User prompt
Optimiza la creación de torres usando funciones reusables
User prompt
Agrega una segunda torre llamada fast tower y asignarle el botón dos
User prompt
Algo hace que el objeto gameplay desaparezca al cambiar al modo info
User prompt
Arregla el error que hace y desaparezca en asset gameplay
User prompt
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
User prompt
Crea dos modos "creación de torres" "información de torre" para la sección de UI
User prompt
Haz que al seleccionar una torre los componentes en la zona de UI cambian aora mostra la info de esa torre
User prompt
Haz que al seleccionar una torre los componentes en la zona de UI cambian aora mostra la info de esa 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 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
User prompt
Agrega una animación donde la torre se aplaste en el eje Y ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
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
User prompt
Agrega una animación donde la torre se aplasta al disparar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el proyectil se cree un poco más adelante
User prompt
Agrega un sonido al lnza un proyectil
User prompt
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 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();
selectedTower = self;
} else {
self.hideRange();
selectedTower = null;
}
updateUI();
};
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
function createTowerButton(color, x, y) {
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 Tower());
button.x = x;
button.y = y;
button.tint = color;
button.down = function (x, y, obj) {
isDragging = true;
draggedTower = game.addChild(new Tower());
draggedTower.x = button.x;
draggedTower.y = button.y;
draggedTower.alpha = 0.7;
draggedTower.tint = color;
draggedTower.showRange(); // Show range area when dragging
};
return button;
}
// UI state management
var selectedTower = null;
var towerInfoUI = null;
// Function to update UI based on selection
function updateUI() {
if (selectedTower) {
// Hide tower creation buttons
for (var i = 0; i < towerButtons.length; i++) {
towerButtons[i].visible = false;
towerButtons[i].parent.children[towerButtons.indexOf(towerButtons[i]) * 2].visible = false; // Hide button background
}
// Show tower info UI
showTowerInfo();
} else {
// Show tower creation buttons
for (var i = 0; i < towerButtons.length; i++) {
towerButtons[i].visible = true;
towerButtons[i].parent.children[towerButtons.indexOf(towerButtons[i]) * 2].visible = true; // Show button background
}
// Hide tower info UI
hideTowerInfo();
}
}
// Function to show tower information
function showTowerInfo() {
if (!towerInfoUI) {
towerInfoUI = game.addChild(new Container());
towerInfoUI.x = ui.x;
towerInfoUI.y = ui.y;
// Tower info background
var infoBG = towerInfoUI.addChild(LK.getAsset('uiBackground', {
anchorX: 0.5,
anchorY: 0.5,
color: 0x444444
}));
// Tower info text
var infoText = towerInfoUI.addChild(new Text2('Tower Info', {
size: 60,
fill: 0xFFFFFF
}));
infoText.anchor.set(0.5, 0.5);
infoText.x = 0;
infoText.y = -150;
// Damage info
var damageText = towerInfoUI.addChild(new Text2('', {
size: 40,
fill: 0xFFFFFF
}));
damageText.anchor.set(0.5, 0.5);
damageText.x = 0;
damageText.y = -50;
// Range info
var rangeText = towerInfoUI.addChild(new Text2('', {
size: 40,
fill: 0xFFFFFF
}));
rangeText.anchor.set(0.5, 0.5);
rangeText.x = 0;
rangeText.y = 0;
// Cadence info
var cadenceText = towerInfoUI.addChild(new Text2('', {
size: 40,
fill: 0xFFFFFF
}));
cadenceText.anchor.set(0.5, 0.5);
cadenceText.x = 0;
cadenceText.y = 50;
}
if (selectedTower) {
// Update tower info text
towerInfoUI.children[2].setText('Damage: ' + selectedTower.damage);
towerInfoUI.children[3].setText('Range: ' + selectedTower.range);
towerInfoUI.children[4].setText('Cadence: ' + selectedTower.cadence / 1000 + 's');
}
towerInfoUI.visible = true;
}
// Function to hide tower information
function hideTowerInfo() {
if (towerInfoUI) {
towerInfoUI.visible = false;
}
}
// 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();
}
selectedTower = null;
updateUI();
}
};
// 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)); // White tower
towerButtons.push(createTowerButton(0xff0000, startX + buttonSpacing, 2459)); // Red tower
towerButtons.push(createTowerButton(0x00ff00, startX + buttonSpacing * 2, 2459)); // Green tower
towerButtons.push(createTowerButton(0x0000ff, startX + buttonSpacing * 3, 2459)); // Blue tower
// 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();
// 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
@@ -180,86 +180,21 @@
placedTowers[i].isSelected = false;
placedTowers[i].hideRange();
}
}
- // Hide existing info menu if any
- if (towerInfoMenu) {
- towerInfoMenu.destroy();
- towerInfoMenu = null;
- }
// Toggle selection for this tower
self.isSelected = !self.isSelected;
if (self.isSelected) {
self.showRange();
- // Create and show info menu
- towerInfoMenu = game.addChild(new TowerInfoMenu());
- towerInfoMenu.updateStats(self);
