User prompt
Create a separate attack visual effect for the archer tower that is different from the main building’s attack effect. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase archer tower attack range from 540 to 380
User prompt
Increase the archer towers’ attack range by 3 times.
User prompt
Implement an upgrade feature that increases the main building’s attack range. The first use costs 5,000 gold. Once used, the upgrade button’s cost updates to 25,000 gold for the second use. The current price is clearly displayed on the button and updates dynamically after each purchase to reflect the new cost requirement. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Enemies in the game prioritize attacking the "glm" asset when they are nearby. Upon detecting proximity to "glm," enemies shift their focus from other targets and aggressively move toward and attack "glm." This behavior adds a strategic element where protecting or utilizing "glm" influences enemy movement and combat dynamics. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
In the game, the "glm" asset appears briefly from a random spot on the screen at the start of each wave, moving smoothly onto the screen, then retreating back off after a short duration. The animation is quick and fluid, creating a dynamic visual effect that signals the beginning of a new wave without obstructing gameplay. The movement path varies slightly each time to add visual interest. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Replace all buttons in the game UI with stylized 2D game interface elements. Each button should have a cohesive design featuring vibrant colors, smooth gradients, and subtle shadows for depth. The style is cartoonish yet polished, with rounded edges and clear icons representing their functions. Buttons should include hover and click animations for interactivity, fitting well within a fantasy or adventure game aesthetic. The overall UI should feel modern, user-friendly, and visually appealing. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
A stylized 2D game UI button representing a health bar, featuring vibrant colors with a glossy, slightly rounded rectangular shape. The bar is partially filled with a gradient from green to red indicating health levels. It has subtle shadows and highlights for depth, with a clean and modern look suitable for fantasy or adventure games. The button includes a small heart icon on the left side and a smooth animation effect when health changes. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a button above the HP regeneration button, with some spacing between them, priced at 5,000 gold. When clicked, for 5,000 gold, the main building’s attack range and its circle should double in size. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move it even higher up. HP regeneration
User prompt
Move the health regeneration button to the bottom left of the screen, above the reset button.
User prompt
Move up the health regeneration button to the bottom left of the screen, above the reset button.
User prompt
Move the health regeneration button to the bottom left of the screen, above the reset button.
User prompt
"It works on left-click, change it to right-click instead."
User prompt
"This doesn't work."
User prompt
"Set the gold amount to 10,000 when the player right-clicks on the gold text in the top-right corner of the screen."
User prompt
Add a feature that grants 10,000 gold when the middle mouse button is double-clicked.
User prompt
Add an HP regeneration button below the 10,000 gold mark that allows the character to restore health.
User prompt
Increase the main character’s durability by 5 times.
User prompt
When the character contacts an enemy, they lose 1 HP per second, and this damage rate is multiplied by 1.2 at the start of each wave.
User prompt
Replace the center background with a dungeon image.
User prompt
Remove the cannon button from the game.
User prompt
Reduce the archer tower’s HP by 50%.
User prompt
The main building's HP should be at most half the total HP of the enemies coming in that wave.
User prompt
In wave 10, a total of 30 enemies should come, including 2 bosses, with 5 enemies each.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); self.health = Math.floor(8000 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(8000 * difficultyScaling.healthMultiplier); self.speed = 0.6; self.goldValue = 100; self.currentTarget = null; self.lastX = 0; self.lastY = 0; self.dustTimer = 0; self.motionEffects = []; var graphics = self.attachAsset('boos', { anchorX: 0.5, anchorY: 1 }); // Scale boss to be larger graphics.scaleX = 1.5; graphics.scaleY = 1.5; graphics.tint = 0x800080; // Purple tint for boss // Add glowing red eyes self.redEyes = self.attachAsset('redEyes', { anchorX: 0.5, anchorY: 0.5 }); self.redEyes.y = -graphics.height * 0.8; self.redEyes.scaleX = 1.5; self.redEyes.scaleY = 1.5; // Make eyes glow with pulsing effect self.eyeGlowDirection = 1; self.eyeGlowAlpha = 0.8; self.targetX = 1024; self.targetY = 1366; self.findNearestTarget = function () { var nearestTarget = null; var shortestDistance = Infinity; // Check crystal tower var dx = crystalTower.x - self.x; var dy = crystalTower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); nearestTarget = crystalTower; shortestDistance = distance; // Check hero dx = hero.x - self.x; dy = hero.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = hero; shortestDistance = distance; } // Check towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; dx = tower.x - self.x; dy = tower.