User prompt
Exit olan yazıları kaldır
User prompt
Exit 1,2,3 sil
User prompt
hayır önce zorluk menüsü gelsin. zorluk seçilince imparatorluk menüsü gelsin
User prompt
8 butonun: 1. Austrians 2. Hungarians 3. Ottomans 4. French 5. England 6. Scotch 7. Kalmar Union 8. Byzantine yaz ve en tepeye Choose Your Empire! yaz
User prompt
Zorluk seçilince menüden çıkma, 8 adet buton ekle o buton seçilince menüden çık
User prompt
Zorluk seçilince menüden çıkma, 8 adet buton ekle o buton seçilince menüden çık
User prompt
zorluk seçilince oyunu başlatma
User prompt
zorluk yazılarını ortala
User prompt
zorlukların altındaki yazıları kaldır. Oyuncular oynadıkça keşfetsin
User prompt
Zorluk açıklamalarını yazma
User prompt
Kulenin üzerinde bulunan fiyat yazılarını zorluk seçilince otomatik güncelle, Yeni oyun başlayınca güncelleme!
User prompt
ben menüden zorluk seçmemişken kule koymama, oyunu başlatmama, kısacası butonlar ile olan etkileşimi kes
User prompt
menüyü ortaya getir
User prompt
oyun başlamadan önce bir ekran getir: Bu ekran ana menü olsun ve buradan oyuna başlamadan önce zorluk seçelim: Easy, Normal, Hard, Hardcore. Easy modda kule fiyatlarını yarıya indir ve kuleler hasar almasın. Normal aynen kalsın. Hard modda Wave 1de 2 tane immune wave 2,3,4te 3er tane angry enemy gelsin. Hardcoreda Düşmanlar iki kat daha çok hasar versin ve bullet ile healer kuleler 100 para olsun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
oyun başlamadan önce bir ekran getir: Bu ekran ana menü olsun ve buradan oyuna başlamadan önce zorluk seçelim: Easy, Normal, Hard, Hardcore. Easy modda kule fiyatlarını yarıya indir ve kuleler hasar almasın. Normal aynen kalsın. Hard modda bir düşman öldürünce 5 altın gelsin ve Wave 1de 2 tane immune wave 2,3,4te 3er tane angry enemy gelsin. Hardcoreda Düşmanlar iki kat daha çok hasar versin ve bullet ile healer kuleler 100 para olsun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
add a main menu before start the game
User prompt
menü ekle
User prompt
En başa "Select your empire" yaz oraya 10 seçenek ekle
User prompt
tower upgradelenince canı fullensin
User prompt
Barrack tower oyunda pembe gözüksün
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o zaman bu kurala göre barrack towera bir pink tint ekle
User prompt
barrack tower assetine pink tint ekle
User prompt
Barracks towerın rengi pembe olsun
User prompt
Yeni bir kule tipi ekle. Her wavede 1 Dost asker spawnlasın
User prompt
Dost Asker ekle
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Skip bullet update when game is paused (gameSpeed = 0) if (gameSpeed === 0) { return; } if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy var actualDamage = self.damage; // Artillery towers deal 40% of enemy's current health as damage if (self.type === 'splash') { actualDamage = Math.ceil(self.targetEnemy.health * 0.4); // AntiAir bullets deal half damage to flying enemies if (self.targetEnemy.isFlying) { actualDamage = actualDamage * 0.5; } } // Immune enemies take 10% more damage from all bullets if (self.targetEnemy.isImmune) { actualDamage = actualDamage * 1.1; } // Immune enemies now take damage from all bullet types self.targetEnemy.health -= actualDamage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage or 20% of enemy health for Artillery) var splashDamage; if (self.type === 'splash') { splashDamage = Math.ceil(otherEnemy.health * 0.2); // 20% of current health for splash } else { splashDamage = self.damage * 0.5; } // Immune enemies take 10% more splash damage if (otherEnemy.isImmune) { splashDamage = splashDamage * 1.1; } // Immune enemies now take splash damage from all bullet types otherEnemy.health -= splashDamage; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); numberLabel.visible = false; // Hide numbers in battlefield self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = false; // Hide numbers in battlefield var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } // Remove arrow rendering - no longer display arrows break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } case 4: { self.removeArrows(); cellGraphics.tint = 0x000000; // Black color for castle walls numberLabel.visible = false; break; } } // numberLabel.setText(Math.floor(data.score / 1000) / 10); // Removed number display }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.speed *= 1.275; // 27.5% faster than normal (reduced by 15% from previous 50%) self.maxHealth = 40; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'angry': self.speed *= 1; // Same speed as normal enemies self.maxHealth = 120; // More health than normal break; case 'bad': self.speed *= 0.5; // 50% slower than normal self.maxHealth = 1000; // 10 times the health of a normal enemy break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type === 'angry') { assetId = 'Angry_Enemy'; } else if (self.type === 'bad') { assetId = 'castlewall'; } else if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { // Skip enemy update when game is paused (gameSpeed = 0) if (gameSpeed === 0) { return; } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Anti-stuck mechanism: track if enemy hasn't moved significantly if (self.lastPosition === undefined) { self.lastPosition = { x: self.currentCellX, y: self.currentCellY, time: LK.ticks }; self.stuckCounter = 0; } // Check if enemy has been stuck in same position for too long var timeSinceLastCheck = LK.ticks - self.lastPosition.time; if (timeSinceLastCheck > 180) { // Check every 3 seconds var distanceMoved = Math.sqrt((self.currentCellX - self.lastPosition.x) * (self.currentCellX - self.lastPosition.x) + (self.currentCellY - self.lastPosition.y) * (self.currentCellY - self.lastPosition.y)); if (distanceMoved < 0.5) { // If moved less than half a cell self.stuckCounter++; if (self.stuckCounter >= 3) { // If stuck for 3 checks (9 seconds) // Force reset enemy position and target self.currentTarget = null; // Try to find a valid spawn position for (var sx = 9; sx <= 14; sx++) { var testCell = grid.getCell(sx, 5); if (testCell && testCell.pathId === pathId) { self.cellX = sx; self.cellY = 5; self.currentCellX = sx; self.currentCellY = 5; self.stuckCounter = 0; break; } } } } else { self.stuckCounter = 0; // Reset stuck counter if moving } // Update last position self.lastPosition = { x: self.currentCellX, y: self.currentCellY, time: LK.ticks }; } // Immune enemies attack towers in range if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.poisoned = false; self.poisonEffect = false; // Attack towers every 120 frames (2 seconds) if (LK.ticks % Math.max(1, Math.floor(120 / gameSpeed)) === 0) { // Find towers in range and attack them for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = tower.x - self.x; var dy = tower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Attack towers within 2 cell range if (distance <= CELL_SIZE * 2) { // Check if any Healer towers are protecting this tower var isProtectedByHealer = false; for (var h = 0; h < towers.length; h++) { var healerTower = towers[h]; if (healerTower.id === 'poison' && healerTower.isInRange(tower)) { isProtectedByHealer = true; break; } } // Only attack if not protected by a Healer tower if (!isProtectedByHealer) { var damage = Math.floor(tower.maxHealth / 10); // 1/10th of tower's max health tower.health -= damage; if (tower.health <= 0) { tower.health = 0; } // Update tower health bar tower.towerHealthBar.width = tower.health / tower.maxHealth * 70; } break; // Only attack one tower per update } } } } else if (self.type === 'angry') { // Angry enemies attack towers in range, including healer towers // Attack towers every 120 frames (2 seconds) if (LK.ticks % Math.max(1, Math.floor(120 / gameSpeed)) === 0) { // Find towers in range and attack them for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = tower.x - self.x; var dy = tower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Attack towers within 2 cell range if (distance <= CELL_SIZE * 2) { // Angry enemies can attack ALL towers including healers var damage = Math.floor(tower.maxHealth * 0.25); // 25% of tower's max health tower.health -= damage; if (tower.health <= 0) { tower.health = 0; } // Update tower health bar tower.towerHealthBar.width = tower.health / tower.maxHealth * 70; break; // Only attack one tower per update } } } } else if (self.type === 'bad') { // Bad enemies attack towers more frequently and deal more damage // Attack towers every 90 frames (1.5 seconds) if (LK.ticks % Math.max(1, Math.floor(90 / gameSpeed)) === 0) { // Find towers in range and attack them for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = tower.x - self.x; var dy = tower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Attack towers within 2.5 cell range (longer range than angry) if (distance <= CELL_SIZE * 2.5) { // Check if any Healer towers are protecting this tower var isProtectedByHealer = false; for (var h = 0; h < towers.length; h++) { var healerTower = towers[h]; if (healerTower.id === 'poison' && healerTower.isInRange(tower)) { isProtectedByHealer = true; break; } } // Only attack if not protected by a Healer tower if (!isProtectedByHealer) { // Bad enemies destroy towers in one hit tower.health = 0; // Update tower health bar tower.towerHealthBar.width = tower.health / tower.maxHealth * 70; } break; // Only attack one tower per update } } } } else { // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second), adjusted for game speed if (LK.ticks % Math.max(1, Math.floor(30 / gameSpeed)) === 0) { self.health -= self.poisonDamage * gameSpeed; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration -= gameSpeed; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.type === 'bad') { // Bad enemies use their asset's natural color - no tint applied } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var FriendlySoldier = Container.expand(function () { var self = Container.call(this); self.speed = 0.02; // Slightly faster than normal enemies self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 150; // More health than normal enemies self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isFriendly = true; // Mark as friendly unit // Use defense asset for friendly soldier var soldierGraphics = self.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); // Tint green to show it's friendly soldierGraphics.tint = 0x00FF00; // Create health bar for friendly soldier var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -soldierGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { // Skip friendly soldier update when game is paused (gameSpeed = 0) if (gameSpeed === 0) { return; } if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Attack nearby enemies every 60 frames (1 second) if (LK.ticks % Math.max(1, Math.floor(60 / gameSpeed)) === 0) { // Find enemies in range and attack them for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Attack enemies within 1.5 cell range if (distance <= CELL_SIZE * 1.5) { var damage = 25; // Good damage against enemies enemy.health -= damage; if (enemy.health <= 0) { enemy.health = 0; } // Update enemy health bar enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; break; // Only attack one enemy per update } } } // Set rotation to face movement direction if moving if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (soldierGraphics.targetRotation === undefined) { soldierGraphics.targetRotation = angle; soldierGraphics.rotation = angle; } else { if (Math.abs(angle - soldierGraphics.targetRotation) > 0.05) { tween.stop(soldierGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = soldierGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } soldierGraphics.targetRotation = angle; tween(soldierGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -soldierGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal 4: Castle wall */ for (var i = 0; i < gridWidth; i++) { var _loop = function _loop() { cell = self.cells[i][j]; cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; // Create castle structure with random labyrinth if (j > 4 && j < gridHeight - 4) { // Simple pseudo-random number generator using seed var seededRandom = function seededRandom() { mazeSeed = (mazeSeed * 9301 + 49297) % 233280; return mazeSeed / 233280; }; // Main castle outer walls // Generate maze seed based on reload counter to ensure different maze each reload // Use reload-based seed as primary factor for maze generation mazeSeed = gameSessionSeed * 7919 + (currentWave + 1) * 1009 + reloadCounter * 4397; if ((i === 2 || i === gridWidth - 3) && j >= 8 && j <= gridHeight - 8) { cellType = 4; // Castle wall } // Castle towers at corners if ((i >= 1 && i <= 4 || i >= gridWidth - 5 && i <= gridWidth - 2) && (j >= 7 && j <= 10 || j >= gridHeight - 11 && j <= gridHeight - 8)) { cellType = 4; } // Generate unique geometric maze patterns based on seed var mazePattern = (mazeSeed * 17 + (currentWave + 1) * 23) % 100; if (j >= 12 && j <= gridHeight - 12) { // Create safe corridors first - ensure at least 3 clear horizontal paths var safePaths = [16, 20, 24]; var isSafePath = false; for (var sp = 0; sp < safePaths.length; sp++) { if (j === safePaths[sp] && i >= 8 && i <= gridWidth - 9) { isSafePath = true; break; } } if (!isSafePath) { // Generate dynamic geometric patterns based on random seed if (mazePattern < 20) { // Concentric geometric shapes var centerX = Math.floor(gridWidth / 2); var centerY = Math.floor((gridHeight - 12 + 12) / 2); var distance = Math.sqrt((i - centerX) * (i - centerX) + (j - centerY) * (j - centerY)); var ringSize = 2 + mazeSeed % 3; if (Math.floor(distance) % ringSize === 1 && distance > 2 && distance < 8 && i >= 6 && i <= gridWidth - 7) { if (seededRandom() > 0.6) { cellType = 4; } } } else if (mazePattern < 40) { // Geometric wave patterns var waveFreq = 0.2 + mazeSeed % 5 * 0.1; var waveHeight = 2 + mazeSeed % 3; var expectedY = Math.floor(Math.sin(i * waveFreq) * waveHeight) + Math.floor((gridHeight - 12 + 12) / 2); if (Math.abs(j - expectedY) < 2 && i >= 6 && i <= gridWidth - 7) { if (seededRandom() > 0.5) { cellType = 4; } } } else if (mazePattern < 60) { // Diamond and rhombus patterns var midX = Math.floor(gridWidth / 2); var midY = Math.floor((gridHeight - 12 + 12) / 2); var manhattanDist = Math.abs(i - midX) + Math.abs(j - midY); var diamondSize = 3 + mazeSeed % 4; if (manhattanDist >= diamondSize && manhattanDist <= diamondSize + 3 && manhattanDist % 2 === 0) { if (seededRandom() > 0.5) { cellType = 4; } } } else if (mazePattern < 80) { // Hexagonal and triangular patterns var hexSize = 4 + mazeSeed % 3; var hexX = Math.floor(i / hexSize); var hexY = Math.floor(j / hexSize); if ((hexX + hexY) % 3 === 0 && (i % hexSize < 2 || j % hexSize < 2) && i >= 6 && i <= gridWidth - 7) { if (seededRandom() > 0.4) { cellType = 4; } } } else { // Spiral and radial patterns var centerX = Math.floor(gridWidth / 2); var centerY = Math.floor((gridHeight - 12 + 12) / 2); var angle = Math.atan2(j - centerY, i - centerX); var spiralArms = 4 + mazeSeed % 4; var armIndex = Math.floor(angle / (Math.PI * 2 / spiralArms)); var distance = Math.sqrt((i - centerX) * (i - centerX) + (j - centerY) * (j - centerY)); if (armIndex % 2 === 0 && distance > 2 && distance < 7 && i >= 6 && i <= gridWidth - 7) { if (seededRandom() > 0.45) { cellType = 4; } } } // Add strategic scattered obstacles with lower density if (i >= 7 && i <= gridWidth - 8 && j >= 14 && j <= gridHeight - 14) { if (seededRandom() > 0.8) { cellType = 4; } } } } // Central castle keep - always present if (i >= 10 && i <= 13 && j >= gridHeight - 16 && j <= gridHeight - 13) { if (!