User prompt
perfecto ahora ya no necesitamos que hallan 4 esprites de enchufes para ocupar ese 2x2 solo con 1 ya lo ocupa asi que arregla el mapa de esa forma
User prompt
sigo viendo el sprite del enchife en un 1x2 quiero que lo agrandes para que ocupe un 2x2
User prompt
perfecto ahora que el assets o sprite del enchude el cual cada uno ocupa un 1x1 ahora cada uno ocupe un 2x2
User prompt
al poner las torretas no cuadran con la cuadricula del mapa
User prompt
te falto agregar el assets del nuecleo el chip de energia para dejarlo en la parte inferior central del mapa
User prompt
reestructura el mapa con las condiciones explicadas
User prompt
ya casi pero sigen habiendo elementos encima del camino y de enchufes asi que podrias actualizar la logica a que dichos elementos solo pueden estar encima de suelo y si hay otro elemento en la celdo no se pone
User prompt
ahora porocura que ningun elemento o asets se posicione soble el camino de cintas transportadoras ni sobre los encufes y la base el nucleo dejalo donde los robots nos quetan vida
User prompt
te descripo mas condiciones el camino de las cintas transportadoras no puede tener nada encima de el solo en el pueden andar los robots excepto el volador que va por encima de todo hasta su objetivo. los encufes siempre estaran en las 2 celdas adyasentes de los lados del camino de cintas transportadoras y no en otro lugar
User prompt
muy bien vamos agregar condiciones al mapa para que lo organices de forma perfecta. el suelos del mapa debe estar en todas las casillas y los demas elementos pueden entar encima de este, entre los demas elementos no pueden estar ocupando la misma casilla, agrega muros alrededor de todo el mapa y el elemento enchufe no ocupe un 1x1 sino que ocupe un 2x2
User prompt
ahora ya teniendo todos los elemtos en el mapa vamos a organizarlos distribuirlos en el mapa de manera basica teniendo simetria y simplicidad usando todos los elementos
User prompt
Hay que modificar cosas como por ejemplo dejar que las torretas se puedan poner encima de los enchufes también que los enemigos robots puedan caminar encima solo de las cintas transportadoras y llegar a su objetivo el núcleo y mejorar el mapa capaz hacerlo más simple pero cumpliendo camino de 4 mosaicos forma serpenteante y enchufes en todos los bordes del camino con 4 mosaicos
User prompt
Vale hay que mejorar un poco el mapa ya que las torres y robots son más grandes son de 2x2 y los elementos del mapa son 1x1 así que en primer lugar vamos hacer que el camino de cintas sea cuádruple en vez de que sea solo 1 carril y los enchufes para poner las torretas sean de 2x2 y estén por todos los bordes de la linea o camino de cintas transportadoras donde pasaran los robots
User prompt
Please fix the bug: 'k is not defined' in or related to this line: 'var cellType = i === 0 || i === k - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0;' Line Number: 645
User prompt
Sigue habiendo una capa superior que no deja ver bien el mapa quitala por favor y distribulle de manera inteligente y eficiente los elementos del mapa para que los enemigos tengan un camino para llegar al núcleo y alrededor de este camino estén los enchufes en los cuales pueda poner mis torretas también analiza el tamaño de las cosas para que tengan coherencia
User prompt
Quita el mosaico que cubre toda el área del juego solo deja los assets de piso, las cintas transportadoras, los enchufes, las decoraciones y el núcleo
User prompt
Sigue sin funcionar porque no usas los assets de la carpeta assets ya que ya cargue imágenes y no salen el el mapa porque no los estás usando por favor solo usa los assets que ya están en la carpeta y con eso haces la distribución de mapa y listo
User prompt
Los elementos ya están en la carpeta assets ahora solo tú tienes que armar el mapa acordé a las descripciones previas obviamente usando los assets que tienes en las carpetas
User prompt
Ahora con todos elementos listo crea el mapa ya sabes el camino serpenteante hasta el núcleo el camino son cintas transportadoras la base de las torres son los enchufes los cuales estarán alrededor del camino y el entorno decorado con los demás assets
User prompt
Solo te faltó el núcleo a defender del tower defense que es un chip de energía gigante Ya agregados ahora ya puedes mapear de forma inteligente el mapa con los elementos antes creados
User prompt
Se te olvido crear los assets de imágenes para que estén en la carpeta de assets y en el código así dejamos definido el mapa
User prompt
Vale muy bien ahora vamos crear al mapa el tu vas crearlo de forma inteligente un camino serpenteante hacia al núcleo que es un chip gigante de energía, bases de torres y decoración del mapa. Recuerda dejar en el código y en la carpeta los assets siguiendo estás descripciones: El mapa será como una fábrica de electricidad donde el núcleo es un chip de energía gigante el camino por donde van a pasar los robots será una cinta transportadora las bases de las tortitas serán unos enchufes, los muros y límites serán decoración como cajas, baterías, andamios, chips electrónicos, partes de metal.
