User prompt
fes que si la ai arriba a 1000 gasti per forza coloci una torra o millori
User prompt
fes que si te torras danyadas posi una torra de curacio aprop
User prompt
posa una barra de vida a las torras
User prompt
posa a cada torra un assets difarent
User prompt
crea torras que curan a altras torras i torras que fan dany daria
User prompt
fes que cada cop que mato una torra emb donan diners
User prompt
Please fix the bug: 'TypeError: tower.canUpgrade is not a function' in or related to this line: 'if (tower.canUpgrade()) {' Line Number: 1623
User prompt
fes que el cami que seguiexen las units pasi per totas las torras
User prompt
crea varias clases de units
User prompt
crea varias classes de torres
User prompt
fes que las units ataquin a la base
User prompt
fes visibla las monedas que tinc
User prompt
fes que las torras es puguin millorar
User prompt
posa una barra de vida a las units
User prompt
fes que els meus units no ataquin
User prompt
treu la vida a las torres
User prompt
fes que las defensas no es puguin atacar
User prompt
fes que el enemic defensi la base
User prompt
fes casellas per posar torres que posara el enemic
User prompt
fes un cami per las units ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
crea un joc de dafensa la base pero tu ets el que ataca
User prompt
Base Assault
Initial prompt
crea un joc de dafensa la base pero tu ets el que ataca
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var AttackUnit = Container.expand(function () {
var self = Container.call(this);
var unitGraphics = self.attachAsset('attackUnit', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 2;
self.damage = 25;
self.range = 150;
self.shootCooldown = 0;
self.target = null;
self.lastX = 0;
self.lastY = 0;
self.currentWaypoint = 0;
self.isMovingToWaypoint = false;
self.pathWaypoints = [{
x: 400,
y: self.y
}, {
x: 700,
y: 1200
}, {
x: 1000,
y: 800
}, {
x: 1300,
y: 1400
}, {
x: 1600,
y: 1000
}];
self.followPath = function () {
if (self.isMovingToWaypoint) return;
if (self.currentWaypoint >= self.pathWaypoints.length) {
// Reached end of path, move directly to base
self.x += self.speed;
return;
}
var waypoint = self.pathWaypoints[self.currentWaypoint];
var distance = Math.sqrt(Math.pow(waypoint.x - self.x, 2) + Math.pow(waypoint.y - self.y, 2));
var duration = distance / self.speed * 16.67; // Convert speed to ms (60fps = 16.67ms per frame)
self.isMovingToWaypoint = true;
tween(self, {
x: waypoint.x,
y: waypoint.y
}, {
duration: duration,
easing: tween.linear,
onFinish: function onFinish() {
self.currentWaypoint++;
self.isMovingToWaypoint = false;
}
});
};
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Move towards enemy base using waypoints
if (!self.target || !self.target.parent) {
self.followPath();
}
// Find target
if (!self.target && enemyTowers.length > 0) {
var closestTower = null;
var closestDistance = Infinity;
for (var i = 0; i < enemyTowers.length; i++) {
var tower = enemyTowers[i];
var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2));
if (distance < closestDistance) {
closestDistance = distance;
closestTower = tower;
}
}
if (closestTower && closestDistance <= self.range) {
self.target = closestTower;
}
}
// Check if can target base
if (!self.target && enemyBase) {
var distanceToBase = Math.sqrt(Math.pow(enemyBase.x - self.x, 2) + Math.pow(enemyBase.y - self.y, 2));
if (distanceToBase <= self.range) {
self.target = enemyBase;
}
}
// Shoot at target
if (self.target && self.shootCooldown <= 0) {
var bullet = new UnitBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.target = self.target;
bullet.damage = self.damage;
unitBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
self.shootCooldown = 60; // 1 second at 60fps
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
return true; // Unit is dead
}
return false;
};
return self;
});
var EnemyBase = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('enemyBase', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 500;
self.maxHealth = 500;
self.takeDamage = function (damage) {
self.health -= damage;
LK.effects.flashObject(self, 0xff0000, 300);
if (self.health <= 0) {
return true; // Base destroyed - player wins!
