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Non, c'est le contraire, quand on clique sur le bouton il est transparent don au début vu que ça commence on a pas encore activer l'option vitesse DCP c'est le bouton slow qui est transparent
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When starting, slow button should bé transparent n fast button not
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Rats are too fast
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Make nrml cats attack everything slowly unless rats
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Make normal cats stronger and faster
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Make normal cats stronger
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Make normal cats stronger
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Make mice remove 5% of packet and rats remove 10 %
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Make rats eats only 20% of the "tower"
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Make normal cat attack rats better and faster
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Make normal cats attacks rats better
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Make normal cat attack rats faster
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Make normal cat attack rats faster and mice more slowly
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Make we start with 130 gold
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Make tired cat cost 30g
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Make we start with 100 gold and Tired cat is 50 gold
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Make all the game harder
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Make waves a little harder cuz I actually can buy tigers on wave 3
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Make wave 1 and 2 longer
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Make normal cat attacks rats better
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Make wave 3 easier
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Make every defenders less price cuz at wave 3 we can't buy normal cat but make we start with less money too or we could buy normal cats at start
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Make tired cats attacks mice 20 instead of 19 cuz the game is actually impossible to win
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Fait que les défenseurs qui sont entrain d'être placé ne peuvent pas attaquer sinon c'est de la triche
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When clicking on fast button it should be transparent and the other should become not transparent for better compréhension ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Mouse = Container.expand(function () { var self = Container.call(this); var mouseGraphics = self.attachAsset('mouse', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 1.5 + Math.random() * 1.5; // Random speed between 1.5 and 3 self.pathIndex = 0; self.reward = 10; // Create health bar components var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -50; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0, anchorY: 0.5 }); healthBarFill.x = -35; healthBarFill.y = -50; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBarFill.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xffff00; // Yellow } else { healthBarFill.tint = 0xff0000; // Red } }; self.update = function () { if (self.pathIndex < gamePath.length) { var target = gamePath[self.pathIndex]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.pathIndex++; if (self.pathIndex >= gamePath.length) { // Mouse reached the end - damage packet (5% of original damage) packetHealth -= 5; // Changed to 5 damage (5% of original 100) updatePacketDisplay(); LK.getSound('enemySteal').play(); if (packetHealth <= 0) { LK.showGameOver(); } self.destroy(); mice.splice(mice.indexOf(self), 1); return; } } else { // Flip scaleX based on movement direction like cats if (dx > 0) { mouseGraphics.scaleX = 1; // Face right } else if (dx < 0) { mouseGraphics.scaleX = -1; // Face left } self.x += dx / distance * self.speed * gameSpeedMultiplier; self.y += dy / distance * self.speed * gameSpeedMultiplier; } } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { // Mouse defeated - give reward gameGold += self.reward; updateGoldDisplay(); LK.getSound('mouseHit').play(); self.destroy(); mice.splice(mice.indexOf(self), 1); } }; return self; }); var Rat = Container.expand(function () { var self = Container.call(this); var