User prompt
Remplaza el plugin tweet de el movimiento de los enemigos de un punto a otro por código frame a frame
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Elimina el plugin tweet para el movimiento de un punto a otro
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Aumenta la velocidad de los los fotogramas y haz que la de attack3 dure 2 fotogramas
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Agrega más fotogramas a la animación de ataque
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Arregla el error que hace que los enemigos al perder una capa y cambian su velocidad se saltan un punto del camino ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Soluciona el error que hace que la velocidad del enemigo se actualice cuando llega al siguiente punto del camino
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Haz que el cambio de velocidad sea más rápido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que enemig no tenga ese pequeño tiempo de mayor velocidad al perder una capa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Elimina el diley que hace que la capa mantenga la velocidad anterior por un tiempo y haz que el cambio se instantaneo
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Arregla el error que hace que los enemigos rápidos al perder una capa no cambian su velocidad ak de esa capa
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'isMoving')' in or related to this line: 'self.isMoving = false;' Line Number: 985
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Haz que los enemigos esten por separados como enemigo capa 1, capa 2, capa 3, capa 4, capa 5
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Arregla el error que hace que el enemigo amarillo y rosa al perder una capa su cara hija posee la misma velocidad que la superior
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Please fix the bug: 'ReferenceError: enemySpeed1 is not defined' in or related to this line: 'var enemySpeed = enemySpeed1; // Default to 1 layer speed' Line Number: 393
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Crea una variable local de velocidad a las capas de enemigos
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Haz que se empiece en la oleada 15
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Establece una variable local de velocidad a cada capa de enemigo
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Establece la oleada inicial como la 15
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Optimiza el código de los caminos para hacerlas mas concisas y óptimas
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Haz una función reusable compacta y optima para la creación de asset y textos
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Haz una función reusable para la creación de asset y texto así consumir menos recursos
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Optimiza el código de las oleadas ara hacerlas más concisas y optimaz
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Arregla el error que hace que las tropas veloces no tengan su velocidad correspondiente, además la muerte funciona mal con estas capas haciendo que si te excedes en daño no se destruyen si no que recuperan capas
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Arregla el error que hace que los enemigos no salgan
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Agrega un botón de x2 de velocidad en la esquina inferior derecha de gameplay. Este aumenta la velocidad de movimiento, reduce el tiempo de aparición de enemigos y tiempo entre oleadas. Aumenta la velocidad de las balas, la velocidad de disparo, reduce su tiempo de vida en 2 y el giro de la de la torre el doble. A su vez agrega un botón para velocidad normal
/**** * 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 = 800; // pixels per second self.damage = 0; self.directionX = 0; // Direction components for straight line movement self.directionY = 0; self.isAlive = true; self.hitCount = 0; // Track number of enemies hit by this bullet self.hitEnemies = []; // Track which specific enemies have been hit to prevent double-hitting // Set lifespan of 1.3 seconds using tween (with potential duration multiplier) var baseDuration = 1300; var duration = baseDuration; // Apply duration multiplier if tower reference exists and has the multiplier if (self.towerRef && self.towerRef.bulletDurationMultiplier) { duration = baseDuration * self.towerRef.bulletDurationMultiplier; } tween(self, {}, { duration: duration, onFinish: function onFinish() { if (self.parent) { self.destroy(); } } }); self.update = function () { if (!self.isAlive) { return; } // Move in straight line using direction self.x += self.directionX * self.speed * frameTime; self.y += self.directionY * self.speed * frameTime; // Check collision with all enemies, not just the original target for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; if (enemy && enemy.parent) { // Skip enemies that have already been hit by this bullet if (self.hitEnemies && self.hitEnemies.indexOf(enemy) !