}
return false;
};
return self;
});
// Game arrays to track entities
var EnemyTower = Container.expand(function () {
var self = Container.call(this);
var towerGraphics = self.attachAsset('enemyTower', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 150;
self.maxHealth = 150;
self.range = 200;
self.damage = 30;
self.shootCooldown = 0;
self.target = null;
// Create health bar
self.healthBarBg = LK.getAsset('towerSlot', {
width: 80,
height: 8,
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 0.1
});
self.healthBarBg.tint = 0x333333;
self.healthBarBg.y = -50;
self.addChild(self.healthBarBg);
self.healthBar = LK.getAsset('enemyTower', {
width: 76,
height: 6,
anchorX: 0,
anchorY: 0.5,
scaleX: 1,
scaleY: 0.08
});
self.healthBar.tint = 0x00ff00;
self.healthBar.x = -38;
self.healthBar.y = -50;
self.addChild(self.healthBar);
self.updateHealthBar = function () {
var healthPercent = self.health / self.maxHealth;
self.healthBar.scaleX = healthPercent;
// Change color based on health
if (healthPercent > 0.6) {
self.healthBar.tint = 0x00ff00; // Green
} else if (healthPercent > 0.3) {
self.healthBar.tint = 0xffff00; // Yellow
} else {
self.healthBar.tint = 0xff0000; // Red
}
};
self.update = function () {
// Increase range and damage if base is low on health
var baseHealthPercent = enemyBase ? enemyBase.health / enemyBase.maxHealth : 1;
var bonusRange = baseHealthPercent < 0.5 ? 100 : 0;
var bonusDamage = baseHealthPercent < 0.3 ? 20 : 0;
var currentRange = self.range + bonusRange;
var currentDamage = self.damage + bonusDamage;
// Find target
if (!self.target || !self.target.parent) {
self.target = null;
var closestUnit = null;
var closestDistance = Infinity;
// Prioritize units closer to base
for (var i = 0; i < playerUnits.length; i++) {
var unit = playerUnits[i];
var distance = Math.sqrt(Math.pow(unit.x - self.x, 2) + Math.pow(unit.y - self.y, 2));
var distanceToBase = Math.sqrt(Math.pow(unit.x - enemyBase.x, 2) + Math.pow(unit.y - enemyBase.y, 2));
if (distance <= currentRange) {
// Prioritize units closer to base
var priority = distance - distanceToBase * 0.3;
if (priority < closestDistance) {
closestDistance = priority;
closestUnit = unit;
}
}
}
self.target = closestUnit;
}
// Shoot at target
if (self.target && self.shootCooldown <= 0) {
var bullet = new TowerBullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.target = self.target;
bullet.damage = currentDamage;
towerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
// Shoot faster when base is in danger
var shootCooldown = baseHealthPercent < 0.5 ? 60 : 90;
self.shootCooldown = shootCooldown;
}
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
return false;
};
return self;
});
var TowerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('towerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.target = null;
self.damage = 30;
self.update = function () {
if (!self.target || !self.target.parent) {
// Target destroyed, remove bullet
return;
}
// Move towards target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
// Hit target
if (self.target.takeDamage) {
self.target.takeDamage(self.damage);
LK.getSound('hit').play();
}
return; // Bullet will be removed
}
// Normalize and move
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
};
return self;
});
var TowerSlot = Container.expand(function () {
var self = Container.call(this);
var slotGraphics = self.attachAsset('towerSlot', {
anchorX: 0.5,
anchorY: 0.5
});
slotGraphics.alpha = 0.3;
self.occupied = false;
self.tower = null;
self.placeTower = function () {
if (!self.occupied) {
var tower = new EnemyTower();
tower.x = self.x;
tower.y = self.y;
tower.slot = self;
tower.updateHealthBar();
enemyTowers.push(tower);
game.addChild(tower);
self.occupied = true;
self.tower = tower;
slotGraphics.alpha = 0.1;
return tower;
}
return null;
};
self.removeTower = function () {
if (self.occupied && self.tower) {
self.occupied = false;
self.tower = null;
slotGraphics.alpha = 0.3;
}
};
return self;
});
var UnitBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('unitBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.target = null;
self.damage = 25;
self.update = function () {
if (!self.target || !self.target.parent) {
// Target destroyed, remove bullet
return;
}
// Move towards target
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
// Hit target
if (self.target.takeDamage) {
self.target.takeDamage(self.damage);
LK.getSound('hit').play();
}
return; // Bullet will be removed
}
// Normalize and move
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2d5016
});
/****
* Game Code
****/
// Game arrays to track entities
// Initialize game assets
var playerUnits = [];
var enemyTowers = [];
var unitBullets = [];
var towerBullets = [];
var towerSlots = [];
