User prompt
may the shovel be infinite
User prompt
On the left in the centre there is a button to restart the game.
User prompt
the text of the sniper tower starts with 1000 and every time you put it the price goes up by 100 coins.
User prompt
the text of the splash tower starts with 350 and every time you put it the price goes up by 20 coins.
User prompt
that you start at the beginning of the game with 200 coins
User prompt
that you start at the beginning of the game with 500 coins
User prompt
the text of the slow tower starts with 500 and every time you put it the price goes up by 40 coins.
User prompt
that the price of the slow tower should start at 500 coins
User prompt
that the price of the slow tower increases by 40 coins every time you place one
User prompt
that every 11 waves the fast enemy has a little more life.
User prompt
every 25 waves the enemy tank has a little more life.
User prompt
that you start the game with 200 coins at the beginning of the game.
User prompt
sniper tower to do 100 damage per bullet
User prompt
that the price of the slow tower be raised to 500 coins
User prompt
that the price of the splash tower be raised to 350 coins
User prompt
that the price of the basic tower be raised to 100 coins
User prompt
that the enemy tank appears from wave 11 onwards.
User prompt
the enemy tank has 400 life
User prompt
that the slow tower firing distance is increased by 5 blocks
User prompt
that the splash tower firing distance is increased by 5 blocks
User prompt
every 15 waves there is a wave of golden enemies
User prompt
that the fast enemies appear from wave 4 onwards.
User prompt
the life of fast enemies to be 80
User prompt
that the shovel never wears out
User prompt
basic enemies give you 2 coins when you kill them
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (damage, target, assetType) { var self = Container.call(this); var bulletAsset = assetType || 'bullet'; var bulletGraphics = self.attachAsset(bulletAsset, { 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); // If this is a slow bullet (iceball), apply slow effect if (bulletAsset === 'iceball') { self.target.slowed = true; self.target.slowDuration = 240; // 4 seconds at 60fps // Apply ice tint effect to show enemy is slowed tween(self.target, { tint: 0x87CEEB }, { duration: 200 }); } // If this is a splash bullet, create persistent water damage area if (self.isSplash) { // Apply initial splash damage to nearby enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var splashDx = enemy.x - self.target.x; var splashDy = enemy.y - self.target.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= 80 && enemy !== self.target) { enemy.takeDamage(Math.floor(self.damage * 0.5)); // Half damage for splash } } // Only create persistent water damage area if flag is set (after 10 shots) if (self.createWaterDamage) { var waterDamage = new WaterDamage(self.target.x, self.target.y, Math.floor(self.damage * 0.3)); waterDamageAreas.push(waterDamage); game.addChild(waterDamage); } } self.destroy(); return; } var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed * gameSpeed; self.y += Math.sin(angle) * self.speed * gameSpeed; // Add rainbow color cycling to bullets for colorful effect var rainbowColors = [0xFF0000, 0xFF8C00, 0xFFD700, 0x00FF00, 0x00BFFF, 0x8A2BE2]; var colorIndex = Math.floor(LK.ticks / 10 % rainbowColors.length); bulletGraphics.tint = rainbowColors[colorIndex]; }; return self; }); var Enemy = Container.expand(function (enemyType) { var self = Container.call(this); self.enemyType = enemyType || 'basic'; self.pathIndex = 0; self.health = 30; self.maxHealth = 30; 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 }); // Increase health every 10 waves var healthBonus = Math.floor(wave / 10) * 10; // +10 health per 10 waves self.health = 30 + healthBonus; self.maxHealth = 30 + healthBonus; self.speed = 2; self.reward = 10; } else if (self.enemyType === 'fast') { enemyGraphics = self.attachAsset('fastEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Increase health every 11 waves var healthBonus = Math.floor(wave / 11) * 20; // +20 health per 11 waves self.health = 80 + healthBonus; self.maxHealth = 80 + healthBonus; self.speed = 4; self.reward = 15; } else if (self.enemyType === 'tank') { enemyGraphics = self.attachAsset('tankEnemy', { anchorX: 0.5, anchorY: 0.5 }); // Increase health every 25 waves var healthBonus = Math.floor(wave / 25) * 100; // +100 health per 25 waves self.health = 400 + healthBonus; self.maxHealth = 400 + healthBonus; self.speed = 1; self.reward = 25; } else if (self.enemyType === 'gold') { enemyGraphics = self.attachAsset('goldEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 50; self.maxHealth = 50; 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); // Create health text to display current health as number var healthText = new Text2(self.health.toString(), { size: 30, fill: 0xFFFFFF }); healthText.anchor.set(0.5, 0.5); healthText.y = -enemyGraphics.height / 2 - 20; self.addChild(healthText); self.healthBarBg = healthBarBg; self.healthBarFg = healthBarFg; self.healthText = healthText; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBarFg.scaleX = 0.4 * healthPercent; // Update health text to show current health number self.healthText.setText(Math.max(0, self.health).toString()); // 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(); // Add colorful damage flash effect var damageFlashColors = [0xFF4444, 0xFF8844, 0xFFFF44, 0x44FF44, 0x4444FF, 0xFF44FF]; var flashColor = damageFlashColors[Math.floor(Math.random() * damageFlashColors.length)]; tween(enemyGraphics, { tint: flashColor, scaleX: 1.2, scaleY: 1.2 }, { duration: 120, onFinish: function onFinish() { tween(enemyGraphics, { tint: 0xFFFFFF, scaleX: 1.0, scaleY: 1.0 }, { duration: 180 }); } }); LK.getSound('enemyHit').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { // Basic enemies give 2 coins, others use their reward value var coinReward = self.enemyType === 'basic' ? 2 : self.reward; coins += coinReward; 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; // Remove ice tint when slow effect expires tween(self, { tint: 0xFFFFFF }, { duration: 200 }); } } if (self.pathIndex >= pathPoints.length - 1) { // Game over immediately when any enemy reaches the end showCustomGameOver(); return; } var currentSpeed = self.slowed ? self.speed * 0.5 : self.speed; currentSpeed *= gameSpeed; // Apply game speed multiplier 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; self.shotCount = 0; // Track number of shots for splash tower var towerGraphics; if (self.towerType === 'basic') { towerGraphics = self.attachAsset('basicTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 15; self.range = 620; self.fireRate = 60; self.cost = 100; } else if (self.towerType === 'splash') { towerGraphics = self.attachAsset('splashTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 15; self.range = 600; self.fireRate = 90; self.cost = splashTowerCost; } else if (self.towerType === 'slow') { towerGraphics = self.attachAsset('slowTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 25; self.range = 640; self.fireRate = 30; self.cost = slowTowerCost; } else if (self.towerType === 'sniper') { towerGraphics = self.attachAsset('sniperTower', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 100; self.range = 1000; self.fireRate = 300; self.cost = sniperTowerCost; } self.canShoot = function () { return LK.ticks - self.lastShot >= Math.floor(self.fireRate / gameSpeed); }; 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; // Add colorful muzzle flash effect when shooting var flashColors = { 'basic': 0xFFD700, 'splash': 0x00AAFF, 'slow': 0x87CEEB, 'sniper': 0xFF4500 }; tween(towerGraphics, { scaleX: 1.2, scaleY: 1.2, tint: flashColors[self.towerType] || 0xFFFFFF }, { duration: 100, onFinish: function onFinish() { tween(towerGraphics, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); if (self.towerType === 'basic') { // Fire single bullet for basic tower var bullet = new Bullet(self.damage, target); bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); } else if (self.towerType === 'splash') { // Splash tower fires waterball bullets and leaves watercharc damage var bullet = new Bullet(self.damage, target, 'waterball'); bullet.x = self.x; bullet.y = self.y; bullet.isSplash = true; // Mark as splash bullet self.shotCount++; // Increment shot counter // Only create water damage after 10 shots if (self.shotCount >= 10) { bullet.createWaterDamage = true; self.shotCount = 0; // Reset counter } bullets.push(bullet); game.addChild(bullet); } else if (self.towerType === 'slow') { // Slow tower fires iceball bullets var bullet = new Bullet(self.damage, target, 'iceball'); bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); } else if (self.towerType === 'sniper') { // Sniper tower fires sniperball bullets var bullet = new Bullet(self.damage, target, 'sniperball'); bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); } 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; }); var WaterDamage = Container.expand(function (x, y, damage) { var