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In my 2D Tower Defense game, I want to adjust the speed of boss enemies that appear every 10th wave. These bosses currently move at the same speed as regular enemies, which makes them less intimidating. Please locate the section of the code where enemy speed is calculated upon spawning. For boss enemies (identified by `enemy.isBoss === true`), reduce their movement speed by 50% compared to the default or scaled speed value. Regular enemies should continue scaling with wave number using the existing formula (`enemy.speed = enemy.speed + currentWave * 0.002`). Also, ensure this speed reduction applies only to boss enemies, and not swarm or flying types unless they are also marked as bosses. The adjustment should be cleanly added right after the enemy speed assignment during spawning, with a conditional block like: ```js if (enemy.isBoss) { enemy.speed = Math.max(0.5, enemy.speed * 0.5); } Ensure the value is clamped to a minimum of 0.5 to avoid too slow bosses. The goal is to make bosses feel heavier and more powerful by slowing them down.
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gelen düşmanlarda shadow kingdomda assetlerinde hadow5 in yeşil ekran görünmesini düzelt lütfen grafiği shadow5 gibi gözüksün
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In my 2D tower defense game, I have multiple kingdoms, and after each kingdom is defeated, the player unlocks a new warrior to place on the battlefield. However, when dragging a character from the bottom selection bar to the battlefield, the visual (asset) used during the drag does not match the correct character. For example, after unlocking the "Elf Archer" (asset: elf1), it is correctly placed on the battlefield as elf1, but during the dragging process, it still shows the default asset like defense or cannon. I need help fixing this so that: The correct asset for the currently active character is used while dragging. The drag preview shows the same visual that will appear when the character is placed. Please adjust the dragging logic so that it references the active character’s correct asset depending on the selected kingdom and tower type. The assets should be updated dynamically as the player unlocks new characters per kingdom.
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default yazısını kaldır ekrandan
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oyun alanında yazan karakter isimlerini karakterlerin grafiklerinin üstüne yerleştir yani y kordinatlarını değiştir fiyatlarını karakter graffiğinin altına getir y kordinatlarını değiştir
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In my 2D Tower Defense game, each time a new kingdom is defeated, the player unlocks a new character for their army (e.g. Elf Archer after Elf Kingdom, Goblin Grenadier after Goblin Clans, etc.). I want the character selection bar at the bottom of the screen to automatically reflect the newly unlocked character for each tower type. For example: At the beginning, the default character for the "default" tower type is Human Archer with asset defense. After defeating the Elf Kingdom, it should change to Elf Archer with asset elf1. After defeating the Goblin Clans, the "rapid" tower should show Goblin Grenadier with asset cannon. This must happen for all 7 kingdoms. The selected character in the bottom bar must always match the one that will be placed on the field, both in name and in appearance (asset). Please update the character selection UI so that it always shows the currently unlocked character for each tower type, based on the player's progress. The visual (asset) and label (name) must update correctly after each kingdom is conquered.
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shadow5 assetinde yeşil ekran gözüküyor onu düzelt assetin göründüğü gibi görünsün
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/**** * Assets ****/ LK.init.shape('brown', {width:100, height:100, color:0x4c89f2, shape:'box'}) LK.init.shape('healthBar', {width:60, height:10, color:0x9249be, shape:'box'}) LK.init.shape('healthBarOutline', {width:60, height:10, color:0x000000, shape:'box'}) LK.init.shape('rangeCircle', {width:120, height:120, color:0x753a4f, shape:'box'}) LK.init.image('arrow', {width:25, height:25.27, id:'671be23a3de176b9ade21311'}) LK.init.image('backboard1', {width:200, height:200, id:'686a6677298ae6a0672378c5'}) LK.init.image('backboard2', {width:300, height:200, id:'686b93bf3d1119d1df2c9cfe'}) LK.init.image('backboard3', {width:100, height:100, id:'686b93bf3d1119d1df2c9cfe'}) LK.init.image('backboard4', {width:100, height:100, id:'686b93bf3d1119d1df2c9cfd'}) LK.init.image('backboard5', {width:100, height:100, id:'686b93be3d1119d1df2c9cfc'}) LK.init.image('backboard6', {width:100, height:100, id:'686b93bd3d1119d1df2c9cfb'}) LK.init.image('backboard7', {width:100, height:100, id:'686b93bc3d1119d1df2c9cf9'}) LK.init.image('bullet', {width:30, height:30, id:'682dc1755a2fa73fef156d33'}) LK.init.image('cannon', {width:120, height:120, id:'686a666a298ae6a0672378b7'}) LK.init.image('cell', {width:100, height:100, id:'682d8f7dc4e193748a079155'}) LK.init.image('dead1', {width:100, height:100, id:'686b93c63d1119d1df2c9d04'}) LK.init.image('dead2', {width:100, height:100, id:'686b93c73d1119d1df2c9d05'}) LK.init.image('dead3', {width:100, height:100, id:'686b93c53d1119d1df2c9d03'}) LK.init.image('dead4', {width:100, height:100, id:'686b93c53d1119d1df2c9d02'}) LK.init.image('dead5', {width:100, height:100, id:'686b93c43d1119d1df2c9d01'}) LK.init.image('defense', {width:120, height:120, id:'686a6676298ae6a0672378c4'}) LK.init.image('dragon1', {width:100, height:100, id:'686b93d23d1119d1df2c9d13'}) LK.init.image('dragon2', {width:100, height:100, id:'686b93d33d1119d1df2c9d14'}) LK.init.image('dragon3', {width:100, height:100, id:'686b93d03d1119d1df2c9d12'}) LK.init.image('dragon4', {width:100, height:100, id:'686b93cf3d1119d1df2c9d11'}) LK.init.image('dragon5', {width:100, height:100, id:'686b93ce3d1119d1df2c9d10'}) LK.init.image('elf1', {width:100, height:100, id:'686a6672298ae6a0672378bf'}) LK.init.image('elf2', {width:100, height:100, id:'686a6672298ae6a0672378be'}) LK.init.image('elf3', {width:100, height:100, id:'686a6671298ae6a0672378bd'}) LK.init.image('elf4', {width:100, height:100, id:'686a66703d1119d1df2c9c55'}) LK.init.image('elf5', {width:100, height:100, id:'686a66703d1119d1df2c9c54'}) LK.init.image('enemy', {width:70, height:70, id:'682d8ef5c4e193748a079144'}) LK.init.image('enemy_fast', {width:50, height:74, id:'671be1713de176b9ade21306'}) LK.init.image('enemy_flying', {width:130, height:80.6, id:'682d8fb8c4e193748a07915a'}) LK.init.image('enemy_immune', {width:75, height:111, id:'682d95a4c4e193748a0791fc'}) LK.init.image('enemy_swarm', {width:40, height:39.84, id:'682d8ef5c4e193748a079145'}) LK.init.image('free', {width:100, height:100, id:'682d8f7dc4e193748a079155'}) LK.init.image('frost', {width:120, height:120, id:'686a6673298ae6a0672378c0'}) LK.init.image('goblin1', {width:100, height:100, id:'686a666f3d1119d1df2c9c53'}) LK.init.image('goblin2', {width:100, height:100, id:'686a666e298ae6a0672378bc'}) LK.init.image('goblin3', {width:100, height:100, id:'686a666d298ae6a0672378bb'}) LK.init.image('goblin4', {width:100, height:100, id:'686a666c298ae6a0672378ba'}) LK.init.image('goblin5', {width:100, height:100, id:'686a666b298ae6a0672378b9'}) LK.init.image('hawk1', {width:100, height:100, id:'686a94373d1119d1df2c9c68'}) LK.init.image('hawk2', {width:100, height:100, id:'686b93d63d1119d1df2c9d18'}) LK.init.image('hawk3', {width:100, height:100, id:'686b93d63d1119d1df2c9d17'}) LK.init.image('hawk4', {width:100, height:100, id:'686b93d53d1119d1df2c9d16'}) LK.init.image('hawk5', {width:100, height:100, id:'686b93d43d1119d1df2c9d15'}) LK.init.image('lightingmage', {width:120, height:120, id:'686a6675298ae6a0672378c2'}) LK.init.image('notification', {width:100, height:100, id:'682dc16f5a2fa73fef156d2e'}) LK.init.image('plant1', {width:100, height:100, id:'686b93cb3d1119d1df2c9d0a'}) LK.init.image('plant2', {width:100, height:100, id:'686b93ca3d1119d1df2c9d09'}) LK.init.image('plant3', {width:100, height:100, id:'686b93ca3d1119d1df2c9d08'}) LK.init.image('plant4', {width:100, height:100, id:'686b93c93d1119d1df2c9d07'}) LK.init.image('plant5', {width:100, height:100, id:'686b93c83d1119d1df2c9d06'}) LK.init.image('poisonarcher', {width:120, height:120, id:'686a6674298ae6a0672378c1'}) LK.init.image('selena', {width:120, height:120, id:'686a6675298ae6a0672378c3'}) LK.init.image('shaddow5', {width:100, height:100, id:'686b93cb3d1119d1df2c9d0b'}) LK.init.image('shadow1', {width:100, height:100, id:'686b93ce3d1119d1df2c9d0f'}) LK.init.image('shadow2', {width:100, height:100, id:'686b93cc3d1119d1df2c9d0d'}) LK.init.image('shadow3', {width:100, height:100, id:'686b93cd3d1119d1df2c9d0e'}) LK.init.image('shadow4', {width:100, height:100, id:'686b93cc3d1119d1df2c9d0c'}) LK.init.image('tower', {width:152, height:152, id:'682d8ef5c4e193748a079144'}) LK.init.image('towerLevelIndicator', {width:10, height:10, id:'682dc16f5a2fa73fef156d2d'}) LK.init.image('towerpreview', {width:100, height:100, id:'682dc1755a2fa73fef156d34'}) /**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; // Create white grid lines instead of numbers var gridLines = new Container(); // Top line var topLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); topLine.width = CELL_SIZE; topLine.height = 2; topLine.tint = 0xFFFFFF; topLine.x = -CELL_SIZE / 2; topLine.y = -CELL_SIZE / 2; // Bottom line var bottomLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); bottomLine.width = CELL_SIZE; bottomLine.height = 2; bottomLine.tint = 0xFFFFFF; bottomLine.x = -CELL_SIZE / 2; bottomLine.y = CELL_SIZE / 2 - 2; // Left line var leftLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); leftLine.width = 2; leftLine.height = CELL_SIZE; leftLine.tint = 0xFFFFFF; leftLine.x = -CELL_SIZE / 2; leftLine.y = -CELL_SIZE / 2; // Right line var rightLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); rightLine.width = 2; rightLine.height = CELL_SIZE; rightLine.tint = 0xFFFFFF; rightLine.x = CELL_SIZE / 2 - 2; rightLine.y = -CELL_SIZE / 2; self.addChild(gridLines); // Add brown spawn markers var spawnMarkers = new Container(); self.addChild(spawnMarkers); 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) { // Clear existing spawn markers while (spawnMarkers.children.length > 0) { spawnMarkers.removeChild(spawnMarkers.children[0]); } switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); cellGraphics.tint = 0x880000; return; } var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } // Add brown spawn marker for spawn cells (type 2) if (data.type === 2) { // Create thick brown border around spawn cells var spawnTopLine = spawnMarkers.attachAsset('brown', { anchorX: 0, anchorY: 0 }); spawnTopLine.width = CELL_SIZE; spawnTopLine.height = 8; spawnTopLine.tint = 0x8B4513; // Brown color spawnTopLine.x = -CELL_SIZE / 2; spawnTopLine.y = -CELL_SIZE / 2; var spawnBottomLine = spawnMarkers.attachAsset('free', { anchorX: 0, anchorY: 0 }); spawnBottomLine.width = CELL_SIZE; spawnBottomLine.height = 8; spawnBottomLine.tint = 0x8B4513; // Brown color spawnBottomLine.x = -CELL_SIZE / 2; spawnBottomLine.y = CELL_SIZE / 2 - 8; var spawnLeftLine = spawnMarkers.attachAsset('free', { anchorX: 0, anchorY: 0 }); spawnLeftLine.width = 8; spawnLeftLine.height = CELL_SIZE; spawnLeftLine.tint = 0x8B4513; // Brown color spawnLeftLine.x = -CELL_SIZE / 2; spawnLeftLine.y = -CELL_SIZE / 2; var spawnRightLine = spawnMarkers.attachAsset('free', { anchorX: 0, anchorY: 0 }); spawnRightLine.width = 8; spawnRightLine.height = CELL_SIZE; spawnRightLine.tint = 0x8B4513; // Brown color spawnRightLine.x = CELL_SIZE / 2 - 8; spawnRightLine.y = -CELL_SIZE / 2; } // Add brown connecting lines between top spawn point and bottom spawn point if (data.type === 2 && data.y === 0) { // This is a top spawn point, add vertical connecting line going down var connectingLine = spawnMarkers.attachAsset('free', { anchorX: 0.5, anchorY: 0 }); connectingLine.width = 8; // Make line thicker for better visibility connectingLine.height = CELL_SIZE * 34; // Extend height to reach all the way to bottom spawn area connectingLine.tint = 0x8B4513; // Brown color connectingLine.x = 0; // Center of cell connectingLine.y = CELL_SIZE / 2; // Start from bottom of current cell // Add horizontal brown line at top spawn point where arrows begin var horizontalLine = spawnMarkers.attachAsset('free', { anchorX: 0.5, anchorY: 0.5 }); horizontalLine.width = CELL_SIZE; // Full cell width horizontalLine.height = 8; // Same thickness as other brown lines horizontalLine.tint = 0x8B4513; // Brown color horizontalLine.x = 0; // Center of cell horizontalLine.y = -CELL_SIZE / 2; // Position at top of cell } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; break; } } }; }); // 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; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; if (typeof currentKingdom !== 'undefined') { var kingdomMultiplier = 1 + currentKingdom * 0.5; // Increased multiplier since no stages self.maxHealth = Math.round(self.maxHealth * kingdomMultiplier); self.health = self.maxHealth; self.speed *= 1 + currentKingdom * 0.15; // Increased speed scaling } // Get appropriate asset for this enemy type based on current kingdom var assetId = 'enemy'; if (typeof currentKingdom !