User prompt
that only basic enemies can appear in the first wave.
User prompt
golden enemies to have 50 health
User prompt
the basic turret does 15 damage
User prompt
The life of the enemies is expressed in a number.
User prompt
that the basic towers only fire one bullet
User prompt
once the wave has started, you can no longer place any towers until the end of the wave.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'reload')' in or related to this line: 'location.reload();' Line Number: 786
User prompt
basic enemies have a little more life.
User prompt
killing the basic enemies will give you 5 coins ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
that at the end of the wave you get a message that you have passed the wave. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
that at the start of the wave a message is displayed that the wave has started ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
the charcwater appears after 10 shots from the splash tower
User prompt
the charcwater lasts on the ground for 5 seconds and all enemies passing over it will take some damage. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
that the splash tower leaves the asset watercharc when firing that does damage
User prompt
that the game over menu is more decorated and colourful.
User prompt
the price of the splash tower to be raised to 130 coins
User prompt
when the pause button is pressed, a button to exit the game should appear
User prompt
that there is a pause menu with a button to exit the game and one to remove or activate the music.
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'pauseButton.down = function () {' Line Number: 789
User prompt
there should be a pause menu to restart the game, exit the game and remove music.
User prompt
when firing the splash tower, the bullet that fires is the asset waterball.
User prompt
music to play louder
User prompt
music to play louder
User prompt
that there be quiet music
User prompt
the buttons to choose the tower should have an animation when you put them on ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (damage, target) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.damage = damage || 10; self.target = target; self.speed = 8; self.update = function () { if (!self.target || !self.target.parent) { self.destroy(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.target.takeDamage(self.damage); self.destroy(); return; } var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; }; return self; }); var Enemy = Container.expand(function (enemyType) { var self = Container.call(this); self.enemyType = enemyType || 'basic'; self.pathIndex = 0; self.health = 20; self.maxHealth = 20; self.speed = 2; self.reward = 10; self.slowed = false; self.slowDuration = 0; var enemyGraphics; if (self.enemyType === 'basic') { enemyGraphics = self.attachAsset('basicEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 20; self.maxHealth = 20; self.speed = 2; self.reward = 10; } else if (self.enemyType === 'fast') { enemyGraphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 15; self.maxHealth = 15; self.speed = 4; self.reward = 15; } else if (self.enemyType === 'tank') { enemyGraphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 60; self.maxHealth = 60; self.speed = 1; self.reward = 25; } else if (self.enemyType === 'gold') { enemyGraphics = self.attachAsset('goldEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 10; self.maxHealth = 10; self.speed = 3; self.reward = 100; // High reward! } // Create health bar background var healthBarBg = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.1 }); healthBarBg.y = -enemyGraphics.height / 2 - 20; healthBarBg.tint = 0x000000; self.addChild(healthBarBg); // Create health bar foreground var healthBarFg = LK.getAsset('grassTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.1 }); healthBarFg.y = -enemyGraphics.height / 2 - 20; healthBarFg.tint = 0x00FF00; self.addChild(healthBarFg); self.healthBarBg = healthBarBg; self.healthBarFg = healthBarFg; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFg.scaleX = 0.4 * healthPercent; // Change color based on health if (healthPercent > 0.6) { self.healthBarFg.