZE; // 37 * 76 = 2812 grid.x = (2120 - gridWidth) / 2; // Center horizontally grid.y = (2430 - gridHeight) / 2; // Center vertically grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(enemyLayer); game.addChild(towerLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { // Check if tower would be placed in restricted columns (0,1,2,3,4,22,23,24,25) var restrictedColumns = [0, 1, 2, 3, 4, 22, 23, 24, 25]; for (var i = 0; i < 2; i++) { var columnToCheck = gridX + i; for (var r = 0; r < restrictedColumns.length; r++) { if (columnToCheck === restrictedColumns[r]) { return true; // Block construction in restricted columns } } } // Check if tower would be placed in specific restricted coordinates var restrictedCoords = [{ x: 5, y: 13 }, { x: 5, y: 14 }, { x: 5, y: 15 }, { x: 5, y: 16 }, { x: 6, y: 14 }, { x: 6, y: 13 }, { x: 6, y: 11 }, { x: 6, y: 12 }, { x: 7, y: 7 }, { x: 7, y: 8 }, { x: 7, y: 6 }, { x: 7, y: 9 }, { x: 21, y: 7 }, { x: 21, y: 8 }, { x: 21, y: 9 }, { x: 21, y: 10 }, { x: 21, y: 14 }, { x: 21, y: 15 }, { x: 21, y: 16 }]; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var checkX = gridX + i; var checkY = gridY + j; for (var c = 0; c < restrictedCoords.length; c++) { if (checkX === restrictedCoords[c].x && checkY === restrictedCoords[c].y) { return true; // Block construction in specific restricted coordinates } } } } 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; } // Lookup table for tower costs optimization var TOWER_COSTS = { 'default': 5, 'rapid': 15, 'sniper': 25, 'splash': 35, 'slow': 45, 'poison': 55, 'aura': 70, 'arcane': 60 }; // Lookup table for tower colors optimization var TOWER_COLORS = { 'default': 0xAAAAAA, 'rapid': 0x00AAFF, 'sniper': 0xFF5500, 'splash': 0x33CC00, 'slow': 0x9900FF, 'poison': 0x00FFAA, 'aura': 0xFFD700, 'arcane': 0x8A2BE2 }; // Lookup table for tower stats optimization var TOWER_STATS = { 'rapid': { fireRate: 30, damage: 5, range: 2.5, bulletSpeed: 7 }, 'sniper': { fireRate: 90, damage: 25, range: 5, bulletSpeed: 25 }, 'splash': { fireRate: 75, damage: 15, range: 2, bulletSpeed: 4 }, 'slow': { fireRate: 50, damage: 8, range: 3.5, bulletSpeed: 5 }, 'poison': { fireRate: 70, damage: 12, range: 3.2, bulletSpeed: 5 }, 'aura': { fireRate: 70, damage: 0, range: 3.5, bulletSpeed: 6 }, 'arcane': { fireRate: 65, damage: 15, range: 3.8, bulletSpeed: 6 } }; // Lookup table for bullet configurations optimization var BULLET_CONFIGS = { 'rapid': { tint: 0x00AAFF, size: 20, shape: 'ellipse' }, 'sniper': { tint: 0xFF5500, size: 15 }, 'splash': { tint: 0x33CC00, size: 40 }, 'slow': { tint: 0x9900FF, size: 35 }, 'poison': { tint: 0x00FFAA, size: 35 }, 'aura': { tint: 0xFFD700, size: 45 }, 'arcane': { tint: 0x8A2BE2, size: 40 }, 'default': { tint: 0xAAAAAA, size: 25 } }; // Tower stat tables by level (1-6) for each tower type var TOWER_DAMAGE_TABLE = { 'default': [10, 10, 10, 10, 10, 10], 'rapid': [5, 8, 11, 14, 17, 23], 'sniper': [25, 30, 35, 40, 45, 55], 'splash': [15, 20, 25, 30, 35, 45], 'slow': [8, 13, 18, 23, 28, 38], 'poison': [12, 17, 22, 27, 32, 42], 'aura': [0, 0, 0, 0, 0, 0], 'arcane': [15, 23, 31, 39, 47, 63] }; var TOWER_RANGE_TABLE = { 'default': [3, 3.5, 4, 4.5, 5, 6], 'rapid': [2.5, 3, 3.5, 4, 4.5, 5.5], 'sniper': [5, 5.8, 6.6, 7.4, 8.2, 12], 'splash': [2, 2.2, 2.4, 2.6, 2.8, 3.2], 'slow': [3.5, 4, 4.5, 5, 5.5, 6.5], 'poison': [3.2, 3.7, 4.2, 4.7, 5.2, 6.2], 'aura': [3.5, 4, 4.5, 5, 5.5, 6.5], 'arcane': [3.8, 4.4, 5, 5.6, 6.2, 7.4] }; var TOWER_SPEED_TABLE = { 'default': [5, 5.5, 6, 6.5, 7, 8], 'rapid': [7, 7.7, 8.4, 9.1, 9.8, 11.2], 'sniper': [25, 25.5, 26, 26.5, 27, 28], 'splash': [4, 4.5, 5, 5.5, 6, 7], 'slow': [5, 5.5, 6, 6.5, 7, 8], 'poison': [5, 5.5, 6, 6.5, 7, 8], 'aura': [6, 6.8, 7.6, 8.4, 9.2, 10.8], 'arcane': [6, 6.8, 7.6, 8.4, 9.2, 10.8] }; var TOWER_SLOW_TABLE = [0.5, 0.56, 0.62, 0.68, 0.74, 0.8]; // Aura tower buff tables var TOWER_AURA_DAMAGE_BUFF = [0.05, 0.08, 0.11, 0.14, 0.17, 0.23]; var TOWER_AURA_SPEED_BUFF = [0.10, 0.13, 0.16, 0.19, 0.22, 0.28]; // Arcane tower stun tables var TOWER_ARCANE_STUN_CHANCE = [0, 0, 0.10, 0.15, 0.20, 0.30]; // Wood upgrade costs by tower type and level var TOWER_WOOD_COSTS = { 'default': [5, 10, 20, 40, 17.5], 'rapid': [15, 30, 60, 120, 52.5], 'sniper': [25, 50, 