User prompt
muy bien asi que quiero que mejores la interfaz de inicio en la que muestra la historia ya que los textos se salen de la pantalla
User prompt
No estás usando los assets de los iconos de energía escudo y sobre además no me gusta el fondo de estos que es el ui panel así que quitarlo y solo dejar los iconos
User prompt
Quiero que quites la el assets de la barra de progreso ya que no me gusta como se ve además reajusta la posicion del inicio del juego que es la introducción a la misión ya que sale en una esquina de la pantalla y no deja leer lo que dice
User prompt
No es necesario mostrar la barra de progreso pero si hacer más notorio el tiempo que falta para que empieze la otra oleada ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Vale casi te faltó crear los assets para las imágenes de la energía los escudos y el puntaje además quiero que las balas de las torretas los Sprites sean el doble de grandes
User prompt
Muy bien con gameplay y mapa listos solo falta que mejoremos las interfaces del Game como la barra de progreso de los niveles tiene que ser más futurista y dinámica si como los menús de las torretas y la energía los escudos y el puntaje que están en la parte superior sean assets para yo poner sus respectivas imágenes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Muy bien ahora que los enemigos puedan andar sobre todas las celdas en que halla cintas transportadoras
User prompt
Muy bien ahora me gustaría que fueran el doble de grandes los Sprites tanto de las torretas como de los enemigos además que cuando se le da con balas de hielo a los enemigos se pongan azules y cuando se les da con balas de fuego se pongan naranjas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Muy bien casi está perfecto solo intenta cumplir esta condiciones y quedará perfecto. 1 que los enchufes estén literalmente al lado de los caminos. 2 que no se sobre pongan un enchufe encima de otro y 3 que la torretas tengan el doble de su rango actual
User prompt
Bien ahora mejoraremos el mapa y la lógica del Spawn y colicion de los enemigos. Básicamente hacer que los enemigos aparezcan en los 2 caminos designados y que los enchufes para poner torretas hallan más osea agregando uno junto a otro de forma vertical
User prompt
Muy bien ya casi está listo arreglemos unos detalles como lo es que los botones de las torretas tengan el mismo diseño de las torretas en cuestión y la previsualización de igual forma los assets de las torretas en cuestión
User prompt
me encanto asi es como buscaba el mapa solo hay que arrglar una cosa y es que la parte superior del mapa los caminos se fusiones o se junten asi de entrada tienen mucho espachio y luego se dividen en los caminos que ya tenemos
User prompt
muy bien ahora nececito que los enchufes esten mas cerca de los caminos literalmente que esten pegados uno al lado del otro
User prompt
sale el texto tower would block the path al querer poner la torreta encima del enchufe
User prompt
sigue sin dejar poner las torretas encima de los enchufes
User prompt
las torretas no deja ponerlas en los enchufes
User prompt
te falta mejorar la distribucion del mapa para que sea logico y ordenado
User prompt
tienes que mejorar la logica de los caminos y enchufes te lo voy a describir de arriba hacia abajo empezando en la parte superior es un camino en la parte central de 6 celdas la cual avanza 3 celdas y se divide en 2 caminos la division es de 2 celdas en dicha devicion hacia abajo son solo enchufes y los caminos de 3 celdas cada uno asi se quedan hasta abajo y a los laterales de los caminos tambien una fila de enchufes hacia abajo
User prompt
mejoremos el a distribucion del mapa y es que el camino en realidad sean 2 caminos de 3 celdas de ancho cada una las cuales por la mitad las separa una columna de encufes bases de las torretas y claramente en los otros extremos del camino las otras columnas de enchufes las bases de las torretas
User prompt
vale me gusta el resultado pero el camino de cinco tapa mucho el dibujo del fondo así que podriamos agregarle transparencia al camino para que asi se vea el fondo
User prompt
me gusta como va quedando el mapa pero creo que el tema de los elementos decorativos y el suelo so se ven tan llamativos para nuestro tower defense asi que lo quiero cambiar por una sola imagen que sera el fondo del entorno
User prompt
los muros que delimitan todo el mapa falta que le crees su propio assets y que ese si sea 1x1
User prompt
me encanta pero quiero que de manera inteligente redistribuyas el mapa siguiendo un orden y logica acorde al objetivo y trama del juego. 1: el juego es un tower defense por ende hay un camino por donde caminan los enemigos hasta llegar a su objetivo y destruirlo ademas a los lados del camino estan las bases o enchufes para poder dejar hay las torretas que destruiran a los enemigos 2: el entorno del mapa es como una fabrica de electicidad pr ende debe tener logica los elementos decorativos del mapa
User prompt
me encanto lo que se hico de pasarlo de un 1x1 a un 2x2 asiq ue lo vamos aplicar en los elementos decorativos del mapa es decir a electronic_chip, metal_crate, battery_pack, scaffolding y metal_pipe
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate robot image asset for this enemy type var assetId = 'robot_raccoon'; switch (self.type) { case 'fast': assetId = 'robot_fox'; break; case 'immune': assetId = 'robot_turtle'; break; case 'flying': assetId = 'robot_crow'; break; case 'swarm': assetId = 'robot_mouse'; break; } // Use boss version if this is a boss enemy if (self.isBoss && self.type !== 'swarm') { switch (self.type) { case 'fast': assetId = 'robot_fox_boss'; break; case 'immune': assetId = 'robot_turtle_boss'; break; case 'flying': assetId = 'robot_crow_boss'; break; default: assetId = 'robot_raccoon_boss'; } } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Boss enemies already use larger image assets, no need to scale // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // Boss shadows already use larger image assets, no need to scale // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; // Play damage sound when poisoned LK.getSound('robot_damage').play(); } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine fire (orange) and ice (blue) colors when hit by both enemyGraphics.tint = 0x8A4FFF; // Purple blend of orange and blue } else if (self.poisoned) { enemyGraphics.tint = 0xFF8C00; // Orange tint for fire/poison bullets } else if (self.slowed) { enemyGraphics.tint = 0x0080FF; // Blue tint for ice/slow bullets } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; // Single spawn at top center of 6-cell path (x=9) if (i === 9 && j === 0) { cellType = 2; self.spawns.push(cell); } // Dual goals at bottom of each 3-cell path // Left path goal (center of left path at x=7) if (i === 7 && j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } // Right path goal (center of right