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Code edit (1 edits merged)
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Copy Tower Defense Template
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /**** * 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) { 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; } if (self.type === 'splash') { var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); 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) { 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') { if (!self.targetEnemy.isImmune) { var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { 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; self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; } else { self.targetEnemy.slowDuration = 180; } } } else if (self.type === 'poison') { if (!self.targetEnemy.isImmune) { var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; self.targetEnemy.poisonDuration = 300; } } else if (self.type === '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); }; }); 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; 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; }); 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; switch (self.type) { case 'fast': self.speed *= 2; 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; break; case 'normal': default: break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; self.maxHealth *= 20; self.speed = self.speed * 0.7; } self.health = self.maxHealth; var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } if (self.isFlying) { self.shadow = new Container(); var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); shadowGraphics.tint = 0x000000; shadowGraphics.alpha = 0.4; if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } self.shadow.x = 20; self.shadow.y = 20; 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; } if (self.isImmune) { self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { if (self.slowed) { if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; } } } if (self.poisoned) { if (!self.poisonEffect) { self.poisonEffect = true; } 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; if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; } } } } if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { 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 }); var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; 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: [] }; } } 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]; if (enemy.currentCellY < 4) { continue; } 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; enemy.shadow.y = enemy.y + 20; if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } var hasReachedEntryArea = enemy.currentCellY >= 4; if (!hasReachedEntryArea) { enemy.currentCellY += enemy.speed; 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 }); var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } if (enemy.isFlying) { if (!enemy.flyingTarget) { enemy.flyingTarget = self.goals[0]; 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; } } } } 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) { return true; } var angle = Math.atan2(oy, ox); 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 }); var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } 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; return false; } 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++; waveTimer = 0; waveInProgress = true; waveSpawned = false; 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'; 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); 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); 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; self.addChild(typeLabel); 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); 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 () { var canAfford = gold >= getTowerCost(self.towerType); 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; self.getRange = function () { switch (self.id) { case 'sniper': if (self.level === self.maxLevel) { return 12 * CELL_SIZE; } return (5 + (self.level - 1) * 0.8) * CELL_SIZE; case 'splash': return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'slow': return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'poison': return (3.2 + (self.level - 1) * 0.5) * CELL_SIZE; default: 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; 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) { var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; if (self.id === 'rapid') { if (self.level === self.maxLevel) { self.fireRate = Math.max(4, 30 - self.level * 9); self.damage = 5 + self.level * 10; self.bulletSpeed = 7 + self.level * 2.4; } else { self.fireRate = Math.max(15, 30 - self.level * 3); self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { self.fireRate = Math.max(5, 60 - self.level * 24); self.damage = 10 + self.level * 20; self.bulletSpeed = 5 + self.level * 2.4; } 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); if (distance <= self.getRange()) { if (enemy.isFlying) { 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)); if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { 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); bullet.type = self.id; if (self.id === 'slow') { bullet.sourceTowerLevel = self.level; } 