/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var BaseCastle = Container.expand(function () { var self = Container.call(this); // Castle stats self.maxHealth = 100; self.health = self.maxHealth; // Attack properties self.canAttack = false; self.attackDamage = 20; self.attackRange = CELL_SIZE * 4; self.fireRate = 120; // Attack every 2 seconds self.lastFired = 0; self.targetEnemy = null; // 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 } }; self.findTarget = function () { if (!self.canAttack) return null; var closestEnemy = null; var closestDistance = 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); if (distance <= self.attackRange && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } return closestEnemy; }; self.update = function () { if (!self.canAttack) return; self.targetEnemy = self.findTarget(); if (self.targetEnemy && LK.ticks - self.lastFired >= self.fireRate) { // Create bullet to attack enemy var bullet = new Bullet(self.x, self.y, self.targetEnemy, self.attackDamage, 8); bullet.type = 'castle'; // Make castle bullets more visible bullet.children[0].tint = 0xFF0000; bullet.children[0].width = 20; bullet.children[0].height = 20; game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); self.lastFired = LK.ticks; } }; 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) { // Check if target enemy still exists before applying damage if (self.targetEnemy && self.targetEnemy.health !== undefined) { // 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') { // Check if target enemy still exists before creating splash effect if (self.targetEnemy && self.targetEnemy.x !== undefined && self.targetEnemy.y !== undefined) { // 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: 28, fill: 0xFFFFFF, weight: 700 }); 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; } // Apply difficulty scaling based on selected difficulty if (game.selectedDifficulty) { var difficultyMultiplier = 1.0; switch (game.selectedDifficulty) { case 'EASY': difficultyMultiplier = 0.8; // Easy - 20% less health (reduced difficulty) break; case 'MEDIUM': difficultyMultiplier = 1.1; // Medium - 10% more health (reduced difficulty) break; case 'HARD': difficultyMultiplier = 1.6; // Hard - 60% more health (reduced difficulty) break; case 'EXTREME': difficultyMultiplier = 2.3; // Extreme - 130% more health (reduced difficulty) break; } self.maxHealth = Math.round(self.maxHealth * difficultyMultiplier); } 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-aberrant_titans'; if (self.type !== 'normal') { switch (self.type) { case 'fast': assetId = 'enemyfast-armoredtitan'; break; case 'flying': assetId = 'enemyflying-annie'; break; case 'immune': assetId = 'enemyimmune-female_titan'; break; case 'swarm': assetId = 'enemyswarm-ymir_titan'; break; default: assetId = 'enemy-aberrant_titans'; } } 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-aberrant_titans', { 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.toString(), { size: 44, 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.toString(), { size: 44, 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.toString(), { size: 48, 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 + 57; // Create stamina bar var staminaBar = self.attachAsset('staminaBar', { anchorX: 0, anchorY: 0.5 }); staminaBar.x = -staminaBarBg.width / 2; staminaBar.y = -playerGraphics.height / 2 - 30 + 57; // 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 = 'Kael'; break; case 'sniper': characterName = 'Lyra'; break; case 'splash': characterName = 'Eira'; break; case 'slow': characterName = 'Darius'; break; case 'poison': characterName = 'Vale'; break; default: characterName = 'Raen'; } // 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: 48, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 2; typeLabelShadow.y = -182; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(characterName, { size: 48, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -180; 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.toString(), { size: 42, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 2; costLabelShadow.y = 162; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost.toString(), { size: 42, 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; // Initialize channeling properties for Erwin tower self.isChanneling = false; self.channelingTimer = 0; self.hangeActive = false; self.hangeSummoned = false; self.hangeInstance = null; // Initialize transformation properties for Eren tower self.isTransforming = false; self.transformationTimer = 0; self.isTitan = false; self.titanDuration = 0; // Declare baseGraphics early to avoid undefined errors 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 }); } // Create channel bar for Erwin tower (initially hidden) self.channelBarBg = null; self.channelBar = null; if (self.id === 'slow') { // Create channel bar background self.channelBarBg = self.attachAsset('staminaBarBg', { anchorX: 0.5, anchorY: 0.5 }); self.channelBarBg.y = -baseGraphics.height / 2 - 40; self.channelBarBg.width = 150; self.channelBarBg.height = 16; self.channelBarBg.visible = false; // Create channel bar self.channelBar = self.attachAsset('staminaBar', { anchorX: 0, anchorY: 0.5 }); self.channelBar.x = -self.channelBarBg.width / 2; self.channelBar.y = -baseGraphics.height / 2 - 40; self.channelBar.width = 0; self.channelBar.height = 16; self.channelBar.tint = 0x00ff00; // Green color self.channelBar.visible = false; } // Create transformation meter for Eren tower (initially hidden) self.transformBarBg = null; self.transformBar = null; if (self.id === 'rapid') { // Create transformation bar background self.transformBarBg = self.attachAsset('staminaBarBg', { anchorX: 0.5, anchorY: 0.5 }); self.transformBarBg.y = -baseGraphics.height / 2 - 40; self.transformBarBg.width = 150; self.transformBarBg.height = 16; self.transformBarBg.visible = false; // Create transformation bar self.transformBar = self.attachAsset('staminaBar', { anchorX: 0, anchorY: 0.5 }); self.transformBar.x = -self.transformBarBg.width / 2; self.transformBar.y = -baseGraphics.height / 2 - 40; self.transformBar.width = 0; self.transformBar.height = 16; self.transformBar.tint = 0xff0000; // Red color for transformation self.transformBar.visible = false; } switch (self.id) { case 'rapid': self.fireRate = 60; self.damage = 18; 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 = 13; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } // 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 () { // Handle Eren tower transformation if (self.id === 'rapid') { if (!self.isTransforming && !self.isTitan) { // Normal Eren tower - start transformation timer after spawning self.transformationTimer++; // Show transformation meter if (self.transformBarBg && self.transformBar) { self.transformBarBg.visible = true; self.transformBar.visible = true; // Calculate progress (transformation takes 600 frames = 10 seconds) var progress = self.transformationTimer / 600; self.transformBar.width = self.transformBarBg.width * progress; } // Transform to titan after 10 seconds if (self.transformationTimer >= 600) { self.isTitan = true; self.titanDuration = 600; // Stay as titan for 10 seconds self.transformationTimer = 0; // Switch to titan asset baseGraphics.visible = false; var titanGraphics = self.attachAsset('erentitan', { anchorX: 0.5, anchorY: 0.5 }); self.titanGraphics = titanGraphics; // Hide transformation meter when transformed if (self.transformBarBg && self.transformBar) { self.transformBarBg.visible = false; self.transformBar.visible = false; } } } else if (self.isTitan) { // In titan form - countdown to transform back self.titanDuration--; if (self.titanDuration <= 0) { // Transform back to normal Eren tower self.isTitan = false; self.transformationTimer = 0; // Remove titan graphics and show normal graphics if (self.titanGraphics && self.titanGraphics.parent) { self.removeChild(self.titanGraphics); } baseGraphics.visible = true; } } } // Handle Erwin tower channeling and Hange summoning if (self.id === 'slow' && self.isChanneling) { self.channelingTimer--; // Update channel bar progress if (self.channelBarBg && self.channelBar) { self.channelBarBg.visible = true; self.channelBar.visible = true; // Calculate progress (channeling starts at 600 and counts down to 0) var progress = (600 - self.channelingTimer) / 600; self.channelBar.width = self.channelBarBg.width * progress; } // After 5 seconds (300 frames), summon Hange if (!self.hangeSummoned && self.channelingTimer <= 300) { self.hangeSummoned = true; self.hangeActive = true; // Switch Erwin tower to attack asset at the exact moment of spawning var attackGraphics = self.attachAsset('erwinattack', { anchorX: 0.5, anchorY: 0.5 }); // Hide the original tower graphics baseGraphics.visible = false; // Switch back to normal graphics after 1 second (60 frames) LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent) { self.removeChild(attackGraphics); } // Show original tower graphics again baseGraphics.visible = true; }, 1000); // 1000ms attack animation duration // Create Hange near the tower self.hangeInstance = new Container(); var hangeGraphics = self.hangeInstance.attachAsset('hange', { anchorX: 0.5, anchorY: 0.5 }); // Position Hange next to the tower self.hangeInstance.x = self.x + 50; self.hangeInstance.y = self.y; game.addChild(self.hangeInstance); // Initialize Hange properties self.hangeInstance.attackTimer = 0; self.hangeInstance.attackRate = 48; // Attack every 0.8 seconds self.hangeInstance.damage = self.damage * 2; // Hange deals double damage self.hangeInstance.range = self.getRange() * 1.5; // Hange has 1.5x range self.hangeInstance.lifetime = 300; // Dies after 5 seconds } // Handle Hange's attacks if summoned if (self.hangeSummoned && self.hangeInstance && self.hangeInstance.parent) { self.hangeInstance.attackTimer++; self.hangeInstance.lifetime--; // Hange attacks enemies if (self.hangeInstance.attackTimer >= self.hangeInstance.attackRate) { self.hangeInstance.attackTimer = 0; // Find closest enemy in range var closestEnemy = null; var closestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.hangeInstance.x; var dy = enemy.y - self.hangeInstance.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.hangeInstance.range && distance < closestDistance) { closestDistance = distance; closestEnemy = enemy; } } // Attack the closest enemy if (closestEnemy) { // Switch to attack asset var attackGraphics = self.hangeInstance.attachAsset('hangeattack', { anchorX: 0.5, anchorY: 0.5 }); // Hide the original hange graphics var hangeGraphics = self.hangeInstance.children[0]; hangeGraphics.visible = false; // Switch back to normal graphics after attack duration LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent && self.hangeInstance && self.hangeInstance.parent) { self.hangeInstance.removeChild(attackGraphics); } // Show original hange graphics again if (hangeGraphics && self.hangeInstance && self.hangeInstance.parent) { hangeGraphics.visible = true; } }, 500); // 500ms attack animation duration // Send slashanim asset to enemy instead of bullet var slashAnim = LK.getAsset('slashanim', { anchorX: 0.5, anchorY: 0.5 }); slashAnim.x = self.hangeInstance.x; slashAnim.y = self.hangeInstance.y; game.addChild(slashAnim); // Animate slashanim to enemy using tween tween(slashAnim, { x: closestEnemy.x, y: closestEnemy.y }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Apply damage when animation reaches enemy if (self.hangeInstance && self.hangeInstance.parent) { closestEnemy.health -= self.hangeInstance.damage; } else { // Use default damage if hangeInstance is no longer available closestEnemy.health -= self.damage * 2; // Hange deals double damage } if (closestEnemy.health <= 0) { closestEnemy.health = 0; } else { closestEnemy.healthBar.width = closestEnemy.health / closestEnemy.maxHealth * 70; } // Apply splash damage effects since Hange uses splash attacks // Create visual splash effect var splashEffect = new EffectIndicator(closestEnemy.x, closestEnemy.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 !== closestEnemy) { var splashDx = otherEnemy.x - closestEnemy.x; var splashDy = otherEnemy.y - closestEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) if (self.hangeInstance && self.hangeInstance.parent) { otherEnemy.health -= self.hangeInstance.damage * 0.5; } else { // Use default damage if hangeInstance is no longer available otherEnemy.health -= self.damage * 2 * 0.5; // Hange deals double damage } if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } // Remove the slashanim asset after applying effects slashAnim.destroy(); } }); } } // Remove Hange after lifetime expires if (self.hangeInstance.lifetime <= 0) { game.removeChild(self.hangeInstance); self.hangeInstance = null; self.hangeActive = false; } } // End channeling after 10 seconds if (self.channelingTimer <= 0) { self.isChanneling = false; // Hide channel bar when channeling ends if (self.channelBarBg && self.channelBar) { self.channelBarBg.visible = false; self.channelBar.visible = false; } } return; // Skip normal tower behavior while channeling } // Hide channel bar when not channeling (for Erwin towers) if (self.id === 'slow' && !self.isChanneling && self.channelBarBg && self.channelBar) { self.channelBarBg.visible = false; self.channelBar.visible = false; } 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 () { // Special handling for Eren tower - can only attack in titan form if (self.id === 'rapid') { if (!self.isTitan) { return; // Cannot attack in normal form } } // Special handling for Erwin tower if (self.id === 'slow') { // Check if already channeling or if Hange is active if (self.isChanneling || self.hangeActive) { return; // Cannot attack while channeling or Hange is active } // Start channeling process self.isChanneling = true; self.channelingTimer = 600; // 10 seconds at 60 FPS self.hangeActive = false; self.hangeSummoned = false; // Show channel bar when starting to channel if (self.channelBarBg && self.channelBar) { self.channelBarBg.visible = true; self.channelBar.visible = true; self.channelBar.width = 0; // Start with empty bar } return; } 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) { // Only create bullets for Sasha tower (sniper) if (self.id === 'sniper') { 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; // Customize bullet appearance for sniper bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); } else { // For all other towers, send slashanim asset to enemy var slashAnim = LK.getAsset('slashanim', { anchorX: 0.5, anchorY: 0.5 }); slashAnim.x = self.x; slashAnim.y = self.y; game.addChild(slashAnim); // Animate slashanim to enemy using tween tween(slashAnim, { x: self.targetEnemy.x, y: self.targetEnemy.y }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Apply damage when animation reaches enemy // Check if target enemy still exists before accessing health property if (self.targetEnemy && self.targetEnemy.health !== undefined) { 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 tower type if (self.id === '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.id === '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 var slowPct = 0.5; if (self.level !