== -1) { continue; } // Check collision with enemy's hitbox instead of enemy center var hitbox = null; // Find the hitbox child in the enemy for (var i = 0; i < enemy.children.length; i++) { var child = enemy.children[i]; // Check by texture URL first if (child.texture && child.texture.baseTexture && child.texture.baseTexture.resource && child.texture.baseTexture.resource.url && child.texture.baseTexture.resource.url.includes('hitbox')) { hitbox = child; break; } // Check by alpha value (hitbox has alpha 0.2 when visible, 0 when invisible) if (child.alpha === 0.2 || child.alpha === 0) { // Additional check: hitbox should have width and height of 120 if (child.width === 120 && child.height === 120) { hitbox = child; break; } } } if (hitbox) { // Calculate distance to hitbox position (relative to enemy) var hitboxWorldX = enemy.x + hitbox.x; var hitboxWorldY = enemy.y + hitbox.y; var dx = hitboxWorldX - self.x; var dy = hitboxWorldY - self.y; var distanceSquared = dx * dx + dy * dy; // Use hitbox size for collision detection (hitbox is 120x120) var hitboxRadius = 60; // Half of hitbox size if (distanceSquared < hitboxRadius * hitboxRadius) { // Initialize hit enemies array if it doesn't exist if (!self.hitEnemies) { self.hitEnemies = []; } // Add this enemy to the hit list self.hitEnemies.push(enemy); // Apply damage to enemy using its takeDamage method if (enemy.takeDamage) { enemy.takeDamage(self.damage); } // Add damage to tower's total damage counter if (self.towerRef && self.towerRef.parent) { self.towerRef.totalDamage += self.damage; } // Increment hit count and check if bullet should be destroyed self.hitCount++; var towerCross = self.towerRef && self.towerRef.cross ? self.towerRef.cross : 1; if (self.hitCount >= towerCross) { // Bullet has hit the required number of enemies, destroy it self.isAlive = false; if (self.parent) { self.destroy(); } return; } // Continue to check other enemies break; } } else { // Fallback to enemy center if hitbox not found var dx = enemy.x - self.x; var dy = enemy.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 // Initialize hit enemies array if it doesn't exist if (!self.hitEnemies) { self.hitEnemies = []; } // Add this enemy to the hit list self.hitEnemies.push(enemy); // Apply damage to enemy using its takeDamage method if (enemy.takeDamage) { enemy.takeDamage(self.damage); } // Add damage to tower's total damage counter if (self.towerRef && self.towerRef.parent) { self.towerRef.totalDamage += self.damage; } // Increment hit count and check if bullet should be destroyed self.hitCount++; var towerCross = self.towerRef && self.towerRef.cross ? self.towerRef.cross : 1; if (self.hitCount >= towerCross) { // Bullet has hit the required number of enemies, destroy it self.isAlive = false; if (self.parent) { self.destroy(); } return; } // Continue to check other enemies break; } } } } }; 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 7; 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 self.cross = 1; // Initialize cross value for 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 enemiesInRange = []; // Check all enemies in the enemies array for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy && enemy.parent) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distanceSquared = dx * dx + dy * dy; if (distanceSquared <= self.rangeSquared) { enemiesInRange.push(enemy); } } } return enemiesInRange; }; // Method to shoot at target self.shoot = function (target) { var currentTime = Date.now(); if (currentTime - self.lastShotTime >= self.cadence) { // Function to create and fire a bullet var createBullet = function createBullet(angleOffset) { var bullet = new Bullet(); // Calculate current direction to target var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Predict enemy position based on distance var bulletSpeed = 800 * (self.bulletSpeedMultiplier || 1); // Apply speed multiplier if available var timeToReach = distance / bulletSpeed; // time in seconds for bullet to reach current target position // Calculate enemy movement prediction - farther enemies get more prediction (reduced) // Use local speed variables based on target's health layers var enemySpeed = enemySpeed1; // Default to 1 layer speed if (target.healthLayers && target.healthLayers.length === 2) { enemySpeed = enemySpeed2; } else if (target.healthLayers && target.healthLayers.length === 3) { enemySpeed = enemySpeed3; } else if (target.healthLayers && target.healthLayers.length === 4) { enemySpeed = enemySpeed4; } else if (target.healthLayers && target.healthLayers.length === 5) { enemySpeed = enemySpeed5; } var predictionDistance = enemySpeed * timeToReach * 0.6; // Get enemy's current movement direction var enemyDx = 0; var enemyDy = 0; if (target.currentWaypointIndex < caminoPositions.length - 1) { var nextWaypoint = caminoPositions[target.currentWaypointIndex + 1]; enemyDx = nextWaypoint.x - target.x; enemyDy = nextWaypoint.y - target.y; var enemyMoveDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy); if (enemyMoveDistance > 0) { // Normalize enemy direction enemyDx = enemyDx / enemyMoveDistance; enemyDy = enemyDy / enemyMoveDistance; } } // Calculate predicted target position