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Haz que se quite la capa cuando bala toque hitbox no enemy
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Agrega un cuadrado llamado hitbox a los enemigos con una transparencia de 0.2
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Cambia el asset de enemigo
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Elimina test enemy y agrega 2 oleadas donde vendran en la primera 10 enemigos de 1 capa y en la siguiente 15 de 1 y 5 de 2
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Haz que aparezcan más rápido y aumenta un 20% la velocidad de movimiento
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Crea un sistema para asignar placas de esta manera por ej: oleada 1: capa 1: 10. Oleada 2: capa 1: 10, capa2: 5
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Agrega un waypoint de ruta más
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Agrega un camino más
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Haz LK.game de área, tower, y enemy no se superpongan sean hijos de gameplay object
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Haz que área, tower, y enemy no se superpongan a a UI haciendo que sean hijos de Gameplay
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Haz que área, tower, y enemy no se superpongan a a UI haciendo que sean hijos de Gameplay
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < towerButtons.length; i++) {' Line Number: 728
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Modifica los LK.game de los objetos para que UI este encima de la jerarquía junto a sus hijos
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Haz que cuando el enemigo llegues al final del camino se elimine y quite vida según sus capas
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Haz que la bala dispare un poco adelantado a la posición del enemigo
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Aumenta la velocidad de la bala
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Haz que la bala del slime sea línea y no persigqz agrégale una esperanza de vida de 1.3 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que el globo al romper la última capa se destruya
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Haz un clon para los slimes que este siempre detrás que tenga el asset inicial, que no ataque solo que rote y haga la animación ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Suaviza el cambio ya que hay un error donde por segundos el asset es transparente ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Haz que el Sprite de torre cambie por torreatack cuando ataque
/**** * 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; // Set lifespan of 1.3 seconds using tween tween(self, {}, { duration: 1300, 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 target if it still exists if (self.target && self.target.parent) { // 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 < self.target.children.length; i++) { if (self.target.children[i].texture && self.target.children[i].texture.baseTexture && self.target.children[i].texture.baseTexture.resource && self.target.children[i].texture.baseTexture.resource.url && self.target.children[i].texture.baseTexture.resource.url.includes('hitbox')) { hitbox = self.target.children[i]; break; } } // If no hitbox found by texture, find by alpha (hitbox has alpha 0.2) if (!hitbox) { for (var i = 0; i < self.target.children.length; i++) { if (self.target.children[i].alpha === 0.2) { hitbox = self.target.children[i]; break; } } } if (hitbox) { // Calculate distance to hitbox position (relative to enemy) var hitboxWorldX = self.target.x + hitbox.x; var hitboxWorldY = self.target.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) { // 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.isAlive = false; self.destroy(); return; } } else { // Fallback to enemy center if hitbox not found 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.isAlive = false; self.destroy(); return; } } } }; 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 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) { 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 where the enemy will be when bullet arrives var bulletSpeed = 800; // Match bullet speed from Bullet class var timeToTarget = distance / bulletSpeed; // Get enemy velocity by checking if it's moving and has a current tween var enemyVelocityX = 0; var enemyVelocityY = 0; if (target.isMoving && target.currentWaypointIndex !