User prompt
queen i assetini ekrandaki bütün görzellerin önüne koy
User prompt
kraliçenin rengini düzelt ve biraz daha sağa kaydır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kraliçe oyun başlayınca hareket etmesin sadece olduğu yerde dursun ve dahada sağa koy
User prompt
kraliçeyi dahada sağa koy ve rengini canlandır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
queen in renkleriini biraz daha canlı yap ve sapa kaydır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
queen i oyunun bittiği yerin biraz soluna yerleştir
User prompt
mine ların menzili kısa olsun
User prompt
default kuleler daha fazla hasar vursun
User prompt
düşmnalar biraz daha hızlı hareket etsin ayrıca kraliçe adında bir asset ekle mor olsun
User prompt
düşmanlar daha yavaş olsun ve saha az canları olsun
User prompt
normal wave in üzerindeki çizgi sağa doğru yavaşça kaysın ve siğer wave değince o wave spawn olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
normal wave kutusunun üzerindeki çizgi sol kenarında o0lsun ve yavaşça sağa dopru ilerlesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun başlangıcında normal yazan kutunun üzerindeli çizgi kutunun sol kenarında olsun ve yavaşça sağa doğru ilerlesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
başlangıç menüsü bütün ekranı kaplasın
User prompt
görünmeyen mor çizginin sonunda bir asset koy
User prompt
mine is animli asseti sadece cigilerin üzerine konulabilsin ve düş manlar mine a basınca patlatip cok buyuk hasar versin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düşmanların izlediği çizgileri görünmez yap
User prompt
1. wave in sol kenarına turuncu dik bir çizgi koy bu çizgi sağa doğru sürekli ilerlesin ve diğer wave in sol köşesine değince o wave başlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
TURUNCU ÇERÇEVEYİ SİL
User prompt
Please fix the bug: 'block is not defined' in or related to this line: 'waveNumShadow.y = block.height / 2 - 12 + 5;' Line Number: 2375
User prompt
wave isimllerinin etrafındaki çerçeve sadece dik bir çizgi olsun ve oyun başladığında normal yazan şeklin solundan başlasın ve sağına geldiğinde diğer wave e geçsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
aşağıdaki wave panelini biraz sola al
User prompt
aşağıdaki panelde sadece hangi wave in geleceği yazsın en soldaki start game butonun kaldır başlangıç menüsünde start game e basıldığında oyun kendi başlasın
User prompt
aşağıdaki start game butonunu kaldır
User prompt
oyuna başlangıç menüsü ekle
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; // Make rapid tower shuriken rotate while flying if (self.type === 'rapid') { bulletGraphics.rotation += 0.3; // Rotate shuriken while flying } } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; // debugArrows array removed // Number label removed self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; // removeArrows method removed self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { // Arrow cleanup removed numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } // Number display and color tinting removed var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0xffffff; // Set to white/transparent } // Arrow rendering removed break; } case 1: { // Arrow cleanup removed cellGraphics.tint = 0xaaaaaa; // Number visibility removed break; } case 3: { // Arrow cleanup removed cellGraphics.tint = 0x008800; // Number visibility removed break; } } // Number text setting removed }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'explosion': effectGraphics.tint = 0xFF4500; effectGraphics.width = effectGraphics.height = CELL_SIZE * 3; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .02; // Slowed down enemy speed from .05 to .02 self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 25; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Fast falling and tunnel properties self.isFalling = true; self.fallSpeed = 0.15; // Fast falling speed from sky self.tunnelSpeed = 0.01; // Slow speed inside tunnels self.groundSpeed = 0.08; // Faster walking speed on ground self.originalSpeed = self.speed; self.inTunnel = false; self.lastInTunnel = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 25; break; case 'immune': self.isImmune = true; self.maxHealth = 20; break; case 'flying': self.isFlying = true; self.maxHealth = 20; break; case 'swarm': self.maxHealth = 15; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; // Set spawn areas based on first waypoint (top right corner) if (i === 23 && j >= 4 && j <= 7) { cellType = 2; self.spawns.push(cell); } else if (i >= 20 && i <= 23 && j >= 28 && j <= 31) { // Set goal area based on extended final waypoint (bottom right corner) cellType = 3; self.goals.push(cell); } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { // Only create debug cell for non-visual debugging, no graphics var debugCell = new DebugCell(); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; // Don't add to visual display } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { // Define the complete ordered sequence of lines from green top to purple bottom right var lineSequence = [ // 1. Green line (vertical at cloud2.x + 200) - start from top { type: 'vertical', x: cloud2.x + 200, startY: 0, endY: 630, centerX: cloud2.x + 200, color: 'green' }, // 2. Pink line (horizontal) - from green to purple { type: 'horizontal', y: 630, startX: cloud2.x + 200, endX: 1350, centerY: 630, color: 'pink' }, // 3. Purple line (vertical) - from pink to red { type: 'vertical', x: 1350, startY: 630, endY: 900, centerX: 1350, color: 'purple' }, // 4. Red horizontal line - from purple to brown { type: 'horizontal', y: 900, startX: 1350, endX: 450, centerY: 900, color: 'red' }, // 5. Brown line (vertical) - from red to blue { type: 'vertical', x: 450, startY: 900, endY: 1340, centerX: 450, color: 'brown' }, // 6. Blue horizontal line - from brown to yellow { type: 'horizontal', y: 1340, startX: 450, endX: 1350, centerY: 1340, color: 'blue' }, // 7. Yellow line (vertical) - from blue to green horizontal { type: 'vertical', x: 1350, startY: 1340, endY: 1700, centerX: 1350, color: 'yellow' }, // 8. Green horizontal line - from yellow to cyan { type: 'horizontal', y: 1700, startX: 1350, endX: 450, centerY: 1700, color: 'green_horizontal' }, // 9. Cyan line (vertical) - from green horizontal to magenta { type: 'vertical', x: 450, startY: 1700, endY: 2100, centerX: 450, color: 'cyan' }, // 10. Final magenta horizontal line - end at right { type: 'horizontal', y: 2100, startX: 450, endX: 450 + 980, centerY: 2100, color: 'magenta' }]; // Helper function to get the next line in sequence function getNextLineInSequence(enemy) { if (!enemy.currentLineIndex && enemy.currentLineIndex !== 0) { enemy.currentLineIndex = 0; return lineSequence[0]; } var nextIndex = enemy.currentLineIndex + 1; if (nextIndex < lineSequence.length) { enemy.currentLineIndex = nextIndex; return lineSequence[nextIndex]; } return null; } // Helper function to check if enemy is at the end of current line function isAtLineEnd(enemy, line, tolerance) { tolerance = tolerance || 5; // Reduced default tolerance from 15 to 5 if (line.type === 'vertical') { var atStartY = Math.abs(enemy.y - line.startY) < tolerance; var atEndY = Math.abs(enemy.y - line.endY) < tolerance; var onLineX = Math.abs(enemy.x - line.x) < tolerance; return onLineX && (atStartY || atEndY); } else { var atStartX = Math.abs(enemy.x - line.startX) < tolerance; var atEndX = Math.abs(enemy.x - line.endX) < tolerance; var onLineY = Math.abs(enemy.y - line.y) < tolerance; return onLineY && (atStartX || atEndX); } } // Initialize enemy if needed if (!enemy.currentLine) { enemy.currentLineIndex = 0; enemy.currentLine = lineSequence[0]; // Start with green line enemy.targetPoint = { x: lineSequence[0].centerX, y: lineSequence[0].endY }; // Move down the green line to pink connection } // Check if enemy should stop at black line end if (enemy.currentLine && enemy.currentLine.color && enemy.currentLine.color.indexOf('black') !== -1) { // Check if enemy reached the end of any black line var atBlackLineEnd = false; if (enemy.currentLine.type === 'horizontal') { // For horizontal black lines, check if at either end var atStartX = Math.abs(enemy.x - enemy.currentLine.startX) < 5; var atEndX = Math.abs(enemy.x - enemy.currentLine.endX) < 5; var onLineY = Math.abs(enemy.y - enemy.currentLine.centerY) < 5; atBlackLineEnd = onLineY && (atStartX || atEndX); } else if (enemy.currentLine.type === 'vertical') { // For vertical black lines, check if at either end var atStartY = Math.abs(enemy.y - enemy.currentLine.startY) < 5; var atEndY = Math.abs(enemy.y - enemy.currentLine.endY) < 5; var onLineX = Math.abs(enemy.x - enemy.currentLine.centerX) < 5; atBlackLineEnd = onLineX && (atStartY || atEndY); } if (atBlackLineEnd) { // Enemy has reached the end of a black line, transition to next line var nextLine = getNextLineInSequence(enemy); if (nextLine) { enemy.currentLine = nextLine; // Determine the direction to move on the new line if (enemy.currentLine.type === 'vertical') { // For vertical lines, determine direction based on previous line connection if (enemy.y < enemy.currentLine.startY + (enemy.currentLine.endY - enemy.currentLine.startY) / 2) { // If connecting from top half, move down enemy.targetPoint = { x: enemy.currentLine.centerX, y: enemy.currentLine.endY }; } else { // If connecting from bottom half, move up enemy.targetPoint = { x: enemy.currentLine.centerX, y: enemy.currentLine.startY }; } } else { // For horizontal lines, determine direction based on line sequence if (enemy.currentLine.color === 'pink') { // Pink line: move right from green to purple enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'red') { // Red line: move left from purple to brown enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'blue') { // Blue line: move right from brown to yellow enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'green_horizontal') { // Green horizontal line: move left from yellow to cyan enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'magenta') { // Final magenta line: move right to end enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else { // Default behavior for any other horizontal lines var nextVerticalLine = null; if (enemy.currentLineIndex + 1 < lineSequence.length) { nextVerticalLine = lineSequence[enemy.currentLineIndex + 1]; } if (nextVerticalLine && nextVerticalLine.type === 'vertical') { // Move towards the next vertical line's X position if (nextVerticalLine.centerX > enemy.currentLine.startX) { // Next vertical line is to