== 'undefined' && currentKingdom >= 0 && kingdomData[currentKingdom]) { var kingdomEnemies = kingdomData[currentKingdom].enemies; // Map enemy types to kingdom-specific assets switch (self.type) { case 'normal': assetId = kingdomEnemies[0]; break; case 'fast': assetId = kingdomEnemies[1]; break; case 'flying': assetId = kingdomEnemies[2]; break; case 'immune': assetId = kingdomEnemies[3]; break; case 'swarm': assetId = kingdomEnemies[4]; break; default: assetId = kingdomEnemies[0]; break; } } else { // Fallback to generic enemy assets if kingdom data not available if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Rotate elf assets by 90 degrees (except elf1 which should appear straight) if (assetId === 'elf2' || assetId === 'elf3' || assetId === 'elf4' || assetId === 'elf5') { enemyGraphics.rotation = Math.PI / 2; // 90 degrees in radians } // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { // Set enemy graphic to face downward (no rotation animation) enemyGraphics.rotation = 0; } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } // Update shadow position for flying enemies to match normal enemy movement 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; // Set enemy graphic to face downward (no rotation animation) if (enemy.children[0]) { enemy.children[0].rotation = 0; } // 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; } // Handle normal pathfinding enemies (including flying enemies) // Handle normal pathfinding for all enemies (including flying 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); // Calculate next position var nextX = enemy.currentCellX + Math.cos(angle) * enemy.speed; var nextY = enemy.currentCellY + Math.sin(angle) * enemy.speed; // Check if next position would overlap with any tower (for all enemies, including flying) var canMove = true; // Check all towers for collision with next position for (var t = 0; t < towers.length; t++) { var tower = towers[t]; // Check if enemy's next position would overlap with tower's 2x2 grid area var enemyGridX = Math.floor(nextX); var enemyGridY = Math.floor(nextY); // Also check current position to prevent enemies from getting stuck inside towers var currentEnemyGridX = Math.floor(enemy.currentCellX); var currentEnemyGridY = Math.floor(enemy.currentCellY); // Check both next position and current position for tower overlap var nextOverlap = enemyGridX >= tower.gridX && enemyGridX < tower.gridX + 2 && enemyGridY >= tower.gridY && enemyGridY < tower.gridY + 2; var currentOverlap = currentEnemyGridX >= tower.gridX && currentEnemyGridX < tower.gridX + 2 && currentEnemyGridY >= tower.gridY && currentEnemyGridY < tower.gridY + 2; if (nextOverlap && !currentOverlap) { canMove = false; break; } } // Move if path is clear if (canMove) { enemy.currentCellX = nextX; enemy.currentCellY = nextY; } else { // If blocked, try to find alternative path by checking adjacent cells var foundAlternative = false; // Calculate direction toward goal for prioritizing alternatives var goalDirection = Math.atan2(oy, ox); // Create movement alternatives with improved ordering var alternatives = []; // First priority: perpendicular movements away from obstacle var perpAngle1 = goalDirection + Math.PI / 2; // 90 degrees from goal direction var perpAngle2 = goalDirection - Math.PI / 2; // -90 degrees from goal direction alternatives.push({ dx: Math.cos(perpAngle1) * enemy.speed, dy: Math.sin(perpAngle1) * enemy.speed }); alternatives.push({ dx: Math.cos(perpAngle2) * enemy.speed, dy: Math.sin(perpAngle2) * enemy.speed }); // Second priority: backward movement to create space alternatives.push({ dx: -Math.cos(goalDirection) * enemy.speed * 0.8, dy: -Math.sin(goalDirection) * enemy.speed * 0.8 }); // Third priority: cardinal directions alternatives.push({ dx: 0, dy: -enemy.speed }); // Up alternatives.push({ dx: 0, dy: enemy.speed }); // Down alternatives.push({ dx: -enemy.speed, dy: 0 }); // Left alternatives.push({ dx: enemy.speed, dy: 0 }); // Right // Fourth priority: diagonal movements for smoother navigation alternatives.push({ dx: -enemy.speed * 0.7, dy: -enemy.speed * 0.7 }); // Up-Left alternatives.push({ dx: enemy.speed * 0.7, dy: -enemy.speed * 0.7 }); // Up-Right alternatives.push({ dx: -enemy.speed * 0.7, dy: enemy.speed * 0.7 }); // Down-Left alternatives.push({ dx: enemy.speed * 0.7, dy: enemy.speed * 0.7 }); // Down-Right for (var alt = 0; alt < alternatives.length; alt++) { var altX = enemy.currentCellX + alternatives[alt].dx; var altY = enemy.currentCellY + alternatives[alt].dy; var altGridX = Math.floor(altX); var altGridY = Math.floor(altY); var altBlocked = false; // Check if alternative position is blocked by towers for (var t = 0; t < towers.length; t++) { var tower = towers[t]; // Check current position to see if already inside tower var currentGridX = Math.floor(enemy.currentCellX); var currentGridY = Math.floor(enemy.currentCellY); var currentlyInside = currentGridX >= tower.gridX && currentGridX < tower.gridX + 2 && currentGridY >= tower.gridY && currentGridY < tower.gridY + 2; // Use more precise collision detection with buffer zone around towers var bufferZone = 0.1; // Small buffer to prevent getting stuck on edges var towerLeft = tower.gridX - bufferZone; var towerRight = tower.gridX + 2 + bufferZone; var towerTop = tower.gridY - bufferZone; var towerBottom = tower.gridY + 2 + bufferZone; if (altX >= towerLeft && altX < towerRight && altY >= towerTop && altY < towerBottom) { // If currently inside tower, allow movement that gets us further away if (currentlyInside) { var currentDist = Math.sqrt((enemy.currentCellX - (tower.gridX + 1)) * (enemy.currentCellX - (tower.gridX + 1)) + (enemy.currentCellY - (tower.gridY + 1)) * (enemy.currentCellY - (tower.gridY + 1))); var altDist = Math.sqrt((altX - (tower.gridX + 1)) * (altX - (tower.gridX + 1)) + (altY - (tower.gridY + 1)) * (altY - (tower.gridY + 1))); if (altDist <= currentDist) { altBlocked = true; break; } } else { altBlocked = true; break; } } } // Also check if alternative position is within valid grid bounds var cell = grid.getCell(altGridX, altGridY); if (!altBlocked && cell && cell.type !== 1 && altGridY >= 4) { enemy.currentCellX = altX; enemy.currentCellY = altY; foundAlternative = true; break; } } // If no alternative found, try very small movements to unstick if (!foundAlternative) { // Try tiny movements in all directions to escape being stuck var escapeRadius = enemy.speed * 0.2; var escapeAngles = [0, Math.PI / 4, Math.PI / 2, 3 * Math.PI / 4, Math.PI, 5 * Math.PI / 4, 3 * Math.PI / 2, 7 * Math.PI / 4]; for (var angleIdx = 0; angleIdx < escapeAngles.length; angleIdx++) { var escapeAngle = escapeAngles[angleIdx]; var escapeX = enemy.currentCellX + Math.cos(escapeAngle) * escapeRadius; var escapeY = enemy.currentCellY + Math.sin(escapeAngle) * escapeRadius; var escapeGridX = Math.floor(escapeX); var escapeGridY = Math.floor(escapeY); var escapeBlocked = false; for (var t = 0; t < towers.length; t++) { var tower = towers[t]; if (escapeX >= tower.gridX && escapeX < tower.gridX + 2 && escapeY >= tower.gridY && escapeY < tower.gridY + 2) { escapeBlocked = true; break; } } var cell = grid.getCell(escapeGridX, escapeGridY); if (!escapeBlocked && cell && cell.type !== 1 && escapeGridY >= 4) { enemy.currentCellX = escapeX; enemy.currentCellY = escapeY; foundAlternative = true; break; } } } } } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var InventoryScreen = Container.expand(function () { var self = Container.call(this); self.x = 2048 / 2; self.y = 2732 / 2; var backgroundOverlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); backgroundOverlay.width = 2048; backgroundOverlay.height = 2732; backgroundOverlay.tint = 0x222222; backgroundOverlay.alpha = 0.95; var titleText = new Text2("Choose Your Warriors", { size: 100, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -600; self.addChild(titleText); var kingdomName = kingdomData[currentKingdom] && kingdomData[currentKingdom].name ? kingdomData[currentKingdom].name : "Unknown"; var progressText = new Text2("Kingdom " + (currentKingdom + 1) + " of 7: " + kingdomName, { size: 80, fill: 0xFFFFFF, weight: 600 }); progressText.anchor.set(0.5, 0.5); progressText.y = -450; self.addChild(progressText); var charactersContainer = new Container(); charactersContainer.y = -50; self.addChild(charactersContainer); var towerTypes = ['Human Archer', 'Cannon Soldier', 'Catapult of Selena', 'Lightning Mage', 'Frost Blaster', 'Poison Archer']; var towerNames = ['Human Archer', 'Cannon Soldier', 'Catapult of Selena', 'Lightning Mage', 'Frost Blaster', 'Poison Archer']; for (var i = 0; i < 6; i++) { var characterSlot = new Container(); var slotBg = characterSlot.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); slotBg.width = 300; slotBg.height = 400; slotBg.tint = 0x444444; var activeCharacter = getActiveCharacter(towerTypes[i]); var characterName = activeCharacter ? activeCharacter.name : towerNames[i]; var nameText = new Text2(characterName, { size: 50, fill: 0xFFFFFF, weight: 600 }); nameText.anchor.set(0.5, 0.5); nameText.y = -150; characterSlot.addChild(nameText); // Get appropriate character asset based on kingdom and tower type var characterAsset = 'defense'; // Default asset if (typeof currentKingdom !== 'undefined' && currentKingdom >= 0 && kingdomData[currentKingdom]) { var kingdomTowers = kingdomData[currentKingdom].towers; var towerTypeMap = { 'Human Archer': 'default', 'Cannon Soldier': 'rapid', 'Catapult of Selena': 'sniper', 'Lightning Mage': 'splash', 'Frost Blaster': 'slow', 'Poison Archer': 'poison' }; var mappedType = towerTypeMap[towerTypes[i]] || 'default'; // Find the tower definition for this slot in the current kingdom var towerDef = null; for (var j = 0; j < kingdomTowers.length; j++) { if (kingdomTowers[j].type === mappedType) { towerDef = kingdomTowers[j]; break; } } if (towerDef) { characterAsset = towerDef.asset; } else { // Fallback to character-based selection if (activeCharacter) { if (activeCharacter.name === 'Human Archer') { characterAsset = 'defense'; } else if (activeCharacter.name === 'Elf Archer') { characterAsset = 'elf1'; } else if (activeCharacter.name === 'Cannon Soldier') { characterAsset = 'cannon'; } else if (activeCharacter.name === 'Catapult of Selena') { characterAsset = 'selena'; } else if (activeCharacter.name === 'Lightning Mage') { characterAsset = 'lightingmage'; } else if (activeCharacter.name === 'Frost Blaster') { characterAsset = 'frost'; } else if (activeCharacter.name === 'Poison Archer') { characterAsset = 'poisonarcher'; } } } } else { // Fallback to original logic when kingdom data not available if (activeCharacter) { if (activeCharacter.name === 'Human Archer') { characterAsset = 'defense'; } else if (activeCharacter.name === 'Elf Archer') { characterAsset = 'elf1'; } else if (activeCharacter.name === 'Cannon Soldier') { characterAsset = 'cannon'; } else if (activeCharacter.name === 'Catapult of Selena') { characterAsset = 'selena'; } else if (activeCharacter.name === 'Lightning Mage') { characterAsset = 'lightingmage'; } else if (activeCharacter.name === 'Frost Blaster') { characterAsset = 'frost'; } else if (activeCharacter.name === 'Poison Archer') { characterAsset = 'poisonarcher'; } } else { // Fallback based on tower type switch (towerTypes[i]) { case 'Human Archer': characterAsset = 'defense'; break; case 'Cannon Soldier': characterAsset = 'cannon'; break; case 'Catapult of Selena': characterAsset = 'selena'; break; case 'Lightning Mage': characterAsset = 'lightingmage'; break; case 'Frost Blaster': characterAsset = 'frost'; break; case 'Poison Archer': characterAsset = 'poisonarcher'; break; } } } var towerPreview = characterSlot.attachAsset(characterAsset, { anchorX: 0.5, anchorY: 0.5 }); towerPreview.width = 120; towerPreview.height = 120; // Color assignment removed - characters use their natural asset colors towerPreview.y = -50; var costText = new Text2("Cost: " + getTowerCost(towerTypes[i], activeCharacter), { size: 40, fill: 0xFFD700, weight: 600 }); costText.anchor.set(0.5, 0.5); costText.y = 50; characterSlot.addChild(costText); // Switch button functionality removed - characters automatically update based on kingdom progression characterSlot.x = i % 3 * 350 - 350; characterSlot.y = Math.floor(i / 3) * 450; charactersContainer.addChild(characterSlot); } var continueButton = new Container(); var continueBg = continueButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); continueBg.width = 400; continueBg.height = 120; continueBg.tint = 0x00AA00; var continueText = new Text2("Continue Battle", { size: 60, fill: 0xFFFFFF, weight: 800 }); continueText.anchor.set(0.5, 0.5); continueButton.addChild(continueText); continueButton.y = 400; self.addChild(continueButton); continueButton.down = function () { gameState = 'playing'; self.destroy(); }; return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Map tower types to specific assets var assetName = 'defense'; // default switch (towerType) { case 'default': assetName = 'defense'; break; case 'rapid': assetName = 'cannon'; break; case 'sniper': assetName = 'selena'; break; case 'splash': assetName = 'lightingmage'; break; case 'slow': assetName = 'frost'; break; case 'poison': assetName = 'poisonarcher'; break; } // Increase size of base for easier touch var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Color assignment removed - characters use their natural asset colors var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var activeChar = getActiveCharacter(self.towerType); var displayName = activeChar ? activeChar.name : self.towerType === 'default' ? 