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double the amount of potionparticles, make it slower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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increase density of potion and decrease zig zags max gap on x direction
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fix this
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create potionparticle asset on poison road with random location make it go to up and disappear in 1.5 seconds making zig zags while going up there can be 15 potion particles in one potion road ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fix the problem then and dont forget about splash damage
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normal enemies taked 6 shots and died and the zone of splash damage cause same damage as the bullet
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give 5 hp for normal enemies 6 hp for fast enemies 6 hp for flying enemy 12 hp immune enemies 3hp for swarm enemies make bosses 70 time more hp then their normal versions ,make default take 1hp from enemy when shot make rapid cause 1hp make splash cause 2 hp and the zone 1 hp
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change spawn time gap ,for slow enemies make it 1.2 seconds for normal speed enemies 1.4 for fast enemies 1.6 enemies after first enemy spawn wait for x seconds then spawn another another another...
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for slow enemies make spawn gap time 1.6 seconds for normal enemies make gap 1.4 seconds make the gap for fast enemies 1.1 seconds
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make zoom out zoom in proces faster make it 0.5 second instead ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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start zoom in zoom out at the time they spawn and make it all zoom out zoom in in 0.8 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make all enemies big and small like making their scales 1.2 0.8 with transitions zoom in zoom out animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the time gap 1.3 seconds
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still no one spawning add a time gap after first spawn of enemies that in same wave
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no one is spawning fix that issue
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add a time gap between all enemies that spawn at the same wave the amonut of 1 second
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make flying enemies follow the road but dont effect from poison road
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make the bullet scale for splash 0.65 instead of 0.5
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i guess there is a bug because there is only one enemy each turn fix it i want waves to be as these waves
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make bullet size for splash tower 0.5 instead of 0.75
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make bullet smaller for splash tower by scale of 0.75 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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use splashcannontower asset for splash defence asset
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use bronzetowercannon asset for rapid defence asset
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do solution b
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prevCell.kind = 'corner' satırı doğru hücreye yazılmıyor! Köşe hücreniz 2 × 2 blok düzeninde “sol-üst” koordinatta (x mod 2 = 0, y mod 2 = 1) değilse, prevCell aslında sprite’ı barındıran merkez hücre değil. Böylece: prevCell.kind hiç güncellenmiyor (veya sprite’ı yok). DebugCell.render yeni bir roadNormal ekliyor. renderRoadCell ➀ satırında c.kind==='corner' göremediği için yine roadNormal bırakıyor. Sonuç: L-dönüş tespit ediliyor ama köşe hücresi yanlış seçildiği için görüntü değişmiyor. Kesin çözüm – 2 adım 1 · “Merkez hücre”yi tutarlı bul js Kopyala Düzenle function getBlockCenter(x, y){ // Yol bloklarınız 2×2 ise sol-üst → (even, odd) (6,11) gibi // sağ-alt → (even+1, odd+1) // Merkez olarak sol-üst’ü KULLANMAYIN, bütün bloklarda aynı mantığı seçin. // Öneri: 2×2’nin “sol-üst”ünü *tek merkez* kabul edin: return { cx: x & ~1, cy: y | 1 }; // (bit trick: even, odd) } L-dönüşte prev ve new bloğun merkezlerini böyle hesaplayın; sprite/kind/dir değerleri daima merkez hücrede durur. js Kopyala Düzenle const prevCenter = getBlockCenter(prevCell.x, prevCell.y); const prevCore = grid.getCell(prevCenter.cx, prevCenter.cy); 2 · Yalnız kind + cachedRotation sakla, sprite’ı her defa yeniden boya renderRoadCell’i basitleştir: js Kopyala Düzenle function renderRoadCell(sprite,x,y){ const c = grid.getCell(x,y); // 1) Köşe önceden işaretlendiyse: if (c.kind==='corner'){ sprite.texture = LK.getTexture('roadCorner'); sprite.rotation = c.cachedRotation ?? 0; return; } // 2) Otomatik analiz - sadece düz için: sprite.texture = LK.getTexture('roadNormal'); sprite.rotation = 0; } Ve dönüş anında: js Kopyala Düzenle if (isTurn){ prevCore.kind = 'corner'; prevCore.cachedRotation = computeRotation(oldDir, newDir); } Ardından TEK satır: js Kopyala Düzenle grid.forEachRoadCell(renderRoadCell); // sprite’ları güncelle Sprite referansını manipüle etmeye gerek kalmaz; hangisi yeniden boyanırsa doğru texture & rotasyonu alır. Neden bu çözüm çalışır? Merkez hücre standardı ⇒ her blok için tek “kaynak” hücre (kind, rotation, sprite) vardır. forEachRoadCell(renderRoadCell) şimdi bu veriyi kullanır, tekrar bozamaz. Sprite cache kırma, %2 kontrolleri, manuel texture = EMPTY uğraşıları tamamen kalkar. Kontrol Başlangıçta düz yol → hepsi roadNormal. Sağdan sola (7,11 → 6,11), sonra aşağı (6,12) ekle: 6,11 merkez hücresi kind='corner' olur, renderRoadCell köşe sprite’ı çizer. Devam edip başka L çizerseniz her yeni virajda bir önceki blok anında roadCorner görünür.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = BULLET_DAMAGE; // All bullets deal 1 damage self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Scale bullet speed by game speed var scaledSpeed = self.speed * gameSpeed; if (distance < scaledSpeed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } self.destroy(); } else { var angle = Math.atan2(dy, dx); // Scale bullet speed by game speed var scaledSpeed = self.speed * gameSpeed; self.x += Math.cos(angle) * scaledSpeed; self.y += Math.sin(angle) * scaledSpeed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case TYPE_ROAD: case TYPE_SLOW_ROAD: case TYPE_POISON_ROAD: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.visible = false; // Hide numbers for decorative roads cellGraphics.tint = 0x880000; return; } numberLabel.visible = false; // Hide numbers to make roads naked // Replace cell graphics with appropriate road asset if (!cellGraphics.isRoadAsset) { self.removeChild(cellGraphics); cellGraphics = self.attachAsset('roadNormal', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.isRoadAsset = true; } // Apply road texture and rotation based on connections renderRoadCell(cellGraphics, self.cell.x, self.cell.y); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { // Reset to default road appearance cellGraphics.tint = 0xFFFFFF; } // Remove all arrows - roads should be naked while (debugArrows.length) { self.removeChild(debugArrows.pop()); } break; } case 2: { // spawn - enemies can walk on it but it doesn't count as road for scoring self.removeArrows(); // Replace cell graphics with enemyspawns asset if (!cellGraphics.isSpawnAsset) { self.removeChild(cellGraphics); cellGraphics = self.attachAsset('enemyspawns', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.isSpawnAsset = true; } cellGraphics.tint = 0xFFFFFF; // Reset tint for spawn asset numberLabel.visible = false; // Don't show score numbers for spawn point even though enemies use it for pathfinding break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); // Replace cell graphics with playerbase asset if (!cellGraphics.isBaseAsset) { self.removeChild(cellGraphics); cellGraphics = self.attachAsset('playerbase', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.isBaseAsset = true; } cellGraphics.tint = 0xFFFFFF; // Reset tint for base asset numberLabel.visible = false; break; } case 4: { // tower body self.removeArrows(); cellGraphics.tint = 0x555555; // dark gray numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 10000)); }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; // Initialize with base HP from table self.maxHealth = HP_TABLE[self.type] || HP_TABLE.normal; self.health = self.maxHealth; self.poisonTimer = 0; // For poison road damage tracking self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = HP_TABLE.fast; break; case 'immune': self.isImmune = true; self.maxHealth = HP_TABLE.immune; break; case 'flying': self.isFlying = true; self.maxHealth = HP_TABLE.flying; break; case 'swarm': self.maxHealth = HP_TABLE.swarm; break; case 'normal': default: self.maxHealth = HP_TABLE.normal; break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies use special HP value self.maxHealth = HP_TABLE.boss * 10; // 50 * 10 = 500 HP for bosses // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); // Calculate actual grid height accounting for bars var GRID_H_PX = 2732 - TOP_BAR_H - BOTTOM_BAR_H; var actualRows = Math.floor(GRID_H_PX / CELL_SIZE); gridHeight = Math.min(gridHeight, actualRows); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; // Default all cells to walls var cellType = 1; cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } // Set spawn at center (10, 12) var centerCell = self.cells[10] && self.cells[10][12]; if (centerCell) { centerCell.type = 2; self.spawns = [centerCell]; } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != TYPE_WALL && !node.hasTower) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; // Only process cardinal directions (up, down, left, right) var targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } else { // Limit spawn to only target the spawn exit (down direction) self.spawns[a].targets = [spawnExit]; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; // Re-render all road cells with updated corner/straight textures self.forEachRoadCell = function (renderFunc) { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; if (cell && (cell.type === TYPE_ROAD || cell.type === TYPE_SLOW_ROAD || cell.type === TYPE_POISON_ROAD)) { var debugCell = cell.debugCell; if (debugCell && debugCell.children[0]) { renderFunc(debugCell.children[0], i, j); } } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); // Scale enemy speed by game speed var scaledSpeed = enemy.speed * gameSpeed; if (dist < scaledSpeed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); // Scale enemy speed by game speed var scaledSpeed = enemy.speed * gameSpeed; enemy.currentCellX += Math.cos(angle) * scaledSpeed; enemy.currentCellY += Math.sin(angle) * scaledSpeed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Apply road effects for ground enemies if (!enemy.isFlying) { var currentCell = grid.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY)); if (currentCell) { // Apply poison damage if (currentCell.type === TYPE_POISON_ROAD) { enemy.poisonTimer += gameSpeed; if (enemy.poisonTimer >= 60) { // Once per second at 60 FPS enemy.health -= 0.5; enemy.poisonTimer = 0; if (enemy.health <= 0) { enemy.health = 0; } // Update health bar if (enemy.healthBar) { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } } } else { enemy.poisonTimer = 0; } } } // Handle normal pathfinding enemies using pathPoints array if (!enemy.currentTarget) { if (enemy.cellPathIndex === undefined) { enemy.cellPathIndex = 1; // Start with spawn exit } if (enemy.cellPathIndex < pathPoints.length) { enemy.currentTarget = pathPoints[enemy.cellPathIndex]; } } if (enemy.currentTarget) { var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); // Calculate local speed for this enemy var speed = enemy.speed; // Check if enemy is on slow road var currentCell = grid.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY)); if (currentCell && currentCell.type === TYPE_SLOW_ROAD) { speed *= SLOW_MUL; // Apply slow multiplier } // Scale by game speed (for fast forward/pause) var scaledSpeed = speed * gameSpeed; if (dist < scaledSpeed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); // Move to next point in path enemy.cellPathIndex++; if (enemy.cellPathIndex < pathPoints.length) { enemy.currentTarget = pathPoints[enemy.cellPathIndex]; } else { enemy.currentTarget = undefined; } return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * scaledSpeed; enemy.currentCellY += Math.sin(angle) * scaledSpeed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var PoisonRoadPreview = Container.expand(function () { var self = Container.call(this); self.canPlace = false; self.gridX = 0; self.gridY = 0; // Create purple semi-transparent square var previewGraphics = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.tint = 0x8B4513; // Brown for poison road (same as normal road) previewGraphics.alpha = 0.5; previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; self.addChild(previewGraphics); // Add pulsing effect self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; // Start pulsing immediately self.startPulsing(); self.updatePlacementStatus = function () { self.canPlace = false; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) { self.canPlace = false; return; } var canAfford = gold >= POISON_ROAD_COST; // Check if this cell is valid for road placement var cell = grid.getCell(self.gridX, self.gridY); // Road can only be placed on wall cells (type 1) without towers if (!cell || cell.type !== TYPE_WALL || cell.hasTower) { self.canPlace = false; } else if (!canAfford) { self.canPlace = false; } else { // New yol bloğunun merkez koordinatı var cx = self.gridX + 0.5; var cy = self.gridY + 0.5; var spawn = pathPoints[0]; // First point is spawn var spawnCenter = { x: spawn.x + 0.5, y: spawn.y + 0.5 }; var base = pathPoints[pathPoints.length - 1]; var baseCenter = { x: base.x + 0.5, y: base.y + 0.5 }; // Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge // Check base edge restrictions var isBaseEdge = sharesEdge({ x: cx, y: cy }, baseCenter); if (isBaseEdge) { var last = pathPoints[pathPoints.length - 1]; // base centre var prev = pathPoints[pathPoints.length - 2]; // önceki yol var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y); var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy); if (dirHere === backDir) { // SADECE geri yasak self.canPlace = false; return; } // yan veya ileri 90° → serbest } // Check if adjacent to any existing road (forbidden - only base allowed) var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]]; var adjacentToRoad = false; for (var d = 0; d < 4; d++) { var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]); if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) { adjacentToRoad = true; break; } } // Roads can only be placed adjacent to base if (adjacentToRoad) { self.canPlace = false; } else { // Check if cell is adjacent to the base (end of current path) var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; var baseNeighbors = [{ x: base.x, y: base.y - 1 }, { x: base.x + 1, y: base.y }, { x: base.x, y: base.y + 1 }, { x: base.x - 1, y: base.y }]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) { isAdjacentToBase = true; break; } } // Check if this would be going backwards var isBackwards = false; if (isAdjacentToBase && pathPoints.length >= 2) { var previousPoint = pathPoints[pathPoints.length - 2]; var currentDirection = { x: base.x - previousPoint.x, y: base.y - previousPoint.y }; var proposedDirection = { x: self.gridX - base.x, y: self.gridY - base.y }; if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) { isBackwards = true; } } self.canPlace = isAdjacentToBase && !isBackwards; } } // Update appearance if (self.canPlace) { previewGraphics.tint = 0x00FF00; // Green for placeable self.visible = true; } else { previewGraphics.tint = 0xFF0000; // Red for not placeable self.visible = true; } }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.updatePlacementStatus(); }; return self; }); var RoadPreview = Container.expand(function () { var self = Container.call(this); self.canPlace = false; self.gridX = 0; self.gridY = 0; // Create simple brown semi-transparent square var previewGraphics = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.tint = 0x8B4513; // Brown for road previewGraphics.alpha = 0.5; previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; self.addChild(previewGraphics); // Add pulsing effect - start with null reference self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; // Start pulsing immediately self.startPulsing(); self.updatePlacementStatus = function () { self.canPlace = false; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) { self.canPlace = false; return; } var canAfford = gold >= ROAD_COST; // Check if this cell is valid for road placement var cell = grid.getCell(self.gridX, self.gridY); // Road can only be placed on wall cells (type 1) without towers if (!cell || cell.type !