User prompt
no puede golpear 2 veces al mismo zombie, haz que una vez ha golpeado a un zombie no puede golpear otra vez a ese mismo zombie
User prompt
el guisante del captus se llama "pua". los guisantes despues de golpear a un zombie son destruidos, sin embargo, la pua no, debe golpear a 2 zombies para ser destruido, si solo golpea a 1 seguirá avanzando
User prompt
haz que la planta carnivora esté un 100% mas a la derecha, y que el icono del captus tambien un 100% a la derecha
User prompt
los iconos del guisante de hielo, de fuego, la repetidora, la nuez, y la nuez primitiva deben desplazarse un 100% a la izquirda
User prompt
el icono debe aparecer a la derecha del icono de la rapaz, y encima de el de fuego. ademas debe tener su propio asset. a parte, el guisante al golpear a un zombie le causará daño y no será destruido, sino que seguirá avanzando hasta golpear a otro zombie, debe golpear a 2 zombies para ser destruido en vez de 1 como el guisante normal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz una nueva planta, se llamará captus. funciona exactamente igual que un lanzaguisantes, pero el asset del guisante es distinto, aparte de que el guisante al golpear al primer zombie no desaparecerá sino que para desaparecer debe golpear a 2 zombies ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el zombie mochila, cuando el zombidito muere y queda la mochila, la mochila genere un zombie cada 15 segundos, y que el primer zombie que spawnea tarda en spawnear 5 segundos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Añadamos un nuevo tipo de zombie, el zombie mochila. es un zombidito normal, pero tiene una mochila, crea un asset para ello, y haz que este justo en detras del zombidito, y que el asset de la mochila lo siga. una vez el zombidito muere la mochila se quedará quieta justo donde ha muerto el zombidito, y tiene 300 hp. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que el icono de la plantorcha esté un 25% más a la izquierda. haz que el primer ataque de la rapaz si al zombie contra el que lo va a usar tiene mas de 500 hp en vez de matarlo instantaneamente hará lo mismo que la carnivora, se pondrá a hacerle 25 hp de daño hasta que tenga menos de 500 hp y usar el ataque que lo mata instantaneamente. pero en vez de 25 hp de daño, la rapaz hará 35 hp 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 Rapaz = PlantBase.expand(function () { var self = PlantBase.call(this, 'rapaz'); self.cost = 325; self.health = 425; self.maxHealth = 425; self.damageTimer = 0; // Timer for dealing damage to high-HP zombies self.cooldownTimer = 0; // Timer for cooldown after killing zombie <400 HP self.isOnCooldown = false; // Track if rapaz is on cooldown self.targetZombie = null; // Track zombie being consumed var graphics = self.children[0]; // Reference to graphics for color changes self.update = function () { // Handle cooldown timer if (self.isOnCooldown && self.cooldownTimer > 0) { self.cooldownTimer--; if (self.cooldownTimer === 0) { // End cooldown - restore normal color self.isOnCooldown = false; tween(graphics, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } return; // Don't attack while on cooldown } // Check for zombies in current cell and cell in front for immediate kill var targetsFound = self.findImmediateTargets(); if (targetsFound.length > 0) { // Kill the first zombie found and start cooldown var zombie = targetsFound[0]; zombie.die(); enemiesKilled++; // Start 10 second cooldown and gray out the plant self.isOnCooldown = true; self.cooldownTimer = 600; // 10 seconds at 60fps tween(graphics, { tint: 0x888888 // Gray tint }, { duration: 200, easing: tween.easeOut }); return; // Exit early after immediate kill } // If no immediate targets, check for distant zombies to absorb var distantTargets = self.findTargetZombies(); if (distantTargets.length > 0) { // Absorb the first zombie found in the 7-cell range var zombieToAbsorb = distantTargets[0]; zombieToAbsorb.beingConsumed = true; zombieToAbsorb.consumingPlant = self; // Set 4x speed and rotation effect while being absorbed zombieToAbsorb.speed = 0.8 * 4; // 4x normal zombie speed zombieToAbsorb.rotationSpeed = 0.1; // Rotation speed per frame } }; self.findImmediateTargets = function () { var targets = []; // Check current cell and cell in front for (var checkX = self.gridX; checkX <= self.gridX + 1 && checkX < gridCols; checkX++) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var enemyGridX = Math.floor((enemy.x - gridStartX + cellSize / 2) / cellSize); // Check if zombie is in the target cell if (enemy.gridY === self.gridY && enemyGridX === checkX) { targets.push(enemy); } } } return targets; }; self.findTargetZombies = function () { var targets = []; // Check if rapaz is already consuming a zombie var isAlreadyConsuming = false; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.beingConsumed && enemy.consumingPlant === self) { isAlreadyConsuming = true; break; } } // If already consuming a zombie, don't absorb another one if (isAlreadyConsuming) { return targets; // Return empty array } // Check 7 cells ahead (excluding current and next cell) for (var checkX = self.gridX + 2; checkX <= self.gridX + 8 && checkX < gridCols; checkX++) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var enemyGridX = Math.floor((enemy.x - gridStartX + cellSize / 2) / cellSize); // Check if zombie is in the target cell, not already being consumed, and has <= 500 HP if (enemy.gridY === self.gridY && enemyGridX === checkX && !enemy.beingConsumed && enemy.health <= 500) { targets.push(enemy); } } } return targets; }; // Override die to clean up projectile tracking for this plant var originalDie = self.die; self.die = function () { originalDie(); }; 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 Carnivora = PlantBase.expand(function () { var self = PlantBase.call(this, 'carnivora'); self.cost = 25; self.health = 300; self.maxHealth = 300; self.damageTimer = 0; // Timer for dealing damage to high-HP zombies self.cooldownTimer = 0; // Timer for cooldown after killing zombie <400 HP self.isOnCooldown = false; // Track if carnivora is on cooldown var graphics = self.children[0]; // Reference to graphics for color changes self.update = function () { // Handle cooldown timer if (self.isOnCooldown && self.cooldownTimer > 0) { self.cooldownTimer--; if (self.cooldownTimer === 0) { // End cooldown - restore normal color self.isOnCooldown = false; tween(graphics, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } return; // Don't attack while on cooldown } self.damageTimer++; // Check every 60 ticks (1 second) for zombies to attack if (self.damageTimer >= 60) { var targetZombies = self.findTargetZombies(); for (var i = 0; i < targetZombies.length; i++) { var zombie = targetZombies[i]; if (zombie.health < 400) { // Instantly kill zombie with <400 HP zombie.die(); enemiesKilled++; // Start 15 second cooldown and gray out the plant self.isOnCooldown = true; self.cooldownTimer = 900; // 15 seconds at 60fps tween(graphics, { tint: 0x888888 // Gray tint }, { duration: 200, easing: tween.easeOut }); break; // Only kill one zombie per cycle } else { // Deal 25 damage to zombie with ≥400 HP zombie.takeDamage(25); // Add flashing effect to zombie when taking damage from carnivora tween(zombie, { tint: 0xFF0000 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(zombie, { tint: 0xFFFFFF }, { duration: 100, easing: tween.easeOut }); } }); // Check if zombie now has <400 HP and kill it if (zombie.health < 400 && zombie.parent) { zombie.die(); enemiesKilled++; // Start 15 second cooldown and gray out the plant self.isOnCooldown = true; self.cooldownTimer = 900; // 15 seconds at 60fps tween(graphics, { tint: 0x888888 // Gray tint }, { duration: 200, easing: tween.easeOut }); break; // Only kill one zombie per cycle } } } self.damageTimer = 0; } }; self.findTargetZombies = function () { var targets = []; // Check current cell and cell in front for (var checkX = self.gridX; checkX <= self.gridX + 1 && checkX < gridCols; checkX++) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var enemyGridX = Math.floor((enemy.x - gridStartX + cellSize / 2) / cellSize); // Check if zombie is in the target cell if (enemy.gridY === self.gridY && enemyGridX === checkX) { targets.push(enemy); } } } return targets; }; 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)) { // Skip collision entirely if zombie is being consumed by rapaz (immune to all projectiles) if (enemy.beingConsumed) { continue; // Skip this zombie completely - projectile passes through } 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; self.beingConsumed = false; // Track if zombie is being consumed by rapaz self.consumingPlant = null; // Reference to the plant consuming this zombie 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 () { // Handle being consumed by rapaz - move toward the consuming plant if (self.beingConsumed && self.consumingPlant) { // Apply continuous rotation while moving if (self.rotationSpeed && self.children[0]) { self.children[0].rotation += self.rotationSpeed; } // Move toward the rapaz plant position at 4x normal zombie speed var targetX = self.consumingPlant.x; var consumptionSpeed = 0.8 * 4; // 4x normal zombie speed if (self.x > targetX + 10) { // Add small buffer to prevent overshooting self.x -= consumptionSpeed; // Move left toward rapaz at 4x speed } else { // Reached rapaz position - end consumption state and let rapaz handle killing self.beingConsumed = false; self.consumingPlant = null; self.rotationSpeed = 0; // Stop rotating if (self.children[0]) { self.children[0].rotation = 0; // Reset rotation } // The rapaz will detect this zombie is in its cell and kill it with immediate attack } return; // Skip normal update logic when being consumed } 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 ****/ // Sounds // UI and grid // Undead enemies // Projectiles // Plant defenders // Grid setup - bigger grid centered on screen 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', 'carnivora', 'rapaz']; var plantCosts = { 'peashooter': 100, 'sunflower': 50, 'birasol': 225, 'snowpea': 175, 'fireshot': 175, 'plantorcha': 175, 'wallnut': 50, 'repetidora': 200, 'nuezPrimitiva': 125, 'petacereza': 150, 'carnivora': 200, 'rapaz': 325 }; // 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 carnivora - place it above peashooter if (plantType === 'carnivora') { xPos = 640; // Same x position as peashooter yPos = uiY - 266; // Above peashooter } // Special positioning for petacereza - place it above birasol else if (plantType === 'petacereza') { xPos = 420; // Same x position as birasol yPos = uiY - 266; // Above birasol, 10% higher than previous position (242 * 1.1 = 266) } // Special positioning for rapaz - place it above snowpea else if (plantType === 'rapaz') { xPos = 860; // Same x position as snowpea yPos = uiY - 266; // Above snowpea } 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; case 'carnivora': plant = new Carnivora(); break; case 'rapaz': plant = new Rapaz(); 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); } };
/****
* 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 Rapaz = PlantBase.expand(function () {
var self = PlantBase.call(this, 'rapaz');
self.cost = 325;
self.health = 425;
self.maxHealth = 425;
self.damageTimer = 0; // Timer for dealing damage to high-HP zombies
self.cooldownTimer = 0; // Timer for cooldown after killing zombie <400 HP
self.isOnCooldown = false; // Track if rapaz is on cooldown
self.targetZombie = null; // Track zombie being consumed
var graphics = self.children[0]; // Reference to graphics for color changes
self.update = function () {
// Handle cooldown timer
if (self.isOnCooldown && self.cooldownTimer > 0) {
self.cooldownTimer--;
if (self.cooldownTimer === 0) {
// End cooldown - restore normal color
self.isOnCooldown = false;
tween(graphics, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeOut
});
}