path at x=16) if (i === 16 && j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } cell.type = cellType; cell.x = i; cell.y = j; // Asset customization properties cell.terrainAsset = null; cell.decorationAsset = null; cell.customProperties = {}; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; // Method to set terrain asset for a specific cell self.setTerrainAsset = function (x, y, assetId) { var cell = self.getCell(x, y); if (cell) { cell.terrainAsset = assetId; // Could trigger visual update here in the future } }; // Method to set decoration asset for a specific cell self.setDecorationAsset = function (x, y, assetId) { var cell = self.getCell(x, y); if (cell) { cell.decorationAsset = assetId; // Could trigger visual update here in the future } }; // Method to batch update multiple cells self.setCellAssets = function (cellUpdates) { for (var i = 0; i < cellUpdates.length; i++) { var update = cellUpdates[i]; if (update.terrain) { self.setTerrainAsset(update.x, update.y, update.terrain); } if (update.decoration) { self.setDecorationAsset(update.x, update.y, update.decoration); } if (update.properties) { var cell = self.getCell(update.x, update.y); if (cell) { for (var prop in update.properties) { cell.customProperties[prop] = update.properties[prop]; } } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, all enemies can now move freely on conveyor belt cells // Handle flying enemies - they can move over all cells including non-conveyor if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle ground enemies - they can now move freely on any conveyor belt cell // Find the closest goal and move directly toward it, but only through conveyor belt cells if (!enemy.groundTarget) { // Set ground target to the closest goal enemy.groundTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.groundTarget = goal; } } } } // Move toward the goal, but only through conveyor belt cells var targetX = enemy.groundTarget.x; var targetY = enemy.groundTarget.y; var ox = targetX - enemy.currentCellX; var oy = targetY - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } // Calculate desired movement direction var desiredAngle = Math.atan2(oy, ox); var moveX = Math.cos(desiredAngle) * enemy.speed; var moveY = Math.sin(desiredAngle) * enemy.speed; // Check if the desired next position is on a conveyor belt var nextCellX = Math.round(enemy.currentCellX + moveX); var nextCellY = Math.round(enemy.currentCellY + moveY); var nextCell = grid.getCell(nextCellX, nextCellY); // Only move if the next position is on a conveyor belt (or goal) if (nextCell && (conveyorBeltPositions[nextCellX + "," + nextCellY] || nextCell.type === 3)) { enemy.currentCellX += moveX; enemy.currentCellY += moveY; // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = desiredAngle; enemy.children[0].rotation = desiredAngle; } else if (enemy.children[0]) { if (Math.abs(desiredAngle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = desiredAngle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = desiredAngle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } else { // If direct path is blocked, try to find alternative route on conveyor belts // Look for nearby conveyor belt cells to move toward var directions = [{ dx: 0, dy: enemy.speed }, // Down (preferred) { dx: enemy.speed, dy: 0 }, // Right { dx: -enemy.speed, dy: 0 }, // Left { dx: 0, dy: -enemy.speed }, // Up { dx: enemy.speed * 0.7, dy: enemy.speed * 0.7 }, // Diagonal down-right { dx: -enemy.speed * 0.7, dy: enemy.speed * 0.7 } // Diagonal down-left ]; var moved = false; for (var i = 0; i < directions.length; i++) { var testX = enemy.currentCellX + directions[i].dx; var testY = enemy.currentCellY + directions[i].dy; var testCellX = Math.round(testX); var testCellY = Math.round(testY); var testCell = grid.getCell(testCellX, testCellY); if (testCell && (conveyorBeltPositions[testCellX + "," + testCellY] || testCell.type === 3)) { enemy.currentCellX = testX; enemy.currentCellY = testY; var angle = Math.atan2(directions[i].dy, directions[i].dx); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } moved = true; break; } } // If no valid movement found, enemy stays in place (shouldn't happen with proper map design) } // Update enemy's position and grid coordinates enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Play click sound LK.getSound('ui_click').play(); // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Get appropriate turret image asset for this tower type var turretAssetId = 'turret_normal'; switch (self.towerType) { case 'rapid': turretAssetId = 'turret_rapid'; break; case 'sniper': turretAssetId = 'turret_sniper'; break; case 'splash': turretAssetId = 'turret_missile'; break; case 'slow': turretAssetId = 'turret_ice'; break; case 'poison': turretAssetId = 'turret_fire'; break; } // Use actual turret graphics instead of generic tower var turretGraphics = self.attachAsset(turretAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var towerName = STORY_THEME.DEFENSE_TYPES[self.towerType] || self.towerType; // Shorten name if too long if (towerName.length > 12) { towerName = towerName.split(' ')[0]; } var typeLabel = new Text2(towerName, { size: 40, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var StoryIntro = Container.expand(function () { var self = Container.call(this); // Dark overlay background var overlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); overlay.width = 2048; overlay.height = 2732; overlay.tint = 0x000000; overlay.alpha = 0.9; overlay.x = 2048 / 2; overlay.y = 2732 / 2; // Story panel var panel = new Container(); self.addChild(panel); panel.x = 2048 / 2; panel.y = 2732 / 2; var panelBg = panel.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); panelBg.width = 1700; panelBg.height = 1000; panelBg.tint = 0x1a1a1a; // Title text - reduced size and better positioning var titleText = new Text2("", { size: 90, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -350; panel.addChild(titleText); // Story text - reduced size and word wrapping enabled var storyText = new Text2("", { size: 60, fill: 0xFFFFFF, weight: 400, wordWrap: true, wordWrapWidth: 1400 }); storyText.anchor.set(0.5, 0.5); storyText.y = -50; panel.addChild(storyText); // Continue button var continueBtn = new Container(); panel.addChild(continueBtn); continueBtn.y = 350; var btnBg = continueBtn.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); btnBg.width = 350; btnBg.height = 100; btnBg.tint = 0x00AA00; var btnText = new Text2("Continue", { size: 50, fill: 0xFFFFFF, weight: 800 }); btnText.anchor.set(0.5, 0.5); continueBtn.addChild(btnText); // Skip button var skipBtn = new Container(); panel.addChild(skipBtn); skipBtn.x = 600; skipBtn.y = -400; var skipBg = skipBtn.