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); tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); 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; } gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { 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); if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); if (tempTower && tempTower.destroy) { tempTower.destroy(); } 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; } 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; 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()) { 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; } 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; 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; 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!"); 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; var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; 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) { var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { 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; 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) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } if (isBossWave && enemyType !== 'swarm') { var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; bossIndicator.y = -block.height / 2 - 15; waveType = "BOSS"; } self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; 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); var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); 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); 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); } self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); 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 ****/ /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ /**** * Plugins ****/ /**** * 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 goldText = new Text2('Gold: ' + 80, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + 20, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); // ZMIANA: scoreText na enemiesText var enemiesText = new Text2('Enemies: 0/0', { size: 60, fill: 0xFF0000, weight: 800 }); enemiesText.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(enemiesText); // ZMIANA: dodajemy nowy tekst livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; enemiesText.x = spacing; // ZMIANA: pozycjonujemy nowy tekst enemiesText.y = topMargin; var currentScreenState = ''; var titleScreenContainer = null; var levelSelectContainer = null; function showTitleScreen() { if (titleScreenContainer) { titleScreenContainer.destroy(); } titleScreenContainer = new Container(); game.addChild(titleScreenContainer); currentScreenState = 'title'; if (LK.gui.top) { LK.gui.top.visible = false; } var gameTitle = new Text2("NASZA FANTASY TD", { size: 120, fill: 0xFFD700, weight: 800, align: 'center', stroke: 0x000000, strokeThickness: 8 }); gameTitle.anchor.set(0.5, 0.5); gameTitle.x = 2048 / 2; gameTitle.y = 2732 / 2 - 300; titleScreenContainer.addChild(gameTitle); var startButton = new Container(); startButton.x = 2048 / 2; startButton.y = 2732 / 2 + 100; titleScreenContainer.addChild(startButton); var startButtonBg = startButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 150, tint: 0x00AA00 }); var startButtonText = new Text2("START", { size: 80, fill: 0xFFFFFF, weight: 'bold' }); startButtonText.anchor.set(0.5, 0.5); startButton.addChild(startButtonText); startButton.interactive = true; startButton.down = function () { console.log("Przycisk START wciśnięty. Przechodzę do wyboru poziomu."); if (titleScreenContainer) { titleScreenContainer.destroy(); } showLevelSelectScreen(); }; } function showLevelSelectScreen() { if (levelSelectContainer) { levelSelectContainer.destroy(); } levelSelectContainer = new Container(); game.addChild(levelSelectContainer); currentScreenState = 'levelSelect'; // Poprawka: Ukrywamy górne UI w menu wyboru poziomu if (LK.gui.top) { LK.gui.top.visible = false; } // Nagłówek (placeholder) var selectTitle = new Text2("WYBIERZ POZIOM", { size: 100, fill: 0xFFFFFF, weight: 700 }); selectTitle.anchor.set(0.5, 0.5); selectTitle.x = 2048 / 2; selectTitle.y = 400; levelSelectContainer.addChild(selectTitle); // Przyciski poziomów (placeholdery) var levelButton1 = new Container(); levelButton1.x = 2048 / 2; levelButton1.y = 800; levelSelectContainer.addChild(levelButton1); var levelButton1Bg = levelButton1.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 600, height: 200, tint: 0x0088CC }); var levelButton1Text = new Text2("Poziom 1: Mroczny Las", { size: 60, fill: 0xFFFFFF }); levelButton1Text.anchor.set(0.5, 0.5); levelButton1.addChild(levelButton1Text); levelButton1.interactive = true; levelButton1.down = function () { console.log("Wybrano Poziom 1. Rozpoczynam grę..."); startGame(1); }; // Przycisk "Powrót" var backButton = new Container(); backButton.x = 2048 / 2; backButton.y = 2732 - 300; levelSelectContainer.addChild(backButton); var backButtonBg = backButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 120, tint: 0xAA0000 }); var backButtonText = new Text2("Powrót", { size: 60, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButton.addChild(backButtonText); backButton.interactive = true; backButton.down = function () { console.log("Powrót do menu głównego."); if (levelSelectContainer) { levelSelectContainer.destroy(); } showTitleScreen(); }; } function