ratGraphics = self.attachAsset('rat', { anchorX: 0.5, anchorY: 0.5 }); self.health = 200; self.maxHealth = 200; self.speed = 1.0 + Math.random() * 1.0; // Slower than before, similar to mice speed self.pathIndex = 0; self.reward = 25; // Higher reward // Create health bar components var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -60; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0, anchorY: 0.5 }); healthBarFill.x = -35; healthBarFill.y = -60; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBarFill.scaleX = healthPercent; // Change color based on health if (healthPercent > 0.6) { healthBarFill.tint = 0x00ff00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xffff00; // Yellow } else { healthBarFill.tint = 0xff0000; // Red } }; self.update = function () { if (self.pathIndex < gamePath.length) { var target = gamePath[self.pathIndex]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.pathIndex++; if (self.pathIndex >= gamePath.length) { // Rat reached the end - damage packet (10% of original damage) packetHealth -= 10; // Changed to 10 damage (10% of original 100) updatePacketDisplay(); LK.getSound('enemySteal').play(); if (packetHealth <= 0) { LK.showGameOver(); } self.destroy(); rats.splice(rats.indexOf(self), 1); return; } } else { // Flip scaleX based on movement direction like cats if (dx > 0) { ratGraphics.scaleX = 1; // Face right } else if (dx < 0) { ratGraphics.scaleX = -1; // Face left } self.x += dx / distance * self.speed * gameSpeedMultiplier; self.y += dy / distance * self.speed * gameSpeedMultiplier; } } }; self.takeDamage = function (damage) { self.health -= damage; self.updateHealthBar(); if (self.health <= 0) { // Rat defeated - give reward gameGold += self.reward; updateGoldDisplay(); LK.getSound('mouseHit').play(); self.destroy(); rats.splice(rats.indexOf(self), 1); } }; return self; }); var Tower = Container.expand(function (type) { var self = Container.call(this); var towerGraphics; self.type = type || 'tired'; self.range = 250; self.damage = 18; // Reduced from 25 self.fireRate = 30; // frames between shots (0.5 seconds at 60fps) self.lastShot = 0; if (self.type === 'tired') { towerGraphics = self.attachAsset('tiredCat', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 20; // Increased from 19 to make game winnable self.cost = 30; self.fireRate = 60; // Slower attack rate for tired cats } else if (self.type === 'normal') { towerGraphics = self.attachAsset('normalCat', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 55; // Increased from 45 to make normal cats even stronger self.range = 280; self.cost = 200; self.fireRate = 20; // Reduced from 30 to make normal cats faster } else if (self.type === 'strong') { towerGraphics = self.attachAsset('strongCat', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 35; // Reduced from 50 self.range = 300; self.cost = 150; self.fireRate = 30; } else if (self.type === 'strongest') { towerGraphics = self.attachAsset('strongestCat', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 70; // Reduced from 100 self.range = 350; self.fireRate = 30; self.cost = 250; } else if (self.type === 'wild') { towerGraphics = self.attachAsset('wildCat', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 50; self.range = 320; self.fireRate = 20; // Faster than other cats self.cost = 350; } else if (self.type === 'tiger') { towerGraphics = self.attachAsset('tiger', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 80; self.range = 400; self.fireRate = 15; // Very fast attack rate self.cost = 500; } self.update = function () { // Don't allow towers being dragged to attack (prevents cheating) if (isDragging && self === draggedTower) { return; } self.lastShot += gameSpeedMultiplier; var target = self.findTarget(); if (target) { var currentFireRate = self.fireRate; // Normal cat attacks everything slowly unless targeting rats if (self.type === 'normal') { if (target.constructor.name === 'Rat') { currentFireRate = 2; // Extremely fast against rats for superior effectiveness } else { currentFireRate = 240; // Slow attack rate against everything else (mice and any other enemies) } } if (self.lastShot >= currentFireRate) { self.shoot(target); self.lastShot = 0; } } }; self.findTarget = function () { var closestEnemy = null; var closestDistance = self.range; // Check mice for (var i = 0; i < mice.length; i++) { var mouse = mice[i]; var distance = Math.sqrt(Math.pow(mouse.x - self.x, 2) + Math.pow(mouse.y - self.y, 2)); if (distance < closestDistance) { closestEnemy = mouse; closestDistance = distance; } } // Check rats for (var i = 