User prompt
when hange attacks, switch to hangeattack, after finish switch back to normal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'self.channelBarBg.y = -baseGraphics.height / 2 - 40;' Line Number: 1443
User prompt
make a channel bar for erwin tower so players can see when it will summon hange, make it like a green stamina bar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make a channel bar for erwin so players can see when it will summon and the cooldown, make it like a green stamina bar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make a channel bar for erwin so players can see when it will summon and the cooldown ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when erwin tower summoned, erwin tower cant attack, after summoned he channels for 10 second, after 5 second he summons image asset hange, hange attacks the enemies automaticly and dies after 5 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
do the same thing for the mikasa tower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when sasha tower attacks, display sashaattack image asset, after attacks end go back to sashatower asset ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
movecadet 40 pixels lower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move cadet 1 cm lower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move cadet 3 cmhigher captain 2 cm lower tatakae 3 cm lower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move cadet box 2 cm higher move captain 3 cm lower move tatake 6 cm lower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(optionsText, {' Line Number: 3486 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'visible')' in or related to this line: 'optionsHoverEffect.visible = mouseInOptionsButton;' Line Number: 3455
User prompt
Add a title for the game on the starting menu screen, Attack on titan: the last defence. Place it 10 cm higher than the start button 3 cm left
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween(startText, {' Line Number: 3453 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'visible')' in or related to this line: 'hoverEffect.visible = mouseInButton;' Line Number: 3431 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a title for the game on the starting menu screen, Attack on titan: the last defence
User prompt
right now only cadet box has an animation, make it same for every animation box ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
give every difficulty box an animation when hovering, fix their text the texts are obscure make it consistent, make tatakes color little more darker ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
squad leader is pistachio green, captain is dark red, tatakae is little light blue ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move cadet 2 cm higher, squad leader 3 cm higher and tatakae 3 cm lower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move cadet 5 cm higher with a tan color, ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when you click start it leads you to difficulty page, the difficulty page is Difficulty image asset, there are 4 difficulties, (from easy to extreme) cadet, squad leader, captain, and tatakae
User prompt
it says armin tower tower, pls fix it and make it armin tower only
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BaseCastle = Container.expand(function () { var self = Container.call(this); // Castle stats self.maxHealth = 100; self.health = self.maxHealth; // Create castle graphics var castleGraphics = self.attachAsset('base', { anchorX: 0.5, anchorY: 0.5 }); // Create health bar background var healthBarBg = self.attachAsset('castleHealthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.y = -castleGraphics.height / 2 - 40; // Create health bar var healthBar = self.attachAsset('castleHealthBar', { anchorX: 0, anchorY: 0.5 }); healthBar.x = -healthBarBg.width / 2; healthBar.y = -castleGraphics.height / 2 - 40; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; // Play destruction sound LK.getSound('castle_destroy').play(); // Game over - castle destroyed LK.showGameOver(); } else { // Play damage sound LK.getSound('castle_damage').play(); // Flash castle red when taking damage LK.effects.flashObject(self, 0xff0000, 500); } // Update health bar visual var healthPercent = self.health / self.maxHealth; healthBar.width = healthBarBg.width * healthPercent; // Change health bar color based on health level if (healthPercent > 0.6) { healthBar.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBar.tint = 0xffff00; // Yellow } else { healthBar.tint = 0xff0000; // Red } }; return self; }); var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = false; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.alpha = 0.3; cellGraphics.tint = 0x8B4513; // Brown road color } else { cellGraphics.alpha = 0.3; cellGraphics.tint = 0x8B4513; // Brown road color } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } // Remove arrow rendering - arrows no longer displayed break; } case 1: { self.removeArrows(); cellGraphics.alpha = 0; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.alpha = 0; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'slash': effectGraphics.tint = 0xFFFFFF; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; 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; } } // Set castle area as goal (2x2 area around castle position) var castleGridX = gridWidth - 3; // 2 cells from right edge var castleGridY = gridHeight - 8; // 7 cells up from bottom for (var ci = 0; ci < 2; ci++) { for (var cj = 0; cj < 2; cj++) { var castleCell = self.cells[castleGridX + ci] && self.cells[castleGridX + ci][castleGridY + cj]; if (castleCell) { castleCell.type = 3; // Set as goal self.goals.push(castleCell); } } } 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) { // Enemy reached castle - damage it if (baseCastle) { var damage = enemy.isBoss ? 