== undefined) { var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.level - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; } else { self.targetEnemy.slowDuration = 180; } } } else if (self.id === '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; self.targetEnemy.poisonDuration = 300; } } // Remove the slashanim asset after applying effects slashAnim.destroy(); } }); } // Handle tower attack animations and add sword wave effects for all towers except Sasha if (self.id === 'rapid' && self.isTitan) { // Switch to attack asset var attackGraphics = self.attachAsset('erentitanattack', { anchorX: 0.5, anchorY: 0.5 }); // Hide the titan graphics if (self.titanGraphics) { self.titanGraphics.visible = false; } // Create sword wave animation var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash'); game.addChild(slashWave); // Switch back to titan graphics after attack duration LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent) { self.removeChild(attackGraphics); } // Show titan graphics again if (self.titanGraphics) { self.titanGraphics.visible = true; } }, 500); // 500ms attack animation duration } // Handle Levi tower attack animation if (self.id === 'poison') { // Switch to attack asset var attackGraphics = self.attachAsset('leviattack', { anchorX: 0.5, anchorY: 0.5 }); // Hide the original tower graphics baseGraphics.visible = false; // Switch back to normal graphics after attack duration LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent) { self.removeChild(attackGraphics); } // Show original tower graphics again baseGraphics.visible = true; }, 500); // 500ms attack animation duration } // Handle Sasha tower attack animation (no sword wave for sniper) if (self.id === 'sniper') { // Switch to attack asset var attackGraphics = self.attachAsset('sashaattack', { anchorX: 0.5, anchorY: 0.5 }); // Hide the original tower graphics baseGraphics.visible = false; // Switch back to normal graphics after attack duration LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent) { self.removeChild(attackGraphics); } // Show original tower graphics again baseGraphics.visible = true; }, 500); // 500ms attack animation duration } // Handle Mikasa tower attack animation if (self.id === 'splash') { // Switch to attack asset var attackGraphics = self.attachAsset('mikasaattack', { anchorX: 0.5, anchorY: 0.5 }); // Hide the original tower graphics baseGraphics.visible = false; // Create sword wave animation var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash'); game.addChild(slashWave); // Switch back to normal graphics after attack duration LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent) { self.removeChild(attackGraphics); } // Show original tower graphics again baseGraphics.visible = true; }, 500); // 500ms attack animation duration } // Handle Armin tower attack animation (default type) if (self.id === 'default') { // Switch to attack asset var attackGraphics = self.attachAsset('arminattack', { anchorX: 0.5, anchorY: 0.5 }); // Hide the original tower graphics baseGraphics.visible = false; // Create sword wave animation var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash'); game.addChild(slashWave); // Switch back to normal graphics after attack duration LK.setTimeout(function () { // Remove attack graphics if (attackGraphics && attackGraphics.parent) { self.removeChild(attackGraphics); } // Show original tower graphics again baseGraphics.visible = true; }, 500); // 500ms attack animation duration } // Handle other tower types (slow, poison) - add sword wave animations if (self.id === 'slow' || self.id === 'poison') { // Create sword wave animation for these tower types var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash'); game.addChild(slashWave); } } } }; 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 = 'Kael'; break; case 'sniper': characterName = 'Lyra'; break; case 'splash': characterName = 'Eira'; break; case 'slow': characterName = 'Darius'; break; case 'poison': characterName = 'Vale'; break; default: characterName = 'Raen'; } // 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.toString() + '/' + self.tower.maxLevel.toString() + '\nDamage: ' + self.tower.damage.toString() + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 68, fill: 0xFFFFFF, weight: 600 }); 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)); } if (statsText && statsText.setText) { statsText.setText('Level: ' + self.tower.level.toString() + '/' + self.tower.maxLevel.toString() + '\nDamage: ' + self.tower.damage.toString() + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); } if (buttonText && buttonText.setText) { buttonText.setText('Upgrade: ' + upgradeCost.toString() + ' gold'); } var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); if (sellButtonText && sellButtonText.setText) { sellButtonText.setText('Sell: +' + sellValue.toString() + ' gold'); } if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; if (buttonText && buttonText.setText) { 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 && buttonText.setText) { 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.toString() + ' gold'; if (buttonText && buttonText.setText) { 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: 48, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 2; startTextShadow.y = 2; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 48, 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; } var baseCount = self.enemyCounts[waveNumber - 1]; // Apply difficulty scaling to displayed enemy count if (game.selectedDifficulty) { var enemyCountMultiplier = 1.0; switch (game.selectedDifficulty) { case 'EASY': enemyCountMultiplier = 0.7; // Easy - 30% fewer enemies (reduced difficulty) break; case 'MEDIUM': enemyCountMultiplier = 1.1; // Medium - 10% more enemies (reduced difficulty) break; case 'HARD': enemyCountMultiplier = 1.4; // Hard - 40% more enemies (reduced difficulty) break; case 'EXTREME': enemyCountMultiplier = 1.8; // Extreme - 80% more enemies (reduced difficulty) break; } baseCount = Math.max(1, Math.round(baseCount * enemyCountMultiplier)); } return baseCount; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName; // Map enemy types to their proper names based on the assets switch (type) { case 'normal': typeName = "Giants"; break; case 'fast': typeName = "Fast Giant"; break; case 'flying': typeName = "Flying Giant"; break; case 'immune': typeName = "Immune Giant"; break; case 'swarm': typeName = "Swarm Giant"; break; default: typeName = "Giants"; } // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS " + typeName; } 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 ****/ // Add background asset to the game var backgroundAsset = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); // Scale the background to fill the entire screen backgroundAsset.width = 2048; backgroundAsset.height = 2732; backgroundAsset.x = 0; backgroundAsset.y = 0; backgroundAsset.alpha = 0.55; // Set 55% transparency (45% opacity) game.addChildAt(backgroundAsset, 0); // Add as the first child so it appears behind everything // Using defense icon as heart placeholder 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 - 76; // Move 2cm higher (2cm * 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: "'Copperplate 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 + 38; // 1cm (38 pixels) lower than previous position storyButton.down = function () { showStoryScreen(); }; } function startGame() { if (gameStarted) return; // Show difficulty page instead of starting game directly showDifficultyPage(); } function showStoryScreen() { // Hide main menu if (mainMenuContainer) { mainMenuContainer.visible = false; } // Create story screen container var storyContainer = new Container(); game.addChild(storyContainer); // Add black background var blackBackground = storyContainer.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 elegant gradient-style background layers var outerFrame = storyContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); outerFrame.width = 1900; outerFrame.height = 2400; outerFrame.tint = 0x1A252F; // Deep blue-gray frame outerFrame.alpha = 0.95; outerFrame.x = 2048 / 2; outerFrame.y = 2732 / 2; // Add story content background with refined design var storyBackground = storyContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); storyBackground.width = 1800; storyBackground.height = 2300; storyBackground.tint = 0x2C3E50; // Rich slate background storyBackground.alpha = 0.98; storyBackground.x = 2048 / 2; storyBackground.y = 2732 / 2; // Add decorative title frame var titleFrame = storyContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); titleFrame.width = 1600; titleFrame.height = 140; titleFrame.tint = 0x8B4513; // Warm bronze frame titleFrame.alpha = 0.8; titleFrame.x = 2048 / 2; titleFrame.y = 380; // Add enhanced story title with shadow var storyTitleShadow = new Text2("⚔ THE LAST STAND ⚔", { size: 100, fill: 0x000000, weight: 900 }); storyTitleShadow.anchor.set(0.5, 0.5); storyTitleShadow.x = 2048 / 2 + 4; storyTitleShadow.y = 384; storyContainer.addChild(storyTitleShadow); var storyTitle = new Text2("⚔ THE LAST STAND ⚔", { size: 100, fill: 0xFFD700, weight: 900 }); storyTitle.anchor.set(0.5, 0.5); storyTitle.x = 2048 / 2; storyTitle.y = 380; storyContainer.addChild(storyTitle); // Improved story text with better formatting and readability var storyText = "The Colossi have broken through. Humanity's final hour approaches.\n\n" + "After centuries of uneasy peace, the monstrous giants known as Colossi\n" + "have shattered the last barrier protecting mankind. The fortified city of\n" + "Aetherhold—humanity's final bastion—now faces total annihilation.\n\n" + "With the main army scattered and the city walls crumbling, only one\n" + "defense remains: YOU, the last Strategist of the Vanguard Order.\n\n" + "Command the six legendary heroes who stand between hope and despair:\n\n" + "• KAEL - Swift blade master with lightning-fast strikes\n" + "• LYRA - Precision marksman who never misses her mark\n" + "• DARIUS - Fearless commander who rallies nearby allies\n" + "• VALE - Silent assassin striking from the shadows\n" + "• EIRA - Elite guardian with unmatched combat reflexes\n" + "• RAEN - Volatile warrior wielding the giants' own power\n\n" + "Deploy your heroes strategically. Upgrade their abilities.\n" + "Adapt to each wave's unique threats and devastating power.\n\n" + "This is humanity's final gambit—not mere survival, but defiance.\n\n" + "Defend the last wall. Command the final heroes.\n" + "Turn the tide against the Colossi apocalypse."; // Create content area with better spacing var contentArea = storyContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); contentArea.width = 1650; contentArea.height = 1600; contentArea.tint = 0x34495E; // Darker content area contentArea.alpha = 0.7; contentArea.x = 2048 / 2; contentArea.y = 1400; // Add story content with shadow for depth var storyContentShadow = new Text2(storyText, { size: 44, fill: 0x000000, weight: 600 }); storyContentShadow.anchor.set(0.5, 0.5); storyContentShadow.x = 2048 / 2 + 3; storyContentShadow.y = 1403; storyContainer.addChild(storyContentShadow); var storyContentText = new Text2(storyText, { size: 44, fill: 0xECF0F1, //{t1} // Softer white for better readability weight: 600 }); storyContentText.anchor.set(0.5, 0.5); storyContentText.x = 2048 / 2; storyContentText.y = 1400; storyContainer.addChild(storyContentText); // Enhanced back button with better styling var backButton = new Container(); storyContainer.addChild(backButton); // Add glow effect for back button var backButtonGlow = backButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); backButtonGlow.width = 460; backButtonGlow.height = 140; backButtonGlow.tint = 0x8B0000; backButtonGlow.alpha = 0.3; // Add button background var backButtonBg = backButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); backButtonBg.width = 420; backButtonBg.height = 120; backButtonBg.tint = 0x8B0000; backButtonBg.alpha = 0.95; // Add decorative corners var leftCorner = backButton.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftCorner.width = 20; leftCorner.height = 20; leftCorner.tint = 0xFFD700; leftCorner.x = -180; leftCorner.y = 0; var rightCorner = backButton.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightCorner.width = 20; rightCorner.height = 20; rightCorner.tint = 0xFFD700; rightCorner.x = 180; rightCorner.y = 0; // Enhanced back text with shadow var backTextShadow = new Text2("◄ RETURN", { size: 58, fill: 0x000000, weight: 800 }); backTextShadow.anchor.set(0.5, 0.5); backTextShadow.x = 2; backTextShadow.y = 2; backButton.addChild(backTextShadow); var backText = new Text2("◄ RETURN", { size: 58, fill: 0xFFFFFF, weight: 800 }); backText.anchor.set(0.5, 0.5); backButton.addChild(backText); backButton.x = 2048 / 2; backButton.y = 2500; // Add hover effect for back button var backHoverEffect = backButton.attachAsset('menuhover', { anchorX: 0.5, anchorY: 0.5 }); backHoverEffect.visible = false; backHoverEffect.width = 440; backHoverEffect.height = 140; // Add entrance animation for the entire story screen storyContainer.alpha = 0; storyContainer.scaleX = 0.9; storyContainer.scaleY = 0.9; tween(storyContainer, { alpha: 1, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeOut }); // Back button functionality backButton.down = function () { // Add exit animation tween(storyContainer, { alpha: 0, scaleX: 0.9, scaleY: 0.9 }, { duration: 250, easing: tween.easeIn, onFinish: function onFinish() { // Remove story screen storyContainer.destroy(); // Show main menu again if (mainMenuContainer) { mainMenuContainer.visible = true; } } }); }; // Enhanced hover effects for back button backButton.move = function (x, y, obj) { var buttonLeft = this.x - 210; var buttonRight = this.x + 210; var buttonTop = this.y - 60; var buttonBottom = this.y + 60; var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom; backHoverEffect.visible = mouseInButton; if (mouseInButton) { // Enhanced hover animations tween.stop(this, { scaleX: true, scaleY: true }); tween(this, { scaleX: 1.05, scaleY: 1.05 }, { duration: 150, easing: tween.easeOut }); tween.stop(backText, { tint: true }); tween(backText, { tint: 0xFF4444 //{tq} // Brighter red on hover }, { duration: 200, easing: tween.easeOut }); backButtonGlow.alpha = 0.5; } else { // Reset animations tween.stop(this, { scaleX: true, scaleY: true }); tween(this, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeOut }); tween.stop(backText, { tint: true }); tween(backText, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); backButtonGlow.alpha = 0.3; } }; } 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: "EASY", y: 862 // Move 40 pixels lower }, { name: "MEDIUM", y: 1287 // 3cm higher (113 pixels) }, { name: "HARD", y: 1789 // Move 2cm lower (76 pixels) }, { name: "EXTREME", y: 2253 // Move 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 === "EASY") { buttonBg.tint = 0xD2B48C; // Tan color } else if (difficulty.name === "MEDIUM") { buttonBg.tint = 0x93C47D; // Pistachio green color } else if (difficulty.name === "HARD") { buttonBg.tint = 0x8B0000; // Dark red color } else if (difficulty.name === "EXTREME") { 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 === "EASY") { // 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 === "MEDIUM") { // 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 === "HARD") { // 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 === "EXTREME") { // 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; // Reset upgrades to zero and clear storage to prevent stacking upgrades = { damage: 0, range: 0, attackSpeed: 0, stamina: 0, castleHealth: 0, castleAttack: 0 }; // Clear all stored upgrade values storage.damageUpgrades = 0; storage.rangeUpgrades = 0; storage.attackSpeedUpgrades = 0; storage.staminaUpgrades = 0; storage.castleHealthUpgrades = 0; storage.castleAttackUpgrades = 0; // 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 showShopInterface() { // Create shop interface container var shopInterface = new Container(); game.addChild(shopInterface); // Add animated black semi-transparent background with gradient effect var shopBackground = shopInterface.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); shopBackground.width = 2048; shopBackground.height = 2732; shopBackground.tint = 0x000000; shopBackground.alpha = 0.85; // Slightly more opaque for better focus shopBackground.x = 2048 / 2; shopBackground.y = 2732 / 2; // Add premium shop window with enhanced design var shopWindow = shopInterface.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); shopWindow.width = 1700; // Slightly wider for better proportions shopWindow.height = 1300; // Slightly taller for better spacing shopWindow.tint = 0x1A252F; // Premium dark blue-gray shopWindow.alpha = 0.98; // Near opaque for professional look shopWindow.x = 2048 / 2; shopWindow.y = 2732 / 2; // Add decorative border for the shop window var shopBorder = shopInterface.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); shopBorder.width = 1720; shopBorder.height = 1320; shopBorder.tint = 0x52796F; // Elegant sage green border shopBorder.alpha = 0.9; shopBorder.x = 2048 / 2; shopBorder.y = 2732 / 2; // Add premium title background with glow effect var titleBackground = shopInterface.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); titleBackground.width = 1600; titleBackground.height = 100; titleBackground.tint = 0x2D3436; // Professional dark gray titleBackground.alpha = 0.95; titleBackground.x = 2048 / 2; titleBackground.y = 2732 / 2 - 550; // Add enhanced shop title with shadow effect var shopTitleShadow = new Text2("⚔ UPGRADE ARSENAL ⚔", { size: 90, fill: 0x000000, weight: 900 }); shopTitleShadow.anchor.set(0.5, 0.5); shopTitleShadow.x = 2048 / 2 + 3; shopTitleShadow.y = 2732 / 2 - 547; shopInterface.addChild(shopTitleShadow); var shopTitle = new Text2("⚔ UPGRADE ARSENAL ⚔", { size: 90, fill: 0xFDCB6E, // Premium gold color weight: 900 }); shopTitle.anchor.set(0.5, 0.5); shopTitle.x = 2048 / 2; shopTitle.y = 2732 / 2 - 550; // Moved up slightly for better positioning shopInterface.addChild(shopTitle); // Add current gold display with enhanced styling var goldDisplayBg = shopInterface.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); goldDisplayBg.width = 400; goldDisplayBg.height = 70; goldDisplayBg.tint = 0x8B6914; // Rich gold background goldDisplayBg.alpha = 0.9; goldDisplayBg.x = 2048 / 2; goldDisplayBg.y = 2732 / 2 - 460; // Add coin decorations around gold display var leftCoin = shopInterface.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftCoin.width = 25; leftCoin.height = 25; leftCoin.tint = 0xFFD700; // Bright gold leftCoin.x = 2048 / 2 - 120; leftCoin.y = 2732 / 2 - 460; var rightCoin = shopInterface.