User prompt
The mice orientation is not correct (they go down)
User prompt
Make easier dragging of Defenders (Cats)
User prompt
Fait que les enemis s'oriente en fonction d'ou ils vont
User prompt
Add rats for enemies (appears only after wave 3) when wave 3 ends, add a pause for te game 10 secs long then how start! Another time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
For attacking, the Cats have to eat the enemies (bé near)
User prompt
Remove bullets
User prompt
Rename enemy by mice
User prompt
Replace enemies bye mice cuz there won't be only mice on the game
User prompt
Bug I can only drag ca when game starts and make Cats attacking each 0.5 seconds not 1 sec
User prompt
Add a. Small health bar on enemies
User prompt
Wait 10 seconds before enemies come then show start! When enemies start coming ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var buttonWorldPos = game.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 369
User prompt
Il y a pas l bouton de normal cat dans le menu
User prompt
Ajouteun menu en bas avec un bouton de normal cat et son prix et que on doit glisser a partir du bouton pour placer un cat
User prompt
Make te way more random
User prompt
Make the game bigger and less place
User prompt
Non c pas comme ça le chemin va vers le bas et pour l'instant il y a que l'enemie mouse et le défenseur cat qui attaque 10 pourcents des sourispar seconde
User prompt
Make a tower défense game with a way ennemies go down and we can drop Defenders that have to protect the giant Packer of croquets for Cats for Defenders , in the respective order of less strong and more strong, there is normal cat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove everything unless game lohic
User prompt
Remove all. The game
Remix started
Copy Tower Defense Template
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
===================================================================
--- original.js
+++ change.js
@@ -1,2679 +1,6 @@
-/****
-* 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 = damage || 10;
- 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);
- if (distance < self.speed) {
- // 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;
- }
- }
- }
- }
- } else if (self.type === 'slow') {
- // Prevent slow effect on immune enemies
- if (!self.targetEnemy.isImmune) {
- // Create visual slow effect
- var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow');
- game.addChild(slowEffect);
- // Apply slow effect
- // Make slow percentage scale with tower level (default 50%, up to 80% at max level)
- var slowPct = 0.5;
- if (self.sourceTowerLevel !== undefined) {
- // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6
- var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8];
- var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1));
- slowPct = slowLevels[idx];
- }
- if (!self.targetEnemy.slowed) {
- self.targetEnemy.originalSpeed = self.targetEnemy.speed;
- self.targetEnemy.speed *= 1 - slowPct; // Slow by X%
- self.targetEnemy.slowed = true;
- self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS
- } else {
- self.targetEnemy.slowDuration = 180; // Reset duration
- }
- }
- } else if (self.type === 'poison') {
- // Prevent poison effect on immune enemies
- if (!self.targetEnemy.isImmune) {
- // Create visual poison effect
- var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison');
- game.addChild(poisonEffect);
- // Apply poison effect
- self.targetEnemy.poisoned = true;
- self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick
- self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS
- }
- } else if (self.type === 'sniper') {
- // Create visual critical hit effect for sniper
- var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper');
- game.addChild(sniperEffect);
- }
- self.destroy();
- } else {
- var angle = Math.atan2(dy, dx);
- self.x += Math.cos(angle) * self.speed;
- self.y += Math.sin(angle) * self.speed;
- }
- };
- 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 0:
- case 2:
- {
- if (data.pathId != pathId) {
- self.removeArrows();
- numberLabel.setText("-");
