User prompt
haz que el zombie que aparece aunque tenga el asset de un zombie normal vaya el doble de rapido que un zombie normal y tiene 225 puntos de vida
User prompt
crea un asset para él. el zombie aparece en el modo endless a partir de la oleada 15 con un 50% de probabilidad de aparecer en cada oleada siempre y cuando en esas mismas oleadas aparezcan como minimo 2 zombies cubo. aparece un maximo de 1 por oleada, pero cada vez que pasan 5 oleadas ese maximo aumento en 1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el birasol cueste 225 soles. tambien crea un nuevo tipo de zombie, el zombie sarcófago. tiene 500 hp y cuando muere genera un zombie normal donde ha muerto
User prompt
de acuerdo, haz que el birasol tarde 15 segundos en generar sol, solo el birasol. tambien haz que el birasol genera 2 soles en vez de 1
User prompt
quiero que el birasol cueste 125 soles, además de tener 125 puntos de vida
User prompt
hazlo
User prompt
mueve los iconos de la petacereza y la plantorcha un 10% más arriba. tambien haz que el icono de la plantorcha tiene la misma posicion x que el birasol
User prompt
mueve el icono de la plantorcha un 10% mas arriba. añade una nueva planta que se llame "Birasol", y su icono estará al lao del girasol. el de la petacereza pasará a estar arriba
User prompt
haz que el icono de la plantorcha esté un 20% más arriba
User prompt
haz que el icono de la plantorcha esté más arriba, lo digo porque esque está literalmente chocando con el de el girasol entonces no se puede hacer click correctamente, arréglalo
User prompt
haz que el orden de los iconos sea: girasol, peashooter, hieloshooter, fireshot, repetidora, nuez, nuez primitiva, petacereza. y arriba del girasol aparece la plantorcha, haz que no se sobreponga, que se puedan ver y clickear bien ambas
User prompt
hagamos una nueva planta, la plantorcha, tendrá 300 hp, y lo que hará es que cuando un guisante de alguna planta lo toca, este automaticamente pasará a tener el asset de "shotfire" y hará 10 puntos más de daño ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que cueste 175 soles, y que haga que contra los zombies conos y zombies cubo hace 50 de daño en vez de 35. tambien haz que el asset del guisante sea el asset de nombre "shotfire"
User prompt
haz que en el menú el texto de "normal" esté mas a la izquierda. tambien vamos a crear una nueva planta, "fireshot" será exactamente igual que el lanzaguisantes, pero tendrá 150 puntos de vida y 35 de daño
Remix started
Copy pvz a new awaken III
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var CanonShell = Container.expand(function () { var self = Container.call(this); self.speed = 3.2; // 4x normal zombie speed (0.8 * 4) self.damage = 20; self.hasExploded = false; self.hasReachedColumn6 = false; self.gridY = 0; var graphics = self.attachAsset('canonShell', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Move left towards plants self.x -= self.speed; // Check if reached column 3 var cellX = Math.floor((self.x - gridStartX) / cellSize); if (cellX <= 2 && !self.hasReachedColumn6) { self.hasReachedColumn6 = true; self.explode(); return; } // Check collision with plants var cellX = Math.floor((self.x - gridStartX) / cellSize); if (cellX >= 0 && cellX < gridCols && plants[self.gridY] && plants[self.gridY][cellX]) { var plant = plants[self.gridY][cellX]; if (self.intersects(plant)) { plant.takeDamage(self.damage); self.explode(); return; } } // Remove if goes off screen if (self.x < -100) { self.removeFromGame(); } }; self.explode = function () { if (self.hasExploded) { return; } self.hasExploded = true; // Create explosion effect var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 1.5, scaleY: 1.5 }); game.addChild(explosion); // Animate explosion and remove it tween(explosion, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); // Transform shell into normal zombidito at current position var zombidito = new Zombidito(); zombidito.x = self.x; zombidito.y = self.y; zombidito.gridY = self.gridY; enemies.push(zombidito); game.addChild(zombidito); // Remove shell self.removeFromGame(); }; self.removeFromGame = function () { for (var i = 0; i < canonShells.length; i++) { if (canonShells[i] === self) { canonShells.splice(i, 1); break; } } self.destroy(); }; return self; }); var Lawnmower = Container.expand(function (row) { var self = Container.call(this); self.gridY = row; self.speed = 0; self.isActivated = false; self.x = gridStartX - 100; self.y = gridStartY + row * cellSize; var graphics = self.attachAsset('lawnmower', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function () { if (!self.isActivated) { self.isActivated = true; self.speed = 6.4; } }; self.update = function () { if (self.isActivated) { self.x += self.speed; // Check collision with zombies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && self.intersects(enemy)) { enemy.die(); // Count as player kill for score tracking enemiesKilled++; } } // Remove lawnmower when it reaches right edge if (self.x > 2148) { self.removeFromGame(); } } }; self.removeFromGame = function () { for (var i = 0; i < lawnmowers.length; i++) { if (lawnmowers[i] === self) { lawnmowers.splice(i, 1); break; } } self.destroy(); }; return self; }); var PlantBase = Container.expand(function (plantType) { var self = Container.call(this); self.plantType = plantType; self.health = 100; self.maxHealth = 100; self.cost = 50; self.shootTimer = 0; self.shootDelay = 72; self.gridX = 0; self.gridY = 0; self.level = 1; var graphics = self.attachAsset(plantType, { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFF0000, 200); if (self.health <= 0) { self.die(); } }; self.die = function () { // Clean up projectile tracking for this plant var plantId = self.gridX + '_' + self.gridY; if (plantProjectileCount[plantId]) { delete plantProjectileCount[plantId]; } plants[self.gridY][self.gridX] = null; self.destroy(); }; return self; }); var Wallnut = PlantBase.expand(function () { var self = PlantBase.call(this, 'wallnut'); self.cost = 50; self.health = 300; self.maxHealth = 300; self.isDamaged = false; var originalTakeDamage = self.takeDamage; self.takeDamage = function (damage) { originalTakeDamage(damage); // Check if wallnut should switch to damaged appearance if (self.health < 150 && !self.isDamaged) { self.isDamaged = true; // Remove current graphics and add damaged version self.removeChild(self.children[0]); var damagedGraphics = self.attachAsset('wallnut_damaged', { anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); var Sunflower = PlantBase.expand(function () { var self = PlantBase.call(this, 'sunflower'); self.cost = 50; self.sunTimer = 0; self.update = function () { self.sunTimer++; if (self.sunTimer >= 1080) { // 18 seconds var sun = new Sun(self.x, self.y - 60); suns.push(sun); game.addChild(sun); self.sunTimer = 0; LK.effects.flashObject(self, 0xFFFF00, 300); } }; return self; }); var SnowPea = PlantBase.expand(function () { var self = PlantBase.call(this, 'snowpea'); self.cost = 175; self.health = 120; self.maxHealth = 120; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootDelay) { var target = self.findTarget(); if (target) { self.shoot(target); self.shootTimer = 0; } } }; self.findTarget = function () { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && enemy.x > self.x) { return enemy; } } return null; }; self.shoot = function (target) { var plantId = self.gridX + '_' + self.gridY; // Unique plant identifier var pea = createProjectile('snowshot', self.x, self.y, 5.12, 25 * self.level, plantId); // 6.4 * 0.8 = 5.12 (20% slower) if (pea) { LK.getSound('shoot').play(); } }; return self; }); var Repetidora = PlantBase.expand(function () { var self = PlantBase.call(this, 'repetidora'); self.cost = 200; self.isTrackingFirstPea = false; self.firstPea = null; self.firstPeaStartX = 0; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootDelay) { var target = self.findTarget(); if (target && !self.isTrackingFirstPea) { var firstPea = self.shoot(target); if (firstPea) { self.firstPea = firstPea; self.firstPeaStartX = firstPea.x; self.isTrackingFirstPea = true; } self.shootTimer = 0; } } // Handle second pea timing based on first pea position if (self.isTrackingFirstPea && self.firstPea) { // Check if first pea has advanced half a cell (72 pixels) if (self.firstPea.x >= self.firstPeaStartX + 72) { var target = self.findTarget(); if (target) { self.shoot(target); } // Stop tracking to prevent lag self.isTrackingFirstPea = false; self.firstPea = null; } // Also stop tracking if first pea no longer exists else if (!self.firstPea.parent) { self.isTrackingFirstPea = false; self.firstPea = null; } } }; self.findTarget = function () { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && enemy.x > self.x) { return enemy; } } return null; }; self.shoot = function (target) { var plantId = self.gridX + '_' + self.gridY; // Unique plant identifier var pea = createProjectile('pea', self.x, self.y, 8.64, 20 * self.level, plantId); if (pea) { LK.getSound('shoot').play(); } return pea; // Return the pea for tracking }; return self; }); var Plantorcha = PlantBase.expand(function () { var self = PlantBase.call(this, 'plantorcha'); self.cost = 175; self.health = 300; self.maxHealth = 300; // Plantorcha doesn't shoot - it only converts projectiles self.update = function () { // No shooting behavior - just exists to convert projectiles }; return self; }); var Petacereza = PlantBase.expand(function () { var self = PlantBase.call(this, 'petacereza'); self.cost = 150; self.health = 1; // Very low health since it explodes self.maxHealth = 1; self.isArmed = false; // Zombies ignore it until armed self.armTimer = 90; // 1.5 seconds at 60fps self.update = function () { if (self.armTimer > 0) { self.armTimer--; if (self.armTimer === 0) { // Arm the petacereza and explode self.isArmed = true; self.explode(); } } }; self.explode = function () { // Create explosion effect var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 3, // Larger explosion for 3x3 area scaleY: 3 }); game.addChild(explosion); // Animate explosion and remove it tween(explosion, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); // Damage all zombies in 3x3 grid area around petacereza var centerGridX = self.gridX; var centerGridY = self.gridY; var damagedEnemies = []; // Track enemies to damage // First pass: identify all enemies in range for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var enemyGridX = Math.floor((enemy.x - gridStartX + cellSize / 2) / cellSize); var enemyGridY = enemy.gridY; // Check if enemy is within 3x3 area (center ± 1 in both directions) var deltaX = Math.abs(enemyGridX - centerGridX); var deltaY = Math.abs(enemyGridY - centerGridY); if (deltaX <= 1 && deltaY <= 1) { damagedEnemies.push(enemy); } } // Second pass: damage all identified enemies for (var j = 0; j < damagedEnemies.length; j++) { damagedEnemies[j].takeDamage(325); } // Remove petacereza after explosion self.die(); }; // Override getPlantInFront for zombies to ignore unarmed petacereza self.shouldBeIgnoredByZombies = function () { return !self.isArmed; }; return self; }); var Peashooter = PlantBase.expand(function () { var self = PlantBase.call(this, 'peashooter'); self.cost = 100; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootDelay) { var target = self.findTarget(); if (target) { self.shoot(target); self.shootTimer = 0; } } }; self.findTarget = function () { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && enemy.x > self.x) { return