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