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); skipBg.width = 180; skipBg.height = 70; skipBg.tint = 0x666666; var skipText = new Text2("Skip", { size: 35, fill: 0xFFFFFF, weight: 800 }); skipText.anchor.set(0.5, 0.5); skipBtn.addChild(skipText); self.showPage = function (pageIndex) { if (pageIndex < STORY_INTRO.pages.length) { var page = STORY_INTRO.pages[pageIndex]; titleText.setText(page.title); storyText.setText(page.text); if (pageIndex === STORY_INTRO.pages.length - 1) { btnText.setText("Start Mission"); btnBg.tint = 0xFF0000; } } }; continueBtn.down = function () { STORY_INTRO.currentPage++; if (STORY_INTRO.currentPage >= STORY_INTRO.pages.length) { self.destroy(); STORY_INTRO.shown = true; // Start the game waveIndicator.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; var notification = game.addChild(new Notification("Defend the Energy Source!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } else { self.showPage(STORY_INTRO.currentPage); } }; skipBtn.down = function () { self.destroy(); STORY_INTRO.shown = true; // Start the game waveIndicator.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; var notification = game.addChild(new Notification("Defend the Energy Source!")); notification.x = 2048 / 2; notification.y = grid.height - 150; }; // Show first page self.showPage(0); return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level (DOUBLED) switch (self.id) { case 'sniper': // Sniper: base 10, +1.6 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 24 * CELL_SIZE; // Significantly increased range for max level (doubled) } return (10 + (self.level - 1) * 1.6) * CELL_SIZE; case 'splash': // Splash: base 4, +0.4 per level (max ~8 blocks at max level) return (4 + (self.level - 1) * 0.4) * CELL_SIZE; case 'rapid': // Rapid: base 5, +1 per level return (5 + (self.level - 1) * 1) * CELL_SIZE; case 'slow': // Slow: base 7, +1 per level return (7 + (self.level - 1) * 1) * CELL_SIZE; case 'poison': // Poison: base 6.4, +1 per level return (6.4 + (self.level - 1) * 1) * CELL_SIZE; default: // Default: base 6, +1 per level return (6 + (self.level - 1) * 1) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 5 * CELL_SIZE; // Doubled from 2.5 self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 10 * CELL_SIZE; // Doubled from 5 self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 4 * CELL_SIZE; // Doubled from 2 self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 7 * CELL_SIZE; // Doubled from 3.5 self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 6.4 * CELL_SIZE; // Doubled from 3.2 self.bulletSpeed = 5; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'sniper': baseGraphics.tint = 0xFF5500; break; case 'splash': baseGraphics.tint = 0x33CC00; break; case 'slow': baseGraphics.tint = 0x9900FF; break; case 'poison': baseGraphics.tint = 0x00FFAA; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); // Get appropriate turret image asset for this tower type var turretAssetId = 'turret_normal'; switch (self.id) { case 'rapid': turretAssetId = 'turret_rapid'; break; case 'sniper': turretAssetId = 'turret_sniper'; break; case 'splash': turretAssetId = 'turret_missile'; break; case 'slow': turretAssetId = 'turret_ice'; break; case 'poison': turretAssetId = 'turret_fire'; break; } var gunGraphics = gunContainer.attachAsset(turretAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'sniper': towerLevelIndicator.tint = 0xFF5500; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; case 'slow': towerLevelIndicator.tint = 0x9900FF; break; case 'poison': towerLevelIndicator.tint = 0x00FFAA; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } // grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; // grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); // grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x4169E1; bullet.children[0].scaleX = 2; bullet.children[0].scaleY = 2; break; case 'sniper': // Replace bullet with laser for sniper bullet.removeChild(bullet.children[0]); var laserGraphics = bullet.attachAsset('bullet_laser', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); laserGraphics.tint = 0xFF0000; break; case 'splash': // Replace bullet with missile for splash bullet.removeChild(bullet.children[0]); var missileGraphics = bullet.attachAsset('bullet_missile', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); missileGraphics.rotation = gunContainer.rotation; break; case 'slow': // Replace bullet with ice projectile bullet.removeChild(bullet.children[0]); var iceGraphics = bullet.attachAsset('bullet_ice', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); break; case 'poison': // Replace bullet with fire projectile bullet.removeChild(bullet.children[0]); var fireGraphics = bullet.attachAsset('bullet_fire', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // Play appropriate sound effect based on tower type switch (self.id) { case 'rapid': LK.getSound('turret_rapid_fire').play(); break; case 'sniper': LK.getSound('laser_sniper_fire').play(); break; case 'splash': LK.getSound('missile_launch').play(); break; case 'slow': LK.getSound('ice_laser_fire').play(); break; case 'poison': LK.getSound('fire_laser_fire').play(); break; default: LK.getSound('turret_basic_fire').play(); } // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; // Since towers are 2x2, we need to center them on the 2x2 power outlet area self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; // Initialize with turret graphics instead of generic preview self.turretGraphics = null; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; // Get appropriate turret image asset for this tower type var turretAssetId = 'turret_normal'; switch (self.towerType) { case 'rapid': turretAssetId = 'turret_rapid'; break; case 'sniper': turretAssetId = 'turret_sniper'; break; case 'splash': turretAssetId = 'turret_missile'; break; case 'slow': turretAssetId = 'turret_ice'; break; case 'poison': turretAssetId = 'turret_fire'; break; } // Remove old preview graphics and add new turret graphics if (self.turretGraphics) { self.removeChild(self.turretGraphics); } self.turretGraphics = self.attachAsset(turretAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Move turret graphics above range indicator self.setChildIndex(self.turretGraphics, self.children.length - 1); // Apply red tint if can't place if (!self.canPlace || !self.hasEnoughGold) { self.turretGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; var onPowerOutlet = true; // Must be on a power outlet if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { // Check if all 4 cells (2x2) are on power outlets for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell) { validGridPlacement = false; onPowerOutlet = false; break; } // Check if this cell is a power outlet by checking if the top-left corner matches any power outlet location var isPowerOutlet = false; for (var k = 0; k < powerOutletLocations.length; k++) { var outletX = powerOutletLocations[k].x; var outletY = powerOutletLocations[k].y; // Check if current cell is within this 2x2 power