'Human Archer' : self.towerType === 'sniper' ? 'Catapult of Selena' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); // Ensure Human Archer is displayed correctly for default tower type if (self.towerType === 'default' && displayName !== 'Human Archer') { displayName = 'Human Archer'; } var typeLabel = new Text2(displayName, { size: 40, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var StoryScreen = Container.expand(function () { var self = Container.call(this); self.x = 2048 / 2; self.y = 2732 / 2; var backgroundOverlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); backgroundOverlay.width = 2048; backgroundOverlay.height = 2732; backgroundOverlay.tint = 0x000000; backgroundOverlay.alpha = 0.9; var titleText = new Text2("The War of Seven Kingdoms", { size: 120, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -800; self.addChild(titleText); var storyText = new Text2("Long ago, the Human Kingdom ruled in peace.\n\nBut darkness has spread across the land. Six rival kingdoms\nhave risen to challenge your reign:\n\n• The Elf Kingdom from the mystical woods\n• The Goblin Clans from the rocky highlands\n• The Hawk Eye Tribe from the stormy skies\n• The Dragon Empire from the scorched mountains\n• The Shadow Tribe from the endless void\n• The Dark Bloom Kingdom from the toxic wilds\n• The Undead Kingdom from the realm of death\n\nAs the last commander of the Human Kingdom,\nyou must place your towers and defend your homeland.\n\nDefeat each kingdom and recruit their strongest warrior\nto join your army and lead the final stand!", { size: 60, fill: 0xFFFFFF, weight: 400 }); storyText.anchor.set(0.5, 0.5); storyText.y = 100; self.addChild(storyText); var startButton = new Container(); var startButtonBg = startButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startButtonBg.width = 600; startButtonBg.height = 150; startButtonBg.tint = 0x00AA00; var startButtonText = new Text2("Begin Your Defense", { size: 80, fill: 0xFFFFFF, weight: 800 }); startButtonText.anchor.set(0.5, 0.5); startButton.addChild(startButtonText); startButton.y = 875; self.addChild(startButton); startButton.down = function () { gameState = 'playing'; // Update background to backboard1 when starting the game if (backgroundSprite && backgroundSprite.parent) { backgroundSprite.destroy(); } backgroundSprite = game.attachAsset('backboard1', { anchorX: 0, anchorY: 0 }); backgroundSprite.width = 2048; backgroundSprite.height = 2732; // Move background to back game.addChildAt(backgroundSprite, 0); self.destroy(); }; 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; self.character = getActiveCharacter(id); // 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 'Catapult of Selena': // Catapult of Selena: 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 'Lightning Mage': // Lightning Mage: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'Cannon Soldier': // Cannon Soldier: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'Frost Blaster': // Frost Blaster: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'Poison Archer': // Poison Archer: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Human Archer: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'Cannon Soldier': self.fireRate = 30; self.damage = 7; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'Catapult of Selena': self.fireRate = 120; self.damage = 15; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'Lightning Mage': self.fireRate = 60; self.damage = 8; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'Frost Blaster': self.fireRate = 60; self.damage = 5; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'Poison Archer': self.fireRate = 60; self.damage = 6; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } if (self.character) { self.damage = Math.round(self.damage * self.character.damage); self.fireRate = Math.round(self.fireRate / self.character.fireRate); if (self.character.range) { self.range *= self.character.range; } } // Use kingdom-based assets for tower characters var assetName = 'defense'; // Default asset if (typeof currentKingdom !== 'undefined' && currentKingdom >= 0 && kingdomData[currentKingdom]) { var kingdomTowers = kingdomData[currentKingdom].towers; // Find the tower definition that matches this tower's type var towerDef = null; var towerTypeMap = { 'default': 'default', 'rapid': 'rapid', 'sniper': 'sniper', 'splash': 'splash', 'slow': 'slow', 'poison': 'poison' }; var mappedType = towerTypeMap[self.id] || self.id; for (var i = 0; i < kingdomTowers.length; i++) { if (kingdomTowers[i].type === mappedType) { towerDef = kingdomTowers[i]; break; } } if (towerDef) { assetName = towerDef.asset; } else { // Fallback to original logic if no kingdom definition found if (self.character && self.character.name === 'Cannon Soldier') { assetName = 'cannon'; } else if (self.character && self.character.name === 'Catapult of Selena') { assetName = 'selena'; } else if (self.character && self.character.name === 'Human Archer') { assetName = 'defense'; } else if (self.character && self.character.name === 'Elf Archer') { assetName = 'elf1'; } else if (self.character && self.character.name === 'Lightning Mage') { assetName = 'lightingmage'; } else if (self.character && self.character.name === 'Frost Blaster') { assetName = 'frost'; } else if (self.character && self.character.name === 'Poison Archer') { assetName = 'poisonarcher'; } } } else { // Fallback to original character-based logic if (self.character && self.character.name === 'Cannon Soldier') { assetName = 'cannon'; } else if (self.character && self.character.name === 'Catapult of Selena') { assetName = 'selena'; } else if (self.character && self.character.name === 'Human Archer') { assetName = 'defense'; } else if (self.character && self.character.name === 'Elf Archer') { assetName = 'elf1'; } else if (self.character && self.character.name === 'Lightning Mage') { assetName = 'lightingmage'; } else if (self.character && self.character.name === 'Frost Blaster') { assetName = 'frost'; } else if (self.character && self.character.name === 'Poison Archer') { assetName = 'poisonarcher'; } else if (self.id === 'default' || self.id === 'Human Archer') { assetName = 'defense'; } else if (self.id === 'splash') { assetName = 'lightingmage'; } } var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Adjust hitbox for special assets to better match visible area if (assetName === 'cannon' || assetName === 'selena' || assetName === 'defense' || assetName === 'lightingmage' || assetName === 'frost' || assetName === 'poisonarcher') { // Use helper function to get tight bounds for special assets getNonTransparentBounds(baseGraphics, function (bounds) { // Set interactive area based on calculated bounds baseGraphics.hitArea = { x: bounds.x - baseGraphics.width / 2, y: bounds.y - baseGraphics.height / 2, width: bounds.width, height: bounds.height }; }); } // Color assignment removed - characters use their natural asset colors var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('free', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { towerLevelIndicator.tint = 0xCCCCCC; } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 1; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewAsset = 'defense'; // Start with defense asset to match default var previewGraphics = self.attachAsset(previewAsset, { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; // Update preview asset when tower type changes self.updatePreviewAsset = function () { var needsSpecialAsset = true; // Always use special assets to match Tower class var specialAsset = 'defense'; // Default asset // Get active character for the tower type to determine correct asset var activeChar = getActiveCharacter(self.towerType); if (activeChar) { if (activeChar.name === 'Human Archer') { specialAsset = 'defense'; } else if (activeChar.name === 'Elf Archer') { specialAsset = 'elf1'; } else if (activeChar.name === 'Cannon Soldier') { specialAsset = 'cannon'; } else if (activeChar.name === 'Catapult of Selena') { specialAsset = 'selena'; } else if (activeChar.name === 'Lightning Mage') { specialAsset = 'lightingmage'; } else if (activeChar.name === 'Frost Blaster') { specialAsset = 'frost'; } else if (activeChar.name === 'Poison Archer') { specialAsset = 'poisonarcher'; } } else { // Fallback based on tower type if (self.towerType === 'default') { specialAsset = 'defense'; } else if (self.towerType === 'rapid') { specialAsset = 'cannon'; } else if (self.towerType === 'sniper') { specialAsset = 'selena'; } else if (self.towerType === 'splash') { specialAsset = 'lightingmage'; } else if (self.towerType === 'slow') { specialAsset = 'frost'; } else if (self.towerType === 'poison') { specialAsset = 'poisonarcher'; } } // Always use the appropriate asset if (previewAsset !== specialAsset) { // Remove current preview and create new asset preview self.removeChild(previewGraphics); previewGraphics = self.attachAsset(specialAsset, { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; previewAsset = specialAsset; } }; 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 () { // Update preview asset type if needed self.updatePreviewAsset(); // 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; // Color assignment removed - characters use their natural asset colors // Apply custom hit area for special asset previews var needsCustomHitArea = false; if (self.towerType === 'default') { var activeChar = getActiveCharacter('default'); if (activeChar && activeChar.name === 'Human Archer') { needsCustomHitArea = true; } } else if (self.towerType === 'rapid') { var activeChar = getActiveCharacter('rapid'); if (activeChar && activeChar.name === 'Cannon Soldier') { needsCustomHitArea = true; } } else if (self.towerType === 'sniper') { var activeChar = getActiveCharacter('sniper'); if (activeChar && activeChar.name === 'Catapult of Selena') { needsCustomHitArea = true; } } else if (self.towerType === 'splash') { var activeChar = getActiveCharacter('splash'); if (activeChar && activeChar.name === 'Lightning Mage') { needsCustomHitArea = true; } } else if (self.towerType === 'slow') { var activeChar = getActiveCharacter('slow'); if (activeChar && activeChar.name === 'Frost Blaster') { needsCustomHitArea = true; } } else if (self.towerType === 'poison') { var activeChar = getActiveCharacter('poison'); if (activeChar && activeChar.name === 'Poison Archer') { needsCustomHitArea = true; } } if (needsCustomHitArea) { getNonTransparentBounds(previewGraphics, function (bounds) { previewGraphics.hitArea = { x: bounds.x - previewGraphics.width / 2, y: bounds.y - previewGraphics.height / 2, width: bounds.width, height: bounds.height }; }); } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = 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; var towerTypeText = new Text2((self.tower.id === 'default' ? 'Human Archer' : self.tower.id === 'sniper' ? 'Catapult of Selena' : self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1)) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 1; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying', 'swarm']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'swarm'; waveType = "Boss swarm"; block.tint = 0xFF00FF; } 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; case 'swarm': block.tint = 0xFF00FF; waveType = "Boss swarm"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Add background based on current kingdom (backboard1 through backboard7) var backgroundAssetName = 'backboard' + (currentKingdom + 1); var backgroundSprite = game.attachAsset(backgroundAssetName, { anchorX: 0, anchorY: 0 }); backgroundSprite.width = 2048; backgroundSprite.height = 2732; // Define complete kingdom data structure with enemies and towers for each kingdom var kingdomData = [{ name: 'Elf Kingdom', enemies: ['elf1', 'elf2', 'elf3', 'elf4', 'elf5'], towers: [{ name: 'Human Archer', type: 'default', asset: 'defense' }, { name: 'Cannon Soldier', type: 'rapid', asset: 'cannon' }, { name: 'Catapult of Selena', type: 'sniper', asset: 'selena' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightingmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' }] }, { name: 'Goblin Clans', enemies: ['goblin1', 'goblin2', 'goblin3', 'goblin4', 'goblin5'], towers: [{ name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Cannon Soldier', type: 'rapid', asset: 'cannon' }, { name: 'Catapult of Selena', type: 'sniper', asset: 'selena' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightingmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' }] }, { name: 'Hawk Eye Tribe', enemies: ['hawk1', 'hawk2', 'hawk3', 'hawk4', 'hawk5'], towers: [{ name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Catapult of Selena', type: 'sniper', asset: 'selena' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightingmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' }] }, { name: 'Dragon Empire', enemies: ['dragon1', 'dragon2', 'dragon3', 'dragon4', 'dragon5'], towers: [{ name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightingmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' }] }, { name: 'Shadow Tribe', enemies: ['shadow1', 'shadow2', 'shadow3', 'shadow4', 'shadow5'], towers: [{ name: 'Flame Dragon', type: 'splash', asset: 'dragon5' }, { name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' }] }, { name: 'Dark Bloom Kingdom', enemies: ['plant1', 'plant2', 'plant3', 'plant4', 'plant5'], towers: [{ name: 'Dark Blaster', type: 'slow', asset: 'shadow5' }, { name: 'Flame Dragon', type: 'splash', asset: 'dragon5' }, { name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' }] }, { name: 'Undead Kingdom', enemies: ['dead1', 'dead2', 'dead3', 'dead4', 'dead5'], towers: [{ name: 'Venom Crawler', type: 'poison', asset: 'plant5' }, { name: 'Dark Blaster', type: 'slow', asset: 'shadow5' }, { name: 'Flame Dragon', type: 'splash', asset: 'dragon5' }, { name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }] }]; // Create backwards compatibility kingdoms array from kingdomData var kingdoms = kingdomData.map(function (kingdom, index) { return { name: kingdom.name, enemies: kingdom.enemies, reward: kingdom.towers.length > 1 ? { type: kingdom.towers[1].name, name: kingdom.towers[1].name, damage: 1.0, fireRate: 1.0, cost: index < 2 ? 