== 1 || cell.hasTower) { // Can't place on non-wall cells or cells with towers self.canPlace = false; } else if (!canAfford) { // Not enough gold self.canPlace = false; } else { // New road bloğunun merkez koordinatı var cx = self.gridX + 0.5; var cy = self.gridY + 0.5; var spawn = pathPoints[0]; // First point is spawn var spawnCenter = { x: spawn.x + 0.5, y: spawn.y + 0.5 }; var base = pathPoints[pathPoints.length - 1]; var baseCenter = { x: base.x + 0.5, y: base.y + 0.5 }; // Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge // Check base edge restrictions var isBaseEdge = sharesEdge({ x: cx, y: cy }, baseCenter); if (isBaseEdge) { var last = pathPoints[pathPoints.length - 1]; // base centre var prev = pathPoints[pathPoints.length - 2]; // önceki yol var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y); var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy); if (dirHere === backDir) { // SADECE geri yasak self.canPlace = false; return; } // yan veya ileri 90° → serbest } // Check if adjacent to any existing road (forbidden - only base allowed) var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]]; var adjacentToRoad = false; for (var d = 0; d < 4; d++) { var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]); if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) { // bitişik ROAD tespit adjacentToRoad = true; break; } } // Roads can only be placed adjacent to base if (adjacentToRoad) { self.canPlace = false; } else { // Check if cell is adjacent to the base (end of current path) var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; // Check 4-directional neighbors from base var baseNeighbors = [{ x: base.x, y: base.y - 1 }, // up { x: base.x + 1, y: base.y }, // right { x: base.x, y: base.y + 1 }, // down { x: base.x - 1, y: base.y } // left ]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) { isAdjacentToBase = true; break; } } // Check if this would be going backwards var isBackwards = false; if (isAdjacentToBase && pathPoints.length >= 2) { var previousPoint = pathPoints[pathPoints.length - 2]; var currentDirection = { x: base.x - previousPoint.x, y: base.y - previousPoint.y }; var proposedDirection = { x: self.gridX - base.x, y: self.gridY - base.y }; // Check if proposed direction is opposite to current direction if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) { isBackwards = true; } } self.canPlace = isAdjacentToBase && !isBackwards; } } // Update appearance - green for placeable, red for not placeable if (self.canPlace) { previewGraphics.tint = 0x00FF00; // Green for placeable self.visible = true; } else { previewGraphics.tint = 0xFF0000; // Red for not placeable self.visible = true; } }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.updatePlacementStatus(); }; return self; }); var SlowRoadPreview = Container.expand(function () { var self = Container.call(this); self.canPlace = false; self.gridX = 0; self.gridY = 0; // Create ice-blue semi-transparent square var previewGraphics = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.tint = 0x8B4513; // Brown for slow road (same as normal road) previewGraphics.alpha = 0.5; previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; self.addChild(previewGraphics); // Add pulsing effect self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; // Start pulsing immediately self.startPulsing(); self.updatePlacementStatus = function () { self.canPlace = false; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) { self.canPlace = false; return; } var canAfford = gold >= SLOW_ROAD_COST; // Check if this cell is valid for road placement var cell = grid.getCell(self.gridX, self.gridY); // Road can only be placed on wall cells (type 1) without towers if (!cell || cell.type !== TYPE_WALL || cell.hasTower) { self.canPlace = false; } else if (!canAfford) { self.canPlace = false; } else { // New yol bloğunun merkez koordinatı var cx = self.gridX + 0.5; var cy = self.gridY + 0.5; var spawn = pathPoints[0]; // First point is spawn var spawnCenter = { x: spawn.x + 0.5, y: spawn.y + 0.5 }; var base = pathPoints[pathPoints.length - 1]; var baseCenter = { x: base.x + 0.5, y: base.y + 0.5 }; // Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge // Check base edge restrictions var isBaseEdge = sharesEdge({ x: cx, y: cy }, baseCenter); if (isBaseEdge) { var last = pathPoints[pathPoints.length - 1]; // base centre var prev = pathPoints[pathPoints.length - 2]; // önceki yol var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y); var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy); if (dirHere === backDir) { // SADECE geri yasak self.canPlace = false; return; } // yan veya ileri 90° → serbest } // Check if adjacent to any existing road (forbidden - only base allowed) var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]]; var adjacentToRoad = false; for (var d = 0; d < 4; d++) { var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]); if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) { adjacentToRoad = true; break; } } // Roads can only be placed adjacent to base if (adjacentToRoad) { self.canPlace = false; } else { // Check if cell is adjacent to the base (end of current path) var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; var baseNeighbors = [{ x: base.x, y: base.y - 1 }, { x: base.x + 1, y: base.y }, { x: base.x, y: base.y + 1 }, { x: base.x - 1, y: base.y }]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) { isAdjacentToBase = true; break; } } // Check if this would be going backwards var isBackwards = false; if (isAdjacentToBase && pathPoints.length >= 2) { var previousPoint = pathPoints[pathPoints.length - 2]; var currentDirection = { x: base.x - previousPoint.x, y: base.y - previousPoint.y }; var proposedDirection = { x: self.gridX - base.x, y: self.gridY - base.y }; if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) { isBackwards = true; } } self.canPlace = isAdjacentToBase && !isBackwards; } } // Update appearance if (self.canPlace) { previewGraphics.tint = 0x00FF00; // Green for placeable self.visible = true; } else { previewGraphics.tint = 0xFF0000; // Red for not placeable self.visible = true; } }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.updatePlacementStatus(); }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.width = CELL_SIZE * 1.3; baseGraphics.height = CELL_SIZE * 1.3; switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'splash': baseGraphics.tint = 0x33CC00; break; default: baseGraphics.tint = 0xAAAAAA; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = BULLET_DAMAGE; // All towers deal 1 damage per bullet self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.width = CELL_SIZE; baseGraphics.height = CELL_SIZE; switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'splash': baseGraphics.tint = 0x33CC00; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type (damage remains constant at 1) if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; // Position at exact grid cell center with offset of 56 pixels up and 56 pixels left (moved 14 pixels down and 12 pixels right total) self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2 - 58; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2 - 56; var cell = grid.getCell(gridX, gridY); if (cell) { cell.type = 4; // tower type cell.hasTower = true; // mark as occupied } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; // Add pulsing effect to preview self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'splash': previewGraphics.tint = 0x33CC00; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } else { // Green tint for valid placement switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'splash': previewGraphics.tint = 0x33CC00; break; default: previewGraphics.tint = 0xAAAAAA; } } }; self.updatePlacementStatus = function () { var validGridPlacement = true; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) { validGridPlacement = false; self.canPlace = false; } if (self.gridY <= 4 || self.gridY >= grid.cells[0].length - 4) { validGridPlacement = false; } else { var cell = grid.getCell(self.gridX, self.gridY); // Towers can only be placed on wall cells (type 1) and must not have towers if (!cell || cell.type !== 1 || cell.hasTower) { validGridPlacement = false; } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX === self.gridX && enemy.cellY === self.gridY) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX === self.gridX && targetY === self.gridY) { self.blockedByEnemy = true; break; } } } } } // Check if tower touches a road var touchesRoad = false; if (validGridPlacement) { var dirs = [[0, -1], [1, 0], [0, 1], [-1, 0]]; // 4 directions for (var d = 0; d < dirs.length; d++) { var nx = self.gridX + dirs[d][0]; var ny = self.gridY + dirs[d][1]; var nCell = grid.getCell(nx, ny); if (nCell && (nCell.type === TYPE_ROAD || nCell.type === TYPE_SLOW_ROAD || nCell.type === TYPE_POISON_ROAD || nCell.type === TYPE_SPAWN || nCell.type === TYPE_GOAL)) { touchesRoad = true; break; } } } self.canPlace = validGridPlacement && touchesRoad && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); // Position at exact grid cell center - same as Tower self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + BULLET_DAMAGE + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + BULLET_DAMAGE + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; var cell = grid.getCell(gridX, gridY); if (cell) { cell.type = 1; // reset to wall cell.hasTower = false; // mark as free var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } // Only handle wave progression if game is not paused if (gameSpeed > 0) { self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { // Scale wave timer by game speed // When gameSpeed is 2x, timer progresses 2x faster // When gameSpeed is 0.5x, timer progresses 2x slower waveTimer += gameSpeed; // Direct multiplication by game speed if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } window.fixSpawnTargets = function fixSpawnTargets() { if (!grid || !grid.spawns || !grid.spawns[0]) return; // koruma var spawn = grid.spawns[0]; var spawnExit = grid.getCell(spawn.x, spawn.y + 1); spawn.targets = [spawnExit]; // yalnız aşağı }; // Helper function to get the center cell for a 2x2 block function getBlockCenter(x, y) { // For 2x2 blocks, the center cell is at (even, odd) coordinates return { cx: x & ~1, cy: y | 1 }; // Bit trick: force even x, force odd y } // Helper function to check if a cell type is walkable road function isRoad(cellType) { return cellType === TYPE_ROAD || cellType === TYPE_SLOW_ROAD || cellType === TYPE_POISON_ROAD || cellType === TYPE_SPAWN || cellType === TYPE_GOAL; } // Classify block and return detailed info including directions function classifyBlock(x, y) { var kind = classifyRoadCell(x, y); var dirIn = 0; // Default up var dirOut = 0; // Default up var rotation = 0; if (kind === 'corner') { var _grid$getCell5, _grid$getCell6, _grid$getCell7, _grid$getCell8; var up = isRoad((_grid$getCell5 = grid.getCell(x, y - 1)) === null || _grid$getCell5 === void 0 ? void 0 : _grid$getCell5.type); var dn = isRoad((_grid$getCell6 = grid.getCell(x, y + 1)) === null || _grid$getCell6 === void 0 ? void 0 : _grid$getCell6.type); var lt = isRoad((_grid$getCell7 = grid.getCell(x - 1, y)) === null || _grid$getCell7 === void 0 ? void 0 : _grid$getCell7.type); var rt = isRoad((_grid$getCell8 = grid.getCell(x + 1, y)) === null || _grid$getCell8 === void 0 ? void 0 : _grid$getCell8.type); // Determine directions and rotation if (up && rt) { dirIn = 2; dirOut = 0; rotation = 0; // ┘ (from down to up) } else if (rt && dn) { dirIn = 3; dirOut = 1; rotation = Math.PI / 2; // └ (from left to right) } else if (dn && lt) { dirIn = 0; dirOut = 2; rotation = Math.PI; // ┌ (from up to down) } else if (lt && up) { dirIn = 1; dirOut = 3; rotation = -Math.PI / 2; // ┐ (from right to left) } } return { kind: kind, dirIn: dirIn, dirOut: dirOut, rotation: rotation }; } // Classify road cell as corner or straight based on connections function classifyRoadCell(x, y) { var _grid$getCell, _grid$getCell2, _grid$getCell3, _grid$getCell4; var n = (_grid$getCell = grid.getCell(x, y - 1)) === null || _grid$getCell === void 0 ? void 0 : _grid$getCell.type; // up var s = (_grid$getCell2 = grid.getCell(x, y + 1)) === null || _grid$getCell2 === void 0 ? void 0 : _grid$getCell2.type; // down var w = (_grid$getCell3 = grid.getCell(x - 1, y)) === null || _grid$getCell3 === void 0 ? void 0 : _grid$getCell3.type; // left var e = (_grid$getCell4 = grid.getCell(x + 1, y)) === null || _grid$getCell4 === void 0 ? void 0 : _grid$getCell4.type; // right var up = isRoad(n); var dn = isRoad(s); var lt = isRoad(w); var rt = isRoad(e); // Corner = at least one vertical AND at least one horizontal connection if ((up || dn) && (lt || rt)) return 'corner'; return 'straight'; } // Render road cell with appropriate texture and rotation function renderRoadCell(cellSprite, x, y) { var c = grid.getCell(x, y); // ① If already marked as corner, use that directly if (c.kind === 'corner') { var cornerAsset = LK.getAsset('roadCorner', {}); cellSprite.texture = cornerAsset.texture; cellSprite.rotation = c.cachedRotation || 0; // Use stored rotation return; // Done } // ② Otherwise continue with automatic analysis (straight/corner detection) var _grid$getCell5, _grid$getCell6, _grid$getCell7, _grid$getCell8; var up = isRoad((_grid$getCell5 = grid.getCell(x, y - 1)) === null || _grid$getCell5 === void 0 ? void 0 : _grid$getCell5.type); var dn = isRoad((_grid$getCell6 = grid.getCell(x, y + 1)) === null || _grid$getCell6 === void 0 ? void 0 : _grid$getCell6.type); var lt = isRoad((_grid$getCell7 = grid.getCell(x - 1, y)) === null || _grid$getCell7 === void 0 ? void 0 : _grid$getCell7.type); var rt = isRoad((_grid$getCell8 = grid.getCell(x + 1, y)) === null || _grid$getCell8 === void 0 ? void 0 : _grid$getCell8.type); // Count connections to determine if this is a corner var connectionCount = 0; var hasVertical = up || dn; var hasHorizontal = lt || rt; if (up) connectionCount++; if (dn) connectionCount++; if (lt) connectionCount++; if (rt) connectionCount++; // Use corner asset if we have exactly 2 connections AND they form a corner (one vertical + one horizontal) var isCorner = connectionCount === 2 && hasVertical && hasHorizontal; if (isCorner) { var cornerAsset = LK.getAsset('roadCorner', {}); cellSprite.texture = cornerAsset.texture; // Set rotation based on which two directions are connected if (up && rt) cellSprite.rotation = 0; // ┘ (up + right) else if (rt && dn) cellSprite.rotation = Math.PI / 2; // └ (right + down) else if (dn && lt) cellSprite.rotation = Math.PI; // ┌ (down + left) else if (lt && up) cellSprite.rotation = -Math.PI / 2; // ┐ (left + up) else cellSprite.rotation = 0; // fallback } else { var normalAsset = LK.getAsset('roadNormal', {}); cellSprite.texture = normalAsset.texture; cellSprite.rotation = 0; } } var CELL_SIZE = 114; var ROAD_COST = 5; var TOP_BAR_H = 38; var BOTTOM_BAR_H = -260; // Bullet damage constant var BULLET_DAMAGE = 1; // Enemy HP table var HP_TABLE = { normal: 5, fast: 5, flying: 5, immune: 10, swarm: 50, boss: 50 }; // Road type constants var TYPE_ROAD = 0; var TYPE_WALL = 1; var TYPE_SPAWN = 2; var TYPE_GOAL = 3; var TYPE_TOWER = 4; var TYPE_SLOW_ROAD = 5; var TYPE_POISON_ROAD = 6; // Slow road multiplier var SLOW_MUL = 0.75; // 25% slower // Road costs var SLOW_ROAD_COST = 10; var POISON_ROAD_COST = 15; // Direction constants for spawn/base edge filtering var DIRS = [{ dx: 0, dy: -1 }, // up (index 0) { dx: 1, dy: 0 }, // right (index 1) { dx: 0, dy: 1 }, // down (index 2) { dx: -1, dy: 0 } // left (index 3) ]; var SPAWN_EXIT_DIR = 2; // index 2 → down // Helper functions for spawn/base edge filtering function sharesEdge(a, b) { return Math.abs(a.x - b.x) === 1 && a.y === b.y || Math.abs(a.y - b.y) === 1 && a.x === b.x; } function getDirectionIndex(fromX, fromY, toX, toY) { if (toX > fromX) return 1; // right if (toX < fromX) return 3; // left if (toY > fromY) return 2; // down return 0; // up } var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave // Game speed control var gameSpeed = 1; var gameSpeedFactors = [1, 2, 5, 0.5, 0]; var currentSpeedIndex = 0; var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; var speedText = new Text2('1x', { size: 60, fill: 0xFFFFFF, weight: 800 }); speedText.anchor.set(0.5, 0.5); speedText.x = spacing + 30 + 200; speedText.y = topMargin; LK.gui.top.addChild(speedText); speedText.down = function () { currentSpeedIndex = (currentSpeedIndex + 1) % gameSpeedFactors.length; gameSpeed = gameSpeedFactors[currentSpeedIndex]; if (gameSpeed === 0) { speedText.setText('STOP'); } else { speedText.setText(gameSpeed + 'x'); } }; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } // Create bottom bar var bottomBar = new Container(); var bottomBarGraphics = bottomBar.attachAsset('notification', { anchorX: 0, anchorY: 0 }); bottomBarGraphics.width = 2048; bottomBarGraphics.height = Math.abs(BOTTOM_BAR_H); bottomBarGraphics.tint = 0x222222; bottomBar.y = 2732 - BOTTOM_BAR_H; var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 60; grid.y = 200 - CELL_SIZE * 4; // Initialize the dynamic path function buildPath(spawnX, spawnY) { var pts = []; pts.push({ x: spawnX, y: spawnY }); // spawn pts.push({ x: spawnX, y: spawnY + 1 }); // 1 down for (var k = 1; k <= 3; k++) { // 3 left pts.push({ x: spawnX - k, y: spawnY + 1 }); } return pts; // last element is base } var pathPoints = buildPath(10, 12); // Define spawn and spawn exit for enemy pathfinding var spawn = grid.getCell(10, 12); var spawnExit = grid.getCell(10, 13); // Mark path cells in grid for (var i = 0; i < pathPoints.length; i++) { var point = pathPoints[i]; var cell = grid.getCell(point.x, point.y); if (cell) { if (i === 0) { cell.type = 2; // spawn } else if (i === pathPoints.length - 1) { cell.type = 3; // goal grid.goals.push(cell); // Add base to goals array } else { cell.type = TYPE_ROAD; // path } // Store sprite reference and block info for initial path (center cell) var blockInfo = classifyBlock(cell.x, cell.y); if (cell.debugCell && cell.debugCell.children[0]) { // Only store sprite reference if this is the center cell var HALF = 1; // Block center offset if (cell.x % 2 === 0 && cell.y % 2 === 1) { // Center cell for our grid layout cell.sprite = cell.debugCell.children[0]; cell.kind = blockInfo.kind; cell.dirIn = blockInfo.dirIn; cell.dirOut = blockInfo.dirOut; } } } } grid.pathFind(); // Fix spawn targets to only go downward if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets(); grid.renderDebug(); // Update sprite references and block info after initial rendering for (var i = 0; i < pathPoints.length; i++) { var point = pathPoints[i]; var cell = grid.getCell(point.x, point.y); if (cell && cell.debugCell && cell.debugCell.children[0]) { var blockInfo = classifyBlock(cell.x, cell.y); // Only store sprite reference if this is the center cell var HALF = 1; // Block center offset if (cell.x % 2 === 0 && cell.y % 2 === 1) { // Center cell for our grid layout cell.sprite = cell.debugCell.children[0]; cell.kind = blockInfo.kind; cell.dirIn = blockInfo.dirIn; cell.dirOut = blockInfo.dirOut; } } } debugLayer.addChild(grid); game.addChild(bottomBar); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var roadPreview = new RoadPreview(); game.addChild(roadPreview); roadPreview.visible = false; var slowRoadPreview = new SlowRoadPreview(); game.addChild(slowRoadPreview); slowRoadPreview.visible = false; var poisonRoadPreview = new PoisonRoadPreview(); game.addChild(poisonRoadPreview); poisonRoadPreview.visible = false; var isDragging = false; var dragType = null; // 'tower' or 'road' function wouldBlockPath(gridX, gridY) { // Always return false as enemies can only walk on road tiles return false; } function getTowerCost(towerType) { switch (towerType) { case 'rapid': return 15; case 'splash': return 25; default: return 5; } } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } // Check if clicking on road sources for (var i = 0; i < roadSources.length; i++) { var source = roadSources[i]; if (x >= source.x - source.width / 2 && x <= source.x + source.width / 2 && y >= source.y - source.height / 2 && y <= source.y + source.height / 2) { isDragging = true; if (source.data.type === 'road') { roadPreview.visible = true; dragType = 'road'; roadPreview.snapToGrid(x, y); } else if (source.data.type === 'slowRoad') { slowRoadPreview.visible = true; dragType = 'slowRoad'; slowRoadPreview.snapToGrid(x, y); } else if (source.data.type === 'poisonRoad') { poisonRoadPreview.visible = true; dragType = 'poisonRoad'; poisonRoadPreview.snapToGrid(x, y); } return; } } // Check tower sources for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; dragType = 'tower'; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); towerPreview.startPulsing(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger if (dragType === 'road') { roadPreview.snapToGrid(x, y); } else if (dragType === 'slowRoad') { slowRoadPreview.snapToGrid(x, y); } else if (dragType === 'poisonRoad') { poisonRoadPreview.snapToGrid(x, y); } else { towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } } }; game.up = function (x, y, obj) { // Ignore clicks in bottom bar area if (y > 2732 + BOTTOM_BAR_H) return; var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (dragType === 'road' || dragType === 'slowRoad' || dragType === 'poisonRoad') { // Handle road placement var preview, cost, roadType; if (dragType === 'road') { preview = roadPreview; cost = ROAD_COST; roadType = TYPE_ROAD; } else if (dragType === 'slowRoad') { preview = slowRoadPreview; cost = SLOW_ROAD_COST; roadType = TYPE_SLOW_ROAD; } else if (dragType === 'poisonRoad') { preview = poisonRoadPreview; cost = POISON_ROAD_COST; roadType = TYPE_POISON_ROAD; } if (preview.canPlace && gold >= cost) { var cell = grid.getCell(preview.gridX, preview.gridY); if (cell) { // Deduct gold setGold(gold - cost); // Check if touching base to determine if this extends the path var base = pathPoints[pathPoints.length - 1]; var touchingBase = sharesEdge({ x: preview.gridX + 0.5, y: preview.gridY + 0.5 }, { x: base.x + 0.5, y: base.y + 0.5 }); if (touchingBase) { // L-turn detection and corner conversion if (pathPoints.length >= 2) { // Direction mapping: 0=up, 1=right, 2=down, 3=left var getDirection = function getDirection(dx, dy) { if (dx > 0) return 1; // → if (dx < 0) return 3; // ← if (dy > 0) return 2; // ↓ return 0; // ↑ }; var prevPointData = pathPoints[pathPoints.length - 2]; // A (old base) var newCell = { x: preview.gridX, y: preview.gridY }; // B (new base) // Get the correct center cell for the previous block var prevCenter = getBlockCenter(prevPointData.x, prevPointData.y); var prevCore = grid.getCell(prevCenter.cx, prevCenter.cy); // Calculate direction vectors var dx = newCell.x - prevPointData.x; var dy = newCell.y - prevPointData.y; var newDir = getDirection(dx, dy); // prevCell's exit direction var oldDir = prevCore.dirIn || 0; // prevCell's entry direction // Check if this is a turn (different axes: horizontal vs vertical) var isTurn = oldDir % 2 !== newDir % 2; if (isTurn && prevCore) { // Update cell data for corner prevCore.kind = 'corner'; prevCore.dirOut = newDir; // Apply correct rotation based on turn direction var rotationMap = {}; rotationMap['2-0'] = 0; // ↓ then ↑ (┘) rotationMap['3-1'] = Math.PI / 2; // ← then → (└) rotationMap['0-2'] = Math.PI; // ↑ then ↓ (┌) rotationMap['1-3'] = -Math.PI / 2; // → then ← (┐) var rotationKey = oldDir + '-' + newDir; var rotation = rotationMap[rotationKey] || 0; // Cache the rotation for future renders prevCore.cachedRotation = rotation; } } // Extending the main path - old behavior var oldBase = grid.goals[0]; oldBase.type = TYPE_ROAD; // convert to normal road cell.type = TYPE_GOAL; // temporarily make this the new base cell.hasTower = false; // ensure it's not marked as having a tower grid.goals[0] = cell; // update goals array // Update pathPoints array for debug arrows pathPoints.push({ x: cell.x, y: cell.y }); // Now convert the new base to the desired road type oldBase.type = roadType; // Store sprite reference and block info for the newly placed block (center cell) var blockInfo = classifyBlock(cell.x, cell.y); if (cell.debugCell && cell.debugCell.children[0]) { // Only store sprite reference if this is the center cell (for 2x2 blocks) var HALF = 1; // Block center offset if (cell.x % 2 === 0 && cell.y % 2 === 1) { // Center cell for our grid layout cell.sprite = cell.debugCell.children[0]; cell.kind = blockInfo.kind; cell.dirIn = blockInfo.dirIn; cell.dirOut = blockInfo.dirOut; } } } else { // Decorative road next to spawn - don't extend path cell.type = roadType; cell.hasTower = false; // ensure it's not marked as having a tower // Store sprite reference and block info for decorative road (center cell) var blockInfo = classifyBlock(cell.x, cell.y); if (cell.debugCell && cell.debugCell.children[0]) { // Only store sprite reference if this is the center cell var HALF = 1; // Block center offset if (cell.x % 2 === 0 && cell.y % 2 === 1) { // Center cell for our grid layout cell.sprite = cell.debugCell.children[0]; cell.kind = blockInfo.kind; cell.dirIn = blockInfo.dirIn; cell.dirOut = blockInfo.dirOut; } } } // Recalculate path and redraw grid.pathFind(); // Fix spawn targets to only go downward if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets(); // Note: Removed grid.renderDebug() call to prevent overriding corner conversions // Show gold deduction var goldIndicator = new GoldIndicator(-cost, preview.x, preview.y); game.addChild(goldIndicator); } } else if (gold < cost) { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { // Check specific reasons for failure var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; var baseNeighbors = [{ x: base.x, y: base.y - 1 }, // up { x: base.x + 1, y: base.y }, // right { x: base.x, y: base.y + 1 }, // down { x: base.x - 1, y: base.y } // left ]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === preview.gridX && baseNeighbors[i].y === preview.gridY) { isAdjacentToBase = true; break; } } if (!isAdjacentToBase) { var notification = game.addChild(new Notification("Road must connect to Base!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { var notification = game.addChild(new Notification("Road can't go backwards!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } roadPreview.visible = false; slowRoadPreview.visible = false; poisonRoadPreview.visible = false; } else { // Handle tower placement if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; towerPreview.stopPulsing(); } dragType = null; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - BOTTOM_BAR_H - 80 - 320 + 30; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - BOTTOM_BAR_H - 100 + 20 - 320 + 30; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var buildItems = ['default', 'rapid', 'splash']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers // Account for road buttons in spacing calculation var totalItems = buildItems.length + 3; // +3 for road types var startX = 2048 / 2 - totalItems * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - BOTTOM_BAR_H - CELL_SIZE * 3 - 90 - 150; // Create road source buttons var roadSources = []; // Normal road var roadSource = new Container(); roadSource.interactive = true; roadSource.buttonMode = true; roadSource.data = { type: "road" }; var roadBg = roadSource.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); roadBg.width = CELL_SIZE * 1.3; roadBg.height = CELL_SIZE * 1.3; roadBg.tint = 0x8B4513; // Brown color for road var roadLabel = new Text2('Road\n' + ROAD_COST, { size: 50, fill: 0xFFFFFF, weight: 800 }); roadLabel.anchor.set(0.5, 0.5); roadLabel.y = 0; roadSource.addChild(roadLabel); roadSource.x = startX; roadSource.y = towerY; roadSource.update = function () { var canAfford = gold >= ROAD_COST; roadSource.alpha = canAfford ? 1 : 0.5; }; towerLayer.addChild(roadSource); roadSources.push(roadSource); // Slow road var slowRoadSource = new Container(); slowRoadSource.interactive = true; slowRoadSource.buttonMode = true; slowRoadSource.data = { type: "slowRoad" }; var slowRoadBg = slowRoadSource.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); slowRoadBg.width = CELL_SIZE * 1.3; slowRoadBg.height = CELL_SIZE * 1.3; slowRoadBg.tint = 0x8B4513; // Brown for slow road (same as normal road) var slowRoadLabel = new Text2('Slow\n' + SLOW_ROAD_COST, { size: 50, fill: 0xFFFFFF, weight: 800 }); slowRoadLabel.anchor.set(0.5, 0.5); slowRoadLabel.y = 0; slowRoadSource.addChild(slowRoadLabel); slowRoadSource.x = startX + towerSpacing; slowRoadSource.y = towerY; slowRoadSource.update = function () { var canAfford = gold >= SLOW_ROAD_COST; slowRoadSource.alpha = canAfford ? 1 : 0.5; }; towerLayer.addChild(slowRoadSource); roadSources.push(slowRoadSource); // Poison road var poisonRoadSource = new Container(); poisonRoadSource.interactive = true; poisonRoadSource.buttonMode = true; poisonRoadSource.data = { type: "poisonRoad" }; var poisonRoadBg = poisonRoadSource.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); poisonRoadBg.width = CELL_SIZE * 1.3; poisonRoadBg.height = CELL_SIZE * 1.3; poisonRoadBg.tint = 0x8B4513; // Brown for poison road (same as normal road) var poisonRoadLabel = new Text2('Poison\n' + POISON_ROAD_COST, { size: 50, fill: 0xFFFFFF, weight: 800 }); poisonRoadLabel.anchor.set(0.5, 0.5); poisonRoadLabel.y = 0; poisonRoadSource.addChild(poisonRoadLabel); poisonRoadSource.x = startX + towerSpacing * 2; poisonRoadSource.y = towerY; poisonRoadSource.update = function () { var canAfford = gold >= POISON_ROAD_COST; poisonRoadSource.alpha = canAfford ? 1 : 0.5; }; towerLayer.addChild(poisonRoadSource); roadSources.push(poisonRoadSource); // Add dash between poison and default var dashText = new Text2('-', { size: 80, fill: 0xFFFFFF, weight: 800 }); dashText.anchor.set(0.5, 0.5); dashText.x = startX + towerSpacing * 2.5; dashText.y = towerY; towerLayer.addChild(dashText); // Create tower sources (offset by 3 to account for road types) for (var i = 0; i < buildItems.length; i++) { var tower = new SourceTower(buildItems[i]); tower.x = startX + (i + 3) * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { // Apply game speed (skip updates if paused) if (gameSpeed === 0) { return; // Game is paused } // Scale time-based updates by game speed var speedMultiplier = gameSpeed; if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // Spawn at the defined spawn point (center of grid) var spawnPoint = pathPoints[0]; enemy.cellX = spawnPoint.x; enemy.cellY = spawnPoint.y; enemy.currentCellX = spawnPoint.x; enemy.currentCellY = spawnPoint.y; enemy.x = grid.x + spawnPoint.x * CELL_SIZE + CELL_SIZE / 2; enemy.y = grid.y + spawnPoint.y * CELL_SIZE + CELL_SIZE / 2; enemy.waveNumber = currentWave; // Initialize enemy pathfinding - start with spawn exit as first target enemy.currentTarget = spawnExit; enemy.cellPathIndex = 1; // Index into pathPoints array enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (roadPreview.visible) { roadPreview.updatePlacementStatus(); } if (slowRoadPreview.visible) { slowRoadPreview.updatePlacementStatus(); } if (poisonRoadPreview.visible) { poisonRoadPreview.updatePlacementStatus(); } // Update road source buttons for (var i = 0; i < roadSources.length; i++) { roadSources[i].update(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) {
var self = Container.call(this);
self.targetEnemy = targetEnemy;
self.damage = BULLET_DAMAGE; // All bullets deal 1 damage
self.speed = speed || 5;
self.x = startX;
self.y = startY;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (!self.targetEnemy || !self.targetEnemy.parent) {
self.destroy();
return;
}
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Scale bullet speed by game speed
var scaledSpeed = self.speed * gameSpeed;
if (distance < scaledSpeed) {
// Apply damage to target enemy
self.targetEnemy.health -= self.damage;
if (self.targetEnemy.health <= 0) {
self.targetEnemy.health = 0;
} else {
self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70;
}
// Apply special effects based on bullet type
if (self.type === 'splash') {
// Create visual splash effect
var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash');
game.addChild(splashEffect);
// Splash damage to nearby enemies
var splashRadius = CELL_SIZE * 1.5;
for (var i = 0; i < enemies.length; i++) {
var otherEnemy = enemies[i];
if (otherEnemy !== self.targetEnemy) {
var splashDx = otherEnemy.x - self.targetEnemy.x;
var splashDy = otherEnemy.y - self.targetEnemy.y;
var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy);
if (splashDistance <= splashRadius) {
// Apply splash damage (50% of original damage)
otherEnemy.health -= self.damage * 0.5;
if (otherEnemy.health <= 0) {
otherEnemy.health = 0;
} else {
otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70;
}
}
}
}
}
self.destroy();
} else {
var angle = Math.atan2(dy, dx);
// Scale bullet speed by game speed
var scaledSpeed = self.speed * gameSpeed;
self.x += Math.cos(angle) * scaledSpeed;
self.y += Math.sin(angle) * scaledSpeed;
}
};
return self;
});
var DebugCell = Container.expand(function () {
var self = Container.call(this);
var cellGraphics = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.tint = Math.random() * 0xffffff;
var debugArrows = [];
var numberLabel = new Text2('0', {
size: 30,
fill: 0xFFFFFF,
weight: 800
});
numberLabel.anchor.set(.5, .5);
self.addChild(numberLabel);
self.update = function () {};
self.down = function () {
return;
if (self.cell.type == 0 || self.cell.type == 1) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
if (grid.pathFind()) {
self.cell.type = self.cell.type == 1 ? 0 : 1;
grid.pathFind();
var notification = game.addChild(new Notification("Path is blocked!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
grid.renderDebug();
}
};
self.removeArrows = function () {
while (debugArrows.length) {
self.removeChild(debugArrows.pop());
}
};
self.render = function (data) {
switch (data.type) {
case TYPE_ROAD:
case TYPE_SLOW_ROAD:
case TYPE_POISON_ROAD:
{
if (data.pathId != pathId) {
self.removeArrows();
numberLabel.visible = false; // Hide numbers for decorative roads
cellGraphics.tint = 0x880000;
return;
}
numberLabel.visible = false; // Hide numbers to make roads naked
// Replace cell graphics with appropriate road asset
if (!cellGraphics.isRoadAsset) {
self.removeChild(cellGraphics);
cellGraphics = self.attachAsset('roadNormal', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.isRoadAsset = true;
}
// Apply road texture and rotation based on connections
renderRoadCell(cellGraphics, self.cell.x, self.cell.y);
var towerInRangeHighlight = false;
if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) {
towerInRangeHighlight = true;
cellGraphics.tint = 0x0088ff;
} else {
// Reset to default road appearance
cellGraphics.tint = 0xFFFFFF;
}
// Remove all arrows - roads should be naked
while (debugArrows.length) {
self.removeChild(debugArrows.pop());
}
break;
}
case 2:
{
// spawn - enemies can walk on it but it doesn't count as road for scoring
self.removeArrows();
// Replace cell graphics with enemyspawns asset
if (!cellGraphics.isSpawnAsset) {
self.removeChild(cellGraphics);
cellGraphics = self.attachAsset('enemyspawns', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.isSpawnAsset = true;
}
cellGraphics.tint = 0xFFFFFF; // Reset tint for spawn asset
numberLabel.visible = false;
// Don't show score numbers for spawn point even though enemies use it for pathfinding
break;
}
case 1:
{
self.removeArrows();
cellGraphics.tint = 0xaaaaaa;
numberLabel.visible = false;
break;
}
case 3:
{
self.removeArrows();
// Replace cell graphics with playerbase asset
if (!cellGraphics.isBaseAsset) {
self.removeChild(cellGraphics);
cellGraphics = self.attachAsset('playerbase', {
anchorX: 0.5,
anchorY: 0.5
});
cellGraphics.isBaseAsset = true;
}
cellGraphics.tint = 0xFFFFFF; // Reset tint for base asset
numberLabel.visible = false;
break;
}
case 4:
{
// tower body
self.removeArrows();
cellGraphics.tint = 0x555555; // dark gray
numberLabel.visible = false;
break;
}
}
numberLabel.setText(Math.floor(data.score / 10000));
};
});
// This update method was incorrectly placed here and should be removed
var EffectIndicator = Container.expand(function (x, y, type) {
var self = Container.call(this);
self.x = x;
self.y = y;
var effectGraphics = self.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
effectGraphics.blendMode = 1;
switch (type) {
case 'splash':
effectGraphics.tint = 0x33CC00;
effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5;
break;
case 'slow':
effectGraphics.tint = 0x9900FF;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'poison':