the right, move right enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else { // Next vertical line is to the left, move left enemy.targetPoint = { x: enemy.currentLine.startX, y: enemy.currentLine.centerY }; } } else { // Fallback to original logic if no next vertical line if (enemy.x < enemy.currentLine.startX + (enemy.currentLine.endX - enemy.currentLine.startX) / 2) { // If connecting from left half, move right enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else { // If connecting from right half, move left enemy.targetPoint = { x: enemy.currentLine.startX, y: enemy.currentLine.centerY }; } } } } } else { // No more lines in sequence, enemy stops return false; } } } // Check if enemy reached target point var dx = enemy.targetPoint.x - enemy.x; var dy = enemy.targetPoint.y - enemy.y; var distanceToTarget = Math.sqrt(dx * dx + dy * dy); if (distanceToTarget < 5) { // Reduced tolerance from 15 to 5 for more precise line following // Enemy reached current target, check if at line end if (isAtLineEnd(enemy, enemy.currentLine)) { // At line end, get next line in sequence var nextLine = getNextLineInSequence(enemy); if (nextLine) { enemy.currentLine = nextLine; // Continue to next line normally { // Determine the direction to move on the new line if (enemy.currentLine.type === 'vertical') { // For vertical lines, determine direction based on previous line connection if (enemy.y < enemy.currentLine.startY + (enemy.currentLine.endY - enemy.currentLine.startY) / 2) { // If connecting from top half, move down enemy.targetPoint = { x: enemy.currentLine.centerX, y: enemy.currentLine.endY }; } else { // If connecting from bottom half, move up enemy.targetPoint = { x: enemy.currentLine.centerX, y: enemy.currentLine.startY }; } } else { // For horizontal lines, determine direction based on line sequence if (enemy.currentLine.color === 'pink') { // Pink line: move right from green to purple enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'red') { // Red line: move left from purple to brown enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'blue') { // Blue line: move right from brown to yellow enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'green_horizontal') { // Green horizontal line: move left from yellow to cyan enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else if (enemy.currentLine.color === 'magenta') { // Final magenta line: move right to end enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else { // Default behavior for any other horizontal lines var nextVerticalLine = null; if (enemy.currentLineIndex + 1 < lineSequence.length) { nextVerticalLine = lineSequence[enemy.currentLineIndex + 1]; } if (nextVerticalLine && nextVerticalLine.type === 'vertical') { // Move towards the next vertical line's X position if (nextVerticalLine.centerX > enemy.currentLine.startX) { // Next vertical line is to the right, move right enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else { // Next vertical line is to the left, move left enemy.targetPoint = { x: enemy.currentLine.startX, y: enemy.currentLine.centerY }; } } else { // Fallback to original logic if no next vertical line if (enemy.x < enemy.currentLine.startX + (enemy.currentLine.endX - enemy.currentLine.startX) / 2) { // If connecting from left half, move right enemy.targetPoint = { x: enemy.currentLine.endX, y: enemy.currentLine.centerY }; } else { // If connecting from right half, move left enemy.targetPoint = { x: enemy.currentLine.startX, y: enemy.currentLine.centerY }; } } } } } // Remove tween animation - let normal movement handle line transitions } else { // Enemy has completed the full path sequence if (enemy.currentLine && enemy.currentLine.color === 'magenta') { // Check if enemy reached the right end of the magenta line specifically var atRightEnd = Math.abs(enemy.x - enemy.currentLine.endX) < 5; if (atRightEnd) { // Enemy reached the right end of the magenta line - trigger game loss LK.showGameOver(); return true; // Game over condition - enemy reached the end } } // No more lines in sequence, enemy continues past the path return true; } } else { // Not at line end, continue along current line if (enemy.currentLine.type === 'vertical') { // Move to other end of vertical line var newTargetY = Math.abs(enemy.y - enemy.currentLine.startY) < Math.abs(enemy.y - enemy.currentLine.endY) ? enemy.currentLine.endY : enemy.currentLine.startY; enemy.targetPoint = { x: enemy.currentLine.centerX, y: newTargetY }; } else { // Move to other end of horizontal line var newTargetX = Math.abs(enemy.x - enemy.currentLine.startX) < Math.abs(enemy.x - enemy.currentLine.endX) ? enemy.currentLine.endX : enemy.currentLine.startX; enemy.targetPoint = { x: newTargetX, y: enemy.currentLine.centerY }; } } } // Move towards target point - ensure precise line following if (distanceToTarget > 1) { var moveSpeed = enemy.speed * 60; // Speed multiplier for movement on all lines // Calculate normalized movement direction var moveX = dx / distanceToTarget * moveSpeed; var moveY = dy / distanceToTarget * moveSpeed; // For precise line centering, lock position to line axis if (enemy.currentLine) { if (enemy.currentLine.type === 'vertical') { // Lock X position to exact line center for vertical lines enemy.x = enemy.currentLine.centerX; // Use