20 : 5; // Boss enemies deal more damage baseCastle.takeDamage(damage); // Show damage indicator var damageIndicator = new Notification("-" + damage + " Castle HP"); damageIndicator.x = baseCastle.x; damageIndicator.y = baseCastle.y - 100; game.addChild(damageIndicator); } return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); // Player stats self.maxStamina = 80; self.stamina = self.maxStamina; self.staminaRegenRate = 0.2; // Points per frame when not attacking self.attackCost = 25; // Stamina cost per attack self.attackDamage = 15; self.attackRange = CELL_SIZE * 1.0; // Attack range in pixels self.attackCooldown = 0; self.attackCooldownMax = 30; // Frames between attacks self.moveSpeed = 3; // Movement bounds (keep player within map area) self.minX = grid.x + CELL_SIZE; self.maxX = grid.x + grid.cells.length * CELL_SIZE - CELL_SIZE; self.minY = grid.y + CELL_SIZE * 4; self.maxY = grid.y + (grid.cells[0].length - 4) * CELL_SIZE - CELL_SIZE; // Create player graphics var playerGraphics = self.attachAsset('PlayerCh', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Create stamina bar background var staminaBarBg = self.attachAsset('staminaBarBg', { anchorX: 0.5, anchorY: 0.5 }); staminaBarBg.y = -playerGraphics.height / 2 - 30; // Create stamina bar var staminaBar = self.attachAsset('staminaBar', { anchorX: 0, anchorY: 0.5 }); staminaBar.x = -staminaBarBg.width / 2; staminaBar.y = -playerGraphics.height / 2 - 30; // Movement state self.targetX = 0; self.targetY = 0; self.isMoving = false; self.update = function () { // Handle movement if (self.isMoving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.moveSpeed) { // Move towards target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.moveSpeed; self.y += Math.sin(angle) * self.moveSpeed; // Rotate player to face movement direction playerGraphics.rotation = angle; } else { // Reached target self.x = self.targetX; self.y = self.targetY; self.isMoving = false; } } // Handle attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } // Regenerate stamina when not attacking if (self.attackCooldown <= 0 && self.stamina < self.maxStamina) { self.stamina = Math.min(self.maxStamina, self.stamina + self.staminaRegenRate); } // Update stamina bar visual var staminaPercent = self.stamina / self.maxStamina; staminaBar.width = staminaBarBg.width * staminaPercent; // Change stamina bar color based on stamina level if (staminaPercent > 0.6) { staminaBar.tint = 0x00ff00; // Green } else if (staminaPercent > 0.3) { staminaBar.tint = 0xffff00; // Yellow } else { staminaBar.tint = 0xff0000; // Red } }; self.moveTo = function (x, y) { // Clamp movement within bounds self.targetX = Math.max(self.minX, Math.min(self.maxX, x)); self.targetY = Math.max(self.minY, Math.min(self.maxY, y)); self.isMoving = true; }; self.attack = function () { // Check if can attack (has stamina and not on cooldown) if (self.stamina >= self.attackCost && self.attackCooldown <= 0) { // Consume stamina self.stamina -= self.attackCost; self.attackCooldown = self.attackCooldownMax; // Find enemies in range var enemiesHit = []; 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); if (distance <= self.attackRange) { enemiesHit.push(enemy); } } // Switch to attack animation asset var attackGraphics = self.attachAsset('Attackanim', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Hide the original player graphics playerGraphics.visible = false; // Attack all enemies in range for (var i = 0; i < enemiesHit.length; i++) { var enemy = enemiesHit[i]; enemy.health -= self.attackDamage; if (enemy.health <= 0) { enemy.health = 0; } else { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } // Create attack effect var attackEffect = new EffectIndicator(enemy.x, enemy.y, 'slash'); game.addChild(attackEffect); } // Create slash animation around player var slashEffect = new EffectIndicator(self.x, self.y, 'slash'); game.addChild(slashEffect); // After attack animation duration, switch back to normal graphics LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent) { self.removeChild(attackGraphics); } // Show original player graphics again playerGraphics.visible = true; }, 500); // 500ms attack animation duration return true; // Attack successful } return false; // Attack failed (no stamina or on cooldown) }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics; switch (self.towerType) { case 'rapid': baseGraphics = self.attachAsset('eren', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); break; case 'sniper': baseGraphics = self.attachAsset('sasha', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); break; case 'splash': baseGraphics = self.attachAsset('mikasa', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); break; case 'slow': baseGraphics = self.attachAsset('Erwin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); break; case 'poison': baseGraphics = self.attachAsset('levi', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); break; default: baseGraphics = self.attachAsset('jean', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); } var towerCost = getTowerCost(self.towerType); // Get character name based on tower type var characterName; switch (self.towerType) { case 'rapid': characterName = 'Eren'; break; case 'sniper': characterName = 'Sasha'; break; case 'splash': characterName = 'Mikasa'; break; case 'slow': characterName = 'Erwin'; break; case 'poison': characterName = 'Levi'; break; default: characterName = 'Armin'; } // Create decorative background for name var nameBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); nameBackground.width = 220; nameBackground.height = 80; nameBackground.y = -180; // Move higher for Mikasa and Levi // Set background color based on tower type with more aesthetic colors switch (self.towerType) { case 'rapid': nameBackground.tint = 0x1B4F72; // Darker Rich Blue nameBackground.y = -185; // Adjust for Eren break; case 'sniper': nameBackground.tint = 0x1E8449; // Darker Forest Green