var predictedX = target.x + enemyDx * predictionDistance; var predictedY = target.y + enemyDy * predictionDistance; // Calculate direction to predicted position with angle offset var predictedDx = predictedX - self.x; var predictedDy = predictedY - self.y; var baseAngle = Math.atan2(predictedDy, predictedDx); var adjustedAngle = baseAngle + angleOffset; var offsetDistance = 50; // Distance to spawn bullet ahead of tower // Spawn bullet slightly ahead in the adjusted direction bullet.x = self.x + Math.cos(adjustedAngle) * offsetDistance; bullet.y = self.y + Math.sin(adjustedAngle) * offsetDistance; // Set bullet direction for straight line movement in adjusted direction bullet.directionX = Math.cos(adjustedAngle); bullet.directionY = Math.sin(adjustedAngle); bullet.target = target; bullet.damage = self.damage; bullet.speed = bulletSpeed; // Use calculated speed with multiplier bullet.towerRef = self; // Store reference to the tower that fired this bullet // Rotate bullet to face adjusted direction bullet.rotation = adjustedAngle; self.bullets.push(bullet); game.addChild(bullet); }; createBullet(0); // Fire side bullets if multishot upgrade is active if (self.hasMultishot) { createBullet(-Math.PI / 12); // 15 degrees to the left createBullet(Math.PI / 12); // 15 degrees to the right } self.lastShotTime = currentTime; // Play bullet shooting sound LK.getSound('Balababa').play(); // Check if we already have attack sprite to avoid creating duplicates if (!self.attackSprite) { self.attackSprite = self.attachAsset('TorreinicialAttack', { anchorX: 0.5, anchorY: 0.5 }); self.attackSprite.visible = false; } if (!self.normalSprite) { self.normalSprite = towerGraphics; } // Sync attack sprite properties with current sprite self.attackSprite.rotation = towerGraphics.rotation; self.attackSprite.scaleY = towerGraphics.scaleY; self.attackSprite.x = towerGraphics.x; self.attackSprite.y = towerGraphics.y; // Instantly switch to attack sprite towerGraphics.visible = false; self.attackSprite.visible = true; towerGraphics = self.attackSprite; // Change back to normal sprite after a short delay using LK.setTimeout LK.setTimeout(function () { if (self.parent && self.attackSprite && self.normalSprite) { // Sync normal sprite properties with current attack sprite self.normalSprite.rotation = self.attackSprite.rotation; self.normalSprite.scaleY = self.attackSprite.scaleY; self.normalSprite.x = self.attackSprite.x; self.normalSprite.y = self.attackSprite.y; // Instantly switch back to normal sprite self.attackSprite.visible = false; self.normalSprite.visible = true; towerGraphics = self.normalSprite; } }, 250); } }; // 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 predicted target position for tower rotation var distance = Math.sqrt((target.x - self.x) * (target.x - self.x) + (target.y - self.y) * (target.y - self.y)); var bulletSpeed = 800; // pixels per second var timeToReach = distance / bulletSpeed; // Use local speed variables based on target's health layers var enemySpeed = enemySpeed1; // Default to 1 layer speed if (target.healthLayers && target.healthLayers.length === 2) { enemySpeed = enemySpeed2; } else if (target.healthLayers && target.healthLayers.length === 3) { enemySpeed = enemySpeed3; } else if (target.healthLayers && target.healthLayers.length === 4) { enemySpeed = enemySpeed4; } else if (target.healthLayers && target.healthLayers.length === 5) { enemySpeed = enemySpeed5; } var predictionDistance = enemySpeed * timeToReach * 0.6; // Get enemy's current movement direction var enemyDx = 0; var enemyDy = 0; if (target.currentWaypointIndex < caminoPositions.length - 1) { var nextWaypoint = caminoPositions[target.currentWaypointIndex + 1]; enemyDx = nextWaypoint.x - target.x; enemyDy = nextWaypoint.y - target.y; var enemyMoveDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy); if (enemyMoveDistance > 0) { // Normalize enemy direction enemyDx = enemyDx / enemyMoveDistance; enemyDy = enemyDy / enemyMoveDistance; } } // Calculate predicted target position var predictedX = target.x + enemyDx * predictionDistance; var predictedY = target.y + enemyDy * predictionDistance; // Calculate angle to predicted target position var dx = predictedX - self.x; var dy = predictedY - self.y; var targetAngle = Math.atan2(dy, dx); // Smooth rotation using tween animation var angleDiff = targetAngle - towerGraphics.rotation; // Normalize angle difference to shortest path while (angleDiff > Math.PI) { angleDiff -= 2 * Math.PI; } while (angleDiff < -Math.PI) { angleDiff += 2 * Math.PI; } // Only rotate if angle difference is significant (> 0.1 radians) if (Math.abs(angleDiff) > 0.1) { // Stop any existing rotation tween tween.stop(towerGraphics, { rotation: true }); // Animate rotation smoothly tween(towerGraphics, { rotation: targetAngle }, { duration: 200, easing: tween.easeOut }); } // 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(); updateTowerUpgrade(self); // Update UI with this tower's upgrade options } else { self.hideRange(); updateTowerUpgrade(null); // Clear UI when deselected } }; return self; }); } 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' }); // Initialize