User prompt
Ok so the first tower I would like to be available would be a wall tower that just blocks the enemies pathing and call it the wall of grease and make it look like a wall of grease. Make it cost 1 to build.
User prompt
Please fix the bug: 'selectedTower is not defined' in or related to this line: 'if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) {' Line Number: 205
User prompt
actually can you leave the "wall" but make changes to everything else
User prompt
make it so
User prompt
please try again
User prompt
make it so!
User prompt
I fully trust your judgement! make it so!
Code edit (1 edits merged)
Please save this source code
User prompt
try again
User prompt
makie it so
User prompt
make it so
User prompt
make it so
User prompt
can you make it so that the start game choice and speed choice and others that are at the bottom not overlap the map and tower placement?>
User prompt
make it so!
User prompt
make it so !
User prompt
make it so!
User prompt
can we Create & place the Fat Human sprite at the bottom of the screen
User prompt
try again
User prompt
lets change the starting amount of gold to 200
User prompt
can we add a new tower thats just a wall that blocks the enemies pathing forcing them to path around it? I would also like to make the wall only cost 1 gold to build.
User prompt
make it so!
User prompt
Create high-quality game assets and sprites for a food-themed tower defense game called "Fat Defense Force." The game is comedic, colorful, and fast-paced, where players must protect a gloriously fat, snack-loving human at the bottom of the screen from evil non-food invaders. General Style should be the following: Whimsical, cartoonish, bright and slightly greasy aesthetic Exaggerated, expressive characters (both food towers and enemy non-foods) 2D sprites with bold outlines and juicy visual effects (cheese splats, sauce trails, etc.) Visual humor is key (the fat human is unaware, joyfully eating) Towers (All food-based) Create 6 unique food towers: 1. Burger Blaster – Rapid fire mini-burgers, blue-tinted cannon with lettuce shrapnel 2. Pizza Cannon – Splash damage, red-orange launcher with spinning pizza slices 3. Cake Sniper – Long-range, layered cake gun with candle-scope 4. Slushie Freezer – Slow tower, purple icy slush cannon with dripping syrup 5. Spicy Taco Launcher – Poison burn tower, spicy green/red taco mortar 6. Milkshake Tower – Support tower, pinkish blender with sprinkles, buffs nearby towers Enemies (All non-food villains) Create 6 unique non-food invaders: 1. Broccoli Mob – Fast, green, smug broccoli with running shoes 2. Tax Papers – Immune to effects, flying invoice with angry eyes 3. Kale Demon – Flying, leafy wings, demonic green aura 4. Scale of Doom – Boss, huge weight scale with red LED "judgment" face 5. Celery Stickmen – Normal enemy, lanky green stalks with gym bags 6. Multivitamin Swarm – Tiny pill-like swarm enemies with glowing orbs Environment & UI should be as the following: Background: Kitchen counter battlefield or fast food tray-style arena UI: Drippy cheese buttons, ketchup health bar, golden fries currency icon Fat Human: Draw a large, lovable human joyfully eating donuts at bottom of screen, oblivious to danger Funny flavor text and tooltips ("Now with extra cheese!", "Burns both calories AND enemies!") Bonus Assets: “Grease Mode” visual effect (fire, sparks, grease) Golden Fry currency icon Alert signs like “NOT THE SALAD!” Format: PNG sprites or tiles (ideally with transparent background), 2D assets Style: Playful, comic-book style with vibrant saturated colors Use: Game-ready, optimized for web/mobile tower defense layout
Remix started
Copy Tower Defense Template
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) {
var self = Container.call(this);
self.targetEnemy = targetEnemy;
self.damage = damage || 10;
self.speed = speed || 5;
self.x = startX;
self.y = startY;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (!self.targetEnemy || !self.targetEnemy.parent) {
self.destroy();
return;
}
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
// Apply damage to target enemy
self.targetEnemy.health -= self.damage;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Apply special effects based on bullet type
if (self.type === 'splash') {
// Create visual splash effect
var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash');
game.addChild(splashEffect);
// Splash damage to nearby enemies
var splashRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== self.targetEnemy) {
var splashDx = otherEnemy.x - self.targetEnemy.x;
var splashDy = otherEnemy.y - self.targetEnemy.y;
var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
if (splashDistance <= splashRadius) {
// Apply splash damage (50% of original damage)
otherEnemy.health -= self.damage * 0.5;
if (otherEnemy.health <= 0) {
otherEnemy.health = 0;
} else {
otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
}
}
}
}
} else if (self.type === 'slow') {
// Prevent slow effect on immune enemies
if (!self.targetEnemy.isImmune) {
// Create visual slow effect
var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow');
game.addChild(slowEffect);
// Apply slow effect
// Make slow percentage scale with tower level (default 50%, up to 80% at max level)
var slowPct = 0.5;
if (self.sourceTowerLevel !== undefined) {
// Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6
var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8];
var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1));
slowPct = slowLevels[idx];
}
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 1 - slowPct; // Slow by X%
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS
} else {
self.targetEnemy.slowDuration = 180; // Reset duration
}
}
} else if (self.type === 'poison') {
// Prevent poison effect on immune enemies
if (!self.targetEnemy.isImmune) {
// Create visual poison effect
var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison');
game.addChild(poisonEffect);
