User prompt
tankı yerleştirdiöimiz zaman sniper tank görselinin arkasına reng oluyor turuncu gibi onları gizle
User prompt
tankları koyarken arkalarında kalan remgler gözükmesin
User prompt
namlu görselinin boyutunu biraz büyür ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
namlu görselinin tam orta üst (yukarı) tarafı düşmana yönlensin ve mermi ordan çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bu sediğimin tam tersini yap
User prompt
namıu görselinin üst tarafı ateş eden taraf yani görselin üst tarafı düşmanlara bakacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sadece namlu harket edecek Snipertank görseli olduğu gibi sabit kalacak
User prompt
Namlu görselini tankın üzerine yerleştir sadece namlu dönsün düşmnı gprdüğü zaman tankın kendisi olduğu yerde kalacak mermiler namludan çıkacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1 değil 5 yap
User prompt
oyund satır ve sütünlarda yanlışlık var 10 satır 5. bloku yol yap diyorum karmaşık bir şey yapıyorsun
User prompt
10. satırın 1. bloku sil
User prompt
35 36 37 38 yol blokunu sil
User prompt
10 satır 5. blok yol yap
User prompt
28. yol görselinin altına 1 tane daha yol ekle
User prompt
düşmanlar sonra yine hızlı doğuyor ve bir birlerinin işine giriyorlar bunu önle
User prompt
ilk gelen düşmanların her birinin arasına 5 saniyelik doğma süresi koy
User prompt
düşmanlar 1. yol görselinin tam yukarı hizasından gelsinler ve yol görseliyle devam etsinler düşmanları aniden yol görseline ışınlama
User prompt
Düşmanlar mapin kenarından oyun alanın ışınlanlyor birden bire buna artık son ver ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ışınlandıktan sonra düşmanlar bir birine çok yakın onların arasına biraz mesafe koy
User prompt
arenanın kenarında yürüyen düşmanlar gözükmesin yol görselinin üstüne geldiklerinde gözüksünler
User prompt
düşmanlar mapin kenarında gelmesinler 1. yol görselinin üstünde doğsunlar öyle gelsinler hatta yoktan varma olma animasypnu ver hızlı olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1. yol görselinin üstünde olan 2 tane yol görselini de sil
User prompt
1 2 3 yol görselini ve yanında ki cimen görsellerini sil
User prompt
*“Düşmanlar yolun başında doğmalı ama şu anda görünmeden bir anda yok oluyorlar. Lütfen düşmanlar belirli bir başlangıç noktasında görünür şekilde ortaya çıksın. Örneğin, haritanın üst kısmında bir giriş kapısı veya çıkış tüneli gibi bir yerden çıkarak yola adım atsınlar. Rastgele bir yerde ya da görünmeden belirmemeliler.”* Ek olarak şunu da ekleyebilirsin: *“Düşmanlar doğarken bir animasyonla (örneğin, yukarıdan aşağı doğru giriş) ortaya çıksın. Haritada görünmeden doğup kaybolmamaları gerekiyor.”* ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1. Düşmanlar yolun ortasında doğmamalı. 2. *Yolun dışında*, haritanın kenarında veya ayrı bir doğma noktasında başlamalılar. 3. Tüm yolu takip edip *yolun sonunda yavaşça çıkmaları* gerekiyor. 4. Aniden yok olmamalılar, çıkış noktası görsel ve mantıksal olarak düzgün olmalı. 5. Lütfen düşmanların doğduğu ve çıktığı yerleri hem görsel hem de kod mantığı açısından düzelt. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; 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; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // 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; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } 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 && 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 ground enemies - follow the road path // Initialize path waypoints if not set - follow numbered road blocks sequentially if (!enemy.pathWaypoints) { // Convert block coordinates to world coordinates for the road path var blockSize = 185; var offsetX = blockSize / 2; var offsetY = blockSize / 2 + 185 + 