100, 200, 87.5], 'splash': [35, 70, 140, 280, 122.5], 'slow': [45, 90, 180, 360, 157.5], 'poison': [55, 110, 220, 440, 192.5] }; // Crystal upgrade costs for Aura and Arcane towers var TOWER_CRYSTAL_COSTS = { 'aura': [70, 140, 280, 560, 245], 'arcane': [60, 120, 240, 480, 210] }; function getTowerCost(towerType) { return TOWER_COSTS[towerType] || TOWER_COSTS['default']; } function getTowerWoodCost(towerType, level) { var costs = TOWER_WOOD_COSTS[towerType] || TOWER_WOOD_COSTS['default']; return costs[level - 1] || 0; } function getTowerStats(towerType, level) { var levelIndex = Math.max(0, Math.min(5, level - 1)); return { damage: TOWER_DAMAGE_TABLE[towerType] ? TOWER_DAMAGE_TABLE[towerType][levelIndex] : 10, range: TOWER_RANGE_TABLE[towerType] ? TOWER_RANGE_TABLE[towerType][levelIndex] : 3, bulletSpeed: TOWER_SPEED_TABLE[towerType] ? TOWER_SPEED_TABLE[towerType][levelIndex] : 5, slowPercent: towerType === 'slow' ? TOWER_SLOW_TABLE[levelIndex] : 0.5, auraDamageBuff: towerType === 'aura' ? TOWER_AURA_DAMAGE_BUFF[levelIndex] : 0, auraSpeedBuff: towerType === 'aura' ? TOWER_AURA_SPEED_BUFF[levelIndex] : 0, stunChance: towerType === 'arcane' ? TOWER_ARCANE_STUN_CHANCE[levelIndex] : 0 }; } function getTowerCrystalCost(towerType, level) { var costs = TOWER_CRYSTAL_COSTS[towerType]; return costs ? costs[level - 1] || 0 : 0; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * TOWER_SELL_PERCENT) : totalValue; } function startResourceSparkling() { resourcesSparklingMode = true; // Make all active resource nodes sparkle for (var i = 0; i < activeResourceNodes.length; i++) { var node = activeResourceNodes[i]; // Stop any existing tweens first tween.stop(node, { scaleX: true, scaleY: true, alpha: true }); // Create initial sparkle animation for each node individually (function (currentNode) { tween(currentNode, { scaleX: 1.2, scaleY: 1.2, alpha: 0.7 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(currentNode, { scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 500, easing: tween.easeInOut }); } }); // Add repeating sparkle effect for each node individually currentNode.sparkleTimer = LK.setInterval(function () { if (resourcesSparklingMode) { tween(currentNode, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(currentNode, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeInOut }); } }); } }, 1000); })(node); // Pass current node to closure to avoid closure issues } } function stopResourceSparkling() { resourcesSparklingMode = false; // Stop sparkling animations and reset all nodes for (var i = 0; i < activeResourceNodes.length; i++) { var node = activeResourceNodes[i]; // Clear sparkle timer if (node.sparkleTimer) { LK.clearInterval(node.sparkleTimer); node.sparkleTimer = null; } // Stop any running tweens and reset to normal state tween.stop(node, { scaleX: true, scaleY: true, alpha: true }); node.scaleX = 1.0; node.scaleY = 1.0; node.alpha = 1.0; } } function generateResourceNodes() { // Clear any existing nodes and their text displays for (var i = 0; i < activeResourceNodes.length; i++) { var node = activeResourceNodes[i]; if (node.parent) { node.parent.removeChild(node); } // Also remove the resource text display if (node.resourceText && node.resourceText.parent) { node.resourceText.parent.removeChild(node.resourceText); } } activeResourceNodes = []; // Create a copy of positions array for random selection var availablePositions = []; for (var i = 0; i < RESOURCE_NODE_POSITIONS.length; i++) { availablePositions.push(RESOURCE_NODE_POSITIONS[i]); } // Create a shuffled copy of resource node types to ensure random assignment var availableNodeTypes = []; for (var i = 0; i < resourceNodeTypes.length; i++) { availableNodeTypes.push(resourceNodeTypes[i]); } // Shuffle the node types array for (var i = availableNodeTypes.