self = Container.call(this); var waterGraphics = self.attachAsset('watercharc', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.damage = damage || 5; // Damage per tick self.radius = 80; // Damage radius self.lifetime = 300; // 5 seconds at 60fps self.damageInterval = 30; // Damage every 0.5 seconds self.lastDamageTick = 0; waterGraphics.alpha = 0.7; waterGraphics.tint = 0x00AAFF; // Animate the water area appearance waterGraphics.scaleX = 0.5; waterGraphics.scaleY = 0.5; tween(waterGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); self.update = function () { self.lifetime--; // Apply damage to enemies in range at intervals if (LK.ticks - self.lastDamageTick >= self.damageInterval) { 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.radius) { enemy.takeDamage(self.damage); } } self.lastDamageTick = LK.ticks; } // Fade out as lifetime decreases if (self.lifetime < 60) { // Start fading in last second waterGraphics.alpha = 0.7 * (self.lifetime / 60); } // Remove when lifetime expires if (self.lifetime <= 0) { self.destroy(); // Remove from waterDamageAreas array for (var j = waterDamageAreas.length - 1; j >= 0; j--) { if (waterDamageAreas[j] === self) { waterDamageAreas.splice(j, 1); break; } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x8b4513 // Brown color }); /**** * Game Code ****/ // Game state management var gameState = 'home'; // 'home', 'playing' var homeScreen = null; 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 waterDamageAreas = []; var coins = 200; 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 = []; var slowTowerCost = 500; // Track dynamic slow tower cost var splashTowerCost = 350; // Track dynamic splash tower cost var sniperTowerCost = 1000; // Track dynamic sniper tower cost // 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); // Add continuous rainbow animation to coins text function animateCoinsText() { var rainbowColors = [0xFFD700, 0xFF6B35, 0xF7931E, 0xFFD700, 0x00FF7F, 0x1E90FF, 0x9370DB]; var colorIndex = Math.floor(LK.ticks / 30 % rainbowColors.length); tween(coinsText, { tint: rainbowColors[colorIndex], scaleX: 1.1, scaleY: 1.1 }, { duration: 200, onFinish: function onFinish() { tween(coinsText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } 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(); // Show home screen instead of starting immediately createHomeScreen(); // Tower selection buttons var basicTowerButton = new Text2('Basic ($100)', { size: 80, fill: 0xFFFFFF }); basicTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(basicTowerButton); var splashTowerButton = new Text2('Splash ($' + splashTowerCost + ')', { size: 80, fill: 0xFFFFFF }); splashTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(splashTowerButton); var slowTowerButton = new Text2('Slow ($' + slowTowerCost + ')', { size: 80, fill: 0xFFFFFF }); slowTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(slowTowerButton); var sniperTowerButton = new Text2('Sniper ($' + sniperTowerCost + ')', { size: 80, fill: 0xFFFFFF }); sniperTowerButton.anchor.set(0, 1); LK.gui.bottomLeft.addChild(sniperTowerButton); // Create shovel button for tower elimination var shovelButton = new Text2('🔨', { size: 120, fill: 0xFFFFFF }); shovelButton.anchor.set(0.5, 0.5); LK.gui.right.addChild(shovelButton); // Create restart button on the left center var restartGameButton = new Text2('🔄', { size: 120, fill: 0xFFFFFF }); restartGameButton.anchor.set(0.5, 0.5); LK.gui.left.addChild(restartGameButton); // Position tower buttons basicTowerButton.y = -400; splashTowerButton.y = -300; slowTowerButton.y = -200; sniperTowerButton.y = -100; coinsText.y = 50; livesText.y = 100; var selectedTowerType = 'basic'; var shovelMode = false; var isPaused = false; var pauseMenu = null; var pauseButton = null; var restartButton = null; var exitButton = null; var musicButton = null; var musicEnabled = true; var gameOverMenu = null; function createHomeScreen() { if (homeScreen) return; // Already created homeScreen = new Container(); // Create animated background var background = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 32, scaleY: 45 }); background.tint = 0x2c3e50; background.alpha = 0.95; background.x = 1024; background.y = 1366; homeScreen.addChild(background); // Create game title with shadow effect var shadowTitle = new Text2('TOWER DEFENSE', { size: 160, fill: 0x000000 }); shadowTitle.anchor.set(0.5, 0.5); shadowTitle.x = 1029; // Slight offset for shadow shadowTitle.y = 505; homeScreen.addChild(shadowTitle); var gameTitle = new