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Agrega 16 caminos más
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Agrega 8 caminos más
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Elimina el delay entre caminos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Elimina la pausa
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Haz que enemy test se mueva suavemente de un camino a otro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que se les pueda asignar una rotación a los caminos
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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
/**** * 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 // Apply damage to enemy using its takeDamage method if (self.target.takeDamage) { self.target.takeDamage(self.damage); } // Add damage to tower's total damage counter if (self.towerRef && self.towerRef.parent) { self.towerRef.totalDamage += self.damage; } // 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; }); // Reusable tower creation function var Gameplay = Container.expand(function () { var self = Container.call(this); var gameplayGraphics = self.attachAsset('gameplayBackground', { anchorX: 0.5, anchorY: 0.5 }); 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 ****/ // Reusable tower creation function function createTowerBase(params) { return Container.expand(function () { var self = Container.call(this); // Tower parameters self.damage = params.damage; self.cadence = params.cadence; self.range = params.range; self.rangeSquared = self.range * self.range; // Cache squared range for optimization self.totalDamage = 0; // Track total damage dealt by this tower 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(params.asset, { 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; bullet.towerRef = self; // Store reference to the tower that fired this bullet 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 FastTower = createTowerBase({ damage: 1, // Lower damage than regular tower cadence: 400, // Faster shooting (400ms vs 1000ms) range: 350, // Slightly shorter range asset: 'torreFast' }); var Tower = createTowerBase({ damage: 1, // Damage dealt per shot cadence: 1000, // Time between shots in milliseconds (1 second) range: 400, // Range in pixels asset: 'torreInicial' }); 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 with health layers var enemyTest = game.addChild(LK.getAsset('Puntero', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 5, color: 0x00ff00 // Start with green })); enemyTest.x = 1024; enemyTest.y = 1093; // Health system for enemy enemyTest.maxHealth = 3; // Total health across all layers (3 layers) enemyTest.currentHealth = enemyTest.maxHealth; enemyTest.healthLayers = [{ min: 3, max: 3, color: 0x00ff00 }, // Green layer (1 HP) { min: 2, max: 2, color: 0x0000ff }, // Blue layer (1 HP) { min: 1, max: 1, color: 0xff0000 } // Red layer (1 HP) ]; // Method to update enemy color based on health enemyTest.updateHealthColor = function () { for (var i = 0; i < this.healthLayers.length; i++) { var layer = this.healthLayers[i]; if (this.currentHealth >= layer.min && this.currentHealth <= layer.max) { // Animate color transition using tween tween(this, { tint: layer.color }, { duration: 200, easing: tween.easeOut }); break; } } }; // Method to take damage enemyTest.takeDamage = function (damage) { var oldHealth = this.currentHealth; this.currentHealth = Math.max(0, this.currentHealth - damage); // Check if we crossed a layer boundary var oldLayer = -1; var newLayer = -1; for (var i = 0; i < this.healthLayers.length; i++) { var layer = this.healthLayers[i]; if (oldHealth >= layer.min && oldHealth <= layer.max) { oldLayer = i; } if (this.currentHealth >= layer.min && this.currentHealth <= layer.max) { newLayer = i; } } // Update color if we changed layers or if this is the first damage if (oldLayer !