User prompt
oyun ilk açıldığında yol her oluşturulurken yolun şekli farklı olsun.
User prompt
oyun ilk açılırken ne olursa olsun kesinlikle yolun uzunluğu 3000 px olsun
User prompt
youlu oluşturmadan önce yolun uzunluğunun 3000 px olacağına ayarla ondan sonra yolu oluştur
User prompt
oyun ilk açıldığında ilk yol oluşturulurken yolun uzunluğu her seferinde değişiyor. ben bu şekilde değişmesini istemiyorum. benim vereceğim değerde sabit olsun. o değer 3000 px olsun
User prompt
düzeltme yapmak istiyorum. oyun ilk açıldığında ilk yol oluşturulurken yolun uzunluğu daima 3000 px olsun
User prompt
oyun her ilk açıldığında her zaman yolun uzunluğu 3000 px olsun değişmesin
User prompt
oyun ilk açıldığında oluşturulan yolun uzunluğu hep farklı oluyor. ben bunu istemiyorum oyun her ilk açıldığında oluşturulan yolun uzunluğu 3000 px olsun. lütfen düzeltirmisin
User prompt
düzeltme yapmak istiyorum. oyun ilk kez açılmışsa yani 1. dalga başayacaksa yol oluşturulurken yolun uzunluğu her zaman 3000 px olsun
User prompt
Wave: 1 de oluşturulan yolun uzunluüu her zaman 3000 px olsun
User prompt
ilk dalganın yol uzunluğu 3000 px ile 3100 px arasında bir değer olsun
User prompt
yolun uzunluğu üst tarafta yazsın
User prompt
yolu oluştururken yol kendisiyle kesişmesin.
User prompt
düzeltme yapmak istiyorum. yol oluşturulurken başka yoldan bağımsız ilerllesin kendisiyle çakışmasın
User prompt
ilk dalgada oluşturulan yolun uzunluğu bazen 3000 pixelden az oluyor lütfen bunu düzeltir misin?
User prompt
ilk dalgada oluşturulan yolun uzunluğu mutlaka 3000 ile 3100 pixel arasında olsun. 3000 pixel den az olmasın. 3100 pixelden çok olmasın
User prompt
ilk dalgada oluşturulan yolun uzunluğu mutlaka 3000 ile 3100 pixel arasında olsun.
User prompt
yolun uzunluğunu neden dedğim gibi yapmıyorsun. 3000 pixel istiyorum. ayrıca yol kendi üzerinden geçmesin istiyorum. lütfen bunları düzeltirmisin
User prompt
yolun genişliği 75 pixel olsun
User prompt
yolun genişliği 100 pixel olsun. uzunluğu 3000 pixel olsun
User prompt
yolun genişliği 150 pixel olsun
User prompt
yolun genişliği 50 pixel olsun
User prompt
yol uzunluğu istediğim gibi olmadı. lütfen düzeltirmisin
User prompt
oyun ilk açıldığında oluşturulan birinci dalganın yol uzunluğu ekranının tamamının yüksekliği kadar olsun. ve bu her seferinde aynı olsun
User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 3000 pixel olsun. ve bu her seferinde aynı olsun
User prompt
oyun ilk açıldığında oluşturulan ilk dalganın yol uzunluğu 3000 pixel olsun
/****
* 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;
var isInitialPath = true;
// Generate initial path using the path generation function
generateNewPath();
// Ensure gamePath has valid elements before creating base
if (!gamePath || gamePath.length === 0) {
// Fallback path if generation failed
gamePath = [{
x: 100,
y: 400
}, {
x: 1800,
y: 1600
}];
}
// 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);
var pathLengthText = new Text2('Path Length: 0', {
size: 40,
fill: 0x00FFFF
});
pathLengthText.anchor.set(0.5, 0);
pathLengthText.y = 80;
LK.gui.top.addChild(pathLengthText);
// 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 calculatePathLength() {
if (!gamePath || gamePath.length < 2) return 0;
var totalLength = 0;
for (var i = 0; i < gamePath.length - 1; i++) {
var dx = gamePath[i + 1].x - gamePath[i].x;
var dy = gamePath[i + 1].y - gamePath[i].y;
totalLength += Math.sqrt(dx * dx + dy * dy);
}
return Math.round(totalLength);
}
function updateUI() {
coinsText.setText('Coins: ' + coins);
healthText.setText('Base Health: ' + baseHealth);
waveText.setText('Wave: ' + currentWave + (bossWave ? ' (BOSS)' : ''));
pathLengthText.setText('Path Length: ' + calculatePathLength() + ' px');
// 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 10% each wave (but not for the initial path)
