User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 300 pixel olsun. ve bu her seferinde aynı olsun
User prompt
oyun ilk açıldığında ilk dalga için oluşturulan yol uzunluğu 300 pixel olsun
User prompt
oyunda düzeltme yapmak istiyorum. oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 300 pixel olsun.
User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 300 pixel olsun
User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu ekranın yüksekliği kadar olsun
User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 50 yaratık sığcak kadar uzun olsun
User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 30 yaratık sığcak kadar uzun olsun
User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 30 kareden oluşsun
User prompt
yol oluşturulurken yol kendi üzerinden geçmesin
User prompt
hala düz oluyor lütfen her yolu oluştururken 3n az 3 yerde dönüş yaparmısın
User prompt
yeni yol oluşturulurken en az 3 yerde dönüş olsun
User prompt
yol oluşturulurken yola değmeden oluştursun
User prompt
oyunun ilk başında oluşturulan yol dışında her oluşturulan yeni yol bir önceki yolun %10 u kadar daha uzun olsun
User prompt
yol oluşturulurken en az 3 dönüş olsun
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'base.x = gamePath[gamePath.length - 1].x;' Line Number: 1109
User prompt
yol oluşturma oyun ilk başında da gerçekleşsin
User prompt
yol karelerden oluşmasın daha düz gerçek bir yolmuş gibi gözüksün
User prompt
yol oluşturulurken yol kendine değmesin ve üzerinden geçmesin
User prompt
yeni yol uluşturulurken öncekinden %5 daha uzun olsun ve mutlaka en az 2 dönüş olsun
User prompt
yollar oluşturulurken birbirine değmesin ve kesişmesin
User prompt
yollar oluşturulurken birbirinin üzerinden geçmesin
User prompt
sadece özelliklerini alsın aynı yolu yapıyor bunu düzeltirmisin
User prompt
oyun ilk başladığındaki yolun özelliklerine benzer olarak yol değişsin ve yüzde 3 kadar uzasın
User prompt
her yol oluşumunda lütfen dönüşler olsun ve yol kısalmasın önceki yolun uzunluğunun yüzde 3 civarı kadar uzunluğu artsın
User prompt
yollar oluşturulurken çapraz yamuk oluşmasın lütfen hep düz olsun sadece dönüşler 90 derece olsun. ayrıca her yoldeğişiminde yol yüzde 3 oranında uzasın
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (tower, target, towerType) {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.tower = tower;
self.target = target;
self.towerType = towerType;
self.speed = 8;
// Calculate direction from tower to target
var dx = target.x - tower.x;
var dy = target.y - tower.y;
var distance = Math.sqrt(dx * dx + dy * dy);
self.vx = dx / distance * self.speed;
self.vy = dy / distance * self.speed;
self.update = function () {
self.x += self.vx;
self.y += self.vy;
// Check collision with intended target only
if (self.target && self.target.parent && self.intersects(self.target)) {
self.hit();
return;
}
// Remove bullet if target is destroyed
if (!self.target || !self.target.parent) {
self.destroy();
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] === self) {
bullets.splice(i, 1);
break;
}
}
return;
}
// Remove if off screen
if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) {
self.destroy();
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] === self) {
bullets.splice(i, 1);
break;
}
}
}
};
self.hit = function () {
LK.getSound('hit').play();
if (self.towerType === 'splash') {
// Splash damage
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy && enemy.parent) {
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.tower.splashRadius) {
var killed = enemy.takeDamage(self.tower.damage);
if (killed) {
coins += enemy.reward;
enemy.destroy();
enemies.splice(i, 1);
}
}
}
}
// Create explosion effect
var explosion = LK.getAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5
});
explosion.x = self.x;
explosion.y = self.y;
explosion.alpha = 0.7;
game.addChild(explosion);
tween(explosion, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
explosion.destroy();
}
});
} else {
// Regular damage
if (self.target && self.target.parent) {
var killed = self.target.takeDamage(self.tower.damage);
if (killed) {
coins += self.target.reward;
self.target.destroy();
var targetIndex = enemies.indexOf(self.target);
if (targetIndex !== -1) {
enemies.splice(targetIndex, 1);
}
}
// Apply slow effect if slow tower
if (self.towerType === 'slow' && !killed) {
self.target.applySlow(self.tower.slowFactor, self.tower.slowDuration);
}
}
}
// Remove bullet
self.destroy();
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i] === self) {
bullets.splice(i, 1);
break;
}
}
};
return self;
});
// Game variables
var Enemy = Container.expand(function (type, pathIndex) {
var self = Container.call(this);
// Enemy properties based on type
var enemyConfig = {
basic: {
asset: 'basicEnemy',
health: 100,
speed: 2,
reward: 10
},
fast: {
asset: 'fastEnemy',
health: 60,
speed: 4,
reward: 15