- cellGraphics.tint = 0x880000;
- return;
- }
- numberLabel.visible = true;
- var tint = Math.floor(data.score / maxScore * 0x88);
- var towerInRangeHighlight = false;
- if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) {
- towerInRangeHighlight = true;
- cellGraphics.tint = 0x0088ff;
- } else {
- cellGraphics.tint = 0x88 - tint << 8 | tint;
- }
- while (debugArrows.length > data.targets.length) {
- self.removeChild(debugArrows.pop());
- }
- for (var a = 0; a < data.targets.length; a++) {
- var destination = data.targets[a];
- var ox = destination.x - data.x;
- var oy = destination.y - data.y;
- var angle = Math.atan2(oy, ox);
- if (!debugArrows[a]) {
- debugArrows[a] = LK.getAsset('arrow', {
- anchorX: -.5,
- anchorY: 0.5
- });
- debugArrows[a].alpha = .5;
- self.addChildAt(debugArrows[a], 1);
- }
- debugArrows[a].rotation = angle;
- }
- break;
- }
- case 1:
- {
- self.removeArrows();
- cellGraphics.tint = 0xaaaaaa;
- numberLabel.visible = false;
- break;
- }
- case 3:
- {
- self.removeArrows();
- cellGraphics.tint = 0x008800;
- numberLabel.visible = false;
- break;
- }
- }
- numberLabel.setText(Math.floor(data.score / 1000) / 10);
- };
-});
-// 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;
- self.maxHealth = 100;
- self.health = self.maxHealth;
- 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 = 100;
- break;
- case 'immune':
- self.isImmune = true;
- self.maxHealth = 80;
- break;
- case 'flying':
- self.isFlying = true;
- self.maxHealth = 80;
- break;
- case 'swarm':
- self.maxHealth = 50; // Weaker enemies
- break;
- case 'normal':
- default:
- // Normal enemy uses default values
- break;
- }
- if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
- self.isBoss = true;
- // Boss enemies have 20x health and are larger
- self.maxHealth *= 20;
- // 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);
- 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];
- var cellType = i === 0 || i === gridWidth - 1 || j <= 4 || j >= gridHeight - 4 ? 1 : 0;
- if (i > 11 - 3 && i <= 11 + 3) {
- if (j === 0) {
- cellType = 2;
- self.spawns.push(cell);
- } else if (j <= 4) {
- cellType = 0;
- } else if (j === gridHeight - 1) {
- cellType = 3;
- self.goals.push(cell);
- } else if (j >= gridHeight - 4) {
- cellType = 0;
- }
- }
- 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;
- }
- }
- }
- 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 != 1) {
- 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];
- var targetScore = node.score + 14142;
- if (node.up && node.left && node.up.type != 1 && node.left.type != 1) {
- processNode(node.upLeft, targetScore, node);
- }
- if (node.up && node.right && node.up.type != 1 && node.right.type != 1) {
- processNode(node.upRight, targetScore, node);
- }
- if (node.down && node.right && node.down.type != 1 && node.right.type != 1) {
- processNode(node.downRight, targetScore, node);
- }
- if (node.down && node.left && node.down.type != 1 && node.left.type != 1) {
- processNode(node.downLeft, targetScore, node);
- }
- 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;
- }
- }
- for (var a = 0; a < enemies.length; a++) {
- var enemy = enemies[a];
- // Skip enemies that haven't entered the viewable area yet
- if (enemy.currentCellY < 4) {
- continue;
- }
- // 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]);
- }
- }
- }
- };
- 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;
- }
- }
- // Check if the enemy has reached the entry area (y position is at least 5)
- var hasReachedEntryArea = enemy.currentCellY >= 4;
- // If enemy hasn't reached the entry area yet, just move down vertically
- if (!hasReachedEntryArea) {
- // Move directly downward
- enemy.currentCellY += enemy.speed;
- // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees)
- var angle = Math.PI / 2;
- 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 enemy's position
- enemy.x = grid.x + enemy.currentCellX * CELL_SIZE;
- enemy.y = grid.y + enemy.currentCellY * CELL_SIZE;
- // If enemy has now reached the entry area, update cell coordinates
- if (enemy.currentCellY >= 4) {
- enemy.cellX = Math.round(enemy.currentCellX);