startGame(levelNumber) { console.log("Rozpoczynam ładowanie poziomu: " + levelNumber); if (titleScreenContainer) { titleScreenContainer.destroy(); titleScreenContainer = null; } if (levelSelectContainer) { levelSelectContainer.destroy(); levelSelectContainer = null; } currentScreenState = 'gameplay'; if (LK.gui.top) { LK.gui.top.visible = true; } 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; // ZMIANA: usunęliśmy 'score', dodajemy liczniki wrogów var enemiesKilled = 0; var totalEnemiesInLevel = 50; // Placeholder dla poziomu 1 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; // ZMIANA: updateUI będzie teraz aktualizować nowy licznik function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); enemiesText.setText('Enemies: ' + enemiesKilled + '/' + totalEnemiesInLevel); } // Inicjalizujemy UI na starcie poziomu updateUI(); function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); var enemyLayerBottom = new Container(); var enemyLayerMiddle = new Container(); var enemyLayerTop = new Container(); var enemyLayer = new Container(); 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(); towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { 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; 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 (currentScreenState === 'gameplay') { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { enemyCount = 1; var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); if (enemy.isFlying) { enemyLayerTop.addChild(enemy); if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { enemyLayerBottom.addChild(enemy); } var healthMultiplier = Math.pow(1.12, currentWave); enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; 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); } } var spawnX; if (availableColumns.length > 0) { spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { spawnX = midPoint - 3 + Math.floor(Math.random() * 6); } var spawnY = -1 - Math.random() * 5; enemy.cellX = spawnX; enemy.cellY = 5; 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; } 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); var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } 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(); } } }; showTitleScreen();
===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,10 @@
/****
* Classes
****/
+/**** * Classes
+****/
var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) {
var self = Container.call(this);
self.targetEnemy = targetEnemy;
self.damage = damage || 10;
@@ -25,30 +27,25 @@
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 {
@@ -57,44 +54,35 @@
}
}
}
} 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.speed *= 1 - slowPct;
self.targetEnemy.slowed = true;
- self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS
+ self.targetEnemy.slowDuration = 180;
} else {
- self.targetEnemy.slowDuration = 180; // Reset duration
+ self.targetEnemy.slowDuration = 180;
}
}
} 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
+ self.targetEnemy.poisonDamage = self.damage * 0.2;
+ self.targetEnemy.poisonDuration = 300;
}
} 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();
@@ -198,9 +186,8 @@
}
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;
@@ -228,9 +215,8 @@
break;
}
effectGraphics.alpha = 0.7;
self.alpha = 0;
- // Animate the effect
tween(self, {
alpha: 0.8,
scaleX: 1.5,
scaleY: 1.5
@@ -252,9 +238,8 @@
}
});
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;
@@ -269,14 +254,11 @@
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.speed *= 2;
self.maxHealth = 100;
break;
case 'immune':
self.isImmune = true;
@@ -286,74 +268,46 @@
self.isFlying = true;
self.maxHealth = 80;
break;
case 'swarm':
- self.maxHealth = 50; // Weaker enemies
+ self.maxHealth = 50;
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
+ shadowGraphics.tint = 0x000000;
+ shadowGraphics.alpha = 0.4;
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
+ self.shadow.x = 20;
+ self.shadow.y = 20;
shadowGraphics.rotation = enemyGraphics.rotation;
}
var healthBarOutline = self.attachAsset('healthBarOutline', {
anchorX: 0,
@@ -377,44 +331,35 @@
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
+ enemyGraphics.tint = 0xFFFFFF;
}
}
}
- // 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;
@@ -424,21 +369,17 @@
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
+ enemyGraphics.tint = 0xFFFFFF;
}
}
}
}
- // 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) {
@@ -458,12 +399,10 @@
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) {
@@ -547,15 +486,8 @@
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;
@@ -657,13 +589,11 @@
}
}
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);
@@ -696,22 +626,17 @@
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
+ enemy.shadow.x = enemy.x + 20;
+ enemy.shadow.y = enemy.y + 20;
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;
@@ -719,19 +644,16 @@
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
}, {
@@ -739,25 +661,19 @@
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];
@@ -770,37 +686,31 @@
}
}
}
}
- // 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
}, {
@@ -808,19 +718,16 @@
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) {
@@ -879,13 +786,12 @@
if (!self.enabled) {
return;
}
if (waveIndicator.gameStarted && currentWave < totalWaves) {
- currentWave++; // Increment to the next wave directly