(i === 11 || i === 12) || !(j === gridHeight - 15 || j === gridHeight - 14)) { cellType = 4; } } } // Spawn and goal areas if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } }, cell, cellType, mazeSeed, horizontalWallRows, hr, verticalWallCols, vc, debugCell; for (var j = 0; j < gridHeight; j++) { _loop(); } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1 && node.type != 4) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.up.type != 4 && node.left.type != 1 && node.left.type != 4 && node.upLeft && node.upLeft.type != 1 && node.upLeft.type != 4) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.up.type != 4 && node.right.type != 1 && node.right.type != 4 && node.upRight && node.upRight.type != 1 && node.upRight.type != 4) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.down.type != 4 && node.right.type != 1 && node.right.type != 4 && node.downRight && node.downRight.type != 1 && node.downRight.type != 4) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.down.type != 4 && node.left.type != 1 && node.left.type != 4 && node.downLeft && node.downLeft.type != 1 && node.downLeft.type != 4) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } // Check if any spawn point has a valid path to any goal var hasValidPath = false; for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId === pathId) { hasValidPath = true; break; } } // Ensure maze is navigable - return false if paths are blocked if (!hasValidPath) { console.log("Maze blocks all paths - this layout will be regenerated"); return true; // Signal that maze needs regeneration } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed * gameSpeed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed * gameSpeed; enemy.currentCellY += Math.sin(angle) * enemy.speed * gameSpeed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget || !cell || cell.pathId !== pathId) { // Reset target if we don't have one or if current cell is invalid if (cell && cell.pathId === pathId && cell.targets && cell.targets.length > 0) { enemy.currentTarget = cell.targets[0]; } else { // If current cell is invalid, try to find nearest valid cell var nearestValidCell = null; var minDistance = Infinity; // Search for nearby valid cells for (var searchX = Math.max(0, enemy.cellX - 2); searchX <= Math.min(grid.cells.length - 1, enemy.cellX + 2); searchX++) { for (var searchY = Math.max(0, enemy.cellY - 2); searchY <= Math.min(grid.cells[0].length - 1, enemy.cellY + 2); searchY++) { var searchCell = grid.getCell(searchX, searchY); if (searchCell && searchCell.pathId === pathId && searchCell.targets && searchCell.targets.length > 0) { var dx = searchX - enemy.cellX; var dy = searchY - enemy.cellY; var distance = dx * dx + dy * dy; if (distance < minDistance) { minDistance = distance; nearestValidCell = searchCell; } } } } if (nearestValidCell) { enemy.currentTarget = nearestValidCell; // Snap enemy to the valid cell position enemy.cellX = nearestValidCell.x; enemy.cellY = nearestValidCell.y; enemy.currentCellX = nearestValidCell.x; enemy.currentCellY = nearestValidCell.y; } } } if (enemy.currentTarget) { // Validate that current target is still valid if (enemy.currentTarget.pathId !== pathId) { enemy.currentTarget = null; return; // Will be fixed next frame } // If we have a better path from current cell, use it if (cell && cell.pathId === pathId && cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed * gameSpeed) { // Reached target, snap to grid and clear target enemy.cellX = enemy.currentTarget.x; enemy.cellY = enemy.currentTarget.y; enemy.currentCellX = enemy.currentTarget.x; enemy.currentCellY = enemy.currentTarget.y; enemy.currentTarget = null; // Don't return here, let position update happen } else { // Move toward target var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed * gameSpeed; enemy.currentCellY += Math.sin(angle) * enemy.speed * gameSpeed; } } else { // No valid target - try to get unstuck by moving toward goal var goalFound = false; for (var g = 0; g < self.goals.length; g++) { var goal = self.goals[g]; var gx = goal.x - enemy.currentCellX; var gy = goal.y - enemy.currentCellY; if (Math.abs(gx) > 0.1 || Math.abs(gy) > 0.1) { var gAngle = Math.atan2(gy, gx); enemy.currentCellX += Math.cos(gAngle) * enemy.speed * gameSpeed * 0.5; // Move slower when lost enemy.currentCellY += Math.sin(gAngle) * enemy.speed * gameSpeed * 0.5; goalFound = true; break; } } } // Update visual position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var MusicControl = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 200; buttonBackground.height = 70; buttonBackground.tint = 0xFF8800; var musicText = new Text2("Music1", { size: 50, fill: 0xFFFFFF, weight: 800 }); musicText.anchor.set(0.5, 0.5); self.addChild(musicText); var currentMusicIndex = 1; self.updateDisplay = function () { var musicName = currentMusicIndex === 6 ? "Nomusic" : "Music" + currentMusicIndex; musicText.setText(musicName); // Update button color based on music selection switch (currentMusicIndex) { case 1: buttonBackground.tint = 0xFF8800; // Orange for Music1 break; case 2: buttonBackground.tint = 0x8800FF; // Purple for Music2 break; case 3: buttonBackground.tint = 0x00FF88; // Green for Music3 break; case 4: buttonBackground.tint = 0xFF0088; // Pink for Music4 break; case 5: buttonBackground.tint = 0x0088FF; // Blue for Music5 break; case 6: buttonBackground.tint = 0x444444; // Gray for Nomusic break; } }; self.down = function () { // Cycle through music options 1-6 (including Nomusic) currentMusicIndex = currentMusicIndex >= 6 ? 1 : currentMusicIndex + 1; self.updateDisplay(); // Play the corresponding music track or stop music for Nomusic if (currentMusicIndex === 6) { LK.stopMusic(); } else { var musicTrack = "warmusic" + (currentMusicIndex === 1 ? "" : currentMusicIndex); LK.playMusic(musicTrack); } }; // Initialize display self.updateDisplay(); return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; var notification = game.addChild(new Notification("Wave " + currentWave + " activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var displayNameShadow = self.towerType === 'default' ? 'Infantry' : self.towerType === 'rapid' ? 'Catapult' : self.towerType === 'splash' ? 'Hwacha' : self.towerType === 'sniper' ? 'Archer' : self.towerType === 'slow' ? 'Bullet' : self.towerType === 'poison' ? 'Healer' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); var typeLabelShadow = new Text2(displayNameShadow, { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var displayName = self.towerType === 'default' ? 'Infantry' : self.towerType === 'rapid' ? 'Catapult' : self.towerType === 'splash' ? 'Hwacha' : self.towerType === 'sniper' ? 'Archer' : self.towerType === 'slow' ? 'Bullet' : self.towerType === 'poison' ? 'Healer' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); var typeLabel = new Text2(displayName, { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var SpeedControl = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 200; buttonBackground.height = 70; buttonBackground.tint = 0x0088FF; var speedText = new Text2("Normal", { size: 50, fill: 0xFFFFFF, weight: 800 }); speedText.anchor.set(0.5, 0.5); self.addChild(speedText); self.updateDisplay = function () { var speedName = gameSpeedOptions[currentSpeedIndex]; speedText.setText(speedName.charAt(0).toUpperCase() + speedName.slice(1)); // Update game speed based on selection switch (speedName) { case 'slow': gameSpeed = 0.5; buttonBackground.tint = 0xFF8800; // Orange for slow break; case 'normal': gameSpeed = 1.0; buttonBackground.tint = 0x0088FF; // Blue for normal break; case 'fast': gameSpeed = 2.0; buttonBackground.tint = 0x00FF00; // Green for fast break; case 'ultra': gameSpeed = 2.5; // 25% faster than fast buttonBackground.tint = 0xFF0000; // Red for ultra break; case 'paused': gameSpeed = 0.0; // Complete pause buttonBackground.tint = 0x666666; // Gray for paused break; } }; self.down = function () { // Cycle through speed options currentSpeedIndex = (currentSpeedIndex + 1) % gameSpeedOptions.length; self.updateDisplay(); }; // Initialize display self.updateDisplay(); return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Tower health system self.maxHealth = 100; self.health = self.maxHealth; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 52; // 30% faster than 75 (75 * 0.7 = 52.5, rounded to 52) self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } // Add tower health bar var towerHealthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var towerHealthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var towerHealthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); towerHealthBarBG.y = towerHealthBarOutline.y = towerHealthBar.y = baseGraphics.height / 2 + 15; towerHealthBarOutline.x = -towerHealthBarOutline.width / 2; towerHealthBarBG.x = towerHealthBar.x = -towerHealthBar.width / 2 - .5; towerHealthBar.tint = 0x00ff00; towerHealthBarBG.tint = 0xff0000; self.towerHealthBar = towerHealthBar; var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // Increase tower health by 50% on upgrade self.maxHealth = Math.floor(self.maxHealth * 1.5); self.health = Math.floor(self.health * 1.5); // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Artillery towers can target all enemy types if (self.id === 'splash') { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } else { // Other towers can target both flying and ground enemies // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { // Update tower health bar if (self.health <= 0) { // Healer towers are immune to destruction if (self.id === 'poison') { self.health = self.maxHealth; // Reset to full health self.towerHealthBar.width = 70; // Full health bar } else { self.health = 0; self.towerHealthBar.width = 0; // Destroy tower when health reaches zero // Remove from cells in range for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } // Reset grid cells to floor (if not castle walls) for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (cell && cell.type !== 4) { cell.type = 0; } } } // Remove from towers array var towerIndex = towers.indexOf(self); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } // Clear selected tower if this was selected if (selectedTower === self) { selectedTower = null; } // Remove tower from game self.destroy(); // Update pathfinding grid.pathFind(); grid.renderDebug(); return; } } else { self.towerHealthBar.width = self.health / self.maxHealth * 70; } self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); // Only rotate gun container if this is not a Trecher tower or Healer tower if (self.id !== 'slow' && self.id !== 'poison') { gunContainer.rotation = angle; } // Check if this tower is affected by any Trecher towers var effectiveFireRate = self.fireRate; if (self.id !== 'slow') { // Trechers don't boost themselves for (var i = 0; i < towers.length; i++) { var tower = towers[i]; if (tower.id === 'slow' && tower.isInRange(self)) { effectiveFireRate = self.fireRate * 0.5; // 50% faster firing (half the fire rate delay) break; } } } if (LK.ticks - self.lastFired >= effectiveFireRate / gameSpeed) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { // Trecher towers don't fire bullets - they only provide support effects if (self.id === 'slow') { return; } // Healer towers don't fire bullets - they only provide healing/protection effects if (self.id === 'poison') { return; } if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); // Completely destroy and recreate tower preview when tower is successfully placed if (towerPreview && towerPreview.parent) { game.removeChild(towerPreview); towerPreview.destroy(); towerPreview = new TowerPreview(); towerPreview.visible = false; } }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('rare', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'sniper': previewGraphics.tint = 0xFF5500; break; case 'splash': previewGraphics.tint = 0x33CC00; break; case 'slow': previewGraphics.tint = 0x9900FF; break; case 'poison': previewGraphics.tint = 0x00FFAA; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerDisplayName = self.tower.id === 'default' ? 'Infantry' : self.tower.id === 'rapid' ? 'Catapult' : self.tower.id === 'splash' ? 'Hwacha' : self.tower.id === 'sniper' ? 'Archer' : self.tower.id === 'slow' ? 'Bullet' : self.tower.id === 'poison' ? 'Healer' : self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1); var towerTypeText = new Text2(towerDisplayName + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { // Only reset to floor if it's not a castle wall if (cell.type !