effectGraphics.tint = 0x00FFAA;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
case 'sniper':
effectGraphics.tint = 0xFF5500;
effectGraphics.width = effectGraphics.height = CELL_SIZE;
break;
}
effectGraphics.alpha = 0.7;
self.alpha = 0;
// Animate the effect
tween(self, {
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
// Base enemy class for common functionality
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'normal';
self.speed = .01;
self.cellX = 0;
self.cellY = 0;
self.currentCellX = 0;
self.currentCellY = 0;
self.currentTarget = undefined;
// Initialize with base HP from table
self.maxHealth = HP_TABLE[self.type] || HP_TABLE.normal;
self.health = self.maxHealth;
self.poisonTimer = 0; // For poison road damage tracking
self.bulletsTargetingThis = [];
self.waveNumber = currentWave;
self.isFlying = false;
self.isImmune = false;
self.isBoss = false;
// Check if this is a boss wave
// Check if this is a boss wave
// Apply different stats based on enemy type
switch (self.type) {
case 'fast':
self.speed *= 2; // Twice as fast
self.maxHealth = HP_TABLE.fast;
break;
case 'immune':
self.isImmune = true;
self.maxHealth = HP_TABLE.immune;
break;
case 'flying':
self.isFlying = true;
self.maxHealth = HP_TABLE.flying;
break;
case 'swarm':
self.maxHealth = HP_TABLE.swarm;
break;
case 'normal':
default:
self.maxHealth = HP_TABLE.normal;
break;
}
if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
self.isBoss = true;
// Boss enemies use special HP value
self.maxHealth = HP_TABLE.boss * 10; // 50 * 10 = 500 HP for bosses
// Slower speed for bosses
self.speed = self.speed * 0.7;
}
self.health = self.maxHealth;
// Get appropriate asset for this enemy type
var assetId = 'enemy';
if (self.type !== 'normal') {
assetId = 'enemy_' + self.type;
}
var enemyGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Scale up boss enemies
if (self.isBoss) {
enemyGraphics.scaleX = 1.8;
enemyGraphics.scaleY = 1.8;
}
// Fall back to regular enemy asset if specific type asset not found
// Apply tint to differentiate enemy types
/*switch (self.type) {
case 'fast':
enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies
break;
case 'immune':
enemyGraphics.tint = 0xAA0000; // Red for immune enemies
break;
case 'flying':
enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies
break;
case 'swarm':
enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies
break;
}*/
// Create shadow for flying enemies
if (self.isFlying) {
// Create a shadow container that will be added to the shadow layer
self.shadow = new Container();
// Clone the enemy graphics for the shadow
var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', {
anchorX: 0.5,
anchorY: 0.5
});
// Apply shadow effect
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.4; // Semi-transparent
// If this is a boss, scale up the shadow to match
if (self.isBoss) {
shadowGraphics.scaleX = 1.8;
shadowGraphics.scaleY = 1.8;
}
// Position shadow slightly offset
self.shadow.x = 20; // Offset right
self.shadow.y = 20; // Offset down
// Ensure shadow has the same rotation as the enemy
shadowGraphics.rotation = enemyGraphics.rotation;
}
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0,
anchorY: 0.5
});
var healthBarBG = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
var healthBar = self.attachAsset('healthBar', {
anchorX: 0,
anchorY: 0.5
});
healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10;
healthBarOutline.x = -healthBarOutline.width / 2;
healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5;
healthBar.tint = 0x00ff00;
healthBarBG.tint = 0xff0000;
self.healthBar = healthBar;
self.update = function () {
if (self.health <= 0) {
self.health = 0;
self.healthBar.width = 0;
}
// Handle slow effect
if (self.isImmune) {
// Immune enemies cannot be slowed or poisoned, clear any such effects
self.slowed = false;
self.slowEffect = false;
self.poisoned = false;
self.poisonEffect = false;
// Reset speed to original if needed
if (self.originalSpeed !== undefined) {
self.speed = self.originalSpeed;
}
} else {
// Handle slow effect
if (self.slowed) {
// Visual indication of slowed status
if (!self.slowEffect) {
self.slowEffect = true;
}
self.slowDuration--;
if (self.slowDuration <= 0) {
self.speed = self.originalSpeed;
self.slowed = false;
self.slowEffect = false;
// Only reset tint if not poisoned
if (!self.poisoned) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
// Handle poison effect
if (self.poisoned) {
// Visual indication of poisoned status
if (!self.poisonEffect) {
self.poisonEffect = true;
}
// Apply poison damage every 30 frames (twice per second)
if (LK.ticks % 30 === 0) {
self.health -= self.poisonDamage;
if (self.health <= 0) {
self.health = 0;
}
self.healthBar.width = self.health / self.maxHealth * 70;
}
self.poisonDuration--;
if (self.poisonDuration <= 0) {
self.poisoned = false;
self.poisonEffect = false;
// Only reset tint if not slowed
if (!self.slowed) {
enemyGraphics.tint = 0xFFFFFF; // Reset tint
}
}
}
}
// Set tint based on effect status
if (self.isImmune) {
enemyGraphics.tint = 0xFFFFFF;
} else if (self.poisoned && self.slowed) {
// Combine poison (0x00FFAA) and slow (0x9900FF) colors
// Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212
enemyGraphics.tint = 0x4C7FD4;
} else if (self.poisoned) {
enemyGraphics.tint = 0x00FFAA;
} else if (self.slowed) {
enemyGraphics.tint = 0x9900FF;
} else {
enemyGraphics.tint = 0xFFFFFF;
}
if (self.currentTarget) {
var ox = self.currentTarget.x - self.currentCellX;
var oy = self.currentTarget.y - self.currentCellY;
if (ox !== 0 || oy !== 0) {
var angle = Math.atan2(oy, ox);
if (enemyGraphics.targetRotation === undefined) {
enemyGraphics.targetRotation = angle;
enemyGraphics.rotation = angle;
} else {
if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) {
tween.stop(enemyGraphics, {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemyGraphics.rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
enemyGraphics.targetRotation = angle;
tween(enemyGraphics, {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
}
}
healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10;
};
return self;
});
var GoldIndicator = Container.expand(function (value, x, y) {
var self = Container.call(this);
var shadowText = new Text2("+" + value, {
size: 45,
fill: 0x000000,
weight: 800
});
shadowText.anchor.set(0.5, 0.5);
shadowText.x = 2;
shadowText.y = 2;
self.addChild(shadowText);
var goldText = new Text2("+" + value, {
size: 45,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
self.addChild(goldText);
self.x = x;
self.y = y;
self.alpha = 0;
self.scaleX = 0.5;
self.scaleY = 0.5;
tween(self, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2,
y: y - 40
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5,
y: y - 80
}, {
duration: 600,
easing: tween.easeIn,
delay: 800,
onFinish: function onFinish() {
self.destroy();
}
});
}
});
return self;
});
var Grid = Container.expand(function (gridWidth, gridHeight) {
var self = Container.call(this);
// Calculate actual grid height accounting for bars
var GRID_H_PX = 2732 - TOP_BAR_H - BOTTOM_BAR_H;
var actualRows = Math.floor(GRID_H_PX / CELL_SIZE);
gridHeight = Math.min(gridHeight, actualRows);
self.cells = [];
self.spawns = [];
self.goals = [];
for (var i = 0; i < gridWidth; i++) {
self.cells[i] = [];
for (var j = 0; j < gridHeight; j++) {
self.cells[i][j] = {
score: 0,
pathId: 0,
towersInRange: []
};
}
}
/*
Cell Types
0: Transparent floor
1: Wall
2: Spawn
3: Goal
*/
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var cell = self.cells[i][j];
// Default all cells to walls
var cellType = 1;
cell.type = cellType;
cell.x = i;
cell.y = j;
cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1];
cell.up = self.cells[i - 1] && self.cells[i - 1][j];
cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1];
cell.left = self.cells[i][j - 1];
cell.right = self.cells[i][j + 1];
cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1];
cell.down = self.cells[i + 1] && self.cells[i + 1][j];
cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1];
cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left];
cell.targets = [];
if (j > 3 && j <= gridHeight - 4) {
var debugCell = new DebugCell();
self.addChild(debugCell);
debugCell.cell = cell;
debugCell.x = i * CELL_SIZE;
debugCell.y = j * CELL_SIZE;
cell.debugCell = debugCell;
}
}
}
// Set spawn at center (10, 12)
var centerCell = self.cells[10] && self.cells[10][12];
if (centerCell) {
centerCell.type = 2;
self.spawns = [centerCell];
}
self.getCell = function (x, y) {
return self.cells[x] && self.cells[x][y];
};
self.pathFind = function () {
var before = new Date().getTime();
var toProcess = self.goals.concat([]);
maxScore = 0;
pathId += 1;
for (var a = 0; a < toProcess.length; a++) {
toProcess[a].pathId = pathId;
}
function processNode(node, targetValue, targetNode) {
if (node && node.type != TYPE_WALL && !node.hasTower) {
if (node.pathId < pathId || targetValue < node.score) {
node.targets = [targetNode];
} else if (node.pathId == pathId && targetValue == node.score) {
node.targets.push(targetNode);
}
if (node.pathId < pathId || targetValue < node.score) {
node.score = targetValue;
if (node.pathId != pathId) {
toProcess.push(node);
}
node.pathId = pathId;
if (targetValue > maxScore) {
maxScore = targetValue;
}
}
}
}
while (toProcess.length) {
var nodes = toProcess;
toProcess = [];
for (var a = 0; a < nodes.length; a++) {
var node = nodes[a];
// Only process cardinal directions (up, down, left, right)
var targetScore = node.score + 10000;
processNode(node.up, targetScore, node);
processNode(node.right, targetScore, node);
processNode(node.down, targetScore, node);
processNode(node.left, targetScore, node);
}
}
for (var a = 0; a < self.spawns.length; a++) {
if (self.spawns[a].pathId != pathId) {
console.warn("Spawn blocked");
return true;
} else {
// Limit spawn to only target the spawn exit (down direction)
self.spawns[a].targets = [spawnExit];
}
}
for (var a = 0; a < enemies.length; a++) {
var enemy = enemies[a];
// Skip flying enemies from path check as they can fly over obstacles
if (enemy.isFlying) {
continue;
}
var target = self.getCell(enemy.cellX, enemy.cellY);
if (enemy.currentTarget) {
if (enemy.currentTarget.pathId != pathId) {
if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 1 ");
return true;
}
}
} else if (!target || target.pathId != pathId) {
console.warn("Enemy blocked 2");
return true;
}
}
console.log("Speed", new Date().getTime() - before);
};
self.renderDebug = function () {
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var debugCell = self.cells[i][j].debugCell;
if (debugCell) {
debugCell.render(self.cells[i][j]);
}
}
}
};
// Re-render all road cells with updated corner/straight textures
self.forEachRoadCell = function (renderFunc) {
for (var i = 0; i < gridWidth; i++) {
for (var j = 0; j < gridHeight; j++) {
var cell = self.cells[i][j];
if (cell && (cell.type === TYPE_ROAD || cell.type === TYPE_SLOW_ROAD || cell.type === TYPE_POISON_ROAD)) {
var debugCell = cell.debugCell;
if (debugCell && debugCell.children[0]) {
renderFunc(debugCell.children[0], i, j);
}
}
}
}
};
self.updateEnemy = function (enemy) {
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell.type == 3) {
return true;
}
if (enemy.isFlying && enemy.shadow) {
enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset
enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset
// Match shadow rotation with enemy rotation
if (enemy.children[0] && enemy.shadow.children[0]) {
enemy.shadow.children[0].rotation = enemy.children[0].rotation;
}
}
// Handle flying enemies differently
if (enemy.isFlying) {
// Flying enemies head straight to the closest goal
if (!enemy.flyingTarget) {
// Set flying target to the closest goal
enemy.flyingTarget = self.goals[0];
// Find closest goal if there are multiple
if (self.goals.length > 1) {
var closestDist = Infinity;
for (var i = 0; i < self.goals.length; i++) {
var goal = self.goals[i];
var dx = goal.x - enemy.cellX;
var dy = goal.y - enemy.cellY;
var dist = dx * dx + dy * dy;
if (dist < closestDist) {
closestDist = dist;
enemy.flyingTarget = goal;
}
}
}
}
// Move directly toward the goal
var ox = enemy.flyingTarget.x - enemy.currentCellX;
var oy = enemy.flyingTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
// Scale enemy speed by game speed
var scaledSpeed = enemy.speed * gameSpeed;
if (dist < scaledSpeed) {
// Reached the goal
return true;
}
var angle = Math.atan2(oy, ox);
// Rotate enemy graphic to match movement direction
if (enemy.children[0] && enemy.children[0].targetRotation === undefined) {
enemy.children[0].targetRotation = angle;
enemy.children[0].rotation = angle;
} else if (enemy.children[0]) {
if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) {
tween.stop(enemy.children[0], {
rotation: true
});
// Calculate the shortest angle to rotate
var currentRotation = enemy.children[0].rotation;
var angleDiff = angle - currentRotation;
// Normalize angle difference to -PI to PI range for shortest path
while (angleDiff > Math.PI) {
angleDiff -= Math.PI * 2;
}
while (angleDiff < -Math.PI) {
angleDiff += Math.PI * 2;
}
// Set target rotation and animate to it
enemy.children[0].targetRotation = angle;
tween(enemy.children[0], {
rotation: currentRotation + angleDiff
}, {
duration: 250,
easing: tween.easeOut
});
}
}
// Update the cell position to track where the flying enemy is
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
// Scale enemy speed by game speed
var scaledSpeed = enemy.speed * gameSpeed;
enemy.currentCellX += Math.cos(angle) * scaledSpeed;
enemy.currentCellY += Math.sin(angle) * scaledSpeed;
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
// Update shadow position if this is a flying enemy
return false;
}
// Apply road effects for ground enemies
if (!enemy.isFlying) {
var currentCell = grid.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY));
if (currentCell) {
// Apply poison damage
if (currentCell.type === TYPE_POISON_ROAD) {
enemy.poisonTimer += gameSpeed;
if (enemy.poisonTimer >= 60) {
// Once per second at 60 FPS
enemy.health -= 0.5;
enemy.poisonTimer = 0;
if (enemy.health <= 0) {
enemy.health = 0;
}
// Update health bar
if (enemy.healthBar) {
enemy.healthBar.width = enemy.health / enemy.maxHealth * 70;
}
}
} else {
enemy.poisonTimer = 0;
}
}
}
// Handle normal pathfinding enemies using pathPoints array
if (!enemy.currentTarget) {
if (enemy.cellPathIndex === undefined) {
enemy.cellPathIndex = 1; // Start with spawn exit
}
if (enemy.cellPathIndex < pathPoints.length) {
enemy.currentTarget = pathPoints[enemy.cellPathIndex];
}
}
if (enemy.currentTarget) {
var ox = enemy.currentTarget.x - enemy.currentCellX;
var oy = enemy.currentTarget.y - enemy.currentCellY;
var dist = Math.sqrt(ox * ox + oy * oy);
// Calculate local speed for this enemy
var speed = enemy.speed;
// Check if enemy is on slow road
var currentCell = grid.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY));
if (currentCell && currentCell.type === TYPE_SLOW_ROAD) {
speed *= SLOW_MUL; // Apply slow multiplier
}
// Scale by game speed (for fast forward/pause)
var scaledSpeed = speed * gameSpeed;
if (dist < scaledSpeed) {
enemy.cellX = Math.round(enemy.currentCellX);
enemy.cellY = Math.round(enemy.currentCellY);
// Move to next point in path
enemy.cellPathIndex++;
if (enemy.cellPathIndex < pathPoints.length) {
enemy.currentTarget = pathPoints[enemy.cellPathIndex];
} else {
enemy.currentTarget = undefined;
}
return;
}
var angle = Math.atan2(oy, ox);
enemy.currentCellX += Math.cos(angle) * scaledSpeed;
enemy.currentCellY += Math.sin(angle) * scaledSpeed;
}
enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
};
});
var NextWaveButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 300;
buttonBackground.height = 100;
buttonBackground.tint = 0x0088FF;
var buttonText = new Text2("Next Wave", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.enabled = false;
self.visible = false;
self.update = function () {
if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) {
self.enabled = true;
self.visible = true;
buttonBackground.tint = 0x0088FF;
self.alpha = 1;
} else {
self.enabled = false;
self.visible = false;
buttonBackground.tint = 0x888888;
self.alpha = 0.7;
}
};
self.down = function () {
if (!self.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves) {
currentWave++; // Increment to the next wave directly
waveTimer = 0; // Reset wave timer
waveInProgress = true;
waveSpawned = false;
// Get the type of the current wave (which is now the next wave)
var waveType = waveIndicator.getWaveTypeName(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
return self;
});
var Notification = Container.expand(function (message) {
var self = Container.call(this);
var notificationGraphics = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
var notificationText = new Text2(message, {
size: 50,
fill: 0x000000,
weight: 800
});
notificationText.anchor.set(0.5, 0.5);
notificationGraphics.width = notificationText.width + 30;
self.addChild(notificationText);
self.alpha = 1;
var fadeOutTime = 120;
self.update = function () {
if (fadeOutTime > 0) {
fadeOutTime--;
self.alpha = Math.min(fadeOutTime / 120 * 2, 1);
} else {
self.destroy();
}
};
return self;
});
var PoisonRoadPreview = Container.expand(function () {
var self = Container.call(this);
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
// Create purple semi-transparent square
var previewGraphics = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.tint = 0x8B4513; // Brown for poison road (same as normal road)
previewGraphics.alpha = 0.5;
previewGraphics.width = CELL_SIZE;
previewGraphics.height = CELL_SIZE;
self.addChild(previewGraphics);
// Add pulsing effect
self.pulsingTween = null;
self.startPulsing = function () {
if (self.pulsingTween) return;
self.pulsingTween = tween(previewGraphics, {
alpha: 0.8
}, {
duration: 500,
easing: tween.easeInOut,
loop: true,
yoyo: true
});
};
self.stopPulsing = function () {
if (self.pulsingTween) {
tween.stop(previewGraphics, {