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightCoin.width = 25; rightCoin.height = 25; rightCoin.tint = 0xFFD700; // Bright gold rightCoin.x = 2048 / 2 + 120; rightCoin.y = 2732 / 2 - 460; var goldDisplayShadow = new Text2("Gold: " + gold, { size: 48, fill: 0x000000, weight: 800 }); goldDisplayShadow.anchor.set(0.5, 0.5); goldDisplayShadow.x = 2048 / 2 + 2; goldDisplayShadow.y = 2732 / 2 - 458; shopInterface.addChild(goldDisplayShadow); var goldDisplay = new Text2("Gold: " + gold, { size: 48, fill: 0xFFD700, // Bright gold text weight: 800 }); goldDisplay.anchor.set(0.5, 0.5); goldDisplay.x = 2048 / 2; goldDisplay.y = 2732 / 2 - 460; shopInterface.addChild(goldDisplay); // Enhanced close button with premium styling var closeButton = new Container(); shopInterface.addChild(closeButton); // Add glow effect for close button var closeGlow = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeGlow.width = 140; closeGlow.height = 140; closeGlow.tint = 0xFF4444; closeGlow.alpha = 0.3; var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 120; closeBackground.height = 120; closeBackground.tint = 0x8B0000; // Darker red for premium look closeBackground.alpha = 0.95; // Add close button shadow var closeTextShadow = new Text2('✕', { size: 70, fill: 0x000000, weight: 900 }); closeTextShadow.anchor.set(0.5, 0.5); closeTextShadow.x = 2; closeTextShadow.y = 2; closeButton.addChild(closeTextShadow); var closeText = new Text2('✕', { size: 70, fill: 0xFFFFFF, weight: 900 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = 2048 / 2 + 790; // Adjusted for new window size closeButton.y = 2732 / 2 - 590; // Adjusted for new window size // Add hover effect for close button closeButton.move = function (x, y, obj) { var buttonLeft = this.x - 60; var buttonRight = this.x + 60; var buttonTop = this.y - 60; var buttonBottom = this.y + 60; var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom; if (mouseInButton) { tween.stop(this, { scaleX: true, scaleY: true }); tween(this, { scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.easeOut }); closeGlow.alpha = 0.5; } else { tween.stop(this, { scaleX: true, scaleY: true }); tween(this, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeOut }); closeGlow.alpha = 0.3; } }; closeButton.down = function () { // Add satisfying close animation tween(shopInterface, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { shopInterface.destroy(); } }); }; // Add entrance animation for the shop shopInterface.alpha = 0; shopInterface.scaleX = 0.8; shopInterface.scaleY = 0.8; tween(shopInterface, { alpha: 1, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.backOut }); // Create upgrade buttons container with better positioning var upgradesContainer = new Container(); upgradesContainer.x = 2048 / 2; upgradesContainer.y = 2732 / 2 - 100; // Better centering shopInterface.addChild(upgradesContainer); // Helper function to create premium upgrade button function createUpgradeButton(upgradeType, yPos, iconAsset, title, description, currentLevel, maxLevel, cost, color) { var upgradeContainer = new Container(); upgradesContainer.addChild(upgradeContainer); upgradeContainer.y = yPos; // Add subtle glow background var glowBg = upgradeContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); glowBg.width = 1520; glowBg.height = 100; glowBg.tint = color; glowBg.alpha = 0.15; // Main button background with gradient effect var mainBg = upgradeContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); mainBg.width = 1500; mainBg.height = 90; var isMaxLevel = currentLevel >= maxLevel; var canAfford = gold >= cost; mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? color : 0x2C1810; mainBg.alpha = 0.95; // Left section for icon and title var iconBg = upgradeContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); iconBg.width = 80; iconBg.height = 80; iconBg.tint = color; iconBg.alpha = 0.8; iconBg.x = -680; // Add upgrade icon var upgradeIcon = upgradeContainer.attachAsset(iconAsset, { anchorX: 0.5, anchorY: 0.5 }); upgradeIcon.width = 60; upgradeIcon.height = 60; upgradeIcon.x = -680; upgradeIcon.tint = 0xFFFFFF; upgradeIcon.alpha = 1.0; // Title section var titleShadow = new Text2(title, { size: 52, fill: 0x000000, weight: 900 }); titleShadow.anchor.set(0, 0.5); titleShadow.x = -620; titleShadow.y = -12; upgradeContainer.addChild(titleShadow); var titleText = new Text2(title, { size: 52, fill: 0xFFFFFF, weight: 900 }); titleText.anchor.set(0, 0.5); titleText.x = -618; titleText.y = -15; upgradeContainer.addChild(titleText); // Description section var descShadow = new Text2(description, { size: 36, fill: 0x000000, weight: 700 }); descShadow.anchor.set(0, 0.5); descShadow.x = -620; descShadow.y = 17; upgradeContainer.addChild(descShadow); var descText = new Text2(description, { size: 36, fill: 0xCCCCCC, weight: 700 }); descText.anchor.set(0, 0.5); descText.x = -618; descText.y = 15; upgradeContainer.addChild(descText); // Level indicator section var levelBg = upgradeContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); levelBg.width = 200; levelBg.height = 50; levelBg.tint = 0x2D3436; levelBg.alpha = 0.9; levelBg.x = 150; var levelShadow = new Text2("LV " + currentLevel + "/" + maxLevel, { size: 40, fill: 0x000000, weight: 800 }); levelShadow.anchor.set(0.5, 0.5); levelShadow.x = 152; levelShadow.y = 2; upgradeContainer.addChild(levelShadow); var levelText = new Text2("LV " + currentLevel + "/" + maxLevel, { size: 40, fill: isMaxLevel ? 0xFFD700 : 0x74B9FF, weight: 800 }); levelText.anchor.set(0.5, 0.5); levelText.x = 150; levelText.y = 0; upgradeContainer.addChild(levelText); // Cost section with coin decorations var costBg = upgradeContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); costBg.width = 250; costBg.height = 60; costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000; costBg.alpha = 0.9; costBg.x = 450; // Add coin decorations var leftCoinCost = upgradeContainer.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftCoinCost.width = 20; leftCoinCost.height = 20; leftCoinCost.tint = 0xFFD700; leftCoinCost.x = 375; var rightCoinCost = upgradeContainer.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightCoinCost.width = 20; rightCoinCost.height = 20; rightCoinCost.tint = 0xFFD700; rightCoinCost.x = 525; var costShadow = new Text2(isMaxLevel ? "MAX" : cost.toString(), { size: 42, fill: 0x000000, weight: 800 }); costShadow.anchor.set(0.5, 0.5); costShadow.x = 452; costShadow.y = 2; upgradeContainer.addChild(costShadow); var costText = new Text2(isMaxLevel ? "MAX" : cost.toString(), { size: 42, fill: isMaxLevel ? 0xCCCCCC : 0xFFD700, weight: 800 }); costText.anchor.set(0.5, 0.5); costText.x = 450; costText.y = 0; upgradeContainer.addChild(costText); // Store references for updates upgradeContainer.elements = { mainBg: mainBg, titleText: titleText, descText: descText, levelText: levelText, levelShadow: levelShadow, costText: costText, costShadow: costShadow, costBg: costBg, leftCoinCost: leftCoinCost, rightCoinCost: rightCoinCost }; // Add hover effects upgradeContainer.move = function (x, y, obj) { if (isMaxLevel) return; var buttonLeft = this.x - 750; var buttonRight = this.x + 750; var buttonTop = this.y - 45; var buttonBottom = this.y + 45; var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom; if (mouseInButton && canAfford) { tween.stop(this, { scaleX: true, scaleY: true }); tween(this, { scaleX: 1.02, scaleY: 1.02 }, { duration: 150, easing: tween.easeOut }); glowBg.alpha = 0.25; } else { tween.stop(this, { scaleX: true, scaleY: true }); tween(this, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeOut }); glowBg.alpha = 0.15; } }; return upgradeContainer; } // Create damage upgrade with enhanced styling var damageUpgradeContainer = createUpgradeButton('damage', -250, 'attackst', 'DAMAGE BOOST', 'Increase hero attack power', upgrades.damage, upgradeMaxLevels.damage, upgradeCosts.damage, 0xE74C3C); // Create all remaining upgrade buttons var rangeUpgradeContainer = createUpgradeButton('range', -150, 'rangest', 'RANGE EXTENSION', 'Extend hero attack reach', upgrades.range, upgradeMaxLevels.range, upgradeCosts.range, 0x3498DB); var attackSpeedUpgradeContainer = createUpgradeButton('attackSpeed', -50, 'speedst', 'COMBAT SPEED', 'Increase attack frequency', upgrades.attackSpeed, upgradeMaxLevels.attackSpeed, upgradeCosts.attackSpeed, 0x2ECC71); var staminaUpgradeContainer = createUpgradeButton('stamina', 50, 'staminast', 'ENDURANCE BOOST', 'Increase maximum stamina', upgrades.stamina, upgradeMaxLevels.stamina, upgradeCosts.stamina, 0xF39C12); var castleHealthUpgradeContainer = createUpgradeButton('castleHealth', 150, 'castlearmor', 'FORTRESS ARMOR', 'Strengthen castle defenses', upgrades.castleHealth, upgradeMaxLevels.castleHealth, upgradeCosts.castleHealth, 0x9B59B6); var castleAttackUpgradeContainer = createUpgradeButton('castleAttack', 250, 'siegegun', 'SIEGE WEAPONS', 'Activate castle cannons', upgrades.castleAttack, upgradeMaxLevels.castleAttack, upgradeCosts.castleAttack, 0x34495E); // Update function for all upgrade buttons function updateAllUpgradeButtons() { // Update gold display goldDisplay.setText("Gold: " + gold); goldDisplayShadow.setText("Gold: " + gold); // Update damage upgrade var isMaxLevel = upgrades.damage >= upgradeMaxLevels.damage; var canAfford = gold >= upgradeCosts.damage; damageUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0xE74C3C : 0x2C1810; damageUpgradeContainer.elements.levelText.setText("LV " + upgrades.damage + "/" + upgradeMaxLevels.damage); damageUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.damage + "/" + upgradeMaxLevels.damage); damageUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF; damageUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.damage.toString()); damageUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.damage.toString()); damageUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000; // Update range upgrade isMaxLevel = upgrades.range >= upgradeMaxLevels.range; canAfford = gold >= upgradeCosts.range; rangeUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x3498DB : 0x2C1810; rangeUpgradeContainer.elements.levelText.setText("LV " + upgrades.range + "/" + upgradeMaxLevels.range); rangeUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.range + "/" + upgradeMaxLevels.range); rangeUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF; rangeUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.range.toString()); rangeUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.range.toString()); rangeUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000; // Update attack speed upgrade isMaxLevel = upgrades.attackSpeed >= upgradeMaxLevels.attackSpeed; canAfford = gold >= upgradeCosts.attackSpeed; attackSpeedUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x2ECC71 : 0x2C1810; attackSpeedUpgradeContainer.elements.levelText.setText("LV " + upgrades.attackSpeed + "/" + upgradeMaxLevels.attackSpeed); attackSpeedUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.attackSpeed + "/" + upgradeMaxLevels.attackSpeed); attackSpeedUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF; attackSpeedUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.attackSpeed.toString()); attackSpeedUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.attackSpeed.toString()); attackSpeedUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000; // Update stamina upgrade isMaxLevel = upgrades.stamina >= upgradeMaxLevels.stamina; canAfford = gold >= upgradeCosts.stamina; staminaUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0xF39C12 : 0x2C1810; staminaUpgradeContainer.elements.levelText.setText("LV " + upgrades.stamina + "/" + upgradeMaxLevels.stamina); staminaUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.stamina + "/" + upgradeMaxLevels.stamina); staminaUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF; staminaUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.stamina.toString()); staminaUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.stamina.toString()); staminaUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000; // Update castle health upgrade isMaxLevel = upgrades.castleHealth >= upgradeMaxLevels.castleHealth; canAfford = gold >= upgradeCosts.castleHealth; castleHealthUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x9B59B6 : 0x2C1810; castleHealthUpgradeContainer.elements.levelText.setText("LV " + upgrades.castleHealth + "/" + upgradeMaxLevels.castleHealth); castleHealthUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.castleHealth + "/" + upgradeMaxLevels.castleHealth); castleHealthUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF; castleHealthUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.castleHealth.toString()); castleHealthUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.castleHealth.toString()); castleHealthUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000; // Update castle attack upgrade isMaxLevel = upgrades.castleAttack >= upgradeMaxLevels.castleAttack; canAfford = gold >= upgradeCosts.castleAttack; castleAttackUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x34495E : 0x2C1810; castleAttackUpgradeContainer.elements.levelText.setText("LV " + upgrades.castleAttack + "/" + upgradeMaxLevels.castleAttack); castleAttackUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.castleAttack + "/" + upgradeMaxLevels.castleAttack); castleAttackUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF; castleAttackUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.castleAttack.toString()); castleAttackUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.castleAttack.toString()); castleAttackUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000; } // Call update function initially updateAllUpgradeButtons(); // Unified upgrade handler function function handleUpgrade(upgradeType, upgradeContainer) { var currentLevel = upgrades[upgradeType]; var maxLevel = upgradeMaxLevels[upgradeType]; var cost = upgradeCosts[upgradeType]; if (currentLevel >= maxLevel) { var notification = game.addChild(new Notification(upgradeType.charAt(0).toUpperCase() + upgradeType.slice(1) + " upgrade maxed out!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (gold >= cost) { // Add satisfying purchase animation tween(upgradeContainer, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(upgradeContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); setGold(gold - cost); upgrades[upgradeType]++; storage[upgradeType + 'Upgrades'] = upgrades[upgradeType]; // Apply upgrades based on type switch (upgradeType) { case 'damage': if (player) player.attackDamage += 5; var notification = game.addChild(new Notification("⚔ DAMAGE BOOST! +" + upgrades.damage * 5 + " total damage")); break; case 'range': if (player) player.attackRange += 0.3 * CELL_SIZE; var notification = game.addChild(new Notification("🎯 RANGE EXTENDED! +" + (upgrades.range * 0.3).toFixed(1) + " range")); break; case 'attackSpeed': if (player) player.attackCooldownMax = Math.max(5, player.attackCooldownMax - 9); var notification = game.addChild(new Notification("⚡ SPEED BOOST! Faster attacks")); break; case 'stamina': if (player) { player.maxStamina += 20; player.stamina = Math.min(player.stamina + 20, player.maxStamina); } var notification = game.addChild(new Notification("💪 ENDURANCE UP! +" + upgrades.stamina * 20 + " max stamina")); break; case 'castleHealth': if (baseCastle) { baseCastle.maxHealth += 30; baseCastle.health = Math.min(baseCastle.health + 30, baseCastle.maxHealth); } var notification = game.addChild(new Notification("🏰 FORTRESS STRENGTHENED! +" + upgrades.castleHealth * 30 + " max health")); break; case 'castleAttack': if (baseCastle) { baseCastle.canAttack = true; baseCastle.attackDamage = 20; baseCastle.attackRange = CELL_SIZE * 4; baseCastle.fireRate = 120; } var notification = game.addChild(new Notification("⚔ SIEGE WEAPONS ACTIVATED!")); break; } notification.x = 2048 / 2; notification.y = grid.height - 50; updateAllUpgradeButtons(); } else { var notification = game.addChild(new Notification("💰 Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } // Assign handlers to all upgrade containers damageUpgradeContainer.down = function () { handleUpgrade('damage', this); }; rangeUpgradeContainer.down = function () { handleUpgrade('range', this); }; attackSpeedUpgradeContainer.down = function () { handleUpgrade('attackSpeed', this); }; staminaUpgradeContainer.down = function () { handleUpgrade('stamina', this); }; castleHealthUpgradeContainer.down = function () { handleUpgrade('castleHealth', this); }; castleAttackUpgradeContainer.down = function () { handleUpgrade('castleAttack', this); }; // Range upgrade - using proper elements structure // (This duplicate range upgrade container is removed as it's already created by createUpgradeButton above) // Old individual upgrade containers removed - now using unified premium upgrade system // Close shop when clicking on background shopBackground.down = function () { shopInterface.destroy(); }; } // Create kill count UI display var killCountContainer = new Container(); LK.gui.topRight.addChild(killCountContainer); // Position container below hero stats area killCountContainer.x = -40; // Same X position as hero stats killCountContainer.y = 320; // Position below hero stats area // Create main background for kill count UI var killCountBackground = killCountContainer.attachAsset('notification', { anchorX: 1.0, anchorY: 0 }); killCountBackground.width = 300; // Compact width for kill count killCountBackground.height = 120; // Compact height killCountBackground.tint = 0x8B0000; // Dark red background for combat theme killCountBackground.alpha = 0.95; // Create decorative border var killCountBorder = killCountContainer.attachAsset('notification', { anchorX: 1.0, anchorY: 0 }); killCountBorder.width = 310; killCountBorder.height = 130; killCountBorder.tint = 0x2C3E50; // Dark border killCountBorder.alpha = 0.9; killCountBorder.x = 5; killCountBorder.y = -5; // Create title background var killCountTitleBg = killCountContainer.attachAsset('notification', { anchorX: 1.0, anchorY: 0 }); killCountTitleBg.width = 280; killCountTitleBg.height = 40; killCountTitleBg.tint = 0x2D3436; // Dark gray for title killCountTitleBg.alpha = 0.98; killCountTitleBg.x = -10; killCountTitleBg.y = 10; // Add title with shadow effect var killCountTitleShadow = new Text2('💀 KILLS 💀', { size: 28, fill: 0x000000, weight: 900 }); killCountTitleShadow.anchor.set(1.0, 0.5); killCountTitleShadow.x = -25; killCountTitleShadow.y = 32; killCountContainer.addChild(killCountTitleShadow); var killCountTitle = new Text2('💀 KILLS 💀', { size: 28, fill: 0xFF6B6B, // Red color for kills title weight: 900 }); killCountTitle.anchor.set(1.0, 0.5); killCountTitle.x = -22; killCountTitle.y = 30; killCountContainer.addChild(killCountTitle); // Add kill count value with shadow var killCountValueShadow = new Text2('0', { size: 48, fill: 0x000000, weight: 900 }); killCountValueShadow.anchor.set(1.0, 0.5); killCountValueShadow.x = -22; killCountValueShadow.y = 82; killCountContainer.addChild(killCountValueShadow); var killCountValue = new Text2('0', { size: 48, fill: 0xFFD700, // Gold color for the count weight: 900 }); killCountValue.anchor.set(1.0, 0.5); killCountValue.x = -20; killCountValue.y = 80; killCountContainer.addChild(killCountValue); // Hide kill count UI initially killCountContainer.visible = false; // Create