- enemy.cellY = Math.round(enemy.currentCellY);
- }
- return false;
- }
- // After reaching entry area, 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);
- if (dist < enemy.speed) {
- // 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);
- enemy.currentCellX += Math.cos(angle) * enemy.speed;
- enemy.currentCellY += Math.sin(angle) * enemy.speed;
- 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;
- }
- // Handle normal pathfinding enemies
- if (!enemy.currentTarget) {
- enemy.currentTarget = cell.targets[0];
- }
- if (enemy.currentTarget) {
- if (cell.score < enemy.currentTarget.score) {
- enemy.currentTarget = cell;
- }
- var ox = enemy.currentTarget.x - enemy.currentCellX;
- var oy = enemy.currentTarget.y - enemy.currentCellY;
- var dist = Math.sqrt(ox * ox + oy * oy);
- if (dist < enemy.speed) {
- enemy.cellX = Math.round(enemy.currentCellX);
- enemy.cellY = Math.round(enemy.currentCellY);
- enemy.currentTarget = undefined;
- return;
- }
- var angle = Math.atan2(oy, ox);
- enemy.currentCellX += Math.cos(angle) * enemy.speed;
- enemy.currentCellY += Math.sin(angle) * enemy.speed;
- }
- 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 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,
- scaleX: 1.3,
- scaleY: 1.3
- });
- switch (self.towerType) {
- case 'rapid':
- baseGraphics.tint = 0x00AAFF;
- break;
- case 'sniper':
- baseGraphics.tint = 0xFF5500;
- break;
- case 'splash':
- baseGraphics.tint = 0x33CC00;
- break;
- case 'slow':
- baseGraphics.tint = 0x9900FF;
- break;
- case 'poison':
- baseGraphics.tint = 0x00FFAA;
- 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 'sniper':
- // Sniper: base 5, +0.8 per level, but final upgrade gets a huge boost
- if (self.level === self.maxLevel) {
- return 12 * CELL_SIZE; // Significantly increased range for max level
- }
- return (5 + (self.level - 1) * 0.8) * CELL_SIZE;
- 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;
- case 'slow':
- // Slow: base 3.5, +0.5 per level
- return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE;
- case 'poison':
- // Poison: base 3.2, +0.5 per level
- return (3.2 + (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 = 10;
- 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 'sniper':
- self.fireRate = 90;
- self.damage = 25;
- self.range = 5 * CELL_SIZE;
- self.bulletSpeed = 25;
- break;
- case 'splash':
- self.fireRate = 75;
- self.damage = 15;
- self.range = 2 * CELL_SIZE;
- self.bulletSpeed = 4;
- break;
- case 'slow':
- self.fireRate = 50;
- self.damage = 8;
- self.range = 3.5 * CELL_SIZE;
- self.bulletSpeed = 5;
- break;
- case 'poison':
- self.fireRate = 70;
- self.damage = 12;
- self.range = 3.2 * CELL_SIZE;
- self.bulletSpeed = 5;
- break;
- }
- var baseGraphics = self.attachAsset('tower', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- switch (self.id) {
- case 'rapid':
- baseGraphics.tint = 0x00AAFF;
- break;
- case 'sniper':
- baseGraphics.tint = 0xFF5500;
- break;
- case 'splash':
- baseGraphics.tint = 0x33CC00;
- break;
- case 'slow':
- baseGraphics.tint = 0x9900FF;
- break;
- case 'poison':
- baseGraphics.tint = 0x00FFAA;
- 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 'sniper':
- towerLevelIndicator.tint = 0xFF5500;
- break;
- case 'splash':
- towerLevelIndicator.tint = 0x33CC00;
- break;
- case 'slow':
- towerLevelIndicator.tint = 0x9900FF;
- break;
- case 'poison':
- towerLevelIndicator.tint = 0x00FFAA;
- 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
- 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.damage = 5 + self.level * 10; // 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.damage = 5 + self.level * 3;
- 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.damage = 10 + self.level * 20; // double the effect
- self.bulletSpeed = 5 + self.level * 2.4; // double the effect
- } else {
- self.fireRate = Math.max(20, 60 - self.level * 8);
- self.damage = 10 + self.level * 5;
- 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;
- // For slow tower, pass level for scaling slow effect
- if (self.id === 'slow') {
- bullet.sourceTowerLevel = self.level;
- }