enemy; } } return null; }; self.shoot = function (target) { var plantId = self.gridX + '_' + self.gridY; // Unique plant identifier var pea = createProjectile('pea', self.x, self.y, 6.4, 20 * self.level, plantId); if (pea) { LK.getSound('shoot').play(); } }; return self; }); var NuezPrimitiva = PlantBase.expand(function () { var self = PlantBase.call(this, 'nuezPrimitiva'); self.cost = 125; self.health = 625; self.maxHealth = 625; self.hasChangedToWallnut = false; self.hasChangedToDamaged = false; var originalTakeDamage = self.takeDamage; self.takeDamage = function (damage) { originalTakeDamage(damage); // Check if should switch to normal wallnut appearance (< 300 hp) if (self.health < 300 && !self.hasChangedToWallnut) { self.hasChangedToWallnut = true; // Remove current graphics and add wallnut version self.removeChild(self.children[0]); var wallnutGraphics = self.attachAsset('wallnut', { anchorX: 0.5, anchorY: 0.5 }); } // Check if should switch to damaged wallnut appearance (< 150 hp) else if (self.health < 150 && !self.hasChangedToDamaged) { self.hasChangedToDamaged = true; // Remove current graphics and add damaged version self.removeChild(self.children[0]); var damagedGraphics = self.attachAsset('wallnut_damaged', { anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); var Fireshot = PlantBase.expand(function () { var self = PlantBase.call(this, 'fireshot'); self.cost = 100; self.health = 150; self.maxHealth = 150; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootDelay) { var target = self.findTarget(); if (target) { self.shoot(target); self.shootTimer = 0; } } }; self.findTarget = function () { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && enemy.x > self.x) { return enemy; } } return null; }; self.shoot = function (target) { var plantId = self.gridX + '_' + self.gridY; // Unique plant identifier // Calculate damage based on target type var damage = 35 * self.level; if (target.zombieType === 'cone_zombie' || target.zombieType === 'bucket_zombie') { damage = 50 * self.level; } var pea = createProjectile('shotfire', self.x, self.y, 6.4, damage, plantId); if (pea) { LK.getSound('shoot').play(); } }; return self; }); var Birasol = PlantBase.expand(function () { var self = PlantBase.call(this, 'birasol'); self.cost = 125; self.health = 125; self.maxHealth = 125; self.sunTimer = 0; self.update = function () { self.sunTimer++; if (self.sunTimer >= 900) { // 15 seconds (900 ticks at 60fps) var sun1 = new Sun(self.x - 30, self.y - 60); var sun2 = new Sun(self.x + 30, self.y - 60); suns.push(sun1); suns.push(sun2); game.addChild(sun1); game.addChild(sun2); self.sunTimer = 0; LK.effects.flashObject(self, 0xFFFF00, 300); } }; return self; }); var Projectile = Container.expand(function (type, startX, startY, speed, damage) { var self = Container.call(this); self.speed = speed; self.damage = damage; self.x = startX; self.y = startY; self.type = type; self.gridY = Math.floor((startY - gridStartY + cellSize / 2) / cellSize); self.ownerId = null; // Plant that owns this projectile var graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.speed; if (self.x > 2048) { self.removeFromGame(); return; } // Check collision with plantorcha to convert pea to fire projectile if (self.type === 'pea') { var projectileGridX = Math.floor((self.x - gridStartX + cellSize / 2) / cellSize); var projectileGridY = self.gridY; if (projectileGridX >= 0 && projectileGridX < gridCols && projectileGridY >= 0 && projectileGridY < gridRows) { var plantInCell = plants[projectileGridY][projectileGridX]; if (plantInCell && plantInCell.plantType === 'plantorcha' && self.intersects(plantInCell)) { // Convert pea to shotfire and add 10 damage self.removeChild(self.children[0]); var fireGraphics = self.attachAsset('shotfire', { anchorX: 0.5, anchorY: 0.5 }); self.type = 'shotfire'; self.damage += 10; // Continue with normal movement } } } // Only check collisions with zombies in same row and within 100px range for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && Math.abs(enemy.x - self.x) <= 100 && self.intersects(enemy)) { enemy.takeDamage(self.damage); // Apply ice effect if this is a snowshot if (self.type === 'snowshot') { enemy.applyIceEffect(); } self.removeFromGame(); break; } } }; self.removeFromGame = function () { // Decrease projectile count for the plant that owns this projectile if (self.ownerId && plantProjectileCount[self.ownerId]) { plantProjectileCount[self.ownerId]--; } for (var i = 0; i < projectiles.length; i++) { if (projectiles[i] === self) { projectiles.splice(i, 1); break; } } // Return to pool instead of destroying self.returnToPool(); }; self.returnToPool = function () { if (projectilePool.length < maxPoolSize) { self.removeChildren(); if (self.parent) { self.parent.removeChild(self); } projectilePool.push(self); } else { self.destroy(); } }; return self; }); var SlowProjectile = Projectile.expand(function (type, startX, startY, speed, damage) { var self = Projectile.call(this, type, startX, startY, speed, damage); var originalUpdate = self.update; self.update = function () { originalUpdate(); // Only check collisions with zombies in same row and within 100px range for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && Math.abs(enemy.x - self.x) <= 100 && self.intersects(enemy)) { enemy.applySlowEffect(); break; } } }; return self; }); var Sun = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; self.value = 25; self.collectTimer = 0; self.isBeingAttracted = false; self.attractedBy = null; var graphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { // If being attracted by zombie sol, stop the attraction if (self.isBeingAttracted && self.attractedBy) { tween.stop(self); self.attractedBy.targetSun = null; self.attractedBy.isAttractingSun = false; self.attractedBy.speed = self.attractedBy.originalSpeed; self.isBeingAttracted = false; self.attractedBy = null; } sunPoints += self.value; updateSunDisplay(); self.collect(); }; self.collect = function () { // Clean up attraction if being collected if (self.isBeingAttracted && self.attractedBy) { tween.stop(self); self.attractedBy.targetSun = null; self.attractedBy.isAttractingSun = false; self.attractedBy.speed = self.attractedBy.originalSpeed; } for (var i = 0; i < suns.length; i++) { if (suns[i] === self) { suns.splice(i, 1); break; } } self.destroy(); }; self.update = function () { self.collectTimer++; if (self.collectTimer > 720) { // 12 seconds timeout self.collect(); } }; return self; }); var ZombieBase = Container.expand(function (zombieType) { var self = Container.call(this); self.zombieType = zombieType; self.health = 190; self.maxHealth = 190; self.speed = 0.8; self.damage = 25; self.gridY = 0; self.attackTimer = 0; self.slowTimer = 0; self.iceTimer = 0; self.isIced = false; self.originalSpeed = self.speed; var graphics = self.attachAsset(zombieType, { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFF0000, 200); LK.getSound('zombie_hit').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { // Check if this is Zombiestein being killed if (self.zombieType === 'zombiestein') { zombiesteinAlive = false; } for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; self.applySlowEffect = function () { self.slowTimer = 180; self.speed = self.originalSpeed * 0.5; graphics.tint = 0x81C784; }; self.applyIceEffect = function () { // Set ice effect timer for 3 seconds if not already active or extend it self.iceTimer = 180; // 3 seconds at 60fps self.speed = self.originalSpeed * 0.8; // 20% slower // Only start the visual tween if not already iced if (!self.isIced) { self.isIced = true; // Calculate 35% blue tint (mix current color with blue) var blueColor = 0x5555FF; // Blue color // Apply blue tint tween(graphics, { tint: blueColor }, { duration: 100, easing: tween.easeOut }); } }; self.update = function () { if (self.slowTimer > 0) { self.slowTimer--; if (self.slowTimer === 0) { self.speed = self.originalSpeed; graphics.tint = 0xFFFFFF; } } // Handle ice effect timer if (self.iceTimer > 0) { self.iceTimer--; if (self.iceTimer === 0) { // Ice effect ends self.isIced = false; self.speed = self.originalSpeed; // Return to normal color tween(graphics, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } } var plantInFront = self.getPlantInFront(); if (plantInFront) { self.attackTimer++; if (self.attackTimer >= 72) { plantInFront.takeDamage(self.damage); self.attackTimer = 0; } } else { self.x -= self.speed; // Check if zombie reached left screen edge if (self.x < 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } // Check collision with lawnmower for (var i = 0; i < lawnmowers.length; i++) { var lawnmower = lawnmowers[i]; if (lawnmower.gridY === self.gridY && self.x <= lawnmower.x + 60 && !lawnmower.isActivated) { lawnmower.activate(); } } } }; self.getPlantInFront = function () { var cellX = Math.floor((self.x - gridStartX) / cellSize); if (cellX >= 0 && cellX < gridCols && plants[self.gridY] && plants[self.gridY][cellX]) { var plant = plants[self.gridY][cellX]; // Check if this is an unarmed petacereza that should be ignored if (plant.shouldBeIgnoredByZombies && plant.shouldBeIgnoredByZombies()) { return null; // Ignore unarmed petacereza } return plant; } return null; }; return self; }); var Zombiestein = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombiestein'); self.health = 2250; self.maxHealth = 2250; self.speed = 0.414; // 10% slower than 0.46 self.originalSpeed = 0.414; self.damage = 500; // 500 damage per second self.isSummoning = false; self.hasSpawnedZombidito = false; self.originalUpdate = self.update; self.update = function () { // Check if health is below 1500 and hasn't spawned Zombidito yet if (self.health < 1500 && !self.hasSpawnedZombidito && !self.isSummoning) { self.isSummoning = true; self.speed = 0; // Stop moving completely // Wait 1.5 seconds then spawn Zombidito LK.setTimeout(function () { // Resume movement self.speed = self.originalSpeed; self.isSummoning = false; self.hasSpawnedZombidito = true; // Calculate position 3 cells ahead (in front of Zombiestein) var spawnX = self.x - 3 * cellSize; var spawnY = self.y; // Create Zombidito with explosion effect var zombidito = new Zombidito(); zombidito.x = spawnX; zombidito.y = spawnY; zombidito.gridY = self.gridY; enemies.push(zombidito); game.addChild(zombidito); // Create explosion effect like miner zombie var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: spawnX, y: spawnY, scaleX: 2, scaleY: 2 }); game.addChild(explosion); // Animate explosion and remove it tween(explosion, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); }, 1500); } // Call original update only if not summoning (stopped) if (!self.isSummoning) { self.originalUpdate(); } }; return self; }); var ZombieSarcofago = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombie_sarcofago'); self.health = 500; self.maxHealth = 500; self.speed = 0.6; // Slightly slower than normal zombie self.originalSpeed = 0.6; // Override die function to spawn normal zombie at death location var originalDie = self.die; self.die = function () { // Create spawned zombie at current position with 2x speed and 225 HP var spawnedZombie = new SpawnedZombie(); spawnedZombie.x = self.x; spawnedZombie.y = self.y; spawnedZombie.gridY = self.gridY; enemies.push(spawnedZombie); game.addChild(spawnedZombie); // Call original die function originalDie(); }; return self; }); var ZombieRa = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombieRa'); self.health = 