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = tower; shortestDistance = distance; } } return nearestTarget; }; self.createDustCloud = function () { var dust = LK.getAsset('dustCloud', { anchorX: 0.5, anchorY: 0.5 }); dust.x = self.x + (Math.random() - 0.5) * 30; dust.y = self.y + (Math.random() - 0.5) * 20; dust.alpha = 0.6; game.addChild(dust); // Animate dust cloud tween(dust, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: dust.y - 20 }, { duration: Math.floor(800 / gameSpeed), easing: tween.easeOut, onFinish: function onFinish() { dust.destroy(); } }); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { // Clean up motion effects for (var i = 0; i < self.motionEffects.length; i++) { self.motionEffects[i].destroy(); } var coin = new GoldCoin(); coin.x = self.x; coin.y = self.y; coin.value = self.goldValue; game.addChild(coin); goldCoins.push(coin); LK.getSound('enemyDeath').play(); enemyKills++; // Increment kill counter when boss dies killsText.setText('Enemies Killed: ' + enemyKills); // Continue wave progression after boss death and re-enable hero shooting bossActive = false; heroCanShoot = true; // Special wave advancement for wave 5 to 6 transition if (wave === 5) { wave++; enemiesInWave += 2; enemiesSpawned = 0; enemyKills = 0; // Reset kill counter for next wave killsText.setText('Enemies Killed: ' + enemyKills); // Update crystal tower HP based on new wave var calculatedHP = calculateWaveEnemyHP(); crystalTower.health = calculatedHP; crystalTower.maxHealth = calculatedHP; waveText.setText('Wave: ' + wave); } // Remove boss from enemies array for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; self.update = function () { // Store last position for motion effects self.lastX = self.x; self.lastY = self.y; // Update glowing eyes effect self.eyeGlowAlpha += self.eyeGlowDirection * 0.05 * gameSpeed; if (self.eyeGlowAlpha >= 1) { self.eyeGlowDirection = -1; } else if (self.eyeGlowAlpha <= 0.5) { self.eyeGlowDirection = 1; } self.redEyes.alpha = self.eyeGlowAlpha; // Find nearest target and charge toward it self.currentTarget = self.findNearestTarget(); var targetX = self.currentTarget.x; var targetY = self.currentTarget.y; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { // Move toward target with charging behavior var moveX = dx / distance * self.speed * gameSpeed; var moveY = dy / distance * self.speed * gameSpeed; self.x += moveX; self.y += moveY; // Create dust clouds periodically while moving self.dustTimer += gameSpeed; if (self.dustTimer >= 15) { self.createDustCloud(); self.dustTimer = 0; } } else { // Attack the target (boss deals more damage) if (self.currentTarget === crystalTower) { crystalTower.takeDamage(40); enemyAttacks++; } else if (self.currentTarget === hero) { // Flash hero red when attacked LK.effects.flashObject(hero, 0xff0000, 500); // Damage hero heroHealth -= 50; enemyAttacks++; if (heroHealth <= 0 && !heroCollapsed) { heroCollapsed = true; // Hero collapse effect tween(hero, { alpha: 0.3, scaleX: 0.8, scaleY: 0.4, rotation: Math.PI / 2 }, { duration: Math.floor(1000 / gameSpeed), easing: tween.easeOut }); // Add smoke effect var smoke = new SmokeEffect(); smoke.x = hero.x; smoke.y = hero.y; game.addChild(smoke); } } else { // Check if target is a tower for (var i = 0; i < towers.length; i++) { if (towers[i] === self.currentTarget) { self.currentTarget.takeDamage(); enemyAttacks++; break; } } } } }; return self; }); var CrystalTower = Container.expand(function () { var self = Container.call(this); self.health = 1500; self.maxHealth = 1500; self.range = 200; self.damage = 40; self.fireRate = 30; self.lastShot = 0; self.hits = 0; self.maxHits = 10; // Create magic aura for attack radius visualization self.magicAura = new MagicAura(); self.addChild(self.magicAura); // Scale aura to match tower range (range 200 = diameter 400) self.magicAura.scaleX = self.range * 2 / 400; self.magicAura.scaleY = self.range * 2 / 400; var graphics = self.attachAsset('crystalTower', { anchorX: 0.5, anchorY: 1 }); self.takeDamage = function (damage) { self.health -= damage; self.hits++; // Tower blinks red when taking damage tween(graphics, { tint: 0xff0000 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xff0000 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 150, easing: tween.easeOut }); } }); } }); } }); LK.effects.flashObject(self, 0xff0000, 500); // Add damage effects based on health percentage var healthPercent = self.health / self.maxHealth; if (healthPercent < 0.7) { // Add cracks var crack = LK.getAsset('crackEffect', { anchorX: 0.5, anchorY: 0.5 }); crack.x = self.x + (Math.random() - 0.5) * 100; crack.y = self.y - Math.random() * 150; crack.rotation = Math.random() * Math.PI; crack.alpha = 0.8; game.addChild(crack); } if (healthPercent < 0.5) { // Add smoke effects var smoke = new SmokeEffect(); smoke.x = self.x + (Math.random() - 0.5) * 80; smoke.y = self.y - 100 - Math.random() * 50; game.addChild(smoke); } if (healthPercent < 0.3) { // Add red alert glow LK.effects.flashScreen(0xff0000, 300); } if (self.health < 1) { // Create massive explosion effect for (var i = 0; i < 5; i++) { var explosion = new ExplosionEffect(); explosion.x = self.x + (Math.random() - 0.5) * 150; explosion.y = self.y - Math.random() * 200; game.addChild(explosion); } // Play destruction sound LK.getSound('towerDestroy').play(); // Flash screen red for dramatic effect LK.effects.flashScreen(0xff0000, 1500); // Game ends when main building's HP drops below 1 LK.showGameOver(); } }; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= Math.floor(self.fireRate / gameSpeed)) { var projectile = new TowerProjectile(); projectile.x = self.x; projectile.y = self.y - 60; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); towerProjectiles.push(projectile); self.lastShot = LK.ticks; // Trigger magical attack aura effect self.magicAura.showAttackPulse(); // Add magical flash effect to tower LK.effects.flashObject(graphics, 0x4169e1, 500); // Add muzzle flash var flash = new MuzzleFlash(); flash.x = self.x; flash.y = self.y - 80; game.addChild(flash); LK.getSound('towerShoot').play(); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); self.enemyType = type || 'goblin'; self.health = 100; self.maxHealth = 100; self.speed = 1; self.goldValue = 10; self.currentTarget = null; self.lastX = 0; self.lastY = 0; self.dustTimer = 0; self.motionEffects = []; if (self.enemyType === 'goblin') { self.health = Math.floor(160 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(160 * difficultyScaling.healthMultiplier); self.speed = 1.5; self.goldValue = 15; var graphics = self.attachAsset('goblin', { anchorX: 0.5, anchorY: 1 }); } else if (self.enemyType === 'troll') { self.health = Math.floor(400 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(400 * difficultyScaling.healthMultiplier); self.speed = 0.8; self.goldValue = 30; var graphics = self.attachAsset('troll', { anchorX: 0.5, anchorY: 1 }); } else if (self.enemyType === 'skeleton') { self.health = Math.floor(240 * difficultyScaling.healthMultiplier); self.maxHealth = Math.floor(240 * difficultyScaling.healthMultiplier); self.speed = 1.2 * difficultyScaling.skeletonSpeedMultiplier; self.goldValue = 20; var graphics = self.attachAsset('skeleton', { anchorX: 0.5, anchorY: 1 }); } // Add glowing red eyes self.redEyes = self.attachAsset('redEyes', { anchorX: 0.5, anchorY: 0.5 }); self.redEyes.y = -graphics.height * 0.8; // Make eyes glow with pulsing effect self.eyeGlowDirection = 1; self.eyeGlowAlpha = 0.8; self.targetX = 1024; self.targetY = 1366; self.findNearestTarget = function () { var nearestTarget = null; var shortestDistance = Infinity; // Check crystal tower var dx = crystalTower.x - self.x; var dy = crystalTower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); nearestTarget = crystalTower; shortestDistance = distance; // Check hero dx = hero.x - self.x; dy = hero.