outlet area if (self.gridX + i >= outletX && self.gridX + i < outletX + 2 && self.gridY + j >= outletY && self.gridY + j < outletY + 2) { isPowerOutlet = true; break; } } if (!isPowerOutlet) { onPowerOutlet = false; } // Check if there's already a tower here - but allow placement on power outlets (type 0) if (cell.type === 1) { // This is a wall, can't place here validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement && onPowerOutlet) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && onPowerOutlet && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); // Match the tower placement logic - 2x2 towers are centered on 2x2 areas self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); // Play upgrade sound LK.getSound('tower_upgrade').play(); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); // Play sell sound LK.getSound('tower_sell').play(); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); // grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; // grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted && !STORY_INTRO.shown) { // Show story intro var intro = new StoryIntro(); game.addChild(intro); } else if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Play click sound LK.getSound('ui_click').play(); // Start battle music LK.playMusic('battle_theme', { fade: { start: 0, end: 1, duration: 1000 } }); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Defend the Energy Source!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var robotType = STORY_THEME.ROBOT_TYPES[self.getWaveType(currentWave)] || "Robot"; var notification = game.addChild(new Notification("Wave " + currentWave + ": " + enemyCount + " " + robotType + "(s) detected!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Music for futuristic theme // Sound effects for futuristic theme // Energy core // Robot mice (swarm) // Robot turtle (immune) // Robot crow (flying) // Robot fox (fast) // Robot raccoon (normal) // Fire projectile // Ice projectile // Laser beam // Missile // Energy projectile // Futuristic platform base // Fire laser // Ice laser // Missile launcher // Long range laser // Rapid fire turret // Normal turret // ========== TERRAIN AND MAP ASSETS ========== // Grass terrains // Stone and rock terrains // Path terrains // Water terrains // Sand and desert terrains // Forest and nature terrains // Special terrain decorations // ========== TOWER ASSETS ========== // Default tower variations // Rapid tower variations // Sniper tower variations // Splash tower variations // Slow tower variations // Poison tower variations // Tower guns/weapons // ========== ENEMY ASSETS ========== // Normal enemy variations // Fast enemy variations // Flying enemy variations // Immune enemy variations // Swarm enemy variations // Boss enemy variations // ========== PROJECTILE ASSETS ========== // Basic bullets // Rapid bullets // Sniper bullets // Splash bullets // Slow bullets // Poison bullets // ========== UI ASSETS ========== // Buttons and panels // Menu backgrounds // Health bars // Range indicators // Level indicators // Gold and score indicators // ========== DECORATIVE ASSETS ========== // Trees and vegetation // Rocks and obstacles // Buildings and structures // ========== PARTICLE AND EFFECT ASSETS ========== // ========== AUDIO ASSETS ========== // Tower shooting sounds // Impact and explosion sounds // Enemy sounds // Tower building sounds // UI sounds // Gold and scoring sounds // Game state sounds // Environmental sounds // Background music tracks // ========== LEGACY ASSETS (keeping for compatibility) ========== // ========== STORY AND THEME CONSTANTS ========== // Sound effects for futuristic theme // Music for futuristic theme // Turret image assets // Enemy robot image assets // Boss versions (larger) // Futuristic UI Assets var STORY_THEME = { // Main characters AGENTS: { W: { name: "W", type: "wolf", role: "protagonist" }, A: { name: "A", type: "squirrel", role: "support" }, P: { name: "P", type: "penguin", role: "support" }, G: { name: "G", type: "gazelle", role: "support" } }, // Antagonist VILLAIN: { name: "Dr. Cronos", type: "gorilla", description: "semi-bionic gorilla scientist" }, // Location LOCATION: { city: "Animals City", agency: "FBA", target: "Central Energy Source" }, // Enemy types (robots created by Dr. Cronos) ROBOT_TYPES: { normal: "Raccoon Robot", fast: "Fox Robot", immune: "Turtle Robot", flying: "Crow Robot", swarm: "Mouse Robots", boss: "Giant Robot" }, // Tower types (futuristic turrets) DEFENSE_TYPES: { "default": "Normal Turret", rapid: "Rapid Fire", sniper: "Long Laser", splash: "Missiles", slow: "Ice Laser", poison: "Fire Laser" } }; // Map customization system var MAP_ASSETS = { // Terrain types that can be assigned to cells TERRAIN: { factory_floor: "factory_floor", conveyor_belt: "conveyor_belt", power_outlet: "power_outlet", cable_conduit: "cable_conduit", power_grid: "power_grid", energy: "crystal_formation" }, // Decoration types DECORATIONS: { metal_crate: "metal_crate", battery_pack: "battery_pack", scaffolding: "scaffolding", electronic_chip: "electronic_chip", metal_pipe: "metal_pipe", energy_source: "core_energy" } }; // Story introduction system var STORY_INTRO = { pages: [{ title: "Mission Briefing", text: "Agent W, you and your team have been assigned a critical mission.", image: "fba_logo" }, { title: "The Threat", text: "Dr. Cronos plans to steal all energy from Animals City to create an ultra robot!", image: "dr_cronos" }, { title: "Your Mission", text: "Defend the Central Energy Source with agents A, P, and G. Stop the robot invasion!", image: "team_agents" }], currentPage: 0, shown: false }; var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave // Create futuristic UI panels instead of simple text var topMargin = 60; var centerX = 2048 / 2; var spacing = 450; // Energy Panel (Gold) var energyPanel = new Container(); var energyIcon = energyPanel.attachAsset('ui_energy_icon', { anchorX: 0.5, anchorY: 0.5 }); energyIcon.x = -60; var energyText = new Text2(gold.toString(), { size: 50, fill: 0xFFD700, weight: 800 }); energyText.anchor.set(0.5, 0.5); energyText.x = 20; energyPanel.addChild(energyText); energyPanel.x = -spacing; energyPanel.y = topMargin; LK.gui.top.addChild(energyPanel); // Shield Panel (Lives) var shieldPanel = new Container(); var shieldIcon = shieldPanel.attachAsset('ui_shield_icon', { anchorX: 0.5, anchorY: 0.5 }); shieldIcon.x = -60; var shieldText = new Text2(lives.toString(), { size: 50, fill: 0x00FF00, weight: 800 }); shieldText.anchor.set(0.5, 0.5); shieldText.x = 20; shieldPanel.addChild(shieldText); shieldPanel.x = 0; shieldPanel.y = topMargin; LK.gui.top.addChild(shieldPanel); // Score Panel var scorePanel = new Container(); var scoreIcon = scorePanel.attachAsset('ui_score_icon', { anchorX: 0.5, anchorY: 0.5 }); scoreIcon.x = -60; var scoreText = new Text2(score.toString(), { size: 