== newLayer || oldHealth === this.maxHealth) { this.updateHealthColor(); } // Check if enemy is dead if (this.currentHealth <= 0) { // Enemy is destroyed, respawn with full health this.currentHealth = this.maxHealth; this.updateHealthColor(); } }; // Initialize enemy color enemyTest.updateHealthColor(); // Enemy is now stationary - no movement code needed // 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()); // Reposiciona el panel para que esté más centrado y use más espacio horizontal towerInfoContainer.x = 1024; // Centrado horizontalmente en la UI towerInfoContainer.y = 2250; // Un poco más arriba para aprovechar el espacio // Aumenta el tamaño y el ancho de los textos, y distribúyelos en dos columnas de dos filas y el botón de borrar a la derecha var infoTextWidth = 500; // Ancho máximo para cada columna de textos var leftColX = -800; // X para columna izquierda, más a la izquierda var rightColX = -300; // X para columna derecha, también a la izquierda var rowY1 = 130; var rowY2 = 130 + 120; var towerInfoTitle = towerInfoContainer.addChild(new Text2('Tower Info', { size: 100, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 1200 })); towerInfoTitle.anchor.set(0, 0); towerInfoTitle.x = leftColX; towerInfoTitle.y = 0; // Primera columna, fila 1: Damage var towerDamageText = towerInfoContainer.addChild(new Text2('DMG: --', { size: 80, fill: 0xFFFF00, wordWrap: true, wordWrapWidth: infoTextWidth })); towerDamageText.anchor.set(0, 0); towerDamageText.x = leftColX; towerDamageText.y = rowY1; // Primera columna, fila 2: Range var towerRangeText = towerInfoContainer.addChild(new Text2('RNG: --', { size: 80, fill: 0x00FFFF, wordWrap: true, wordWrapWidth: infoTextWidth })); towerRangeText.anchor.set(0, 0); towerRangeText.x = leftColX; towerRangeText.y = rowY2; // Segunda columna, fila 1: Fire Rate var towerCadenceText = towerInfoContainer.addChild(new Text2('SPD: --', { size: 80, fill: 0x00FF00, wordWrap: true, wordWrapWidth: infoTextWidth })); towerCadenceText.anchor.set(0, 0); towerCadenceText.x = rightColX; towerCadenceText.y = rowY1; // Segunda columna, fila 2: Total Damage var towerTotalDamageText = towerInfoContainer.addChild(new Text2('TOT: --', { size: 80, fill: 0xFF00FF, wordWrap: true, wordWrapWidth: infoTextWidth })); towerTotalDamageText.anchor.set(0, 0); towerTotalDamageText.x = rightColX; towerTotalDamageText.y = rowY2; // Botón de borrar a la derecha var deleteButtonX = 650; // Más a la derecha del panel var deleteButtonY = 200; // Centrado verticalmente respecto a los textos var deleteTowerButtonBG = towerInfoContainer.addChild(LK.getAsset('BGbuttonTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.6, scaleY: 1.6 })); deleteTowerButtonBG.x = deleteButtonX; deleteTowerButtonBG.y = deleteButtonY; deleteTowerButtonBG.tint = 0xff0000; // Red background for delete button var deleteTowerButtonText = towerInfoContainer.addChild(new Text2('DELETE', { size: 80, fill: 0xFFFFFF })); deleteTowerButtonText.anchor.set(0.5, 0.5); deleteTowerButtonText.x = deleteButtonX; deleteTowerButtonText.y = deleteButtonY; // Store reference to currently selected tower for deletion var selectedTowerForDeletion = null; // 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('DMG: ' + tower.damage); towerCadenceText.setText('SPD: ' + (1000 / tower.cadence).toFixed(1) + '/s'); towerRangeText.setText('RNG: ' + tower.range); towerTotalDamageText.setText('TOT: ' + tower.totalDamage); // Store reference to selected tower for deletion selectedTowerForDeletion = tower; // Switch to tower info mode when a tower is selected setUIMode(UI_MODE_TOWER_INFO); } else { towerDamageText.setText('DMG: --'); towerCadenceText.setText('SPD: --'); towerRangeText.setText('RNG: --'); towerTotalDamageText.setText('TOT: --'); // Clear reference to selected tower selectedTowerForDeletion = null; // Switch back to tower creation mode when no tower is selected setUIMode(UI_MODE_TOWER_CREATION); } } // Delete button click handler deleteTowerButtonBG.down = function (x, y, obj) { if (selectedTowerForDeletion) { // Remove tower from placed towers array for (var i = 0; i < placedTowers.length; i++) { if (placedTowers[i] === selectedTowerForDeletion) { placedTowers.splice(i, 1); break; } } // Destroy the tower selectedTowerForDeletion.destroy(); // Clear tower info and switch back to creation mode updateTowerInfo(null); } }; // 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 update handler game.update = function () { // Update tower info display if a tower is selected and info panel is visible if (selectedTowerForDeletion && currentUIMode === UI_MODE_TOWER_INFO) { towerTotalDamageText.setText('TOT: ' + selectedTowerForDeletion.totalDamage); } }; // 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
@@ -235,9 +235,9 @@
// Slightly shorter range
asset: 'torreFast'
});
var Tower = createTowerBase({
- damage: 2,
+ damage: 1,
// Damage dealt per shot
cadence: 1000,
// Time between shots in milliseconds (1 second)
range: 400,