User prompt
Por último eliminar de la carpeta assets todos los assets que no se utilizan o llaman en el código para si dejar solo los que de verdad se verán en el juego
User prompt
Solo falta que añadas los assets de imágenes correspondientes a las torretas futuristas y como ya están programadas 6 esas serán. 1: torreta normal. 2: torreta con alta cadencia. 3: láser de largo alcance. 4: lanzamisiles. 5: láser de hielo. 6: láser de fuego. Enemigos: serán robots y al igual a las torretas ya están programados 6. 1: un robot mapache normal. 2: un robot zorro que corre el doble. 3 un robot tortuga lenta pero con mucha vida e inmune al realentizacion ya la quemadura. 4: cuervo robot que va directo al núcleo. 5 manada de 5 ratoncitos robots. 6: versiones mas grandes y con más vida de los anteriores robots
User prompt
Ahora falta que añadas los activos de sonidos y músicas acordes a la temática y los elementos ya explicados y agregue los activos de la descripción de cada torreta y enemigo robot: serán torretas futuristas y como ya están programadas 6 esas serán. 1: torreta normal. 2: torreta con alta cadencia. 3: láser de largo alcance. 4: lanzamisiles. 5: láser de hielo. 6: láser de fuego. Enemigos: serán robots y al igual a las torretas ya están programados 6. 1: un robot mapache normal. 2: un robot zorro que corre el doble. 3 un robot tortuga lenta pero con mucha vida e inmune al realentizacion ya la quemadura. 4: cuervo robot que va directo al núcleo. 5 manada de 5 ratoncitos robots. 6: versiones más grandes y con más vida de los robots anteriores
/****
* 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
});
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
});
// 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
});
// 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 poison (0x00FFAA) and slow (0x9900FF) colors
// Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212
enemyGraphics.tint = 0x4C7FD4;
} else if (self.poisoned) {
enemyGraphics.tint = 0x00FFAA;
} else if (self.slowed) {
enemyGraphics.tint = 0x9900FF;
} 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;
// Spawn area - middle tile only
if (i === 12) {
if (j === 0) {
cellType = 2;
self.spawns.push(cell);
} else if (j <= 4) {
cellType = 0;
}
}
// Goal area - center tile at bottom
if (i === 12 && 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.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, handle flying enemies differently
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 normal pathfinding enemies
if (!enemy.currentTarget) {
enemy.currentTarget = cell.targets[0];
}
if (enemy.currentTarget) {
if (cell.score < enemy.currentTarget.score) {
enemy.currentTarget = cell;
}
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentTarget = undefined;
return;
}
var angle = Math.atan2(oy, ox);
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;
};
});
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';
// Increase size of base for easier touch
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
switch (self.towerType) {
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 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;
// Story panel
var panel = new Container();
self.addChild(panel);
var panelBg = panel.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
panelBg.width = 1600;
panelBg.height = 1200;
panelBg.tint = 0x1a1a1a;
// Title text
var titleText = new Text2("", {
size: 120,
fill: 0xFFD700,
weight: 800
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -400;
panel.addChild(titleText);
// Story text
var storyText = new Text2("", {
size: 80,
fill: 0xFFFFFF,
weight: 400
});
storyText.anchor.set(0.5, 0.5);
storyText.y = 0;
panel.addChild(storyText);
// Continue button
var continueBtn = new Container();
panel.addChild(continueBtn);
continueBtn.y = 400;
var btnBg = continueBtn.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
btnBg.width = 400;
btnBg.height = 120;
btnBg.tint = 0x00AA00;
var btnText = new Text2("Continue", {
size: 60,
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;
var skipBg = skipBtn.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
skipBg.width = 200;
skipBg.height = 80;
skipBg.tint = 0x666666;
var skipText = new Text2("Skip", {
size: 40,
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
switch (self.id) {
case 'sniper':
// Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost
if (self.level === self.maxLevel) {
return 12 * CELL_SIZE; // Significantly increased range for max level
}
