User prompt
Please reimplement my Beep Boop Alarm & Notfication sound effects! Scoot the text numbers at top of screen to the right slightly so they don’t overlap with image assets. Thanks!
User prompt
Please use inyourhead as background song on game start. Please re implement my beep boop alarm and notification sound effects. Please replace the score, lives and gold text at the top of the screen with their corresponding image assets, changing the text that does appear to white. Thanks!
User prompt
Please re-implement sound effects! Replace background song with other song choice
User prompt
What happened to my sound effects and music? I can’t hear anything!
User prompt
Please set bg asset as background image
User prompt
Still unable to see any kind of animation when the splash tower attacks.
User prompt
I’m unable to see the tsunami/wave animation when that tower attacks. Thanks!
User prompt
Please enlarge clouds, increase amount that appear, and bring them to the top layer so they appear before the battlefield, keeping them semi-transparent so the field is visible behind them. Also, I’m not seeing the wave animation occur when the splash tower attacks. Thanks! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please enlarge clouds, increase amount that appear, and bring them to the top layer so they appear before the battlefield, keeping them semi-transparent so the field is visible behind them. Also, I’m not seeing the wave animation occur when the splash tower attacks. Thanks! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please enlarge clouds, increase amount, and bring them forward above the battlefield, semi-transparent. Also, I’m not seeing the wave animation occur when the splash towers attack. Thanks! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please use cloud & cloud2 & cloud3 assets as semi-translucent drifting clouds effect of varying sizes to drift across the screen. Thanks! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: self.startWaveAnimation is not a function. (In 'self.startWaveAnimation()', 'self.startWaveAnimation' is undefined)' in or related to this line: 'self.startWaveAnimation();' Line Number: 3021 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please animate the wave assets to be semi-transparent overlapping expanding layers that fade and loop. Thanks! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please use Wave and wave - wave3 assets as an animated overlay when the splash tower attacks. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please add button beeps, robot effects, tower attack effects. Thanks!
User prompt
Please implement sound effects and uploaded music. Thanks!
User prompt
Please resize the wave 1 enemy animation assets so they don’t appear squished and distorted. Thanks!
User prompt
Please use the original and subsequent variations of enemy_speed & enemy_swarm & enemy_immune to serve as animation frames. Each enemy should have at least 4 frames of animation looping ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please use enemy_fast - enemy_fast4 as animation frames for the fast enemy. Thanks!
User prompt
The assets along the bottom are crowded and overlapping, and the text appears onscreen is too small to read, and needs to be white to be legible against its dark overlay backdrop. Thanks!
User prompt
Please use enemy_flying through enemy_flying6 as animation frames to animate the flying enemy class ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please continue ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please make text larger, in caps, glowing neon ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I think you might be display every frame of the animation simultaneously now instead of one at a time. Make sure enemies don’t overlap, please ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I can’t see them at all now
/**** * 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) { // Play hit sound LK.getSound('enemyHit').play(); // 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; } }; return self; }); var CloudDrifter = Container.expand(function (cloudType, startX, startY) { var self = Container.call(this); self.x = startX; self.y = startY; // Choose cloud asset based on type var cloudAssets = ['cloud', 'cloud2', 'cloud3']; var assetId = cloudAssets[cloudType % cloudAssets.length]; // Create cloud with larger random size variation var baseScale = 2.5 + Math.random() * 2.0; // 2.5 to 4.5 (much larger) var cloudGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: baseScale, scaleY: baseScale }); // Semi-transparent cloudGraphics.alpha = 0.2 + Math.random() * 0.2; // 0.2 to 0.4 (more transparent) // Drift speed (slower for larger clouds) self.driftSpeed = (2 - baseScale * 0.5) * (0.5 + Math.random() * 0.5); // Slight vertical bobbing self.bobAmount = 10 + Math.random() * 20; self.bobSpeed = 0.02 + Math.random() * 0.02; self.bobOffset = Math.random() * Math.PI * 2; self.update = function () { // Drift horizontally self.x += self.driftSpeed; // Gentle vertical bobbing self.y += Math.sin(LK.ticks * self.bobSpeed + self.bobOffset) * 0.2; // Wrap around when cloud goes off screen if (self.x > 2048 + cloudGraphics.width) { self.x = -cloudGraphics.width; // Randomize Y position when wrapping self.y = 100 + Math.random() * (2732 - 200); } }; 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; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); 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(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // 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; } 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 = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = 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 = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // 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; // Initialize animation properties - include base Enemy asset for complete