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
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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
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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
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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.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 snowball = createProjectile('snowball', self.x, self.y, 6.4, 20 * self.level, plantId); if (snowball) { 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); 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.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.update = function () { if (self.slowTimer > 0) { self.slowTimer--; if (self.slowTimer === 0) { self.speed = self.originalSpeed; graphics.tint = 0xFFFFFF; } } 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 ZombieSol = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombieSol'); 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 for (var i = 0; i < suns.length; i++) { var sun = suns[i]; 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.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++; if (self.shootTimer >= self.shootDelay) { self.shootShell(); self.shootTimer = 0; } } 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 ****/ // Sounds // UI and grid // Undead enemies // Projectiles // Plant defenders // Grid setup - bigger grid centered on screen var gridRows = 5; var gridCols = 9; var cellSize = 144; var gridStartX = (2048 - gridCols * cellSize) / 2; var gridStartY = (2732 - gridRows * cellSize) / 2; // Game state var plants = []; var enemies = []; var projectiles = []; var suns = []; var canonShells = []; var lawnmowers = []; var sunPoints = 500; var lives = 3; var currentWave = 1; var wavesCompleted = 0; var totalWaves = 10; var gameMode = null; // 'normal' or 'endless' var gameModeSelected = false; var zombieSelectionActive = false; var selectedZombieTypes = []; var customWaveConfigs = {}; // Store custom wave configurations var currentCustomizingWave = 1; var availableZombieTypes = [{ type: 'zombie', name: 'Normal Zombie', asset: 'zombie' }, { type: 'cone_zombie', name: 'Cone Zombie', asset: 'cone_zombie' }, { type: 'bucket_zombie', name: 'Bucket Zombie', asset: 'bucket_zombie' }, { type: 'sun_zombie', name: 'Sun Zombie', asset: 'sun_zombie' }, { type: 'zombie_sol', name: 'Zombie Sol', asset: 'zombieSol' }, { 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', 'repetidora', 'wallnut', 'nuezPrimitiva', 'petacereza']; var plantCosts = { 'peashooter': 100, 'sunflower': 50, '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: -200, 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 = -200; 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 = -200; normalModeSubtext.y = 10; modeSelectionContainer.addChild(normalModeSubtext); // Endless mode button var endlessModeButton = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, x: 200, y: -50, scaleX: 2, scaleY: 1.5, color: 0xFF9800 }); endlessModeButton.interactive = true; endlessModeButton.buttonMode = true; endlessModeButton.down = function (x, y, obj) { gameMode = 'endless'; totalWaves = 999; // Large number for display purposes showZombieSelection(); }; modeSelectionContainer.addChild(endlessModeButton); var endlessModeText = new Text2('Endless', { size: 60, fill: 0xFFFFFF }); endlessModeText.anchor.set(0.5, 0.5); endlessModeText.x = 200; 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 = 200; endlessModeSubtext.y = 10; modeSelectionContainer.addChild(endlessModeSubtext); game.addChild(modeSelectionContainer); function selectGameMode() { gameModeSelected = true; modeSelectionContainer.destroy(); updateWaveDisplay(); // Create skip wave button 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 { 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 '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_sol': zombie = new ZombieSol(); 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 endless mode if (gameMode === 'endless' && 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 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 sol (odd waves excluding 1 and 3) in endless mode (only if selected) var shouldSpawnZombieSol = currentWave % 2 === 1 && currentWave > 3 && selectedZombieTypes.indexOf('zombie_sol') !