User prompt
1. renderRoadCell i “hücresel etikete öncelik ver” şeklinde düzelt js Kopyala Düzenle function renderRoadCell(sprite, x, y){ const c = grid.getCell(x,y); // 1 Eğer köşe olarak ÖNCEDEN işaretlendiyse bunu aynen kullan if (c.kind === 'corner'){ sprite.texture = LK.getTexture('roadCorner'); sprite.rotation = c.cachedRotation ?? 0; // köşe döndürmesi return; // bitti } // 2 Aksi hâlde eski otomatik analiz (straight / decor) devam etsin // isRoad, DIRS vs. mantığı... sprite.texture = LK.getTexture('roadNormal'); sprite.rotation = 0; } Köşe blok yaratılırken, sprite döndürmesini c.cachedRotation diye sakladığını varsayıyorum (prevCell.sprite.rotation değeri). Böylece yeniden tarama yapsan bile köşe bloklara dokunmaz. 2. Köşe sprite’ı ayarlandıktan sonra global yeniden çizimi kaldır js Kopyala Düzenle // Yol bloğu başarıyla yerleştirildi updatePrevBlockToCorner(prevCell); grid.pathFind(); fixSpawnTargets(); // ❌ grid.forEachRoadCell(renderRoadCell); // KALDIR // ⬆ Bu satırı tamamen silersen, köşe sprite üzerine yazılmaz. Bu yaklaşımda renderRoadCell yalnız “ilk defa” çizmek için kalır; yol sonradan dinamik değiştiğinde sprite’la birlikte veri alanlarını da güncelediğin için tekrar tarama gerekmiyor. Hangisini tercih etmeli? Yöntem Artı Eksi 1. renderRoadCell köşe etiketine bakıyor • Eski yapı bozulmaz • Global yeniden çizme hâlâ güvenli • kind, cachedRotation alanlarını her köşe değişiminde tutarlı güncellemek gerek 2. Yeniden çizimi kaldır • Kod basitleşir • Sprite’a tek noktada müdahale • İleride “skin değiştirme” vb. toplu update ihtiyacı olursa köşe bloklar manual gezilmelidir Basit teyitle başlamak için Yöntem 2 en pratik: forEachRoadCell çağrısını sil, oyun alanını test et; köşeler anında roadCorner kalacaktır. Eğer başka yerde toplu “redraw”a ihtiyacın varsa Yöntem 1’e geçersin. Son kontrol listesi Sola doğru düz yol çek → hepsi roadNormal. Bir sonraki blok yukarı koy → hemen önceki blok roadCorner (döndürmesi doğru), sprite değişimi kalıcı. İkinci kez yukarı çizdiğinde düz parça yine roadNormal; sonraki yeni dönüşte tekrar köşe oluyor. Böylece L-dönüş köşeleri artık override edilmez, görsel doğru kalır.
User prompt
Sola doğru düz yol çek → hepsi roadNormal. Bir sonraki blok yukarı koy → hemen önceki blok roadCorner (döndürmesi doğru), sprite değişimi kalıcı. İkinci kez yukarı çizdiğinde düz parça yine roadNormal; sonraki yeni dönüşte tekrar köşe oluyor. Böylece L-dönüş köşeleri artık override edilmez, görsel doğru kalır.
User prompt
grid.forEachRoadCell(renderRoadCell) tüm yol hücrelerini yeniden sınıflandırdığı için köşe sprite’ı “geri” roadNormal ile eşleştiriliyor. İki pratik çözüm var; hangisini seçersen kod tek seferde düzelir: 1. renderRoadCell i “hücresel etikete öncelik ver” şeklinde düzelt js Kopyala Düzenle function renderRoadCell(sprite, x, y){ const c = grid.getCell(x,y); // 1 Eğer köşe olarak ÖNCEDEN işaretlendiyse bunu aynen kullan if (c.kind === 'corner'){ sprite.texture = LK.getTexture('roadCorner'); sprite.rotation = c.cachedRotation ?? 0; // köşe döndürmesi return; // bitti } // 2 Aksi hâlde eski otomatik analiz (straight / decor) devam etsin // isRoad, DIRS vs. mantığı... sprite.texture = LK.getTexture('roadNormal'); sprite.rotation = 0; } Köşe blok yaratılırken, sprite döndürmesini c.cachedRotation diye sakladığını varsayıyorum (prevCell.sprite.rotation değeri). Böylece yeniden tarama yapsan bile köşe bloklara dokunmaz. 2. Köşe sprite’ı ayarlandıktan sonra global yeniden çizimi kaldır js Kopyala Düzenle // Yol bloğu başarıyla yerleştirildi updatePrevBlockToCorner(prevCell); grid.pathFind(); fixSpawnTargets(); // ❌ grid.forEachRoadCell(renderRoadCell); // KALDIR // ⬆ Bu satırı tamamen silersen, köşe sprite üzerine yazılmaz. Bu yaklaşımda renderRoadCell yalnız “ilk defa” çizmek için kalır; yol sonradan dinamik değiştiğinde sprite’la birlikte veri alanlarını da güncelediğin için tekrar tarama gerekmiyor.