walking cycle self.animationFrames = ['enemy', 'Enemy2', 'Enemy3', 'Enemy4', 'Enemy5', 'Enemy6']; self.currentFrame = 0; self.animationSpeed = 5; // frames between animation updates (smoother timing) self.animationTimer = 0; // Get appropriate asset for this enemy type - use first animation frame for normal enemies var assetId = 'enemy'; if (self.type === 'normal') { assetId = self.animationFrames[0]; // Start with enemy (base) for normal enemies } else if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, height: 100, rotation: -Math.PI / 2 }); // 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, height: 100, rotation: -Math.PI / 2 }); // 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 () { // Handle smooth walking animation for normal enemies only if (self.type === 'normal') { self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; // Get new asset ID for animation frame var newAssetId = self.animationFrames[self.currentFrame]; // Store properties from current graphics before replacing var currentRotation = enemyGraphics.rotation; var currentTint = enemyGraphics.tint; var currentScaleX = enemyGraphics.scaleX; var currentScaleY = enemyGraphics.scaleY; var currentTargetRotation = enemyGraphics.targetRotation; // Find and remove the old enemy graphics (should be the first child) for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { self.removeChild(child); break; } } // Create new graphics with the new animation frame enemyGraphics = self.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5, height: 100, rotation: -Math.PI / 2 }); // Move graphics to index 0 so it's behind health bars self.setChildIndex(enemyGraphics, 0); // Restore properties to new graphics enemyGraphics.rotation = currentRotation; enemyGraphics.tint = currentTint; enemyGraphics.scaleX = currentScaleX; enemyGraphics.scaleY = currentScaleY; if (currentTargetRotation !== undefined) { enemyGraphics.targetRotation = currentTargetRotation; } } } 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; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; // Add pulsing slow effect animation tween(enemyGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(enemyGraphics, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeInOut }); } }); } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Stop any ongoing slow animations tween.stop(enemyGraphics, { scaleX: true, scaleY: true }); enemyGraphics.scaleX = 1; enemyGraphics.scaleY = 1; // 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 } } } } // Find the current enemy graphics among children for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { enemyGraphics = child; break; } } // 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; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var FastEnemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'fast'; self.speed = .02; // Twice as fast as normal self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave if (currentWave % 10 === 0 && currentWave > 0) { 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; // Initialize animation properties for fast enemy self.animationFrames = ['enemy_fast', 'enemy_fast2', 'enemy_fast3', 'enemy_fast4']; self.currentFrame = 0; self.animationSpeed = 4; // Faster animation for fast enemy self.animationTimer = 0; // Use first animation frame for initial display var enemyGraphics = self.attachAsset('enemy_fast', { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } 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 () { // Handle smooth running animation self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; // Get new asset ID for animation frame var newAssetId = self.animationFrames[self.currentFrame]; // Store properties from current graphics before replacing var currentTint = enemyGraphics.tint; var currentScaleX = enemyGraphics.scaleX; var currentScaleY = enemyGraphics.scaleY; var currentRotation = enemyGraphics.rotation; var currentTargetRotation = enemyGraphics.targetRotation; // Find and remove the old enemy graphics (should be the first child) for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { self.removeChild(child); break; } } // Create new graphics with the new animation frame enemyGraphics = self.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Move graphics to index 0 so it's behind health bars self.setChildIndex(enemyGraphics, 0); // Restore properties to new graphics enemyGraphics.tint = currentTint; enemyGraphics.scaleX = currentScaleX; enemyGraphics.scaleY = currentScaleY; enemyGraphics.rotation = currentRotation; if (currentTargetRotation !== undefined) { enemyGraphics.targetRotation = currentTargetRotation; } } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Find the current enemy graphics among children for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { enemyGraphics = child; break; } } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var FlyingEnemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'flying'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 80; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = true; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave if (currentWave % 10 === 0 && currentWave > 0) { 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; // Initialize animation properties for flying enemy self.animationFrames = ['enemy_flying', 'enemy_flying2', 'enemy_flying3', 'enemy_flying4', 'enemy_flying5', 'enemy_flying6']; self.currentFrame = 0; self.animationSpeed = 8; // frames between animation updates self.animationTimer = 0; // Use first animation frame for initial display var enemyGraphics = self.attachAsset('enemy_flying', { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Create shadow for flying enemies self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset('enemy_flying', { 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 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 () { // Handle smooth flying animation self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; // Get new asset ID for animation frame var newAssetId = self.animationFrames[self.currentFrame]; // Store properties from current graphics before replacing var currentTint = enemyGraphics.tint; var currentScaleX = enemyGraphics.scaleX; var currentScaleY = enemyGraphics.scaleY; var currentRotation = enemyGraphics.rotation; var currentTargetRotation = enemyGraphics.targetRotation; // Find and remove the old enemy graphics (should be the first child) for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { self.removeChild(child); break; } } // Create new graphics with the new animation frame enemyGraphics = self.