if (!isInitialPath) {
pathExtensionFactor *= 1.10; // 10% increase per wave
}
// Function to calculate distance from point to line segment
function distanceToLineSegment(point, lineStart, lineEnd) {
var A = point.x - lineStart.x;
var B = point.y - lineStart.y;
var C = lineEnd.x - lineStart.x;
var D = lineEnd.y - lineStart.y;
var dot = A * C + B * D;
var lenSq = C * C + D * D;
if (lenSq === 0) return Math.sqrt(A * A + B * B);
var param = dot / lenSq;
var xx, yy;
if (param < 0) {
xx = lineStart.x;
yy = lineStart.y;
} else if (param > 1) {
xx = lineEnd.x;
yy = lineEnd.y;
} else {
xx = lineStart.x + param * C;
yy = lineStart.y + param * D;
}
var dx = point.x - xx;
var dy = point.y - yy;
return Math.sqrt(dx * dx + dy * dy);
}
// Function to check if two line segments intersect
function doLinesIntersect(p1, q1, p2, q2) {
function orientation(p, q, r) {
var val = (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
if (val === 0) return 0; // collinear
return val > 0 ? 1 : 2; // clockwise or counterclockwise
}
function onSegment(p, q, r) {
return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
}
var o1 = orientation(p1, q1, p2);
var o2 = orientation(p1, q1, q2);
var o3 = orientation(p2, q2, p1);
var o4 = orientation(p2, q2, q1);
// General case
if (o1 !== o2 && o3 !== o4) return true;
// Special cases
if (o1 === 0 && onSegment(p1, p2, q1)) return true;
if (o2 === 0 && onSegment(p1, q2, q1)) return true;
if (o3 === 0 && onSegment(p2, p1, q2)) return true;
if (o4 === 0 && onSegment(p2, q1, q2)) return true;
return false;
}
// Function to check if proposed segment would intersect or get too close to existing path
function wouldIntersectPath(newStart, newEnd, existingPath) {
// Strict minimum distance to prevent any crossing or touching
var minDistance = 350; // Increased minimum distance significantly
var minSafeDistance = 200; // Minimum safe distance for any part of path
// Primary check: Direct line intersection with ANY existing segment (except immediate connection)
for (var i = 0; i < existingPath.length - 1; i++) {
var segStart = existingPath[i];
var segEnd = existingPath[i + 1];
// Skip only the immediate previous segment that we're connecting from
if (i === existingPath.length - 2) continue;
// Check for any intersection between the new segment and existing segments
if (doLinesIntersect(newStart, newEnd, segStart, segEnd)) {
return true;
}
}
// Secondary check: Ensure new segment maintains safe distance from ALL existing segments
for (var i = 0; i < existingPath.length - 1; i++) {
var segStart = existingPath[i];
var segEnd = existingPath[i + 1];
// Skip only the immediate previous segment
if (i === existingPath.length - 2) continue;
// Calculate minimum distance between the new segment and existing segment
var dist1 = distanceToLineSegment(newStart, segStart, segEnd);
var dist2 = distanceToLineSegment(newEnd, segStart, segEnd);
var dist3 = distanceToLineSegment(segStart, newStart, newEnd);
var dist4 = distanceToLineSegment(segEnd, newStart, newEnd);
var minimumSegmentDistance = Math.min(dist1, dist2, dist3, dist4);
// Reject if any part of the segments get too close
if (minimumSegmentDistance < minSafeDistance) {
return true;
}
}
// Tertiary check: Ensure new endpoint doesn't get too close to any existing path points
for (var i = 0; i < existingPath.length; i++) {
var pathPoint = existingPath[i];
// Skip only the immediate previous point we're connecting from
if (i === existingPath.length - 1) continue;
// Calculate distance from new endpoint to existing path points
var distToEnd = Math.sqrt((newEnd.x - pathPoint.x) * (newEnd.x - pathPoint.x) + (newEnd.y - pathPoint.y) * (newEnd.y - pathPoint.y));
// Use increasingly strict distance requirements for older path points
var ageMultiplier = 1.0 + (existingPath.length - 1 - i) * 0.2; // Older points need more distance
