User prompt
The fees of the towers in the lower panel should be written under the towers and a little larger and more distinct, but the text should not touch each other.
User prompt
Can you please change the enemy paths with the code I gave you? var enemyPath1 = [ { x: 0, y: 200 }, { x: 25.6, y: 200 }, { x: 51.2, y: 200 }, { x: 76.8, y: 200 }, { x: 102.4, y: 200 }, { x: 128, y: 200 }, { x: 153.6, y: 200 }, { x: 179.2, y: 200 }, { x: 204.8, y: 200 }, { x: 230.4, y: 200 }, { x: 256, y: 200 }, { x: 281.6, y: 200 }, { x: 307.2, y: 200 }, { x: 332.8, y: 200 }, { x: 358.4, y: 200 }, { x: 384, y: 200 }, { x: 409.6, y: 200 }, { x: 435.2, y: 200 }, { x: 460.8, y: 200 }, { x: 486.4, y: 200 }, { x: 512, y: 200 }, { x: 537.6, y: 200 }, { x: 563.2, y: 200 }, { x: 588.8, y: 200 }, { x: 614.4, y: 200 }, { x: 640, y: 200 }, { x: 665.6, y: 200 }, { x: 691.2, y: 200 }, { x: 716.8, y: 200 }, { x: 742.4, y: 200 }, { x: 768, y: 200 }, { x: 793.6, y: 200 }, { x: 819.2, y: 200 }, { x: 844.8, y: 200 }, { x: 870.4, y: 200 }, { x: 896, y: 200 }, { x: 921.6, y: 200 }, { x: 947.2, y: 200 }, { x: 972.8, y: 200 }, { x: 998.4, y: 200 }, { x: 1024, y: 200 }, { x: 1024, y: 240 }, { x: 1024, y: 280 }, { x: 1024, y: 320 }, { x: 1024, y: 360 }, { x: 1024, y: 400 }, { x: 1024, y: 440 }, { x: 1024, y: 480 }, { x: 1024, y: 520 }, { x: 1024, y: 560 }, { x: 1024, y: 600 }, { x: 998.4, y: 600 }, { x: 972.8, y: 600 }, { x: 947.2, y: 600 }, { x: 921.6, y: 600 }, { x: 896, y: 600 }, { x: 870.4, y: 600 }, { x: 844.8, y: 600 }, { x: 819.2, y: 600 }, { x: 793.6, y: 600 }, { x: 768, y: 600 }, { x: 768, y: 640 }, { x: 768, y: 680 }, { x: 768, y: 720 }, { x: 768, y: 760 }, { x: 768, y: 800 }, { x: 768, y: 840 }, { x: 768, y: 880 }, { x: 768, y: 920 }, { x: 768, y: 960 }, { x: 768, y: 1000 }, { x: 768, y: 1040 }, { x: 768, y: 1080 }, { x: 768, y: 1120 }, { x: 768, y: 1160 }, { x: 768, y: 1200 }, { x: 768, y: 1240 }, { x: 768, y: 1280 }, { x: 768, y: 1320 }, { x: 768, y: 1360 }, { x: 768, y: 1400 }, { x: 768, y: 1440 }, { x: 768, y: 1480 }, { x: 768, y: 1520 }, { x: 768, y: 1560 }, { x: 768, y: 1600 }, { x: 768, y: 1640 }, { x: 768, y: 1680 }, { x: 768, y: 1720 }, { x: 768, y: 1760 }, { x: 768, y: 1800 }, { x: 793.6, y: 1800 }, { x: 819.2, y: 1800 }, { x: 844.8, y: 1800 }, { x: 870.4, y: 1800 }, { x: 896, y: 1800 }, { x: 921.6, y: 1800 }, { x: 947.2, y: 1800 }, { x: 972.8, y: 1800 }, { x: 998.4, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 1840 }, { x: 1024, y: 1880 }, { x: 1024, y: 1920 }, { x: 1024, y: 1960 }, { x: 1024, y: 2000 }, { x: 1024, y: 2040 }, { x: 1024, y: 2080 }, { x: 1024, y: 2120 }, { x: 1024, y: 2160 }, { x: 1024, y: 2200 } ]; var enemyPath2 = [ { x: 2048, y: 800 }, { x: 2022.4, y: 800 }, { x: 1996.8, y: 800 }, { x: 1971.2, y: 800 }, { x: 1945.6, y: 800 }, { x: 1920, y: 800 }, { x: 1894.4, y: 800 }, { x: 1868.8, y: 800 }, { x: 1843.2, y: 800 }, { x: 1817.6, y: 800 }, { x: 1792, y: 800 }, { x: 1766.4, y: 800 }, { x: 1740.8, y: 800 }, { x: 1715.2, y: 800 }, { x: 1689.6, y: 800 }, { x: 1664, y: 800 }, { x: 1638.4, y: 800 }, { x: 1612.8, y: 800 }, { x: 1587.2, y: 800 }, { x: 1561.6, y: 800 }, { x: 1536, y: 800 }, { x: 1510.4, y: 800 }, { x: 1484.8, y: 800 }, { x: 1459.2, y: 800 }, { x: 1433.6, y: 800 }, { x: 1408, y: 800 }, { x: 1382.4, y: 800 }, { x: 1356.8, y: 800 }, { x: 1331.2, y: 800 }, { x: 1305.6, y: 800 }, { x: 1280, y: 800 }, { x: 1254.4, y: 800 }, { x: 1228.8, y: 800 }, { x: 1203.2, y: 800 }, { x: 1177.6, y: 800 }, { x: 1152, y: 800 }, { x: 1126.4, y: 800 }, { x: 1100.8, y: 800 }, { x: 1075.2, y: 800 }, { x: 1049.6, y: 800 }, { x: 1024, y: 800 }, { x: 1024, y: 780 }, { x: 1024, y: 760 }, { x: 1024, y: 740 }, { x: 1024, y: 720 }, { x: 1024, y: 700 }, { x: 1024, y: 680 }, { x: 1024, y: 660 }, { x: 1024, y: 640 }, { x: 1024, y: 620 }, { x: 1024, y: 600 }, { x: 1049.6, y: 600 }, { x: 1075.2, y: 600 }, { x: 1100.8, y: 600 }, { x: 1126.4, y: 600 }, { x: 1152, y: 600 }, { x: 1177.6, y: 600 }, { x: 1203.2, y: 600 }, { x: 1228.8, y: 600 }, { x: 1254.4, y: 600 }, { x: 1280, y: 600 }, { x: 1280, y: 640 }, { x: 1280, y: 680 }, { x: 1280, y: 720 }, { x: 1280, y: 760 }, { x: 1280, y: 800 }, { x: 1280, y: 840 }, { x: 1280, y: 880 }, { x: 1280, y: 920 }, { x: 1280, y: 960 }, { x: 1280, y: 1000 }, { x: 1280, y: 1040 }, { x: 1280, y: 1080 }, { x: 1280, y: 1120 }, { x: 1280, y: 1160 }, { x: 1280, y: 1200 }, { x: 1280, y: 1240 }, { x: 1280, y: 1280 }, { x: 1280, y: 1320 }, { x: 1280, y: 1360 }, { x: 1280, y: 1400 }, { x: 1280, y: 1440 }, { x: 1280, y: 1480 }, { x: 1280, y: 1520 }, { x: 1280, y: 1560 }, { x: 1280, y: 1600 }, { x: 1280, y: 1640 }, { x: 1280, y: 1680 }, { x: 1280, y: 1720 }, { x: 1280, y: 1760 }, { x: 1280, y: 1800 }, { x: 1254.4, y: 1800 }, { x: 1228.8, y: 1800 }, { x: 1203.2, y: 1800 }, { x: 1177.6, y: 1800 }, { x: 1152, y: 1800 }, { x: 1126.4, y: 1800 }, { x: 1100.8, y: 1800 }, { x: 1075.2, y: 1800 }, { x: 1049.6, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 1840 }, { x: 1024, y: 1880 }, { x: 1024, y: 1920 }, { x: 1024, y: 1960 }, { x: 1024, y: 2000 }, { x: 1024, y: 2040 }, { x: 1024, y: 2080 }, { x: 1024, y: 2120 }, { x: 1024, y: 2160 }, { x: 1024, y: 2200 } ]; var enemyPath3 = [ { x: 2048, y: 50 }, { x: 2022.4, y: 50 }, { x: 1996.8, y: 50 }, { x: 1971.2, y: 50 }, { x: 1945.6, y: 50 }, { x: 1920, y: 50 }, { x: 1894.4, y: 50 }, { x: 1868.8, y: 50 }, { x: 1843.2, y: 50 }, { x: 1817.6, y: 50 }, { x: 1792, y: 50 }, { x: 1766.4, y: 50 }, { x: 1740.8, y: 50 }, { x: 1715.2, y: 50 }, { x: 1689.6, y: 50 }, { x: 1664, y: 50 }, { x: 1638.4, y: 50 }, { x: 1612.8, y: 50 }, { x: 1587.2, y: 50 }, { x: 1561.6, y: 50 }, { x: 1536, y: 50 }, { x: 1510.4, y: 50 }, { x: 1484.8, y: 50 }, { x: 1459.2, y: 50 }, { x: 1433.6, y: 50 }, { x: 1408, y: 50 }, { x: 1382.4, y: 50 }, { x: 1356.8, y: 50 }, { x: 1331.2, y: 50 }, { x: 1305.6, y: 50 }, { x: 1280, y: 50 }, { x: 1280, y: 90 }, { x: 1280, y: 130 }, { x: 1280, y: 170 }, { x: 1280, y: 210 }, { x: 1280, y: 250 }, { x: 1280, y: 290 }, { x: 1280, y: 330 }, { x: 1280, y: 370 }, { x: 1280, y: 410 }, { x: 1280, y: 450 }, { x: 1280, y: 490 }, { x: 1280, y: 530 }, { x: 1280, y: 570 }, { x: 1280, y: 610 }, { x: 1280, y: 650 }, { x: 1280, y: 690 }, { x: 1280, y: 730 }, { x: 1280, y: 770 }, { x: 1280, y: 810 }, { x: 1280, y: 850 }, { x: 1280, y: 890 }, { x: 1280, y: 930 }, { x: 1280, y: 970 }, { x: 1280, y: 1010 }, { x: 1280, y: 1050 }, { x: 1280, y: 1090 }, { x: 1280, y: 1130 }, { x: 1280, y: 1170 }, { x: 1280, y: 1210 }, { x: 1280, y: 1250 }, { x: 1280, y: 1290 }, { x: 1280, y: 1330 }, { x: 1280, y: 1370 }, { x: 1280, y: 1410 }, { x: 1280, y: 1450 }, { x: 1280, y: 1490 }, { x: 1280, y: 1530 }, { x: 1280, y: 1570 }, { x: 1280, y: 1610 }, { x: 1280, y: 1650 }, { x: 1280, y: 1690 }, { x: 1280, y: 1730 }, { x: 1280, y: 1770 }, { x: 1280, y: 1810 }, { x: 1280, y: 1850 }, { x: 1254.4, y: 1800 }, { x: 1228.8, y: 1800 }, { x: 1203.2, y: 1800 }, { x: 1177.6, y: 1800 }, { x: 1152, y: 1800 }, { x: 1126.4, y: 1800 }, { x: 1100.8, y: 1800 }, { x: 1075.2, y: 1800 }, { x: 1049.6, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 1840 }, { x: 1024, y: 1880 }, { x: 1024, y: 1920 }, { x: 1024, y: 1960 }, { x: 1024, y: 2000 }, { x: 1024, y: 2040 }, { x: 1024, y: 2080 }, { x: 1024, y: 2120 }, { x: 1024, y: 2160 }, { x: 1024, y: 2200 } ];
User prompt
do this
User prompt
Let's spread the village houses next to the castle a little more to the right and left, and remove all the ruins, and also remove the trees we added last. Let's add a lake right in the middle of the map
User prompt
Let the village houses be a little less and a little more scattered. We can also increase the number of trees a little more.