- towerInfoMenu.positionNear(self);
+ selectedTower = self;
} else {
self.hideRange();
+ selectedTower = null;
}
+ updateUI();
};
return self;
});
-var TowerInfoMenu = Container.expand(function () {
- var self = Container.call(this);
- // Background for the info menu
- var menuBackground = self.attachAsset('uiBackground', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.6,
- scaleY: 0.4
- });
- menuBackground.tint = 0x222222;
- menuBackground.alpha = 0.9;
- // Text elements for displaying tower stats
- self.rangeText = new Text2('Rango: 0', {
- size: 60,
- fill: 0xFFFFFF
- });
- self.rangeText.anchor.set(0.5, 0.5);
- self.rangeText.x = 0;
- self.rangeText.y = -60;
- self.addChild(self.rangeText);
- self.attackText = new Text2('Ataque: 0', {
- size: 60,
- fill: 0xFFFFFF
- });
- self.attackText.anchor.set(0.5, 0.5);
- self.attackText.x = 0;
- self.attackText.y = 0;
- self.addChild(self.attackText);
- self.cadenceText = new Text2('Cadencia: 0ms', {
- size: 60,
- fill: 0xFFFFFF
- });
- self.cadenceText.anchor.set(0.5, 0.5);
- self.cadenceText.x = 0;
- self.cadenceText.y = 60;
- self.addChild(self.cadenceText);
- // Method to update the displayed stats
- self.updateStats = function (tower) {
- self.rangeText.setText('Rango: ' + tower.range);
- self.attackText.setText('Ataque: ' + tower.damage);
- self.cadenceText.setText('Cadencia: ' + tower.cadence + 'ms');
- };
- // Position the menu next to the selected tower
- self.positionNear = function (tower) {
- self.x = tower.x + 300; // Position to the right of the tower
- self.y = tower.y;
- // Keep menu within screen bounds
- if (self.x > 1800) {
- self.x = tower.x - 300; // Position to the left if too far right
- }
- if (self.y < 200) {
- self.y = 200;
- }
- if (self.y > 1800) {
- self.y = 1800;
- }
- };
- return self;
-});
var UI = Container.expand(function () {
var self = Container.call(this);
var uiGraphics = self.attachAsset('uiBackground', {
anchorX: 0.5,
@@ -280,9 +215,8 @@
****/
var draggedTower = null;
var isDragging = false;
var placedTowers = []; // Track all placed towers
-var towerInfoMenu = null; // Tower info menu
// Cache frequently used values
var gameplayBounds = null;
var uiBounds = null;
var frameTime = 1 / 60; // Cache frame time calculation
@@ -310,24 +244,103 @@
draggedTower.showRange(); // Show range area when dragging
};
return button;
}
+// UI state management
+var selectedTower = null;
+var towerInfoUI = null;
+// Function to update UI based on selection
+function updateUI() {
+ if (selectedTower) {
+ // Hide tower creation buttons
+ for (var i = 0; i < towerButtons.length; i++) {
+ towerButtons[i].visible = false;
+ towerButtons[i].parent.children[towerButtons.indexOf(towerButtons[i]) * 2].visible = false; // Hide button background
+ }
+ // Show tower info UI
+ showTowerInfo();
+ } else {
+ // Show tower creation buttons
+ for (var i = 0; i < towerButtons.length; i++) {
+ towerButtons[i].visible = true;
+ towerButtons[i].parent.children[towerButtons.indexOf(towerButtons[i]) * 2].visible = true; // Show button background
+ }
+ // Hide tower info UI
+ hideTowerInfo();
+ }
+}
+// Function to show tower information
+function showTowerInfo() {
+ if (!towerInfoUI) {
+ towerInfoUI = game.addChild(new Container());
+ towerInfoUI.x = ui.x;
+ towerInfoUI.y = ui.y;
+ // Tower info background
+ var infoBG = towerInfoUI.addChild(LK.getAsset('uiBackground', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ color: 0x444444
+ }));
+ // Tower info text
+ var infoText = towerInfoUI.addChild(new Text2('Tower Info', {
+ size: 60,
+ fill: 0xFFFFFF
+ }));
+ infoText.anchor.set(0.5, 0.5);
+ infoText.x = 0;
+ infoText.y = -150;
+ // Damage info
+ var damageText = towerInfoUI.addChild(new Text2('', {
+ size: 40,
+ fill: 0xFFFFFF
+ }));
+ damageText.anchor.set(0.5, 0.5);
+ damageText.x = 0;
+ damageText.y = -50;
+ // Range info
+ var rangeText = towerInfoUI.addChild(new Text2('', {
+ size: 40,
+ fill: 0xFFFFFF
+ }));
+ rangeText.anchor.set(0.5, 0.5);
+ rangeText.x = 0;
+ rangeText.y = 0;
+ // Cadence info
+ var cadenceText = towerInfoUI.addChild(new Text2('', {
+ size: 40,
+ fill: 0xFFFFFF
+ }));
+ cadenceText.anchor.set(0.5, 0.5);
+ cadenceText.x = 0;
+ cadenceText.y = 50;
+ }
+ if (selectedTower) {
+ // Update tower info text
+ towerInfoUI.children[2].setText('Damage: ' + selectedTower.damage);
+ towerInfoUI.children[3].setText('Range: ' + selectedTower.range);
+ towerInfoUI.children[4].setText('Cadence: ' + selectedTower.cadence / 1000 + 's');
+ }
+ towerInfoUI.visible = true;
+}
+// Function to hide tower information
+function hideTowerInfo() {
+ if (towerInfoUI) {
+ towerInfoUI.visible = false;
+ }
+}
// 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) {
- // Hide info menu
- if (towerInfoMenu) {
- towerInfoMenu.destroy();
- towerInfoMenu = null;
- }
// Deselect all towers
for (var i = 0; i < placedTowers.length; i++) {
placedTowers[i].isSelected = false;
placedTowers[i].hideRange();
}
+ selectedTower = null;
+ updateUI();
}
};
// Helper functions for bounds calculations
function getGameplayBounds() {