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = availableNodeTypes[i]; availableNodeTypes[i] = availableNodeTypes[j]; availableNodeTypes[j] = temp; } // Randomly select 3 positions and assign shuffled node types for (var i = 0; i < 3; i++) { var posIndex = Math.floor(Math.random() * availablePositions.length); var position = availablePositions[posIndex]; availablePositions.splice(posIndex, 1); // Remove selected position var nodeType = availableNodeTypes[i]; // Assign from shuffled types // Create the resource node var node = game.attachAsset(nodeType, { anchorX: 0.5, anchorY: 0.5 }); // Position the node on the grid node.x = grid.x + position.x * CELL_SIZE + CELL_SIZE / 2; node.y = grid.y + position.y * CELL_SIZE + CELL_SIZE / 2; // Store node information node.gridX = position.x; node.gridY = position.y; node.nodeType = nodeType; // Calculate wave-based capacity using scaling formula // Wave_Actual = current wave rounded down to nearest multiple of 3, plus 1 var waveActual = Math.floor((currentWave - 1) / 3) * 3 + 1; var factorCrecimientoCapacidad = 0.03; // 3% growth per wave cycle // Set base resource amounts and calculate scaled amounts var baseAmount; var textColor; if (nodeType === 'Oro_Nodo') { baseAmount = 70; textColor = 0xFFD700; // Gold color } else if (nodeType === 'Cristales_Nodo') { baseAmount = 20; textColor = 0x4A90E2; // Blue color } else if (nodeType === 'Madera_Nodo') { baseAmount = 35; textColor = 0x8B4513; // Brown color } // Apply scaling formula: Capacidad_Base_Inicial * (1 + (Factor_Crecimiento_Capacidad * (Wave_Actual - 1))) var resourceAmount = Math.round(baseAmount * (1 + factorCrecimientoCapacidad * (waveActual - 1))); node.resourceAmount = resourceAmount; // Create resource amount text display above the node var resourceText = new Text2(resourceAmount.toString(), { size: 54, fill: textColor, weight: 900 }); resourceText.anchor.set(0.5, 1); // Center horizontally, bottom anchor resourceText.x = node.x; resourceText.y = node.y - node.height / 2; // Position above the node game.addChild(resourceText); // Store reference to text for updates node.resourceText = resourceText; // Create a closure to capture the current node's properties (function (currentNode) { // Add click functionality for resource collection currentNode.down = function () { if (resourcesSparklingMode && workerCount > 0) { // Stop sparkling mode stopResourceSparkling(); // Decrease worker count workerCount -= 1; workerCountText.setText(workerCount.toString()); // Determine worker spawn position based on resource coordinate set var workerStartX, workerStartY; // Check if this resource is in the left set (coordinates 1,7 1,17 1,28) if (currentNode.gridX === 1) { // Left set - spawn worker 100 pixels below (2,28) workerStartX = grid.x + 2 * CELL_SIZE + CELL_SIZE / 2; workerStartY = grid.y + 28 * CELL_SIZE + CELL_SIZE / 2 + 100; } else if (currentNode.gridX === 24) { // Right set - spawn worker 150 pixels below (23,28) workerStartX = grid.x + 23 * CELL_SIZE + CELL_SIZE / 2; workerStartY = grid.y + 28 * CELL_SIZE + CELL_SIZE / 2 + 150; } else { // Fallback to Worker_A position if coordinate doesn't match expected sets workerStartX = workerA.x; workerStartY = workerA.y; } // Create and send worker to this resource var worker = new Worker(workerStartX, workerStartY, currentNode.x, currentNode.y, currentNode.nodeType); game.addChild(worker); var notification = game.addChild(new Notification("Worker sent to collect resources!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } }; })(node); // Pass the current node to the closure activeResourceNodes.push(node); } } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough 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; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var speedControlButtonContainer = new Container(); var speedControlButton = new SpeedControlButton(); speedControlButton.x = 2048 - 200; speedControlButton.y = 2732 - 100 + 20; speedControlButtonContainer.addChild(speedControlButton); game.addChild(speedControlButtonContainer); // Add tablon background for tower selection area var towersTablon = game.attachAsset('Tablon', { anchorX: 0.5, anchorY: 0.5 }); towersTablon.width = 1571; // Reduced by 13% (1800 * 0.87 = 1571) towersTablon.height = 200; towersTablon.x = 2048 / 2 + 110 + 20 + 100 + 10; towersTablon.y = 2732 - CELL_SIZE * 3 - 90 + 30; towersTablon.alpha = 0.8; // Move tablon to bottom of rendering order game.addChildAt(towersTablon, 0); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison', 'aura', 'arcane']; var sourceTowers = []; var towerSpacing = 190; // Reduced spacing by 110 pixels total (300 - 110 = 