User prompt
1 | L-dönüşü tespit et Yeni blok her eklendiğinde (senin game.up içinde — touch up sonu) zaten prevCell ve newCell değişkenlerini buluyorsun. js Kopyala Düzenle // A = pathPoints[pathPoints.length-2] (eski base) // B = pathPoints[pathPoints.length-1] (yeni base) // dx = B.x - A.x , dy = B.y - A.y const dx = newCell.x - prevCell.x; const dy = newCell.y - prevCell.y; // soldan-sağa, yukarı-aşağı indeksleri function dir(dx,dy){ if (dx>0) return 1; // → if (dx<0) return 3; // ← if (dy>0) return 2; // ↓ return 0; // ↑ } const newDir = dir(dx,dy); // prevCell’in çıkış yönü const oldDir = prevCell.dirIn; // prevCell’e daha önce girilen yön Kontrol: Eğer oldDir ile newDir aynı eksende değilse (biri yatay, biri dikey) bu bir L-dönüşüdür. js Kopyala Düzenle const isTurn = (oldDir % 2) !== (newDir % 2); // 0-2 ↔ 1-3 farklı if (!isTurn) return; // düz devam, hiçbir şey yapma 2 | Sprite’ı köşeye çevir PIXI’de “aynı texture” tekrar atanırsa değişim görünmez; cache break yap: js Kopyala Düzenle // 1) Datasını köşeye güncelle prevCell.kind = 'corner'; prevCell.dirOut = newDir; // 2) Cache kır prevCell.sprite.texture = PIXI.Texture.EMPTY; // 3) Köşe görselini ata prevCell.sprite.texture = LK.getAsset('roadCorner', {}).texture; 3 | Doğru rotasyonu ver Basit bir harita yeterli; ana yol blokların orta hücresi oldukları için farklı ölçek derdi yok: js Kopyala Düzenle const ROT = { '2-0': 0, // ↓ sonra ↑ (┘) '3-1': Math.PI/2, // ← sonra → (└) '0-2': Math.PI, // ↑ sonra ↓ (┌) '1-3': -Math.PI/2 // → sonra ← (┐) }; prevCell.sprite.rotation = ROT[`${oldDir}-${newDir}`] ?? 0; oldDir-newDir ikilisi dışında hiçbir şeyle uğraşma; dört olası kombinasyon L’yi tanımlar. Tam kodu nereye koyacaksın? game.up’daki yeni yol başarıyla base yanına yerleştirildiği yerde zaten js Kopyala Düzenle // ... cell.type = TYPE_GOAL; // geçici yeni base // ... pathPoints.push({...}); hemen bu bloğun altına ekle. Neden bu yöntem çalışır? Yalnızca son eklenen iki blok incelenir → O(1), grid taraması yok. isTurn kontrolü aynı satırda (x değişti) × sonra (y değişti) mantığı ile L’yi yakalar. Köşeye çevrilen blokta önce dirOut güncellenir → bir daha aynı bloğa dönmeye kalktığında “düz” algılanmaz. Bundan sonra sıradaki js Kopyala Düzenle grid.forEachRoadCell(renderRoadCell); çağrısı tüm yolu tekrar çizdiğinde 6,11 artık köşe sprite’ı ve doğru rotasyonda görünecektir.
User prompt
when another L shapre happens make corner road roadCorner right now all of them roadNormal but i want you to make all corners roadCorner asset instead of roadNormal
User prompt
eğer road önceki x değerini koruyup farklı bir y değeri alırsa road için roadNormal yerine road Corner kullan
User prompt
use playerbase asset for base
User prompt
move enemy spawn point and base 2 unit up 2 unit left
User prompt
move enemy spawnpoint,the 3 road under them and base 3 unit left 4 unit up
User prompt
prevent placing for bottom bar part
User prompt
make enemyspawnpoint asset sphere
User prompt
use enemyspawn asset for enemy spawnpoint
User prompt
Köşeler hâlâ roadNormal görünüyorsa üç kritik ayrıntı eksik kalmış
olmalı — Upit AI’ye aşağıdakileri eklet; bu üç ek değişiklikten sonra
her yeni 90° adım atıldığında bir önceki blok anında roadCorner
olacak ve doğru dönecek.