tower-specific properties Tower.prototype.cross = 1; // Each tower starts with cross value of 1 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(); } updateTowerUpgrade(null); // Clear tower upgrade 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 single tower creation button var towerButtons = []; var startX = 400; // Position button on the left side towerButtons.push(createTowerButton(0xffffff, startX, 2459, Tower)); // White tower (normal) // Create path objects with transparency var caminoObjects = []; // Add several camino objects to create a path var caminoPositions = [{ x: 990, y: -100, rotation: 0 }, { x: 890, y: 40, rotation: 12 }, { x: 650, y: 150, rotation: 70 }, { x: 500, y: 340, rotation: 5 }, { x: 500, y: 470, rotation: Math.PI }, { x: 550, y: 540, rotation: -Math.PI / 4 }, { x: 700, y: 620, rotation: 0 }, { x: 900, y: 620, rotation: 0 }, { x: 1100, y: 620, rotation: 0 }, { x: 1250, y: 650, rotation: -20 }, { x: 1420, y: 740, rotation: Math.PI / 4 }, { x: 1530, y: 880, rotation: Math.PI }, { x: 1510, y: 1080, rotation: -12 }, { x: 1380, y: 1210, rotation: 20 }, { x: 1180, y: 1300, rotation: 9 }, { x: 950, y: 1370, rotation: 20 }, { x: 750, y: 1480, rotation: 70 }, { x: 655, y: 1610, rotation: 0 }, { x: 610, y: 1750, rotation: 0 }, { x: 610, y: 1900, rotation: Math.PI / 2 }, { x: 610, y: 2100, rotation: 0 }]; for (var i = 0; i < caminoPositions.length; i++) { var camino = game.addChild(LK.getAsset('camino', { anchorX: 0.5, anchorY: 0.5 })); camino.x = caminoPositions[i].x; camino.y = caminoPositions[i].y; camino.rotation = caminoPositions[i].rotation; // Apply rotation from positions array camino.alpha = 0.2; // Set transparency to 0.2 caminoObjects.push(camino); } // Create end object and place it at the final waypoint var end = game.addChild(LK.getAsset('End', { anchorX: 0.5, anchorY: 0.5 })); // Position end closer to the penultimate waypoint var finalPosition = caminoPositions[caminoPositions.length - 1]; var penultimatePosition = caminoPositions[caminoPositions.length - 2]; // Calculate direction from penultimate to final waypoint var dx = finalPosition.x - penultimatePosition.x; var dy = finalPosition.y - penultimatePosition.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move end object 60% of the way from final to penultimate position var moveBackRatio = 0.6; end.x = finalPosition.x - dx * moveBackRatio; end.y = finalPosition.y - dy * moveBackRatio; var directionAngle = Math.atan2(dy, dx); end.rotation = directionAngle; end.alpha = 1.0; // Remove transparency // Wave system variables var enemies = []; // Dynamic wave generation function function generateWaveData() { var waves = []; var baseEnemyCount = 10; var baseSpawnDelay = 800; for (var i = 0; i < 15; i++) { waves.push({ enemyCount: baseEnemyCount + i * 5, spawnDelay: Math.max(220, baseSpawnDelay - i * 40), // Dynamic enemy distribution based on wave number distribution: getWaveDistribution(i) }); } return waves; } // Simplified enemy distribution logic function getWaveDistribution(waveIndex) { var distributions = [[10, 0, 0, 0, 0], // Wave 1: 10x1-layer [15, 5, 0, 0, 0], // Wave 2: 15x1-layer, 5x2-layer [15, 5, 5, 0, 0], // Wave 3: 15x1, 5x2, 5x3-layer [15, 10, 5, 0, 0], // Wave 4: 15x1, 10x2, 5x3-layer [15, 10, 10, 0, 0], // Wave 5: 15x1, 10x2, 10x3-layer [15, 15, 10, 0, 0], // Wave 6: 15x1, 15x2, 10x3-layer [15, 15, 15, 0, 0], // Wave 7: 15x1, 15x2, 15x3-layer [15, 20, 15, 0, 0], // Wave 8: 15x1, 20x2, 15x3-layer [15, 20, 20, 0, 0], // Wave 9: 15x1, 20x2, 20x3-layer [15, 25, 20, 0, 0], // Wave 10: 15x1, 25x2, 20x3-layer [15, 25, 20, 5, 0], // Wave 11: 15x1, 25x2, 20x3, 5x4-layer [15, 25, 20, 10, 0], // Wave 12: 15x1, 25x2, 20x3, 10x4-layer [15, 20, 20, 15, 5], // Wave 13: 15x1, 20x2, 20x3, 15x4, 5x5-layer [15, 20, 20, 15, 10], // Wave 14: 15x1, 20x2, 20x3, 15x4, 10x5-layer [15, 20, 20, 15, 15] // Wave 15: 15x1, 20x2, 20x3, 15x4, 15x5-layer ]; return distributions[waveIndex] || [10, 0, 0, 0, 0]; } // Optimized function to determine enemy health layers function getEnemyHealthLayers(waveIndex, enemyIndex) { var distribution = getWaveDistribution(waveIndex); var cumulative = 0; for (var layer = 0; layer < distribution.length; layer++) { cumulative += distribution[layer]; if (enemyIndex < cumulative) { return layer + 1; } } return 1; // Default to 1 layer } var waveData = generateWaveData(); var currentWaveIndex = 0; var enemiesSpawned = 0; var waveInProgress = false; var nextSpawnTime = 0; // Define global enemy speed variables for each layer var enemySpeed1 = 260; // Base speed for 1 layer var enemySpeed2 = 260 * 1.05; // 5% faster for 2 layers var enemySpeed3 = 260 * 1.1; // 10% faster for 3 layers var enemySpeed4 = 260 * 1.75; // 75% faster for 4 layers (yellow) var enemySpeed5 = 260 * 2.5; // 150% faster for 5 layers (pink) // Function to create enemy with specified health layers function createEnemy(healthLayers) { var enemy = game.addChild(LK.getAsset('Enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 })); // Add hitbox to enemy var hitboxGraphics = enemy.attachAsset('hitbox', { anchorX: 0.5, anchorY: 0.5 }); hitboxGraphics.alpha = shotHitbox ? 