Text2('TOWER DEFENSE', { size: 160, fill: 0xe74c3c }); gameTitle.anchor.set(0.5, 0.5); gameTitle.x = 1024; gameTitle.y = 500; homeScreen.addChild(gameTitle); // Create subtitle var subtitle = new Text2('Defend Your Path!', { size: 80, fill: 0x3498db }); subtitle.anchor.set(0.5, 0.5); subtitle.x = 1024; subtitle.y = 650; homeScreen.addChild(subtitle); // Create start button var startBg = LK.getAsset('basicTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 2 }); startBg.tint = 0x27ae60; startBg.x = 1024; startBg.y = 900; homeScreen.addChild(startBg); var startButton = new Text2('🎮 START GAME', { size: 90, fill: 0xffffff }); startButton.anchor.set(0.5, 0.5); startButton.x = 1024; startButton.y = 900; homeScreen.addChild(startButton); // Create instructions var instructionsTitle = new Text2('HOW TO PLAY:', { size: 60, fill: 0xf39c12 }); instructionsTitle.anchor.set(0.5, 0.5); instructionsTitle.x = 1024; instructionsTitle.y = 1200; homeScreen.addChild(instructionsTitle); var instruction1 = new Text2('• Tap tower buttons to select type', { size: 45, fill: 0xffffff }); instruction1.anchor.set(0.5, 0.5); instruction1.x = 1024; instruction1.y = 1300; homeScreen.addChild(instruction1); var instruction2 = new Text2('• Tap empty grass to place towers', { size: 45, fill: 0xffffff }); instruction2.anchor.set(0.5, 0.5); instruction2.x = 1024; instruction2.y = 1350; homeScreen.addChild(instruction2); var instruction3 = new Text2('• Stop enemies from reaching the end!', { size: 45, fill: 0xffffff }); instruction3.anchor.set(0.5, 0.5); instruction3.x = 1024; instruction3.y = 1400; homeScreen.addChild(instruction3); var instruction4 = new Text2('• Use speed x2 button to fast forward', { size: 45, fill: 0xffffff }); instruction4.anchor.set(0.5, 0.5); instruction4.x = 1024; instruction4.y = 1450; homeScreen.addChild(instruction4); // Create decorative tower icons var basicIcon = LK.getAsset('basicTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); basicIcon.x = 300; basicIcon.y = 1600; homeScreen.addChild(basicIcon); var splashIcon = LK.getAsset('splashTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); splashIcon.x = 700; splashIcon.y = 1600; homeScreen.addChild(splashIcon); var slowIcon = LK.getAsset('slowTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); slowIcon.x = 1300; slowIcon.y = 1600; homeScreen.addChild(slowIcon); var sniperIcon = LK.getAsset('sniperTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); sniperIcon.x = 1700; sniperIcon.y = 1600; homeScreen.addChild(sniperIcon); // Add floating animation to icons tween(basicIcon, { y: basicIcon.y + 20 }, { duration: 2000, loop: true, yoyo: true }); tween(splashIcon, { y: splashIcon.y + 20 }, { duration: 2200, loop: true, yoyo: true }); tween(slowIcon, { y: slowIcon.y + 20 }, { duration: 2400, loop: true, yoyo: true }); tween(sniperIcon, { y: sniperIcon.y + 20 }, { duration: 2600, loop: true, yoyo: true }); // Add button event handler startButton.down = function () { tween(startButton, { scaleX: 0.9, scaleY: 0.9, tint: 0x2ecc71 }, { duration: 100, onFinish: function onFinish() { startGame(); } }); }; // Animate title pulsing function animateTitle() { tween(gameTitle, { scaleX: 1.1, scaleY: 1.1, tint: 0xff6b6b }, { duration: 2000, onFinish: function onFinish() { tween(gameTitle, { scaleX: 1.0, scaleY: 1.0, tint: 0xe74c3c }, { duration: 2000, onFinish: animateTitle }); } }); } animateTitle(); // Animate start button function animateStartButton() { tween(startButton, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1500, onFinish: function onFinish() { tween(startButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1500, onFinish: animateStartButton }); } }); } animateStartButton(); game.addChild(homeScreen); } function startGame() { gameState = 'playing'; if (homeScreen) { homeScreen.destroy(); homeScreen = null; } // Start playing background music LK.playMusic('bgmusic', { volume: 1.0 }); } function showCustomGameOver() { if (gameOverMenu) return; // Already showing isPaused = true; // Create game over menu container gameOverMenu = new Container(); // Create animated background with gradient effect var background1 = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 32, scaleY: 45 }); background1.tint = 0x1a1a2e; background1.alpha = 0.95; background1.x = 1024; background1.y = 1366; gameOverMenu.addChild(background1); // Create decorative border elements var borderTop = LK.getAsset('grassTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 30, scaleY: 1 }); borderTop.tint = 0xe74c3c; borderTop.x = 