== 4) { cell.type = 0; } var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // All waves are normal enemy waves var waveType = "Dawn"; var enemyType = "normal"; var enemyCount = 10; block.tint = 0xAAAAAA; // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } // Skip wave progression when game is paused (gameSpeed = 0) if (gameSpeed === 0) { return; } if (currentWave < totalWaves) { waveTimer += gameSpeed; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var notification = game.addChild(new Notification("Wave " + currentWave + " incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var friendlySoldiers = []; var selectedTower = null; var gold = 80; // Generate a new session seed on each reload/restart var reloadCounter = storage.reloadCounter || 0; reloadCounter++; storage.reloadCounter = reloadCounter; var gameSessionSeed = reloadCounter * 12345 + Math.floor(Date.now() / 1000); // Unique seed per reload var lives = 10; var currentWave = 0; var totalWaves = 5; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var gameSpeed = 1.0; // 1.0 = normal, 0.5 = slow, 2.0 = fast var gameSpeedOptions = ['slow', 'normal', 'fast', 'ultra', 'paused']; var currentSpeedIndex = 1; // Start with normal (index 1) var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); livesText.x = -spacing; livesText.y = topMargin; goldText.x = spacing; goldText.y = topMargin; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); } function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 10; switch (towerType) { case 'rapid': cost = 30; break; case 'sniper': cost = 50; break; case 'splash': cost = 50; break; case 'slow': cost = 50; break; case 'poison': cost = 50; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { // Completely recreate tower preview to ensure clean state if (towerPreview && towerPreview.parent) { game.removeChild(towerPreview); towerPreview.destroy(); } towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; // Completely destroy and recreate tower preview to ensure it's completely clean if (towerPreview.parent) { game.removeChild(towerPreview); towerPreview.destroy(); towerPreview = new TowerPreview(); towerPreview.visible = false; } if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var speedControl = new SpeedControl(); speedControl.x = -100; // Position closer to center to be adjacent to music control speedControl.y = topMargin; LK.gui.top.addChild(speedControl); var musicControl = new MusicControl(); musicControl.x = 100; // Position closer to center to be adjacent to speed control musicControl.y = topMargin; LK.gui.top.addChild(musicControl); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Just update pathfinding for the existing maze, don't regenerate it grid.pathFind(); grid.renderDebug(); // Every wave spawns 10 enemies on wave 1, then 25% more each wave var enemyCount = Math.floor(10 * Math.pow(1.25, currentWave - 1)); // Determine flying enemy count based on wave number var flyingEnemyCount = 0; if (currentWave === 1) { flyingEnemyCount = 0; } else if (currentWave === 2) { flyingEnemyCount = 1; } else if (currentWave === 3 || currentWave === 4) { flyingEnemyCount = 3; } else if (currentWave === 5) { flyingEnemyCount = 5; enemyCount = 9; // Total enemies for wave 5 } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { // Determine enemy type based on specific wave requirements var waveType = 'normal'; // Default to normal var immuneCount = 0; var angryCount = 0; // Set specific immune enemy counts per wave if (currentWave === 2 || currentWave === 3 || currentWave === 4 || currentWave === 5) { immuneCount = 3; } // Set angry enemy spawning: 0 in waves 1-3, 2 in waves 4-5 if (currentWave === 4) { angryCount = 2; } else if (currentWave === 5) { angryCount = 2; } // Set bad enemy spawning: only in wave 5 var badCount = 0; if (currentWave === 5) { badCount = 1; // 1 bad enemy immuneCount = 5; // 5 immune enemies angryCount = 3; // 3 angry enemies } // Make the first 'angryCount' enemies angry for this wave if (i < angryCount) { waveType = 'angry'; } // Make the next 'badCount' enemies bad for this wave (after angry enemies) else if (i >= angryCount && i < angryCount + badCount) { waveType = 'bad'; } // Make the last 'immuneCount' enemies immune for this wave (but not if already angry or bad) else if (i >= enemyCount - immuneCount) { waveType = 'immune'; } var enemy = new Enemy(waveType); // All enemies are now ground enemies, add to bottom layer enemyLayerBottom.addChild(enemy); // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; var notification = game.addChild(new Notification("Wave " + currentWave + " completed!")); notification.x = 2048 / 2; notification.y = grid.height - 150; // Automatically advance to next wave if all enemies are gone if (currentWave < totalWaves) { waveTimer = nextWaveTime; // Trigger next wave immediately } } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Give 10 gold for every enemy killed var goldEarned = 10; var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - (enemy.type === 'bad' ? 10 : 1)); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } // Spawn friendly soldiers every 10 seconds after game starts if (waveIndicator && waveIndicator.gameStarted && LK.ticks % Math.max(1, Math.floor(600 / gameSpeed)) === 0) { // Spawn a friendly soldier near the castle (bottom area) var soldier = new FriendlySoldier(); enemyLayerBottom.addChild(soldier); // Add to same layer as ground enemies // Spawn near castle area var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 var spawnX = midPoint - 2 + Math.floor(Math.random() * 4); // x from 10 to 13 var spawnY = 25 + Math.random() * 2; // Near bottom of map soldier.cellX = spawnX; soldier.cellY = spawnY; soldier.currentCellX = spawnX; soldier.currentCellY = spawnY; soldier.x = grid.x + soldier.currentCellX * CELL_SIZE; soldier.y = grid.y + soldier.currentCellY * CELL_SIZE; friendlySoldiers.push(soldier); } // Update friendly soldiers for (var fs = friendlySoldiers.length - 1; fs >= 0; fs--) { var soldier = friendlySoldiers[fs]; if (soldier.health <= 0) { // Remove dead friendly soldier enemyLayerBottom.removeChild(soldier); friendlySoldiers.splice(fs, 1); continue; } // Make friendly soldiers patrol and move towards enemies var nearestEnemy = null; var nearestDistance = Infinity; for (var e = 0; e < enemies.length; e++) { var enemy = enemies[e]; var dx = enemy.x - soldier.x; var dy = enemy.y - soldier.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestEnemy = enemy; } } // Move towards nearest enemy if found if (nearestEnemy && nearestDistance > CELL_SIZE * 1.5) { var moveX = nearestEnemy.x - soldier.x; var moveY = nearestEnemy.y - soldier.y; var moveDistance = Math.sqrt(moveX * moveX + moveY * moveY); var angle = Math.atan2(moveY, moveX); soldier.currentCellX += Math.cos(angle) * soldier.speed * gameSpeed; soldier.currentCellY += Math.sin(angle) * soldier.speed * gameSpeed; soldier.x = grid.x + soldier.currentCellX * CELL_SIZE; soldier.y = grid.y + soldier.currentCellY * CELL_SIZE; } } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } }; // Play war music when game loads LK.playMusic('warmusic');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) {
var self = Container.call(this);
self.targetEnemy = targetEnemy;
self.damage = damage || 10;
self.speed = speed || 5;
self.x = startX;
self.y = startY;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Skip bullet update when game is paused (gameSpeed = 0)
if (gameSpeed === 0) {
return;
}
if (!self.targetEnemy || !self.targetEnemy.parent) {
self.destroy();
return;
}
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
// Apply damage to target enemy
var actualDamage = self.damage;
// Artillery towers deal 40% of enemy's current health as damage
if (self.type === 'splash') {
actualDamage = Math.ceil(self.targetEnemy.health * 0.4);
// AntiAir bullets deal half damage to flying enemies
if (self.targetEnemy.isFlying) {
actualDamage = actualDamage * 0.5;
}
}
// Immune enemies take 10% more damage from all bullets
if (self.targetEnemy.isImmune) {
actualDamage = actualDamage * 1.1;
}
// Immune enemies now take damage from all bullet types
self.targetEnemy.health -= actualDamage;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Apply special effects based on bullet type
if (self.type === 'splash') {
// Create visual splash effect
var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash');
game.addChild(splashEffect);
// Splash damage to nearby enemies
var splashRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== self.targetEnemy) {
var splashDx = otherEnemy.x - self.targetEnemy.x;
var splashDy = otherEnemy.y - self.targetEnemy.y;
var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
if (splashDistance <= splashRadius) {
// Apply splash damage (50% of original damage or 20% of enemy health for Artillery)
var splashDamage;
if (self.type === 'splash') {
splashDamage = Math.ceil(otherEnemy.health * 0.2); // 20% of current health for splash
} else {
splashDamage = self.damage * 0.5;
}
// Immune enemies take 10% more splash damage
if (otherEnemy.isImmune) {
splashDamage = splashDamage * 1.1;
}
// Immune enemies now take splash damage from all bullet types
otherEnemy.health -= splashDamage;
if (otherEnemy.health <= 0) {
otherEnemy.health = 0;
} else {
otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
}
}
}
}
} else if (self.type === 'poison') {
// Prevent poison effect on immune enemies
if (!self.targetEnemy.isImmune) {
// Create visual poison effect
var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison');
game.addChild(poisonEffect);
// Apply poison effect
self.targetEnemy.poisoned = true;
self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick
self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS
}
} else if (self.type === 'sniper') {
// Create visual critical hit effect for sniper
var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper');
game.addChild(sniperEffect);
}
self.destroy();
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
};
return self;
});
var DebugCell = Container.expand(function () {
var self = Container.call(this);
var cellGraphics = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.tint = Math.random() * 0xffffff;
var debugArrows = [];
var numberLabel = new Text2('0', {
size: 30,
fill: 0xFFFFFF,
weight: 800
});
numberLabel.anchor.set(.5, .5);
numberLabel.visible = false; // Hide numbers in battlefield
self.addChild(numberLabel);
self.update = function () {};
self.down = function () {
return;
if (self.cell.type == 0 || self.cell.type == 1) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
if (grid.pathFind()) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
grid.pathFind();
var notification = game.addChild(new Notification("Path is blocked!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
grid.renderDebug();
}
};
self.removeArrows = function () {
while (debugArrows.length) {
self.removeChild(debugArrows.pop());
}
};
self.render = function (data) {
switch (data.type) {
case 0:
case 2:
{
if (data.pathId != pathId) {
self.removeArrows();
numberLabel.setText("-");
cellGraphics.tint = 0x880000;
return;
}
numberLabel.visible = false; // Hide numbers in battlefield
var tint = Math.floor(data.score / maxScore * 0x88);
var towerInRangeHighlight = false;
if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) {
towerInRangeHighlight = true;
cellGraphics.tint = 0x0088ff;
} else {
cellGraphics.tint = 0x88 - tint << 8 | tint;
}
// Remove arrow rendering - no longer display arrows
break;
}
case 1:
{
self.removeArrows();
cellGraphics.tint = 0xaaaaaa;
numberLabel.visible = false;
break;
}
case 3:
{
self.removeArrows();
cellGraphics.tint = 0x008800;
numberLabel.visible = false;
break;
}
case 4:
{
self.removeArrows();
cellGraphics.tint = 0x000000; // Black color for castle walls
numberLabel.visible = false;
break;
}
}
// numberLabel.setText(Math.floor(data.score / 1000) / 10); // Removed number display
};
});
// This update method was incorrectly placed here and should be removed
var EffectIndicator = Container.expand(function (x, y, type) {
var self = Container.call(this);
self.x = x;
self.y = y;
var effectGraphics = self.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
effectGraphics.blendMode = 1;
switch (type) {
case 'splash':
effectGraphics.tint = 0x33CC00;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5;
break;
case 'slow':
effectGraphics.tint = 0x9900FF;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'poison':
effectGraphics.tint = 0x00FFAA;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'sniper':
effectGraphics.tint = 0xFF5500;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
}
effectGraphics.alpha = 0.7;
self.alpha = 0;
// Animate the effect
tween(self, {
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
// Base enemy class for common functionality
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'normal';
self.speed = .01;
self.cellX = 0;
self.cellY = 0;
self.currentCellX = 0;
self.currentCellY = 0;
self.currentTarget = undefined;
self.maxHealth = 100;
self.health = self.maxHealth;
self.bulletsTargetingThis = [];
self.waveNumber = currentWave;
self.isFlying = false;
self.isImmune = false;
self.isBoss = false;
// Check if this is a boss wave
// Check if this is a boss wave
// Apply different stats based on enemy type
switch (self.type) {
case 'fast':
self.speed *= 2; // Twice as fast
self.maxHealth = 100;
break;
case 'immune':
self.isImmune = true;
self.speed *= 1.275; // 27.5% faster than normal (reduced by 15% from previous 50%)
self.maxHealth = 40;
break;
case 'flying':
self.isFlying = true;
self.maxHealth = 80;
break;
case 'swarm':
self.maxHealth = 50; // Weaker enemies
break;
case 'angry':
self.speed *= 1; // Same speed as normal enemies
self.maxHealth = 120; // More health than normal
break;
case 'bad':
self.speed *= 0.5; // 50% slower than normal
self.maxHealth = 1000; // 10 times the health of a normal enemy
break;
case 'normal':
default:
// Normal enemy uses default values
break;
}
if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
self.isBoss = true;
// Boss enemies have 20x health and are larger
self.maxHealth *= 20;
// Slower speed for bosses
self.speed = self.speed * 0.7;
}
self.health = self.maxHealth;
// Get appropriate asset for this enemy type
var assetId = 'enemy';
if (self.type === 'angry') {
assetId = 'Angry_Enemy';
} else if (self.type === 'bad') {
assetId = 'castlewall';
} else if (self.type !== 'normal') {
assetId = 'enemy_' + self.type;
}
var enemyGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Scale up boss enemies
if (self.isBoss) {
enemyGraphics.scaleX = 1.8;
enemyGraphics.scaleY = 1.8;
}
// Fall back to regular enemy asset if specific type asset not found
// Apply tint to differentiate enemy types
/*switch (self.type) {
case 'fast':
enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies
break;
case 'immune':
enemyGraphics.tint = 0xAA0000; // Red for immune enemies
break;
case 'flying':
enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies
break;
case 'swarm':
enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies
break;
}*/
// Create shadow for flying enemies
if (self.isFlying) {
// Create a shadow container that will be added to the shadow layer
self.shadow = new Container();
// Clone the enemy graphics for the shadow
var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow effect
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.4; // Semi-transparent
// If this is a boss, scale up the shadow to match
if (self.isBoss) {
shadowGraphics.scaleX = 1.8;
shadowGraphics.scaleY = 1.8;
}
// Position shadow slightly offset
self.shadow.x = 20; // Offset right
self.shadow.y = 20; // Offset down
// Ensure shadow has the same rotation as the enemy
shadowGraphics.rotation = enemyGraphics.rotation;
}