nameBackground.y = -190; // Move higher for Sasha break; case 'splash': nameBackground.tint = 0x922B21; // Deeper Red for Mikasa break; case 'slow': nameBackground.tint = 0x6C3483; // Darker Royal Purple break; case 'poison': nameBackground.tint = 0x0E6655; // Deeper Teal for Levi nameBackground.y = -190; // Move higher for Levi break; default: nameBackground.tint = 0x424949; // Darker Steel Gray nameBackground.y = -185; // Adjust for Jean } nameBackground.alpha = 0.95; // Add shadow for tower type label var typeLabelShadow = new Text2(characterName, { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 3; // Adjust shadow position based on tower type if (self.towerType === 'rapid' || self.towerType === 'default') { typeLabelShadow.y = -182; } else if (self.towerType === 'sniper' || self.towerType === 'poison') { typeLabelShadow.y = -187; // Higher position for Sasha and Levi } else { typeLabelShadow.y = -177; } self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(characterName, { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); // Adjust text position based on tower type if (self.towerType === 'rapid' || self.towerType === 'default') { typeLabel.y = -185; // Position higher for Eren and Jean } else if (self.towerType === 'sniper' || self.towerType === 'poison') { typeLabel.y = -190; // Position even higher for Sasha and Levi } else { typeLabel.y = -180; // Standard position for others } self.addChild(typeLabel); // Create decorative background for cost var costBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); costBackground.width = 140; costBackground.height = 60; costBackground.y = 160; // Move higher costBackground.tint = 0x1C2833; // Darker, more elegant background costBackground.alpha = 0.95; // Add decorative gold coin squares around cost var leftCoin = self.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftCoin.width = 18; leftCoin.height = 18; leftCoin.tint = 0xF1C40F; // Brighter gold leftCoin.x = -55; leftCoin.y = 160; var rightCoin = self.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightCoin.width = 18; rightCoin.height = 18; rightCoin.tint = 0xF1C40F; // Brighter gold rightCoin.x = 55; rightCoin.y = 160; // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 44, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 3; costLabelShadow.y = 163; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 44, fill: 0xF1C40F, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 160; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'sniper': // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost if (self.level === self.maxLevel) { return 12 * CELL_SIZE; // Significantly increased range for max level } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': // Slow: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': // Poison: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'sniper': self.fireRate = 90; self.damage = 25; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'slow': self.fireRate = 50; self.damage = 8; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'poison': self.fireRate = 70; self.damage = 12; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } var baseGraphics; switch (self.id) { case 'rapid': baseGraphics = self.attachAsset('erentower', { anchorX: 0.5, anchorY: 0.5 }); break; case 'sniper': baseGraphics = self.attachAsset('sashatower', { anchorX: 0.5, anchorY: 0.5 }); break; case 'splash': baseGraphics = self.attachAsset('mikasatower', { anchorX: 0.5, anchorY: 0.5 }); break; case 'slow': baseGraphics = self.attachAsset('erwintower', { anchorX: 0.5, anchorY: 0.5 }); break; case 'poison': baseGraphics = self.attachAsset('levitower', { anchorX: 0.5, anchorY: 0.5 }); break; default: baseGraphics = self.attachAsset('jeantower', { anchorX: 0.5, anchorY: 0.5 }); } // Remove level indicators - all towers now use only character images without dots var levelIndicators = []; // Keep empty array for existing code compatibility // Remove gunContainer - all towers now use only character images without arrows var gunContainer = new Container(); // Keep reference for existing code but don't add graphics self.updateLevelIndicators = function () { // No level indicators for any towers - all use only character images return; }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); // No upgrade animation needed - all towers use only character images without level indicators return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); // All towers now use static character images without rotation 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; // Show upgrade menu without creating range indicators that block dragging var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; 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; 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; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; // Reset tint first previewGraphics.tint = 0xFFFFFF; // Apply red tint only if cannot place OR not enough gold // Apply green tint if can place AND has enough gold if (self.canPlace && self.hasEnoughGold) { previewGraphics.tint = 0x00FF00; // Green for valid placement } else { previewGraphics.tint = 0xFF0000; // Red for invalid placement or insufficient gold } }; self.updatePlacementStatus = function () { // Check if tower fits in grid bounds and doesn't block path or overlap roads self.canPlace = self.gridX >= 0 && self.gridY >= 0 && self.gridX + 1 < grid.cells.length && self.gridY + 1 < grid.cells[0].length && !wouldBlockPath(self.gridX, self.gridY); self.blockedByEnemy = false; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); 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 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; // Get character name based on tower type var characterName; switch (self.tower.id) { case 'rapid': characterName = 'Eren'; break; case 'sniper': characterName = 'Sasha'; break; case 'splash': characterName = 'Mikasa'; break; case 