var requiredDistance = minDistance * ageMultiplier;
if (distToEnd < requiredDistance) {
return true;
}
}
// Quaternary check: Prevent sharp reversals that could lead to future self-intersection
if (existingPath.length >= 2) {
var prevPoint = existingPath[existingPath.length - 1];
var prevPrevPoint = existingPath[existingPath.length - 2];
// Calculate direction vectors
var prevDirX = prevPoint.x - prevPrevPoint.x;
var prevDirY = prevPoint.y - prevPrevPoint.y;
var newDirX = newEnd.x - newStart.x;
var newDirY = newEnd.y - newStart.y;
// Calculate angle between directions using dot product
var dotProduct = prevDirX * newDirX + prevDirY * newDirY;
var prevLength = Math.sqrt(prevDirX * prevDirX + prevDirY * prevDirY);
var newLength = Math.sqrt(newDirX * newDirX + newDirY * newDirY);
if (prevLength > 0 && newLength > 0) {
var cosAngle = dotProduct / (prevLength * newLength);
// Prevent sharp reversals (angles greater than 140 degrees)
if (cosAngle < -0.64) {
// cos(140°) ≈ -0.64
return true;
}
}
}
// Final comprehensive check: Ensure the new segment doesn't create potential for future loops
// by checking if it would "enclose" any existing path segments
if (existingPath.length >= 3) {
// Check if the new segment would create a potential enclosed area with any non-adjacent path segments
for (var i = 0; i < existingPath.length - 3; i++) {
// Check against segments that are not adjacent
var oldSegStart = existingPath[i];
var oldSegEnd = existingPath[i + 1];
// Calculate if new segment and old segment could form an enclosed area
// Check if segments are oriented in a way that could trap path points between them
var cross1 = (newEnd.x - newStart.x) * (oldSegStart.y - newStart.y) - (newEnd.y - newStart.y) * (oldSegStart.x - newStart.x);
var cross2 = (newEnd.x - newStart.x) * (oldSegEnd.y - newStart.y) - (newEnd.y - newStart.y) * (oldSegEnd.x - newStart.x);
var cross3 = (oldSegEnd.x - oldSegStart.x) * (newStart.y - oldSegStart.y) - (oldSegEnd.y - oldSegStart.y) * (newStart.x - oldSegStart.x);
var cross4 = (oldSegEnd.x - oldSegStart.x) * (newEnd.y - oldSegStart.y) - (oldSegEnd.y - oldSegStart.y) * (newEnd.x - oldSegStart.x);
// If segments create opposing orientations, they might enclose an area - reject this
if (cross1 > 0 !== cross2 > 0 && cross3 > 0 !== cross4 > 0) {
return true;
}
}
}
return false;
}
// Create varied path shapes while maintaining characteristics
gamePath = [];
var baseSegmentLength = isInitialPath ? 500 : Math.floor(300 * pathExtensionFactor); // Base segment length for initial path calculation
// For initial path, calculate exact segments needed to achieve 3000 pixels total length
var numSegments = isInitialPath ? 6 : Math.max(6, Math.floor(5 + currentWave * 0.5)); // 6 segments for 3000 pixel initial path
var turnCount = 0; // Track number of turns
// Starting position - randomize within left area
var startX = 100 + Math.random() * 200;
var startY = minY + 100 + Math.random() * (maxY - minY - 200);
gamePath.push({
x: startX,
y: startY
});
var currentX = startX;
var currentY = startY;
var direction = 0; // 0=right, 1=down, 2=left, 3=up
var totalPathLength = 0; // Track total path length built so far
var segmentLengths = []; // Pre-calculate segment lengths to total exactly 3000 pixels
if (isInitialPath) {
// Pre-calculate segment lengths that sum to exactly 3000-3100 pixels
var targetLength = 3000 + Math.floor(Math.random() * 101); // Random between 3000-3100
var minSegmentLength = 350; // Minimum segment length
var maxSegmentLength = 650; // Maximum segment length
segmentLengths = [];
// Simple and reliable distribution method
var baseLength = Math.floor(targetLength / numSegments);
var remainder = targetLength % numSegments;
// First pass: distribute base length to all segments
for (var i = 0; i < numSegments; i++) {
var segLength = baseLength + (i < remainder ? 1 : 0);