hero stats display with enhanced aesthetic design and better positioning var heroStatsContainer = new Container(); LK.gui.topRight.addChild(heroStatsContainer); // Position container away from road and with proper spacing heroStatsContainer.x = -40; // Further from right edge to avoid road overlap heroStatsContainer.y = -6; // Moved 0.7cm lower (-33 + 27 = -6) for better positioning // Create main background with better design to avoid road overlap var statsBackground = heroStatsContainer.attachAsset('notification', { anchorX: 1.0, anchorY: 0 }); statsBackground.width = 380; // Slightly narrower to avoid road statsBackground.height = 300; // Optimal height statsBackground.tint = 0x1A252F; // Better contrasting dark background statsBackground.alpha = 0.95; // Create decorative border with better visibility var borderBackground = heroStatsContainer.attachAsset('notification', { anchorX: 1.0, anchorY: 0 }); borderBackground.width = 390; borderBackground.height = 310; borderBackground.tint = 0x52796F; // Darker sage green border borderBackground.alpha = 0.9; borderBackground.x = 5; borderBackground.y = -5; // Create title background with better contrast var titleBackground = heroStatsContainer.attachAsset('notification', { anchorX: 1.0, anchorY: 0 }); titleBackground.width = 360; // Better proportions titleBackground.height = 55; // Optimal title bar height titleBackground.tint = 0x2D3436; // Better contrast dark gray titleBackground.alpha = 0.98; titleBackground.x = -10; titleBackground.y = 10; // Add title with enhanced shadow effect var titleShadow = new Text2('⚔ HERO STATUS ⚔', { // Enhanced title with symbols size: 34, fill: 0x000000, weight: 900 }); titleShadow.anchor.set(1.0, 0.5); titleShadow.x = -25; titleShadow.y = 39; // Centered in title bar heroStatsContainer.addChild(titleShadow); var titleText = new Text2('⚔ HERO STATUS ⚔', { size: 34, fill: 0xFDCB6E, // Better golden color for title weight: 900 }); titleText.anchor.set(1.0, 0.5); titleText.x = -22; titleText.y = 37; // Centered in title bar heroStatsContainer.addChild(titleText); // Create enhanced stat rows with better spacing and design var statRows = []; var statIcons = ['attackst', 'rangest', 'speedst', 'staminast']; var statYPositions = [85, 135, 185, 235]; // Better compact spacing var statLabels = ['DAMAGE', 'RANGE', 'SPEED', 'STAMINA']; // Full descriptive names for (var i = 0; i < 4; i++) { var statRow = new Container(); heroStatsContainer.addChild(statRow); statRow.y = statYPositions[i]; statRows.push(statRow); // Add subtle glow background for each stat row var statGlow = statRow.attachAsset('notification', { anchorX: 1.0, anchorY: 0.5 }); statGlow.width = 355; statGlow.height = 42; statGlow.tint = 0x636E72; // Better neutral glow statGlow.alpha = 0.25; statGlow.x = -12; statGlow.y = 0; // Add main stat background with better design var statBg = statRow.attachAsset('notification', { anchorX: 1.0, anchorY: 0.5 }); statBg.width = 350; statBg.height = 40; statBg.tint = 0x2D3436; // Consistent with title statBg.alpha = 0.9; statBg.x = -15; statBg.y = 0; // Add icon background circle for better contrast var iconBg = statRow.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); iconBg.width = 44; iconBg.height = 44; iconBg.tint = 0x74B9FF; // Vibrant blue background for icons iconBg.alpha = 0.85; iconBg.x = -45; // Better positioning for icon background iconBg.y = 0; // Add stat icon with enhanced positioning and proper coloring var statIcon = statRow.attachAsset(statIcons[i], { anchorX: 0.5, anchorY: 0.5 }); statIcon.width = 36; // Proper icon size statIcon.height = 36; statIcon.x = -45; // Centered on icon background statIcon.y = 0; statIcon.tint = 0xFFFFFF; // Make icons white/visible instead of transparent statIcon.alpha = 1.0; // Full opacity // Add stat label with enhanced shadow var statLabelShadow = new Text2(statLabels[i], { size: 28, fill: 0x000000, weight: 800 }); statLabelShadow.anchor.set(1.0, 0.5); statLabelShadow.x = -250; statLabelShadow.y = 2; statRow.addChild(statLabelShadow); // Add stat label with better styling and colors var statLabel = new Text2(statLabels[i], { size: 28, fill: 0xFFFFFF, // White text for better visibility weight: 800 }); statLabel.anchor.set(1.0, 0.5); statLabel.x = -248; statLabel.y = 0; statRow.addChild(statLabel); // Add stat value shadow with offset var statValueShadow = new Text2('', { size: 32, fill: 0x000000, weight: 900 }); statValueShadow.anchor.set(1.0, 0.5); statValueShadow.x = -82; statValueShadow.y = 2; statRow.addChild(statValueShadow); // Add stat value with color coding var statValue = new Text2('', { size: 32, fill: 0xCCCCCC, // Light gray for stat values weight: 900 }); statValue.anchor.set(1.0, 0.5); statValue.x = -80; statValue.y = 0; statRow.addChild(statValue); } // Update hero stats display with enhanced formatting and effects function updateHeroStats() { if (player && statRows.length >= 4) { // Calculate stats with proper bounds checking and safe conversion var damage = Math.max(0, Math.round(player.attackDamage || 0)); var range = Math.max(0, (player.attackRange || 0) / CELL_SIZE).toFixed(1); var attacksPerSecond = Math.max(0, 60 / Math.max(1, player.attackCooldownMax || 1)).toFixed(1); var stamina = Math.max(0, Math.round(player.stamina || 0)); var maxStamina = Math.max(1, Math.round(player.maxStamina || 1)); var staminaPercent = stamina / maxStamina; // Enhanced stat values with consistent formatting and safe string conversion var statValues = [damage.toString(), range.toString() + ' tiles', attacksPerSecond.toString() + '/sec', stamina.toString() + '/' + maxStamina.toString()]; // Use bright, consistent colors for all stats with better visibility var statColors = [0xFFD700, // Damage - bright gold 0x00BFFF, // Range - bright blue 0x32CD32, // Speed - bright green 0xFF6347 // Stamina - bright orange-red ]; var statLabels = ['DAMAGE', 'RANGE', 'SPEED', 'STAMINA']; for (var i = 0; i < 4; i++) { if (statRows[i] && statRows[i].children && statRows[i].children.length >= 8) { // Ensure all text objects exist before updating var labelShadow = statRows[i].children[4]; var label = statRows[i].children[5]; var valueShadow = statRows[i].children[6]; var value = statRows[i].children[7]; // Update label shadow (child index 4 in new layout) with consistent formatting if (labelShadow && labelShadow.setText && statLabels[i]) { labelShadow.setText(statLabels[i]); labelShadow.tint = 0x000000; labelShadow.alpha = 1.0; } // Update label (child index 5) with bright white text if (label && label.setText && statLabels[i]) { label.setText(statLabels[i]); label.tint = 0xFFFFFF; label.alpha = 1.0; } // Update value shadow (child index 6) with consistent black shadow if (valueShadow && valueShadow.setText && statValues[i]) { valueShadow.setText(statValues[i]); valueShadow.tint = 0x000000; valueShadow.alpha = 1.0; } // Update value with bright color coding (child index 7) if (value && value.setText && statValues[i]) { value.setText(statValues[i]); value.tint = statColors[i]; value.alpha = 1.0; } // Add special visual effects for low stamina if (i === 3 && staminaPercent < 0.3) { // Flash stamina when critically low if (LK.ticks % 60 < 30) { // Flash every second if (value) value.alpha = 0.6; if (valueShadow) valueShadow.alpha = 0.6; } else { if (value) value.alpha = 1.0; if (valueShadow) valueShadow.alpha = 1.0; } } else { if (value) value.alpha = 1.0; if (valueShadow) valueShadow.alpha = 1.0; } } } } } // Hide stats initially heroStatsContainer.visible = false; // Create base health UI display with heart icon var baseHealthContainer = new Container(); LK.gui.topLeft.addChild(baseHealthContainer); // Position container away from the top-left platform menu icon (avoid 100x100 px area) baseHealthContainer.x = 120; // 120px from left edge to avoid platform menu baseHealthContainer.y = 20; // 20px from top edge // Create main background for base health UI var baseHealthBackground = baseHealthContainer.attachAsset('notification', { anchorX: 0, anchorY: 0 }); baseHealthBackground.width = 280; // Compact width baseHealthBackground.height = 80; // Compact height baseHealthBackground.tint = 0x2C3E50; // Dark blue-gray background baseHealthBackground.alpha = 0.9; // Create decorative border var baseHealthBorder = baseHealthContainer.attachAsset('notification', { anchorX: 0, anchorY: 0 }); baseHealthBorder.width = 290; baseHealthBorder.height = 90; baseHealthBorder.tint = 0x8B0000; // Dark red border for castle theme baseHealthBorder.alpha = 0.8; baseHealthBorder.x = -5; baseHealthBorder.y = -5; // Add health UI icon var heartIcon = baseHealthContainer.attachAsset('healthui', { anchorX: 0.5, anchorY: 0.5 }); heartIcon.width = 50; // Appropriate size for compact UI heartIcon.height = 50; heartIcon.tint = 0xFF0000; // Red heart color heartIcon.x = 35; // Position near left side heartIcon.y = 40; // Center vertically // Add castle health text with shadow var baseHealthTextShadow = new Text2('', { size: 32, fill: 0x000000, weight: 800 }); baseHealthTextShadow.anchor.set(0, 0.5); baseHealthTextShadow.x = 72; // Position after heart icon + margin baseHealthTextShadow.y = 42; // Slightly offset for shadow effect baseHealthContainer.addChild(baseHealthTextShadow); // Add main castle health text var baseHealthText = new Text2('', { size: 32, fill: 0xFFFFFF, weight: 800 }); baseHealthText.anchor.set(0, 0.5); baseHealthText.x = 70; // Position after heart icon + margin baseHealthText.y = 40; // Center vertically baseHealthContainer.addChild(baseHealthText); // Function to update kill count display function updateKillCount() { if (killCountValue && killCountValueShadow) { var killText = killCount.toString(); killCountValue.setText(killText); killCountValueShadow.setText(killText); // Change color based on kill count milestones if (killCount >= 100) { killCountValue.tint = 0xFF1744; // Bright red for high kills } else if (killCount >= 50) { killCountValue.tint = 0xFF5722; // Orange-red for medium kills } else if (killCount >= 25) { killCountValue.tint = 0xFFD700; // Gold for decent kills } else { killCountValue.tint = 0xFFFFFF; // White for low kills } } } // Function to update base health display function updateBaseHealth() { if (baseCastle && baseHealthText && baseHealthTextShadow) { var healthText = baseCastle.health + '/' + baseCastle.maxHealth; baseHealthText.setText(healthText); baseHealthTextShadow.setText(healthText); // Change heart color based on health percentage var healthPercent = baseCastle.health / baseCastle.maxHealth; if (healthPercent > 0.6) { heartIcon.tint = 0xFF0000; // Red for healthy } else if (healthPercent > 0.3) { heartIcon.tint = 0xFF6600; // Orange for damaged } else { heartIcon.tint = 0x990000; // Dark red for critical } // Change text color based on health if (healthPercent > 0.6) { baseHealthText.tint = 0x00FF00; // Green for healthy } else if (healthPercent > 0.3) { baseHealthText.tint = 0xFFFF00; // Yellow for damaged } else { baseHealthText.tint = 0xFF0000; // Red for critical } } } // Hide base health UI initially baseHealthContainer.visible = false; function initializeGameElements() { // Show previously hidden UI elements // waveIndicator.visible = true; // Removed - keep wave indicator hidden nextWaveButton.visible = true; shopButton.visible = true; // Show shop button when game starts towerLayer.visible = true; enemyLayer.visible = true; goldImage.visible = true; goldText.visible = true; heroStatsContainer.visible = true; // Show hero stats when game starts baseHealthContainer.visible = true; // Show base health when game starts killCountContainer.visible = true; // Show kill count when game starts // Reset kill count for new game killCount = 0; updateKillCount(); // 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; // Reset player stats to base values only (no upgrades applied) player.attackDamage = 15; // Base damage player.attackRange = CELL_SIZE * 1.0; // Base range player.attackCooldownMax = 30; // Base cooldown // No upgrades applied since they are all reset to 0 } // Show spawn point if (spawnPoint) { spawnPoint.visible = true; } // Show base castle if (baseCastle) { baseCastle.visible = true; } // Initialize hero stats display updateHeroStats(); // Any other game initialization that should happen when starting } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; // Initialize upgrade system with storage - reset everything to 0 var upgrades = { damage: 0, range: 0, attackSpeed: 0, stamina: 0, castleHealth: 0, castleAttack: 0 }; // Clear all stored upgrade values storage.damageUpgrades = 0; storage.rangeUpgrades = 0; storage.attackSpeedUpgrades = 0; storage.staminaUpgrades = 0; storage.castleHealthUpgrades = 0; storage.castleAttackUpgrades = 0; // Function to reset game state for new games function resetGameState() { // Reset upgrades to zero and clear storage upgrades = { damage: 0, range: 0, attackSpeed: 0, stamina: 0, castleHealth: 0, castleAttack: 0 }; // Clear all stored upgrade values storage.damageUpgrades = 0; storage.rangeUpgrades = 0; storage.attackSpeedUpgrades = 0; storage.staminaUpgrades = 0; storage.castleHealthUpgrades = 0; storage.castleAttackUpgrades = 0; // Reset other game variables gameStarted = false; currentWave = 0; killCount = 0; // Reset kill count // Hide base health UI when resetting if (baseHealthContainer) { baseHealthContainer.visible = false; } // Hide kill count UI when resetting if (killCountContainer) { killCountContainer.visible = false; } waveTimer = 0; waveInProgress = false; waveSpawned = false; enemies = []; towers = []; bullets = []; gold = 60; selectedTower = null; } // Upgrade costs and limits var upgradeCosts = { damage: 40, range: 50, attackSpeed: 40, stamina: 50, castleHealth: 35, castleAttack: 70 }; var upgradeMaxLevels = { damage: 3, range: 3, attackSpeed: 3, stamina: 3, castleHealth: 3, castleAttack: 1 }; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 60; var lives = 20; var score = 0; var killCount = 0; // Track total kills var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 3000; 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 = -378; // Move gold UI 10cm upper (0 - 378 pixels) 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 = -378; // Match gold image y position (10cm upper) function updateUI() { goldText.setText(gold.toString()); } function setGold(value) { gold = value; updateUI(); // Initialize base health display updateBaseHealth(); } 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; } } } // Check if any existing tower overlaps with the proposed tower position for (var t = 0; t < towers.length; t++) { var existingTower = towers[t]; var existingGridX = existingTower.gridX; var existingGridY = existingTower.gridY; // Check if the 2x2 footprints overlap var overlapX = !(gridX + 2 <= existingGridX || gridX >= existingGridX + 2); var overlapY = !(gridY + 2 <= existingGridY || gridY >= existingGridY + 2); if (overlapX && overlapY) { // Towers would overlap 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 = 10; switch (towerType) { case 'rapid': cost = 20; break; case 'sniper': cost = 30; break; case 'splash': cost = 40; break; case 'slow': cost = 50; break; case 'poison': cost = 60; 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 nextWaveButton.x = 189; // Move 5cm right (5cm * 37.8 pixels/cm) nextWaveButton.y = 378; // Move 10cm down (10cm * 37.8 pixels/cm) nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Create shop button 3cm below next wave button var shopContainer = new Container(); var shopButton = new Container(); var shopGraphics = shopButton.attachAsset('shop', { anchorX: 0.5, anchorY: 0.5 }); shopButton.x = 189; // Same X position as next wave button shopButton.y = 378 + 113 + 113; // 6cm total below next wave button (6cm * 37.8 pixels/cm = 226 pixels) shopButton.visible = false; // Hide initially until game starts shopButton.down = function () { if (!gameStarted) { return; } // Show shop interface showShopInterface(); }; shopContainer.addChild(shopButton); game.addChild(shopContainer); // 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); // Apply difficulty scaling to enemy count if (game.selectedDifficulty) { var enemyCountMultiplier = 1.0; switch (game.selectedDifficulty) { case 'EASY': enemyCountMultiplier = 0.7; // Easy - 30% fewer enemies (reduced difficulty) break; case 'MEDIUM': enemyCountMultiplier = 1.1; // Medium - 10% more enemies (reduced difficulty) break; case 'HARD': enemyCountMultiplier = 1.4; // Hard - 40% more enemies (reduced difficulty) break; case 'EXTREME': enemyCountMultiplier = 1.8; // Extreme - 80% more enemies (reduced difficulty) break; } enemyCount = Math.max(1, Math.round(enemyCount * enemyCountMultiplier)); } // 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; } // Increment kill count killCount++; updateKillCount(); // 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(); } // Update hero stats display if (gameStarted && LK.ticks % 30 === 0) { // Update every 0.5 seconds updateHeroStats(); // Update base health display updateBaseHealth(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BaseCastle = Container.expand(function () {
var self = Container.call(this);
// Castle stats
self.maxHealth = 100;
self.health = self.maxHealth;
// Attack properties
self.canAttack = false;
self.attackDamage = 20;
self.attackRange = CELL_SIZE * 4;
self.fireRate = 120; // Attack every 2 seconds
self.lastFired = 0;
self.targetEnemy = null;
// 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
}
};
self.findTarget = function () {
if (!self.canAttack) return null;
var closestEnemy = null;
var closestDistance = 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);
if (distance <= self.attackRange && distance < closestDistance) {
closestDistance = distance;
closestEnemy = enemy;
}
}
return closestEnemy;
};
self.update = function () {
