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Make sure enemies aren't faster than defenders
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Add ⏩ button for making everything go faster but enemies shouldn't be faster than defenders and defenders shouldn't be faster than enemies too and also make ▶️ that returns the game to normal speed
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Make wave 3 easier
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Make tired cat a little bit stronger against mice but only 5% more
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Fait que les souris soient moins compliqué a tué
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Ok the draggedTower move is now correct but the actual tower is no more placed at the drop coordinates. Fix that properly
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Please fix by adding the tower coordinates to the draggedTower coordinates in the move event so that dragged tower start from tower button
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There is a relative coordinates problem that make draggingTower appear at top left corner of screen instead of corresponding tower button. Please fix by adding the tower coordinates to the draggedTower coordinates so that dragged tower start from tower button
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Add the tower button coordinates to the draggedTower coordinates
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var gamePos = game.toLocal(buttonGlobalPos);' Line Number: 788
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var buttonGlobalPos = obj.parent.toGlobal(obj.position);' Line Number: 786
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Problem was fixed. draggingTower still appear at 0,0
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There is a relative coordinates problem that make draggingTower appear at top left corner of screen instead of corresponding tower button. Please fix
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There is a relative coordinates problem that make draggingTower appear at top left corner of screen instead of corresponding tower button. Please fix
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal({' Line Number: 785
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Still Currently when user drags the tower button, The button is pressed an nothing else occurs. So player taps to drag again, and only here the dragging tower appears and could be dragged then when up, tower is created. Desired behavior: when user drags the tower button the dragging tower should appear immediately and follow player move until up event. Then the actual tower should be created. change the complete system because this change has been ask multiple times without success
User prompt
Still Currently when user drags the tower button, The button is pressed an nothing else occurs. So player taps to drag again, and only here the dragging tower appears and could be dragged then when up, tower is created. Desired behavior: when user drags the tower button the dragging tower should appear immediately and follow player move until up event. Then the actual tower should be created. change the complete system because this change has been ask multiple times without success
User prompt
Still Currently when user drags the tower button, The button is pressed an nothing else occurs. So player taps to drag again, and only here the dragging tower appears and could be dragged then when up, tower is created. Desired behavior: when user drags the tower button the dragging tower should appear immediately and follow player move until up event. Then the actual tower should be created. Analyze deeply then implement the new behavior with minimal changes
User prompt
Still Currently when user drags the tower button, The button is pressed an nothing else occurs. So player taps to drag again, and only here the dragging tower appears and could be dragged then when up, tower is created. Desired behavior: when user drags the tower button the dragging tower should appear immediately and follow player move until up event. Then the actual tower should be created. Analyze deeply then implement the new behavior with minimal changes
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal({' Line Number: 785
User prompt
Currently when user drags the tower button, The button is pressed an nothing else occurs. So player taps to drag again, and only here the dragging tower appears and could be dragged then when up, tower is created. Desired behavior: when user drags the tower button the dragging tower should appear immediately and follow player move until up event. Then the actual tower should be created. Analyze deeply then implement the new behavior with minimal changes
User prompt
Review the dragging system: tower buttons should create a corresponding dragging tower on drag, not on click. The draggedTower should be visible immediately on drag and disappear on up
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The draggedTower should always start from the corresponding tower button
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var clickGlobalPos = obj.parent.toGlobal({' Line Number: 790
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From the button
/**** * 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 packetHealth -= 30; // Increased from 20 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 = 2.5 + Math.random() * 1.5; // Faster than mice 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 more packetHealth -= 60; // Increased from 40 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 = 19; // Increased from 18 (5% stronger) self.cost = 50; 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 = 28; // Reduced from 40 self.range = 280; self.cost = 250; self.fireRate = 30; } 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 = 100; 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 = 200; } 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 = 300; } 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 () { self.lastShot += gameSpeedMultiplier; var target = self.findTarget(); if (target) { var currentFireRate = self.fireRate; // Normal cat attacks slowly against mice but normally against rats, tired cat attacks both slowly if (self.type === 'normal') { if (target.constructor.name === 'Mouse') { currentFireRate = 180; // Very slow against mice - 3 seconds between shots } else if (target.constructor.name === 'Rat') { currentFireRate = 30; // Normal speed against rats } } 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 = 200; var packetHealth = 100; var waveNumber = 1; var miceSpawned = 0; var ratsSpawned = 0; var maxMicePerWave = 4; var maxRatsPerWave = 0; var spawnTimer = 0; var ratSpawnTimer = 0; var spawnRate = 105; // frames between spawns (slightly slower to make wave 3 easier) var ratSpawnRate = 140; // frames between rat spawns (reduced from 180) 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('50g', { 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('250g', { 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('300g', { 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; 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; fastForwardButton.alpha = 1; normalSpeedButton.alpha = 0.5; }; normalSpeedButton.down = function (x, y, obj) { gameSpeedMultiplier = 1; fastForwardButton.alpha = 0.5; normalSpeedButton.alpha = 1; }; // 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 >= 50) { // 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 >= 50) { 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 >= 250) { // 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 >= 250) { 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 >= 300) { // 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 >= 300) { 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 = 150 + waveNumber * 40; // Increased base health and scaling 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 = 300 + waveNumber * 75; // Increased base health and scaling 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 += 2; // Start spawning rats after wave 3 if (waveNumber > 3) { maxRatsPerWave = Math.max(1, waveNumber - 3); } spawnRate = Math.max(45, spawnRate - 8); // Faster decrease, lower minimum 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
@@ -1277,9 +1277,9 @@
mouse.x = gamePath[0].x + (Math.random() - 0.5) * 200;
mouse.y = gamePath[0].y + (Math.random() - 0.5) * 100;
mouse.health = 150 + waveNumber * 40; // Increased base health and scaling
mouse.maxHealth = mouse.health;
- mouse.speed = mouse.speed * 1.3; // Make mice 30% faster
+ // Remove speed bonus to ensure mice aren't faster than defenders
mouse.updateHealthBar();
mice.push(mouse);
game.addChild(mouse);
miceSpawned++;
@@ -1293,9 +1293,9 @@
rat.x = gamePath[0].x + (Math.random() - 0.5) * 200;
rat.y = gamePath[0].y + (Math.random() - 0.5) * 100;
rat.health = 300 + waveNumber * 75; // Increased base health and scaling
rat.maxHealth = rat.health;
- rat.speed = rat.speed * 1.4; // Make rats 40% faster
+ // Remove speed bonus to ensure rats aren't faster than defenders
rat.updateHealthBar();
rats.push(rat);
game.addChild(rat);
ratsSpawned++;
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