var enemyBase;
// Game resources
var coins = 150;
var unitCost = 50;
// UI Elements
var coinsText = new Text2('Coins: ' + coins, {
size: 60,
fill: 0xFFFFFF
});
coinsText.anchor.set(0, 0);
LK.gui.topRight.addChild(coinsText);
var healthText = new Text2('Base Health: 500', {
size: 50,
fill: 0xFFFFFF
});
healthText.anchor.set(0.5, 0);
LK.gui.top.addChild(healthText);
var spawnButton = new Text2('SPAWN UNIT (50 coins)', {
size: 50,
fill: 0x00FF00
});
spawnButton.anchor.set(0.5, 1);
spawnButton.interactive = true;
spawnButton.down = function () {
if (coins >= unitCost) {
spawnUnit();
}
};
LK.gui.bottom.addChild(spawnButton);
// Create enemy base
enemyBase = game.addChild(new EnemyBase());
enemyBase.x = 1800;
enemyBase.y = 2732 / 2;
// Create tower slots in a grid
var gridStartX = 800;
var gridStartY = 600;
var gridSpacingX = 200;
var gridSpacingY = 200;
var gridRows = 8;
var gridCols = 4;
for (var row = 0; row < gridRows; row++) {
for (var col = 0; col < gridCols; col++) {
var slot = new TowerSlot();
slot.x = gridStartX + col * gridSpacingX;
slot.y = gridStartY + row * gridSpacingY;
towerSlots.push(slot);
game.addChild(slot);
}
}
// Initially place some towers in random slots
var initialTowerCount = 4;
var placedTowers = 0;
while (placedTowers < initialTowerCount && placedTowers < towerSlots.length) {
var randomSlotIndex = Math.floor(Math.random() * towerSlots.length);
var slot = towerSlots[randomSlotIndex];
if (slot.placeTower()) {
placedTowers++;
}
}
function spawnUnit() {
if (coins >= unitCost) {
coins -= unitCost;
coinsText.setText('Coins: ' + coins);
var unit = new AttackUnit();
unit.x = 100;
unit.y = 500 + playerUnits.length % 5 * 150;
// Set custom waypoints based on spawn position to create varied paths
unit.pathWaypoints = [{
x: 400,
y: unit.y
}, {
x: 700,
y: unit.y < 1366 ? 1200 : 800
}, {
x: 1000,
y: unit.y < 1366 ? 800 : 1400
}, {
x: 1300,
y: unit.y < 1366 ? 1400 : 1000
}, {
x: 1600,
y: 1366
}];
playerUnits.push(unit);
game.addChild(unit);
LK.getSound('unitSpawn').play();
}
}
// Coin generation timer
var coinTimer = 0;
// Enemy AI system
var enemyAI = {
coins: 200,
towerCost: 100,
lastTowerPlacement: 0,
placementCooldown: 300,
// 5 seconds at 60fps
update: function update() {
// Generate coins for enemy AI
if (LK.ticks % 180 === 0) {
// Every 3 seconds
this.coins += 50;
}
// Check if should place new towers
if (this.coins >= this.towerCost && LK.ticks - this.lastTowerPlacement > this.placementCooldown) {
this.considerTowerPlacement();
}
// Repair damaged towers
this.repairTowers();
},
considerTowerPlacement: function considerTowerPlacement() {
// Find empty slots closest to player units
var bestSlot = null;
var minDistance = Infinity;
for (var i = 0; i < towerSlots.length; i++) {
var slot = towerSlots[i];
if (!slot.occupied) {
// Calculate average distance to all player units
var totalDistance = 0;
var unitCount = 0;
for (var j = 0; j < playerUnits.length; j++) {
var unit = playerUnits[j];
var distance = Math.sqrt(Math.pow(unit.x - slot.x, 2) + Math.pow(unit.y - slot.y, 2));
totalDistance += distance;
unitCount++;
}
if (unitCount > 0) {
var avgDistance = totalDistance / unitCount;
if (avgDistance < minDistance && avgDistance < 400) {
// Only place if units are nearby
minDistance = avgDistance;
bestSlot = slot;
}
}
}
}
// Place tower at best location
if (bestSlot) {
bestSlot.placeTower();
this.coins -= this.towerCost;
this.lastTowerPlacement = LK.ticks;
// Visual feedback
LK.effects.flashObject(bestSlot, 0xff0000, 500);
}
},
repairTowers: function repairTowers() {
// Find damaged towers and repair them
for (var i = 0; i < enemyTowers.length; i++) {
var tower = enemyTowers[i];
if (tower.health < tower.maxHealth * 0.5 && this.coins >= 25) {
tower.health = Math.min(tower.health + 25, tower.maxHealth);
tower.updateHealthBar();
this.coins -= 25;
LK.effects.flashObject(tower, 0x00ff00, 300);
break; // Only repair one tower per update
}
}
}
};
// Touch controls for spawning units
game.down = function (x, y, obj) {
if (coins >= unitCost) {
spawnUnit();
}
};
game.update = function () {
// Update enemy AI
enemyAI.update();
// Generate coins over time
coinTimer++;
if (coinTimer >= 120) {
// Every 2 seconds
coins += 25;
coinsText.setText('Coins: ' + coins);
coinTimer = 0;
}
// Update unit bullets
for (var i = unitBullets.length - 1; i >= 0; i--) {
var bullet = unitBullets[i];
if (!bullet.target || !bullet.target.parent) {
bullet.destroy();
unitBullets.splice(i, 1);
continue;
}
var dx = bullet.target.x - bullet.x;
var dy = bullet.target.y - bullet.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 15) {
// Hit target
var isDead = bullet.target.takeDamage(bullet.damage);
if (isDead) {
// Remove from appropriate array
if (bullet.target === enemyBase) {
// Player wins!