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0,
anchorY: 0.5
});
var healthBarBG = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
var healthBar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10;
healthBarOutline.x = -healthBarOutline.width / 2;
healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5;
healthBar.tint = 0x00ff00;
healthBarBG.tint = 0xff0000;
self.healthBar = healthBar;
self.update = function () {
// Skip enemy update when game is paused (gameSpeed = 0)
if (gameSpeed === 0) {
return;
}
if (self.health <= 0) {
self.health = 0;
self.healthBar.width = 0;
}
// Anti-stuck mechanism: track if enemy hasn't moved significantly
if (self.lastPosition === undefined) {
self.lastPosition = {
x: self.currentCellX,
y: self.currentCellY,
time: LK.ticks
};
self.stuckCounter = 0;
}
// Check if enemy has been stuck in same position for too long
var timeSinceLastCheck = LK.ticks - self.lastPosition.time;
if (timeSinceLastCheck > 180) {
// Check every 3 seconds
var distanceMoved = Math.sqrt((self.currentCellX - self.lastPosition.x) * (self.currentCellX - self.lastPosition.x) + (self.currentCellY - self.lastPosition.y) * (self.currentCellY - self.lastPosition.y));
if (distanceMoved < 0.5) {
// If moved less than half a cell
self.stuckCounter++;
if (self.stuckCounter >= 3) {
// If stuck for 3 checks (9 seconds)
// Force reset enemy position and target
self.currentTarget = null;
// Try to find a valid spawn position
for (var sx = 9; sx <= 14; sx++) {
var testCell = grid.getCell(sx, 5);
if (testCell && testCell.pathId === pathId) {
self.cellX = sx;
self.cellY = 5;
self.currentCellX = sx;
self.currentCellY = 5;
self.stuckCounter = 0;
break;
}
}
}
} else {
self.stuckCounter = 0; // Reset stuck counter if moving
}
// Update last position
self.lastPosition = {
x: self.currentCellX,
y: self.currentCellY,
time: LK.ticks
};
}
// Immune enemies attack towers in range
if (self.isImmune) {
// Immune enemies cannot be slowed or poisoned, clear any such effects
self.poisoned = false;
self.poisonEffect = false;
// Attack towers every 120 frames (2 seconds)
if (LK.ticks % Math.max(1, Math.floor(120 / gameSpeed)) === 0) {
// Find towers in range and attack them
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var dx = tower.x - self.x;
var dy = tower.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Attack towers within 2 cell range
if (distance <= CELL_SIZE * 2) {
// Check if any Healer towers are protecting this tower
var isProtectedByHealer = false;
for (var h = 0; h < towers.length; h++) {
var healerTower = towers[h];
if (healerTower.id === 'poison' && healerTower.isInRange(tower)) {
isProtectedByHealer = true;
break;
}
}
// Only attack if not protected by a Healer tower
if (!isProtectedByHealer) {
var damage = Math.floor(tower.maxHealth / 10); // 1/10th of tower's max health
tower.health -= damage;
if (tower.health <= 0) {
tower.health = 0;
}
// Update tower health bar
tower.towerHealthBar.width = tower.health / tower.maxHealth * 70;
}
break; // Only attack one tower per update
}
}
}
} else if (self.type === 'angry') {
// Angry enemies attack towers in range, including healer towers
// Attack towers every 120 frames (2 seconds)
if (LK.ticks % Math.max(1, Math.floor(120 / gameSpeed)) === 0) {
// Find towers in range and attack them
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var dx = tower.x - self.x;
var dy = tower.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Attack towers within 2 cell range
if (distance <= CELL_SIZE * 2) {
// Angry enemies can attack ALL towers including healers
var damage = Math.floor(tower.maxHealth * 0.25); // 25% of tower's max health
tower.health -= damage;
if (tower.health <= 0) {
tower.health = 0;
}
// Update tower health bar
tower.towerHealthBar.width = tower.health / tower.maxHealth * 70;
break; // Only attack one tower per update
}
}
}
} else if (self.type === 'bad') {
// Bad enemies attack towers more frequently and deal more damage
// Attack towers every 90 frames (1.5 seconds)
if (LK.ticks % Math.max(1, Math.floor(90 / gameSpeed)) === 0) {
// Find towers in range and attack them
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var dx = tower.x - self.x;
var dy = tower.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Attack towers within 2.5 cell range (longer range than angry)
if (distance <= CELL_SIZE * 2.5) {
// Check if any Healer towers are protecting this tower
var isProtectedByHealer = false;
for (var h = 0; h < towers.length; h++) {
var healerTower = towers[h];
if (healerTower.id === 'poison' && healerTower.isInRange(tower)) {
isProtectedByHealer = true;
break;
}
}
// Only attack if not protected by a Healer tower
if (!isProtectedByHealer) {
// Bad enemies destroy towers in one hit
tower.health = 0;
// Update tower health bar
tower.towerHealthBar.width = tower.health / tower.maxHealth * 70;
}
break; // Only attack one tower per update
}
}
}
} else {
// Handle poison effect
if (self.poisoned) {
// Visual indication of poisoned status
if (!self.poisonEffect) {
self.poisonEffect = true;
}
// Apply poison damage every 30 frames (twice per second), adjusted for game speed
if (LK.ticks % Math.max(1, Math.floor(30 / gameSpeed)) === 0) {
self.health -= self.poisonDamage * gameSpeed;
if (self.health <= 0) {
self.health = 0;
}
self.healthBar.width = self.health / self.maxHealth * 70;
}
self.poisonDuration -= gameSpeed;
if (self.poisonDuration <= 0) {
self.poisoned = false;
self.poisonEffect = false;
// Only reset tint if not slowed
if (!self.slowed) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
}
// Set tint based on effect status
if (self.isImmune) {
enemyGraphics.tint = 0xFFFFFF;
} else if (self.poisoned) {
enemyGraphics.tint = 0x00FFAA;
} else if (self.type === 'bad') {
// Bad enemies use their asset's natural color - no tint applied
} else {
enemyGraphics.tint = 0xFFFFFF;
}
if (self.currentTarget) {
var ox = self.currentTarget.x - self.currentCellX;
var oy = self.currentTarget.y - self.currentCellY;
if (ox !== 0 || oy !== 0) {
var angle = Math.atan2(oy, ox);
if (enemyGraphics.targetRotation === undefined) {
enemyGraphics.targetRotation = angle;
enemyGraphics.rotation = angle;
} else {
if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) {
tween.stop(enemyGraphics, {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemyGraphics.rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
enemyGraphics.targetRotation = angle;
tween(enemyGraphics, {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
}
}
healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10;
};
return self;
});
var FriendlySoldier = Container.expand(function () {
var self = Container.call(this);
self.speed = 0.02; // Slightly faster than normal enemies
self.cellX = 0;
self.cellY = 0;
self.currentCellX = 0;
self.currentCellY = 0;
self.currentTarget = undefined;
self.maxHealth = 150; // More health than normal enemies
self.health = self.maxHealth;
self.bulletsTargetingThis = [];
self.waveNumber = currentWave;
self.isFlying = false;
self.isImmune = false;
self.isFriendly = true; // Mark as friendly unit
// Use defense asset for friendly soldier
var soldierGraphics = self.attachAsset('defense', {
anchorX: 0.5,
anchorY: 0.5
});
// Tint green to show it's friendly
soldierGraphics.tint = 0x00FF00;
// Create health bar for friendly soldier
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0,
anchorY: 0.5
});
var healthBarBG = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
var healthBar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
healthBarBG.y = healthBarOutline.y = healthBar.y = -soldierGraphics.height / 2 - 10;
healthBarOutline.x = -healthBarOutline.width / 2;
healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5;
healthBar.tint = 0x00ff00;
healthBarBG.tint = 0xff0000;
self.healthBar = healthBar;
self.update = function () {
// Skip friendly soldier update when game is paused (gameSpeed = 0)
if (gameSpeed === 0) {
return;
}
if (self.health <= 0) {
self.health = 0;
self.healthBar.width = 0;
}
// Attack nearby enemies every 60 frames (1 second)
if (LK.ticks % Math.max(1, Math.floor(60 / gameSpeed)) === 0) {
// Find enemies in range and attack them
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Attack enemies within 1.5 cell range
if (distance <= CELL_SIZE * 1.5) {
var damage = 25; // Good damage against enemies
enemy.health -= damage;
if (enemy.health <= 0) {
enemy.health = 0;
}
// Update enemy health bar
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
break; // Only attack one enemy per update
}
}
}
// Set rotation to face movement direction if moving
if (self.currentTarget) {
var ox = self.currentTarget.x - self.currentCellX;
var oy = self.currentTarget.y - self.currentCellY;
if (ox !== 0 || oy !== 0) {
var angle = Math.atan2(oy, ox);
if (soldierGraphics.targetRotation === undefined) {
soldierGraphics.targetRotation = angle;
soldierGraphics.rotation = angle;
} else {
if (Math.abs(angle - soldierGraphics.targetRotation) > 0.05) {
tween.stop(soldierGraphics, {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = soldierGraphics.rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
soldierGraphics.targetRotation = angle;
tween(soldierGraphics, {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
}
}
healthBarOutline.y = healthBarBG.y = healthBar.y = -soldierGraphics.height / 2 - 10;
};
return self;
});
var GoldIndicator = Container.expand(function (value, x, y) {
var self = Container.call(this);
var shadowText = new Text2("+" + value, {
size: 45,
fill: 0x000000,
weight: 800
});
shadowText.anchor.set(0.5, 0.5);
shadowText.x = 2;
shadowText.y = 2;
self.addChild(shadowText);
var goldText = new Text2("+" + value, {
size: 45,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
self.addChild(goldText);
self.x = x;
self.y = y;
self.alpha = 0;
self.scaleX = 0.5;
self.scaleY = 0.5;
tween(self, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2,
y: y - 40
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5,
y: y - 80
}, {
duration: 600,
easing: tween.easeIn,
delay: 800,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
var Grid = Container.expand(function (gridWidth, gridHeight) {
var self = Container.call(this);
self.cells = [];
self.spawns = [];
self.goals = [];
for (var i = 0; i < gridWidth; i++) {
self.cells[i] = [];
for (var j = 0; j < gridHeight; j++) {
self.cells[i][j] = {
score: 0,
pathId: 0,
towersInRange: []
};
}
}
/*
Cell Types
0: Transparent floor
1: Wall
2: Spawn
3: Goal
4: Castle wall
*/
for (var i = 0; i < gridWidth; i++) {
var _loop = function _loop() {
cell = self.cells[i][j];
cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; // Create castle structure with random labyrinth
if (j > 4 && j < gridHeight - 4) {
// Simple pseudo-random number generator using seed
var seededRandom = function seededRandom() {
mazeSeed = (mazeSeed * 9301 + 49297) % 233280;
return mazeSeed / 233280;
}; // Main castle outer walls
// Generate maze seed based on reload counter to ensure different maze each reload
// Use reload-based seed as primary factor for maze generation
mazeSeed = gameSessionSeed * 7919 + (currentWave + 1) * 1009 + reloadCounter * 4397;
if ((i === 2 || i === gridWidth - 3) && j >= 8 && j <= gridHeight - 8) {
cellType = 4; // Castle wall
}
// Castle towers at corners
if ((i >= 1 && i <= 4 || i >= gridWidth - 5 && i <= gridWidth - 2) && (j >= 7 && j <= 10 || j >= gridHeight - 11 && j <= gridHeight - 8)) {
cellType = 4;
}
// Generate unique geometric maze patterns based on seed
var mazePattern = (mazeSeed * 17 + (currentWave + 1) * 23) % 100;
if (j >= 12 && j <= gridHeight - 12) {
// Create safe corridors first - ensure at least 3 clear horizontal paths
var safePaths = [16, 20, 24];
var isSafePath = false;
for (var sp = 0; sp < safePaths.length; sp++) {
if (j === safePaths[sp] && i >= 8 && i <= gridWidth - 9) {
isSafePath = true;
break;
}
}
if (!isSafePath) {
// Generate dynamic geometric patterns based on random seed
if (mazePattern < 20) {
// Concentric geometric shapes
var centerX = Math.floor(gridWidth / 2);
var centerY = Math.floor((gridHeight - 12 + 12) / 2);
var distance = Math.sqrt((i - centerX) * (i - centerX) + (j - centerY) * (j - centerY));
var ringSize = 2 + mazeSeed % 3;
if (Math.floor(distance) % ringSize === 1 && distance > 2 && distance < 8 && i >= 6 && i <= gridWidth - 7) {
if (seededRandom() > 0.6) {
cellType = 4;
}
}
} else if (mazePattern < 40) {
// Geometric wave patterns
var waveFreq = 0.2 + mazeSeed % 5 * 0.1;
var waveHeight = 2 + mazeSeed % 3;
var expectedY = Math.floor(Math.sin(i * waveFreq) * waveHeight) + Math.floor((gridHeight - 12 + 12) / 2);
if (Math.abs(j - expectedY) < 2 && i >= 6 && i <= gridWidth - 7) {
if (seededRandom() > 0.5) {
cellType = 4;
}
}
} else if (mazePattern < 60) {
// Diamond and rhombus patterns
var midX = Math.floor(gridWidth / 2);
var midY = Math.floor((gridHeight - 12 + 12) / 2);
var manhattanDist = Math.abs(i - midX) + Math.abs(j - midY);
var diamondSize = 3 + mazeSeed % 4;
if (manhattanDist >= diamondSize && manhattanDist <= diamondSize + 3 && manhattanDist % 2 === 0) {
if (seededRandom() > 0.5) {
cellType = 4;
}
}
} else if (mazePattern < 80) {
// Hexagonal and triangular patterns
var hexSize = 4 + mazeSeed % 3;
var hexX = Math.floor(i / hexSize);
var hexY = Math.floor(j / hexSize);
if ((hexX + hexY) % 3 === 0 && (i % hexSize < 2 || j % hexSize < 2) && i >= 6 && i <= gridWidth - 7) {
if (seededRandom() > 0.4) {
cellType = 4;
}
}
} else {
// Spiral and radial patterns
var centerX = Math.floor(gridWidth / 2);
var centerY = Math.floor((gridHeight - 12 + 12) / 2);
var angle = Math.atan2(j - centerY, i - centerX);
var spiralArms = 4 + mazeSeed % 4;
var armIndex = Math.floor(angle / (Math.PI * 2 / spiralArms));
var distance = Math.sqrt((i - centerX) * (i - centerX) + (j - centerY) * (j - centerY));
if (armIndex % 2 === 0 && distance > 2 && distance < 7 && i >= 6 && i <= gridWidth - 7) {
if (seededRandom() > 0.45) {
cellType = 4;
}
}
}
// Add strategic scattered obstacles with lower density
if (i >= 7 && i <= gridWidth - 8 && j >= 14 && j <= gridHeight - 14) {
if (seededRandom() > 0.8) {
cellType = 4;
}
}
}
}
// Central castle keep - always present
if (i >= 10 && i <= 13 && j >= gridHeight - 16 && j <= gridHeight - 13) {
if (!(i === 11 || i === 12) || !(j === gridHeight - 15 || j === gridHeight - 14)) {
cellType = 4;
}
}
}
// Spawn and goal areas
if (i > 11 - 3 && i <= 11 + 3) {
if (j === 0) {
cellType = 2;
self.spawns.push(cell);
} else if (j <= 4) {
cellType = 0;
} else if (j === gridHeight - 1) {
cellType = 3;
self.goals.push(cell);
} else if (j >= gridHeight - 4) {
cellType = 0;
}
}
cell.type = cellType;
cell.x = i;
cell.y = j;
cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1];