return; // Don't attack while on cooldown
}
// Check for zombies in current cell and cell in front for immediate kill
var targetsFound = self.findImmediateTargets();
if (targetsFound.length > 0) {
// Kill the first zombie found and start cooldown
var zombie = targetsFound[0];
zombie.die();
enemiesKilled++;
// Start 10 second cooldown and gray out the plant
self.isOnCooldown = true;
self.cooldownTimer = 600; // 10 seconds at 60fps
tween(graphics, {
tint: 0x888888 // Gray tint
}, {
duration: 200,
easing: tween.easeOut
});
return; // Exit early after immediate kill
}
// If no immediate targets, check for distant zombies to absorb
var distantTargets = self.findTargetZombies();
if (distantTargets.length > 0) {
// Absorb the first zombie found in the 7-cell range
var zombieToAbsorb = distantTargets[0];
zombieToAbsorb.beingConsumed = true;
zombieToAbsorb.consumingPlant = self;
// Set 4x speed and rotation effect while being absorbed
zombieToAbsorb.speed = 0.8 * 4; // 4x normal zombie speed
zombieToAbsorb.rotationSpeed = 0.1; // Rotation speed per frame
}
};
self.findImmediateTargets = function () {
var targets = [];
// Check current cell and cell in front
for (var checkX = self.gridX; checkX <= self.gridX + 1 && checkX < gridCols; checkX++) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var enemyGridX = Math.floor((enemy.x - gridStartX + cellSize / 2) / cellSize);
// Check if zombie is in the target cell
if (enemy.gridY === self.gridY && enemyGridX === checkX) {
targets.push(enemy);
}
}
}
return targets;
};
self.findTargetZombies = function () {
var targets = [];
// Check if rapaz is already consuming a zombie
var isAlreadyConsuming = false;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.beingConsumed && enemy.consumingPlant === self) {
isAlreadyConsuming = true;
break;
}
}
// If already consuming a zombie, don't absorb another one
if (isAlreadyConsuming) {
return targets; // Return empty array
}
// Check 7 cells ahead (excluding current and next cell)
for (var checkX = self.gridX + 2; checkX <= self.gridX + 8 && checkX < gridCols; checkX++) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var enemyGridX = Math.floor((enemy.x - gridStartX + cellSize / 2) / cellSize);
// Check if zombie is in the target cell, not already being consumed, and has <= 500 HP
if (enemy.gridY === self.gridY && enemyGridX === checkX && !enemy.beingConsumed && enemy.health <= 500) {
targets.push(enemy);
}
}
}
return targets;
};
// Override die to clean up projectile tracking for this plant
var originalDie = self.die;
self.die = function () {
originalDie();
};
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 Carnivora = PlantBase.expand(function () {
var self = PlantBase.call(this, 'carnivora');
self.cost = 25;
self.health = 300;
self.maxHealth = 300;
self.damageTimer = 0; // Timer for dealing damage to high-HP zombies
self.cooldownTimer = 0; // Timer for cooldown after killing zombie <400 HP
self.isOnCooldown = false; // Track if carnivora is on cooldown
var graphics = self.children[0]; // Reference to graphics for color changes
self.update = function () {
// Handle cooldown timer
if (self.isOnCooldown && self.cooldownTimer > 0) {
self.cooldownTimer--;
if (self.cooldownTimer === 0) {
// End cooldown - restore normal color
self.isOnCooldown = false;
tween(graphics, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeOut
});
}
return; // Don't attack while on cooldown
}
self.damageTimer++;
// Check every 60 ticks (1 second) for zombies to attack
if (self.damageTimer >= 60) {
var targetZombies = self.findTargetZombies();
for (var i = 0; i < targetZombies.length; i++) {
var zombie = targetZombies[i];
if (zombie.health < 400) {
// Instantly kill zombie with <400 HP
zombie.die();
enemiesKilled++;
// Start 15 second cooldown and gray out the plant
self.isOnCooldown = true;
self.cooldownTimer = 900; // 15 seconds at 60fps
tween(graphics, {
tint: 0x888888 // Gray tint
}, {
duration: 200,
easing: tween.easeOut
});
break; // Only kill one zombie per cycle