270; enemy.pathWaypoints = [ // Hidden spawn point (inside spawn building, not visible) { x: 2 * blockSize + offsetX, y: offsetY - 555 - 185 // Inside the spawn building }, // Entry point (where enemies become visible, at spawn building exit) { x: 2 * blockSize + offsetX, y: offsetY - 555 - 92.5 // At the bottom edge of spawn building }, // Road block 1 (topmost, numbered as 1) { x: 2 * blockSize + offsetX, y: offsetY - 555 }, // Road block 2 (numbered as 2) { x: 2 * blockSize + offsetX, y: offsetY - 370 }, // Road block 3 (numbered as 3) { x: 2 * blockSize + offsetX, y: offsetY - 185 }, // Road block 4 (numbered as 4) { x: 2 * blockSize + offsetX, y: offsetY }, // Road block 5 (row 2, block 2, numbered as 5) { x: 2 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 6 (row 2, block 3, numbered as 6) { x: 3 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 7 (row 2, block 4, numbered as 7) { x: 4 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 8 (row 2, block 5, numbered as 8) { x: 5 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 9 (row 2, block 6, numbered as 9) { x: 6 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 10 (row 2, block 7, numbered as 10) { x: 7 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 11 (row 2, block 8, numbered as 11) { x: 8 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 12 (row 2, block 9, numbered as 12) { x: 9 * blockSize + offsetX, y: offsetY + blockSize }, // Road block 13 (row 3, block 9, numbered as 13) { x: 9 * blockSize + offsetX, y: offsetY + 2 * blockSize }, // Road block 14 (row 4, block 9, numbered as 14) { x: 9 * blockSize + offsetX, y: offsetY + 3 * blockSize }, // Road block 15 (row 4, block 8, numbered as 15) { x: 8 * blockSize + offsetX, y: offsetY + 3 * blockSize }, // Road block 16 (row 4, block 7, numbered as 16) { x: 7 * blockSize + offsetX, y: offsetY + 3 * blockSize }, // Road block 17 (row 4, block 6, numbered as 17) { x: 6 * blockSize + offsetX, y: offsetY + 3 * blockSize }, // Road block 18 (row 4, block 5, numbered as 18) { x: 5 * blockSize + offsetX, y: offsetY + 3 * blockSize }, // Road block 19 (row 4, block 4, numbered as 19) { x: 4 * blockSize + offsetX, y: offsetY + 3 * blockSize }, // Road block 20 (row 4, block 3, numbered as 20) { x: 3 * blockSize + offsetX, y: offsetY + 3 * blockSize }, // Road block 21 (row 5, block 3, numbered as 21) { x: 3 * blockSize + offsetX, y: offsetY + 4 * blockSize }, // Road block 22 (row 6, block 3, numbered as 22) { x: 3 * blockSize + offsetX, y: offsetY + 5 * blockSize }, // Road block 23 (row 7, block 3, numbered as 23) { x: 3 * blockSize + offsetX, y: offsetY + 6 * blockSize }, // Road block 24 (row 7, block 4, numbered as 24) { x: 4 * blockSize + offsetX, y: offsetY + 6 * blockSize }, // Road block 25 (row 7, block 5, numbered as 25) { x: 5 * blockSize + offsetX, y: offsetY + 6 * blockSize }, // Road block 26 (row 7, block 6, numbered as 26) { x: 6 * blockSize + offsetX, y: offsetY + 6 * blockSize }, // Road block 27 (row 7, block 7, numbered as 27) { x: 7 * blockSize + offsetX, y: offsetY + 6 * blockSize }, // Road block 28 (row 7, block 8, numbered as 28) { x: 8 * blockSize + offsetX, y: offsetY + 6 * blockSize }, // Road block 29 (row 7, block 9, numbered as 29) { x: 9 * blockSize + offsetX, y: offsetY + 6 * blockSize }, // Road block 30 (row 8, block 9, numbered as 30) { x: 9 * blockSize + offsetX, y: offsetY + 7 * blockSize }, // Road block 31 (row 9, block 9, numbered as 31) { x: 9 * blockSize + offsetX, y: offsetY + 8 * blockSize }, // Road block 32 (row 9, block 8, numbered as 32) { x: 8 * blockSize + offsetX, y: offsetY + 8 * blockSize }, // Road block 33 (row 9, block 7, numbered as 33) { x: 7 * blockSize + offsetX, y: offsetY + 8 * blockSize }, // Road block 34 (row 9, block 6, numbered as 34) { x: 6 * blockSize + offsetX, y: offsetY + 8 * blockSize }, // Road block 35 (row 9, block 5, numbered as 35) { x: 5 * blockSize + offsetX, y: offsetY + 8 * blockSize }, // Road block 36 (row 9, block 4, numbered as 36) { x: 4 * blockSize + offsetX, y: offsetY + 8 * blockSize }, // Final exit point (well below the last road block, outside visible area) { x: 4 * blockSize + offsetX, y: offsetY + 10 * blockSize + 200 }]; enemy.currentWaypointIndex = 0; // Start at first waypoint if pathX/pathY not set if (enemy.pathX === undefined || enemy.pathY === undefined) { enemy.pathX = enemy.pathWaypoints[0].x; enemy.pathY = enemy.pathWaypoints[0].y; } } // Get current waypoint var currentWaypoint = enemy.pathWaypoints[enemy.currentWaypointIndex]; if (currentWaypoint) { // Calculate distance to current waypoint var dx = currentWaypoint.x - enemy.pathX; var dy = currentWaypoint.y - enemy.pathY; var distToWaypoint = Math.sqrt(dx * dx + dy * dy); // If close enough to waypoint, move to next one if (distToWaypoint < enemy.speed * CELL_SIZE) { enemy.currentWaypointIndex++; if (enemy.currentWaypointIndex >= enemy.pathWaypoints.length) { // Start fade out animation when reaching final exit point if (!enemy.exitAnimationStarted) { enemy.exitAnimationStarted = true; tween(enemy, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { // Mark for removal after animation enemy.readyForRemoval = true; } }); // Don't return true immediately, let animation play return false; } else if (enemy.readyForRemoval) { // Animation finished, now remove the enemy return true; } return false; // Continue animation } currentWaypoint = enemy.pathWaypoints[enemy.currentWaypointIndex]; if (currentWaypoint) { dx = currentWaypoint.x - enemy.pathX; dy = currentWaypoint.y - enemy.pathY; distToWaypoint = Math.sqrt(dx * dx + dy * dy); } } // Move towards current waypoint if (distToWaypoint > 0) { var moveDistance = enemy.speed * CELL_SIZE; var angle = Math.atan2(dy, dx); enemy.pathX += Math.cos(angle) * moveDistance; enemy.pathY += Math.sin(angle) * moveDistance; // 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 enemy visual position enemy.x = enemy.pathX; enemy.y = enemy.pathY; // Update grid position for targeting enemy.currentCellX = (enemy.pathX - grid.x) / CELL_SIZE; enemy.currentCellY = (enemy.pathY - grid.y) / CELL_SIZE; enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); return false; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, width: 185, height: 185 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } 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 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; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, width: 185, height: 185 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } 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('Snipertank', { anchorX: 0.5, anchorY: 0.5, width: 185, height: 185 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 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; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = 185; previewGraphics.height = 185; 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; // Check if position is invalid (on a block) if (self.gridX < 0 || self.gridY < 0) { validGridPlacement = false; } else if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { // Check if tower would overlap with any road blocks (not grass blocks) var blockSize = 185; var towerWorldX = grid.x + self.gridX * CELL_SIZE; var towerWorldY = grid.y + self.gridY * CELL_SIZE; // Check all 4 corners of the 2x2 tower area for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var checkX = towerWorldX + i * CELL_SIZE; var checkY = towerWorldY + j * CELL_SIZE; // Convert to block grid coordinates var blockGridX = Math.floor(checkX / blockSize); var blockGridY = Math.floor((checkY - 185 - 270) / blockSize); // Check if this position overlaps with a road block (not grass block) var isRoadBlock = false; if (blockGridX >= 0 && blockGridX <= 12 && blockGridY >= 0 && blockGridY <= 9) { // Check specific road block positions based on the road pattern if (blockGridY === 0 && blockGridX === 2) isRoadBlock = true; // Row 1: block 2 if (blockGridY === 1 && blockGridX >= 2 && blockGridX <= 9) isRoadBlock = true; // Row 2: blocks 2-9 if (blockGridY === 2 && blockGridX === 9) isRoadBlock = true; // Row 3: block 9 if (blockGridY === 3 && blockGridX >= 3 && blockGridX <= 9) isRoadBlock = true; // Row 4: blocks 3-9 if (blockGridY === 4 && blockGridX === 3) isRoadBlock = true; // Row 5: block 3 if (blockGridY === 5 && blockGridX === 3) isRoadBlock = true; // Row 6: block 3 if (blockGridY === 6 && blockGridX >= 3 && blockGridX <= 9) isRoadBlock = true; // Row 7: blocks 3-9 if (blockGridY === 7 && blockGridX === 9) isRoadBlock = true; // Row 8: block 9 if (blockGridY === 8 && blockGridX >= 4 && blockGridX <= 9) isRoadBlock = true; // Row 9: blocks 4-9 } if (isRoadBlock) { validGridPlacement = false; break; } 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) { // Convert to block grid coordinates (185x185 blocks) var blockSize = 185; var blockGridX = Math.floor(x / blockSize); var blockGridY = Math.floor((y - 185 - 270) / blockSize); // Account for offset // Check if trying to place on a road block position (not grass block) var isOnRoadBlock = false; if (blockGridX >= 0 && blockGridX <= 12 && blockGridY >= 0 && blockGridY <= 9) { // Check specific road block positions based on the road pattern if (blockGridY === 0 && blockGridX === 2) isOnRoadBlock = true; // Row 1: block 2 if (blockGridY === 1 && blockGridX >= 2 && blockGridX <= 9) isOnRoadBlock = true; // Row 2: blocks 2-9 if (blockGridY === 2 && blockGridX === 9) isOnRoadBlock = true; // Row 3: block 9 if (blockGridY === 3 && blockGridX >= 3 && blockGridX <= 9) isOnRoadBlock = true; // Row 4: blocks 3-9 if (blockGridY === 4 && blockGridX === 3) isOnRoadBlock = true; // Row 5: block 3 if (blockGridY === 5 && blockGridX === 3) isOnRoadBlock = true; // Row 6: block 3 if (blockGridY === 6 && blockGridX >= 3 && blockGridX <= 9) isOnRoadBlock = true; // Row 7: blocks 3-9 if (blockGridY === 7 && blockGridX === 9) isOnRoadBlock = true; // Row 8: block 9 if (blockGridY === 8 && blockGridX >= 4 && blockGridX <= 9) isOnRoadBlock = true; // Row 9: blocks 4-9 } if (isOnRoadBlock) { // If on a road block, reject placement self.canPlace = false; self.gridX = -1; self.gridY = -1; self.x = x; self.y = y; self.updateAppearance(); return; } // Use original grid logic for valid placement areas var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; 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(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.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) { 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 ****/ // Add background image var backgroundImage = LK.getAsset('arkaplan', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); game.addChild(backgroundImage); 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 var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } 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(); // Remove the arena path visualization // grid.renderDebug(); var offset = 0; var towerPreview = new 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) { 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 { 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) { // Calculate the 185x185 grid position var blockSize = 185; var adjustedY = y - CELL_SIZE * 1.5; // Shift the y position upward by 1.5 tiles to show preview above finger // Calculate which 185x185 grid cell the cursor is