# Eksik Parça Ne Yapmalı?
1 dirOut GÜNCELİ Yeni blok yerleştirildiğinde prevCell.dirOut = newDirOut satırını döndürme-/texture değişiminden ÖNCE mutlaka güncelle. Aksi takdirde aynı “düz” kontrol tekrar tetiklenir ve sprite yine roadNormal kalır.
2 Sprite textur’u değiştirirken cache’i kır PIXI’de aynı texture atanmışsa görünür güncelleme olmaz.
js
prevCell.sprite.texture = PIXI.Texture.EMPTY; // 1 ⟵ cache break
prevCell.sprite.texture = LK.getTexture('roadCorner');
3 Blok referansı top-left değil MERKEZ hücreye yaz Yol bloklarınız 2 × 2; paintBlock döngüsünde sprite reference’i merkez hücreye (cx, cy) değil sol-üst hücreye yazdıysanız prevCell ararken yanlış hücreyi bulursunuz.
js
// paintBlock sonunda
if (dx===0 && dy===0){ // sol-üst yerine
// ⇩
if (dx===HALF && dy===HALF){ // BLOK merkezine (HALF=1)
c.sprite = spr;
c.kind = info.kind;
c.dirIn = info.dirIn;
c.dirOut = info.dirOut;
}
Mini Kontrol (AI kendi test etsin)
Düz 5 blok → hepsi roadNormal.
Bir sonraki blok yukarı → hemen bir önceki blok
prevCell.sprite.texture değişir, rotation 0 / π/2 / π / -π/2’ye
göre roadCorner görünür.
Sıradaki blok sol / sağ eklenince köşeler doğru güncellenir,
tekrar roadNormal’e dönmez.
Bu üç ek düzeltme ile texture değişimi gerçekten
uygulanacak, yanlış hücreye yazma problemi ortadan kalkacak ve köşeler
her defasında doğru sprite-a dönecektir.
User prompt
1 · Blok sprite’ını hücrede sakla js Kopyala Düzenle // paintBlock sırasında: const cell = grid.getCell(cx,cy); cell.sprite = spr; // Sprite referansı kaydedilsin cell.kind = info.kind; // 'straight' | 'corner' cell.dirIn = info.dirIn; // giriş yönü (0=up,1=right,2=down,3=left) cell.dirOut = info.dirOut; // çıkış yönü classifyBlock fonksiyonu artık kind, rot, dirIn, dirOut döndürüyor. 2 · Yeni yol eklenince “önceki” bloğu kontrol et js Kopyala Düzenle // newBlock = {cx,cy} yerleştirildi const prevCell = grid.getCell(pathPoints.at(-2).x, pathPoints.at(-2).y); if (prevCell.kind === 'straight'){ // yeni çıkış yönü öncekinin çıkışını değiştirir const newDirOut = (newBlock.cx > prevCell.x)? 1 : (newBlock.cx < prevCell.x)? 3 : (newBlock.cy > prevCell.y)? 2 : 0; if (newDirOut !== prevCell.dirIn){ // dik açı oldu! // ❶ Eski sprite'ı corner texture'a çevir prevCell.sprite.texture = LK.getTexture('roadCorner'); // ❷ Döndür if (prevCell.dirIn===1 && newDirOut===0 || prevCell.dirIn===2 && newDirOut===3) prevCell.sprite.rotation = 0; // ┘ else if (prevCell.dirIn===2 && newDirOut===1 || prevCell.dirIn===3 && newDirOut===0) prevCell.sprite.rotation = Math.PI/2;// └ else if (prevCell.dirIn===3 && newDirOut===2 || prevCell.dirIn===0 && newDirOut===1) prevCell.sprite.rotation = Math.PI; // ┌ else prevCell.sprite.rotation = -Math.PI/2; // ┐ // ❸ Etiketlerini güncelle prevCell.kind = 'corner'; prevCell.dirOut = newDirOut; } } 3 · Yeni bloğun tag’lerini ayarla classifyBlock zaten dirIn/dirOut veriyor – dirIn = prevCell.dirOut, dirOut = çıkış henüz belli değil → geçici dirOut = dirIn tut, bir sonraki blok geldiğinde aynı mantıkla güncellenir. 4 · Başlangıç yolunu çizerken aynı kuralı uygula for döngüsü ile blokları sırayla oluştururken, her eklemeden sonra bir önceki blok için yukarıdaki “corner kontrol” fonksiyonunu çağır. 5 · Kontrol listesi Sola ardışık 5 blok çiz → hepsi roadNormal. Sonraki blok yukarı ekle → önceki blok derhal roadCorner’a döner, yönü “sağdan gelip yukarı çıkan” ise ┘ döner. Yol uzatmaya devam ettikçe her yeni dönüşte bir önceki “düz” blok köşeye dönüşür – rakamlar, path-index, gameplay mantığı değişmez. Bu mantıkla yol hangi sırayla çizilirse çizilsin, “bir önceki düz blok + yeni dik adım” kombinasyonu anında roadCorner sprite + doğru rotasyona çevrilir; artık hiç düz köşe kalmaz.