- // 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 'sniper':
- bullet.children[0].tint = 0xFF5500;
- bullet.children[0].width = 15;
- bullet.children[0].height = 15;
- break;
- case 'splash':
- bullet.children[0].tint = 0x33CC00;
- bullet.children[0].width = 40;
- bullet.children[0].height = 40;
- break;
- case 'slow':
- bullet.children[0].tint = 0x9900FF;
- bullet.children[0].width = 35;
- bullet.children[0].height = 35;
- break;
- case 'poison':
- bullet.children[0].tint = 0x00FFAA;
- bullet.children[0].width = 35;
- bullet.children[0].height = 35;
- 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;
- self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2;
- self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2;
- for (var i = 0; i < 2; i++) {
- for (var j = 0; j < 2; j++) {
- var cell = grid.getCell(gridX + i, gridY + j);
- if (cell) {
- cell.type = 1;
- }
- }
- }
- 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 * 2;
- previewGraphics.height = CELL_SIZE * 2;
- 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 'sniper':
- previewGraphics.tint = 0xFF5500;
- break;
- case 'splash':
- previewGraphics.tint = 0x33CC00;
- break;
- case 'slow':
- previewGraphics.tint = 0x9900FF;
- break;
- case 'poison':
- previewGraphics.tint = 0x00FFAA;
- break;
- default:
- previewGraphics.tint = 0xAAAAAA;
- }
- if (!self.canPlace || !self.hasEnoughGold) {
- previewGraphics.tint = 0xFF0000;
- }
- };
- self.updatePlacementStatus = function () {
- var validGridPlacement = true;
- if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) {
- validGridPlacement = false;
- } else {
- for (var i = 0; i < 2; i++) {
- for (var j = 0; j < 2; j++) {
- var cell = grid.getCell(self.gridX + i, self.gridY + j);
- if (!cell || cell.type !== 0) {
- validGridPlacement = false;
- break;
- }
- }
- if (!validGridPlacement) {
- break;
- }
- }
- }
- 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.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) {
- self.blockedByEnemy = true;
- break;
- }
- if (enemy.currentTarget) {
- var targetX = enemy.currentTarget.x;
- var targetY = enemy.currentTarget.y;
- if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) {
- self.blockedByEnemy = true;
- break;
- }
- }
- }
- }
- }
- self.canPlace = validGridPlacement && !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);
- self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2;
- self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 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: ' + self.tower.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: ' + self.tower.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;
- for (var i = 0; i < 2; i++) {
- for (var j = 0; j < 2; j++) {
- var cell = grid.getCell(gridX + i, gridY + j);
- if (cell) {
- cell.type = 0;
- 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();
- 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;
- }
- }
- self.handleWaveProgression = function () {
- if (!self.gameStarted) {
- return;
- }
- if (currentWave < totalWaves) {
- waveTimer++;
- 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;
- }
- });
-}
-var CELL_SIZE = 76;
-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
-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;
-function updateUI() {
- goldText.setText('Gold: ' + gold);
- livesText.setText('Lives: ' + lives);
- scoreText.setText('Score: ' + score);
-}
-function setGold(value) {
- gold = value;
- updateUI();
-}
-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 = 150;
-grid.y = 200 - CELL_SIZE * 4;
-grid.pathFind();
-grid.renderDebug();
-debugLayer.addChild(grid);
-game.addChild(debugLayer);
-game.addChild(towerLayer);
-game.addChild(enemyLayer);
-var offset = 0;
-var towerPreview = new TowerPreview();
-game.addChild(towerPreview);
-towerPreview.visible = false;
-var isDragging = false;
-function wouldBlockPath(gridX, gridY) {
- var cells = [];
- for (var i = 0; i < 2; i++) {
- for (var j = 0; j < 2; j++) {
- var cell = grid.getCell(gridX + i, gridY + j);
- if (cell) {
- cells.push({
- cell: cell,
- originalType: cell.type
- });
- cell.type = 1;