// Apply poison effect
self.targetEnemy.poisoned = true;
self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick
self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS
}
} else if (self.type === 'sniper') {
// Create visual critical hit effect for sniper
var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper');
game.addChild(sniperEffect);
}
self.destroy();
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
};
return self;
});
var DebugCell = Container.expand(function () {
var self = Container.call(this);
var cellGraphics = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.tint = Math.random() * 0xffffff;
var debugArrows = [];
var numberLabel = new Text2('0', {
size: 30,
fill: 0xFFFFFF,
weight: 800
});
numberLabel.anchor.set(.5, .5);
self.addChild(numberLabel);
self.update = function () {};
self.down = function () {
return;
if (self.cell.type == 0 || self.cell.type == 1) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
if (grid.pathFind()) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
grid.pathFind();
var notification = game.addChild(new Notification("Path is blocked!"));
notification.x = 2048 / 2;
notification.y = 2732 / 2;
}
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.visible = false;
};
});
// 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 asset for this enemy type
var assetId = 'enemy';
if (self.type !== 'normal') {
assetId = 'enemy_' + self.type;
}
var enemyGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Scale up boss enemies
if (self.isBoss) {
enemyGraphics.scaleX = 1.8;
enemyGraphics.scaleY = 1.8;
}
// 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 || 'enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow effect
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.4; // Semi-transparent
// If this is a boss, scale up the shadow to match
if (self.isBoss) {
shadowGraphics.scaleX = 1.8;
shadowGraphics.scaleY = 1.8;
}
// 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;
}
self.poisonDuration--;
if (self.poisonDuration <= 0) {
self.poisoned = false;
self.poisonEffect = false;
// Only reset tint if not slowed
if (!self.slowed) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
}
// Set tint based on effect status
if (self.isImmune) {
enemyGraphics.tint = 0xFFFFFF;
} else if (self.poisoned && self.slowed) {
// Combine poison (0x00FFAA) and slow (0x9900FF) colors
// Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212
enemyGraphics.tint = 0x4C7FD4;
} else if (self.poisoned) {
enemyGraphics.tint = 0x00FFAA;
} else if (self.slowed) {
enemyGraphics.tint = 0x9900FF;
} else {
enemyGraphics.tint = 0xFFFFFF;
}
if (self.currentTarget) {
var ox = self.currentTarget.x - self.currentCellX;
var oy = self.currentTarget.y - self.currentCellY;
if (ox !== 0 || oy !== 0) {
var angle = Math.atan2(oy, ox);
if (enemyGraphics.targetRotation === undefined) {
enemyGraphics.targetRotation = angle;
enemyGraphics.rotation = angle;
} else {
if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) {
tween.stop(enemyGraphics, {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemyGraphics.rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
enemyGraphics.targetRotation = angle;
tween(enemyGraphics, {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
}
}
healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10;
};
return self;
});
var GoldIndicator = Container.expand(function (value, x, y) {
var self = Container.call(this);
var shadowText = new Text2("+" + value, {
size: 45,
fill: 0x000000,
weight: 800
});
shadowText.anchor.set(0.5, 0.5);
shadowText.x = 2;
shadowText.y = 2;
self.addChild(shadowText);
var goldText = new Text2("+" + value, {
size: 45,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
self.addChild(goldText);
self.x = x;
self.y = y;
self.alpha = 0;
self.scaleX = 0.5;
self.scaleY = 0.5;
tween(self, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2,
y: y - 40
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5,
y: y - 80
}, {
duration: 600,
easing: tween.easeIn,
delay: 800,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
var Grid = Container.expand(function (gridWidth, gridHeight) {
var self = Container.call(this);
self.cells = [];
self.spawns = [];
self.goals = [];
for (var i = 0; i < gridWidth; i++) {
self.cells[i] = [];
for (var j = 0; j < gridHeight; j++) {
self.cells[i][j] = {
score: 0,
pathId: 0,
towersInRange: []
};
}
}
/*
Cell Types
0: Transparent floor
1: Wall
2: Spawn
3: Goal
*/
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var cell = self.cells[i][j];
var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0;
if (i > 11 - 3 && i <= 11 + 3) {
if (j === 0) {
cellType = 2;
self.spawns.push(cell);
} else if (j <= 4) {
cellType = 0;
} else if (j === gridHeight - 1) {
cellType = 3;
self.goals.push(cell);
} else if (j >= gridHeight - 4) {
cellType = 0;
}
}
cell.type = cellType;
cell.x = i;
cell.y = j;
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]);
}
}
}
};
self.updateEnemy = function (enemy) {
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell.type == 3) {
return true;
}
if (enemy.isFlying && enemy.shadow) {
enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset
enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset
// Match shadow rotation with enemy rotation
if (enemy.children[0] && enemy.shadow.children[0]) {
enemy.shadow.children[0].rotation = enemy.children[0].rotation;
}
}
// Check if the enemy has reached the entry area (y position is at least 5)
var hasReachedEntryArea = enemy.currentCellY >= 4;
// If enemy hasn't reached the entry area yet, just move down vertically
if (!hasReachedEntryArea) {
// Move directly downward
enemy.currentCellY += enemy.speed;
// Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
var angle = Math.PI / 2;
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update enemy's position
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// If enemy has now reached the entry area, update cell coordinates