5 : 10 } : null }; }); var isHidingUpgradeMenu = false; var gameState = 'story'; // Always start with story screen var currentKingdom = storage.currentKingdom || 0; // Initialize default characters - these cannot be stored directly due to storage limitations var defaultCharacters = { 'Human Archer': [{ name: 'Human Archer', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Cannon Soldier': [{ name: 'Cannon Soldier', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Catapult of Selena': [{ name: 'Catapult of Selena', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Lightning Mage': [{ name: 'Lightning Mage', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Frost Blaster': [{ name: 'Frost Blaster', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Poison Archer': [{ name: 'Poison Archer', damage: 1.0, fireRate: 1.0, cost: 0 }] }; // Build unlockedCharacters from storage-friendly format var unlockedCharacters = {}; for (var type in defaultCharacters) { unlockedCharacters[type] = defaultCharacters[type].slice(); // Copy default characters } // Load additional unlocked characters from storage using flattened structure var unlockedCharacterNames = { 'Human Archer': storage.unlockedCharacterNames_Human_Archer || [], 'Cannon Soldier': storage.unlockedCharacterNames_Cannon_Soldier || [], 'Catapult of Selena': storage.unlockedCharacterNames_Catapult_of_Selena || [], 'Lightning Mage': storage.unlockedCharacterNames_Lightning_Mage || [], 'Frost Blaster': storage.unlockedCharacterNames_Frost_Blaster || [], 'Poison Archer': storage.unlockedCharacterNames_Poison_Archer || [] }; for (var type in unlockedCharacterNames) { if (unlockedCharacterNames[type] && unlockedCharacterNames[type].length > 0) { for (var i = 0; i < unlockedCharacterNames[type].length; i++) { var charName = unlockedCharacterNames[type][i]; // Find character data from kingdoms for (var k = 0; k < kingdoms.length; k++) { if (kingdoms[k].reward && kingdoms[k].reward.name === charName) { var alreadyExists = false; for (var j = 0; j < unlockedCharacters[type].length; j++) { if (unlockedCharacters[type][j].name === charName) { alreadyExists = true; break; } } if (!alreadyExists) { unlockedCharacters[type].push(kingdoms[k].reward); } break; } } } } } var activeCharacters = storage.activeCharacters || { 'Human Archer': 0, 'Cannon Soldier': 0, 'Catapult of Selena': 0, 'Lightning Mage': 0, 'Frost Blaster': 0, 'Poison Archer': 0 }; 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 getActiveCharacter(towerType) { // Map old tower type names to new display names var towerTypeMap = { 'default': 'Human Archer', 'rapid': 'Cannon Soldier', 'sniper': 'Catapult of Selena', 'splash': 'Lightning Mage', 'slow': 'Frost Blaster', 'poison': 'Poison Archer' }; // Use mapped name if available, otherwise use the original towerType var mappedType = towerTypeMap[towerType] || towerType; // Check if the mapped type exists in unlockedCharacters if (!unlockedCharacters[mappedType]) { console.warn('Tower type not found:', mappedType); return null; } var index = activeCharacters[mappedType] || 0; return unlockedCharacters[mappedType][index]; } function switchCharacter(towerType) { var available = unlockedCharacters[towerType]; if (available && available.length > 1) { activeCharacters[towerType] = (activeCharacters[towerType] + 1) % available.length; storage.activeCharacters = activeCharacters; } } function unlockCharacter(reward) { if (reward && unlockedCharacters[reward.type] && !unlockedCharacters[reward.type].some(function (_char) { return _char.name === reward.name; })) { unlockedCharacters[reward.type].push(reward); // Store only character names in flattened storage structure with safe key names var storageKey = 'unlockedCharacterNames_' + reward.type.replace(/\s+/g, '_'); var currentNames = storage[storageKey] || []; if (currentNames.indexOf(reward.name) === -1) { currentNames.push(reward.name); storage[storageKey] = currentNames; } } } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0xFF0000, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xffffff, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var startX = 400; // Start positioning to the right of pause button area (100px + margin) var spacing = 300; // Horizontal spacing between text elements LK.gui.topLeft.addChild(scoreText); LK.gui.topLeft.addChild(livesText); LK.gui.topLeft.addChild(goldText); // Position texts horizontally next to each other, starting from the right of pause button scoreText.x = startX; scoreText.y = topMargin; livesText.x = startX + spacing; livesText.y = topMargin; goldText.x = startX + spacing * 2; goldText.y = topMargin; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; var dragCharacter = null; // Helper function to get tight bounding box of non-transparent pixels function getNonTransparentBounds(imageAsset, callback) { // For LK engine assets, we'll use predefined bounds for known assets // This is a simplified approach since we can't directly access canvas in LK var bounds = { x: 0, y: 0, width: imageAsset.width, height: imageAsset.height }; // Predefined tight bounds for cannon asset (adjust these values based on your cannon.png) if (imageAsset._texture && imageAsset._texture.baseTexture && imageAsset._texture.baseTexture.imageUrl && imageAsset._texture.baseTexture.imageUrl.includes('cannon')) { // Assuming cannon visible area is roughly 60% of total image, centered var visibleWidth = imageAsset.width * 0.6; var visibleHeight = imageAsset.height * 0.6; bounds = { x: (imageAsset.width - visibleWidth) / 2, y: (imageAsset.height - visibleHeight) / 2, width: visibleWidth, height: visibleHeight }; } callback(bounds); } function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType, character) { var baseCost = 5; // default cost switch (towerType) { case 'default': case 'Human Archer': baseCost = 5; break; case 'rapid': case 'Cannon Soldier': baseCost = 10; break; case 'sniper': case 'Catapult of Selena': baseCost = 15; break; case 'splash': case 'Lightning Mage': baseCost = 20; break; case 'slow': case 'Frost Blaster': baseCost = 30; break; case 'poison': case 'Poison Archer': baseCost = 40; break; } var activeChar = character || getActiveCharacter(towerType); return baseCost + (activeChar ? activeChar.cost || 0 : 0); } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function refreshCharacterBar() { // Clear and recreate source towers with updated character assets for (var i = sourceTowers.length - 1; i >= 0; i--) { towerLayer.removeChild(sourceTowers[i]); } sourceTowers = []; // Recreate source towers with current kingdom's characters var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var towerSpacing = 300; var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } } 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; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { // Create a direct character preview instead of using TowerPreview if (dragCharacter) { dragCharacter.destroy(); } dragCharacter = new Container(); game.addChild(dragCharacter); // Map tower types to specific character assets based on active character var characterAssetName = 'defense'; // default var activeChar = getActiveCharacter(tower.towerType); if (activeChar) { if (activeChar.name === 'Human Archer') { characterAssetName = 'defense'; } else if (activeChar.name === 'Elf Archer') { characterAssetName = 'elf1'; } else if (activeChar.name === 'Cannon Soldier') { characterAssetName = 'cannon'; } else if (activeChar.name === 'Catapult of Selena') { characterAssetName = 'selena'; } else if (activeChar.name === 'Lightning Mage') { characterAssetName = 'lightingmage'; } else if (activeChar.name === 'Frost Blaster') { characterAssetName = 'frost'; } else if (activeChar.name === 'Poison Archer') { characterAssetName = 'poisonarcher'; } } else { // Fallback based on tower type switch (tower.towerType) { case 'default': characterAssetName = 'defense'; break; case 'rapid': characterAssetName = 'cannon'; break; case 'sniper': characterAssetName = 'selena'; break; case 'splash': characterAssetName = 'lightingmage'; break; case 'slow': characterAssetName = 'frost'; break; case 'poison': characterAssetName = 'poisonarcher'; break; } } var characterGraphics = dragCharacter.attachAsset(characterAssetName, { anchorX: 0.5, anchorY: 0.5 }); characterGraphics.width = CELL_SIZE * 2; characterGraphics.height = CELL_SIZE * 2; // Store tower type for placement dragCharacter.towerType = tower.towerType; isDragging = true; // Position drag character directly at touch point without offset dragCharacter.x = x; dragCharacter.y = y; break; } } }; game.move = function (x, y, obj) { if (isDragging && dragCharacter) { // Update drag character position directly to touch point dragCharacter.x = x; dragCharacter.y = y; // Calculate grid position for placement validation var gridPosX = x - grid.x; var gridPosY = y - grid.y; var gridX = Math.floor(gridPosX / CELL_SIZE); var gridY = Math.floor(gridPosY / CELL_SIZE); // Check placement validity var validGridPlacement = true; if (gridY <= 4 || gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } // Check if blocked by enemy var blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } if (!enemy.isFlying) { if (enemy.cellX >= gridX && enemy.cellX < gridX + 2 && enemy.cellY >= gridY && enemy.cellY < gridY + 2) { blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= gridX && targetX < gridX + 2 && targetY >= gridY && targetY < gridY + 2) { blockedByEnemy = true; break; } } } } } // Check if player can afford this tower and update visual feedback var canAfford = gold >= getTowerCost(dragCharacter.towerType); var canPlace = validGridPlacement && !blockedByEnemy; // Set tint based on affordability and placement validity if (!canAfford) { dragCharacter.children[0].tint = 0xFF0000; // Red if can't afford } else if (!canPlace) { dragCharacter.children[0].tint = 0xFF0000; // Red if can't place } else { dragCharacter.children[0].tint = 0xFFFFFF; // Normal color if can place } // Store placement info for use in up handler dragCharacter.gridX = gridX; dragCharacter.gridY = gridY; dragCharacter.canPlace = canPlace; dragCharacter.blockedByEnemy = blockedByEnemy; } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging && dragCharacter) { isDragging = false; if (dragCharacter.canPlace) { if (!wouldBlockPath(dragCharacter.gridX, dragCharacter.gridY)) { placeTower(dragCharacter.gridX, dragCharacter.gridY, dragCharacter.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (dragCharacter.