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { self.healthBarFg.tint = 0xFFFF00; // Yellow } else { self.healthBarFg.tint = 0xFF0000; // Red } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); LK.getSound('enemyHit').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { // Calculate bonus multiplier based on kill streak var bonusMultiplier = 1; if (killStreak >= 10) bonusMultiplier = 2;else if (killStreak >= 5) bonusMultiplier = 1.5; coins += Math.floor(self.reward * bonusMultiplier); enemiesKilled++; killStreak++; LK.getSound('enemyDeath').play(); for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); updateUI(); }; self.update = function () { if (self.slowed) { self.slowDuration--; if (self.slowDuration <= 0) { self.slowed = false; } } if (self.pathIndex >= pathPoints.length - 1) { // Game over immediately when any enemy reaches the end LK.showGameOver(); return; } var currentSpeed = self.slowed ? self.speed * 0.5 : self.speed; var target = pathPoints[self.pathIndex + 1]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.pathIndex++; } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * currentSpeed; self.y += Math.sin(angle) * currentSpeed; } }; // Initialize health bar display self.updateHealthBar(); return self; }); var Tower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'basic'; self.level = 1; self.range = 120; self.damage = 10; self.fireRate = 60; self.cost = 50; self.upgradeCost = 30; self.lastShot = 0; var towerGraphics; if (self.towerType === 'basic') { towerGraphics = self.attachAsset('basicTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 10; self.range = 120; self.fireRate = 60; self.cost = 50; } else if (self.towerType === 'splash') { towerGraphics = self.attachAsset('splashTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 15; self.range = 100; self.fireRate = 90; self.cost = 80; } else if (self.towerType === 'slow') { towerGraphics = self.attachAsset('slowTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 5; self.range = 140; self.fireRate = 30; self.cost = 70; } else if (self.towerType === 'sniper') { towerGraphics = self.attachAsset('sniperTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 40; self.range = 200; self.fireRate = 120; self.cost = 120; } self.canShoot = function () { return LK.ticks - self.lastShot >= self.fireRate; }; self.findTarget = function () { var closestEnemy = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < closestDistance) { closestEnemy = enemy; closestDistance = distance; } } return closestEnemy; }; self.shoot = function (target) { if (!self.canShoot()) return; if (self.towerType === 'basic') { // Fire 2 bullets with slight spread for basic tower var bullet1 = new Bullet(self.damage, target); var bullet2 = new Bullet(self.damage, target); bullet1.x = self.x - 10; // Offset slightly left bullet1.y = self.y; bullet2.x = self.x + 10; // Offset slightly right bullet2.y = self.y; bullets.push(bullet1); bullets.push(bullet2); game.addChild(bullet1); game.addChild(bullet2); } else { // Other tower types fire single bullet var bullet = new Bullet(self.damage, target); bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); } self.lastShot = LK.ticks; LK.getSound('shoot').play(); }; self.upgrade = function () { if (coins >= self.upgradeCost && self.level < 3) { coins -= self.upgradeCost; self.level++; self.damage = Math.floor(self.damage * 1.5); self.range += 20; self.upgradeCost = Math.floor(self.upgradeCost * 1.5); updateUI(); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; self.down = function (x, y, obj) { selectedTower = self; showTowerMenu = true; updateUI(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ var gridSize = 100; var gridWidth = 20; var gridHeight = 27; var pathPoints = [{ x: 0, y: 400 }, { x: 300, y: 400 }, { x: 300, y: 800 }, { x: 700, y: 800 }, { x: 700, y: 1200 }, { x: 1100, y: 1200 }, { x: 1100, y: 1600 }, { x: 1500, y: 1600 }, { x: 1500, y: 2000 }, { x: 2048, y: 2000 }]; var gameGrid = []; var towers = []; var enemies = []; var bullets = []; var coins = 100; var lives = 20; var wave = 1; var enemiesKilled = 0; var killStreak = 0; var lastLives = 20; var enemiesSpawned = 0; var enemiesPerWave = 10; var spawnTimer = 0; var waveInProgress = false; var selectedTower = null; var showTowerMenu = false; var towerMenuButtons = []; // Create grid for (var y = 0; y < gridHeight; y++) { gameGrid[y] = []; for (var x = 0; x < gridWidth; x++) { gameGrid[y][x] = { x: x * gridSize + 50, y: y * gridSize + 50, occupied: false, isPath: false }; } } // Mark path tiles for (var i = 0; i < pathPoints.length - 1; i++) { var start = pathPoints[i]; var end = pathPoints[i + 1]; var steps = Math.max(Math.abs(end.x - start.x), Math.abs(end.y - start.y)) / gridSize; for (var step = 0; step <= steps; step++) { var x = Math.floor((start.x + (end.x - start.x) * step / steps) / gridSize); var y = Math.floor((start.y + (end.y - start.y) * step / steps) / gridSize); if (x >= 0 && x < gridWidth && y >= 0 && y < gridHeight) { gameGrid[y][x].isPath = true; } } } // Create visual grid for (var y = 0; y < gridHeight; y++) { for (var x = 0; x < gridWidth; x++) { var tile; if (gameGrid[y][x].isPath) { tile = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5 }); } else { tile = LK.getAsset('grassTile', { anchorX: 0.5, anchorY: 0.5 }); } tile.x = gameGrid[y][x].x; tile.y = gameGrid[y][x].y; tile.alpha = 0.3; game.addChild(tile); } } // UI Elements var coinsText = new Text2('Coins: ' + coins, { size: 60, fill: 0xFFD700 }); coinsText.anchor.set(1, 0); LK.gui.topRight.addChild(coinsText); var livesText = new Text2('Lives: ' + lives, { size: 50, fill: 0xFFFFFF }); livesText.anchor.set(0, 0); LK.gui.topRight.addChild(livesText); var waveText = new Text2('Wave: ' + wave, { size: 50, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); var startWaveButton = new Text2('🚀 START WAVE 🚀', { size: 80, fill: 0x00FF00 }); startWaveButton.anchor.set(0.5, 1); LK.gui.bottom.addChild(startWaveButton); // Add colorful tween animation to make it more eye-catching function animateStartButton() { tween(startWaveButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, onFinish: function onFinish() { tween(startWaveButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 500, onFinish: animateStartButton }); } }); } animateStartButton(); // Tower selection buttons var basicTowerButton = new Text2('Basic ($50)', { size: 40, fill: 0xFFFFFF }); basicTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(basicTowerButton); var splashTowerButton = new Text2('Splash ($80)', { size: 40, fill: 0xFFFFFF }); splashTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(splashTowerButton); var slowTowerButton = new Text2('Slow ($70)', { size: 40, fill: 0xFFFFFF }); slowTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(slowTowerButton); var sniperTowerButton = new Text2('Sniper ($120)', { size: 40, fill: 0xFFFFFF }); sniperTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(sniperTowerButton); // Position tower buttons basicTowerButton.y = -200; splashTowerButton.y = -150; slowTowerButton.y = -100; sniperTowerButton.y = -50; coinsText.y = 50; livesText.y = 100; var selectedTowerType = 'basic'; function updateUI() { var coinDisplay = 'Coins: ' + coins; if (killStreak >= 5) { var multiplier = killStreak >= 10 ? '2x' : '1.5x'; coinDisplay += ' (Streak: ' + killStreak + ' - ' + multiplier + ' bonus!)'; } coinsText.setText(coinDisplay); livesText.setText('Lives: ' + lives); waveText.setText('Wave: ' + wave); if (showTowerMenu && selectedTower) { // Show upgrade option } } function getGridPosition(x, y) { var gridX = Math.floor(x / gridSize); var gridY = Math.floor(y / gridSize); if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) { return gameGrid[gridY][gridX]; } return null; } function canPlaceTower(gridPos) { return gridPos && !gridPos.occupied && !gridPos.isPath; } function spawnEnemy() { var enemyType = 'basic'; var rand = Math.random(); // 5% chance for gold enemy (high reward, low health) if (rand < 0.05) { enemyType = 'gold'; } else if (wave > 5) { if (rand < 0.3) enemyType = 'fast';else if (rand < 0.6) enemyType = 'tank'; } else if (wave > 2) { if (rand < 0.2) enemyType = 'fast'; } var enemy = new Enemy(enemyType); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; enemies.push(enemy); game.addChild(enemy); enemiesSpawned++; } function startWave() { if (waveInProgress) return; waveInProgress = true; enemiesSpawned = 0; enemiesPerWave = 10 + wave * 2; spawnTimer = 0; showTowerMenu = false; selectedTower = null; } // Event handlers startWaveButton.down = function () { // Add touch animation - scale down then back up