LK.effects.flashScreen(0x00ff00, 2000);
LK.showYouWin();
return;
} else {
// Remove tower
for (var j = 0; j < enemyTowers.length; j++) {
if (enemyTowers[j] === bullet.target) {
// Clean up slot if tower has one
if (enemyTowers[j].slot) {
enemyTowers[j].slot.removeTower();
}
enemyTowers[j].destroy();
enemyTowers.splice(j, 1);
coins += 75; // Bonus for destroying tower
coinsText.setText('Coins: ' + coins);
break;
}
}
}
}
bullet.destroy();
unitBullets.splice(i, 1);
}
}
// Update tower bullets
for (var i = towerBullets.length - 1; i >= 0; i--) {
var bullet = towerBullets[i];
if (!bullet.target || !bullet.target.parent) {
bullet.destroy();
towerBullets.splice(i, 1);
continue;
}
var dx = bullet.target.x - bullet.x;
var dy = bullet.target.y - bullet.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 15) {
// Hit target
var isDead = bullet.target.takeDamage(bullet.damage);
if (isDead) {
// Remove unit
for (var j = 0; j < playerUnits.length; j++) {
if (playerUnits[j] === bullet.target) {
playerUnits[j].destroy();
playerUnits.splice(j, 1);
break;
}
}
}
bullet.destroy();
towerBullets.splice(i, 1);
}
}
// Check if player has no units and insufficient coins (lose condition)
if (playerUnits.length === 0 && coins < unitCost) {
// Check if there are still towers or base with health
if (enemyTowers.length > 0 || enemyBase && enemyBase.health > 0) {
LK.effects.flashScreen(0xff0000, 2000);
LK.showGameOver();
return;
}
}
// Update base health display
if (enemyBase) {
healthText.setText('Base Health: ' + enemyBase.health);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -147,14 +147,93 @@
self.range = 200;
self.damage = 30;
self.shootCooldown = 0;
self.target = null;
+ // Create health bar
+ self.healthBarBg = LK.getAsset('towerSlot', {
+ width: 80,
+ height: 8,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1,
+ scaleY: 0.1
+ });
+ self.healthBarBg.tint = 0x333333;
+ self.healthBarBg.y = -50;
+ self.addChild(self.healthBarBg);
+ self.healthBar = LK.getAsset('enemyTower', {
+ width: 76,
+ height: 6,
+ anchorX: 0,
+ anchorY: 0.5,
+ scaleX: 1,
+ scaleY: 0.08
+ });
+ self.healthBar.tint = 0x00ff00;
+ self.healthBar.x = -38;
+ self.healthBar.y = -50;
+ self.addChild(self.healthBar);
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ self.healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ self.healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ self.healthBar.tint = 0xffff00; // Yellow
+ } else {
+ self.healthBar.tint = 0xff0000; // Red
+ }
+ };
self.update = function () {
- // Towers are now passive and cannot attack
- // They remain as obstacles but don't shoot or target units
+ // Increase range and damage if base is low on health
+ var baseHealthPercent = enemyBase ? enemyBase.health / enemyBase.maxHealth : 1;
+ var bonusRange = baseHealthPercent < 0.5 ? 100 : 0;
+ var bonusDamage = baseHealthPercent < 0.3 ? 20 : 0;
+ var currentRange = self.range + bonusRange;
+ var currentDamage = self.damage + bonusDamage;
+ // Find target
+ if (!self.target || !self.target.parent) {
+ self.target = null;
+ var closestUnit = null;
+ var closestDistance = Infinity;
+ // Prioritize units closer to base
+ for (var i = 0; i < playerUnits.length; i++) {
+ var unit = playerUnits[i];
+ var distance = Math.sqrt(Math.pow(unit.x - self.x, 2) + Math.pow(unit.y - self.y, 2));
+ var distanceToBase = Math.sqrt(Math.pow(unit.x - enemyBase.x, 2) + Math.pow(unit.y - enemyBase.y, 2));