190; self.maxHealth = 190; self.speed = 0.8; self.originalSpeed = 0.8; self.isAttractingSun = false; self.targetSun = null; // Override update to handle sun attraction var originalUpdate = self.update; self.update = function () { // Look for uncollected suns to attract if (!self.isAttractingSun && !self.targetSun) { var closestSun = null; var closestDistance = Infinity; // Find the closest sun that isn't already being attracted for (var i = 0; i < suns.length; i++) { var sun = suns[i]; if (!sun.isBeingAttracted) { var distance = Math.abs(sun.x - self.x) + Math.abs(sun.y - self.y); if (distance < closestDistance) { closestDistance = distance; closestSun = sun; } } } // If found a sun, start attracting it if (closestSun) { self.targetSun = closestSun; self.isAttractingSun = true; self.speed = 0; // Stop moving while attracting // Mark sun as being attracted so other zombie sols don't target it closestSun.isBeingAttracted = true; closestSun.attractedBy = self; // Start tweening sun towards zombie tween(closestSun, { x: self.x, y: self.y }, { duration: closestDistance / 0.6, // Speed reduced by 300% (was 2.4, now 0.6 = 4x slower) easing: tween.linear, onFinish: function onFinish() { // Sun reached zombie - consume it if (self.targetSun && self.targetSun.parent) { self.consumeSun(); } } }); } } // Check if sun reached zombie (collision detection) if (self.isAttractingSun && self.targetSun && self.targetSun.parent) { var distance = Math.abs(self.targetSun.x - self.x) + Math.abs(self.targetSun.y - self.y); if (distance < 50) { // Close enough to consume self.consumeSun(); } } // Call original update only if not attracting sun if (!self.isAttractingSun) { originalUpdate(); } }; self.consumeSun = function () { if (self.targetSun && self.targetSun.parent) { // Remove sun from game without giving points to player for (var i = 0; i < suns.length; i++) { if (suns[i] === self.targetSun) { suns.splice(i, 1); break; } } self.targetSun.destroy(); self.targetSun = null; self.isAttractingSun = false; self.speed = self.originalSpeed; // Resume movement } }; // Override die to stop any sun attraction var originalDie = self.die; self.die = function () { // If attracting a sun, stop the tween and release the sun if (self.targetSun && self.targetSun.parent) { tween.stop(self.targetSun); self.targetSun.isBeingAttracted = false; self.targetSun.attractedBy = null; } originalDie(); }; return self; }); var ZombieCascanueces = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'cascanueces'); self.health = 1000; self.maxHealth = 1000; self.speed = 0.96; // Normal zombie speed (0.8) * 1.2 self.originalSpeed = 0.96; self.damage = 35; // 35 damage per second self.isParalyzed = false; self.paralysisTimer = 0; self.paralysisTime = 600; // 10 seconds at 60fps self.hasReachedColumn6 = false; self.hasReachedColumn4 = false; var originalUpdate = self.update; self.update = function () { // Handle paralysis timer if (self.isParalyzed) { self.paralysisTimer--; if (self.paralysisTimer <= 0) { // Wake up from paralysis self.isParalyzed = false; self.speed = self.originalSpeed; // Flash animation when waking up tween(self, { alpha: 0.3 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1.0 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { // Second flash tween(self, { alpha: 0.3 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1.0 }, { duration: 200, easing: tween.easeInOut }); } }); } }); } }); } return; // Don't move while paralyzed } // Check current column position var cellX = Math.floor((self.x - gridStartX) / cellSize); // Check if reached column 6 and hasn't been paralyzed there yet if (cellX <= 6 && !self.hasReachedColumn6 && !self.isParalyzed) { self.hasReachedColumn6 = true; self.isParalyzed = true; self.paralysisTimer = self.paralysisTime; self.speed = 0; // Stop moving return; // Don't move this frame } // Check if reached column 4 and hasn't been paralyzed there yet (and already passed column 6) if (cellX <= 4 && !self.hasReachedColumn4 && self.hasReachedColumn6 && !self.isParalyzed) { self.hasReachedColumn4 = true; self.isParalyzed = true; self.paralysisTimer = self.paralysisTime; self.speed = 0; // Stop moving return; // Don't move this frame } // Call original update only if not paralyzed if (!self.isParalyzed) { originalUpdate(); } }; return self; }); var ZombieCanon = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'canon'); self.health = 500; self.maxHealth = 500; self.speed = 0.8; self.originalSpeed = 0.8; self.hasReachedPosition = false; self.shootTimer = 0; self.shootDelay = 600; // 10 seconds at 60fps self.firstShot = true; // Track if this is the first shot self.damage = 0; // Canon doesn't do regular damage var originalUpdate = self.update; self.update = function () { // Move until reaching ninth column if (!self.hasReachedPosition) { var cellX = Math.floor((self.x - gridStartX) / cellSize); if (cellX <= 8) { self.hasReachedPosition = true; self.speed = 0; // Stop moving // Position exactly at ninth column self.x = gridStartX + 8 * cellSize; } } // If reached position, handle shooting if (self.hasReachedPosition) { self.shootTimer++; var currentDelay = self.firstShot ? 180 : self.shootDelay; // 3 seconds for first shot, 10 seconds for subsequent if (self.shootTimer >= currentDelay) { self.shootShell(); self.shootTimer = 0; self.firstShot = false; // After first shot, use normal delay } } else { // Call original update to move normally originalUpdate(); } }; self.shootShell = function () { // Create zombidito shell var shell = new CanonShell(); shell.x = self.x; shell.y = self.y; shell.gridY = self.gridY; canonShells.push(shell); game.addChild(shell); }; return self; }); var Zombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombie'); self.health = 190; self.maxHealth = 190; self.speed = 0.8; self.originalSpeed = 0.8; return self; }); var Zombidito = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombidito'); self.health = 250; self.maxHealth = 250; self.speed = 0.8; self.originalSpeed = 0.8; self.damage = 50; // 50 damage per second // Scale down the graphics to make it smaller var graphics = self.children[0]; if (graphics) { graphics.scaleX = 0.7; graphics.scaleY = 0.7; } return self; }); var SunZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'sun_zombie'); self.health = 190; self.maxHealth = 190; self.speed = 0.8; self.originalSpeed = 0.8; // Override die function to drop a sun when killed var originalDie = self.die; self.die = function () { // Create a sun at zombie's position var droppedSun = new Sun(self.x, self.y); suns.push(droppedSun); game.addChild(droppedSun); // Call original die function originalDie(); }; return self; }); var SpawnedZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombie'); self.health = 225; self.maxHealth = 225; self.speed = 1.6; // 2x normal zombie speed (0.8 * 2) self.originalSpeed = 1.6; return self; }); var RugbyZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'rugby'); self.health = 300; self.maxHealth = 300; self.speed = 2.4; // 3x normal zombie speed self.originalSpeed = 2.4; self.hasContactedPlant = false; self.damage = 0; // No regular damage since it kills instantly // Override getPlantInFront to handle instant kill self.getPlantInFront = function () { var cellX = Math.floor((self.x - gridStartX) / cellSize); if (cellX >= 0 && cellX < gridCols && plants[self.gridY] && plants[self.gridY][cellX]) { return plants[self.gridY][cellX]; } return null; }; // Override update to handle 500 damage to plants var originalUpdate = self.update; self.update = function () { var plantInFront = self.getPlantInFront(); if (plantInFront && !self.hasContactedPlant) { // Deal 500 damage to the plant plantInFront.takeDamage(500); // Reduce speed to normal zombie speed self.hasContactedPlant = true; self.speed = 0; // Stop for 2 seconds self.originalSpeed = 0.8; // Flash effect to show speed change LK.effects.flashObject(self, 0xFFFF00, 500); // Resume normal speed after 2 seconds LK.setTimeout(function () { self.speed = 0.8; }, 2000); } // Call original update logic originalUpdate(); }; return self; }); var MinerZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'miner_zombie'); self.health = 100; self.maxHealth = 100; self.speed = 0.8; self.originalSpeed = 0.8; self.damage = 15; // Override the initialization to spawn at 5th column and show explosion self.initializeMiner = function (row) { self.gridY = row; // Position at 5th column (index 4) self.x = gridStartX + 4 * cellSize; self.y = gridStartY + row * cellSize; // Create explosion effect var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 2, scaleY: 2 }); game.addChild(explosion); // Animate explosion and remove it tween(explosion, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); }; return self; }); var ConeZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'cone_zombie'); self.health = 300; self.maxHealth = 300; self.speed = 0.8; self.originalSpeed = 0.8; self.hasChangedAsset = false; var originalTakeDamage = self.takeDamage; self.takeDamage = function (damage) { originalTakeDamage(damage); // Check if cone zombie should switch to normal zombie appearance if (self.health < 191 && !self.hasChangedAsset) { self.hasChangedAsset = true; // Remove current graphics and add normal zombie version self.removeChild(self.children[0]); var normalGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); var BucketZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'bucket_zombie'); self.health = 375; self.maxHealth = 375; self.speed = 0.8; self.originalSpeed = 0.8; self.hasChangedAsset = false; var originalTakeDamage = self.takeDamage; self.takeDamage = function (damage) { originalTakeDamage(damage); // Check if bucket zombie should switch to normal zombie appearance if (self.health < 191 && !self.hasChangedAsset) { self.hasChangedAsset = true; // Remove current graphics and add normal zombie version self.removeChild(self.children[0]); var normalGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1B5E20 }); /**** * Game Code ****/ // Grid setup - bigger grid centered on screen // Plant defenders // Projectiles // Undead enemies // UI and grid // Sounds var gridRows = 5; var gridCols = 9; var cellSize = 144; var gridStartX = (2048 - gridCols * cellSize) / 2; var gridStartY = (2732 - gridRows * cellSize) / 2; // Game state var plants = []; var enemies = []; var projectiles = []; var suns = []; var canonShells = []; var lawnmowers = []; var sunPoints = 500; var lives = 3; var currentWave = 1; var wavesCompleted = 0; var totalWaves = 10; var gameMode = null; // 'normal' or 'endless' var gameModeSelected = false; var zombieSelectionActive = false; var selectedZombieTypes = []; var customWaveConfigs = {}; // Store custom wave configurations var currentCustomizingWave = 1; var availableZombieTypes = [{ type: 'zombie', name: 'Normal Zombie', asset: 'zombie' }, { type: 'cone_zombie', name: 'Cone Zombie', asset: 'cone_zombie' }, { type: 'bucket_zombie', name: 'Bucket Zombie', asset: 'bucket_zombie' }, { type: 'sun_zombie', name: 'Sun Zombie', asset: 'sun_zombie' }, { type: 'zombie_ra', name: 'Zombie Ra', asset: 'zombieRa' }, { type: 'zombie_canon', name: 'Zombie Canon', asset: 'canon' }, { type: 'miner_zombie', name: 'Miner Zombie', asset: 'miner_zombie' }, { type: 'rugby_zombie', name: 'Rugby Zombie', asset: 'rugby' }, { type: 'zombiestein', name: 'Zombiestein', asset: 'zombiestein' }, { type: 'zombie_cascanueces', name: 'Zombie Cascanueces', asset: 'cascanueces' }, { type: 