User prompt
haz que si un zombie con el efecto de hielo recibe el efecto de hielo pero ya lo tenia previamente, en vez de resetear la animación haz que simplemente se mantanga el efecto por 3 segundos. tambien haz que los zombies con el efecto de hielo sean un 20% mas lentos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que los zombies que reciban los disparos se vuelvan un 35% azules durante 3 segundos. haz que los disparos sean un 20% mas lentos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que sus disparos tengan el asset de "snowshot" ademas, haz que los zombies al recibir un disparo les aparezca un efecto como de hielo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hagamos una nueva planta se llamará "hielo guisante" costará 175 soles, y funcionará exactamente igual que un lanzaguisantes normal, pero hace 25 de daño, tiene 120 puntos de vida,
User prompt
Please fix the bug: 'Timeout.tick error: shouldSpawnZombieCanon is not defined' in or related to this line: 'if (shouldSpawnMinerZombie) {' Line Number: 2357
User prompt
el botón de skip wave no funciona en el modo endless, haz que al pulsarlo empieze a aparecer la siguiente oleada sin importar si ha terminado la oleada anterior o no
User prompt
rl botón de skip wave muevelo a la derecha mejor. vamos a reworkear al zombie sol: hay dos zombies sol, yo me refiero al que roba los soles del jugador, ese zombie cambiale el nombre a "zombie ra". quiero que el zombie ra si hay mas de uno en pantalla y hay 1 sol, que solo 1 intente robar el sol que el otro siga caminando, para que no haya 2 zombies ra intentando robar el mismo sol.
User prompt
en el modo end less quiero que el botón de skip wave esté a la izquierda-arriba de la pantalla. en le menu los 3 modos de juego deben estar un 20% más separados de lo que están actualemente. el zombie canon tarda 10 segundos en disparar zombiditos, sin embargo, el primer disparo debe tardar 3 segundos en disparar.
User prompt
quiero que separes el modo endless del modo personalizado. el modo personalizado es en el que el jugador personaliza los zombies que aparecen y las oleadas. el modo endless es el que aparecen oleadas infinitas y la aparicion de los zombies se basa en la que ya te hable en su momento sobre cada zombie. pondrá "personalize" (20 waves)
Code edit (1 edits merged)
Please save this source code
User prompt
en la personalizacion de las oleadas a la izquierda añade varios botones donde ponga: "All to 0" y "All to 1" al presionar el "all to 0" la cantidad de zombies de la oleada que estas editando todos se pondrá en 0, y si pulsas el "All to 1" todos se pondrán en 1 en la cantidad de ese zombie en la oleada.
User prompt
haz que en la personalizacion de cuando y en que cantidad aparecen los zombies el boton de start game aparezca abajo derecha, y que el resto de botones esté ubicado ligeramente más arriba
User prompt
añade un botón de "skip wave" en el modo endless, el cual hace que instantáneamente empieze a aparecer la siguiente oleada, pero solo se puede presionar si ya han aparecido todos los zombies de la oleada anterior, mientras tanto aparecerá en gris
User prompt
haz un sistema similar al de seleccion de zombies en el cual con los zombies seleccionados elijas en que oleada aparece cada zombie y en que cantidad, pero solo se puede personalizar las 20 primeras oleadas, a partir de la 20 se hará de forma automatica
User prompt
este zombie aparece en las oleadas 12, 17, 22, 27, 32, y asi sucesivamente.
User prompt
vamos a modificarlo un poco. va como un zombie normal pero cuando llega a la casilla numero 6 se queda paralizado sin poder atacar ni moverse durante 10 segundos, y luego una vez pasan los 10 segundos vuelve a la normalidad junto a una animacion de destello para que el jugador se de cuenta que se vuelve a mover, y cuando llegue a la casilla numero 4 se vuelve a quedar quieto, y ya no se vuelve a quedar mas veces quieto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hagamos un nuevo zombie, se llama zombie cascanueces y tendrá el asset llamado "cascanueces". tendrá 1000 hp, y tendrá una velocidad de un zombie normal multiplicada por 1,2. tendrá un daño de 35 por segundo. este zombie cada vez que avanza 3 casillas al ser un cascanueces se le agota la cuerda por lo que se queda paralizado durante 10 segundos, una vez pasan esos 10 segundos vuelve a moverse de forma normal y se volverá a cansar cuando avance 3 casillas. haz que cuando se despierte al pasar los 10 segundos haya alguna animacion de destello o algo similar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
en vez de pararse en la primera casilla se parará en la novena, y el zombidito puede llegar hasta la tercera
User prompt
añadamos un nuevo tipo de zombie, el zombie canon, tendrá el asset de nombre "canon", este avanzará como un zombie normal hasta que llegue a la primera casilla, una vez llegué ahi se quedará quieto y no se moverá más, cada 10 segundos disparará un zombidito y el zombidito avanzará a la velocidad de 4 veces un zombie normal hasta que llegue a la casilla 6 o colisione con alguna planta, cuando choque el zombidito con una planta saldrá una explosión con el asset de la explosion del minero y causará 20 de daño a la planta con la que haya colisionado, una vez esto el zombidito se empezará a comportar como un zombidito normal a partir de la casilla en la que esté. el canon tiene 500 hp y aparece a partir de la oleada 9, y seguirá apareciendo siempre en la oleada anterior en la que aparezca el zombistein ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
has hecho que en el modo endless aparezcan solos los seleccionados, sin embargo, esto solo ocurre a partir de la oleada 10, en las 1-10 siguen apareciendo de normal, arreglalo
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 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 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;
}
// Only check collisions with zombies in same row and within 100px range