+ if (distance <= currentRange) {
+ // Prioritize units closer to base
+ var priority = distance - distanceToBase * 0.3;
+ if (priority < closestDistance) {
+ closestDistance = priority;
+ closestUnit = unit;
+ }
+ }
+ }
+ self.target = closestUnit;
+ }
+ // Shoot at target
+ if (self.target && self.shootCooldown <= 0) {
+ var bullet = new TowerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ bullet.target = self.target;
+ bullet.damage = currentDamage;
+ towerBullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ // Shoot faster when base is in danger
+ var shootCooldown = baseHealthPercent < 0.5 ? 60 : 90;
+ self.shootCooldown = shootCooldown;
+ }
+ if (self.shootCooldown > 0) {
+ self.shootCooldown--;
+ }
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -208,8 +287,9 @@
var tower = new EnemyTower();
tower.x = self.x;
tower.y = self.y;
tower.slot = self;
+ tower.updateHealthBar();
enemyTowers.push(tower);
game.addChild(tower);
self.occupied = true;
self.tower = tower;
@@ -427,8 +507,9 @@
for (var i = 0; i < enemyTowers.length; i++) {
var tower = enemyTowers[i];
if (tower.health < tower.maxHealth * 0.5 && this.coins >= 25) {
tower.health = Math.min(tower.health + 25, tower.maxHealth);
+ tower.updateHealthBar();
this.coins -= 25;
LK.effects.flashObject(tower, 0x00ff00, 300);
break; // Only repair one tower per update
}
@@ -493,9 +574,36 @@
bullet.destroy();
unitBullets.splice(i, 1);
}
}
- // Tower bullets disabled - towers can no longer attack
+ // Update tower bullets
+ for (var i = towerBullets.length - 1; i >= 0; i--) {
+ var bullet = towerBullets[i];
+ if (!bullet.target || !bullet.target.parent) {
+ bullet.destroy();
+ towerBullets.splice(i, 1);
+ continue;
+ }
+ var dx = bullet.target.x - bullet.x;
+ var dy = bullet.target.y - bullet.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 15) {
+ // Hit target
+ var isDead = bullet.target.takeDamage(bullet.damage);
+ if (isDead) {
+ // Remove unit
+ for (var j = 0; j < playerUnits.length; j++) {
+ if (playerUnits[j] === bullet.target) {
+ playerUnits[j].destroy();
+ playerUnits.splice(j, 1);
+ break;
+ }
+ }
+ }
+ bullet.destroy();
+ towerBullets.splice(i, 1);
+ }
+ }
// Check if player has no units and insufficient coins (lose condition)
if (playerUnits.length === 0 && coins < unitCost) {
// Check if there are still towers or base with health
if (enemyTowers.length > 0 || enemyBase && enemyBase.health > 0) {
coinIcon. In-Game asset. 2d. High contrast. No shadows
enemyBase. In-Game asset. 2d. High contrast. No shadows
enemyTower. In-Game asset. 2d. High contrast. No shadows
towerBullet. In-Game asset. 2d. High contrast. No shadows
towerSlot. In-Game asset. 2d. High contrast. No shadows
upgradeIndicator. In-Game asset. 2d. High contrast. No shadows
heavyTowerAsset. In-Game asset. 2d. High contrast. No shadows
fastTowerAsset. In-Game asset. 2d. High contrast. No shadows
healTowerAsset. In-Game asset. 2d. High contrast. No shadows
sniperTowerAsset. In-Game asset. 2d. High contrast. No shadows
areaTowerAsset. In-Game asset. 2d. High contrast. No shadows
meleeUnitAsset. In-Game asset. 2d. High contrast. No shadows
laserTowerAsset. In-Game asset. 2d. High contrast. No shadows
poisonTowerAsset. In-Game asset. 2d. High contrast. No shadows
slowTowerAsset. In-Game asset. 2d. High contrast. No shadows
resurrectionTowerAsset. In-Game asset. 2d. High contrast. No shadows