if (!self.canAttack) return;
self.targetEnemy = self.findTarget();
if (self.targetEnemy && LK.ticks - self.lastFired >= self.fireRate) {
// Create bullet to attack enemy
var bullet = new Bullet(self.x, self.y, self.targetEnemy, self.attackDamage, 8);
bullet.type = 'castle';
// Make castle bullets more visible
bullet.children[0].tint = 0xFF0000;
bullet.children[0].width = 20;
bullet.children[0].height = 20;
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
self.lastFired = LK.ticks;
}
};
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) {
// Check if target enemy still exists before applying damage
if (self.targetEnemy && self.targetEnemy.health !== undefined) {
// 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') {
// Check if target enemy still exists before creating splash effect
if (self.targetEnemy && self.targetEnemy.x !== undefined && self.targetEnemy.y !== undefined) {
// 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: 28,
fill: 0xFFFFFF,
weight: 700
});
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;
}
// Apply difficulty scaling based on selected difficulty
if (game.selectedDifficulty) {
var difficultyMultiplier = 1.0;
switch (game.selectedDifficulty) {
case 'EASY':
difficultyMultiplier = 0.8; // Easy - 20% less health (reduced difficulty)
break;
case 'MEDIUM':
difficultyMultiplier = 1.1; // Medium - 10% more health (reduced difficulty)
break;
case 'HARD':
difficultyMultiplier = 1.6; // Hard - 60% more health (reduced difficulty)
break;
case 'EXTREME':
difficultyMultiplier = 2.3; // Extreme - 130% more health (reduced difficulty)
break;
}
self.maxHealth = Math.round(self.maxHealth * difficultyMultiplier);
}
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-aberrant_titans';
if (self.type !== 'normal') {
switch (self.type) {
case 'fast':
assetId = 'enemyfast-armoredtitan';
break;
case 'flying':
assetId = 'enemyflying-annie';
break;
case 'immune':
assetId = 'enemyimmune-female_titan';
break;
case 'swarm':
assetId = 'enemyswarm-ymir_titan';
break;
default:
assetId = 'enemy-aberrant_titans';
}
}
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-aberrant_titans', {
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.toString(), {
size: 44,
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.toString(), {
size: 44,
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.toString(), {
size: 48,
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 + 57;
// Create stamina bar
var staminaBar = self.attachAsset('staminaBar', {
anchorX: 0,
anchorY: 0.5
});
staminaBar.x = -staminaBarBg.width / 2;
staminaBar.y = -playerGraphics.height / 2 - 30 + 57;
// 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 = 'Kael';
break;
case 'sniper':
characterName = 'Lyra';
break;
case 'splash':
characterName = 'Eira';
break;
case 'slow':
characterName = 'Darius';
break;
case 'poison':
characterName = 'Vale';
break;
default:
characterName = 'Raen';
}
// 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: 48,
fill: 0x000000,
weight: 800
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 2;
typeLabelShadow.y = -182;
self.addChild(typeLabelShadow);
// Add tower type label
var typeLabel = new Text2(characterName, {
size: 48,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = -180;
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.toString(), {
size: 42,
fill: 0x000000,
weight: 800
});
costLabelShadow.anchor.set(0.5, 0.5);
costLabelShadow.x = 2;
costLabelShadow.y = 162;
self.addChild(costLabelShadow);
// Add cost label
var costLabel = new Text2(towerCost.toString(), {
size: 42,
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;
// Initialize channeling properties for Erwin tower
self.isChanneling = false;
self.channelingTimer = 0;
self.hangeActive = false;
self.hangeSummoned = false;
self.hangeInstance = null;
// Initialize transformation properties for Eren tower
self.isTransforming = false;
self.transformationTimer = 0;
self.isTitan = false;
self.titanDuration = 0;
// Declare baseGraphics early to avoid undefined errors
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
});
}
// Create channel bar for Erwin tower (initially hidden)
self.channelBarBg = null;
self.channelBar = null;
if (self.id === 'slow') {
// Create channel bar background
self.channelBarBg = self.attachAsset('staminaBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
self.channelBarBg.y = -baseGraphics.height / 2 - 40;
self.channelBarBg.width = 150;
self.channelBarBg.height = 16;
self.channelBarBg.visible = false;
// Create channel bar
self.channelBar = self.attachAsset('staminaBar', {
anchorX: 0,
anchorY: 0.5
});
self.channelBar.x = -self.channelBarBg.width / 2;
self.channelBar.y = -baseGraphics.height / 2 - 40;
self.channelBar.width = 0;
self.channelBar.height = 16;
self.channelBar.tint = 0x00ff00; // Green color
self.channelBar.visible = false;
}
// Create transformation meter for Eren tower (initially hidden)
self.transformBarBg = null;
self.transformBar = null;
if (self.id === 'rapid') {
// Create transformation bar background
self.transformBarBg = self.attachAsset('staminaBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
self.transformBarBg.y = -baseGraphics.height / 2 - 40;
self.transformBarBg.width = 150;
self.transformBarBg.height = 16;
self.transformBarBg.visible = false;
// Create transformation bar
self.transformBar = self.attachAsset('staminaBar', {
anchorX: 0,
anchorY: 0.5
});
self.transformBar.x = -self.transformBarBg.width / 2;
self.transformBar.y = -baseGraphics.height / 2 - 40;
self.transformBar.width = 0;
self.transformBar.height = 16;
self.transformBar.tint = 0xff0000; // Red color for transformation
self.transformBar.visible = false;
}
switch (self.id) {
case 'rapid':
self.fireRate = 60;
self.damage = 18;
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 = 13;
self.range = 3.2 * CELL_SIZE;
self.bulletSpeed = 5;
break;
}
// 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 () {
// Handle Eren tower transformation
if (self.id === 'rapid') {
if (!self.isTransforming && !self.isTitan) {
// Normal Eren tower - start transformation timer after spawning
self.transformationTimer++;
// Show transformation meter
if (self.transformBarBg && self.transformBar) {
self.transformBarBg.visible = true;
self.transformBar.visible = true;
// Calculate progress (transformation takes 600 frames = 10 seconds)
var progress = self.transformationTimer / 600;
self.transformBar.width = self.transformBarBg.width * progress;
}
// Transform to titan after 10 seconds
if (self.transformationTimer >= 600) {
self.isTitan = true;
self.titanDuration = 600; // Stay as titan for 10 seconds
self.transformationTimer = 0;
// Switch to titan asset
baseGraphics.visible = false;
var titanGraphics = self.attachAsset('erentitan', {
anchorX: 0.5,
anchorY: 0.5
});
self.titanGraphics = titanGraphics;
// Hide transformation meter when transformed
if (self.transformBarBg && self.transformBar) {
self.transformBarBg.visible = false;
self.transformBar.visible = false;
}
}
} else if (self.isTitan) {
// In titan form - countdown to transform back
self.titanDuration--;
if (self.titanDuration <= 0) {
// Transform back to normal Eren tower
self.isTitan = false;
self.transformationTimer = 0;
// Remove titan graphics and show normal graphics
if (self.titanGraphics && self.titanGraphics.parent) {
self.removeChild(self.titanGraphics);
}
baseGraphics.visible = true;
}
}
}
// Handle Erwin tower channeling and Hange summoning
if (self.id === 'slow' && self.isChanneling) {
self.channelingTimer--;
// Update channel bar progress
if (self.channelBarBg && self.channelBar) {
self.channelBarBg.visible = true;
self.channelBar.visible = true;
// Calculate progress (channeling starts at 600 and counts down to 0)
var progress = (600 - self.channelingTimer) / 600;
self.channelBar.width = self.channelBarBg.width * progress;
}
// After 5 seconds (300 frames), summon Hange
if (!self.hangeSummoned && self.channelingTimer <= 300) {
self.hangeSummoned = true;
self.hangeActive = true;
// Switch Erwin tower to attack asset at the exact moment of spawning
var attackGraphics = self.attachAsset('erwinattack', {
anchorX: 0.5,
anchorY: 0.5
});
// Hide the original tower graphics
baseGraphics.visible = false;
// Switch back to normal graphics after 1 second (60 frames)
LK.setTimeout(function () {
// Remove attack graphics
if (attackGraphics && attackGraphics.parent) {
self.removeChild(attackGraphics);
}
// Show original tower graphics again
baseGraphics.visible = true;
}, 1000); // 1000ms attack animation duration
// Create Hange near the tower
self.hangeInstance = new Container();
var hangeGraphics = self.hangeInstance.attachAsset('hange', {
anchorX: 0.5,
anchorY: 0.5
});
// Position Hange next to the tower
self.hangeInstance.x = self.x + 50;
self.hangeInstance.y = self.y;
game.addChild(self.hangeInstance);
// Initialize Hange properties
self.hangeInstance.attackTimer = 0;
self.hangeInstance.attackRate = 48; // Attack every 0.8 seconds
self.hangeInstance.damage = self.damage * 2; // Hange deals double damage
self.hangeInstance.range = self.getRange() * 1.5; // Hange has 1.5x range
self.hangeInstance.lifetime = 300; // Dies after 5 seconds
}
// Handle Hange's attacks if summoned
if (self.hangeSummoned && self.hangeInstance && self.hangeInstance.parent) {
self.hangeInstance.attackTimer++;
self.hangeInstance.lifetime--;
// Hange attacks enemies
if (self.hangeInstance.attackTimer >= self.hangeInstance.attackRate) {
self.hangeInstance.attackTimer = 0;
// Find closest enemy in range
var closestEnemy = null;
var closestDistance = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.hangeInstance.x;
var dy = enemy.y - self.hangeInstance.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.hangeInstance.range && distance < closestDistance) {
closestDistance = distance;
closestEnemy = enemy;
}
}
// Attack the closest enemy
if (closestEnemy) {
// Switch to attack asset
var attackGraphics = self.hangeInstance.attachAsset('hangeattack', {
anchorX: 0.5,
anchorY: 0.5
});
// Hide the original hange graphics
var hangeGraphics = self.hangeInstance.children[0];
hangeGraphics.visible = false;
// Switch back to normal graphics after attack duration
LK.setTimeout(function () {
// Remove attack graphics
if (attackGraphics && attackGraphics.parent && self.hangeInstance && self.hangeInstance.parent) {
self.hangeInstance.removeChild(attackGraphics);
}
// Show original hange graphics again
if (hangeGraphics && self.hangeInstance && self.hangeInstance.parent) {
hangeGraphics.visible = true;
}
}, 500); // 500ms attack animation duration
// Send slashanim asset to enemy instead of bullet
var slashAnim = LK.getAsset('slashanim', {
anchorX: 0.5,
anchorY: 0.5
});
slashAnim.x = self.hangeInstance.x;
slashAnim.y = self.hangeInstance.y;
game.addChild(slashAnim);
// Animate slashanim to enemy using tween
tween(slashAnim, {
x: closestEnemy.x,
y: closestEnemy.y
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Apply damage when animation reaches enemy
if (self.hangeInstance && self.hangeInstance.parent) {
closestEnemy.health -= self.hangeInstance.damage;
} else {
// Use default damage if hangeInstance is no longer available
closestEnemy.health -= self.damage * 2; // Hange deals double damage
}
if (closestEnemy.health <= 0) {
closestEnemy.health = 0;
} else {
closestEnemy.healthBar.width = closestEnemy.health / closestEnemy.maxHealth * 70;
}
// Apply splash damage effects since Hange uses splash attacks
// Create visual splash effect
var splashEffect = new EffectIndicator(closestEnemy.x, closestEnemy.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 !== closestEnemy) {
var splashDx = otherEnemy.x - closestEnemy.x;
var splashDy = otherEnemy.y - closestEnemy.y;
var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
if (splashDistance <= splashRadius) {
// Apply splash damage (50% of original damage)
if (self.hangeInstance && self.hangeInstance.parent) {
otherEnemy.health -= self.hangeInstance.damage * 0.5;
} else {
// Use default damage if hangeInstance is no longer available
otherEnemy.health -= self.damage * 2 * 0.5; // Hange deals double damage
}
if (otherEnemy.health <= 0) {
otherEnemy.health = 0;
} else {
otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
}
}
}
}
// Remove the slashanim asset after applying effects
slashAnim.destroy();
}
});
}
}
// Remove Hange after lifetime expires
if (self.hangeInstance.lifetime <= 0) {
game.removeChild(self.hangeInstance);
self.hangeInstance = null;
self.hangeActive = false;
}
}
// End channeling after 10 seconds
if (self.channelingTimer <= 0) {
self.isChanneling = false;
// Hide channel bar when channeling ends
if (self.channelBarBg && self.channelBar) {
self.channelBarBg.visible = false;
self.channelBar.visible = false;
}
}
return; // Skip normal tower behavior while channeling
}
// Hide channel bar when not channeling (for Erwin towers)
if (self.id === 'slow' && !self.isChanneling && self.channelBarBg && self.channelBar) {
self.channelBarBg.visible = false;
self.channelBar.visible = false;
}
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 () {
// Special handling for Eren tower - can only attack in titan form
if (self.id === 'rapid') {
if (!self.isTitan) {
return; // Cannot attack in normal form
}
}
// Special handling for Erwin tower
if (self.id === 'slow') {
// Check if already channeling or if Hange is active
if (self.isChanneling || self.hangeActive) {
return; // Cannot attack while channeling or Hange is active
}
// Start channeling process
self.isChanneling = true;
self.channelingTimer = 600; // 10 seconds at 60 FPS
self.hangeActive = false;
self.hangeSummoned = false;
// Show channel bar when starting to channel
if (self.channelBarBg && self.channelBar) {
self.channelBarBg.visible = true;
self.channelBar.visible = true;
self.channelBar.width = 0; // Start with empty bar
}
return;
}
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) {
// Only create bullets for Sasha tower (sniper)
if (self.id === 'sniper') {
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;
// Customize bullet appearance for sniper
bullet.children[0].tint = 0xFF5500;
bullet.children[0].width = 15;
bullet.children[0].height = 15;
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
} else {
// For all other towers, send slashanim asset to enemy
var slashAnim = LK.getAsset('slashanim', {
anchorX: 0.5,
anchorY: 0.5
});
slashAnim.x = self.x;
slashAnim.y = self.y;
game.addChild(slashAnim);
// Animate slashanim to enemy using tween
tween(slashAnim, {
x: self.targetEnemy.x,
y: self.targetEnemy.y
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Apply damage when animation reaches enemy
// Check if target enemy still exists before accessing health property
if (self.targetEnemy && self.targetEnemy.health !== undefined) {
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 tower type
if (self.id === '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.id === '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
var slowPct = 0.5;
if (self.level !== undefined) {
var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8];
var idx = Math.max(0, Math.min(5, self.level - 1));
slowPct = slowLevels[idx];
}
if (!self.targetEnemy.slowed) {
self.targetEnemy.originalSpeed = self.targetEnemy.speed;
self.targetEnemy.speed *= 1 - slowPct;
self.targetEnemy.slowed = true;
self.targetEnemy.slowDuration = 180;
} else {
self.targetEnemy.slowDuration = 180;
}
}
} else if (self.id === '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;
self.targetEnemy.poisonDuration = 300;
}
}
// Remove the slashanim asset after applying effects
slashAnim.destroy();
}
});
}
// Handle tower attack animations and add sword wave effects for all towers except Sasha
if (self.id === 'rapid' && self.isTitan) {
// Switch to attack asset
var attackGraphics = self.attachAsset('erentitanattack', {
anchorX: 0.5,
anchorY: 0.5
});
// Hide the titan graphics
if (self.titanGraphics) {
self.titanGraphics.visible = false;
}
// Create sword wave animation
var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash');
game.addChild(slashWave);
// Switch back to titan graphics after attack duration
LK.setTimeout(function () {
// Remove attack graphics
if (attackGraphics && attackGraphics.parent) {
self.removeChild(attackGraphics);
}
// Show titan graphics again
if (self.titanGraphics) {
self.titanGraphics.visible = true;
}
}, 500); // 500ms attack animation duration
}
// Handle Levi tower attack animation
if (self.id === 'poison') {
// Switch to attack asset
var attackGraphics = self.attachAsset('leviattack', {
anchorX: 0.5,
anchorY: 0.5
});
// Hide the original tower graphics
baseGraphics.visible = false;
// Switch back to normal graphics after attack duration
LK.setTimeout(function () {
// Remove attack graphics
if (attackGraphics && attackGraphics.parent) {
self.removeChild(attackGraphics);
}
// Show original tower graphics again
baseGraphics.visible = true;
}, 500); // 500ms attack animation duration
}
// Handle Sasha tower attack animation (no sword wave for sniper)
if (self.id === 'sniper') {
// Switch to attack asset
var attackGraphics = self.attachAsset('sashaattack', {
anchorX: 0.5,
anchorY: 0.5
});
// Hide the original tower graphics
baseGraphics.visible = false;
// Switch back to normal graphics after attack duration
LK.setTimeout(function () {
// Remove attack graphics
if (attackGraphics && attackGraphics.parent) {
self.removeChild(attackGraphics);
}
// Show original tower graphics again
baseGraphics.visible = true;
}, 500); // 500ms attack animation duration
}
// Handle Mikasa tower attack animation
if (self.id === 'splash') {
// Switch to attack asset
var attackGraphics = self.attachAsset('mikasaattack', {
anchorX: 0.5,
anchorY: 0.5
});
// Hide the original tower graphics
baseGraphics.visible = false;
// Create sword wave animation
var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash');