'slow': characterName = 'Erwin'; break; case 'poison': characterName = 'Levi'; break; default: characterName = 'Armin'; } // Add background for tower type text for better readability var towerTypeBackground = self.attachAsset('notification', { anchorX: 0, anchorY: 0.5 }); towerTypeBackground.width = 600; towerTypeBackground.height = 100; towerTypeBackground.x = -870; towerTypeBackground.y = -160; towerTypeBackground.tint = 0x2C3E50; towerTypeBackground.alpha = 0.9; var towerTypeText = new Text2(characterName + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0.5); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { 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 = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var 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: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; var gameStarted = false; var mainMenuContainer = null; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } function createMainMenu() { mainMenuContainer = new Container(); game.addChild(mainMenuContainer); // Add black background behind main menu var blackBackground = mainMenuContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); blackBackground.width = 2048; blackBackground.height = 2732; blackBackground.tint = 0x000000; blackBackground.x = 2048 / 2; blackBackground.y = 2732 / 2; // Add main menu background var menuBackground = mainMenuContainer.attachAsset('Mainmenu', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.x = 2048 / 2; menuBackground.y = 2732 / 2; // Create start button var startButton = new Container(); mainMenuContainer.addChild(startButton); // Add button background for better visual feedback var startButtonBg = startButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startButtonBg.width = 350; startButtonBg.height = 120; startButtonBg.tint = 0x2C3E50; startButtonBg.alpha = 0.8; var startText = new Text2("START", { size: 60, fill: 0xFFFFFF, weight: 800, font: "'Copperplate Gothic'" }); startText.anchor.set(0.5, 0.5); startButton.addChild(startText); // Add hover effect asset var hoverEffect = startButton.attachAsset('menuhover', { anchorX: 0.5, anchorY: 0.5 }); hoverEffect.visible = false; // Initially hidden hoverEffect.width = 370; hoverEffect.height = 140; startButton.x = 2048 - 150 - 189 + 76; // Move 2cm right (2cm * 37.8 pixels/cm) startButton.y = 2732 - 150 - 567 - 189 - 189 + 76 - 38; // Move 1cm higher (1cm * 37.8 pixels/cm) // Remove the button's move handler - we'll handle everything in the global handler // Move handling is now done in the main game.move handler startButton.down = function () { startGame(); }; // Create options button var optionsButton = new Container(); mainMenuContainer.addChild(optionsButton); // Add button background for options var optionsButtonBg = optionsButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); optionsButtonBg.width = 350; optionsButtonBg.height = 120; optionsButtonBg.tint = 0x2C3E50; optionsButtonBg.alpha = 0.8; var optionsText = new Text2("OPTIONS", { size: 60, fill: 0xFFFFFF, weight: 800, font: "'Copperplate Gothic'" }); optionsText.anchor.set(0.5, 0.5); optionsButton.addChild(optionsText); // Add hover effect asset for options button var optionsHoverEffect = optionsButton.attachAsset('menuhover', { anchorX: 0.5, anchorY: 0.5 }); optionsHoverEffect.visible = false; // Initially hidden optionsHoverEffect.width = 370; optionsHoverEffect.height = 140; optionsButton.x = 2048 - 150 - 189 + 76; // Same X position as start button optionsButton.y = 2732 - 150 - 567 - 189 - 189 + 76 - 38 + 189; // 5cm (189 pixels) lower than start button optionsButton.down = function () { // Options functionality can be added here later var notification = game.addChild(new Notification("Options menu coming soon!")); notification.x = 2048 / 2; notification.y = grid.height - 150; }; // Create story button var storyButton = new Container(); mainMenuContainer.addChild(storyButton); // Add button background for story var storyButtonBg = storyButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); storyButtonBg.width = 350; storyButtonBg.height = 120; storyButtonBg.tint = 0x2C3E50; storyButtonBg.alpha = 0.8; var storyText = new Text2("STORY", { size: 60, fill: 0xFFFFFF, weight: 800, font: "'Coplerplate Gothic'" }); storyText.anchor.set(0.5, 0.5); storyButton.addChild(storyText); // Add hover effect asset for story button var storyHoverEffect = storyButton.attachAsset('menuhover', { anchorX: 0.5, anchorY: 0.5 }); storyHoverEffect.visible = false; // Initially hidden storyHoverEffect.width = 370; storyHoverEffect.height = 140; storyButton.x = 2048 - 150 - 189 + 76; // Same X position as start and options buttons storyButton.y = 2732 - 150 - 567 - 189 - 189 + 76 - 38 + 189 + 189; // 5cm (189 pixels) lower than options button storyButton.down = function () { // Story functionality can be added here later var notification = game.addChild(new Notification("Story mode coming soon!")); notification.x = 2048 / 2; notification.y = grid.height - 150; }; } function startGame() { if (gameStarted) return; // Show difficulty page instead of starting game directly showDifficultyPage(); } function showDifficultyPage() { // Hide main menu if (mainMenuContainer) { mainMenuContainer.visible = false; } // Create difficulty page container var difficultyContainer = new Container(); game.addChild(difficultyContainer); // Add black background var blackBackground = difficultyContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); blackBackground.width = 2048; blackBackground.height = 2732; blackBackground.tint = 0x000000; blackBackground.x = 2048 / 2; blackBackground.y = 2732 / 2; // Add difficulty page background var difficultyBackground = difficultyContainer.attachAsset('Difficulty', { anchorX: 0.5, anchorY: 0.5 }); difficultyBackground.x = 2048 / 2; difficultyBackground.y = 2732 / 2; // Create difficulty buttons var difficulties = [{ name: "CADET", y: 1011 // 5cm