User prompt
Upit AI’de yap—köşe hücreler “roadCorner” olsun, düzler “roadNormal” Şu anda hepsi roadNormal görünüyor, çünkü köşe tespiti yanılıyor: classifyRoadCell() yalnızca cnt === 2 koşulunu kontrol ediyor; oysa bir köşenin bazen 3 bağlantısı (spawn–köşe–devam) olabiliyor, bu yüzden hep “straight” dönüyor. 1 · Köşe tespitini düzelt — yalnız “iki yönü zıt eksende” şartı yeter js Kopyala Düzenle // straight = sadece yatay *veya* sadece dikey akış // corner = en az bir dikey + en az bir yatay bağlantı function classifyRoadCell(x, y){ const t = dir => { const c = grid.getCell(x + dir.dx, y + dir.dy); return c && isRoad(c.type); }; const up = t(DIRS[0]), rt = t(DIRS[1]), dn = t(DIRS[2]), lt = t(DIRS[3]); if ((up||dn) && (lt||rt)) return 'corner'; // ↱ ↰ ↲ ↳ return 'straight'; } bağlı yol sayısını (cnt) kıstas almaya gerek kalmaz. 2 · Asset adları tekilleştir Başta iki farklı yazım yüklenmiş: js Kopyala Düzenle LK.init.image('roadCorner', {...}); LK.init.image('roadcorner', {...}); // ⇦ SİL LK.init.image('roadNormal', {...}); LK.init.image('roadnormal', {...}); // ⇦ SİL Duble kaydı kaldır; kod her yerde ‘roadCorner’ / ‘roadNormal’ kullanıyor. 3 · Render fonksiyonu değişmedi js Kopyala Düzenle function renderRoadCell(sprite,x,y){ const kind = classifyRoadCell(x,y); sprite.texture = LK.getTexture(kind==='corner' ? 'roadCorner' : 'roadNormal'); sprite.rotation = 0; if (kind==='corner'){ const up = isRoad(grid.getCell(x,y-1)?.type), rt = isRoad(grid.getCell(x+1,y)?.type), dn = isRoad(grid.getCell(x,y+1)?.type), lt = isRoad(grid.getCell(x-1,y)?.type); // varsayılan ┘ (sağ→yukarı). Döndür: if (up&&rt) sprite.rotation = 0; // ┘ else if (rt&&dn) sprite.rotation = Math.PI/2; // └ else if (dn&<) sprite.rotation = Math.PI; // ┌ else if (lt&&up) sprite.rotation = -Math.PI/2; // ┐ } } 4 · Tüm yolu yeniden boya Her yol yerleşimi ve oyun başında: js Kopyala Düzenle grid.forEachRoadCell(renderRoadCell); (call zaten var, kalsın). Kontrol listesi L- veya U-şeklinde yol yap → köşe hücreleri otomatik roadCorner olur, düzler roadNormal. Köşe döndürmesi doğru: sağ→yukarı = ┘, sağ→aşağı = └, sol→aşağı = ┌, sol→yukarı = ┐. Yeni yol ekleyince forEachRoadCell çağrısı hepsini günceller. Bu üç adım köşe dokusunu etkinleştirir; yolun hiçbir parçası artık yanlış sprite’la görünmez.