} else {
// Deal 25 damage to zombie with ≥400 HP
zombie.takeDamage(25);
// Add flashing effect to zombie when taking damage from carnivora
tween(zombie, {
tint: 0xFF0000
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(zombie, {
tint: 0xFFFFFF
}, {
duration: 100,
easing: tween.easeOut
});
}
});
// Check if zombie now has <400 HP and kill it
if (zombie.health < 400 && zombie.parent) {
zombie.die();
enemiesKilled++;
// Start 15 second cooldown and gray out the plant
self.isOnCooldown = true;
self.cooldownTimer = 900; // 15 seconds at 60fps
tween(graphics, {
tint: 0x888888 // Gray tint
}, {
duration: 200,
easing: tween.easeOut
});
break; // Only kill one zombie per cycle
}
}
}
self.damageTimer = 0;
}
};
self.findTargetZombies = function () {
var targets = [];
// Check current cell and cell in front
for (var checkX = self.gridX; checkX <= self.gridX + 1 && checkX < gridCols; checkX++) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var enemyGridX = Math.floor((enemy.x - gridStartX + cellSize / 2) / cellSize);
// Check if zombie is in the target cell
if (enemy.gridY === self.gridY && enemyGridX === checkX) {
targets.push(enemy);
}
}
}
return targets;
};
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)) {
// Skip collision entirely if zombie is being consumed by rapaz (immune to all projectiles)
if (enemy.beingConsumed) {
continue; // Skip this zombie completely - projectile passes through
}
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;
self.beingConsumed = false; // Track if zombie is being consumed by rapaz
self.consumingPlant = null; // Reference to the plant consuming this zombie
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 () {
// Handle being consumed by rapaz - move toward the consuming plant
if (self.beingConsumed && self.consumingPlant) {
// Apply continuous rotation while moving
if (self.rotationSpeed && self.children[0]) {
self.children[0].rotation += self.rotationSpeed;
}
// Move toward the rapaz plant position at 4x normal zombie speed
var targetX = self.consumingPlant.x;
var consumptionSpeed = 0.8 * 4; // 4x normal zombie speed
if (self.x > targetX + 10) {
// Add small buffer to prevent overshooting
self.x -= consumptionSpeed; // Move left toward rapaz at 4x speed
} else {
// Reached rapaz position - end consumption state and let rapaz handle killing
self.beingConsumed = false;
self.consumingPlant = null;
self.rotationSpeed = 0; // Stop rotating
if (self.children[0]) {
self.children[0].rotation = 0; // Reset rotation
}
// The rapaz will detect this zombie is in its cell and kill it with immediate attack
}
return; // Skip normal update logic when being consumed
}
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
****/
// Sounds
// UI and grid
// Undead enemies
// Projectiles
// Plant defenders
// Grid setup - bigger grid centered on screen
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', 'carnivora', 'rapaz'];
var plantCosts = {
'peashooter': 100,
'sunflower': 50,
'birasol': 225,
'snowpea': 175,
'fireshot': 175,
'plantorcha': 175,
'wallnut': 50,
'repetidora': 200,
'nuezPrimitiva': 125,
'petacereza': 150,
'carnivora': 200,
'rapaz': 325
};
// 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 carnivora - place it above peashooter
if (plantType === 'carnivora') {
xPos = 640; // Same x position as peashooter
yPos = uiY - 266; // Above peashooter
}
// Special positioning for petacereza - place it above birasol
else if (plantType === 'petacereza') {
xPos = 420; // Same x position as birasol
yPos = uiY - 266; // Above birasol, 10% higher than previous position (242 * 1.1 = 266)
}
// Special positioning for rapaz - place it above snowpea
else if (plantType === 'rapaz') {
xPos = 860; // Same x position as snowpea
yPos = uiY - 266; // Above snowpea
}
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;
case 'carnivora':
plant = new Carnivora();
break;
case 'rapaz':
plant = new Rapaz();
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);
}
};