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } // Clean up drag character dragCharacter.destroy(); dragCharacter = null; } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Admin button for killing all enemies var adminButton = new Container(); var adminButtonBg = adminButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); adminButtonBg.width = 250; adminButtonBg.height = 80; adminButtonBg.tint = 0xFF0000; // Red color for admin function var adminButtonText = new Text2("Kill All", { size: 40, fill: 0xFFFFFF, weight: 800 }); adminButtonText.anchor.set(0.5, 0.5); adminButton.addChild(adminButtonText); adminButton.x = 150; // Position on left side adminButton.y = 2732 - 100; game.addChild(adminButton); adminButton.down = function () { // Kill all enemies instantly for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Clean up bullets targeting this enemy for (var j = 0; j < enemy.bulletsTargetingThis.length; j++) { var bullet = enemy.bulletsTargetingThis[j]; bullet.targetEnemy = null; } // Award gold for each enemy killed var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); setGold(gold + goldEarned); // Award score var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // 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(i, 1); } updateUI(); // Show notification var notification = game.addChild(new Notification("All enemies eliminated!")); notification.x = 2048 / 2; notification.y = grid.height - 50; // Flash effect for dramatic impact tween(adminButtonBg, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(adminButtonBg, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); }; // Restart game button var restartButton = new Container(); var restartButtonBg = restartButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); restartButtonBg.width = 250; restartButtonBg.height = 80; restartButtonBg.tint = 0x0088FF; // Blue color for restart var restartButtonText = new Text2("Restart", { size: 40, fill: 0xFFFFFF, weight: 800 }); restartButtonText.anchor.set(0.5, 0.5); restartButton.addChild(restartButtonText); restartButton.x = 150; // Position on left side restartButton.y = 2732 - 200; // Position above admin button game.addChild(restartButton); restartButton.down = function () { // Reset to kingdom 1 currentKingdom = 0; storage.currentKingdom = 0; // Update background to kingdom 1 backgroundSprite.destroy(); backgroundSprite = game.attachAsset('backboard1', { anchorX: 0, anchorY: 0 }); backgroundSprite.width = 2048; backgroundSprite.height = 2732; // Move background to back game.addChildAt(backgroundSprite, 0); // Reset game state to story gameState = 'story'; storage.gameState = 'story'; // Reset wave progress currentWave = 0; waveTimer = 0; waveInProgress = false; waveSpawned = false; waveIndicator.gameStarted = false; waveIndicator.waveMarkers[0].children[0].tint = 0x00AA00; waveIndicator.waveMarkers[0].children[1].setText("Start Game"); waveIndicator.waveMarkers[0].children[2].setText("Start Game"); waveIndicator.waveMarkers[0].children[2].x = 4; waveIndicator.waveMarkers[0].children[2].y = 4; // Reset resources gold = 80; lives = 20; score = 0; updateUI(); // Clear all towers for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; // Clear tower from grid cells for (var x = 0; x < 2; x++) { for (var y = 0; y < 2; y++) { var cell = grid.getCell(tower.gridX + x, tower.gridY + y); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } towerLayer.removeChild(tower); } towers = []; selectedTower = null; // Clear upgrade menus and range indicators var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } // Clear all bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].parent) { bullets[i].destroy(); } } bullets = []; // Clear all enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].isFlying && enemies[i].shadow) { enemyLayerMiddle.removeChild(enemies[i].shadow); } if (enemies[i].isFlying) { enemyLayerTop.removeChild(enemies[i]); } else { enemyLayerBottom.removeChild(enemies[i]); } } enemies = []; // Recalculate paths grid.pathFind(); grid.renderDebug(); // Refresh character bar to show Kingdom 1 characters refreshCharacterBar(); // Show notification var notification = game.addChild(new Notification("Game restarted! Starting from Kingdom 1.")); notification.x = 2048 / 2; notification.y = grid.height - 50; // Flash effect for restart button tween(restartButtonBg, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(restartButtonBg, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); }; var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; if (gameState === 'story') { var storyScreen = new StoryScreen(); game.addChild(storyScreen); } game.update = function () { if (gameState === 'story') { if (!game.children.some(function (child) { return child instanceof StoryScreen; })) { var storyScreen = new StoryScreen(); game.addChild(storyScreen); } return; } else if (gameState === 'inventory') { if (!game.children.some(function (child) { return child instanceof InventoryScreen; })) { var inventoryScreen = new InventoryScreen(); game.addChild(inventoryScreen); } return; } else if (gameState !== 'playing') { return; } if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier enemy.maxHealth = Math.round(enemy.maxHealth * Math.pow(1.12, currentWave)); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { var kingdom = kingdoms[currentKingdom]; if (kingdom && kingdom.reward) { unlockCharacter(kingdom.reward); var notification = game.addChild(new Notification("New warrior unlocked: " + kingdom.reward.name + "!")); notification.x = 2048 / 2; notification.y = grid.height - 100; } currentKingdom++; storage.currentKingdom = currentKingdom; if (currentKingdom >= 7) { // Reset to kingdom 1 after completing all 7 kingdoms currentKingdom = 0; storage.currentKingdom = currentKingdom; // Show you win screen, but game will restart from kingdom 1 when player hits play again LK.showYouWin(); return; } else { // Update background for new kingdom var newBackgroundAssetName = 'backboard' + (currentKingdom + 1); backgroundSprite.destroy(); backgroundSprite = game.attachAsset(newBackgroundAssetName, { anchorX: 0, anchorY: 0 }); backgroundSprite.width = 2048; backgroundSprite.height = 2732; // Move background to back game.addChildAt(backgroundSprite, 0); // Refresh character bar to show updated characters for new kingdom refreshCharacterBar(); gameState = 'inventory'; storage.gameState = gameState; } currentWave = 0; waveTimer = 0; waveInProgress = false; waveSpawned = false; // Clear all placed towers when advancing to next kingdom for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; // Clear tower from grid cells for (var x = 0; x < 2; x++) { for (var y = 0; y < 2; y++) { var cell = grid.getCell(tower.gridX + x, tower.gridY + y); if (cell) { cell.type = 0; // Remove tower from cell's towersInRange array var towerIndex = cell.towersInRange.indexOf(tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } // Remove tower from display towerLayer.removeChild(tower); } towers = []; // Clear any selected tower reference selectedTower = null; // Clear any upgrade menus var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } // Clear any range indicators for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } // Clear all bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].parent) { bullets[i].destroy(); } } bullets = []; for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].isFlying && enemies[i].shadow) { enemyLayerMiddle.removeChild(enemies[i].shadow); } if (enemies[i].isFlying) { enemyLayerTop.removeChild(enemies[i]); } else { enemyLayerBottom.removeChild(enemies[i]); } } enemies = []; // Recalculate paths after clearing towers grid.pathFind(); grid.renderDebug(); } }; şimdi bu kodda her kingdom geçildikten sonra elde ettiğimiz karakterin isminide o karakterin ismiyle değiştir Human archer elf kingdom geçildikten sonra elf archer oluyor goblin kingdom geçilince cannon soldier değilde choose your warrior ekranında yeni gelen karakterin adı yazsın diğer bölümler içinde aynı durumu uygula
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The war of seven kingdom yazısı açıklama kısmının üstüne geliyor ve begin your defanse butonuda açıklamanın üstüne geliyor onların yerlerini ayarla üstt üste gelmesin
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Score ,life ve gold yazıları oyun boyunca oyunun üst kısmında yani durdurma butonun sağ tarafında yan yana gözüksün life kırmızı score siyah gold altın yazı renginde olsun
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Score ,life ve gold yazıları oyun boyunca oyunun üst kısmında gözüksün life kırmızı score siyah gold altın yazı renginde olsun
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Oyunda begin your defense butonuna bastıktan sonra arka plan mavi oluyor ama backboard1 asseti gelmeli direkt
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I’m building a 2D Tower Defense game. The following improvements need to be implemented to the current codebase: ⸻ 1. Show the Intro Story Screen at the Very Beginning • When the game starts, instead of a blank or blue screen, it should immediately show the intro screen with the following elements: • Title: "The War of Seven Kingdoms" (large and centered) • Subtitle or button: "Begin Your Defense" • This screen should block other interactions until the player clicks "Begin Your Defense", which will then: • Set gameState = 'playing' • Start wave tracking and show the game UI normally. ⸻ 2. Remove the “Switch Character” Button • In the character selection row at the bottom (where players pick and drag characters), there is a switch button used to cycle between unlocked characters. • Please remove the switch button entirely. • Instead, only show the currently active character (based on the current kingdom/reward) in each slot. • Characters in these slots should be automatically updated after a kingdom is conquered (see item 3 below). ⸻ 3. Fix Character Selection Bar Updates After Conquering Kingdoms • Currently, when a player conquers a kingdom (e.g., defeating Elf Kingdom), the new reward character (e.g., "Elf Archer") is correctly unlocked and used on the battlefield, but: • The bottom character bar still shows the old name and old asset (e.g., "Human Archer" with defense asset). • What should happen instead: • After each kingdom is conquered and its reward is unlocked: • The bottom character selection bar should visually update to reflect: • The correct character name • The correct asset (e.g., elf1, goblin1, hawk1, etc.) • The gameplay character (placed on field) and the displayed character (in the UI bar) must be consistent. Optional suggestion: Create a helper function like refreshCharacterBar() that is triggered every time a new kingdom is unlocked. This function should: • Clear and re-render the bottom selection bar • Use the unlockedCharacters and activeCharacters data structures • Display proper names and assets depending on the current kingdom ⸻ Summary Please: • Add the story intro screen with title and start button. • Remove the switch character button. • Ensure the character bar (bottom UI) always shows correct names and visuals after a new character is unlocked from a kingdom. This will ensure consistency between gameplay and UI visuals, and improve first impressions with a proper intro screen.
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her kingdom savaşında arka planı değişelim ilk kingdom backboard1 assetinde onraki her kingdom bölümünde sırasıyla backboard2 asseti,backboard3,backboard4,backboard5,backboard6 ve son bölüm backboard7 olarak değişsin oyunun arkaplanı
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default cost 5, rapid cost 10 ,sniper cost 15, splash cost 20, slow cost 30, poison cost 40 olarak ayarla her kingdom ve her bölüm için
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'some')' in or related to this line: 'if (reward && !unlockedCharacters[reward.type].some(function (_char) {' Line Number: 3205
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Each kingdom has unique enemy assets and also changes the visual asset used for placed/selectable tower characters on the battlefield. I need to clearly define, for each kingdom, both: The list of enemy units and their corresponding visual assets. The list of player-selectable tower units and their visual assets when placed on the field. Here’s the structure I need: javascript Kopyala Düzenle var kingdomData = [ { name: 'Elf Kingdom', enemies: ['elf1', 'elf2', 'elf3', 'elf4', 'elf5'], towers: [ { name: 'Human Archer', type: 'default', asset: 'defense' }, { name: 'Cannon Soldier', type: 'rapid', asset: 'cannon' }, { name: 'Catapult of Selena', type: 'sniper', asset: 'selena' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightningmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' } ] }, { name: 'Goblin Clans', enemies: ['goblin1', 'goblin2', 'goblin3', 'goblin4', 'goblin5'], towers: [ { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Cannon Soldier', type: 'rapid', asset: 'cannon' }, { name: 'Catapult of Selena', type: 'sniper', asset: 'selena' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightningmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' } ] }, { name: 'Hawk Eye Tribe', enemies: ['hawk1', 'hawk2', 'hawk3', 'hawk4', 'hawk5'], towers: [ { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Catapult of Selena', type: 'sniper', asset: 'selena' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightningmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' } ] }, { name: 'Dragon Empire', enemies: ['dragon1', 'dragon2', 'dragon3', 'dragon4', 'dragon5'], towers: [ { name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Lightning Mage', type: 'splash', asset: 'lightningmage' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' } ] }, { name: 'Shadow Tribe', enemies: ['shadow1', 'shadow2', 'shadow3', 'shadow4', 'shadow5'], towers: [ { name: 'Flame Dragon', type: 'splash', asset: 'dragon5' }, { name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Frost Blaster', type: 'slow', asset: 'frost' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' } ] }, { name: 'Dark Bloom Kingdom', enemies: ['plant1', 'plant2', 'plant3', 'plant4', 'plant5'], towers: [ { name: 'Dark Blaster', type: 'slow', asset: 'shadow5' }, { name: 'Flame Dragon', type: 'splash', asset: 'dragon5' }, { name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' }, { name: 'Poison Archer', type: 'poison', asset: 'poisonarcher' } ] }, { name: 'Undead Kingdom', enemies: ['dead1', 'dead2', 'dead3', 'dead4', 'dead5'], towers: [ { name: 'Venom Crawler', type: 'poison', asset: 'plant5' }, { name: 'Dark Blaster', type: 'slow', asset: 'shadow5' }, { name: 'Flame Dragon', type: 'splash', asset: 'dragon5' }, { name: 'Beast Shaman', type: 'sniper', asset: 'hawk5' }, { name: 'Goblin Grenadier', type: 'rapid', asset: 'goblin2' }, { name: 'Elf Archer', type: 'default', asset: 'elf1' } ] } ]; Goal: Make sure that in each level, both the enemy visuals and the player’s available towers use the correct asset names from this structure. Each tower placed on the battlefield should display the asset defined in that level’s towers array, and all spawned enemies should match the current kingdom’s enemy list.
