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quiero que hagas 30 pixeles mas ancho el tablon que esta en el area de recursos
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el tablon debe estar por debajo visualmente de cualquier asset
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Quiero que las torres se sobrepongan a la tabla
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Acabo de hacer un asset llamado "tablon" quiero que lo acomodes de fondo en el area de recursos y en el area de torres
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Quiero que la torre aura no gire
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No quiero que la torre de aura ataque, que solo cumpla la funcion de aura
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La torre de aura no debe atacar
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Quiero que los enemigos spawneen 100 pixeles abajo
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Quiero que quites las flechas de ataque de las torres, en su lugar quiero que muevas el mismo asset de la torre ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Quiero que hagas un asset nuevo para cada una de las torres (esta sera usada para el boton y tambien para la torre misma)
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juntalas 60 pixeles mas
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Quiero que juntes todos los botones de torres 40 pixeles mas cerca ademas de hacerlos 30% mas pequeños
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Ahora quiero que añadas 2 torres: 1. Torre Aura (Apoyo) Función Principal: Torre de soporte que potencia a las torres aliadas. No inflige daño directo a los enemigos. Costo de Construcción Inicial: 70 Oro Costo de Mejora (Cristales): Nivel 1 al 2: 70 Cristales Nivel 2 al 3: 140 Cristales Nivel 3 al 4: 280 Cristales Nivel 4 al 5: 560 Cristales Nivel 5 al 6: 245 Cristales (70 x 3.5) Parámetros por Nivel (L1 a L6): | Nivel | Vel. Disparo (Frames / SPS) | Rango (Aura - Celdas / Píxeles) | % Buff Daño Torres Aliadas | % Buff Vel. Ataque Torres Aliadas | | :---- | :-------------------------- | :-------------------------------- | :-------------------------- | :------------------------------- | | 1 | 70 frames / 0.86 SPS | 3.5 celdas / 266 px | 5% | 10% | | 2 | 70 frames / 0.86 SPS | 4 celdas / 304 px | 8% | 13% | | 3 | 70 frames / 0.86 SPS | 4.5 celdas / 342 px | 11% | 16% | | 4 | 70 frames / 0.86 SPS | 5 celdas / 380 px | 14% | 19% | | 5 | 70 frames / 0.86 SPS | 5.5 celdas / 418 px | 17% | 22% | | 6 | 70 frames / 0.86 SPS | 6.5 celdas / 494 px | 23% | 28% | Proyectil (Visual): Orbe/destello de luz 45x45px, color Dorado (0xFFD700). Efecto Visual de Potenciación: Brillo o partículas doradas sobre las torres aliadas afectadas dentro del rango del aura. 2. Torre Arcane (Mágica / Utilidad) Función Principal: Torre de daño mágico con efectos de utilidad y control. Costo de Construcción Inicial: 60 Oro Costo de Mejora (Cristales): Nivel 1 al 2: 60 Cristales Nivel 2 al 3: 120 Cristales Nivel 3 al 4: 240 Cristales Nivel 4 al 5: 480 Cristales Nivel 5 al 6: 210 Cristales (60 x 3.5) Parámetros por Nivel (L1 a L6): | Nivel | Daño | Vel. Disparo (Frames / SPS) | Rango (Celdas / Píxeles) | Vel. Bala | Probabilidad de Aturdimiento | | :---- | :--- | :-------------------------- | :------------------------ | :-------- | :--------------------------- | | 1 | 15 | 65 frames / 0.92 SPS | 3.8 celdas / 288.8 px | 6 | N/A | | 2 | 23 | 65 frames / 0.92 SPS | 4.4 celdas / 334.4 px | 6.8 | N/A | | 3 | 31 | 65 frames / 0.92 SPS | 5 celdas / 380 px | 7.6 | 10% | | 4 | 39 | 65 frames / 0.92 SPS | 5.6 celdas / 425.6 px | 8.4 | 15% | | 5 | 47 | 65 frames / 0.92 SPS | 6.2 celdas / 471.2 px | 9.2 | 20% | | 6 | 63 | 65 frames / 0.92 SPS | 7.4 celdas / 562.4 px | 10.8 | 30% | Efectos Especiales: Nivel 1 (y superiores): Penetración: Los proyectiles atraviesan al primer enemigo y continúan hacia el siguiente en línea recta, infligiendo daño a múltiples objetivos. Nivel 3 (y superiores): Aturdimiento: Los proyectiles tienen una probabilidad de inmovilizar temporalmente a los enemigos impactados. Nivel 6 (Máximo): Cadena de Rayos: Además de los efectos anteriores, los proyectiles principales pueden generar rayos secundarios que saltan a 2 enemigos cercanos adicionales, infligiendo daño mágico a un grupo más amplio. Proyectil (Visual): Bola de energía arcana 40x40px, color Púrpura arcano (0x8A2BE2). Efectos Visuales de los Proyectiles: Penetración: Chisporroteo violeta mientras el proyectil atraviesa enemigos. Aturdimiento: Pequeñas estrellas o círculos girando alrededor de la cabeza del enemigo aturdido. Cadena de Rayos: Rayos violetas que se extienden desde el enemigo impactado hacia otros enemigos cercanos. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Si