'zombie_sarcofago', name: 'Zombie Sarcófago', asset: 'zombie_sarcofago' }]; var baseEnemiesInWave = 0; // Store base enemy count for endless mode scaling var waveInProgress = false; var enemiesInWave = 0; var enemiesKilled = 0; var sunTimer = 0; var waveStartTick = 0; var nextWaveScheduled = false; var sunZombieSpawnedThisWave = false; // Spawn collision tracking for waves 1-2 var lastSpawnTime = {}; var lastSpawnRow = {}; // Miner zombie tracking var minerZombiesSpawnedThisWave = 0; var maxMinerZombiesPerWave = 1; // Zombiestein tracking var zombiesteinSpawned = false; var zombiesteinAlive = false; // Performance optimization variables var maxObjectsPerType = 50; var cleanupCounter = 0; var lagOptimizationActive = false; // Projectile pool for object reuse var projectilePool = []; var maxPoolSize = 20; // Track active projectiles per plant var plantProjectileCount = {}; // Selected plant type var selectedPlantType = null; var plantTypes = ['sunflower', 'birasol', 'peashooter', 'snowpea', 'fireshot', 'repetidora', 'wallnut', 'nuezPrimitiva', 'petacereza']; var plantCosts = { 'peashooter': 100, 'sunflower': 50, 'birasol': 225, 'snowpea': 175, 'fireshot': 175, 'plantorcha': 175, 'wallnut': 50, 'repetidora': 200, 'nuezPrimitiva': 125, 'petacereza': 150 }; // Wallnut cooldown system var wallnutCooldown = 0; var wallnutCooldownTime = 720; // 12 seconds at 60fps // Nuez primitiva cooldown system var nuezPrimitivaCooldown = 0; var nuezPrimitivaCooldownTime = 180; // 3 seconds at 60fps // Petacereza cooldown system var petacerezaCooldown = 0; var petacerezaCooldownTime = 900; // 15 seconds at 60fps // Ghost plant for preview var ghostPlant = null; // Initialize grid cells array var gridCells = []; // Initialize grid for (var row = 0; row < gridRows; row++) { plants[row] = []; gridCells[row] = []; for (var col = 0; col < gridCols; col++) { plants[row][col] = null; var cell = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, x: gridStartX + col * cellSize, y: gridStartY + row * cellSize }); gridCells[row][col] = cell; game.addChild(cell); } } // Initialize lawnmowers for (var row = 0; row < gridRows; row++) { var lawnmower = new Lawnmower(row); lawnmowers.push(lawnmower); game.addChild(lawnmower); } // Game mode selection UI var modeSelectionContainer = new Container(); modeSelectionContainer.x = 2048 / 2; modeSelectionContainer.y = 2732 / 2; var modeTitle = new Text2('Select Game Mode', { size: 80, fill: 0xFFFFFF }); modeTitle.anchor.set(0.5, 0.5); modeTitle.y = -200; modeSelectionContainer.addChild(modeTitle); // Normal mode button var normalModeButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: -240, y: -50, scaleX: 2, scaleY: 1.5, color: 0x4CAF50 }); normalModeButton.interactive = true; normalModeButton.buttonMode = true; normalModeButton.down = function (x, y, obj) { gameMode = 'normal'; totalWaves = 10; selectGameMode(); }; modeSelectionContainer.addChild(normalModeButton); var normalModeText = new Text2('Normal', { size: 60, fill: 0xFFFFFF }); normalModeText.anchor.set(0.5, 0.5); normalModeText.x = -320; normalModeText.y = -50; modeSelectionContainer.addChild(normalModeText); var normalModeSubtext = new Text2('(10 waves)', { size: 40, fill: 0xCCCCCC }); normalModeSubtext.anchor.set(0.5, 0.5); normalModeSubtext.x = -240; normalModeSubtext.y = 10; modeSelectionContainer.addChild(normalModeSubtext); // Personalize mode button var personalizeModeButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -50, scaleX: 2, scaleY: 1.5, color: 0xFF9800 }); personalizeModeButton.interactive = true; personalizeModeButton.buttonMode = true; personalizeModeButton.down = function (x, y, obj) { gameMode = 'personalize'; totalWaves = 20; showZombieSelection(); }; modeSelectionContainer.addChild(personalizeModeButton); var personalizeModeText = new Text2('Personalize', { size: 60, fill: 0xFFFFFF }); personalizeModeText.anchor.set(0.5, 0.5); personalizeModeText.x = 0; personalizeModeText.y = -50; modeSelectionContainer.addChild(personalizeModeText); var personalizeModeSubtext = new Text2('(20 waves)', { size: 40, fill: 0xCCCCCC }); personalizeModeSubtext.anchor.set(0.5, 0.5); personalizeModeSubtext.x = 0; personalizeModeSubtext.y = 10; modeSelectionContainer.addChild(personalizeModeSubtext); // Endless mode button var endlessModeButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 360, y: -50, scaleX: 2, scaleY: 1.5, color: 0x9C27B0 }); endlessModeButton.interactive = true; endlessModeButton.buttonMode = true; endlessModeButton.down = function (x, y, obj) { gameMode = 'endless'; totalWaves = 999; // Large number for display purposes selectGameMode(); }; modeSelectionContainer.addChild(endlessModeButton); var endlessModeText = new Text2('Endless', { size: 60, fill: 0xFFFFFF }); endlessModeText.anchor.set(0.5, 0.5); endlessModeText.x = 360; endlessModeText.y = -50; modeSelectionContainer.addChild(endlessModeText); var endlessModeSubtext = new Text2('(infinite waves)', { size: 40, fill: 0xCCCCCC }); endlessModeSubtext.anchor.set(0.5, 0.5); endlessModeSubtext.x = 360; endlessModeSubtext.y = 10; modeSelectionContainer.addChild(endlessModeSubtext); game.addChild(modeSelectionContainer); function selectGameMode() { gameModeSelected = true; modeSelectionContainer.destroy(); updateWaveDisplay(); // Create skip wave button only for endless mode if (gameMode === 'endless') { createSkipWaveButton(); } // Start first wave after mode selection LK.setTimeout(function () { startWave(); }, 3000); } function showZombieSelection() { zombieSelectionActive = true; modeSelectionContainer.destroy(); // Create zombie selection container var zombieSelectionContainer = new Container(); zombieSelectionContainer.x = 2048 / 2; zombieSelectionContainer.y = 2732 / 2; game.addChild(zombieSelectionContainer); // Title var selectionTitle = new Text2('Select Zombies for Endless Mode', { size: 60, fill: 0xFFFFFF }); selectionTitle.anchor.set(0.5, 0.5); selectionTitle.y = -350; zombieSelectionContainer.addChild(selectionTitle); // Instructions var instructions = new Text2('Click zombies to toggle selection (min 3 required)', { size: 40, fill: 0xCCCCCC }); instructions.anchor.set(0.5, 0.5); instructions.y = -300; zombieSelectionContainer.addChild(instructions); // Create zombie selection buttons var zombieButtons = []; var cols = 4; var rows = Math.ceil(availableZombieTypes.length / cols); for (var i = 0; i < availableZombieTypes.length; i++) { var zombieType = availableZombieTypes[i]; var col = i % cols; var row = Math.floor(i / cols); // Zombie button var zombieButton = LK.getAsset(zombieType.asset, { anchorX: 0.5, anchorY: 0.5, x: (col - (cols - 1) / 2) * 200, y: (row - (rows - 1) / 2) * 160 - 50, scaleX: 1.5, scaleY: 1.5 }); zombieButton.zombieType = zombieType.type; zombieButton.isSelected = false; zombieButton.interactive = true; zombieButton.buttonMode = true; zombieButton.alpha = 0.5; // Start unselected zombieButton.down = function (x, y, obj) { toggleZombieSelection(this); }; zombieSelectionContainer.addChild(zombieButton); zombieButtons.push(zombieButton); // Zombie name var nameText = new Text2(zombieType.name, { size: 30, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = zombieButton.x; nameText.y = zombieButton.y + 80; zombieSelectionContainer.addChild(nameText); } // Start button var startButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 250, scaleX: 3, scaleY: 1.5, color: 0x4CAF50 }); startButton.interactive = true; startButton.buttonMode = true; startButton.alpha = 0.5; // Start disabled startButton.down = function (x, y, obj) { if (selectedZombieTypes.length >= 3) { zombieSelectionContainer.destroy(); showWaveCustomization(); } }; zombieSelectionContainer.addChild(startButton); var startButtonText = new Text2('Customize Waves', { size: 50, fill: 0xFFFFFF }); startButtonText.anchor.set(0.5, 0.5); startButtonText.y = 250; zombieSelectionContainer.addChild(startButtonText); // Store references for updates zombieSelectionContainer.zombieButtons = zombieButtons; zombieSelectionContainer.startButton = startButton; zombieSelectionContainer.startButtonText = startButtonText; game.zombieSelectionContainer = zombieSelectionContainer; } function toggleZombieSelection(button) { if (button.isSelected) { // Deselect button.isSelected = false; button.alpha = 0.5; button.tint = 0xFFFFFF; // Remove from selected array for (var i = 0; i < selectedZombieTypes.length; i++) { if (selectedZombieTypes[i] === button.zombieType) { selectedZombieTypes.splice(i, 1); break; } } } else { // Select button.isSelected = true; button.alpha = 1.0; button.tint = 0x00FF00; selectedZombieTypes.push(button.zombieType); } updateStartButton(); } function updateStartButton() { var container = game.zombieSelectionContainer; if (!container) { return; } if (selectedZombieTypes.length >= 3) { container.startButton.alpha = 1.0; container.startButton.tint = 0x4CAF50; container.startButtonText.setText('Customize Waves (' + selectedZombieTypes.length + ' selected)'); } else { container.startButton.alpha = 0.5; container.startButton.tint = 0x888888; container.startButtonText.setText('Select at least 3 zombies (' + selectedZombieTypes.length + '/3)'); } } function showWaveCustomization() { // Initialize default configurations for all 20 waves for (var wave = 1; wave <= 20; wave++) { if (!customWaveConfigs[wave]) { customWaveConfigs[wave] = {}; for (var i = 0; i < selectedZombieTypes.length; i++) { customWaveConfigs[wave][selectedZombieTypes[i]] = wave <= 2 ? 2 : Math.min(wave, 8); // Default quantities } } } currentCustomizingWave = 1; showWaveConfigUI(); } function showWaveConfigUI() { // Remove existing wave config container if any if (game.waveConfigContainer) { game.waveConfigContainer.destroy(); } // Create wave customization container var waveConfigContainer = new Container(); waveConfigContainer.x = 2048 / 2; waveConfigContainer.y = 2732 / 2; game.addChild(waveConfigContainer); game.waveConfigContainer = waveConfigContainer; // Title var configTitle = new Text2('Wave ' + currentCustomizingWave + ' Configuration', { size: 60, fill: 0xFFFFFF }); configTitle.anchor.set(0.5, 0.5); configTitle.y = -350; waveConfigContainer.addChild(configTitle); // Instructions var configInstructions = new Text2('Set zombie quantities for Wave ' + currentCustomizingWave + ' (1-20)', { size: 40, fill: 0xCCCCCC }); configInstructions.anchor.set(0.5, 0.5); configInstructions.y = -300; waveConfigContainer.addChild(configInstructions); // Wave navigation buttons - positioned slightly higher var prevWaveButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: -400, y: -250, scaleX: 1.5, scaleY: 1.0, color: currentCustomizingWave > 1 ? 0x2196F3 : 0x666666 }); prevWaveButton.interactive = currentCustomizingWave > 1; prevWaveButton.buttonMode = currentCustomizingWave > 1; if (currentCustomizingWave > 1) { prevWaveButton.down = function () { currentCustomizingWave--; showWaveConfigUI(); }; } waveConfigContainer.addChild(prevWaveButton); var prevWaveText = new Text2('◀ Previous', { size: 40, fill: 0xFFFFFF }); prevWaveText.anchor.set(0.5, 0.5); prevWaveText.x = -400; prevWaveText.y = -250; waveConfigContainer.addChild(prevWaveText); var nextWaveButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 400, y: -250, scaleX: 1.5, scaleY: 1.0, color: currentCustomizingWave < 20 ? 