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.gridY === self.gridY && Math.abs(enemy.x - self.x) <= 100 && self.intersects(enemy)) {
enemy.takeDamage(self.damage);
// Apply ice effect if this is a snowshot
if (self.type === 'snowshot') {
enemy.applyIceEffect();
}
self.removeFromGame();
break;
}
}
};
self.removeFromGame = function () {
// Decrease projectile count for the plant that owns this projectile
if (self.ownerId && plantProjectileCount[self.ownerId]) {
plantProjectileCount[self.ownerId]--;
}
for (var i = 0; i < projectiles.length; i++) {
if (projectiles[i] === self) {
projectiles.splice(i, 1);
break;
}
}
// Return to pool instead of destroying
self.returnToPool();
};
self.returnToPool = function () {
if (projectilePool.length < maxPoolSize) {
self.removeChildren();
if (self.parent) {
self.parent.removeChild(self);
}
projectilePool.push(self);
} else {
self.destroy();
}
};
return self;
});
var SlowProjectile = Projectile.expand(function (type, startX, startY, speed, damage) {
var self = Projectile.call(this, type, startX, startY, speed, damage);
var originalUpdate = self.update;
self.update = function () {
originalUpdate();
// Only check collisions with zombies in same row and within 100px range
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.gridY === self.gridY && Math.abs(enemy.x - self.x) <= 100 && self.intersects(enemy)) {
enemy.applySlowEffect();
break;
}
}
};
return self;
});
var Sun = Container.expand(function (x, y) {
var self = Container.call(this);
self.x = x;
self.y = y;
self.value = 25;
self.collectTimer = 0;
self.isBeingAttracted = false;
self.attractedBy = null;
var graphics = self.attachAsset('sun', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
// If being attracted by zombie sol, stop the attraction
if (self.isBeingAttracted && self.attractedBy) {
tween.stop(self);
self.attractedBy.targetSun = null;
self.attractedBy.isAttractingSun = false;
self.attractedBy.speed = self.attractedBy.originalSpeed;
self.isBeingAttracted = false;
self.attractedBy = null;
}
sunPoints += self.value;
updateSunDisplay();
self.collect();
};
self.collect = function () {
// Clean up attraction if being collected
if (self.isBeingAttracted && self.attractedBy) {
tween.stop(self);
self.attractedBy.targetSun = null;
self.attractedBy.isAttractingSun = false;
self.attractedBy.speed = self.attractedBy.originalSpeed;
}
for (var i = 0; i < suns.length; i++) {
if (suns[i] === self) {
suns.splice(i, 1);
break;
}
}
self.destroy();
};
self.update = function () {
self.collectTimer++;
if (self.collectTimer > 720) {
// 12 seconds timeout
self.collect();
}
};
return self;
});
var ZombieBase = Container.expand(function (zombieType) {
var self = Container.call(this);
self.zombieType = zombieType;
self.health = 190;
self.maxHealth = 190;
self.speed = 0.8;
self.damage = 25;
self.gridY = 0;
self.attackTimer = 0;
self.slowTimer = 0;
self.iceTimer = 0;
self.isIced = false;
self.originalSpeed = self.speed;
var graphics = self.attachAsset(zombieType, {
anchorX: 0.5,
anchorY: 0.5
});
self.takeDamage = function (damage) {
self.health -= damage;
LK.effects.flashObject(self, 0xFF0000, 200);
LK.getSound('zombie_hit').play();
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Check if this is Zombiestein being killed
if (self.zombieType === 'zombiestein') {
zombiesteinAlive = false;
}
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] === self) {
enemies.splice(i, 1);
break;
}
}
self.destroy();
};
self.applySlowEffect = function () {
self.slowTimer = 180;
self.speed = self.originalSpeed * 0.5;
graphics.tint = 0x81C784;
};
self.applyIceEffect = function () {
// Set ice effect timer for 3 seconds if not already active or extend it
self.iceTimer = 180; // 3 seconds at 60fps
self.speed = self.originalSpeed * 0.8; // 20% slower
// Only start the visual tween if not already iced
if (!self.isIced) {
self.isIced = true;
// Calculate 35% blue tint (mix current color with blue)
var blueColor = 0x5555FF; // Blue color
// Apply blue tint
tween(graphics, {
tint: blueColor
}, {
duration: 100,
easing: tween.easeOut
});
}
};
self.update = function () {
if (self.slowTimer > 0) {
self.slowTimer--;
if (self.slowTimer === 0) {
self.speed = self.originalSpeed;
graphics.tint = 0xFFFFFF;
}
}
// Handle ice effect timer
if (self.iceTimer > 0) {
self.iceTimer--;
if (self.iceTimer === 0) {
// Ice effect ends
self.isIced = false;
self.speed = self.originalSpeed;
// Return to normal color
tween(graphics, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeOut
});
}
}
var plantInFront = self.getPlantInFront();
if (plantInFront) {
self.attackTimer++;
if (self.attackTimer >= 72) {
plantInFront.takeDamage(self.damage);
self.attackTimer = 0;
}
} else {
self.x -= self.speed;
// Check if zombie reached left screen edge
if (self.x < 0) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
// Check collision with lawnmower
for (var i = 0; i < lawnmowers.length; i++) {
var lawnmower = lawnmowers[i];
if (lawnmower.gridY === self.gridY && self.x <= lawnmower.x + 60 && !lawnmower.isActivated) {
lawnmower.activate();
}
}
}
};
self.getPlantInFront = function () {
var cellX = Math.floor((self.x - gridStartX) / cellSize);
if (cellX >= 0 && cellX < gridCols && plants[self.gridY] && plants[self.gridY][cellX]) {
var plant = plants[self.gridY][cellX];
// Check if this is an unarmed petacereza that should be ignored
if (plant.shouldBeIgnoredByZombies && plant.shouldBeIgnoredByZombies()) {
return null; // Ignore unarmed petacereza
}
return plant;
}
return null;
};
return self;
});
var Zombiestein = ZombieBase.expand(function () {
var self = ZombieBase.call(this, 'zombiestein');
self.health = 2250;
self.maxHealth = 2250;
self.speed = 0.414; // 10% slower than 0.46
self.originalSpeed = 0.414;
self.damage = 500; // 500 damage per second
self.isSummoning = false;
self.hasSpawnedZombidito = false;
self.originalUpdate = self.update;
self.update = function () {
// Check if health is below 1500 and hasn't spawned Zombidito yet