closest to var gridX = Math.round((x - blockSize / 2) / blockSize); var gridY = Math.round((adjustedY - (185 + 270) - blockSize / 2) / blockSize); // Calculate the center position of the nearest grid cell var snapX = gridX * blockSize + blockSize / 2; var snapY = gridY * blockSize + (185 + 270) + blockSize / 2; // Use the snapped position for the tower preview towerPreview.snapToGrid(snapX, snapY); } }; 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']; // Create 185 pixel square structure and place it in the top left of the screen var centerSquare = LK.getAsset('cimen', { anchorX: 0.5, anchorY: 0.5 }); centerSquare.width = 185; centerSquare.height = 185; centerSquare.x = 185 / 2; // Position at left edge accounting for anchor centerSquare.y = 185 / 2 + 185 + 270; // Position at top edge accounting for anchor, moved down by 185 + 270 pixels game.addChild(centerSquare); // Add number label to the center square (first block in column) var centerSquareNumber = new Text2('1', { size: 60, fill: 0x000000, weight: 800 }); centerSquareNumber.anchor.set(0.5, 0.5); centerSquareNumber.x = centerSquare.x; centerSquareNumber.y = centerSquare.y; game.addChild(centerSquareNumber); // Create 9 additional blocks below the first one to form a column var columnBlocks = []; for (var i = 0; i < 9; i++) { var block = LK.getAsset('cimen', { anchorX: 0.5, anchorY: 0.5 }); block.width = 185; block.height = 185; block.x = 185 / 2; // Same x position as the first block block.y = 185 / 2 + 185 + 270 + (i + 1) * 185; // Position below the first block game.addChild(block); columnBlocks.push(block); // Add number label to each column block var blockNumber = new Text2((i + 2).toString(), { size: 60, fill: 0x000000, weight: 800 }); blockNumber.anchor.set(0.5, 0.5); blockNumber.x = block.x; blockNumber.y = block.y; game.addChild(blockNumber); } // Create 13 blocks to the right of the center square (increased from 12) var centerSquareRightBlocks = []; for (var i = 0; i < 13; i++) { var block = LK.getAsset('cimen', { anchorX: 0.5, anchorY: 0.5 }); block.width = 185; block.height = 185; block.x = 185 / 2 + (i + 1) * 185; // Position to the right of center square block.y = 185 / 2 + 185 + 270; // Same y position as center square game.addChild(block); centerSquareRightBlocks.push(block); } // Create 12 blocks to the right of each column block var columnRightBlocks = []; for (var i = 0; i < 9; i++) { var rowBlocks = []; for (var j = 0; j < 12; j++) { var block = LK.getAsset('cimen', { anchorX: 0.5, anchorY: 0.5 }); block.width = 185; block.height = 185; block.x = 185 / 2 + (j + 1) * 185; // Position to the right of column block block.y = 185 / 2 + 185 + 270 + (i + 1) * 185; // Same y position as corresponding column block game.addChild(block); rowBlocks.push(block); } columnRightBlocks.push(rowBlocks); } // Replace specific blocks with road image according to the pattern // Row 1: block 2 (index 1) if (centerSquareRightBlocks[1]) { game.removeChild(centerSquareRightBlocks[1]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = centerSquareRightBlocks[1].x; roadBlock.y = centerSquareRightBlocks[1].y; game.addChild(roadBlock); centerSquareRightBlocks[1] = roadBlock; // Add second road block on top of the first one var roadBlock2 = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock2.width = 185; roadBlock2.height = 185; roadBlock2.x = centerSquareRightBlocks[1].x; roadBlock2.y = centerSquareRightBlocks[1].y - 185; // Position above the first road block game.addChild(roadBlock2); // Add third road block on top of the second one var roadBlock3 = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock3.width = 185; roadBlock3.height = 185; roadBlock3.x = centerSquareRightBlocks[1].x; roadBlock3.y = centerSquareRightBlocks[1].y - 370; // Position above the second road block