== -1 && Math.random() < 0.25; if (shouldSpawnMinerZombie) { zombieType = 'miner_zombie'; minerZombiesSpawnedThisWave++; } else if (shouldSpawnZombieCanon) { zombieType = 'zombie_canon'; } else if (shouldSpawnRugbyZombie) { zombieType = 'rugby_zombie'; rugbyZombiesLeft--; } else if (shouldSpawnZombieSol) { zombieType = 'zombie_sol'; } 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 endless mode, check if zombie type is selected, otherwise use normal zombie 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 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 === 'endless' && 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 === 'endless' && 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 === 'endless' && 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 === 'endless' && 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 !== 'endless' || selectedZombieTypes.indexOf('rugby_zombie') !== -1)) { rugbyZombiesLeft = 1; } else if (currentWave === 10 && (gameMode !== 'endless' || selectedZombieTypes.indexOf('rugby_zombie') !== -1)) { rugbyZombiesLeft = 2; } enemiesInWave += rugbyZombiesLeft; // Spawn Zombiestein in wave 10 (only once per game) if (currentWave === 10 && !zombiesteinSpawned && (gameMode !== 'endless' || 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 !== 'endless' || 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 !== 'endless' || 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 !== 'endless' || selectedZombieTypes.indexOf('rugby_zombie') !== -1); // Check if we should spawn a zombie sol (odd waves excluding 1 and 3) var shouldSpawnZombieSol = currentWave % 2 === 1 && currentWave > 3 && Math.random() < 0.25 && (gameMode !== 'endless' || selectedZombieTypes.indexOf('zombie_sol') !== -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 !== 'endless' || 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 !== 'endless' || 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 (shouldSpawnZombieSol) { zombieType = 'zombie_sol'; } else if (shouldSpawnZombieCanon) { zombieType = 'zombie_canon'; } else if (shouldSpawnZombieCascanueces) { zombieType = 'zombie_cascanueces'; } else if (currentWave >= 3) { // From wave 3 onwards, include bucket zombies // For endless mode, only spawn selected zombie types if (gameMode === 'endless') { // 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 === 'endless') { // 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: 200, y: 150, 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 (canSkipWave()) { // 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 = 150; skipWaveText.y = 150; 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 (canSkipWave()) { // Enable button - all zombies have spawned skipWaveButton.alpha = 1.0; skipWaveButton.tint = 0x4CAF50; // Green skipWaveButton.interactive = true; } else { // Disable button - still spawning zombies 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
@@ -43,9 +43,11 @@
self.removeFromGame();
}
};
self.explode = function () {
- if (self.hasExploded) return;
+ if (self.hasExploded) {
+ return;
+ }
self.hasExploded = true;
// Create explosion effect
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
@@ -1446,9 +1448,11 @@
updateStartButton();
}
function updateStartButton() {
var container = game.zombieSelectionContainer;
- if (!container) return;
+ if (!container) {
+ return;
+ }
if (selectedZombieTypes.length >= 3) {
container.startButton.alpha = 1.0;
container.startButton.tint = 0x4CAF50;
container.startButtonText.setText('Customize Waves (' + selectedZombieTypes.length + ' selected)');
@@ -2112,9 +2116,11 @@
return true;
}
function canSpawnWithoutCollision(row) {
// Only apply collision detection for waves 1-2
- if (currentWave > 2) return true;
+ 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) {
@@ -2286,14 +2292,26 @@
zombieType = 'zombie_sol';
} 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 (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];
}
@@ -2458,9 +2476,13 @@
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;
+ 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 !== 'endless' || 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 !== 'endless' || selectedZombieTypes.indexOf('miner_zombie') !== -1);
@@ -2492,19 +2514,37 @@
// For endless mode, only spawn selected zombie types
if (gameMode === 'endless') {
// 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 (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--;
+ if (zombieType === 'zombie') {
+ normalZombiesLeft--;
+ } else if (zombieType === 'cone_zombie') {
+ coneZombiesLeft--;
+ } else if (zombieType === 'bucket_zombie') {
+ bucketZombiesLeft--;
+ }
} else {
zombieType = 'zombie'; // fallback
}
} else {
@@ -2587,10 +2627,14 @@
// Fallback for other waves
if (gameMode === 'endless') {
// 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 (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 {
@@ -2701,9 +2745,9 @@
if (gameMode === 'endless' && !skipWaveButton) {
skipWaveButton = LK.getAsset('gridcell', {
anchorX: 0.5,
anchorY: 0.5,
- x: 150,
+ x: 200,
y: 150,
scaleX: 2,
scaleY: 1,
color: 0x888888 // Start gray