190) var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2 + 110 + 20 + 100 + 10; var towerY = 2732 - CELL_SIZE * 3 - 90 + 30; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; // Make towers 30% smaller tower.scaleX = 0.7; tower.scaleY = 0.7; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Add platform assets at resource coordinates var platformPositions = [{ x: 2, y: 7 }, { x: 2, y: 17 }, { x: 2, y: 28 }, { x: 23, y: 7 }, { x: 23, y: 17 }, { x: 23, y: 28 }]; for (var i = 0; i < platformPositions.length; i++) { var platform = game.attachAsset('Plataforma', { anchorX: 0.5, anchorY: 0.5 }); // Position the platform on the grid platform.x = grid.x + platformPositions[i].x * CELL_SIZE + CELL_SIZE / 2; platform.y = grid.y + platformPositions[i].y * CELL_SIZE + CELL_SIZE / 2; // Store platform information platform.gridX = platformPositions[i].x; platform.gridY = platformPositions[i].y; } // Add Tower and Worker buttons to the left of the tower panel var towerButton = game.attachAsset('Tower_Button', { anchorX: 0.5, anchorY: 0.5 }); towerButton.x = startX - 460; // Position to the left of tower panel towerButton.y = towerY + 65; // Position at same height as worker button // Add Worker_A asset above the Worker_Button var workerA = game.attachAsset('Worker_A', { anchorX: 0.5, anchorY: 0.5 }); workerA.x = startX - 250; // Same x position as worker button workerA.y = towerY + 65 - 130; // Position 140 pixels above worker button // Add click functionality to Worker_A button workerA.down = function () { // Check if Worker_A should be disabled at frame 1500 of any wave if (waveInProgress && waveTimer >= 1500) { var notification = game.addChild(new Notification("Worker deployment disabled during wave!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (workerCount > 0) { startResourceSparkling(); var notification = game.addChild(new Notification("Select a resource node to send worker!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { var notification = game.addChild(new Notification("No workers available! Hire workers first.")); notification.x = 2048 / 2; notification.y = grid.height - 50; } }; // Add worker count text in bottom right corner of Worker_A var workerCountText = new Text2(workerCount.toString(), { size: 40, fill: 0xFFFFFF, weight: 800 }); workerCountText.anchor.set(1, 1); // Bottom right anchor workerCountText.x = workerA.x + workerA.width / 2 - 10; // Position in bottom right workerCountText.x = workerA.x + workerA.width / 2 - 10 + 4; // Move 4 pixels to the right workerCountText.y = workerA.y + workerA.height / 2 - 10 + 15 + 3; // Move 3 pixels down game.addChild(workerCountText); var workerButton = game.attachAsset('Worker_Button', { anchorX: 0.5, anchorY: 0.5 }); workerButton.x = startX - 250; // Same x position as tower button workerButton.y = towerY + 65; // Position aligned with tower button // Add click functionality to Worker_Button workerButton.down = function () { if (gold >= WORKER_PRICE) { // Deduct gold and increase worker count setGold(gold - WORKER_PRICE); workerCount += 1; // Update worker count display workerCountText.setText(workerCount.toString()); // Show notification var notification = game.addChild(new Notification("Worker hired! Workers: " + workerCount)); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { // Not enough gold notification var notification = game.addChild(new Notification("Not enough gold! Need " + WORKER_PRICE + " gold")); notification.x = 2048 / 2; notification.y = grid.height - 50; } }; // Play background music LK.playMusic('Musica'); game.update = function () { // Handle x2 speed mode by running game logic twice and adjusting timer progression var gameCycles = speedControlButton && speedControlButton.isSpeedMode ? 2 : 1; var timerMultiplier = speedControlButton && speedControlButton.isSpeedMode ? 