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kingdom 2 of 7 yani goblin clans yazan ekranda human archer yerine switch tuşuna basark sonraki alanda hangsini oynayacağını seçebilmeli oyuncu ve elf archer human archer arasında değişim yapmalı switch tuşu eğer elf archer olan kalıras onun görseli gözükmeli yani elf1 asseti ama eğer human archer seçilirse onun görseli olmalı alana yerleştirilirkende hangi karakter ise o gözükmeli grafiği olarak ve onun imi yazmalı
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// Initialize default characters - these cannot be stored directly due to storage limitations var defaultCharacters = { 'Human Archer': [{ name: 'Human Archer', damage: 1.0, fireRate: 1.0, cost: 0 }], kod bu olmasına rağmen oyun ekranında elf archer yazıyor karakter üzerinde
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; // Create white grid lines instead of numbers var gridLines = new Container(); // Top line var topLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); topLine.width = CELL_SIZE; topLine.height = 2; topLine.tint = 0xFFFFFF; topLine.x = -CELL_SIZE / 2; topLine.y = -CELL_SIZE / 2; // Bottom line var bottomLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); bottomLine.width = CELL_SIZE; bottomLine.height = 2; bottomLine.tint = 0xFFFFFF; bottomLine.x = -CELL_SIZE / 2; bottomLine.y = CELL_SIZE / 2 - 2; // Left line var leftLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); leftLine.width = 2; leftLine.height = CELL_SIZE; leftLine.tint = 0xFFFFFF; leftLine.x = -CELL_SIZE / 2; leftLine.y = -CELL_SIZE / 2; // Right line var rightLine = gridLines.attachAsset('free', { anchorX: 0, anchorY: 0 }); rightLine.width = 2; rightLine.height = CELL_SIZE; rightLine.tint = 0xFFFFFF; rightLine.x = CELL_SIZE / 2 - 2; rightLine.y = -CELL_SIZE / 2; self.addChild(gridLines); // Add brown spawn markers var spawnMarkers = new Container(); self.addChild(spawnMarkers); 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) { // Clear existing spawn markers while (spawnMarkers.children.length > 0) { spawnMarkers.removeChild(spawnMarkers.children[0]); } switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); cellGraphics.tint = 0x880000; return; } var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } // Add brown spawn marker for spawn cells (type 2) if (data.type === 2) { // Create thick brown border around spawn cells var spawnTopLine = spawnMarkers.attachAsset('brown', { anchorX: 0, anchorY: 0 }); spawnTopLine.width = CELL_SIZE; spawnTopLine.height = 8; spawnTopLine.tint = 0x8B4513; // Brown color spawnTopLine.x = -CELL_SIZE / 2; spawnTopLine.y = -CELL_SIZE / 2; var spawnBottomLine = spawnMarkers.attachAsset('free', { anchorX: 0, anchorY: 0 }); spawnBottomLine.width = CELL_SIZE; spawnBottomLine.height = 8; spawnBottomLine.tint = 0x8B4513; // Brown color spawnBottomLine.x = -CELL_SIZE / 2; spawnBottomLine.y = CELL_SIZE / 2 - 8; var spawnLeftLine = spawnMarkers.attachAsset('free', { anchorX: 0, anchorY: 0 }); spawnLeftLine.width = 8; spawnLeftLine.height = CELL_SIZE; spawnLeftLine.tint = 0x8B4513; // Brown color spawnLeftLine.x = -CELL_SIZE / 2; spawnLeftLine.y = -CELL_SIZE / 2; var spawnRightLine = spawnMarkers.attachAsset('free', { anchorX: 0, anchorY: 0 }); spawnRightLine.width = 8; spawnRightLine.height = CELL_SIZE; spawnRightLine.tint = 0x8B4513; // Brown color spawnRightLine.x = CELL_SIZE / 2 - 8; spawnRightLine.y = -CELL_SIZE / 2; } // Add brown connecting lines between top spawn point and bottom spawn point if (data.type === 2 && data.y === 0) { // This is a top spawn point, add vertical connecting line going down var connectingLine = spawnMarkers.attachAsset('free', { anchorX: 0.5, anchorY: 0 }); connectingLine.width = 8; // Make line thicker for better visibility connectingLine.height = CELL_SIZE * 34; // Extend height to reach all the way to bottom spawn area connectingLine.tint = 0x8B4513; // Brown color connectingLine.x = 0; // Center of cell connectingLine.y = CELL_SIZE / 2; // Start from bottom of current cell // Add horizontal brown line at top spawn point where arrows begin var horizontalLine = spawnMarkers.attachAsset('free', { anchorX: 0.5, anchorY: 0.5 }); horizontalLine.width = CELL_SIZE; // Full cell width horizontalLine.height = 8; // Same thickness as other brown lines horizontalLine.tint = 0x8B4513; // Brown color horizontalLine.x = 0; // Center of cell horizontalLine.y = -CELL_SIZE / 2; // Position at top of cell } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; break; } } }; }); // 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; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; if (typeof currentKingdom !== 'undefined') { var kingdomMultiplier = 1 + currentKingdom * 0.5; // Increased multiplier since no stages self.maxHealth = Math.round(self.maxHealth * kingdomMultiplier); self.health = self.maxHealth; self.speed *= 1 + currentKingdom * 0.15; // Increased speed scaling } // Get appropriate asset for this enemy type based on kingdom var assetId = 'enemy'; if (typeof currentKingdom !== 'undefined' && currentKingdom === 0) { // Kingdom 0 (Elf Kingdom) - use elf assets switch (self.type) { case 'normal': assetId = 'elf1'; break; case 'fast': assetId = 'elf2'; break; case 'flying': assetId = 'elf3'; break; case 'immune': assetId = 'elf4'; break; case 'swarm': assetId = 'elf5'; break; default: assetId = 'elf1'; break; } } else if (typeof currentKingdom !== 'undefined' && currentKingdom === 1) { // Kingdom 1 (Goblin Kingdom) - use goblin assets switch (self.type) { case 'normal': assetId = 'goblin1'; break; case 'fast': assetId = 'goblin2'; break; case 'flying': assetId = 'goblin3'; break; case 'immune': assetId = 'goblin4'; break; case 'swarm': assetId = 'goblin5'; break; default: assetId = 'goblin1'; break; } } else { // Other kingdoms use generic enemy assets if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Rotate elf assets by 90 degrees (except elf1 which should appear straight) if (assetId === 'elf2' || assetId === 'elf3' || assetId === 'elf4' || assetId === 'elf5') { enemyGraphics.rotation = Math.PI / 2; // 90 degrees in radians } // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { // Set enemy graphic to face downward (no rotation animation) enemyGraphics.rotation = 0; } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0; if (i > 11 - 3 && i <= 11 + 3) { if (j === 0) { cellType = 2; self.spawns.push(cell); } else if (j <= 4) { cellType = 0; } else if (j === gridHeight - 1) { cellType = 3; self.goals.push(cell); } else if (j >= gridHeight - 4) { cellType = 0; } } cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } // Update shadow position for flying enemies to match normal enemy movement 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; // Set enemy graphic to face downward (no rotation animation) if (enemy.children[0]) { enemy.children[0].rotation = 0; } // 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; } // Handle normal pathfinding enemies (including flying enemies) // Handle normal pathfinding for all enemies (including flying 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); // Calculate next position var nextX = enemy.currentCellX + Math.cos(angle) * enemy.speed; var nextY = enemy.currentCellY + Math.sin(angle) * enemy.speed; // Check if next position would overlap with any tower (for all enemies, including flying) var canMove = true; // Check all towers for collision with next position for (var t = 0; t < towers.length; t++) { var tower = towers[t]; // Check if enemy's next position would overlap with tower's 2x2 grid area var enemyGridX = Math.floor(nextX); var enemyGridY = Math.floor(nextY); // Also check current position to prevent enemies from getting stuck inside towers var currentEnemyGridX = Math.floor(enemy.currentCellX); var currentEnemyGridY = Math.floor(enemy.currentCellY); // Check both next position and current position for tower overlap var nextOverlap = enemyGridX >= tower.gridX && enemyGridX < tower.gridX + 2 && enemyGridY >= tower.gridY && enemyGridY < tower.gridY + 2; var currentOverlap = currentEnemyGridX >= tower.gridX && currentEnemyGridX < tower.gridX + 2 && currentEnemyGridY >= tower.gridY && currentEnemyGridY < tower.gridY + 2; if (nextOverlap && !currentOverlap) { canMove = false; break; } } // Move if path is clear if (canMove) { enemy.currentCellX = nextX; enemy.currentCellY = nextY; } else { // If blocked, try to find alternative path by checking adjacent cells var foundAlternative = false; // Calculate direction toward goal for prioritizing alternatives var goalDirection = Math.atan2(oy, ox); // Create movement alternatives with improved ordering var alternatives = []; // First priority: perpendicular movements away from obstacle var perpAngle1 = goalDirection + Math.PI / 2; // 90 degrees from goal direction var perpAngle2 = goalDirection - Math.PI / 2; // -90 degrees from goal direction alternatives.push({ dx: Math.cos(perpAngle1) * enemy.speed, dy: Math.sin(perpAngle1) * enemy.speed }); alternatives.push({ dx: Math.cos(perpAngle2) * enemy.speed, dy: Math.sin(perpAngle2) * enemy.speed }); // Second priority: backward movement to create space alternatives.push({ dx: -Math.cos(goalDirection) * enemy.speed * 0.8, dy: -Math.sin(goalDirection) * enemy.speed * 0.8 }); // Third priority: cardinal directions alternatives.push({ dx: 0, dy: -enemy.speed }); // Up alternatives.push({ dx: 0, dy: enemy.speed }); // Down alternatives.push({ dx: -enemy.speed, dy: 0 }); // Left alternatives.push({ dx: enemy.speed, dy: 0 }); // Right // Fourth priority: diagonal movements for smoother navigation alternatives.push({ dx: -enemy.speed * 0.7, dy: -enemy.speed * 0.7 }); // Up-Left alternatives.push({ dx: enemy.speed * 0.7, dy: -enemy.speed * 0.7 }); // Up-Right alternatives.push({ dx: -enemy.speed * 0.7, dy: enemy.speed * 0.7 }); // Down-Left alternatives.push({ dx: enemy.speed * 0.7, dy: enemy.speed * 0.7 }); // Down-Right for (var alt = 0; alt < alternatives.length; alt++) { var altX = enemy.currentCellX + alternatives[alt].dx; var altY = enemy.currentCellY + alternatives[alt].dy; var altGridX = Math.floor(altX); var altGridY = Math.floor(altY); var altBlocked = false; // Check if alternative position is blocked by towers for (var t = 0; t < towers.length; t++) { var tower = towers[t]; // Check current position to see if already inside tower var currentGridX = Math.floor(enemy.currentCellX); var currentGridY = Math.floor(enemy.currentCellY); var currentlyInside = currentGridX >= tower.gridX && currentGridX < tower.gridX + 2 && currentGridY >= tower.gridY && currentGridY < tower.gridY + 2; // Use more precise collision detection with buffer zone around towers var bufferZone = 0.1; // Small buffer to prevent getting stuck on edges var towerLeft = tower.gridX - bufferZone; var towerRight = tower.gridX + 2 + bufferZone; var towerTop = tower.gridY - bufferZone; var towerBottom = tower.gridY + 2 + bufferZone; if (altX >= towerLeft && altX < towerRight && altY >= towerTop && altY < towerBottom) { // If currently inside tower, allow movement that gets us further away if (currentlyInside) { var currentDist = Math.sqrt((enemy.currentCellX - (tower.gridX + 1)) * (enemy.currentCellX - (tower.gridX + 1)) + (enemy.currentCellY - (tower.gridY + 1)) * (enemy.currentCellY - (tower.gridY + 1))); var altDist = Math.sqrt((altX - (tower.gridX + 1)) * (altX - (tower.gridX + 1)) + (altY - (tower.gridY + 1)) * (altY - (tower.gridY + 1))); if (altDist <= currentDist) { altBlocked = true; break; } } else { altBlocked = true; break; } } } // Also check if alternative position is within valid grid bounds var cell = grid.getCell(altGridX, altGridY); if (!altBlocked && cell && cell.type !== 1 && altGridY >= 4) { enemy.currentCellX = altX; enemy.currentCellY = altY; foundAlternative = true; break; } } // If no alternative found, try very small movements to unstick if (!foundAlternative) { // Try tiny movements in all directions to escape being stuck var escapeRadius = enemy.speed * 0.2; var escapeAngles = [0, Math.PI / 4, Math.PI / 2, 3 * Math.PI / 4, Math.PI, 5 * Math.PI / 4, 3 * Math.PI / 2, 7 * Math.PI / 4]; for (var angleIdx = 0; angleIdx < escapeAngles.length; angleIdx++) { var escapeAngle = escapeAngles[angleIdx]; var escapeX = enemy.currentCellX + Math.cos(escapeAngle) * escapeRadius; var escapeY = enemy.currentCellY + Math.sin(escapeAngle) * escapeRadius; var escapeGridX = Math.floor(escapeX); var escapeGridY = Math.floor(escapeY); var escapeBlocked = false; for (var t = 0; t < towers.length; t++) { var tower = towers[t]; if (escapeX >= tower.gridX && escapeX < tower.gridX + 2 && escapeY >= tower.gridY && escapeY < tower.gridY + 2) { escapeBlocked = true; break; } } var cell = grid.getCell(escapeGridX, escapeGridY); if (!escapeBlocked && cell && cell.type !== 1 && escapeGridY >= 4) { enemy.currentCellX = escapeX; enemy.currentCellY = escapeY; foundAlternative = true; break; } } } } } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var InventoryScreen = Container.expand(function () { var self = Container.call(this); self.x = 2048 / 2; self.y = 2732 / 2; var backgroundOverlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); backgroundOverlay.width = 2048; backgroundOverlay.height = 2732; backgroundOverlay.tint = 0x222222; backgroundOverlay.alpha = 0.95; var titleText = new Text2("Choose Your Warriors", { size: 100, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -600; self.addChild(titleText); var kingdomName = kingdoms[currentKingdom] && kingdoms[currentKingdom].name ? kingdoms[currentKingdom].name : "Unknown"; var progressText = new Text2("Kingdom " + (currentKingdom + 1) + " of 7: " + kingdomName, { size: 80, fill: 0xFFFFFF, weight: 600 }); progressText.anchor.set(0.5, 0.5); progressText.y = -450; self.addChild(progressText); var charactersContainer = new Container(); charactersContainer.y = -50; self.addChild(charactersContainer); var towerTypes = ['Human Archer', 'Cannon Soldier', 'Catapult of Selena', 'Lightning Mage', 'Frost Blaster', 'Poison Archer']; var towerNames = ['Human Archer', 'Cannon Soldier', 'Catapult of Selena', 'Lightning Mage', 'Frost Blaster', 'Poison Archer']; for (var i = 0; i < 6; i++) { var characterSlot = new Container(); var slotBg = characterSlot.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); slotBg.width = 300; slotBg.height = 400; slotBg.tint = 0x444444; var activeCharacter = getActiveCharacter(towerTypes[i]); var characterName = activeCharacter ? activeCharacter.name : towerNames[i]; var nameText = new Text2(characterName, { size: 50, fill: 0xFFFFFF, weight: 600 }); nameText.anchor.set(0.5, 0.5); nameText.y = -150; characterSlot.addChild(nameText); var towerPreview = characterSlot.