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = hero; shortestDistance = distance; } // Check towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; dx = tower.x - self.x; dy = tower.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = tower; shortestDistance = distance; } } return nearestTarget; }; self.createDustCloud = function () { var dust = LK.getAsset('dustCloud', { anchorX: 0.5, anchorY: 0.5 }); dust.x = self.x + (Math.random() - 0.5) * 30; dust.y = self.y + (Math.random() - 0.5) * 20; dust.alpha = 0.6; game.addChild(dust); // Animate dust cloud tween(dust, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: dust.y - 20 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { dust.destroy(); } }); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { // Clean up motion effects for (var i = 0; i < self.motionEffects.length; i++) { self.motionEffects[i].destroy(); } var coin = new GoldCoin(); coin.x = self.x; coin.y = self.y; coin.value = self.goldValue; game.addChild(coin); goldCoins.push(coin); LK.getSound('enemyDeath').play(); enemyKills++; // Increment kill counter when enemy dies killsText.setText('Enemies Killed: ' + enemyKills); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; self.update = function () { // Store last position for motion effects self.lastX = self.x; self.lastY = self.y; // Update glowing eyes effect self.eyeGlowAlpha += self.eyeGlowDirection * 0.05 * gameSpeed; if (self.eyeGlowAlpha >= 1) { self.eyeGlowDirection = -1; } else if (self.eyeGlowAlpha <= 0.5) { self.eyeGlowDirection = 1; } self.redEyes.alpha = self.eyeGlowAlpha; // Find nearest target and charge toward it self.currentTarget = self.findNearestTarget(); var targetX = self.currentTarget.x; var targetY = self.currentTarget.y; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { // Move toward target with charging behavior var moveX = dx / distance * self.speed * gameSpeed; var moveY = dy / distance * self.speed * gameSpeed; self.x += moveX; self.y += moveY; // Create dust clouds periodically while moving self.dustTimer += gameSpeed; if (self.dustTimer >= 15) { self.createDustCloud(); self.dustTimer = 0; } } else { // Attack the target if (self.currentTarget === crystalTower) { crystalTower.takeDamage(20); enemyAttacks++; } else if (self.currentTarget === hero) { // Flash hero red when attacked LK.effects.flashObject(hero, 0xff0000, 500); // Damage hero heroHealth -= 25; enemyAttacks++; if (heroHealth <= 0 && !heroCollapsed) { heroCollapsed = true; // Hero collapse effect tween(hero, { alpha: 0.3, scaleX: 0.8, scaleY: 0.4, rotation: Math.PI / 2 }, { duration: Math.floor(1000 / gameSpeed), easing: tween.easeOut }); // Add smoke effect var smoke = new SmokeEffect(); smoke.x = hero.x; smoke.y = hero.y; game.addChild(smoke); } } else { // Check if target is a tower for (var i = 0; i < towers.length; i++) { if (towers[i] === self.currentTarget) { self.currentTarget.takeDamage(); enemyAttacks++; break; } } } } }; return self; }); var ExplosionEffect = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.8; self.scaleX = 0.3; self.scaleY = 0.3; // Animate explosion tween(self, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var GoldCoin = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('goldCoin', { anchorX: 0.5, anchorY: 0.5 }); self.value = 10; self.collected = false; self.collect = function () { if (!self.collected) { self.collected = true; gold += self.value; goldText.setText('Gold: ' + gold); LK.getSound('coinCollect').play(); for (var i = goldCoins.length - 1; i >= 0; i--) { if (goldCoins[i] === self) { goldCoins.splice(i, 1); break; } } self.destroy(); } }; self.down = function (x, y, obj) { self.collect(); }; return self; }); var GrassPatch = Container.expand(function (grassType) { var self = Container.call(this); self.grassType = grassType || 'grassPatch'; self.swayAmount = 0.1 + Math.random() * 0.15; // Random sway intensity self.swaySpeed = 2000 + Math.random() * 1000; // Random sway duration var graphics = self.attachAsset(self.grassType, { anchorX: 0.5, anchorY: 1 }); // Start initial sway animation self.startSway = function () { var targetRotation = self.swayAmount * (Math.random() > 0.5 ? 1 : -1); tween(self, { rotation: targetRotation }, { duration: self.swaySpeed, easing: tween.easeInOut, onFinish: function onFinish() { // Reverse sway direction var reverseRotation = -targetRotation * (0.8 + Math.random() * 0.4); tween(self, { rotation: reverseRotation }, { duration: self.swaySpeed * (0.8 + Math.random() * 0.4), easing: tween.easeInOut, onFinish: function onFinish() { self.startSway(); // Continue swaying indefinitely } }); } }); }; // Start swaying with random delay to create natural effect LK.setTimeout(function () { self.startSway(); }, Math.random() * 2000); return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1 }); self.speed = 3; self.range = 450; self.damage = 35; self.fireRate = 20; self.lastShot = 0; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= Math.floor(self.fireRate / gameSpeed)) { var projectile = new HeroProjectile(); projectile.x = self.x; projectile.y = self.y - 25; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); heroProjectiles.push(projectile); self.lastShot = LK.ticks; } }; self.update = function () { // Only shoot if hero is not collapsed (dead) and is allowed to shoot if (!heroCollapsed && heroCanShoot) { var target = self.findTarget(); if (target) { self.shoot(target); } } }; return self; }); var HeroProjectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('heroProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.target = null; self.damage = 35; self.update = function () { if (!self.target || self.target.destroyed) { self.destroy(); for (var i = heroProjectiles.length - 1; i >= 0; i--) { if (heroProjectiles[i] === self) { heroProjectiles.splice(i, 1); break; } } return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.target.takeDamage(self.damage); LK.getSound('arrowImpact').play(); self.destroy(); for (var i = heroProjectiles.length - 1; i >= 0; i--) { if (heroProjectiles[i] === self) { heroProjectiles.splice(i, 1); break; } } } else { self.x += dx / distance * self.speed * gameSpeed; self.y += dy / distance * self.speed * gameSpeed; } }; return self; }); var MagicAura = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('magicAura', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.2; self.pulseDirection = 1; self.basePulse = 0.15; self.currentPulse = self.basePulse; self.update = function () { // Create pulsing effect self.currentPulse += self.pulseDirection * 0.003; if (self.currentPulse >= 0.4) { self.pulseDirection = -1; } else if (self.currentPulse <= self.basePulse) { self.pulseDirection = 1; } graphics.alpha = self.currentPulse; // Slight rotation for magical effect graphics.rotation += 0.01; }; self.showAttackPulse = function () { // Flash brighter when tower attacks tween(graphics, { alpha: 0.7, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { alpha: self.currentPulse, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); }; return self; }); var MuzzleFlash = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('muzzleFlash', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.9; self.scaleX = 0.5; self.scaleY = 0.5; // Quick flash effect tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var SmokeEffect = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('smokeCloud', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.4; self.scaleX = 0.8; self.scaleY = 0.8; // Rising smoke animation tween(self, { y: self.y - 100, scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var Tower = Container.expand(function (type) { var self = Container.call(this); self.towerType = type || 'archer'; self.range = 150; self.damage = 25; self.fireRate = 60; self.lastShot = 0; self.hits = 0; self.maxHits = 4; if (self.towerType === 'archer') { self.range = 180; self.damage = 30; self.fireRate = 45; self.maxHits = 500; var graphics = self.attachAsset('archerTower', { anchorX: 0.5, anchorY: 1 }); } else if (self.towerType === 'cannon') { self.range = 120; self.damage = 60; self.fireRate = 90; self.maxHits = 40; var graphics = self.attachAsset('cannonTower', { anchorX: 0.5, anchorY: 1 }); } self.takeDamage = function () { self.hits++; // Tower blinks red when taking damage tween(graphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 200, easing: tween.easeOut }); } }); if (self.hits === self.maxHits) { // Create explosion effect var explosion = new ExplosionEffect(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Play destruction sound LK.getSound('towerDestroy').play(); // Remove from towers array for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === self) { towers.splice(i, 1); break; } } self.destroy(); } }; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= Math.floor(self.fireRate / gameSpeed)) { var projectile = new TowerProjectile(); projectile.x = self.x; projectile.y = self.y - 40; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); towerProjectiles.push(projectile); self.lastShot = LK.ticks; LK.getSound('towerShoot').play(); // Add muzzle flash effect var flash = new MuzzleFlash(); flash.x = self.x; flash.y = self.y - 30; game.addChild(flash); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); var TowerProjectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('towerProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.target = null; self.damage = 25; self.update = function () { if (!self.target || self.target.destroyed) { self.destroy(); for (var i = towerProjectiles.length - 1; i >= 0; i--) { if (towerProjectiles[i] === self) { towerProjectiles.splice(i, 1); break; } } return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.target.takeDamage(self.damage); self.destroy(); for (var i = towerProjectiles.length - 1; i >= 0; i--) { if (towerProjectiles[i] === self) { towerProjectiles.splice(i, 1); break; } } } else { self.x += dx / distance * self.speed * gameSpeed; self.y += dy / distance * self.speed * gameSpeed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a4d1a }); /**** * Game Code ****/ var enemies = []; var towers = []; var towerProjectiles = []; var heroProjectiles = []; var goldCoins = []; var crystalTower; var hero; var gold = 100; var wave = 1; var enemiesInWave = 5; var enemySpawnTimer = 0; var minEnemiesOnField = 3; // Always maintain minimum enemies var enemiesSpawned = 0; var waveComplete = false; var draggedHero = false; var heroCollapsed = false; var heroHealth = 5000; var heroMaxHealth = 5000; var enemyAttacks = 0; var enemyKills = 0; var bossActive = false; var difficultyScaling = { healthMultiplier: 1.0, skeletonSpeedMultiplier: 1.0 }; var scalingApplied = 0; // Track which wave milestone we last applied scaling for // Control hero shooting behavior var heroCanShoot = true; // Track enemies in contact with crystal tower for continuous damage var enemiesInContact = []; var contactDamageTimer = 0; // Hero contact damage system var heroContactDamageRate = 1; // Base damage per second var heroContactDamageTimer = 0; var enemiesInContactWithHero = []; // Game speed control var gameSpeed = 1.0; var gameSpeedOptions = [1.0, 1.5, 2.0, 3.0, 5.0]; var currentSpeedIndex = 0; // Sound control var soundMuted = false; // Grass background removed - clean battlefield environment var grassPatches = []; // Function to calculate total enemy HP for current wave function calculateWaveEnemyHP() { var totalHP = 0; var regularEnemyCount = 0; var bossCount = 0; // Determine enemy composition for current wave if (wave === 5) { bossCount = 1; regularEnemyCount = 0; } else if (wave === 10) { bossCount = 2; regularEnemyCount = 28; } else if (wave === 15) { bossCount = 1; regularEnemyCount = 5 + (wave - 1) * 2; } else if (wave === 100) { bossCount = 1; // Special boss with 10000 HP regularEnemyCount = 0; totalHP += 10000; // Special boss HP return Math.floor(totalHP / 2); } else { bossCount = 0; regularEnemyCount = 5 + (wave - 1) * 2; } // Calculate boss HP if (bossCount > 0 && wave !