50, fill: 0xFF6B6B, weight: 800 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 20; scorePanel.addChild(scoreText); scorePanel.x = spacing; scorePanel.y = topMargin; LK.gui.top.addChild(scorePanel); // Store references for updates var goldText = energyText; var livesText = shieldText; // scoreText already defined above function updateUI() { goldText.setText(gold.toString()); livesText.setText(lives.toString()); scoreText.setText(score.toString()); // Update wave info if (waveIndicator && waveIndicator.gameStarted) { waveInfoText.setText("Wave " + currentWave + " / " + totalWaves); // Format timer var totalSeconds = Math.floor((nextWaveTime - waveTimer) / 60); var minutes = Math.floor(totalSeconds / 60); var seconds = totalSeconds % 60; var timeString = (minutes < 10 ? "0" : "") + minutes + ":" + (seconds < 10 ? "0" : "") + seconds; timerText.setText("Next Wave: " + timeString); // Make timer more prominent when time is running low if (totalSeconds <= 10 && totalSeconds > 0) { // Pulse the timer when less than 10 seconds remain if (LK.ticks % 30 === 0) { // Every half second tween(timerText, { scaleX: 1.3, scaleY: 1.3, tint: 0xFF4444 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(timerText, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); } } else if (totalSeconds <= 3 && totalSeconds > 0) { // More intense pulsing for final countdown if (LK.ticks % 15 === 0) { // Every quarter second tween(timerText, { scaleX: 1.5, scaleY: 1.5, tint: 0xFF0000 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(timerText, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 100, easing: tween.easeIn }); } }); } } } else { waveInfoText.setText("Ready to Start"); timerText.setText("--:--"); } // Add pulsing effect to icons based on values if (lives <= 5) { // Shield critical - pulse red tween(shieldIcon, { scaleX: 1.2, scaleY: 1.2, tint: 0xFF0000 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(shieldIcon, { scaleX: 1, scaleY: 1, tint: 0xFFFFFF }, { duration: 500, easing: tween.easeInOut }); } }); } } function setGold(value) { gold = value; updateUI(); } var terrainLayer = new Container(); var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; // Intelligently redesigned electrical factory layout with logical flow and improved tower defense gameplay // Step 1: Add factory floor to ALL cells as base layer (must be first) var floorTiles = []; for (var x = 0; x < 24; x++) { for (var y = 0; y < 35; y++) { floorTiles.push({ x: x, y: y, terrain: "factory_floor" }); } } // Step 2: Add walls around the entire map border var wallPositions = []; // Top and bottom walls for (var x = 0; x < 24; x++) { wallPositions.push({ x: x, y: 0, terrain: "wall" }); wallPositions.push({ x: x, y: 34, terrain: "wall" }); } // Left and right walls for (var y = 1; y < 34; y++) { wallPositions.push({ x: 0, y: y, terrain: "wall" }); wallPositions.push({ x: 23, y: y, terrain: "wall" }); } // New path layout: 6-cell central path at top, splitting into dual 3-cell paths // CENTRAL 6-CELL PATH: x = 6-11 for first 3 rows (y = 0-2) // LEFT PATH: x = 6, 7, 8 (3 cells wide) from y = 3 onwards // RIGHT PATH: x = 15, 16, 17 (3 cells wide) from y = 3 onwards // CENTRAL POWER OUTLETS: x = 11, 12 (2 cells wide between paths) // LEFT POWER OUTLETS: x = 3, 4 (left of left path) // RIGHT POWER OUTLETS: x = 19, 20 (right of right path) var factoryMapLayout = []; var conveyorBeltPositions = {}; // RIGHT POWER OUTLETS: x = 20, 21 (2 cells wide for 2x2 power outlets) // Create conveyor belt paths with new layout for (var y = 0; y <= 34; y++) { if (y <= 2) { // Top section: single 6-cell wide path in center for (var x = 6; x <= 11; x++) { factoryMapLayout.push({ x: x, y: y, terrain: "conveyor_belt" }); conveyorBeltPositions[x + "," + y] = true; } } else { // After split: LEFT PATH (3 cells wide) for (var x = 6; x <= 8; x++) { factoryMapLayout.push({ x: x, y: y, terrain: "conveyor_belt" }); conveyorBeltPositions[x + "," + y] = true; } // After split: RIGHT PATH (3 cells wide) for (var x = 15; x <= 17; x++) { factoryMapLayout.push({ x: x, y: y, terrain: "conveyor_belt" }); conveyorBeltPositions[x + "," + y] = true; } } } // Step 4: Add power outlets (2x2) only adjacent to conveyor belts (towers can only go on these) // Function to check if a position is adjacent to conveyor belt function isAdjacentToConveyor(x, y) { // Check all 8 directions var directions = [{ dx: -1, dy: 0 }, { dx: 1, dy: 0 }, { dx: 0, dy: -1 }, { dx: 0, dy: 1 }, { dx: -1, dy: -1 }, { dx: 1, dy: -1 }, { dx: -1, dy: 1 }, { dx: 1, dy: 1 }]; for (var i = 0; i < directions.length; i++) { var checkX = x + directions[i].dx; var checkY = y + directions[i].dy; if (conveyorBeltPositions[checkX + "," + checkY]) { return true; } } return false; } // Create occupied positions map to prevent overlaps var occupiedPositions = {}; // Mark conveyor belts as occupied for (var key in conveyorBeltPositions) { occupiedPositions[key] = true; } // Mark walls as occupied for (var i = 0; i < wallPositions.length; i++) { var key = wallPositions[i].x + "," + wallPositions[i].y; occupiedPositions[key] = true; } // Create strategic power outlet columns directly adjacent to conveyor belt paths var powerOutletLocations = []; // LEFT SIDE OUTLETS: Directly adjacent to left path (left path is at x = 6-8) // Place outlets at x = 4 (touching x = 6) for (var y = 4; y <= 30; y += 3) { // Every 3 cells to prevent overlap powerOutletLocations.push({ x: 4, y: y }); } // CENTRAL OUTLETS LEFT: Adjacent to right side of left path (left path ends at x = 8) // Place outlets at x = 9 (touching x = 8) for (var y = 5; y <= 30; y += 3) { // Every 3 cells to prevent overlap, offset by 1 powerOutletLocations.push({ x: 9, y: y }); } // CENTRAL OUTLETS RIGHT: Adjacent to left side of right path (right path starts at x = 15) // Place outlets at x = 13 (touching x = 15) for (var y = 4; y <= 30; y += 3) { // Every 3 cells to prevent overlap powerOutletLocations.push({ x: 13, y: y }); } // RIGHT SIDE OUTLETS: Directly adjacent to right path (right path ends at x = 17) // Place outlets at x = 18 (touching x = 17) for (var y = 5; y <= 30; y += 3) { // Every 3 cells to prevent overlap, offset by 1 powerOutletLocations.push({ x: 18, y: y }); } // Additional strategic positions directly adjacent to conveyor belt paths var additionalDefensePositions = []; // Combine column outlets with additional strategic positions var allDefensePositions = powerOutletLocations; // Validate and place power outlets at strategic positions for (var i = 0; i < allDefensePositions.length; i++) { var pos = allDefensePositions[i]; var isValidOutlet = true; var hasAdjacentConveyor = false; // Check if this 2x2 area is valid for power outlet for (var dx = 0; dx < 2; dx++) { for (var dy = 0; dy < 2; dy++) { var checkX = pos.x + dx; var checkY = pos.y + dy; var posKey = checkX + "," + checkY; // Make sure position is not already occupied if (occupiedPositions[posKey]) { isValidOutlet = false; break; } // Check if adjacent to conveyor if (isAdjacentToConveyor(checkX, checkY)) { hasAdjacentConveyor = true; } } if (!isValidOutlet) break; } // Add power outlet if valid and adjacent to conveyor if (isValidOutlet && hasAdjacentConveyor) { powerOutletLocations.push({ x: pos.x, y: pos.y }); // Mark all 4 cells as occupied for (var dx = 0; dx < 2; dx++) { for (var dy = 0; dy < 2; dy++) { var posKey = pos.x + dx + "," + (pos.y + dy); occupiedPositions[posKey] = true; } } } } // Add power outlets to the map (single 2x2 sprite each) for (var i = 0; i < powerOutletLocations.length; i++) { // Add single power outlet entry for 2x2 area factoryMapLayout.push({ x: powerOutletLocations[i].x, y: powerOutletLocations[i].y, terrain: "power_outlet" }); } // Step 5: Add decorations only where nothing else exists (only on factory floor) var factoryDecorations = []; // Place energy core below goal area (special case) // Check if area is clear for energy core (2x2 at position 11,31) var energyCoreX = 11; var energyCoreY = 31; var canPlaceEnergyCore = true; for (var dx = 0; dx < 2; dx++) { for (var dy = 0; dy < 2; dy++) { var posKey = energyCoreX + dx + "," + (energyCoreY + dy); if (occupiedPositions[posKey]) { canPlaceEnergyCore = false; break; } } if (!canPlaceEnergyCore) break; } if (canPlaceEnergyCore) { factoryDecorations.push({ x: 11.5, // Centered position y: 31, decoration: "energy_core" }); // Mark energy core area as occupied for (var dx = 0; dx < 2; dx++) { for (var dy = 0; dy < 2; dy++) { var posKey = energyCoreX + dx + "," + (energyCoreY + dy); occupiedPositions[posKey] = true; } } } // Logically place factory decorations to represent different electrical production zones var decorationTypes = ["metal_crate", "battery_pack", "electronic_chip", "scaffolding", "metal_pipe"]; // Create production-zone themed decoration layout var decorationPattern = [ // ELECTRONIC CHIP FABRICATION ZONE (top-right area) { x: 21, y: 5, type: "electronic_chip" }, { x: 21, y: 9, type: "electronic_chip" }, { x: 13, y: 7, type: "electronic_chip" }, // SCAFFOLDING for factory infrastructure (along walls and support areas) { x: 1, y: 6, type: "scaffolding" }, { x: 1, y: 15, type: "scaffolding" }, { x: 1, y: 25, type: "scaffolding" }, { x: 22, y: 6, type: "scaffolding" }, { x: 22, y: 15, type: "scaffolding" }, { x: 22, y: 25, type: "scaffolding" }, // BATTERY STORAGE ZONE (left-center area where path turns) { x: 1, y: 17, type: "battery_pack" }, { x: 1, y: 21, type: "battery_pack" }, { x: 9, y: 19, type: "battery_pack" }, { x: 11, y: 21, type: "battery_pack" }, // METAL PIPE DISTRIBUTION (connecting different zones) { x: 14, y: 4, type: "metal_pipe" }, { x: 9, y: 12, type: "metal_pipe" }, { x: 21, y: 18, type: "metal_pipe" }, { x: 14, y: 24, type: "metal_pipe" }, { x: 8, y: 32, type: "metal_pipe" }, { x: 16, y: 32, type: "metal_pipe" }, // METAL CRATES for raw material storage (distributed logically) { x: 4, y: 5, type: "metal_crate" }, { x: 8, y: 5, type: "metal_crate" }, { x: 1, y: 11, type: "metal_crate" }, { x: 22, y: 22, type: "metal_crate" }, { x: 1, y: 29, type: "metal_crate" }, { x: 21, y: 29, type: "metal_crate" }, { x: 5, y: 24, type: "metal_crate" }, { x: 19, y: 26, type: "metal_crate" }]; // Place decorations only if the position is not occupied and has space for 2x2 for (var i = 0; i < decorationPattern.length; i++) { var decoration = decorationPattern[i]; // Check if 2x2 area is available var canPlace = true; for (var dx = 0; dx < 2; dx++) { for (var dy = 0; dy < 2; dy++) { var checkX = decoration.x + dx; var checkY = decoration.y + dy; var posKey = checkX + "," + checkY; if (occupiedPositions[posKey]) { canPlace = false; break; } } if (!canPlace) break; } // Only place if 2x2 area is not occupied (only factory floor exists there) if (canPlace) { factoryDecorations.push({ x: decoration.x, y: decoration.y, decoration: decoration.type }); // Mark all 4 cells as occupied for (var dx = 0; dx < 2; dx++) { for (var dy = 0; dy < 2; dy++) { var posKey = decoration.x + dx + "," + (decoration.y + dy); occupiedPositions[posKey] = true; } } } } // Combine all map elements var allMapElements = floorTiles.concat(wallPositions).concat(factoryMapLayout).concat(factoryDecorations); // Apply all elements to grid grid.setCellAssets(allMapElements); // Clear existing spawn and goal arrays grid.spawns = []; grid.goals = []; // Clear spawn and goal arrays before setting new ones grid.spawns = []; grid.goals = []; // Update cell types for pathfinding - conveyor belts are walkable (type 0), everything else is blocked (type 1) for (var i = 0; i < 24; i++) { for (var j = 0; j < 35; j++) { var cell = grid.getCell(i, j); if (cell) { // Default to wall (blocked) cell.type = 1; // Check if this cell is a conveyor belt (walkable path) if (conveyorBeltPositions[i + "," + j]) { cell.type = 0; // Walkable path } // Check if this cell is part of a power outlet (for tower placement) for (var k = 0; k < powerOutletLocations.length; k++) { var outletX = powerOutletLocations[k].x; var outletY = powerOutletLocations[k].y; // Check if current cell is within this 2x2 power outlet area if (i >= outletX && i < outletX + 2 && j >= outletY && j < outletY + 2) { cell.type = 0; // Mark as buildable (not a wall) break; } } // Set spawns at both paths after split // Left path spawn (center at x=7) if (i === 7 && j === 3) { cell.type = 2; // Spawn grid.spawns.push(cell); } // Right path spawn (center at x=16) if (i === 16 && j === 3) { cell.type = 2; // Spawn grid.spawns.push(cell); } // Set goals at bottom center of both 3-cell paths // Left path goal (center at x=7) if (i === 7 && j === 33) { cell.type = 3; // Goal grid.goals.push(cell); } // Right path goal (center at x=16) else if (i === 16 && j === 33) { cell.type = 3; // Goal grid.goals.push(cell); } } } } // Add single background image for the entire game area var backgroundImage = terrainLayer.attachAsset('factory_floor', { anchorX: 0, anchorY: 0 }); // Scale and position background to cover the entire game area backgroundImage.width = 2048; backgroundImage.height = 2732; backgroundImage.x = 0; backgroundImage.y = 0; // Only render essential gameplay elements: walls, conveyor belt path, power outlets, and energy core for (var i = 0; i < allMapElements.length; i++) { var element = allMapElements[i]; var assetId = null; var shouldRender = false; // Render walls, conveyor belts, power outlets, and energy core if (element.terrain === "wall") { assetId = 'wall'; shouldRender = true; } else if (element.terrain === "conveyor_belt") { assetId = 'conveyor_belt'; shouldRender = true; } else if (element.terrain === "power_outlet") { assetId = 'power_outlet'; shouldRender = true; } else if (element.decoration === "energy_source") { assetId = 'energy_core'; shouldRender = true; } if (assetId && shouldRender) { var asset = terrainLayer.