tween(startWaveButton, { scaleX: 0.8, scaleY: 0.8, tint: 0x00AAFF }, { duration: 100, onFinish: function onFinish() { tween(startWaveButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); startWave(); }; basicTowerButton.down = function () { // Add touch animation - scale down and tint, then back up tween(basicTowerButton, { scaleX: 0.8, scaleY: 0.8, tint: 0x00FF00 }, { duration: 100, onFinish: function onFinish() { tween(basicTowerButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); selectedTowerType = 'basic'; showTowerMenu = false; }; splashTowerButton.down = function () { // Add touch animation - scale down and tint, then back up tween(splashTowerButton, { scaleX: 0.8, scaleY: 0.8, tint: 0xe74c3c }, { duration: 100, onFinish: function onFinish() { tween(splashTowerButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); selectedTowerType = 'splash'; showTowerMenu = false; }; slowTowerButton.down = function () { // Add touch animation - scale down and tint, then back up tween(slowTowerButton, { scaleX: 0.8, scaleY: 0.8, tint: 0x9b59b6 }, { duration: 100, onFinish: function onFinish() { tween(slowTowerButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); selectedTowerType = 'slow'; showTowerMenu = false; }; sniperTowerButton.down = function () { // Add touch animation - scale down and tint, then back up tween(sniperTowerButton, { scaleX: 0.8, scaleY: 0.8, tint: 0x2ecc71 }, { duration: 100, onFinish: function onFinish() { tween(sniperTowerButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); selectedTowerType = 'sniper'; showTowerMenu = false; }; game.down = function (x, y, obj) { if (showTowerMenu) { showTowerMenu = false; selectedTower = null; return; } var gridPos = getGridPosition(x, y); if (canPlaceTower(gridPos)) { var tower = new Tower(selectedTowerType); if (coins >= tower.cost) { coins -= tower.cost; tower.x = gridPos.x; tower.y = gridPos.y; gridPos.occupied = true; towers.push(tower); game.addChild(tower); updateUI(); } } }; game.update = function () { // Spawn enemies during wave if (waveInProgress && enemiesSpawned < enemiesPerWave) { spawnTimer++; if (spawnTimer >= 60) { spawnEnemy(); spawnTimer = 0; } } // Reset kill streak if lives were lost if (lives < lastLives) { killStreak = 0; lastLives = lives; } // Check if wave is complete if (waveInProgress && enemiesSpawned >= enemiesPerWave && enemies.length === 0) { waveInProgress = false; wave++; // Wave completion bonus + interest on current money var waveBonus = 50; var interestBonus = Math.floor(coins * 0.1); // 10% interest coins += waveBonus + interestBonus; updateUI(); } // Clean up bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (!bullet.parent) { bullets.splice(i, 1); } } // Check win condition if (wave > 20) { LK.showYouWin(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (damage, target) {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = damage || 10;
self.target = target;
self.speed = 8;
self.update = function () {
if (!self.target || !self.target.parent) {
self.destroy();
return;
}
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
self.target.takeDamage(self.damage);
self.destroy();
return;
}
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
};
return self;
});
var Enemy = Container.expand(function (enemyType) {
var self = Container.call(this);
self.enemyType = enemyType || 'basic';
self.pathIndex = 0;
self.health = 20;
self.maxHealth = 20;
self.speed = 2;
self.reward = 10;
self.slowed = false;
self.slowDuration = 0;
var enemyGraphics;
if (self.enemyType === 'basic') {
enemyGraphics = self.attachAsset('basicEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 20;
self.maxHealth = 20;
self.speed = 2;
self.reward = 10;
} else if (self.enemyType === 'fast') {
enemyGraphics = self.attachAsset('fastEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 15;
self.maxHealth = 15;
self.speed = 4;
self.reward = 15;
} else if (self.enemyType === 'tank') {
enemyGraphics = self.attachAsset('tankEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 60;
self.maxHealth = 60;
self.speed = 1;
self.reward = 25;
} else if (self.enemyType === 'gold') {
enemyGraphics = self.attachAsset('goldEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 10;
self.maxHealth = 10;
self.speed = 3;
self.reward = 100; // High reward!