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); towerPreview.width = 120; towerPreview.height = 120; // Color assignment removed - characters use their natural asset colors towerPreview.y = -50; var costText = new Text2("Cost: " + getTowerCost(towerTypes[i], activeCharacter), { size: 40, fill: 0xFFD700, weight: 600 }); costText.anchor.set(0.5, 0.5); costText.y = 50; characterSlot.addChild(costText); if (unlockedCharacters[towerTypes[i]] && unlockedCharacters[towerTypes[i]].length > 1) { var switchButton = new Container(); var switchBg = switchButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); switchBg.width = 200; switchBg.height = 60; switchBg.tint = 0x0088FF; var switchText = new Text2("Switch", { size: 40, fill: 0xFFFFFF, weight: 600 }); switchText.anchor.set(0.5, 0.5); switchButton.addChild(switchText); switchButton.y = 130; characterSlot.addChild(switchButton); switchButton.towerType = towerTypes[i]; switchButton.down = function () { switchCharacter(this.towerType); self.destroy(); gameState = 'inventory'; }; } characterSlot.x = i % 3 * 350 - 350; characterSlot.y = Math.floor(i / 3) * 450; charactersContainer.addChild(characterSlot); } var continueButton = new Container(); var continueBg = continueButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); continueBg.width = 400; continueBg.height = 120; continueBg.tint = 0x00AA00; var continueText = new Text2("Continue Battle", { size: 60, fill: 0xFFFFFF, weight: 800 }); continueText.anchor.set(0.5, 0.5); continueButton.addChild(continueText); continueButton.y = 400; self.addChild(continueButton); continueButton.down = function () { gameState = 'playing'; self.destroy(); }; return self; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Map tower types to specific assets var assetName = 'defense'; // default switch (towerType) { case 'default': assetName = 'defense'; break; case 'rapid': assetName = 'cannon'; break; case 'sniper': assetName = 'selena'; break; case 'splash': assetName = 'lightingmage'; break; case 'slow': assetName = 'frost'; break; case 'poison': assetName = 'poisonarcher'; break; } // Increase size of base for easier touch var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); // Color assignment removed - characters use their natural asset colors var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var activeChar = getActiveCharacter(self.towerType); var displayName = activeChar ? activeChar.name : self.towerType === 'default' ? 'Human Archer' : self.towerType === 'sniper' ? 'Catapult of Selena' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1); // Ensure Human Archer is displayed correctly for default tower type if (self.towerType === 'default' && displayName !== 'Human Archer') { displayName = 'Human Archer'; } var typeLabel = new Text2(displayName, { size: 40, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var StoryScreen = Container.expand(function () { var self = Container.call(this); self.x = 2048 / 2; self.y = 2732 / 2; var backgroundOverlay = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); backgroundOverlay.width = 2048; backgroundOverlay.height = 2732; backgroundOverlay.tint = 0x000000; backgroundOverlay.alpha = 0.9; var titleText = new Text2("The War of Seven Kingdoms", { size: 120, fill: 0xFFD700, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.y = -400; self.addChild(titleText); var storyText = new Text2("Long ago, the Human Kingdom ruled in peace.\n\nBut dark times have come. Six enemy kingdoms\nhave united to invade our lands:\n\n• The Elf Kingdom from the eastern forests\n• The Goblin Clans from the northern mountains\n• The Hawk Eye Tribe from the sky realm\n• The Dragon Empire from the fire lands\n• The Shadow Tribe from the void\n• The Dark Bloom Kingdom from the poisoned swamps\n• The Undead Kingdom from the realm of death\n\nAs the last defender of the Human Kingdom,\nyou must use your towers to stop their advance.\n\nDefeat each kingdom to unlock their warriors\nfor your own army!", { size: 60, fill: 0xFFFFFF, weight: 400 }); storyText.anchor.set(0.5, 0.5); storyText.y = 0; self.addChild(storyText); var startButton = new Container(); var startButtonBg = startButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startButtonBg.width = 600; startButtonBg.height = 150; startButtonBg.tint = 0x00AA00; var startButtonText = new Text2("Begin Your Defense", { size: 80, fill: 0xFFFFFF, weight: 800 }); startButtonText.anchor.set(0.5, 0.5); startButton.addChild(startButtonText); startButton.y = 400; self.addChild(startButton); startButton.down = function () { gameState = 'playing'; self.destroy(); }; 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; self.character = getActiveCharacter(id); // 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 'Catapult of Selena': // Catapult of Selena: 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 'Lightning Mage': // Lightning Mage: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'Cannon Soldier': // Cannon Soldier: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'Frost Blaster': // Frost Blaster: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'Poison Archer': // Poison Archer: base 3.2, +0.5 per level return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Human Archer: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'Cannon Soldier': self.fireRate = 30; self.damage = 7; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'Catapult of Selena': self.fireRate = 120; self.damage = 15; self.range = 5 * CELL_SIZE; self.bulletSpeed = 25; break; case 'Lightning Mage': self.fireRate = 60; self.damage = 8; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; case 'Frost Blaster': self.fireRate = 60; self.damage = 5; self.range = 3.5 * CELL_SIZE; self.bulletSpeed = 5; break; case 'Poison Archer': self.fireRate = 60; self.damage = 6; self.range = 3.2 * CELL_SIZE; self.bulletSpeed = 5; break; } if (self.character) { self.damage = Math.round(self.damage * self.character.damage); self.fireRate = Math.round(self.fireRate / self.character.fireRate); if (self.character.range) { self.range *= self.character.range; } } // Use specific assets for special characters, tower asset for all others var assetName = 'defense'; // Default to defense asset instead of tower if (self.character && self.character.name === 'Cannon Soldier') { assetName = 'cannon'; } else if (self.character && self.character.name === 'Catapult of Selena') { assetName = 'selena'; } else if (self.character && self.character.name === 'Human Archer') { assetName = 'defense'; } else if (self.character && self.character.name === 'Lightning Mage') { assetName = 'lightingmage'; } else if (self.character && self.character.name === 'Frost Blaster') { assetName = 'frost'; } else if (self.character && self.character.name === 'Poison Archer') { assetName = 'poisonarcher'; } else if (self.id === 'default' || self.id === 'Human Archer') { // Default tower type uses defense asset assetName = 'defense'; } else if (self.id === 'splash') { // Fallback: if tower type is splash but no specific character, use lightingmage asset assetName = 'lightingmage'; } var baseGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); // Adjust hitbox for special assets to better match visible area if (assetName === 'cannon' || assetName === 'selena' || assetName === 'defense' || assetName === 'lightingmage' || assetName === 'frost' || assetName === 'poisonarcher') { // Use helper function to get tight bounds for special assets getNonTransparentBounds(baseGraphics, function (bounds) { // Set interactive area based on calculated bounds baseGraphics.hitArea = { x: bounds.x - baseGraphics.width / 2, y: bounds.y - baseGraphics.height / 2, width: bounds.width, height: bounds.height }; }); } // Color assignment removed - characters use their natural asset colors var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('free', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { towerLevelIndicator.tint = 0xCCCCCC; } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 1; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // For slow tower, pass level for scaling slow effect if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'sniper': bullet.children[0].tint = 0xFF5500; bullet.children[0].width = 15; bullet.children[0].height = 15; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'slow': bullet.children[0].tint = 0x9900FF; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'poison': bullet.children[0].tint = 0x00FFAA; bullet.children[0].width = 35; bullet.children[0].height = 35; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewAsset = 'defense'; // Start with defense asset to match default var previewGraphics = self.attachAsset(previewAsset, { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; // Update preview asset when tower type changes self.updatePreviewAsset = function () { var needsSpecialAsset = true; // Always use special assets to match Tower class var specialAsset = 'defense'; // Default asset if (self.towerType === 'default') { specialAsset = 'defense'; } else if (self.towerType === 'rapid') { specialAsset = 'cannon'; } else if (self.towerType === 'sniper') { specialAsset = 'selena'; } else if (self.towerType === 'splash') { specialAsset = 'lightingmage'; } else if (self.towerType === 'slow') { specialAsset = 'frost'; } else if (self.towerType === 'poison') { specialAsset = 'poisonarcher'; } // Always use the appropriate asset if (previewAsset !== specialAsset) { // Remove current preview and create new asset preview self.removeChild(previewGraphics); previewGraphics = self.attachAsset(specialAsset, { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; previewAsset = specialAsset; } }; 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 () { // Update preview asset type if needed self.updatePreviewAsset(); // 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; // Color assignment removed - characters use their natural asset colors // Apply custom hit area for special asset previews var needsCustomHitArea = false; if (self.towerType === 'default') { var activeChar = getActiveCharacter('default'); if (activeChar && activeChar.name === 'Human Archer') { needsCustomHitArea = true; } } else if (self.towerType === 'rapid') { var activeChar = getActiveCharacter('rapid'); if (activeChar && activeChar.name === 'Cannon Soldier') { needsCustomHitArea = true; } } else if (self.towerType === 'sniper') { var activeChar = getActiveCharacter('sniper'); if (activeChar && activeChar.name === 'Catapult of Selena') { needsCustomHitArea = true; } } else if (self.towerType === 'splash') { var activeChar = getActiveCharacter('splash'); if (activeChar && activeChar.name === 'Lightning Mage') { needsCustomHitArea = true; } } else if (self.towerType === 'slow') { var activeChar = getActiveCharacter('slow'); if (activeChar && activeChar.name === 'Frost Blaster') { needsCustomHitArea = true; } } else if (self.towerType === 'poison') { var activeChar = getActiveCharacter('poison'); if (activeChar && activeChar.name === 'Poison Archer') { needsCustomHitArea = true; } } if (needsCustomHitArea) { getNonTransparentBounds(previewGraphics, function (bounds) { previewGraphics.hitArea = { x: bounds.x - previewGraphics.width / 2, y: bounds.y - previewGraphics.height / 2, width: bounds.width, height: bounds.height }; }); } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = 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; var towerTypeText = new Text2((self.tower.id === 'default' ? 'Human Archer' : self.tower.id === 'sniper' ? 'Catapult of Selena' : self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1)) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 1; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Add backboard1 as background var backgroundSprite = game.attachAsset('backboard1', { anchorX: 0, anchorY: 0 }); backgroundSprite.width = 2048; backgroundSprite.height = 2732; // Define kingdoms array first before using it anywhere var kingdoms = [{ name: 'Elf Kingdom', enemies: ['Elf Archer', 'Elf Warrior', 'Elf Mage', 'Elf Guardian', 'Elf King'], reward: { type: 'Human Archer', name: 'Elf Archer', damage: 1.25, fireRate: 1.0, cost: 5 } }, { name: 'Goblin Clans', enemies: ['Goblin Grunt', 'Goblin Bomber', 'Goblin Runner', 'Goblin Shield', 'Goblin Lord'], reward: { type: 'Cannon Soldier', name: 'Goblin Grenadier', damage: 1.0, fireRate: 1.0, cost: 10, area: true } }, { name: 'Hawk Eye Tribe', enemies: ['Hawk Scout', 'Hawk Gunner', 'Hawk Beast', 'Hawk Shaman', 'Hawk King'], reward: { type: 'Catapult of Selena', name: 'Beast Shaman', damage: 1.0, fireRate: 1.0, cost: 5, range: 1.5 } }, { name: 'Dragon Empire', enemies: ['Fire Lizard', 'Dragon Knight', 'Baby Dragon', 'Red Wyvern', 'Dragon Lord'], reward: { type: 'Lightning Mage', name: 'Flame Dragon', damage: 1.0, fireRate: 1.0, cost: 5 } }, { name: 'Shadow Tribe', enemies: ['Shadow Ghost', 'Ice Ball', 'Black Fire', 'Cold Wraith', 'Wraith King'], reward: { type: 'Frost Blaster', name: 'Dark Blaster', damage: 1.0, fireRate: 1.0, cost: 5, range: 1.2 } }, { name: 'Dark Bloom Kingdom', enemies: ['Toxic Plant', 'Spitting Root', 'Vine Snake', 'Sporespitter', 'Plant Queen'], reward: { type: 'Poison Archer', name: 'Venom Crawler', damage: 1.0, fireRate: 1.0, cost: 10, area: true } }]; var isHidingUpgradeMenu = false; var gameState = storage.gameState || 'story'; var currentKingdom = storage.currentKingdom || 0; // Initialize default characters - these cannot be stored directly due to storage limitations var defaultCharacters = { 'Human Archer': [{ name: 'Human Archer', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Cannon Soldier': [{ name: 'Cannon Soldier', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Catapult of Selena': [{ name: 'Catapult of Selena', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Lightning Mage': [{ name: 'Lightning Mage', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Frost Blaster': [{ name: 'Frost Blaster', damage: 1.0, fireRate: 1.0, cost: 0 }], 'Poison Archer': [{ name: 'Poison Archer', damage: 1.0, fireRate: 1.0, cost: 0 }] }; // Build unlockedCharacters from storage-friendly format var unlockedCharacters = {}; for (var type in defaultCharacters) { unlockedCharacters[type] = defaultCharacters[type].slice(); // Copy default characters } // Load additional unlocked characters from storage using flattened structure var unlockedCharacterNames = { 'Human Archer': storage.unlockedCharacterNames_Human_Archer || [], 'Cannon Soldier': storage.unlockedCharacterNames_Cannon_Soldier || [], 'Catapult of Selena': storage.unlockedCharacterNames_Catapult_of_Selena || [], 'Lightning Mage': storage.unlockedCharacterNames_Lightning_Mage || [], 'Frost Blaster': storage.unlockedCharacterNames_Frost_Blaster || [], 'Poison Archer': storage.unlockedCharacterNames_Poison_Archer || [] }; for (var type in unlockedCharacterNames) { if (unlockedCharacterNames[type] && unlockedCharacterNames[type].length > 0) { for (var i = 0; i < unlockedCharacterNames[type].length; i++) { var charName = unlockedCharacterNames[type][i]; // Find character data from kingdoms for (var k = 0; k < kingdoms.length; k++) { if (kingdoms[k].reward && kingdoms[k].reward.name === charName) { var alreadyExists = false; for (var j = 0; j < unlockedCharacters[type].length; j++) { if (unlockedCharacters[type][j].name === charName) { alreadyExists = true; break; } } if (!alreadyExists) { unlockedCharacters[type].push(kingdoms[k].reward); } break; } } } } } var activeCharacters = storage.activeCharacters || { 'Human Archer': 0, 'Cannon Soldier': 0, 'Catapult of Selena': 0, 'Lightning Mage': 0, 'Frost Blaster': 0, 'Poison Archer': 0 }; 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 getActiveCharacter(towerType) { // Map old tower type names to new display names var towerTypeMap = { 'default': 'Human Archer', 'rapid': 'Cannon Soldier', 'sniper': 'Catapult of Selena', 'splash': 'Lightning Mage', 'slow': 'Frost Blaster', 'poison': 'Poison Archer' }; // Use mapped name if available, otherwise use the original towerType var mappedType = towerTypeMap[towerType] || towerType; // Check if the mapped type exists in unlockedCharacters if (!unlockedCharacters[mappedType]) { console.warn('Tower type not found:', mappedType); return null; } var index = activeCharacters[mappedType] || 0; return unlockedCharacters[mappedType][index]; } function switchCharacter(towerType) { var available = unlockedCharacters[towerType]; if (available && available.length > 1) { activeCharacters[towerType] = (activeCharacters[towerType] + 1) % available.length; storage.activeCharacters = activeCharacters; } } function unlockCharacter(reward) { if (reward && !unlockedCharacters[reward.type].some(function (_char) { return _char.name === reward.name; })) { unlockedCharacters[reward.type].push(reward); // Store only character names in flattened storage structure with safe key names var storageKey = 'unlockedCharacterNames_' + reward.type.replace(/\s+/g, '_'); var currentNames = storage[storageKey] || []; if (currentNames.indexOf(reward.name) === -1) { currentNames.push(reward.name); storage[storageKey] = currentNames; } } } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 100; var centerX = 2048 / 2; var spacing = 400; LK.gui.center.addChild(goldText); LK.gui.center.addChild(livesText); LK.gui.center.addChild(scoreText); livesText.x = 0; livesText.y = -2732 / 2 + topMargin; goldText.x = -spacing; goldText.y = -2732 / 2 + topMargin; scoreText.x = spacing; scoreText.y = -2732 / 2 + topMargin; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; var dragCharacter = null; // Helper function to get tight bounding box of non-transparent pixels function getNonTransparentBounds(imageAsset, callback) { // For LK engine assets, we'll use predefined bounds for known assets // This is a simplified approach since we can't directly access canvas in LK var bounds = { x: 0, y: 0, width: imageAsset.width, height: imageAsset.height }; // Predefined tight bounds for cannon asset (adjust these values based on your cannon.png) if (imageAsset._texture && imageAsset._texture.baseTexture && imageAsset._texture.baseTexture.imageUrl && imageAsset._texture.baseTexture.imageUrl.includes('cannon')) { // Assuming cannon visible area is roughly 60% of total image, centered var visibleWidth = imageAsset.width * 0.6; var visibleHeight = imageAsset.height * 0.6; bounds = { x: (imageAsset.width - visibleWidth) / 2, y: (imageAsset.height - visibleHeight) / 2, width: visibleWidth, height: visibleHeight }; } callback(bounds); } function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType, character) { var baseCost = 5; switch (towerType) { case 'Cannon Soldier': baseCost = 10; break; case 'Catapult of Selena': baseCost = 20; break; case 'Lightning Mage': baseCost = 15; break; case 'Frost Blaster': baseCost = 25; break; case 'Poison Archer': baseCost = 30; break; } var activeChar = character || getActiveCharacter(towerType); return baseCost + (activeChar ? activeChar.cost || 0 : 0); } 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; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { // Create a direct character preview instead of using TowerPreview if (dragCharacter) { dragCharacter.destroy(); } dragCharacter = new Container(); game.addChild(dragCharacter); // Map tower types to specific character assets var characterAssetName = 'defense'; // default switch (tower.towerType) { case 'default': characterAssetName = 'defense'; break; case 'rapid': characterAssetName = 'cannon'; break; case 'sniper': characterAssetName = 'selena'; break; case 'splash': characterAssetName = 'lightingmage'; break; case 'slow': characterAssetName = 'frost'; break; case 'poison': characterAssetName = 'poisonarcher'; break; } var characterGraphics = dragCharacter.attachAsset(characterAssetName, { anchorX: 0.5, anchorY: 0.5 }); characterGraphics.width = CELL_SIZE * 2; characterGraphics.height = CELL_SIZE * 2; // Store tower type for placement dragCharacter.towerType = tower.towerType; isDragging = true; // Position drag character directly at touch point without offset dragCharacter.x = x; dragCharacter.y = y; break; } } }; game.move = function (x, y, obj) { if (isDragging && dragCharacter) { // Update drag character position directly to touch point dragCharacter.x = x; dragCharacter.y = y; // Calculate grid position for placement validation var gridPosX = x - grid.x; var gridPosY = y - grid.y; var gridX = Math.floor(gridPosX / CELL_SIZE); var gridY = Math.floor(gridPosY / CELL_SIZE); // Check placement validity var validGridPlacement = true; if (gridY <= 4 || gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (!cell || cell.type !== 0) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } // Check if blocked by enemy var blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } if (!enemy.isFlying) { if (enemy.cellX >= gridX && enemy.cellX < gridX + 2 && enemy.cellY >= gridY && enemy.cellY < gridY + 2) { blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= gridX && targetX < gridX + 2 && targetY >= gridY && targetY < gridY + 2) { blockedByEnemy = true; break; } } } } } // Check if player can afford this tower and update visual feedback var canAfford = gold >= getTowerCost(dragCharacter.towerType); var canPlace = validGridPlacement && !blockedByEnemy; // Set tint based on affordability and placement validity if (!canAfford) { dragCharacter.children[0].tint = 0xFF0000; // Red if can't afford } else if (!canPlace) { dragCharacter.children[0].tint = 0xFF0000; // Red if can't place } else { dragCharacter.children[0].tint = 0xFFFFFF; // Normal color if can place } // Store placement info for use in up handler dragCharacter.gridX = gridX; dragCharacter.gridY = gridY; dragCharacter.canPlace = canPlace; dragCharacter.blockedByEnemy = blockedByEnemy; } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging && dragCharacter) { isDragging = false; if (dragCharacter.canPlace) { if (!wouldBlockPath(dragCharacter.gridX, dragCharacter.gridY)) { placeTower(dragCharacter.gridX, dragCharacter.gridY, dragCharacter.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (dragCharacter.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } // Clean up drag character dragCharacter.destroy(); dragCharacter = null; } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Admin button for killing all enemies var adminButton = new Container(); var adminButtonBg = adminButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); adminButtonBg.width = 250; adminButtonBg.height = 80; adminButtonBg.tint = 0xFF0000; // Red color for admin function var adminButtonText = new Text2("Kill All", { size: 40, fill: 0xFFFFFF, weight: 800 }); adminButtonText.anchor.set(0.5, 0.5); adminButton.addChild(adminButtonText); adminButton.x = 150; // Position on left side adminButton.y = 2732 - 100; game.addChild(adminButton); adminButton.down = function () { // Kill all enemies instantly for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Clean up bullets targeting this enemy for (var j = 0; j < enemy.bulletsTargetingThis.length; j++) { var bullet = enemy.bulletsTargetingThis[j]; bullet.targetEnemy = null; } // Award gold for each enemy killed var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); setGold(gold + goldEarned); // Award score var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // 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(i, 1); } updateUI(); // Show notification var notification = game.addChild(new Notification("All enemies eliminated!")); notification.x = 2048 / 2; notification.y = grid.height - 50; // Flash effect for dramatic impact tween(adminButtonBg, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(adminButtonBg, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); }; // Restart game button var restartButton = new Container(); var restartButtonBg = restartButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); restartButtonBg.width = 250; restartButtonBg.height = 80; restartButtonBg.tint = 0x0088FF; // Blue color for restart var restartButtonText = new Text2("Restart", { size: 40, fill: 0xFFFFFF, weight: 800 }); restartButtonText.anchor.set(0.5, 0.5); restartButton.addChild(restartButtonText); restartButton.x = 150; // Position on left side restartButton.y = 2732 - 200; // Position above admin button game.addChild(restartButton); restartButton.down = function () { // Reset to kingdom 1 currentKingdom = 0; storage.currentKingdom = 0; // Reset game state to story gameState = 'story'; storage.gameState = 'story'; // Reset wave progress currentWave = 0; waveTimer = 0; waveInProgress = false; waveSpawned = false; waveIndicator.gameStarted = false; waveIndicator.waveMarkers[0].children[0].tint = 0x00AA00; waveIndicator.waveMarkers[0].children[1].setText("Start Game"); waveIndicator.waveMarkers[0].children[2].setText("Start Game"); waveIndicator.waveMarkers[0].children[2].x = 4; waveIndicator.waveMarkers[0].children[2].y = 4; // Reset resources gold = 80; lives = 20; score = 0; updateUI(); // Clear all towers for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; // Clear tower from grid cells for (var x = 0; x < 2; x++) { for (var y = 0; y < 2; y++) { var cell = grid.getCell(tower.gridX + x, tower.gridY + y); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } towerLayer.removeChild(tower); } towers = []; selectedTower = null; // Clear upgrade menus and range indicators var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } // Clear all bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].parent) { bullets[i].destroy(); } } bullets = []; // Clear all enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].isFlying && enemies[i].shadow) { enemyLayerMiddle.removeChild(enemies[i].shadow); } if (enemies[i].isFlying) { enemyLayerTop.removeChild(enemies[i]); } else { enemyLayerBottom.removeChild(enemies[i]); } } enemies = []; // Recalculate paths grid.pathFind(); grid.renderDebug(); // Show notification var notification = game.addChild(new Notification("Game restarted! Starting from Kingdom 1.")); notification.x = 2048 / 2; notification.y = grid.height - 50; // Flash effect for restart button tween(restartButtonBg, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(restartButtonBg, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); }; var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; if (gameState === 'story') { var storyScreen = new StoryScreen(); game.addChild(storyScreen); } game.update = function () { if (gameState === 'story') { if (!game.children.some(function (child) { return child instanceof StoryScreen; })) { var storyScreen = new StoryScreen(); game.addChild(storyScreen); } return; } else if (gameState === 'inventory') { if (!game.children.some(function (child) { return child instanceof InventoryScreen; })) { var inventoryScreen = new InventoryScreen(); game.addChild(inventoryScreen); } return; } else if (gameState !== 'playing') { return; } if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier enemy.maxHealth = Math.round(enemy.maxHealth * Math.pow(1.12, currentWave)); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { var kingdom = kingdoms[currentKingdom]; if (kingdom && kingdom.reward) { unlockCharacter(kingdom.reward); var notification = game.addChild(new Notification("New warrior unlocked: " + kingdom.reward.name + "!")); notification.x = 2048 / 2; notification.y = grid.height - 100; } currentKingdom++; storage.currentKingdom = currentKingdom; if (currentKingdom >= 7) { // Reset to kingdom 1 after completing all 7 kingdoms currentKingdom = 0; storage.currentKingdom = currentKingdom; // Show you win screen, but game will restart from kingdom 1 when player hits play again LK.showYouWin(); return; } else { gameState = 'inventory'; storage.gameState = gameState; } currentWave = 0; waveTimer = 0; waveInProgress = false; waveSpawned = false; // Clear all placed towers when advancing to next kingdom for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; // Clear tower from grid cells for (var x = 0; x < 2; x++) { for (var y = 0; y < 2; y++) { var cell = grid.getCell(tower.gridX + x, tower.gridY + y); if (cell) { cell.type = 0; // Remove tower from cell's towersInRange array var towerIndex = cell.towersInRange.indexOf(tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } // Remove tower from display towerLayer.removeChild(tower); } towers = []; // Clear any selected tower reference selectedTower = null; // Clear any upgrade menus var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } // Clear any range indicators for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } // Clear all bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].parent) { bullets[i].destroy(); } } bullets = []; for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i].isFlying && enemies[i].shadow) { enemyLayerMiddle.removeChild(enemies[i].shadow); } if (enemies[i].isFlying) { enemyLayerTop.removeChild(enemies[i]); } else { enemyLayerBottom.removeChild(enemies[i]); } } enemies = []; // Recalculate paths after clearing towers grid.pathFind(); grid.renderDebug(); } };
===================================================================
--- original.js
+++ change.js
@@ -1278,8 +1278,12 @@
self.addChild(typeLabelShadow);
// Add tower type label
var activeChar = getActiveCharacter(self.towerType);
var displayName = activeChar ? activeChar.name : self.towerType === 'default' ? 'Human Archer' : self.towerType === 'sniper' ? 'Catapult of Selena' : self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1);
+ // Ensure Human Archer is displayed correctly for default tower type
+ if (self.towerType === 'default' && displayName !== 'Human Archer') {
+ displayName = 'Human Archer';
+ }
var typeLabel = new Text2(displayName, {
size: 40,
fill: 0xFFFFFF,
weight: 800