normalized movement speed for consistent speed on all lines enemy.y += moveY; } else { // Lock Y position to exact line center for horizontal lines enemy.y = enemy.currentLine.centerY; // For all horizontal lines, move along X axis using next vertical line direction logic enemy.x += moveX; } } else { // Normal movement if no current line enemy.x += moveX; enemy.y += moveY; } } // Update cell coordinates based on actual position enemy.currentCellX = (enemy.x - grid.x) / CELL_SIZE; enemy.currentCellY = (enemy.y - grid.y) / CELL_SIZE; enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); // Update shadow position for flying enemies if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } return false; // Enemy continues moving }; }); var Mine = Container.expand(function () { var self = Container.call(this); var mineGraphics = self.attachAsset('mine', { anchorX: 0.5, anchorY: 0.5 }); self.activated = false; self.gridX = 0; self.gridY = 0; // Animate the mine with a pulsing effect self.pulseDirection = 1; self.pulseScale = 1.0; self.update = function () { // Pulsing animation self.pulseScale += self.pulseDirection * 0.02; if (self.pulseScale >= 1.3) { self.pulseDirection = -1; } else if (self.pulseScale <= 0.9) { self.pulseDirection = 1; } mineGraphics.scaleX = self.pulseScale; mineGraphics.scaleY = self.pulseScale; // Check for enemy collision 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 < 40 && !self.activated) { // Close enough to trigger self.explode(enemy); break; } } }; self.explode = function (triggerEnemy) { if (self.activated) return; self.activated = true; // Create explosion effect var explosion = new EffectIndicator(self.x, self.y, 'explosion'); game.addChild(explosion); // Deal massive damage to trigger enemy triggerEnemy.health -= 500; // Massive damage if (triggerEnemy.health <= 0) { triggerEnemy.health = 0; } else { triggerEnemy.healthBar.width = triggerEnemy.health / triggerEnemy.maxHealth * 70; } // Deal splash damage to nearby enemies var splashRadius = CELL_SIZE * 2; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy !== triggerEnemy) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= splashRadius) { enemy.health -= 300; // Heavy splash damage if (enemy.health <= 0) { enemy.health = 0; } else { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } } } } // Remove mine after explosion self.destroy(); var mineIndex = mines.indexOf(self); if (mineIndex !== -1) { mines.splice(mineIndex, 1); } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; }; return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch - use tower-specific asset var assetName = 'tower_' + (self.towerType === 'default' ? 'default' : self.towerType); var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3, y: -30 // Move tower image up }); // No need for tinting since each tower type has its own colored asset var towerCost = getTowerCost(self.towerType); // Get display name for tower type var displayName = self.towerType === 'slow' ? 'Mine' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); // Add shadow for tower type label var typeLabelShadow = new Text2(displayName, { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = 40 + 4; // Move tower name further down self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(displayName, { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = 40; // Move tower name further down self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 84 + 12; // Move cost label further down self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 80 + 12; // Move cost label further down self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var StartMenu = Container.expand(function () { var self = Container.call(this); // Create full screen background overlay var overlay = self.attachAsset('notification', { anchorX: 0, anchorY: 0 }); overlay.width = 2048; overlay.height = 2732; overlay.x = 0; overlay.y = 0; overlay.tint = 0x000000; overlay.alpha = 0.9; // Create main menu container var menuContainer = new Container(); self.addChild(menuContainer); // Title shadow var titleShadow = new Text2("Tower Defense", { size: 120, fill: 0x000000, weight: 800 }); titleShadow.anchor.set(0.5, 0.5); titleShadow.x = 6; titleShadow.y = -300 + 6; menuContainer.addChild(titleShadow); // Main title var titleText = new Text2("Tower Defense", { size: 120, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -300; menuContainer.addChild(titleText); // Start button background var startButton = new Container(); var startButtonBg = startButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startButtonBg.width = 600; startButtonBg.height = 150; startButtonBg.tint = 0x00AA00; // Start button text shadow var startTextShadow = new Text2("START GAME", { size: 70, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startButton.addChild(startTextShadow); // Start button text var startText = new Text2("START GAME", { size: 70, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startButton.addChild(startText); startButton.y = -100; menuContainer.addChild(startButton); // Instructions text var instructionsText = new Text2("Defend your base by building towers!\nDrag towers from the bottom to place them.