if (self.health < 1500 && !self.hasSpawnedZombidito && !self.isSummoning) {
self.isSummoning = true;
self.speed = 0; // Stop moving completely
// Wait 1.5 seconds then spawn Zombidito
LK.setTimeout(function () {
// Resume movement
self.speed = self.originalSpeed;
self.isSummoning = false;
self.hasSpawnedZombidito = true;
// Calculate position 3 cells ahead (in front of Zombiestein)
var spawnX = self.x - 3 * cellSize;
var spawnY = self.y;
// Create Zombidito with explosion effect
var zombidito = new Zombidito();
zombidito.x = spawnX;
zombidito.y = spawnY;
zombidito.gridY = self.gridY;
enemies.push(zombidito);
game.addChild(zombidito);
// Create explosion effect like miner zombie
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: spawnX,
y: spawnY,
scaleX: 2,
scaleY: 2
});
game.addChild(explosion);
// Animate explosion and remove it
tween(explosion, {
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
}, 1500);
}
// Call original update only if not summoning (stopped)
if (!self.isSummoning) {
self.originalUpdate();
}
};
return self;
});
var 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 RugbyZombie = ZombieBase.expand(function () {
var self = ZombieBase.call(this, 'rugby');
self.health = 300;
self.maxHealth = 300;
self.speed = 2.4; // 3x normal zombie speed
self.originalSpeed = 2.4;
self.hasContactedPlant = false;
self.damage = 0; // No regular damage since it kills instantly
// Override getPlantInFront to handle instant kill
self.getPlantInFront = function () {
var cellX = Math.floor((self.x - gridStartX) / cellSize);
if (cellX >= 0 && cellX < gridCols && plants[self.gridY] && plants[self.gridY][cellX]) {
return plants[self.gridY][cellX];
}
return null;
};
// Override update to handle 500 damage to plants
var originalUpdate = self.update;
self.update = function () {
var plantInFront = self.getPlantInFront();
if (plantInFront && !self.hasContactedPlant) {
// Deal 500 damage to the plant
plantInFront.takeDamage(500);
// Reduce speed to normal zombie speed
self.hasContactedPlant = true;
self.speed = 0; // Stop for 2 seconds
self.originalSpeed = 0.8;
// Flash effect to show speed change
LK.effects.flashObject(self, 0xFFFF00, 500);
// Resume normal speed after 2 seconds
LK.setTimeout(function () {
self.speed = 0.8;
}, 2000);
}
// Call original update logic
originalUpdate();
};
return self;
});
var MinerZombie = ZombieBase.expand(function () {
var self = ZombieBase.call(this, 'miner_zombie');
self.health = 100;
self.maxHealth = 100;
self.speed = 0.8;
self.originalSpeed = 0.8;
self.damage = 15;
// Override the initialization to spawn at 5th column and show explosion
self.initializeMiner = function (row) {
self.gridY = row;
// Position at 5th column (index 4)
self.x = gridStartX + 4 * cellSize;
self.y = gridStartY + row * cellSize;
// Create explosion effect
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y,
scaleX: 2,
scaleY: 2
});
game.addChild(explosion);
// Animate explosion and remove it
tween(explosion, {
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
explosion.destroy();
}
});
};
return self;
});
var ConeZombie = ZombieBase.expand(function () {
var self = ZombieBase.call(this, 'cone_zombie');
self.health = 300;
self.maxHealth = 300;
self.speed = 0.8;
self.originalSpeed = 0.8;
self.hasChangedAsset = false;
var originalTakeDamage = self.takeDamage;
self.takeDamage = function (damage) {
originalTakeDamage(damage);
// Check if cone zombie should switch to normal zombie appearance
if (self.health < 191 && !self.hasChangedAsset) {
self.hasChangedAsset = true;
// Remove current graphics and add normal zombie version
self.removeChild(self.children[0]);
var normalGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
}
};
return self;
});
var BucketZombie = ZombieBase.expand(function () {
var self = ZombieBase.call(this, 'bucket_zombie');
self.health = 375;
self.maxHealth = 375;
self.speed = 0.8;
self.originalSpeed = 0.8;
self.hasChangedAsset = false;
var originalTakeDamage = self.takeDamage;
self.takeDamage = function (damage) {
originalTakeDamage(damage);
// Check if bucket zombie should switch to normal zombie appearance
if (self.health < 191 && !self.hasChangedAsset) {
self.hasChangedAsset = true;
// Remove current graphics and add normal zombie version
self.removeChild(self.children[0]);
var normalGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1B5E20
});
/****
* Game Code
****/
// Grid setup - bigger grid centered on screen
// Plant defenders
// Projectiles
// Undead enemies
// UI and grid
// Sounds
var gridRows = 5;
var gridCols = 9;
var cellSize = 144;
var gridStartX = (2048 - gridCols * cellSize) / 2;
var gridStartY = (2732 - gridRows * cellSize) / 2;
// Game state
var plants = [];
var enemies = [];
var projectiles = [];
var suns = [];
var canonShells = [];
var lawnmowers = [];
var sunPoints = 500;
var lives = 3;
var currentWave = 1;
var wavesCompleted = 0;
var totalWaves = 10;
var gameMode = null; // 'normal' or 'endless'
var gameModeSelected = false;
var zombieSelectionActive = false;
var selectedZombieTypes = [];
var customWaveConfigs = {}; // Store custom wave configurations
var currentCustomizingWave = 1;
var availableZombieTypes = [{
type: 'zombie',
name: 'Normal Zombie',
asset: 'zombie'
}, {
type: 'cone_zombie',
name: 'Cone Zombie',
asset: 'cone_zombie'
}, {
type: 'bucket_zombie',
name: 'Bucket Zombie',
asset: 'bucket_zombie'
}, {
type: 'sun_zombie',
name: 'Sun Zombie',
asset: 'sun_zombie'
}, {
type: 'zombie_ra',
name: 'Zombie Ra',
asset: 'zombieRa'
}, {
type: 'zombie_canon',
name: 'Zombie Canon',
asset: 'canon'
}, {
type: 'miner_zombie',
name: 'Miner Zombie',
asset: 'miner_zombie'
}, {
type: 'rugby_zombie',
name: 'Rugby Zombie',
asset: 'rugby'
}, {
type: 'zombiestein',
name: 'Zombiestein',
asset: 'zombiestein'
}, {
type: 'zombie_cascanueces',
name: 'Zombie Cascanueces',
asset: 'cascanueces'
}];
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', 'peashooter', 'snowpea', 'repetidora', 'wallnut', 'nuezPrimitiva', 'petacereza'];