alpha: true
});
self.pulsingTween = null;
previewGraphics.alpha = 0.5;
}
};
// Start pulsing immediately
self.startPulsing();
self.updatePlacementStatus = function () {
self.canPlace = false;
// Check if placement would be in bottom bar
if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) {
self.canPlace = false;
return;
}
var canAfford = gold >= POISON_ROAD_COST;
// Check if this cell is valid for road placement
var cell = grid.getCell(self.gridX, self.gridY);
// Road can only be placed on wall cells (type 1) without towers
if (!cell || cell.type !== TYPE_WALL || cell.hasTower) {
self.canPlace = false;
} else if (!canAfford) {
self.canPlace = false;
} else {
// New yol bloğunun merkez koordinatı
var cx = self.gridX + 0.5;
var cy = self.gridY + 0.5;
var spawn = pathPoints[0]; // First point is spawn
var spawnCenter = {
x: spawn.x + 0.5,
y: spawn.y + 0.5
};
var base = pathPoints[pathPoints.length - 1];
var baseCenter = {
x: base.x + 0.5,
y: base.y + 0.5
};
// Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge
// Check base edge restrictions
var isBaseEdge = sharesEdge({
x: cx,
y: cy
}, baseCenter);
if (isBaseEdge) {
var last = pathPoints[pathPoints.length - 1]; // base centre
var prev = pathPoints[pathPoints.length - 2]; // önceki yol
var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y);
var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy);
if (dirHere === backDir) {
// SADECE geri yasak
self.canPlace = false;
return;
}
// yan veya ileri 90° → serbest
}
// Check if adjacent to any existing road (forbidden - only base allowed)
var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]];
var adjacentToRoad = false;
for (var d = 0; d < 4; d++) {
var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]);
if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) {
adjacentToRoad = true;
break;
}
}
// Roads can only be placed adjacent to base
if (adjacentToRoad) {
self.canPlace = false;
} else {
// Check if cell is adjacent to the base (end of current path)
var base = pathPoints[pathPoints.length - 1];
var isAdjacentToBase = false;
var baseNeighbors = [{
x: base.x,
y: base.y - 1
}, {
x: base.x + 1,
y: base.y
}, {
x: base.x,
y: base.y + 1
}, {
x: base.x - 1,
y: base.y
}];
for (var i = 0; i < baseNeighbors.length; i++) {
if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) {
isAdjacentToBase = true;
break;
}
}
// Check if this would be going backwards
var isBackwards = false;
if (isAdjacentToBase && pathPoints.length >= 2) {
var previousPoint = pathPoints[pathPoints.length - 2];
var currentDirection = {
x: base.x - previousPoint.x,
y: base.y - previousPoint.y
};
var proposedDirection = {
x: self.gridX - base.x,
y: self.gridY - base.y
};
if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) {
isBackwards = true;
}
}
self.canPlace = isAdjacentToBase && !isBackwards;
}
}
// Update appearance
if (self.canPlace) {
previewGraphics.tint = 0x00FF00; // Green for placeable
self.visible = true;
} else {
previewGraphics.tint = 0xFF0000; // Red for not placeable
self.visible = true;
}
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2;
self.updatePlacementStatus();
};
return self;
});
var RoadPreview = Container.expand(function () {
var self = Container.call(this);
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
// Create simple brown semi-transparent square
var previewGraphics = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.tint = 0x8B4513; // Brown for road
previewGraphics.alpha = 0.5;
previewGraphics.width = CELL_SIZE;
previewGraphics.height = CELL_SIZE;
self.addChild(previewGraphics);
// Add pulsing effect - start with null reference
self.pulsingTween = null;
self.startPulsing = function () {
if (self.pulsingTween) return;
self.pulsingTween = tween(previewGraphics, {
alpha: 0.8
}, {
duration: 500,
easing: tween.easeInOut,
loop: true,
yoyo: true
});
};
self.stopPulsing = function () {
if (self.pulsingTween) {
tween.stop(previewGraphics, {
alpha: true
});
self.pulsingTween = null;
previewGraphics.alpha = 0.5;
}
};
// Start pulsing immediately
self.startPulsing();
self.updatePlacementStatus = function () {
self.canPlace = false;
// Check if placement would be in bottom bar
if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) {
self.canPlace = false;
return;
}
var canAfford = gold >= ROAD_COST;
// Check if this cell is valid for road placement
var cell = grid.getCell(self.gridX, self.gridY);
// Road can only be placed on wall cells (type 1) without towers
if (!cell || cell.type !== 1 || cell.hasTower) {
// Can't place on non-wall cells or cells with towers
self.canPlace = false;
} else if (!canAfford) {
// Not enough gold
self.canPlace = false;
} else {
// New road bloğunun merkez koordinatı
var cx = self.gridX + 0.5;
var cy = self.gridY + 0.5;
var spawn = pathPoints[0]; // First point is spawn
var spawnCenter = {
x: spawn.x + 0.5,
y: spawn.y + 0.5
};
var base = pathPoints[pathPoints.length - 1];
var baseCenter = {
x: base.x + 0.5,
y: base.y + 0.5
};
// Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge
// Check base edge restrictions
var isBaseEdge = sharesEdge({
x: cx,
y: cy
}, baseCenter);
if (isBaseEdge) {
var last = pathPoints[pathPoints.length - 1]; // base centre
var prev = pathPoints[pathPoints.length - 2]; // önceki yol
var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y);
var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy);
if (dirHere === backDir) {
// SADECE geri yasak
self.canPlace = false;
return;
}
// yan veya ileri 90° → serbest
}
// Check if adjacent to any existing road (forbidden - only base allowed)
var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]];
var adjacentToRoad = false;
for (var d = 0; d < 4; d++) {
var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]);
if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) {
// bitişik ROAD tespit
adjacentToRoad = true;
break;
}
}
// Roads can only be placed adjacent to base
if (adjacentToRoad) {
self.canPlace = false;
} else {
// Check if cell is adjacent to the base (end of current path)
var base = pathPoints[pathPoints.length - 1];
var isAdjacentToBase = false;
// Check 4-directional neighbors from base
var baseNeighbors = [{
x: base.x,
y: base.y - 1
},
// up
{
x: base.x + 1,
y: base.y
},
// right
{
x: base.x,
y: base.y + 1
},
// down
{
x: base.x - 1,
y: base.y
} // left
];
for (var i = 0; i < baseNeighbors.length; i++) {
if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) {
isAdjacentToBase = true;
break;
}
}
// Check if this would be going backwards
var isBackwards = false;
if (isAdjacentToBase && pathPoints.length >= 2) {
var previousPoint = pathPoints[pathPoints.length - 2];
var currentDirection = {
x: base.x - previousPoint.x,
y: base.y - previousPoint.y
};
var proposedDirection = {
x: self.gridX - base.x,
y: self.gridY - base.y
};
// Check if proposed direction is opposite to current direction
if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) {
isBackwards = true;
}
}
self.canPlace = isAdjacentToBase && !isBackwards;
}
}
// Update appearance - green for placeable, red for not placeable
if (self.canPlace) {
previewGraphics.tint = 0x00FF00; // Green for placeable
self.visible = true;
} else {
previewGraphics.tint = 0xFF0000; // Red for not placeable
self.visible = true;
}
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2;
self.updatePlacementStatus();
};
return self;
});
var SlowRoadPreview = Container.expand(function () {
var self = Container.call(this);
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
// Create ice-blue semi-transparent square
var previewGraphics = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.tint = 0x8B4513; // Brown for slow road (same as normal road)
previewGraphics.alpha = 0.5;
previewGraphics.width = CELL_SIZE;
previewGraphics.height = CELL_SIZE;
self.addChild(previewGraphics);
// Add pulsing effect
self.pulsingTween = null;
self.startPulsing = function () {
if (self.pulsingTween) return;
self.pulsingTween = tween(previewGraphics, {
alpha: 0.8
}, {
duration: 500,
easing: tween.easeInOut,
loop: true,
yoyo: true
});
};
self.stopPulsing = function () {
if (self.pulsingTween) {
tween.stop(previewGraphics, {
alpha: true
});
self.pulsingTween = null;
previewGraphics.alpha = 0.5;
}
};
// Start pulsing immediately
self.startPulsing();
self.updatePlacementStatus = function () {
self.canPlace = false;
// Check if placement would be in bottom bar
if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) {
self.canPlace = false;
return;
}
var canAfford = gold >= SLOW_ROAD_COST;
// Check if this cell is valid for road placement
var cell = grid.getCell(self.gridX, self.gridY);
// Road can only be placed on wall cells (type 1) without towers
if (!cell || cell.type !== TYPE_WALL || cell.hasTower) {
self.canPlace = false;
} else if (!canAfford) {
self.canPlace = false;
} else {
// New yol bloğunun merkez koordinatı
var cx = self.gridX + 0.5;
var cy = self.gridY + 0.5;
var spawn = pathPoints[0]; // First point is spawn
var spawnCenter = {
x: spawn.x + 0.5,
y: spawn.y + 0.5
};
var base = pathPoints[pathPoints.length - 1];
var baseCenter = {
x: base.x + 0.5,
y: base.y + 0.5
};
// Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge
// Check base edge restrictions
var isBaseEdge = sharesEdge({
x: cx,
y: cy
}, baseCenter);
if (isBaseEdge) {
var last = pathPoints[pathPoints.length - 1]; // base centre
var prev = pathPoints[pathPoints.length - 2]; // önceki yol
var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y);
var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy);
if (dirHere === backDir) {
// SADECE geri yasak
self.canPlace = false;
return;
}
// yan veya ileri 90° → serbest
}
// Check if adjacent to any existing road (forbidden - only base allowed)
var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]];
var adjacentToRoad = false;
for (var d = 0; d < 4; d++) {
var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]);
if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) {
adjacentToRoad = true;
break;
}
}
// Roads can only be placed adjacent to base
if (adjacentToRoad) {
self.canPlace = false;
} else {
// Check if cell is adjacent to the base (end of current path)
var base = pathPoints[pathPoints.length - 1];
var isAdjacentToBase = false;
var baseNeighbors = [{
x: base.x,
y: base.y - 1
}, {
x: base.x + 1,
y: base.y
}, {
x: base.x,
y: base.y + 1
}, {
x: base.x - 1,
y: base.y
}];
for (var i = 0; i < baseNeighbors.length; i++) {
if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) {
isAdjacentToBase = true;
break;
}
}
// Check if this would be going backwards
var isBackwards = false;
if (isAdjacentToBase && pathPoints.length >= 2) {
var previousPoint = pathPoints[pathPoints.length - 2];
var currentDirection = {
x: base.x - previousPoint.x,
y: base.y - previousPoint.y
};
var proposedDirection = {
x: self.gridX - base.x,
y: self.gridY - base.y
};
if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) {
isBackwards = true;
}
}
self.canPlace = isAdjacentToBase && !isBackwards;
}
}
// Update appearance
if (self.canPlace) {
previewGraphics.tint = 0x00FF00; // Green for placeable
self.visible = true;
} else {
previewGraphics.tint = 0xFF0000; // Red for not placeable
self.visible = true;
}
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2;
self.updatePlacementStatus();
};
return self;
});
var SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'default';
// Increase size of base for easier touch
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
baseGraphics.width = CELL_SIZE * 1.3;
baseGraphics.height = CELL_SIZE * 1.3;
switch (self.towerType) {
case 'rapid':
baseGraphics.tint = 0x00AAFF;
break;
case 'splash':
baseGraphics.tint = 0x33CC00;
break;
default:
baseGraphics.tint = 0xAAAAAA;
}
var towerCost = getTowerCost(self.towerType);
// Add shadow for tower type label
var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
size: 50,
fill: 0x000000,
weight: 800
});
typeLabelShadow.anchor.set(0.5, 0.5);
typeLabelShadow.x = 4;
typeLabelShadow.y = -20 + 4;
self.addChild(typeLabelShadow);
// Add tower type label
var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
typeLabel.y = -20; // Position above center of tower
self.addChild(typeLabel);
// Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800
});
costLabelShadow.anchor.set(0.5, 0.5);
costLabelShadow.x = 4;
costLabelShadow.y = 24 + 12;
self.addChild(costLabelShadow);
// Add cost label
var costLabel = new Text2(towerCost, {
size: 50,
fill: 0xFFD700,
weight: 800
});
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
// Check if player can afford this tower
var canAfford = gold >= getTowerCost(self.towerType);
// Set opacity based on affordability
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
var Tower = Container.expand(function (id) {
var self = Container.call(this);
self.id = id || 'default';
self.level = 1;
self.maxLevel = 6;
self.gridX = 0;
self.gridY = 0;
self.range = 3 * CELL_SIZE;
// Standardized method to get the current range of the tower
self.getRange = function () {
// Always calculate range based on tower type and level
switch (self.id) {
case 'splash':
// Splash: base 2, +0.2 per level (max ~4 blocks at max level)
return (2 + (self.level - 1) * 0.2) * CELL_SIZE;
case 'rapid':
// Rapid: base 2.5, +0.5 per level
return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE;
default:
// Default: base 3, +0.5 per level
return (3 + (self.level - 1) * 0.5) * CELL_SIZE;
}
};
self.cellsInRange = [];
self.fireRate = 60;
self.bulletSpeed = 5;
self.damage = BULLET_DAMAGE; // All towers deal 1 damage per bullet
self.lastFired = 0;
self.targetEnemy = null;
switch (self.id) {
case 'rapid':
self.fireRate = 30;
self.damage = 5;
self.range = 2.5 * CELL_SIZE;
self.bulletSpeed = 7;
break;
case 'splash':
self.fireRate = 75;
self.damage = 15;
self.range = 2 * CELL_SIZE;
self.bulletSpeed = 4;
break;
}
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
baseGraphics.width = CELL_SIZE;
baseGraphics.height = CELL_SIZE;
switch (self.id) {
case 'rapid':
baseGraphics.tint = 0x00AAFF;
break;
case 'splash':
baseGraphics.tint = 0x33CC00;
break;
default:
baseGraphics.tint = 0xAAAAAA;
}
var levelIndicators = [];
var maxDots = self.maxLevel;
var dotSpacing = baseGraphics.width / (maxDots + 1);
var dotSize = CELL_SIZE / 6;
for (var i = 0; i < maxDots; i++) {
var dot = new Container();
var outlineCircle = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
outlineCircle.width = dotSize + 4;
outlineCircle.height = dotSize + 4;
outlineCircle.tint = 0x000000;
var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
towerLevelIndicator.width = dotSize;
towerLevelIndicator.height = dotSize;
towerLevelIndicator.tint = 0xCCCCCC;
dot.x = -CELL_SIZE + dotSpacing * (i + 1);
dot.y = CELL_SIZE * 0.7;
self.addChild(dot);
levelIndicators.push(dot);
}
var gunContainer = new Container();
self.addChild(gunContainer);
var gunGraphics = gunContainer.attachAsset('defense', {
anchorX: 0.5,
anchorY: 0.5
});
self.updateLevelIndicators = function () {
for (var i = 0; i < maxDots; i++) {
var dot = levelIndicators[i];
var towerLevelIndicator = dot.children[1];
if (i < self.level) {
towerLevelIndicator.tint = 0xFFFFFF;
} else {
switch (self.id) {
case 'rapid':
towerLevelIndicator.tint = 0x00AAFF;
break;
case 'splash':
towerLevelIndicator.tint = 0x33CC00;
break;
default:
towerLevelIndicator.tint = 0xAAAAAA;
}
}
}
};
self.updateLevelIndicators();
self.refreshCellsInRange = function () {
for (var i = 0; i < self.cellsInRange.length; i++) {
var cell = self.cellsInRange[i];
var towerIndex = cell.towersInRange.indexOf(self);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
self.cellsInRange = [];
var rangeRadius = self.getRange() / CELL_SIZE;
var centerX = self.gridX + 1;
var centerY = self.gridY + 1;
var minI = Math.floor(centerX - rangeRadius - 0.5);
var maxI = Math.ceil(centerX + rangeRadius + 0.5);
var minJ = Math.floor(centerY - rangeRadius - 0.5);
var maxJ = Math.ceil(centerY + rangeRadius + 0.5);
for (var i = minI; i <= maxI; i++) {
for (var j = minJ; j <= maxJ; j++) {
var closestX = Math.max(i, Math.min(centerX, i + 1));
var closestY = Math.max(j, Math.min(centerY, j + 1));
var deltaX = closestX - centerX;
var deltaY = closestY - centerY;
var distanceSquared = deltaX * deltaX + deltaY * deltaY;
if (distanceSquared <= rangeRadius * rangeRadius) {
var cell = grid.getCell(i, j);
if (cell) {
self.cellsInRange.push(cell);
cell.towersInRange.push(self);
}
}
}
}
grid.renderDebug();
};
self.getTotalValue = function () {
var baseTowerCost = getTowerCost(self.id);
var totalInvestment = baseTowerCost;
var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
for (var i = 1; i < self.level; i++) {
totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1));
}
return totalInvestment;
};
self.upgrade = function () {
if (self.level < self.maxLevel) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.id);
var upgradeCost;
// Make last upgrade level extra expensive
if (self.level === self.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1));
}
if (gold >= upgradeCost) {
setGold(gold - upgradeCost);
self.level++;
// No need to update self.range here; getRange() is now the source of truth
// Apply tower-specific upgrades based on type (damage remains constant at 1)
if (self.id === 'rapid') {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade (double the effect)
self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect
self.bulletSpeed = 7 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades
self.bulletSpeed = 7 + self.level * 0.7;
}
} else {
if (self.level === self.maxLevel) {
// Extra powerful last upgrade for all other towers (double the effect)
self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect
self.bulletSpeed = 5 + self.level * 2.4; // double the effect
} else {
self.fireRate = Math.max(20, 60 - self.level * 8);
self.bulletSpeed = 5 + self.level * 0.5;
}
}
self.refreshCellsInRange();
self.updateLevelIndicators();
if (self.level > 1) {
var levelDot = levelIndicators[self.level - 1].children[1];