cell.up = self.cells[i - 1] && self.cells[i - 1][j];
cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1];
cell.left = self.cells[i][j - 1];
cell.right = self.cells[i][j + 1];
cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1];
cell.down = self.cells[i + 1] && self.cells[i + 1][j];
cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1];
cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left];
cell.targets = [];
if (j > 3 && j <= gridHeight - 4) {
debugCell = new DebugCell();
self.addChild(debugCell);
debugCell.cell = cell;
debugCell.x = i * CELL_SIZE;
debugCell.y = j * CELL_SIZE;
cell.debugCell = debugCell;
}
},
cell,
cellType,
mazeSeed,
horizontalWallRows,
hr,
verticalWallCols,
vc,
debugCell;
for (var j = 0; j < gridHeight; j++) {
_loop();
}
}
self.getCell = function (x, y) {
return self.cells[x] && self.cells[x][y];
};
self.pathFind = function () {
var before = new Date().getTime();
var toProcess = self.goals.concat([]);
maxScore = 0;
pathId += 1;
for (var a = 0; a < toProcess.length; a++) {
toProcess[a].pathId = pathId;
}
function processNode(node, targetValue, targetNode) {
if (node && node.type != 1 && node.type != 4) {
if (node.pathId < pathId || targetValue < node.score) {
node.targets = [targetNode];
} else if (node.pathId == pathId && targetValue == node.score) {
node.targets.push(targetNode);
}
if (node.pathId < pathId || targetValue < node.score) {
node.score = targetValue;
if (node.pathId != pathId) {
toProcess.push(node);
}
node.pathId = pathId;
if (targetValue > maxScore) {
maxScore = targetValue;
}
}
}
}
while (toProcess.length) {
var nodes = toProcess;
toProcess = [];
for (var a = 0; a < nodes.length; a++) {
var node = nodes[a];
var targetScore = node.score + 14142;
if (node.up && node.left && node.up.type != 1 && node.up.type != 4 && node.left.type != 1 && node.left.type != 4 && node.upLeft && node.upLeft.type != 1 && node.upLeft.type != 4) {
processNode(node.upLeft, targetScore, node);
}
if (node.up && node.right && node.up.type != 1 && node.up.type != 4 && node.right.type != 1 && node.right.type != 4 && node.upRight && node.upRight.type != 1 && node.upRight.type != 4) {
processNode(node.upRight, targetScore, node);
}
if (node.down && node.right && node.down.type != 1 && node.down.type != 4 && node.right.type != 1 && node.right.type != 4 && node.downRight && node.downRight.type != 1 && node.downRight.type != 4) {
processNode(node.downRight, targetScore, node);
}
if (node.down && node.left && node.down.type != 1 && node.down.type != 4 && node.left.type != 1 && node.left.type != 4 && node.downLeft && node.downLeft.type != 1 && node.downLeft.type != 4) {
processNode(node.downLeft, targetScore, node);
}
targetScore = node.score + 10000;
processNode(node.up, targetScore, node);
processNode(node.right, targetScore, node);
processNode(node.down, targetScore, node);
processNode(node.left, targetScore, node);
}
}
// Check if any spawn point has a valid path to any goal
var hasValidPath = false;
for (var a = 0; a < self.spawns.length; a++) {
if (self.spawns[a].pathId === pathId) {
hasValidPath = true;
break;
}
}
// Ensure maze is navigable - return false if paths are blocked
if (!hasValidPath) {
console.log("Maze blocks all paths - this layout will be regenerated");
return true; // Signal that maze needs regeneration
}
for (var a = 0; a < enemies.length; a++) {
var enemy = enemies[a];
// Skip enemies that haven't entered the viewable area yet
if (enemy.currentCellY < 4) {
continue;
}
// Skip flying enemies from path check as they can fly over obstacles
if (enemy.isFlying) {
continue;
}
var target = self.getCell(enemy.cellX, enemy.cellY);
if (enemy.currentTarget) {
if (enemy.currentTarget.pathId != pathId) {
if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 1 ");
return true;
}
}
} else if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 2");
return true;
}
}
console.log("Speed", new Date().getTime() - before);
};
self.renderDebug = function () {
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var debugCell = self.cells[i][j].debugCell;
if (debugCell) {
debugCell.render(self.cells[i][j]);
}
}
}
};
self.updateEnemy = function (enemy) {
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell.type == 3) {
return true;
}
if (enemy.isFlying && enemy.shadow) {
enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset
enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset
// Match shadow rotation with enemy rotation
if (enemy.children[0] && enemy.shadow.children[0]) {
enemy.shadow.children[0].rotation = enemy.children[0].rotation;
}
}
// Check if the enemy has reached the entry area (y position is at least 5)
var hasReachedEntryArea = enemy.currentCellY >= 4;
// If enemy hasn't reached the entry area yet, just move down vertically
if (!hasReachedEntryArea) {
// Move directly downward
enemy.currentCellY += enemy.speed * gameSpeed;
// Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
var angle = Math.PI / 2;
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update enemy's position
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// If enemy has now reached the entry area, update cell coordinates
if (enemy.currentCellY >= 4) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
}
return false;
}
// After reaching entry area, handle flying enemies differently
if (enemy.isFlying) {
// Flying enemies head straight to the closest goal
if (!enemy.flyingTarget) {
// Set flying target to the closest goal
enemy.flyingTarget = self.goals[0];
// Find closest goal if there are multiple
if (self.goals.length > 1) {
var closestDist = Infinity;
for (var i = 0; i < self.goals.length; i++) {
var goal = self.goals[i];
var dx = goal.x - enemy.cellX;
var dy = goal.y - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < closestDist) {
closestDist = dist;
enemy.flyingTarget = goal;
}
}
}
}
// Move directly toward the goal
var ox = enemy.flyingTarget.x - enemy.currentCellX;
var oy = enemy.flyingTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
// Reached the goal
return true;
}
var angle = Math.atan2(oy, ox);
// Rotate enemy graphic to match movement direction
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update the cell position to track where the flying enemy is
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentCellX += Math.cos(angle) * enemy.speed * gameSpeed;
enemy.currentCellY += Math.sin(angle) * enemy.speed * gameSpeed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// Update shadow position if this is a flying enemy
return false;
}
// Handle normal pathfinding enemies
if (!enemy.currentTarget || !cell || cell.pathId !== pathId) {
// Reset target if we don't have one or if current cell is invalid
if (cell && cell.pathId === pathId && cell.targets && cell.targets.length > 0) {
enemy.currentTarget = cell.targets[0];
} else {
// If current cell is invalid, try to find nearest valid cell
var nearestValidCell = null;
var minDistance = Infinity;
// Search for nearby valid cells
for (var searchX = Math.max(0, enemy.cellX - 2); searchX <= Math.min(grid.cells.length - 1, enemy.cellX + 2); searchX++) {
for (var searchY = Math.max(0, enemy.cellY - 2); searchY <= Math.min(grid.cells[0].length - 1, enemy.cellY + 2); searchY++) {
var searchCell = grid.getCell(searchX, searchY);
if (searchCell && searchCell.pathId === pathId && searchCell.targets && searchCell.targets.length > 0) {
var dx = searchX - enemy.cellX;
var dy = searchY - enemy.cellY;
var distance = dx * dx + dy * dy;
if (distance < minDistance) {
minDistance = distance;
nearestValidCell = searchCell;
}
}
}
}
if (nearestValidCell) {
enemy.currentTarget = nearestValidCell;
// Snap enemy to the valid cell position
enemy.cellX = nearestValidCell.x;
enemy.cellY = nearestValidCell.y;
enemy.currentCellX = nearestValidCell.x;
enemy.currentCellY = nearestValidCell.y;
}
}
}
if (enemy.currentTarget) {
// Validate that current target is still valid
if (enemy.currentTarget.pathId !== pathId) {
enemy.currentTarget = null;
return; // Will be fixed next frame
}
// If we have a better path from current cell, use it
if (cell && cell.pathId === pathId && cell.score < enemy.currentTarget.score) {
enemy.currentTarget = cell;
}
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed * gameSpeed) {
// Reached target, snap to grid and clear target
enemy.cellX = enemy.currentTarget.x;
enemy.cellY = enemy.currentTarget.y;
enemy.currentCellX = enemy.currentTarget.x;
enemy.currentCellY = enemy.currentTarget.y;
enemy.currentTarget = null;
// Don't return here, let position update happen
} else {
// Move toward target
var angle = Math.atan2(oy, ox);
enemy.currentCellX += Math.cos(angle) * enemy.speed * gameSpeed;
enemy.currentCellY += Math.sin(angle) * enemy.speed * gameSpeed;
}
} else {
// No valid target - try to get unstuck by moving toward goal
var goalFound = false;
for (var g = 0; g < self.goals.length; g++) {
var goal = self.goals[g];
var gx = goal.x - enemy.currentCellX;
var gy = goal.y - enemy.currentCellY;
if (Math.abs(gx) > 0.1 || Math.abs(gy) > 0.1) {
var gAngle = Math.atan2(gy, gx);
enemy.currentCellX += Math.cos(gAngle) * enemy.speed * gameSpeed * 0.5; // Move slower when lost
enemy.currentCellY += Math.sin(gAngle) * enemy.speed * gameSpeed * 0.5;
goalFound = true;
break;
}
}
}
// Update visual position
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
};
});
var MusicControl = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 200;
buttonBackground.height = 70;
buttonBackground.tint = 0xFF8800;
var musicText = new Text2("Music1", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
musicText.anchor.set(0.5, 0.5);
self.addChild(musicText);
var currentMusicIndex = 1;
self.updateDisplay = function () {
var musicName = currentMusicIndex === 6 ? "Nomusic" : "Music" + currentMusicIndex;
musicText.setText(musicName);
// Update button color based on music selection
switch (currentMusicIndex) {
case 1:
buttonBackground.tint = 0xFF8800; // Orange for Music1
break;
case 2:
buttonBackground.tint = 0x8800FF; // Purple for Music2
break;
case 3:
buttonBackground.tint = 0x00FF88; // Green for Music3
break;
case 4:
buttonBackground.tint = 0xFF0088; // Pink for Music4
break;
case 5:
buttonBackground.tint = 0x0088FF; // Blue for Music5
break;
case 6:
buttonBackground.tint = 0x444444; // Gray for Nomusic
break;
}
};
self.down = function () {
// Cycle through music options 1-6 (including Nomusic)
currentMusicIndex = currentMusicIndex >= 6 ? 1 : currentMusicIndex + 1;
self.updateDisplay();
// Play the corresponding music track or stop music for Nomusic
if (currentMusicIndex === 6) {
LK.stopMusic();
} else {
var musicTrack = "warmusic" + (currentMusicIndex === 1 ? "" : currentMusicIndex);
LK.playMusic(musicTrack);
}
};
// Initialize display
self.updateDisplay();
return self;
});
var NextWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 300;
buttonBackground.height = 100;
buttonBackground.tint = 0x0088FF;
var buttonText = new Text2("Next Wave", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.enabled = false;
self.visible = false;
self.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) {
self.enabled = true;
self.visible = true;
buttonBackground.tint = 0x0088FF;
self.alpha = 1;
} else {
self.enabled = false;
self.visible = false;
buttonBackground.tint = 0x888888;
self.alpha = 0.7;
}
};
self.down = function () {
if (!self.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves) {
currentWave++; // Increment to the next wave directly
waveTimer = 0; // Reset wave timer
waveInProgress = true;
waveSpawned = false;
var notification = game.addChild(new Notification("Wave " + currentWave + " activated!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
return self;
});
var Notification = Container.expand(function (message) {
var self = Container.call(this);
var notificationGraphics = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
var notificationText = new Text2(message, {
size: 50,
fill: 0x000000,
weight: 800
});
notificationText.anchor.set(0.5, 0.5);
notificationGraphics.width = notificationText.width + 30;
self.addChild(notificationText);
self.alpha = 1;
var fadeOutTime = 120;
self.update = function () {
if (fadeOutTime > 0) {
fadeOutTime--;
self.alpha = Math.min(fadeOutTime / 120 * 2, 1);
} else {
self.destroy();
}
};
return self;
});
var SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'default';
// Increase size of base for easier touch
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
switch (self.towerType) {
case 'rapid':
baseGraphics.tint = 0x00AAFF;
break;
case 'sniper':
baseGraphics.tint = 0xFF5500;
break;
case 'splash':
baseGraphics.tint = 0x33CC00;
break;
case 'slow':
baseGraphics.tint = 0x9900FF;
break;
case 'poison':
baseGraphics.tint = 0x00FFAA;
break;
default:
baseGraphics.tint = 0xAAAAAA;
}
var towerCost = getTowerCost(self.towerType);
// Add shadow for tower type label
var displayNameShadow = self.towerType === 'default' ? 'Infantry' : self.towerType === 'rapid' ? 'Catapult' : self.towerType === 'splash' ? 'Hwacha' : self.towerType === 'sniper' ? 'Archer' : self.towerType === 'slow' ? 'Bullet' : self.towerType === 'poison' ? 'Healer' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1);
var typeLabelShadow = new Text2(displayNameShadow, {
size: 50,
fill: 0x000000,
weight: 800
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 4;
typeLabelShadow.y = -20 + 4;
self.addChild(typeLabelShadow);
// Add tower type label
var displayName = self.towerType === 'default' ? 'Infantry' : self.towerType === 'rapid' ? 'Catapult' : self.towerType === 'splash' ? 'Hwacha' : self.towerType === 'sniper' ? 'Archer' : self.towerType === 'slow' ? 'Bullet' : self.towerType === 'poison' ? 'Healer' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1);
var typeLabel = new Text2(displayName, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = -20; // Position above center of tower
self.addChild(typeLabel);
// Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800
});
costLabelShadow.anchor.set(0.5, 0.5);
costLabelShadow.x = 4;
costLabelShadow.y = 24 + 12;
self.addChild(costLabelShadow);
// Add cost label
var costLabel = new Text2(towerCost, {
size: 50,
fill: 0xFFD700,
weight: 800
});
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
// Check if player can afford this tower
var canAfford = gold >= getTowerCost(self.towerType);
// Set opacity based on affordability
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
var SpeedControl = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 200;
buttonBackground.height = 70;
buttonBackground.tint = 0x0088FF;
var speedText = new Text2("Normal", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