if (enemy.currentCellY >= 4) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
}
return false;
}
// After reaching entry area, handle flying enemies differently
if (enemy.isFlying) {
// Flying enemies head straight to the closest goal
if (!enemy.flyingTarget) {
// Set flying target to the closest goal
enemy.flyingTarget = self.goals[0];
// Find closest goal if there are multiple
if (self.goals.length > 1) {
var closestDist = Infinity;
for (var i = 0; i < self.goals.length; i++) {
var goal = self.goals[i];
var dx = goal.x - enemy.cellX;
var dy = goal.y - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < closestDist) {
closestDist = dist;
enemy.flyingTarget = goal;
}
}
}
}
// Move directly toward the goal
var ox = enemy.flyingTarget.x - enemy.currentCellX;
var oy = enemy.flyingTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
// Reached the goal
return true;
}
var angle = Math.atan2(oy, ox);
// Rotate enemy graphic to match movement direction
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update the cell position to track where the flying enemy is
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// Update shadow position if this is a flying enemy
return false;
}
// Handle normal pathfinding enemies
if (!enemy.currentTarget) {
enemy.currentTarget = cell.targets[0];
}
if (enemy.currentTarget) {
if (cell.score < enemy.currentTarget.score) {
enemy.currentTarget = cell;
}
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
if (dist < enemy.speed) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
enemy.currentTarget = undefined;
return;
}
var angle = Math.atan2(oy, ox);
enemy.currentCellX += Math.cos(angle) * enemy.speed;
enemy.currentCellY += Math.sin(angle) * enemy.speed;
}
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
};
});
var NextWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 240;
buttonBackground.height = 80;
buttonBackground.tint = 0x0088FF;
var buttonText = new Text2("Next Wave", {
size: 40,
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;
// 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: 40,
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 Wall = Container.expand(function () {
var self = Container.call(this);
self.gridX = 0;
self.gridY = 0;
self.isWall = true;
var wallGraphics = self.attachAsset('tower_wall', {
anchorX: 0.5,
anchorY: 0.5
});
self.placeOnGrid = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2;
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;
}
}
}
};
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 = 320;
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 = 60 * 2; // Reduce height to take up less space
startBlock.tint = 0x00AA00;
// Add shadow for start text
var startTextShadow = new Text2("Start Game", {
size: 40,
fill: 0x000000,
weight: 800
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 3;
startTextShadow.y = 3;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 40,
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) {
self.gameStarted = true;
currentWave = 0;
waveTimer = nextWaveTime;
startBlock.tint = 0x00FF00;
startText.setText("Started!");
startTextShadow.setText("Started!");
// Make sure shadow position remains correct after text change
startTextShadow.x = 4;
startTextShadow.y = 4;
var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
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 = 60 * 2; // Reduce height to take up less space
// --- 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 - 20% smaller
var waveTypeShadow = new Text2(waveType, {
size: 45,
fill: 0x000000,
weight: 800
});
waveTypeShadow.anchor.set(0.5, 0.5);
waveTypeShadow.x = 3;
waveTypeShadow.y = 3;
marker.addChild(waveTypeShadow);
// Add wave type text - 20% smaller
var waveTypeText = new Text2(waveType, {
size: 45,
fill: 0xFFFFFF,
weight: 800
});
waveTypeText.anchor.set(0.5, 0.5);
waveTypeText.y = 0;
marker.addChild(waveTypeText);
// Add shadow for wave number - 20% smaller
var waveNumShadow = new Text2((i + 1).toString(), {
size: 38,
fill: 0x000000,
weight: 800
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 13 + 4;
waveNumShadow.y = block.height / 2 - 10 + 4;
marker.addChild(waveNumShadow);
// Main wave number text - 20% smaller
var waveNum = new Text2((i + 1).toString(), {
size: 38,
fill: 0xFFFFFF,
weight: 800
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 13;
waveNum.y = block.height / 2 - 10;
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 notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
}
}
};
self.handleWaveProgression();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xFF1493
});
/****
* Game Code
****/
// Kitchen counter battlefield cells with checkered pattern
// Wheat color for counter
// Ketchup-themed health bars
// Ketchup red
// Dark red outline
// Drippy cheese notification backgrounds
// Golden cheese
// Grease splatter range indicators
// Orange grease
// Food tower bases - will be tinted per tower type
// Chocolate brown base
// Golden fry upgrade indicators
// Golden fries
// Food tower preview with appetizing glow
// Tomato red preview
// Kitchen utensil arrow for pathfinding debug
// Food projectiles - mini burgers, pizza slices, etc.
// Food tower cannons and blasters
// === ENEMY NON-FOODS ===
// Smug Broccoli Mob (normal enemy)
// Speedy Celery Stickmen (fast enemy)
// Flying Kale Demon (flying enemy)
// Immune Tax Papers (immune enemy)
// Multivitamin Pill Swarm (swarm enemy)
// === FOOD TOWER ASSETS ===
// Burger Blaster - rapid fire tower
// Bun brown
// Blue cannon
// Pizza Cannon - splash damage tower
// Tomato base
// Orange-red launcher
// Cake Sniper - long range tower
// Pink cake base
// Light pink rifle
// Slushie Freezer - slow tower
// Purple base
// Dark orchid cannon
// Spicy Taco Launcher - poison tower
// Lime green base
// Red hot mortar
// Milkshake Support Tower - buff tower
// Light pink base
// Hot pink blender
// === FOOD PROJECTILES ===
// Mini burger
// Pizza slice
// Cake chunk
// Ice chunk
// Taco shell