1024; borderTop.y = 300; gameOverMenu.addChild(borderTop); var borderBottom = LK.getAsset('grassTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 30, scaleY: 1 }); borderBottom.tint = 0xe74c3c; borderBottom.x = 1024; borderBottom.y = 2400; gameOverMenu.addChild(borderBottom); // Create large "GAME OVER" title with shadow effect var shadowText = new Text2('GAME OVER', { size: 140, fill: 0x000000 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 1029; // Slight offset for shadow shadowText.y = 605; gameOverMenu.addChild(shadowText); var titleText = new Text2('GAME OVER', { size: 140, fill: 0xe74c3c }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 600; gameOverMenu.addChild(titleText); // Create colorful stats display var statsContainer = new Container(); // Stats background var statsBg = LK.getAsset('slowTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 12, scaleY: 8 }); statsBg.tint = 0x16213e; statsBg.alpha = 0.8; statsBg.x = 1024; statsBg.y = 1000; statsContainer.addChild(statsBg); // Wave reached text var waveReachedText = new Text2('Wave Reached: ' + wave, { size: 60, fill: 0x3498db }); waveReachedText.anchor.set(0.5, 0.5); waveReachedText.x = 1024; waveReachedText.y = 850; statsContainer.addChild(waveReachedText); // Enemies killed text var killsText = new Text2('Enemies Defeated: ' + enemiesKilled, { size: 60, fill: 0x2ecc71 }); killsText.anchor.set(0.5, 0.5); killsText.x = 1024; killsText.y = 950; statsContainer.addChild(killsText); // Final score text var finalScore = wave * 100 + enemiesKilled * 10; var scoreText = new Text2('Final Score: ' + finalScore, { size: 60, fill: 0xf39c12 }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 1050; statsContainer.addChild(scoreText); // Best streak text var streakText = new Text2('Best Streak: ' + killStreak, { size: 60, fill: 0x9b59b6 }); streakText.anchor.set(0.5, 0.5); streakText.x = 1024; streakText.y = 1150; statsContainer.addChild(streakText); gameOverMenu.addChild(statsContainer); // Create animated restart button with glow effect var restartBg = LK.getAsset('basicTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.5 }); restartBg.tint = 0x27ae60; restartBg.x = 1024; restartBg.y = 1400; gameOverMenu.addChild(restartBg); var restartGameButton = new Text2('🔄 PLAY AGAIN', { size: 70, fill: 0xffffff }); restartGameButton.anchor.set(0.5, 0.5); restartGameButton.x = 1024; restartGameButton.y = 1400; gameOverMenu.addChild(restartGameButton); // Create animated exit button var exitBg = LK.getAsset('sniperTower', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.5 }); exitBg.tint = 0xc0392b; exitBg.x = 1024; exitBg.y = 1600; gameOverMenu.addChild(exitBg); var exitGameButton = new Text2('❌ EXIT GAME', { size: 70, fill: 0xffffff }); exitGameButton.anchor.set(0.5, 0.5); exitGameButton.x = 1024; exitGameButton.y = 1600; gameOverMenu.addChild(exitGameButton); // Add floating decorative elements for (var i = 0; i < 8; i++) { var decoration = LK.getAsset('waterball', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); decoration.tint = [0xe74c3c, 0x3498db, 0x2ecc71, 0xf39c12, 0x9b59b6][i % 5]; decoration.alpha = 0.6; decoration.x = 200 + i * 225; decoration.y = 400 + Math.sin(i) * 100; gameOverMenu.addChild(decoration); // Animate decorations tween(decoration, { y: decoration.y + 50, rotation: Math.PI * 2 }, { duration: 2000 + i * 200, loop: true, yoyo: true }); } // Add button event handlers restartGameButton.down = function () { tween(restartGameButton, { scaleX: 0.9, scaleY: 0.9, tint: 0x2ecc71 }, { duration: 100, onFinish: function onFinish() { LK.showGameOver(); } }); }; exitGameButton.down = function () { tween(exitGameButton, { scaleX: 0.9, scaleY: 0.9, tint: 0xe74c3c }, { duration: 100, onFinish: function onFinish() { LK.showGameOver(); } }); }; // Animate title text with pulsing effect function animateTitle() { tween(titleText, { scaleX: 1.1, scaleY: 1.1, tint: 0xff6b6b }, { duration: 1000, onFinish: function onFinish() { tween(titleText, { scaleX: 1.0, scaleY: 1.0, tint: 0xe74c3c }, { duration: 1000, onFinish: animateTitle }); } }); } animateTitle(); // Animate stats container entrance statsContainer.alpha = 0; statsContainer.scaleX = 0.5; statsContainer.scaleY = 0.5; tween(statsContainer, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, delay: 500 }); game.addChild(gameOverMenu); } // Create pause button in top right corner pauseButton = new Text2('⏸', { size: 60, fill: 0xFFFFFF }); pauseButton.anchor.set(0, 0); pauseButton.x = 150; // Offset from top right to avoid overlap with