speedText.anchor.set(0.5, 0.5);
self.addChild(speedText);
self.updateDisplay = function () {
var speedName = gameSpeedOptions[currentSpeedIndex];
speedText.setText(speedName.charAt(0).toUpperCase() + speedName.slice(1));
// Update game speed based on selection
switch (speedName) {
case 'slow':
gameSpeed = 0.5;
buttonBackground.tint = 0xFF8800; // Orange for slow
break;
case 'normal':
gameSpeed = 1.0;
buttonBackground.tint = 0x0088FF; // Blue for normal
break;
case 'fast':
gameSpeed = 2.0;
buttonBackground.tint = 0x00FF00; // Green for fast
break;
case 'ultra':
gameSpeed = 2.5; // 25% faster than fast
buttonBackground.tint = 0xFF0000; // Red for ultra
break;
case 'paused':
gameSpeed = 0.0; // Complete pause
buttonBackground.tint = 0x666666; // Gray for paused
break;
}
};
self.down = function () {
// Cycle through speed options
currentSpeedIndex = (currentSpeedIndex + 1) % gameSpeedOptions.length;
self.updateDisplay();
};
// Initialize display
self.updateDisplay();
return self;
});
var Tower = Container.expand(function (id) {
var self = Container.call(this);
self.id = id || 'default';
self.level = 1;
self.maxLevel = 6;
self.gridX = 0;
self.gridY = 0;
self.range = 3 * CELL_SIZE;
// Tower health system
self.maxHealth = 100;
self.health = self.maxHealth;
// Standardized method to get the current range of the tower
self.getRange = function () {
// Always calculate range based on tower type and level
switch (self.id) {
case 'sniper':
// Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost
if (self.level === self.maxLevel) {
return 12 * CELL_SIZE; // Significantly increased range for max level
}
return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
case 'splash':
// Splash: base 2, +0.2 per level (max ~4 blocks at max level)
return (2 + (self.level - 1) * 0.2) * CELL_SIZE;
case 'rapid':
// Rapid: base 2.5, +0.5 per level
return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'slow':
// Slow: base 3.5, +0.5 per level
return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'poison':
// Poison: base 3.2, +0.5 per level
return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE;
default:
// Default: base 3, +0.5 per level
return (3 + (self.level - 1) * 0.5) * CELL_SIZE;
}
};
self.cellsInRange = [];
self.fireRate = 60;
self.bulletSpeed = 5;
self.damage = 10;
self.lastFired = 0;
self.targetEnemy = null;
switch (self.id) {
case 'rapid':
self.fireRate = 30;
self.damage = 5;
self.range = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'sniper':
self.fireRate = 90;
self.damage = 25;
self.range = 5 * CELL_SIZE;
self.bulletSpeed = 25;
break;
case 'splash':
self.fireRate = 52; // 30% faster than 75 (75 * 0.7 = 52.5, rounded to 52)
self.damage = 15;
self.range = 2 * CELL_SIZE;
self.bulletSpeed = 4;
break;
case 'slow':
self.fireRate = 50;
self.damage = 8;
self.range = 3.5 * CELL_SIZE;
self.bulletSpeed = 5;
break;
case 'poison':
self.fireRate = 70;
self.damage = 12;
self.range = 3.2 * CELL_SIZE;
self.bulletSpeed = 5;
break;
}
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
switch (self.id) {
case 'rapid':
baseGraphics.tint = 0x00AAFF;
break;
case 'sniper':
baseGraphics.tint = 0xFF5500;
break;
case 'splash':
baseGraphics.tint = 0x33CC00;
break;
case 'slow':
baseGraphics.tint = 0x9900FF;
break;
case 'poison':
baseGraphics.tint = 0x00FFAA;
break;
default:
baseGraphics.tint = 0xAAAAAA;
}
// Add tower health bar
var towerHealthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0,
anchorY: 0.5
});
var towerHealthBarBG = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
var towerHealthBar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
towerHealthBarBG.y = towerHealthBarOutline.y = towerHealthBar.y = baseGraphics.height / 2 + 15;
towerHealthBarOutline.x = -towerHealthBarOutline.width / 2;
towerHealthBarBG.x = towerHealthBar.x = -towerHealthBar.width / 2 - .5;
towerHealthBar.tint = 0x00ff00;
towerHealthBarBG.tint = 0xff0000;
self.towerHealthBar = towerHealthBar;
var levelIndicators = [];
var maxDots = self.maxLevel;
var dotSpacing = baseGraphics.width / (maxDots + 1);
var dotSize = CELL_SIZE / 6;
for (var i = 0; i < maxDots; i++) {
var dot = new Container();
var outlineCircle = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
outlineCircle.width = dotSize + 4;
outlineCircle.height = dotSize + 4;
outlineCircle.tint = 0x000000;
var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
towerLevelIndicator.width = dotSize;
towerLevelIndicator.height = dotSize;
towerLevelIndicator.tint = 0xCCCCCC;
dot.x = -CELL_SIZE + dotSpacing * (i + 1);
dot.y = CELL_SIZE * 0.7;
self.addChild(dot);
levelIndicators.push(dot);
}
var gunContainer = new Container();
self.addChild(gunContainer);
var gunGraphics = gunContainer.attachAsset('defense', {
anchorX: 0.5,
anchorY: 0.5
});
self.updateLevelIndicators = function () {
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
var towerLevelIndicator = dot.children[1];
if (i < self.level) {
towerLevelIndicator.tint = 0xFFFFFF;
} else {
switch (self.id) {
case 'rapid':
towerLevelIndicator.tint = 0x00AAFF;
break;
case 'sniper':
towerLevelIndicator.tint = 0xFF5500;
break;
case 'splash':
towerLevelIndicator.tint = 0x33CC00;
break;
case 'slow':
towerLevelIndicator.tint = 0x9900FF;
break;
case 'poison':
towerLevelIndicator.tint = 0x00FFAA;
break;
default:
towerLevelIndicator.tint = 0xAAAAAA;
}
}
}
};
self.updateLevelIndicators();
self.refreshCellsInRange = function () {
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
var towerIndex = cell.towersInRange.indexOf(self);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
self.cellsInRange = [];
var rangeRadius = self.getRange() / CELL_SIZE;
var centerX = self.gridX + 1;
var centerY = self.gridY + 1;
var minI = Math.floor(centerX - rangeRadius - 0.5);
var maxI = Math.ceil(centerX + rangeRadius + 0.5);
var minJ = Math.floor(centerY - rangeRadius - 0.5);
var maxJ = Math.ceil(centerY + rangeRadius + 0.5);
for (var i = minI; i <= maxI; i++) {
for (var j = minJ; j <= maxJ; j++) {
var closestX = Math.max(i, Math.min(centerX, i + 1));
var closestY = Math.max(j, Math.min(centerY, j + 1));
var deltaX = closestX - centerX;
var deltaY = closestY - centerY;
var distanceSquared = deltaX * deltaX + deltaY * deltaY;
if (distanceSquared <= rangeRadius * rangeRadius) {
var cell = grid.getCell(i, j);
if (cell) {
self.cellsInRange.push(cell);
cell.towersInRange.push(self);
}
}
}
}
grid.renderDebug();
};
self.getTotalValue = function () {
var baseTowerCost = getTowerCost(self.id);
var totalInvestment = baseTowerCost;
var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.upgrade = function () {
if (self.level < self.maxLevel) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.id);
var upgradeCost;
// Make last upgrade level extra expensive
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1));
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
// Increase tower health by 50% on upgrade
self.maxHealth = Math.floor(self.maxHealth * 1.5);
self.health = Math.floor(self.health * 1.5);
// No need to update self.range here; getRange() is now the source of truth
// Apply tower-specific upgrades based on type
if (self.id === 'rapid') {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade (double the effect)
self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect
self.damage = 5 + self.level * 10; // double the effect
self.bulletSpeed = 7 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades
self.damage = 5 + self.level * 3;
self.bulletSpeed = 7 + self.level * 0.7;
}
} else {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade for all other towers (double the effect)
self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect
self.damage = 10 + self.level * 20; // double the effect
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 60 - self.level * 8);
self.damage = 10 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
}
}
self.refreshCellsInRange();
self.updateLevelIndicators();
if (self.level > 1) {
var levelDot = levelIndicators[self.level - 1].children[1];
tween(levelDot, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(levelDot, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
});
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.findTarget = function () {
var closestEnemy = null;
var closestScore = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if enemy is in range
if (distance <= self.getRange()) {
// Artillery towers can target all enemy types
if (self.id === 'splash') {
// Handle flying enemies differently - they can be targeted regardless of path
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use distance to goal as score
if (distToGoal < closestScore) {
closestScore = distToGoal;
closestEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (distance < closestScore) {
closestScore = distance;
closestEnemy = enemy;
}
}
} else {
// For ground enemies, use the original path-based targeting
// Get the cell for this enemy
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Use the cell's score (distance to exit) for prioritization
// Lower score means closer to exit
if (cell.score < closestScore) {
closestScore = cell.score;
closestEnemy = enemy;
}
}
}
} else {
// Other towers can target both flying and ground enemies
// Handle flying enemies differently - they can be targeted regardless of path
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use distance to goal as score
if (distToGoal < closestScore) {
closestScore = distToGoal;
closestEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (distance < closestScore) {
closestScore = distance;
closestEnemy = enemy;
}
}
} else {
// For ground enemies, use the original path-based targeting
// Get the cell for this enemy
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Use the cell's score (distance to exit) for prioritization
// Lower score means closer to exit
if (cell.score < closestScore) {
closestScore = cell.score;
closestEnemy = enemy;
}
}
}
}
}
}
if (!closestEnemy) {
self.targetEnemy = null;
}
return closestEnemy;
};
self.update = function () {
// Update tower health bar
if (self.health <= 0) {
// Healer towers are immune to destruction
if (self.id === 'poison') {
self.health = self.maxHealth; // Reset to full health
self.towerHealthBar.width = 70; // Full health bar
} else {
self.health = 0;
self.towerHealthBar.width = 0;
// Destroy tower when health reaches zero
// Remove from cells in range
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
var towerIndex = cell.towersInRange.indexOf(self);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
// Reset grid cells to floor (if not castle walls)
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(self.gridX + i, self.gridY + j);
if (cell && cell.type !== 4) {
cell.type = 0;
}
}
}
// Remove from towers array
var towerIndex = towers.indexOf(self);
if (towerIndex !== -1) {
towers.splice(towerIndex, 1);
}
// Clear selected tower if this was selected
if (selectedTower === self) {
selectedTower = null;
}
// Remove tower from game
self.destroy();
// Update pathfinding
grid.pathFind();
grid.renderDebug();
return;
}
} else {
self.towerHealthBar.width = self.health / self.maxHealth * 70;
}
self.targetEnemy = self.findTarget();
if (self.targetEnemy) {
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var angle = Math.atan2(dy, dx);
// Only rotate gun container if this is not a Trecher tower or Healer tower
if (self.id !== 'slow' && self.id !== 'poison') {
gunContainer.rotation = angle;
}
// Check if this tower is affected by any Trecher towers
var effectiveFireRate = self.fireRate;
if (self.id !== 'slow') {
// Trechers don't boost themselves
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
if (tower.id === 'slow' && tower.isInRange(self)) {
effectiveFireRate = self.fireRate * 0.5; // 50% faster firing (half the fire rate delay)
break;
}
}
}
if (LK.ticks - self.lastFired >= effectiveFireRate / gameSpeed) {
self.fire();
self.lastFired = LK.ticks;
}
}
};
self.down = function (x, y, obj) {
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
var hasOwnMenu = false;
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self) {
rangeCircle = game.children[i];
break;
}
}
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hasOwnMenu = true;
break;
}
}
if (hasOwnMenu) {
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hideUpgradeMenu(existingMenus[i]);
}
}
if (rangeCircle) {
game.removeChild(rangeCircle);
}
selectedTower = null;
grid.renderDebug();
return;
}
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = self;
var rangeIndicator = new Container();
rangeIndicator.isTowerRange = true;
rangeIndicator.tower = self;
game.addChild(rangeIndicator);
rangeIndicator.x = self.x;
rangeIndicator.y = self.y;
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.getRange() * 2;
rangeGraphics.alpha = 0.3;
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 225
}, {
duration: 200,
easing: tween.backOut
});
grid.renderDebug();
};
self.isInRange = function (enemy) {
if (!enemy) {
return false;
}
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance <= self.getRange();
};
self.fire = function () {
// Trecher towers don't fire bullets - they only provide support effects
if (self.id === 'slow') {
return;
}
// Healer towers don't fire bullets - they only provide healing/protection effects
if (self.id === 'poison') {
return;
}
if (self.targetEnemy) {
var potentialDamage = 0;
for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) {
potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage;
}
if (self.targetEnemy.health > potentialDamage) {
var bulletX = self.x + Math.cos(gunContainer.rotation) * 40;
var bulletY = self.y + Math.sin(gunContainer.rotation) * 40;
var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed);
// Set bullet type based on tower type
bullet.type = self.id;
// Customize bullet appearance based on tower type
switch (self.id) {
case 'rapid':
bullet.children[0].tint = 0x00AAFF;
bullet.children[0].width = 20;
bullet.children[0].height = 20;
break;
case 'sniper':
bullet.children[0].tint = 0xFF5500;
bullet.children[0].width = 15;
bullet.children[0].height = 15;
break;
case 'splash':
bullet.children[0].tint = 0x33CC00;
bullet.children[0].width = 40;
bullet.children[0].height = 40;
break;
case 'poison':
bullet.children[0].tint = 0x00FFAA;
bullet.children[0].width = 35;
bullet.children[0].height = 35;
break;
}
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
// --- Fire recoil effect for gunContainer ---
// Stop any ongoing recoil tweens before starting a new one
tween.stop(gunContainer, {
x: true,
y: true,
scaleX: true,
scaleY: true
});
// Always use the original resting position for recoil, never accumulate offset
if (gunContainer._restX === undefined) {