0; i < rats.length; i++) { var rat = rats[i]; var distance = Math.sqrt(Math.pow(rat.x - self.x, 2) + Math.pow(rat.y - self.y, 2)); if (distance < closestDistance) { closestEnemy = rat; closestDistance = distance; } } return closestEnemy; }; self.shoot = function (target) { // Flip scaleX based on enemy position when shooting var dx = target.x - self.x; var dy = target.y - self.y; // Flip horizontally based on enemy position var originalScaleX = 1; if (dx > 0) { originalScaleX = 1; // Face right towerGraphics.scaleX = 1; } else if (dx < 0) { originalScaleX = -1; // Face left towerGraphics.scaleX = -1; } // Instant damage instead of bullets target.takeDamage(self.damage); LK.getSound('shoot').play(); LK.getSound('hit').play(); // Recoil animation tween(towerGraphics, { scaleX: originalScaleX * 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(towerGraphics, { scaleX: originalScaleX, scaleY: 1 }, { duration: 100 }); } }); }; self.getSellPrice = function () { return Math.floor(self.cost * 0.7); // 70% of original cost }; self.down = function (x, y, obj) { if (!gameStarted && !isDragging) { // Allow repositioning before game starts if (selectedTower) { selectedTower.tint = 0xffffff; // Reset previous selection tint } selectedTower = self; self.tint = 0x00ffff; // Cyan tint to show selection isDragging = true; draggedTower = self; // No need to free placement spots since we're using free positioning } else if (!isDragging) { showSellUI(self); } }; return self; }); /**** * Initialize Game ****/ // Game state variables var game = new LK.Game({ backgroundColor: 0x228B22 }); /**** * Game Code ****/ // Add background image var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 1024; // Center horizontally (2048/2) background.y = 1366; // Center vertically (2732/2) // Game assets // Import tween plugin for animations // Game state variables var mice = []; var rats = []; var towers = []; var gameGold = 130; var packetHealth = 100; var waveNumber = 1; var miceSpawned = 0; var ratsSpawned = 0; var maxMicePerWave = 15; var maxRatsPerWave = 0; var spawnTimer = 0; var ratSpawnTimer = 0; var spawnRate = 90; // frames between spawns (much faster spawning for harder waves) var ratSpawnRate = 100; // frames between rat spawns (faster) var gameStarted = false; var gameStartTimer = 0; var isPaused = false; var pauseTimer = 0; var pauseText = null; var gameSpeedMultiplier = 1; // Normal speed = 1, Fast speed = 2 // Create path for mice - random zigzag movement var gamePath = [{ x: 1024, y: 50 }, { x: 600, y: 300 }, { x: 1400, y: 600 }, { x: 400, y: 900 }, { x: 1600, y: 1200 }, { x: 800, y: 1500 }, { x: 1200, y: 1800 }, { x: 500, y: 2100 }, { x: 1500, y: 2400 }, { x: 1024, y: 2700 }]; // Draw path for (var i = 0; i < gamePath.length; i++) { var pathSegment = game.addChild(LK.getAsset('path', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 })); pathSegment.x = gamePath[i].x; pathSegment.y = gamePath[i].y; } // Create packet of treats at the end var packet = game.addChild(LK.getAsset('packetTreats', { anchorX: 0.5, anchorY: 0.5 })); packet.x = gamePath[gamePath.length - 1].x; packet.y = gamePath[gamePath.length - 1].y - 200; // Create placement system - cats can be placed anywhere near the path var placementSpots = []; // Keep for compatibility but will be used differently var maxDistanceFromPath = 300; // Maximum distance cats can be placed from path // Helper function to check if a position is valid for tower placement function isValidPlacementPosition(x, y) { // Check if position is within game bounds if (x < 100 || x > 1948 || y < 100 || y > 2632) { return false; } // Check distance from path var minDistanceFromPath = Infinity; for (var p = 0; p < gamePath.length; p++) { var dx = gamePath[p].x - x; var dy = gamePath[p].y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistanceFromPath) { minDistanceFromPath = distance; } } // Must be within range of path but not too close (avoid blocking) if (minDistanceFromPath > maxDistanceFromPath || minDistanceFromPath < 80) { return false; } // Check if position is too close to existing towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = tower.x - x; var dy = tower.y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 120) { // Minimum distance between towers return false; } } return true; } // UI Elements var goldText = new Text2('Gold: ' + gameGold, { size: 60, fill: 0xFFD700 }); goldText.anchor.set(0, 0); goldText.x = 50; goldText.y = 50; LK.gui.topLeft.addChild(goldText); var healthText = new Text2('Packet Health: ' + packetHealth, { size: 60, fill: 0xFF0000 }); healthText.anchor.set(0.5, 0); healthText.x = 0; healthText.y = 50; LK.gui.top.addChild(healthText); var waveText = new Text2('Wave: ' + waveNumber, { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); waveText.x = 0; waveText.y = 50; LK.gui.topRight.addChild(waveText); // Create start button square var startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); startButton.x = 0; startButton.y = 0; startButton.interactive = false; LK.gui.center.addChild(startButton); // Add tutorial images to start button var tutorialCat = LK.getAsset('tiredCat', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, alpha: 0 }); tutorialCat.x = -120; tutorialCat.y = -20; startButton.addChild(tutorialCat); // Add arrow pointing from cat to mouse var arrow = new Text2('→', { size: 60, fill: 0xFFFFFF }); arrow.anchor.set(0.5, 0.5); arrow.x = 0; arrow.y = -20; arrow.alpha = 0; startButton.addChild(arrow); // Add mouse image var tutorialMouse = LK.getAsset('mouse', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6, alpha: 0 }); tutorialMouse.x = 120; tutorialMouse.y = -20; startButton.addChild(tutorialMouse); // Add click handler to start button startButton.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; // Hide start button immediately startButton.alpha = 0; startButton.interactive = false; // Hide tutorial images tutorialCat.alpha = 0; arrow.alpha = 0; tutorialMouse.alpha = 0; } }; // Show start button after 10 seconds LK.setTimeout(function () { if (!gameStarted) { tween(startButton, { alpha: 1 }, { duration: 500 }); // Show tutorial images tween(tutorialCat, { alpha: 1 }, { duration: 500 }); tween(arrow, { alpha: 1 }, { duration: 500 }); tween(tutorialMouse, { alpha: 1 }, { duration: 500 }); startButton.interactive = true; } }, 10000); // Tower selection UI var selectedTowerType = 'normal'; // Create bottom menu background var menuBackground = LK.getAsset('placementGrid', { anchorX: 0.5, anchorY: 1, scaleX: 20, scaleY: 2, alpha: 0.8 }); menuBackground.x = 0; menuBackground.y = 0; LK.gui.bottom.addChild(menuBackground); // Create tired cat button with asset var tiredCatButton = LK.getAsset('tiredCat', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); tiredCatButton.x = -200; tiredCatButton.y = -80; LK.gui.bottom.addChild(tiredCatButton); // Create price text for tired cat var tiredCatPrice = new Text2('30g', { size: 40, fill: 0xFFD700 }); tiredCatPrice.anchor.set(0.5, 0); tiredCatPrice.x = -200; tiredCatPrice.y = -40; LK.gui.bottom.addChild(tiredCatPrice); // Create normal cat button with asset var normalCatButton = LK.getAsset('normalCat', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); normalCatButton.x = 200; normalCatButton.y = -80; LK.gui.bottom.addChild(normalCatButton); // Create price text for normal cat var normalCatPrice = new Text2('200g', { size: 40, fill: 0xFFD700 }); normalCatPrice.anchor.set(0.5, 0); normalCatPrice.x = 200; normalCatPrice.y = -40; LK.gui.bottom.addChild(normalCatPrice); // Create wild cat button with asset var wildCatButton = LK.getAsset('wildCat', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7 }); wildCatButton.x = 400; wildCatButton.y = -80; LK.gui.bottom.addChild(wildCatButton); // Create price text for wild cat var wildCatPrice = new Text2('350g', { size: 40, fill: 0xFFD700 }); wildCatPrice.anchor.set(0.5, 0); wildCatPrice.x = 400; wildCatPrice.y = -40; LK.gui.bottom.addChild(wildCatPrice); // Create tiger button with asset var tigerButton = LK.getAsset('tiger', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); tigerButton.x = 600; tigerButton.y = -80; LK.gui.bottom.addChild(tigerButton); // Create price text for tiger var tigerPrice = new Text2('500g', { size: 40, fill: 0xFFD700 }); tigerPrice.anchor.set(0.5, 0); tigerPrice.x = 600; tigerPrice.y = -40; LK.gui.bottom.addChild(tigerPrice); // Create speed control buttons var fastForwardButton = new Text2('⏩', { size: 80, fill: 0xFFFFFF }); fastForwardButton.anchor.set(1, 0); fastForwardButton.x = -20; fastForwardButton.y = 120; LK.gui.topRight.addChild(fastForwardButton); var normalSpeedButton = new Text2('▶️', { size: 80, fill: 0xFFFFFF }); normalSpeedButton.anchor.set(1, 0); normalSpeedButton.x = -20; normalSpeedButton.y = 220; fastForwardButton.alpha = 1; // Start fully opaque normalSpeedButton.alpha = 0.5; // Start dimmed since we begin at normal speed LK.gui.topRight.addChild(normalSpeedButton); // Initialize button transparency updateTiredCatButtonAlpha(); updateNormalCatButtonAlpha(); updateWildCatButtonAlpha(); updateTigerButtonAlpha(); // Speed control button handlers fastForwardButton.down = function (x, y, obj) { gameSpeedMultiplier = 2; // Make fast button fully opaque and normal button transparent tween(fastForwardButton, { alpha: 1 }, { duration: 200 }); tween(normalSpeedButton, { alpha: 0.5 }, { duration: 200 }); }; normalSpeedButton.down = function (x, y, obj) { gameSpeedMultiplier = 1; // Make normal button fully opaque and fast button transparent tween(fastForwardButton, { alpha: 0.5 }, { duration: 200 }); tween(normalSpeedButton, { alpha: 1 }, { duration: 200 }); }; // Dragging variables var isDragging = false; var draggedTower = null; var dragOffset = { x: 0, y: 0 }; // Sell UI variables var sellUI = null; var sellUITower = null; // Tower selection for repositioning var selectedTower = null; function updateGoldDisplay() { goldText.setText('Gold: ' + gameGold); updateTiredCatButtonAlpha(); updateNormalCatButtonAlpha(); updateWildCatButtonAlpha(); updateTigerButtonAlpha(); } function updatePacketDisplay() { healthText.setText('Packet Health: ' + packetHealth); } function updateWaveDisplay() { waveText.setText('Wave: ' + waveNumber); } function showSellUI(tower) { // Remove existing sell UI if (sellUI) { sellUI.destroy(); sellUI = null; } sellUITower = tower; sellUI = new Container(); game.addChild(sellUI); // Position sell UI above tower sellUI.x = tower.x; sellUI.y = tower.y - 100; // Create sell button var sellButton = sellUI.attachAsset('sellButton', { anchorX: 0.5, anchorY: 0.5 }); // Create sell price text var sellPrice = tower.getSellPrice(); var sellText = new Text2('SELL\n' + sellPrice + 'g', { size: 24, fill: 0xFFFFFF }); sellText.anchor.set(0.5, 0.5); sellText.x = 0; sellText.y = 0; sellUI.addChild(sellText); // Sell button click handler sellButton.down = function (x, y, obj) { sellTower(sellUITower); }; // Auto-hide sell UI after 3 seconds LK.setTimeout(function () { if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } }, 3000); } function sellTower(tower) { // Give back gold (70% of original cost) var sellPrice = tower.getSellPrice(); gameGold += sellPrice; updateGoldDisplay(); LK.getSound('mouseHit').play(); // No need to free placement spots since we're using free positioning // Remove tower from towers array var towerIndex = towers.indexOf(tower); if (towerIndex > -1) { towers.splice(towerIndex, 1); } // Destroy tower tower.destroy(); // Hide sell UI if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } } // Tired cat button drag functionality tiredCatButton.down = function (x, y, obj) { if (gameGold >= 30) { // Hide sell UI when starting to drag if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } isDragging = true; selectedTowerType = 'tired'; // Create dragged tower preview draggedTower = new Tower('tired'); draggedTower.alpha = 0.8; draggedTower.scaleX = 1.2; draggedTower.scaleY = 1.2; game.addChild(draggedTower); // Convert button position to game coordinates var buttonPos = game.toLocal(tiredCatButton.parent.toGlobal(tiredCatButton.position)); draggedTower.x = buttonPos.x; draggedTower.y = buttonPos.y; dragOffset.x = x; dragOffset.y = y; // Button feedback tween(tiredCatButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(tiredCatButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100 }); } }); } }; function updateTiredCatButtonAlpha() { if (gameGold >= 30) { tiredCatButton.alpha = 1; tiredCatPrice.alpha = 1; } else { tiredCatButton.alpha = 0.5; tiredCatPrice.alpha = 0.5; } } // Add move handler to tired cat button for drag support tiredCatButton.move = function (x, y, obj) { if (isDragging && draggedTower && selectedTowerType === 'tired') { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Apply the offset from button position var buttonPos = game.toLocal(tiredCatButton.parent.toGlobal(tiredCatButton.position)); draggedTower.x = gamePos.x + (buttonPos.x - dragOffset.x); draggedTower.y = gamePos.y + (buttonPos.y - dragOffset.y); // Check if current position is valid for placement var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); // Tint tower based on placement validity if (isValidPosition) { draggedTower.tint = 0x00ff00; // Green tint for valid placement } else { draggedTower.tint = 0xff0000; // Red tint for invalid placement } } }; // Normal cat button drag functionality normalCatButton.down = function (x, y, obj) { if (gameGold >= 200) { // Hide sell UI when starting to drag if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } isDragging = true; selectedTowerType = 'normal'; // Create dragged tower preview draggedTower = new Tower('normal'); draggedTower.alpha = 0.8; draggedTower.scaleX = 1.2; draggedTower.scaleY = 