0x2196F3 : 0x666666 }); nextWaveButton.interactive = currentCustomizingWave < 20; nextWaveButton.buttonMode = currentCustomizingWave < 20; if (currentCustomizingWave < 20) { nextWaveButton.down = function () { currentCustomizingWave++; showWaveConfigUI(); }; } waveConfigContainer.addChild(nextWaveButton); var nextWaveText = new Text2('Next ▶', { size: 40, fill: 0xFFFFFF }); nextWaveText.anchor.set(0.5, 0.5); nextWaveText.x = 400; nextWaveText.y = -250; waveConfigContainer.addChild(nextWaveText); // Add "All to 0" and "All to 1" buttons on the left side var allToZeroButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: -700, y: -50, scaleX: 1.5, scaleY: 1.0, color: 0xF44336 }); allToZeroButton.interactive = true; allToZeroButton.buttonMode = true; allToZeroButton.down = function () { // Set all zombie quantities to 0 for current wave for (var i = 0; i < selectedZombieTypes.length; i++) { customWaveConfigs[currentCustomizingWave][selectedZombieTypes[i]] = 0; } showWaveConfigUI(); // Refresh UI }; waveConfigContainer.addChild(allToZeroButton); var allToZeroText = new Text2('All to 0', { size: 35, fill: 0xFFFFFF }); allToZeroText.anchor.set(0.5, 0.5); allToZeroText.x = -700; allToZeroText.y = -50; waveConfigContainer.addChild(allToZeroText); var allToOneButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: -700, y: 20, scaleX: 1.5, scaleY: 1.0, color: 0x4CAF50 }); allToOneButton.interactive = true; allToOneButton.buttonMode = true; allToOneButton.down = function () { // Set all zombie quantities to 1 for current wave for (var i = 0; i < selectedZombieTypes.length; i++) { customWaveConfigs[currentCustomizingWave][selectedZombieTypes[i]] = 1; } showWaveConfigUI(); // Refresh UI }; waveConfigContainer.addChild(allToOneButton); var allToOneText = new Text2('All to 1', { size: 35, fill: 0xFFFFFF }); allToOneText.anchor.set(0.5, 0.5); allToOneText.x = -700; allToOneText.y = 20; waveConfigContainer.addChild(allToOneText); // Zombie quantity controls var yOffset = -100; var zombieControls = []; for (var i = 0; i < selectedZombieTypes.length; i++) { var zombieType = selectedZombieTypes[i]; var zombieAsset = null; for (var j = 0; j < availableZombieTypes.length; j++) { if (availableZombieTypes[j].type === zombieType) { zombieAsset = availableZombieTypes[j].asset; break; } } if (zombieAsset) { // Zombie icon var zombieIcon = LK.getAsset(zombieAsset, { anchorX: 0.5, anchorY: 0.5, x: -300, y: yOffset, scaleX: 1.2, scaleY: 1.2 }); waveConfigContainer.addChild(zombieIcon); // Decrease button var decreaseButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: -100, y: yOffset, scaleX: 0.8, scaleY: 0.8, color: 0xF44336 }); decreaseButton.zombieType = zombieType; decreaseButton.interactive = true; decreaseButton.buttonMode = true; decreaseButton.down = function () { var currentQty = customWaveConfigs[currentCustomizingWave][this.zombieType] || 0; if (currentQty > 0) { customWaveConfigs[currentCustomizingWave][this.zombieType] = currentQty - 1; showWaveConfigUI(); } }; waveConfigContainer.addChild(decreaseButton); var decreaseText = new Text2('-', { size: 50, fill: 0xFFFFFF }); decreaseText.anchor.set(0.5, 0.5); decreaseText.x = -100; decreaseText.y = yOffset; waveConfigContainer.addChild(decreaseText); // Quantity display var quantity = customWaveConfigs[currentCustomizingWave][zombieType] || 0; var quantityText = new Text2(quantity.toString(), { size: 45, fill: 0xFFFFFF }); quantityText.anchor.set(0.5, 0.5); quantityText.x = 0; quantityText.y = yOffset; waveConfigContainer.addChild(quantityText); // Increase button var increaseButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 100, y: yOffset, scaleX: 0.8, scaleY: 0.8, color: 0x4CAF50 }); increaseButton.zombieType = zombieType; increaseButton.interactive = true; increaseButton.buttonMode = true; increaseButton.down = function () { var currentQty = customWaveConfigs[currentCustomizingWave][this.zombieType] || 0; if (currentQty < 15) { // Max 15 zombies per type per wave customWaveConfigs[currentCustomizingWave][this.zombieType] = currentQty + 1; showWaveConfigUI(); } }; waveConfigContainer.addChild(increaseButton); var increaseText = new Text2('+', { size: 40, fill: 0xFFFFFF }); increaseText.anchor.set(0.5, 0.5); increaseText.x = 100; increaseText.y = yOffset; waveConfigContainer.addChild(increaseText); // Zombie name var zombieName = null; for (var k = 0; k < availableZombieTypes.length; k++) { if (availableZombieTypes[k].type === zombieType) { zombieName = availableZombieTypes[k].name; break; } } var nameText = new Text2(zombieName || zombieType, { size: 30, fill: 0xCCCCCC }); nameText.anchor.set(0.5, 0.5); nameText.x = 300; nameText.y = yOffset; waveConfigContainer.addChild(nameText); yOffset += 70; } } // Finish customization button - positioned at bottom right var finishButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 600, y: 350, scaleX: 3, scaleY: 1.5, color: 0x4CAF50 }); finishButton.interactive = true; finishButton.buttonMode = true; finishButton.down = function () { waveConfigContainer.destroy(); selectGameMode(); }; waveConfigContainer.addChild(finishButton); var finishButtonText = new Text2('Start Game', { size: 50, fill: 0xFFFFFF }); finishButtonText.anchor.set(0.5, 0.5); finishButtonText.x = 600; finishButtonText.y = 350; waveConfigContainer.addChild(finishButtonText); } // Shovel tool for removing plants var selectedTool = null; // 'shovel' or null var shovelButton = LK.getAsset('shovel', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 100, scaleX: 1.5, scaleY: 1.5 }); shovelButton.interactive = true; shovelButton.buttonMode = true; shovelButton.down = function (x, y, obj) { console.log("Shovel button clicked"); if (selectedTool === 'shovel') { selectedTool = null; shovelButton.alpha = 0.8; shovelButton.scaleX = shovelButton.scaleY = 1.5; } else { selectedTool = 'shovel'; selectedPlantType = null; shovelButton.alpha = 1.0; shovelButton.scaleX = shovelButton.scaleY = 1.8; updatePlantSelection(); } }; shovelButton.alpha = 0.8; game.addChild(shovelButton); // UI Elements var sunDisplay = new Text2('Sun: ' + sunPoints, { size: 60, fill: 0xFFEB3B }); sunDisplay.anchor.set(0, 0); sunDisplay.x = 120; // Offset from left edge to avoid menu icon LK.gui.topLeft.addChild(sunDisplay); var livesDisplay = new Text2('Lives: ' + lives, { size: 60, fill: 0xF44336 }); livesDisplay.anchor.set(0, 0); livesDisplay.y = 80; LK.gui.topRight.addChild(livesDisplay); var waveDisplay = new Text2('Wave: ' + currentWave + '/' + totalWaves, { size: 50, fill: 0x4CAF50 }); waveDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(waveDisplay); // Plant selection UI at bottom var plantButtons = []; var uiY = 2732 - 150; for (var i = 0; i < plantTypes.length; i++) { var plantType = plantTypes[i]; var yPos = uiY; var xPos = 200 + i * 220; // Special positioning for petacereza - place it above birasol if (plantType === 'petacereza') { xPos = 420; // Same x position as birasol yPos = uiY - 266; // Above birasol, 10% higher than previous position (242 * 1.1 = 266) } var button = LK.getAsset(plantType, { anchorX: 0.5, anchorY: 0.5, x: xPos, y: yPos, scaleX: 2.25, scaleY: 2.25 }); button.plantType = plantType; button.interactive = true; // Enable button interactivity button.buttonMode = true; // Make it behave like a button button.down = function (x, y, obj) { console.log("Plant button clicked:", this.plantType, "Cost:", plantCosts[this.plantType], "Current suns:", sunPoints); // Check wallnut cooldown if (this.plantType === 'wallnut' && wallnutCooldown > 0) { return; // Don't allow selection during cooldown } // Check nuez primitiva cooldown if (this.plantType === 'nuezPrimitiva' && nuezPrimitivaCooldown > 0) { return; // Don't allow selection during cooldown } // Check petacereza cooldown if (this.plantType === 'petacereza' && petacerezaCooldown > 0) { return; // Don't allow selection during cooldown } if (sunPoints >= plantCosts[this.plantType]) { selectedPlantType = this.plantType; selectedTool = null; shovelButton.alpha = 0.8; shovelButton.scaleX = shovelButton.scaleY = 1.5; updatePlantSelection(); } }; game.addChild(button); plantButtons.push(button); // Add cost text var costText = new Text2(plantCosts[plantType], { size: 40, fill: 0xFFFFFF }); costText.anchor.set(0.5, 0); costText.x = button.x; costText.y = button.y + 80; game.addChild(costText); } // Add plantorcha button above sunflower var plantorchaButton = LK.getAsset('plantorcha', { anchorX: 0.5, anchorY: 0.5, x: 200, // Same x as sunflower y: uiY - 351, // Above sunflower with 10% more space above previous position (319 * 1.1 = 351) scaleX: 2.25, scaleY: 2.25 }); plantorchaButton.plantType = 'plantorcha'; plantorchaButton.interactive = true; plantorchaButton.buttonMode = true; plantorchaButton.down = function (x, y, obj) { console.log("Plant button clicked:", this.plantType, "Cost:", plantCosts[this.plantType], "Current suns:", sunPoints); if (sunPoints >= plantCosts[this.plantType]) { selectedPlantType = this.plantType; selectedTool = null; shovelButton.alpha = 0.8; shovelButton.scaleX = shovelButton.scaleY = 1.5; updatePlantSelection(); } }; game.addChild(plantorchaButton); plantButtons.push(plantorchaButton); // Add plantorcha cost text var plantorchaCostText = new Text2(plantCosts['plantorcha'], { size: 40, fill: 0xFFFFFF }); plantorchaCostText.anchor.set(0.5, 0); plantorchaCostText.x = plantorchaButton.x; plantorchaCostText.y = plantorchaButton.y + 80; game.addChild(plantorchaCostText); function updatePlantSelection() { for (var i = 0; i < plantButtons.length; i++) { if (plantButtons[i].plantType === selectedPlantType) { plantButtons[i].alpha = 1.0; plantButtons[i].scaleX = plantButtons[i].scaleY = 2.55; } else if (plantButtons[i].plantType === 'wallnut' && wallnutCooldown > 0) { // Gray out wallnut during cooldown plantButtons[i].alpha = 0.3; plantButtons[i].scaleX = plantButtons[i].scaleY = 2.25; plantButtons[i].tint = 0x888888; } else if (plantButtons[i].plantType === 'nuezPrimitiva' && nuezPrimitivaCooldown > 0) { // Gray out nuez primitiva during cooldown plantButtons[i].alpha = 0.3; plantButtons[i].scaleX = plantButtons[i].scaleY = 2.25; plantButtons[i].tint = 0x888888; } else if (plantButtons[i].plantType === 'petacereza' && petacerezaCooldown > 0) { // Gray out petacereza during cooldown plantButtons[i].alpha = 0.3; plantButtons[i].scaleX = plantButtons[i].scaleY = 2.25; plantButtons[i].tint = 0x888888; } else { plantButtons[i].alpha = 0.6; plantButtons[i].scaleX = plantButtons[i].scaleY = 2.25; plantButtons[i].tint = 0xFFFFFF; } } // Remove existing ghost plant if (ghostPlant) { ghostPlant.destroy(); ghostPlant = null; } // Create new ghost plant if a type is selected if (selectedPlantType) { ghostPlant = LK.getAsset(selectedPlantType, { anchorX: 0.5, anchorY: 0.5, alpha: 0.6, tint: 0x88FF88 }); game.addChild(ghostPlant); } // Highlight valid placement squares for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { if (selectedPlantType && canPlacePlant(col, row, selectedPlantType)) { // Green highlight for valid empty squares gridCells[row][col].tint = 0x00FF00; gridCells[row][col].alpha = 0.7; } else if (selectedPlantType && plants[row][col] !== null) { // Red highlight for occupied squares when plant is selected gridCells[row][col].tint = 0xFF0000; gridCells[row][col].alpha = 0.5; } else if (selectedTool === 'shovel' && plants[row][col] !