higher (189 pixels = 5cm at 37.8 pixels/cm) }, { name: "SQUAD LEADER", y: 1287 // 3cm higher (113 pixels) }, { name: "CAPTAIN", y: 1600 }, { name: "TATAKAE", y: 1913 // 3cm lower (113 pixels) }]; for (var i = 0; i < difficulties.length; i++) { var difficulty = difficulties[i]; var difficultyButton = new Container(); difficultyContainer.addChild(difficultyButton); // Add button background var buttonBg = difficultyButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = 600; buttonBg.height = 120; // Apply specific colors for difficulty buttons if (difficulty.name === "CADET") { buttonBg.tint = 0xD2B48C; // Tan color } else if (difficulty.name === "SQUAD LEADER") { buttonBg.tint = 0x93C47D; // Pistachio green color } else if (difficulty.name === "CAPTAIN") { buttonBg.tint = 0x8B0000; // Dark red color } else if (difficulty.name === "TATAKAE") { buttonBg.tint = 0x4682B4; // Darker steel blue color } else { buttonBg.tint = 0x2C3E50; } buttonBg.alpha = 0.8; var buttonText = new Text2(difficulty.name, { size: 52, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); difficultyButton.addChild(buttonText); difficultyButton.x = 2048 / 2; difficultyButton.y = difficulty.y; // Add tween animation for all difficulty buttons if (difficulty.name === "CADET") { // Start slightly higher and animate to final position difficultyButton.y = difficulty.y - 50 - 76; tween(difficultyButton, { y: difficulty.y - 76 }, { duration: 800, easing: tween.bounceOut }); } else if (difficulty.name === "SQUAD LEADER") { // Start slightly higher and animate to final position difficultyButton.y = difficulty.y - 50; tween(difficultyButton, { y: difficulty.y }, { duration: 800, easing: tween.bounceOut }); } else if (difficulty.name === "CAPTAIN") { // Start slightly higher and animate to final position difficultyButton.y = difficulty.y - 50; tween(difficultyButton, { y: difficulty.y }, { duration: 800, easing: tween.bounceOut }); } else if (difficulty.name === "TATAKAE") { // Start slightly higher and animate to final position difficultyButton.y = difficulty.y - 50; tween(difficultyButton, { y: difficulty.y }, { duration: 800, easing: tween.bounceOut }); } // Store difficulty name for button handler difficultyButton.difficultyName = difficulty.name; // Add hover animation for each difficulty button difficultyButton.move = function (x, y, obj) { // Check if mouse is within button bounds var buttonLeft = this.x - 300; // half of button width (600/2) var buttonRight = this.x + 300; var buttonTop = this.y - 60; // half of button height (120/2) var buttonBottom = this.y + 60; var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom; if (mouseInButton) { // Stop any existing scale tweens tween.stop(this, { scaleX: true, scaleY: true }); // Scale up on hover tween(this, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut }); } else { // Stop any existing scale tweens tween.stop(this, { scaleX: true, scaleY: true }); // Scale back to normal tween(this, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut }); } }; difficultyButton.down = function () { // Start game with selected difficulty startGameWithDifficulty(this.difficultyName); // Remove difficulty page difficultyContainer.destroy(); }; } } function startGameWithDifficulty(selectedDifficulty) { if (gameStarted) return; gameStarted = true; // Stop main menu music immediately LK.stopMusic(); // Store selected difficulty (can be used for game balancing) game.selectedDifficulty = selectedDifficulty; // Initialize game elements that were previously created at startup initializeGameElements(); // Start the first wave if (waveIndicator) { waveIndicator.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; } // Show difficulty selection notification var notification = game.addChild(new Notification("Difficulty: " + selectedDifficulty + " selected!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } function initializeGameElements() { // Show previously hidden UI elements // waveIndicator.visible = true; // Removed - keep wave indicator hidden nextWaveButton.visible = true; towerLayer.visible = true; enemyLayer.visible = true; goldImage.visible = true; goldText.visible = true; // Update gold text to show current gold amount updateUI(); // Show source towers for (var i = 0; i < sourceTowers.length; i++) { sourceTowers[i].visible = true; } // Show player character if (player) { player.visible = true; } // Show spawn point if (spawnPoint) { spawnPoint.visible = true; } // Show base castle if (baseCastle) { baseCastle.visible = true; } // Any other game initialization that should happen when starting } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 60; 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 goldImage = LK.getAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); goldImage.visible = false; // Hide gold image initially LK.gui.left.addChild(goldImage); goldImage.x = 38; // Move 1 cm right (1cm * 37.8 pixels/cm) goldImage.y = 0; var goldText = new Text2('0', { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0, 0.5); goldText.visible = false; // Hide gold text initially LK.gui.left.addChild(goldText); goldText.x = goldImage.x + goldImage.width / 2 + 10; // Position next to gold image with small gap goldText.y = 0; function updateUI() { goldText.setText(gold.toString()); } function setGold(value) { gold = 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, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; // Create road path from spawn to base function createRoadPath() { // Clear existing path cells (set them to grass/floor) for (var i = 0; i < grid.cells.length; i++) { for (var j = 0; j < grid.cells[0].length; j++) { var cell = grid.cells[i][j]; if (cell.type === 0) { // Convert floor cells to walls first cell.type = 1; } } } // Define the maze-like road path coordinates with longer turns var roadPath = [ // Start from spawn point (column 11) - extended downward { x: 11, y: 0 }, { x: 11, y: 1 }, { x: 11, y: 2 }, { x: 11, y: 3 }, { x: 11, y: 4 }, { x: 11, y: 5 }, { x: 11, y: 6 }, { x: 11, y: 7 }, { x: 11, y: 8 }, // First turn right - extended rightward { x: 12, y: 8 }, { x: 13, y: 8 }, { x: 14, y: 8 }, { x: 15, y: 8 }, { x: 16, y: 8 }, { x: 17, y: 8 }, // Turn down - extended downward { x: 17, y: 9 }, { x: 17, y: 10 }, { x: 17, y: 11 }, { x: 17, y: 12 }, { x: 17, y: 13 }, { x: 17, y: 14 }, // Turn left - extended leftward { x: 16, y: 14 }, { x: 15, y: 14 }, { x: 14, y: 14 }, { x: 13, y: 14 }, { x: 12, y: 14 }, { x: 11, y: 14 }, { x: 10, y: 14 }, { x: 9, y: 14 }, { x: 8, y: 14 }, { x: 7, y: 14 }, // Turn down - extended downward { x: 7, y: 15 }, { x: 7, y: 16 }, { x: 7, y: 17 }, { x: 7, y: 18 }, { x: 7, y: 19 }, // Turn right - extended rightward { x: 8, y: 19 }, { x: 9, y: 19 }, { x: 10, y: 19 }, { x: 11, y: 19 }, { x: 12, y: 19 }, { x: 13, y: 19 }, { x: 14, y: 19 }, { x: 15, y: 19 }, { x: 16, y: 19 }, { x: 17, y: 19 }, { x: 18, y: 19 }, // Turn down - extended downward { x: 18, y: 20 }, { x: 18, y: 21 }, { x: 18, y: 22 }, { x: 18, y: 23 }, { x: 18, y: 24 }, // Turn left - extended leftward { x: 17, y: 24 }, { x: 16, y: 24 }, { x: 15, y: 24 }, { x: 14, y: 24 }, { x: 13, y: 24 }, { x: 12, y: 24 }, // Turn down - extended downward { x: 12, y: 25 }, { x: 12, y: 26 }, { x: 12, y: 27 }, // Turn right towards base - extended rightward { x: 13, y: 27 }, { x: 14, y: 27 }, { x: 15, y: 27 }, { x: 16, y: 27 }, { x: 17, y: 27 }, { x: 18, y: 27 }, { x: 19, y: 27 }, { x: 20, y: 27 }, { x: 21, y: 27 }]; // Set road tiles along the path for (var i = 0; i < roadPath.length; i++) { var pathPoint = roadPath[i]; var cell = grid.getCell(pathPoint.x, pathPoint.y); if (cell) { cell.type = 0; // Set as passable road } } // Ensure spawn and goal areas remain correct for (var i = 11 - 3; i <= 11 + 3; i++) { var spawnCell = grid.getCell(i, 0); if (spawnCell) { spawnCell.type = 2; // Spawn } } // Set castle area as goal (2x2 area around castle position) var castleGridX = grid.cells.length - 3; // 2 cells from right edge var castleGridY = grid.cells[0].length - 8; // 7 cells up from bottom for (var ci = 0; ci < 2; ci++) { for (var cj = 0; cj < 2; cj++) { var castleCell = grid.getCell(castleGridX + ci, castleGridY + cj); if (castleCell) { castleCell.type = 3; // Set as goal } } } } // Create the road path createRoadPath(); grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); debugLayer.visible = true; // Show the debug layer so road tiles are visible game.addChild(debugLayer); towerLayer.visible = false; // Hide tower layer initially enemyLayer.visible = false; // Hide enemy layer initially 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) { // First check if any cell in the 2x2 tower footprint is a road tile (type 0) 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) { // Cannot build on road tiles return true; } } } 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 getTowerCost(towerType) { var cost = 5; switch (towerType) { case 'rapid': cost = 15; break; case 'sniper': cost = 25; break; case 'splash': cost = 35; break; case 'slow': cost = 45; break; case 'poison': cost = 55; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } var draggedTower = null; var dragStartTime = 0; game.down = function (x, y, obj) { if (!gameStarted) { return; } var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } // Record drag start time for distinguishing between drag and click dragStartTime = LK.ticks; // Handle contextual player actions based on distance if (player && player.visible) { // Check if clicking in a valid game area (not on UI elements) var inGameArea = x >= grid.x && x <= grid.x + grid.cells.length * CELL_SIZE && y >= grid.y + CELL_SIZE * 4 && y <= grid.y + (grid.cells[0].length - 4) * CELL_SIZE; if (inGameArea) { // Calculate distance from player to tap location var dx = x - player.x; var dy = y - player.y; var distanceToTap = Math.sqrt(dx * dx + dy * dy); // If tapping close to hero (within attack range): attack if (distanceToTap <= player.attackRange) { // Trigger attack if (player.attack()) { // Attack successful - show feedback var notification = game.addChild(new Notification("Slash attack!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { // Attack failed - not enough stamina var notification = game.addChild(new Notification("Not enough stamina!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else { // If tapping far from hero: move to that location player.moveTo(x, y); } } } // Check if clicking on existing towers (no dragging allowed - towers are permanent) 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) { // Store the clicked tower for upgrade menu only (no dragging) draggedTower = tower; return; // Exit early to prevent other interactions } } 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) { // Check if player can afford this tower type first if (gold >= getTowerCost(tower.towerType)) { // Initialize dragging state isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.visible = true; // Position the preview at the initial drag position and update its status towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); towerPreview.updatePlacementStatus(); } else { // Show notification if can't afford var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } break; } } }; game.move = function (x, y, obj) { if (!gameStarted) { // Handle main menu hover effects when game hasn't started if (mainMenuContainer && mainMenuContainer.visible) { // Get button references from the main menu container var startButton = mainMenuContainer.children[2]; // third child after backgrounds var optionsButton = mainMenuContainer.children[3]; // fourth child var storyButton = mainMenuContainer.children[4]; // fifth child var startText = startButton.children[1]; // text is second child after background var optionsText = optionsButton.children[1]; // text is second child after background var storyText = storyButton.children[1]; // text is second child