},
tank: {
asset: 'tankEnemy',
health: 300,
speed: 1,
reward: 25
},
boss: {
asset: 'tankEnemy',
health: 1000,
speed: 1.5,
reward: 100
}
};
var config = enemyConfig[type] || enemyConfig.basic;
var enemyGraphics = self.attachAsset(config.asset, {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = config.health;
self.health = config.health;
self.speed = config.speed;
self.reward = config.reward;
self.pathIndex = pathIndex || 0;
self.slowEffect = 1;
self.slowDuration = 0;
// Health bar
var healthBarBg = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.1,
y: -40
});
healthBarBg.tint = 0x333333;
self.addChild(healthBarBg);
var healthBar = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.1,
y: -40
});
healthBar.tint = 0x00FF00;
self.addChild(healthBar);
self.healthBar = healthBar;
self.takeDamage = function (damage) {
self.health -= damage;
var healthPercent = Math.max(0, self.health / self.maxHealth);
self.healthBar.scaleX = 0.6 * healthPercent;
// Health bar color changes
if (healthPercent > 0.6) {
self.healthBar.tint = 0x00FF00;
} else if (healthPercent > 0.3) {
self.healthBar.tint = 0xFFFF00;
} else {
self.healthBar.tint = 0xFF0000;
}
// Flash effect
tween(enemyGraphics, {
tint: 0xFF0000
}, {
duration: 100,
onFinish: function onFinish() {
tween(enemyGraphics, {
tint: 0xFFFFFF
}, {
duration: 100
});
}
});
return self.health <= 0;
};
self.applySlow = function (factor, duration) {
self.slowEffect = Math.min(self.slowEffect, factor);
self.slowDuration = Math.max(self.slowDuration, duration);
};
self.update = function () {
// Update slow effect
if (self.slowDuration > 0) {
self.slowDuration--;
if (self.slowDuration <= 0) {
self.slowEffect = 1;
}
}
// Move along path
if (self.pathIndex < gamePath.length - 1 && gamePath[self.pathIndex + 1]) {
var currentTarget = gamePath[self.pathIndex + 1];
var dx = currentTarget.x - self.x;
var dy = currentTarget.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 20) {
self.pathIndex++;
if (self.pathIndex >= gamePath.length - 1) {
// Reached base
baseHealth--;
return;
}
} else {
var moveSpeed = self.speed * self.slowEffect;
self.x += dx / distance * moveSpeed;
self.y += dy / distance * moveSpeed;
}
} else if (self.pathIndex >= gamePath.length - 1) {
// Reached base
baseHealth--;
return;
}
};
return self;
});
var Tower = Container.expand(function (type) {
var self = Container.call(this);
// Tower configurations
var towerConfig = {
basic: {
asset: 'basicTower',
damage: 25,
range: 180,
fireRate: 60,
cost: 100,
upgradeCost: 75
},
splash: {
asset: 'splashTower',
damage: 40,
range: 150,
fireRate: 90,
cost: 200,
upgradeCost: 150,
splashRadius: 80
},
slow: {
asset: 'slowTower',
damage: 15,
range: 200,
fireRate: 45,
cost: 150,
upgradeCost: 100,
slowFactor: 0.5,
slowDuration: 120
}
};
var config = towerConfig[type] || towerConfig.basic;
var towerGraphics = self.attachAsset(config.asset, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type;
self.damage = config.damage;
self.range = config.range;
self.fireRate = config.fireRate;
self.cost = config.cost;
self.upgradeCost = config.upgradeCost;
self.splashRadius = config.splashRadius;
self.slowFactor = config.slowFactor;
self.slowDuration = config.slowDuration;
self.lastShot = 0;
self.level = 1;
// Range indicator (hidden by default)
var rangeIndicator = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: self.range / 50,
scaleY: self.range / 50
});
rangeIndicator.tint = 0x00FF00;
rangeIndicator.alpha = 0.2;
rangeIndicator.visible = false;
self.addChild(rangeIndicator);
self.rangeIndicator = rangeIndicator;
self.showRange = function () {
self.rangeIndicator.visible = true;
};
self.hideRange = function () {
self.rangeIndicator.visible = false;
};
self.canShoot = function () {
return LK.ticks - self.lastShot >= self.fireRate;
};
self.findTarget = function () {
var closestEnemy = null;
var closestDistance = self.range;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy && enemy.parent) {
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.range && distance < closestDistance) {
closestEnemy = enemy;
closestDistance = distance;
}
}
}
return closestEnemy;
};
self.shoot = function (target) {
if (!self.canShoot()) return;
self.lastShot = LK.ticks;
// Create bullet
var bullet = new Bullet(self, target, self.type);
bullet.x = self.x;
bullet.y = self.y;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
self.upgrade = function () {
if (coins >= self.upgradeCost) {
coins -= self.upgradeCost;
self.level++;
self.damage = Math.floor(self.damage * 1.5);
self.range = Math.floor(self.range * 1.1);
self.upgradeCost = Math.floor(self.upgradeCost * 1.8);
// Update global tower info stats
towerInfoStats[self.type].level = Math.max(towerInfoStats[self.type].level, self.level);
towerInfoStats[self.type].damage = Math.max(towerInfoStats[self.type].damage, self.damage);