// Milkshake glob
// === SPECIAL EFFECTS ===
// Golden grease splat
// Melted cheese
// Hot sauce trail
// === UI ELEMENTS ===
// Currency icon
// Donut-shaped buttons
// Drippy border
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
y: 2732 + 300
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
menu.destroy();
isHidingUpgradeMenu = false;
}
});
}
var CELL_SIZE = 61;
var pathId = 1;
var maxScore = 0;
var enemies = [];
var walls = [];
var bullets = [];
var defenses = [];
var fat_points = 200;
var lives = 20;
var score = 0;
var currentWave = 0;
var totalWaves = 50;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
var goldText = new Text2('Fat Points: ' + fat_points, {
size: 64,
fill: 0xFFFF00,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('LIVES: ' + lives, {
size: 64,
fill: 0x00FFFF,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('SCORE: ' + score, {
size: 64,
fill: 0xFF00FF,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
LK.gui.top.addChild(scoreText);
livesText.x = 0;
livesText.y = topMargin;
goldText.x = -spacing;
goldText.y = topMargin;
scoreText.x = spacing;
scoreText.y = topMargin;
function updateUI() {
goldText.setText('Fat Points: ' + fat_points);
livesText.setText('Lives: ' + lives);
scoreText.setText('Score: ' + score);
}
function setGold(value) {
fat_points = value;
updateUI();
}
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, 33 + 6);
grid.x = 292; // Center horizontally: (2048 - 24*61) / 2 = 292
grid.y = 320; // Adjusted up by 30px to create better spacing with larger map
grid.pathFind();
grid.renderDebug();
debugLayer.addChild(grid);
game.addChild(debugLayer);
game.addChild(towerLayer);
game.addChild(enemyLayer);
var offset = 0;
var isDragging = false;
function wouldBlockPath(gridX, gridY) {
var cells = [];
for (var i = 0; i < 2; i++) {
for (var j = 0; j < 2; j++) {
var cell = grid.getCell(gridX + i, gridY + j);
if (cell) {
cells.push({
cell: cell,
originalType: cell.type
});
cell.type = 1;
}
}
}
var blocked = grid.pathFind();
for (var i = 0; i < cells.length; i++) {
cells[i].cell.type = cells[i].originalType;
}
grid.pathFind();
grid.renderDebug();
return blocked;
}
function getWallCost() {
return 1;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function placeWall(gridX, gridY) {
var wallCost = getWallCost();
if (fat_points >= wallCost) {
var wall = new Wall();
wall.placeOnGrid(gridX, gridY);
towerLayer.addChild(wall);
walls.push(wall);
setGold(fat_points - wallCost);
grid.pathFind();
grid.renderDebug();
return true;
} else {
var notification = game.addChild(new Notification("Not enough fat points!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
game.down = function (x, y, obj) {
// Check if click is within the grid area
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
var gridX = Math.floor(gridPosX / CELL_SIZE);
var gridY = Math.floor(gridPosY / CELL_SIZE);
// Check if click is within grid bounds and in playable area
if (gridX >= 0 && gridX < 23 && gridY >= 5 && gridY <= 32) {
// Try to place a wall at this location
if (!wouldBlockPath(gridX, gridY)) {
placeWall(gridX, gridY);
} else {
var notification = game.addChild(new Notification("Wall would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
}
};
game.move = function (x, y, obj) {};
game.up = function (x, y, obj) {};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2850; // Move further down to accommodate larger map
game.addChild(waveIndicator);
var nextWaveButtonContainer = new Container();
var nextWaveButton = new NextWaveButton();
nextWaveButton.x = 2048 - 200;
nextWaveButton.y = 2780; // Move further down to accommodate larger map
nextWaveButtonContainer.addChild(nextWaveButton);
game.addChild(nextWaveButtonContainer);
// Create and position the Fat Human within the map at the goal location - 90s comic style
var fatHuman = LK.getAsset('fat_human', {
anchorX: 0.5,
anchorY: 0.8,
scaleX: 1.0,
// Make larger for comic book impact
scaleY: 1.0
});
// Position fat human at the center of the bottom goal area within the grid
fatHuman.x = grid.x + 12 * CELL_SIZE; // Center of grid horizontally (grid is 24 wide, so 12 is center)
fatHuman.y = grid.y + (33 + 6 - 1) * CELL_SIZE; // At the bottom row of the grid where goals are
fatHuman.tint = 0xFF0080; // Bright magenta for comic book style
// Add comic book speech bubble for the fat human
var speechBubble = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 1.0
});
speechBubble.width = 400;
speechBubble.height = 200;
speechBubble.x = fatHuman.x + 150;
speechBubble.y = fatHuman.y - 100;
speechBubble.tint = 0xFFFFFF; // White speech bubble
var speechText = new Text2("FEED ME!", {
size: 48,
fill: 0x000000,
weight: 800
});
speechText.anchor.set(0.5, 0.5);
speechText.x = speechBubble.x;
speechText.y = speechBubble.y - 100;
game.addChild(speechBubble);
game.addChild(speechText);
// Create 90s comic book panels background
var backgroundContainer = new Container();
game.addChildAt(backgroundContainer, 0); // Add at bottom layer
// Main comic book background with bright cyan
var comicBackground = LK.getAsset('cell', {
anchorX: 0,
anchorY: 0
});
comicBackground.width = 2048;
comicBackground.height = 2732;
comicBackground.tint = 0x00FFFF; // Bright cyan base
backgroundContainer.addChild(comicBackground);
// Create comic book panel borders with thick black outlines
var panelThickness = 25;
var panelsX = 4;
var panelsY = 6;
var panelWidth = (2048 - (panelsX + 1) * panelThickness) / panelsX;
var panelHeight = (2732 - (panelsY + 1) * panelThickness) / panelsY;
// Add comic book panels with alternating bright colors
var comicColors = [0xFF0080, 0x80FF00, 0x8000FF, 0xFFFF00, 0xFF8000, 0x00FF80];
for (var i = 0; i < panelsX; i++) {
for (var j = 0; j < panelsY; j++) {
// Panel background
var panel = LK.getAsset('cell', {
anchorX: 0,
anchorY: 0
});
panel.width = panelWidth;
panel.height = panelHeight;
panel.x = panelThickness + i * (panelWidth + panelThickness);
panel.y = panelThickness + j * (panelHeight + panelThickness);
