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
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posa una barra de vida a las torras
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posa a cada torra un assets difarent
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crea torras que curan a altras torras i torras que fan dany daria
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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
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crea varias classes de torres
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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
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posa una barra de vida a las units
User prompt
fes que els meus units no ataquin
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treu la vida a las torres
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fes que las defensas no es puguin atacar
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fes que el enemic defensi la base
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fes casellas per posar torres que posara el enemic
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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 AreaTower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('areaTowerAsset', { anchorX: 0.5, anchorY: 0.5 }); // Add explosion indicator // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -50; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -50; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; var explosionIndicator = self.attachAsset('upgradeIndicator', { anchorX: 0.5, anchorY: 0.5 }); explosionIndicator.x = 0; explosionIndicator.y = 0; explosionIndicator.tint = 0xff0000; // Red explosion symbol explosionIndicator.scaleX = 1.3; explosionIndicator.scaleY = 1.3; self.towerType = 'area'; self.health = 140; self.maxHealth = 140; self.range = 180; self.damage = 25; // Base damage per unit self.areaRadius = 80; // Area effect radius self.shootCooldown = 0; self.target = null; self.cost = 130; self.canUpgrade = function () { return false; // Area towers cannot be upgraded }; self.getUpgradeCost = function () { return 0; // Area towers cannot be upgraded }; self.update = function () { // Find target (center of enemy group) if (!self.target || !self.target.parent) { self.target = null; var bestTarget = null; var maxUnitsInArea = 0; 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)); if (distance <= self.range) { // Count how many units would be hit if we target this unit var unitsInArea = 0; for (var j = 0; j < playerUnits.length; j++) { var otherUnit = playerUnits[j]; var areaDistance = Math.sqrt(Math.pow(otherUnit.x - unit.x, 2) + Math.pow(otherUnit.y - unit.y, 2)); if (areaDistance <= self.areaRadius) { unitsInArea++; } } if (unitsInArea > maxUnitsInArea) { maxUnitsInArea = unitsInArea; bestTarget = unit; } } } self.target = bestTarget; } // Shoot area effect if (self.target && self.shootCooldown <= 0) { // Create area explosion at target location var targetX = self.target.x; var targetY = self.target.y; // Damage all units in area var unitsHit = 0; for (var i = 0; i < playerUnits.length; i++) { var unit = playerUnits[i]; var distance = Math.sqrt(Math.pow(unit.x - targetX, 2) + Math.pow(unit.y - targetY, 2)); if (distance <= self.areaRadius) { unit.takeDamage(self.damage); LK.effects.flashObject(unit, 0xff6600, 300); unitsHit++; } } if (unitsHit > 0) { // Visual explosion effect tween(explosionIndicator, { scaleX: 3.0, scaleY: 3.0, alpha: 0.3 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(explosionIndicator, { scaleX: 1.3, scaleY: 1.3, alpha: 1 }, { duration: 200, easing: tween.easeIn }); } }); LK.getSound('shoot').play(); } self.shootCooldown = 150; // 2.5 second cooldown } 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 AttackUnit = Container.expand(function () { var self = Container.call(this); var unitGraphics = self.attachAsset('attackUnit', { anchorX: 0.5, anchorY: 0.5 }); // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -40; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -40; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; 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; // Create path through tower grid var pathWaypoints = []; pathWaypoints.push({ x: 400, y: self.y }); // Tower grid parameters var gridStartX = 800; var gridStartY = 600; var gridSpacingX = 200; var gridSpacingY = 200; var gridRows = 8; var gridCols = 4; // Serpentine path through towers for (var col = 0; col < gridCols; col++) { if (col % 2 === 0) { for (var row = 0; row < gridRows; row++) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } else { for (var row = gridRows - 1; row >= 0; row--) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } } pathWaypoints.push({ x: 1600, y: 1000 }); self.pathWaypoints = pathWaypoints; 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; // Find target (prioritize base, then towers) if (!self.target || !self.target.parent) { self.target = null; var closestTarget = null; var closestDistance = Infinity; // Check distance to enemy base first if (enemyBase && enemyBase.parent) { var baseDistance = Math.sqrt(Math.pow(enemyBase.x - self.x, 2) + Math.pow(enemyBase.y - self.y, 2)); if (baseDistance <= self.range) { closestTarget = enemyBase; closestDistance = baseDistance; } } // Check towers if no base target or if tower is closer for (var i = 0; i < enemyTowers.length; i++) { var tower = enemyTowers[i]; if (tower && tower.parent) { var towerDistance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2)); if (towerDistance <= self.range && towerDistance < closestDistance) { closestDistance = towerDistance; closestTarget = tower; } } } self.target = closestTarget; } // Attack target if in range 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 cooldown at 60fps } if (self.shootCooldown > 0) { self.shootCooldown--; } // Move towards enemy base using waypoints only if no target in range if (!self.target) { self.followPath(); } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { return true; // Unit is dead } return false; }; return self; }); var BasicTower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('basicTowerAsset', { anchorX: 0.5, anchorY: 0.5 }); // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -50; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -50; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; self.towerType = 'basic'; self.health = 100; self.maxHealth = 100; self.range = 150; self.damage = 20; self.shootCooldown = 0; self.target = null; self.cost = 75; self.canUpgrade = function () { return false; // Basic towers cannot be upgraded }; self.getUpgradeCost = function () { return 0; // Basic towers cannot be upgraded }; self.update = function () { // Find target if (!self.target || !self.target.parent) { self.target = null; var closestUnit = null; var closestDistance = Infinity; 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)); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; 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 = self.damage; towerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.shootCooldown = 90; // 1.5 second cooldown } 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 BasicUnit = Container.expand(function () { var self = Container.call(this); var unitGraphics = self.attachAsset('attackUnit', { anchorX: 0.5, anchorY: 0.5 }); unitGraphics.tint = 0x87CEEB; // Sky blue color for basic unit unitGraphics.scaleX = 0.9; unitGraphics.scaleY = 0.9; // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -35; healthBarBg.scaleX = 0.8; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -35; healthBar.scaleX = 0.8; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent * 0.8; if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; } else { healthBar.tint = 0xff0000; } }; self.unitType = 'basic'; self.health = 80; self.maxHealth = 80; self.speed = 2; self.damage = 20; self.range = 140; self.cost = 40; self.shootCooldown = 0; self.target = null; self.lastX = 0; self.lastY = 0; self.currentWaypoint = 0; self.isMovingToWaypoint = false; // Create path through tower grid var pathWaypoints = []; pathWaypoints.push({ x: 400, y: self.y }); // Tower grid parameters var gridStartX = 800; var gridStartY = 600; var gridSpacingX = 200; var gridSpacingY = 200; var gridRows = 8; var gridCols = 4; // Serpentine path through towers for (var col = 0; col < gridCols; col++) { if (col % 2 === 0) { for (var row = 0; row < gridRows; row++) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } else { for (var row = gridRows - 1; row >= 0; row--) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } } pathWaypoints.push({ x: 1600, y: 1000 }); self.pathWaypoints = pathWaypoints; self.followPath = function () { if (self.isMovingToWaypoint) return; if (self.currentWaypoint >= self.pathWaypoints.length) { 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; 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; if (!self.target || !self.target.parent) { self.target = null; var closestTarget = null; var closestDistance = Infinity; if (enemyBase && enemyBase.parent) { var baseDistance = Math.sqrt(Math.pow(enemyBase.x - self.x, 2) + Math.pow(enemyBase.y - self.y, 2)); if (baseDistance <= self.range) { closestTarget = enemyBase; closestDistance = baseDistance; } } for (var i = 0; i < enemyTowers.length; i++) { var tower = enemyTowers[i]; if (tower && tower.parent) { var towerDistance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2)); if (towerDistance <= self.range && towerDistance < closestDistance) { closestDistance = towerDistance; closestTarget = tower; } } } self.target = closestTarget; } 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 = 75; } if (self.shootCooldown > 0) { self.shootCooldown--; } if (!self.target) { self.followPath(); } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { return true; } 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 }); // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -50; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -50; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; // Upgrade indicator (initially hidden) var upgradeIndicator = self.attachAsset('upgradeIndicator', { anchorX: 0.5, anchorY: 0.5 }); upgradeIndicator.x = 30; upgradeIndicator.y = -30; upgradeIndicator.visible = false; self.level = 1; self.maxLevel = 3; self.health = 150; self.maxHealth = 150; self.baseRange = 200; self.baseDamage = 30; self.range = self.baseRange; self.damage = self.baseDamage; self.shootCooldown = 0; self.target = null; self.updateStats = function () { var multiplier = 1 + (self.level - 1) * 0.5; // 50% increase per level self.range = Math.floor(self.baseRange * multiplier); self.damage = Math.floor(self.baseDamage * multiplier); self.maxHealth = Math.floor(150 * multiplier); self.health = Math.min(self.health, self.maxHealth); // Update visual appearance based on level if (self.level === 2) { towerGraphics.tint = 0xc0392b; // Darker red upgradeIndicator.visible = true; upgradeIndicator.tint = 0xffd700; // Gold } else if (self.level === 3) { towerGraphics.tint = 0x8b0000; // Dark red upgradeIndicator.visible = true; upgradeIndicator.tint = 0xff4500; // Orange red } }; self.canUpgrade = function () { return self.level < self.maxLevel; }; self.getUpgradeCost = function () { return 75 * self.level; // Cost increases with level }; self.upgrade = function () { if (self.canUpgrade()) { self.level++; self.updateStats(); LK.effects.flashObject(self, 0xffd700, 500); return true; } return false; }; 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 FastTower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('fastTowerAsset', { anchorX: 0.5, anchorY: 0.5 }); // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -40; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -40; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; self.towerType = 'fast'; self.health = 80; self.maxHealth = 80; self.range = 180; self.damage = 15; self.shootCooldown = 0; self.target = null; self.cost = 100; self.canUpgrade = function () { return false; // Fast towers cannot be upgraded }; self.getUpgradeCost = function () { return 0; // Fast towers cannot be upgraded }; self.update = function () { // Find target if (!self.target || !self.target.parent) { self.target = null; var closestUnit = null; var closestDistance = Infinity; 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)); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestUnit = unit; } } self.target = closestUnit; } // Shoot at target with fast rate if (self.target && self.shootCooldown <= 0) { var bullet = new TowerBullet(); bullet.x = self.x; bullet.y = self.y; bullet.target = self.target; bullet.damage = self.damage; towerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.shootCooldown = 30; // 0.5 second cooldown (very fast) } 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 FastUnit = Container.expand(function () { var self = Container.call(this); var unitGraphics = self.attachAsset('attackUnit', { anchorX: 0.5, anchorY: 0.5 }); unitGraphics.tint = 0x32CD32; // Lime green color for fast unit unitGraphics.scaleX = 0.8; unitGraphics.scaleY = 0.8; // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -32; healthBarBg.scaleX = 0.7; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -32; healthBar.scaleX = 0.7; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent * 0.7; if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; } else { healthBar.tint = 0xff0000; } }; self.unitType = 'fast'; self.health = 60; self.maxHealth = 60; self.speed = 4; self.damage = 15; self.range = 120; self.cost = 60; self.shootCooldown = 0; self.target = null; self.lastX = 0; self.lastY = 0; self.currentWaypoint = 0; self.isMovingToWaypoint = false; // Create path through tower grid var pathWaypoints = []; pathWaypoints.push({ x: 400, y: self.y }); // Tower grid parameters var gridStartX = 800; var gridStartY = 600; var gridSpacingX = 200; var gridSpacingY = 200; var gridRows = 8; var gridCols = 4; // Serpentine path through towers for (var col = 0; col < gridCols; col++) { if (col % 2 === 0) { for (var row = 0; row < gridRows; row++) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } else { for (var row = gridRows - 1; row >= 0; row--) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } } pathWaypoints.push({ x: 1600, y: 1000 }); self.pathWaypoints = pathWaypoints; self.followPath = function () { if (self.isMovingToWaypoint) return; if (self.currentWaypoint >= self.pathWaypoints.length) { 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; 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; if (!self.target || !self.target.parent) { self.target = null; var closestTarget = null; var closestDistance = Infinity; if (enemyBase && enemyBase.parent) { var baseDistance = Math.sqrt(Math.pow(enemyBase.x - self.x, 2) + Math.pow(enemyBase.y - self.y, 2)); if (baseDistance <= self.range) { closestTarget = enemyBase; closestDistance = baseDistance; } } for (var i = 0; i < enemyTowers.length; i++) { var tower = enemyTowers[i]; if (tower && tower.parent) { var towerDistance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2)); if (towerDistance <= self.range && towerDistance < closestDistance) { closestDistance = towerDistance; closestTarget = tower; } } } self.target = closestTarget; } 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 = 45; // Faster shooting } if (self.shootCooldown > 0) { self.shootCooldown--; } if (!self.target) { self.followPath(); } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { return true; } return false; }; return self; }); var HealTower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('healTowerAsset', { anchorX: 0.5, anchorY: 0.5 }); // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -50; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -50; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; // Add a cross symbol effect var crossIndicator = self.attachAsset('upgradeIndicator', { anchorX: 0.5, anchorY: 0.5 }); crossIndicator.x = 0; crossIndicator.y = 0; crossIndicator.tint = 0xffffff; // White cross crossIndicator.scaleX = 1.5; crossIndicator.scaleY = 1.5; self.towerType = 'heal'; self.health = 120; self.maxHealth = 120; self.range = 200; // Healing range self.healAmount = 15; self.healCooldown = 0; self.target = null; self.cost = 110; self.canUpgrade = function () { return false; // Heal towers cannot be upgraded }; self.getUpgradeCost = function () { return 0; // Heal towers cannot be upgraded }; self.update = function () { // Find damaged towers to heal if (self.healCooldown <= 0) { self.target = null; var bestTarget = null; var lowestHealthPercent = 1; for (var i = 0; i < enemyTowers.length; i++) { var tower = enemyTowers[i]; if (tower !== self && tower.parent) { var distance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2)); if (distance <= self.range) { var healthPercent = tower.health / tower.maxHealth; if (healthPercent < 1 && healthPercent < lowestHealthPercent) { lowestHealthPercent = healthPercent; bestTarget = tower; } } } } self.target = bestTarget; } // Heal target if (self.target && self.healCooldown <= 0) { var healingAmount = Math.min(self.healAmount, self.target.maxHealth - self.target.health); if (healingAmount > 0) { self.target.health += healingAmount; LK.effects.flashObject(self.target, 0x00ff00, 400); // Create healing visual effect tween(crossIndicator, { scaleX: 2.0, scaleY: 2.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(crossIndicator, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeIn }); } }); self.healCooldown = 120; // 2 second cooldown } } if (self.healCooldown > 0) { self.healCooldown--; } }; 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 HeavyTower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('heavyTowerAsset', { anchorX: 0.5, anchorY: 0.5 }); // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -60; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -60; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; self.towerType = 'heavy'; self.health = 200; self.maxHealth = 200; self.range = 160; self.damage = 50; self.shootCooldown = 0; self.target = null; self.cost = 150; self.canUpgrade = function () { return false; // Heavy towers cannot be upgraded }; self.getUpgradeCost = function () { return 0; // Heavy towers cannot be upgraded }; self.update = function () { // Find target if (!self.target || !self.target.parent) { self.target = null; var closestUnit = null; var closestDistance = Infinity; 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)); if (distance <= self.range && distance < closestDistance) { closestDistance = distance; closestUnit = unit; } } self.target = closestUnit; } // Shoot at target with heavy damage if (self.target && self.shootCooldown <= 0) { var bullet = new TowerBullet(); bullet.x = self.x; bullet.y = self.y; bullet.target = self.target; bullet.damage = self.damage; towerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.shootCooldown = 120; // 2 second cooldown (slow) } 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 HeavyUnit = Container.expand(function () { var