0.2 : 0; // Set visibility based on shotHitbox variable // Set starting position to first camino waypoint enemy.x = caminoPositions[0].x; enemy.y = caminoPositions[0].y; // Path following properties enemy.currentWaypointIndex = 0; enemy.isMoving = false; // Health system for enemy enemy.maxHealth = healthLayers; enemy.currentHealth = enemy.maxHealth; enemy.healthLayers = []; enemy.canBeDestroyed = false; // Enemy cannot be destroyed initially // Create health layers based on healthLayers parameter for (var i = 0; i < healthLayers; i++) { var colors = [0xff0000, 0x0000ff, 0x00ff00, 0xffff00, 0xff00ff]; // Red, Blue, Green, Yellow, Pink enemy.healthLayers.push({ min: i + 1, max: i + 1, color: colors[i % colors.length] }); } // Method to update enemy color based on health enemy.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 enemy.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) { // Play random enemy death sound (1 of 3) var deathSounds = ['EnemyDerrivado', 'EnemigoDerrivado2', 'EnemigoDerrivado3']; var randomSoundIndex = Math.floor(Math.random() * deathSounds.length); LK.getSound(deathSounds[randomSoundIndex]).play(); // Stop any running animations if enemy is in end animation if (this.canBeDestroyed) { tween.stop(this, { scaleX: true, scaleY: true, alpha: true }); } // Remove from enemies array for (var j = 0; j < enemies.length; j++) { if (enemies[j] === this) { enemies.splice(j, 1); break; } } // Enemy is destroyed, remove it from the game this.destroy(); } }; // Method to move to next waypoint enemy.moveToNextWaypoint = function () { if (this.isMoving) { return; } // Don't start new movement if already moving // Check if we've reached near the end of the path (start animation much earlier) if (this.currentWaypointIndex >= caminoPositions.length - 2) { // Start shrinking and fading animation much earlier (5 waypoints before the end) var self = this; this.canBeDestroyed = true; // Mark enemy as able to be destroyed during animation tween(this, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { // Check if enemy was destroyed during animation if (!self.parent) { return; // Enemy was already destroyed } // Enemy reached the end - reduce player life based on remaining health layers playerLife -= self.currentHealth; // Update life display lifeText.setText('Life: ' + playerLife); // Check if player is defeated if (playerLife <= 0) { LK.showGameOver(); return; } // Remove from enemies array for (var j = 0; j < enemies.length; j++) { if (enemies[j] === self) { enemies.splice(j, 1); break; } } // Destroy the enemy self.destroy(); } }); return; } this.currentWaypointIndex = (this.currentWaypointIndex + 1) % caminoPositions.length; var nextWaypoint = caminoPositions[this.currentWaypointIndex]; // Calculate distance for movement duration var dx = nextWaypoint.x - this.x; var dy = nextWaypoint.y - this.y; var distance = Math.sqrt(dx * dx + dy * dy); // Use local speed variables based on current health layers (not original healthLayers) var speed = enemySpeed1; // Default to 1 layer speed if (this.healthLayers.length === 2) { speed = enemySpeed2; } else if (this.healthLayers.length === 3) { speed = enemySpeed3; } else if (this.healthLayers.length === 4) { speed = enemySpeed4; } else if (this.healthLayers.length === 5) { speed = enemySpeed5; } var duration = distance / speed * 1000; // Convert to milliseconds this.isMoving = true; // Calculate rotation to face the next waypoint var angle = Math.atan2(dy, dx); // Smooth rotation using tween animation var angleDiff = angle - this.rotation; // Normalize angle difference to shortest path while (angleDiff > Math.PI) { angleDiff -= 2 * Math.PI; } while (angleDiff < -Math.PI) { angleDiff += 2 * Math.PI; } // Only rotate if angle difference is significant (> 0.1 radians) if (Math.abs(angleDiff) > 0.1) { // Stop any existing rotation tween tween.stop(this, { rotation: true }); // Animate rotation smoothly tween(this, { rotation: angle }, { duration: 800, easing: tween.easeOut }); } else { this.rotation = angle; } // Use tween for smooth movement tween(this, { x: nextWaypoint.x, y: nextWaypoint.y }, { duration: duration, easing: tween.linear, onFinish: function onFinish() { enemy.isMoving = false; // Move to next waypoint immediately without delay enemy.moveToNextWaypoint(); } }); }; // Initialize enemy color enemy.updateHealthColor(); // Start movement after a short delay LK.setTimeout(function () { enemy.moveToNextWaypoint(); }, 500); enemies.push(enemy); return enemy; } // Function to start a wave function startWave(waveIndex) { if (waveIndex >= waveData.length) { // All waves completed LK.showYouWin(); return; } currentWaveIndex = waveIndex; enemiesSpawned = 0; waveInProgress = true; nextSpawnTime = Date.now() + 2000; // Start spawning after 2 seconds currentWave = waveIndex + 1; } // Start first wave startWave(14); // Enemy is now stationary - no movement code needed // UI mode management var UI_MODE_TOWER_CREATION = 'creation'; var UI_MODE_TOWER_UPGRADE = 'upgrade'; var currentUIMode = UI_MODE_TOWER_CREATION; // UI Upgrade panel for selected tower var