panel.tint = comicColors[(i + j * panelsX) % comicColors.length];
backgroundContainer.addChild(panel);
// Panel border (thick black outline)
var panelBorder = LK.getAsset('healthBarOutline', {
anchorX: 0,
anchorY: 0
});
panelBorder.width = panelWidth + panelThickness * 2;
panelBorder.height = panelHeight + panelThickness * 2;
panelBorder.x = i * (panelWidth + panelThickness);
panelBorder.y = j * (panelHeight + panelThickness);
panelBorder.tint = 0x000000; // Black borders for comic book effect
backgroundContainer.addChild(panelBorder);
}
}
// Add decorative comic book elements
var decorElements = ['POW!', 'ZAP!', 'BOOM!', 'WOW!'];
for (var i = 0; i < 8; i++) {
var decorText = new Text2(decorElements[i % decorElements.length], {
size: 96 + Math.random() * 64,
fill: 0xFFFFFF,
weight: 800
});
decorText.anchor.set(0.5, 0.5);
decorText.x = Math.random() * 1800 + 124;
decorText.y = Math.random() * 2400 + 166;
decorText.rotation = (Math.random() - 0.5) * 0.6;
backgroundContainer.addChild(decorText);
// Add shadow for decorative text
var decorShadow = new Text2(decorElements[i % decorElements.length], {
size: 96 + Math.random() * 64,
fill: 0x000000,
weight: 800
});
decorShadow.anchor.set(0.5, 0.5);
decorShadow.x = decorText.x + 6;
decorShadow.y = decorText.y + 6;
decorShadow.rotation = decorText.rotation;
backgroundContainer.addChildAt(decorShadow, backgroundContainer.children.indexOf(decorText));
}
game.addChild(fatHuman);
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;
}
// Spawn the appropriate number of enemies
for (var i = 0; i < enemyCount; i++) {
var enemy = new Enemy(waveType);
// Add enemy to the appropriate layer based on type
if (enemy.isFlying) {
// Add flying enemy to the top layer
enemyLayerTop.addChild(enemy);
// If it's a flying enemy, add its shadow to the middle layer
if (enemy.shadow) {
enemyLayerMiddle.addChild(enemy.shadow);
}
} else {
// Add normal/ground enemies to the bottom layer
enemyLayerBottom.addChild(enemy);
}
// Scale difficulty with wave number but don't apply to boss
// as bosses already have their health multiplier
// Use exponential scaling for health
var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
// All enemy types now spawn in the middle 6 tiles at the top spacing
var gridWidth = 24;
var midPoint = Math.floor(gridWidth / 2); // 12
// Find a column that isn't occupied by another enemy that's not yet in view
var availableColumns = [];
for (var col = midPoint - 3; col < midPoint + 3; col++) {
var columnOccupied = false;
// Check if any enemy is already in this column but not yet in view
for (var e = 0; e < enemies.length; e++) {
if (enemies[e].cellX === col && enemies[e].currentCellY < 4) {
columnOccupied = true;
break;
}
}
if (!columnOccupied) {
availableColumns.push(col);
}
}
// If all columns are occupied, use original random method
var spawnX;
if (availableColumns.length > 0) {
// Choose a random unoccupied column
spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
} else {
// Fallback to random if all columns are occupied
spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
}
var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
enemy.cellX = spawnX;
enemy.cellY = 5; // Position after entry
enemy.currentCellX = spawnX;
enemy.currentCellY = spawnY;
enemy.waveNumber = currentWave;
enemies.push(enemy);
}
}
var currentWaveEnemiesRemaining = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].waveNumber === currentWave) {
currentWaveEnemiesRemaining = true;
break;
}
}
if (waveSpawned && !currentWaveEnemiesRemaining) {
waveInProgress = false;
waveSpawned = false;
}
}
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(fat_points + goldEarned);
// 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 + " fat points!"));
notification.x = 2048 / 2;
notification.y = 1200; // Position in middle area between map and bottom UI
}
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();
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 (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -919,660 +919,17 @@
}
};
return self;
});
-var SourceTower = Container.expand(function (towerType) {
+var Wall = Container.expand(function () {
var self = Container.call(this);
- self.towerType = towerType || 'default';
- // Increase size of base for easier touch
- var baseGraphics = self.attachAsset('tower', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.3,
- scaleY: 1.3
- });
- switch (self.towerType) {
- case 'rapid':
- // Burger Blaster preview - golden delicious
- baseGraphics.tint = 0xDAA520; // Golden rod for burger
- break;
- case 'sniper':
- // Cake Sniper preview - rich frosting
- baseGraphics.tint = 0xFF1493; // Deep pink for cake
- break;
- case 'splash':
- // Pizza Cannon preview - hot and cheesy
- baseGraphics.tint = 0xFF4500; // Orange red for pizza
- break;
- case 'slow':
- // Slushie Freezer preview - deep frozen
- baseGraphics.tint = 0x9400D3; // Dark violet for slushie
- break;
- case 'poison':
- // Spicy Taco Launcher preview - fiery lime
- baseGraphics.tint = 0x7FFF00; // Chartreuse for taco
- break;
- case 'wall':
- // Wall Blocker preview - chocolate brown
- baseGraphics.tint = 0x8B4513; // Brown brick for wall
- break;
- default:
- // Milkshake Tower preview - strawberry pink
- baseGraphics.tint = 0xFF69B4;
- // Hot pink for milkshake
- }
- 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: 40,
- fill: 0x000000,
- weight: 800
- });
- typeLabelShadow.anchor.set(0.5, 0.5);
- typeLabelShadow.x = 3;
- typeLabelShadow.y = -16 + 3;
- self.addChild(typeLabelShadow);
- // Add food tower type label with appetizing names
- var foodName = self.towerType;
- switch (self.towerType) {
- case 'rapid':
- foodName = "Burger";
- break;
- case 'sniper':
- foodName = "Cake";
- break;
- case 'splash':
- foodName = "Pizza";
- break;
- case 'slow':
- foodName = "Slushie";
- break;
- case 'poison':
- foodName = "Taco";
- break;
- case 'wall':
- foodName = "Wall";
- break;
- default:
- foodName = "Milkshake";