== 100) { var bossHP = Math.floor(8000 * difficultyScaling.healthMultiplier); totalHP += bossHP * bossCount; } // Calculate regular enemy HP (mix of goblins, skeletons, trolls) if (regularEnemyCount > 0) { var avgEnemyHP = 0; if (wave < 3) { // Only goblins and skeletons avgEnemyHP = (160 + 240) / 2; // Average of goblin (160) and skeleton (240) } else { // All enemy types including trolls avgEnemyHP = (160 + 240 + 400) / 3; // Average including troll (400) } avgEnemyHP = Math.floor(avgEnemyHP * difficultyScaling.healthMultiplier); totalHP += avgEnemyHP * regularEnemyCount; } return Math.floor(totalHP / 2); } // Add dungeon background at center var dungeonBackground = LK.getAsset('dungeonBackground', { anchorX: 0.5, anchorY: 0.5 }); dungeonBackground.x = 1024; dungeonBackground.y = 1366; game.addChild(dungeonBackground); // Create crystal tower at center crystalTower = new CrystalTower(); crystalTower.x = 1024; crystalTower.y = 1366; // Set HP to half of total enemy HP for current wave var calculatedHP = calculateWaveEnemyHP(); crystalTower.health = calculatedHP; crystalTower.maxHealth = calculatedHP; game.addChild(crystalTower); // Create hero hero = new Hero(); hero.x = 900; hero.y = 1200; game.addChild(hero); // Create hero HP bar that follows hero var heroHealthBar = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); heroHealthBar.scaleX = 1.0; heroHealthBar.scaleY = 0.6; heroHealthBar.tint = 0x404040; game.addChild(heroHealthBar); var heroHealthFill = LK.getAsset('uiPanel', { anchorX: 0, anchorY: 0.5 }); heroHealthFill.scaleX = 1.0; heroHealthFill.scaleY = 0.6; heroHealthFill.tint = 0x00ff00; heroHealthBar.addChild(heroHealthFill); heroHealthFill.x = -100; heroHealthFill.y = 0; var heroHealthText = new Text2(heroHealth + '/' + heroMaxHealth, { size: 28, fill: 0xFFFFFF }); heroHealthText.anchor.set(0.5, 0.5); heroHealthBar.addChild(heroHealthText); // UI Elements var goldText = new Text2('Gold: ' + gold, { size: 40, fill: 0xFFD700 }); goldText.anchor.set(0, 0); LK.gui.topRight.addChild(goldText); goldText.x = -350; goldText.y = 20; // Add click handler to gold text to set gold to 10,000 (simplified approach) goldText.down = function (x, y, obj) { // Set gold to 10,000 on any click gold = 10000; goldText.setText('Gold: ' + gold); // Flash screen gold to show effect LK.effects.flashScreen(0xFFD700, 500); }; var killsText = new Text2('Enemies Killed: ' + enemyKills, { size: 40, fill: 0xFFFFFF }); killsText.anchor.set(0, 0); LK.gui.topRight.addChild(killsText); killsText.x = -350; killsText.y = 70; var waveText = new Text2('Wave: ' + wave, { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); LK.gui.top.addChild(waveText); waveText.x = -100; waveText.y = 50; var healthText = new Text2('Tower HP: ' + crystalTower.health, { size: 50, fill: 0x00FFFF }); healthText.anchor.set(0, 0); LK.gui.bottom.addChild(healthText); healthText.x = -150; healthText.y = -80; // Boss health bar (initially hidden) var bossHealthBar = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); bossHealthBar.scaleX = 4; bossHealthBar.scaleY = 0.5; bossHealthBar.tint = 0x800080; bossHealthBar.visible = false; LK.gui.top.addChild(bossHealthBar); bossHealthBar.x = 0; bossHealthBar.y = 100; var bossHealthFill = LK.getAsset('uiPanel', { anchorX: 0, anchorY: 0.5 }); bossHealthFill.scaleX = 4; bossHealthFill.scaleY = 0.4; bossHealthFill.tint = 0xff0000; bossHealthFill.visible = false; bossHealthBar.addChild(bossHealthFill); bossHealthFill.x = -400; bossHealthFill.y = 0; var bossHealthText = new Text2('BOSS', { size: 40, fill: 0xFFFFFF }); bossHealthText.anchor.set(0.5, 0.5); bossHealthText.visible = false; LK.gui.top.addChild(bossHealthText); bossHealthText.x = 0; bossHealthText.y = 60; // Tower placement UI var archerButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); archerButton.x = 150; archerButton.y = -150; LK.gui.bottom.addChild(archerButton); var archerText = new Text2('Archer\n50g', { size: 30, fill: 0xFFFFFF }); archerText.anchor.set(0.5, 0.5); archerButton.addChild(archerText); // Game speed button var speedButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); speedButton.x = 150; speedButton.y = -50; speedButton.scaleX = 0.8; speedButton.scaleY = 0.5; speedButton.tint = 0x4169e1; LK.gui.bottomLeft.addChild(speedButton); var speedText = new Text2('Speed: 1.0x', { size: 28, fill: 0xFFFFFF }); speedText.anchor.set(0.5, 0.5); speedButton.addChild(speedText); // Restart button var restartButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); restartButton.x = 150; restartButton.y = -200; restartButton.scaleX = 1.2; restartButton.scaleY = 0.8; restartButton.tint = 0xff4500; LK.gui.bottomLeft.addChild(restartButton); var restartText = new Text2('Restart', { size: 28, fill: 0xFFFFFF }); restartText.anchor.set(0.5, 0.5); restartButton.addChild(restartText); // Map panning state var isPanning = false; var panStartX = 0; var panStartY = 0; var panLastX = 0; var panLastY = 0; var mapOffsetX = 0; var mapOffsetY = 0; // Map expansion variables var mapBounds = { left: 0, right: 2048, top: 0, bottom: 2732 }; var mapExpansionDistance = 500; // How much to expand when character reaches edge // HP regeneration button var regenButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); regenButton.x = 150; regenButton.y = -250; regenButton.scaleX = 1.2; regenButton.scaleY = 0.8; regenButton.tint = 0x00ff00; LK.gui.bottomLeft.addChild(regenButton); var regenText = new Text2('Heal\n10000g', { size: 28, fill: 0xFFFFFF }); regenText.anchor.set(0.5, 0.5); regenButton.addChild(regenText); // HP regeneration button handler regenButton.down = function (x, y, obj) { // Check if player has enough gold if (gold >= 10000) { // Play button scale animation tween(regenButton, { scaleX: 1.4, scaleY: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(regenButton, { scaleX: 1.2, scaleY: 0.8 }, { duration: 120, easing: tween.easeOut }); } }); // Deduct gold and restore hero health gold -= 10000; heroHealth = heroMaxHealth; goldText.setText('Gold: ' + gold); // Flash hero green to show healing LK.effects.flashObject(hero, 0x00ff00, 1000); // Flash screen green for healing effect LK.effects.flashScreen(0x00ff00, 500); } }; // Wave selection buttons var waveButtons = []; var waveOptions = [1, 5, 10, 15, 20, 30, 40, 50]; for (var w = 0; w < waveOptions.length; w++) { var waveNumber = waveOptions[w]; var waveButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); waveButton.waveTarget = waveNumber; waveButton.scaleX = 0.8; waveButton.scaleY = 0.6; waveButton.tint = 0x4b0082; // Position buttons in a row at the top waveButton.x = -650 + w * 90; waveButton.y = 220; LK.gui.top.addChild(waveButton); var waveButtonText = new Text2('W' + waveNumber, { size: 24, fill: 0xFFFFFF }); waveButtonText.anchor.set(0.5, 0.5); waveButton.addChild(waveButtonText); // Add click handler for wave selection waveButton.down = function (x, y, obj) { var targetWave = this.waveTarget; // Button animation tween(this, { scaleX: 0.9, scaleY: 0.7 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(this, { scaleX: 0.8, scaleY: 0.6 }, { duration: 120, easing: tween.easeOut }); }.bind(this) }); // Jump