}
// Create health bar background
var healthBarBg = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.1
});
healthBarBg.y = -enemyGraphics.height / 2 - 20;
healthBarBg.tint = 0x000000;
self.addChild(healthBarBg);
// Create health bar foreground
var healthBarFg = LK.getAsset('grassTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.1
});
healthBarFg.y = -enemyGraphics.height / 2 - 20;
healthBarFg.tint = 0x00FF00;
self.addChild(healthBarFg);
self.healthBarBg = healthBarBg;
self.healthBarFg = healthBarFg;
self.updateHealthBar = function () {
var healthPercent = self.health / self.maxHealth;
self.healthBarFg.scaleX = 0.4 * healthPercent;
// Change color based on health
if (healthPercent > 0.6) {
self.healthBarFg.tint = 0x00FF00; // Green
} else if (healthPercent > 0.3) {
self.healthBarFg.tint = 0xFFFF00; // Yellow
} else {
self.healthBarFg.tint = 0xFF0000; // Red
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.updateHealthBar();
LK.getSound('enemyHit').play();
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
// Calculate bonus multiplier based on kill streak
var bonusMultiplier = 1;
if (killStreak >= 10) bonusMultiplier = 2;else if (killStreak >= 5) bonusMultiplier = 1.5;
coins += Math.floor(self.reward * bonusMultiplier);
enemiesKilled++;
killStreak++;
LK.getSound('enemyDeath').play();
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] === self) {
enemies.splice(i, 1);
break;
}
}
self.destroy();
updateUI();
};
self.update = function () {
if (self.slowed) {
self.slowDuration--;
if (self.slowDuration <= 0) {
self.slowed = false;
}
}
if (self.pathIndex >= pathPoints.length - 1) {
// Game over immediately when any enemy reaches the end
LK.showGameOver();
return;
}
var currentSpeed = self.slowed ? self.speed * 0.5 : self.speed;
var target = pathPoints[self.pathIndex + 1];
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
self.pathIndex++;
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * currentSpeed;
self.y += Math.sin(angle) * currentSpeed;
}
};
// Initialize health bar display
self.updateHealthBar();
return self;
});
var Tower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'basic';
self.level = 1;
self.range = 120;
self.damage = 10;
self.fireRate = 60;
self.cost = 50;
self.upgradeCost = 30;
self.lastShot = 0;
var towerGraphics;
if (self.towerType === 'basic') {
towerGraphics = self.attachAsset('basicTower', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 10;
self.range = 120;
self.fireRate = 60;
self.cost = 50;
} else if (self.towerType === 'splash') {
towerGraphics = self.attachAsset('splashTower', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 15;
self.range = 100;
self.fireRate = 90;
self.cost = 80;
} else if (self.towerType === 'slow') {
towerGraphics = self.attachAsset('slowTower', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 5;
self.range = 140;
self.fireRate = 30;
self.cost = 70;
} else if (self.towerType === 'sniper') {
towerGraphics = self.attachAsset('sniperTower', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 40;
self.range = 200;
self.fireRate = 120;
self.cost = 120;
}
self.canShoot = function () {
return LK.ticks - self.lastShot >= self.fireRate;
};
self.findTarget = function () {
var closestEnemy = null;
var closestDistance = self.range;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= self.range && distance < closestDistance) {