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baja el texto de valor de cristales 5 pixeles
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Quiero que el texto de oro sea de color blanco, que el texto de las vidas tengan otro color verde menos brilloso y el texto de cristales que sea un azul mas sobrio
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Quiero que subas todo lo que tenga que ver con recursos (icono, valor y rectangulo) 10 pixeles arriba
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Acabo de crear un asset llamado "Rectangulo" quiero que lo acomodes en cada recurso como fondo (es un rectangulo que quiero utilizar de fondo para cada recurso)
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Quiero que borres las letras de "Gold" "Lives" "Crystals" y "Wood" en su lugar acabo de crear 4 assets distintos "Oro_Icono" "Vidas_Icono" "Cristales_Icono" y "Madera_Icono" quiero que acomodes estos assets en lugar de los iconos
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Quiero que restrinjas: (21;7,8,9,10,14,15,16)
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Quiero que se pueda construir en la columna 21
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Quiero que quites el "Score" y tambien toda linea de codigo que tenga que ver con el ademas de que quiero que añadas estos dos nuevos recursos: cristales y madera
/**** * 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) { // 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 (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 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); } 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) { // Show coordinates instead of hiding debug visuals self.visible = true; cellGraphics.alpha = 0; numberLabel.visible = true; numberLabel.setText(self.cell.x + "," + self.cell.y); 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; } 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 = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; 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 *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } // 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 () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 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.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 NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Use tower colors lookup table baseGraphics.tint = TOWER_COLORS[self.towerType] || TOWER_COLORS['default']; 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: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Optimized affordability check with single line self.alpha = gold >= getTowerCost(self.towerType) ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; // Use tower stats lookup table for better performance var stats = TOWER_STATS[self.id]; if (stats) { self.fireRate = stats.fireRate; self.damage = stats.damage; self.range = stats.range * CELL_SIZE; self.bulletSpeed = stats.bulletSpeed; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); // Use tower colors lookup table baseGraphics.tint = TOWER_COLORS[self.id] || TOWER_COLORS['default']; 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); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); 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; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; 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) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { // Cache trigonometric calculations var gunRotation = gunContainer.rotation; var cosRotation = Math.cos(gunRotation); var sinRotation = Math.sin(gunRotation); 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; } // Customize bullet appearance based on tower type // Use bullet config lookup table var bulletConfig = BULLET_CONFIGS[self.id]; if (bulletConfig) { 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 for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset using cached values 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(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._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(gunContainer, { x: gunContainer._restX, y: gunContainer._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; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; 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; // Use tower colors lookup table previewGraphics.tint = TOWER_COLORS[self.towerType] || TOWER_COLORS['default']; if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; 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; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.