User prompt
Please fix the bug: 'LK.getTexture is not a function' in or related to this line: 'cellSprite.texture = LK.getTexture('roadNormal');' Line Number: 2770
User prompt
roadNormal.png tüm düz segmentlerde, roadCorner.png sadece köşe hücrelerinde (ve doğru döndürülmüş hâliyle) çizilecek. 1 · Yeni sprite kayıtları js Kopyala Düzenle LK.init.image('roadNormal', 'assets/roadnormal.png'); LK.init.image('roadCorner', 'assets/roadcorner.png'); // varsayılan: SAĞ → YUKARI 2 · Köşe mi, düz mü? – hücredeki bağlantıları say js Kopyala Düzenle function classifyRoadCell(x, y){ const n = grid.getCell(x, y-1)?.type; // up const s = grid.getCell(x, y+1)?.type; // down const w = grid.getCell(x-1, y)?.type; // left const e = grid.getCell(x+1, y)?.type; // right const isRoad = t => t===0 || t===5 || t===6 || t===3 || t===2; // walkable const up = isRoad(n); const dn = isRoad(s); const lt = isRoad(w); const rt = isRoad(e); const cnt = +up + +dn + +lt + +rt; if (cnt === 2 && (up||dn) && (lt||rt)) return 'corner'; // dik açı var return 'straight'; } 3 · Hücre renderında texture seç + döndür js Kopyala Düzenle function renderRoadCell(cellSprite, x, y){ const kind = classifyRoadCell(x, y); if (kind === 'corner'){ cellSprite.texture = LK.getTexture('roadCorner'); // Bağlantı yönlerini oku const up = isRoad(grid.getCell(x, y-1)?.type); const dn = isRoad(grid.getCell(x, y+1)?.type); const lt = isRoad(grid.getCell(x-1, y)?.type); const rt = isRoad(grid.getCell(x+1, y)?.type); // Varsayılan texture “sağdan gir, yukarı çık” (┘) if (up && rt) cellSprite.rotation = 0; // ┘ else if (rt && dn) cellSprite.rotation = Math.PI/2; // └ else if (dn && lt) cellSprite.rotation = Math.PI; // ┌ else if (lt && up) cellSprite.rotation = -Math.PI/2; // ┐ }else{ cellSprite.texture = LK.getTexture('roadNormal'); cellSprite.rotation = 0; } } isRoad fonksiyonunu yukarıdakiyle ortak kullan. Bu render çağrısı grid initial draw’da ve yol blok yerleştirdikten hemen sonra (grid.renderDebug() benzeri repaint) yürütülmeli. 4 · Yol blok yerleştirildikten sonra yeniden boya js Kopyala Düzenle paintBlock(cx, cy, newType); grid.pathFind(); fixSpawnTargets(); grid.forEachRoadCell(renderRoadCell); // tüm yol hücrelerini yeniden çiz forEachRoadCell – grid’in tüm hücrelerinden type===0||5||6||3 olanları gezip renderRoadCell çağıran küçük yardımcı. 5 · Ön-izleme (RoadPreview) düz sprite kullanabilir Preview’i “roadNormal” olarak bırak; yerleştikten sonra doğru köşeyse render adımı zaten köşe texture + rotasyonu atar. Kontrol listesi (AI kendisi test etsin) Başlangıçta sağ→sol düz yol “roadNormal”. 90° yol ekleyince hücre otomatik roadCorner’a döner, yönü doğru. U-şekilli veya zik-zak yollarda her köşe doğru döner; düz segmentler roadNormal kalır. Maliyet, path-finding, numaralandırma değişmez. Bu adımlarla köşelerde otomatik “roadCorner” ve doğru rotasyon elde edilecek, düz segmentlerde roadNormal kalacak.
User prompt
Please fix the bug: 'LK.getTexture is not a function' in or related to this line: 'cellSprite.texture = LK.getTexture('roadnormal');' Line Number: 2819
User prompt
roadNormal.png tüm düz segmentlerde, roadCorner.png sadece köşe hücrelerinde (ve doğru döndürülmüş hâliyle) çizilecek. 