closestEnemy = enemy;
closestDistance = distance;
}
}
return closestEnemy;
};
self.shoot = function (target) {
if (!self.canShoot()) return;
if (self.towerType === 'basic') {
// Fire 2 bullets with slight spread for basic tower
var bullet1 = new Bullet(self.damage, target);
var bullet2 = new Bullet(self.damage, target);
bullet1.x = self.x - 10; // Offset slightly left
bullet1.y = self.y;
bullet2.x = self.x + 10; // Offset slightly right
bullet2.y = self.y;
bullets.push(bullet1);
bullets.push(bullet2);
game.addChild(bullet1);
game.addChild(bullet2);
} else {
// Other tower types fire single bullet
var bullet = new Bullet(self.damage, target);
bullet.x = self.x;
bullet.y = self.y;
bullets.push(bullet);
game.addChild(bullet);
}
self.lastShot = LK.ticks;
LK.getSound('shoot').play();
};
self.upgrade = function () {
if (coins >= self.upgradeCost && self.level < 3) {
coins -= self.upgradeCost;
self.level++;
self.damage = Math.floor(self.damage * 1.5);
self.range += 20;
self.upgradeCost = Math.floor(self.upgradeCost * 1.5);
updateUI();
}
};
self.update = function () {
var target = self.findTarget();
if (target) {
self.shoot(target);
}
};
self.down = function (x, y, obj) {
selectedTower = self;
showTowerMenu = true;
updateUI();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
var gridSize = 100;
var gridWidth = 20;
var gridHeight = 27;
var pathPoints = [{
x: 0,
y: 400
}, {
x: 300,
y: 400
}, {
x: 300,
y: 800
}, {
x: 700,
y: 800
}, {
x: 700,
y: 1200
}, {
x: 1100,
y: 1200
}, {
x: 1100,
y: 1600
}, {
x: 1500,
y: 1600
}, {
x: 1500,
y: 2000
}, {
x: 2048,
y: 2000
}];
var gameGrid = [];
var towers = [];
var enemies = [];
var bullets = [];
var coins = 100;
var lives = 20;
var wave = 1;
var enemiesKilled = 0;
var killStreak = 0;
var lastLives = 20;
var enemiesSpawned = 0;
var enemiesPerWave = 10;
var spawnTimer = 0;
var waveInProgress = false;
var selectedTower = null;
var showTowerMenu = false;
var towerMenuButtons = [];
// Create grid
for (var y = 0; y < gridHeight; y++) {
gameGrid[y] = [];
for (var x = 0; x < gridWidth; x++) {
gameGrid[y][x] = {
x: x * gridSize + 50,
y: y * gridSize + 50,
occupied: false,
isPath: false
};
}
}
// Mark path tiles
for (var i = 0; i < pathPoints.length - 1; i++) {
var start = pathPoints[i];
var end = pathPoints[i + 1];
var steps = Math.max(Math.abs(end.x - start.x), Math.abs(end.y - start.y)) / gridSize;
for (var step = 0; step <= steps; step++) {
var x = Math.floor((start.x + (end.x - start.x) * step / steps) / gridSize);
var y = Math.floor((start.y + (end.y - start.y) * step / steps) / gridSize);
if (x >= 0 && x < gridWidth && y >= 0 && y < gridHeight) {
gameGrid[y][x].isPath = true;
}
}
}
// Create visual grid
for (var y = 0; y < gridHeight; y++) {
for (var x = 0; x < gridWidth; x++) {
var tile;
if (gameGrid[y][x].isPath) {
tile = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
tile = LK.getAsset('grassTile', {
anchorX: 0.5,
anchorY: 0.5
});
}
tile.x = gameGrid[y][x].x;
tile.y = gameGrid[y][x].y;
tile.alpha = 0.3;
game.addChild(tile);
}
}
// UI Elements
var coinsText = new Text2('Coins: ' + coins, {
size: 60,
fill: 0xFFD700
});
coinsText.anchor.set(1, 0);
LK.gui.topRight.addChild(coinsText);
var livesText = new Text2('Lives: ' + lives, {
size: 50,
fill: 0xFFFFFF
});
livesText.anchor.set(0, 0);
LK.gui.topRight.addChild(livesText);