\nPrevent enemies from reaching the end!", { size: 50, fill: 0xFFFFFF, weight: 400 }); instructionsText.anchor.set(0.5, 0.5); instructionsText.y = 100; menuContainer.addChild(instructionsText); // Credits text var creditsText = new Text2("Made with FRVR", { size: 40, fill: 0xCCCCCC, weight: 400 }); creditsText.anchor.set(0.5, 0.5); creditsText.y = 300; menuContainer.addChild(creditsText); // Position menu container at center of screen menuContainer.x = 2048 / 2; menuContainer.y = 2732 / 2; // Start button functionality startButton.down = function () { // Hide the start menu with animation tween(self, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); // Auto-start the game immediately if (waveIndicator) { waveIndicator.gameStarted = true; currentWave = 1; // Start with wave 1 waveTimer = 0; // Start wave immediately waveInProgress = true; // Begin the first wave waveSpawned = false; // Mark that we need to spawn enemies var notification = game.addChild(new Notification("Game started! Wave 1 beginning!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } }); }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } // Use tower-specific asset based on tower type var assetName = 'tower_' + (self.id === 'default' ? 'default' : self.id); var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // No need for tinting since each tower type has its own colored asset var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; 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); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'splash': previewGraphics.tint = 0x33CC00; break; case 'slow': previewGraphics.tint = 0x9900FF; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; // Special placement rules for mines if (self.towerType === 'slow') { // slow tower is mine // Mines can only be placed on path lines var isOnPath = false; var cellX = self.gridX; var cellY = self.gridY; var cellWorldX = grid.x + cellX * CELL_SIZE + CELL_SIZE / 2; var cellWorldY = grid.y + cellY * CELL_SIZE + CELL_SIZE / 2; // Check if position is on any of the path lines var tolerance = CELL_SIZE / 2; // Check vertical lines var verticalLines = [{ x: cloud2.x + 200, startY: 0, endY: 630 }, // Green line { x: 1350, startY: 630, endY: 900 }, // Purple line { x: 450, startY: 900, endY: 1340 }, // Brown line { x: 1350, startY: 1340, endY: 1700 }, // Yellow line { x: 450, startY: 1700, endY: 2100 } // Cyan line ]; // Check horizontal lines var horizontalLines = [{ y: 630, startX: cloud2.x + 200, endX: 1350 }, // Pink line { y: 900, startX: 1350, endX: 450 }, // Red line { y: 1340, startX: 450, endX: 1350 }, // Blue line { y: 1700, startX: 1350, endX: 450 }, // Green horizontal line { y: 2100, startX: 450, endX: 450 + 980 } // Magenta line ]; // Check if on vertical line for (var i = 0; i < verticalLines.length; i++) { var line = verticalLines[i]; if (Math.abs(cellWorldX - line.x) < tolerance && cellWorldY >= line.startY - tolerance && cellWorldY <= line.endY + tolerance) { isOnPath = true; break; } } // Check if on horizontal line if (!isOnPath) { for (var i = 0; i < horizontalLines.length; i++) { var line = horizontalLines[i]; if (Math.abs(cellWorldY - line.y) < tolerance && cellWorldX >= Math.min(line.startX, line.endX) - tolerance && cellWorldX <= Math.max(line.startX, line.endX) + tolerance) { isOnPath = true; break; } } } validGridPlacement = isOnPath; } else { // Regular tower placement rules if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; // Create moving orange line self.movingLine = new Container(); var orangeLine = self.movingLine.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); orangeLine.width = 8; orangeLine.height = 140; orangeLine.tint = 0xFFA500; // Orange color self.addChild(self.movingLine); // No start marker needed - wave indicator only shows waves for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); self.positionIndicator.visible = false; var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; // Position and animate moving orange line if (self.gameStarted && currentWave < totalWaves) { self.movingLine.visible = true; // Position line at left edge of current wave indicator var currentWaveX = -moveAmount + (currentWave - 1) * blockWidth; // Start line at left edge of the wave box self.movingLine.x = currentWaveX - blockWidth / 2; // Animate line slowly to the right var lineSpeed = 1; // Slow movement speed self.movingLine.x += lineSpeed; // Check if line reached next wave position (right edge of current wave) var nextWaveX = -moveAmount + currentWave * blockWidth - blockWidth / 2; if (self.movingLine.x >= nextWaveX) { // Trigger next wave waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave <= totalWaves) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } else { self.movingLine.visible = false; } for (var i = 0; i < totalWaves; i++) { var marker = self.waveMarkers[i]; var block = marker.children[0]; if (i < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } // Wave progression is now handled by the moving orange line above }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xF5F5DC }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var mines = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave function updateUI() {} function setGold(value) { gold = value; updateUI(); } // Enemies paths will be defined later