segmentLengths.push(segLength);
}
// Second pass: adjust segments to stay within min/max bounds
var totalAdjustment = 0;
for (var i = 0; i < segmentLengths.length; i++) {
if (segmentLengths[i] < minSegmentLength) {
totalAdjustment += minSegmentLength - segmentLengths[i];
segmentLengths[i] = minSegmentLength;
} else if (segmentLengths[i] > maxSegmentLength) {
totalAdjustment += maxSegmentLength - segmentLengths[i];
segmentLengths[i] = maxSegmentLength;
}
}
// Third pass: redistribute adjustment to maintain target total
if (totalAdjustment !== 0) {
var adjustmentPerSegment = Math.floor(totalAdjustment / numSegments);
var adjustmentRemainder = totalAdjustment % numSegments;
for (var i = 0; i < segmentLengths.length; i++) {
var adjustment = adjustmentPerSegment + (i < Math.abs(adjustmentRemainder) ? totalAdjustment > 0 ? 1 : -1 : 0);
var newLength = segmentLengths[i] - adjustment;
// Keep within bounds
if (newLength >= minSegmentLength && newLength <= maxSegmentLength) {
segmentLengths[i] = newLength;
}
}
}
// Final validation and correction
var currentTotal = 0;
for (var i = 0; i < segmentLengths.length; i++) {
currentTotal += segmentLengths[i];
}
// If still not exact, make fine adjustments to last segments
var difference = targetLength - currentTotal;
var segmentIndex = segmentLengths.length - 1;
while (difference !== 0 && segmentIndex >= 0) {
var currentLength = segmentLengths[segmentIndex];
var adjustment = difference > 0 ? Math.min(difference, maxSegmentLength - currentLength) : Math.max(difference, minSegmentLength - currentLength);
if (adjustment !== 0) {
segmentLengths[segmentIndex] += adjustment;
difference -= adjustment;
}
segmentIndex--;
}
}
// Generate varied path with guaranteed minimum 3 turns
// Create strategic turn points to ensure we get at least 3 turns
var mandatoryTurnSegments = [];
if (numSegments >= 5) {
// Place mandatory turns at strategic points
mandatoryTurnSegments.push(Math.floor(numSegments * 0.25)); // Turn at 25%
mandatoryTurnSegments.push(Math.floor(numSegments * 0.5)); // Turn at 50%
mandatoryTurnSegments.push(Math.floor(numSegments * 0.75)); // Turn at 75%
}
for (var seg = 0; seg < numSegments; seg++) {
// Use pre-calculated segment length for initial path, or calculate normally for other paths
var segmentLength = isInitialPath ? segmentLengths[seg] : Math.max(250, baseSegmentLength + Math.random() * 200 - 100);
var attempts = 0;
var validSegmentFound = false;
var forceTurn = mandatoryTurnSegments.indexOf(seg) !== -1; // Force turn at strategic segments
while (!validSegmentFound && attempts < 50) {
// Increased max attempts
var shouldTurn = false;
// Force turn at mandatory segments or if we haven't turned enough
if (forceTurn || turnCount < 3 && seg >= numSegments - (3 - turnCount)) {
shouldTurn = true;
} else if (turnCount < 3 && seg > 0 && Math.random() < 0.9) {
// Very high chance of turning when we need more turns
shouldTurn = true;
} else if (turnCount >= 3 && seg > 0 && Math.random() < 0.4) {
// Lower chance after we have enough turns
shouldTurn = true;
}
if (shouldTurn && seg > 0) {
// Don't turn on first segment
// Change direction (90-degree turn)
var oldDirection = direction;
var possibleDirections = [];
// Calculate valid directions based on current position and boundaries
if (direction !== 2 && currentX + segmentLength < 1900) possibleDirections.push(0); // right
if (direction !== 3 && currentY + segmentLength < maxY) possibleDirections.push(1); // down
if (direction !== 0 && currentX - segmentLength > 100) possibleDirections.push(2); // left
if (direction !== 1 && currentY - segmentLength > minY) possibleDirections.push(3); // up
// Remove the current direction to force an actual turn
var filteredDirections = [];
for (var d = 0; d < possibleDirections.length; d++) {
if (possibleDirections[d] !== direction) {