var waveText = new Text2('Wave: ' + wave, {
size: 50,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
var startWaveButton = new Text2('🚀 START WAVE 🚀', {
size: 80,
fill: 0x00FF00
});
startWaveButton.anchor.set(0.5, 1);
LK.gui.bottom.addChild(startWaveButton);
// Add colorful tween animation to make it more eye-catching
function animateStartButton() {
tween(startWaveButton, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
onFinish: function onFinish() {
tween(startWaveButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
onFinish: animateStartButton
});
}
});
}
animateStartButton();
// Tower selection buttons
var basicTowerButton = new Text2('Basic ($50)', {
size: 40,
fill: 0xFFFFFF
});
basicTowerButton.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(basicTowerButton);
var splashTowerButton = new Text2('Splash ($80)', {
size: 40,
fill: 0xFFFFFF
});
splashTowerButton.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(splashTowerButton);
var slowTowerButton = new Text2('Slow ($70)', {
size: 40,
fill: 0xFFFFFF
});
slowTowerButton.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(slowTowerButton);
var sniperTowerButton = new Text2('Sniper ($120)', {
size: 40,
fill: 0xFFFFFF
});
sniperTowerButton.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(sniperTowerButton);
// Position tower buttons
basicTowerButton.y = -200;
splashTowerButton.y = -150;
slowTowerButton.y = -100;
sniperTowerButton.y = -50;
coinsText.y = 50;
livesText.y = 100;
var selectedTowerType = 'basic';
function updateUI() {
var coinDisplay = 'Coins: ' + coins;
if (killStreak >= 5) {
var multiplier = killStreak >= 10 ? '2x' : '1.5x';
coinDisplay += ' (Streak: ' + killStreak + ' - ' + multiplier + ' bonus!)';
}
coinsText.setText(coinDisplay);
livesText.setText('Lives: ' + lives);
waveText.setText('Wave: ' + wave);
if (showTowerMenu && selectedTower) {
// Show upgrade option
}
}
function getGridPosition(x, y) {
var gridX = Math.floor(x / gridSize);
var gridY = Math.floor(y / gridSize);
if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) {
return gameGrid[gridY][gridX];
}
return null;
}
function canPlaceTower(gridPos) {
return gridPos && !gridPos.occupied && !gridPos.isPath;
}
function spawnEnemy() {
var enemyType = 'basic';
var rand = Math.random();
// 5% chance for gold enemy (high reward, low health)
if (rand < 0.05) {
enemyType = 'gold';
} else if (wave > 5) {
if (rand < 0.3) enemyType = 'fast';else if (rand < 0.6) enemyType = 'tank';
} else if (wave > 2) {
if (rand < 0.2) enemyType = 'fast';
}
var enemy = new Enemy(enemyType);
enemy.x = pathPoints[0].x;
enemy.y = pathPoints[0].y;
enemies.push(enemy);
game.addChild(enemy);
enemiesSpawned++;
}
function startWave() {
if (waveInProgress) return;
waveInProgress = true;
enemiesSpawned = 0;
enemiesPerWave = 10 + wave * 2;
spawnTimer = 0;
showTowerMenu = false;
selectedTower = null;
}
// Event handlers
startWaveButton.down = function () {
// Add touch animation - scale down then back up
tween(startWaveButton, {
scaleX: 0.8,
scaleY: 0.8,
tint: 0x00AAFF
}, {
duration: 100,
onFinish: function onFinish() {
tween(startWaveButton, {
scaleX: 1.0,
scaleY: 1.0,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
startWave();
};
basicTowerButton.down = function () {
// Add touch animation - scale down and tint, then back up
