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that only basic enemies can appear in the first wave.
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golden enemies to have 50 health
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the basic turret does 15 damage
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The life of the enemies is expressed in a number.
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that the basic towers only fire one bullet
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once the wave has started, you can no longer place any towers until the end of the wave.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'reload')' in or related to this line: 'location.reload();' Line Number: 786
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basic enemies have a little more life.
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killing the basic enemies will give you 5 coins ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
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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
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the charcwater appears after 10 shots from the splash tower
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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
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that the splash tower leaves the asset watercharc when firing that does damage
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that the game over menu is more decorated and colourful.
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the price of the splash tower to be raised to 130 coins
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when the pause button is pressed, a button to exit the game should appear
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that there is a pause menu with a button to exit the game and one to remove or activate the music.
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Please fix the bug: 'Cannot set properties of null (setting 'down')' in or related to this line: 'pauseButton.down = function () {' Line Number: 789
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there should be a pause menu to restart the game, exit the game and remove music.
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when firing the splash tower, the bullet that fires is the asset waterball.
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music to play louder
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music to play louder
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that there be quiet music
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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, 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 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; 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 = 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 }); self.health = 30; self.maxHealth = 30; 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 = 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(); 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; // Basic enemies give 5 coins, others use their reward value var coinReward = self.enemyType === 'basic' ? 5 : self.reward; coins += Math.floor(coinReward * 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 showCustomGameOver(); 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; 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 = 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 = 130; } 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 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 { // 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: 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 waterDamageAreas = []; 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(); // Start playing background music with maximum volume LK.playMusic('bgmusic', { volume: 1.0 }); // 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 ($130)', { 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'; 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 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); 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; 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(); // Only basic enemies in wave 1 if (wave === 1) { enemyType = 'basic'; } else { // 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; // 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(); }; game.down = function (x, y, obj) { if (showTowerMenu) { showTowerMenu = false; selectedTower = null; return; } // Prevent tower placement during wave if (waveInProgress) { 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 () { // Don't update game logic if paused if (isPaused) { return; } // 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; // 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
@@ -963,15 +963,20 @@
}
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';
+ // Only basic enemies in wave 1
+ if (wave === 1) {
+ enemyType = 'basic';
+ } else {
+ // 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;
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