return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
case 'splash':
// Splash: base 2, +0.2 per level (max ~4 blocks at max level)
return (2 + (self.level - 1) * 0.2) * CELL_SIZE;
case 'rapid':
// Rapid: base 2.5, +0.5 per level
return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'slow':
// Slow: base 3.5, +0.5 per level
return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
case 'poison':
// Poison: base 3.2, +0.5 per level
return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE;
default:
// Default: base 3, +0.5 per level
return (3 + (self.level - 1) * 0.5) * 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 = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'sniper':
self.fireRate = 90;
self.damage = 25;
self.range = 5 * CELL_SIZE;
self.bulletSpeed = 25;
break;
case 'splash':
self.fireRate = 75;
self.damage = 15;
self.range = 2 * CELL_SIZE;
self.bulletSpeed = 4;
break;
case 'slow':
self.fireRate = 50;
self.damage = 8;
self.range = 3.5 * CELL_SIZE;
self.bulletSpeed = 5;
break;
case 'poison':
self.fireRate = 70;
self.damage = 12;
self.range = 3.2 * CELL_SIZE;
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
});
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].width = 15;
bullet.children[0].height = 15;
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
});
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
});
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
});
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
});
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;
var previewGraphics = self.attachAsset('towerpreview', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.width = CELL_SIZE * 2;
previewGraphics.height = CELL_SIZE * 2;
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;
switch (self.towerType) {
case 'rapid':
previewGraphics.tint = 0x00AAFF;
break;
case 'sniper':
previewGraphics.tint = 0xFF5500;
break;
case 'splash':
previewGraphics.tint = 0x33CC00;
break;
case 'slow':
previewGraphics.tint = 0x9900FF;
break;
case 'poison':
previewGraphics.tint = 0x00FFAA;
break;
default:
previewGraphics.tint = 0xAAAAAA;
}
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.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
var isPowerOutlet = false;
for (var k = 0; k < factoryMapLayout.length; k++) {
if (factoryMapLayout[k].terrain === "power_outlet" && factoryMapLayout[k].x === self.gridX + i && factoryMapLayout[k].y === self.gridY + j) {
isPowerOutlet = true;
break;
}
}
if (!isPowerOutlet) {
onPowerOutlet = false;
}
// Check if there's already a tower here
if (cell.type === 1) {
// Check if it's blocked by a tower (not a natural wall)
var hasTower = false;
for (var t = 0; t < towers.length; t++) {
if (towers[t].gridX <= self.gridX + i && towers[t].gridX + 1 >= self.gridX + i && towers[t].gridY <= self.gridY + j && towers[t].gridY + 1 >= self.gridY + j) {
hasTower = true;
break;
}
}
if (hasTower) {
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
****/
// 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
// Sound effects for futuristic theme
// Music for futuristic theme
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
var goldText = new Text2('Energy: ' + gold, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Shield: ' + lives, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('Score: ' + score, {
size: 60,
fill: 0xFF0000,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
LK.gui.top.addChild(scoreText);
livesText.x = 0;
livesText.y = topMargin;
goldText.x = -spacing;
goldText.y = topMargin;
scoreText.x = spacing;
scoreText.y = topMargin;
function updateUI() {
goldText.setText('Energy: ' + gold);
livesText.setText('Shield: ' + lives);
scoreText.setText('Score: ' + score);
}
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;
// Restructured map generation with proper layering and collision detection
// 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"
});
}
// Step 3: Create serpentine conveyor belt path (robots can walk on this)
var factoryMapLayout = [];
var conveyorBeltPositions = {};
// Create symmetrical serpentine conveyor belt path
// Path is 4 tiles wide to accommodate 2x2 robots
// Start from spawn area (middle top) - robots enter here
for (var y = 0; y <= 6; y++) {
for (var xOffset = 0; xOffset < 4; xOffset++) {
var x = 10 + xOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// First turn: go right (symmetric)
for (var x = 14; x <= 18; x++) {
for (var yOffset = 0; yOffset < 4; yOffset++) {
var y = 4 + yOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// Go down