tween(basicTowerButton, {
scaleX: 0.8,
scaleY: 0.8,
tint: 0x00FF00
}, {
duration: 100,
onFinish: function onFinish() {
tween(basicTowerButton, {
scaleX: 1.0,
scaleY: 1.0,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
selectedTowerType = 'basic';
showTowerMenu = false;
};
splashTowerButton.down = function () {
// Add touch animation - scale down and tint, then back up
tween(splashTowerButton, {
scaleX: 0.8,
scaleY: 0.8,
tint: 0xe74c3c
}, {
duration: 100,
onFinish: function onFinish() {
tween(splashTowerButton, {
scaleX: 1.0,
scaleY: 1.0,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
selectedTowerType = 'splash';
showTowerMenu = false;
};
slowTowerButton.down = function () {
// Add touch animation - scale down and tint, then back up
tween(slowTowerButton, {
scaleX: 0.8,
scaleY: 0.8,
tint: 0x9b59b6
}, {
duration: 100,
onFinish: function onFinish() {
tween(slowTowerButton, {
scaleX: 1.0,
scaleY: 1.0,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
selectedTowerType = 'slow';
showTowerMenu = false;
};
sniperTowerButton.down = function () {
// Add touch animation - scale down and tint, then back up
tween(sniperTowerButton, {
scaleX: 0.8,
scaleY: 0.8,
tint: 0x2ecc71
}, {
duration: 100,
onFinish: function onFinish() {
tween(sniperTowerButton, {
scaleX: 1.0,
scaleY: 1.0,
tint: 0xFFFFFF
}, {
duration: 150
});
}
});
selectedTowerType = 'sniper';
showTowerMenu = false;
};
game.down = function (x, y, obj) {
if (showTowerMenu) {
showTowerMenu = false;
selectedTower = null;
return;
}
var gridPos = getGridPosition(x, y);
if (canPlaceTower(gridPos)) {
var tower = new Tower(selectedTowerType);
if (coins >= tower.cost) {
coins -= tower.cost;
tower.x = gridPos.x;
tower.y = gridPos.y;
gridPos.occupied = true;
towers.push(tower);
game.addChild(tower);
updateUI();
}
}
};
game.update = function () {
// Spawn enemies during wave
if (waveInProgress && enemiesSpawned < enemiesPerWave) {
spawnTimer++;
if (spawnTimer >= 60) {
spawnEnemy();
spawnTimer = 0;
}
}
// Reset kill streak if lives were lost
if (lives < lastLives) {
killStreak = 0;
lastLives = lives;
}
// Check if wave is complete
if (waveInProgress && enemiesSpawned >= enemiesPerWave && enemies.length === 0) {
waveInProgress = false;
wave++;
// Wave completion bonus + interest on current money
var waveBonus = 50;
var interestBonus = Math.floor(coins * 0.1); // 10% interest
coins += waveBonus + interestBonus;
updateUI();
}
// Clean up bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (!bullet.parent) {
bullets.splice(i, 1);
}
}
// Check win condition
if (wave > 20) {
LK.showYouWin();
}
};
a tower of a tower defence. In-Game asset. 2d. High contrast. No shadows
slime. In-Game asset. 2d. High contrast. No shadows
splash tower of tower defense. In-Game asset. 2d. High contrast. No shadows
water bullet. In-Game asset. 2d. High contrast. No shadows
puddle of water. In-Game asset. 2d. High contrast. No shadows
slow tower of tower defense. In-Game asset. 2d. High contrast. No shadows
ice ball. In-Game asset. 2d. High contrast. No shadows
the sniper tower of tower defense. In-Game asset. 2d. High contrast. No shadows
sniper bullet. In-Game asset. 2d. High contrast. No shadows
floor. In-Game asset. 2d. High contrast. No shadows
fast enemy. In-Game asset. 2d. High contrast. No shadows
tank. In-Game asset. 2d. High contrast. No shadows