var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 150 - CELL_SIZE * 6; grid.pathFind(); grid.renderDebug(); // Add background asset to fill entire screen var backgroundCell = LK.getAsset('ak', { anchorX: 0.5, anchorY: 0.5 }); backgroundCell.x = 2048 / 2; backgroundCell.y = 2732 / 2; backgroundCell.tint = 0xffffff; backgroundCell.alpha = 1.0; // Set texture filtering to nearest neighbor for sharp pixels if (backgroundCell.texture && backgroundCell.texture.baseTexture) { backgroundCell.texture.baseTexture.scaleMode = 0; // NEAREST filtering for sharp pixels } // Add first cloud on the top left var cloud1 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud1.x = 300; cloud1.y = 125; // Same Y position as sun cloud1.alpha = 0.9; // Add second cloud on the top right var cloud2 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud2.x = 2048 - 300; cloud2.y = 125; // Same Y position as sun cloud2.alpha = 0.9; debugLayer.addChild(backgroundCell); debugLayer.addChild(cloud1); debugLayer.addChild(cloud2); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { if (towerType === 'slow') { // Place mine instead of tower var mine = new Mine(); mine.placeOnGrid(gridX, gridY); towerLayer.addChild(mine); mines.push(mine); } else { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); grid.pathFind(); grid.renderDebug(); } setGold(gold - towerCost); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2 - 200; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Create sun asset at the top of the screen var sunAsset = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sunAsset.x = 2048 / 2; sunAsset.y = 125; // Position at the very top of the screen game.addChild(sunAsset); // Create single vertical line segment that extends to connect with purple line var lineSegment = LK.getAsset('verticalLine', { anchorX: 0.5, anchorY: 0.5 }); // Extend the line to connect with purple horizontal line lineSegment.height = 630; // Extended to reach purple line at y=630 lineSegment.x = cloud2.x + 200; // Position to the right of the right cloud lineSegment.y = 315; // Position so bottom of line connects to purple line (y=630) lineSegment.tint = 0xFFA500; // Orange color lineSegment.visible = false; // Make line invisible game.addChild(lineSegment); // Create three horizontal lines var horizontalLine1 = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); horizontalLine1.width = 1350 - 450; // Extended to connect red line to yellow line horizontalLine1.height = 4; // Line thickness horizontalLine1.x = 450; // Start from red vertical line horizontalLine1.y = 900; // First horizontal line position - moved down horizontalLine1.tint = 0xFF0000; // Red color horizontalLine1.visible = false; // Make line invisible game.addChild(horizontalLine1); var horizontalLine2 = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); horizontalLine2.width = 1350 - 450; // Extended to connect red line to yellow line horizontalLine2.height = 4; // Line thickness horizontalLine2.x = 450; // Start from red vertical line horizontalLine2.y = 1340; // Second horizontal line position - moved up more horizontalLine2.tint = 0x0000FF; // Blue color horizontalLine2.visible = false; // Make line invisible game.addChild(horizontalLine2); var horizontalLine3 = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); horizontalLine3.width = 980 - 27; // Extended to connect white line to gray line right endpoint horizontalLine3.height = 4; // Line thickness horizontalLine3.x = 450; // Start from white vertical line horizontalLine3.y = 1700; // Third horizontal line position - moved down horizontalLine3.tint = 0x00FF00; // Green color horizontalLine3.visible = false; // Make line invisible game.addChild(horizontalLine3); // Create four vertical lines with different colors, same length as horizontal lines var verticalLine1 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0.5 }); verticalLine1.width = 4; // Line thickness verticalLine1.height = 450; // Same height as yellow line verticalLine1.x = 450; // First vertical line position - moved left verticalLine1.y = 1120; // Position at center between top and middle horizontal lines verticalLine1.tint = 0x8B4513; // Brown color verticalLine1.visible = false; // Make line invisible game.addChild(verticalLine1); var verticalLine2 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0.5 }); verticalLine2.width = 4; // Line thickness verticalLine2.height = 400; // Extended to connect third black line to gray line verticalLine2.x = 450; // Position at same x as red vertical line verticalLine2.y = 1900; // Position to connect third black line (1700) to gray line (2100) verticalLine2.tint = 0x00FFFF; // Cyan color verticalLine2.visible = false; // Make line invisible game.addChild(verticalLine2); var verticalLine3 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0.5 }); verticalLine3.width = 4; // Line thickness verticalLine3.height = 270; // Extended blue line height to reach top black line verticalLine3.x = 1350; // Move blue line to same x position as yellow line verticalLine3.y = 765; // Move blue line up so top touches black line at y=900 verticalLine3.tint = 0x800080; // Purple color verticalLine3.visible = false; // Make line invisible game.addChild(verticalLine3); var verticalLine4 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0 }); verticalLine4.width = 4; // Line thickness verticalLine4.height = 400; // Shortened from bottom while keeping top at same position verticalLine4.x = 1350; // Fourth vertical line position - moved further right verticalLine4.y = 1340; // Positioned so bottom aligns with black line right end verticalLine4.tint = 0xFFFF00; // Yellow color verticalLine4.visible = false; // Make line invisible game.addChild(verticalLine4); // Create pink horizontal line in the middle var pinkHorizontalLine = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); pinkHorizontalLine.width = 1350 - (cloud2.x + 200); // Extended to connect green line to blue line pinkHorizontalLine.height = 4; // Same thickness as other lines pinkHorizontalLine.x = cloud2.x + 200; // Start from green vertical line pinkHorizontalLine.y = 630; // Moved slightly up pinkHorizontalLine.tint = 0xFFC0CB; // Pink color pinkHorizontalLine.visible = false; // Make line invisible game.addChild(pinkHorizontalLine); // Create horizontal gray line slightly longer than bottom black line var grayHorizontalLine = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); grayHorizontalLine.width = 1100; // Extended width to make right corner longer grayHorizontalLine.height = 4; // Same thickness as other lines grayHorizontalLine.x = 2048 / 2 - 577; // Position slightly to the right - moved 50 pixels right (unchanged) grayHorizontalLine.y = 2100; // Move gray line slightly up grayHorizontalLine.tint = 0xFF00FF; // Magenta color grayHorizontalLine.visible = false; // Make line invisible game.addChild(grayHorizontalLine); // Connect line endpoints to form continuous path // Connection 1: Green vertical line bottom to Pink horizontal line left var connection1 = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); connection1.width = Math.abs(cloud2.x + 200 - (cloud2.x + 200)); // No gap, lines already connect connection1.height = 4; connection1.x = cloud2.x + 200; connection1.y = 630; connection1.tint = 0xFFA500; // Match green line color connection1.visible = false; // Hidden since lines already connect game.addChild(connection1); // Connection 2: Pink horizontal line right to Purple vertical line top var connection2 = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); connection2.width = Math.abs(1350 - (cloud2.x + 200 + (1350 - (cloud2.x + 200)))); connection2.height = 4; connection2.x = cloud2.x + 200 + (1350 - (cloud2.x + 200)); connection2.y = 630; connection2.tint = 0xFFC0CB; // Match pink line color connection2.visible = false; // Hidden since lines already connect game.addChild(connection2); // Connection 3: Purple vertical line bottom to Red horizontal line right var connection3 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0 }); connection3.width = 4; connection3.height = Math.abs(900 - 630); // Connect purple line bottom to red line connection3.x = 1350; connection3.y = 630; connection3.tint = 0x800080; // Match purple line color connection3.visible = false; // Make line invisible game.addChild(connection3); // Connection 4: Red horizontal line left to Brown vertical line top var connection4 = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); connection4.width = Math.abs(1350 - 450); connection4.height = 4; connection4.x = 450; connection4.y = 900; connection4.tint = 0xFF0000; // Match red line color connection4.visible = false; // Hidden since lines already connect game.addChild(connection4); // Connection 5: Brown vertical line bottom to Blue horizontal line left var connection5 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0 }); connection5.width = 4; connection5.height = Math.abs(1340 - (900 + 450)); // Connect brown line bottom to blue line connection5.x = 450; connection5.y = 900 + 450; connection5.tint = 0x8B4513; // Match brown line color connection5.visible = false; // Hidden since lines already connect game.addChild(connection5); // Connection 6: Blue horizontal line right to Yellow vertical line top var connection6 = LK.getAsset('gridLineHorizontal', { anchorX: 0, anchorY: 0.5 }); connection6.width = Math.abs(1350 - 450); connection6.height = 4; connection6.x = 450; connection6.y = 1340; connection6.tint = 0x0000FF; // Match blue line color connection6.visible = false; // Hidden since lines already connect game.addChild(connection6); // Connection 7: Yellow vertical line bottom to Green horizontal line left var connection7 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0 }); connection7.width = 4; connection7.height = Math.abs(1700 - 1740); // Connect yellow line bottom to green line connection7.x = 1350; connection7.y = 1340; connection7.tint = 0xFFFF00; // Match yellow line color connection7.visible = false; // Hidden since gap is small game.addChild(connection7); // Connection 8: Green horizontal line left to Cyan vertical line top var connection8 = LK.getAsset('gridLineHorizontal', { anchorX: 1, anchorY: 0.5 }); connection8.width = Math.abs(450 - 450); connection8.height = 4; connection8.x = 450; connection8.y = 1700; connection8.tint = 0x00FF00; // Match green line color connection8.visible = false; // Hidden since lines already connect game.addChild(connection8); // Connection 9: Cyan vertical line bottom to Magenta horizontal line left var connection9 = LK.getAsset('gridLine', { anchorX: 