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Move graphics to index 0 so it's behind health bars self.setChildIndex(enemyGraphics, 0); // Restore properties to new graphics enemyGraphics.tint = currentTint; enemyGraphics.scaleX = currentScaleX; enemyGraphics.scaleY = currentScaleY; enemyGraphics.rotation = currentRotation; if (currentTargetRotation !== undefined) { enemyGraphics.targetRotation = currentTargetRotation; } // Update shadow graphics to match current frame if (self.shadow && self.shadow.children[0]) { var shadowChild = self.shadow.children[0]; // Store shadow properties var shadowTint = shadowChild.tint; var shadowAlpha = shadowChild.alpha; var shadowScaleX = shadowChild.scaleX; var shadowScaleY = shadowChild.scaleY; var shadowRotation = shadowChild.rotation; // Remove old shadow graphics self.shadow.removeChild(shadowChild); // Create new shadow graphics var newShadowGraphics = self.shadow.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Restore shadow properties newShadowGraphics.tint = shadowTint; newShadowGraphics.alpha = shadowAlpha; newShadowGraphics.scaleX = shadowScaleX; newShadowGraphics.scaleY = shadowScaleY; newShadowGraphics.rotation = shadowRotation; } } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Find the current enemy graphics among children for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { enemyGraphics = child; break; } } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } 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; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } 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) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } 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 enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // 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) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } 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; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var ImmuneEnemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'immune'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 80; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = true; self.isBoss = false; // Check if this is a boss wave if (currentWave % 10 === 0 && currentWave > 0) { 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; // Initialize animation properties for immune enemy self.animationFrames = ['enemy_immune', 'enemy_imune2', 'enemy_imune3', 'enemy_immune4']; self.currentFrame = 0; self.animationSpeed = 7; // Slightly slower animation for immune enemy self.animationTimer = 0; // Use first animation frame for initial display var enemyGraphics = self.attachAsset('enemy_immune', { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } 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 () { // Handle smooth immune animation self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; // Get new asset ID for animation frame var newAssetId = self.animationFrames[self.currentFrame]; // Store properties from current graphics before replacing var currentTint = enemyGraphics.tint; var currentScaleX = enemyGraphics.scaleX; var currentScaleY = enemyGraphics.scaleY; var currentRotation = enemyGraphics.rotation; var currentTargetRotation = enemyGraphics.targetRotation; // Find and remove the old enemy graphics (should be the first child) for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { self.removeChild(child); break; } } // Create new graphics with the new animation frame enemyGraphics = self.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Move graphics to index 0 so it's behind health bars self.setChildIndex(enemyGraphics, 0); // Restore properties to new graphics enemyGraphics.tint = currentTint; enemyGraphics.scaleX = currentScaleX; enemyGraphics.scaleY = currentScaleY; enemyGraphics.rotation = currentRotation; if (currentTargetRotation !== undefined) { enemyGraphics.targetRotation = currentTargetRotation; } } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Find the current enemy graphics among children for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { enemyGraphics = child; break; } } // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); // Replace text with NEXTWAVE asset var nextWaveAsset = self.attachAsset('NEXTWAVE', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; self.alpha = 1; } else { self.enabled = false; self.visible = false; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } // Play button click sound LK.getSound('buttonClick').play(); 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); // Play wave start sound LK.getSound('waveStart').play(); 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: 70, fill: 0xFFFFFF, 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 specific tower asset for each tower type var towerAssetMap = { 'rapid': 'SpeedTower', 'sniper': 'SniperTower', 'splash': 'SplashTower', 'slow': 'Slowtower', 'poison': 'PoisonTower' }; var assetId = towerAssetMap[self.towerType] || 'tower'; var baseGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Add rangecircle tip symbol for default/standard tower if (self.towerType === 'default') { var tipSymbol = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -baseGraphics.height * 0.48, scaleX: 0.3, scaleY: 0.3, alpha: 