towerInfoStats[self.type].upgradeCost = Math.max(towerInfoStats[self.type].upgradeCost, self.upgradeCost);
// Visual upgrade effect
tween(towerGraphics, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onFinish: function onFinish() {
tween(towerGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
// Update range indicator
self.rangeIndicator.scaleX = self.range / 50;
self.rangeIndicator.scaleY = self.range / 50;
return true;
}
return false;
};
self.down = function (x, y, obj) {
selectedTower = self;
self.showRange();
};
self.update = function () {
// Find target in range
var target = self.findTarget();
if (target) {
// Rotate tower towards target
var angle = Math.atan2(target.y - self.y, target.x - self.x);
towerGraphics.rotation = angle;
// Shoot if ready
if (self.canShoot()) {
self.shoot(target);
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x4a6b3a
});
/****
* Game Code
****/
// Sounds
// Game elements
// Enemy assets
// Tower assets
// Game variables
var gamePath = [{
x: 100,
y: 400
}, {
x: 500,
y: 400
}, {
x: 500,
y: 800
}, {
x: 900,
y: 800
}, {
x: 900,
y: 1200
}, {
x: 1400,
y: 1200
}, {
x: 1400,
y: 1600
}, {
x: 1800,
y: 1600
}];
var enemies = [];
var towers = [];
var bullets = [];
var coins = 300;
var baseHealth = 20;
var currentWave = 1;
var enemiesSpawned = 0;
var enemiesPerWave = 5;
var waveDelay = 0;
var selectedTower = null;
var towerInfoPanel = null;
var bossWave = false;
var bossSpawned = false;
var pathExtensionFactor = 1.0;
// Draw path with visible tiles
for (var i = 0; i < gamePath.length; i++) {
var pathTile = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5
});
pathTile.x = gamePath[i].x;
pathTile.y = gamePath[i].y;
pathTile.alpha = 0.8;
pathTile.tint = 0x8B4513;
game.addChild(pathTile);
}
// Draw connecting path segments
for (var i = 0; i < gamePath.length - 1; i++) {
var startPoint = gamePath[i];
var endPoint = gamePath[i + 1];
var dx = endPoint.x - startPoint.x;
var dy = endPoint.y - startPoint.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var segments = Math.ceil(distance / 50);
for (var j = 1; j < segments; j++) {
var t = j / segments;
var segmentX = startPoint.x + dx * t;
var segmentY = startPoint.y + dy * t;
var segmentTile = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
segmentTile.x = segmentX;
segmentTile.y = segmentY;
segmentTile.alpha = 0.6;
segmentTile.tint = 0x8B4513;
game.addChild(segmentTile);
}
}
// Create base
var base = LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0.5
});
base.x = gamePath[gamePath.length - 1].x;
base.y = gamePath[gamePath.length - 1].y;
game.addChild(base);
// Create baslangic image at spawn point
var baslangicImage = LK.getAsset('baslangic', {
anchorX: 0.5,
anchorY: 0.5
});
baslangicImage.x = gamePath[0].x;
baslangicImage.y = gamePath[0].y;
game.addChild(baslangicImage);
// UI Elements
var coinsText = new Text2('Coins: ' + coins, {
size: 50,
fill: 0xFFD700
});
coinsText.anchor.set(0, 0);
coinsText.x = 150;
coinsText.y = 20;
LK.gui.topLeft.addChild(coinsText);
var healthText = new Text2('Base Health: ' + baseHealth, {
size: 50,
fill: 0xFF0000
});
healthText.anchor.set(1, 0);
healthText.y = 20;
LK.gui.topRight.addChild(healthText);
var waveText = new Text2('Wave: ' + currentWave, {
size: 50,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
waveText.y = 20;
LK.gui.top.addChild(waveText);
// Tower selection buttons
var basicTowerImage = LK.getAsset('basicTower', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.8,
scaleY: 0.8
});
basicTowerImage.x = 60;
basicTowerImage.y = -20;
LK.gui.bottomLeft.addChild(basicTowerImage);
var basicTowerBtn = new Text2('Basic (100)', {
size: 40,
fill: 0x4444FF
});
basicTowerBtn.anchor.set(0, 1);
basicTowerBtn.x = 100;
basicTowerBtn.y = -20;
LK.gui.bottomLeft.addChild(basicTowerBtn);
var basicTowerInfo = new Text2('Level: 1 | DMG: 25 | Upgrade: 75', {
size: 25,
fill: 0xFFFFFF
});
basicTowerInfo.anchor.set(0, 1);
basicTowerInfo.x = 350;
basicTowerInfo.y = -20;
LK.gui.bottomLeft.addChild(basicTowerInfo);
var splashTowerImage = LK.getAsset('splashTower', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.8,
scaleY: 0.8
});
splashTowerImage.x = 60;
splashTowerImage.y = -80;
LK.gui.bottomLeft.addChild(splashTowerImage);
var splashTowerBtn = new Text2('Splash (200)', {
size: 40,
fill: 0xFF4444
});
splashTowerBtn.anchor.set(0, 1);
splashTowerBtn.x = 100;
splashTowerBtn.y = -80;
LK.gui.bottomLeft.addChild(splashTowerBtn);
var splashTowerInfo = new Text2('Level: 1 | DMG: 40 | Upgrade: 150', {
size: 25,
fill: 0xFFFFFF
});
splashTowerInfo.anchor.set(0, 1);
splashTowerInfo.x = 350;
splashTowerInfo.y = -80;
LK.gui.bottomLeft.addChild(splashTowerInfo);
var slowTowerImage = LK.getAsset('slowTower', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.8,
scaleY: 0.8
});
slowTowerImage.x = 60;
slowTowerImage.y = -140;
LK.gui.bottomLeft.addChild(slowTowerImage);
var slowTowerBtn = new Text2('Slow (150)', {