after background var hoverEffect = startButton.children[2]; // hover effect is third child var optionsHoverEffect = optionsButton.children[2]; // hover effect is third child var storyHoverEffect = storyButton.children[2]; // hover effect is third child // Calculate start button bounds more precisely - use button background size var buttonLeft = startButton.x - 175; // half of button background width (350/2) var buttonRight = startButton.x + 175; var buttonTop = startButton.y - 60; // half of button background height (120/2) var buttonBottom = startButton.y + 60; // Check if mouse is within start button bounds var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom; // Only show hover effect when mouse is precisely over the button hoverEffect.visible = mouseInButton; // Animate text color change with tween if (mouseInButton) { // Stop any existing tween on the text tween.stop(startText, { tint: true }); // Tween to red color tween(startText, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut }); } else { // Stop any existing tween on the text tween.stop(startText, { tint: true }); // Tween back to white color tween(startText, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } // Calculate options button bounds more precisely var optionsButtonLeft = optionsButton.x - 175; var optionsButtonRight = optionsButton.x + 175; var optionsButtonTop = optionsButton.y - 60; var optionsButtonBottom = optionsButton.y + 60; // Check if mouse is within options button bounds var mouseInOptionsButton = x >= optionsButtonLeft && x <= optionsButtonRight && y >= optionsButtonTop && y <= optionsButtonBottom; // Only show hover effect when mouse is precisely over the options button optionsHoverEffect.visible = mouseInOptionsButton; // Calculate story button bounds more precisely var storyButtonLeft = storyButton.x - 175; var storyButtonRight = storyButton.x + 175; var storyButtonTop = storyButton.y - 60; var storyButtonBottom = storyButton.y + 60; // Check if mouse is within story button bounds var mouseInStoryButton = x >= storyButtonLeft && x <= storyButtonRight && y >= storyButtonTop && y <= storyButtonBottom; // Only show hover effect when mouse is precisely over the story button storyHoverEffect.visible = mouseInStoryButton; // Animate options text color change with tween if (mouseInOptionsButton) { // Stop any existing tween on the options text tween.stop(optionsText, { tint: true }); // Tween to green color tween(optionsText, { tint: 0x00FF00 }, { duration: 200, easing: tween.easeOut }); } else { // Stop any existing tween on the options text tween.stop(optionsText, { tint: true }); // Tween back to white color tween(optionsText, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } // Animate story text color change with tween if (mouseInStoryButton) { // Stop any existing tween on the story text tween.stop(storyText, { tint: true }); // Tween to blue color tween(storyText, { tint: 0x4444FF }, { duration: 200, easing: tween.easeOut }); } else { // Stop any existing tween on the story text tween.stop(storyText, { tint: true }); // Tween back to white color tween(storyText, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } } else { // Hide hover effect when not in main menu - but check if elements exist first if (mainMenuContainer && mainMenuContainer.children.length > 2) { var startButton = mainMenuContainer.children[2]; var optionsButton = mainMenuContainer.children[3]; var storyButton = mainMenuContainer.children[4]; if (startButton && startButton.children.length > 2) { startButton.children[2].visible = false; // hoverEffect } if (optionsButton && optionsButton.children.length > 2) { optionsButton.children[2].visible = false; // optionsHoverEffect } if (storyButton && storyButton.children.length > 2) { storyButton.children[2].visible = false; // storyHoverEffect } } } return; } // Handle tower dragging when game is started if (isDragging && towerPreview.visible) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); // Force update the preview appearance after position change towerPreview.updatePlacementStatus(); } }; game.up = function (x, y, obj) { if (!gameStarted) { return; } var dragDuration = LK.ticks - dragStartTime; var wasQuickClick = dragDuration < 10; // Less than ~1/6 second is considered a click var clickedOnTower = false; var clickedTower = null; 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; clickedTower = tower; 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; // Only allow placing new towers from source towers (no tower repositioning) if (!draggedTower && towerPreview.canPlace && towerPreview.hasEnoughGold) { // This is placing a new tower from source towers placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else if (!towerPreview.hasEnoughGold) { var notification = game.addChild(new Notification("Not enough gold!")); 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; // For existing towers, show upgrade menu on quick click if (draggedTower && wasQuickClick) { clickedTower = draggedTower; clickedOnTower = true; } draggedTower = null; var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } // Handle tower click for upgrade menu (only if it was a quick click) if (clickedOnTower && clickedTower && wasQuickClick) { // Trigger the tower's down method to show upgrade menu clickedTower.down(x, y, obj); } }; var waveIndicator = new WaveIndicator(); waveIndicator.visible = false; // Hide the wave indicator UI - permanently hidden game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.visible = false; // Hide the next wave button nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Start playing main menu music immediately LK.playMusic('MainMenuSt'); // Create main menu when game loads createMainMenu(); var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; tower.visible = false; // Hide source towers initially towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; // Create spawn point image at the enemy