coins pauseButton.y = 0; LK.gui.topRight.addChild(pauseButton); // Create speed x2 button var speedButton = new Text2('x1', { size: 50, fill: 0x00FF00 }); speedButton.anchor.set(0.5, 0); speedButton.x = 0; // Center horizontally speedButton.y = 80; // Position below wave text LK.gui.top.addChild(speedButton); // Game speed state var gameSpeed = 1; function createPauseMenu() { if (pauseMenu) return; // Already created // Create semi-transparent background pauseMenu = new Container(); var background = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 30, scaleY: 40 }); background.tint = 0x000000; background.alpha = 0.7; background.x = 1024; background.y = 1366; pauseMenu.addChild(background); // Create menu title var titleText = new Text2('PAUSED', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; pauseMenu.addChild(titleText); // Create restart button restartButton = new Text2('RESTART', { size: 60, fill: 0x00FF00 }); restartButton.anchor.set(0.5, 0.5); restartButton.x = 1024; restartButton.y = 1000; pauseMenu.addChild(restartButton); // Create exit button exitButton = new Text2('EXIT', { size: 60, fill: 0xFF0000 }); exitButton.anchor.set(0.5, 0.5); exitButton.x = 1024; exitButton.y = 1200; pauseMenu.addChild(exitButton); // Create music toggle button musicButton = new Text2(musicEnabled ? 'MUSIC: ON' : 'MUSIC: OFF', { size: 60, fill: 0xFFFFFF }); musicButton.tint = musicEnabled ? 0x00FFFF : 0x888888; musicButton.anchor.set(0.5, 0.5); musicButton.x = 1024; musicButton.y = 1400; pauseMenu.addChild(musicButton); // Create resume button var resumeButton = new Text2('RESUME', { size: 60, fill: 0xFFFF00 }); resumeButton.anchor.set(0.5, 0.5); resumeButton.x = 1024; resumeButton.y = 1600; pauseMenu.addChild(resumeButton); // Add event handlers restartButton.down = function () { LK.showGameOver(); // Restart the game }; exitButton.down = function () { showCustomGameOver(); // Exit to custom game over screen }; musicButton.down = function () { musicEnabled = !musicEnabled; if (musicEnabled) { LK.playMusic('bgmusic', { volume: 1.0 }); musicButton.setText('MUSIC: ON'); musicButton.tint = 0x00FFFF; } else { LK.stopMusic(); musicButton.setText('MUSIC: OFF'); musicButton.tint = 0x888888; } }; resumeButton.down = function () { togglePause(); }; game.addChild(pauseMenu); } function togglePause() { isPaused = !isPaused; if (isPaused) { createPauseMenu(); pauseMenu.visible = true; } else { if (pauseMenu) { pauseMenu.visible = false; } } } function showExitButton() { isPaused = true; if (!exitButton) { // Create exit button if it doesn't exist exitButton = new Text2('EXIT GAME', { size: 60, fill: 0xFF0000 }); exitButton.anchor.set(0.5, 0.5); exitButton.x = 1024; exitButton.y = 1366; exitButton.down = function () { showCustomGameOver(); // Exit to custom game over screen }; game.addChild(exitButton); } else { exitButton.visible = true; } } function updateUI() { var coinDisplay = 'Coins: ' + coins; 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(); // Every 15 waves is a golden enemy wave if (wave % 15 === 0) { enemyType = 'gold'; } else if (wave === 1) { // Only basic enemies in wave 1 enemyType = 'basic'; } else { // 5% chance for gold enemy (high reward, low health) if (rand < 0.05) { enemyType = 'gold'; } else if (wave >= 11) { if (rand < 0.3) enemyType = 'fast';else if (rand < 0.6) enemyType = 'tank'; } else if (wave > 5) { if (rand < 0.3) enemyType = 'fast'; } else if (wave >= 4) { 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; if (waveInProgress) return; waveInProgress = true; enemiesSpawned = 0; enemiesPerWave = 10 + wave * 2; spawnTimer = 0; showTowerMenu = false; selectedTower = null; // Shovel mode can now be used continuously without resetting // Shovel mode never wears out and persists throughout the game // Display wave start message showWaveStartMessage(); } function showWaveStartMessage() { // Create wave message container var waveMessage = new Container(); waveMessage.x = 1024; waveMessage.y = 1366; // Create background for message var messageBg = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 12, scaleY: 3 }); messageBg.tint = 0x2c3e50; messageBg.alpha = 0.9; waveMessage.addChild(messageBg); // Create wave start text var waveStartText = new Text2('WAVE ' + wave + ' STARTED!', { size: 80, fill: 0xf39c12 }); waveStartText.anchor.set(0.5, 0.5); waveMessage.addChild(waveStartText); // Create decorative elements var leftDecoration = LK.getAsset('waterball', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); leftDecoration.tint = 