0.5, anchorY: 0 }); connection9.width = 4; connection9.height = Math.abs(2100 - 2100); // Connect cyan line bottom to magenta line connection9.x = 450; connection9.y = 1900 + 200; connection9.tint = 0x00FFFF; // Match cyan line color connection9.visible = false; // Hidden since lines already connect game.addChild(connection9); // Make clouds move slowly back and forth function animateCloudMovement() { // Cloud 1 - move from left to right tween(cloud1, { x: cloud1.x + 50 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { // Move back to left tween(cloud1, { x: cloud1.x - 50 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { // Repeat the cycle animateCloudMovement(); } }); } }); // Cloud 2 - move from right to left (opposite direction) tween(cloud2, { x: cloud2.x - 50 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { // Move back to right tween(cloud2, { x: cloud2.x + 50 }, { duration: 4000, easing: tween.easeInOut }); } }); } // Start the cloud animation animateCloudMovement(); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Create and show start menu var startMenu = new StartMenu(); game.addChild(startMenu); game.update = function () { // Make sun slowly rotate sunAsset.rotation += 0.005; if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Set enemy initial position and properties - spawn at exact center of green line enemy.x = cloud2.x + 200; // Start at exact X position of green line enemy.y = 0; // Start at top of screen enemy.cellX = Math.round((enemy.x - grid.x) / CELL_SIZE); enemy.cellY = Math.round((enemy.y - grid.y) / CELL_SIZE); enemy.currentCellX = (enemy.x - grid.x) / CELL_SIZE; enemy.currentCellY = (enemy.y - grid.y) / CELL_SIZE; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -1336,36 +1336,8 @@
weight: 800
});
startText.anchor.set(0.5, 0.5);
startButton.addChild(startText);
- // Add moving line to start button
- var movingLine = new Container();
- var lineGraphics = movingLine.attachAsset('towerLevelIndicator', {
- anchorX: 0,
- anchorY: 0.5
- });
- lineGraphics.width = 8;
- lineGraphics.height = 120;
- lineGraphics.tint = 0xFFA500; // Orange color
- movingLine.x = -startButtonBg.width / 2; // Start at left edge
- movingLine.y = 0; // Center vertically
- startButton.addChild(movingLine);
- // Animate the moving line
- function animateStartButtonLine() {
- tween(movingLine, {
- x: startButtonBg.width / 2
- }, {
- duration: 3000,
- easing: tween.linear,
- onFinish: function onFinish() {
- // Reset to left and repeat
- movingLine.x = -startButtonBg.width / 2;
- animateStartButtonLine();
- }
- });
- }
- // Start the animation
- animateStartButtonLine();
startButton.y = -100;
menuContainer.addChild(startButton);
// Instructions text
var instructionsText = new Text2("Defend your base by building towers!\nDrag towers from the bottom to place them.\nPrevent enemies from reaching the end!", {
@@ -2646,16 +2618,18 @@
self.positionIndicator.x = 0;
// Position and animate moving orange line
if (self.gameStarted && currentWave < totalWaves) {
self.movingLine.visible = true;
- // Position line at left edge of current wave
+ // Position line at left edge of current wave indicator
var currentWaveX = -moveAmount + (currentWave - 1) * blockWidth;
- var nextWaveX = -moveAmount + currentWave * blockWidth;
- // Calculate line position based on wave progress
- var lineProgress = waveTimer / nextWaveTime;
- self.movingLine.x = currentWaveX + (nextWaveX - currentWaveX) * lineProgress;
- // Check if line reached next wave position
- if (lineProgress >= 1.0) {
+ // Start line at left edge of the wave box
+ self.movingLine.x = currentWaveX - blockWidth / 2;
+ // Animate line slowly to the right
+ var lineSpeed = 1; // Slow movement speed
+ self.movingLine.x += lineSpeed;
+ // Check if line reached next wave position (right edge of current wave)
+ var nextWaveX = -moveAmount + currentWave * blockWidth - blockWidth / 2;
+ if (self.movingLine.x >= nextWaveX) {
// Trigger next wave
waveTimer = 0;
currentWave++;
waveInProgress = true;
shuriken. In-Game asset. 2d. High contrast. No shadows
sun. In-Game asset. 2d. High contrast. No shadows
cloud. In-Game asset. 2d. High contrast. No shadows
elinde shuriken olan ninja karınca. In-Game asset. 2d. High contrast. No shadows
cesaretli görünsün ve kafasında acemi şapkası olsun
ikibacağı olsun havalı bir şapkası olsun ve gözünde nişangah olsun
elinde elinde patlamaya hazır bir bomba tutan deli ama şirin görünen kahverengi bir karınca
ayaklarıda görünsün
yaprak mayını. In-Game asset. 2d. High contrast. No shadows
kafasında taç olan ve boynunda anahtar olan tahtında oturan kraliçe karınca. In-Game asset. 2d. High contrast. No shadows
ok yere 90 derece olacak şekilde dik dursun
bomba. In-Game asset. 2d. High contrast. No shadows
zehirli iksir şişesi. In-Game asset. 2d. High contrast. No shadows
ayaklarıda görünsün
kötü adam çekirge. In-Game asset. 2d. High contrast. No shadows
kalkanlı yaban arası kötü adam. In-Game asset. 2d. High contrast. No shadows
kalkanı olmasın
When the evil insects win, they celebrate by swimming in piles of gold coins. Cartoonish, colorful, and fun scene. In the background, defeated allied ants and the lost treasure atmosphere. Filled with vibrant colors and animated details.. In-Game asset. 2d. High contrast. No shadows