var plantCosts = {
'peashooter': 100,
'sunflower': 50,
'snowpea': 175,
'wallnut': 50,
'repetidora': 200,
'nuezPrimitiva': 125,
'petacereza': 150
};
// Wallnut cooldown system
var wallnutCooldown = 0;
var wallnutCooldownTime = 720; // 12 seconds at 60fps
// Nuez primitiva cooldown system
var nuezPrimitivaCooldown = 0;
var nuezPrimitivaCooldownTime = 180; // 3 seconds at 60fps
// Petacereza cooldown system
var petacerezaCooldown = 0;
var petacerezaCooldownTime = 900; // 15 seconds at 60fps
// Ghost plant for preview
var ghostPlant = null;
// Initialize grid cells array
var gridCells = [];
// Initialize grid
for (var row = 0; row < gridRows; row++) {
plants[row] = [];
gridCells[row] = [];
for (var col = 0; col < gridCols; col++) {
plants[row][col] = null;
var cell = LK.getAsset('gridcell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3,
x: gridStartX + col * cellSize,
y: gridStartY + row * cellSize
});
gridCells[row][col] = cell;
game.addChild(cell);
}
}
// Initialize lawnmowers
for (var row = 0; row < gridRows; row++) {
var lawnmower = new Lawnmower(row);
lawnmowers.push(lawnmower);
game.addChild(lawnmower);
}
// Game mode selection UI
var modeSelectionContainer = new Container();
modeSelectionContainer.x = 2048 / 2;
modeSelectionContainer.y = 2732 / 2;
var modeTitle = new Text2('Select Game Mode', {
size: 80,
fill: 0xFFFFFF
});
modeTitle.anchor.set(0.5, 0.5);
modeTitle.y = -200;
modeSelectionContainer.addChild(modeTitle);
// Normal mode button
var normalModeButton = LK.getAsset('gridcell', {
anchorX: 0.5,
anchorY: 0.5,
x: -240,
y: -50,
scaleX: 2,
scaleY: 1.5,
color: 0x4CAF50
});
normalModeButton.interactive = true;
normalModeButton.buttonMode = true;
normalModeButton.down = function (x, y, obj) {
gameMode = 'normal';
totalWaves = 10;
selectGameMode();
};
modeSelectionContainer.addChild(normalModeButton);
var normalModeText = new Text2('Normal', {
size: 60,
fill: 0xFFFFFF
});
normalModeText.anchor.set(0.5, 0.5);
normalModeText.x = -240;
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 button = LK.getAsset(plantTypes[i], {
anchorX: 0.5,
anchorY: 0.5,
x: 200 + i * 220,
y: uiY,
scaleX: 2.25,
scaleY: 2.25
});
button.plantType = plantTypes[i];
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[plantTypes[i]], {
size: 40,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0);
costText.x = button.x;
costText.y = button.y + 80;
game.addChild(costText);
}
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 'snowpea':
plant = new SnowPea();
break;
case 'wallnut':
plant = new Wallnut();
break;
case 'snowpea':
plant = new SnowPea();
break;
case 'repetidora':
plant = new Repetidora();
break;
case 'nuezPrimitiva':
plant = new NuezPrimitiva();
break;
case 'petacereza':
plant = new Petacereza();
break;
default:
return false;
}
// Set plant position and grid reference
plant.gridX = gridX;
plant.gridY = gridY;
plant.x = gridStartX + gridX * cellSize;
plant.y = gridStartY + gridY * cellSize;
// Place plant in grid and add to game
plants[gridY][gridX] = plant;
game.addChild(plant);
// Deduct cost and update UI
sunPoints -= plantCosts[plantType];
updateSunDisplay();
LK.getSound('plant').play();
// Start wallnut cooldown if placing wallnut
if (plantType === 'wallnut') {
wallnutCooldown = wallnutCooldownTime;
selectedPlantType = null; // Deselect wallnut after placing
updatePlantSelection();
}
// Start nuez primitiva cooldown if placing nuez primitiva
if (plantType === 'nuezPrimitiva') {
nuezPrimitivaCooldown = nuezPrimitivaCooldownTime;
selectedPlantType = null; // Deselect nuez primitiva after placing
updatePlantSelection();
}
// Start petacereza cooldown if placing petacereza
if (plantType === 'petacereza') {
petacerezaCooldown = petacerezaCooldownTime;
selectedPlantType = null; // Deselect petacereza after placing
updatePlantSelection();
}
// Flash the grid cell to show successful placement
LK.effects.flashObject(gridCells[gridY][gridX], 0x00FF00, 300);
return true;
}
function canSpawnWithoutCollision(row) {
// Only apply collision detection for waves 1-2
if (currentWave > 2) {
return true;
}
var currentTime = LK.ticks;
var oneSecond = 60; // 60 ticks = 1 second at 60fps
// Check if same row was used in last second
if (lastSpawnRow[row] && currentTime - lastSpawnRow[row] < oneSecond) {
return false;
}
// Check if any zombie was spawned in last second
for (var checkRow in lastSpawnTime) {
if (currentTime - lastSpawnTime[checkRow] < oneSecond) {
return false;
}
}
return true;
}
function spawnZombie(type, row) {
var zombie;
switch (type) {
case 'zombie':
zombie = new Zombie();
break;
case 'cone_zombie':
zombie = new ConeZombie();
break;
case 'bucket_zombie':
zombie = new BucketZombie();
break;
case 'sun_zombie':
zombie = new SunZombie();
break;
case 'zombie_ra':
zombie = new ZombieRa();
break;
case 'zombie_canon':
zombie = new ZombieCanon();
break;
case 'miner_zombie':
zombie = new MinerZombie();
// Special positioning for miner
zombie.initializeMiner(row);
// Apply health bonus for endless mode after wave 10
if (gameMode === 'endless' && currentWave > 10) {
var healthMultiplier = 1 + (currentWave - 10) * 0.05;
zombie.health = Math.floor(zombie.health * healthMultiplier);
zombie.maxHealth = Math.floor(zombie.maxHealth * healthMultiplier);
}
enemies.push(zombie);
game.addChild(zombie);
return;
// Return early since positioning is handled
case 'zombiestein':
zombie = new Zombiestein();
break;
case 'rugby_zombie':
zombie = new RugbyZombie();
break;
case 'zombie_cascanueces':
zombie = new ZombieCascanueces();
break;
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
}
// Calculate enemy count with 5% increase per wave after wave 10
var waveMultiplier = 1 + (currentWave - 10) * 0.05;
var baseCount = 7; // Base count similar to wave 10
var scaledEnemyCount = Math.floor(baseCount * waveMultiplier);
bucketZombiesLeft = Math.floor(scaledEnemyCount * 0.6); // 60% bucket zombies
// Calculate rugby zombies for endless mode (every 5 waves adds 1 more)