1 · Yeni sprite kayıtları js Kopyala Düzenle LK.init.image('roadNormal', 'assets/roadnormal.png'); LK.init.image('roadCorner', 'assets/roadcorner.png'); // varsayılan: SAĞ → YUKARI 2 · Köşe mi, düz mü? – hücredeki bağlantıları say js Kopyala Düzenle function classifyRoadCell(x, y){ const n = grid.getCell(x, y-1)?.type; // up const s = grid.getCell(x, y+1)?.type; // down const w = grid.getCell(x-1, y)?.type; // left const e = grid.getCell(x+1, y)?.type; // right const isRoad = t => t===0 || t===5 || t===6 || t===3 || t===2; // walkable const up = isRoad(n); const dn = isRoad(s); const lt = isRoad(w); const rt = isRoad(e); const cnt = +up + +dn + +lt + +rt; if (cnt === 2 && (up||dn) && (lt||rt)) return 'corner'; // dik açı var return 'straight'; } 3 · Hücre renderında texture seç + döndür js Kopyala Düzenle function renderRoadCell(cellSprite, x, y){ const kind = classifyRoadCell(x, y); if (kind === 'corner'){ cellSprite.texture = LK.getTexture('roadCorner'); // Bağlantı yönlerini oku const up = isRoad(grid.getCell(x, y-1)?.type); const dn = isRoad(grid.getCell(x, y+1)?.type); const lt = isRoad(grid.getCell(x-1, y)?.type); const rt = isRoad(grid.getCell(x+1, y)?.type); // Varsayılan texture “sağdan gir, yukarı çık” (┘) if (up && rt) cellSprite.rotation = 0; // ┘ else if (rt && dn) cellSprite.rotation = Math.PI/2; // └ else if (dn && lt) cellSprite.rotation = Math.PI; // ┌ else if (lt && up) cellSprite.rotation = -Math.PI/2; // ┐ }else{ cellSprite.texture = LK.getTexture('roadNormal'); cellSprite.rotation = 0; } } isRoad fonksiyonunu yukarıdakiyle ortak kullan. Bu render çağrısı grid initial draw’da ve yol blok yerleştirdikten hemen sonra (grid.renderDebug() benzeri repaint) yürütülmeli. 4 · Yol blok yerleştirildikten sonra yeniden boya js Kopyala Düzenle paintBlock(cx, cy, newType); grid.pathFind(); fixSpawnTargets(); grid.forEachRoadCell(renderRoadCell); // tüm yol hücrelerini yeniden çiz forEachRoadCell – grid’in tüm hücrelerinden type===0||5||6||3 olanları gezip renderRoadCell çağıran küçük yardımcı. 5 · Ön-izleme (RoadPreview) düz sprite kullanabilir Preview’i “roadNormal” olarak bırak; yerleştikten sonra doğru köşeyse render adımı zaten köşe texture + rotasyonu atar. Kontrol listesi (AI kendisi test etsin) Başlangıçta sağ→sol düz yol “roadNormal”. 90° yol ekleyince hücre otomatik roadCorner’a döner, yönü doğru. U-şekilli veya zik-zak yollarda her köşe doğru döner; düz segmentler roadNormal kalır. Maliyet, path-finding, numaralandırma değişmez. Bu adımlarla köşelerde otomatik “roadCorner” ve doğru rotasyon elde edilecek, düz segmentlerde roadNormal kalacak.
User prompt
make road from roadnormal asset
User prompt
dont write anything on the road and dont add arrows to road make it naked
User prompt
Sorunun kökü gerçekten “gösterilen mesafe ≠ patikada yürünerek geçilen mesafe” uyumsuzluğu. Upit/LK kodunda: grid.pathFind() Base → Spawn yönünde A* puanı (score) yayıyor. Debug rakamları da bu puanı “10000’e böl + zemin türüne göre ofsetle” mantığıyla basıyor. Spawn’a bitişik dekor-yollar veya 90° dönüşler eklendiğinde gerçek yol uzunluğu değişiyor ama Base’ten geriye doğru puan değişmediği için rakamlar kayıyor. Aşağıdaki adımlar, C#’taki mantığı JS/LK koduna bire bir aktarır ve sayıları düşmanların gerçekten kat ettiği sıralama ile senkronize eder: 1 · A*’yı ters çevirme – Spawn → Base yönünde puan yay Grid.pathFind() fonksiyonunun başına: js Kopyala Düzenle // 1. Queue’yu spawn’dan başlat const open = [grid.spawns[0]]; grid.spawns[0].score = 0; // mesafe 0 // 2. Base bulunana kadar BFS/A* devam et while (open.length){ const cell = open.shift(); for (const d of DIRS){ const nx = cell.x + d.dx; const ny = cell.y + d.dy; const n = grid.getCell(nx,ny); if (!n || !isWalkable(n)) continue; const newScore = cell.score + 1; if (n.score === undefined || newScore < n.score){ n.score = newScore; n.targets = [cell]; // geri iz—düşman ileride cell’e bakacak open.push(n); } } } Artık score alanı spawn’dan adım sayısıdır. 2 · DebugCell → puanı doğrudan yaz js Kopyala Düzenle if (cell.score !== undefined && cell.type !