gunContainer._restX = 0;
}
if (gunContainer._restY === undefined) {
gunContainer._restY = 0;
}
if (gunContainer._restScaleX === undefined) {
gunContainer._restScaleX = 1;
}
if (gunContainer._restScaleY === undefined) {
gunContainer._restScaleY = 1;
}
// Reset to resting position before animating (in case of interrupted tweens)
gunContainer.x = gunContainer._restX;
gunContainer.y = gunContainer._restY;
gunContainer.scaleX = gunContainer._restScaleX;
gunContainer.scaleY = gunContainer._restScaleY;
// Calculate recoil offset (recoil back along the gun's rotation)
var recoilDistance = 8;
var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
// Animate recoil back from the resting position
tween(gunContainer, {
x: gunContainer._restX + recoilX,
y: gunContainer._restY + recoilY
}, {
duration: 60,
easing: tween.cubicOut,
onFinish: function onFinish() {
// Animate return to original position/scale
tween(gunContainer, {
x: gunContainer._restX,
y: gunContainer._restY
}, {
duration: 90,
easing: tween.cubicIn
});
}
});
}
}
};
self.placeOnGrid = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cell.type = 1;
}
}
}
self.refreshCellsInRange();
// Completely destroy and recreate tower preview when tower is successfully placed
if (towerPreview && towerPreview.parent) {
game.removeChild(towerPreview);
towerPreview.destroy();
towerPreview = new TowerPreview();
towerPreview.visible = false;
}
};
return self;
});
var TowerPreview = Container.expand(function () {
var self = Container.call(this);
var towerRange = 3;
var rangeInPixels = towerRange * CELL_SIZE;
self.towerType = 'default';
self.hasEnoughGold = true;
var rangeIndicator = new Container();
self.addChild(rangeIndicator);
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.alpha = 0.3;
var previewGraphics = self.attachAsset('rare', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.width = CELL_SIZE * 2;
previewGraphics.height = CELL_SIZE * 2;
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
self.blockedByEnemy = false;
self.update = function () {
var previousHasEnoughGold = self.hasEnoughGold;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
// Only update appearance if the affordability status has changed
if (previousHasEnoughGold !== self.hasEnoughGold) {
self.updateAppearance();
}
};
self.updateAppearance = function () {
// Use Tower class to get the source of truth for range
var tempTower = new Tower(self.towerType);
var previewRange = tempTower.getRange();
// Clean up tempTower to avoid memory leaks
if (tempTower && tempTower.destroy) {
tempTower.destroy();
}
// Set range indicator using unified range logic
rangeGraphics.width = rangeGraphics.height = previewRange * 2;
switch (self.towerType) {
case 'rapid':
previewGraphics.tint = 0x00AAFF;
break;
case 'sniper':
previewGraphics.tint = 0xFF5500;
break;
case 'splash':
previewGraphics.tint = 0x33CC00;
break;
case 'slow':
previewGraphics.tint = 0x9900FF;
break;
case 'poison':
previewGraphics.tint = 0x00FFAA;
break;
default:
previewGraphics.tint = 0xAAAAAA;
}
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.tint = 0xFF0000;
}
};
self.updatePlacementStatus = function () {
var validGridPlacement = true;
if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
validGridPlacement = false;
} else {
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(self.gridX + i, self.gridY + j);
if (!cell || cell.type !== 0) {
validGridPlacement = false;
break;
}
}
if (!validGridPlacement) {
break;
}
}
}
self.blockedByEnemy = false;
if (validGridPlacement) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.currentCellY < 4) {
continue;
}
// Only check non-flying enemies, flying enemies can pass over towers
if (!enemy.isFlying) {
if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
if (enemy.currentTarget) {
var targetX = enemy.currentTarget.x;
var targetY = enemy.currentTarget.y;
if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) {
self.blockedByEnemy = true;
break;
}
}
}
}
}
self.canPlace = validGridPlacement && !self.blockedByEnemy;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
self.updateAppearance();
};
self.checkPlacement = function () {
self.updatePlacementStatus();
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2;
self.checkPlacement();
};
return self;
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
self.tower = tower;
self.y = 2732 + 225;
var menuBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.width = 2048;
menuBackground.height = 500;
menuBackground.tint = 0x444444;
menuBackground.alpha = 0.9;
var towerDisplayName = self.tower.id === 'default' ? 'Infantry' : self.tower.id === 'rapid' ? 'Catapult' : self.tower.id === 'splash' ? 'Hwacha' : self.tower.id === 'sniper' ? 'Archer' : self.tower.id === 'slow' ? 'Bullet' : self.tower.id === 'poison' ? 'Healer' : self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1);
var towerTypeText = new Text2(towerDisplayName + ' Tower', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
towerTypeText.anchor.set(0, 0);
towerTypeText.x = -840;
towerTypeText.y = -160;
self.addChild(towerTypeText);
var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
size: 70,
fill: 0xFFFFFF,
weight: 400
});
statsText.anchor.set(0, 0.5);
statsText.x = -840;
statsText.y = 50;
self.addChild(statsText);
var buttonsContainer = new Container();
buttonsContainer.x = 500;
self.addChild(buttonsContainer);
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.tower.level >= self.tower.maxLevel;
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var upgradeCost;
if (isMaxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
upgradeButton.y = -85;
sellButton.y = 85;
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
upgradeButton.down = function (x, y, obj) {
if (self.tower.level >= self.tower.maxLevel) {
var notification = game.addChild(new Notification("Tower is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (self.tower.upgrade()) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
if (self.tower.level >= self.tower.maxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
buttonText.setText('Upgrade: ' + upgradeCost + ' gold');
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = Math.floor(totalInvestment * 0.6);
sellButtonText.setText('Sell: +' + sellValue + ' gold');
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
}
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
rangeCircle = game.children[i];
break;
}
}
if (rangeCircle) {
var rangeGraphics = rangeCircle.children[0];
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
} else {
var newRangeIndicator = new Container();
newRangeIndicator.isTowerRange = true;
newRangeIndicator.tower = self.tower;
game.addChildAt(newRangeIndicator, 0);
newRangeIndicator.x = self.tower.x;
newRangeIndicator.y = self.tower.y;
var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
rangeGraphics.alpha = 0.3;
}
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
}
};
sellButton.down = function (x, y, obj) {
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
var gridX = self.tower.gridX;
var gridY = self.tower.gridY;
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
// Only reset to floor if it's not a castle wall
if (cell.type !== 4) {
cell.type = 0;
}
var towerIndex = cell.towersInRange.indexOf(self.tower);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
}
}
if (selectedTower === self.tower) {
selectedTower = null;
}
var towerIndex = towers.indexOf(self.tower);
if (towerIndex !== -1) {
towers.splice(towerIndex, 1);
}
towerLayer.removeChild(self.tower);
grid.pathFind();
grid.renderDebug();
self.destroy();
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
game.removeChild(game.children[i]);
break;
}
}
};
closeButton.down = function (x, y, obj) {
hideUpgradeMenu(self);
selectedTower = null;
grid.renderDebug();
};
self.update = function () {
if (self.tower.level >= self.tower.maxLevel) {
if (buttonText.text !== 'Max Level') {
buttonText.setText('Max Level');
buttonBackground.tint = 0x888888;
}
return;
}
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var currentUpgradeCost;
if (self.tower.level >= self.tower.maxLevel) {
currentUpgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
var newText = 'Upgrade: ' + currentUpgradeCost + ' gold';
if (buttonText.text !== newText) {
buttonText.setText(newText);
}
};
return self;
});
var WaveIndicator = Container.expand(function () {
var self = Container.call(this);
self.gameStarted = false;
self.waveMarkers = [];
self.waveTypes = [];
self.enemyCounts = [];
self.indicatorWidth = 0;
self.lastBossType = null; // Track the last boss type to avoid repeating
var blockWidth = 400;
var totalBlocksWidth = blockWidth * totalWaves;
var startMarker = new Container();
var startBlock = startMarker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
startBlock.width = blockWidth - 10;
startBlock.height = 70 * 2;
startBlock.tint = 0x00AA00;
// Add shadow for start text
var startTextShadow = new Text2("Start Game", {
size: 50,
fill: 0x000000,
weight: 800
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 4;
startTextShadow.y = 4;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
startText.anchor.set(0.5, 0.5);
startMarker.addChild(startText);
startMarker.x = -self.indicatorWidth;
self.addChild(startMarker);
self.waveMarkers.push(startMarker);
startMarker.down = function () {
if (!self.gameStarted) {
self.gameStarted = true;
currentWave = 0;
waveTimer = nextWaveTime;
startBlock.tint = 0x00FF00;
startText.setText("Started!");
startTextShadow.setText("Started!");
// Make sure shadow position remains correct after text change
startTextShadow.x = 4;
startTextShadow.y = 4;
var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
for (var i = 0; i < totalWaves; i++) {
var marker = new Container();
var block = marker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = blockWidth - 10;
block.height = 70 * 2;
// All waves are normal enemy waves
var waveType = "Dawn";
var enemyType = "normal";
var enemyCount = 10;
block.tint = 0xAAAAAA;
// Store the wave type and enemy count
self.waveTypes[i] = enemyType;
self.enemyCounts[i] = enemyCount;
// Add shadow for wave type - 30% smaller than before
var waveTypeShadow = new Text2(waveType, {
size: 56,
fill: 0x000000,
weight: 800
});
waveTypeShadow.anchor.set(0.5, 0.5);
waveTypeShadow.x = 4;
waveTypeShadow.y = 4;
marker.addChild(waveTypeShadow);
// Add wave type text - 30% smaller than before
var waveTypeText = new Text2(waveType, {
size: 56,
fill: 0xFFFFFF,
weight: 800
});
waveTypeText.anchor.set(0.5, 0.5);
waveTypeText.y = 0;
marker.addChild(waveTypeText);
// Add shadow for wave number - 20% larger than before
var waveNumShadow = new Text2((i + 1).toString(), {
size: 48,
fill: 0x000000,
weight: 800
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 16 + 5;
waveNumShadow.y = block.height / 2 - 12 + 5;
marker.addChild(waveNumShadow);
// Main wave number text - 20% larger than before
var waveNum = new Text2((i + 1).toString(), {
size: 48,
fill: 0xFFFFFF,
weight: 800
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 16;
waveNum.y = block.height / 2 - 12;
marker.addChild(waveNum);
marker.x = -self.indicatorWidth + (i + 1) * blockWidth;
self.addChild(marker);
self.waveMarkers.push(marker);
}
// Get wave type for a specific wave number
self.getWaveType = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return "normal";
}
// If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType
// then we should return a different boss type
var waveType = self.waveTypes[waveNumber - 1];
return waveType;
};
// Get enemy count for a specific wave number
self.getEnemyCount = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return 10;
}
return self.enemyCounts[waveNumber - 1];
};
// Get display name for a wave type
self.getWaveTypeName = function (waveNumber) {
var type = self.getWaveType(waveNumber);
var typeName = type.charAt(0).toUpperCase() + type.slice(1);
// Add boss prefix for boss waves (every 10th wave)
if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
typeName = "BOSS";
}
return typeName;
};
self.positionIndicator = new Container();
var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator.width = blockWidth - 10;
indicator.height = 16;
indicator.tint = 0xffad0e;
indicator.y = -65;
var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator2.width = blockWidth - 10;
indicator2.height = 16;
indicator2.tint = 0xffad0e;
indicator2.y = 65;
var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftWall.width = 16;
leftWall.height = 146;
leftWall.tint = 0xffad0e;
leftWall.x = -(blockWidth - 16) / 2;
var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightWall.width = 16;
rightWall.height = 146;
rightWall.tint = 0xffad0e;
rightWall.x = (blockWidth - 16) / 2;
self.addChild(self.positionIndicator);
self.update = function () {
var progress = waveTimer / nextWaveTime;
var moveAmount = (progress + currentWave) * blockWidth;
for (var i = 0; i < self.waveMarkers.length; i++) {
var marker = self.waveMarkers[i];
marker.x = -moveAmount + i * blockWidth;
}
self.positionIndicator.x = 0;
for (var i = 0; i < totalWaves + 1; i++) {
var marker = self.waveMarkers[i];
if (i === 0) {
continue;
}
var block = marker.children[0];
if (i - 1 < currentWave) {
block.alpha = .5;
}
}
self.handleWaveProgression = function () {
if (!self.gameStarted) {
return;
}
// Skip wave progression when game is paused (gameSpeed = 0)
if (gameSpeed === 0) {
return;
}
if (currentWave < totalWaves) {
waveTimer += gameSpeed;
if (waveTimer >= nextWaveTime) {
waveTimer = 0;
currentWave++;
waveInProgress = true;
waveSpawned = false;
if (currentWave != 1) {
var notification = game.addChild(new Notification("Wave " + currentWave + " incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
}
}
};
self.handleWaveProgression();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
y: 2732 + 225
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
menu.destroy();
isHidingUpgradeMenu = false;
}
});
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var friendlySoldiers = [];
var selectedTower = null;
var gold = 80;
// Generate a new session seed on each reload/restart
var reloadCounter = storage.reloadCounter || 0;
reloadCounter++;
storage.reloadCounter = reloadCounter;
var gameSessionSeed = reloadCounter * 12345 + Math.floor(Date.now() / 1000); // Unique seed per reload
var lives = 10;
var currentWave = 0;
var totalWaves = 5;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var gameSpeed = 1.0; // 1.0 = normal, 0.5 = slow, 2.0 = fast
var gameSpeedOptions = ['slow', 'normal', 'fast', 'ultra', 'paused'];
var currentSpeedIndex = 1; // Start with normal (index 1)
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