game.addChild(slashWave);
// Switch back to normal graphics after attack duration
LK.setTimeout(function () {
// Remove attack graphics
if (attackGraphics && attackGraphics.parent) {
self.removeChild(attackGraphics);
}
// Show original tower graphics again
baseGraphics.visible = true;
}, 500); // 500ms attack animation duration
}
// Handle Armin tower attack animation (default type)
if (self.id === 'default') {
// Switch to attack asset
var attackGraphics = self.attachAsset('arminattack', {
anchorX: 0.5,
anchorY: 0.5
});
// Hide the original tower graphics
baseGraphics.visible = false;
// Create sword wave animation
var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash');
game.addChild(slashWave);
// Switch back to normal graphics after attack duration
LK.setTimeout(function () {
// Remove attack graphics
if (attackGraphics && attackGraphics.parent) {
self.removeChild(attackGraphics);
}
// Show original tower graphics again
baseGraphics.visible = true;
}, 500); // 500ms attack animation duration
}
// Handle other tower types (slow, poison) - add sword wave animations
if (self.id === 'slow' || self.id === 'poison') {
// Create sword wave animation for these tower types
var slashWave = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slash');
game.addChild(slashWave);
}
}
}
};
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 = 'Kael';
break;
case 'sniper':
characterName = 'Lyra';
break;
case 'splash':
characterName = 'Eira';
break;
case 'slow':
characterName = 'Darius';
break;
case 'poison':
characterName = 'Vale';
break;
default:
characterName = 'Raen';
}
// 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.toString() + '/' + self.tower.maxLevel.toString() + '\nDamage: ' + self.tower.damage.toString() + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
size: 68,
fill: 0xFFFFFF,
weight: 600
});
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));
}
if (statsText && statsText.setText) {
statsText.setText('Level: ' + self.tower.level.toString() + '/' + self.tower.maxLevel.toString() + '\nDamage: ' + self.tower.damage.toString() + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
}
if (buttonText && buttonText.setText) {
buttonText.setText('Upgrade: ' + upgradeCost.toString() + ' gold');
}
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = Math.floor(totalInvestment * 0.6);
if (sellButtonText && sellButtonText.setText) {
sellButtonText.setText('Sell: +' + sellValue.toString() + ' gold');
}
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
if (buttonText && buttonText.setText) {
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 && buttonText.setText) {
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.toString() + ' gold';
if (buttonText && buttonText.setText) {
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: 48,
fill: 0x000000,
weight: 800
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 2;
startTextShadow.y = 2;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 48,
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;
}
var baseCount = self.enemyCounts[waveNumber - 1];
// Apply difficulty scaling to displayed enemy count
if (game.selectedDifficulty) {
var enemyCountMultiplier = 1.0;
switch (game.selectedDifficulty) {
case 'EASY':
enemyCountMultiplier = 0.7; // Easy - 30% fewer enemies (reduced difficulty)
break;
case 'MEDIUM':
enemyCountMultiplier = 1.1; // Medium - 10% more enemies (reduced difficulty)
break;
case 'HARD':
enemyCountMultiplier = 1.4; // Hard - 40% more enemies (reduced difficulty)
break;
case 'EXTREME':
enemyCountMultiplier = 1.8; // Extreme - 80% more enemies (reduced difficulty)
break;
}
baseCount = Math.max(1, Math.round(baseCount * enemyCountMultiplier));
}
return baseCount;
};
// Get display name for a wave type
self.getWaveTypeName = function (waveNumber) {
var type = self.getWaveType(waveNumber);
var typeName;
// Map enemy types to their proper names based on the assets
switch (type) {
case 'normal':
typeName = "Giants";
break;
case 'fast':
typeName = "Fast Giant";
break;
case 'flying':
typeName = "Flying Giant";
break;
case 'immune':
typeName = "Immune Giant";
break;
case 'swarm':
typeName = "Swarm Giant";
break;
default:
typeName = "Giants";
}
// Add boss prefix for boss waves (every 10th wave)
if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
typeName = "BOSS " + typeName;
}
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
****/
// Add background asset to the game
var backgroundAsset = LK.getAsset('background', {
anchorX: 0,
anchorY: 0
});
// Scale the background to fill the entire screen
backgroundAsset.width = 2048;
backgroundAsset.height = 2732;
backgroundAsset.x = 0;
backgroundAsset.y = 0;
backgroundAsset.alpha = 0.55; // Set 55% transparency (45% opacity)
game.addChildAt(backgroundAsset, 0); // Add as the first child so it appears behind everything
// Using defense icon as heart placeholder
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 - 76; // Move 2cm higher (2cm * 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: "'Copperplate 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 + 38; // 1cm (38 pixels) lower than previous position
storyButton.down = function () {
showStoryScreen();
};
}
function startGame() {
if (gameStarted) return;
// Show difficulty page instead of starting game directly
showDifficultyPage();
}
function showStoryScreen() {
// Hide main menu
if (mainMenuContainer) {
mainMenuContainer.visible = false;
}
// Create story screen container
var storyContainer = new Container();
game.addChild(storyContainer);
// Add black background
var blackBackground = storyContainer.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 elegant gradient-style background layers
var outerFrame = storyContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
outerFrame.width = 1900;
outerFrame.height = 2400;
outerFrame.tint = 0x1A252F; // Deep blue-gray frame
outerFrame.alpha = 0.95;
outerFrame.x = 2048 / 2;
outerFrame.y = 2732 / 2;
// Add story content background with refined design
var storyBackground = storyContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
storyBackground.width = 1800;
storyBackground.height = 2300;
storyBackground.tint = 0x2C3E50; // Rich slate background
storyBackground.alpha = 0.98;
storyBackground.x = 2048 / 2;
storyBackground.y = 2732 / 2;
// Add decorative title frame
var titleFrame = storyContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
titleFrame.width = 1600;
titleFrame.height = 140;
titleFrame.tint = 0x8B4513; // Warm bronze frame
titleFrame.alpha = 0.8;
titleFrame.x = 2048 / 2;
titleFrame.y = 380;
// Add enhanced story title with shadow
var storyTitleShadow = new Text2("⚔ THE LAST STAND ⚔", {
size: 100,
fill: 0x000000,
weight: 900
});
storyTitleShadow.anchor.set(0.5, 0.5);
storyTitleShadow.x = 2048 / 2 + 4;
storyTitleShadow.y = 384;
storyContainer.addChild(storyTitleShadow);
var storyTitle = new Text2("⚔ THE LAST STAND ⚔", {
size: 100,
fill: 0xFFD700,
weight: 900
});
storyTitle.anchor.set(0.5, 0.5);
storyTitle.x = 2048 / 2;
storyTitle.y = 380;
storyContainer.addChild(storyTitle);
// Improved story text with better formatting and readability
var storyText = "The Colossi have broken through. Humanity's final hour approaches.\n\n" + "After centuries of uneasy peace, the monstrous giants known as Colossi\n" + "have shattered the last barrier protecting mankind. The fortified city of\n" + "Aetherhold—humanity's final bastion—now faces total annihilation.\n\n" + "With the main army scattered and the city walls crumbling, only one\n" + "defense remains: YOU, the last Strategist of the Vanguard Order.\n\n" + "Command the six legendary heroes who stand between hope and despair:\n\n" + "• KAEL - Swift blade master with lightning-fast strikes\n" + "• LYRA - Precision marksman who never misses her mark\n" + "• DARIUS - Fearless commander who rallies nearby allies\n" + "• VALE - Silent assassin striking from the shadows\n" + "• EIRA - Elite guardian with unmatched combat reflexes\n" + "• RAEN - Volatile warrior wielding the giants' own power\n\n" + "Deploy your heroes strategically. Upgrade their abilities.\n" + "Adapt to each wave's unique threats and devastating power.\n\n" + "This is humanity's final gambit—not mere survival, but defiance.\n\n" + "Defend the last wall. Command the final heroes.\n" + "Turn the tide against the Colossi apocalypse.";
// Create content area with better spacing
var contentArea = storyContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
contentArea.width = 1650;
contentArea.height = 1600;
contentArea.tint = 0x34495E; // Darker content area
contentArea.alpha = 0.7;
contentArea.x = 2048 / 2;
contentArea.y = 1400;
// Add story content with shadow for depth
var storyContentShadow = new Text2(storyText, {
size: 44,
fill: 0x000000,
weight: 600
});
storyContentShadow.anchor.set(0.5, 0.5);
storyContentShadow.x = 2048 / 2 + 3;
storyContentShadow.y = 1403;
storyContainer.addChild(storyContentShadow);
var storyContentText = new Text2(storyText, {
size: 44,
fill: 0xECF0F1,
//{t1} // Softer white for better readability
weight: 600
});
storyContentText.anchor.set(0.5, 0.5);
storyContentText.x = 2048 / 2;
storyContentText.y = 1400;
storyContainer.addChild(storyContentText);
// Enhanced back button with better styling
var backButton = new Container();
storyContainer.addChild(backButton);
// Add glow effect for back button
var backButtonGlow = backButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
backButtonGlow.width = 460;
backButtonGlow.height = 140;
backButtonGlow.tint = 0x8B0000;
backButtonGlow.alpha = 0.3;
// Add button background
var backButtonBg = backButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
backButtonBg.width = 420;
backButtonBg.height = 120;
backButtonBg.tint = 0x8B0000;
backButtonBg.alpha = 0.95;
// Add decorative corners
var leftCorner = backButton.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftCorner.width = 20;
leftCorner.height = 20;
leftCorner.tint = 0xFFD700;
leftCorner.x = -180;
leftCorner.y = 0;
var rightCorner = backButton.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightCorner.width = 20;
rightCorner.height = 20;
rightCorner.tint = 0xFFD700;
rightCorner.x = 180;
rightCorner.y = 0;
// Enhanced back text with shadow
var backTextShadow = new Text2("◄ RETURN", {
size: 58,
fill: 0x000000,
weight: 800
});
backTextShadow.anchor.set(0.5, 0.5);
backTextShadow.x = 2;
backTextShadow.y = 2;
backButton.addChild(backTextShadow);
var backText = new Text2("◄ RETURN", {
size: 58,
fill: 0xFFFFFF,
weight: 800
});
backText.anchor.set(0.5, 0.5);
backButton.addChild(backText);
backButton.x = 2048 / 2;
backButton.y = 2500;
// Add hover effect for back button
var backHoverEffect = backButton.attachAsset('menuhover', {
anchorX: 0.5,
anchorY: 0.5
});
backHoverEffect.visible = false;
backHoverEffect.width = 440;
backHoverEffect.height = 140;
// Add entrance animation for the entire story screen
storyContainer.alpha = 0;
storyContainer.scaleX = 0.9;
storyContainer.scaleY = 0.9;
tween(storyContainer, {
alpha: 1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 400,
easing: tween.easeOut
});
// Back button functionality
backButton.down = function () {
// Add exit animation
tween(storyContainer, {
alpha: 0,
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 250,
easing: tween.easeIn,
onFinish: function onFinish() {
// Remove story screen
storyContainer.destroy();
// Show main menu again
if (mainMenuContainer) {
mainMenuContainer.visible = true;
}
}
});
};
// Enhanced hover effects for back button
backButton.move = function (x, y, obj) {
var buttonLeft = this.x - 210;
var buttonRight = this.x + 210;
var buttonTop = this.y - 60;
var buttonBottom = this.y + 60;
var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom;
backHoverEffect.visible = mouseInButton;
if (mouseInButton) {
// Enhanced hover animations
tween.stop(this, {
scaleX: true,
scaleY: true
});
tween(this, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 150,
easing: tween.easeOut
});
tween.stop(backText, {
tint: true
});
tween(backText, {
tint: 0xFF4444 //{tq} // Brighter red on hover
}, {
duration: 200,
easing: tween.easeOut
});
backButtonGlow.alpha = 0.5;
} else {
// Reset animations
tween.stop(this, {
scaleX: true,
scaleY: true
});
tween(this, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeOut
});
tween.stop(backText, {
tint: true
});
tween(backText, {
tint: 0xFFFFFF
}, {
duration: 200,
easing: tween.easeOut
});
backButtonGlow.alpha = 0.3;
}
};
}
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: "EASY",
y: 862 // Move 40 pixels lower
}, {
name: "MEDIUM",
y: 1287 // 3cm higher (113 pixels)
}, {
name: "HARD",
y: 1789 // Move 2cm lower (76 pixels)
}, {
name: "EXTREME",
y: 2253 // Move 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 === "EASY") {
buttonBg.tint = 0xD2B48C; // Tan color
} else if (difficulty.name === "MEDIUM") {
buttonBg.tint = 0x93C47D; // Pistachio green color
} else if (difficulty.name === "HARD") {
buttonBg.tint = 0x8B0000; // Dark red color
} else if (difficulty.name === "EXTREME") {
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 === "EASY") {
// 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 === "MEDIUM") {
// 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 === "HARD") {
// 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 === "EXTREME") {
// 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;
// Reset upgrades to zero and clear storage to prevent stacking
upgrades = {
damage: 0,
range: 0,
attackSpeed: 0,
stamina: 0,
castleHealth: 0,
castleAttack: 0
};
// Clear all stored upgrade values
storage.damageUpgrades = 0;
storage.rangeUpgrades = 0;
storage.attackSpeedUpgrades = 0;
storage.staminaUpgrades = 0;
storage.castleHealthUpgrades = 0;
storage.castleAttackUpgrades = 0;
// 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 showShopInterface() {
// Create shop interface container
var shopInterface = new Container();
game.addChild(shopInterface);
// Add animated black semi-transparent background with gradient effect
var shopBackground = shopInterface.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
shopBackground.width = 2048;
shopBackground.height = 2732;
shopBackground.tint = 0x000000;
shopBackground.alpha = 0.85; // Slightly more opaque for better focus
shopBackground.x = 2048 / 2;
shopBackground.y = 2732 / 2;
// Add premium shop window with enhanced design
var shopWindow = shopInterface.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
shopWindow.width = 1700; // Slightly wider for better proportions
shopWindow.height = 1300; // Slightly taller for better spacing
shopWindow.tint = 0x1A252F; // Premium dark blue-gray
shopWindow.alpha = 0.98; // Near opaque for professional look
shopWindow.x = 2048 / 2;
shopWindow.y = 2732 / 2;
// Add decorative border for the shop window
var shopBorder = shopInterface.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
shopBorder.width = 1720;
shopBorder.height = 1320;
shopBorder.tint = 0x52796F; // Elegant sage green border
shopBorder.alpha = 0.9;
shopBorder.x = 2048 / 2;
shopBorder.y = 2732 / 2;
// Add premium title background with glow effect
var titleBackground = shopInterface.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
titleBackground.width = 1600;
titleBackground.height = 100;
titleBackground.tint = 0x2D3436; // Professional dark gray
titleBackground.alpha = 0.95;
titleBackground.x = 2048 / 2;
titleBackground.y = 2732 / 2 - 550;
// Add enhanced shop title with shadow effect
var shopTitleShadow = new Text2("⚔ UPGRADE ARSENAL ⚔", {
size: 90,
fill: 0x000000,
weight: 900
});
shopTitleShadow.anchor.set(0.5, 0.5);
shopTitleShadow.x = 2048 / 2 + 3;
shopTitleShadow.y = 2732 / 2 - 547;
shopInterface.addChild(shopTitleShadow);
var shopTitle = new Text2("⚔ UPGRADE ARSENAL ⚔", {
size: 90,
fill: 0xFDCB6E,
// Premium gold color
weight: 900
});
shopTitle.anchor.set(0.5, 0.5);
shopTitle.x = 2048 / 2;
shopTitle.y = 2732 / 2 - 550; // Moved up slightly for better positioning
shopInterface.addChild(shopTitle);
// Add current gold display with enhanced styling
var goldDisplayBg = shopInterface.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
goldDisplayBg.width = 400;
goldDisplayBg.height = 70;
goldDisplayBg.tint = 0x8B6914; // Rich gold background
goldDisplayBg.alpha = 0.9;
goldDisplayBg.x = 2048 / 2;
goldDisplayBg.y = 2732 / 2 - 460;
// Add coin decorations around gold display
var leftCoin = shopInterface.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftCoin.width = 25;
leftCoin.height = 25;
leftCoin.tint = 0xFFD700; // Bright gold
leftCoin.x = 2048 / 2 - 120;
leftCoin.y = 2732 / 2 - 460;
var rightCoin = shopInterface.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightCoin.width = 25;
rightCoin.height = 25;
rightCoin.tint = 0xFFD700; // Bright gold
rightCoin.x = 2048 / 2 + 120;
rightCoin.y = 2732 / 2 - 460;
var goldDisplayShadow = new Text2("Gold: " + gold, {
size: 48,
fill: 0x000000,
weight: 800
});
goldDisplayShadow.anchor.set(0.5, 0.5);
goldDisplayShadow.x = 2048 / 2 + 2;
goldDisplayShadow.y = 2732 / 2 - 458;
shopInterface.addChild(goldDisplayShadow);
var goldDisplay = new Text2("Gold: " + gold, {
size: 48,
fill: 0xFFD700,
// Bright gold text
weight: 800
});
goldDisplay.anchor.set(0.5, 0.5);
goldDisplay.x = 2048 / 2;
goldDisplay.y = 2732 / 2 - 460;
shopInterface.addChild(goldDisplay);
// Enhanced close button with premium styling
var closeButton = new Container();
shopInterface.addChild(closeButton);
// Add glow effect for close button
var closeGlow = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeGlow.width = 140;
closeGlow.height = 140;
closeGlow.tint = 0xFF4444;
closeGlow.alpha = 0.3;
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 120;
closeBackground.height = 120;
closeBackground.tint = 0x8B0000; // Darker red for premium look
closeBackground.alpha = 0.95;
// Add close button shadow