to selected wave wave = targetWave; enemiesInWave = 5 + (wave - 1) * 2; enemiesSpawned = 0; enemyKills = 0; bossActive = false; heroCanShoot = true; // Update difficulty scaling based on wave difficultyScaling.healthMultiplier = 1.0 + (wave - 1) * 0.15; difficultyScaling.skeletonSpeedMultiplier = 1.0 + (wave - 1) * 0.08; // Update hero contact damage rate based on wave heroContactDamageRate = Math.pow(1.2, wave - 1); // Update crystal tower HP based on new wave var calculatedHP = calculateWaveEnemyHP(); crystalTower.health = calculatedHP; crystalTower.maxHealth = calculatedHP; // Clear existing enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } // Clear projectiles for (var i = towerProjectiles.length - 1; i >= 0; i--) { towerProjectiles[i].destroy(); towerProjectiles.splice(i, 1); } for (var i = heroProjectiles.length - 1; i >= 0; i--) { heroProjectiles[i].destroy(); heroProjectiles.splice(i, 1); } // Update UI waveText.setText('Wave: ' + wave); killsText.setText('Enemies Killed: ' + enemyKills); // Flash screen to indicate wave change LK.effects.flashScreen(0x4b0082, 500); }; waveButtons.push(waveButton); } // Speed button handler speedButton.down = function (x, y, obj) { // Play button scale animation tween(speedButton, { scaleX: 1.0, scaleY: 0.6 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(speedButton, { scaleX: 0.8, scaleY: 0.5 }, { duration: 120, easing: tween.easeOut }); } }); currentSpeedIndex = (currentSpeedIndex + 1) % gameSpeedOptions.length; gameSpeed = gameSpeedOptions[currentSpeedIndex]; speedText.setText('Speed: ' + gameSpeed + 'x'); // Note: Game speed functionality not available in LK engine }; // Restart button handler restartButton.down = function (x, y, obj) { // Play button scale animation tween(restartButton, { scaleX: 1.4, scaleY: 0.9 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(restartButton, { scaleX: 1.2, scaleY: 0.8 }, { duration: 120, easing: tween.easeOut }); } }); // Trigger game over state first, which will automatically reset the game LK.showGameOver(); }; // Tower placement handlers archerButton.down = function (x, y, obj) { // Play button scale animation tween(archerButton, { scaleX: 0.65, scaleY: 0.65 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(archerButton, { scaleX: 0.5, scaleY: 0.5 }, { duration: 120, easing: tween.easeOut }); } }); if (gold >= 50) { placingTowerType = 'archer'; placingTowerCost = 50; } }; var placingTowerType = null; var placingTowerCost = 0; function spawnEnemy() { var enemyTypes = ['goblin', 'goblin', 'skeleton']; if (wave >= 3) enemyTypes.push('troll'); if (wave >= 5) enemyTypes.push('troll', 'troll'); var randomType = enemyTypes[Math.floor(Math.random() * enemyTypes.length)]; var enemy = new Enemy(randomType); // Spawn from random edge using dynamic map boundaries var side = Math.floor(Math.random() * 4); if (side === 0) { // Top enemy.x = mapBounds.left + Math.random() * (mapBounds.right - mapBounds.left); enemy.y = mapBounds.top; } else if (side === 1) { // Right enemy.x = mapBounds.right; enemy.y = mapBounds.top + Math.random() * (mapBounds.bottom - mapBounds.top); } else if (side === 2) { // Bottom enemy.x = mapBounds.left + Math.random() * (mapBounds.right - mapBounds.left); enemy.y = mapBounds.bottom; } else { // Left enemy.x = mapBounds.left; enemy.y = mapBounds.top + Math.random() * (mapBounds.bottom - mapBounds.top); } game.addChild(enemy); enemies.push(enemy); enemiesSpawned++; } function expandMapIfNeeded() { var expanded = false; var edgeBuffer = 200; // Distance from edge to trigger expansion // Check if hero is near left edge if (hero.x - mapBounds.left < edgeBuffer) { mapBounds.left -= mapExpansionDistance; expanded = true; } // Check if hero is near right edge if (mapBounds.right - hero.x < edgeBuffer) { mapBounds.right += mapExpansionDistance; expanded = true; } // Check if hero is near top edge if (hero.y - mapBounds.top < edgeBuffer) { mapBounds.top -= mapExpansionDistance; expanded = true; } // Check if hero is near bottom edge if (mapBounds.bottom - hero.y < edgeBuffer) { mapBounds.bottom += mapExpansionDistance; expanded = true; } if (expanded) { // Visual feedback for map expansion LK.effects.flashScreen(0x4169e1, 300); } } function checkWaveComplete() { // Special handling for wave 5 to 6 transition - only advance when boss dies if (wave === 5) { // Wave 5 to 6 transition is handled in boss.die() method only return; } // Special handling for wave 10 - need 30 kills to advance var killsNeeded = wave === 10 ? 30 : 30; if (enemyKills >= killsNeeded) { // Start next wave after required kills wave++; // Increase all enemy HP by 10 after each wave difficultyScaling.healthMultiplier += 10 / 160; // Base goblin health is 160, so this adds roughly 10 HP // Increase hero contact damage rate by 1.2x each wave heroContactDamageRate *= 1.2; enemiesInWave += 2; enemiesSpawned = 0; enemyKills = 0; // Reset kill counter for next wave killsText.setText('Enemies Killed: ' + enemyKills); bossActive = false; // Reset boss active flag for next wave // Update crystal tower HP based on new wave var calculatedHP = calculateWaveEnemyHP(); crystalTower.health = calculatedHP; crystalTower.maxHealth = calculatedHP; // Re-enable hero shooting for wave 6 and beyond (after first boss death) if (wave >= 6) { heroCanShoot = true; } waveText.setText('Wave: ' + wave); if (wave > 100) { LK.showYouWin(); } } } game.down = function (x, y, obj) { // Check for middle mouse button to start panning if (obj.event && obj.event.button === 1) { isPanning = true; panStartX = x; panStartY = y; panLastX = x; panLastY = y; return; } if (placingTowerType) { // Check if position is valid (not too close to crystal tower or other towers) var tooClose = false; var dx = x - crystalTower.x; var dy = y - crystalTower.y; if (Math.sqrt(dx * dx + dy * dy) < 200) { tooClose = true; } for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = x - tower.x; var dy = y - tower.y; if (Math.sqrt(dx * dx + dy * dy) < 120) { tooClose = true; break; } } if (!tooClose) { var newTower = new Tower(placingTowerType); newTower.x = x; newTower.y = y; game.addChild(newTower); towers.push(newTower); gold -= placingTowerCost; goldText.setText('Gold: ' + gold); LK.getSound('towerPlace').play(); } placingTowerType = null; placingTowerCost = 0; } else { // Check if clicking on hero to start drag - expanded hitbox 4x larger than original visual area var dx = x - hero.x; var dy = y - hero.y; // Hero asset is 125x156, expand hitbox to 4x the size (500x624 total area) var