var rugbyZombiesLeft = 0;
if (currentWave >= 11) {
var rugbyBaseCount = 3; // Base count for waves 11-15
var additionalRugby = Math.floor((currentWave - 11) / 5); // +1 every 5 waves
rugbyZombiesLeft = rugbyBaseCount + additionalRugby;
}
enemiesInWave = scaledEnemyCount + rugbyZombiesLeft + (currentWave % 5 === 0 ? 1 : 0); // Add rugby and Zombiestein if applicable
enemiesKilled = 0;
// Set up spawn timer for endless waves
var normalZombiesLeft = Math.floor(scaledEnemyCount * 0.15); // 15% normal
var coneZombiesLeft = Math.floor(scaledEnemyCount * 0.25); // 25% cone
var spawnTimer = LK.setInterval(function () {
if (enemiesInWave > 0) {
var row = Math.floor(Math.random() * gridRows);
var zombieType = null;
// Miner zombie spawning (every wave in endless mode) - only if selected
var shouldSpawnMinerZombie = minerZombiesSpawnedThisWave < maxMinerZombiesPerWave && selectedZombieTypes.indexOf('miner_zombie') !== -1 && Math.random() < 0.3;
// Check if we should spawn a rugby zombie for endless mode (only if selected)
var shouldSpawnRugbyZombie = rugbyZombiesLeft > 0 && selectedZombieTypes.indexOf('rugby_zombie') !== -1 && Math.random() < 0.2;
// Check if we should spawn a zombie ra (odd waves excluding 1 and 3) in endless mode (only if selected)
var shouldSpawnZombieRa = currentWave % 2 === 1 && currentWave > 3 && selectedZombieTypes.indexOf('zombie_ra') !== -1 && Math.random() < 0.25;
// Check if we should spawn a zombie canon (wave 9+) in endless mode (only if selected)
var shouldSpawnZombieCanon = currentWave >= 9 && selectedZombieTypes.indexOf('zombie_canon') !== -1 && Math.random() < 0.3;
if (shouldSpawnMinerZombie) {
zombieType = 'miner_zombie';
minerZombiesSpawnedThisWave++;
} else if (shouldSpawnZombieCanon) {
zombieType = 'zombie_canon';
} else if (shouldSpawnRugbyZombie) {
zombieType = 'rugby_zombie';
rugbyZombiesLeft--;
} else if (shouldSpawnZombieRa) {
zombieType = 'zombie_ra';
} else {
// Pick random zombie type from selected types (excluding special zombies)
var availableTypes = [];
if (selectedZombieTypes.indexOf('zombie') !== -1) {
availableTypes.push('zombie');
}
if (selectedZombieTypes.indexOf('cone_zombie') !== -1) {
availableTypes.push('cone_zombie');
}
if (selectedZombieTypes.indexOf('bucket_zombie') !== -1) {
availableTypes.push('bucket_zombie');
}
if (selectedZombieTypes.indexOf('sun_zombie') !== -1) {
availableTypes.push('sun_zombie');
}
if (selectedZombieTypes.indexOf('zombie_canon') !== -1) {
availableTypes.push('zombie_canon');
}
if (selectedZombieTypes.indexOf('zombie_cascanueces') !== -1) {
availableTypes.push('zombie_cascanueces');
}
if (availableTypes.length > 0) {
var randomIndex = Math.floor(Math.random() * availableTypes.length);
zombieType = availableTypes[randomIndex];
}
}
// Only spawn if we have a valid zombie type
if (zombieType) {
spawnZombie(zombieType, row);
}
enemiesInWave--;
} else {
LK.clearInterval(spawnTimer);
}
}, 800); // Faster spawn rate for endless mode
return; // Exit function early for endless mode
}
if (currentWave === 1) {
// Wave 1: 3-4 normal zombies with collision detection
var normalCount = Math.floor(Math.random() * 2) + 3;
var spawnQueue = [];
for (var i = 0; i < normalCount; i++) {
var row = Math.floor(Math.random() * gridRows);
// For personalize mode, check if zombie type is selected, otherwise use normal zombie
var zombieType = 'zombie';
if (gameMode === 'personalize' && selectedZombieTypes.indexOf('zombie') === -1) {
// If normal zombie not selected, pick a random selected type
if (selectedZombieTypes.length > 0) {
var availableEndlessTypes = selectedZombieTypes.filter(function (type) {
return type !== 'miner_zombie' && type !== 'rugby_zombie' && type !== 'zombiestein' && type !== 'zombie_sol' && type !== 'zombie_canon';
});
if (availableEndlessTypes.length > 0) {
var randomIndex = Math.floor(Math.random() * availableEndlessTypes.length);
zombieType = availableEndlessTypes[randomIndex];
} else {
zombieType = selectedZombieTypes[Math.floor(Math.random() * selectedZombieTypes.length)];
}
}
}
spawnQueue.push({
type: zombieType,
row: row,
delay: 0
});
}
// Process spawn queue with collision detection
var spawnIndex = 0;
var spawnProcessor = LK.setInterval(function () {
if (spawnIndex < spawnQueue.length) {
var spawn = spawnQueue[spawnIndex];
if (canSpawnWithoutCollision(spawn.row)) {
spawnZombie(spawn.type, spawn.row);
lastSpawnTime[spawn.row] = LK.ticks;
lastSpawnRow[spawn.row] = LK.ticks;
spawnIndex++;
} else {
// Add 1 second delay
spawn.delay += 60;
}
} else {
LK.clearInterval(spawnProcessor);
}
}, 60); // Check every second
enemiesInWave = normalCount;
} else if (currentWave === 2) {
// Wave 2: 3-4 normal zombies, 75% chance for 1 sun zombie, 1 cone zombie with collision detection
var normalCount = Math.floor(Math.random() * 2) + 3;
var sunZombieCount = gameMode === 'endless' && selectedZombieTypes.indexOf('sun_zombie') === -1 ? 0 : Math.random() < 0.75 ? 1 : 0;
var coneCount = gameMode === 'endless' && selectedZombieTypes.indexOf('cone_zombie') === -1 ? 0 : 1;
var spawnQueue = [];
// Add normal zombies to queue
for (var i = 0; i < normalCount; i++) {
var row = Math.floor(Math.random() * gridRows);
// For endless mode, check if zombie type is selected
var zombieType = 'zombie';
if (gameMode === 'endless' && selectedZombieTypes.indexOf('zombie') === -1) {
// If normal zombie not selected, pick a random selected type
if (selectedZombieTypes.length > 0) {
var randomIndex = Math.floor(Math.random() * selectedZombieTypes.length);
zombieType = selectedZombieTypes[randomIndex];
}
}
spawnQueue.push({
type: zombieType,
row: row,
delay: 0
});
}
// Add sun zombie if chance succeeds and selected in endless mode
if (sunZombieCount > 0) {
var row = Math.floor(Math.random() * gridRows);
spawnQueue.push({
type: 'sun_zombie',
row: row,
delay: 0
});
sunZombieSpawnedThisWave = true;
}
// Add cone zombie if selected in endless mode
if (coneCount > 0) {
var row = Math.floor(Math.random() * gridRows);