filteredDirections.push(possibleDirections[d]);
}
}
if (filteredDirections.length > 0) {
direction = filteredDirections[Math.floor(Math.random() * filteredDirections.length)];
turnCount++;
} else if (possibleDirections.length > 0) {
// Fallback to any valid direction if no turn is possible
direction = possibleDirections[Math.floor(Math.random() * possibleDirections.length)];
}
}
// Calculate next position based on direction
var nextX = currentX;
var nextY = currentY;
if (direction === 0) {
// right
nextX = Math.min(1900, currentX + segmentLength);
} else if (direction === 1) {
// down
nextY = Math.min(maxY, currentY + segmentLength);
} else if (direction === 2) {
// left
nextX = Math.max(100, currentX - segmentLength);
} else if (direction === 3) {
// up
nextY = Math.max(minY, currentY - segmentLength);
}
// Ensure we're moving towards the general end area in later segments
if (seg > numSegments * 0.7) {
if (nextX < 1500) {
nextX = Math.min(1900, currentX + Math.abs(segmentLength));
direction = 0;
}
}
// Check if this segment would intersect existing path
var proposedStart = {
x: currentX,
y: currentY
};
var proposedEnd = {
x: nextX,
y: nextY
};
// Check intersection with much stricter criteria
var isValidSegment = false;
if (gamePath.length < 2) {
// First few segments are always safe
isValidSegment = true;
} else {
// For subsequent segments, apply strict intersection checking
isValidSegment = !wouldIntersectPath(proposedStart, proposedEnd, gamePath);
}
if (isValidSegment) {
gamePath.push({
x: nextX,
y: nextY
});
currentX = nextX;
currentY = nextY;
validSegmentFound = true;
} else {
// Segment would intersect - try different approach
attempts++;
// Reduce segment length significantly on each attempt
segmentLength = Math.max(150, segmentLength * 0.7);
// After several attempts, try completely different directions
if (attempts > 10) {
var availableDirections = [];
// Check all directions for validity
if (currentX + 200 < 1900 && direction !== 2) availableDirections.push(0); // right
if (currentY + 200 < maxY && direction !== 3) availableDirections.push(1); // down
if (currentX - 200 > 100 && direction !== 0) availableDirections.push(2); // left
if (currentY - 200 > minY && direction !== 1) availableDirections.push(3); // up
if (availableDirections.length > 0) {
direction = availableDirections[Math.floor(Math.random() * availableDirections.length)];
segmentLength = 200; // Reset to smaller safe length
}
}
}
}
if (!validSegmentFound) {
// Force a valid segment if we can't find one - try multiple directions
var fallbackFound = false;
var fallbackDirections = [0, 1, 2, 3]; // right, down, left, up
for (var fd = 0; fd < fallbackDirections.length && !fallbackFound; fd++) {
var fallbackDir = fallbackDirections[fd];
var fallbackLength = 200;
var fallbackX = currentX;
var fallbackY = currentY;
if (fallbackDir === 0 && currentX + fallbackLength < 1900) {
// right
fallbackX = currentX + fallbackLength;
} else if (fallbackDir === 1 && currentY + fallbackLength < maxY) {
// down
fallbackY = currentY + fallbackLength;
} else if (fallbackDir === 2 && currentX - fallbackLength > 100) {
// left
fallbackX = currentX - fallbackLength;
} else if (fallbackDir === 3 && currentY - fallbackLength > minY) {
// up
fallbackY = currentY - fallbackLength;
} else {
continue; // Try next direction
}
var fallbackStart = {
x: currentX,
y: currentY
};
var fallbackEnd = {
x: fallbackX,
y: fallbackY
};
// Check if this fallback direction works
if (gamePath.length < 2 || !wouldIntersectPath(fallbackStart, fallbackEnd, gamePath)) {
gamePath.push({
x: fallbackX,
y: fallbackY
});
currentX = fallbackX;
currentY = fallbackY;
direction = fallbackDir;
fallbackFound = true;
}
}
// If still no valid segment found, break the loop to prevent infinite generation
if (!fallbackFound) {
break;
}
}
}
// Ensure final path reaches right side of screen
