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!
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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 !
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make it so!
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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;
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 WallOfGrease = Container.expand(function () {
var self = Container.call(this);
self.gridX = 0;
self.gridY = 0;
self.isWall = true;
var wallGraphics = self.attachAsset('wall_of_grease', {
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
****/
// Drippy border
// Donut-shaped buttons
// Currency icon
// === UI ELEMENTS ===
// Hot sauce trail
// Melted cheese
// Golden grease splat
// === SPECIAL EFFECTS ===
// Milkshake glob
// Taco shell
// Ice chunk
// Cake chunk
// Pizza slice
// Mini burger
// === FOOD PROJECTILES ===
// Hot pink blender
// Light pink base
// Milkshake Support Tower - buff tower
// Red hot mortar
// Lime green base
// Spicy Taco Launcher - poison tower
// Dark orchid cannon
// Purple base
// Slushie Freezer - slow tower
// Light pink rifle
// Pink cake base
// Cake Sniper - long range tower
// Orange-red launcher
// Tomato base
// Pizza Cannon - splash damage tower
// Blue cannon
// Bun brown
// Burger Blaster - rapid fire tower
// === FOOD TOWER ASSETS ===
// Multivitamin Pill Swarm (swarm enemy)
// Immune Tax Papers (immune enemy)
// Flying Kale Demon (flying enemy)
// Speedy Celery Stickmen (fast enemy)
// Smug Broccoli Mob (normal enemy)
// === ENEMY NON-FOODS ===
// Food tower cannons and blasters
// Food projectiles - mini burgers, pizza slices, etc.
// Kitchen utensil arrow for pathfinding debug
// Tomato red preview
// Food tower preview with appetizing glow
// Golden fries
// Golden fry upgrade indicators
// Chocolate brown base
// Food tower bases - will be tinted per tower type
// Orange grease
// Grease splatter range indicators
// Golden cheese
// Drippy cheese notification backgrounds
// Dark red outline
// Ketchup red
// Ketchup-themed health bars
// Wheat color for counter
// Kitchen counter battlefield cells with checkered pattern
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 WallOfGrease();
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
@@ -914,14 +914,14 @@
}
};
return self;
});
-var Wall = Container.expand(function () {
+var WallOfGrease = Container.expand(function () {
var self = Container.call(this);
self.gridX = 0;
self.gridY = 0;
self.isWall = true;
- var wallGraphics = self.attachAsset('tower_wall', {
+ var wallGraphics = self.attachAsset('wall_of_grease', {
anchorX: 0.5,
anchorY: 0.5
});
self.placeOnGrid = function (gridX, gridY) {
@@ -1288,66 +1288,66 @@
/****
* 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
+// Donut-shaped buttons
+// Currency icon
+// === UI ELEMENTS ===
+// Hot sauce trail
+// Melted cheese
+// Golden grease splat
+// === SPECIAL EFFECTS ===
+// Milkshake glob
+// Taco shell
+// Ice chunk
+// Cake chunk
+// Pizza slice
+// Mini burger
+// === FOOD PROJECTILES ===
+// Hot pink blender
+// Light pink base
+// Milkshake Support Tower - buff tower
+// Red hot mortar
+// Lime green base
+// Spicy Taco Launcher - poison tower
+// Dark orchid cannon
+// Purple base
+// Slushie Freezer - slow tower
+// Light pink rifle
+// Pink cake base
+// Cake Sniper - long range tower
+// Orange-red launcher
+// Tomato base
+// Pizza Cannon - splash damage tower
+// Blue cannon
+// Bun brown
+// Burger Blaster - rapid fire tower
+// === FOOD TOWER ASSETS ===
+// Multivitamin Pill Swarm (swarm enemy)
+// Immune Tax Papers (immune enemy)
+// Flying Kale Demon (flying enemy)
+// Speedy Celery Stickmen (fast enemy)
+// Smug Broccoli Mob (normal enemy)
+// === ENEMY NON-FOODS ===
+// Food tower cannons and blasters
+// Food projectiles - mini burgers, pizza slices, etc.
+// Kitchen utensil arrow for pathfinding debug
+// Tomato red preview
+// Food tower preview with appetizing glow
+// Golden fries
+// Golden fry upgrade indicators
+// Chocolate brown base
+// Food tower bases - will be tinted per tower type
+// Orange grease
+// Grease splatter range indicators
+// Golden cheese
+// Drippy cheese notification backgrounds
+// Dark red outline
+// Ketchup red
+// Ketchup-themed health bars
+// Wheat color for counter
+// Kitchen counter battlefield cells with checkered pattern
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
@@ -1473,9 +1473,9 @@
}
function placeWall(gridX, gridY) {
var wallCost = getWallCost();
if (fat_points >= wallCost) {
- var wall = new Wall();
+ var wall = new WallOfGrease();
wall.placeOnGrid(gridX, gridY);
towerLayer.addChild(wall);
walls.push(wall);
setGold(fat_points - wallCost);
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