- }
- var typeLabel = new Text2(foodName, {
- size: 40,
- fill: 0xFFFFFF,
- weight: 800
- });
- typeLabel.anchor.set(0.5, 0.5);
- typeLabel.y = -16; // Position above center of tower
- self.addChild(typeLabel);
- // Add cost shadow
- var costLabelShadow = new Text2(towerCost, {
- size: 40,
- fill: 0x000000,
- weight: 800
- });
- costLabelShadow.anchor.set(0.5, 0.5);
- costLabelShadow.x = 3;
- costLabelShadow.y = 19 + 10;
- self.addChild(costLabelShadow);
- // Add cost label
- var costLabel = new Text2(towerCost, {
- size: 40,
- fill: 0xFFD700,
- weight: 800
- });
- costLabel.anchor.set(0.5, 0.5);
- costLabel.y = 16 + 10;
- self.addChild(costLabel);
- self.update = function () {
- // Check if player can afford this tower
- var canAfford = fat_points >= getTowerCost(self.towerType);
- // Set opacity based on affordability
- self.alpha = canAfford ? 1 : 0.5;
- };
- return self;
-});
-var Tower = Container.expand(function (id) {
- var self = Container.call(this);
- self.id = id || 'default';
- self.level = 1;
- self.maxLevel = 6;
self.gridX = 0;
self.gridY = 0;
- self.range = 3 * CELL_SIZE;
- // Standardized method to get the current range of the tower
- self.getRange = function () {
- // Always calculate range based on tower type and level
- switch (self.id) {
- case 'sniper':
- // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost
- if (self.level === self.maxLevel) {
- return 12 * CELL_SIZE; // Significantly increased range for max level
- }
- return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
- case 'splash':
- // Splash: base 2, +0.2 per level (max ~4 blocks at max level)
- return (2 + (self.level - 1) * 0.2) * CELL_SIZE;
- case 'rapid':
- // Rapid: base 2.5, +0.5 per level
- return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
- case 'slow':
- // Slow: base 3.5, +0.5 per level
- return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
- case 'poison':
- // Poison: base 3.2, +0.5 per level
- return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE;
- default:
- // Default: base 3, +0.5 per level
- return (3 + (self.level - 1) * 0.5) * CELL_SIZE;
- }
- };
- self.cellsInRange = [];
- self.fireRate = 60;
- self.bulletSpeed = 5;
- self.damage = 10;
- self.lastFired = 0;
- self.targetEnemy = null;
- switch (self.id) {
- case 'rapid':
- self.fireRate = 30;
- self.damage = 5;
- self.range = 2.5 * CELL_SIZE;
- self.bulletSpeed = 7;
- break;
- case 'sniper':
- self.fireRate = 90;
- self.damage = 25;
- self.range = 5 * CELL_SIZE;
- self.bulletSpeed = 25;
- break;
- case 'splash':
- self.fireRate = 75;
- self.damage = 15;
- self.range = 2 * CELL_SIZE;
- self.bulletSpeed = 4;
- break;
- case 'slow':
- self.fireRate = 50;
- self.damage = 8;
- self.range = 3.5 * CELL_SIZE;
- self.bulletSpeed = 5;
- break;
- case 'poison':
- self.fireRate = 70;
- self.damage = 12;
- self.range = 3.2 * CELL_SIZE;
- self.bulletSpeed = 5;
- break;
- case 'wall':
- // Wall doesn't fire - it just blocks
- self.fireRate = 999999;
- self.damage = 0;
- self.range = 0;
- self.bulletSpeed = 0;
- self.isWall = true;
- break;
- }
- var baseGraphics = self.attachAsset('tower', {
+ self.isWall = true;
+ var wallGraphics = self.attachAsset('tower_wall', {
anchorX: 0.5,
anchorY: 0.5
});
- switch (self.id) {
- case 'rapid':
- // Burger Blaster - golden sesame bun with crispy edges
- baseGraphics.tint = 0xDAA520; // Golden rod for delicious burger
- break;
- case 'sniper':
- // Cake Sniper - vibrant pink frosting with sprinkles
- baseGraphics.tint = 0xFF1493; // Deep pink for rich cake
- break;
- case 'splash':
- // Pizza Cannon - hot cheese and pepperoni red
- baseGraphics.tint = 0xFF4500; // Orange red for sizzling pizza
- break;
- case 'slow':
- // Slushie Freezer - deep purple with icy crystals
- baseGraphics.tint = 0x9400D3; // Dark violet for frozen slushie
- break;
- case 'poison':
- // Spicy Taco Launcher - bright lime with hot peppers
- baseGraphics.tint = 0x7FFF00; // Chartreuse for spicy taco
- break;
- case 'wall':
- // Wall Blocker - rich chocolate brown
- baseGraphics.tint = 0x8B4513; // Brown brick
- break;
- default:
- // Milkshake Tower - hot pink strawberry blender
- baseGraphics.tint = 0xFF69B4;
- // Hot pink for milkshake
- }
- 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);
- var gunGraphics = gunContainer.attachAsset('defense', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.updateLevelIndicators = function () {
- for (var i = 0; i < maxDots; i++) {
- var dot = levelIndicators[i];
- var towerLevelIndicator = dot.children[1];
- if (i < self.level) {
- towerLevelIndicator.tint = 0xFFFFFF;
- } else {
- // Golden fry upgrade indicators for each food tower type
- switch (self.id) {
- case 'rapid':
- // Golden sesame seeds for burger
- towerLevelIndicator.tint = 0xDAA520; // Golden rod
- break;
- case 'sniper':
- // Deep pink frosting dots for cake
- towerLevelIndicator.tint = 0xFF1493; // Deep pink
- break;
- case 'splash':
- // Hot orange pepperoni for pizza
- towerLevelIndicator.tint = 0xFF4500; // Orange red
- break;
- case 'slow':
- // Dark violet ice crystals for slushie
- towerLevelIndicator.tint = 0x9400D3; // Dark violet
- break;
- case 'poison':
- // Bright chartreuse lime for taco
- towerLevelIndicator.tint = 0x7FFF00; // Chartreuse
- break;
- case 'wall':
- // Chocolate brown bricks for wall
- towerLevelIndicator.tint = 0x8B4513; // Brown brick
- break;
- default:
- // Hot pink sprinkles for milkshake
- towerLevelIndicator.tint = 0xFF69B4;
- // Hot pink
- }
- }
- }
- };
- 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 (fat_points >= upgradeCost) {
- setGold(fat_points - 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 fat points 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 () {
- // Wall towers don't fire, they just block
- if (self.isWall) {
- return;
- }
- 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: 2350 // Position above wave indicator but below map with proper spacing
- }, {
- 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':