0.2 }); // Animate fade in/out loop var fadeIn = function fadeIn() { tween(tipSymbol, { alpha: 1 }, { duration: 600, easing: tween.easeIn, onFinish: fadeOut }); }; var fadeOut = function fadeOut() { tween(tipSymbol, { alpha: 0.2 }, { duration: 600, easing: tween.easeOut, onFinish: fadeIn }); }; fadeIn(); } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower 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 = 24 + 12; 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 = 20 + 12; 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 SpeedEnemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'speed'; self.speed = .02; // Twice as fast as normal self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave if (currentWave % 10 === 0 && currentWave > 0) { 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; // Initialize animation properties for speed enemy self.animationFrames = ['enemy_speed', 'enemy_speed2', 'enemy_speed3', 'enemy_speed4']; self.currentFrame = 0; self.animationSpeed = 4; // Faster animation for speed enemy self.animationTimer = 0; // Use first animation frame for initial display var enemyGraphics = self.attachAsset('enemy_speed', { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } 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 () { // Handle smooth speed animation self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; // Get new asset ID for animation frame var newAssetId = self.animationFrames[self.currentFrame]; // Store properties from current graphics before replacing var currentTint = enemyGraphics.tint; var currentScaleX = enemyGraphics.scaleX; var currentScaleY = enemyGraphics.scaleY; var currentRotation = enemyGraphics.rotation; var currentTargetRotation = enemyGraphics.targetRotation; // Find and remove the old enemy graphics (should be the first child) for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { self.removeChild(child); break; } } // Create new graphics with the new animation frame enemyGraphics = self.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Move graphics to index 0 so it's behind health bars self.setChildIndex(enemyGraphics, 0); // Restore properties to new graphics enemyGraphics.tint = currentTint; enemyGraphics.scaleX = currentScaleX; enemyGraphics.scaleY = currentScaleY; enemyGraphics.rotation = currentRotation; if (currentTargetRotation !== undefined) { enemyGraphics.targetRotation = currentTargetRotation; } } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Find the current enemy graphics among children for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { enemyGraphics = child; break; } } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var SwarmEnemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'swarm'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 50; // Weaker enemies self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave if (currentWave % 10 === 0 && currentWave > 0) { 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; // Initialize animation properties for swarm enemy self.animationFrames = ['enemy_swarm', 'enemy_swarm2', 'enemy_swarm3']; self.currentFrame = 0; self.animationSpeed = 6; // Medium animation speed self.animationTimer = 0; // Use first animation frame for initial display var enemyGraphics = self.attachAsset('enemy_swarm', { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } 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 () { // Handle smooth swarm animation self.animationTimer++; if (self.animationTimer >= self.animationSpeed) { self.animationTimer = 0; self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; // Get new asset ID for animation frame var newAssetId = self.animationFrames[self.currentFrame]; // Store properties from current graphics before replacing var currentTint = enemyGraphics.tint; var currentScaleX = enemyGraphics.scaleX; var currentScaleY = enemyGraphics.scaleY; var currentRotation = enemyGraphics.rotation; var currentTargetRotation = enemyGraphics.targetRotation; // Find and remove the old enemy graphics (should be the first child) for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { self.removeChild(child); break; } } // Create new graphics with the new animation frame enemyGraphics = self.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Move graphics to index 0 so it's behind health bars self.setChildIndex(enemyGraphics, 0); // Restore properties to new graphics enemyGraphics.tint = currentTint; enemyGraphics.scaleX = currentScaleX; enemyGraphics.scaleY = currentScaleY; enemyGraphics.rotation = currentRotation; if (currentTargetRotation !== undefined) { enemyGraphics.targetRotation = currentTargetRotation; } } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Find the current enemy graphics among children for (var i = 0; i < self.children.length; i++) { var child = self.children[i]; // Check if this is the enemy graphics (not health bar or other UI elements) if (child !== self.healthBar && child.width && child.height && child.anchorX !== undefined) { enemyGraphics = child; break; } } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; 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 specific tower asset for each tower type var towerAssetMap = { 'rapid': 'SpeedTower', 'sniper': 'SniperTower', 'splash': 'SplashTower', 'slow': 'Slowtower', 'poison': 'PoisonTower' }; var assetId = towerAssetMap[self.id] || 'tower'; var baseGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); 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) { // Play appropriate firing sound based on tower type switch (self.id) { case 'rapid': LK.getSound('towerFireRapid').play(); break; case 'sniper': LK.getSound('towerFireSniper').play(); break; case 'splash': LK.getSound('towerFireSplash').play(); break; case 'slow': LK.getSound('towerFireSlow').play(); break; case 'poison': LK.getSound('towerFirePoison').play(); break; default: LK.getSound('towerFire').play(); } 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 = 20; bullet.children[0].height = 20; 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; // Create wave effect overlay at splash tower position var waveEffect = new WaveEffect(self.x, self.y); // Add wave effect to the game at a visible layer position // Find the index of enemyLayer to insert the effect after it var insertIndex = game.children.indexOf(enemyLayer); if (insertIndex !