User prompt
Let's add ruins and small village houses on the map without touching any objects. Let's put small villages to the right and left of the castle without touching the castle.
User prompt
you edit please
User prompt
Can you arrange the towers according to the coordinates I gave? function createBuildZones() { var zones = [ // enemyPath1: y=200, both sides { x: 0, y: 150 }, { x: 0, y: 250 }, { x: 100, y: 150 }, { x: 100, y: 250 }, { x: 200, y: 150 }, { x: 200, y: 250 }, { x: 300, y: 150 }, { x: 300, y: 250 }, { x: 400, y: 150 }, { x: 400, y: 250 }, { x: 500, y: 150 }, { x: 500, y: 250 }, { x: 600, y: 150 }, { x: 600, y: 250 }, { x: 700, y: 150 }, { x: 700, y: 250 }, { x: 800, y: 150 }, { x: 800, y: 250 }, { x: 900, y: 150 }, { x: 900, y: 250 }, // enemyPath1: Corner (1024, 200, right turn) { x: 974, y: 150 }, { x: 1074, y: 150 }, { x: 974, y: 250 }, { x: 1074, y: 250 }, // enemyPath1: U-shape (x=1024, y=200-600) { x: 974, y: 300 }, { x: 1074, y: 300 }, { x: 974, y: 400 }, { x: 1074, y: 400 }, { x: 974, y: 500 }, { x: 1074, y: 500 }, // enemyPath1: Corner (1024, 600, left turn, intersection) { x: 974, y: 550 }, { x: 1074, y: 550 }, { x: 974, y: 650 }, { x: 1074, y: 650 }, // enemyPath1: U-shape (x=768, y=600-1800) { x: 718, y: 700 }, { x: 818, y: 700 }, { x: 718, y: 800 }, { x: 818, y: 800 }, { x: 718, y: 900 }, { x: 818, y: 900 }, { x: 718, y: 1000 }, { x: 818, y: 1000 }, { x: 718, y: 1100 }, { x: 818, y: 1100 }, { x: 718, y: 1200 }, { x: 818, y: 1200 }, { x: 718, y: 1300 }, { x: 818, y: 1300 }, { x: 718, y: 1400 }, { x: 818, y: 1400 }, { x: 718, y: 1500 }, { x: 818, y: 1500 }, { x: 718, y: 1600 }, { x: 818, y: 1600 }, { x: 718, y: 1700 }, { x: 818, y: 1700 }, // enemyPath1: Corner (768, 1800, right turn) { x: 718, y: 1750 }, { x: 818, y: 1750 }, { x: 718, y: 1850 }, { x: 818, y: 1850 }, // enemyPath1: Corner (896, 1800, right turn) { x: 846, y: 1750 }, { x: 946, y: 1750 }, { x: 846, y: 1850 }, { x: 946, y: 1850 }, // enemyPath1: Corner (1024, 1800, down, intersection) { x: 974, y: 1750 }, { x: 1074, y: 1750 }, { x: 974, y: 1850 }, { x: 1074, y: 1850 }, // enemyPath2: y=800, both sides { x: 2048, y: 750 }, { x: 2048, y: 850 }, { x: 1948, y: 750 }, { x: 1948, y: 850 }, { x: 1848, y: 750 }, { x: 1848, y: 850 }, { x: 1748, y: 750 }, { x: 1748, y: 850 }, { x: 1648, y: 750 }, { x: 1648, y: 850 }, { x: 1548, y: 750 }, { x: 1548, y: 850 }, { x: 1448, y: 750 }, { x: 1448, y: 850 }, { x: 1348, y: 750 }, { x: 1348, y: 850 }, { x: 1248, y: 750 }, { x: 1248, y: 850 }, { x: 1148, y: 750 }, { x: 1148, y: 850 }, // enemyPath2: Corner (1024, 800, down) { x: 974, y: 750 }, { x: 1074, y: 750 }, { x: 974, y: 850 }, { x: 1074, y: 850 }, // enemyPath2: U-shape (x=1024, y=600-800) { x: 974, y: 650 }, { x: 1074, y: 650 }, { x: 974, y: 700 }, { x: 1074, y: 700 }, // enemyPath2: Corner (1024, 600, right turn, intersection) { x: 974, y: 550 }, { x: 1074, y: 550 }, { x: 974, y: 650 }, { x: 1074, y: 650 }, // enemyPath2: U-shape (x=1280, y=600-1800) { x: 1230, y: 650 }, { x: 1330, y: 650 }, { x: 1230, y: 750 }, { x: 1330, y: 750 }, { x: 1230, y: 850 }, { x: 1330, y: 850 }, { x: 1230, y: 950 }, { x: 1330, y: 950 }, { x: 1230, y: 1050 }, { x: 1330, y: 1050 }, { x: 1230, y: 1150 }, { x: 1330, y: 1150 }, { x: 1230, y: 1250 }, { x: 1330, y: 1250 }, { x: 1230, y: 1350 }, { x: 1330, y: 1350 }, { x: 1230, y: 1450 }, { x: 1330, y: 1450 }, { x: 1230, y: 1550 }, { x: 1330, y: 1550 }, { x: 1230, y: 1650 }, { x: 1330, y: 1650 }, // enemyPath2: Corner (1280, 1800, left turn) { x: 1230, y: 1750 }, { x: 1330, y: 1750 }, { x: 1230, y: 1850 }, { x: 1330, y: 1850 }, // enemyPath2: Corner (1152, 1800, left turn) { x: 1102, y: 1750 }, { x: 1202, y: 1750 }, { x: 1102, y: 1850 }, { x: 1202, y: 1850 }, // enemyPath3: y=50, both sides { x: 2048, y: 0 }, { x: 2048, y: 100 }, { x: 1948, y: 0 }, { x: 1948, y: 100 }, { x: 1848, y: 0 }, { x: 1848, y: 100 }, { x: 1748, y: 0 }, { x: 1748, y: 100 }, { x: 1648, y: 0 }, { x: 1648, y: 100 }, { x: 1548, y: 0 }, { x: 1548, y: 100 }, { x: 1448, y: 0 }, { x: 1448, y: 100 }, // enemyPath3: Corner (1280, 50, down) { x: 1230, y: 0 }, { x: 1330, y: 0 }, { x: 1230, y: 100 }, { x: 1330, y: 100 }, // enemyPath3: U-shape (x=1280, y=50-1800) { x: 1230, y: 150 }, { x: 1330, y: 150 }, { x: 1230, y: 250 }, { x: 1330, y: 250 }, { x: 1230, y: 350 }, { x: 1330, y: 350 }, { x: 1230, y: 450 }, { x: 1330, y: 450 }, // enemyPath3: Corner (1280, 1800, left turn) { x: 1230, y: 1750 }, { x: 1330, y: 1750 }, { x: 1230, y: 1850 }, { x: 1330, y: 1850 }, // enemyPath3: Corner (1152, 1800, left turn) { x: 1102, y: 1750 }, { x: 1202, y: 1750 }, { x: 1102, y: 1850 }, { x: 1202, y: 1850 } ]; return zones; }
User prompt
Let's fix the golden text to the far left of the map. Let's completely remove the castle health written in red text and position the health bar positioned under the castle a little lower.
User prompt
can you position the tower building buttons a little lower? and the gold text should be to the left of the castle and the health of the castle should be visible with a small bar under the castle
User prompt
bir harita görseli oluşturdum bunu oyuna entegre edebilir misin ?