== null) { // Yellow highlight for plants that can be removed with shovel gridCells[row][col].tint = 0xFFFF00; gridCells[row][col].alpha = 0.7; } else { // Normal appearance for unselected or invalid squares gridCells[row][col].tint = 0xFFFFFF; gridCells[row][col].alpha = 0.3; } } } } function updateSunDisplay() { sunDisplay.setText('Sun: ' + sunPoints); } function updateLivesDisplay() { livesDisplay.setText('Lives: ' + lives); } function updateWaveDisplay() { if (gameMode === 'endless') { waveDisplay.setText('Wave: ' + currentWave + ' / ∞'); } else if (gameMode === 'personalize') { waveDisplay.setText('Wave: ' + currentWave + '/' + totalWaves); } else { waveDisplay.setText('Wave: ' + currentWave + '/' + totalWaves); } } function createProjectile(type, startX, startY, speed, damage, plantId) { // Check if plant already has 2 active projectiles if (!plantProjectileCount[plantId]) { plantProjectileCount[plantId] = 0; } if (plantProjectileCount[plantId] >= 2) { return null; // Don't create projectile if plant already has 2 } var projectile; if (projectilePool.length > 0) { // Reuse from pool projectile = projectilePool.pop(); projectile.speed = speed; projectile.damage = damage; projectile.x = startX; projectile.y = startY; projectile.type = type; projectile.gridY = Math.floor((startY - gridStartY + cellSize / 2) / cellSize); projectile.ownerId = plantId; // Re-add graphics var graphics = projectile.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); } else { // Create new projectile projectile = new Projectile(type, startX, startY, speed, damage); projectile.ownerId = plantId; } plantProjectileCount[plantId]++; projectiles.push(projectile); game.addChild(projectile); return projectile; } function performanceCleanup() { // Clean up destroyed objects that might still be in arrays for (var i = enemies.length - 1; i >= 0; i--) { if (!enemies[i].parent) { enemies.splice(i, 1); } } for (var i = projectiles.length - 1; i >= 0; i--) { if (!projectiles[i].parent) { projectiles.splice(i, 1); } } for (var i = suns.length - 1; i >= 0; i--) { if (!suns[i].parent) { suns.splice(i, 1); } } for (var i = canonShells.length - 1; i >= 0; i--) { if (!canonShells[i].parent) { canonShells.splice(i, 1); } } // Clean up projectile tracking for destroyed plants for (var plantId in plantProjectileCount) { var coords = plantId.split('_'); var x = parseInt(coords[0]); var y = parseInt(coords[1]); if (y >= 0 && y < gridRows && x >= 0 && x < gridCols && !plants[y][x]) { delete plantProjectileCount[plantId]; } } // Limit maximum objects if we have too many if (enemies.length > maxObjectsPerType) { for (var i = 0; i < enemies.length - maxObjectsPerType; i++) { if (enemies[i]) { enemies[i].destroy(); } } } if (projectiles.length > maxObjectsPerType) { for (var i = 0; i < projectiles.length - maxObjectsPerType; i++) { if (projectiles[i]) { projectiles[i].removeFromGame(); } } } if (suns.length > 20) { for (var i = 0; i < suns.length - 20; i++) { if (suns[i]) { suns[i].destroy(); } } } // Limit projectile pool size if (projectilePool.length > maxPoolSize) { for (var i = maxPoolSize; i < projectilePool.length; i++) { if (projectilePool[i]) { projectilePool[i].destroy(); } } projectilePool.length = maxPoolSize; } } function getGridPosition(x, y) { var gridX = Math.floor((x - gridStartX + cellSize / 2) / cellSize); var gridY = Math.floor((y - gridStartY + cellSize / 2) / cellSize); if (gridX >= 0 && gridX < gridCols && gridY >= 0 && gridY < gridRows) { return { x: gridX, y: gridY }; } return null; } function canPlacePlant(gridX, gridY, plantType) { // Check if grid position is valid if (gridX < 0 || gridX >= gridCols || gridY < 0 || gridY >= gridRows) { return false; } // Check wallnut cooldown if (plantType === 'wallnut' && wallnutCooldown > 0) { return false; } // Check nuez primitiva cooldown if (plantType === 'nuezPrimitiva' && nuezPrimitivaCooldown > 0) { return false; } // Check petacereza cooldown if (plantType === 'petacereza' && petacerezaCooldown > 0) { return false; } // Check if square is empty and player has enough suns return plants[gridY][gridX] === null && sunPoints >= plantCosts[plantType]; } function placePlant(gridX, gridY, plantType) { // Double-check that placement is valid before proceeding if (!canPlacePlant(gridX, gridY, plantType)) { return false; } var plant; switch (plantType) { case 'peashooter': plant = new Peashooter(); break; case 'sunflower': plant = new Sunflower(); break; case 'birasol': plant = new Birasol(); break; case 'snowpea': plant = new SnowPea(); break; case 'fireshot': plant = new Fireshot(); break; case 'plantorcha': plant = new Plantorcha(); break; case 'wallnut': plant = new Wallnut(); break; case 'snowpea': plant = new SnowPea(); break; case 'repetidora': plant = new Repetidora(); break; case 'nuezPrimitiva': plant = new NuezPrimitiva(); break; case 'petacereza': plant = new Petacereza(); break; default: return false; } // Set plant position and grid reference plant.gridX = gridX; plant.gridY = gridY; plant.x = gridStartX + gridX * cellSize; plant.y = gridStartY + gridY * cellSize; // Place plant in grid and add to game plants[gridY][gridX] = plant; game.addChild(plant); // Deduct cost and update UI sunPoints -= plantCosts[plantType]; updateSunDisplay(); LK.getSound('plant').play(); // Start wallnut cooldown if placing wallnut if (plantType === 'wallnut') { wallnutCooldown = wallnutCooldownTime; selectedPlantType = null; // Deselect wallnut after placing updatePlantSelection(); } // Start nuez primitiva cooldown if placing nuez primitiva if (plantType === 'nuezPrimitiva') { nuezPrimitivaCooldown = nuezPrimitivaCooldownTime; selectedPlantType = null; // Deselect nuez primitiva after placing updatePlantSelection(); } // Start petacereza cooldown if placing petacereza if (plantType === 'petacereza') { petacerezaCooldown = petacerezaCooldownTime; selectedPlantType = null; // Deselect petacereza after placing updatePlantSelection(); } // Flash the grid cell to show successful placement LK.effects.flashObject(gridCells[gridY][gridX], 0x00FF00, 300); return true; } function canSpawnWithoutCollision(row) { // Only apply collision detection for waves 1-2 if (currentWave > 2) { return true; } var currentTime = LK.ticks; var oneSecond = 60; // 60 ticks = 1 second at 60fps // Check if same row was used in last second if (lastSpawnRow[row] && currentTime - lastSpawnRow[row] < oneSecond) { return false; } // Check if any zombie was spawned in last second for (var checkRow in lastSpawnTime) { if (currentTime - lastSpawnTime[checkRow] < oneSecond) { return false; } } return true; } function spawnZombie(type, row) { var zombie; switch (type) { case 'zombie': zombie = new Zombie(); break; case 'cone_zombie': zombie = new ConeZombie(); break; case 'bucket_zombie': zombie = new BucketZombie(); break; case 'sun_zombie': zombie = new SunZombie(); break; case 'zombie_ra': zombie = new ZombieRa(); break; case 'zombie_canon': zombie = new ZombieCanon(); break; case 'miner_zombie': zombie = new MinerZombie(); // Special positioning for miner zombie.initializeMiner(row); // Apply health bonus for endless mode after wave 10 if (gameMode === 'endless' && currentWave > 10) { var healthMultiplier = 1 + (currentWave - 10) * 0.05; zombie.health = Math.floor(zombie.health * healthMultiplier); zombie.maxHealth = Math.floor(zombie.maxHealth * healthMultiplier); } enemies.push(zombie); game.addChild(zombie); return; // Return early since positioning is handled case 'zombiestein': zombie = new Zombiestein(); break; case 'rugby_zombie': zombie = new RugbyZombie(); break; case 'zombie_cascanueces': zombie = new ZombieCascanueces(); break; case 'zombie_sarcofago': zombie = new ZombieSarcofago(); break; default: return; } zombie.gridY = row; zombie.x = 2100; zombie.y = gridStartY + row * cellSize; // Apply health bonus for endless mode after wave 10 if (gameMode === 'endless' && currentWave > 10) { var healthMultiplier = 1 + (currentWave - 10) * 0.05; zombie.health = Math.floor(zombie.health * healthMultiplier); zombie.maxHealth = Math.floor(zombie.maxHealth * healthMultiplier); } enemies.push(zombie); game.addChild(zombie); } function startWave() { if (waveInProgress) { return; } waveInProgress = true; waveStartTick = LK.ticks; // Record when wave started sunZombieSpawnedThisWave = false; // Reset sun zombie spawn flag for this wave // Reset and update miner zombie tracking for this wave minerZombiesSpawnedThisWave = 0; if (currentWave >= 8) { maxMinerZombiesPerWave = 2; } else { maxMinerZombiesPerWave = 1; } var bucketZombiesLeft = 0; // Handle custom wave configurations for waves 1-20 in personalize mode if (gameMode === 'personalize' && currentWave <= 20 && customWaveConfigs[currentWave]) { var waveConfig = customWaveConfigs[currentWave]; var totalZombies = 0; var spawnQueue = []; // Build spawn queue from custom configuration for (var zombieType in waveConfig) { var quantity = waveConfig[zombieType]; for (var i = 0; i < quantity; i++) { spawnQueue.push(zombieType); totalZombies++; } } enemiesInWave = totalZombies; enemiesKilled = 0; // Spawn zombies from custom configuration if (spawnQueue.length > 0) { var spawnIndex = 0; var customSpawnTimer = LK.setInterval(function () { if (spawnIndex < spawnQueue.length) { var zombieType = spawnQueue[spawnIndex]; var row = Math.floor(Math.random() * gridRows); spawnZombie(zombieType, row); spawnIndex++; } else { LK.clearInterval(customSpawnTimer); } }, 800); // Spawn every 800ms } return; // Exit early for custom waves } // Handle endless mode waves (but not personalize mode) if (gameMode === 'endless' && currentWave > 10) { // For endless mode waves 11+, spawn Zombiestein every 5 waves if (currentWave % 5 === 0) { // Calculate number of Zombiesteins to spawn based on wave var zombiesteinCount = Math.floor((currentWave - 10) / 5) + 1; for (var z = 0; z < zombiesteinCount; z++) { var zombiesteinRow = Math.floor(Math.random() * gridRows); spawnZombie('zombiestein', zombiesteinRow); } zombiesteinSpawned = true; zombiesteinAlive = true; enemiesInWave += zombiesteinCount - 1; // Adjust enemy count for additional Zombiesteins } // Zombie Sarcófago spawning logic for endless mode waves 15+ if (currentWave >= 15) { // Count bucket zombies in this wave to determine if we can spawn sarcófago var bucketZombieCount = Math.floor(scaledEnemyCount * 0.6); // 50% chance to spawn if at least 2 bucket zombies if (bucketZombieCount >= 2 && Math.random() < 0.5) { // Calculate max sarcófagos: 1 + (waves past 15) / 5 var maxSarcofagos = 1 + Math.floor((currentWave - 15) / 5); var sarcofagosToSpawn = Math.min(maxSarcofagos, 1); // Start with 1, increase every 5 waves for (var s = 0; s < sarcofagosToSpawn; s++) { var sarcofagoRow = Math.floor(Math.random() * gridRows); spawnZombie('zombie_sarcofago', sarcofagoRow); enemiesInWave++; // Add to enemy count } } } // Calculate enemy count with 5% increase per wave after wave 10 var waveMultiplier = 1 + (currentWave - 10) * 0.05; var baseCount = 7; // Base count similar to wave 10 var scaledEnemyCount = Math.floor(baseCount * waveMultiplier); bucketZombiesLeft = Math.floor(scaledEnemyCount * 0.6); // 60% bucket zombies // Calculate rugby zombies for endless mode (every 5 waves adds 1 more) var rugbyZombiesLeft = 0; if (currentWave >= 11) { var rugbyBaseCount = 3; // Base count for waves 11-15 var additionalRugby = Math.floor((currentWave - 11) / 5); // +1 every 5 waves rugbyZombiesLeft = rugbyBaseCount + additionalRugby; } enemiesInWave = scaledEnemyCount + rugbyZombiesLeft + (currentWave % 5 === 0 ? 