size: 40,
fill: 0x44FF44
});
slowTowerBtn.anchor.set(0, 1);
slowTowerBtn.x = 100;
slowTowerBtn.y = -140;
LK.gui.bottomLeft.addChild(slowTowerBtn);
var slowTowerInfo = new Text2('Level: 1 | DMG: 15 | Upgrade: 100', {
size: 25,
fill: 0xFFFFFF
});
slowTowerInfo.anchor.set(0, 1);
slowTowerInfo.x = 350;
slowTowerInfo.y = -140;
LK.gui.bottomLeft.addChild(slowTowerInfo);
// Add levelatla upgrade buttons
var basicLevelatlaBtn = LK.getAsset('levelatla', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
basicLevelatlaBtn.x = 770;
basicLevelatlaBtn.y = -40;
LK.gui.bottomLeft.addChild(basicLevelatlaBtn);
var splashLevelatlaBtn = LK.getAsset('levelatla', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
splashLevelatlaBtn.x = 770;
splashLevelatlaBtn.y = -100;
LK.gui.bottomLeft.addChild(splashLevelatlaBtn);
var slowLevelatlaBtn = LK.getAsset('levelatla', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
slowLevelatlaBtn.x = 770;
slowLevelatlaBtn.y = -160;
LK.gui.bottomLeft.addChild(slowLevelatlaBtn);
// Selected tower type
var selectedTowerType = 'basic';
// Tower info tracking
var towerInfoStats = {
basic: {
level: 1,
damage: 25,
upgradeCost: 75
},
splash: {
level: 1,
damage: 40,
upgradeCost: 150
},
slow: {
level: 1,
damage: 15,
upgradeCost: 100
}
};
// Add background highlights for tower selection
var basicTowerBg = LK.getAsset('pathTile', {
anchorX: 0,
anchorY: 0.5,
scaleX: 8.0,
scaleY: 0.8
});
basicTowerBg.tint = 0x00FF00;
basicTowerBg.alpha = 0.3;
basicTowerBg.x = 10;
basicTowerBg.y = -40;
LK.gui.bottomLeft.addChild(basicTowerBg);
var splashTowerBg = LK.getAsset('pathTile', {
anchorX: 0,
anchorY: 0.5,
scaleX: 8.0,
scaleY: 0.8
});
splashTowerBg.tint = 0x00FF00;
splashTowerBg.alpha = 0;
splashTowerBg.x = 10;
splashTowerBg.y = -100;
LK.gui.bottomLeft.addChild(splashTowerBg);
var slowTowerBg = LK.getAsset('pathTile', {
anchorX: 0,
anchorY: 0.5,
scaleX: 8.0,
scaleY: 0.8
});
slowTowerBg.tint = 0x00FF00;
slowTowerBg.alpha = 0;
slowTowerBg.x = 10;
slowTowerBg.y = -160;
LK.gui.bottomLeft.addChild(slowTowerBg);
// Helper functions
function updateUI() {
coinsText.setText('Coins: ' + coins);
healthText.setText('Base Health: ' + baseHealth);
waveText.setText('Wave: ' + currentWave + (bossWave ? ' (BOSS)' : ''));
// Update button colors based on affordability
basicTowerBtn.tint = coins >= 100 ? 0x4444FF : 0x666666;
splashTowerBtn.tint = coins >= 200 ? 0xFF4444 : 0x666666;
slowTowerBtn.tint = coins >= 150 ? 0x44FF44 : 0x666666;
// Update tower info displays
basicTowerInfo.setText('Level: ' + towerInfoStats.basic.level + ' | DMG: ' + towerInfoStats.basic.damage + ' | Upgrade: ' + towerInfoStats.basic.upgradeCost);
splashTowerInfo.setText('Level: ' + towerInfoStats.splash.level + ' | DMG: ' + towerInfoStats.splash.damage + ' | Upgrade: ' + towerInfoStats.splash.upgradeCost);
slowTowerInfo.setText('Level: ' + towerInfoStats.slow.level + ' | DMG: ' + towerInfoStats.slow.damage + ' | Upgrade: ' + towerInfoStats.slow.upgradeCost);
// Update tower selection highlighting
basicTowerBg.alpha = selectedTowerType === 'basic' ? 0.3 : 0;
splashTowerBg.alpha = selectedTowerType === 'splash' ? 0.3 : 0;
slowTowerBg.alpha = selectedTowerType === 'slow' ? 0.3 : 0;
// Add pulsing animation to selected tower
var selectedBg = selectedTowerType === 'basic' ? basicTowerBg : selectedTowerType === 'splash' ? splashTowerBg : slowTowerBg;
if (selectedBg.alpha > 0) {
var pulseAlpha = 0.3 + Math.sin(LK.ticks * 0.1) * 0.1;
selectedBg.alpha = pulseAlpha;
}
// Show/hide levelatla buttons based on available coins
basicLevelatlaBtn.visible = coins >= towerInfoStats.basic.upgradeCost;
splashLevelatlaBtn.visible = coins >= towerInfoStats.splash.upgradeCost;
slowLevelatlaBtn.visible = coins >= towerInfoStats.slow.upgradeCost;
}
function canPlaceTower(x, y) {
// Check if position is not on path points
for (var i = 0; i < gamePath.length; i++) {
var pathPoint = gamePath[i];
var distance = Math.sqrt((x - pathPoint.x) * (x - pathPoint.x) + (y - pathPoint.y) * (y - pathPoint.y));
if (distance < 80) {
return false;
}
}
// Check if position is not on path segments
for (var i = 0; i < gamePath.length - 1; i++) {
var startPoint = gamePath[i];
var endPoint = gamePath[i + 1];
// Calculate distance from point to line segment
var A = x - startPoint.x;
var B = y - startPoint.y;
var C = endPoint.x - startPoint.x;
var D = endPoint.y - startPoint.y;
var dot = A * C + B * D;
var lenSq = C * C + D * D;
var param = lenSq != 0 ? dot / lenSq : -1;
var xx, yy;
if (param < 0) {
xx = startPoint.x;
yy = startPoint.y;
} else if (param > 1) {
xx = endPoint.x;
yy = endPoint.y;
} else {
xx = startPoint.x + param * C;
yy = startPoint.y + param * D;
}
var dx = x - xx;
var dy = y - yy;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 80) {
return false;
}
}
// Check if position is not too close to other towers