game.addChild(roadBlock3); // Add fourth road block on top of the third one var roadBlock4 = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock4.width = 185; roadBlock4.height = 185; roadBlock4.x = centerSquareRightBlocks[1].x; roadBlock4.y = centerSquareRightBlocks[1].y - 555; // Position above the third road block game.addChild(roadBlock4); // Add number labels to all road blocks var roadBlockCounter = 1; // Add number to roadBlock4 (topmost) var roadBlock4Number = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlock4Number.anchor.set(0.5, 0.5); roadBlock4Number.x = roadBlock4.x; roadBlock4Number.y = roadBlock4.y; game.addChild(roadBlock4Number); roadBlockCounter++; // Add number to roadBlock3 var roadBlock3Number = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlock3Number.anchor.set(0.5, 0.5); roadBlock3Number.x = roadBlock3.x; roadBlock3Number.y = roadBlock3.y; game.addChild(roadBlock3Number); roadBlockCounter++; // Add number to roadBlock2 var roadBlock2Number = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlock2Number.anchor.set(0.5, 0.5); roadBlock2Number.x = roadBlock2.x; roadBlock2Number.y = roadBlock2.y; game.addChild(roadBlock2Number); roadBlockCounter++; // Add number to roadBlock (original) var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; // Add grass blocks to the left and right of all four road blocks var roadBlockPositions = [{ x: centerSquareRightBlocks[1].x, y: centerSquareRightBlocks[1].y }, // roadBlock { x: centerSquareRightBlocks[1].x, y: centerSquareRightBlocks[1].y - 185 }, // roadBlock2 { x: centerSquareRightBlocks[1].x, y: centerSquareRightBlocks[1].y - 370 }, // roadBlock3 { x: centerSquareRightBlocks[1].x, y: centerSquareRightBlocks[1].y - 555 } // roadBlock4 ]; for (var i = 0; i < roadBlockPositions.length; i++) { // Add grass block to the left of each road block var leftGrass = LK.getAsset('cimen', { anchorX: 0.5, anchorY: 0.5 }); leftGrass.width = 185; leftGrass.height = 185; leftGrass.x = roadBlockPositions[i].x - 185; leftGrass.y = roadBlockPositions[i].y; game.addChild(leftGrass); // Add grass block to the right of each road block var rightGrass = LK.getAsset('cimen', { anchorX: 0.5, anchorY: 0.5 }); rightGrass.width = 185; rightGrass.height = 185; rightGrass.x = roadBlockPositions[i].x + 185; rightGrass.y = roadBlockPositions[i].y; game.addChild(rightGrass); } } // Row 2: blocks 2,3,4,5,6,7,8,9 (indices 1,2,3,4,5,6,7,8) for (var idx = 1; idx <= 8; idx++) { if (columnRightBlocks[0] && columnRightBlocks[0][idx]) { game.removeChild(columnRightBlocks[0][idx]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[0][idx].x; roadBlock.y = columnRightBlocks[0][idx].y; game.addChild(roadBlock); columnRightBlocks[0][idx] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } } // Row 3: block 9 (index 8) if (columnRightBlocks[1] && columnRightBlocks[1][8]) { game.removeChild(columnRightBlocks[1][8]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[1][8].x; roadBlock.y = columnRightBlocks[1][8].y; game.addChild(roadBlock); columnRightBlocks[1][8] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } // Row 4: blocks 3,4,5,6,7,8,9 (indices 2,3,4,5,6,7,8) for (var idx = 2; idx <= 8; idx++) { if (columnRightBlocks[2] && columnRightBlocks[2][idx]) { game.removeChild(columnRightBlocks[2][idx]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[2][idx].x; roadBlock.y = columnRightBlocks[2][idx].y; game.addChild(roadBlock); columnRightBlocks[2][idx] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } } // Row 5: block 3 (index 2) if (columnRightBlocks[3] && columnRightBlocks[3][2]) { game.removeChild(columnRightBlocks[3][2]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[3][2].x; roadBlock.y = columnRightBlocks[3][2].y; game.addChild(roadBlock); columnRightBlocks[3][2] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } // Row 