tween(levelDot, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(levelDot, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
});
}
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
return false;
};
self.findTarget = function () {
var closestEnemy = null;
var closestScore = Infinity;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if enemy is in range
if (distance <= self.getRange()) {
// Handle flying enemies differently - they can be targeted regardless of path
if (enemy.isFlying) {
// For flying enemies, prioritize by distance to the goal
if (enemy.flyingTarget) {
var goalX = enemy.flyingTarget.x;
var goalY = enemy.flyingTarget.y;
var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY));
// Use distance to goal as score
if (distToGoal < closestScore) {
closestScore = distToGoal;
closestEnemy = enemy;
}
} else {
// If no flying target yet (shouldn't happen), prioritize by distance to tower
if (distance < closestScore) {
closestScore = distance;
closestEnemy = enemy;
}
}
} else {
// For ground enemies, use the original path-based targeting
// Get the cell for this enemy
var cell = grid.getCell(enemy.cellX, enemy.cellY);
if (cell && cell.pathId === pathId) {
// Use the cell's score (distance to exit) for prioritization
// Lower score means closer to exit
if (cell.score < closestScore) {
closestScore = cell.score;
closestEnemy = enemy;
}
}
}
}
}
if (!closestEnemy) {
self.targetEnemy = null;
}
return closestEnemy;
};
self.update = function () {
self.targetEnemy = self.findTarget();
if (self.targetEnemy) {
var dx = self.targetEnemy.x - self.x;
var dy = self.targetEnemy.y - self.y;
var angle = Math.atan2(dy, dx);
gunContainer.rotation = angle;
if (LK.ticks - self.lastFired >= self.fireRate) {
self.fire();
self.lastFired = LK.ticks;
}
}
};
self.down = function (x, y, obj) {
var existingMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
var hasOwnMenu = false;
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self) {
rangeCircle = game.children[i];
break;
}
}
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hasOwnMenu = true;
break;
}
}
if (hasOwnMenu) {
for (var i = 0; i < existingMenus.length; i++) {
if (existingMenus[i].tower === self) {
hideUpgradeMenu(existingMenus[i]);
}
}
if (rangeCircle) {
game.removeChild(rangeCircle);
}
selectedTower = null;
grid.renderDebug();
return;
}
for (var i = 0; i < existingMenus.length; i++) {
existingMenus[i].destroy();
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = self;
var rangeIndicator = new Container();
rangeIndicator.isTowerRange = true;
rangeIndicator.tower = self;
game.addChild(rangeIndicator);
rangeIndicator.x = self.x;
rangeIndicator.y = self.y;
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.getRange() * 2;
rangeGraphics.alpha = 0.3;
var upgradeMenu = new UpgradeMenu(self);
game.addChild(upgradeMenu);
upgradeMenu.x = 2048 / 2;
tween(upgradeMenu, {
y: 2732 - 225
}, {
duration: 200,
easing: tween.backOut
});
grid.renderDebug();
};
self.isInRange = function (enemy) {
if (!enemy) {
return false;
}
var dx = enemy.x - self.x;
var dy = enemy.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
return distance <= self.getRange();
};
self.fire = function () {
if (self.targetEnemy) {
var potentialDamage = 0;
for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) {
potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage;
}
if (self.targetEnemy.health > potentialDamage) {
var bulletX = self.x + Math.cos(gunContainer.rotation) * 40;
var bulletY = self.y + Math.sin(gunContainer.rotation) * 40;
var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed);
// Set bullet type based on tower type
bullet.type = self.id;
// Customize bullet appearance based on tower type
switch (self.id) {
case 'rapid':
bullet.children[0].tint = 0x00AAFF;
bullet.children[0].width = 20;
bullet.children[0].height = 20;
break;
case 'splash':
bullet.children[0].tint = 0x33CC00;
bullet.children[0].width = 40;
bullet.children[0].height = 40;
break;
}
game.addChild(bullet);
bullets.push(bullet);
self.targetEnemy.bulletsTargetingThis.push(bullet);
// --- Fire recoil effect for gunContainer ---
// Stop any ongoing recoil tweens before starting a new one
tween.stop(gunContainer, {
x: true,
y: true,
scaleX: true,
scaleY: true
});
// Always use the original resting position for recoil, never accumulate offset
if (gunContainer._restX === undefined) {
gunContainer._restX = 0;
}
if (gunContainer._restY === undefined) {
gunContainer._restY = 0;
}
if (gunContainer._restScaleX === undefined) {
gunContainer._restScaleX = 1;
}
if (gunContainer._restScaleY === undefined) {
gunContainer._restScaleY = 1;
}
// Reset to resting position before animating (in case of interrupted tweens)
gunContainer.x = gunContainer._restX;
gunContainer.y = gunContainer._restY;
gunContainer.scaleX = gunContainer._restScaleX;
gunContainer.scaleY = gunContainer._restScaleY;
// Calculate recoil offset (recoil back along the gun's rotation)
var recoilDistance = 8;
var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance;
var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance;
// Animate recoil back from the resting position
tween(gunContainer, {
x: gunContainer._restX + recoilX,
y: gunContainer._restY + recoilY
}, {
duration: 60,
easing: tween.cubicOut,
onFinish: function onFinish() {
// Animate return to original position/scale
tween(gunContainer, {
x: gunContainer._restX,
y: gunContainer._restY
}, {
duration: 90,
easing: tween.cubicIn
});
}
});
}
}
};
self.placeOnGrid = function (gridX, gridY) {
self.gridX = gridX;
self.gridY = gridY;
// Position at exact grid cell center with offset of 56 pixels up and 56 pixels left (moved 14 pixels down and 12 pixels right total)
self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2 - 58;
self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2 - 56;
var cell = grid.getCell(gridX, gridY);
if (cell) {
cell.type = 4; // tower type
cell.hasTower = true; // mark as occupied
}
self.refreshCellsInRange();
};
return self;
});
var TowerPreview = Container.expand(function () {
var self = Container.call(this);
var towerRange = 3;
var rangeInPixels = towerRange * CELL_SIZE;
self.towerType = 'default';
self.hasEnoughGold = true;
var rangeIndicator = new Container();
self.addChild(rangeIndicator);
var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.alpha = 0.3;
var previewGraphics = self.attachAsset('towerpreview', {
anchorX: 0.5,
anchorY: 0.5
});
previewGraphics.width = CELL_SIZE;
previewGraphics.height = CELL_SIZE;
// Add pulsing effect to preview
self.pulsingTween = null;
self.startPulsing = function () {
if (self.pulsingTween) return;
self.pulsingTween = tween(previewGraphics, {
alpha: 0.8
}, {
duration: 500,
easing: tween.easeInOut,
loop: true,
yoyo: true
});
};
self.stopPulsing = function () {
if (self.pulsingTween) {
tween.stop(previewGraphics, {
alpha: true
});
self.pulsingTween = null;
previewGraphics.alpha = 0.5;
}
};
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
self.blockedByEnemy = false;
self.update = function () {
var previousHasEnoughGold = self.hasEnoughGold;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
// Only update appearance if the affordability status has changed
if (previousHasEnoughGold !== self.hasEnoughGold) {
self.updateAppearance();
}
};
self.updateAppearance = function () {
// Use Tower class to get the source of truth for range
var tempTower = new Tower(self.towerType);
var previewRange = tempTower.getRange();
// Clean up tempTower to avoid memory leaks
if (tempTower && tempTower.destroy) {
tempTower.destroy();
}
// Set range indicator using unified range logic
rangeGraphics.width = rangeGraphics.height = previewRange * 2;
switch (self.towerType) {
case 'rapid':
previewGraphics.tint = 0x00AAFF;
break;
case 'splash':
previewGraphics.tint = 0x33CC00;
break;
default:
previewGraphics.tint = 0xAAAAAA;
}
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.tint = 0xFF0000;
} else {
// Green tint for valid placement
switch (self.towerType) {
case 'rapid':
previewGraphics.tint = 0x00AAFF;
break;
case 'splash':
previewGraphics.tint = 0x33CC00;
break;
default:
previewGraphics.tint = 0xAAAAAA;
}
}
};
self.updatePlacementStatus = function () {
var validGridPlacement = true;
// Check if placement would be in bottom bar
if (self.y + CELL_SIZE / 2 > 2732 + BOTTOM_BAR_H) {
validGridPlacement = false;
self.canPlace = false;
}
if (self.gridY <= 4 || self.gridY >= grid.cells[0].length - 4) {
validGridPlacement = false;
} else {
var cell = grid.getCell(self.gridX, self.gridY);
// Towers can only be placed on wall cells (type 1) and must not have towers
if (!cell || cell.type !== 1 || cell.hasTower) {
validGridPlacement = false;
}
}
self.blockedByEnemy = false;
if (validGridPlacement) {
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
if (enemy.currentCellY < 4) {
continue;
}
// Only check non-flying enemies, flying enemies can pass over towers
if (!enemy.isFlying) {
if (enemy.cellX === self.gridX && enemy.cellY === self.gridY) {
self.blockedByEnemy = true;
break;
}
if (enemy.currentTarget) {
var targetX = enemy.currentTarget.x;
var targetY = enemy.currentTarget.y;
if (targetX === self.gridX && targetY === self.gridY) {
self.blockedByEnemy = true;
break;
}
}
}
}
}
// Check if tower touches a road
var touchesRoad = false;
if (validGridPlacement) {
var dirs = [[0, -1], [1, 0], [0, 1], [-1, 0]]; // 4 directions
for (var d = 0; d < dirs.length; d++) {
var nx = self.gridX + dirs[d][0];
var ny = self.gridY + dirs[d][1];
var nCell = grid.getCell(nx, ny);
if (nCell && (nCell.type === TYPE_ROAD || nCell.type === TYPE_SLOW_ROAD || nCell.type === TYPE_POISON_ROAD || nCell.type === TYPE_SPAWN || nCell.type === TYPE_GOAL)) {
touchesRoad = true;
break;
}
}
}
self.canPlace = validGridPlacement && touchesRoad && !self.blockedByEnemy;
self.hasEnoughGold = gold >= getTowerCost(self.towerType);
self.updateAppearance();
};
self.checkPlacement = function () {
self.updatePlacementStatus();
};
self.snapToGrid = function (x, y) {
var gridPosX = x - grid.x;
var gridPosY = y - grid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
// Position at exact grid cell center - same as Tower
self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2;
self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2;
self.checkPlacement();
};
return self;
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
self.tower = tower;
self.y = 2732 + 225;
var menuBackground = self.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.width = 2048;
menuBackground.height = 500;
menuBackground.tint = 0x444444;
menuBackground.alpha = 0.9;
var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
towerTypeText.anchor.set(0, 0);
towerTypeText.x = -840;
towerTypeText.y = -160;
self.addChild(towerTypeText);
var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + BULLET_DAMAGE + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
size: 70,
fill: 0xFFFFFF,
weight: 400
});
statsText.anchor.set(0, 0.5);
statsText.x = -840;
statsText.y = 50;
self.addChild(statsText);
var buttonsContainer = new Container();
buttonsContainer.x = 500;
self.addChild(buttonsContainer);
var upgradeButton = new Container();
buttonsContainer.addChild(upgradeButton);
var buttonBackground = upgradeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBackground.width = 500;
buttonBackground.height = 150;
var isMaxLevel = self.tower.level >= self.tower.maxLevel;
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var upgradeCost;
if (isMaxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888;
var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
buttonText.anchor.set(0.5, 0.5);
upgradeButton.addChild(buttonText);
var sellButton = new Container();
buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
sellButtonBackground.width = 500;
sellButtonBackground.height = 150;
sellButtonBackground.tint = 0xCC0000;
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
sellButtonText.anchor.set(0.5, 0.5);
sellButton.addChild(sellButtonText);
upgradeButton.y = -85;
sellButton.y = 85;
var closeButton = new Container();
self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
closeBackground.width = 90;
closeBackground.height = 90;
closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
upgradeButton.down = function (x, y, obj) {
if (self.tower.level >= self.tower.maxLevel) {
var notification = game.addChild(new Notification("Tower is already at max level!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return;
}
if (self.tower.upgrade()) {
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
if (self.tower.level >= self.tower.maxLevel) {
upgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + BULLET_DAMAGE + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
buttonText.setText('Upgrade: ' + upgradeCost + ' gold');
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = Math.floor(totalInvestment * 0.6);
sellButtonText.setText('Sell: +' + sellValue + ' gold');
if (self.tower.level >= self.tower.maxLevel) {
buttonBackground.tint = 0x888888;
buttonText.setText('Max Level');
}
var rangeCircle = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
rangeCircle = game.children[i];
break;
}
}
if (rangeCircle) {
var rangeGraphics = rangeCircle.children[0];
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
} else {
var newRangeIndicator = new Container();
newRangeIndicator.isTowerRange = true;
newRangeIndicator.tower = self.tower;
game.addChildAt(newRangeIndicator, 0);
newRangeIndicator.x = self.tower.x;
newRangeIndicator.y = self.tower.y;
var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', {
anchorX: 0.5,
anchorY: 0.5
});
rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2;
rangeGraphics.alpha = 0.3;
}
tween(self, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeIn
});
}
});
}
};
sellButton.down = function (x, y, obj) {
var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
var sellValue = getTowerSellValue(totalInvestment);
setGold(gold + sellValue);
var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
var gridX = self.tower.gridX;
var gridY = self.tower.gridY;
var cell = grid.getCell(gridX, gridY);
if (cell) {
cell.type = 1; // reset to wall
cell.hasTower = false; // mark as free
var towerIndex = cell.towersInRange.indexOf(self.tower);
if (towerIndex !== -1) {
cell.towersInRange.splice(towerIndex, 1);
}
}
if (selectedTower === self.tower) {
selectedTower = null;
}
var towerIndex = towers.indexOf(self.tower);
if (towerIndex !== -1) {
towers.splice(towerIndex, 1);
}
towerLayer.removeChild(self.tower);
grid.pathFind();
grid.renderDebug();
if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets();
self.destroy();
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
game.removeChild(game.children[i]);
break;
}
}
};
closeButton.down = function (x, y, obj) {
hideUpgradeMenu(self);
selectedTower = null;
grid.renderDebug();
};
self.update = function () {
if (self.tower.level >= self.tower.maxLevel) {
if (buttonText.text !== 'Max Level') {
buttonText.setText('Max Level');
buttonBackground.tint = 0x888888;
}
return;
}
// Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost
var baseUpgradeCost = getTowerCost(self.tower.id);
var currentUpgradeCost;
if (self.tower.level >= self.tower.maxLevel) {
currentUpgradeCost = 0;
} else if (self.tower.level === self.tower.maxLevel - 1) {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
} else {
currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1));
}
var canAfford = gold >= currentUpgradeCost;
buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
var newText = 'Upgrade: ' + currentUpgradeCost + ' gold';
if (buttonText.text !== newText) {
buttonText.setText(newText);
}
};
return self;
});
var WaveIndicator = Container.expand(function () {
var self = Container.call(this);
self.gameStarted = false;
self.waveMarkers = [];
self.waveTypes = [];
self.enemyCounts = [];
self.indicatorWidth = 0;
self.lastBossType = null; // Track the last boss type to avoid repeating
var blockWidth = 400;
var totalBlocksWidth = blockWidth * totalWaves;
var startMarker = new Container();
var startBlock = startMarker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
startBlock.width = blockWidth - 10;
startBlock.height = 70 * 2;
startBlock.tint = 0x00AA00;
// Add shadow for start text
var startTextShadow = new Text2("Start Game", {
size: 50,
fill: 0x000000,
weight: 800
});
startTextShadow.anchor.set(0.5, 0.5);
startTextShadow.x = 4;
startTextShadow.y = 4;
startMarker.addChild(startTextShadow);
var startText = new Text2("Start Game", {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
startText.anchor.set(0.5, 0.5);
startMarker.addChild(startText);
startMarker.x = -self.indicatorWidth;
self.addChild(startMarker);
self.waveMarkers.push(startMarker);
startMarker.down = function () {
if (!self.gameStarted) {
self.gameStarted = true;
currentWave = 0;
waveTimer = nextWaveTime;
startBlock.tint = 0x00FF00;
startText.setText("Started!");
startTextShadow.setText("Started!");
// Make sure shadow position remains correct after text change
startTextShadow.x = 4;
startTextShadow.y = 4;
var notification = game.addChild(new Notification("Game started! Wave 1 incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
};
for (var i = 0; i < totalWaves; i++) {
var marker = new Container();
var block = marker.attachAsset('notification', {
anchorX: 0.5,
anchorY: 0.5
});
block.width = blockWidth - 10;
block.height = 70 * 2;
// --- Begin new unified wave logic ---
var waveType = "normal";
var enemyType = "normal";
var enemyCount = 10;
var isBossWave = (i + 1) % 10 === 0;
// Ensure all types appear in early waves
if (i === 0) {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
} else if (i === 1) {
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if (i === 2) {
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if (i === 3) {
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if (i === 4) {
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else if (isBossWave) {
// Boss waves: cycle through all boss types, last boss is always flying