1 : 0); // Add rugby and Zombiestein if applicable enemiesKilled = 0; // Set up spawn timer for endless waves var normalZombiesLeft = Math.floor(scaledEnemyCount * 0.15); // 15% normal var coneZombiesLeft = Math.floor(scaledEnemyCount * 0.25); // 25% cone var spawnTimer = LK.setInterval(function () { if (enemiesInWave > 0) { var row = Math.floor(Math.random() * gridRows); var zombieType = null; // Miner zombie spawning (every wave in endless mode) - only if selected var shouldSpawnMinerZombie = minerZombiesSpawnedThisWave < maxMinerZombiesPerWave && selectedZombieTypes.indexOf('miner_zombie') !== -1 && Math.random() < 0.3; // Check if we should spawn a rugby zombie for endless mode (only if selected) var shouldSpawnRugbyZombie = rugbyZombiesLeft > 0 && selectedZombieTypes.indexOf('rugby_zombie') !== -1 && Math.random() < 0.2; // Check if we should spawn a zombie ra (odd waves excluding 1 and 3) in endless mode (only if selected) var shouldSpawnZombieRa = currentWave % 2 === 1 && currentWave > 3 && selectedZombieTypes.indexOf('zombie_ra') !== -1 && Math.random() < 0.25; // Check if we should spawn a zombie canon (wave 9+) in endless mode (only if selected) var shouldSpawnZombieCanon = currentWave >= 9 && selectedZombieTypes.indexOf('zombie_canon') !== -1 && Math.random() < 0.3; if (shouldSpawnMinerZombie) { zombieType = 'miner_zombie'; minerZombiesSpawnedThisWave++; } else if (shouldSpawnZombieCanon) { zombieType = 'zombie_canon'; } else if (shouldSpawnRugbyZombie) { zombieType = 'rugby_zombie'; rugbyZombiesLeft--; } else if (shouldSpawnZombieRa) { zombieType = 'zombie_ra'; } else { // Pick random zombie type from selected types (excluding special zombies) var availableTypes = []; if (selectedZombieTypes.indexOf('zombie') !== -1) { availableTypes.push('zombie'); } if (selectedZombieTypes.indexOf('cone_zombie') !== -1) { availableTypes.push('cone_zombie'); } if (selectedZombieTypes.indexOf('bucket_zombie') !== -1) { availableTypes.push('bucket_zombie'); } if (selectedZombieTypes.indexOf('sun_zombie') !== -1) { availableTypes.push('sun_zombie'); } if (selectedZombieTypes.indexOf('zombie_canon') !== -1) { availableTypes.push('zombie_canon'); } if (selectedZombieTypes.indexOf('zombie_cascanueces') !== -1) { availableTypes.push('zombie_cascanueces'); } if (availableTypes.length > 0) { var randomIndex = Math.floor(Math.random() * availableTypes.length); zombieType = availableTypes[randomIndex]; } } // Only spawn if we have a valid zombie type if (zombieType) { spawnZombie(zombieType, row); } enemiesInWave--; } else { LK.clearInterval(spawnTimer); } }, 800); // Faster spawn rate for endless mode return; // Exit function early for endless mode } if (currentWave === 1) { // Wave 1: 3-4 normal zombies with collision detection var normalCount = Math.floor(Math.random() * 2) + 3; var spawnQueue = []; for (var i = 0; i < normalCount; i++) { var row = Math.floor(Math.random() * gridRows); // For personalize mode, check if zombie type is selected, otherwise use normal zombie var zombieType = 'zombie'; if (gameMode === 'personalize' && selectedZombieTypes.indexOf('zombie') === -1) { // If normal zombie not selected, pick a random selected type if (selectedZombieTypes.length > 0) { var availableEndlessTypes = selectedZombieTypes.filter(function (type) { return type !== 'miner_zombie' && type !== 'rugby_zombie' && type !== 'zombiestein' && type !== 'zombie_sol' && type !== 'zombie_canon'; }); if (availableEndlessTypes.length > 0) { var randomIndex = Math.floor(Math.random() * availableEndlessTypes.length); zombieType = availableEndlessTypes[randomIndex]; } else { zombieType = selectedZombieTypes[Math.floor(Math.random() * selectedZombieTypes.length)]; } } } spawnQueue.push({ type: zombieType, row: row, delay: 0 }); } // Process spawn queue with collision detection var spawnIndex = 0; var spawnProcessor = LK.setInterval(function () { if (spawnIndex < spawnQueue.length) { var spawn = spawnQueue[spawnIndex]; if (canSpawnWithoutCollision(spawn.row)) { spawnZombie(spawn.type, spawn.row); lastSpawnTime[spawn.row] = LK.ticks; lastSpawnRow[spawn.row] = LK.ticks; spawnIndex++; } else { // Add 1 second delay spawn.delay += 60; } } else { LK.clearInterval(spawnProcessor); } }, 60); // Check every second enemiesInWave = normalCount; } else if (currentWave === 2) { // Wave 2: 3-4 normal zombies, 75% chance for 1 sun zombie, 1 cone zombie with collision detection var normalCount = Math.floor(Math.random() * 2) + 3; var sunZombieCount = gameMode === 'endless' && selectedZombieTypes.indexOf('sun_zombie') === -1 ? 0 : Math.random() < 0.75 ? 1 : 0; var coneCount = gameMode === 'endless' && selectedZombieTypes.indexOf('cone_zombie') === -1 ? 0 : 1; var spawnQueue = []; // Add normal zombies to queue for (var i = 0; i < normalCount; i++) { var row = Math.floor(Math.random() * gridRows); // For endless mode, check if zombie type is selected var zombieType = 'zombie'; if (gameMode === 'endless' && selectedZombieTypes.indexOf('zombie') === -1) { // If normal zombie not selected, pick a random selected type if (selectedZombieTypes.length > 0) { var randomIndex = Math.floor(Math.random() * selectedZombieTypes.length); zombieType = selectedZombieTypes[randomIndex]; } } spawnQueue.push({ type: zombieType, row: row, delay: 0 }); } // Add sun zombie if chance succeeds and selected in endless mode if (sunZombieCount > 0) { var row = Math.floor(Math.random() * gridRows); spawnQueue.push({ type: 'sun_zombie', row: row, delay: 0 }); sunZombieSpawnedThisWave = true; } // Add cone zombie if selected in endless mode if (coneCount > 0) { var row = Math.floor(Math.random() * gridRows); spawnQueue.push({ type: 'cone_zombie', row: row, delay: 0 }); } // Process spawn queue with collision detection var spawnIndex = 0; var spawnProcessor = LK.setInterval(function () { if (spawnIndex < spawnQueue.length) { var spawn = spawnQueue[spawnIndex]; if (canSpawnWithoutCollision(spawn.row)) { spawnZombie(spawn.type, spawn.row); lastSpawnTime[spawn.row] = LK.ticks; lastSpawnRow[spawn.row] = LK.ticks; spawnIndex++; } else { // Add 1 second delay spawn.delay += 60; } } else { LK.clearInterval(spawnProcessor); } }, 60); // Check every second enemiesInWave = normalCount + sunZombieCount + coneCount; } else if (currentWave === 3) { bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : 1; // Only 1 bucket zombie in wave 3 if selected enemiesInWave = Math.floor(Math.random() * 2) + 3 + Math.floor(Math.random() * 2) + 1 + bucketZombiesLeft; // normal + cone + bucket } else if (currentWave === 4) { bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : Math.floor(Math.random() * 2) + 2; // 2-3 bucket zombies if selected enemiesInWave = Math.floor(Math.random() * 2) + 3 + Math.floor(Math.random() * 2) + 1 + bucketZombiesLeft; } else if (currentWave === 5) { bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : Math.floor(Math.random() * 2) + 3; // 3-4 bucket zombies if selected enemiesInWave = Math.floor(Math.random() * 2) + 3 + Math.floor(Math.random() * 2) + 1 + bucketZombiesLeft; } else { // From wave 6+: spawn 50% fewer zombies but increase cone/bucket probability by 25% bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : Math.floor((Math.floor(Math.random() * 2) + 4 + (currentWave - 6)) * 0.5); // 50% fewer bucket zombies if selected enemiesInWave = Math.floor((5 + currentWave * 2) * 0.5); // 50% fewer total enemies // Add rugby zombies for waves 8-10 var rugbyZombiesLeft = 0; if (currentWave >= 8 && currentWave <= 9 && (gameMode === 'normal' || selectedZombieTypes.indexOf('rugby_zombie') !== -1)) { rugbyZombiesLeft = 1; } else if (currentWave === 10 && (gameMode === 'normal' || selectedZombieTypes.indexOf('rugby_zombie') !== -1)) { rugbyZombiesLeft = 2; } enemiesInWave += rugbyZombiesLeft; // Spawn Zombiestein in wave 10 (only once per game) if (currentWave === 10 && !zombiesteinSpawned && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombiestein') !== -1)) { var zombiesteinRow = Math.floor(Math.random() * gridRows); spawnZombie('zombiestein', zombiesteinRow); zombiesteinSpawned = true; zombiesteinAlive = true; enemiesInWave++; // Add Zombiestein to enemy count } } enemiesKilled = 0; // Only set up spawn timer for waves 3 and above (waves 1-2 spawn immediately) if (currentWave >= 3) { var normalZombiesLeft = Math.floor(Math.random() * 2) + 3; var coneZombiesLeft = Math.floor(Math.random() * 2) + 1; var spawnTimer = LK.setInterval(function () { if (enemiesInWave > 0) { var row = Math.floor(Math.random() * gridRows); var zombieType; // Determine sun zombie probability based on wave var sunZombieProbability = 0; if (currentWave === 3) { sunZombieProbability = 0.50; } else if (currentWave === 4) { sunZombieProbability = 0.25; } // Check if we should spawn a sun zombie (only waves 3-4, max 1 per wave) var shouldSpawnSunZombie = currentWave >= 3 && currentWave <= 4 && !sunZombieSpawnedThisWave && Math.random() < sunZombieProbability && (gameMode === 'normal' || selectedZombieTypes.indexOf('sun_zombie') !== -1); // Check if we should spawn a miner zombie (waves 6+, 100% chance, max per wave limit) var shouldSpawnMinerZombie = currentWave >= 6 && minerZombiesSpawnedThisWave < maxMinerZombiesPerWave && Math.random() < 1.0 && (gameMode === 'normal' || selectedZombieTypes.indexOf('miner_zombie') !== -1); // Check if we should spawn a rugby zombie (waves 8-10) var shouldSpawnRugbyZombie = currentWave >= 8 && currentWave <= 10 && rugbyZombiesLeft > 0 && Math.random() < 0.3 && (gameMode === 'normal' || selectedZombieTypes.indexOf('rugby_zombie') !== -1); // Check if we should spawn a zombie ra (odd waves excluding 1 and 3) var shouldSpawnZombieRa = currentWave % 2 === 1 && currentWave > 3 && Math.random() < 0.25 && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombie_ra') !== -1); // Check if we should spawn a zombie canon (wave 9+, before zombiestein wave) var shouldSpawnZombieCanon = currentWave >= 9 && currentWave < (zombiesteinSpawned ? currentWave : 10) && Math.random() < 0.3 && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombie_canon') !== -1); // Check if we should spawn a zombie cascanueces (waves 12, 17, 22, 27, 32, etc.) var shouldSpawnZombieCascanueces = (currentWave - 12) % 5 === 0 && currentWave >= 12 && Math.random() < 0.3 && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombie_cascanueces') !== -1); if (shouldSpawnSunZombie) { zombieType = 'sun_zombie'; sunZombieSpawnedThisWave = true; // Mark that sun zombie has been spawned this wave } else if (shouldSpawnMinerZombie) { zombieType = 'miner_zombie'; minerZombiesSpawnedThisWave++; // Increment miner count for this wave } else if (shouldSpawnRugbyZombie) { zombieType = 'rugby_zombie'; rugbyZombiesLeft--; } else if (shouldSpawnZombieRa) { zombieType = 'zombie_ra'; } else if (shouldSpawnZombieCanon) { zombieType = 'zombie_canon'; } else if (shouldSpawnZombieCascanueces) { zombieType = 'zombie_cascanueces'; } else if (currentWave >= 3) { // From wave 3 onwards, include bucket zombies // For personalize mode, only spawn selected zombie types if (gameMode === 'personalize') { // Pick random zombie type from selected types (excluding special zombies) var availableTypes = []; if (selectedZombieTypes.indexOf('zombie') !== -1 && normalZombiesLeft > 0) { availableTypes.push('zombie'); } if (selectedZombieTypes.indexOf('cone_zombie') !== -1 && coneZombiesLeft > 0) { availableTypes.push('cone_zombie'); } if (selectedZombieTypes.indexOf('bucket_zombie') !== -1 && bucketZombiesLeft > 0) { availableTypes.push('bucket_zombie'); } if (selectedZombieTypes.indexOf('sun_zombie') !== -1) { availableTypes.push('sun_zombie'); } if (selectedZombieTypes.indexOf('zombie_canon') !