for (var y = 8; y <= 11; y++) {
for (var xOffset = 0; xOffset < 4; xOffset++) {
var x = 15 + xOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// Second turn: go left (symmetric to center)
for (var x = 14; x >= 5; x--) {
for (var yOffset = 0; yOffset < 4; yOffset++) {
var y = 9 + yOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// Go down
for (var y = 13; y <= 16; y++) {
for (var xOffset = 0; xOffset < 4; xOffset++) {
var x = 5 + xOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// Third turn: go right (symmetric)
for (var x = 9; x <= 18; x++) {
for (var yOffset = 0; yOffset < 4; yOffset++) {
var y = 14 + yOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// Go down
for (var y = 18; y <= 21; y++) {
for (var xOffset = 0; xOffset < 4; xOffset++) {
var x = 15 + xOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// Fourth turn: go left to center
for (var x = 14; x >= 10; x--) {
for (var yOffset = 0; yOffset < 4; yOffset++) {
var y = 19 + yOffset;
factoryMapLayout.push({
x: x,
y: y,
terrain: "conveyor_belt"
});
conveyorBeltPositions[x + "," + y] = true;
}
}
// Final path down to core (centered)
for (var y = 23; y <= 34; y++) {
for (var xOffset = 0; xOffset < 4; xOffset++) {
var x = 10 + xOffset;
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;
}
// Place power outlets (2x2) adjacent to conveyor belts
var powerOutletLocations = [];
for (var x = 1; x <= 21; x += 2) {
// Step by 2 for 2x2 outlets
for (var y = 5; y <= 32; y += 2) {
// Step by 2 for 2x2 outlets
// Check if this 2x2 area is valid for power outlet
var isValidOutlet = true;
var hasAdjacentConveyor = false;
// Check all 4 cells of the 2x2 outlet
for (var dx = 0; dx < 2; dx++) {
for (var dy = 0; dy < 2; dy++) {
var checkX = x + dx;
var checkY = 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: x,
y: y
});
// Mark all 4 cells as occupied
for (var dx = 0; dx < 2; dx++) {
for (var dy = 0; dy < 2; dy++) {
var posKey = x + dx + "," + (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;
}
}
}
// Place other decorations only on empty factory floor tiles
var decorationTypes = ["metal_crate", "battery_pack", "electronic_chip", "scaffolding", "metal_pipe"];
// Create symmetrical decoration placement pattern
var decorationPattern = [
// Metal crates along sides
{
x: 2,
y: 7,
type: "metal_crate"
}, {
x: 22,
y: 7,
type: "metal_crate"
}, {
x: 2,
y: 12,
type: "metal_crate"
}, {
x: 22,
y: 12,
type: "metal_crate"
}, {
x: 2,
y: 17,
type: "metal_crate"
}, {
x: 22,
y: 17,
type: "metal_crate"
}, {
x: 2,
y: 22,
type: "metal_crate"
}, {
x: 22,
y: 22,
type: "metal_crate"
}, {
x: 2,
y: 27,
type: "metal_crate"
}, {
x: 22,
y: 27,
type: "metal_crate"
},
// Battery packs in grid pattern
{
x: 6,
y: 8,
type: "battery_pack"
}, {
x: 18,
y: 8,
type: "battery_pack"
}, {
x: 4,
y: 18,
type: "battery_pack"
}, {
x: 20,
y: 18,
type: "battery_pack"
}, {
x: 8,
y: 26,
type: "battery_pack"
}, {
x: 16,
y: 26,
type: "battery_pack"
},
// Electronic chips in corners and strategic spots
{
x: 3,
y: 6,
type: "electronic_chip"
}, {
x: 21,
y: 6,
type: "electronic_chip"
}, {
x: 4,
y: 10,
type: "electronic_chip"
}, {
x: 20,
y: 10,
type: "electronic_chip"
}, {
x: 6,
y: 14,
type: "electronic_chip"
}, {
x: 18,
y: 14,
type: "electronic_chip"
}, {
x: 4,
y: 24,
type: "electronic_chip"
}, {
x: 20,
y: 24,
type: "electronic_chip"
},
// Scaffolding along walls
{
x: 1,
y: 8,
type: "scaffolding"
}, {
x: 23,
y: 8,
type: "scaffolding"
}, {
x: 1,
y: 16,
type: "scaffolding"
}, {
x: 23,
y: 16,
type: "scaffolding"
}, {
x: 1,
y: 24,
type: "scaffolding"
}, {
x: 23,
y: 24,
type: "scaffolding"
},
// Metal pipes in strategic locations
{
x: 5,
y: 6,
type: "metal_pipe"
}, {
x: 19,
y: 6,
type: "metal_pipe"
}, {
x: 3,
y: 20,
type: "metal_pipe"
}, {
x: 21,
y: 20,
type: "metal_pipe"
}, {
x: 7,
y: 30,
type: "metal_pipe"
}, {
x: 17,
y: 30,
type: "metal_pipe"
}];
// Place decorations only if the position is not occupied
for (var i = 0; i < decorationPattern.length; i++) {
var decoration = decorationPattern[i];
var posKey = decoration.x + "," + decoration.y;
// Only place if position is not occupied (only factory floor exists there)
if (!occupiedPositions[posKey]) {
factoryDecorations.push({
x: decoration.x,
y: decoration.y,
decoration: decoration.type
});
// Mark as occupied
occupiedPositions[posKey] = true;
}
}
// Combine all map elements
var allMapElements = floorTiles.concat(wallPositions).concat(factoryMapLayout).concat(factoryDecorations);
// Apply all elements to grid
grid.setCellAssets(allMapElements);