User prompt
can you remove tree ruins and rocks from the game
User prompt
Can you change the tower construction points with the coordinates I gave? function createBuildZones() { var zones = [ // Build zones along path 1 (y=200, left side, both sides) { x: 0, y: 150 }, { x: 0, y: 250 }, // Near (0, 200) { x: 100, y: 150 }, { x: 100, y: 250 }, { x: 200, y: 150 }, { x: 200, y: 250 }, { x: 300, y: 150 }, { x: 300, y: 250 }, { x: 400, y: 150 }, { x: 400, y: 250 }, { x: 500, y: 150 }, { x: 500, y: 250 }, { x: 600, y: 150 }, { x: 600, y: 250 }, { x: 700, y: 150 }, { x: 700, y: 250 }, { x: 800, y: 150 }, { x: 800, y: 250 }, { x: 900, y: 150 }, { x: 900, y: 250 }, { x: 1000, y: 150 }, { x: 1000, y: 250 }, // Near (1024, 200) // Build zones along path 1 (U-shape, x=1024, y=200-600) { x: 974, y: 200 }, { x: 1074, y: 200 }, // Corner (1024, 200) { x: 974, y: 300 }, { x: 1074, y: 300 }, { x: 974, y: 400 }, { x: 1074, y: 400 }, { x: 974, y: 500 }, { x: 1074, y: 500 }, { x: 974, y: 600 }, { x: 1074, y: 600 }, // Corner (1024, 600) // Build zones along path 1 (U-shape, x=768, y=600-1800) { x: 718, y: 600 }, { x: 818, y: 600 }, // Corner (768, 600) { x: 718, y: 700 }, { x: 818, y: 700 }, { x: 718, y: 800 }, { x: 818, y: 800 }, { x: 718, y: 900 }, { x: 818, y: 900 }, { x: 718, y: 1000 }, { x: 818, y: 1000 }, { x: 718, y: 1100 }, { x: 818, y: 1100 }, { x: 718, y: 1200 }, { x: 818, y: 1200 }, { x: 718, y: 1300 }, { x: 818, y: 1300 }, { x: 718, y: 1400 }, { x: 818, y: 1400 }, { x: 718, y: 1500 }, { x: 818, y: 1500 }, { x: 718, y: 1600 }, { x: 818, y: 1600 }, { x: 718, y: 1700 }, { x: 818, y: 1700 }, { x: 718, y: 1800 }, { x: 818, y: 1800 }, // Corner (768, 1800) // Build zones along path 2 (y=800, right side, both sides) { x: 2048, y: 750 }, { x: 2048, y: 850 }, // Near (2048, 800) { x: 1948, y: 750 }, { x: 1948, y: 850 }, { x: 1848, y: 750 }, { x: 1848, y: 850 }, { x: 1748, y: 750 }, { x: 1748, y: 850 }, { x: 1648, y: 750 }, { x: 1648, y: 850 }, { x: 1548, y: 750 }, { x: 1548, y: 850 }, { x: 1448, y: 750 }, { x: 1448, y: 850 }, { x: 1348, y: 750 }, { x: 1348, y: 850 }, { x: 1248, y: 750 }, { x: 1248, y: 850 }, { x: 1148, y: 750 }, { x: 1148, y: 850 }, // Near (1024, 800) // Build zones along path 2 (U-shape, x=1024, y=600-800) { x: 974, y: 700 }, { x: 1074, y: 700 }, { x: 974, y: 800 }, { x: 1074, y: 800 }, // Corner (1024, 800) // Build zones along path 2 (U-shape, x=1280, y=600-1800) { x: 1230, y: 600 }, { x: 1330, y: 600 }, // Corner (1280, 600) { x: 1230, y: 700 }, { x: 1330, y: 700 }, { x: 1230, y: 800 }, { x: 1330, y: 800 }, { x: 1230, y: 900 }, { x: 1330, y: 900 }, { x: 1230, y: 1000 }, { x: 1330, y: 1000 }, { x: 1230, y: 1100 }, { x: 1330, y: 1100 }, { x: 1230, y: 1200 }, { x: 1330, y: 1200 }, { x: 1230, y: 1300 }, { x: 1330, y: 1300 }, { x: 1230, y: 1400 }, { x: 1330, y: 1400 }, { x: 1230, y: 1500 }, { x: 1330, y: 1500 }, { x: 1230, y: 1600 }, { x: 1330, y: 1600 }, { x: 1230, y: 1700 }, { x: 1330, y: 1700 }, { x: 1230, y: 1800 }, { x: 1330, y: 1800 }, // Corner (1280, 1800) // Build zones along path 3 (y=50, right side, both sides) { x: 2048, y: 0 }, { x: 2048, y: 100 }, // Near (2048, 50) { x: 1948, y: 0 }, { x: 1948, y: 100 }, { x: 1848, y: 0 }, { x: 1848, y: 100 }, { x: 1748, y: 0 }, { x: 1748, y: 100 }, { x: 1648, y: 0 }, { x: 1648, y: 100 }, { x: 1548, y: 0 }, { x: 1548, y: 100 }, { x: 1448, y: 0 }, { x: 1448, y: 100 }, { x: 1348, y: 0 }, { x: 1348, y: 100 }, // Near (1280, 50) // Build zones along path 3 (U-shape, x=1280, y=50-1800) { x: 1230, y: 150 }, { x: 1330, y: 150 }, { x: 1230, y: 250 }, { x: 1330, y: 250 }, // Strategic positions at intersection points { x: 974, y: 550 }, { x: 1074, y: 550 }, // Near (1024, 600) { x: 974, y: 650 }, { x: 1074, y: 650 }, { x: 974, y: 1750 }, { x: 1074, y: 1750 }, // Near (1024, 1800) { x: 974, y: 1850 }, { x: 1074, y: 1850 } ]; return zones; }
User prompt
Can you change the tower construction points with the coordinates I gave? function createBuildZones() { var zones = [ // Build zones along path 1 (y=200, left side) { x: 50, y: 150 }, { x: 150, y: 150 }, { x: 250, y: 150 }, { x: 350, y: 150 }, { x: 450, y: 150 }, { x: 550, y: 150 }, { x: 650, y: 150 }, { x: 750, y: 150 }, { x: 850, y: 150 }, { x: 950, y: 150 }, // Build zones along path 1 (U-shape, x=1024, y=200-600) { x: 1074, y: 250 }, { x: 1074, y: 350 }, { x: 1074, y: 450 }, { x: 1074, y: 550 }, // Build zones along path 1 (U-shape, x=768, y=600-1800) { x: 718, y: 650 }, { x: 718, y: 750 }, { x: 718, y: 850 }, { x: 718, y: 950 }, { x: 718, y: 1050 }, { x: 718, y: 1150 }, { x: 718, y: 1250 }, { x: 718, y: 1350 }, { x: 718, y: 1450 }, { x: 718, y: 1550 }, { x: 718, y: 1650 }, { x: 718, y: 1750 }, // Build zones along path 2 (y=800, right side) { x: 1998, y: 750 }, { x: 1898, y: 750 }, { x: 1798, y: 750 }, { x: 1698, y: 750 }, { x: 1598, y: 750 }, { x: 1498, y: 750 }, { x: 1398, y: 750 }, { x: 1298, y: 750 }, // Build zones along path 2 (U-shape, x=1024, y=600-800) { x: 974, y: 650 }, { x: 974, y: 750 }, // Build zones along path 2 (U-shape, x=1280, y=600-1800) { x: 1330, y: 650 }, { x: 1330, y: 750 }, { x: 1330, y: 850 }, { x: 1330, y: 950 }, { x: 1330, y: 1050 }, { x: 1330, y: 1150 }, { x: 1330, y: 1250 }, { x: 1330, y: 1350 }, { x: 1330, y: 1450 }, { x: 1330, y: 1550 }, { x: 1330, y: 1650 }, { x: 1330, y: 1750 }, // Build zones along path 3 (y=50, right side) { x: 1998, y: 100 }, { x: 1898, y: 100 }, { x: 1798, y: 100 }, { x: 1698, y: 100 }, { x: 1598, y: 100 }, { x: 1498, y: 100 }, { x: 1330, y: 100 }, // Build zones along path 3 (U-shape, x=1280, y=50-1800) { x: 1330, y: 250 }, { x: 1330, y: 350 }, // Strategic positions at intersection points { x: 974, y: 550 }, { x: 1074, y: 650 }, // Near (1024, 600) { x: 974, y: 1850 }, { x: 1074, y: 1750 } // Near (1024, 1800) ]; return zones; }
User prompt
düşman yolu 1 i verdiğim koordinata göre düzenler misin var enemyPath1 = [{ x: 0, y: 200 }, { x: 128, y: 200 }, { x: 256, y: 200 }, { x: 384, y: 200 }, { x: 512, y: 200 }, { x: 640, y: 200 }, { x: 768, y: 200 }, { x: 896, y: 200 }, { x: 1024, y: 200 }, { x: 1024, y: 400 }, { x: 1024, y: 600 }, { x: 896, y: 600 }, { x: 768, y: 600 }, { x: 768, y: 800 }, { x: 768, y: 1000 }, { x: 768, y: 1200 }, { x: 768, y: 1400 }, { x: 768, y: 1600 }, { x: 768, y: 1800 }, { x: 896, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2200 }];
User prompt
Can you arrange enemy path 2 according to the coordinates I gave? var enemyPath2 = [{ x: 2048, y: 800 }, { x: 1920, y: 800 }, { x: 1792, y: 800 }, { x: 1664, y: 800 }, { x: 1536, y: 800 }, { x: 1408, y: 800 }, { x: 1280, y: 800 }, { x: 1152, y: 800 }, { x: 1024, y: 800 }, { x: 1024, y: 700 }, { x: 1024, y: 600 }, { x: 1152, y: 600 }, { x: 1280, y: 600 }, { x: 1280, y: 800 }, { x: 1280, y: 1000 }, { x: 1280, y: 1200 }, { x: 1280, y: 1400 }, { x: 1280, y: 1600 }, { x: 1280, y: 1800 }, { x: 1152, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2200
User prompt
Can you update the enemy road coordinates as I gave them? var enemyPath1 = [{ x: 0, y: 200 }, { x: 128, y: 200 }, { x: 256, y: 200 }, { x: 384, y: 200 }, { x: 512, y: 200 }, { x: 640, y: 200 }, { x: 768, y: 200 }, { x: 896, y: 200 }, { x: 1024, y: 200 }, { x: 1024, y: 400 }, { x: 1024, y: 600 }, { x: 896, y: 600 }, { x: 768, y: 600 }, { x: 768, y: 800 }, { x: 768, y: 1000 }, { x: 768, y: 1200 }, { x: 768, y: 1400 }, { x: 768, y: 1600 }, { x: 768, y: 1800 }, { x: 896, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2200 }]; var enemyPath2 = [{ x: 2048, y: 800 }, { x: 1920, y: 800 }, { x: 1792, y: 800 }, { x: 1664, y: 800 }, { x: 1536, y: 800 }, { x: 1408, y: 800 }, { x: 1280, y: 800 }, { x: 1152, y: 800 }, { x: 1024, y: 800 }, { x: 1024, y: 700 }, { x: 1024, y: 600 }, { x: 1152, y: 600 }, { x: 1280, y: 600 }, { x: 1280, y: 800 }, { x: 1280, y: 1000 }, { x: 1280, y: 1200 }, { x: 1280, y: 1400 }, { x: 1280, y: 1600 }, { x: 1280, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2200 }]; var enemyPath3 = [{ x: 2048, y: 50 }, { x: 1920, y: 50 }, { x: 1792, y: 50 }, { x: 1664, y: 50 }, { x: 1536, y: 50 }, { x: 1408, y: 50 }, { x: 1280, y: 50 }, { x: 1280, y: 200 }, { x: 1280, y: 400 }, { x: 1280, y: 600 }, { x: 1280, y: 800 }, { x: 1280, y: 1000 }, { x: 1280, y: 1200 }, { x: 1280, y: 1400 }, { x: 1280, y: 1600 }, { x: 1280, y: 1800 }, { x: 1152, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2200 }];
User prompt
Can you add these roads to the end of the 2nd and 3rd roads? x: 1024, y: 2000 }, { x: 1024, y: 2200
User prompt
Can you add these roads to the end of the 2nd and 3rd roads? x: 896, y: 1800 }, { x: 1024, y: 2200
User prompt
Can you please arrange the enemy paths according to the coordinates I gave? var enemyPath3 = [{ x: 2048, y: 50 }, { x: 1920, y: 50 }, { x: 1792, y: 50 }, { x: 1664, y: 50 }, { x: 1536, y: 50 }, { x: 1408, y: 50 }, { x: 1280, y: 50 }, { x: 1280, y: 200 }, { x: 1280, y: 400 }, { x: 1280, y: 600 }, { x: 1280, y: 800 }, { x: 1280, y: 1000 }, { x: 1280, y: 1200 }, { x: 1280, y: 1400 }, { x: 1280, y: 1600 }, { x: 1280, y: 1800 }, { x: 1152, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2200 }];