self = Container.call(this); var unitGraphics = self.attachAsset('attackUnit', { anchorX: 0.5, anchorY: 0.5 }); unitGraphics.tint = 0x8B4513; // Brown color for heavy unit unitGraphics.scaleX = 1.2; unitGraphics.scaleY = 1.2; // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -45; healthBarBg.scaleX = 1.0; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -45; healthBar.scaleX = 1.0; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent * 1.0; if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; } else { healthBar.tint = 0xff0000; } }; self.unitType = 'heavy'; self.health = 150; self.maxHealth = 150; self.speed = 1; self.damage = 40; self.range = 160; self.cost = 90; self.shootCooldown = 0; self.target = null; self.lastX = 0; self.lastY = 0; self.currentWaypoint = 0; self.isMovingToWaypoint = false; // Create path through tower grid var pathWaypoints = []; pathWaypoints.push({ x: 400, y: self.y }); // Tower grid parameters var gridStartX = 800; var gridStartY = 600; var gridSpacingX = 200; var gridSpacingY = 200; var gridRows = 8; var gridCols = 4; // Serpentine path through towers for (var col = 0; col < gridCols; col++) { if (col % 2 === 0) { for (var row = 0; row < gridRows; row++) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } else { for (var row = gridRows - 1; row >= 0; row--) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } } pathWaypoints.push({ x: 1600, y: 1000 }); self.pathWaypoints = pathWaypoints; self.followPath = function () { if (self.isMovingToWaypoint) return; if (self.currentWaypoint >= self.pathWaypoints.length) { 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; 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; if (!self.target || !self.target.parent) { self.target = null; var closestTarget = null; var closestDistance = Infinity; if (enemyBase && enemyBase.parent) { var baseDistance = Math.sqrt(Math.pow(enemyBase.x - self.x, 2) + Math.pow(enemyBase.y - self.y, 2)); if (baseDistance <= self.range) { closestTarget = enemyBase; closestDistance = baseDistance; } } for (var i = 0; i < enemyTowers.length; i++) { var tower = enemyTowers[i]; if (tower && tower.parent) { var towerDistance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2)); if (towerDistance <= self.range && towerDistance < closestDistance) { closestDistance = towerDistance; closestTarget = tower; } } } self.target = closestTarget; } 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 = 100; // Slower shooting } if (self.shootCooldown > 0) { self.shootCooldown--; } if (!self.target) { self.followPath(); } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { return true; } return false; }; return self; }); var SniperTower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('sniperTowerAsset', { anchorX: 0.5, anchorY: 0.5 }); // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -55; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -55; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; self.towerType = 'sniper'; self.health = 120; self.maxHealth = 120; self.range = 300; // Very long range self.damage = 40; self.shootCooldown = 0; self.target = null; self.cost = 125; self.canUpgrade = function () { return false; // Sniper towers cannot be upgraded }; self.getUpgradeCost = function () { return 0; // Sniper towers cannot be upgraded }; self.update = function () { // Find target (prioritize units furthest away) if (!self.target || !self.target.parent) { self.target = null; var bestUnit = null; var longestDistance = 0; 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)); if (distance <= self.range && distance > longestDistance) { longestDistance = distance; bestUnit = unit; } } self.target = bestUnit; } // Shoot at target with precision if (self.target && self.shootCooldown <= 0) { var bullet = new TowerBullet(); bullet.x = self.x; bullet.y = self.y; bullet.target = self.target; bullet.damage = self.damage; bullet.speed = 10; // Faster bullet towerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.shootCooldown = 150; // 2.5 second cooldown } 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 SniperUnit = Container.expand(function () { var self = Container.call(this); var unitGraphics = self.attachAsset('attackUnit', { anchorX: 0.5, anchorY: 0.5 }); unitGraphics.tint = 0x4B0082; // Indigo color for sniper unit unitGraphics.scaleX = 1.0; unitGraphics.scaleY = 1.3; // Taller appearance // Health bar background var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -42; healthBarBg.scaleX = 0.9; // Health bar foreground var healthBar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); healthBar.x = 0; healthBar.y = -42; healthBar.scaleX = 0.9; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.scaleX = healthPercent * 0.9; if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; } else { healthBar.tint = 0xff0000; } }; self.unitType = 'sniper'; self.health = 70; self.maxHealth = 70; self.speed = 1.5; self.damage = 50; self.range = 250; // Very long range self.cost = 80; self.shootCooldown = 0; self.target = null; self.lastX = 0; self.lastY = 0; self.currentWaypoint = 0; self.isMovingToWaypoint = false; // Create path through tower grid var pathWaypoints = []; pathWaypoints.push({ x: 400, y: self.y }); // Tower grid parameters var gridStartX = 800; var gridStartY = 600; var gridSpacingX = 200; var gridSpacingY = 200; var gridRows = 8; var gridCols = 4; // Serpentine path through towers for (var col = 0; col < gridCols; col++) { if (col % 2 === 0) { for (var row = 0; row < gridRows; row++) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } else { for (var row = gridRows - 1; row >= 0; row--) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } } pathWaypoints.push({ x: 1600, y: 1000 }); self.pathWaypoints = pathWaypoints; self.followPath = function () { if (self.isMovingToWaypoint) return; if (self.currentWaypoint >= self.pathWaypoints.length) { 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; 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; if (!self.target || !self.target.parent) { self.target = null; var closestTarget = null; var closestDistance = Infinity; // Prioritize towers over base due to long range for (var i = 0; i < enemyTowers.length; i++) { var tower = enemyTowers[i]; if (tower && tower.parent) { var towerDistance = Math.sqrt(Math.pow(tower.x - self.x, 2) + Math.pow(tower.y - self.y, 2)); if (towerDistance <= self.range && towerDistance < closestDistance) { closestDistance = towerDistance; closestTarget = tower; } } } // Check base if no towers in range if (!closestTarget && enemyBase && enemyBase.parent) { var baseDistance = Math.sqrt(Math.pow(enemyBase.x - self.x, 2) + Math.pow(enemyBase.y - self.y, 2)); if (baseDistance <= self.range) { closestTarget = enemyBase; closestDistance = baseDistance; } } self.target = closestTarget; } 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; bullet.speed = 12; // Faster bullet unitBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); self.shootCooldown = 120; // Slow shooting rate } if (self.shootCooldown > 0) { self.shootCooldown--; } if (!self.target) { self.followPath(); } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { return true; } 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.updateStats(); // Initialize stats properly 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: 80, fill: 0xFFD700 }); coinsText.anchor.set(1, 0); coinsText.x = -20; // Small margin from right edge coinsText.y = 20; // Small margin from top LK.gui.topRight.addChild(coinsText); var coinIcon = LK.getAsset('coinIcon', { anchorX: 0.5, anchorY: 0.5 }); coinIcon.x = -coinsText.width - 60; // Position to left of text coinIcon.y = 45; // Align with text LK.gui.topRight.addChild(coinIcon); var healthText = new Text2('Base Health: 500', { size: 50, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0); LK.gui.top.addChild(healthText); // Unit spawn buttons var basicButton = new Text2('Basic (40)', { size: 40, fill: 0x87CEEB }); basicButton.anchor.set(0.5, 1); basicButton.x = -300; basicButton.interactive = true; basicButton.down = function () { if (coins >= 40) { spawnUnit('basic'); } }; LK.gui.bottom.addChild(basicButton); var fastButton = new Text2('Fast (60)', { size: 40, fill: 0x32CD32 }); fastButton.anchor.set(0.5, 1); fastButton.x = -100; fastButton.interactive = true; fastButton.down = function () { if (coins >= 60) { spawnUnit('fast'); } }; LK.gui.bottom.addChild(fastButton); var heavyButton = new Text2('Heavy (90)', { size: 40, fill: 0x8B4513 }); heavyButton.anchor.set(0.5, 1); heavyButton.x = 100; heavyButton.interactive = true; heavyButton.down = function () { if (coins >= 90) { spawnUnit('heavy'); } }; LK.gui.bottom.addChild(heavyButton); var sniperButton = new Text2('Sniper (80)', { size: 40, fill: 0x4B0082 }); sniperButton.anchor.set(0.5, 1); sniperButton.x = 300; sniperButton.interactive = true; sniperButton.down = function () { if (coins >= 80) { spawnUnit('sniper'); } }; LK.gui.bottom.addChild(sniperButton); // 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()) { // Initialize health bar for the newly placed tower if (slot.tower && slot.tower.updateHealthBar) { slot.tower.updateHealthBar(); } placedTowers++; } } function spawnUnit(unitType) { if (!unitType) unitType = 'basic'; var unit = null; var cost = 40; switch (unitType) { case 'basic': unit = new BasicUnit(); cost = 40; break; case 'fast': unit = new FastUnit(); cost = 60; break; case 'heavy': unit = new HeavyUnit(); cost = 90; break; case 'sniper': unit = new SniperUnit(); cost = 80; break; default: unit = new BasicUnit(); cost = 40; break; } if (coins >= cost && unit) { coins -= cost; coinsText.setText('Coins: ' + coins); coinIcon.x = -coinsText.width - 60; unit.x = 100; unit.y = 500 + playerUnits.length % 5 * 150; // Create path that goes through all tower positions var pathWaypoints = []; // Start from spawn position pathWaypoints.push({ x: 400, y: unit.y }); // Add waypoints to pass through tower grid var gridStartX = 800; var gridStartY = 600; var gridSpacingX = 200; var gridSpacingY = 200; var gridRows = 8; var gridCols = 4; // Create serpentine path through tower grid for (var col = 0; col < gridCols; col++) { if (col % 2 === 0) { // Go down for even columns for (var row = 0; row < gridRows; row++) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } else { // Go up for odd columns for (var row = gridRows - 1; row >= 0; row--) { pathWaypoints.push({ x: gridStartX + col * gridSpacingX, y: gridStartY + row * gridSpacingY }); } } } // Final waypoint towards the base pathWaypoints.push({ x: 1600, y: 1366 }); unit.pathWaypoints = pathWaypoints; playerUnits.push(unit); game.addChild(unit); unit.updateHealthBar(); 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(); } // Upgrade existing towers this.considerTowerUpgrades(); // 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) { // Choose random tower type based on available coins var towerTypes = []; if (this.coins >= 75) towerTypes.push('basic'); if (this.coins >= 100) towerTypes.push('fast'); if (this.coins >= 110) towerTypes.push('heal'); if (this.coins >= 125) towerTypes.push('sniper'); if (this.coins >= 130) towerTypes.push('area'); if (this.coins >= 150) towerTypes.push('heavy'); if (towerTypes.length > 0) { var randomType = towerTypes[Math.floor(Math.random() * towerTypes.length)]; var tower = null; var cost = 75; switch (randomType) { case 'basic': tower = new BasicTower(); cost = 75; break; case 'fast': tower = new FastTower(); cost = 100; break; case 'heal': tower = new HealTower(); cost = 110; break; case 'sniper': tower = new SniperTower(); cost = 125; break; case 'area': tower = new AreaTower(); cost = 130; break; case 'heavy': tower = new HeavyTower(); cost = 150; break; } if (tower) { tower.x = bestSlot.x; tower.y = bestSlot.y; tower.slot = bestSlot; enemyTowers.push(tower); game.addChild(tower); bestSlot.occupied = true; bestSlot.tower = tower; bestSlot.attachAsset('towerSlot', {}).alpha = 0.1; this.coins -= cost; this.lastTowerPlacement = LK.ticks; // Initialize health bar if (tower.updateHealthBar) { tower.updateHealthBar(); } // Visual feedback LK.effects.flashObject(bestSlot, 0xff0000, 500); } } } }, considerTowerUpgrades: function considerTowerUpgrades() { // Find towers that can be upgraded and are in combat zones for (var i = 0; i < enemyTowers.length; i++) { var tower = enemyTowers[i]; if (tower.canUpgrade()) { var upgradeCost = tower.getUpgradeCost(); if (this.coins >= upgradeCost) { // Check if tower is in an active combat zone (has nearby player units) var nearbyUnits = 0; for (var j = 0; j < playerUnits.length; j++) { var unit = playerUnits[j]; var distance = Math.sqrt(Math.pow(unit.x - tower.x, 2) + Math.pow(unit.y - tower.y, 2)); if (distance <= tower.range + 100) { nearbyUnits++; } } // Upgrade towers that are actively engaged or if we have excess coins if (nearbyUnits > 0 || this.coins > upgradeCost * 2) { if (tower.upgrade()) { this.coins -= upgradeCost; break; // Only upgrade one tower per update } } } } } }, 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); 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 >= 40) { spawnUnit('basic'); } }; 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); coinIcon.x = -coinsText.width - 60; // Update icon position 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) { // Calculate money reward based on tower type and level var moneyReward = 75; // Base reward if (enemyTowers[j].towerType) { switch (enemyTowers[j].towerType) { case 'fast': moneyReward = 100; break; case 'heal': moneyReward = 110; break; case 'sniper': moneyReward = 125; break; case 'area': moneyReward = 130; break; case 'heavy': moneyReward = 150; break; default: moneyReward = 75; break; } } else if (enemyTowers[j].level) { // For upgradeable towers, reward based on level moneyReward = 75 + (enemyTowers[j].level - 1) * 50; } // Clean up slot if tower has one if (enemyTowers[j].slot) { enemyTowers[j].slot.removeTower(); } enemyTowers[j].destroy(); enemyTowers.splice(j, 1); coins += moneyReward; // Money reward for destroying tower coinsText.setText('Coins: ' + coins); coinIcon.x = -coinsText.width - 60; // Update icon position 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
@@ -12,8 +12,34 @@
anchorX: 0.5,
anchorY: 0.5
});
// Add explosion indicator
+ // Health bar background
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -50;