6: block 3 (index 2) if (columnRightBlocks[4] && columnRightBlocks[4][2]) { game.removeChild(columnRightBlocks[4][2]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[4][2].x; roadBlock.y = columnRightBlocks[4][2].y; game.addChild(roadBlock); columnRightBlocks[4][2] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } // Row 7: blocks 3,4,5,6,7,8,9 (indices 2,3,4,5,6,7,8) for (var idx = 2; idx <= 8; idx++) { if (columnRightBlocks[5] && columnRightBlocks[5][idx]) { game.removeChild(columnRightBlocks[5][idx]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[5][idx].x; roadBlock.y = columnRightBlocks[5][idx].y; game.addChild(roadBlock); columnRightBlocks[5][idx] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } } // Row 8: block 9 (index 8) if (columnRightBlocks[6] && columnRightBlocks[6][8]) { game.removeChild(columnRightBlocks[6][8]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[6][8].x; roadBlock.y = columnRightBlocks[6][8].y; game.addChild(roadBlock); columnRightBlocks[6][8] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } // Row 9: blocks 4,5,6,7,8,9 (indices 3,4,5,6,7,8) for (var idx = 3; idx <= 8; idx++) { if (columnRightBlocks[7] && columnRightBlocks[7][idx]) { game.removeChild(columnRightBlocks[7][idx]); var roadBlock = LK.getAsset('Yol', { anchorX: 0.5, anchorY: 0.5 }); roadBlock.width = 185; roadBlock.height = 185; roadBlock.x = columnRightBlocks[7][idx].x; roadBlock.y = columnRightBlocks[7][idx].y; game.addChild(roadBlock); columnRightBlocks[7][idx] = roadBlock; // Add number to this road block var roadBlockNumber = new Text2(roadBlockCounter.toString(), { size: 60, fill: 0xFFFFFF, weight: 800 }); roadBlockNumber.anchor.set(0.5, 0.5); roadBlockNumber.x = roadBlock.x; roadBlockNumber.y = roadBlock.y; game.addChild(roadBlockNumber); roadBlockCounter++; } } var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Create spawn building structure above the first road block var spawnBuilding = LK.getAsset('toprak', { anchorX: 0.5, anchorY: 0.5 }); spawnBuilding.width = 185; spawnBuilding.height = 185; // Position it above the first road block spawnBuilding.x = 2 * 185 + 185 / 2; // Same x as first road block column spawnBuilding.y = 185 / 2 + 185 + 270 - 555 - 185; // Above the topmost road block spawnBuilding.tint = 0x8B4513; // Brown color for spawn building game.addChild(spawnBuilding); // Add spawn building label var spawnLabel = new Text2('SPAWN', { size: 30, fill: 0xFFFFFF, weight: 800 }); spawnLabel.anchor.set(0.5, 0.5); spawnLabel.x = spawnBuilding.x; spawnLabel.y = spawnBuilding.y; game.addChild(spawnLabel); // Add enemy layer after all background elements but before tower elements to ensure enemies render above grass and road blocks game.addChild(enemyLayer); // Add tower preview and tower layer after all background elements to ensure they render above grass and road blocks game.addChild(towerPreview); game.addChild(towerLayer); 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; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // Spawn enemies inside the spawn building (hidden initially) var blockSize = 185; var offsetX = blockSize / 2; var offsetY = blockSize / 2 + 185 + 270; // Position enemy inside the spawn building (hidden) enemy.pathX = 2 * blockSize + offsetX; // Same column as road blocks enemy.pathY = offsetY - 555 - 185; // Inside the spawn building // Initialize the enemy at the spawn position enemy.x = enemy.pathX; enemy.y = enemy.pathY; // Start enemy hidden and animate entrance enemy.alpha = 0; // Start invisible enemy.scaleX = 0.5; // Start small enemy.scaleY = 0.5; // Create entrance animation with delay based on spawn order var spawnDelay = i * 200; // 200ms delay between each enemy LK.setTimeout(function (currentEnemy) { return function () { // Animate enemy entrance tween(currentEnemy, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.backOut }); }; }(enemy), spawnDelay); // Set grid coordinates for targeting enemy.currentCellX = (enemy.pathX - grid.x) / CELL_SIZE; enemy.currentCellY = (enemy.pathY - grid.y) / CELL_SIZE; enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); // Only reduce lives if enemy wasn't in exit animation (meaning it truly escaped) if (!enemy.exitAnimationStarted) { 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