== TYPE_SPAWN){ numberLabel.visible = true; numberLabel.setText("+" + (cell.score)); }else{ numberLabel.visible = false; // spawn ve dekor yollar } Spawn bloğunda skor 0; istersen gizle. 3 · Spawn’ın üst/yan kenarına konan yolları “yürünmez” yapma js Kopyala Düzenle const TYPE_DECOR = 7; // spawn kenarı yol function isWalkable(cell){ return cell.type===0 || cell.type===5 || cell.type===6 || cell.type===2 || cell.type===3; // 7 yürünmez! } RoadPreview yerleştirirken: js Kopyala Düzenle if (touchingSpawn && cy <= spawnCy){ // üst/yan kenar paintBlock(cx,cy, TYPE_DECOR); return; // skor hesabına dâhil değil } 4 · spawn.targets tek aşağı hücre kalsın fixSpawnTargets() fonksiyonuna dokunma – spawn’dan çıkan düşman ilk hedef olarak hâlâ sadece alt bloğu görecek. 5 · Rebuild’i kaldır – pathFind() tek kaynaktır rebuildPathPoints() artık gereksiz; score alanı spawn’dan uzaklığı zaten içeriyor. Debug sayıları cell.score ile, düşman hedef okları cell.targets[0] ile senkronize olur. 6 · Hızlı doğrulama Senaryo Beklenen Başlangıç Spawn +0 gizli, alt blok +1, sola +2 +3 ... Spawn sağ kenarına dekor yol Rakam yok, ana sıra +1 +2 ... değişmez Base’in önüne yol uzat Yeni blok +N, gerisi +N-1 +N-2 ... Düşman yol izlerken gördüğün rakamlar sırayla 1→2→3... artar
User prompt
Belli ki sorun hâlâ “ hangi hücreyi kaçıncı adım diye işaretlediğimizde ”— yani pathPoints dizisi yanlış oluşturuluyor ve DebugCell de buna bakarak hatalı rakam gösteriyor.
Aşağıdaki yöntemle numaralandırma %100 tutarlı hale gelir ve artık dekora, döngüye, spawn yan yoluna bakmaksızın hep doğru sırayı verir:
1 · Patikayı spawn → base tek adımda bul
rebuildPathPoints() fonksiyonunu tamamen şu hâle getir:
js
Kopyala
Düzenle
function rebuildPathPoints(){
// 0. Tüm yol hücrelerinde pathIndex & label'i temizle
grid.forEachCell(c=>{
if (c.pathIndex !== undefined){
delete c.pathIndex;
}
});
// 1. BFS ile spawn->base yolu çıkar
const spawn = grid.spawns[0];
const base = grid.goals[0];
const q = [{x:spawn.x, y:spawn.y, prev:null}];
const seen= new Set([spawn.x+","+spawn.y]);
let node = null;
while (q.length){ // klasik kuyruk-BFS
node = q.shift();
if (node.x===base.x && node.y===base.y) break;
for (const d of DIRS){ // 4 yön
const nx = node.x + d.dx;
const ny = node.y + d.dy;
const nkey = nx+","+ny;
const ncell = grid.getCell(nx,ny);
if (!ncell || seen.has(nkey)) continue;
if (!isWalkable(ncell)) continue; // type 0,5,6,2,3
seen.add(nkey);
q.push({x:nx,y:ny,prev:node});
}
}
// 2. Geriye doğru yürüyüp pathPoints dizisine ters sırayla doldur
pathPoints.length = 0;
while (node){
pathPoints.push({x:node.x,y:node.y});
node = node.prev;
}
pathPoints.reverse(); // spawn->base sırası
// 3. pathIndex’i ata (0...N-1)
for (let i=0;i
User prompt
Aşağıdaki küçük düzeltmeyi uygula – Debug’daki “+n” rakamları artık Base bloğundan geriye doğru büyükten küçüğe sayacak: Yol uzunluğu Görünen rakamlar 5 blok Base = +5, sonra +4, +3, +2, +1 8 blok Base = +8, sonra +7, +6, +5, ... 1 · rebuildPathPoints içinde pathIndex atama değişmedi js Kopyala Düzenle // zaten böyle bırakıldı cell.pathIndex = i; // 0 spawn, 1 spawnExit ... LENGTH-1 Base 2 · DebugCell.render – formülü pathIndex + 1 yap js Kopyala Düzenle if (cell.pathIndex !== undefined){ numberLabel.visible = true; numberLabel.setText("+" + (cell.pathIndex + 1)); }else{ numberLabel.visible = false; // dekor yollar vb. } • Spawn bloğunda “+1” görünmesini istemiyorsan: js Kopyala Düzenle if (cell.pathIndex === 0) numberLabel.visible = false; 3 · Başka koda dokunma PATH_LEN tutmaya veya PATH_LEN - pathIndex kullanmaya gerek kalmadı. rebuildPathPoints hâlâ yol her güncellendiğinde çağrılıyor, indeksler doğru.