== -1) { availableTypes.push('zombie_canon'); } if (selectedZombieTypes.indexOf('zombie_cascanueces') !== -1) { availableTypes.push('zombie_cascanueces'); } if (availableTypes.length > 0) { var randomIndex = Math.floor(Math.random() * availableTypes.length); zombieType = availableTypes[randomIndex]; // Decrement counters if (zombieType === 'zombie') { normalZombiesLeft--; } else if (zombieType === 'cone_zombie') { coneZombiesLeft--; } else if (zombieType === 'bucket_zombie') { bucketZombiesLeft--; } } else { zombieType = 'zombie'; // fallback } } else { // Original logic for normal mode // For wave 6+, increase cone and bucket zombie probability by 25% if (normalZombiesLeft > 0 && coneZombiesLeft > 0 && bucketZombiesLeft > 0) { var rand = Math.random(); if (currentWave >= 6) { // Wave 6+: 25% normal, 37.5% cone, 37.5% bucket (25% more cone/bucket) if (rand < 0.25) { zombieType = 'zombie'; normalZombiesLeft--; } else if (rand < 0.625) { zombieType = 'cone_zombie'; coneZombiesLeft--; } else { zombieType = 'bucket_zombie'; bucketZombiesLeft--; } } else { // Wave 3-5: original probabilities if (rand < 0.4) { zombieType = 'zombie'; normalZombiesLeft--; } else if (rand < 0.7) { zombieType = 'cone_zombie'; coneZombiesLeft--; } else { zombieType = 'bucket_zombie'; bucketZombiesLeft--; } } } else if (normalZombiesLeft > 0 && coneZombiesLeft > 0) { if (currentWave >= 6) { // Wave 6+: 35% normal, 65% cone (25% more cone) zombieType = Math.random() < 0.35 ? 'zombie' : 'cone_zombie'; } else { // Wave 3-5: original 60/40 split zombieType = Math.random() < 0.6 ? 'zombie' : 'cone_zombie'; } if (zombieType === 'zombie') { normalZombiesLeft--; } else { coneZombiesLeft--; } } else if (normalZombiesLeft > 0 && bucketZombiesLeft > 0) { if (currentWave >= 6) { // Wave 6+: 35% normal, 65% bucket (25% more bucket) zombieType = Math.random() < 0.35 ? 'zombie' : 'bucket_zombie'; } else { // Wave 3-5: original 60/40 split zombieType = Math.random() < 0.6 ? 'zombie' : 'bucket_zombie'; } if (zombieType === 'zombie') { normalZombiesLeft--; } else { bucketZombiesLeft--; } } else if (coneZombiesLeft > 0 && bucketZombiesLeft > 0) { zombieType = Math.random() < 0.5 ? 'cone_zombie' : 'bucket_zombie'; if (zombieType === 'cone_zombie') { coneZombiesLeft--; } else { bucketZombiesLeft--; } } else if (normalZombiesLeft > 0) { zombieType = 'zombie'; normalZombiesLeft--; } else if (coneZombiesLeft > 0) { zombieType = 'cone_zombie'; coneZombiesLeft--; } else if (bucketZombiesLeft > 0) { zombieType = 'bucket_zombie'; bucketZombiesLeft--; } else { zombieType = 'zombie'; // fallback } } } else { // Fallback for other waves if (gameMode === 'personalize') { // Pick from selected types var availableTypes = []; if (selectedZombieTypes.indexOf('zombie') !== -1) { availableTypes.push('zombie'); } if (selectedZombieTypes.indexOf('cone_zombie') !== -1) { availableTypes.push('cone_zombie'); } if (availableTypes.length > 0) { var randomIndex = Math.floor(Math.random() * availableTypes.length); zombieType = availableTypes[randomIndex]; } else { zombieType = 'zombie'; // fallback } } else { zombieType = Math.random() < 0.5 ? 'zombie' : 'cone_zombie'; } } spawnZombie(zombieType, row); enemiesInWave--; } else { LK.clearInterval(spawnTimer); } }, 1200); } // Close the if (currentWave >= 3) block } // Mouse move handler to update ghost plant position game.move = function (x, y, obj) { if (ghostPlant && selectedPlantType) { var gridPos = getGridPosition(x, y); if (gridPos) { // Snap to grid position ghostPlant.x = gridStartX + gridPos.x * cellSize; ghostPlant.y = gridStartY + gridPos.y * cellSize; // Change color based on validity if (canPlacePlant(gridPos.x, gridPos.y, selectedPlantType)) { ghostPlant.tint = 0x88FF88; // Green tint for valid placement } else { ghostPlant.tint = 0xFF8888; // Red tint for invalid placement } } else { // Follow cursor if outside grid ghostPlant.x = x; ghostPlant.y = y; ghostPlant.tint = 0xFF8888; // Red tint when outside grid } } }; // Game input handling game.down = function (x, y, obj) { // Check if clicking on a sun for (var i = 0; i < suns.length; i++) { if (suns[i].intersects({ x: x, y: y, width: 1, height: 1 })) { return; // Let sun handle its own click } } // Check if using shovel to remove plant if (selectedTool === 'shovel') { var gridPos = getGridPosition(x, y); if (gridPos && plants[gridPos.y][gridPos.x] !== null) { // Remove the plant var plant = plants[gridPos.y][gridPos.x]; plant.destroy(); plants[gridPos.y][gridPos.x] = null; LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFFFF00, 300); updatePlantSelection(); return; } else if (gridPos) { // Flash red if trying to remove from empty square LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFF0000, 300); } else { // Clicking outside grid cancels shovel selection selectedTool = null; shovelButton.alpha = 0.8; shovelButton.scaleX = shovelButton.scaleY = 1.5; updatePlantSelection(); } } // Check if placing a plant else if (selectedPlantType) { var gridPos = getGridPosition(x, y); if (gridPos) { if (canPlacePlant(gridPos.x, gridPos.y, selectedPlantType)) { // Successfully place the plant if (placePlant(gridPos.x, gridPos.y, selectedPlantType)) { selectedPlantType = null; updatePlantSelection(); return; } } else if (plants[gridPos.y][gridPos.x] !== null) { // Flash red if trying to place on occupied square LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFF0000, 300); } else if (sunPoints < plantCosts[selectedPlantType]) { // Flash yellow if not enough suns LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFFFF00, 300); } } else { // Clicking outside grid cancels selection selectedPlantType = null; updatePlantSelection(); } } }; // Initialize UI updatePlantSelection(); updateSunDisplay(); updateLivesDisplay(); updateWaveDisplay(); // Skip wave button for endless mode var skipWaveButton = null; function createSkipWaveButton() { if (gameMode === 'endless' && !skipWaveButton) { skipWaveButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 100, scaleX: 2, scaleY: 1, color: 0x888888 // Start gray }); skipWaveButton.interactive = true; skipWaveButton.buttonMode = true; skipWaveButton.alpha = 0.5; // Start disabled skipWaveButton.down = function (x, y, obj) { if (waveInProgress) { // Force end current wave and start next one waveInProgress = false; wavesCompleted++; currentWave++; updateWaveDisplay(); updateSkipWaveButton(); // Start next wave immediately LK.setTimeout(function () { startWave(); }, 500); } }; game.addChild(skipWaveButton); var skipWaveText = new Text2('Skip Wave', { size: 40, fill: 0xFFFFFF }); skipWaveText.anchor.set(0.5, 0.5); skipWaveText.x = 1800; skipWaveText.y = 100; game.addChild(skipWaveText); skipWaveButton.textElement = skipWaveText; } } function canSkipWave() { // Check if all zombies for current wave have been spawned return waveInProgress && enemiesInWave <= 0; } function updateSkipWaveButton() { if (skipWaveButton && gameMode === 'endless') { if (waveInProgress) { // Enable button - wave is in progress skipWaveButton.alpha = 1.0; skipWaveButton.tint = 0x4CAF50; // Green skipWaveButton.interactive = true; } else { // Disable button - no wave in progress skipWaveButton.alpha = 0.5; skipWaveButton.tint = 0x888888; // Gray skipWaveButton.interactive = false; } } } // Game will start after mode selection // Main game loop game.update = function () { // Enable lag optimization from wave 8 onwards if (currentWave >= 8 && !lagOptimizationActive) { lagOptimizationActive = true; console.log("Lag optimization activated for wave", currentWave); } // Performance cleanup every 3 seconds when lag optimization is active if (lagOptimizationActive) { cleanupCounter++; if (cleanupCounter >= 180) { // Every 3 seconds at 60fps performanceCleanup(); cleanupCounter = 0; } } // Update wallnut cooldown if (wallnutCooldown > 0) { wallnutCooldown--; if (wallnutCooldown === 0) { updatePlantSelection(); // Refresh button appearance when cooldown ends } } // Update nuez primitiva cooldown if (nuezPrimitivaCooldown > 0) { nuezPrimitivaCooldown--; if (nuezPrimitivaCooldown === 0) { updatePlantSelection(); // Refresh button appearance when cooldown ends } } // Update petacereza cooldown if (petacerezaCooldown > 0) { petacerezaCooldown--; if (petacerezaCooldown === 0) { updatePlantSelection(); // Refresh button appearance when cooldown ends } } // Falling sun system - every 10 seconds (optimized for high waves) sunTimer++; var sunInterval = lagOptimizationActive ? 1080 : 720; // 18 seconds when optimized, 12 seconds normally if (sunTimer >= sunInterval) { // Only spawn sun if we don't have too many already if (suns.length < (lagOptimizationActive ? 8 : 15)) { var fallingSun = new Sun(Math.random() * (gridStartX + gridCols * cellSize - gridStartX) + gridStartX, -50); suns.push(fallingSun); game.addChild(fallingSun); // Animate falling sun tween(fallingSun, { y: Math.random() * 200 + 300 }, { duration: 2400, easing: tween.easeOut }); } sunTimer = 0; } // Check if current wave should end (22 seconds timer-based) if (waveInProgress && LK.ticks - waveStartTick >= 1584) { // 26.4 seconds at 60fps waveInProgress = false; wavesCompleted++; if (gameMode === 'normal' && wavesCompleted >= totalWaves) { // Check if Zombiestein was spawned and is still alive if (zombiesteinSpawned && zombiesteinAlive) { // Don't end game until Zombiestein is defeated console.log("All waves completed but Zombiestein still alive!"); return; } LK.effects.flashScreen(0x4CAF50, 1000); LK.showYouWin(); return; } else if (gameMode === 'endless') { // For endless mode, just continue to next wave // Reset Zombiestein spawn flag for next potential spawn if (currentWave % 5 === 0) { zombiesteinSpawned = false; zombiesteinAlive = false; } } currentWave++; updateWaveDisplay(); // Start next wave after delay LK.setTimeout(function () { startWave(); }, 3000); } // Update skip wave button state if (gameMode === 'endless') { updateSkipWaveButton(); } // Auto-start next wave if no wave in progress and we haven't completed all waves (and mode is selected) if (gameModeSelected && !waveInProgress && (gameMode === 'endless' || wavesCompleted < totalWaves) && !nextWaveScheduled) { nextWaveScheduled = true; LK.setTimeout(function () { nextWaveScheduled = false; startWave(); }, 1000); } };
===================================================================
--- original.js
+++ change.js
@@ -844,15 +844,15 @@
self.originalSpeed = 0.6;
// Override die function to spawn normal zombie at death location
var originalDie = self.die;
self.die = function () {
- // Create normal zombie at current position
- var normalZombie = new Zombie();
- normalZombie.x = self.x;
- normalZombie.y = self.y;
- normalZombie.gridY = self.gridY;
- enemies.push(normalZombie);
- game.addChild(normalZombie);
+ // Create spawned zombie at current position with 2x speed and 225 HP
+ var spawnedZombie = new SpawnedZombie();
+ spawnedZombie.x = self.x;
+ spawnedZombie.y = self.y;
+ spawnedZombie.gridY = self.gridY;
+ enemies.push(spawnedZombie);
+ game.addChild(spawnedZombie);
// Call original die function
originalDie();
};
return self;
@@ -1118,8 +1118,16 @@
originalDie();
};
return self;
});
+var SpawnedZombie = ZombieBase.expand(function () {
+ var self = ZombieBase.call(this, 'zombie');
+ self.health = 225;
+ self.maxHealth = 225;
+ self.speed = 1.6; // 2x normal zombie speed (0.8 * 2)
+ self.originalSpeed = 1.6;
+ return self;
+});
var RugbyZombie = ZombieBase.expand(function () {
var self = ZombieBase.call(this, 'rugby');
self.health = 300;
self.maxHealth = 300;