0xe74c3c; leftDecoration.x = -300; waveMessage.addChild(leftDecoration); var rightDecoration = LK.getAsset('waterball', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); rightDecoration.tint = 0x3498db; rightDecoration.x = 300; waveMessage.addChild(rightDecoration); // Add to game game.addChild(waveMessage); // Initial state for animation waveMessage.alpha = 0; waveMessage.scaleX = 0.5; waveMessage.scaleY = 0.5; waveStartText.scaleX = 0.8; waveStartText.scaleY = 0.8; // Animate message entrance tween(waveMessage, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); // Animate text pulsing tween(waveStartText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(waveStartText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300 }); } }); // Animate decorations spinning tween(leftDecoration, { rotation: Math.PI * 2 }, { duration: 1000 }); tween(rightDecoration, { rotation: -Math.PI * 2 }, { duration: 1000 }); // Remove message after 2 seconds LK.setTimeout(function () { tween(waveMessage, { alpha: 0, scaleY: 0 }, { duration: 400, onFinish: function onFinish() { waveMessage.destroy(); } }); }, 2000); } function showWaveCompletionMessage() { // Create wave completion message container var completionMessage = new Container(); completionMessage.x = 1024; completionMessage.y = 1366; // Create background for message var messageBg = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5, scaleX: 14, scaleY: 4 }); messageBg.tint = 0x27ae60; messageBg.alpha = 0.9; completionMessage.addChild(messageBg); // Create wave completion text var completionText = new Text2('WAVE ' + (wave - 1) + ' COMPLETED!', { size: 70, fill: 0xffffff }); completionText.anchor.set(0.5, 0.5); completionMessage.addChild(completionText); // Create bonus text var bonusText = new Text2('BONUS: +' + (50 + Math.floor(coins * 0.1)) + ' COINS', { size: 50, fill: 0xf1c40f }); bonusText.anchor.set(0.5, 0.5); bonusText.y = 60; completionMessage.addChild(bonusText); // Create decorative victory elements var leftStar = LK.getAsset('waterball', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4 }); leftStar.tint = 0xf39c12; leftStar.x = -350; completionMessage.addChild(leftStar); var rightStar = LK.getAsset('waterball', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.4 }); rightStar.tint = 0x9b59b6; rightStar.x = 350; completionMessage.addChild(rightStar); // Add sparkle effects for (var i = 0; i < 6; i++) { var sparkle = LK.getAsset('watercharc', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2 }); sparkle.tint = [0xe74c3c, 0x3498db, 0x2ecc71, 0xf39c12, 0x9b59b6, 0xe67e22][i]; sparkle.alpha = 0.8; sparkle.x = -200 + i * 80; sparkle.y = -80 + Math.sin(i) * 40; completionMessage.addChild(sparkle); // Animate sparkles with rotation and scaling tween(sparkle, { rotation: Math.PI * 2, scaleX: 0.4, scaleY: 0.4 }, { duration: 1500, easing: tween.easeInOut }); } // Add to game game.addChild(completionMessage); // Initial state for animation completionMessage.alpha = 0; completionMessage.scaleX = 0.3; completionMessage.scaleY = 0.3; completionText.scaleX = 0.5; completionText.scaleY = 0.5; // Animate message entrance with bounce effect tween(completionMessage, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeOut }); // Animate main text with celebration effect tween(completionText, { scaleX: 1.3, scaleY: 1.3, tint: 0x2ecc71 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(completionText, { scaleX: 1.0, scaleY: 1.0, tint: 0xffffff }, { duration: 400 }); } }); // Animate bonus text pulsing tween(bonusText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(bonusText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300 }); } }); // Animate stars spinning and scaling tween(leftStar, { rotation: Math.PI * 3, scaleX: 0.8, scaleY: 0.8 }, { duration: 2000, easing: tween.easeInOut }); tween(rightStar, { rotation: -Math.PI * 3, scaleX: 0.8, scaleY: 0.8 }, { duration: 2000, easing: tween.easeInOut }); // Remove message after 2.5 seconds LK.setTimeout(function () { tween(completionMessage, { alpha: 0, scaleY: 0 }, { duration: 500, onFinish: function onFinish() { completionMessage.destroy(); } }); }, 2500); } // 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; }; pauseButton.down = function () { // Add touch animation tween(pauseButton, { scaleX: 0.8, scaleY: 0.8, tint: 0x00AAFF }, { duration: 100, onFinish: function onFinish() { tween(pauseButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); showExitButton(); }; speedButton.down = function () { // Toggle speed between x1 and x2 gameSpeed = gameSpeed === 1 ? 