User prompt
Optimiza la creación de torres usando funciones reusables
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Agrega una segunda torre llamada fast tower y asignarle el botón dos
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Algo hace que el objeto gameplay desaparezca al cambiar al modo info
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Arregla el error que hace y desaparezca en asset gameplay
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Elimina e texto de modo. Sí está la info de torre no están los botones, si está e modo de creación no Sta la información
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Crea dos modos para UI "Creación de torres" e "información de torre", cuando se está seleccionando una torre
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Crea dos modos "creación de torres" "información de torre" para la sección de UI
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Haz que al seleccionar una torre los componentes en la zona de UI cambian aora mostra la info de esa torre
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Haz que al seleccionar una torre los componentes en la zona de UI cambian aora mostra la info de esa torre
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Cuando se seleccione un slime el apartado UI pasa de creacion de torre a información de torre donde los botones se van y aparece información de la torre
User prompt
Cuando se seleccione un slime el apartado UI pasa de creacion de torre a información de torre donde los botones se van y aparece información de la torre
User prompt
Cuando se seleccione un slime el apartado UI pasa de creacion de torre a información de torre donde los botones se van y aparece información de la torre
User prompt
Cuando se seleccione un slime el apartado UI pasa de creacion de torre a información de torre donde los botones se van y aparece información de la torre
User prompt
Cuando se seleccione un slime el apartado UI pasa de creacion de torre a información de torre
User prompt
Cuando se seleccione un slime el apartado UI pasa de creacion de torre a información de torre donde los botones se van y aparece información de la torre
User prompt
Arregla el error que hace que desaparezca el asset de gameplay al ver la info de la torre
User prompt
Cuando se seleccione un slime el apartado UI pasa de creacion de torre a información de torre donde los botones se van y aparece información de la torre
User prompt
Haz que al estar seleccionado un slime salga un menú donde UI donde se muestra el rango, ataque y carencia de la torre
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Agrega una animación donde la torre se aplaste en el eje Y ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que se aplaste en el eje Y ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Agrega una animación donde la torre se aplasta al disparar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que el proyectil se cree un poco más adelante
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Agrega un sonido al lnza un proyectil
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Haz que el enemy teste suba y baja en un rango en bucle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('Bala', { anchorX: 0.5, anchorY: 0.5 }); self.target = null; self.speed = 600; // pixels per second self.damage = 0; self.update = function () { if (self.target && self.target.parent) { // Calculate direction to target var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distanceSquared = dx * dx + dy * dy; // If close enough to target, hit it (using squared distance to avoid sqrt) if (distanceSquared < 400) { // 20 * 20 = 400 // Remove bullet self.destroy(); return; } // Move towards target var distance = Math.sqrt(distanceSquared); var moveX = dx / distance * self.speed * frameTime; // 60 FPS var moveY = dy / distance * self.speed * frameTime; self.x += moveX; self.y += moveY; // Rotate bullet to face target self.rotation = Math.atan2(dy, dx); } else { // Target is gone, remove bullet self.destroy(); } }; return self; }); var FastTower = Container.expand(function () { var self = Container.call(this); // Tower parameters for fast tower self.damage = 15; // Lower damage than regular tower self.cadence = 400; // Faster