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; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; 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; 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); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 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 = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave // Create icon containers for each resource var goldContainer = new Container(); 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: 0xFFD700, weight: 800 }); goldText.anchor.set(0, 0.5); goldText.x = 20; goldContainer.addChild(goldText); var livesContainer = new Container(); 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: 0x00FF00, weight: 800 }); livesText.anchor.set(0, 0.5); livesText.x = 20; livesContainer.addChild(livesText); var crystalsContainer = new Container(); 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: 0x00FFFF, weight: 800 }); crystalsText.anchor.set(0, 0.5); crystalsText.x = 20; crystalsContainer.addChild(crystalsText); var woodContainer = new Container(); 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); var topMargin = 50; 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(towerLayer); game.addChild(enemyLayer); 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 }; // Lookup table for tower colors optimization var TOWER_COLORS = { 'default': 0xAAAAAA, 'rapid': 0x00AAFF, 'sniper': 0xFF5500, 'splash': 0x33CC00, 'slow': 0x9900FF, 'poison': 0x00FFAA }; // 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 } }; // Lookup table for bullet configurations optimization var BULLET_CONFIGS = { 'rapid': { tint: 0x00AAFF, size: 20 }, 'sniper': { tint: 0xFF5500, size: 15 }, 'splash': { tint: 0x33CC00, size: 40 }, 'slow': { tint: 0x9900FF, size: 35 }, 'poison': { tint: 0x00FFAA, size: 35 } }; function getTowerCost(towerType) { return TOWER_COSTS[towerType] || TOWER_COSTS['default']; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * TOWER_SELL_PERCENT) : totalValue; } 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 nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // 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 = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); 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; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -2313,52 +2313,93 @@
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
-var goldText = new Text2('Gold: ' + gold, {
+// Create icon containers for each resource
+var goldContainer = new Container();
+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: 0xFFD700,
weight: 800
});
-goldText.anchor.set(0.5, 0.5);
-var livesText = new Text2('Lives: ' + lives, {
+goldText.anchor.set(0, 0.5);
+goldText.x = 20;
+goldContainer.addChild(goldText);
+var livesContainer = new Container();
+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: 0x00FF00,
weight: 800
});
-livesText.anchor.set(0.5, 0.5);
-var crystalsText = new Text2('Crystals: ' + crystals, {
+livesText.anchor.set(0, 0.5);
+livesText.x = 20;
+livesContainer.addChild(livesText);
+var crystalsContainer = new Container();
+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: 0x00FFFF,
weight: 800
});
-crystalsText.anchor.set(0.5, 0.5);
-var woodText = new Text2('Wood: ' + wood, {
+crystalsText.anchor.set(0, 0.5);
+crystalsText.x = 20;
+crystalsContainer.addChild(crystalsText);
+var woodContainer = new Container();
+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(0.5, 0.5);
+woodText.anchor.set(0, 0.5);
+woodText.x = 20;
+woodContainer.addChild(woodText);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 300;
-LK.gui.top.addChild(goldText);
-LK.gui.top.addChild(livesText);
-LK.gui.top.addChild(crystalsText);
-LK.gui.top.addChild(woodText);
-livesText.x = spacing * 1.5;
-livesText.y = topMargin;
-goldText.x = -spacing * 1.5;
-goldText.y = topMargin;
-crystalsText.x = -spacing * 0.5;
-crystalsText.y = topMargin;
-woodText.x = spacing * 0.5;
-woodText.y = topMargin;
+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: ' + gold);
- livesText.setText('Lives: ' + lives);
- crystalsText.setText('Crystals: ' + crystals);
- woodText.setText('Wood: ' + wood);
+ goldText.setText(gold.toString());
+ livesText.setText(lives.toString());
+ crystalsText.setText(crystals.toString());
+ woodText.setText(wood.toString());
}
function setGold(value) {
gold = value;
updateUI();
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