2 : 1; // Update wave indicator with speed multiplier for timer progression if (waveIndicator) { for (var timerCycle = 0; timerCycle < timerMultiplier; timerCycle++) { waveIndicator.handleWaveProgression(); } } for (var cycle = 0; cycle < gameCycles; cycle++) { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // 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; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 26; var midPoint = Math.floor(gridWidth / 2); // 13 // 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 = 0.3 - Math.random() * 5; // Random distance above the grid for spreading, moved 100px lower 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; } // Clean up particle system for fast enemies if (enemy.particleSystem && enemy.particleSystem.particles) { for (var p = 0; p < enemy.particleSystem.particles.length; p++) { var particle = enemy.particleSystem.particles[p]; if (particle.parent) { enemy.removeChild(particle); } } } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : 1; // Basic infantry gives 1 gold var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Award crystals and wood for defeating enemies var crystalsEarned = enemy.isBoss ? Math.floor(5 + (enemy.waveNumber - 1) * 1) : Math.floor(1 + (enemy.waveNumber - 1) * 0.1); var woodEarned = enemy.isBoss ? Math.floor(3 + (enemy.waveNumber - 1) * 0.5) : Math.floor(0.5 + (enemy.waveNumber - 1) * 0.05); crystals += crystalsEarned; wood += Math.floor(woodEarned); // 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; } // Check if enemy has reached row 32 and should disappear if (enemy.currentCellY >= 32) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } // Update worker button affordability visual workerButton.alpha = gold >= WORKER_PRICE ? 1 : 0.5; // Update Worker_A visual state - disable if no workers or at frame 1500 of any wave var shouldDisableWorkerA = workerCount <= 0; if (waveInProgress && waveTimer >= 1500) { shouldDisableWorkerA = true; } workerA.alpha = shouldDisableWorkerA ? 0.5 : 1; // Check if resource nodes need to be relocated (every 3 waves) if (currentWave > 0 && currentWave % 3 === 1 && currentWave !== lastResourceNodeWave) { lastResourceNodeWave = currentWave; // Relocate resource nodes with new capacities generateResourceNodes(); var notification = game.addChild(new Notification("Resource nodes relocated and refreshed!")); notification.x = 2048 / 2; notification.y = grid.height - 100; } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } } // End of speed control loop };
===================================================================
--- original.js
+++ change.js
@@ -3711,8 +3711,10 @@
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
};
+// Play background music
+LK.playMusic('Musica');
game.update = function () {
// Handle x2 speed mode by running game logic twice and adjusting timer progression
var gameCycles = speedControlButton && speedControlButton.isSpeedMode ? 2 : 1;
var timerMultiplier = speedControlButton && speedControlButton.isSpeedMode ? 2 : 1;
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Haz mas angostas las montañas
Crea un icono de oro que represente el recurso monetario. Debe ser una pila de monedas de oro brillante o un lingote de oro, visto directamente desde arriba. La superficie superior debe mostrar un brillo metálico y detalles que simulen el relieve de monedas o la textura pulida de un lingote.. In-Game asset. 2d. High contrast. No shadows
Crea un icono de cristales que represente el recurso mágico y avanzado. Debe ser un pequeño clúster de cristales facetados y brillantes (pueden ser de un solo color dominante o una mezcla sutil de azul, verde y púrpura), vistos directamente desde arriba. La superficie superior debe mostrar los planos de los cristales y un brillo translúcido que sugiera su naturaleza energética.. In-Game asset. 2d. High contrast. No shadows
Crea un icono de madera que represente el recurso de construcción y mejora. Debe ser una pila de troncos cortados o un fajo de tablones de madera, vistos directamente desde arriba. La superficie superior debe mostrar la textura de la madera (anillos de crecimiento, vetas) y un sombreado que dé volumen a la pila.. In-Game asset. 2d. High contrast. No shadows
Crea un icono que represente las vidas del jugador. Debe ser un corazón estilizado y vibrante, visto directamente desde arriba, en un estilo 2D renderizado, limpio y cartoonish. El corazón debe tener contornos claros, colores vivos (principalmente rojo o rosa brillante) y un sombreado sutil que le dé volumen. Debe ser fácilmente reconocible y legible incluso a tamaño pequeño.. In-Game asset. 2d. High contrast. No shadows