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Position the asset if (element.terrain === "wall") { // Walls are 1x1 (76x76 pixels), position at center of cell asset.x = grid.x + element.x * CELL_SIZE + CELL_SIZE / 2; asset.y = grid.y + element.y * CELL_SIZE + CELL_SIZE / 2; asset.tint = 0x505050; // Dark gray tint for walls } else if (element.terrain === "power_outlet") { // Power outlets are 2x2 (152x152 pixels), position at center of 2x2 area asset.x = grid.x + element.x * CELL_SIZE + CELL_SIZE; asset.y = grid.y + element.y * CELL_SIZE + CELL_SIZE; } else if (element.decoration === "energy_source") { // Energy core positioning asset.x = grid.x + element.x * CELL_SIZE; asset.y = grid.y + element.y * CELL_SIZE; // Pulsing effect for the energy core tween(asset, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, loop: true, yoyo: true }); } else { // Conveyor belt positioning asset.x = grid.x + element.x * CELL_SIZE + CELL_SIZE / 2; asset.y = grid.y + element.y * CELL_SIZE + CELL_SIZE / 2; } // Apply visual effects if (element.terrain === "conveyor_belt") { asset.tint = 0x4169E1; // Blue tint for visibility asset.alpha = 0.6; // Add transparency to show background } } } grid.pathFind(); // Remove debug rendering to clear the view // grid.renderDebug(); // Don't add grid to debug layer since we don't want debug visualization // debugLayer.addChild(grid); game.addChild(terrainLayer); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { // Check if any cell in the 2x2 tower area is a conveyor belt (actual path) for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cellX = gridX + i; var cellY = gridY + j; // Check if this cell is a conveyor belt (part of the actual path) if (conveyorBeltPositions[cellX + "," + cellY]) { // This cell is part of the conveyor belt path, so placing here would block return true; } } } // Not blocking any conveyor belt cells return false; } function getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); // grid.renderDebug(); // Play build sound LK.getSound('tower_build').play(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; // grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Towers must be placed on power outlets!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; // Wave info text - positioned at top center var waveInfoText = new Text2("Wave 0 / " + totalWaves, { size: 40, fill: 0x00d4ff, weight: 800 }); waveInfoText.anchor.set(0.5, 0.5); waveInfoText.x = 2048 / 2; waveInfoText.y = 150; game.addChild(waveInfoText); // Timer text - made larger and more prominent, positioned below wave info var timerText = new Text2("Next Wave: 00:00", { size: 55, fill: 0xFFFFFF, weight: 800 }); timerText.anchor.set(0.5, 0.5); timerText.x = 2048 / 2; timerText.y = 210; game.addChild(timerText); var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; // Play boss alert sound LK.getSound('boss_alert').play(); // Switch to boss music LK.playMusic('boss_theme', { fade: { start: 0, end: 1, duration: 500 } }); } else { // Play wave start sound for regular waves LK.getSound('wave_start').play(); } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // Spawn enemies alternately on both paths var leftPathColumns = [6, 7, 8]; // Left path columns var rightPathColumns = [15, 16, 17]; // Right path columns // Alternate between left and right paths var useLeftPath = i % 2 === 0; var pathColumns = useLeftPath ? leftPathColumns : rightPathColumns; // Find available columns that aren't occupied by another enemy not yet in view var availableColumns = []; for (var c = 0; c < pathColumns.length; c++) { var col = pathColumns[c]; var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use random selection from path columns var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random path column if all are occupied spawnX = pathColumns[Math.floor(Math.random() * pathColumns.length)]; } var spawnY = 3 - Math.random() * 5; // Start at spawn row (3) minus random distance for spreading enemy.cellX = spawnX; enemy.cellY = 3; // Position at spawn row enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; // Return to normal battle music after boss wave var wasBossWave = currentWave % 10 === 0 && currentWave > 0; if (wasBossWave) { LK.playMusic('battle_theme', { fade: { start: 0.5, end: 1, duration: 1000 } }); } } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Play destruction sound LK.getSound('robot_destroyed').play(); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); // Play core hit sound LK.getSound('energy_core_hit').play(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } // Update UI every frame for smooth animations updateUI(); if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { // Play victory music LK.playMusic('victory_theme', { fade: { start: 0, end: 1, duration: 1000 } }); LK.getSound('victory_fanfare').play(); LK.showYouWin(); } }; // Start ambient factory music LK.playMusic('factory_ambient', { fade: { start: 0, end: 1, duration: 2000 } });
===================================================================
--- original.js
+++ change.js
@@ -1223,61 +1223,63 @@
var panelBg = panel.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
- panelBg.width = 1600;
- panelBg.height = 1200;
+ panelBg.width = 1700;
+ panelBg.height = 1000;
panelBg.tint = 0x1a1a1a;
- // Title text
+ // Title text - reduced size and better positioning
var titleText = new Text2("", {
- size: 120,
+ size: 90,
fill: 0xFFD700,
weight: 800
});
titleText.anchor.set(0.5, 0.5);
- titleText.y = -400;
+ titleText.y = -350;
panel.addChild(titleText);
- // Story text
+ // Story text - reduced size and word wrapping enabled
var storyText = new Text2("", {
- size: 80,
+ size: 60,
fill: 0xFFFFFF,
- weight: 400
+ weight: 400,
+ wordWrap: true,
+ wordWrapWidth: 1400
});
storyText.anchor.set(0.5, 0.5);
- storyText.y = 0;
+ storyText.y = -50;
panel.addChild(storyText);
// Continue button
var continueBtn = new Container();
panel.addChild(continueBtn);
- continueBtn.y = 400;
+ continueBtn.y = 350;
var btnBg = continueBtn.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
- btnBg.width = 400;
- btnBg.height = 120;
+ btnBg.width = 350;
+ btnBg.height = 100;
btnBg.tint = 0x00AA00;
var btnText = new Text2("Continue", {
- size: 60,
+ size: 50,
fill: 0xFFFFFF,
weight: 800
});
btnText.anchor.set(0.5, 0.5);
continueBtn.addChild(btnText);
// Skip button
var skipBtn = new Container();
panel.addChild(skipBtn);
- skipBtn.x = 700;
- skipBtn.y = -500;
+ skipBtn.x = 600;
+ skipBtn.y = -400;
var skipBg = skipBtn.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
- skipBg.width = 200;
- skipBg.height = 80;
+ skipBg.width = 180;
+ skipBg.height = 70;
skipBg.tint = 0x666666;
var skipText = new Text2("Skip", {
- size: 40,
+ size: 35,
fill: 0xFFFFFF,
weight: 800
});
skipText.anchor.set(0.5, 0.5);
@@ -2668,88 +2670,88 @@
/****
* Game Code
****/
-// Futuristic UI Assets
-// Boss versions (larger)