spawnQueue.push({
type: 'cone_zombie',
row: row,
delay: 0
});
}
// Process spawn queue with collision detection
var spawnIndex = 0;
var spawnProcessor = LK.setInterval(function () {
if (spawnIndex < spawnQueue.length) {
var spawn = spawnQueue[spawnIndex];
if (canSpawnWithoutCollision(spawn.row)) {
spawnZombie(spawn.type, spawn.row);
lastSpawnTime[spawn.row] = LK.ticks;
lastSpawnRow[spawn.row] = LK.ticks;
spawnIndex++;
} else {
// Add 1 second delay
spawn.delay += 60;
}
} else {
LK.clearInterval(spawnProcessor);
}
}, 60); // Check every second
enemiesInWave = normalCount + sunZombieCount + coneCount;
} else if (currentWave === 3) {
bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : 1; // Only 1 bucket zombie in wave 3 if selected
enemiesInWave = Math.floor(Math.random() * 2) + 3 + Math.floor(Math.random() * 2) + 1 + bucketZombiesLeft; // normal + cone + bucket
} else if (currentWave === 4) {
bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : Math.floor(Math.random() * 2) + 2; // 2-3 bucket zombies if selected
enemiesInWave = Math.floor(Math.random() * 2) + 3 + Math.floor(Math.random() * 2) + 1 + bucketZombiesLeft;
} else if (currentWave === 5) {
bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : Math.floor(Math.random() * 2) + 3; // 3-4 bucket zombies if selected
enemiesInWave = Math.floor(Math.random() * 2) + 3 + Math.floor(Math.random() * 2) + 1 + bucketZombiesLeft;
} else {
// From wave 6+: spawn 50% fewer zombies but increase cone/bucket probability by 25%
bucketZombiesLeft = gameMode === 'personalize' && selectedZombieTypes.indexOf('bucket_zombie') === -1 ? 0 : Math.floor((Math.floor(Math.random() * 2) + 4 + (currentWave - 6)) * 0.5); // 50% fewer bucket zombies if selected
enemiesInWave = Math.floor((5 + currentWave * 2) * 0.5); // 50% fewer total enemies
// Add rugby zombies for waves 8-10
var rugbyZombiesLeft = 0;
if (currentWave >= 8 && currentWave <= 9 && (gameMode === 'normal' || selectedZombieTypes.indexOf('rugby_zombie') !== -1)) {
rugbyZombiesLeft = 1;
} else if (currentWave === 10 && (gameMode === 'normal' || selectedZombieTypes.indexOf('rugby_zombie') !== -1)) {
rugbyZombiesLeft = 2;
}
enemiesInWave += rugbyZombiesLeft;
// Spawn Zombiestein in wave 10 (only once per game)
if (currentWave === 10 && !zombiesteinSpawned && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombiestein') !== -1)) {
var zombiesteinRow = Math.floor(Math.random() * gridRows);
spawnZombie('zombiestein', zombiesteinRow);
zombiesteinSpawned = true;
zombiesteinAlive = true;
enemiesInWave++; // Add Zombiestein to enemy count
}
}
enemiesKilled = 0;
// Only set up spawn timer for waves 3 and above (waves 1-2 spawn immediately)
if (currentWave >= 3) {
var normalZombiesLeft = Math.floor(Math.random() * 2) + 3;
var coneZombiesLeft = Math.floor(Math.random() * 2) + 1;
var spawnTimer = LK.setInterval(function () {
if (enemiesInWave > 0) {
var row = Math.floor(Math.random() * gridRows);
var zombieType;
// Determine sun zombie probability based on wave
var sunZombieProbability = 0;
if (currentWave === 3) {
sunZombieProbability = 0.50;
} else if (currentWave === 4) {
sunZombieProbability = 0.25;
}
// Check if we should spawn a sun zombie (only waves 3-4, max 1 per wave)
var shouldSpawnSunZombie = currentWave >= 3 && currentWave <= 4 && !sunZombieSpawnedThisWave && Math.random() < sunZombieProbability && (gameMode === 'normal' || selectedZombieTypes.indexOf('sun_zombie') !== -1);
// Check if we should spawn a miner zombie (waves 6+, 100% chance, max per wave limit)
var shouldSpawnMinerZombie = currentWave >= 6 && minerZombiesSpawnedThisWave < maxMinerZombiesPerWave && Math.random() < 1.0 && (gameMode === 'normal' || selectedZombieTypes.indexOf('miner_zombie') !== -1);
// Check if we should spawn a rugby zombie (waves 8-10)
var shouldSpawnRugbyZombie = currentWave >= 8 && currentWave <= 10 && rugbyZombiesLeft > 0 && Math.random() < 0.3 && (gameMode === 'normal' || selectedZombieTypes.indexOf('rugby_zombie') !== -1);
// Check if we should spawn a zombie ra (odd waves excluding 1 and 3)
var shouldSpawnZombieRa = currentWave % 2 === 1 && currentWave > 3 && Math.random() < 0.25 && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombie_ra') !== -1);
// Check if we should spawn a zombie canon (wave 9+, before zombiestein wave)
var shouldSpawnZombieCanon = currentWave >= 9 && currentWave < (zombiesteinSpawned ? currentWave : 10) && Math.random() < 0.3 && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombie_canon') !== -1);
// Check if we should spawn a zombie cascanueces (waves 12, 17, 22, 27, 32, etc.)
var shouldSpawnZombieCascanueces = (currentWave - 12) % 5 === 0 && currentWave >= 12 && Math.random() < 0.3 && (gameMode === 'normal' || selectedZombieTypes.indexOf('zombie_cascanueces') !== -1);
if (shouldSpawnSunZombie) {
zombieType = 'sun_zombie';
sunZombieSpawnedThisWave = true; // Mark that sun zombie has been spawned this wave
} else if (shouldSpawnMinerZombie) {
zombieType = 'miner_zombie';
minerZombiesSpawnedThisWave++; // Increment miner count for this wave
} else if (shouldSpawnRugbyZombie) {
zombieType = 'rugby_zombie';
rugbyZombiesLeft--;
} else if (shouldSpawnZombieRa) {
zombieType = 'zombie_ra';
} else if (shouldSpawnZombieCanon) {
zombieType = 'zombie_canon';
} else if (shouldSpawnZombieCascanueces) {
zombieType = 'zombie_cascanueces';
} else if (currentWave >= 3) {
// From wave 3 onwards, include bucket zombies
// For personalize mode, only spawn selected zombie types
if (gameMode === 'personalize') {
// Pick random zombie type from selected types (excluding special zombies)
var availableTypes = [];
if (selectedZombieTypes.indexOf('zombie') !== -1 && normalZombiesLeft > 0) {
availableTypes.push('zombie');
}
if (selectedZombieTypes.indexOf('cone_zombie') !== -1 && coneZombiesLeft > 0) {
availableTypes.push('cone_zombie');
}
if (selectedZombieTypes.indexOf('bucket_zombie') !== -1 && bucketZombiesLeft > 0) {
availableTypes.push('bucket_zombie');
}