heroWidth = 125 * 2; // 4x area means 2x width/height var heroHeight = 156 * 2; if (Math.abs(dx) < heroWidth / 2 && Math.abs(dy) < heroHeight / 2) { draggedHero = true; } } }; game.move = function (x, y, obj) { if (isPanning) { // Calculate pan delta var deltaX = x - panLastX; var deltaY = y - panLastY; // Update map offset mapOffsetX += deltaX; mapOffsetY += deltaY; // Apply pan offset to game container game.x = mapOffsetX; game.y = mapOffsetY; // Update last position panLastX = x; panLastY = y; } else if (draggedHero) { hero.x = x - mapOffsetX; hero.y = y - mapOffsetY; } }; game.up = function (x, y, obj) { if (isPanning) { isPanning = false; } draggedHero = false; }; game.update = function () { // Determine boss spawn requirements based on wave var shouldSpawnBoss = false; var bossCount = 0; var shouldSpawnRegularEnemies = true; if (wave === 5 && !bossActive && enemiesSpawned === 0) { shouldSpawnBoss = true; bossCount = 1; shouldSpawnRegularEnemies = false; // Only boss on wave 5 } else if (wave === 10 && !bossActive && enemiesSpawned === 0) { shouldSpawnBoss = true; bossCount = 2; shouldSpawnRegularEnemies = true; // Bosses plus regular enemies on wave 10 } else if (wave === 15 && !bossActive && enemiesSpawned === 0) { shouldSpawnBoss = true; bossCount = 1; // One boss plus regular enemies shouldSpawnRegularEnemies = true; // Both bosses and regular enemies } else if (wave === 100 && !bossActive && enemiesSpawned === 0) { // Special wave 100: spawn main character as boss shouldSpawnBoss = true; bossCount = 1; shouldSpawnRegularEnemies = false; } if (shouldSpawnBoss) { for (var bossIndex = 0; bossIndex < bossCount; bossIndex++) { var boss; if (wave === 100) { // Create main character as enemy with 10,000 HP boss = new Boss(); boss.health = 10000; boss.maxHealth = 10000; boss.goldValue = 1000; // Make it look like the hero boss.removeChild(boss.attachedAssets[0]); // Remove boss graphics var heroGraphics = boss.attachAsset('hero', { anchorX: 0.5, anchorY: 1 }); heroGraphics.tint = 0x800000; // Dark red tint to show it's evil heroGraphics.scaleX = 2; // Make it larger heroGraphics.scaleY = 2; } else { boss = new Boss(); } // Spawn from random edge using dynamic map boundaries var side = Math.floor(Math.random() * 4); if (side === 0) { // Top boss.x = mapBounds.left + Math.random() * (mapBounds.right - mapBounds.left); boss.y = mapBounds.top; } else if (side === 1) { // Right boss.x = mapBounds.right; boss.y = mapBounds.top + Math.random() * (mapBounds.bottom - mapBounds.top); } else if (side === 2) { // Bottom boss.x = mapBounds.left + Math.random() * (mapBounds.right - mapBounds.left); boss.y = mapBounds.bottom; } else { // Left boss.x = mapBounds.left; boss.y = mapBounds.top + Math.random() * (mapBounds.bottom - mapBounds.top); } game.addChild(boss); enemies.push(boss); enemiesSpawned++; // Count boss as spawned enemy } bossActive = true; // Flash screen to indicate boss spawn LK.effects.flashScreen(0x800080, 1000); // Increase difficulty scaling after each boss round difficultyScaling.healthMultiplier += 0.15; // 15% health increase per round difficultyScaling.skeletonSpeedMultiplier += 0.08; // 8% speed increase for skeletons per round } // Spawn regular enemies continuously - always keep enemies on the field // Only spawn regular enemies if it's not a boss-only wave (5) or if it's a mixed wave (10, 15) var shouldSpawnRegularNow = true; if (wave === 5 && !bossActive) { shouldSpawnRegularNow = false; // Don't spawn regular enemies on boss-only wave 5 before boss spawns } else if (wave === 5 && bossActive) { shouldSpawnRegularNow = false; // Don't spawn regular enemies on boss-only wave 5 after boss spawns } // Set proper enemy count for wave 10 var currentWaveEnemyLimit = enemiesInWave; if (wave === 10) { currentWaveEnemyLimit = 30; // Total of 30 enemies including 2 bosses } if (shouldSpawnRegularNow && (enemiesSpawned < currentWaveEnemyLimit || enemies.length < 3)) { enemySpawnTimer += gameSpeed; if (enemySpawnTimer >= 60) { // Spawn every 1 second for continuous pressure spawnEnemy(); enemySpawnTimer = 0; } } // Update health display healthText.setText('Tower HP: ' + crystalTower.health); // Update boss health bar var currentBoss = null; for (var i = 0; i < enemies.length; i++) { if (enemies[i].health === undefined || enemies[i].maxHealth === undefined) continue; if (enemies[i].maxHealth >= 800) { // Boss has 800+ max health currentBoss = enemies[i]; break; } } if (currentBoss && bossActive) { bossHealthBar.visible = true; bossHealthFill.visible = true; bossHealthText.visible = true; var healthPercent = currentBoss.health / currentBoss.maxHealth; bossHealthFill.scaleX = 4 * healthPercent; bossHealthText.setText('BOSS - ' + currentBoss.health + '/' + currentBoss.maxHealth); } else { bossHealthBar.visible = false; bossHealthFill.visible = false; bossHealthText.visible = false; } // Check for wave 10 boss death logic - if one boss dies, kill the other if (wave === 10 && bossActive) { var aliveBosses = []; for (var i = 0; i < enemies.length; i++) { if (enemies[i].maxHealth >= 800) { aliveBosses.push(enemies[i]); } } // If we had 2 bosses but now only have 1, kill the remaining boss if (aliveBosses.length === 1) { aliveBosses[0].die(); } } // Check for enemies in contact with crystal tower for continuous damage var currentEnemiesInContact = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - crystalTower.x; var dy = enemy.y - crystalTower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 80) { // Contact threshold currentEnemiesInContact.push(enemy); } } // Apply contact damage every second (60 ticks) contactDamageTimer += gameSpeed; if (contactDamageTimer >= 60 && currentEnemiesInContact.length > 0) { crystalTower.takeDamage(2 * currentEnemiesInContact.length); contactDamageTimer = 0; } // Update enemies in contact array enemiesInContact = currentEnemiesInContact; // Check for enemies in contact with hero for continuous damage var currentEnemiesInContactWithHero = []; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - hero.x; var dy = enemy.y - hero.