if (currentX < 1600) {
gamePath.push({
x: Math.min(1900, currentX + 300),
y: currentY
});
}
// Redraw path tiles using circles for smoother appearance
for (var i = 0; i < gamePath.length; i++) {
var pathTile = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.75,
scaleY: 3.75
});
pathTile.x = gamePath[i].x;
pathTile.y = gamePath[i].y;
pathTile.alpha = 0.9;
pathTile.tint = 0x8B4513;
game.addChild(pathTile);
}
// Draw connecting segments with circles for smoother road
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 / 20);
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('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.75,
scaleY: 3.75
});
segmentTile.x = segmentX;
segmentTile.y = segmentY;
segmentTile.alpha = 0.8;
segmentTile.tint = 0x8B4513;
game.addChild(segmentTile);
}
}
// Ensure gamePath has valid elements
if (!gamePath || gamePath.length === 0) {
// Fallback path if generation failed
gamePath = [{
x: 100,
y: 400
}, {
x: 1800,
y: 1600
}];
}
// Update base position to new end position
if (base) {
base.x = gamePath[gamePath.length - 1].x;
base.y = gamePath[gamePath.length - 1].y;
}
// Update baslangic position to new start position
if (baslangicImage) {
baslangicImage.x = gamePath[0].x;
baslangicImage.y = gamePath[0].y;
}
// Ensure base and baslangic stay in foreground
if (base) game.addChild(base);
if (baslangicImage) game.addChild(baslangicImage);
// After generating initial path, set flag to false for subsequent waves
if (isInitialPath) {
isInitialPath = false;
}
}
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();
// Reset to initial path settings for consistent 2732px path
isInitialPath = true;
pathExtensionFactor = 1.0;
// 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();
// Reset to initial path settings for consistent 2732px path
isInitialPath = true;
pathExtensionFactor = 1.0;
// 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
@@ -956,82 +956,59 @@
var segmentLengths = []; // Pre-calculate segment lengths to total exactly 3000 pixels
if (isInitialPath) {
// Pre-calculate segment lengths that sum to exactly 3000-3100 pixels
var targetLength = 3000 + Math.floor(Math.random() * 101); // Random between 3000-3100
- var minSegmentLength = 400; // Increased minimum segment length
- var maxSegmentLength = 600; // Reduced maximum segment length for more consistent distribution
- var remainingLength = targetLength;
+ var minSegmentLength = 350; // Minimum segment length
+ var maxSegmentLength = 650; // Maximum segment length
segmentLengths = [];
- // Ensure we can actually achieve the target with our constraints
- var minPossibleTotal = numSegments * minSegmentLength;
- var maxPossibleTotal = numSegments * maxSegmentLength;
- // If target is outside possible range, adjust it
- if (targetLength < minPossibleTotal) {
- targetLength = minPossibleTotal;
- } else if (targetLength > maxPossibleTotal) {
- targetLength = maxPossibleTotal;
+ // Simple and reliable distribution method
+ var baseLength = Math.floor(targetLength / numSegments);
+ var remainder = targetLength % numSegments;
+ // First pass: distribute base length to all segments
+ for (var i = 0; i < numSegments; i++) {
+ var segLength = baseLength + (i < remainder ? 1 : 0);
+ segmentLengths.push(segLength);
}
- remainingLength = targetLength;
- // Distribute length across segments ensuring minimums and maximums
- for (var i = 0; i < numSegments - 1; i++) {
- var remainingSegments = numSegments - i;
- var maxPossibleThisSegment = Math.min(maxSegmentLength, remainingLength - (remainingSegments - 1) * minSegmentLength);
- var minPossibleThisSegment = Math.max(minSegmentLength, remainingLength - (remainingSegments - 1) * maxSegmentLength);
- // Ensure we have a valid range
- if (minPossibleThisSegment <= maxPossibleThisSegment) {