== -1) { game.addChildAt(waveEffect, insertIndex + 1); } else { // Fallback: add before cloud layer game.addChildAt(waveEffect, game.children.length - 1); } break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; // Add pulsing animation to slow bullets tween(bullet.children[0], { scaleX: 1.3, scaleY: 1.3, alpha: 0.7 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(bullet.children[0], { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 300, easing: tween.easeInOut }); } }); 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(); // --- Animate themed tip symbol for Poison, Water (Splash), and Sniper towers --- if (self._tipSymbolAnim) { // Clean up any previous animation if re-placing if (self._tipSymbolAnim.symbol && self._tipSymbolAnim.symbol.parent) { self.removeChild(self._tipSymbolAnim.symbol); } self._tipSymbolAnim = null; } var tipSymbolAsset = null; var tipOffset = { x: 0, y: 0 }; var symbolScale = 0.6; if (self.id === 'poison') { tipSymbolAsset = 'Poison'; // Offset for PoisonTower: tip is at the top center tipOffset.y = -baseGraphics.height * 0.48; tipOffset.x = 0; symbolScale = 0.6; } else if (self.id === 'splash') { tipSymbolAsset = 'Water'; // Offset for SplashTower: tip is at the top center tipOffset.y = -baseGraphics.height * 0.48; tipOffset.x = 0; symbolScale = 0.7; } else if (self.id === 'slow') { tipSymbolAsset = 'rangeCircle'; // Offset for SlowTower: tip is at the top center tipOffset.y = -baseGraphics.height * 0.48; tipOffset.x = 0; symbolScale = 0.4; } else if (self.id === 'sniper') { tipSymbolAsset = 'Sniper'; // Offset for SniperTower: tip is at the top center tipOffset.y = -baseGraphics.height * 0.48; tipOffset.x = 0; symbolScale = 0.7; } // Add rangecircle for standard/default tower if (self.id === 'default') { tipSymbolAsset = 'rangeCircle'; // Offset for standard tower: tip is at the top center tipOffset.y = -baseGraphics.height * 0.48; tipOffset.x = 0; symbolScale = 0.3; } if (tipSymbolAsset) { // Animate fade in/out loop with enhanced effects for slow tower var fadeIn = function fadeIn() { var targetAlpha = self.id === 'slow' ? 0.8 : 1; var duration = self.id === 'slow' ? 800 : 600; tween(symbol, { alpha: targetAlpha, scaleX: self.id === 'slow' ? symbolScale * 1.2 : symbolScale, scaleY: self.id === 'slow' ? symbolScale * 1.2 : symbolScale }, { duration: duration, easing: tween.easeIn, onFinish: fadeOut }); }; var fadeOut = function fadeOut() { var targetAlpha = self.id === 'slow' ? 0.3 : 0.2; var duration = self.id === 'slow' ? 800 : 600; tween(symbol, { alpha: targetAlpha, scaleX: symbolScale, scaleY: symbolScale }, { duration: duration, easing: tween.easeOut, onFinish: fadeIn }); }; var symbol = self.attachAsset(tipSymbolAsset, { anchorX: 0.5, anchorY: 0.5, x: tipOffset.x, y: tipOffset.y, scaleX: symbolScale, scaleY: symbolScale, alpha: 0 }); // Special tint for slow tower symbol if (self.id === 'slow') { symbol.tint = 0x9900FF; } fadeIn(); self._tipSymbolAnim = { symbol: symbol }; } }; 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; 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) { // Play button click sound LK.getSound('buttonClick').play(); if (self.tower.level >= self.tower.maxLevel) { LK.getSound('Notification').play(); 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()) { // Play upgrade sound LK.getSound('towerUpgrade').play(); // 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) { // Play button click sound LK.getSound('buttonClick').play(); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); // Play notification sound for tower sale LK.getSound('Notification').play(); 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) { // Play button click sound LK.getSound('buttonClick').play(); 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 WaveEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; // Initialize animation properties for wave effect self.animationFrames = ['Wave', 'wave', 'wave1', 'wave2']; self.waveLayers = []; // Define animation methods first self.startWaveAnimation = function () { // Animate each wave layer with overlapping, looping expansion for (var i = 0; i < self.waveLayers.length; i++) { var layer = self.waveLayers[i]; // Create a looping animation for this layer self.animateWaveLayer(layer, i); } }; self.animateWaveLayer = function (layer, index) { // Reset to base state layer.scaleX = layer.baseScale; layer.scaleY = layer.baseScale; layer.alpha = 0; // Fade in and expand tween(layer, { alpha: 0.8 - index * 0.1, // Higher opacity - each layer gets progressively more transparent scaleX: layer.maxScale, scaleY: layer.maxScale }, { duration: 1000 + index * 200, // Faster animation for more immediate impact easing: tween.easeOut, delay: layer.fadeDelay, onFinish: function onFinish() { // Fade out at max scale tween(layer, { alpha: 0 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { // Loop the animation self.animateWaveLayer(layer, index); } }); } }); }; // Create multiple overlapping wave layers with different properties for (var layerIndex = 0; layerIndex < 3; layerIndex++) { var waveLayer = new Container(); waveLayer.currentFrame = layerIndex % self.animationFrames.length; // Start at different frames waveLayer.animationSpeed = 4 + layerIndex; // Different speeds for each layer waveLayer.animationTimer = 0; // Create initial wave graphic for this layer var waveGraphics = waveLayer.attachAsset(self.animationFrames[waveLayer.currentFrame], { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, // Start larger for better visibility scaleY: 2.0 }); waveGraphics.blendMode = 1; // Additive blend mode for glow effect waveGraphics.tint = 0x33CCFF; // Blue water color waveGraphics.alpha = 0; // Store reference to graphics waveLayer.graphics = waveGraphics; waveLayer.baseScale = 2.0 + layerIndex * 0.5; // Much larger base scales waveLayer.maxScale = 6.0 + layerIndex * 1.0; // Much larger max scales for visibility waveLayer.fadeDelay = layerIndex * 200; // Stagger the start of each layer self.addChild(waveLayer); self.waveLayers.push(waveLayer); } // Start animation for each layer self.startWaveAnimation(); self.update = function () { // Update animation frames for each layer for (var layerIdx = 0; layerIdx < self.waveLayers.length; layerIdx++) { var layer = self.waveLayers[layerIdx]; layer.animationTimer++; if (layer.animationTimer >= layer.animationSpeed) { layer.animationTimer = 0; layer.currentFrame = (layer.currentFrame + 1) % self.animationFrames.length; // Get new asset ID for animation frame var newAssetId = self.animationFrames[layer.currentFrame]; // Store properties from current graphics var currentTint = layer.graphics.tint; var currentAlpha = layer.graphics.alpha; var currentBlendMode = layer.graphics.blendMode; // Remove old graphics layer.removeChild(layer.graphics); // Create new graphics with the new animation frame var newGraphics = layer.attachAsset(newAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); // Restore properties to new graphics newGraphics.tint = currentTint; newGraphics.alpha = currentAlpha; newGraphics.blendMode = currentBlendMode; // Update reference layer.graphics = newGraphics; } } }; // Destroy after a certain duration (optional - remove if you want infinite loop) self.destroyTimer = LK.setTimeout(function () { // Stop all tweens for (var i = 0; i < self.waveLayers.length; i++) { tween.stop(self.waveLayers[i]); } self.destroy(); }, 8000); // Destroy after 8 seconds 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 = 200; // Increased spacing for wave indicators to prevent overlapping var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); // Replace text with START asset var startAsset = startMarker.attachAsset('START', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); startMarker.x = 20; // Position at left edge self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { // Play button click sound LK.getSound('buttonClick').play(); self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; // Fade out start asset to indicate started tween(startAsset, { alpha: 0.3 }, { duration: 300 }); // Play wave start sound LK.getSound('waveStart').play(); var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); // --- 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) { waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { 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"; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': waveType = "Boss Normal"; break; case 'fast': waveType = "Boss Fast"; break; case 'immune': waveType = "Boss Immune"; break; case 'flying': waveType = "Boss Flying"; break; } } enemyCount = 1; } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { 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 = -50; // Fixed position instead of referencing undefined block // 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; // Replace text with appropriate asset based on wave type var assetId = null; var assetScale = 1.6; switch (enemyType) { case 'fast': assetId = 'FAST'; assetScale = 2.4; break; case 'flying': assetId = 'FLYING'; assetScale = 2.2; break; case 'immune': assetId = 'IMMUNE'; assetScale = 2.0; break; case 'normal': assetId = 'Norm'; assetScale = 2.2; break; case 'swarm': // Keep text for swarm as no asset available var waveTypeShadow = new Text2(waveType, { size: 70, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); var waveTypeText = new Text2(waveType, { size: 70, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); break; } if (assetId) { var waveAsset = marker.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: assetScale, scaleY: assetScale, y: 0 }); } // For boss waves, add "BOSS" text overlay if (isBossWave && enemyType !== 'swarm') { var bossShadow = new Text2("BOSS", { size: 60, fill: 0x000000, weight: 800 }); bossShadow.anchor.set(0.5, 0.5); bossShadow.x = 2; bossShadow.y = -20 + 2; marker.addChild(bossShadow); var bossText = new Text2("BOSS", { size: 60, fill: 0xFFD700, weight: 800 }); bossText.anchor.set(0.5, 0.5); bossText.y = -20; marker.addChild(bossText); } // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 60, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = 50 + 5; // Fixed position instead of referencing undefined block marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = 50; // Fixed position instead of referencing undefined block marker.addChild(waveNum); marker.x = 20 + (i + 1) * blockWidth; // Start from left edge with proper offset 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(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 40; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 40; 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 - 40) / 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 - 40) / 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 = 20 + i * blockWidth - moveAmount; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } // Set alpha on the entire marker for completed waves if (i - 1 < currentWave) { marker.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { // Play beep sound for wave start LK.getSound('Beep').play(); 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; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Set background image var background = game.attachAsset('bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); 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 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 // Create container for gold display var goldContainer = new Container(); var goldIcon = goldContainer.