Crea un rectángulo horizontal que servirá como fondo para la visualización de los recursos (Oro, Madera, Cristales) en la interfaz de usuario. Debe estar en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y colores que complementen la paleta del juego sin distraer. La perspectiva es cenital, por lo que se verá como una forma plana con sombreado sutil para darle una ligera sensación de profundidad o relieve.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Default en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. La base de la torre debe ser circular para permitir un movimiento de cañón cómodo. El cañón o la ranura de disparo debe estar orientado hacia la DERECHA en su diseño base (desde la vista cenital). La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible para facilitar una rotación fluida en la animación.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Rapid en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. La base de la torre debe ser circular para permitir un movimiento de cañón cómodo. Los múltiples puntos de disparo pequeños deben estar orientados hacia la DERECHA. La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible para facilitar una rotación fluida en la animación.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Sniper en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. La base de la torre debe ser circular para permitir un movimiento de cañón cómodo. El cañón largo debe estar claramente orientado hacia la DERECHA. La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible, especialmente en su base, para facilitar una rotación fluida en la animación. El cañón puede sobresalir, pero la base debe ser compacta.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Splash en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. La base de la torre debe ser circular para permitir un movimiento de cañón cómodo. El mortero/cañón de impacto o el orificio de disparo debe estar orientado hacia la DERECHA. La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible para facilitar una rotación fluida en la animación. El "splash" se refiere al daño de área por impacto o explosión (no a agua), por lo que el diseño debe evocar artillería pesada o explosivos.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Slow en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. La base de la torre debe ser circular para permitir un movimiento de cañón cómodo. Esta torre NO tiene un cañón direccional, su efecto es radial/de aura. La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible para facilitar una rotación fluida en la animación.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Poison en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. La base de la torre debe ser circular para permitir un movimiento de cañón cómodo. La salida del veneno o el cañón debe apuntar hacia la DERECHA. La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible para facilitar una rotación fluida en la animación.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Aura en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. Esta torre NO tiene un cañón direccional tradicional ni una base circular, su efecto es radial. La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible para facilitar una rotación fluida en la animación, enfocándose en la parte superior de la estructura.. In-Game asset. 2d. High contrast. No shadows
Crea la Torre Arcane en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que da volumen a sus superficies superiores. La perspectiva debe ser VISTA CENITAL (totalmente desde arriba). Esto significa que la torre se verá como si estuviera siendo observada directamente desde arriba, con los detalles de su parte superior siendo prominentes. Esta torre NO tiene una base circular. Su elemento de ataque principal (vórtice, cristal central) debe estar orientado para proyectar energía hacia la DERECHA. La torre debe tener un perfil bajo y la menor cantidad de relieve vertical posible para facilitar una rotación fluida en la animación. El vórtice o cristal principal debe ser el punto focal superior.. In-Game asset. 2d. High contrast. No shadows