1.2; game.addChild(draggedTower); // Convert button position to game coordinates var buttonPos = game.toLocal(normalCatButton.parent.toGlobal(normalCatButton.position)); draggedTower.x = buttonPos.x; draggedTower.y = buttonPos.y; dragOffset.x = x; dragOffset.y = y; // Button feedback tween(normalCatButton, { scaleX: 0.7, scaleY: 0.7 }, { duration: 100, onFinish: function onFinish() { tween(normalCatButton, { scaleX: 0.6, scaleY: 0.6 }, { duration: 100 }); } }); } }; function updateNormalCatButtonAlpha() { if (gameGold >= 200) { normalCatButton.alpha = 1; normalCatPrice.alpha = 1; } else { normalCatButton.alpha = 0.5; normalCatPrice.alpha = 0.5; } } // Add move handler to normal cat button for drag support normalCatButton.move = function (x, y, obj) { if (isDragging && draggedTower && selectedTowerType === 'normal') { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Apply the offset from button position var buttonPos = game.toLocal(normalCatButton.parent.toGlobal(normalCatButton.position)); draggedTower.x = gamePos.x + (buttonPos.x - dragOffset.x); draggedTower.y = gamePos.y + (buttonPos.y - dragOffset.y); // Check if current position is valid for placement var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); // Tint tower based on placement validity if (isValidPosition) { draggedTower.tint = 0x00ff00; // Green tint for valid placement } else { draggedTower.tint = 0xff0000; // Red tint for invalid placement } } }; // Wild cat button drag functionality wildCatButton.down = function (x, y, obj) { if (gameGold >= 350) { // Hide sell UI when starting to drag if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } isDragging = true; selectedTowerType = 'wild'; // Create dragged tower preview draggedTower = new Tower('wild'); draggedTower.alpha = 0.8; draggedTower.scaleX = 1.2; draggedTower.scaleY = 1.2; game.addChild(draggedTower); // Convert button position to game coordinates var buttonPos = game.toLocal(wildCatButton.parent.toGlobal(wildCatButton.position)); draggedTower.x = buttonPos.x; draggedTower.y = buttonPos.y; dragOffset.x = x; dragOffset.y = y; // Button feedback tween(wildCatButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(wildCatButton, { scaleX: 0.7, scaleY: 0.7 }, { duration: 100 }); } }); } }; function updateWildCatButtonAlpha() { if (gameGold >= 350) { wildCatButton.alpha = 1; wildCatPrice.alpha = 1; } else { wildCatButton.alpha = 0.5; wildCatPrice.alpha = 0.5; } } // Add move handler to wild cat button for drag support wildCatButton.move = function (x, y, obj) { if (isDragging && draggedTower && selectedTowerType === 'wild') { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Apply the offset from button position var buttonPos = game.toLocal(wildCatButton.parent.toGlobal(wildCatButton.position)); draggedTower.x = gamePos.x + (buttonPos.x - dragOffset.x); draggedTower.y = gamePos.y + (buttonPos.y - dragOffset.y); // Check if current position is valid for placement var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); // Tint tower based on placement validity if (isValidPosition) { draggedTower.tint = 0x00ff00; // Green tint for valid placement } else { draggedTower.tint = 0xff0000; // Red tint for invalid placement } } }; // Tiger button drag functionality tigerButton.down = function (x, y, obj) { if (gameGold >= 500) { // Hide sell UI when starting to drag if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } isDragging = true; selectedTowerType = 'tiger'; // Create dragged tower preview draggedTower = new Tower('tiger'); draggedTower.alpha = 0.8; draggedTower.scaleX = 1.2; draggedTower.scaleY = 1.2; game.addChild(draggedTower); // Convert button position to game coordinates var buttonPos = game.toLocal(tigerButton.parent.toGlobal(tigerButton.position)); draggedTower.x = buttonPos.x; draggedTower.y = buttonPos.y; dragOffset.x = x; dragOffset.y = y; // Button feedback tween(tigerButton, { scaleX: 0.6, scaleY: 0.6 }, { duration: 100, onFinish: function onFinish() { tween(tigerButton, { scaleX: 0.5, scaleY: 0.5 }, { duration: 100 }); } }); } }; function updateTigerButtonAlpha() { if (gameGold >= 500) { tigerButton.alpha = 1; tigerPrice.alpha = 1; } else { tigerButton.alpha = 0.5; tigerPrice.alpha = 0.5; } } // Add move handler to tiger button for drag support tigerButton.move = function (x, y, obj) { if (isDragging && draggedTower && selectedTowerType === 'tiger') { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Apply the offset from button position var buttonPos = game.toLocal(tigerButton.parent.toGlobal(tigerButton.position)); draggedTower.x = gamePos.x + (buttonPos.x - dragOffset.x); draggedTower.y = gamePos.y + (buttonPos.y - dragOffset.y); // Check if current position is valid for placement var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); // Tint tower based on placement validity if (isValidPosition) { draggedTower.tint = 0x00ff00; // Green tint for valid placement } else { draggedTower.tint = 0xff0000; // Red tint for invalid placement } } }; // Add up handlers to all tower buttons tiredCatButton.up = function (x, y, obj) { if (isDragging && draggedTower) { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Check if current position is valid for placement using dragged tower's position var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); var towerCost = draggedTower.cost; if (isValidPosition && gameGold >= towerCost) { // Place tower at dragged position (tower already positioned correctly) gameGold -= towerCost; updateGoldDisplay(); towers.push(draggedTower); draggedTower.alpha = 1; draggedTower.tint = 0xffffff; // Reset tint LK.getSound('shoot').play(); } else { // Remove dragged tower if placement failed draggedTower.destroy(); } // Reset dragging state isDragging = false; draggedTower = null; } }; normalCatButton.up = function (x, y, obj) { if (isDragging && draggedTower) { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Check if current position is valid for placement using dragged tower's position var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); var towerCost = draggedTower.cost; if (isValidPosition && gameGold >= towerCost) { // Place tower at dragged position (tower already positioned correctly) gameGold -= towerCost; updateGoldDisplay(); towers.push(draggedTower); draggedTower.alpha = 1; draggedTower.tint = 0xffffff; // Reset tint LK.getSound('shoot').play(); } else { // Remove dragged tower if placement failed draggedTower.destroy(); } // Reset dragging state isDragging = false; draggedTower = null; } }; wildCatButton.up = function (x, y, obj) { if (isDragging && draggedTower) { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Check if current position is valid for placement using dragged tower's position var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); var towerCost = draggedTower.cost; if (isValidPosition && gameGold >= towerCost) { // Place tower at dragged position (tower already positioned correctly) gameGold -= towerCost; updateGoldDisplay(); towers.push(draggedTower); draggedTower.alpha = 1; draggedTower.tint = 0xffffff; // Reset tint LK.getSound('shoot').play(); } else { // Remove dragged tower if placement failed draggedTower.destroy(); } // Reset dragging state isDragging = false; draggedTower = null; } }; tigerButton.up = function (x, y, obj) { if (isDragging && draggedTower) { var gamePos = obj.parent ? game.toLocal(obj.parent.toGlobal({ x: x, y: y })) : { x: x, y: y }; // Check if current position is valid for placement using dragged tower's position var isValidPosition = isValidPlacementPosition(draggedTower.x, draggedTower.y); var towerCost = draggedTower.cost; if (isValidPosition && gameGold >= towerCost) { // Place tower at dragged position (tower already positioned correctly) gameGold -= towerCost; updateGoldDisplay(); towers.push(draggedTower); draggedTower.alpha = 1; draggedTower.tint = 0xffffff; // Reset tint LK.getSound('shoot').play(); } else { // Remove dragged tower if placement failed draggedTower.destroy(); } // Reset dragging state isDragging = false; draggedTower = null; } }; // Game move handler for dragging game.move = function (x, y, obj) { if (isDragging && draggedTower) { draggedTower.x = x; draggedTower.y = y; // Check if current position is valid for placement var isValidPosition = isValidPlacementPosition(x, y); // Tint tower based on placement validity if (isValidPosition) { draggedTower.tint = 0x00ff00; // Green tint for valid placement } else if (selectedTower === draggedTower) { draggedTower.tint = 0x00ffff; // Keep cyan tint for selected tower being repositioned } else { draggedTower.tint = 0xff0000; // Red tint for invalid placement } } }; // Game up handler for tower placement game.up = function (x, y, obj) { if (isDragging && draggedTower) { // Check if current position is valid for placement var isValidPosition = isValidPlacementPosition(x, y); // Check if this is a repositioning of an existing tower var isRepositioning = selectedTower === draggedTower; var towerCost = isRepositioning ? 