shooting (400ms vs 1000ms) self.range = 350; // Slightly shorter range self.rangeSquared = self.range * self.range; // Cache squared range for optimization var areaGraphics = self.attachAsset('Area', { anchorX: 0.5, anchorY: 0.5 }); // Scale the area to match the tower's actual range var areaScale = self.range * 2 / 100; // Area asset is 100x100, so scale to range diameter areaGraphics.scaleX = areaScale; areaGraphics.scaleY = areaScale; areaGraphics.alpha = 0.3; areaGraphics.visible = false; // Hide range area by default var towerGraphics = self.attachAsset('torreFast', { anchorX: 0.5, anchorY: 0.5 }); // Method to show range area self.showRange = function () { areaGraphics.visible = true; }; // Method to hide range area self.hideRange = function () { areaGraphics.visible = false; }; // Tower selection state self.isSelected = false; // Tower placement state self.isPlaced = false; // Shooting properties self.lastShotTime = 0; self.bullets = []; // Method to find enemies in range self.findEnemiesInRange = function () { var enemies = []; // Check if enemyTest is in range if (enemyTest && enemyTest.parent) { var dx = enemyTest.x - self.x; var dy = enemyTest.y - self.y; var distanceSquared = dx * dx + dy * dy; if (distanceSquared <= self.rangeSquared) { enemies.push(enemyTest); } } return enemies; }; // Method to shoot at target self.shoot = function (target) { var currentTime = Date.now(); if (currentTime - self.lastShotTime >= self.cadence) { var bullet = new Bullet(); // Calculate direction to target for bullet offset var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var offsetDistance = 50; // Distance to spawn bullet ahead of tower // Spawn bullet slightly ahead in the direction of the target bullet.x = self.x + dx / distance * offsetDistance; bullet.y = self.y + dy / distance * offsetDistance; bullet.target = target; bullet.damage = self.damage; self.bullets.push(bullet); game.addChild(bullet); self.lastShotTime = currentTime; // Play bullet shooting sound LK.getSound('Balababa').play(); // Add squash animation to tower tween.stop(towerGraphics, { scaleX: true }); // Stop any existing scale tweens tween(towerGraphics, { scaleX: 0.7 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(towerGraphics, { scaleX: 1.0 }, { duration: 150, easing: tween.easeOut }); } }); } }; // Update method for tower self.update = function () { // Clean up destroyed bullets for (var i = self.bullets.length - 1; i >= 0; i--) { if (!self.bullets[i].parent) { self.bullets.splice(i, 1); } } // Only shoot if tower is placed (check cached status) if (self.isPlaced) { // Find and shoot at enemies var enemies = self.findEnemiesInRange(); if (enemies.length > 0) { var target = enemies[0]; // Calculate angle to target var dx = target.x - self.x; var dy = target.y - self.y; var targetAngle = Math.atan2(dy, dx); // Rotate tower to face target towerGraphics.rotation = targetAngle; // Flip tower horizontally if target is on the left side if (dx < 0) { towerGraphics.scaleY = -1; // Flip on Y axis when target is to the left } else { towerGraphics.scaleY = 1; // Normal orientation when target is to the right } // Shoot at the first enemy found self.shoot(target); } } }; // Handle tower selection self.down = function (x, y, obj) { // Deselect all other towers first for (var i = 0; i < placedTowers.length; i++) { if (placedTowers[i] !== self) { placedTowers[i].isSelected = false; placedTowers[i].hideRange(); } } // Toggle selection for this tower self.isSelected = !self.isSelected; if (self.isSelected) { self.showRange(); updateTowerInfo(self); // Update UI with this tower's info } else { self.hideRange(); updateTowerInfo(null); // Clear UI info when deselected } }; return self; }); var Gameplay = Container.expand(function () { var self = Container.call(this); var gameplayGraphics = self.attachAsset('gameplayBackground', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Tower = Container.expand(function () { var self = Container.call(this); // Tower parameters self.damage = 25; // Damage dealt per shot self.cadence = 1000; // Time between shots in milliseconds (1 second) self.range = 400; // Range in pixels self.rangeSquared = self.range * self.range; // Cache squared range for optimization var areaGraphics = self.attachAsset('Area', { anchorX: 0.5, anchorY: 0.5 }); // Scale the area to match the tower's actual range var areaScale = self.range * 2 / 100; // Area asset is 100x100, so scale to range diameter areaGraphics.scaleX = areaScale; areaGraphics.scaleY = areaScale; areaGraphics.alpha = 0.3; areaGraphics.visible = false; // Hide range area by default var towerGraphics = self.attachAsset('torreInicial', { anchorX: 0.5, anchorY: 0.5 }); // Method to show range area self.showRange = function () { areaGraphics.visible = true; }; // Method to hide range area self.hideRange = function () { areaGraphics.visible = false; }; // Tower selection state self.isSelected = false; // Tower placement state self.isPlaced = false; // Shooting properties self.lastShotTime = 0; self.bullets = []; // Method to find enemies in range self.findEnemiesInRange = function () { var enemies = []; // Check if enemyTest is in range if (enemyTest && enemyTest.parent) { var dx = enemyTest.x - self.x; var dy = enemyTest.y - self.y; var distanceSquared = dx * dx + dy * dy; if (distanceSquared <= self.rangeSquared) { enemies.push(enemyTest); } } return enemies; }; // Method to shoot at target self.shoot = function (target) { var currentTime = Date.now(); if (currentTime - self.lastShotTime >= self.cadence) { var bullet = new Bullet(); // Calculate direction to target for bullet offset var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var offsetDistance = 50; // Distance to spawn bullet ahead of tower // Spawn bullet slightly ahead in the direction of the target bullet.x = self.x + dx / distance * offsetDistance; bullet.y = self.y + dy / distance * offsetDistance; bullet.target = target; bullet.damage = self.damage; self.bullets.push(bullet); game.addChild(bullet); self.lastShotTime = currentTime; // Play bullet shooting sound LK.getSound('Balababa').play(); // Add squash animation to tower tween.stop(towerGraphics, { scaleX: true }); // Stop any existing scale tweens tween(towerGraphics, { scaleX: 0.7 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(towerGraphics, { scaleX: 1.0 }, { duration: 150, easing: tween.easeOut }); } }); } }; // Update method for tower self.update = function () { // Clean up destroyed bullets for (var i = self.bullets.length - 1; i >= 0; i--) { if (!self.bullets[i].parent) { self.bullets.splice(i, 1); } } // Only shoot if tower is placed (check cached status) if (self.isPlaced) { // Find and shoot at enemies var enemies = self.findEnemiesInRange(); if (enemies.length > 0) { var target = enemies[0]; // Calculate angle to target var dx = target.x - self.x; var dy = target.y - self.y; var targetAngle = Math.atan2(dy, dx); // Rotate tower to face target towerGraphics.rotation = targetAngle; // Flip tower horizontally if target is on the left side if (dx < 0) { towerGraphics.scaleY = -1; // Flip on Y axis when target is to the left } else { towerGraphics.scaleY = 1; // Normal orientation when target is to the right } // Shoot at the first enemy found self.shoot(target); } } }; // Handle tower selection self.down = function (x, y, obj) { // Deselect all other towers first for (var i = 0; i < placedTowers.length; i++) { if (placedTowers[i] !== self) { placedTowers[i].isSelected = false; placedTowers[i].hideRange(); } } // Toggle selection for this tower self.isSelected = !self.isSelected; if (self.isSelected) { self.showRange(); updateTowerInfo(self); // Update UI with this tower's info } else { self.hideRange(); updateTowerInfo(null); // Clear UI info when deselected } }; return self; }); var UI = Container.expand(function () { var self = Container.call(this); var uiGraphics = self.attachAsset('uiBackground', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var draggedTower = null; var isDragging = false; var placedTowers = []; // Track all placed towers // Cache frequently used values var gameplayBounds = null; var uiBounds = null; var frameTime = 1 / 60; // Cache frame time calculation // Reusable tower creation function that accepts tower constructor function createTowerButton(color, x, y, TowerClass) { var buttonBG = game.addChild(LK.getAsset('BGbuttonTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 })); buttonBG.x = x; buttonBG.y = y; var button = game.addChild(new TowerClass()); button.x = x; button.y = y; button.tint = color; // Store reference to button background for easy access button.buttonBG = buttonBG; button.down = function (x, y, obj) { isDragging = true; draggedTower = game.addChild(new TowerClass()); draggedTower.x = button.x; draggedTower.y = button.y; draggedTower.alpha = 0.7; draggedTower.tint = color; draggedTower.showRange(); // Show range area when dragging }; return button; } // Game down handler to deselect towers when clicking on gameplay area game.down = function (x, y, obj) { // Check if click is in gameplay area (not on UI or towers) var gameplayBounds = getGameplayBounds(); var clickInGameplay = x >= gameplayBounds.left && x <= gameplayBounds.right && y >= gameplayBounds.top && y <= gameplayBounds.bottom; if (clickInGameplay) { // Deselect all towers for (var i = 0; i < placedTowers.length; i++) { placedTowers[i].isSelected = false; placedTowers[i].hideRange(); } updateTowerInfo(null); // Clear tower info when no tower is selected } }; // Helper functions for bounds calculations function getGameplayBounds() { return { left: gameplay.x - gameplay.width / 2, right: gameplay.x + gameplay.width / 2, top: gameplay.y - gameplay.height / 2, bottom: gameplay.y + gameplay.height / 2, centerX: gameplay.x, centerY: gameplay.y }; } function getUIBounds() { return { left: ui.x - ui.width / 2, right: ui.x + ui.width / 2, top: ui.y - ui.height / 2, bottom: ui.y + ui.height / 2 }; } function isPointInUI(x, y) { var bounds = getUIBounds(); return x >= bounds.left && x <= bounds.right && y >= bounds.top && y <= bounds.bottom; } function calculateDragOffset(x, y) { var bounds = getGameplayBounds(); var distanceFromCenterX = Math.abs(x - bounds.centerX); var distanceFromCenterY = Math.abs(y - bounds.centerY); var maxDistanceX = gameplay.width / 2; var maxDistanceY = gameplay.height / 2; var normalizedDistanceX = distanceFromCenterX / maxDistanceX; var normalizedDistanceY = distanceFromCenterY / maxDistanceY; var maxOffset = 200; var offsetMagnitudeX = maxOffset * normalizedDistanceX; var offsetMagnitudeY = maxOffset * normalizedDistanceY; var offsetX = 0; var offsetY = 0; if (x >= bounds.centerX && y <= bounds.centerY) { offsetX = offsetMagnitudeX; offsetY = -offsetMagnitudeY; } else if (x <= bounds.centerX && y <= bounds.centerY) { offsetX = -offsetMagnitudeX; offsetY = -offsetMagnitudeY; } else if (x <= bounds.centerX && y >= bounds.centerY) { offsetX = -offsetMagnitudeX; offsetY = offsetMagnitudeY; } else if (x >= bounds.centerX && y >= bounds.centerY) { offsetX = offsetMagnitudeX; offsetY = offsetMagnitudeY; } return { offsetX: offsetX, offsetY: offsetY }; } // Layer management - objects are added in z-index order (bottom to top) // Background layer var gameplay = game.addChild(new Gameplay()); gameplay.x = 1024; gameplay.y = 1093; // Game objects layer (towers will be added here) // UI layer var ui = game.addChild(new UI()); ui.x = 1024; ui.y = 2459; // Create multiple tower creation buttons with different colors var towerButtons = []; var buttonSpacing = 300; // Increased spacing between buttons var startX = 300; // Starting X position towerButtons.push(createTowerButton(0xffffff, startX, 2459, Tower)); // White tower (normal) towerButtons.push(createTowerButton(0xff0000, startX + buttonSpacing, 2459, FastTower)); // Red tower (fast) towerButtons.push(createTowerButton(0x00ff00, startX + buttonSpacing * 2, 2459, Tower)); // Green tower (normal) towerButtons.push(createTowerButton(0x0000ff, startX + buttonSpacing * 3, 2459, Tower)); // Blue tower (normal) // Enemy test object in the center var enemyTest = game.addChild(LK.getAsset('Puntero', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5, color: 0xff0000 })); enemyTest.x = 1024; enemyTest.y = 1093; // Set up vertical oscillation parameters enemyTest.originalY = 1093; enemyTest.oscillationRange = 200; // Range of up/down movement enemyTest.isMovingUp = true; // Start the oscillation loop function startEnemyOscillation() { var targetY = enemyTest.isMovingUp ? enemyTest.originalY - enemyTest.oscillationRange : enemyTest.originalY + enemyTest.oscillationRange; tween(enemyTest, { y: targetY }, { duration: 2000, // 2 seconds for each direction easing: tween.easeInOut, onFinish: function onFinish() { enemyTest.isMovingUp = !enemyTest.isMovingUp; // Toggle direction startEnemyOscillation(); // Start next oscillation } }); } // Start the oscillation startEnemyOscillation(); // UI mode management var UI_MODE_TOWER_CREATION = 'creation'; var UI_MODE_TOWER_INFO = 'info'; var currentUIMode = UI_MODE_TOWER_CREATION; // UI Information panel for selected tower var towerInfoContainer = game.addChild(new Container()); towerInfoContainer.x = 1600; // Position on the right side of UI towerInfoContainer.y = 2300; // Position in UI area // Create text elements for tower information var towerInfoTitle = towerInfoContainer.addChild(new Text2('Tower Info', { size: 60, fill: 0xFFFFFF })); towerInfoTitle.anchor.set(0.5, 0); towerInfoTitle.x = 0; towerInfoTitle.y = 0; var towerDamageText = towerInfoContainer.addChild(new Text2('Damage: --', { size: 40, fill: 0xFFFF00 })); towerDamageText.anchor.set(0.5, 0); towerDamageText.x = 0; towerDamageText.y = 80; var towerCadenceText = towerInfoContainer.addChild(new Text2('Fire Rate: --', { size: 40, fill: 0x00FF00 })); towerCadenceText.anchor.set(0.5, 0); towerCadenceText.x = 0; towerCadenceText.y = 140; var towerRangeText = towerInfoContainer.addChild(new Text2('Range: --', { size: 40, fill: 0x00FFFF })); towerRangeText.anchor.set(0.5, 0); towerRangeText.x = 0; towerRangeText.y = 200; // Function to switch UI modes function setUIMode(mode) { currentUIMode = mode; if (mode === UI_MODE_TOWER_CREATION) { // Show tower creation buttons and their backgrounds for (var i = 0; i < towerButtons.length; i++) { towerButtons[i].visible = true; if (towerButtons[i].buttonBG) { towerButtons[i].buttonBG.visible = true; } } // Hide tower info panel towerInfoContainer.visible = false; } else if (mode === UI_MODE_TOWER_INFO) { // Hide tower creation buttons and their backgrounds for (var i = 0; i < towerButtons.length; i++) { towerButtons[i].visible = false; if (towerButtons[i].buttonBG) { towerButtons[i].buttonBG.visible = false; } } // Show tower info panel towerInfoContainer.visible = true; } } // Function to update tower info display function updateTowerInfo(tower) { if (tower) { towerDamageText.setText('Damage: ' + tower.damage); towerCadenceText.setText('Fire Rate: ' + (1000 / tower.cadence).toFixed(1) + '/s'); towerRangeText.setText('Range: ' + tower.range); // Switch to tower info mode when a tower is selected setUIMode(UI_MODE_TOWER_INFO); } else { towerDamageText.setText('Damage: --'); towerCadenceText.setText('Fire Rate: --'); towerRangeText.setText('Range: --'); // Switch back to tower creation mode when no tower is selected setUIMode(UI_MODE_TOWER_CREATION); } } // Initialize with no tower selected and tower creation mode updateTowerInfo(null); setUIMode(UI_MODE_TOWER_CREATION); // Top overlay layer (pointer on top of everything) var puntero = game.addChild(LK.getAsset('Puntero', { anchorX: 0.5, anchorY: 0.5 })); puntero.x = 1024; puntero.y = 1366; puntero.alpha = 0; // Game move handler for dragging game.move = function (x, y, obj) { puntero.x = x; puntero.y = y; if (isDragging && draggedTower) { var gameplayBounds = getGameplayBounds(); var uiBounds = getUIBounds(); var offset = calculateDragOffset(x, y); var targetX = x + offset.offsetX; var targetY = y + offset.offsetY; // Apply boundary constraints if (targetY > uiBounds.top) { targetY = uiBounds.top - 70; } if (targetY < gameplayBounds.top) { targetY = gameplayBounds.top + 70; } if (targetX < uiBounds.left) { targetX = uiBounds.left + 70; } if (targetX > uiBounds.right) { targetX = uiBounds.right - 70; } // Check if tower is too close to existing towers var minDistance = 200; // Minimum distance between towers var minDistanceSquared = minDistance * minDistance; var tooCloseToOtherTowers = false; for (var i = 0; i < placedTowers.length; i++) { var existingTower = placedTowers[i]; var dx = targetX - existingTower.x; var dy = targetY - existingTower.y; var distanceSquared = dx * dx + dy * dy; if (distanceSquared < minDistanceSquared) { tooCloseToOtherTowers = true; break; } } // Update area tint based on pointer position and tower proximity var pointerInUI = isPointInUI(puntero.x, puntero.y); var cannotPlace = pointerInUI || tooCloseToOtherTowers; if (cannotPlace) { // Apply red tint to area when cannot place tower if (draggedTower.children[0]) { draggedTower.children[0].tint = 0xff0000; } } else { // Remove tint from area when tower can be placed if (draggedTower.children[0]) { draggedTower.children[0].tint = 0xFFFFFF; } } // Smooth movement var smoothness = 0.15; draggedTower.x += (targetX - draggedTower.x) * smoothness; draggedTower.y += (targetY - draggedTower.y) * smoothness; } }; // Game release handler game.up = function (x, y, obj) { if (isDragging && draggedTower) { var gameplayBounds = getGameplayBounds(); var uiBounds = getUIBounds(); var pointerInUI = isPointInUI(puntero.x, puntero.y); var towerInUI = draggedTower.x >= uiBounds.left && draggedTower.x <= uiBounds.right && draggedTower.y >= uiBounds.top && draggedTower.y <= uiBounds.bottom; if (pointerInUI || towerInUI) { draggedTower.destroy(); } else if (draggedTower.x >= gameplayBounds.left && draggedTower.x <= gameplayBounds.right && draggedTower.y >= gameplayBounds.top && draggedTower.y <= gameplayBounds.bottom) { // Check if tower is too close to existing towers var minDistance = 200; // Minimum distance between towers var minDistanceSquared = minDistance * minDistance; var canPlace = true; for (var i = 0; i < placedTowers.length; i++) { var existingTower = placedTowers[i]; var dx = draggedTower.x - existingTower.x; var dy = draggedTower.y - existingTower.y; var distanceSquared = dx * dx + dy * dy; if (distanceSquared < minDistanceSquared) { canPlace = false; break; } } if (canPlace) { draggedTower.alpha = 1.0; draggedTower.tint = 0xffffff; draggedTower.hideRange(); // Hide range area when placed draggedTower.isPlaced = true; // Set placement status placedTowers.push(draggedTower); // Add to placed towers array LK.getSound('TorreColocada').play(); // Play tower placement sound } else { // Tower is too close to existing towers, destroy it draggedTower.destroy(); } } else { draggedTower.destroy(); } isDragging = false; draggedTower = null; } };
===================================================================
--- original.js
+++ change.js
@@ -360,27 +360,27 @@
// Cache frequently used values
var gameplayBounds = null;
var uiBounds = null;
var frameTime = 1 / 60; // Cache frame time calculation
-// Reusable tower creation function
-function createTowerButton(color, x, y, towerType) {
+// Reusable tower creation function that accepts tower constructor
+function createTowerButton(color, x, y, TowerClass) {
var buttonBG = game.addChild(LK.getAsset('BGbuttonTower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
}));
buttonBG.x = x;
buttonBG.y = y;
- var button = game.addChild(towerType === 'fast' ? new FastTower() : new Tower());
+ var button = game.addChild(new TowerClass());
button.x = x;
button.y = y;
button.tint = color;
// Store reference to button background for easy access
button.buttonBG = buttonBG;
button.down = function (x, y, obj) {
isDragging = true;
- draggedTower = game.addChild(towerType === 'fast' ? new FastTower() : new Tower());
+ draggedTower = game.addChild(new TowerClass());
draggedTower.x = button.x;
draggedTower.y = button.y;
draggedTower.alpha = 0.7;
draggedTower.tint = color;
@@ -469,12 +469,12 @@
// Create multiple tower creation buttons with different colors
var towerButtons = [];
var buttonSpacing = 300; // Increased spacing between buttons
var startX = 300; // Starting X position
-towerButtons.push(createTowerButton(0xffffff, startX, 2459, 'normal')); // White tower (normal)
-towerButtons.push(createTowerButton(0xff0000, startX + buttonSpacing, 2459, 'fast')); // Red tower (fast)
-towerButtons.push(createTowerButton(0x00ff00, startX + buttonSpacing * 2, 2459, 'normal')); // Green tower (normal)
-towerButtons.push(createTowerButton(0x0000ff, startX + buttonSpacing * 3, 2459, 'normal')); // Blue tower (normal)
+towerButtons.push(createTowerButton(0xffffff, startX, 2459, Tower)); // White tower (normal)
+towerButtons.push(createTowerButton(0xff0000, startX + buttonSpacing, 2459, FastTower)); // Red tower (fast)
+towerButtons.push(createTowerButton(0x00ff00, startX + buttonSpacing * 2, 2459, Tower)); // Green tower (normal)
+towerButtons.push(createTowerButton(0x0000ff, startX + buttonSpacing * 3, 2459, Tower)); // Blue tower (normal)
// Enemy test object in the center
var enemyTest = game.addChild(LK.getAsset('Puntero', {
anchorX: 0.5,
anchorY: 0.5,