towerUpgradeContainer = game.addChild(new Container()); towerUpgradeContainer.x = 1024; towerUpgradeContainer.y = 2250; // Reusable upgrade system var upgradeDefinitions = { speed: { title: 'Speed +20%', cost: 75, apply: function apply(tower) { tower.cadence = Math.max(100, tower.cadence * 0.8); // Reduce cadence by 20% (faster shooting) tower.leftUpgrades = tower.leftUpgrades || 0; tower.leftUpgrades++; } }, range: { title: 'Range +25%', cost: 100, apply: function apply(tower) { tower.range = Math.floor(tower.range * 1.25); tower.rangeSquared = tower.range * tower.range; // Update visual range area if (tower.children[0]) { var areaScale = tower.range * 2 / 100; tower.children[0].scaleX = areaScale; tower.children[0].scaleY = areaScale; } tower.leftUpgrades = tower.leftUpgrades || 0; tower.leftUpgrades++; } }, multishot: { title: '2 Side Bullets', cost: 150, apply: function apply(tower) { tower.hasMultishot = true; tower.leftUpgrades = tower.leftUpgrades || 0; tower.leftUpgrades++; } }, damage: { title: 'Damage +1', cost: 50, apply: function apply(tower) { tower.damage += 1; } }, left_final: { title: 'Damage +1 +200% Attack Speed', cost: 200, apply: function apply(tower) { tower.damage += 1; tower.cadence = Math.max(50, tower.cadence * 0.33); // +200% attack speed means 3x faster (divide by 3) tower.leftUpgrades = tower.leftUpgrades || 0; tower.leftUpgrades++; } }, right1_damage: { title: 'Damage +1', cost: 50, apply: function apply(tower) { tower.damage += 1; tower.rightUpgrades = tower.rightUpgrades || 0; tower.rightUpgrades++; } }, right1_cross: { title: 'Cross +2', cost: 75, apply: function apply(tower) { tower.cross = (tower.cross || 1) + 2; // Increase this tower's cross value by 2 tower.rightUpgrades = tower.rightUpgrades || 0; tower.rightUpgrades++; } }, right1_range: { title: 'Range +30%', cost: 100, apply: function apply(tower) { tower.range = Math.floor(tower.range * 1.3); tower.rangeSquared = tower.range * tower.range; // Update visual range area if (tower.children[0]) { var areaScale = tower.range * 2 / 100; tower.children[0].scaleX = areaScale; tower.children[0].scaleY = areaScale; } tower.rightUpgrades = tower.rightUpgrades || 0; tower.rightUpgrades++; } }, right1_cross_final: { title: 'Cross +2 +30% Speed +50% Duration', cost: 125, apply: function apply(tower) { tower.cross = (tower.cross || 1) + 2; // Increase this tower's cross value by 2 tower.bulletSpeedMultiplier = 1.3; // 30% faster bullets tower.bulletDurationMultiplier = 1.5; // 50% longer bullet duration tower.rightUpgrades = tower.rightUpgrades || 0; tower.rightUpgrades++; } }, right1_ultimate: { title: '+60% Speed +6 Cross +2 Damage', cost: 300, apply: function apply(tower) { tower.bulletSpeedMultiplier = (tower.bulletSpeedMultiplier || 1) * 1.6; // +60% bullet speed tower.cross = (tower.cross || 1) + 6; // +6 Cross tower.damage += 2; // +2 damage tower.rightUpgrades = tower.rightUpgrades || 0; tower.rightUpgrades++; } }, maxed: { title: 'Buy max', cost: 999999, // Very high cost so it can't be afforded apply: function apply(tower) { // Do nothing - this upgrade can't be purchased } } }; // Function to get current left upgrade options for a tower function getLeftUpgradeOptions(tower) { if (!tower.leftUpgrades) tower.leftUpgrades = 0; if (tower.leftUpgrades === 0) { return 'speed'; } else if (tower.leftUpgrades === 1) { return 'range'; } else if (tower.leftUpgrades === 2) { return 'multishot'; } else if (tower.leftUpgrades === 3) { return 'left_final'; } return 'maxed'; // Return 'maxed' instead of null } // Function to get current right upgrade options for a tower function getRightUpgradeOptions(tower) { if (!tower.rightUpgrades) tower.rightUpgrades = 0; if (tower.rightUpgrades === 0) { return { first: 'right1_damage', second: null }; } else if (tower.rightUpgrades === 1) { return { first: 'right1_range', second: null }; } else if (tower.rightUpgrades === 2) { return { first: 'right1_cross_final', second: null }; } else if (tower.rightUpgrades === 3) { return { first: 'right1_ultimate', second: null }; } return { first: 'maxed', second: null }; } // Left upgrade frame - Damage +1 var leftUpgradeFrame = towerUpgradeContainer.addChild(LK.getAsset('UpgradeBG', { anchorX: 0.5, anchorY: 0.5 })); leftUpgradeFrame.x = -700; leftUpgradeFrame.y = 180; var leftUpgradeTitle = towerUpgradeContainer.addChild(new Text2('', { size: 60, fill: 0xFFFFFF })); leftUpgradeTitle.anchor.set(0.5, 0.5); leftUpgradeTitle.x = -700; leftUpgradeTitle.y = 0; // Right upgrade frames and titles (only 2 slots) var rightUpgradeFrame1 = towerUpgradeContainer.addChild(LK.getAsset('UpgradeBG', { anchorX: 0.5, anchorY: 0.5 })); rightUpgradeFrame1.x = 100; rightUpgradeFrame1.y = 180; var rightUpgradeTitle1 = towerUpgradeContainer.addChild(new Text2('', { size: 60, fill: 0xFFFFFF })); rightUpgradeTitle1.anchor.set(0.5, 0.5); rightUpgradeTitle1.x = 100; rightUpgradeTitle1.y = 0; var rightUpgradeFrame2 = towerUpgradeContainer.addChild(LK.getAsset('UpgradeBG', { anchorX: 0.5, anchorY: 0.5 })); rightUpgradeFrame2.x = 400; rightUpgradeFrame2.y = 180; var rightUpgradeTitle2 = towerUpgradeContainer.addChild(new