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var distance = Math.sqrt((x - tower.x) * (x - tower.x) + (y - tower.y) * (y - tower.y));
if (distance < 100) {
return false;
}
}
return true;
}
function spawnEnemy() {
var enemyTypes = ['basic', 'fast', 'tank'];
var waveMultiplier = Math.floor((currentWave - 1) / 3);
// Choose enemy type based on wave
var enemyType = 'basic';
if (currentWave > 3) {
enemyType = enemyTypes[Math.floor(Math.random() * 2)]; // basic or fast
}
if (currentWave > 6) {
enemyType = enemyTypes[Math.floor(Math.random() * 3)]; // all types
}
var enemy = new Enemy(enemyType, 0);
enemy.x = gamePath[0].x;
enemy.y = gamePath[0].y;
// Scale health for later waves
enemy.maxHealth *= 1 + waveMultiplier * 0.5;
enemy.health = enemy.maxHealth;
enemies.push(enemy);
game.addChild(enemy);
enemiesSpawned++;
}
function generateNewPath() {
// Clear existing path tiles
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
if (child.tint === 0x8B4513) {
child.destroy();
i--;
}
}
// Calculate middle 80% vertical bounds (10% margin top and bottom)
var screenHeight = 2732;
var topMargin = screenHeight * 0.1; // 10% from top
var bottomMargin = screenHeight * 0.9; // 90% from top (10% margin at bottom)
var minY = topMargin;
var maxY = bottomMargin;
// Increase path length by 3% each wave
pathExtensionFactor += 0.03; // 3% increase per wave
// Create path similar to original with predefined structure but different positions
gamePath = [];
// Define base path structure similar to original (horizontal -> vertical -> horizontal pattern)
var baseSegmentLength = Math.floor(400 * pathExtensionFactor); // Apply 3% extension
// Starting position - left side within middle 80%
var startX = 100;
var startY = Math.max(minY + 100, Math.min(maxY - 500, 400 + currentWave % 3 * 200));
gamePath.push({
x: startX,
y: startY
});
// First horizontal segment (going right)
var segment1X = startX + baseSegmentLength;
var segment1Y = startY;
gamePath.push({
x: segment1X,
y: segment1Y
});
// First vertical segment (going down)
var segment2X = segment1X;
var segment2Y = Math.max(minY + 200, Math.min(maxY - 300, segment1Y + baseSegmentLength));
gamePath.push({
x: segment2X,
y: segment2Y
});
// Second horizontal segment (going right)
var segment3X = segment2X + baseSegmentLength;
var segment3Y = segment2Y;
gamePath.push({
x: segment3X,
y: segment3Y
});
// Second vertical segment (going down)
var segment4X = segment3X;
var segment4Y = Math.max(minY + 300, Math.min(maxY - 200, segment3Y + baseSegmentLength));
gamePath.push({
x: segment4X,
y: segment4Y
});
// Third horizontal segment (going right)
var segment5X = segment4X + baseSegmentLength;
var segment5Y = segment4Y;
gamePath.push({
x: segment5X,
y: segment5Y
});
// Third vertical segment (going down)
var segment6X = segment5X;
var segment6Y = Math.max(minY + 400, Math.min(maxY - 100, segment5Y + baseSegmentLength));
gamePath.push({
x: segment6X,
y: segment6Y
});
// Final horizontal segment to end
var endX = Math.min(1900, segment6X + baseSegmentLength);
var endY = segment6Y;
gamePath.push({
x: endX,
y: endY
});
// Ensure all points are within screen bounds
for (var i = 0; i < gamePath.length; i++) {
gamePath[i].x = Math.max(100, Math.min(1900, gamePath[i].x));
gamePath[i].y = Math.max(minY, Math.min(maxY, gamePath[i].y));
}
// Redraw path tiles
for (var i = 0; i < gamePath.length; i++) {
var pathTile = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5
});
pathTile.x = gamePath[i].x;
pathTile.y = gamePath[i].y;
pathTile.alpha = 0.8;
pathTile.tint = 0x8B4513;
game.addChild(pathTile);
}
// Draw connecting segments
for (var i = 0; i < gamePath.length - 1; i++) {
var startPoint = gamePath[i];
var endPoint = gamePath[i + 1];
var dx = endPoint.x - startPoint.x;
var dy = endPoint.y - startPoint.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var segments = Math.ceil(distance / 50);
for (var j = 1; j < segments; j++) {
var t = j / segments;
var segmentX = startPoint.x + dx * t;
var segmentY = startPoint.y + dy * t;
var segmentTile = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
segmentTile.x = segmentX;
segmentTile.y = segmentY;
segmentTile.alpha = 0.6;
segmentTile.tint = 0x8B4513;
game.addChild(segmentTile);
}
}
// Update base position to new end position
base.x = gamePath[gamePath.length - 1].x;
base.y = gamePath[gamePath.length - 1].y;
// Update baslangic position to new start position
baslangicImage.x = gamePath[0].x;
baslangicImage.y = gamePath[0].y;
// Ensure base and baslangic stay in foreground
game.addChild(base);
game.addChild(baslangicImage);
}
function clearAllTowers() {
for (var i = towers.length - 1; i >= 0; i--) {
towers[i].destroy();
}
towers = [];
}
function spawnBossEnemy() {
var waveMultiplier = Math.floor((currentWave - 1) / 3);
var totalEnemyHealth = 0;
var enemyCount = enemiesPerWave * currentWave;
// Calculate total health of all enemies that would spawn in wave 5