Crea un elemento de fondo con la apariencia de un tablón de madera desgastada, en un estilo 2D renderizado, limpio y cartoonish. El tablón debe tener una textura de madera visible (nudos, vetas sutiles, ligeras imperfecciones) para darle un toque rústico y orgánico, pero manteniendo la limpieza visual general del estilo. El diseño debe considerar lo siguiente: Forma: Un rectángulo con proporciones que permitan contener varios iconos de recursos horizontalmente (para la parte superior) y quizás un rectángulo más vertical para la selección de torres lateralmente. Podrías generar dos versiones con diferentes proporciones si lo prefieres. Coloración: Tonos cálidos de madera (marrones claros a medios, quizás con toques de ocre o beige). Los colores no deben ser demasiado saturados para no distraer de los iconos que se colocarán encima. Bordes: Los bordes del tablón pueden ser ligeramente irregulares o redondeados para reforzar la apariencia de madera natural. Podrías incluir sutiles det. In-Game asset. 2d. High contrast. No shadows
Crea un personaje "Trabajador" para un juego de Tower Defense, en un estilo 2D renderizado, limpio y cartoonish. El trabajador debe tener contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que dé volumen. El diseño debe ser el de un personaje compacto y robusto, diseñado para ser fácilmente reconocible desde una vista cenital/ligeramente aérea, pero con suficiente detalle para mostrar su progresión. Debe evocar la idea de construcción, minería o recolección de recursos.. In-Game asset. 2d. High contrast. No shadows
Crea un botón interactivo UI estilo 2D renderizado, limpio y cartoonish. Debe tener contornos definidos, colores vibrantes y sombreado que dé volumen. Será un rectángulo con esquinas ligeramente redondeadas. El fondo del botón será sólido y neutro (ej. gris claro, azul pizarra, metal pulido o piedra sutil). Debe contrastar con el "tablón" de madera pero integrarse bien al estilo general de la UI. El botón debe contener: Texto Principal: La palabra "Tower" (Torre) claramente visible en la parte superior central. Icono Secundario (Opcional): Una silueta o dibujo estilizado y simple de una torre genérica, ubicada a la izquierda del texto "Tower" (o a la derecha, si el diseño lo favorece). Precio: El texto "70 Oro" (o símbolo de oro y "70") claramente visible en la parte inferior central (o en una esquina inferior). Este precio debe ser una parte integral del diseño del botón (mismo asset). Los colores de texto/icono deben contrastar claramente con el fondo (ej. blanco, dorado). El bo. In-Game asset. 2d. High contrast. No shadows
Crea un botón interactivo UI estilo 2D renderizado, limpio y cartoonish. Debe tener contornos definidos, colores vibrantes y sombreado que dé volumen. Será un rectángulo con esquinas ligeramente redondeadas, coherente con el botón de Torre. El fondo del botón será sólido y neutro (metal/piedra sutil), similar al botón de Torre para mantener coherencia UI. El botón debe contener: Texto Principal: La palabra "Worker" (Trabajador) claramente visible en la parte superior central. Icono Secundario (Opcional): Un símbolo estilizado que represente el trabajo o recolección (ej. un pico y una pala cruzados, o un casco de minero), ubicado a la izquierda del texto "Worker" (o a la derecha, si el diseño lo favorece). Precio: El texto "30 Oro" (o símbolo de oro y "30") claramente visible en la parte inferior central (o en una esquina inferior). Este precio debe ser una parte integral del diseño del botón (mismo asset). Los colores de texto/icono deben contrastar claramente con el fondo (ej. bl. In-Game asset. 2d. High contrast. No shadows
Crea un nodo de recurso de Mina de Oro en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que dé volumen. Debe ser fácilmente reconocible como una fuente de oro.. In-Game asset. 2d. High contrast. No shadows
Crea un nodo de recurso de Bosque de Madera en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que dé volumen. Debe ser fácilmente reconocible como una fuente de madera. Estructura Principal: Un pequeño grupo de árboles estilizados de diferentes alturas y formas. Los troncos deben ser marrones y las copas verdes (variedad de tonos de verde). Suelo: Un poco de hierba verde alrededor de las bases de los árboles. Recursos Visibles: Debería haber algunos troncos cortados o pilas de madera pequeñas cerca de los árboles para indicar que es una fuente activa de madera. Claridad: Debe haber suficiente espacio entre los elementos para que los trabajadores puedan interactuar con ellos visualmente. Dimensiones Sugeridas: Similar a los otros nodos de recursos (64x64 o 96x96 píxeles).. In-Game asset. 2d. High contrast. No shadows