- var segmentLength = minPossibleThisSegment + Math.floor(Math.random() * (maxPossibleThisSegment - minPossibleThisSegment + 1));
- segmentLengths.push(segmentLength);
- remainingLength -= segmentLength;
- } else {
- // Force to minimum if range is invalid
- segmentLengths.push(minSegmentLength);
- remainingLength -= minSegmentLength;
+ // Second pass: adjust segments to stay within min/max bounds
+ var totalAdjustment = 0;
+ for (var i = 0; i < segmentLengths.length; i++) {
+ if (segmentLengths[i] < minSegmentLength) {
+ totalAdjustment += minSegmentLength - segmentLengths[i];
+ segmentLengths[i] = minSegmentLength;
+ } else if (segmentLengths[i] > maxSegmentLength) {
+ totalAdjustment += maxSegmentLength - segmentLengths[i];
+ segmentLengths[i] = maxSegmentLength;
}
}
- // Last segment gets remaining length, but ensure it's within bounds
- var lastSegment = remainingLength;
- if (lastSegment < minSegmentLength) {
- // Redistribute from other segments to meet minimum
- var deficit = minSegmentLength - lastSegment;
- for (var i = segmentLengths.length - 1; i >= 0 && deficit > 0; i--) {
- var canReduce = segmentLengths[i] - minSegmentLength;
- var toReduce = Math.min(deficit, canReduce);
- segmentLengths[i] -= toReduce;
- deficit -= toReduce;
- lastSegment += toReduce;
+ // Third pass: redistribute adjustment to maintain target total
+ if (totalAdjustment !== 0) {
+ var adjustmentPerSegment = Math.floor(totalAdjustment / numSegments);
+ var adjustmentRemainder = totalAdjustment % numSegments;
+ for (var i = 0; i < segmentLengths.length; i++) {
+ var adjustment = adjustmentPerSegment + (i < Math.abs(adjustmentRemainder) ? totalAdjustment > 0 ? 1 : -1 : 0);
+ var newLength = segmentLengths[i] - adjustment;
+ // Keep within bounds
+ if (newLength >= minSegmentLength && newLength <= maxSegmentLength) {
+ segmentLengths[i] = newLength;
+ }
}
- } else if (lastSegment > maxSegmentLength) {
- // Redistribute excess to other segments
- var excess = lastSegment - maxSegmentLength;
- for (var i = segmentLengths.length - 1; i >= 0 && excess > 0; i--) {
- var canAdd = maxSegmentLength - segmentLengths[i];
- var toAdd = Math.min(excess, canAdd);
- segmentLengths[i] += toAdd;
- excess -= toAdd;
- lastSegment -= toAdd;
- }
}
- segmentLengths.push(lastSegment);
- // Final validation - ensure total is exactly in range and all segments are valid
- var finalTotal = 0;
- var allValid = true;
+ // Final validation and correction
+ var currentTotal = 0;
for (var i = 0; i < segmentLengths.length; i++) {
- finalTotal += segmentLengths[i];
- if (segmentLengths[i] < minSegmentLength || segmentLengths[i] > maxSegmentLength) {
- allValid = false;
- }
+ currentTotal += segmentLengths[i];
}
- // If total is not in range or segments are invalid, use safe fallback
- if (finalTotal < 3000 || finalTotal > 3100 || !allValid) {
- segmentLengths = [];
- var baseLength = Math.floor(3050 / numSegments);
- var remainder = 3050 % numSegments;
- for (var i = 0; i < numSegments; i++) {
- var segLength = baseLength + (i < remainder ? 1 : 0);
- // Ensure each segment is within bounds
- segLength = Math.max(minSegmentLength, Math.min(maxSegmentLength, segLength));
- segmentLengths.push(segLength);
+ // If still not exact, make fine adjustments to last segments
+ var difference = targetLength - currentTotal;
+ var segmentIndex = segmentLengths.length - 1;
+ while (difference !== 0 && segmentIndex >= 0) {
+ var currentLength = segmentLengths[segmentIndex];
+ var adjustment = difference > 0 ? Math.min(difference, maxSegmentLength - currentLength) : Math.max(difference, minSegmentLength - currentLength);
+ if (adjustment !== 0) {
+ segmentLengths[segmentIndex] += adjustment;
+ difference -= adjustment;
}
+ segmentIndex--;
}
}
// Generate varied path with guaranteed minimum 3 turns
// Create strategic turn points to ensure we get at least 3 turns