User prompt
Can you please arrange the enemy paths according to the coordinates I gave? var enemyPath1 = [{ x: 0, y: 200 }, { x: 128, y: 200 }, { x: 256, y: 200 }, { x: 384, y: 200 }, { x: 512, y: 200 }, { x: 512, y: 400 }, { x: 512, y: 600 }, { x: 384, y: 600 }, { x: 256, y: 600 }, { x: 256, y: 800 }, { x: 256, y: 1000 }, { x: 256, y: 1200 }, { x: 256, y: 1400 }, { x: 256, y: 1600 }, { x: 256, y: 1800 }, { x: 384, y: 1800 }, { x: 512, y: 1800 }, { x: 640, y: 1800 }, { x: 768, y: 1800 }, { x: 896, y: 1800 }, { x: 1024, y: 2200 }]; var enemyPath2 = [{ x: 2048, y: 200 }, { x: 1920, y: 200 }, { x: 1792, y: 200 }, { x: 1664, y: 200 }, { x: 1536, y: 200 }, { x: 1408, y: 200 }, { x: 1280, y: 200 }, { x: 1152, y: 200 }, { x: 1024, y: 200 }, { x: 896, y: 200 }, { x: 768, y: 200 }, { x: 640, y: 200 }, { x: 512, y: 200 }, { x: 512, y: 400 }, { x: 512, y: 600 }, { x: 640, y: 600 }, { x: 768, y: 600 }, { x: 896, y: 600 }, { x: 1024, y: 2200 }]; var enemyPath3 = [{ x: 2048, y: 0 }, { x: 1920, y: 0 }, { x: 1792, y: 0 }, { x: 1664, y: 0 }, { x: 1536, y: 0 }, { x: 1408, y: 0 }, { x: 1280, y: 0 }, { x: 1280, y: 200 }, { x: 1280, y: 400 }, { x: 1280, y: 600 }, { x: 1280, y: 800 }, { x: 1280, y: 1000 }, { x: 1280, y: 1200 }, { x: 1280, y: 1400 }, { x: 1280, y: 1600 }, { x: 1280, y: 1800 }, { x: 1152, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2200 }];
User prompt
Can you please arrange the enemy paths according to the coordinates I gave? var enemyPath1 = [{ x: 0, y: 200 }, { x: 128, y: 200 }, { x: 256, y: 200 }, { x: 384, y: 200 }, { x: 512, y: 200 }, { x: 640, y: 200 }, { x: 768, y: 200 }, { x: 896, y: 200 }, { x: 1024, y: 200 }, { x: 1024, y: 400 }, { x: 1024, y: 600 }, { x: 896, y: 600 }, { x: 768, y: 600 }, { x: 768, y: 800 }, { x: 768, y: 1000 }, { x: 768, y: 1200 }, { x: 768, y: 1400 }, { x: 768, y: 1600 }, { x: 768, y: 1800 }, { x: 896, y: 1800 }, { x: 1024, y: 2200 }]; var enemyPath2 = [{ x: 2048, y: 800 }, { x: 1920, y: 800 }, { x: 1792, y: 800 }, { x: 1664, y: 800 }, { x: 1536, y: 800 }, { x: 1408, y: 800 }, { x: 1280, y: 800 }, { x: 1152, y: 800 }, { x: 1024, y: 800 }, { x: 1024, y: 700 }, { x: 1024, y: 600 }, { x: 1152, y: 600 }, { x: 1280, y: 600 }, { x: 1280, y: 800 }, { x: 1280, y: 1000 }, { x: 1280, y: 1200 }, { x: 1280, y: 1400 }, { x: 1280, y: 1600 }, { x: 1280, y: 1800 }, { x: 1152, y: 1800 }, { x: 1024, y: 2200 }]; var enemyPath3 = [{ x: 2048, y: 0 }, { x: 1920, y: 0 }, { x: 1792, y: 0 }, { x: 1664, y: 0 }, { x: 1536, y: 0 }, { x: 1408, y: 0 }, { x: 1280, y: 0 }, { x: 1152, y: 0 }, { x: 1024, y: 0 }, { x: 1024, y: 200 }, { x: 1024, y: 400 }, { x: 896, y: 400 }, { x: 768, y: 400 }, { x: 768, y: 600 }, { x: 768, y: 800 }, { x: 768, y: 1000 }, { x: 768, y: 1200 }, { x: 768, y: 1400 }, { x: 768, y: 1600 }, { x: 896, y: 1800 }, { x: 1024, y: 2200 }];
User prompt
Can you make enemy path 1 in the form of the coordinates I gave? var enemyPath1 = [{ x: 0, y: 200 }, { x: 128, y: 200 }, { x: 256, y: 200 }, { x: 384, y: 200 }, { x: 512, y: 200 }, { x: 640, y: 200 }, { x: 768, y: 200 }, { x: 896, y: 200 }, { x: 1024, y: 200 }, { x: 1024, y: 400 }, { x: 1024, y: 600 }, { x: 1024, y: 800 }, { x: 1024, y: 1000 }, { x: 1024, y: 1200 }, { x: 1024, y: 1400 }, { x: 1024, y: 1600 }, { x: 1024, y: 1800 }, { x: 1024, y: 2000 }, { x: 1024, y: 2100 }, { x: 1024, y: 2150 }, { x: 1024, y: 2200 }];
User prompt
Please adjust the layout of the enemy walking paths on the map with the following changes: 1. Path Alignment: - Make the enemy paths more **parallel and closer to each other** as they move toward the castle. - The paths should follow roughly side-by-side routes, maintaining a consistent gap between them. 2. Strategic Tower Placement Zones: - Add tower build zones **between the paths**, especially in shared or overlapping areas. - These tower zones should be placed in such a way that a single tower can **attack enemies on two different paths** due to its range. 3. Goal: - Allow players to use one well-placed tower to defend multiple routes. - Encourage strategic positioning by rewarding towers placed in optimal shared zones. Make sure this layout looks natural and supports the intended gameplay without crowding the battlefield.
User prompt
Please move the castle even higher on the screen than before. - The current position is still too close to the bottom and the UI panel. - Shift the castle **further upward**, so it has more vertical spacing from the bottom tower selection panel. - Ensure it remains horizontally centered, and that enemy paths still converge correctly toward its new location. - Maintain gameplay balance — enemies should still reach the castle normally from all three paths. This adjustment will improve visibility and prevent overlap between the castle and bottom UI elements.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (type, wave, pathIndex, strengthLevel) { var self = Container.call(this); self.type = type; self.wave = wave; self.pathIndex = pathIndex || 1; self.strengthLevel = strengthLevel || 1; self.currentPath = self.pathIndex === 1 ? enemyPath1 : self.pathIndex === 2 ? enemyPath2 : enemyPath3; // Define base stats for each enemy type (reduced by 30% for balance) var baseStats = { goblin: { speed: 2.1, health: 28, coins: 7, flying: false }, crawler: { speed: 1.4, health: 42, coins: 10, flying: false }, bandit: { speed: 1.75, health: 35, coins: 12, flying: false }, golem: { speed: 0.7, health: 105, coins: 18, flying: false }, imp: { speed: 1.9, health: 49, coins: 15, flying: false }, knight: { speed: 1.05, health: 70, coins: 20, flying: false }, beast: { speed: 0.9, health: 84, coins: 22, flying: false }, mage: { speed: 1.2, health: 56, coins: 25, flying: false }, reaver: { speed: 2.3, health: 63, coins: 28, flying: true }, doom: { speed: 0.8, health: 140, coins: 35, flying: false } }; var stats = baseStats[type] || baseStats.goblin; // Scale stats by strength level var strengthMultiplier = 1 + (self.strengthLevel - 1) * 0.4; var speedMultiplier = 1 + (self.strengthLevel - 1) * 0.08; self.speed = stats.speed * speedMultiplier; self.maxHealth = Math.floor(stats.health * strengthMultiplier); self.health = self.maxHealth; self.pathStep = 0; self.coinValue = Math.floor(stats.coins * strengthMultiplier); self.flying = stats.flying; self.regeneration = type === 'beast' ? 0.5 : 0; self.poisonResistant = type === 'doom'; self.slowResistant = type === 'doom'; var graphics = self.attachAsset('enemy_' + type, { anchorX: 0.5, anchorY: 0.5 }); self.x = self.currentPath[0].x; self.y = self.currentPath[0].y; self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFF0000, 200); if (self.health <= 0) { LK.getSound('enemy_hit').play(); return true; } return false; }; self.update = function () { if (self.pathStep < self.currentPath.length - 1) { var target = self.currentPath[self.pathStep + 1]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 5) { self.pathStep++; if (self.pathStep >= self.currentPath.length - 1) { self.reachedCastle = true; } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } }; return self; }); var Projectile = Container.expand(function (type, startX, startY, targetX, targetY, damage) { var self = Container.call(this); self.type = type; self.damage = damage; self.targetX = targetX; self.targetY = targetY; self.speed = type === 'arrow' ? 8 : type === 'cannonball' ? 5 : 6; var graphics = self.attachAsset('projectile_' + type, { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; var distToTarget = Math.sqrt((self.x - self.targetX) * (self.x - self.targetX) + (self.y - self.targetY) * (self.y - self.targetY)); if (distToTarget < 10) { self.hasReachedTarget = true; } }; return self; }); var Tower = Container.expand(function (type) { var self = Container.call(this); self.type = type; self.level = 1; self.lastShotTime = 0; self.maxLevel = type === 'antiair' || type === 'poison' || type === 'tesla' ? 