for (var i = 0; i < enemyCount; i++) {
var baseHealth = 100; // Basic enemy health
if (currentWave > 3) baseHealth = 80; // Mix of basic and fast
if (currentWave > 6) baseHealth = 120; // Mix of all types
totalEnemyHealth += baseHealth * (1 + waveMultiplier * 0.5);
}
var boss = new Enemy('boss', 0);
boss.x = gamePath[0].x;
boss.y = gamePath[0].y;
boss.maxHealth = totalEnemyHealth;
boss.health = totalEnemyHealth;
boss.reward = 200;
enemies.push(boss);
game.addChild(boss);
bossSpawned = true;
}
function showTowerInfo(tower) {
if (!tower) return;
if (towerInfoPanel) {
towerInfoPanel.destroy();
}
var panel = LK.getAsset('base', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1.5
});
panel.tint = 0x333333;
panel.alpha = 0.8;
panel.x = tower.x;
panel.y = Math.max(150, tower.y - 150);
game.addChild(panel);
towerInfoPanel = panel;
var infoText = new Text2('Level: ' + tower.level + '\nDamage: ' + tower.damage + '\nUpgrade: ' + tower.upgradeCost, {
size: 25,
fill: 0xFFFFFF
});
infoText.anchor.set(0.5, 0.5);
infoText.x = 0;
infoText.y = -25;
panel.addChild(infoText);
if (coins >= tower.upgradeCost) {
var upgradeBtn = new Text2('UPGRADE', {
size: 30,
fill: 0x00FF00
});
upgradeBtn.anchor.set(0.5, 0.5);
upgradeBtn.y = 35;
panel.addChild(upgradeBtn);
}
}
// Event handlers
basicTowerBtn.down = function () {
selectedTowerType = 'basic';
if (selectedTower) {
selectedTower.hideRange();
selectedTower = null;
}
};
splashTowerBtn.down = function () {
selectedTowerType = 'splash';
if (selectedTower) {
selectedTower.hideRange();
selectedTower = null;
}
};
slowTowerBtn.down = function () {
selectedTowerType = 'slow';
if (selectedTower) {
selectedTower.hideRange();
selectedTower = null;
}
};
// Add click handlers for levelatla upgrade buttons
basicLevelatlaBtn.down = function () {
if (coins >= towerInfoStats.basic.upgradeCost) {
coins -= towerInfoStats.basic.upgradeCost;
towerInfoStats.basic.level++;
towerInfoStats.basic.damage = Math.floor(towerInfoStats.basic.damage * 1.5);
towerInfoStats.basic.upgradeCost = Math.floor(towerInfoStats.basic.upgradeCost * 1.8);
}
};
splashLevelatlaBtn.down = function () {
if (coins >= towerInfoStats.splash.upgradeCost) {
coins -= towerInfoStats.splash.upgradeCost;
towerInfoStats.splash.level++;
towerInfoStats.splash.damage = Math.floor(towerInfoStats.splash.damage * 1.5);
towerInfoStats.splash.upgradeCost = Math.floor(towerInfoStats.splash.upgradeCost * 1.8);
}
};
slowLevelatlaBtn.down = function () {
if (coins >= towerInfoStats.slow.upgradeCost) {
coins -= towerInfoStats.slow.upgradeCost;
towerInfoStats.slow.level++;
towerInfoStats.slow.damage = Math.floor(towerInfoStats.slow.damage * 1.5);
towerInfoStats.slow.upgradeCost = Math.floor(towerInfoStats.slow.upgradeCost * 1.8);
}
};
game.down = function (x, y, obj) {
// Hide tower range if clicking elsewhere
if (selectedTower) {
selectedTower.hideRange();
selectedTower = null;
}
// Try to place tower
var towerCost = selectedTowerType === 'basic' ? 100 : selectedTowerType === 'splash' ? 200 : 150;
if (coins >= towerCost && canPlaceTower(x, y)) {
var tower = new Tower(selectedTowerType);
tower.x = x;
tower.y = y;
towers.push(tower);
game.addChild(tower);
coins -= towerCost;
// Update tower info stats
towerInfoStats[selectedTowerType].level = Math.max(towerInfoStats[selectedTowerType].level, tower.level);
towerInfoStats[selectedTowerType].damage = Math.max(towerInfoStats[selectedTowerType].damage, tower.damage);
towerInfoStats[selectedTowerType].upgradeCost = Math.max(towerInfoStats[selectedTowerType].upgradeCost, tower.upgradeCost);
LK.getSound('place').play();
}
};
// Main game loop
game.update = function () {
// Spawn enemies
if (bossWave) {
// Boss wave spawning
if (waveDelay <= 0 && !bossSpawned) {
spawnBossEnemy();
waveDelay = 0;
} else {
waveDelay--;
}
} else {
// Normal wave spawning
if (waveDelay <= 0 && enemiesSpawned < enemiesPerWave * currentWave) {
spawnEnemy();
waveDelay = 60; // 1 second between spawns
} else {
waveDelay--;
}
}
// Check wave completion
if (bossWave) {
// Boss wave completion
if (bossSpawned && enemies.length === 0) {
// Clear all towers at wave completion
clearAllTowers();
// Generate new path with different shape and increased length
generateNewPath();
currentWave++;
enemiesSpawned = 0;
coins += 100 * currentWave; // Bonus coins for completing boss wave
waveDelay = 300; // 5 second break after boss
bossWave = false;
bossSpawned = false;
}
} else {
// Normal wave completion
if (enemiesSpawned >= enemiesPerWave * currentWave && enemies.length === 0) {
// Clear all towers at wave completion
clearAllTowers();
// Generate new path with different shape and increased length
generateNewPath();
// Check if this completes a set of 5 waves
if (currentWave % 5 === 0) {
// Start boss wave
bossWave = true;
bossSpawned = false;
waveDelay = 180; // 3 second break before boss