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 60) { // Contact threshold for hero currentEnemiesInContactWithHero.push(enemy); } } // Apply hero contact damage every second (60 ticks) heroContactDamageTimer += gameSpeed; if (heroContactDamageTimer >= 60 && currentEnemiesInContactWithHero.length > 0 && !heroCollapsed) { var damageAmount = Math.floor(heroContactDamageRate * currentEnemiesInContactWithHero.length); heroHealth -= damageAmount; // Flash hero red when taking contact damage LK.effects.flashObject(hero, 0xff0000, 300); heroContactDamageTimer = 0; } // Update enemies in contact with hero array enemiesInContactWithHero = currentEnemiesInContactWithHero; // Check for hero collecting coins for (var i = goldCoins.length - 1; i >= 0; i--) { var coin = goldCoins[i]; var dx = coin.x - hero.x; var dy = coin.y - hero.y; if (Math.sqrt(dx * dx + dy * dy) < 40) { coin.collect(); } } // Add random battlefield explosions during intense moments if (enemies.length > 8 && LK.ticks % Math.max(1, Math.floor(180 / gameSpeed)) === 0) { var explosion = new ExplosionEffect(); explosion.x = mapBounds.left + 200 + Math.random() * (mapBounds.right - mapBounds.left - 400); explosion.y = mapBounds.top + 200 + Math.random() * (mapBounds.bottom - mapBounds.top - 400); game.addChild(explosion); } // Add red alert glow when tower health is critical if (crystalTower.health < crystalTower.maxHealth * 0.2 && LK.ticks % Math.max(1, Math.floor(60 / gameSpeed)) === 0) { LK.effects.flashScreen(0x8b0000, 200); } // Check for map expansion based on hero position expandMapIfNeeded(); // Start background music on loop LK.playMusic('med'); // Check if hero HP drops below 1 for game over if (heroHealth < 1) { LK.showGameOver(); } // Update hero HP bar position to follow hero heroHealthBar.x = hero.x; heroHealthBar.y = hero.y + 40; // Position below hero // Update hero HP bar display var heroHealthPercent = Math.max(0, heroHealth) / heroMaxHealth; heroHealthFill.scaleX = 1.0 * heroHealthPercent; heroHealthText.setText(Math.max(0, heroHealth) + '/' + heroMaxHealth); // Change HP bar color based on health if (heroHealthPercent > 0.6) { heroHealthFill.tint = 0x00ff00; // Green } else if (heroHealthPercent > 0.3) { heroHealthFill.tint = 0xffff00; // Yellow } else { heroHealthFill.tint = 0xff0000; // Red } // Power scaling every 5 waves if (wave > 0 && wave % 5 === 0) { // Check if we haven't already applied scaling for this wave milestone if (!scalingApplied || scalingApplied < wave) { // Increase hero attack power hero.damage *= 1.2; // 20% increase each 5 waves // Multiply crystal tower HP and attack by 5 crystalTower.health = Math.floor(crystalTower.health * 5); crystalTower.maxHealth = Math.floor(crystalTower.maxHealth * 5); crystalTower.damage = Math.floor(crystalTower.damage * 5); // Multiply all existing towers' damage by 5 for (var i = 0; i < towers.length; i++) { towers[i].damage = Math.floor(towers[i].damage * 5); } scalingApplied = wave; } } checkWaveComplete(); }; // Override LK.getSound to respect mute state var originalGetSound = LK.getSound; LK.getSound = function (soundId) { var sound = originalGetSound(soundId); var originalPlay = sound.play; sound.play = function () { if (!soundMuted) { originalPlay.call(sound); } }; return sound; };
===================================================================
--- original.js
+++ change.js
@@ -1257,9 +1257,9 @@
anchorX: 0.5,
anchorY: 0.5
});
regenButton.x = 150;
-regenButton.y = -150;
+regenButton.y = -250;
regenButton.scaleX = 1.2;
regenButton.scaleY = 0.8;
regenButton.tint = 0x00ff00;
LK.gui.bottomLeft.addChild(regenButton);
izometric cannon tower. In-Game asset. 2d. High contrast. No shadows. izometric
archerTower. In-Game asset. 2d. High contrast. No shadows
goblin. In-Game asset. 2d. High contrast. No shadows
goldCoin. In-Game asset. 2d. High contrast. No shadows
Archer hero. In-Game asset. 2d. High contrast. No shadows
skeleton. In-Game asset. 2d. High contrast. No shadows
troll. In-Game asset. 2d. High contrast. No shadows
single arrow image. In-Game asset. 2d. High contrast. No shadows
Create a flying dragon enemy with the following features:. In-Game asset. 2d. High contrast. No shadows
Here’s a prompt for a very distant, wide-angle view of a tree-free forest floor: **Prompt:** A very distant, wide-angle aerial view of a tree-free forest floor, showing expansive grassy plains with patches of dirt, scattered rocks, and low vegetation. The terrain stretches far into the horizon with subtle color variations and soft natural lighting, creating a vast, open, and serene natural environment without any trees.. In-Game asset. 2d. High contrast. No shadows
A stylized full-body illustration of a small hobbit holding a glowing ring in one hand, viewed from a 45-degree angle. The hobbit has curly hair, bare feet, and wears rustic, earth-toned clothing with detailed textures. The scene has warm, soft lighting emphasizing the character’s expressive face and the shining ring. The art style is cartoonish with rich colors, smooth shading, and a fantasy atmosphere.. In-Game asset. 2d. High contrast. No shadows
A magical yellow light glowing softly, with radiant beams and sparkling particles floating around. The light has a warm, enchanting aura that illuminates its surroundings with a golden hue. The atmosphere feels mystical and inviting, perfect for fantasy scenes or magical effects.. In-Game asset. 2d. High contrast. No shadows
A full-body stylized illustration of Smeagol (Gollum), showing his thin, hunched frame and large expressive eyes. He is barefoot and shirtless, wearing ragged shorts, with exaggerated cartoonish features that highlight his creepy yet pitiful nature. He clutches a glowing precious ring tightly in one hand. The art style is dark fantasy with vibrant colors, detailed skin textures, and a shadowy, mysterious background to enhance the eerie atmosphere. Perfect for full-character concept art or game design.. In-Game asset. 2d. High contrast. No shadows
A full-body stylized illustration of an orc warrior, standing in a dynamic pose. The orc has green or grayish skin, muscular build, tusks, and tribal armor made of bone, leather, and metal. The style is fantasy-themed with bold lines, exaggerated proportions, and detailed textures. The lighting is dramatic, emphasizing the orc’s strength and menace. Background is minimal or softly blurred to keep focus on the character. Suitable for fantasy RPG game concept art.. In-Game asset. 2d. High contrast. No shadows
A stylized fantasy axe with a broad, curved blade and intricate engravings. The handle is wrapped in worn leather, and the metal has a slightly weathered look, giving it a battle-worn feel. The design is bold and exaggerated, suitable for an orc warrior, with a glowing rune etched into the blade. The style is high-fantasy with clean lines, vibrant highlights, and a dramatic shadow for depth. Perfect for 2D game assets or concept art.. In-Game asset. 2d. High contrast. No shadows