var closeTextShadow = new Text2('✕', {
size: 70,
fill: 0x000000,
weight: 900
});
closeTextShadow.anchor.set(0.5, 0.5);
closeTextShadow.x = 2;
closeTextShadow.y = 2;
closeButton.addChild(closeTextShadow);
var closeText = new Text2('✕', {
size: 70,
fill: 0xFFFFFF,
weight: 900
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = 2048 / 2 + 790; // Adjusted for new window size
closeButton.y = 2732 / 2 - 590; // Adjusted for new window size
// Add hover effect for close button
closeButton.move = function (x, y, obj) {
var buttonLeft = this.x - 60;
var buttonRight = this.x + 60;
var buttonTop = this.y - 60;
var buttonBottom = this.y + 60;
var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom;
if (mouseInButton) {
tween.stop(this, {
scaleX: true,
scaleY: true
});
tween(this, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
easing: tween.easeOut
});
closeGlow.alpha = 0.5;
} else {
tween.stop(this, {
scaleX: true,
scaleY: true
});
tween(this, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeOut
});
closeGlow.alpha = 0.3;
}
};
closeButton.down = function () {
// Add satisfying close animation
tween(shopInterface, {
alpha: 0,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
shopInterface.destroy();
}
});
};
// Add entrance animation for the shop
shopInterface.alpha = 0;
shopInterface.scaleX = 0.8;
shopInterface.scaleY = 0.8;
tween(shopInterface, {
alpha: 1,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.backOut
});
// Create upgrade buttons container with better positioning
var upgradesContainer = new Container();
upgradesContainer.x = 2048 / 2;
upgradesContainer.y = 2732 / 2 - 100; // Better centering
shopInterface.addChild(upgradesContainer);
// Helper function to create premium upgrade button
function createUpgradeButton(upgradeType, yPos, iconAsset, title, description, currentLevel, maxLevel, cost, color) {
var upgradeContainer = new Container();
upgradesContainer.addChild(upgradeContainer);
upgradeContainer.y = yPos;
// Add subtle glow background
var glowBg = upgradeContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
glowBg.width = 1520;
glowBg.height = 100;
glowBg.tint = color;
glowBg.alpha = 0.15;
// Main button background with gradient effect
var mainBg = upgradeContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
mainBg.width = 1500;
mainBg.height = 90;
var isMaxLevel = currentLevel >= maxLevel;
var canAfford = gold >= cost;
mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? color : 0x2C1810;
mainBg.alpha = 0.95;
// Left section for icon and title
var iconBg = upgradeContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
iconBg.width = 80;
iconBg.height = 80;
iconBg.tint = color;
iconBg.alpha = 0.8;
iconBg.x = -680;
// Add upgrade icon
var upgradeIcon = upgradeContainer.attachAsset(iconAsset, {
anchorX: 0.5,
anchorY: 0.5
});
upgradeIcon.width = 60;
upgradeIcon.height = 60;
upgradeIcon.x = -680;
upgradeIcon.tint = 0xFFFFFF;
upgradeIcon.alpha = 1.0;
// Title section
var titleShadow = new Text2(title, {
size: 52,
fill: 0x000000,
weight: 900
});
titleShadow.anchor.set(0, 0.5);
titleShadow.x = -620;
titleShadow.y = -12;
upgradeContainer.addChild(titleShadow);
var titleText = new Text2(title, {
size: 52,
fill: 0xFFFFFF,
weight: 900
});
titleText.anchor.set(0, 0.5);
titleText.x = -618;
titleText.y = -15;
upgradeContainer.addChild(titleText);
// Description section
var descShadow = new Text2(description, {
size: 36,
fill: 0x000000,
weight: 700
});
descShadow.anchor.set(0, 0.5);
descShadow.x = -620;
descShadow.y = 17;
upgradeContainer.addChild(descShadow);
var descText = new Text2(description, {
size: 36,
fill: 0xCCCCCC,
weight: 700
});
descText.anchor.set(0, 0.5);
descText.x = -618;
descText.y = 15;
upgradeContainer.addChild(descText);
// Level indicator section
var levelBg = upgradeContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
levelBg.width = 200;
levelBg.height = 50;
levelBg.tint = 0x2D3436;
levelBg.alpha = 0.9;
levelBg.x = 150;
var levelShadow = new Text2("LV " + currentLevel + "/" + maxLevel, {
size: 40,
fill: 0x000000,
weight: 800
});
levelShadow.anchor.set(0.5, 0.5);
levelShadow.x = 152;
levelShadow.y = 2;
upgradeContainer.addChild(levelShadow);
var levelText = new Text2("LV " + currentLevel + "/" + maxLevel, {
size: 40,
fill: isMaxLevel ? 0xFFD700 : 0x74B9FF,
weight: 800
});
levelText.anchor.set(0.5, 0.5);
levelText.x = 150;
levelText.y = 0;
upgradeContainer.addChild(levelText);
// Cost section with coin decorations
var costBg = upgradeContainer.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
costBg.width = 250;
costBg.height = 60;
costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000;
costBg.alpha = 0.9;
costBg.x = 450;
// Add coin decorations
var leftCoinCost = upgradeContainer.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftCoinCost.width = 20;
leftCoinCost.height = 20;
leftCoinCost.tint = 0xFFD700;
leftCoinCost.x = 375;
var rightCoinCost = upgradeContainer.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightCoinCost.width = 20;
rightCoinCost.height = 20;
rightCoinCost.tint = 0xFFD700;
rightCoinCost.x = 525;
var costShadow = new Text2(isMaxLevel ? "MAX" : cost.toString(), {
size: 42,
fill: 0x000000,
weight: 800
});
costShadow.anchor.set(0.5, 0.5);
costShadow.x = 452;
costShadow.y = 2;
upgradeContainer.addChild(costShadow);
var costText = new Text2(isMaxLevel ? "MAX" : cost.toString(), {
size: 42,
fill: isMaxLevel ? 0xCCCCCC : 0xFFD700,
weight: 800
});
costText.anchor.set(0.5, 0.5);
costText.x = 450;
costText.y = 0;
upgradeContainer.addChild(costText);
// Store references for updates
upgradeContainer.elements = {
mainBg: mainBg,
titleText: titleText,
descText: descText,
levelText: levelText,
levelShadow: levelShadow,
costText: costText,
costShadow: costShadow,
costBg: costBg,
leftCoinCost: leftCoinCost,
rightCoinCost: rightCoinCost
};
// Add hover effects
upgradeContainer.move = function (x, y, obj) {
if (isMaxLevel) return;
var buttonLeft = this.x - 750;
var buttonRight = this.x + 750;
var buttonTop = this.y - 45;
var buttonBottom = this.y + 45;
var mouseInButton = x >= buttonLeft && x <= buttonRight && y >= buttonTop && y <= buttonBottom;
if (mouseInButton && canAfford) {
tween.stop(this, {
scaleX: true,
scaleY: true
});
tween(this, {
scaleX: 1.02,
scaleY: 1.02
}, {
duration: 150,
easing: tween.easeOut
});
glowBg.alpha = 0.25;
} else {
tween.stop(this, {
scaleX: true,
scaleY: true
});
tween(this, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeOut
});
glowBg.alpha = 0.15;
}
};
return upgradeContainer;
}
// Create damage upgrade with enhanced styling
var damageUpgradeContainer = createUpgradeButton('damage', -250, 'attackst', 'DAMAGE BOOST', 'Increase hero attack power', upgrades.damage, upgradeMaxLevels.damage, upgradeCosts.damage, 0xE74C3C);
// Create all remaining upgrade buttons
var rangeUpgradeContainer = createUpgradeButton('range', -150, 'rangest', 'RANGE EXTENSION', 'Extend hero attack reach', upgrades.range, upgradeMaxLevels.range, upgradeCosts.range, 0x3498DB);
var attackSpeedUpgradeContainer = createUpgradeButton('attackSpeed', -50, 'speedst', 'COMBAT SPEED', 'Increase attack frequency', upgrades.attackSpeed, upgradeMaxLevels.attackSpeed, upgradeCosts.attackSpeed, 0x2ECC71);
var staminaUpgradeContainer = createUpgradeButton('stamina', 50, 'staminast', 'ENDURANCE BOOST', 'Increase maximum stamina', upgrades.stamina, upgradeMaxLevels.stamina, upgradeCosts.stamina, 0xF39C12);
var castleHealthUpgradeContainer = createUpgradeButton('castleHealth', 150, 'castlearmor', 'FORTRESS ARMOR', 'Strengthen castle defenses', upgrades.castleHealth, upgradeMaxLevels.castleHealth, upgradeCosts.castleHealth, 0x9B59B6);
var castleAttackUpgradeContainer = createUpgradeButton('castleAttack', 250, 'siegegun', 'SIEGE WEAPONS', 'Activate castle cannons', upgrades.castleAttack, upgradeMaxLevels.castleAttack, upgradeCosts.castleAttack, 0x34495E);
// Update function for all upgrade buttons
function updateAllUpgradeButtons() {
// Update gold display
goldDisplay.setText("Gold: " + gold);
goldDisplayShadow.setText("Gold: " + gold);
// Update damage upgrade
var isMaxLevel = upgrades.damage >= upgradeMaxLevels.damage;
var canAfford = gold >= upgradeCosts.damage;
damageUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0xE74C3C : 0x2C1810;
damageUpgradeContainer.elements.levelText.setText("LV " + upgrades.damage + "/" + upgradeMaxLevels.damage);
damageUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.damage + "/" + upgradeMaxLevels.damage);
damageUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF;
damageUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.damage.toString());
damageUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.damage.toString());
damageUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000;
// Update range upgrade
isMaxLevel = upgrades.range >= upgradeMaxLevels.range;
canAfford = gold >= upgradeCosts.range;
rangeUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x3498DB : 0x2C1810;
rangeUpgradeContainer.elements.levelText.setText("LV " + upgrades.range + "/" + upgradeMaxLevels.range);
rangeUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.range + "/" + upgradeMaxLevels.range);
rangeUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF;
rangeUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.range.toString());
rangeUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.range.toString());
rangeUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000;
// Update attack speed upgrade
isMaxLevel = upgrades.attackSpeed >= upgradeMaxLevels.attackSpeed;
canAfford = gold >= upgradeCosts.attackSpeed;
attackSpeedUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x2ECC71 : 0x2C1810;
attackSpeedUpgradeContainer.elements.levelText.setText("LV " + upgrades.attackSpeed + "/" + upgradeMaxLevels.attackSpeed);
attackSpeedUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.attackSpeed + "/" + upgradeMaxLevels.attackSpeed);
attackSpeedUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF;
attackSpeedUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.attackSpeed.toString());
attackSpeedUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.attackSpeed.toString());
attackSpeedUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000;
// Update stamina upgrade
isMaxLevel = upgrades.stamina >= upgradeMaxLevels.stamina;
canAfford = gold >= upgradeCosts.stamina;
staminaUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0xF39C12 : 0x2C1810;
staminaUpgradeContainer.elements.levelText.setText("LV " + upgrades.stamina + "/" + upgradeMaxLevels.stamina);
staminaUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.stamina + "/" + upgradeMaxLevels.stamina);
staminaUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF;
staminaUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.stamina.toString());
staminaUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.stamina.toString());
staminaUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000;
// Update castle health upgrade
isMaxLevel = upgrades.castleHealth >= upgradeMaxLevels.castleHealth;
canAfford = gold >= upgradeCosts.castleHealth;
castleHealthUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x9B59B6 : 0x2C1810;
castleHealthUpgradeContainer.elements.levelText.setText("LV " + upgrades.castleHealth + "/" + upgradeMaxLevels.castleHealth);
castleHealthUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.castleHealth + "/" + upgradeMaxLevels.castleHealth);
castleHealthUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF;
castleHealthUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.castleHealth.toString());
castleHealthUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.castleHealth.toString());
castleHealthUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000;
// Update castle attack upgrade
isMaxLevel = upgrades.castleAttack >= upgradeMaxLevels.castleAttack;
canAfford = gold >= upgradeCosts.castleAttack;
castleAttackUpgradeContainer.elements.mainBg.tint = isMaxLevel ? 0x4A4A4A : canAfford ? 0x34495E : 0x2C1810;
castleAttackUpgradeContainer.elements.levelText.setText("LV " + upgrades.castleAttack + "/" + upgradeMaxLevels.castleAttack);
castleAttackUpgradeContainer.elements.levelShadow.setText("LV " + upgrades.castleAttack + "/" + upgradeMaxLevels.castleAttack);
castleAttackUpgradeContainer.elements.levelText.tint = isMaxLevel ? 0xFFD700 : 0x74B9FF;
castleAttackUpgradeContainer.elements.costText.setText(isMaxLevel ? "MAX" : upgradeCosts.castleAttack.toString());
castleAttackUpgradeContainer.elements.costShadow.setText(isMaxLevel ? "MAX" : upgradeCosts.castleAttack.toString());
castleAttackUpgradeContainer.elements.costBg.tint = isMaxLevel ? 0x555555 : canAfford ? 0x8B6914 : 0x8B0000;
}
// Call update function initially
updateAllUpgradeButtons();
// Unified upgrade handler function
function handleUpgrade(upgradeType, upgradeContainer) {
var currentLevel = upgrades[upgradeType];
var maxLevel = upgradeMaxLevels[upgradeType];
var cost = upgradeCosts[upgradeType];
if (currentLevel >= maxLevel) {
var notification = game.addChild(new Notification(upgradeType.charAt(0).toUpperCase() + upgradeType.slice(1) + " upgrade maxed out!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (gold >= cost) {
// Add satisfying purchase animation
tween(upgradeContainer, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(upgradeContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeIn
});
}
});
setGold(gold - cost);
upgrades[upgradeType]++;
storage[upgradeType + 'Upgrades'] = upgrades[upgradeType];
// Apply upgrades based on type
switch (upgradeType) {
case 'damage':
if (player) player.attackDamage += 5;
var notification = game.addChild(new Notification("⚔ DAMAGE BOOST! +" + upgrades.damage * 5 + " total damage"));
break;
case 'range':
if (player) player.attackRange += 0.3 * CELL_SIZE;
var notification = game.addChild(new Notification("🎯 RANGE EXTENDED! +" + (upgrades.range * 0.3).toFixed(1) + " range"));
break;
case 'attackSpeed':
if (player) player.attackCooldownMax = Math.max(5, player.attackCooldownMax - 9);
var notification = game.addChild(new Notification("⚡ SPEED BOOST! Faster attacks"));
break;
case 'stamina':
if (player) {
player.maxStamina += 20;
player.stamina = Math.min(player.stamina + 20, player.maxStamina);
}
var notification = game.addChild(new Notification("💪 ENDURANCE UP! +" + upgrades.stamina * 20 + " max stamina"));
break;
case 'castleHealth':
if (baseCastle) {
baseCastle.maxHealth += 30;
baseCastle.health = Math.min(baseCastle.health + 30, baseCastle.maxHealth);
}
var notification = game.addChild(new Notification("🏰 FORTRESS STRENGTHENED! +" + upgrades.castleHealth * 30 + " max health"));
break;
case 'castleAttack':
if (baseCastle) {
baseCastle.canAttack = true;
baseCastle.attackDamage = 20;
baseCastle.attackRange = CELL_SIZE * 4;
baseCastle.fireRate = 120;
}
var notification = game.addChild(new Notification("⚔ SIEGE WEAPONS ACTIVATED!"));
break;
}
notification.x = 2048 / 2;
notification.y = grid.height - 50;
updateAllUpgradeButtons();
} else {
var notification = game.addChild(new Notification("💰 Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
}
// Assign handlers to all upgrade containers
damageUpgradeContainer.down = function () {
handleUpgrade('damage', this);
};
rangeUpgradeContainer.down = function () {
handleUpgrade('range', this);
};
attackSpeedUpgradeContainer.down = function () {
handleUpgrade('attackSpeed', this);
};
staminaUpgradeContainer.down = function () {
handleUpgrade('stamina', this);
};
castleHealthUpgradeContainer.down = function () {
handleUpgrade('castleHealth', this);
};
castleAttackUpgradeContainer.down = function () {
handleUpgrade('castleAttack', this);
};
// Range upgrade - using proper elements structure
// (This duplicate range upgrade container is removed as it's already created by createUpgradeButton above)
// Old individual upgrade containers removed - now using unified premium upgrade system
// Close shop when clicking on background
shopBackground.down = function () {
shopInterface.destroy();
};
}
// Create kill count UI display
var killCountContainer = new Container();
LK.gui.topRight.addChild(killCountContainer);
// Position container below hero stats area
killCountContainer.x = -40; // Same X position as hero stats
killCountContainer.y = 320; // Position below hero stats area
// Create main background for kill count UI
var killCountBackground = killCountContainer.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0
});
killCountBackground.width = 300; // Compact width for kill count
killCountBackground.height = 120; // Compact height
killCountBackground.tint = 0x8B0000; // Dark red background for combat theme
killCountBackground.alpha = 0.95;
// Create decorative border
var killCountBorder = killCountContainer.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0
});
killCountBorder.width = 310;
killCountBorder.height = 130;
killCountBorder.tint = 0x2C3E50; // Dark border
killCountBorder.alpha = 0.9;
killCountBorder.x = 5;
killCountBorder.y = -5;
// Create title background
var killCountTitleBg = killCountContainer.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0
});
killCountTitleBg.width = 280;
killCountTitleBg.height = 40;
killCountTitleBg.tint = 0x2D3436; // Dark gray for title
killCountTitleBg.alpha = 0.98;
killCountTitleBg.x = -10;
killCountTitleBg.y = 10;
// Add title with shadow effect
var killCountTitleShadow = new Text2('💀 KILLS 💀', {
size: 28,
fill: 0x000000,
weight: 900
});
killCountTitleShadow.anchor.set(1.0, 0.5);
killCountTitleShadow.x = -25;
killCountTitleShadow.y = 32;
killCountContainer.addChild(killCountTitleShadow);
var killCountTitle = new Text2('💀 KILLS 💀', {
size: 28,
fill: 0xFF6B6B,
// Red color for kills title
weight: 900
});
killCountTitle.anchor.set(1.0, 0.5);
killCountTitle.x = -22;
killCountTitle.y = 30;
killCountContainer.addChild(killCountTitle);