} else {
// Normal wave progression
currentWave++;
enemiesSpawned = 0;
coins += 25 * currentWave; // Bonus coins for completing wave
waveDelay = 180; // 3 second break between waves
}
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.pathIndex >= gamePath.length - 1) {
// Enemy reached base
baseHealth--;
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update towers
for (var i = 0; i < towers.length; i++) {
towers[i].update();
}
// Update bullets
for (var i = 0; i < bullets.length; i++) {
bullets[i].update();
}
// Check game over
if (baseHealth <= 0) {
LK.setScore(currentWave - 1);
LK.showGameOver();
}
// Update UI
updateUI();
}; ===================================================================
--- original.js
+++ change.js
@@ -795,227 +795,77 @@
// Calculate middle 80% vertical bounds (10% margin top and bottom)
var screenHeight = 2732;
var topMargin = screenHeight * 0.1; // 10% from top
var bottomMargin = screenHeight * 0.9; // 90% from top (10% margin at bottom)
- var minY = topMargin; // Start at 10% down from top
- var maxY = bottomMargin; // End at 90% down from top
+ var minY = topMargin;
+ var maxY = bottomMargin;
// Increase path length by 3% each wave
pathExtensionFactor += 0.03; // 3% increase per wave
- var baseLength = Math.floor((5 + Math.floor(currentWave * 0.5)) * pathExtensionFactor); // Apply extension factor
- // Ensure minimum turns by requiring at least 6 segments for proper turns
- baseLength = Math.max(6, baseLength);
- // Generate random path points with different shapes each wave
+ // Create path similar to original with predefined structure but different positions
gamePath = [];
- // Randomize starting position - choose from different edges within middle 80%
- var startPositions = [{
- x: 100,
- y: 400 + topMargin
- },
- // left side
- {
- x: 100,
- y: 800 + topMargin
- },
- // left side lower
- {
- x: 1024,
- y: minY + 100
- },
- // top area within bounds
- {
- x: 1800,
- y: 400 + topMargin
- },
- // right side
- {
- x: 1800,
- y: 800 + topMargin
- },
- // right side lower
- {
- x: 500,
- y: maxY - 200
- },
- // bottom area within bounds
- {
- x: 1500,
- y: maxY - 200
- } // bottom right within bounds
- ];
- var startPos = startPositions[Math.floor(Math.random() * startPositions.length)];
- gamePath.push(startPos);
- // Randomize ending position - choose from different edges within middle 80%
- var endPositions = [{
- x: 200,
- y: 600 + topMargin
- },
- // left side
- {
- x: 200,
- y: 1200 + topMargin
- },
- // left side lower
- {
- x: 1024,
- y: maxY - 100
- },
- // bottom area within bounds
- {
- x: 1700,
- y: 600 + topMargin
- },
- // right side
- {
- x: 1700,
- y: 1200 + topMargin
- },
- // right side lower
- {
- x: 600,
- y: minY + 100
- },
- // top area within bounds
- {
- x: 1400,
- y: minY + 100
- } // top right within bounds
- ];
- var endPos = endPositions[Math.floor(Math.random() * endPositions.length)];
- // Generate random intermediate points with non-intersecting paths
- var currentX = startPos.x;
- var currentY = startPos.y;
- var directions = [{
- x: 1,
- y: 0
- }, {
- x: 0,
- y: 1
- }, {
- x: -1,
- y: 0
- }, {
- x: 0,
- y: -1
- }]; // right, down, left, up
- var lastDirection = 0; // start going right
- // Helper function to check if two line segments intersect
- function doLinesIntersect(x1, y1, x2, y2, x3, y3, x4, y4) {
- var denom = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
- if (denom === 0) return false; // Lines are parallel
- var t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / denom;
- var u = -((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / denom;
- return t >= 0 && t <= 1 && u >= 0 && u <= 1;
+ // Define base path structure similar to original (horizontal -> vertical -> horizontal pattern)
+ var baseSegmentLength = Math.floor(400 * pathExtensionFactor); // Apply 3% extension
+ // Starting position - left side within middle 80%
+ var startX = 100;
+ var startY = Math.max(minY + 100, Math.min(maxY - 500, 400 + currentWave % 3 * 200));
+ gamePath.push({
+ x: startX,
+ y: startY
+ });
+ // First horizontal segment (going right)
+ var segment1X = startX + baseSegmentLength;
+ var segment1Y = startY;
+ gamePath.push({
+ x: segment1X,
+ y: segment1Y
+ });
+ // First vertical segment (going down)
+ var segment2X = segment1X;
+ var segment2Y = Math.max(minY + 200, Math.min(maxY - 300, segment1Y + baseSegmentLength));
+ gamePath.push({
+ x: segment2X,
+ y: segment2Y
+ });
+ // Second horizontal segment (going right)
+ var segment3X = segment2X + baseSegmentLength;
+ var segment3Y = segment2Y;
+ gamePath.push({
+ x: segment3X,
+ y: segment3Y
+ });
+ // Second vertical segment (going down)
+ var segment4X = segment3X;
+ var segment4Y = Math.max(minY + 300, Math.min(maxY - 200, segment3Y + baseSegmentLength));
+ gamePath.push({
+ x: segment4X,
+ y: segment4Y
+ });
+ // Third horizontal segment (going right)