if (selectedZombieTypes.indexOf('sun_zombie') !== -1) {
availableTypes.push('sun_zombie');
}
if (selectedZombieTypes.indexOf('zombie_canon') !== -1) {
availableTypes.push('zombie_canon');
}
if (selectedZombieTypes.indexOf('zombie_cascanueces') !== -1) {
availableTypes.push('zombie_cascanueces');
}
if (availableTypes.length > 0) {
var randomIndex = Math.floor(Math.random() * availableTypes.length);
zombieType = availableTypes[randomIndex];
// Decrement counters
if (zombieType === 'zombie') {
normalZombiesLeft--;
} else if (zombieType === 'cone_zombie') {
coneZombiesLeft--;
} else if (zombieType === 'bucket_zombie') {
bucketZombiesLeft--;
}
} else {
zombieType = 'zombie'; // fallback
}
} else {
// Original logic for normal mode
// For wave 6+, increase cone and bucket zombie probability by 25%
if (normalZombiesLeft > 0 && coneZombiesLeft > 0 && bucketZombiesLeft > 0) {
var rand = Math.random();
if (currentWave >= 6) {
// Wave 6+: 25% normal, 37.5% cone, 37.5% bucket (25% more cone/bucket)
if (rand < 0.25) {
zombieType = 'zombie';
normalZombiesLeft--;
} else if (rand < 0.625) {
zombieType = 'cone_zombie';
coneZombiesLeft--;
} else {
zombieType = 'bucket_zombie';
bucketZombiesLeft--;
}
} else {
// Wave 3-5: original probabilities
if (rand < 0.4) {
zombieType = 'zombie';
normalZombiesLeft--;
} else if (rand < 0.7) {
zombieType = 'cone_zombie';
coneZombiesLeft--;
} else {
zombieType = 'bucket_zombie';
bucketZombiesLeft--;
}
}
} else if (normalZombiesLeft > 0 && coneZombiesLeft > 0) {
if (currentWave >= 6) {
// Wave 6+: 35% normal, 65% cone (25% more cone)
zombieType = Math.random() < 0.35 ? 'zombie' : 'cone_zombie';
} else {
// Wave 3-5: original 60/40 split
zombieType = Math.random() < 0.6 ? 'zombie' : 'cone_zombie';
}
if (zombieType === 'zombie') {
normalZombiesLeft--;
} else {
coneZombiesLeft--;
}
} else if (normalZombiesLeft > 0 && bucketZombiesLeft > 0) {
if (currentWave >= 6) {
// Wave 6+: 35% normal, 65% bucket (25% more bucket)
zombieType = Math.random() < 0.35 ? 'zombie' : 'bucket_zombie';
} else {
// Wave 3-5: original 60/40 split
zombieType = Math.random() < 0.6 ? 'zombie' : 'bucket_zombie';
}
if (zombieType === 'zombie') {
normalZombiesLeft--;
} else {
bucketZombiesLeft--;
}
} else if (coneZombiesLeft > 0 && bucketZombiesLeft > 0) {
zombieType = Math.random() < 0.5 ? 'cone_zombie' : 'bucket_zombie';
if (zombieType === 'cone_zombie') {
coneZombiesLeft--;
} else {
bucketZombiesLeft--;
}
} else if (normalZombiesLeft > 0) {
zombieType = 'zombie';
normalZombiesLeft--;
} else if (coneZombiesLeft > 0) {
zombieType = 'cone_zombie';
coneZombiesLeft--;
} else if (bucketZombiesLeft > 0) {
zombieType = 'bucket_zombie';
bucketZombiesLeft--;
} else {
zombieType = 'zombie'; // fallback
}
}
} else {
// Fallback for other waves
if (gameMode === 'personalize') {
// Pick from selected types
var availableTypes = [];
if (selectedZombieTypes.indexOf('zombie') !== -1) {
availableTypes.push('zombie');
}
if (selectedZombieTypes.indexOf('cone_zombie') !== -1) {
availableTypes.push('cone_zombie');
}
if (availableTypes.length > 0) {
var randomIndex = Math.floor(Math.random() * availableTypes.length);
zombieType = availableTypes[randomIndex];
} else {
zombieType = 'zombie'; // fallback
}
} else {
zombieType = Math.random() < 0.5 ? 'zombie' : 'cone_zombie';
}
}
spawnZombie(zombieType, row);
enemiesInWave--;
} else {
LK.clearInterval(spawnTimer);
}
}, 1200);
} // Close the if (currentWave >= 3) block
}
// Mouse move handler to update ghost plant position
game.move = function (x, y, obj) {
if (ghostPlant && selectedPlantType) {
var gridPos = getGridPosition(x, y);
if (gridPos) {
// Snap to grid position
ghostPlant.x = gridStartX + gridPos.x * cellSize;
ghostPlant.y = gridStartY + gridPos.y * cellSize;
// Change color based on validity
if (canPlacePlant(gridPos.x, gridPos.y, selectedPlantType)) {
ghostPlant.tint = 0x88FF88; // Green tint for valid placement
} else {
ghostPlant.tint = 0xFF8888; // Red tint for invalid placement
}
} else {
// Follow cursor if outside grid
ghostPlant.x = x;
ghostPlant.y = y;
ghostPlant.tint = 0xFF8888; // Red tint when outside grid
}
}
};
// Game input handling
game.down = function (x, y, obj) {
// Check if clicking on a sun
for (var i = 0; i < suns.length; i++) {
if (suns[i].intersects({
x: x,
y: y,
width: 1,
height: 1
})) {
return; // Let sun handle its own click
}
}
// Check if using shovel to remove plant
if (selectedTool === 'shovel') {
var gridPos = getGridPosition(x, y);
if (gridPos && plants[gridPos.y][gridPos.x] !== null) {
// Remove the plant
var plant = plants[gridPos.y][gridPos.x];
plant.destroy();
plants[gridPos.y][gridPos.x] = null;
LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFFFF00, 300);
updatePlantSelection();
return;
} else if (gridPos) {
// Flash red if trying to remove from empty square
LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFF0000, 300);
} else {
// Clicking outside grid cancels shovel selection
selectedTool = null;
shovelButton.alpha = 0.8;
shovelButton.scaleX = shovelButton.scaleY = 1.5;
updatePlantSelection();
}
}
// Check if placing a plant
else if (selectedPlantType) {
var gridPos = getGridPosition(x, y);
if (gridPos) {
if (canPlacePlant(gridPos.x, gridPos.y, selectedPlantType)) {
// Successfully place the plant
if (placePlant(gridPos.x, gridPos.y, selectedPlantType)) {
selectedPlantType = null;
updatePlantSelection();
return;
}
} else if (plants[gridPos.y][gridPos.x] !== null) {
// Flash red if trying to place on occupied square
LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFF0000, 300);
} else if (sunPoints < plantCosts[selectedPlantType]) {
// Flash yellow if not enough suns
LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFFFF00, 300);
}
} else {
// Clicking outside grid cancels selection
selectedPlantType = null;
updatePlantSelection();
}
}
};
// Initialize UI
updatePlantSelection();
updateSunDisplay();
updateLivesDisplay();
updateWaveDisplay();
// Skip wave button for endless mode
var skipWaveButton = null;