5 : 10; // Initialize tower stats based on type if (type === 'infantry') { self.damage = 20; self.range = 100; self.attackSpeed = 600; self.cost = 80; self.projectileType = 'arrow'; } else if (type === 'frost') { self.damage = 15; self.range = 90; self.attackSpeed = 800; self.cost = 120; self.projectileType = 'magic'; self.slowEffect = true; } else if (type === 'antiair') { self.damage = 40; self.range = 130; self.attackSpeed = 1000; self.cost = 150; self.projectileType = 'magic'; self.antiAir = true; } else if (type === 'poison') { self.damage = 10; self.range = 80; self.attackSpeed = 1200; self.cost = 100; self.projectileType = 'magic'; self.poisonEffect = true; } else if (type === 'tesla') { self.damage = 35; self.range = 95; self.attackSpeed = 900; self.cost = 180; self.projectileType = 'magic'; self.chainLightning = true; } var graphics = self.attachAsset('tower_' + type, { anchorX: 0.5, anchorY: 0.5 }); self.getUpgradeNames = function () { if (self.type === 'infantry') { return ['Rifleman', 'Marksman', 'Sharpshooter', 'Machine Gunner', 'Grenadier', 'Mortar Operator', 'Tank Commander', 'Bazooka Specialist', 'Rocket Launcher', 'Missile Battery']; } else if (self.type === 'frost') { return ['Frost Spire', 'Ice Shard Tower', 'Blizzard Bastion', 'Cryo Cannon', 'Glacier Fortress', 'Snowstorm Citadel', 'Avalanche Keep', 'Frozen Maelstrom', 'Arctic Warden', 'Absolute Zero']; } else if (self.type === 'antiair') { return ['Flak Cannon', 'SAM Launcher', 'Radar Missile Battery', 'Laser Air Defense', 'Plasma Barrier']; } else if (self.type === 'poison') { return ['Venom Sprayer', 'Toxic Spitter', 'Acid Dart Tower', 'Corrosive Spire', 'Plague Altar']; } else if (self.type === 'tesla') { return ['Static Coil', 'Dual Coil', 'Arc Emitter', 'Thunderstorm Core', 'Lightning God']; } }; self.canShoot = function () { return LK.ticks - self.lastShotTime > self.attackSpeed / (1000 / 60); }; self.findTarget = function () { var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var distance = Math.sqrt((enemy.x - self.x) * (enemy.x - self.x) + (enemy.y - self.y) * (enemy.y - self.y)); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; }; self.shoot = function (target) { if (!self.canShoot()) return; self.lastShotTime = LK.ticks; var projectile = new Projectile(self.projectileType, self.x, self.y, target.x, target.y, self.damage); projectile.towerType = self.type; projectile.slowEffect = self.slowEffect; projectile.poisonEffect = self.poisonEffect; projectile.chainLightning = self.chainLightning; projectiles.push(projectile); isoContainer.addChild(projectile); LK.getSound('shoot_arrow').play(); }; self.getUpgradeCost = function () { var baseCosts = [50, 100, 150, 200, 250, 300, 350, 400, 450, 500]; return baseCosts[self.level - 1] || 500; }; self.upgrade = function () { if (self.level < self.maxLevel) { self.level++; self.damage = Math.floor(self.damage * 1.3); self.range = Math.floor(self.range * (1 + (self.level - 1) * 0.1)); // 10% range increase per level self.attackSpeed = Math.max(200, Math.floor(self.attackSpeed * 0.95)); // Visual upgrade indicators var tintColors = [0xFFFFFF, 0xFFD700, 0xFF6347, 0xFF4500, 0x8A2BE2, 0x00FF00, 0x00FFFF, 0xFF69B4, 0xFFFF00, 0xFF0000]; graphics.tint = tintColors[self.level - 1] || 0xFF0000; // Show range indicator for upgraded towers if (self.level > 1 && !self.rangeIndicator) { self.rangeIndicator = LK.getAsset('build_zone', { anchorX: 0.5, anchorY: 0.5, alpha: 0.1, scaleX: self.range / 40, scaleY: self.range / 40 }); self.rangeIndicator.x = self.x; self.rangeIndicator.y = self.y; self.rangeIndicator.tint = 0x00FF00; isoContainer.addChild(self.rangeIndicator); } else if (self.rangeIndicator) { self.rangeIndicator.scaleX = self.range / 40; self.rangeIndicator.scaleY = self.range / 40; } } }; self.down = function (x, y, obj) { selectedTower = self; if (upgradeText && upgradeText.destroy) { upgradeText.destroy(); } if (self.level < self.maxLevel) { var cost = self.getUpgradeCost(); var names = self.getUpgradeNames(); var nextName = names[self.level - 1] || 'Max Level'; upgradeText = new Text2(nextName + ': ' + cost + ' gold', { size: 24, fill: coins >= cost ? 0x00FF00 : 0xFF0000 }); upgradeText.anchor.set(0.5, 1); upgradeText.x = self.x; upgradeText.y = self.y - 40; isoContainer.addChild(upgradeText); if (coins >= cost) { upgradeText.down = function () { coins -= cost; coinsText.setText('Gold: ' + coins); self.upgrade(); if (upgradeText && upgradeText.destroy) { upgradeText.destroy(); } upgradeText = null; selectedTower = null; }; } } else { upgradeText = new Text2('MAX LEVEL', { size: 30, fill: 0xFFFFFF }); upgradeText.anchor.set(0.5, 1); upgradeText.x = self.x; upgradeText.y = self.y - 40; isoContainer.addChild(upgradeText); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ // Use game container directly for top-down view var isoContainer = game; var gameState = 'setup'; var castleType = 'square'; var difficulty = 'easy'; var currentWave = 0; var maxWaves = 50; var waveEnemies = []; var enemies = []; var towers = []; var projectiles = []; var coins = 300; var castleHealth = 100; var waveInProgress = false; var nextWaveTimer = 0; var selectedTowerType = null; var selectedTower = null; var upgradeText = null; // Enemy path 1: Detailed horizontal then vertical path var enemyPath1 = [{ x: 0, y: 200 }, { x: 25.6, y: 200 }, { x: 51.2, y: 200 }, { x: 76.8, y: 200 }, { x: 102.4, y: 200 }, { x: 128, y: 200 }, { x: 153.6, y: 200 }, { x: 179.2, y: 200 }, { x: 204.8, y: 200 }, { x: 230.4, y: 200 }, { x: 256, y: 200 }, { x: 281.6, y: 200 }, { x: 307.2, y: 200 }, { x: 332.8, y: 200 }, { x: 358.4, y: 200 }, { x: 384, y: 200 }, { x: 409.6, y: 200 }, { x: 435.2, y: 200 }, { x: 460.8, y: 200 }, { x: 486.4, y: 200 }, { x: 512, y: 200 }, { x: 537.6, y: 200 }, { x: 563.2, y: 200 }, { x: 588.8, y: 200 }, { x: 614.4, y: 200 }, { x: 640, y: 200 }, { x: 665.6, y: 200 }, { x: 691.2, y: 200 }, { x: 716.8, y: 200 }, { x: 742.4, y: 200 }, { x: 768, y: 200 }, { x: 793.6, y: 200 }, { x: 819.2, y: 200 }, { x: 844.8, y: 200 }, { x: 870.4, y: 200 }, { x: 896, y: 200 }, { x: 921.6, y: 200 }, { x: 947.2, y: 200 }, { x: 972.8, y: 200 }, { x: 998.4, y: 200 }, { x: 1024, y: 200 }, { x: 1024, y: 240 }, { x: 1024, y: 280 }, { x: 1024, y: 320 }, { x: 1024, y: 360 }, { x: 1024, y: 400 }, { x: 1024, y: 440 }, { x: 1024, y: 480 }, { x: 1024, y: 520 }, { x: 1024, y: 560 }, { x: 1024, y: 600 }, { x: 998.4, y: 600 }, { x: 972.8, y: 600 }, { x: 947.2, y: 600 }, { x: 921.6, y: 600 }, { x: 896, y: 600 }, { x: 870.4, y: 600 }, { x: 844.8, y: 600 }, { x: 819.2, y: 600 }, { x: 793.6, y: 600 }, { x: 768, y: 600 }, { x: 768, y: 640 }, { x: 768, y: 680 }, { x: 768, y: 720 }, { x: 768, y: 760 }, { x: 768, y: 800 }, { x: 768, y: 840 }, { x: 768, y: 880 }, { x: 768, y: 920 }, { x: 768, y: 960 }, { x: 768, y: 1000 }, { x: 768, y: 1040 }, { x: 768, y: 1080 }, { x: 768, y: 1120 }, { x: 768, y: 1160 }, { x: 768, y: 1200 }, { x: 768, y: 1240 }, { x: 768, y: 1280 }, { x: 768, y: 1320 }, { x: 768, y: 1360 }, { x: 768, y: 1400 }, { x: 768, y: 1440 }, { x: 768, y: 1480 }, { x: 768, y: 1520 }, { x: 768, y: 1560 }, { x: 768, y: 1600 }, { x: 768, y: 1640 }, { x: 768, y: 1680 }, { x: 768, y: 1720 }, { x: 768, y: 1760 }, { x: 768, y: 1800 }, { x: 793.6, y: 1800 }, { x: 819.2, y: 1800 }, { x: 844.8, y: 1800 }, { x: 870.4, y: 1800 }, { x: 896, y: 1800 }, { x: 921.6, y: 1800 }, { x: 947.2, y: 1800 }, { x: 972.8, y: 1800 }, { x: 998.4, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 1840 }, { x: 1024, y: 1880 }, { x: 1024, y: 1920 }, { x: 1024, y: 1960 }, { x: 1024, y: 2000 }, { x: 1024, y: 2040 }, { x: 1024, y: 2080 }, { x: 1024, y: 2120 }, { x: 1024, y: 2160 }, { x: 1024, y: 2200 }]; // Enemy path 2: Detailed eastern route path var enemyPath2 = [{ x: 2048, y: 800 }, { x: 2022.4, y: 800 }, { x: 1996.8, y: 800 }, { x: 1971.2, y: 800 }, { x: 1945.6, y: 800 }, { x: 1920, y: 800 }, { x: 1894.4, y: 800 }, { x: 1868.8, y: 800 }, { x: 1843.2, y: 800 }, { x: 1817.6, y: 800 }, { x: 1792, y: 800 }, { x: 1766.4, y: 800 }, { x: 1740.8, y: 800 }, { x: 1715.2, y: 800 }, { x: 1689.6, y: 800 }, { x: 1664, y: 800 }, { x: 1638.4, y: 800 }, { x: 1612.8, y: 800 }, { x: 1587.2, y: 800 }, { x: 1561.6, y: 800 }, { x: 1536, y: 800 }, { x: 1510.4, y: 800 }, { x: 1484.8, y: 800 }, { x: 1459.2, y: 800 }, { x: 1433.6, y: 800 }, { x: 1408, y: 800 }, { x: 1382.4, y: 800 }, { x: 1356.8, y: 800 }, { x: 1331.2, y: 800 }, { x: 1305.6, y: 800 }, { x: 1280, y: 800 }, { x: 1254.4, y: 800 }, { x: 1228.8, y: 800 }, { x: 1203.2, y: 800 }, { x: 1177.6, y: 800 }, { x: 1152, y: 800 }, { x: 1126.4, y: 800 }, { x: 1100.8, y: 800 }, { x: 1075.2, y: 800 }, { x: 1049.6, y: 800 }, { x: 1024, y: 800 }, { x: 1024, y: 780 }, { x: 1024, y: 760 }, { x: 1024, y: 740 }, { x: 1024, y: 720 }, { x: 1024, y: 700 }, { x: 1024, y: 680 }, { x: 1024, y: 660 }, { x: 1024, y: 640 }, { x: 1024, y: 620 }, { x: 1024, y: 600 }, { x: 1049.6, y: 600 }, { x: 1075.2, y: 600 }, { x: 1100.8, y: 600 }, { x: 1126.4, y: 600 }, { x: 1152, y: 600 }, { x: 1177.6, y: 600 }, { x: 1203.2, y: 600 }, { x: 1228.8, y: 600 }, { x: 1254.4, y: 600 }, { x: 1280, y: 600 }, { x: 1280, y: 640 }, { x: 1280, y: 680 }, { x: 1280, y: 720 }, { x: 1280, y: 760 }, { x: 1280, y: 800 }, { x: 1280, y: 840 }, { x: 1280, y: 880 }, { x: 1280, y: 920 }, { x: 1280, y: 960 }, { x: 1280, y: 1000 }, { x: 1280, y: 1040 }, { x: 1280, y: 1080 }, { x: 1280, y: 1120 }, { x: 1280, y: 1160 }, { x: 1280, y: 1200 }, { x: 1280, y: 1240 }, { x: 1280, y: 1280 }, { x: 1280, y: 1320 }, { x: 1280, y: 1360 }, { x: 1280, y: 1400 }, { x: 1280, y: 1440 }, { x: 1280, y: 1480 }, { x: 1280, y: 1520 }, { x: 1280, y: 1560 }, { x: 