+ var segment5X = segment4X + baseSegmentLength;
+ var segment5Y = segment4Y;
+ gamePath.push({
+ x: segment5X,
+ y: segment5Y
+ });
+ // Third vertical segment (going down)
+ var segment6X = segment5X;
+ var segment6Y = Math.max(minY + 400, Math.min(maxY - 100, segment5Y + baseSegmentLength));
+ gamePath.push({
+ x: segment6X,
+ y: segment6Y
+ });
+ // Final horizontal segment to end
+ var endX = Math.min(1900, segment6X + baseSegmentLength);
+ var endY = segment6Y;
+ gamePath.push({
+ x: endX,
+ y: endY
+ });
+ // Ensure all points are within screen bounds
+ for (var i = 0; i < gamePath.length; i++) {
+ gamePath[i].x = Math.max(100, Math.min(1900, gamePath[i].x));
+ gamePath[i].y = Math.max(minY, Math.min(maxY, gamePath[i].y));
}
- // Helper function to check if a new segment would intersect with existing path
- function wouldIntersectPath(newX, newY) {
- if (gamePath.length < 2) return false;
- // Check if new segment intersects with any existing segment
- for (var i = 0; i < gamePath.length - 1; i++) {
- var segStart = gamePath[i];
- var segEnd = gamePath[i + 1];
- if (doLinesIntersect(currentX, currentY, newX, newY, segStart.x, segStart.y, segEnd.x, segEnd.y)) {
- return true;
- }
- }
- return false;
- }
- for (var i = 1; i < baseLength; i++) {
- var attempts = 0;
- var foundValidPath = false;
- while (attempts < 20 && !foundValidPath) {
- // Only allow 90-degree turns: continue straight, turn left, or turn right
- var validDirections = [];
- // Force turns every 2-3 segments to ensure path has turns
- var segmentsSinceLastTurn = 0;
- if (i > 1) {
- // Check if we've been going straight for too long
- var prevDirection = lastDirection;
- for (var checkIndex = Math.max(0, gamePath.length - 3); checkIndex < gamePath.length - 1; checkIndex++) {
- if (gamePath[checkIndex] && gamePath[checkIndex + 1]) {
- var dx = gamePath[checkIndex + 1].x - gamePath[checkIndex].x;
- var dy = gamePath[checkIndex + 1].y - gamePath[checkIndex].y;
- if (dx > 0 && prevDirection === 0 || dy > 0 && prevDirection === 1 || dx < 0 && prevDirection === 2 || dy < 0 && prevDirection === 3) {
- segmentsSinceLastTurn++;
- }
- }
- }
- }
- // If we've gone straight for 2+ segments or this is segment 2 or 4, force a turn
- if (segmentsSinceLastTurn >= 2 || i === 2 || i === 4 || i > 5 && i % 3 === 0) {
- // Turn left (90 degrees counter-clockwise)
- validDirections.push((lastDirection + 3) % 4);
- // Turn right (90 degrees clockwise)
- validDirections.push((lastDirection + 1) % 4);
- } else {
- // Continue straight
- validDirections.push(lastDirection);
- // Turn left (90 degrees counter-clockwise)
- validDirections.push((lastDirection + 3) % 4);
- // Turn right (90 degrees clockwise)
- validDirections.push((lastDirection + 1) % 4);
- }
- var newDirection = validDirections[Math.floor(Math.random() * validDirections.length)];
- // Use fixed step size to ensure straight segments
- var stepSize = 300; // Fixed step size for perfectly straight segments
- var testX = currentX;
- var testY = currentY;
- // Move in perfectly straight lines based on direction
- if (directions[newDirection].x === 1) {
- // Moving right
- testX = currentX + stepSize;
- } else if (directions[newDirection].x === -1) {
- // Moving left
- testX = currentX - stepSize;
- } else if (directions[newDirection].y === 1) {
- // Moving down
- testY = currentY + stepSize;
- } else if (directions[newDirection].y === -1) {
- // Moving up
- testY = currentY - stepSize;
- }
- // Keep within bounds including middle 80% vertical constraint
- testX = Math.max(200, Math.min(1800, testX));
- testY = Math.max(minY, Math.min(maxY, testY));
- // Check if this path would intersect with existing segments
- if (!wouldIntersectPath(testX, testY)) {
- currentX = testX;
- currentY = testY;
- gamePath.push({
- x: currentX,
- y: currentY
- });
- lastDirection = newDirection;
- foundValidPath = true;
- }
- attempts++;
- }
- // If we can't find a valid path after many attempts, just add a simple forward step
- if (!foundValidPath) {
- var stepSize = 300; // Fixed step size for straight segments
- if (directions[lastDirection].x === 1) {
- // Moving right
- currentX += stepSize;
- } else if (directions[lastDirection].x === -1) {
- // Moving left
- currentX -= stepSize;
- } else if (directions[lastDirection].y === 1) {
- // Moving down
- currentY += stepSize;
- } else if (directions[lastDirection].y === -1) {
- // Moving up
- currentY -= stepSize;
- }
- // Keep within bounds including middle 80% vertical constraint
- currentX = Math.max(200, Math.min(1800, currentX));
- currentY = Math.max(minY, Math.min(maxY, currentY));
- gamePath.push({
- x: currentX,
- y: currentY
- });
- }
- }
- // Set randomized end position
- gamePath.push(endPos);
// Redraw path tiles
for (var i = 0; i < gamePath.length; i++) {
var pathTile = LK.getAsset('pathTile', {
anchorX: 0.5,