var bossTypes = ['normal', 'fast', 'immune', 'flying'];
var bossTypeIndex = Math.floor((i + 1) / 10) - 1;
if (i === totalWaves - 1) {
// Last boss is always flying
enemyType = 'flying';
waveType = "Boss Flying";
block.tint = 0xFFFF00;
} else {
enemyType = bossTypes[bossTypeIndex % bossTypes.length];
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
waveType = "Boss Normal";
break;
case 'fast':
block.tint = 0x00AAFF;
waveType = "Boss Fast";
break;
case 'immune':
block.tint = 0xAA0000;
waveType = "Boss Immune";
break;
case 'flying':
block.tint = 0xFFFF00;
waveType = "Boss Flying";
break;
}
}
enemyCount = 1;
// Make the wave indicator for boss waves stand out
// Set boss wave color to the color of the wave type
switch (enemyType) {
case 'normal':
block.tint = 0xAAAAAA;
break;
case 'fast':
block.tint = 0x00AAFF;
break;
case 'immune':
block.tint = 0xAA0000;
break;
case 'flying':
block.tint = 0xFFFF00;
break;
default:
block.tint = 0xFF0000;
break;
}
} else if ((i + 1) % 5 === 0) {
// Every 5th non-boss wave is fast
block.tint = 0x00AAFF;
waveType = "Fast";
enemyType = "fast";
enemyCount = 10;
} else if ((i + 1) % 4 === 0) {
// Every 4th non-boss wave is immune
block.tint = 0xAA0000;
waveType = "Immune";
enemyType = "immune";
enemyCount = 10;
} else if ((i + 1) % 7 === 0) {
// Every 7th non-boss wave is flying
block.tint = 0xFFFF00;
waveType = "Flying";
enemyType = "flying";
enemyCount = 10;
} else if ((i + 1) % 3 === 0) {
// Every 3rd non-boss wave is swarm
block.tint = 0xFF00FF;
waveType = "Swarm";
enemyType = "swarm";
enemyCount = 30;
} else {
block.tint = 0xAAAAAA;
waveType = "Normal";
enemyType = "normal";
enemyCount = 10;
}
// --- End new unified wave logic ---
// Mark boss waves with a special visual indicator
if (isBossWave && enemyType !== 'swarm') {
// Add a crown or some indicator to the wave marker for boss waves
var bossIndicator = marker.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
bossIndicator.width = 30;
bossIndicator.height = 30;
bossIndicator.tint = 0xFFD700; // Gold color
bossIndicator.y = -block.height / 2 - 15;
// Change the wave type text to indicate boss
waveType = "BOSS";
}
// Store the wave type and enemy count
self.waveTypes[i] = enemyType;
self.enemyCounts[i] = enemyCount;
// Add shadow for wave type - 30% smaller than before
var waveTypeShadow = new Text2(waveType, {
size: 56,
fill: 0x000000,
weight: 800
});
waveTypeShadow.anchor.set(0.5, 0.5);
waveTypeShadow.x = 4;
waveTypeShadow.y = 4;
marker.addChild(waveTypeShadow);
// Add wave type text - 30% smaller than before
var waveTypeText = new Text2(waveType, {
size: 56,
fill: 0xFFFFFF,
weight: 800
});
waveTypeText.anchor.set(0.5, 0.5);
waveTypeText.y = 0;
marker.addChild(waveTypeText);
// Add shadow for wave number - 20% larger than before
var waveNumShadow = new Text2((i + 1).toString(), {
size: 48,
fill: 0x000000,
weight: 800
});
waveNumShadow.anchor.set(1.0, 1.0);
waveNumShadow.x = blockWidth / 2 - 16 + 5;
waveNumShadow.y = block.height / 2 - 12 + 5;
marker.addChild(waveNumShadow);
// Main wave number text - 20% larger than before
var waveNum = new Text2((i + 1).toString(), {
size: 48,
fill: 0xFFFFFF,
weight: 800
});
waveNum.anchor.set(1.0, 1.0);
waveNum.x = blockWidth / 2 - 16;
waveNum.y = block.height / 2 - 12;
marker.addChild(waveNum);
marker.x = -self.indicatorWidth + (i + 1) * blockWidth;
self.addChild(marker);
self.waveMarkers.push(marker);
}
// Get wave type for a specific wave number
self.getWaveType = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return "normal";
}
// If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType
// then we should return a different boss type
var waveType = self.waveTypes[waveNumber - 1];
return waveType;
};
// Get enemy count for a specific wave number
self.getEnemyCount = function (waveNumber) {
if (waveNumber < 1 || waveNumber > totalWaves) {
return 10;
}
return self.enemyCounts[waveNumber - 1];
};
// Get display name for a wave type
self.getWaveTypeName = function (waveNumber) {
var type = self.getWaveType(waveNumber);
var typeName = type.charAt(0).toUpperCase() + type.slice(1);
// Add boss prefix for boss waves (every 10th wave)
if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') {
typeName = "BOSS";
}
return typeName;
};
self.positionIndicator = new Container();
var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator.width = blockWidth - 10;
indicator.height = 16;
indicator.tint = 0xffad0e;
indicator.y = -65;
var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
indicator2.width = blockWidth - 10;
indicator2.height = 16;
indicator2.tint = 0xffad0e;
indicator2.y = 65;
var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
leftWall.width = 16;
leftWall.height = 146;
leftWall.tint = 0xffad0e;
leftWall.x = -(blockWidth - 16) / 2;
var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
rightWall.width = 16;
rightWall.height = 146;
rightWall.tint = 0xffad0e;
rightWall.x = (blockWidth - 16) / 2;
self.addChild(self.positionIndicator);
self.update = function () {
var progress = waveTimer / nextWaveTime;
var moveAmount = (progress + currentWave) * blockWidth;
for (var i = 0; i < self.waveMarkers.length; i++) {
var marker = self.waveMarkers[i];
marker.x = -moveAmount + i * blockWidth;
}
self.positionIndicator.x = 0;
for (var i = 0; i < totalWaves + 1; i++) {
var marker = self.waveMarkers[i];
if (i === 0) {
continue;
}
var block = marker.children[0];
if (i - 1 < currentWave) {
block.alpha = .5;
}
}
// Only handle wave progression if game is not paused
if (gameSpeed > 0) {
self.handleWaveProgression = function () {
if (!self.gameStarted) {
return;
}
if (currentWave < totalWaves) {
// Scale wave timer by game speed
// When gameSpeed is 2x, timer progresses 2x faster
// When gameSpeed is 0.5x, timer progresses 2x slower
waveTimer += gameSpeed; // Direct multiplication by game speed
if (waveTimer >= nextWaveTime) {
waveTimer = 0;
currentWave++;
waveInProgress = true;
waveSpawned = false;
if (currentWave != 1) {
var waveType = self.getWaveTypeName(currentWave);
var enemyCount = self.getEnemyCount(currentWave);
var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
}
}
};
self.handleWaveProgression();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
}
isHidingUpgradeMenu = true;
tween(menu, {
y: 2732 + 225
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
menu.destroy();
isHidingUpgradeMenu = false;
}
});
}
window.fixSpawnTargets = function fixSpawnTargets() {
if (!grid || !grid.spawns || !grid.spawns[0]) return; // koruma
var spawn = grid.spawns[0];
var spawnExit = grid.getCell(spawn.x, spawn.y + 1);
spawn.targets = [spawnExit]; // yalnız aşağı
};
// Helper function to get the center cell for a 2x2 block
function getBlockCenter(x, y) {
// For 2x2 blocks, the center cell is at (even, odd) coordinates
return {
cx: x & ~1,
cy: y | 1
}; // Bit trick: force even x, force odd y
}
// Helper function to check if a cell type is walkable road
function isRoad(cellType) {
return cellType === TYPE_ROAD || cellType === TYPE_SLOW_ROAD || cellType === TYPE_POISON_ROAD || cellType === TYPE_SPAWN || cellType === TYPE_GOAL;
}
// Classify block and return detailed info including directions
function classifyBlock(x, y) {
var kind = classifyRoadCell(x, y);
var dirIn = 0; // Default up
var dirOut = 0; // Default up
var rotation = 0;
if (kind === 'corner') {
var _grid$getCell5, _grid$getCell6, _grid$getCell7, _grid$getCell8;
var up = isRoad((_grid$getCell5 = grid.getCell(x, y - 1)) === null || _grid$getCell5 === void 0 ? void 0 : _grid$getCell5.type);
var dn = isRoad((_grid$getCell6 = grid.getCell(x, y + 1)) === null || _grid$getCell6 === void 0 ? void 0 : _grid$getCell6.type);
var lt = isRoad((_grid$getCell7 = grid.getCell(x - 1, y)) === null || _grid$getCell7 === void 0 ? void 0 : _grid$getCell7.type);
var rt = isRoad((_grid$getCell8 = grid.getCell(x + 1, y)) === null || _grid$getCell8 === void 0 ? void 0 : _grid$getCell8.type);
// Determine directions and rotation
if (up && rt) {
dirIn = 2;
dirOut = 0;
rotation = 0; // ┘ (from down to up)
} else if (rt && dn) {
dirIn = 3;
dirOut = 1;
rotation = Math.PI / 2; // └ (from left to right)
} else if (dn && lt) {
dirIn = 0;
dirOut = 2;
rotation = Math.PI; // ┌ (from up to down)
} else if (lt && up) {
dirIn = 1;
dirOut = 3;
rotation = -Math.PI / 2; // ┐ (from right to left)
}
}
return {
kind: kind,
dirIn: dirIn,
dirOut: dirOut,
rotation: rotation
};
}
// Classify road cell as corner or straight based on connections
function classifyRoadCell(x, y) {
var _grid$getCell, _grid$getCell2, _grid$getCell3, _grid$getCell4;
var n = (_grid$getCell = grid.getCell(x, y - 1)) === null || _grid$getCell === void 0 ? void 0 : _grid$getCell.type; // up
var s = (_grid$getCell2 = grid.getCell(x, y + 1)) === null || _grid$getCell2 === void 0 ? void 0 : _grid$getCell2.type; // down
var w = (_grid$getCell3 = grid.getCell(x - 1, y)) === null || _grid$getCell3 === void 0 ? void 0 : _grid$getCell3.type; // left
var e = (_grid$getCell4 = grid.getCell(x + 1, y)) === null || _grid$getCell4 === void 0 ? void 0 : _grid$getCell4.type; // right
var up = isRoad(n);
var dn = isRoad(s);
var lt = isRoad(w);
var rt = isRoad(e);
// Corner = at least one vertical AND at least one horizontal connection
if ((up || dn) && (lt || rt)) return 'corner';
return 'straight';
}
// Render road cell with appropriate texture and rotation
function renderRoadCell(cellSprite, x, y) {
var c = grid.getCell(x, y);
// ① If already marked as corner, use that directly
if (c.kind === 'corner') {
var cornerAsset = LK.getAsset('roadCorner', {});
cellSprite.texture = cornerAsset.texture;
cellSprite.rotation = c.cachedRotation || 0; // Use stored rotation
return; // Done
}
// ② Otherwise continue with automatic analysis (straight/corner detection)
var _grid$getCell5, _grid$getCell6, _grid$getCell7, _grid$getCell8;
var up = isRoad((_grid$getCell5 = grid.getCell(x, y - 1)) === null || _grid$getCell5 === void 0 ? void 0 : _grid$getCell5.type);
var dn = isRoad((_grid$getCell6 = grid.getCell(x, y + 1)) === null || _grid$getCell6 === void 0 ? void 0 : _grid$getCell6.type);
var lt = isRoad((_grid$getCell7 = grid.getCell(x - 1, y)) === null || _grid$getCell7 === void 0 ? void 0 : _grid$getCell7.type);
var rt = isRoad((_grid$getCell8 = grid.getCell(x + 1, y)) === null || _grid$getCell8 === void 0 ? void 0 : _grid$getCell8.type);
// Count connections to determine if this is a corner
var connectionCount = 0;
var hasVertical = up || dn;
var hasHorizontal = lt || rt;
if (up) connectionCount++;
if (dn) connectionCount++;
if (lt) connectionCount++;
if (rt) connectionCount++;
// Use corner asset if we have exactly 2 connections AND they form a corner (one vertical + one horizontal)
var isCorner = connectionCount === 2 && hasVertical && hasHorizontal;
if (isCorner) {
var cornerAsset = LK.getAsset('roadCorner', {});
cellSprite.texture = cornerAsset.texture;
// Set rotation based on which two directions are connected
if (up && rt) cellSprite.rotation = 0; // ┘ (up + right)
else if (rt && dn) cellSprite.rotation = Math.PI / 2; // └ (right + down)
else if (dn && lt) cellSprite.rotation = Math.PI; // ┌ (down + left)
else if (lt && up) cellSprite.rotation = -Math.PI / 2; // ┐ (left + up)
else cellSprite.rotation = 0; // fallback
} else {
var normalAsset = LK.getAsset('roadNormal', {});
cellSprite.texture = normalAsset.texture;
cellSprite.rotation = 0;
}
}
var CELL_SIZE = 114;
var ROAD_COST = 5;
var TOP_BAR_H = 38;
var BOTTOM_BAR_H = -260;
// Bullet damage constant
var BULLET_DAMAGE = 1;
// Enemy HP table
var HP_TABLE = {
normal: 5,
fast: 5,
flying: 5,
immune: 10,
swarm: 50,
boss: 50
};
// Road type constants
var TYPE_ROAD = 0;
var TYPE_WALL = 1;
var TYPE_SPAWN = 2;
var TYPE_GOAL = 3;
var TYPE_TOWER = 4;
var TYPE_SLOW_ROAD = 5;
var TYPE_POISON_ROAD = 6;
// Slow road multiplier
var SLOW_MUL = 0.75; // 25% slower
// Road costs
var SLOW_ROAD_COST = 10;
var POISON_ROAD_COST = 15;
// Direction constants for spawn/base edge filtering
var DIRS = [{
dx: 0,
dy: -1
},
// up (index 0)
{
dx: 1,
dy: 0
},
// right (index 1)
{
dx: 0,
dy: 1
},
// down (index 2)
{
dx: -1,
dy: 0
} // left (index 3)
];
var SPAWN_EXIT_DIR = 2; // index 2 → down
// Helper functions for spawn/base edge filtering
function sharesEdge(a, b) {
return Math.abs(a.x - b.x) === 1 && a.y === b.y || Math.abs(a.y - b.y) === 1 && a.x === b.x;
}
function getDirectionIndex(fromX, fromY, toX, toY) {
if (toX > fromX) return 1; // right
if (toX < fromX) return 3; // left
if (toY > fromY) return 2; // down
return 0; // up
}
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
var bullets = [];
var defenses = [];
var selectedTower = null;
var gold = 80;
var lives = 20;
var score = 0;
var currentWave = 0;
var totalWaves = 50;
var waveTimer = 0;
var waveInProgress = false;
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
// Game speed control
var gameSpeed = 1;
var gameSpeedFactors = [1, 2, 5, 0.5, 0];
var currentSpeedIndex = 0;
var goldText = new Text2('Gold: ' + gold, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
var livesText = new Text2('Lives: ' + lives, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
var scoreText = new Text2('Score: ' + score, {
size: 60,
fill: 0xFF0000,
weight: 800
});
scoreText.anchor.set(0.5, 0.5);
var topMargin = 50;
var centerX = 2048 / 2;
var spacing = 400;
LK.gui.top.addChild(goldText);
LK.gui.top.addChild(livesText);
LK.gui.top.addChild(scoreText);
livesText.x = 0;
livesText.y = topMargin;
goldText.x = -spacing;
goldText.y = topMargin;
scoreText.x = spacing;
scoreText.y = topMargin;
var speedText = new Text2('1x', {
size: 60,
fill: 0xFFFFFF,
weight: 800
});
speedText.anchor.set(0.5, 0.5);
speedText.x = spacing + 30 + 200;
speedText.y = topMargin;
LK.gui.top.addChild(speedText);
speedText.down = function () {
currentSpeedIndex = (currentSpeedIndex + 1) % gameSpeedFactors.length;
gameSpeed = gameSpeedFactors[currentSpeedIndex];
if (gameSpeed === 0) {
speedText.setText('STOP');
} else {
speedText.setText(gameSpeed + 'x');
}
};
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
scoreText.setText('Score: ' + score);
}
function setGold(value) {
gold = value;
updateUI();
}
// Create bottom bar
var bottomBar = new Container();
var bottomBarGraphics = bottomBar.attachAsset('notification', {
anchorX: 0,
anchorY: 0
});
bottomBarGraphics.width = 2048;
bottomBarGraphics.height = Math.abs(BOTTOM_BAR_H);
bottomBarGraphics.tint = 0x222222;
bottomBar.y = 2732 - BOTTOM_BAR_H;
var debugLayer = new Container();
var towerLayer = new Container();
// Create three separate layers for enemy hierarchy
var enemyLayerBottom = new Container(); // For normal enemies
var enemyLayerMiddle = new Container(); // For shadows
var enemyLayerTop = new Container(); // For flying enemies
var enemyLayer = new Container(); // Main container to hold all enemy layers
// Add layers in correct order (bottom first, then middle for shadows, then top)
enemyLayer.addChild(enemyLayerBottom);
enemyLayer.addChild(enemyLayerMiddle);
enemyLayer.addChild(enemyLayerTop);
var grid = new Grid(24, 29 + 6);
grid.x = 60;
grid.y = 200 - CELL_SIZE * 4;
// Initialize the dynamic path
function buildPath(spawnX, spawnY) {
var pts = [];
pts.push({
x: spawnX,
y: spawnY
}); // spawn
pts.push({
x: spawnX,
y: spawnY + 1
}); // 1 down
for (var k = 1; k <= 3; k++) {
// 3 left
pts.push({
x: spawnX - k,
y: spawnY + 1
});
}
return pts; // last element is base
}
var pathPoints = buildPath(10, 12);
// Define spawn and spawn exit for enemy pathfinding
var spawn = grid.getCell(10, 12);
var spawnExit = grid.getCell(10, 13);
// Mark path cells in grid
for (var i = 0; i < pathPoints.length; i++) {
var point = pathPoints[i];
var cell = grid.getCell(point.x, point.y);
if (cell) {
if (i === 0) {
cell.type = 2; // spawn
} else if (i === pathPoints.length - 1) {
cell.type = 3; // goal
grid.goals.push(cell); // Add base to goals array
} else {
cell.type = TYPE_ROAD; // path
}
// Store sprite reference and block info for initial path (center cell)
var blockInfo = classifyBlock(cell.x, cell.y);
if (cell.debugCell && cell.debugCell.children[0]) {
// Only store sprite reference if this is the center cell
var HALF = 1; // Block center offset
if (cell.x % 2 === 0 && cell.y % 2 === 1) {
// Center cell for our grid layout
cell.sprite = cell.debugCell.children[0];
cell.kind = blockInfo.kind;
cell.dirIn = blockInfo.dirIn;
cell.dirOut = blockInfo.dirOut;
}
}
}
}
grid.pathFind();
// Fix spawn targets to only go downward
if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets();
grid.renderDebug();
// Update sprite references and block info after initial rendering
for (var i = 0; i < pathPoints.length; i++) {
var point = pathPoints[i];
var cell = grid.getCell(point.x, point.y);
if (cell && cell.debugCell && cell.debugCell.children[0]) {
var blockInfo = classifyBlock(cell.x, cell.y);
// Only store sprite reference if this is the center cell
var HALF = 1; // Block center offset
if (cell.x % 2 === 0 && cell.y % 2 === 1) {
// Center cell for our grid layout
cell.sprite = cell.debugCell.children[0];
cell.kind = blockInfo.kind;
cell.dirIn = blockInfo.dirIn;
cell.dirOut = blockInfo.dirOut;
}
}
}
debugLayer.addChild(grid);
game.addChild(bottomBar);
game.addChild(debugLayer);
game.addChild(towerLayer);
game.addChild(enemyLayer);
var offset = 0;
var towerPreview = new TowerPreview();
game.addChild(towerPreview);
towerPreview.visible = false;
var roadPreview = new RoadPreview();
game.addChild(roadPreview);
roadPreview.visible = false;
var slowRoadPreview = new SlowRoadPreview();
game.addChild(slowRoadPreview);
slowRoadPreview.visible = false;
var poisonRoadPreview = new PoisonRoadPreview();
game.addChild(poisonRoadPreview);
poisonRoadPreview.visible = false;
var isDragging = false;
var dragType = null; // 'tower' or 'road'
function wouldBlockPath(gridX, gridY) {
// Always return false as enemies can only walk on road tiles
return false;
}
function getTowerCost(towerType) {
switch (towerType) {
case 'rapid':
return 15;
case 'splash':
return 25;
default:
return 5;
}
}
function getTowerSellValue(totalValue) {