1280, y: 1600 }, { x: 1280, y: 1640 }, { x: 1280, y: 1680 }, { x: 1280, y: 1720 }, { x: 1280, y: 1760 }, { x: 1280, y: 1800 }, { x: 1254.4, y: 1800 }, { x: 1228.8, y: 1800 }, { x: 1203.2, y: 1800 }, { x: 1177.6, y: 1800 }, { x: 1152, y: 1800 }, { x: 1126.4, y: 1800 }, { x: 1100.8, y: 1800 }, { x: 1075.2, y: 1800 }, { x: 1049.6, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 1840 }, { x: 1024, y: 1880 }, { x: 1024, y: 1920 }, { x: 1024, y: 1960 }, { x: 1024, y: 2000 }, { x: 1024, y: 2040 }, { x: 1024, y: 2080 }, { x: 1024, y: 2120 }, { x: 1024, y: 2160 }, { x: 1024, y: 2200 }]; // Enemy path 3: Detailed western route path var enemyPath3 = [{ x: 2048, y: 50 }, { x: 2022.4, y: 50 }, { x: 1996.8, y: 50 }, { x: 1971.2, y: 50 }, { x: 1945.6, y: 50 }, { x: 1920, y: 50 }, { x: 1894.4, y: 50 }, { x: 1868.8, y: 50 }, { x: 1843.2, y: 50 }, { x: 1817.6, y: 50 }, { x: 1792, y: 50 }, { x: 1766.4, y: 50 }, { x: 1740.8, y: 50 }, { x: 1715.2, y: 50 }, { x: 1689.6, y: 50 }, { x: 1664, y: 50 }, { x: 1638.4, y: 50 }, { x: 1612.8, y: 50 }, { x: 1587.2, y: 50 }, { x: 1561.6, y: 50 }, { x: 1536, y: 50 }, { x: 1510.4, y: 50 }, { x: 1484.8, y: 50 }, { x: 1459.2, y: 50 }, { x: 1433.6, y: 50 }, { x: 1408, y: 50 }, { x: 1382.4, y: 50 }, { x: 1356.8, y: 50 }, { x: 1331.2, y: 50 }, { x: 1305.6, y: 50 }, { x: 1280, y: 50 }, { x: 1280, y: 90 }, { x: 1280, y: 130 }, { x: 1280, y: 170 }, { x: 1280, y: 210 }, { x: 1280, y: 250 }, { x: 1280, y: 290 }, { x: 1280, y: 330 }, { x: 1280, y: 370 }, { x: 1280, y: 410 }, { x: 1280, y: 450 }, { x: 1280, y: 490 }, { x: 1280, y: 530 }, { x: 1280, y: 570 }, { x: 1280, y: 610 }, { x: 1280, y: 650 }, { x: 1280, y: 690 }, { x: 1280, y: 730 }, { x: 1280, y: 770 }, { x: 1280, y: 810 }, { x: 1280, y: 850 }, { x: 1280, y: 890 }, { x: 1280, y: 930 }, { x: 1280, y: 970 }, { x: 1280, y: 1010 }, { x: 1280, y: 1050 }, { x: 1280, y: 1090 }, { x: 1280, y: 1130 }, { x: 1280, y: 1170 }, { x: 1280, y: 1210 }, { x: 1280, y: 1250 }, { x: 1280, y: 1290 }, { x: 1280, y: 1330 }, { x: 1280, y: 1370 }, { x: 1280, y: 1410 }, { x: 1280, y: 1450 }, { x: 1280, y: 1490 }, { x: 1280, y: 1530 }, { x: 1280, y: 1570 }, { x: 1280, y: 1610 }, { x: 1280, y: 1650 }, { x: 1280, y: 1690 }, { x: 1280, y: 1730 }, { x: 1280, y: 1770 }, { x: 1280, y: 1810 }, { x: 1280, y: 1850 }, { x: 1254.4, y: 1800 }, { x: 1228.8, y: 1800 }, { x: 1203.2, y: 1800 }, { x: 1177.6, y: 1800 }, { x: 1152, y: 1800 }, { x: 1126.4, y: 1800 }, { x: 1100.8, y: 1800 }, { x: 1075.2, y: 1800 }, { x: 1049.6, y: 1800 }, { x: 1024, y: 1800 }, { x: 1024, y: 1840 }, { x: 1024, y: 1880 }, { x: 1024, y: 1920 }, { x: 1024, y: 1960 }, { x: 1024, y: 2000 }, { x: 1024, y: 2040 }, { x: 1024, y: 2080 }, { x: 1024, y: 2120 }, { x: 1024, y: 2160 }, { x: 1024, y: 2200 }]; var buildZones = []; var terrainFeatures = []; function createPath() { // Create all paths visible from the start for strategic planning // Create path 1 for (var i = 0; i < enemyPath1.length; i++) { var pathTile = isoContainer.addChild(LK.getAsset('path_tile', { anchorX: 0.5, anchorY: 0.5, x: enemyPath1[i].x, y: enemyPath1[i].y, alpha: 0.7 })); } // Create path 2 - always visible for (var i = 0; i < enemyPath2.length; i++) { var pathTile = isoContainer.addChild(LK.getAsset('path_tile', { anchorX: 0.5, anchorY: 0.5, x: enemyPath2[i].x, y: enemyPath2[i].y, alpha: 0.7 })); } // Create path 3 - always visible for (var i = 0; i < enemyPath3.length; i++) { var pathTile = isoContainer.addChild(LK.getAsset('path_tile', { anchorX: 0.5, anchorY: 0.5, x: enemyPath3[i].x, y: enemyPath3[i].y, alpha: 0.7 })); } // Create build zones around paths createBuildZones(); } function createTerrain() { // Create lake var lake = isoContainer.addChild(LK.getAsset('lake', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 500, alpha: 0.8 })); // Create waterfall (three parallel lines) var waterfall1 = isoContainer.addChild(LK.getAsset('waterfall_line', { anchorX: 0.5, anchorY: 0.5, x: 1550, y: 300 })); var waterfall2 = isoContainer.addChild(LK.getAsset('waterfall_line', { anchorX: 0.5, anchorY: 0.5, x: 1560, y: 300 })); var waterfall3 = isoContainer.addChild(LK.getAsset('waterfall_line', { anchorX: 0.5, anchorY: 0.5, x: 1570, y: 300 })); // Create lake in the middle of the map var centralLake = isoContainer.addChild(LK.getAsset('lake', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0.8, scaleX: 1.5, scaleY: 1.5 })); // Create left village (further west of castle) var leftVillagePositions = [{ x: 450, y: 2050 }, { x: 700, y: 2300 }, { x: 300, y: 2350 }, { x: 650, y: 2100 }]; for (var i = 0; i < leftVillagePositions.length; i++) { var pos = leftVillagePositions[i]; // Create house base var house = isoContainer.addChild(LK.getAsset('village_house', { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y, alpha: 0.9 })); // Create roof var roof = isoContainer.addChild(LK.getAsset('village_house_roof', { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y - 15, alpha: 0.9 })); } // Create right village (further east of castle) var rightVillagePositions = [{ x: 1600, y: 2050 }, { x: 1350, y: 2300 }, { x: 1750, y: 2250 }, { x: 1500, y: 2450 }]; for (var i = 0; i < rightVillagePositions.length; i++) { var pos = rightVillagePositions[i]; // Create house base var house = isoContainer.addChild(LK.getAsset('village_house', { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y, alpha: 0.9 })); // Create roof var roof = isoContainer.addChild(LK.getAsset('village_house_roof', { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y - 15, alpha: 0.9 })); } // Create 50 trees scattered across the map avoiding all objects var treePositions = []; // Helper function to check if a position conflicts with existing objects function isPositionSafe(x, y, buffer) { buffer = buffer || 60; // Check boundaries if (x < 50 || x > 1998 || y < 50 || y > 2682) return false; // Check castle area if (Math.sqrt((x - 1024) * (x - 1024) + (y - 2200) * (y - 2200)) < 300) return false; // Check waterfall area if (x >= 1500 && x <= 1600) return false; // Check central lake area if (Math.sqrt((x - 1024) * (x - 1024) + (y - 1366) * (y - 1366)) < 200) return false; // Check original lake area if (Math.sqrt((x - 400) * (x - 400) + (y - 500) * (y - 500)) < 150) return false; // Check all enemy paths with buffer var allPaths = [enemyPath1, enemyPath2, enemyPath3]; for (var p = 0; p < allPaths.length; p++) { var path = allPaths[p]; for (var i = 0; i < path.length; i++) { if (Math.sqrt((x - path[i].x) * (x - path[i].x) + (y - path[i].y) * (y - path[i].y)) < buffer + 20) { return false; } } } // Check build zones for (var i = 0; i < buildZones.length; i++) { if (Math.sqrt((x - buildZones[i].x) * (x - buildZones[i].x) + (y - buildZones[i].y) * (y - buildZones[i].y)) < buffer) { return false; } } // Check village house areas var allVillagePositions = leftVillagePositions.concat(rightVillagePositions); for (var i = 0; i < allVillagePositions.length; i++) { var house = allVillagePositions[i]; if (Math.sqrt((x - house.x) * (x - house.x) + (y - house.y) * (y - house.y)) < 100) { return false; } } // Check against other trees for (var i = 0; i < treePositions.length; i++) { var tree = treePositions[i]; if (Math.sqrt((x - tree.x) * (x - tree.x) + (y - tree.y) * (y - tree.y)) < 80) { return false; } } return true; } // Generate 50 tree positions var attempts = 0; while (treePositions.length < 50 && attempts < 2000) { attempts++; var x = 50 + Math.random() * (1998 - 50); var y = 50 + Math.random() * (2682 - 50); if (isPositionSafe(x, y, 80)) { treePositions.push({ x: x, y: y }); } } // Create the trees for (var i = 0; i < treePositions.length; i++) { var pos = treePositions[i]; var tree = isoContainer.addChild(LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: pos.x + (Math.random() - 0.5) * 40, // Add random offset y: pos.y + (Math.random() - 0.5) * 40, scaleX: 0.8 + Math.random() * 0.4, // Scale variation 0.8x to 1.2x scaleY: 0.8 + Math.random() * 0.4, alpha: 0.9 })); } } function createBuildZones() { var zones = [ // enemyPath1: y=200, both sides { x: 0, y: 150 }, { x: 0, y: 250 }, { x: 100, y: 150 }, { x: 100, y: 250 }, { x: 200, y: 150 }, { x: 200, y: 250 }, { x: 300, y: 150 }, { x: 300, y: 250 }, { x: 400, y: 150 }, { x: 400, y: 250 }, { x: 500, y: 150 }, { x: 500, y: 250 }, { x: 600, y: 150 }, { x: 600, y: 250 }, { x: 700, y: 150 }, { x: 700, y: 250 }, { x: 800, y: 150 }, { x: 800, y: 250 }, { x: 900, y: 150 }, { x: 900, y: 250 }, // enemyPath1: Corner (1024, 200, right turn) { x: 974, y: 150 }, { x: 1074, y: 150 }, { x: 974, y: 250 }, { x: 1074, y: 250 }, // enemyPath1: U-shape (x=1024, y=200-600) { x: 974, y: 300 }, { x: 1074, y: 300 }, { x: 974, y: 400 }, { x: 1074, y: 400 }, { x: 974, y: 500 }, { x: 1074, y: 500 }, // enemyPath1: Corner (1024, 600, left turn, intersection) { x: 974, y: 550 }, { x: 1074, y: 550 }, { x: 974, y: 650 }, { x: 1074, y: 650 }, // enemyPath1: U-shape (x=768, y=600-1800) { x: 718, y: 700 }, { x: 818, y: 700 }, { x: 718, y: 800 }, { x: 818, y: 800 }, { x: 718, y: 900 }, { x: 818, y: 900 }, { x: 718, y: 1000 }, { x: 818, y: 1000 }, { x: 718, y: 1100 }, { x: 818, y: 1100 }, { x: 718, y: 1200 }, { x: 818, y: 1200 }, { x: 718, y: 1300 }, { x: 818, y: 1300 }, { x: 718, y: 1400 }, { x: 818, y: 1400 }, { x: 718, y: 1500 }, { x: 818, y: 1500 }, { x: 718, y: 1600 }, { x: 818, y: 1600 }, { x: 718, y: 1700 }, { x: 818, y: 1700 }, // enemyPath1: Corner (768, 1800, right turn) { x: 718, y: 1750 }, { x: 818, y: 1750 }, { x: 718, y: 1850 }, { x: 818, y: 1850 }, // enemyPath1: Corner (896, 1800, right turn) { x: 846, y: 1750 }, { x: 946, y: 1750 }, { x: 846, y: 1850 }, { x: 946, y: 1850 }, // enemyPath1: Corner (1024, 1800, down, intersection) { x: 974, y: 1750 }, { x: 1074, y: 1750 }, { x: 974, y: 1850 }, { x: 1074, y: 1850 }, // enemyPath2: y=800, both sides { x: 2048, y: 750 }, { x: 2048, y: 850 }, { x: 1948, y: 750 }, { x: 1948, y: 850 }, { x: 1848, y: 750 }, { x: 1848, y: 850 }, { x: 1748, y: 750 }, { x: 1748, y: 850 }, { x: 1648, y: 750 }, { x: 1648, y: 850 }, { x: 1548, y: 750 }, { x: 1548, y: 850 }, { x: 1448, y: 750 }, { x: 1448, y: 850 }, { x: 1348, y: 750 }, { x: 1348, y: 850 }, { x: 1248, y: 750 }, { x: 1248, y: 850 }, { x: 1148, y: 750 }, { x: 1148, y: 850 }, // enemyPath2: Corner (1024, 800, down) { x: 974, y: 750 }, { x: 1074, y: 750 }, { x: 974, y: 850 }, { x: 1074, y: 850 }, // enemyPath2: U-shape (x=1024, y=600-800) { x: 974, y: 650 }, { x: 1074, y: 650 }, { x: 974, y: 700 }, { x: 1074, y: 700 }, // enemyPath2: Corner (1024, 600, right turn, intersection) { x: 974, y: 550 }, { x: 1074, y: 550 }, { x: 974, y: 650 }, { x: 1074, y: 650 }, // enemyPath2: U-shape (x=1280, y=600-1800) { x: 1230, y: 650 }, { x: 1330, y: 650 }, { x: 1230, y: 750 }, { x: 1330, y: 750 }, { x: 1230, y: 850 }, { x: 1330, y: 850 }, { x: 1230, y: 950 }, { x: 1330, y: 950 }, { x: 1230, y: 1050 }, { x: 1330, y: 1050 }, { x: 1230, y: 1150 }, { x: 1330, y: 1150 }, { x: 1230, y: 1250 }, { x: 1330, y: 1250 }, { x: 1230, y: 1350 }, { x: 1330, y: 1350 }, { x: 1230, y: 1450 }, { x: 1330, y: 1450 }, { x: 1230, y: 1550 }, { x: 1330, y: 1550 }, { x: 1230, y: 1650 }, { x: 1330, y: 1650 }, // enemyPath2: Corner (1280, 1800, left turn) { x: 1230, y: 1750 }, { x: 1330, y: 1750 }, { x: 1230, y: 1850 }, { x: 1330, y: 1850 }, // enemyPath2: Corner (1152, 1800, left turn) { x: 1102, y: 1750 }, { x: 1202, y: 1750 }, { x: 1102, y: 1850 }, { x: 1202, y: 1850 }, // enemyPath3: y=50, both sides { x: 2048, y: 0 }, { x: 2048, y: 100 }, { x: 1948, y: 0 }, { x: 1948, y: 100 }, { x: 1848, y: 0 }, { x: 1848, y: 100 }, { x: 1748, y: 0 }, { x: 1748, y: 100 }, { x: 1648, y: 0 }, { x: 1648, y: 100 }, { x: 1548, y: 0 }, { x: 1548, y: 100 }, { x: 1448, y: 0 }, { x: 1448, y: 100 }, // enemyPath3: Corner (1280, 50, down) { x: 1230, y: 0 }, { x: 1330, y: 0 }, { x: 1230, y: 100 }, { x: 1330, y: 100 }, // enemyPath3: U-shape (x=1280, y=50-1800) { x: 1230, y: 150 }, { x: 1330, y: 150 }, { x: 1230, y: 250 }, { x: 1330, y: 250 }, { x: 1230, y: 350 }, { x: 1330, y: 350 }, { x: 1230, y: 450 }, { x: 1330, y: 450 }, // enemyPath3: Corner (1280, 1800, left turn) { x: 1230, y: 1750 }, { x: 1330, y: 1750 }, { x: 1230, y: 1850 }, { x: 1330, y: 1850 }, // enemyPath3: Corner (1152, 1800, left turn) { x: 1102, y: 1750 }, { x: 1202, y: 1750 }, { x: 1102, y: 1850 }, { x: 1202, y: 1850 }]; for (var i = 0; i < zones.length; i++) { var zone = isoContainer.addChild(LK.getAsset('build_zone', { anchorX: 0.5, anchorY: 0.5, x: zones[i].x, y: zones[i].y, alpha: 0.3 })); zone.zoneData = { x: zones[i].x, y: zones[i].y, occupied: false, originalAlpha: 0.3 }; buildZones.push(zone); } } function updateBuildZoneVisuals() { for (var i = 0; i < buildZones.length; i++) { var zone = buildZones[i]; if (zone.zoneData.occupied) { // Occupied zones are invisible zone.alpha = 0; } else if (selectedTowerType) { // Available zones are highlighted when a tower is selected zone.alpha = 0.6; zone.tint = 0x00FF00; // Green highlight for available zones } else { // Normal state when no tower is selected zone.alpha = zone.zoneData.originalAlpha; zone.tint = 0xFFFFFF; // Reset tint } } } function createCastle() { var castle = isoContainer.addChild(LK.getAsset('castle_' + castleType, { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2200 })); // Create health bar background var healthBarBg = isoContainer.addChild(LK.getAsset('build_zone', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2350, scaleX: 3, scaleY: 0.5 })); healthBarBg.tint = 0x000000; // Create health bar fill var healthBarFill = isoContainer.addChild(LK.getAsset('build_zone', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2350, scaleX: 3, scaleY: 0.5 })); healthBarFill.tint = 0x00FF00; // Store references for updating castle.healthBarBg = healthBarBg; castle.healthBarFill = healthBarFill; } function createShop() { var shopBg = LK.gui.bottom.addChild(LK.getAsset('shop_bg', { anchorX: 0.5, anchorY: 1, alpha: 1.0 })); shopBg.tint = 0x000000; var infantryBtn = LK.gui.bottom.addChild(LK.getAsset('tower_infantry', { anchorX: 0.5, anchorY: 1, x: -400, y: -60 })); var frostBtn = LK.gui.bottom.addChild(LK.getAsset('tower_frost', { anchorX: 0.5, anchorY: 1, x: -200, y: -60 })); var antiairBtn = LK.gui.bottom.addChild(LK.getAsset('tower_antiair', { anchorX: 0.5, anchorY: 1, x: 0, y: -60 })); var poisonBtn = LK.gui.bottom.addChild(LK.getAsset('tower_poison', { anchorX: 0.5, anchorY: 1, x: 200, y: -60 })); var teslaBtn = LK.gui.bottom.addChild(LK.getAsset('tower_tesla', { anchorX: 0.5, anchorY: 1, x: 400, y: -60 })); // Add cost labels with larger, more distinct text var infantryCost = LK.gui.bottom.addChild(new Text2('80g', { size: 32, fill: 0xFFD700 })); infantryCost.anchor.set(0.5, 1); infantryCost.x = -400; infantryCost.y = -100; var frostCost = LK.gui.bottom.addChild(new Text2('120g', { size: 32, fill: 0xFFD700 })); frostCost.anchor.set(0.5, 1); frostCost.x = -200; frostCost.y = -100; var antiairCost = LK.gui.bottom.addChild(new Text2('150g', { size: 32, fill: 0xFFD700 })); antiairCost.anchor.set(0.5, 1); antiairCost.x = 0; antiairCost.y = -100; var poisonCost = LK.gui.bottom.addChild(new Text2('100g', { size: 32, fill: 0xFFD700 })); poisonCost.anchor.set(0.5, 1); poisonCost.x = 200; poisonCost.y = -100; var teslaCost = LK.gui.bottom.addChild(new Text2('180g', { size: 32, fill: 0xFFD700 })); teslaCost.anchor.set(0.5, 1); teslaCost.x = 400; teslaCost.y = -100; infantryBtn.down = function () { if (coins >= 80) { selectedTowerType = 'infantry'; updateBuildZoneVisuals(); } }; frostBtn.down = function () { if (coins >= 120) { selectedTowerType = 'frost'; updateBuildZoneVisuals(); } }; antiairBtn.down = function () { if (coins >= 150) { selectedTowerType = 'antiair'; updateBuildZoneVisuals(); } }; poisonBtn.down = function () { if (coins >= 100) { selectedTowerType = 'poison'; updateBuildZoneVisuals(); } }; teslaBtn.down = function () { if (coins >= 180) { selectedTowerType = 'tesla'; updateBuildZoneVisuals(); } }; } function createWave() { if (currentWave >= maxWaves) { LK.showYouWin(); return; } currentWave++; waveEnemies = []; var enemyCount = 3 + Math.floor(currentWave / 2); if (enemyCount > 20) enemyCount = 20; // Calculate available enemy strength levels based on wave var maxStrengthLevel = Math.min(10, Math.floor((currentWave + 1) / 2)); var minStrengthLevel = Math.max(1, maxStrengthLevel - 2); for (var i = 0; i < enemyCount; i++) { // Define which enemies can appear based on wave number var availableEnemies = []; if (currentWave >= 1 && currentWave <= 5) availableEnemies.push('goblin'); if (currentWave >= 3 && currentWave <= 8) availableEnemies.push('crawler'); if (currentWave >= 5 && currentWave <= 10) availableEnemies.push('bandit'); if (currentWave >= 7 && currentWave <= 12) availableEnemies.push('golem'); if (currentWave >= 9 && currentWave <= 14) availableEnemies.push('imp'); if (currentWave >= 11 && currentWave <= 18) availableEnemies.push('knight'); if (currentWave >= 13 && currentWave <= 20) availableEnemies.push('beast'); if (currentWave >= 15 && currentWave <= 25) availableEnemies.push('mage'); if (currentWave >= 17) availableEnemies.push('reaver'); if (currentWave >= 45) availableEnemies.push('doom'); // Select random enemy from available types var enemyType = availableEnemies[Math.floor(Math.random() * availableEnemies.length)]; // Assign strength level within available range var strengthLevel = minStrengthLevel + Math.floor(Math.random() * (maxStrengthLevel - minStrengthLevel + 1)); var pathChoice = 1; if (currentWave >= 6) { pathChoice = Math.floor(Math.random() * 3) + 1; } else if (currentWave >= 3) { pathChoice = Math.floor(Math.random() * 2) + 1; } waveEnemies.push({ type: enemyType, pathIndex: pathChoice, strengthLevel: strengthLevel, spawnTime: LK.ticks + i * 90 }); } waveInProgress = true; LK.getSound('wave_start').play(); } var coinsText = new Text2('Gold: 300', { size: 60, fill: 0xFFD700 }); coinsText.anchor.set(0, 0.5); coinsText.x = 50; coinsText.y = 2200; isoContainer.addChild(coinsText); var waveText = new Text2('Wave: 0/50', { size: 40, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); createPath(); createTerrain(); createCastle(); createShop(); game.down = function (x, y, obj) { // Clear any existing upgrade text when clicking elsewhere if (upgradeText && upgradeText.destroy && selectedTower && obj && !selectedTower.intersects(obj)) { upgradeText.destroy(); upgradeText = null; selectedTower = null; } // Use screen coordinates directly for top-down view var isoPos = { x: x, y: y }; if (selectedTowerType && gameState === 'playing') { // Check if clicking on a valid, unoccupied build zone var validBuildZone = null; for (var i = 0; i < buildZones.length; i++) { if (!buildZones[i].zoneData.occupied) { var distance = Math.sqrt((buildZones[i].x - isoPos.x) * (buildZones[i].x - isoPos.x) + (buildZones[i].y - isoPos.y) * (buildZones[i].y - isoPos.y)); if (distance < 40) { validBuildZone = buildZones[i]; break; } } } // Only place tower if clicking on a valid build zone and player has enough coins if (validBuildZone) { var tower = new Tower(selectedTowerType); if (coins >= tower.cost) { // Place tower exactly at build zone center tower.x = validBuildZone.x; tower.y = validBuildZone.y; towers.push(tower); isoContainer.addChild(tower); coins -= tower.cost; coinsText.setText('Gold: ' + coins); selectedTowerType = null; // Mark build zone as occupied validBuildZone.zoneData.occupied = true; updateBuildZoneVisuals(); } } else { // Clear selection if clicking outside build zones selectedTowerType = null; updateBuildZoneVisuals(); } } }; if (gameState === 'setup') { gameState = 'playing'; createWave(); } game.update = function () { if (gameState !== 'playing') return; if (waveInProgress) { for (var i = waveEnemies.length - 1; i >= 0; i--) { var enemyData = waveEnemies[i]; if (LK.ticks >= enemyData.spawnTime) { var enemy = new Enemy(enemyData.type, currentWave, enemyData.pathIndex, enemyData.strengthLevel); enemies.push(enemy); isoContainer.addChild(enemy); waveEnemies.splice(i, 1); } } if (waveEnemies.length === 0 && enemies.length === 0) { waveInProgress = false; nextWaveTimer = LK.ticks + 180; } } if (!waveInProgress && LK.ticks >= nextWaveTimer && enemies.length === 0) { createWave(); } for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.reachedCastle) { castleHealth -= 15; // Update health bar var healthPercent = castleHealth / 100; if (isoContainer.children.length > 0) { for (var k = 0; k < isoContainer.children.length; k++) { var child = isoContainer.children[k]; if (child.healthBarFill) { child.healthBarFill.scaleX = 3 * healthPercent; if (healthPercent > 0.6) { child.healthBarFill.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { child.healthBarFill.tint = 0xFFFF00; // Yellow } else { child.healthBarFill.tint = 0xFF0000; // Red } break; } } } enemy.destroy(); enemies.splice(i, 1); if (castleHealth <= 0) { LK.showGameOver(); return; } } } for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; if (projectile.hasReachedTarget) { if (projectile.type === 'cannonball') { for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; var distance = Math.sqrt((enemy.x - projectile.x) * (enemy.x - projectile.x) + (enemy.y - projectile.y) * (enemy.y - projectile.y)); if (distance <= 50) { if (enemy.takeDamage(projectile.damage)) { coins += enemy.coinValue; coinsText.setText('Gold: ' + coins); enemy.destroy(); enemies.splice(j, 1); j--; } } } } else { for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; var distance = Math.sqrt((enemy.x - projectile.x) * (enemy.x - projectile.x) + (enemy.y - projectile.y) * (enemy.y - projectile.y)); if (distance <= 25) { if (enemy.takeDamage(projectile.damage)) { coins += enemy.coinValue; coinsText.setText('Gold: ' + coins); enemy.destroy(); enemies.splice(j, 1); } break; } } } projectile.destroy(); projectiles.splice(i, 1); } else if (projectile.x < -50 || projectile.x > 2098 || projectile.y < -50 || projectile.y > 2782) { projectile.destroy(); projectiles.splice(i, 1); } } waveText.setText('Wave: ' + currentWave + '/' + maxWaves); };
===================================================================
--- original.js
+++ change.js
@@ -2160,44 +2160,44 @@
anchorY: 1,
x: 400,
y: -60
}));
- // Add cost labels
+ // Add cost labels with larger, more distinct text
var infantryCost = LK.gui.bottom.addChild(new Text2('80g', {
- size: 20,
- fill: 0xFFFFFF
+ size: 32,
+ fill: 0xFFD700
}));
infantryCost.anchor.set(0.5, 1);
infantryCost.x = -400;
- infantryCost.y = -90;
+ infantryCost.y = -100;
var frostCost = LK.gui.bottom.addChild(new Text2('120g', {
- size: 20,
- fill: 0xFFFFFF
+ size: 32,
+ fill: 0xFFD700
}));
frostCost.anchor.set(0.5, 1);
frostCost.x = -200;
- frostCost.y = -90;
+ frostCost.y = -100;
var antiairCost = LK.gui.bottom.addChild(new Text2('150g', {
- size: 20,
- fill: 0xFFFFFF
+ size: 32,
+ fill: 0xFFD700
}));
antiairCost.anchor.set(0.5, 1);
antiairCost.x = 0;
- antiairCost.y = -90;
+ antiairCost.y = -100;
var poisonCost = LK.gui.bottom.addChild(new Text2('100g', {
- size: 20,
- fill: 0xFFFFFF
+ size: 32,
+ fill: 0xFFD700
}));
poisonCost.anchor.set(0.5, 1);
poisonCost.x = 200;
- poisonCost.y = -90;
+ poisonCost.y = -100;
var teslaCost = LK.gui.bottom.addChild(new Text2('180g', {
- size: 20,
- fill: 0xFFFFFF
+ size: 32,
+ fill: 0xFFD700
}));
teslaCost.anchor.set(0.5, 1);
teslaCost.x = 400;
- teslaCost.y = -90;
+ teslaCost.y = -100;
infantryBtn.down = function () {
if (coins >= 80) {
selectedTowerType = 'infantry';
updateBuildZoneVisuals();
A lake with a 3d view. In-Game asset. 2d. High contrast. No shadows
tree. In-Game asset. 2d. High contrast. No shadows
house. In-Game asset. 2d. High contrast. No shadows
magic ball. In-Game asset. 2d. High contrast. No shadows
arrow bullet. In-Game asset. 2d. High contrast. No shadows
realistic majestic castle. In-Game asset. 2d. High contrast. No shadows
dirt road. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
This is a button, the outer part is red, the middle circle is red, the 2nd circle is dark gray. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
village house. In-Game asset. 2d. High contrast. No shadows
poisonous tower realistic. In-Game asset. 2d. High contrast. No shadows
freezing tower realistic. In-Game asset. 2d. High contrast. No shadows
goblin. In-Game asset. 2d. High contrast. No shadows
goblin emperor. In-Game asset. 2d. High contrast. No shadows
haydut goblin. In-Game asset. 2d. High contrast. No shadows
titan goblin. In-Game asset. 2d. High contrast. No shadows
goblin tazısı. In-Game asset. 2d. High contrast. No shadows
gezgin goblin. In-Game asset. 2d. High contrast. No shadows
kıyamet canavarı goblin. In-Game asset. 2d. High contrast. No shadows
kemikli iskelet goblin. In-Game asset. 2d. High contrast. No shadows
buzul goblin. In-Game asset. 2d. High contrast. No shadows
golem goblin. In-Game asset. 2d. High contrast. No shadows
kadın goblin imparatoru. In-Game asset. 2d. High contrast. No shadows
demir goblin. In-Game asset. 2d. High contrast. No shadows
şövalye goblin. In-Game asset. 2d. High contrast. No shadows
obsidyen dev goblin. In-Game asset. 2d. High contrast. No shadows
üzerinde okçu olan, ahşap, okçu kulesi. In-Game asset. 2d. High contrast. No shadows
ahşap hava savunma kulesi, üstünde arbalet olsun. In-Game asset. 2d. High contrast. No shadows
antik elektrik atıcı kule. In-Game asset. 2d. High contrast. No shadows
goblin canavar. In-Game asset. 2d. High contrast. No shadows
volkanik gezgini goblin. In-Game asset. 2d. High contrast. No shadows
kahverengi gezgin eli bıçaklı goblin. In-Game asset. 2d. High contrast. No shadows
büyücü goblin. In-Game asset. 2d. High contrast. No shadows
paslı böcek goblin. In-Game asset. 2d. High contrast. No shadows
spektral yıkıcı goblin. In-Game asset. 2d. High contrast. No shadows
taş goblin. In-Game asset. 2d. High contrast. No shadows
kimyasalcı goblin, boydan. In-Game asset. 2d. High contrast. No shadows
yuvarlak havan topu mermisi. In-Game asset. 2d. High contrast. No shadows
karanlık büyücü goblin. In-Game asset. 2d. High contrast. No shadows
yeşil yapraklı dövüşçü goblin. In-Game asset. 2d. High contrast. No shadows
kayalık. In-Game asset. 2d. High contrast. No shadows
uçan küllü goblin. In-Game asset. 2d. High contrast. No shadows
uçan goblin yılan. In-Game asset. 2d. High contrast. No shadows
kırmızı kaslı uçan goblin. In-Game asset. 2d. High contrast. No shadows
uçan karanlık goblin. In-Game asset. 2d. High contrast. No shadows
uçan goblin yağmacı. In-Game asset. 2d. High contrast. No shadows
uçan fırtına golem. In-Game asset. 2d. High contrast. No shadows