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Agrégale rotación a los caminos
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Crea un objeto llamado camino, asignarles una transparencia de 0.2, haz que las torres no se puedan colocar en el
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Elimina las upgrade de dmg, alcance y carencia de disparos. Agrega 2 marcos de izquierda a derecha aprovechando lo alto de UI. Un botón de comprar. La mejora de la izquierda es dmg +1 el de la izquierda carencia de disparos +30%
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Elimina torre rápida y los otros 3 botones
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Elimina los textos de info, remplaza info menú por upgrade menú
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Remplaza los valores de damage a 1. Haz que 1 = 1 capa, 2 = 2 capas
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Cambia damage para que 1 sea 1 capa y 2 dos, etc
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Agrégale al test de enemigo vida en forma de capas, verde -> azul -> rojo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz los textos de info cortos
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Desplaza tower info text al lado izquierdo y alineación izquierda
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Reposiciona los textos creando dos columnas de dos filas debido a que total damage no se ve
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Separa los textos de stat en dos columnas en el lado izquierdo y el botón de borrar al lado derecho
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Reposiciona y aumenta de tamaño los textos de info menú para aprovechar todo el largo de UI
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Reposiciona los textos de info menú para aprovechar todo UI
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Mejora la apariencia de menú info aprovechando todo UI
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El texto de total damage no se actualiza cuando se está en el menú info
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Haz que el texto de tota daño se actualice cuando está el menú abierto
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Agrega una variable local a cada torre que muestre el daño realizado
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Haz que teste enemy ni se mueva
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Agrega un botón para eliminar torre en info torre
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Haz una función reusable para fast tower y tower así ahorrar en líneas de codigo
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Optimiza la creación de torres usando funciones reusables
/**** * 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; } };
/****
* 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;
}
};