0 : draggedTower.cost; if (isValidPosition && gameGold >= towerCost) { // Place or reposition tower at current position if (!isRepositioning) { gameGold -= towerCost; updateGoldDisplay(); towers.push(draggedTower); } // Keep tower at current dragged position draggedTower.alpha = 1; draggedTower.tint = 0xffffff; // Reset tint if (!isRepositioning) { LK.getSound('shoot').play(); } } else if (isRepositioning) { // If repositioning failed, keep tower at its current position but remove selection draggedTower.tint = 0xffffff; } else { // Remove dragged tower if placement failed draggedTower.destroy(); } // Reset dragging and selection state isDragging = false; draggedTower = null; if (selectedTower) { selectedTower = null; } } }; // Start background music LK.playMusic('bgMusic'); game.update = function () { // Don't spawn mice until game starts (start button clicked) if (!gameStarted) { return; // Don't spawn mice until game starts } // Handle pause after wave 3 if (isPaused) { pauseTimer += gameSpeedMultiplier; if (pauseTimer >= 600) { // 10 seconds at 60fps isPaused = false; // Remove pause text if (pauseText) { pauseText.destroy(); pauseText = null; } // Show wave start text var waveStartText = new Text2('Wave ' + waveNumber + ' - START!', { size: 80, fill: 0xFFFF00 }); waveStartText.anchor.set(0.5, 0.5); waveStartText.x = 0; waveStartText.y = 0; LK.gui.center.addChild(waveStartText); tween(waveStartText, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { waveStartText.destroy(); } }); } return; // Don't spawn enemies during pause } // Spawn mice spawnTimer += gameSpeedMultiplier; if (spawnTimer >= spawnRate && miceSpawned < maxMicePerWave) { var mouse = new Mouse(); mouse.x = gamePath[0].x + (Math.random() - 0.5) * 200; mouse.y = gamePath[0].y + (Math.random() - 0.5) * 100; mouse.health = 180 + waveNumber * 50; // Much higher base health and scaling for harder waves mouse.maxHealth = mouse.health; // Remove speed bonus to ensure mice aren't faster than defenders mouse.updateHealthBar(); mice.push(mouse); game.addChild(mouse); miceSpawned++; spawnTimer = 0; } // Spawn rats (only after wave 3) if (waveNumber > 3) { ratSpawnTimer += gameSpeedMultiplier; if (ratSpawnTimer >= ratSpawnRate && ratsSpawned < maxRatsPerWave) { var rat = new Rat(); rat.x = gamePath[0].x + (Math.random() - 0.5) * 200; rat.y = gamePath[0].y + (Math.random() - 0.5) * 100; rat.health = 500 + waveNumber * 120; // Much higher base health and scaling for harder waves rat.maxHealth = rat.health; // Remove speed bonus to ensure rats aren't faster than defenders rat.updateHealthBar(); rats.push(rat); game.addChild(rat); ratsSpawned++; ratSpawnTimer = 0; } } // Check if wave is complete if (miceSpawned >= maxMicePerWave && ratsSpawned >= maxRatsPerWave && mice.length === 0 && rats.length === 0) { // Check if wave 3 just completed if (waveNumber === 3) { isPaused = true; pauseTimer = 0; // Create pause text pauseText = new Text2('Rats incoming in 10 seconds!', { size: 80, fill: 0xFFFF00 }); pauseText.anchor.set(0.5, 0.5); pauseText.x = 0; pauseText.y = 0; LK.gui.center.addChild(pauseText); // Flash effect tween(pauseText, { alpha: 0.3 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(pauseText, { alpha: 1 }, { duration: 500, easing: tween.easeInOut }); } }); } waveNumber++; miceSpawned = 0; ratsSpawned = 0; maxMicePerWave += waveNumber <= 3 ? 2 : 1; // Increase more for early waves to make them longer // Start spawning rats after wave 3 if (waveNumber > 3) { maxRatsPerWave = Math.max(1, waveNumber - 3); } spawnRate = Math.max(40, spawnRate - (waveNumber <= 3 ? 8 : 12)); // Faster decrease for harder wave progression ratSpawnRate = Math.max(90, ratSpawnRate - 15); // Faster decrease, lower minimum updateWaveDisplay(); } // Update all game objects for (var i = mice.length - 1; i >= 0; i--) { if (mice[i].parent) { mice[i].update(); } } for (var i = rats.length - 1; i >= 0; i--) { if (rats[i].parent) { rats[i].update(); } } for (var i = towers.length - 1; i >= 0; i--) { if (towers[i].parent) { towers[i].update(); } } };
===================================================================
--- original.js
+++ change.js
@@ -669,10 +669,10 @@
});
normalSpeedButton.anchor.set(1, 0);
normalSpeedButton.x = -20;
normalSpeedButton.y = 220;
-fastForwardButton.alpha = 0.5; // Start dimmed since we begin at normal speed
-normalSpeedButton.alpha = 1; // Start fully opaque since we begin at normal speed
+fastForwardButton.alpha = 1; // Start fully opaque
+normalSpeedButton.alpha = 0.5; // Start dimmed since we begin at normal speed
LK.gui.topRight.addChild(normalSpeedButton);
// Initialize button transparency
updateTiredCatButtonAlpha();
updateNormalCatButtonAlpha();
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