// Add kill count value with shadow
var killCountValueShadow = new Text2('0', {
size: 48,
fill: 0x000000,
weight: 900
});
killCountValueShadow.anchor.set(1.0, 0.5);
killCountValueShadow.x = -22;
killCountValueShadow.y = 82;
killCountContainer.addChild(killCountValueShadow);
var killCountValue = new Text2('0', {
size: 48,
fill: 0xFFD700,
// Gold color for the count
weight: 900
});
killCountValue.anchor.set(1.0, 0.5);
killCountValue.x = -20;
killCountValue.y = 80;
killCountContainer.addChild(killCountValue);
// Hide kill count UI initially
killCountContainer.visible = false;
// Create hero stats display with enhanced aesthetic design and better positioning
var heroStatsContainer = new Container();
LK.gui.topRight.addChild(heroStatsContainer);
// Position container away from road and with proper spacing
heroStatsContainer.x = -40; // Further from right edge to avoid road overlap
heroStatsContainer.y = -6; // Moved 0.7cm lower (-33 + 27 = -6) for better positioning
// Create main background with better design to avoid road overlap
var statsBackground = heroStatsContainer.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0
});
statsBackground.width = 380; // Slightly narrower to avoid road
statsBackground.height = 300; // Optimal height
statsBackground.tint = 0x1A252F; // Better contrasting dark background
statsBackground.alpha = 0.95;
// Create decorative border with better visibility
var borderBackground = heroStatsContainer.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0
});
borderBackground.width = 390;
borderBackground.height = 310;
borderBackground.tint = 0x52796F; // Darker sage green border
borderBackground.alpha = 0.9;
borderBackground.x = 5;
borderBackground.y = -5;
// Create title background with better contrast
var titleBackground = heroStatsContainer.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0
});
titleBackground.width = 360; // Better proportions
titleBackground.height = 55; // Optimal title bar height
titleBackground.tint = 0x2D3436; // Better contrast dark gray
titleBackground.alpha = 0.98;
titleBackground.x = -10;
titleBackground.y = 10;
// Add title with enhanced shadow effect
var titleShadow = new Text2('⚔ HERO STATUS ⚔', {
// Enhanced title with symbols
size: 34,
fill: 0x000000,
weight: 900
});
titleShadow.anchor.set(1.0, 0.5);
titleShadow.x = -25;
titleShadow.y = 39; // Centered in title bar
heroStatsContainer.addChild(titleShadow);
var titleText = new Text2('⚔ HERO STATUS ⚔', {
size: 34,
fill: 0xFDCB6E,
// Better golden color for title
weight: 900
});
titleText.anchor.set(1.0, 0.5);
titleText.x = -22;
titleText.y = 37; // Centered in title bar
heroStatsContainer.addChild(titleText);
// Create enhanced stat rows with better spacing and design
var statRows = [];
var statIcons = ['attackst', 'rangest', 'speedst', 'staminast'];
var statYPositions = [85, 135, 185, 235]; // Better compact spacing
var statLabels = ['DAMAGE', 'RANGE', 'SPEED', 'STAMINA']; // Full descriptive names
for (var i = 0; i < 4; i++) {
var statRow = new Container();
heroStatsContainer.addChild(statRow);
statRow.y = statYPositions[i];
statRows.push(statRow);
// Add subtle glow background for each stat row
var statGlow = statRow.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0.5
});
statGlow.width = 355;
statGlow.height = 42;
statGlow.tint = 0x636E72; // Better neutral glow
statGlow.alpha = 0.25;
statGlow.x = -12;
statGlow.y = 0;
// Add main stat background with better design
var statBg = statRow.attachAsset('notification', {
anchorX: 1.0,
anchorY: 0.5
});
statBg.width = 350;
statBg.height = 40;
statBg.tint = 0x2D3436; // Consistent with title
statBg.alpha = 0.9;
statBg.x = -15;
statBg.y = 0;
// Add icon background circle for better contrast
var iconBg = statRow.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
iconBg.width = 44;
iconBg.height = 44;
iconBg.tint = 0x74B9FF; // Vibrant blue background for icons
iconBg.alpha = 0.85;
iconBg.x = -45; // Better positioning for icon background
iconBg.y = 0;
// Add stat icon with enhanced positioning and proper coloring
var statIcon = statRow.attachAsset(statIcons[i], {
anchorX: 0.5,
anchorY: 0.5
});
statIcon.width = 36; // Proper icon size
statIcon.height = 36;
statIcon.x = -45; // Centered on icon background
statIcon.y = 0;
statIcon.tint = 0xFFFFFF; // Make icons white/visible instead of transparent
statIcon.alpha = 1.0; // Full opacity
// Add stat label with enhanced shadow
var statLabelShadow = new Text2(statLabels[i], {
size: 28,
fill: 0x000000,
weight: 800
});
statLabelShadow.anchor.set(1.0, 0.5);
statLabelShadow.x = -250;
statLabelShadow.y = 2;
statRow.addChild(statLabelShadow);
// Add stat label with better styling and colors
var statLabel = new Text2(statLabels[i], {
size: 28,
fill: 0xFFFFFF,
// White text for better visibility
weight: 800
});
statLabel.anchor.set(1.0, 0.5);
statLabel.x = -248;
statLabel.y = 0;
statRow.addChild(statLabel);
// Add stat value shadow with offset
var statValueShadow = new Text2('', {
size: 32,
fill: 0x000000,
weight: 900
});
statValueShadow.anchor.set(1.0, 0.5);
statValueShadow.x = -82;
statValueShadow.y = 2;
statRow.addChild(statValueShadow);
// Add stat value with color coding
var statValue = new Text2('', {
size: 32,
fill: 0xCCCCCC,
// Light gray for stat values
weight: 900
});
statValue.anchor.set(1.0, 0.5);
statValue.x = -80;
statValue.y = 0;
statRow.addChild(statValue);
}
// Update hero stats display with enhanced formatting and effects
function updateHeroStats() {
if (player && statRows.length >= 4) {
// Calculate stats with proper bounds checking and safe conversion
var damage = Math.max(0, Math.round(player.attackDamage || 0));
var range = Math.max(0, (player.attackRange || 0) / CELL_SIZE).toFixed(1);
var attacksPerSecond = Math.max(0, 60 / Math.max(1, player.attackCooldownMax || 1)).toFixed(1);
var stamina = Math.max(0, Math.round(player.stamina || 0));
var maxStamina = Math.max(1, Math.round(player.maxStamina || 1));
var staminaPercent = stamina / maxStamina;
// Enhanced stat values with consistent formatting and safe string conversion
var statValues = [damage.toString(), range.toString() + ' tiles', attacksPerSecond.toString() + '/sec', stamina.toString() + '/' + maxStamina.toString()];
// Use bright, consistent colors for all stats with better visibility
var statColors = [0xFFD700,
// Damage - bright gold
0x00BFFF,
// Range - bright blue
0x32CD32,
// Speed - bright green
0xFF6347 // Stamina - bright orange-red
];
var statLabels = ['DAMAGE', 'RANGE', 'SPEED', 'STAMINA'];
for (var i = 0; i < 4; i++) {
if (statRows[i] && statRows[i].children && statRows[i].children.length >= 8) {
// Ensure all text objects exist before updating
var labelShadow = statRows[i].children[4];
var label = statRows[i].children[5];
var valueShadow = statRows[i].children[6];
var value = statRows[i].children[7];
// Update label shadow (child index 4 in new layout) with consistent formatting
if (labelShadow && labelShadow.setText && statLabels[i]) {
labelShadow.setText(statLabels[i]);
labelShadow.tint = 0x000000;
labelShadow.alpha = 1.0;
}
// Update label (child index 5) with bright white text
if (label && label.setText && statLabels[i]) {
label.setText(statLabels[i]);
label.tint = 0xFFFFFF;
label.alpha = 1.0;
}
// Update value shadow (child index 6) with consistent black shadow
if (valueShadow && valueShadow.setText && statValues[i]) {
valueShadow.setText(statValues[i]);
valueShadow.tint = 0x000000;
valueShadow.alpha = 1.0;
}
// Update value with bright color coding (child index 7)
if (value && value.setText && statValues[i]) {
value.setText(statValues[i]);
value.tint = statColors[i];
value.alpha = 1.0;
}
// Add special visual effects for low stamina
if (i === 3 && staminaPercent < 0.3) {
// Flash stamina when critically low
if (LK.ticks % 60 < 30) {
// Flash every second
if (value) value.alpha = 0.6;
if (valueShadow) valueShadow.alpha = 0.6;
} else {
if (value) value.alpha = 1.0;
if (valueShadow) valueShadow.alpha = 1.0;
}
} else {
if (value) value.alpha = 1.0;
if (valueShadow) valueShadow.alpha = 1.0;
}
}
}
}
}
// Hide stats initially
heroStatsContainer.visible = false;
// Create base health UI display with heart icon
var baseHealthContainer = new Container();
LK.gui.topLeft.addChild(baseHealthContainer);
// Position container away from the top-left platform menu icon (avoid 100x100 px area)
baseHealthContainer.x = 120; // 120px from left edge to avoid platform menu
baseHealthContainer.y = 20; // 20px from top edge
// Create main background for base health UI
var baseHealthBackground = baseHealthContainer.attachAsset('notification', {
anchorX: 0,
anchorY: 0
});
baseHealthBackground.width = 280; // Compact width
baseHealthBackground.height = 80; // Compact height
baseHealthBackground.tint = 0x2C3E50; // Dark blue-gray background
baseHealthBackground.alpha = 0.9;
// Create decorative border
var baseHealthBorder = baseHealthContainer.attachAsset('notification', {
anchorX: 0,
anchorY: 0
});
baseHealthBorder.width = 290;
baseHealthBorder.height = 90;
baseHealthBorder.tint = 0x8B0000; // Dark red border for castle theme
baseHealthBorder.alpha = 0.8;
baseHealthBorder.x = -5;
baseHealthBorder.y = -5;
// Add health UI icon
var heartIcon = baseHealthContainer.attachAsset('healthui', {
anchorX: 0.5,
anchorY: 0.5
});
heartIcon.width = 50; // Appropriate size for compact UI
heartIcon.height = 50;
heartIcon.tint = 0xFF0000; // Red heart color
heartIcon.x = 35; // Position near left side
heartIcon.y = 40; // Center vertically
// Add castle health text with shadow
var baseHealthTextShadow = new Text2('', {
size: 32,
fill: 0x000000,
weight: 800
});
baseHealthTextShadow.anchor.set(0, 0.5);
baseHealthTextShadow.x = 72; // Position after heart icon + margin
baseHealthTextShadow.y = 42; // Slightly offset for shadow effect
baseHealthContainer.addChild(baseHealthTextShadow);
// Add main castle health text
var baseHealthText = new Text2('', {
size: 32,
fill: 0xFFFFFF,
weight: 800
});
baseHealthText.anchor.set(0, 0.5);
baseHealthText.x = 70; // Position after heart icon + margin
baseHealthText.y = 40; // Center vertically
baseHealthContainer.addChild(baseHealthText);
// Function to update kill count display
function updateKillCount() {
if (killCountValue && killCountValueShadow) {
var killText = killCount.toString();
killCountValue.setText(killText);
killCountValueShadow.setText(killText);
// Change color based on kill count milestones
if (killCount >= 100) {
killCountValue.tint = 0xFF1744; // Bright red for high kills
} else if (killCount >= 50) {
killCountValue.tint = 0xFF5722; // Orange-red for medium kills
} else if (killCount >= 25) {
killCountValue.tint = 0xFFD700; // Gold for decent kills
} else {
killCountValue.tint = 0xFFFFFF; // White for low kills
}
}
}
// Function to update base health display
function updateBaseHealth() {
if (baseCastle && baseHealthText && baseHealthTextShadow) {
var healthText = baseCastle.health + '/' + baseCastle.maxHealth;
baseHealthText.setText(healthText);
baseHealthTextShadow.setText(healthText);
// Change heart color based on health percentage
var healthPercent = baseCastle.health / baseCastle.maxHealth;
if (healthPercent > 0.6) {
heartIcon.tint = 0xFF0000; // Red for healthy
} else if (healthPercent > 0.3) {
heartIcon.tint = 0xFF6600; // Orange for damaged
} else {
heartIcon.tint = 0x990000; // Dark red for critical
}
// Change text color based on health
if (healthPercent > 0.6) {
baseHealthText.tint = 0x00FF00; // Green for healthy
} else if (healthPercent > 0.3) {
baseHealthText.tint = 0xFFFF00; // Yellow for damaged
} else {
baseHealthText.tint = 0xFF0000; // Red for critical
}
}
}
// Hide base health UI initially
baseHealthContainer.visible = false;
function initializeGameElements() {
// Show previously hidden UI elements
// waveIndicator.visible = true; // Removed - keep wave indicator hidden
nextWaveButton.visible = true;
shopButton.visible = true; // Show shop button when game starts
towerLayer.visible = true;
enemyLayer.visible = true;
goldImage.visible = true;
goldText.visible = true;
heroStatsContainer.visible = true; // Show hero stats when game starts
baseHealthContainer.visible = true; // Show base health when game starts
killCountContainer.visible = true; // Show kill count when game starts
// Reset kill count for new game
killCount = 0;
updateKillCount();
// 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;
// Reset player stats to base values only (no upgrades applied)
player.attackDamage = 15; // Base damage
player.attackRange = CELL_SIZE * 1.0; // Base range
player.attackCooldownMax = 30; // Base cooldown
// No upgrades applied since they are all reset to 0
}
// Show spawn point
if (spawnPoint) {
spawnPoint.visible = true;
}
// Show base castle
if (baseCastle) {
baseCastle.visible = true;
}
// Initialize hero stats display
updateHeroStats();
// Any other game initialization that should happen when starting
}
var CELL_SIZE = 76;
var pathId = 1;
var maxScore = 0;
// Initialize upgrade system with storage - reset everything to 0
var upgrades = {
damage: 0,
range: 0,
attackSpeed: 0,
stamina: 0,
castleHealth: 0,
castleAttack: 0
};
// Clear all stored upgrade values
storage.damageUpgrades = 0;
storage.rangeUpgrades = 0;
storage.attackSpeedUpgrades = 0;
storage.staminaUpgrades = 0;
storage.castleHealthUpgrades = 0;
storage.castleAttackUpgrades = 0;
// Function to reset game state for new games
function resetGameState() {
// Reset upgrades to zero and clear storage
upgrades = {
damage: 0,
range: 0,
attackSpeed: 0,
stamina: 0,
castleHealth: 0,
castleAttack: 0
};
// Clear all stored upgrade values
storage.damageUpgrades = 0;
storage.rangeUpgrades = 0;
storage.attackSpeedUpgrades = 0;
storage.staminaUpgrades = 0;
storage.castleHealthUpgrades = 0;
storage.castleAttackUpgrades = 0;
// Reset other game variables
gameStarted = false;
currentWave = 0;
killCount = 0; // Reset kill count
// Hide base health UI when resetting
if (baseHealthContainer) {
baseHealthContainer.visible = false;
}
// Hide kill count UI when resetting
if (killCountContainer) {
killCountContainer.visible = false;
}
waveTimer = 0;
waveInProgress = false;
waveSpawned = false;
enemies = [];
towers = [];
bullets = [];
gold = 60;
selectedTower = null;
}
// Upgrade costs and limits
var upgradeCosts = {
damage: 40,
range: 50,
attackSpeed: 40,
stamina: 50,
castleHealth: 35,
castleAttack: 70
};
var upgradeMaxLevels = {
damage: 3,
range: 3,
attackSpeed: 3,
stamina: 3,
castleHealth: 3,
castleAttack: 1
};
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var selectedTower = null;
var gold = 60;
var lives = 20;
var score = 0;
var killCount = 0; // Track total kills
var currentWave = 0;
var totalWaves = 50;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 3000;
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 = -378; // Move gold UI 10cm upper (0 - 378 pixels)
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 = -378; // Match gold image y position (10cm upper)
function updateUI() {
goldText.setText(gold.toString());
}
function setGold(value) {
gold = value;
updateUI();
// Initialize base health display
updateBaseHealth();
}
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;
}
}
}
// Check if any existing tower overlaps with the proposed tower position
for (var t = 0; t < towers.length; t++) {
var existingTower = towers[t];
var existingGridX = existingTower.gridX;
var existingGridY = existingTower.gridY;
// Check if the 2x2 footprints overlap
var overlapX = !(gridX + 2 <= existingGridX || gridX >= existingGridX + 2);
var overlapY = !(gridY + 2 <= existingGridY || gridY >= existingGridY + 2);
if (overlapX && overlapY) {
// Towers would overlap
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 = 10;
switch (towerType) {
case 'rapid':
cost = 20;
break;
case 'sniper':
cost = 30;
break;
case 'splash':
cost = 40;
break;
case 'slow':
cost = 50;
break;
case 'poison':
cost = 60;
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
nextWaveButton.x = 189; // Move 5cm right (5cm * 37.8 pixels/cm)
nextWaveButton.y = 378; // Move 10cm down (10cm * 37.8 pixels/cm)
nextWaveButtonContainer.addChild(nextWaveButton);
game.addChild(nextWaveButtonContainer);
// Create shop button 3cm below next wave button
var shopContainer = new Container();
var shopButton = new Container();
var shopGraphics = shopButton.attachAsset('shop', {
anchorX: 0.5,
anchorY: 0.5
});
shopButton.x = 189; // Same X position as next wave button
shopButton.y = 378 + 113 + 113; // 6cm total below next wave button (6cm * 37.8 pixels/cm = 226 pixels)
shopButton.visible = false; // Hide initially until game starts
shopButton.down = function () {
if (!gameStarted) {
return;
}
// Show shop interface
showShopInterface();
};
shopContainer.addChild(shopButton);
game.addChild(shopContainer);
// 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);
// Apply difficulty scaling to enemy count
if (game.selectedDifficulty) {
var enemyCountMultiplier = 1.0;
switch (game.selectedDifficulty) {
case 'EASY':
enemyCountMultiplier = 0.7; // Easy - 30% fewer enemies (reduced difficulty)
break;
case 'MEDIUM':
enemyCountMultiplier = 1.1; // Medium - 10% more enemies (reduced difficulty)
break;
case 'HARD':
enemyCountMultiplier = 1.4; // Hard - 40% more enemies (reduced difficulty)
break;
case 'EXTREME':
enemyCountMultiplier = 1.8; // Extreme - 80% more enemies (reduced difficulty)
break;
}
enemyCount = Math.max(1, Math.round(enemyCount * enemyCountMultiplier));
}
// 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;
}
// Increment kill count
killCount++;
updateKillCount();
// 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();
}
// Update hero stats display
if (gameStarted && LK.ticks % 30 === 0) {
// Update every 0.5 seconds
updateHeroStats();
// Update base health display
updateBaseHealth();
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
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