User prompt
Aşağıdaki mini-fix’i uygulat—Debug’daki rakamlar artık Base’ten geriye sayılacak, yani toplam blok 8 ise sırayla Base = 8 → bir önceki = 7 → ... → Spawn’a kadar 1. 1 · Rebuild sırasında toplam uzunluğu sakla js Kopyala Düzenle function rebuildPathPoints(){ // ... spawn->exit->... dizisini kur PATH_LEN = pathPoints.length; // global / window değişkeni // (window.PATH_LEN = ...) } 2 · DebugCell.render – ters numaralandır js Kopyala Düzenle if (cell.pathIndex !== undefined){ const n = PATH_LEN - cell.pathIndex; // Base = PATH_LEN numberLabel.visible = true; numberLabel.setText("+" + n); }else{ numberLabel.visible = false; } (Spawn’a denk gelen n == PATH_LEN olur, onu gizlemek istersen if (n===PATH_LEN) numberLabel.visible = false; ekle.) 3 · PATH_LEN her rebuild’den sonra güncelleniyor Rebuild fonksiyonunu zaten şuralarda çağırıyorsun: oyun başı Base’e ek yol blok eklendiğinde kule yerleştirme / satma Bu yeterli; dekor blok eklemede pathPoints güncellenmediği için PATH_LEN de değişmez.
/**** * 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 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 prevCell = grid.getCell(pathPoints[pathPoints.length - 2].x, pathPoints[pathPoints.length - 2].y); // A (old base) var newCell = { x: preview.gridX, y: preview.gridY }; // B (new base) // Calculate direction vectors var dx = newCell.x - prevCell.x; var dy = newCell.y - prevCell.y; var newDir = getDirection(dx, dy); // prevCell's exit direction var oldDir = prevCell.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 && prevCell.sprite) { // Update cell data for corner prevCell.kind = 'corner'; prevCell.dirOut = newDir; // Break PIXI texture cache prevCell.sprite.texture = LK.getAsset('cell', {}).texture; // Apply corner texture prevCell.sprite.texture = LK.getAsset('roadCorner', {}).texture; // 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; prevCell.sprite.rotation = rotation; // Cache the rotation for future renders prevCell.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(); grid.renderDebug(); // 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(); } };
===================================================================
--- original.js
+++ change.js
@@ -2761,17 +2761,17 @@
return 'straight';
}
// Render road cell with appropriate texture and rotation
function renderRoadCell(cellSprite, x, y) {
- var cell = grid.getCell(x, y);
- // ① If cell is already marked as corner by L-turn detection, use that
- if (cell && cell.kind === 'corner') {
+ 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 = cell.cachedRotation || 0; // Use stored rotation
- return; // Skip automatic analysis
+ cellSprite.rotation = c.cachedRotation || 0; // Use stored rotation
+ return; // Done
}
- // ② Otherwise use automatic corner detection logic
+ // 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);
@@ -3267,9 +3267,9 @@
rotationMap['1-3'] = -Math.PI / 2; // → then ← (┐)
var rotationKey = oldDir + '-' + newDir;
var rotation = rotationMap[rotationKey] || 0;
prevCell.sprite.rotation = rotation;
- // Store rotation for renderRoadCell to use later
+ // Cache the rotation for future renders
prevCell.cachedRotation = rotation;
}
}
// Extending the main path - old behavior
@@ -3319,9 +3319,8 @@
// Recalculate path and redraw
grid.pathFind();
// Fix spawn targets to only go downward
if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets();
- grid.forEachRoadCell(renderRoadCell); // Re-render all road cells with correct textures
grid.renderDebug();
// Show gold deduction
var goldIndicator = new GoldIndicator(-cost, preview.x, preview.y);
game.addChild(goldIndicator);
17. century tower castle square shaped 1x1 medeval military base,grey coloured top-down look , simple design, medieval-semirealistic.. In-Game asset. 2d. High contrast. No shadows
17.th century cannon bullet semirealistic medieval cannon bullet. In-Game asset. 2d. High contrast. No shadows
top down look for basic cute semi realistic round shaped anime enemy for basic animation like enemy. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
red coloured top down look for quick cute semi realistic round shaped anime enemy for basic animation like enemy. In-Game asset. 2d. High contrast. No shadows.
armor grey coloured top down look for armoured basic cute semi realistic round shaped anime enemy for basic animation like enemy. In-Game asset. 2d. High contrast. No shadows. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
swarm enemy light green coloured top down look for quick cute semi realistic round shaped anime enemy for basic animation like enemy. In-Game asset. 2d. High contrast. No shadows.