var goldText = new Text2('Gold: ' + gold, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
livesText.x = -spacing;
livesText.y = topMargin;
goldText.x = spacing;
goldText.y = topMargin;
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
}
function setGold(value) {
gold = value;
updateUI();
}
var debugLayer = new Container();
var towerLayer = new Container();
// Create three separate layers for enemy hierarchy
var enemyLayerBottom = new Container(); // For normal enemies
var enemyLayerMiddle = new Container(); // For shadows
var enemyLayerTop = new Container(); // For flying enemies
var enemyLayer = new Container(); // Main container to hold all enemy layers
// Add layers in correct order (bottom first, then middle for shadows, then top)
enemyLayer.addChild(enemyLayerBottom);
enemyLayer.addChild(enemyLayerMiddle);
enemyLayer.addChild(enemyLayerTop);
var grid = new Grid(24, 29 + 6);
grid.x = 150;
grid.y = 200 - CELL_SIZE * 4;
grid.pathFind();
grid.renderDebug();
debugLayer.addChild(grid);
game.addChild(debugLayer);
game.addChild(towerLayer);
game.addChild(enemyLayer);
var offset = 0;
var towerPreview = new TowerPreview();
game.addChild(towerPreview);
towerPreview.visible = false;
var isDragging = false;
function wouldBlockPath(gridX, gridY) {
var cells = [];
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cells.push({
cell: cell,
originalType: cell.type
});
cell.type = 1;
}
}
}
var blocked = grid.pathFind();
for (var i = 0; i < cells.length; i++) {
cells[i].cell.type = cells[i].originalType;
}
grid.pathFind();
grid.renderDebug();
return blocked;
}
function getTowerCost(towerType) {
var cost = 10;
switch (towerType) {
case 'rapid':
cost = 30;
break;
case 'sniper':
cost = 50;
break;
case 'splash':
cost = 50;
break;
case 'slow':
cost = 50;
break;
case 'poison':
cost = 50;
break;
}
return cost;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
if (gold >= towerCost) {
var tower = new Tower(towerType || 'default');
tower.placeOnGrid(gridX, gridY);
towerLayer.addChild(tower);
towers.push(tower);
setGold(gold - towerCost);
grid.pathFind();
grid.renderDebug();
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
game.down = function (x, y, obj) {
var upgradeMenuVisible = game.children.some(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenuVisible) {
return;
}
for (var i = 0; i < sourceTowers.length; i++) {
var tower = sourceTowers[i];
if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) {
// Completely recreate tower preview to ensure clean state
if (towerPreview && towerPreview.parent) {
game.removeChild(towerPreview);
towerPreview.destroy();
}
towerPreview = new TowerPreview();
game.addChild(towerPreview);
towerPreview.visible = true;
isDragging = true;
towerPreview.towerType = tower.towerType;
towerPreview.updateAppearance();
// Apply the same offset as in move handler to ensure consistency when starting drag
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging) {
// Shift the y position upward by 1.5 tiles to show preview above finger
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
}
};
game.up = function (x, y, obj) {
var clickedOnTower = false;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var towerLeft = tower.x - tower.width / 2;
var towerRight = tower.x + tower.width / 2;
var towerTop = tower.y - tower.height / 2;
var towerBottom = tower.y + tower.height / 2;
if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) {
clickedOnTower = true;
break;
}
}
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) {
var clickedOnMenu = false;
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
var menuWidth = 2048;
var menuHeight = 450;
var menuLeft = menu.x - menuWidth / 2;
var menuRight = menu.x + menuWidth / 2;
var menuTop = menu.y - menuHeight / 2;
var menuBottom = menu.y + menuHeight / 2;
if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) {
clickedOnMenu = true;
break;
}
}
if (!clickedOnMenu) {
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
hideUpgradeMenu(menu);
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = null;
grid.renderDebug();
}
}
if (isDragging) {
isDragging = false;
if (towerPreview.canPlace) {
if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) {
placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType);
} else {
var notification = game.addChild(new Notification("Tower would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
} else if (towerPreview.blockedByEnemy) {
var notification = game.addChild(new Notification("Cannot build: Enemy in the way!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else if (towerPreview.visible) {
var notification = game.addChild(new Notification("Cannot build here!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
towerPreview.visible = false;
// Completely destroy and recreate tower preview to ensure it's completely clean
if (towerPreview.parent) {
game.removeChild(towerPreview);
towerPreview.destroy();
towerPreview = new TowerPreview();
towerPreview.visible = false;
}
if (isDragging) {
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < upgradeMenus.length; i++) {
upgradeMenus[i].destroy();
}
}
}
};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2732 - 80;
game.addChild(waveIndicator);
var speedControl = new SpeedControl();
speedControl.x = -100; // Position closer to center to be adjacent to music control
speedControl.y = topMargin;
LK.gui.top.addChild(speedControl);
var musicControl = new MusicControl();
musicControl.x = 100; // Position closer to center to be adjacent to speed control
musicControl.y = topMargin;
LK.gui.top.addChild(musicControl);
var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison'];
var sourceTowers = [];
var towerSpacing = 300; // Increase spacing for larger towers
var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;
var towerY = 2732 - CELL_SIZE * 3 - 90;
for (var i = 0; i < towerTypes.length; i++) {
var tower = new SourceTower(towerTypes[i]);
tower.x = startX + i * towerSpacing;
tower.y = towerY;
towerLayer.addChild(tower);
sourceTowers.push(tower);
}
sourceTower = null;
enemiesToSpawn = 10;
game.update = function () {
if (waveInProgress) {
if (!waveSpawned) {
waveSpawned = true;
// Just update pathfinding for the existing maze, don't regenerate it
grid.pathFind();
grid.renderDebug();
// Every wave spawns 10 enemies on wave 1, then 25% more each wave
var enemyCount = Math.floor(10 * Math.pow(1.25, currentWave - 1));
// Determine flying enemy count based on wave number
var flyingEnemyCount = 0;
if (currentWave === 1) {
flyingEnemyCount = 0;
} else if (currentWave === 2) {
flyingEnemyCount = 1;
} else if (currentWave === 3 || currentWave === 4) {
flyingEnemyCount = 3;
} else if (currentWave === 5) {
flyingEnemyCount = 5;
enemyCount = 9; // Total enemies for wave 5
}
// Spawn the appropriate number of enemies
for (var i = 0; i < enemyCount; i++) {
// Determine enemy type based on specific wave requirements
var waveType = 'normal'; // Default to normal
var immuneCount = 0;
var angryCount = 0;
// Set specific immune enemy counts per wave
if (currentWave === 2 || currentWave === 3 || currentWave === 4 || currentWave === 5) {
immuneCount = 3;
}
// Set angry enemy spawning: 0 in waves 1-3, 2 in waves 4-5
if (currentWave === 4) {
angryCount = 2;
} else if (currentWave === 5) {
angryCount = 2;
}
// Set bad enemy spawning: only in wave 5
var badCount = 0;
if (currentWave === 5) {
badCount = 1; // 1 bad enemy
immuneCount = 5; // 5 immune enemies
angryCount = 3; // 3 angry enemies
}
// Make the first 'angryCount' enemies angry for this wave
if (i < angryCount) {
waveType = 'angry';
}
// Make the next 'badCount' enemies bad for this wave (after angry enemies)
else if (i >= angryCount && i < angryCount + badCount) {
waveType = 'bad';
}
// Make the last 'immuneCount' enemies immune for this wave (but not if already angry or bad)
else if (i >= enemyCount - immuneCount) {
waveType = 'immune';
}
var enemy = new Enemy(waveType);
// All enemies are now ground enemies, add to bottom layer
enemyLayerBottom.addChild(enemy);
// Scale difficulty with wave number but don't apply to boss
// as bosses already have their health multiplier
// Use exponential scaling for health
var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
// All enemy types now spawn in the middle 6 tiles at the top spacing
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
// Find a column that isn't occupied by another enemy that's not yet in view
var availableColumns = [];
for (var col = midPoint - 3; col < midPoint + 3; col++) {
var columnOccupied = false;
// Check if any enemy is already in this column but not yet in view
for (var e = 0; e < enemies.length; e++) {
if (enemies[e].cellX === col && enemies[e].currentCellY < 4) {
columnOccupied = true;
break;
}
}
if (!columnOccupied) {
availableColumns.push(col);
}
}
// If all columns are occupied, use original random method
var spawnX;
if (availableColumns.length > 0) {
// Choose a random unoccupied column
spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
} else {
// Fallback to random if all columns are occupied
spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
}
var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
enemy.cellX = spawnX;
enemy.cellY = 5; // Position after entry
enemy.currentCellX = spawnX;
enemy.currentCellY = spawnY;
enemy.waveNumber = currentWave;
enemies.push(enemy);
}
}
var currentWaveEnemiesRemaining = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].waveNumber === currentWave) {
currentWaveEnemiesRemaining = true;
break;
}
}
if (waveSpawned && !currentWaveEnemiesRemaining) {
waveInProgress = false;
waveSpawned = false;
var notification = game.addChild(new Notification("Wave " + currentWave + " completed!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
// Automatically advance to next wave if all enemies are gone
if (currentWave < totalWaves) {
waveTimer = nextWaveTime; // Trigger next wave immediately
}
}
}
for (var a = enemies.length - 1; a >= 0; a--) {
var enemy = enemies[a];
if (enemy.health <= 0) {
for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) {
var bullet = enemy.bulletsTargetingThis[i];
bullet.targetEnemy = null;
}
// Give 10 gold for every enemy killed
var goldEarned = 10;
var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y);
game.addChild(goldIndicator);
setGold(gold + goldEarned);
// Add a notification for boss defeat
if (enemy.isBoss) {
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
updateUI();
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
continue;
}
if (grid.updateEnemy(enemy)) {
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
lives = Math.max(0, lives - (enemy.type === 'bad' ? 10 : 1));
updateUI();
if (lives <= 0) {
LK.showGameOver();
}
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
if (bullets[i].targetEnemy) {
var targetEnemy = bullets[i].targetEnemy;
var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
if (bulletIndex !== -1) {
targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
}
}
bullets.splice(i, 1);
}
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
// Spawn friendly soldiers every 10 seconds after game starts
if (waveIndicator && waveIndicator.gameStarted && LK.ticks % Math.max(1, Math.floor(600 / gameSpeed)) === 0) {
// Spawn a friendly soldier near the castle (bottom area)
var soldier = new FriendlySoldier();
enemyLayerBottom.addChild(soldier); // Add to same layer as ground enemies
// Spawn near castle area
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
var spawnX = midPoint - 2 + Math.floor(Math.random() * 4); // x from 10 to 13
var spawnY = 25 + Math.random() * 2; // Near bottom of map
soldier.cellX = spawnX;
soldier.cellY = spawnY;
soldier.currentCellX = spawnX;
soldier.currentCellY = spawnY;
soldier.x = grid.x + soldier.currentCellX * CELL_SIZE;
soldier.y = grid.y + soldier.currentCellY * CELL_SIZE;
friendlySoldiers.push(soldier);
}
// Update friendly soldiers
for (var fs = friendlySoldiers.length - 1; fs >= 0; fs--) {
var soldier = friendlySoldiers[fs];
if (soldier.health <= 0) {
// Remove dead friendly soldier
enemyLayerBottom.removeChild(soldier);
friendlySoldiers.splice(fs, 1);
continue;
}
// Make friendly soldiers patrol and move towards enemies
var nearestEnemy = null;
var nearestDistance = Infinity;
for (var e = 0; e < enemies.length; e++) {
var enemy = enemies[e];
var dx = enemy.x - soldier.x;
var dy = enemy.y - soldier.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = enemy;
}
}
// Move towards nearest enemy if found
if (nearestEnemy && nearestDistance > CELL_SIZE * 1.5) {
var moveX = nearestEnemy.x - soldier.x;
var moveY = nearestEnemy.y - soldier.y;
var moveDistance = Math.sqrt(moveX * moveX + moveY * moveY);
var angle = Math.atan2(moveY, moveX);
soldier.currentCellX += Math.cos(angle) * soldier.speed * gameSpeed;
soldier.currentCellY += Math.sin(angle) * soldier.speed * gameSpeed;
soldier.x = grid.x + soldier.currentCellX * CELL_SIZE;
soldier.y = grid.y + soldier.currentCellY * CELL_SIZE;
}
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
// Play war music when game loads
LK.playMusic('warmusic');
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
tower from top. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
tower from top. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
White simple circular enemy seen from above, black outline. Black eyes, with a single Sword in-font of it. Black and white only. Blue background.
White simple circular enemy seen from above, black outline. Black eyes, on a white horse. Black and white only. Blue background.
crown. In-Game asset. 2d. High contrast. No shadows
information İ. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
gece yarısı eski ve gerçekçi bir kale resmi. In-Game asset. 2d. High contrast
fire in a circle. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
money in a circle. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bu kulenin rasgele noktalarına parlak yeşil ışıklar ekle (duvarlarına sadece!) duvarları mavi yap
kale olmasın. Top down bir orta çağ demirci evi olsun
make it medieval style and not colorful
gold mines. In-Game asset. 2d. High contrast. No shadows
eline parlak yeşil bir kılıç ekle
Butonun yerinde açılmış bir orta çağ stilinde bir yırtık pırtık kağıt olsun
2 boyutlu üstten görülme bir savaş topu. In-Game asset. 2d. High contrast. No shadows
tekerleri mavi olsun ve demir gövdenin üzerinde yeşil yeşil ışık gibi benekler olsun
buna bir savaş topu havası kat
realistic stone wall. In-Game asset. 2d. High contrast. No shadows
karşıdan gözüken bir dağ. In-Game asset. 2d. High contrast. No shadows
ağaç. In-Game asset. 2d. High contrast. No shadows
mükemmel bir kare şeklinde olsun