- // Mini golden burger patties
- bullet.children[0].tint = 0xDAA520; // Golden burger
- bullet.children[0].width = 20;
- bullet.children[0].height = 20;
- break;
- case 'sniper':
- // Rich frosted cake chunks
- bullet.children[0].tint = 0xFF1493; // Deep pink cake
- bullet.children[0].width = 15;
- bullet.children[0].height = 15;
- break;
- case 'splash':
- // Sizzling pizza slices with cheese
- bullet.children[0].tint = 0xFF4500; // Hot orange pizza
- bullet.children[0].width = 40;
- bullet.children[0].height = 40;
- break;
- case 'slow':
- // Frozen slushie ice chunks
- bullet.children[0].tint = 0x9400D3; // Dark violet slushie
- bullet.children[0].width = 35;
- bullet.children[0].height = 35;
- break;
- case 'poison':
- // Fiery taco shells with hot peppers
- bullet.children[0].tint = 0x7FFF00; // Chartreuse taco
- bullet.children[0].width = 35;
- bullet.children[0].height = 35;
- break;
- }
- game.addChild(bullet);
- bullets.push(bullet);
- self.targetEnemy.bulletsTargetingThis.push(bullet);
- // --- 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;
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
@@ -1584,408 +941,11 @@
cell.type = 1;
}
}
}
- self.refreshCellsInRange();
};
return self;
});
-var TowerPreview = Container.expand(function () {
- var self = Container.call(this);
- var towerRange = 3;
- var rangeInPixels = towerRange * CELL_SIZE;
- self.towerType = 'default';
- self.hasEnoughGold = true;
- var rangeIndicator = new Container();
- self.addChild(rangeIndicator);
- var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- rangeGraphics.alpha = 0.3;
- var previewGraphics = self.attachAsset('towerpreview', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- previewGraphics.width = CELL_SIZE * 2;
- previewGraphics.height = CELL_SIZE * 2;
- self.canPlace = false;
- self.gridX = 0;
- self.gridY = 0;
- self.blockedByEnemy = false;
- self.update = function () {
- var previousHasEnoughGold = self.hasEnoughGold;
- self.hasEnoughGold = fat_points >= getTowerCost(self.towerType);
- // Only update appearance if the affordability status has changed
- if (previousHasEnoughGold !== self.hasEnoughGold) {
- self.updateAppearance();
- }
- };
- self.updateAppearance = function () {
- // Use Tower class to get the source of truth for range
- var tempTower = new Tower(self.towerType);
- var previewRange = tempTower.getRange();
- // Clean up tempTower to avoid memory leaks
- if (tempTower && tempTower.destroy) {
- tempTower.destroy();
- }
- // Set range indicator using unified range logic
- rangeGraphics.width = rangeGraphics.height = previewRange * 2;
- switch (self.towerType) {
- case 'rapid':
- // Burger Blaster preview - golden and appetizing
- previewGraphics.tint = 0xDAA520; // Golden rod burger
- break;
- case 'sniper':
- // Cake Sniper preview - rich frosting
- previewGraphics.tint = 0xFF1493; // Deep pink cake
- break;
- case 'splash':
- // Pizza Cannon preview - sizzling hot
- previewGraphics.tint = 0xFF4500; // Orange red pizza
- break;
- case 'slow':
- // Slushie Freezer preview - frozen deep
- previewGraphics.tint = 0x9400D3; // Dark violet slushie
- break;
- case 'poison':
- // Spicy Taco preview - fiery lime
- previewGraphics.tint = 0x7FFF00; // Chartreuse taco
- break;
- case 'wall':
- // Wall Blocker preview - chocolate brown
- previewGraphics.tint = 0x8B4513; // Brown brick wall
- break;
- default:
- // Milkshake Tower preview - strawberry delight
- previewGraphics.tint = 0xFF69B4;
- // Hot pink milkshake
- }
- if (!self.canPlace || !self.hasEnoughGold) {
- previewGraphics.tint = 0xFF0000;
- }
- };
- self.updatePlacementStatus = function () {
- var validGridPlacement = true;
- if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
- validGridPlacement = false;
- } else {
- 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 || cell.type !== 0) {
- validGridPlacement = false;
- break;
- }
- }
- if (!validGridPlacement) {
- break;
- }
- }
- }
- self.blockedByEnemy = false;
- if (validGridPlacement) {
- 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 && !self.blockedByEnemy;
- self.hasEnoughGold = fat_points >= 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);
- self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2;
- self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2;
- self.checkPlacement();
- };
- return self;
-});
-var UpgradeMenu = Container.expand(function (tower) {
- var self = Container.call(this);
- self.tower = tower;
- self.y = 2732 + 300; // Start below screen and slide up to position above wave indicator
- var menuBackground = self.attachAsset('notification', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- menuBackground.width = 2048;
- menuBackground.height = 400;
- menuBackground.tint = 0x444444;
- menuBackground.alpha = 0.9;
- // Use appetizing food names for towers
- var foodTowerName = self.tower.id;
- switch (self.tower.id) {
- case 'rapid':
- foodTowerName = "Burger Blaster";
- break;
- case 'sniper':
- foodTowerName = "Cake Sniper";
- break;
- case 'splash':
- foodTowerName = "Pizza Cannon";
- break;
- case 'slow':
- foodTowerName = "Slushie Freezer";
- break;
- case 'poison':
- foodTowerName = "Spicy Taco Launcher";
- break;
- case 'wall':
- foodTowerName = "Wall Blocker";
- break;
- default:
- foodTowerName = "Milkshake Tower";
- }
- var towerTypeText = new Text2(foodTowerName, {
- size: 64,
- fill: 0xFFFFFF,
- weight: 800
- });
- towerTypeText.anchor.set(0, 0);
- towerTypeText.x = -672;
- towerTypeText.y = -128;
- 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: 56,
- fill: 0xFFFFFF,
- weight: 400
- });
- statsText.anchor.set(0, 0.5);
- statsText.x = -672;
- statsText.y = 40;
- 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 = 400;
- buttonBackground.height = 120;
- 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 : fat_points >= upgradeCost ? 0x00AA00 : 0x888888;
- var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' fat points', {
- size: 48,