function createSkipWaveButton() {
if (gameMode === 'endless' && !skipWaveButton) {
skipWaveButton = LK.getAsset('gridcell', {
anchorX: 0.5,
anchorY: 0.5,
x: 1800,
y: 100,
scaleX: 2,
scaleY: 1,
color: 0x888888 // Start gray
});
skipWaveButton.interactive = true;
skipWaveButton.buttonMode = true;
skipWaveButton.alpha = 0.5; // Start disabled
skipWaveButton.down = function (x, y, obj) {
if (waveInProgress) {
// Force end current wave and start next one
waveInProgress = false;
wavesCompleted++;
currentWave++;
updateWaveDisplay();
updateSkipWaveButton();
// Start next wave immediately
LK.setTimeout(function () {
startWave();
}, 500);
}
};
game.addChild(skipWaveButton);
var skipWaveText = new Text2('Skip Wave', {
size: 40,
fill: 0xFFFFFF
});
skipWaveText.anchor.set(0.5, 0.5);
skipWaveText.x = 1800;
skipWaveText.y = 100;
game.addChild(skipWaveText);
skipWaveButton.textElement = skipWaveText;
}
}
function canSkipWave() {
// Check if all zombies for current wave have been spawned
return waveInProgress && enemiesInWave <= 0;
}
function updateSkipWaveButton() {
if (skipWaveButton && gameMode === 'endless') {
if (waveInProgress) {
// Enable button - wave is in progress
skipWaveButton.alpha = 1.0;
skipWaveButton.tint = 0x4CAF50; // Green
skipWaveButton.interactive = true;
} else {
// Disable button - no wave in progress
skipWaveButton.alpha = 0.5;
skipWaveButton.tint = 0x888888; // Gray
skipWaveButton.interactive = false;
}
}
}
// Game will start after mode selection
// Main game loop
game.update = function () {
// Enable lag optimization from wave 8 onwards
if (currentWave >= 8 && !lagOptimizationActive) {
lagOptimizationActive = true;
console.log("Lag optimization activated for wave", currentWave);
}
// Performance cleanup every 3 seconds when lag optimization is active
if (lagOptimizationActive) {
cleanupCounter++;
if (cleanupCounter >= 180) {
// Every 3 seconds at 60fps
performanceCleanup();
cleanupCounter = 0;
}
}
// Update wallnut cooldown
if (wallnutCooldown > 0) {
wallnutCooldown--;
if (wallnutCooldown === 0) {
updatePlantSelection(); // Refresh button appearance when cooldown ends
}
}
// Update nuez primitiva cooldown
if (nuezPrimitivaCooldown > 0) {
nuezPrimitivaCooldown--;
if (nuezPrimitivaCooldown === 0) {
updatePlantSelection(); // Refresh button appearance when cooldown ends
}
}
// Update petacereza cooldown
if (petacerezaCooldown > 0) {
petacerezaCooldown--;
if (petacerezaCooldown === 0) {
updatePlantSelection(); // Refresh button appearance when cooldown ends
}
}
// Falling sun system - every 10 seconds (optimized for high waves)
sunTimer++;
var sunInterval = lagOptimizationActive ? 1080 : 720; // 18 seconds when optimized, 12 seconds normally
if (sunTimer >= sunInterval) {
// Only spawn sun if we don't have too many already
if (suns.length < (lagOptimizationActive ? 8 : 15)) {
var fallingSun = new Sun(Math.random() * (gridStartX + gridCols * cellSize - gridStartX) + gridStartX, -50);
suns.push(fallingSun);
game.addChild(fallingSun);
// Animate falling sun
tween(fallingSun, {
y: Math.random() * 200 + 300
}, {
duration: 2400,
easing: tween.easeOut
});
}
sunTimer = 0;
}
// Check if current wave should end (22 seconds timer-based)
if (waveInProgress && LK.ticks - waveStartTick >= 1584) {
// 26.4 seconds at 60fps
waveInProgress = false;
wavesCompleted++;
if (gameMode === 'normal' && wavesCompleted >= totalWaves) {
// Check if Zombiestein was spawned and is still alive
if (zombiesteinSpawned && zombiesteinAlive) {
// Don't end game until Zombiestein is defeated
console.log("All waves completed but Zombiestein still alive!");
return;
}
LK.effects.flashScreen(0x4CAF50, 1000);
LK.showYouWin();
return;
} else if (gameMode === 'endless') {
// For endless mode, just continue to next wave
// Reset Zombiestein spawn flag for next potential spawn
if (currentWave % 5 === 0) {
zombiesteinSpawned = false;
zombiesteinAlive = false;
}
}
currentWave++;
updateWaveDisplay();
// Start next wave after delay
LK.setTimeout(function () {
startWave();
}, 3000);
}
// Update skip wave button state
if (gameMode === 'endless') {
updateSkipWaveButton();
}
// Auto-start next wave if no wave in progress and we haven't completed all waves (and mode is selected)
if (gameModeSelected && !waveInProgress && (gameMode === 'endless' || wavesCompleted < totalWaves) && !nextWaveScheduled) {
nextWaveScheduled = true;
LK.setTimeout(function () {
nextWaveScheduled = false;
startWave();
}, 1000);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -570,8 +570,10 @@
self.damage = 25;
self.gridY = 0;
self.attackTimer = 0;
self.slowTimer = 0;
+ self.iceTimer = 0;
+ self.isIced = false;
self.originalSpeed = self.speed;
var graphics = self.attachAsset(zombieType, {
anchorX: 0.5,
anchorY: 0.5
@@ -602,30 +604,24 @@
self.speed = self.originalSpeed * 0.5;
graphics.tint = 0x81C784;
};
self.applyIceEffect = function () {
- // Stop any existing ice tween
- tween.stop(graphics, {
- tint: true
- });
- // Calculate 35% blue tint (mix current color with blue)
- var blueColor = 0x5555FF; // Blue color
- // Apply blue tint for 3 seconds
- tween(graphics, {
- tint: blueColor
- }, {
- duration: 3000,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- // Return to normal color
- tween(graphics, {
- tint: 0xFFFFFF
- }, {
- duration: 200,
- easing: tween.easeOut
- });
- }
- });
+ // Set ice effect timer for 3 seconds if not already active or extend it
+ self.iceTimer = 180; // 3 seconds at 60fps
+ self.speed = self.originalSpeed * 0.8; // 20% slower
+ // Only start the visual tween if not already iced
+ if (!self.isIced) {
+ self.isIced = true;
+ // Calculate 35% blue tint (mix current color with blue)
+ var blueColor = 0x5555FF; // Blue color
+ // Apply blue tint
+ tween(graphics, {
+ tint: blueColor
+ }, {
+ duration: 100,
+ easing: tween.easeOut
+ });
+ }
};
self.update = function () {
if (self.slowTimer > 0) {
self.slowTimer--;
@@ -633,8 +629,24 @@
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) {