spawn location var spawnPoint = LK.getAsset('spawnpoint', { anchorX: 0.5, anchorY: 0.5 }); spawnPoint.x = grid.x + 11 * CELL_SIZE + CELL_SIZE / 2 - 38; // Center of spawn area (middle of 6 tiles), moved 1cm left (38 pixels) spawnPoint.y = grid.y + 264 - 76; // Top of the grid where enemies spawn, moved 7cm (264 pixels) lower, then 2cm up (76 pixels) spawnPoint.visible = false; // Hide initially until game starts game.addChild(spawnPoint); // Create base castle - positioned 7cm (264 pixels) up from bottom right var baseCastle = new BaseCastle(); baseCastle.x = grid.x + (grid.cells.length - 2) * CELL_SIZE; // 2 cells from right edge baseCastle.y = grid.y + (grid.cells[0].length - 7) * CELL_SIZE; // 7 cells up from bottom baseCastle.visible = false; // Hide initially until game starts game.addChild(baseCastle); // Create player character var player = new Player(); player.x = grid.x + grid.cells.length * CELL_SIZE / 2; // Center X of the map player.y = grid.y + grid.cells[0].length * CELL_SIZE / 2; // Center Y of the map player.visible = false; // Hide initially until game starts game.addChild(player); game.update = function () { if (!gameStarted) { return; } 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; } // Initialize enemy spawn tracking if not already set if (!game.enemySpawnQueue) { game.enemySpawnQueue = []; game.enemySpawnTimer = 0; game.enemySpawnDelay = 120; // 2 second delay (120 frames = 2 seconds at 60 FPS) } // Create spawn queue for this wave for (var i = 0; i < enemyCount; i++) { game.enemySpawnQueue.push({ waveType: waveType, waveNumber: currentWave }); } } 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; } } // Handle enemy spawning from queue one by one if (game.enemySpawnQueue && game.enemySpawnQueue.length > 0) { game.enemySpawnTimer++; if (game.enemySpawnTimer >= game.enemySpawnDelay) { game.enemySpawnTimer = 0; // Spawn one enemy from the queue var spawnData = game.enemySpawnQueue.shift(); var enemy = new Enemy(spawnData.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 var healthMultiplier = Math.pow(1.12, spawnData.waveNumber); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Position enemy exactly on top of spawnpoint image var spawnX = 11; // Center column where spawnpoint is located var spawnY = 0; // Exactly at the spawnpoint position enemy.cellX = spawnX; enemy.cellY = spawnY; enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; // Set enemy position to match spawnpoint exactly, then move 3cm lower and 1cm right enemy.x = spawnPoint.x + 38; // Move 1cm right (1cm * 37.8 pixels/cm) enemy.y = spawnPoint.y + 113; // Move 3cm lower (3cm * 37.8 pixels/cm) enemy.waveNumber = spawnData.waveNumber; enemies.push(enemy); } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -2694,9 +2694,9 @@
buttonText.anchor.set(0.5, 0.5);
difficultyButton.addChild(buttonText);
difficultyButton.x = 2048 / 2;
difficultyButton.y = difficulty.y;
- // Add tween animation for cadet button
+ // Add tween animation for all difficulty buttons
if (difficulty.name === "CADET") {
// Start slightly higher and animate to final position
difficultyButton.y = difficulty.y - 50 - 76;
tween(difficultyButton, {
@@ -2704,8 +2704,35 @@
}, {
duration: 800,
easing: tween.bounceOut
});
+ } else if (difficulty.name === "SQUAD LEADER") {
+ // Start slightly higher and animate to final position
+ difficultyButton.y = difficulty.y - 50;
+ tween(difficultyButton, {
+ y: difficulty.y
+ }, {
+ duration: 800,
+ easing: tween.bounceOut
+ });
+ } else if (difficulty.name === "CAPTAIN") {
+ // Start slightly higher and animate to final position
+ difficultyButton.y = difficulty.y - 50;
+ tween(difficultyButton, {
+ y: difficulty.y
+ }, {
+ duration: 800,
+ easing: tween.bounceOut
+ });
+ } else if (difficulty.name === "TATAKAE") {
+ // Start slightly higher and animate to final position
+ difficultyButton.y = difficulty.y - 50;
+ tween(difficultyButton, {
+ y: difficulty.y
+ }, {
+ duration: 800,
+ easing: tween.bounceOut
+ });
}
// Store difficulty name for button handler
difficultyButton.difficultyName = difficulty.name;
// Add hover animation for each difficulty button
White circle with black outline. Blue background.. In-Game asset. 2d. High contrast. No shadows
pixel art hearth icon. In-Game asset. 2d. High contrast. No shadows
attack on titan world game background. In-Game asset. 2d. High contrast. No shadows
armor pixel art. In-Game asset. 2d. High contrast. No shadows
a hero man on the horse character image. In-Game asset. 2d. High contrast. No shadows
hero swordsman. In-Game asset. 2d. High contrast. No shadows
sniper girl hero. In-Game asset. 2d. High contrast. No shadows
swordsman hero. In-Game asset. 2d. High contrast. No shadows
2d hero swordsman pixel sprite. In-Game asset. 2d. High contrast. No shadows
2d hero swordsman pixel sprite. In-Game asset. 2d. High contrast. No shadows
2d hero swordsman pixel sprite. sending shockwaves. In-Game asset. 2d. High contrast. No shadows
swordsman hero girl. In-Game asset. 2d. High contrast. No shadows
pixel art, swordsman attack, send shockwaves. In-Game asset. 2d. High contrast. No shadows
a hero, channeling, pixel art. In-Game asset. 2d. High contrast. No shadows
colossus monster, pixel art, standing, attacking. In-Game asset. 2d. High contrast. No shadows
colossus monster, pixel art, punching the ground. In-Game asset. 2d. High contrast. No shadows
swordsgirl hero attack, sending shockwaves, pixel art, no background. In-Game asset. 2d. High contrast. No shadows
swords girl hero, standing, pixel art, no backgroun. In-Game asset. 2d. High contrast. No shadows
monster giant, pixel art, no background. In-Game asset. 2d. High contrast. No shadows
monster giant with wings, flying , pixel art, no background. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
castle gun, siege gun, pixel art. In-Game asset. 2d. High contrast. No shadows
castle base, pixel art. In-Game asset. 2d. High contrast. No shadows