-// Enemy robot image assets
-// Turret image assets
// Music for futuristic theme
// Sound effects for futuristic theme
-// ========== STORY AND THEME CONSTANTS ==========
-// ========== LEGACY ASSETS (keeping for compatibility) ==========
-// Background music tracks
-// Environmental sounds
-// Game state sounds
-// Gold and scoring sounds
-// UI sounds
-// Tower building sounds
-// Enemy sounds
-// Impact and explosion sounds
-// Tower shooting sounds
-// ========== AUDIO ASSETS ==========
-// ========== PARTICLE AND EFFECT ASSETS ==========
-// Buildings and structures
-// Rocks and obstacles
-// Trees and vegetation
-// ========== DECORATIVE ASSETS ==========
-// Gold and score indicators
-// Level indicators
-// Range indicators
-// Health bars
-// Menu backgrounds
-// Buttons and panels
-// ========== UI ASSETS ==========
-// Poison bullets
-// Slow bullets
-// Splash bullets
-// Sniper bullets
-// Rapid bullets
-// Basic bullets
-// ========== PROJECTILE ASSETS ==========
-// Boss enemy variations
-// Swarm enemy variations
-// Immune enemy variations
-// Flying enemy variations
-// Fast enemy variations
-// Normal enemy variations
-// ========== ENEMY ASSETS ==========
-// Tower guns/weapons
-// Poison tower variations
-// Slow tower variations
-// Splash tower variations
-// Sniper tower variations
-// Rapid tower variations
-// Default tower variations
-// ========== TOWER ASSETS ==========
-// Special terrain decorations
-// Forest and nature terrains
-// Sand and desert terrains
-// Water terrains
-// Path terrains
-// Stone and rock terrains
-// Grass terrains
-// ========== TERRAIN AND MAP ASSETS ==========
-// Normal turret
-// Rapid fire turret
-// Long range laser
-// Missile launcher
-// Ice laser
-// Fire laser
-// Futuristic platform base
-// Energy projectile
-// Missile
-// Laser beam
-// Ice projectile
-// Fire projectile
-// Robot raccoon (normal)
-// Robot fox (fast)
-// Robot crow (flying)
-// Robot turtle (immune)
-// Robot mice (swarm)
// Energy core
+// Robot mice (swarm)
+// Robot turtle (immune)
+// Robot crow (flying)
+// Robot fox (fast)
+// Robot raccoon (normal)
+// Fire projectile
+// Ice projectile
+// Laser beam
+// Missile
+// Energy projectile
+// Futuristic platform base
+// Fire laser
+// Ice laser
+// Missile launcher
+// Long range laser
+// Rapid fire turret
+// Normal turret
+// ========== TERRAIN AND MAP ASSETS ==========
+// Grass terrains
+// Stone and rock terrains
+// Path terrains
+// Water terrains
+// Sand and desert terrains
+// Forest and nature terrains
+// Special terrain decorations
+// ========== TOWER ASSETS ==========
+// Default tower variations
+// Rapid tower variations
+// Sniper tower variations
+// Splash tower variations
+// Slow tower variations
+// Poison tower variations
+// Tower guns/weapons
+// ========== ENEMY ASSETS ==========
+// Normal enemy variations
+// Fast enemy variations
+// Flying enemy variations
+// Immune enemy variations
+// Swarm enemy variations
+// Boss enemy variations
+// ========== PROJECTILE ASSETS ==========
+// Basic bullets
+// Rapid bullets
+// Sniper bullets
+// Splash bullets
+// Slow bullets
+// Poison bullets
+// ========== UI ASSETS ==========
+// Buttons and panels
+// Menu backgrounds
+// Health bars
+// Range indicators
+// Level indicators
+// Gold and score indicators
+// ========== DECORATIVE ASSETS ==========
+// Trees and vegetation
+// Rocks and obstacles
+// Buildings and structures
+// ========== PARTICLE AND EFFECT ASSETS ==========
+// ========== AUDIO ASSETS ==========
+// Tower shooting sounds
+// Impact and explosion sounds
+// Enemy sounds
+// Tower building sounds
+// UI sounds
+// Gold and scoring sounds
+// Game state sounds
+// Environmental sounds
+// Background music tracks
+// ========== LEGACY ASSETS (keeping for compatibility) ==========
+// ========== STORY AND THEME CONSTANTS ==========
// Sound effects for futuristic theme
// Music for futuristic theme
+// Turret image assets
+// Enemy robot image assets
+// Boss versions (larger)
+// Futuristic UI Assets
var STORY_THEME = {
// Main characters
AGENTS: {
W: {
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
Piso de metálico. In-Game asset. 2d. High contrast. No shadows
quiero un suelo hecho con la textura de una cinta transportadora. In-Game asset. 2d. High contrast. No shadows
chip de energia gigante es el nucleo de una central electrica. In-Game asset. 2d. High contrast. No shadows
caja de energia electronica. In-Game asset. 2d. High contrast. No shadows
torreta futurista en escala de grises con aspecto default. In-Game asset. 2d. High contrast. No shadows
la entrada sean puertas abiertas y este dicha entrada rozando el borde de la imagen en la parte superior. In-Game asset. 2d. High contrast. No shadows
Bala electrica futurista. In-Game asset. 2d. High contrast. No shadows
Rango circular de un radar. In-Game asset. 2d. High contrast. No shadows
Bala de un rayo láser morado en vertical. In-Game asset. 2d. High contrast. No shadows
Bala de hielo futurista. In-Game asset. 2d. High contrast. No shadows
Bala de fuego futurista. In-Game asset. 2d. High contrast. No shadows
Misil futurista. In-Game asset. 2d. High contrast. No shadows
Torreta futurista electrica. In-Game asset. 2d. High contrast. No shadows
Torreta futurista sniper morada. In-Game asset. 2d. High contrast. No shadows
Torreta futurista grande verde. In-Game asset. 2d. High contrast. No shadows
Torreta futurista grande de hielo. In-Game asset. 2d. High contrast. No shadows
Torreta futurista grande de fuego. In-Game asset. 2d. High contrast. No shadows
Mapache robot naranja. In-Game asset. 2d. High contrast. No shadows
Fox robot amarillo. In-Game asset. 2d. High contrast. No shadows
Tortuga robot verde. In-Game asset. 2d. High contrast. No shadows
Crow robot morado volando. In-Game asset. 2d. High contrast. No shadows
Varios Ratones robot rosa. In-Game asset. 2d. High contrast. No shadows
Con ojos rojos y aura roja
Con ojos rojos y aura roja
Con ojos rojos y aura roja
Con ojos rojos y aura roja
Ui panel futurista. In-Game asset. 2d. High contrast. No shadows
Barra de progreso de colores. In-Game asset. 2d. High contrast. No shadows
Icono de energia. In-Game asset. 2d. High contrast. No shadows
Icono de escudo futurista. In-Game asset. 2d. High contrast. No shadows
Icono de puntaje. In-Game asset. 2d. High contrast. No shadows
robot_damage
Sound effect
ui_click
Sound effect
turret_rapid_fire
Sound effect
laser_sniper_fire
Sound effect
missile_launch
Sound effect
ice_laser_fire
Sound effect
fire_laser_fire
Sound effect
turret_basic_fire
Sound effect
tower_upgrade
Sound effect
tower_sell
Sound effect
tower_build
Sound effect
boss_alert
Sound effect
wave_start
Sound effect
robot_destroyed
Sound effect
battle_theme
Music
boss_theme
Music
energy_core_hit
Sound effect
victory_theme
Music
victory_fanfare
Sound effect
factory_ambient
Music