- 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 = 400;
- sellButtonBackground.height = 120;
- sellButtonBackground.tint = 0xCC0000;
- var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
- var sellValue = getTowerSellValue(totalInvestment);
- var sellButtonText = new Text2('Sell: +' + sellValue + ' fat points', {
- size: 48,
- fill: 0xFFFFFF,
- weight: 800
- });
- sellButtonText.anchor.set(0.5, 0.5);
- sellButton.addChild(sellButtonText);
- upgradeButton.y = -68;
- sellButton.y = 68;
- var closeButton = new Container();
- self.addChild(closeButton);
- var closeBackground = closeButton.attachAsset('notification', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- closeBackground.width = 72;
- closeBackground.height = 72;
- closeBackground.tint = 0xAA0000;
- var closeText = new Text2('X', {
- size: 54,
- fill: 0xFFFFFF,
- weight: 800
- });
- closeText.anchor.set(0.5, 0.5);
- closeButton.addChild(closeText);
- closeButton.x = menuBackground.width / 2 - 46;
- closeButton.y = -menuBackground.height / 2 + 46;
- 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 + ' fat points');
- var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
- var sellValue = Math.floor(totalInvestment * 0.6);
- sellButtonText.setText('Sell: +' + sellValue + ' fat points');
- 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(fat_points + sellValue);
- var notification = game.addChild(new Notification("Tower sold for " + sellValue + " fat points!"));
- 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 = fat_points >= currentUpgradeCost;
- buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
- var newText = 'Upgrade: ' + currentUpgradeCost + ' fat points';
- if (buttonText.text !== newText) {
- buttonText.setText(newText);
- }
- };
- return self;
-});
var WaveIndicator = Container.expand(function () {
var self = Container.call(this);
self.gameStarted = false;
self.waveMarkers = [];
@@ -2412,12 +1372,11 @@
var CELL_SIZE = 61;
var pathId = 1;
var maxScore = 0;
var enemies = [];
-var towers = [];
+var walls = [];
var bullets = [];
var defenses = [];
-var selectedTower = null;
var fat_points = 200;
var lives = 20;
var score = 0;
var currentWave = 0;
@@ -2487,11 +1446,8 @@
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) {
var cells = [];
for (var i = 0; i < 2; i++) {
@@ -2513,43 +1469,22 @@
grid.pathFind();
grid.renderDebug();
return blocked;
}
-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;
- case 'wall':
- cost = 1;
- break;
- }
- return cost;
+function getWallCost() {
+ return 1;
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
-function placeTower(gridX, gridY, towerType) {
- var towerCost = getTowerCost(towerType);
- if (fat_points >= towerCost) {
- var tower = new Tower(towerType || 'default');
- tower.placeOnGrid(gridX, gridY);
- towerLayer.addChild(tower);
- towers.push(tower);
- setGold(fat_points - towerCost);
+function placeWall(gridX, gridY) {
+ var wallCost = getWallCost();
+ if (fat_points >= wallCost) {
+ var wall = new Wall();
+ wall.placeOnGrid(gridX, gridY);
+ towerLayer.addChild(wall);
+ walls.push(wall);
+ setGold(fat_points - wallCost);
grid.pathFind();
grid.renderDebug();
return true;
} else {
@@ -2559,108 +1494,27 @@
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!"));
+ // Check if click is within the grid area
+ var gridPosX = x - grid.x;
+ var gridPosY = y - grid.y;
+ var gridX = Math.floor(gridPosX / CELL_SIZE);
+ var gridY = Math.floor(gridPosY / CELL_SIZE);
+ // Check if click is within grid bounds and in playable area
+ if (gridX >= 0 && gridX < 23 && gridY >= 5 && gridY <= 32) {
+ // Try to place a wall at this location
+ if (!wouldBlockPath(gridX, gridY)) {
+ placeWall(gridX, gridY);
+ } else {
+ var notification = game.addChild(new Notification("Wall would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
- } else if (towerPreview.visible) {
- var notification = game.addChild(new Notification("Cannot build here!"));
- 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();
- }
- }
}
};
+game.move = function (x, y, obj) {};
+game.up = function (x, y, obj) {};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2850; // Move further down to accommodate larger map
game.addChild(waveIndicator);
@@ -2669,20 +1523,8 @@
nextWaveButton.x = 2048 - 200;
nextWaveButton.y = 2780; // Move further down to accommodate larger map
nextWaveButtonContainer.addChild(nextWaveButton);
game.addChild(nextWaveButtonContainer);
-var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison', 'wall'];
-var sourceTowers = [];
-var towerSpacing = 260; // Adjust spacing for the smaller map layout
-var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;
-var towerY = 250; // Move to top area below stats display
-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);
-}
// Create and position the Fat Human within the map at the goal location - 90s comic style
var fatHuman = LK.getAsset('fat_human', {
anchorX: 0.5,
anchorY: 0.8,
@@ -2943,11 +1785,8 @@
}
bullets.splice(i, 1);
}
}
- if (towerPreview.visible) {
- towerPreview.checkPlacement();
- }
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
\ No newline at end of file
White circle with two eyes, seen from above.. In-Game asset. 2d. High contrast. No shadows
White simple circular enemy seen from above, black outline. Black eyes, with a single shield in-font of it. Black and white only. Blue background.
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
an image for each cell that is food theme based and fat and greasy and fast food. In-Game asset. 2d. High contrast. No shadows
90s comic book style fast food bigmac burger. In-Game asset. 2d. High contrast. No shadows
90s comic book style fast food style wedding cake. In-Game asset. 2d. High contrast. No shadows
a greasy fast food styled menu with stains. In-Game asset. 2d. High contrast. No shadows
milkeshake droplet. In-Game asset. 2d. High contrast. No shadows
a fast food milkshake. In-Game asset. 2d. High contrast. No shadows