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, x: -40 }); var goldText = new Text2(gold.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); goldText.anchor.set(0.5, 0.5); goldText.x = 35; goldContainer.addChild(goldText); // Create container for lives display var livesContainer = new Container(); var livesIcon = livesContainer.attachAsset('lives', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, x: -40 }); var livesText = new Text2(lives.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); livesText.anchor.set(0.5, 0.5); livesText.x = 35; livesContainer.addChild(livesText); // Create container for score display var scoreContainer = new Container(); var scoreIcon = scoreContainer.attachAsset('score', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, x: -40 }); var scoreText = new Text2(score.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 35; scoreContainer.addChild(scoreText); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldContainer); LK.gui.top.addChild(livesContainer); LK.gui.top.addChild(scoreContainer); livesContainer.x = 0; livesContainer.y = topMargin; goldContainer.x = -spacing; goldContainer.y = topMargin; scoreContainer.x = spacing; scoreContainer.y = topMargin; function updateUI() { goldText.setText(gold.toString()); livesText.setText(lives.toString()); scoreText.setText(score.toString()); } function setGold(value) { gold = value; updateUI(); } // Create cloud layer (rendered on top of everything else) var cloudLayer = new Container(); var clouds = []; // Initialize more clouds with larger sizes and positions for (var i = 0; i < 15; i++) { // Increased from 8 to 15 clouds var cloudType = i % 3; // Cycle through cloud types var startX = Math.random() * 2048; var startY = 100 + Math.random() * (2732 - 200); // Keep clouds in playable area var cloud = new CloudDrifter(cloudType, startX, startY); cloudLayer.addChild(cloud); clouds.push(cloud); } 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 = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); // Add layers in order, with cloud layer last so it renders on top game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); game.addChild(cloudLayer); // Cloud layer on top 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) { // Play tower placement sound LK.getSound('towerPlace').play(); var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { LK.getSound('Notification').play(); 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; 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); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 350; // Further increased spacing to prevent overlapping 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; // Play background music LK.playMusic('inyourhead', { loop: true, volume: 0.5 }); game.update = function () { 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; // Play alarm sound for boss wave LK.getSound('Alarm').play(); // Play beep sound after short delay LK.setTimeout(function () { LK.getSound('Beep').play(); }, 500); // Play boop sound after beep LK.setTimeout(function () { LK.getSound('Boop').play(); }, 1000); // 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; if (waveType === 'flying') { enemy = new FlyingEnemy(waveType); } else if (waveType === 'fast') { enemy = new FastEnemy(waveType); } else if (waveType === 'speed') { enemy = new SpeedEnemy(waveType); } else if (waveType === 'swarm') { enemy = new SwarmEnemy(waveType); } else if (waveType === 'immune') { enemy = new ImmuneEnemy(waveType); } else { 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; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; 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) { // Play enemy destroy sound LK.getSound('enemyDestroy').play(); 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) { LK.getSound('Notification').play(); 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
@@ -2801,8 +2801,9 @@
upgradeButton.down = function (x, y, obj) {
// Play button click sound
LK.getSound('buttonClick').play();
if (self.tower.level >= self.tower.maxLevel) {
+ LK.getSound('Notification').play();
var notification = game.addChild(new Notification("Tower is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
@@ -3471,9 +3472,9 @@
fill: 0xFFFFFF,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
-goldText.x = 20;
+goldText.x = 35;
goldContainer.addChild(goldText);
// Create container for lives display
var livesContainer = new Container();
var livesIcon = livesContainer.attachAsset('lives', {
@@ -3488,9 +3489,9 @@
fill: 0xFFFFFF,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
-livesText.x = 20;
+livesText.x = 35;
livesContainer.addChild(livesText);
// Create container for score display
var scoreContainer = new Container();
var scoreIcon = scoreContainer.attachAsset('score', {
@@ -3505,9 +3506,9 @@
fill: 0xFFFFFF,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
-scoreText.x = 20;
+scoreText.x = 35;
scoreContainer.addChild(scoreText);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
@@ -3628,8 +3629,9 @@
grid.pathFind();
grid.renderDebug();
return true;
} else {
+ LK.getSound('Notification').play();
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
@@ -3782,8 +3784,12 @@
// Play beep sound after short delay
LK.setTimeout(function () {
LK.getSound('Beep').play();
}, 500);
+ // Play boop sound after beep
+ LK.setTimeout(function () {
+ LK.getSound('Boop').play();
+ }, 1000);
// Show boss announcement
var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️"));
notification.x = 2048 / 2;
notification.y = grid.height - 200;
@@ -3890,8 +3896,9 @@
var scoreValue = enemy.isBoss ? 100 : 5;
score += scoreValue;
// Add a notification for boss defeat
if (enemy.isBoss) {
+ LK.getSound('Notification').play();
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
down Isometric neon cyberpunk magic spell beam comet light hologram sparkles glow
down Isometric neon cyberpunk shield symbol hologram glow 3d