Text2('', { size: 60, fill: 0xFFFFFF })); rightUpgradeTitle2.anchor.set(0.5, 0.5); rightUpgradeTitle2.x = 400; rightUpgradeTitle2.y = 0; // Store reference to currently selected tower var selectedTowerForUpgrade = 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 upgrade panel towerUpgradeContainer.visible = false; } else if (mode === UI_MODE_TOWER_UPGRADE) { // 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 upgrade panel towerUpgradeContainer.visible = true; } } // Function to create upgrade button with animation and functionality function createUpgradeButton(upgradeType, x, y, container) { var upgradeDef = upgradeDefinitions[upgradeType]; if (!upgradeDef) return null; var upgradeButton = container.addChild(LK.getAsset('uiBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.15, scaleY: 0.15 })); upgradeButton.x = x; upgradeButton.y = y; var upgradeText = container.addChild(new Text2('BUY', { size: 50, fill: 0x000000 })); upgradeText.anchor.set(0.5, 0.5); upgradeText.x = x; upgradeText.y = y; // Add click handler with animation upgradeButton.down = function (x, y, obj) { if (selectedTowerForUpgrade && playerMoney >= upgradeDef.cost && upgradeType !== 'maxed') { // Apply upgrade upgradeDef.apply(selectedTowerForUpgrade); // Deduct cost playerMoney -= upgradeDef.cost; // Animate button press effect tween(upgradeButton, { scaleX: 0.12, scaleY: 0.12 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(upgradeButton, { scaleX: 0.15, scaleY: 0.15 }, { duration: 150, easing: tween.bounceOut }); } }); // Flash button to show upgrade LK.effects.flashObject(upgradeButton, 0xFFFFFF, 300); // Refresh the upgrade display immediately after purchase updateTowerUpgrade(selectedTowerForUpgrade); } }; return { button: upgradeButton, text: upgradeText, updateDisplay: function updateDisplay() { if (upgradeType === 'maxed') { upgradeButton.alpha = 0.5; upgradeText.alpha = 0.5; upgradeText.setText('BUY MAX'); } else { var canAfford = selectedTowerForUpgrade && playerMoney >= upgradeDef.cost; upgradeButton.alpha = canAfford ? 1.0 : 0.5; upgradeText.alpha = canAfford ? 1.0 : 0.5; upgradeText.setText('BUY'); } } }; } // Function to update tower upgrade display function updateTowerUpgrade(tower) { if (tower) { // Store reference to selected tower for upgrades selectedTowerForUpgrade = tower; // Switch to tower upgrade mode when a tower is selected setUIMode(UI_MODE_TOWER_UPGRADE); // Get current upgrade options for this tower var leftOption = getLeftUpgradeOptions(tower); var rightOptions = getRightUpgradeOptions(tower); // Clean up existing upgrade buttons if (leftUpgrade && leftUpgrade.button && leftUpgrade.button.parent) { leftUpgrade.button.destroy(); leftUpgrade.text.destroy(); } if (right1Upgrade && right1Upgrade.button && right1Upgrade.button.parent) { right1Upgrade.button.destroy(); right1Upgrade.text.destroy(); } if (right2Upgrade && right2Upgrade.button && right2Upgrade.button.parent) { right2Upgrade.button.destroy(); right2Upgrade.text.destroy(); } // Create new upgrade buttons based on current tower state leftUpgrade = leftOption ? createUpgradeButton(leftOption, -700, 380, towerUpgradeContainer) : null; right1Upgrade = rightOptions.first ? createUpgradeButton(rightOptions.first, 100, 380, towerUpgradeContainer) : null; right2Upgrade = rightOptions.second ? createUpgradeButton(rightOptions.second, 400, 380, towerUpgradeContainer) : null; // Update upgrade titles - always show upgrades, even when maxed if (leftOption) { leftUpgradeTitle.setText(upgradeDefinitions[leftOption].title); leftUpgradeFrame.visible = true; leftUpgradeTitle.visible = true; } else { leftUpgradeTitle.setText(''); leftUpgradeFrame.visible = false; leftUpgradeTitle.visible = false; } if (rightOptions.first) { rightUpgradeTitle1.setText(upgradeDefinitions[rightOptions.first].title); rightUpgradeFrame1.visible = true; rightUpgradeTitle1.visible = true; } else { rightUpgradeTitle1.setText(''); rightUpgradeFrame1.visible = false; rightUpgradeTitle1.visible = false; } if (rightOptions.second) { rightUpgradeTitle2.setText(upgradeDefinitions[rightOptions.second].title); rightUpgradeFrame2.visible = true; rightUpgradeTitle2.visible = true; } else { rightUpgradeTitle2.setText(''); rightUpgradeFrame2.visible = false; rightUpgradeTitle2.visible = false; } // Update all upgrade button displays if (leftUpgrade) leftUpgrade.updateDisplay(); if (right1Upgrade) right1Upgrade.updateDisplay(); if (right2Upgrade) right2Upgrade.updateDisplay(); } else { // Clear reference to selected tower selectedTowerForUpgrade = null; // Switch back to tower creation mode when no tower is selected setUIMode(UI_MODE_TOWER_CREATION); } } // Create upgrade buttons using the reusable system var leftUpgrade = null; // Will be created dynamically var right1Upgrade = null; // Will be created dynamically var right2Upgrade = null; // Will be created dynamically // Initialize with no tower selected and tower creation mode updateTowerUpgrade(null); setUIMode(UI_MODE_TOWER_CREATION); // Add money, life and wave UI texts in the top-right corner var moneyText = new Text2('Money: 100', { size: 80, fill: 0xFFFF00 }); moneyText.anchor.set(1, 0); moneyText.x = 1900; moneyText.y = 150; game.addChild(moneyText); var lifeText = new Text2('Life: 20', { size: 80, fill: 0xFF0000 }); lifeText.anchor.set(1, 0); lifeText.x = 1900; lifeText.y = 250; game.addChild(lifeText); var waveText = new Text2('Wave: 1', { size: 80, fill: 0x00FF00 }); waveText.anchor.set(1, 0); waveText.x = 1900; waveText.y = 350; game.addChild(waveText); // Initialize game variables var playerMoney = 99999; var playerLife = 20; var currentWave = 1; var PathShow = false; // Boolean to control path visibility var vida = 20; // Player's life/health var dinero = 100; // Player's money/currency // 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 = 120; // 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; } } // Check if tower would be placed on camino path var onCamino = false; for (var i = 0; i < caminoObjects.length; i++) { var camino = caminoObjects[i]; var dx = targetX - camino.x; var dy = targetY - camino.y; var distanceSquared = dx * dx + dy * dy; // Check if tower center would overlap with camino (considering both sizes) var overlapDistance = 150; // Reasonable overlap distance if (distanceSquared < overlapDistance * overlapDistance) { onCamino = true; break; } } // Update area tint based on pointer position and tower proximity var pointerInUI = isPointInUI(puntero.x, puntero.y); var cannotPlace = pointerInUI || tooCloseToOtherTowers || onCamino; 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; } }; // Cross variable to control bullet destruction after hitting enemies - now tower-specific // var Cross = 1; // Removed global Cross, now each tower has its own cross value // Variable to control enemy hitbox visibility var shotHitbox = false; // When true, show enemy hitboxes; when false, hide them // Game update handler game.update = function () { // Update UI texts with current values moneyText.setText('Money: ' + playerMoney); lifeText.setText('Life: ' + playerLife); waveText.setText('Wave: ' + currentWave); // Update path visibility based on PathShow variable for (var i = 0; i < caminoObjects.length; i++) { if (PathShow) { caminoObjects[i].alpha = 0.1; } else { caminoObjects[i].alpha = 0; } } // Update enemy hitbox visibility based on shotHitbox variable for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy && enemy.parent) { // Find the hitbox child in the enemy for (var j = 0; j < enemy.children.length; j++) { var child = enemy.children[j]; // Check if this is a hitbox (either by texture URL or by alpha value) var isHitbox = false; if (child.texture && child.texture.baseTexture && child.texture.baseTexture.resource && child.texture.baseTexture.resource.url && child.texture.baseTexture.resource.url.includes('hitbox')) { isHitbox = true; } else if (child.alpha === 0.2 || child.alpha === 0) { // This might be a hitbox based on alpha value isHitbox = true; } if (isHitbox) { child.alpha = shotHitbox ? 0.2 : 0; break; } } } } // Wave spawning logic if (waveInProgress && currentWaveIndex < waveData.length) { var currentWaveData = waveData[currentWaveIndex]; var currentTime = Date.now(); if (currentTime >= nextSpawnTime && enemiesSpawned < currentWaveData.enemyCount) { // Determine health layers for this enemy using optimized function var healthLayers = getEnemyHealthLayers(currentWaveIndex, enemiesSpawned); // Spawn enemy createEnemy(healthLayers); enemiesSpawned++; nextSpawnTime = currentTime + currentWaveData.spawnDelay; } // Check if wave is complete if (enemiesSpawned >= currentWaveData.enemyCount && enemies.length === 0) { waveInProgress = false; // Start next wave after a delay LK.setTimeout(function () { startWave(currentWaveIndex + 1); }, 1500); // 1.5 second delay between waves (reduced from 3 seconds) } } }; // 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 = 170; // 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; } } // Check if tower would be placed on camino path if (canPlace) { for (var i = 0; i < caminoObjects.length; i++) { var camino = caminoObjects[i]; var dx = draggedTower.x - camino.x; var dy = draggedTower.y - camino.y; var distanceSquared = dx * dx + dy * dy; var overlapDistance = 170; if (distanceSquared < overlapDistance * overlapDistance) { 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
@@ -915,17 +915,17 @@
// Calculate distance for movement duration
var dx = nextWaypoint.x - this.x;
var dy = nextWaypoint.y - this.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- // Use local speed variables based on health layers
+ // Use local speed variables based on current health layers (not original healthLayers)
var speed = enemySpeed1; // Default to 1 layer speed
- if (healthLayers === 2) {
+ if (this.healthLayers.length === 2) {
speed = enemySpeed2;
- } else if (healthLayers === 3) {
+ } else if (this.healthLayers.length === 3) {
speed = enemySpeed3;
- } else if (healthLayers === 4) {
+ } else if (this.healthLayers.length === 4) {
speed = enemySpeed4;
- } else if (healthLayers === 5) {
+ } else if (this.healthLayers.length === 5) {
speed = enemySpeed5;
}
var duration = distance / speed * 1000; // Convert to milliseconds
this.isMoving = true;