== undefined) { // Calculate enemy's current direction based on next waypoint var nextWaypoint = caminoPositions[(target.currentWaypointIndex + 1) % caminoPositions.length]; var enemyDx = nextWaypoint.x - target.x; var enemyDy = nextWaypoint.y - target.y; var enemyDistance = Math.sqrt(enemyDx * enemyDx + enemyDy * enemyDy); var enemySpeed = 200; // Match enemy speed from moveToNextWaypoint if (enemyDistance > 0) { enemyVelocityX = enemyDx / enemyDistance * enemySpeed; enemyVelocityY = enemyDy / enemyDistance * enemySpeed; } } // Predict enemy position var predictedX = target.x + enemyVelocityX * timeToTarget; var predictedY = target.y + enemyVelocityY * timeToTarget; // Calculate direction to predicted position var predictedDx = predictedX - self.x; var predictedDy = predictedY - self.y; var predictedDistance = Math.sqrt(predictedDx * predictedDx + predictedDy * predictedDy); var offsetDistance = 50; // Distance to spawn bullet ahead of tower // Spawn bullet slightly ahead in the direction of the predicted target bullet.x = self.x + predictedDx / predictedDistance * offsetDistance; bullet.y = self.y + predictedDy / predictedDistance * offsetDistance; // Set bullet direction for straight line movement toward predicted position bullet.directionX = predictedDx / predictedDistance; bullet.directionY = predictedDy / predictedDistance; bullet.target = target; bullet.damage = self.damage; bullet.towerRef = self; // Store reference to the tower that fired this bullet // Rotate bullet to face predicted direction bullet.rotation = Math.atan2(predictedDy, predictedDx); self.bullets.push(bullet); game.addChild(bullet); self.lastShotTime = currentTime; // Play bullet shooting sound LK.getSound('Balababa').play(); // Change to attack sprite var attackSprite = self.attachAsset('TorreinicialAttack', { anchorX: 0.5, anchorY: 0.5 }); attackSprite.rotation = towerGraphics.rotation; attackSprite.scaleY = towerGraphics.scaleY; self.removeChild(towerGraphics); towerGraphics = attackSprite; // 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, onFinish: function onFinish() { // Change back to normal sprite after attack animation var normalSprite = self.attachAsset(params.asset, { anchorX: 0.5, anchorY: 0.5 }); normalSprite.rotation = towerGraphics.rotation; normalSprite.scaleY = towerGraphics.scaleY; self.removeChild(towerGraphics); towerGraphics = normalSprite; } }); } }); } }; // 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(); 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' }); 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); } // Wave system variables var enemies = []; var waveData = [{ // Wave 1: 10 enemies with 1 layer enemyCount: 10, healthLayers: 1, spawnDelay: 1000 // 1 second between spawns }, { // Wave 2: 15 enemies with 1 layer + 5 enemies with 2 layers enemyCount: 20, healthLayers: 1, // We'll handle mixed health in spawn function spawnDelay: 800 // 0.8 seconds between spawns }]; var currentWaveIndex = 0; var enemiesSpawned = 0; var waveInProgress = false; var nextSpawnTime = 0; // 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 = 0.2; // 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 = []; // Create health layers based on healthLayers parameter for (var i = 0; i < healthLayers; i++) { var colors = [0xff0000, 0x0000ff, 0x00ff00]; // Red, Blue, Green 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) { // 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 the end of the path if (this.currentWaypointIndex === caminoPositions.length - 1) { // Enemy reached the end - reduce player life based on remaining health layers playerLife -= this.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] === this) { enemies.splice(j, 1); break; } } // Destroy the enemy this.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); var speed = 200; // pixels per second var duration = distance / speed * 1000; // Convert to milliseconds this.isMoving = true; // 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(0); // 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; var upgradeTitle = towerUpgradeContainer.addChild(new Text2('Upgrade Tower', { size: 100, fill: 0xFFFFFF })); upgradeTitle.anchor.set(0.5, 0); upgradeTitle.x = 0; upgradeTitle.y = 0; // Left upgrade frame - Damage +1 var leftUpgradeFrame = towerUpgradeContainer.addChild(LK.getAsset('uiBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.8 })); leftUpgradeFrame.x = -400; leftUpgradeFrame.y = 180; leftUpgradeFrame.tint = 0x444444; var leftUpgradeTitle = towerUpgradeContainer.addChild(new Text2('Damage +1', { size: 60, fill: 0xFFFFFF })); leftUpgradeTitle.anchor.set(0.5, 0.5); leftUpgradeTitle.x = -400; leftUpgradeTitle.y = 120; var leftUpgradeBuyButton = towerUpgradeContainer.addChild(LK.getAsset('BGbuttonTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 })); leftUpgradeBuyButton.x = -400; leftUpgradeBuyButton.y = 220; leftUpgradeBuyButton.tint = 0x00FF00; var leftUpgradeBuyText = towerUpgradeContainer.addChild(new Text2('BUY', { size: 50, fill: 0x000000 })); leftUpgradeBuyText.anchor.set(0.5, 0.5); leftUpgradeBuyText.x = -400; leftUpgradeBuyText.y = 220; // Right upgrade frame - Fire Rate +30% var rightUpgradeFrame = towerUpgradeContainer.addChild(LK.getAsset('uiBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.8 })); rightUpgradeFrame.x = 400; rightUpgradeFrame.y = 180; rightUpgradeFrame.tint = 0x444444; var rightUpgradeTitle = towerUpgradeContainer.addChild(new Text2('Fire Rate +30%', { size: 50, fill: 0xFFFFFF })); rightUpgradeTitle.anchor.set(0.5, 0.5); rightUpgradeTitle.x = 400; rightUpgradeTitle.y = 120; var rightUpgradeBuyButton = towerUpgradeContainer.addChild(LK.getAsset('BGbuttonTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 })); rightUpgradeBuyButton.x = 400; rightUpgradeBuyButton.y = 220; rightUpgradeBuyButton.tint = 0x00FF00; var rightUpgradeBuyText = towerUpgradeContainer.addChild(new Text2('BUY', { size: 50, fill: 0x000000 })); rightUpgradeBuyText.anchor.set(0.5, 0.5); rightUpgradeBuyText.x = 400; rightUpgradeBuyText.y = 220; // 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 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); } else { // Clear reference to selected tower selectedTowerForUpgrade = null; // Switch back to tower creation mode when no tower is selected setUIMode(UI_MODE_TOWER_CREATION); } } // Left upgrade buy button click handler - Damage +1 leftUpgradeBuyButton.down = function (x, y, obj) { if (selectedTowerForUpgrade) { selectedTowerForUpgrade.damage += 1; // Flash button to show upgrade LK.effects.flashObject(leftUpgradeBuyButton, 0xFFFFFF, 300); } }; // Right upgrade buy button click handler - Fire Rate +30% rightUpgradeBuyButton.down = function (x, y, obj) { if (selectedTowerForUpgrade) { // Reduce cadence by 30% (faster shooting) selectedTowerForUpgrade.cadence = Math.max(100, Math.floor(selectedTowerForUpgrade.cadence * 0.7)); // Flash button to show upgrade LK.effects.flashObject(rightUpgradeBuyButton, 0xFFFFFF, 300); } }; // Initialize with no tower selected and tower creation mode updateTowerUpgrade(null); setUIMode(UI_MODE_TOWER_CREATION); // Add money, life and wave UI texts on the right side, centered vertically var moneyText = new Text2('Money: 100', { size: 80, fill: 0xFFFF00 }); moneyText.anchor.set(1, 0.5); moneyText.x = 1900; moneyText.y = 2350; game.addChild(moneyText); var lifeText = new Text2('Life: 20', { size: 80, fill: 0xFF0000 }); lifeText.anchor.set(1, 0.5); lifeText.x = 1900; lifeText.y = 2450; game.addChild(lifeText); var waveText = new Text2('Wave: 1', { size: 80, fill: 0x00FF00 }); waveText.anchor.set(1, 0.5); waveText.x = 1900; waveText.y = 2550; game.addChild(waveText); // Initialize game variables var playerMoney = 100; 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; } }; // 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; } } // 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 var healthLayers = 1; // Default to 1 layer if (currentWaveIndex === 1) { // Wave 2: First 15 enemies have 1 layer, last 5 have 2 layers if (enemiesSpawned >= 15) { healthLayers = 2; } } // 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); }, 3000); // 3 second delay between waves } } }; // 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
@@ -35,27 +35,71 @@
self.x += self.directionX * self.speed * frameTime;
self.y += self.directionY * self.speed * frameTime;
// Check collision with target if it still exists
if (self.target && self.target.parent) {
- 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);
+ // 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 < self.target.children.length; i++) {
+ if (self.target.children[i].texture && self.target.children[i].texture.baseTexture && self.target.children[i].texture.baseTexture.resource && self.target.children[i].texture.baseTexture.resource.url && self.target.children[i].texture.baseTexture.resource.url.includes('hitbox')) {
+ hitbox = self.target.children[i];
+ break;
}
- // Add damage to tower's total damage counter
- if (self.towerRef && self.towerRef.parent) {
- self.towerRef.totalDamage += self.damage;
+ }
+ // If no hitbox found by texture, find by alpha (hitbox has alpha 0.2)
+ if (!hitbox) {
+ for (var i = 0; i < self.target.children.length; i++) {
+ if (self.target.children[i].alpha === 0.2) {
+ hitbox = self.target.children[i];
+ break;
+ }
}
- // Remove bullet
- self.isAlive = false;
- self.destroy();
- return;
}
+ if (hitbox) {
+ // Calculate distance to hitbox position (relative to enemy)
+ var hitboxWorldX = self.target.x + hitbox.x;
+ var hitboxWorldY = self.target.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) {
+ // 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.isAlive = false;
+ self.destroy();
+ return;
+ }
+ } else {
+ // Fallback to enemy center if hitbox not found
+ 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.isAlive = false;
+ self.destroy();
+ return;
+ }
+ }
}
};
return self;
});