- }
- }
- }
- var blocked = grid.pathFind();
- for (var i = 0; i < cells.length; i++) {
- cells[i].cell.type = cells[i].originalType;
- }
- grid.pathFind();
- grid.renderDebug();
- return blocked;
-}
-function getTowerCost(towerType) {
- var cost = 5;
- switch (towerType) {
- case 'rapid':
- cost = 15;
- break;
- case 'sniper':
- cost = 25;
- break;
- case 'splash':
- cost = 35;
- break;
- case 'slow':
- cost = 45;
- break;
- case 'poison':
- cost = 55;
- break;
- }
- return cost;
-}
-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;
- }
- 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;
- towerPreview.towerType = tower.towerType;
- towerPreview.updateAppearance();
- // 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
- towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
- }
-};
-game.up = function (x, y, obj) {
- 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 (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;
- 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 - 80;
-game.addChild(waveIndicator);
-var nextWaveButtonContainer = new Container();
-var nextWaveButton = new NextWaveButton();
-nextWaveButton.x = 2048 - 200;
-nextWaveButton.y = 2732 - 100 + 20;
-nextWaveButtonContainer.addChild(nextWaveButton);
-game.addChild(nextWaveButtonContainer);
-var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison'];
-var sourceTowers = [];
-var towerSpacing = 300; // Increase spacing for larger towers
-var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2;
-var towerY = 2732 - CELL_SIZE * 3 - 90;
-for (var i = 0; i < towerTypes.length; i++) {
- var tower = new SourceTower(towerTypes[i]);
- tower.x = startX + i * towerSpacing;
- tower.y = towerY;
- towerLayer.addChild(tower);
- sourceTowers.push(tower);
-}
-sourceTower = null;
-enemiesToSpawn = 10;
-game.update = function () {
- 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;
- // All enemy types now spawn in the middle 6 tiles at the top spacing
- var gridWidth = 24;
- var midPoint = Math.floor(gridWidth / 2); // 12
- // Find a column that isn't occupied by another enemy that's not yet in view
- var availableColumns = [];
- for (var col = midPoint - 3; col < midPoint + 3; col++) {
- var columnOccupied = false;
- // Check if any enemy is already in this column but not yet in view
- for (var e = 0; e < enemies.length; e++) {
- if (enemies[e].cellX === col && enemies[e].currentCellY < 4) {
- columnOccupied = true;
- break;
- }
- }
- if (!columnOccupied) {
- availableColumns.push(col);
- }
- }
- // If all columns are occupied, use original random method
- var spawnX;
- if (availableColumns.length > 0) {
- // Choose a random unoccupied column
- spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
- } else {
- // Fallback to random if all columns are occupied
- spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14
- }
- var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading
- enemy.cellX = spawnX;
- enemy.cellY = 5; // Position after entry
- enemy.currentCellX = spawnX;
- enemy.currentCellY = spawnY;
- enemy.waveNumber = currentWave;
- 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 (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
- LK.showYouWin();
- }
-};
\ No newline at end of file
+ backgroundColor: 0x000000
+});
\ No newline at end of file
Un emignone souris cartoon style sur ses quatres pattes. In-Game asset. 2d. High contrast. No shadows
Cute tired cat manga cartoon style. In-Game asset. 2d. High contrast. No shadows
A cute manga style cat. In-Game asset. 2d. High contrast. No shadows
An angry but cute wild cat manga cartoon style. In-Game asset. 2d. High contrast. No shadows
A big angry cute tiger. In-Game asset. 2d. High contrast. No shadows
A pretty air view grass plain. In-Game asset. 2d. High contrast. No shadows
A red rectangular button. In-Game asset. 2d. High contrast. No shadows
A cute hare running on 4 paws. In-Game asset. 2d. High contrast. No shadows
cute lil bird flying cartoon style
Make more manga style and cutter with cut colors
a cute angry dog manga style. In-Game asset. 2d. High contrast. No shadows