// 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;
}
}
// Spawn and goal areas remain their special types
if (i === 12 && j === 0) {
cell.type = 2; // Spawn
} else if (i === 12 && j === 34) {
cell.type = 3; // Goal
}
}
}
}
// Render all map elements with proper layering
for (var i = 0; i < allMapElements.length; i++) {
var element = allMapElements[i];
var assetId = null;
var isDecoration = false;
// Determine asset ID based on element type
if (element.terrain) {
if (element.terrain === "factory_floor") {
assetId = 'factory_floor';
} else if (element.terrain === "conveyor_belt") {
assetId = 'conveyor_belt';
} else if (element.terrain === "power_outlet") {
assetId = 'power_outlet';
} else if (element.terrain === "wall") {
assetId = 'metal_crate'; // Use metal crate for walls
}
} else if (element.decoration) {
isDecoration = true;
if (element.decoration === "energy_source") {
assetId = 'energy_core';
} else {
assetId = element.decoration; // Direct mapping for other decorations
}
}
if (assetId) {
var asset = terrainLayer.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Position the asset
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 {
asset.x = grid.x + element.x * CELL_SIZE + CELL_SIZE / 2;
asset.y = grid.y + element.y * CELL_SIZE + CELL_SIZE / 2;
}
// Apply special effects and tints
if (element.terrain === "conveyor_belt") {
asset.tint = 0x4169E1; // Blue tint for visibility
} else if (element.terrain === "wall") {
asset.tint = 0x444444; // Dark tint for walls
} else if (isDecoration) {
if (element.decoration === "energy_source") {
// Special positioning for energy core (it's larger)
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 {
// Scale other decorations for better visibility
asset.scaleX = 0.8;
asset.scaleY = 0.8;
}
}
}
}
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) {
// Since towers can only be placed on power outlets (which are not on the path),
// they will never block the path. Just check if placing here would create issues.
var cells = [];
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) {
// This cell is part of the path (conveyor belt), so placing here would block
return true;
}
}
}
// Not blocking any path 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();
}
}
}
};
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;
// All enemy types now spawn in the middle 6 tiles at the top spacing
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
// Find a column that isn't occupied by another enemy that's not yet in view
var availableColumns = [];
for (var col = midPoint - 3; col < midPoint + 3; col++) {
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 original random method
var spawnX;
if (availableColumns.length > 0) {
// Choose a random unoccupied column
spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
} else {
// Fallback to random if all columns are occupied
spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
}
var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
enemy.cellX = spawnX;
enemy.cellY = 5; // Position after entry
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();
}
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
@@ -3022,20 +3022,16 @@
}
}
}
}
-// Add power outlets to the map (2x2 each)
+// Add power outlets to the map (single 2x2 sprite each)
for (var i = 0; i < powerOutletLocations.length; i++) {
- // Each power outlet is 2x2, so add all 4 tiles
- for (var dx = 0; dx < 2; dx++) {
- for (var dy = 0; dy < 2; dy++) {
- factoryMapLayout.push({
- x: powerOutletLocations[i].x + dx,
- y: powerOutletLocations[i].y + dy,
- terrain: "power_outlet"
- });
- }
- }
+ // 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)
@@ -3255,8 +3251,18 @@
// 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;
+ }
+ }
// Spawn and goal areas remain their special types
if (i === 12 && j === 0) {
cell.type = 2; // Spawn
} else if (i === 12 && j === 34) {
@@ -3294,10 +3300,16 @@
anchorX: 0.5,
anchorY: 0.5
});
// Position the asset
- asset.x = grid.x + element.x * CELL_SIZE + CELL_SIZE / 2;
- asset.y = grid.y + element.y * CELL_SIZE + CELL_SIZE / 2;
+ 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 {
+ asset.x = grid.x + element.x * CELL_SIZE + CELL_SIZE / 2;
+ asset.y = grid.y + element.y * CELL_SIZE + CELL_SIZE / 2;
+ }
// Apply special effects and tints
if (element.terrain === "conveyor_belt") {
asset.tint = 0x4169E1; // Blue tint for visibility
} else if (element.terrain === "wall") {
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