Crea un asset de Plataforma de Construcción de Torre Defensora en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que dé volumen. Debe ser un espacio claramente definido donde el jugador pueda construir una torre. Forma: Un círculo o una plataforma octogonal ligeramente elevada del suelo. Textura: La superficie de la plataforma podría ser de piedra lisa, adoquines, o un patrón de madera entrelazada. Color: Los colores deben ser neutros o ligeramente contrastantes con el terreno circundante para que sea visible. Tonos de gris, marrón claro o beige podrían funcionar bien. Indicador de Construcción: Debe haber una indicación clara de que se puede construir algo aquí. Esto podría ser un glifo o símbolo sutil grabado en la superficie, o un halo de luz tenue que emana de la plataforma, o cuatro pequeños soportes/pilares en las esquinas/bordes para sugerir una base.. In-Game asset. 2d. High contrast. No shadows
Crea un nodo de recurso de Mina de Cristales en un estilo 2D renderizado, limpio y cartoonish, con contornos claros y definidos, colores vibrantes con transiciones suaves, y sombreado que dé volumen. Debe ser fácilmente reconocible como una fuente de cristales (gemas). Estructura Principal: Un afloramiento rocoso con cristales brillantes incrustados. Los cristales pueden ser de varios colores (azul, morado, verde) y de diferentes tamaños, con un brillo sutil. Rocas: Las rocas circundantes pueden tener una textura diferente a la mina de oro, quizás más angulares o con colores más fríos. Formación: Los cristales deben estar agrupados en formaciones geológicas naturales, y puede haber pequeños fragmentos de cristal esparcidos alrededor. Dimensiones Sugeridas: Similar a la mina de oro (64x64 o 96x96 píxeles).. In-Game asset. 2d. High contrast. No shadows
A single, isolated, highly detailed top-down isometric game asset of a Basic Slime. It is a slightly translucent, vibrant green, blue, or purple gelatinous blob, perfectly suited for a static sprite. Its surface should appear wet and glistening, with subtle internal bubbles or a single, simple, unblinking eye embedded within (static, not animated). The slime's most prominent side or an implied 'front' should be clearly oriented towards the right side of the image, indicating its forward movement. Style: Stylized, cartoony fantasy, slightly squishy texture, suitable for a Tower Defense game. Transparent background. In-Game asset. 2d. High contrast. No shadows
A single, isolated, highly detailed top-down isometric game asset of a Restless Spirit. It is an ethereal, translucent spectral figure, vaguely humanoid or beast-like, composed of swirling mist and faint light. Its form should be clearly defined but ghostly, with wispy edges. It can have two small, unblinking, glowing eyes or empty dark hollows for eyes (static). The spirit's body and implied 'head' should be clearly oriented towards the right side of the image, conveying its forward gliding motion. Style: Stylized, ghostly fantasy, semi-transparent, suitable for a Tower Defense game. Transparent background.. In-Game asset. 2d. High contrast. No shadows
A single, isolated, highly detailed top-down isometric game asset of a Rolling Golem. It is a large, heavily armored construct, predominantly spherical or cylindrical in shape, designed for rolling. Its body is made of weathered stone or rusted metal plating, with visible cracks or joints. It should have a clear, implied 'front' side oriented towards the right of the image, with perhaps larger plating or a more distinct feature (like a simple, static crest or emblem) on this leading side to emphasize direction. No limbs or articulated parts. The entire body suggests immense weight and slow, deliberate movement. Style: Stylized, sturdy fantasy or arcane-industrial, suitable for a Tower Defense game. Transparent background.. In-Game asset. 2d. High contrast. No shadows