2 : 1; speedButton.setText('x' + gameSpeed); speedButton.tint = gameSpeed === 2 ? 0xFF6600 : 0x00FF00; // Add touch animation tween(speedButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(speedButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150 }); } }); }; shovelButton.down = function () { // Toggle shovel mode shovelMode = !shovelMode; shovelButton.tint = shovelMode ? 0xFF0000 : 0xFFFFFF; shovelButton.setText(shovelMode ? '🔨' : '🔨'); // Add touch animation tween(shovelButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(shovelButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150 }); } }); }; restartGameButton.down = function () { // Add touch animation tween(restartGameButton, { scaleX: 0.8, scaleY: 0.8, tint: 0x00AAFF }, { duration: 100, onFinish: function onFinish() { tween(restartGameButton, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); // Restart the game LK.showGameOver(); }; game.down = function (x, y, obj) { // Don't allow interactions during home screen if (gameState === 'home') { return; } if (showTowerMenu) { showTowerMenu = false; selectedTower = null; return; } // Prevent interactions during wave if (waveInProgress) { return; } // Handle shovel mode - eliminate towers if (shovelMode) { var gridPos = getGridPosition(x, y); if (gridPos && gridPos.occupied) { // Find and remove the tower at this position for (var i = towers.length - 1; i >= 0; i--) { var tower = towers[i]; var towerGridX = Math.floor(tower.x / gridSize); var towerGridY = Math.floor(tower.y / gridSize); var clickGridX = Math.floor(x / gridSize); var clickGridY = Math.floor(y / gridSize); if (towerGridX === clickGridX && towerGridY === clickGridY) { // Give back half the tower cost var refund = Math.floor(tower.cost * 0.5); coins += refund; // Mark grid position as unoccupied gridPos.occupied = false; // Remove tower from arrays and game tower.destroy(); towers.splice(i, 1); // Flash effect to show elimination LK.effects.flashObject(tower, 0xFF0000, 200); updateUI(); break; } } } 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); // Increase slow tower cost by 40 coins after placing one if (selectedTowerType === 'slow') { slowTowerCost += 40; slowTowerButton.setText('Slow ($' + slowTowerCost + ')'); } // Increase splash tower cost by 20 coins after placing one if (selectedTowerType === 'splash') { splashTowerCost += 20; splashTowerButton.setText('Splash ($' + splashTowerCost + ')'); } // Increase sniper tower cost by 100 coins after placing one if (selectedTowerType === 'sniper') { sniperTowerCost += 100; sniperTowerButton.setText('Sniper ($' + sniperTowerCost + ')'); } updateUI(); } } }; game.update = function () { // Don't update game logic if on home screen if (gameState === 'home') { return; } // Don't update game logic if paused if (isPaused) { return; } // Animate coins text with rainbow colors if (LK.ticks % 30 === 0) { animateCoinsText(); } // Spawn enemies during wave if (waveInProgress && enemiesSpawned < enemiesPerWave) { spawnTimer += gameSpeed; 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; // Display wave completion message showWaveCompletionMessage(); updateUI(); } // Clean up bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (!bullet.parent) { bullets.splice(i, 1); } } // Clean up water damage areas for (var i = waterDamageAreas.length - 1; i >= 0; i--) { var waterArea = waterDamageAreas[i]; if (!waterArea.parent) { waterDamageAreas.splice(i, 1); } } // Check win condition if (wave > 20) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -678,8 +678,15 @@
fill: 0xFFFFFF
});
shovelButton.anchor.set(0.5, 0.5);
LK.gui.right.addChild(shovelButton);
+// Create restart button on the left center
+var restartGameButton = new Text2('🔄', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+restartGameButton.anchor.set(0.5, 0.5);
+LK.gui.left.addChild(restartGameButton);
// Position tower buttons
basicTowerButton.y = -400;
splashTowerButton.y = -300;
slowTowerButton.y = -200;
@@ -1773,8 +1780,29 @@
});
}
});
};
+restartGameButton.down = function () {
+ // Add touch animation
+ tween(restartGameButton, {
+ scaleX: 0.8,
+ scaleY: 0.8,
+ tint: 0x00AAFF
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(restartGameButton, {
+ scaleX: 1.0,
+ scaleY: 1.0,
+ tint: 0xFFFFFF
+ }, {
+ duration: 150
+ });
+ }
+ });
+ // Restart the game
+ LK.showGameOver();
+};
game.down = function (x, y, obj) {
// Don't allow interactions during home screen
if (gameState === 'home') {
return;
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