Top down isometric neon cyberpunk anime tower spire 3d hologram glowing 3d hologram hd large
Top down isometric neon cyberpunk anime tower spire 3d hologram glowing purple hd large poison symbol projected overhead
Top down isometric neon cyberpunk anime talk futuristic tower spire 3d ocean glowing hd large blue water drop hologram over top
Top down isometric neon cyberpunk anime talk futuristic tower spire 3d sniper bullseye gun symbol glowing hd large hologram over top
Top down isometric neon cyberpunk 3d glowing water drop hologram projection
Magical spell effect 3d cyberpunk hologram sigils geometry eyeball heart lightning glow
neon cyberpunk glowing hologram START button
Neon cyberpunk blank empty videogame meter hologram glowing
neon cyberpunk glowing NORM button blue pink futuristic videogame
neon cyberpunk glowing NEXT WAVE button blue pink futuristic videogame hologram wave projection simulation
neon cyberpunk glowing FLYING button blue pink futuristic videogame hologram two feathered hologram wings off top
neon cyberpunk glowing IMMUNE button blue pink futuristic videogame hologram a crossed circle with cartoon microbe
Massive futuristic neon hologram skyscraper top down isometric poking out of clouds from above elaborate cyberpunk architecture glowing pink green projection hologram 3d
neon cyberpunk anime 3d hologram glowing projection poison symbol flat head on
neon cyberpunk arrow pointing north glowing hologram flat 3d straight on symmetrical
neon cyberpunk health meter empty glowing hologram flat 3d straight on symmetrical
Top down isometric neon cyberpunk futuristic fast forward 3D speed, agility, rapidness symbol glowing hologram vaporwave
Top down isometric neon cyberpunk futuristic massive tower spire 3D fast forward symbol projection over top, agility, rapidness symbol yellows pinks greens vaporwave glowing hologram over top
Top down isometric neon cyberpunk futuristic massive tower spire 3D slow down rewind symbol projection over top, time slowed symbol purples teal pink vaporwave glowing hologram over top hourglass glowing fully in frame not cutoff no background
3d hologram neon cyberpunk sigil bullseye symbol magick sacred geometry corporate, logo projection flat symmetrical
neon cyberpunk glowing empty notification text window overlay blue pink futuristic videogame 3d hologram
neon cyberpunk glowing empty notification text window overlay blue pink futuristic videogame 3d hologram Projection
Suspended midair, flying fast, tentacles behind, fully in frame no edges cut off
3d hologram neon cyberpunk hourglass symbol magic sigil corporate logo projection flat symmetrical time slowing
Suspended midair, flying fast, tentacles behind, fully in frame no edges cut off
Suspended midair, flying fast, tentacles behind, fully in frame no edges cut off
cyberpunk American anime koraidon Miraidon-esque motorcycle animal futuristic cheetah-meets-motorcycle
cyberpunk American anime koraidon Miraidon-esque motorcycle animal futuristic cheetah-meets-motorcycle
cyberpunk American anime koraidon Miraidon-esque motorcycle animal futuristic cheetah-meets-motorcycle
Neon cyberpunk anime top down isometric animatronic plague doctor cyborg demon medic CDC corporate robot monster disease pestilence medicine syringes
Neon cyberpunk horror anime top down isometric Lokix Nymble robot locusts swarming
Neon cyberpunk horror anime top down isometric Lokix Nymble robot locusts swarming
Neon cyberpunk anime top down isometric animatronic plague doctor cyborg demon medic CDC corporate robot monster disease pestilence medicine syringes
Neon cyberpunk anime top down isometric animatronic plague doctor cyborg demon medic CDC corporate robot monster disease pestilence medicine syringes Walking
Black leather biker jacket longsleeves bare segmented neon cyberpunk pecs abs muscles robot monster hunk Neon cyberpunk 3d hologram corporate occult demon android mecha robot sentinel guard soldier machine monster fully in frame no part cut off no background anime futuristic Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, fully centered in the image" "Entire character, including face and boots, fully within the frame" Character fully contained within a square frame, no edges cut off horns through boots
Black leather biker jacket longsleeves bare segmented neon cyberpunk pecs abs muscles robot monster hunk Neon cyberpunk 3d hologram corporate occult demon android mecha robot sentinel guard soldier machine monster fully in frame no part cut off no background anime futuristic Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, fully centered in the image" "Entire character, including face and boots, fully within the frame" Character fully contained within a square frame, no edges cut off horns through boots Walking animation forward
Black leather biker jacket longsleeves bare segmented neon cyberpunk pecs abs muscles robot monster hunk Neon cyberpunk 3d hologram corporate occult demon android mecha robot sentinel guard soldier machine monster fully in frame no part cut off no background anime futuristic Background removed, "Full-body character, entirely in frame, no cropping of face, head, or feet" "Complete character visible, from head to toe, fully centered in the image" "Entire character, including face and boots, fully within the frame" Character fully contained within a square frame, no edges cut off horns through boots Walking animation
Overhead digital simulation hologram of oceanic meteor impact tsunami wave shockwave radius circle outward crashing neon cyberpunk 3d diagram
Overhead digital simulation hologram of oceanic meteor impact tsunami wave shockwave radius circle outward crashing neon cyberpunk 3d diagram translucent wave crash hologram neon effect crash
Growing expanding equal height neon hologram tsunami effect
Overhead digital simulation hologram of oceanic meteor impact tsunami wave shockwave radius circle outward crashing neon cyberpunk 3d diagram Translucent projection grid