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
if (gold >= towerCost) {
var tower = new Tower(towerType || 'default');
tower.placeOnGrid(gridX, gridY);
towerLayer.addChild(tower);
towers.push(tower);
setGold(gold - towerCost);
grid.pathFind();
grid.renderDebug();
return true;
} else {
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
return false;
}
}
game.down = function (x, y, obj) {
var upgradeMenuVisible = game.children.some(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenuVisible) {
return;
}
// Check if clicking on road sources
for (var i = 0; i < roadSources.length; i++) {
var source = roadSources[i];
if (x >= source.x - source.width / 2 && x <= source.x + source.width / 2 && y >= source.y - source.height / 2 && y <= source.y + source.height / 2) {
isDragging = true;
if (source.data.type === 'road') {
roadPreview.visible = true;
dragType = 'road';
roadPreview.snapToGrid(x, y);
} else if (source.data.type === 'slowRoad') {
slowRoadPreview.visible = true;
dragType = 'slowRoad';
slowRoadPreview.snapToGrid(x, y);
} else if (source.data.type === 'poisonRoad') {
poisonRoadPreview.visible = true;
dragType = 'poisonRoad';
poisonRoadPreview.snapToGrid(x, y);
}
return;
}
}
// Check tower sources
for (var i = 0; i < sourceTowers.length; i++) {
var tower = sourceTowers[i];
if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) {
towerPreview.visible = true;
isDragging = true;
dragType = 'tower';
towerPreview.towerType = tower.towerType;
towerPreview.updateAppearance();
towerPreview.startPulsing();
// Apply the same offset as in move handler to ensure consistency when starting drag
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
break;
}
}
};
game.move = function (x, y, obj) {
if (isDragging) {
// Shift the y position upward by 1.5 tiles to show preview above finger
if (dragType === 'road') {
roadPreview.snapToGrid(x, y);
} else if (dragType === 'slowRoad') {
slowRoadPreview.snapToGrid(x, y);
} else if (dragType === 'poisonRoad') {
poisonRoadPreview.snapToGrid(x, y);
} else {
towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
}
}
};
game.up = function (x, y, obj) {
// Ignore clicks in bottom bar area
if (y > 2732 + BOTTOM_BAR_H) return;
var clickedOnTower = false;
for (var i = 0; i < towers.length; i++) {
var tower = towers[i];
var towerLeft = tower.x - tower.width / 2;
var towerRight = tower.x + tower.width / 2;
var towerTop = tower.y - tower.height / 2;
var towerBottom = tower.y + tower.height / 2;
if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) {
clickedOnTower = true;
break;
}
}
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) {
var clickedOnMenu = false;
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
var menuWidth = 2048;
var menuHeight = 450;
var menuLeft = menu.x - menuWidth / 2;
var menuRight = menu.x + menuWidth / 2;
var menuTop = menu.y - menuHeight / 2;
var menuBottom = menu.y + menuHeight / 2;
if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) {
clickedOnMenu = true;
break;
}
}
if (!clickedOnMenu) {
for (var i = 0; i < upgradeMenus.length; i++) {
var menu = upgradeMenus[i];
hideUpgradeMenu(menu);
}
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i].isTowerRange) {
game.removeChild(game.children[i]);
}
}
selectedTower = null;
grid.renderDebug();
}
}
if (isDragging) {
isDragging = false;
if (dragType === 'road' || dragType === 'slowRoad' || dragType === 'poisonRoad') {
// Handle road placement
var preview, cost, roadType;
if (dragType === 'road') {
preview = roadPreview;
cost = ROAD_COST;
roadType = TYPE_ROAD;
} else if (dragType === 'slowRoad') {
preview = slowRoadPreview;
cost = SLOW_ROAD_COST;
roadType = TYPE_SLOW_ROAD;
} else if (dragType === 'poisonRoad') {
preview = poisonRoadPreview;
cost = POISON_ROAD_COST;
roadType = TYPE_POISON_ROAD;
}
if (preview.canPlace && gold >= cost) {
var cell = grid.getCell(preview.gridX, preview.gridY);
if (cell) {
// Deduct gold
setGold(gold - cost);
// Check if touching base to determine if this extends the path
var base = pathPoints[pathPoints.length - 1];
var touchingBase = sharesEdge({
x: preview.gridX + 0.5,
y: preview.gridY + 0.5
}, {
x: base.x + 0.5,
y: base.y + 0.5
});
if (touchingBase) {
// L-turn detection and corner conversion
if (pathPoints.length >= 2) {
// Direction mapping: 0=up, 1=right, 2=down, 3=left
var getDirection = function getDirection(dx, dy) {
if (dx > 0) return 1; // →
if (dx < 0) return 3; // ←
if (dy > 0) return 2; // ↓
return 0; // ↑
};
var prevPointData = pathPoints[pathPoints.length - 2]; // A (old base)
var newCell = {
x: preview.gridX,
y: preview.gridY
}; // B (new base)
// Get the correct center cell for the previous block
var prevCenter = getBlockCenter(prevPointData.x, prevPointData.y);
var prevCore = grid.getCell(prevCenter.cx, prevCenter.cy);
// Calculate direction vectors
var dx = newCell.x - prevPointData.x;
var dy = newCell.y - prevPointData.y;
var newDir = getDirection(dx, dy); // prevCell's exit direction
var oldDir = prevCore.dirIn || 0; // prevCell's entry direction
// Check if this is a turn (different axes: horizontal vs vertical)
var isTurn = oldDir % 2 !== newDir % 2;
if (isTurn && prevCore) {
// Update cell data for corner
prevCore.kind = 'corner';
prevCore.dirOut = newDir;
// Apply correct rotation based on turn direction
var rotationMap = {};
rotationMap['2-0'] = 0; // ↓ then ↑ (┘)
rotationMap['3-1'] = Math.PI / 2; // ← then → (└)
rotationMap['0-2'] = Math.PI; // ↑ then ↓ (┌)
rotationMap['1-3'] = -Math.PI / 2; // → then ← (┐)
var rotationKey = oldDir + '-' + newDir;
var rotation = rotationMap[rotationKey] || 0;
// Cache the rotation for future renders
prevCore.cachedRotation = rotation;
}
}
// Extending the main path - old behavior
var oldBase = grid.goals[0];
oldBase.type = TYPE_ROAD; // convert to normal road
cell.type = TYPE_GOAL; // temporarily make this the new base
cell.hasTower = false; // ensure it's not marked as having a tower
grid.goals[0] = cell; // update goals array
// Update pathPoints array for debug arrows
pathPoints.push({
x: cell.x,
y: cell.y
});
// Now convert the new base to the desired road type
oldBase.type = roadType;
// Store sprite reference and block info for the newly placed block (center cell)
var blockInfo = classifyBlock(cell.x, cell.y);
if (cell.debugCell && cell.debugCell.children[0]) {
// Only store sprite reference if this is the center cell (for 2x2 blocks)
var HALF = 1; // Block center offset
if (cell.x % 2 === 0 && cell.y % 2 === 1) {
// Center cell for our grid layout
cell.sprite = cell.debugCell.children[0];
cell.kind = blockInfo.kind;
cell.dirIn = blockInfo.dirIn;
cell.dirOut = blockInfo.dirOut;
}
}
} else {
// Decorative road next to spawn - don't extend path
cell.type = roadType;
cell.hasTower = false; // ensure it's not marked as having a tower
// Store sprite reference and block info for decorative road (center cell)
var blockInfo = classifyBlock(cell.x, cell.y);
if (cell.debugCell && cell.debugCell.children[0]) {
// Only store sprite reference if this is the center cell
var HALF = 1; // Block center offset
if (cell.x % 2 === 0 && cell.y % 2 === 1) {
// Center cell for our grid layout
cell.sprite = cell.debugCell.children[0];
cell.kind = blockInfo.kind;
cell.dirIn = blockInfo.dirIn;
cell.dirOut = blockInfo.dirOut;
}
}
}
// Recalculate path and redraw
grid.pathFind();
// Fix spawn targets to only go downward
if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets();
// Note: Removed grid.renderDebug() call to prevent overriding corner conversions
// Show gold deduction
var goldIndicator = new GoldIndicator(-cost, preview.x, preview.y);
game.addChild(goldIndicator);
}
} else if (gold < cost) {
var notification = game.addChild(new Notification("Not enough gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else {
// Check specific reasons for failure
var base = pathPoints[pathPoints.length - 1];
var isAdjacentToBase = false;
var baseNeighbors = [{
x: base.x,
y: base.y - 1
},
// up
{
x: base.x + 1,
y: base.y
},
// right
{
x: base.x,
y: base.y + 1
},
// down
{
x: base.x - 1,
y: base.y
} // left
];
for (var i = 0; i < baseNeighbors.length; i++) {
if (baseNeighbors[i].x === preview.gridX && baseNeighbors[i].y === preview.gridY) {
isAdjacentToBase = true;
break;
}
}
if (!isAdjacentToBase) {
var notification = game.addChild(new Notification("Road must connect to Base!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else {
var notification = game.addChild(new Notification("Road can't go backwards!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
}
roadPreview.visible = false;
slowRoadPreview.visible = false;
poisonRoadPreview.visible = false;
} else {
// Handle tower placement
if (towerPreview.canPlace) {
if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) {
placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType);
} else {
var notification = game.addChild(new Notification("Tower would block the path!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
} else if (towerPreview.blockedByEnemy) {
var notification = game.addChild(new Notification("Cannot build: Enemy in the way!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
} else if (towerPreview.visible) {
var notification = game.addChild(new Notification("Cannot build here!"));
notification.x = 2048 / 2;
notification.y = grid.height - 50;
}
towerPreview.visible = false;
towerPreview.stopPulsing();
}
dragType = null;
if (isDragging) {
var upgradeMenus = game.children.filter(function (child) {
return child instanceof UpgradeMenu;
});
for (var i = 0; i < upgradeMenus.length; i++) {
upgradeMenus[i].destroy();
}
}
}
};
var waveIndicator = new WaveIndicator();
waveIndicator.x = 2048 / 2;
waveIndicator.y = 2732 - BOTTOM_BAR_H - 80 - 320 + 30;
game.addChild(waveIndicator);
var nextWaveButtonContainer = new Container();
var nextWaveButton = new NextWaveButton();
nextWaveButton.x = 2048 - 200;
nextWaveButton.y = 2732 - BOTTOM_BAR_H - 100 + 20 - 320 + 30;
nextWaveButtonContainer.addChild(nextWaveButton);
game.addChild(nextWaveButtonContainer);
var buildItems = ['default', 'rapid', 'splash'];
var sourceTowers = [];
var towerSpacing = 300; // Increase spacing for larger towers
// Account for road buttons in spacing calculation
var totalItems = buildItems.length + 3; // +3 for road types
var startX = 2048 / 2 - totalItems * towerSpacing / 2 + towerSpacing / 2;
var towerY = 2732 - BOTTOM_BAR_H - CELL_SIZE * 3 - 90 - 150;
// Create road source buttons
var roadSources = [];
// Normal road
var roadSource = new Container();
roadSource.interactive = true;
roadSource.buttonMode = true;
roadSource.data = {
type: "road"
};
var roadBg = roadSource.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
roadBg.width = CELL_SIZE * 1.3;
roadBg.height = CELL_SIZE * 1.3;
roadBg.tint = 0x8B4513; // Brown color for road
var roadLabel = new Text2('Road\n' + ROAD_COST, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
roadLabel.anchor.set(0.5, 0.5);
roadLabel.y = 0;
roadSource.addChild(roadLabel);
roadSource.x = startX;
roadSource.y = towerY;
roadSource.update = function () {
var canAfford = gold >= ROAD_COST;
roadSource.alpha = canAfford ? 1 : 0.5;
};
towerLayer.addChild(roadSource);
roadSources.push(roadSource);
// Slow road
var slowRoadSource = new Container();
slowRoadSource.interactive = true;
slowRoadSource.buttonMode = true;
slowRoadSource.data = {
type: "slowRoad"
};
var slowRoadBg = slowRoadSource.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
slowRoadBg.width = CELL_SIZE * 1.3;
slowRoadBg.height = CELL_SIZE * 1.3;
slowRoadBg.tint = 0x8B4513; // Brown for slow road (same as normal road)
var slowRoadLabel = new Text2('Slow\n' + SLOW_ROAD_COST, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
slowRoadLabel.anchor.set(0.5, 0.5);
slowRoadLabel.y = 0;
slowRoadSource.addChild(slowRoadLabel);
slowRoadSource.x = startX + towerSpacing;
slowRoadSource.y = towerY;
slowRoadSource.update = function () {
var canAfford = gold >= SLOW_ROAD_COST;
slowRoadSource.alpha = canAfford ? 1 : 0.5;
};
towerLayer.addChild(slowRoadSource);
roadSources.push(slowRoadSource);
// Poison road
var poisonRoadSource = new Container();
poisonRoadSource.interactive = true;
poisonRoadSource.buttonMode = true;
poisonRoadSource.data = {
type: "poisonRoad"
};
var poisonRoadBg = poisonRoadSource.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
poisonRoadBg.width = CELL_SIZE * 1.3;
poisonRoadBg.height = CELL_SIZE * 1.3;
poisonRoadBg.tint = 0x8B4513; // Brown for poison road (same as normal road)
var poisonRoadLabel = new Text2('Poison\n' + POISON_ROAD_COST, {
size: 50,
fill: 0xFFFFFF,
weight: 800
});
poisonRoadLabel.anchor.set(0.5, 0.5);
poisonRoadLabel.y = 0;
poisonRoadSource.addChild(poisonRoadLabel);
poisonRoadSource.x = startX + towerSpacing * 2;
poisonRoadSource.y = towerY;
poisonRoadSource.update = function () {
var canAfford = gold >= POISON_ROAD_COST;
poisonRoadSource.alpha = canAfford ? 1 : 0.5;
};
towerLayer.addChild(poisonRoadSource);
roadSources.push(poisonRoadSource);
// Add dash between poison and default
var dashText = new Text2('-', {
size: 80,
fill: 0xFFFFFF,
weight: 800
});
dashText.anchor.set(0.5, 0.5);
dashText.x = startX + towerSpacing * 2.5;
dashText.y = towerY;
towerLayer.addChild(dashText);
// Create tower sources (offset by 3 to account for road types)
for (var i = 0; i < buildItems.length; i++) {
var tower = new SourceTower(buildItems[i]);
tower.x = startX + (i + 3) * towerSpacing;
tower.y = towerY;
towerLayer.addChild(tower);
sourceTowers.push(tower);
}
sourceTower = null;
enemiesToSpawn = 10;
game.update = function () {
// Apply game speed (skip updates if paused)
if (gameSpeed === 0) {
return; // Game is paused
}
// Scale time-based updates by game speed
var speedMultiplier = gameSpeed;
if (waveInProgress) {
if (!waveSpawned) {
waveSpawned = true;
// Get wave type and enemy count from the wave indicator
var waveType = waveIndicator.getWaveType(currentWave);
var enemyCount = waveIndicator.getEnemyCount(currentWave);
// Check if this is a boss wave
var isBossWave = currentWave % 10 === 0 && currentWave > 0;
if (isBossWave && waveType !== 'swarm') {
// Boss waves have just 1 enemy regardless of what the wave indicator says
enemyCount = 1;
// Show boss announcement
var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️"));
notification.x = 2048 / 2;
notification.y = grid.height - 200;
}
// Spawn the appropriate number of enemies
for (var i = 0; i < enemyCount; i++) {
var enemy = new Enemy(waveType);
// Add enemy to the appropriate layer based on type
if (enemy.isFlying) {
// Add flying enemy to the top layer
enemyLayerTop.addChild(enemy);
// If it's a flying enemy, add its shadow to the middle layer
if (enemy.shadow) {
enemyLayerMiddle.addChild(enemy.shadow);
}
} else {
// Add normal/ground enemies to the bottom layer
enemyLayerBottom.addChild(enemy);
}
// Scale difficulty with wave number but don't apply to boss
// as bosses already have their health multiplier
// Use exponential scaling for health
var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave
enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
enemy.health = enemy.maxHealth;
// Increment speed slightly with wave number
//enemy.speed = enemy.speed + currentWave * 0.002;
// Spawn at the defined spawn point (center of grid)
var spawnPoint = pathPoints[0];
enemy.cellX = spawnPoint.x;
enemy.cellY = spawnPoint.y;
enemy.currentCellX = spawnPoint.x;
enemy.currentCellY = spawnPoint.y;
enemy.x = grid.x + spawnPoint.x * CELL_SIZE + CELL_SIZE / 2;
enemy.y = grid.y + spawnPoint.y * CELL_SIZE + CELL_SIZE / 2;
enemy.waveNumber = currentWave;
// Initialize enemy pathfinding - start with spawn exit as first target
enemy.currentTarget = spawnExit;
enemy.cellPathIndex = 1; // Index into pathPoints array
enemies.push(enemy);
}
}
var currentWaveEnemiesRemaining = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].waveNumber === currentWave) {
currentWaveEnemiesRemaining = true;
break;
}
}
if (waveSpawned && !currentWaveEnemiesRemaining) {
waveInProgress = false;
waveSpawned = false;
}
}
for (var a = enemies.length - 1; a >= 0; a--) {
var enemy = enemies[a];
if (enemy.health <= 0) {
for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) {
var bullet = enemy.bulletsTargetingThis[i];
bullet.targetEnemy = null;
}
// Boss enemies give more gold and score
var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y);
game.addChild(goldIndicator);
setGold(gold + goldEarned);
// Give more score for defeating a boss
var scoreValue = enemy.isBoss ? 100 : 5;
score += scoreValue;
// Add a notification for boss defeat
if (enemy.isBoss) {
var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
notification.x = 2048 / 2;
notification.y = grid.height - 150;
}
updateUI();
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
continue;
}
if (grid.updateEnemy(enemy)) {
// Clean up shadow if it's a flying enemy
if (enemy.isFlying && enemy.shadow) {
enemyLayerMiddle.removeChild(enemy.shadow);
enemy.shadow = null;
}
// Remove enemy from the appropriate layer
if (enemy.isFlying) {
enemyLayerTop.removeChild(enemy);
} else {
enemyLayerBottom.removeChild(enemy);
}
enemies.splice(a, 1);
lives = Math.max(0, lives - 1);
updateUI();
if (lives <= 0) {
LK.showGameOver();
}
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].parent) {
if (bullets[i].targetEnemy) {
var targetEnemy = bullets[i].targetEnemy;
var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]);
if (bulletIndex !== -1) {
targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1);
}
}
bullets.splice(i, 1);
}
}
if (towerPreview.visible) {
towerPreview.checkPlacement();
}
if (roadPreview.visible) {
roadPreview.updatePlacementStatus();
}
if (slowRoadPreview.visible) {
slowRoadPreview.updatePlacementStatus();
}
if (poisonRoadPreview.visible) {
poisonRoadPreview.updatePlacementStatus();
}
// Update road source buttons
for (var i = 0; i < roadSources.length; i++) {
roadSources[i].update();
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
LK.showYouWin();
}
};
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