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
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perfecto ahora que el assets o sprite del enchude el cual cada uno ocupa un 1x1 ahora cada uno ocupe un 2x2
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al poner las torretas no cuadran con la cuadricula del mapa
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te falto agregar el assets del nuecleo el chip de energia para dejarlo en la parte inferior central del mapa
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reestructura el mapa con las condiciones explicadas
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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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