@@ -826,13 +826,18 @@
var blockSize = 185;
var offsetX = blockSize / 2;
var offsetY = blockSize / 2 + 185 + 270;
enemy.pathWaypoints = [
- // Spawn point (outside the map, above first road block)
+ // Hidden spawn point (inside spawn building, not visible)
{
x: 2 * blockSize + offsetX,
- y: offsetY - 555 - 200
+ y: offsetY - 555 - 185 // Inside the spawn building
},
+ // Entry point (where enemies become visible, at spawn building exit)
+ {
+ x: 2 * blockSize + offsetX,
+ y: offsetY - 555 - 92.5 // At the bottom edge of spawn building
+ },
// Road block 1 (topmost, numbered as 1)
{
x: 2 * blockSize + offsetX,
y: offsetY - 555
@@ -3276,8 +3281,30 @@
sourceTowers.push(tower);
}
sourceTower = null;
enemiesToSpawn = 10;
+// Create spawn building structure above the first road block
+var spawnBuilding = LK.getAsset('toprak', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+spawnBuilding.width = 185;
+spawnBuilding.height = 185;
+// Position it above the first road block
+spawnBuilding.x = 2 * 185 + 185 / 2; // Same x as first road block column
+spawnBuilding.y = 185 / 2 + 185 + 270 - 555 - 185; // Above the topmost road block
+spawnBuilding.tint = 0x8B4513; // Brown color for spawn building
+game.addChild(spawnBuilding);
+// Add spawn building label
+var spawnLabel = new Text2('SPAWN', {
+ size: 30,
+ fill: 0xFFFFFF,
+ weight: 800
+});
+spawnLabel.anchor.set(0.5, 0.5);
+spawnLabel.x = spawnBuilding.x;
+spawnLabel.y = spawnBuilding.y;
+game.addChild(spawnLabel);
// Add enemy layer after all background elements but before tower elements to ensure enemies render above grass and road blocks
game.addChild(enemyLayer);
// Add tower preview and tower layer after all background elements to ensure they render above grass and road blocks
game.addChild(towerPreview);
@@ -3321,18 +3348,37 @@
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
- // Spawn enemies outside the map, above the first road block
+ // Spawn enemies inside the spawn building (hidden initially)
var blockSize = 185;
var offsetX = blockSize / 2;
var offsetY = blockSize / 2 + 185 + 270;
- // Position enemy above the map, outside the visible area
+ // Position enemy inside the spawn building (hidden)
enemy.pathX = 2 * blockSize + offsetX; // Same column as road blocks
- enemy.pathY = offsetY - 555 - 200; // Start well above the first road block
+ enemy.pathY = offsetY - 555 - 185; // Inside the spawn building
// Initialize the enemy at the spawn position
enemy.x = enemy.pathX;
enemy.y = enemy.pathY;
+ // Start enemy hidden and animate entrance
+ enemy.alpha = 0; // Start invisible
+ enemy.scaleX = 0.5; // Start small
+ enemy.scaleY = 0.5;
+ // Create entrance animation with delay based on spawn order
+ var spawnDelay = i * 200; // 200ms delay between each enemy
+ LK.setTimeout(function (currentEnemy) {
+ return function () {
+ // Animate enemy entrance
+ tween(currentEnemy, {
+ alpha: 1,
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 500,
+ easing: tween.backOut
+ });
+ };
+ }(enemy), spawnDelay);
// Set grid coordinates for targeting
enemy.currentCellX = (enemy.pathX - grid.x) / CELL_SIZE;
enemy.currentCellY = (enemy.pathY - grid.y) / CELL_SIZE;
enemy.cellX = Math.round(enemy.currentCellX);
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