+ // Health bar foreground
+ var healthBar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBar.x = 0;
+ healthBar.y = -50;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+ };
var explosionIndicator = self.attachAsset('upgradeIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -109,8 +135,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -284,8 +311,34 @@
var towerGraphics = self.attachAsset('basicTowerAsset', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Health bar background
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -50;
+ // Health bar foreground
+ var healthBar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBar.x = 0;
+ healthBar.y = -50;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+ };
self.towerType = 'basic';
self.health = 100;
self.maxHealth = 100;
self.range = 150;
@@ -332,8 +385,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -526,8 +580,34 @@
var towerGraphics = self.attachAsset('enemyTower', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Health bar background
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -50;
+ // Health bar foreground
+ var healthBar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBar.x = 0;
+ healthBar.y = -50;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+ };
// Upgrade indicator (initially hidden)
var upgradeIndicator = self.attachAsset('upgradeIndicator', {
anchorX: 0.5,
anchorY: 0.5
@@ -624,8 +704,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -638,8 +719,34 @@
var towerGraphics = self.attachAsset('fastTowerAsset', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Health bar background
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -40;
+ // Health bar foreground
+ var healthBar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBar.x = 0;
+ healthBar.y = -40;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+ };
self.towerType = 'fast';
self.health = 80;
self.maxHealth = 80;
self.range = 180;
@@ -686,8 +793,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -861,8 +969,34 @@
var towerGraphics = self.attachAsset('healTowerAsset', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Health bar background
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -50;
+ // Health bar foreground
+ var healthBar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBar.x = 0;
+ healthBar.y = -50;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+ };
// Add a cross symbol effect
var crossIndicator = self.attachAsset('upgradeIndicator', {
anchorX: 0.5,
anchorY: 0.5
@@ -938,8 +1072,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -952,8 +1087,34 @@
var towerGraphics = self.attachAsset('heavyTowerAsset', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Health bar background
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -60;
+ // Health bar foreground
+ var healthBar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBar.x = 0;
+ healthBar.y = -60;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+ };
self.towerType = 'heavy';
self.health = 200;
self.maxHealth = 200;
self.range = 160;
@@ -1000,8 +1161,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -1175,8 +1337,34 @@
var towerGraphics = self.attachAsset('sniperTowerAsset', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Health bar background
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -55;
+ // Health bar foreground
+ var healthBar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBar.x = 0;
+ healthBar.y = -55;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBar.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBar.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBar.tint = 0xffff00; // Yellow
+ } else {
+ healthBar.tint = 0xff0000; // Red
+ }
+ };
self.towerType = 'sniper';
self.health = 120;
self.maxHealth = 120;
self.range = 300; // Very long range
@@ -1224,8 +1412,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
LK.effects.flashObject(self, 0xff0000, 200);
if (self.health <= 0) {
return true; // Tower is destroyed
}
@@ -1618,8 +1807,12 @@
while (placedTowers < initialTowerCount && placedTowers < towerSlots.length) {
var randomSlotIndex = Math.floor(Math.random() * towerSlots.length);
var slot = towerSlots[randomSlotIndex];
if (slot.placeTower()) {
+ // Initialize health bar for the newly placed tower
+ if (slot.tower && slot.tower.updateHealthBar) {
+ slot.tower.updateHealthBar();
+ }
placedTowers++;
}
}
function spawnUnit(unitType) {
@@ -1800,8 +1993,12 @@
bestSlot.tower = tower;
bestSlot.attachAsset('towerSlot', {}).alpha = 0.1;
this.coins -= cost;
this.lastTowerPlacement = LK.ticks;
+ // Initialize health bar
+ if (tower.updateHealthBar) {
+ tower.updateHealthBar();
+ }
// Visual feedback
LK.effects.flashObject(bestSlot, 0xff0000, 500);
}
}
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