- waveTimer = 0; // Reset wave timer
+ currentWave++;
+ waveTimer = 0;
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;
@@ -922,9 +828,8 @@
});
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,
@@ -949,9 +854,8 @@
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
@@ -959,18 +863,16 @@
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
+ typeLabel.y = -20;
self.addChild(typeLabel);
- // Add cost shadow
var costLabelShadow = new Text2(towerCost, {
size: 50,
fill: 0x000000,
weight: 800
@@ -978,9 +880,8 @@
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
@@ -988,11 +889,9 @@
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;
});
@@ -1003,32 +902,24 @@
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 12 * CELL_SIZE;
}
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 = [];
@@ -1189,47 +1080,41 @@
};
self.getTotalValue = function () {
var baseTowerCost = getTowerCost(self.id);
var totalInvestment = baseTowerCost;
- var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost
+ var baseUpgradeCost = baseTowerCost;
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
+ upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2);
} 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
+ self.fireRate = Math.max(4, 30 - self.level * 9);
+ self.damage = 5 + self.level * 10;
+ self.bulletSpeed = 7 + self.level * 2.4;
} else {
- self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades
+ self.fireRate = Math.max(15, 30 - self.level * 3);
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
+ self.fireRate = Math.max(5, 60 - self.level * 24);
+ self.damage = 10 + self.level * 20;
+ self.bulletSpeed = 5 + self.level * 2.4;
} else {
self.fireRate = Math.max(20, 60 - self.level * 8);
self.damage = 10 + self.level * 5;
self.bulletSpeed = 5 + self.level * 0.5;
@@ -1273,36 +1158,27 @@
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;
}
@@ -1409,15 +1285,12 @@
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;
@@ -1446,17 +1319,14 @@
}
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) {
@@ -1467,26 +1337,22 @@
}
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
}, {
@@ -1540,22 +1406,18 @@
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;
@@ -1603,9 +1465,8 @@
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;
@@ -1680,9 +1541,8 @@
});
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;
@@ -1744,9 +1604,8 @@
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) {
@@ -1856,9 +1715,8 @@
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;
@@ -1882,9 +1740,9 @@
self.waveMarkers = [];
self.waveTypes = [];
self.enemyCounts = [];
self.indicatorWidth = 0;
- self.lastBossType = null; // Track the last boss type to avoid repeating
+ self.lastBossType = null;
var blockWidth = 400;
var totalBlocksWidth = blockWidth * totalWaves;
var startMarker = new Container();
var startBlock = startMarker.attachAsset('notification', {
@@ -1893,9 +1751,8 @@
});
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
@@ -1921,9 +1778,8 @@
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;
@@ -1937,14 +1793,12 @@
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";
@@ -1969,13 +1823,11 @@
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 {
@@ -1999,10 +1851,8 @@
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;
@@ -2019,27 +1869,23 @@
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;
@@ -2048,27 +1894,21 @@
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.tint = 0xFFD700;
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
@@ -2076,18 +1916,16 @@
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
@@ -2095,9 +1933,8 @@
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
@@ -2109,30 +1946,24 @@
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;
@@ -2217,18 +2048,21 @@
/****
* Initialize Game
****/
+/**** * Initialize Game
+****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
-var currentScreenState = '';
-var titleScreenContainer = null;
-var levelSelectContainer = null;
+/**** * Plugins
+****/
+/**** * Game Code
+****/
var isHidingUpgradeMenu = false;
function hideUpgradeMenu(menu) {
if (isHidingUpgradeMenu) {
return;
@@ -2244,439 +2078,555 @@
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, {
+var goldText = new Text2('Gold: ' + 80, {
size: 60,
fill: 0xFFD700,
weight: 800
});
goldText.anchor.set(0.5, 0.5);
-var livesText = new Text2('Lives: ' + lives, {
+var livesText = new Text2('Lives: ' + 20, {
size: 60,
fill: 0x00FF00,
weight: 800
});
livesText.anchor.set(0.5, 0.5);
-var scoreText = new Text2('Score: ' + score, {
+// ZMIANA: scoreText na enemiesText
+var enemiesText = new Text2('Enemies: 0/0', {
size: 60,
fill: 0xFF0000,
weight: 800
});
-scoreText.anchor.set(0.5, 0.5);
+enemiesText.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);
+LK.gui.top.addChild(enemiesText); // ZMIANA: dodajemy nowy tekst
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);
+enemiesText.x = spacing; // ZMIANA: pozycjonujemy nowy tekst
+enemiesText.y = topMargin;
+var currentScreenState = '';
+var titleScreenContainer = null;
+var levelSelectContainer = null;
+function showTitleScreen() {
+ if (titleScreenContainer) {
+ titleScreenContainer.destroy();
+ }
+ titleScreenContainer = new Container();
+ game.addChild(titleScreenContainer);
+ currentScreenState = 'title';
+ if (LK.gui.top) {
+ LK.gui.top.visible = false;
+ }
+ var gameTitle = new Text2("NASZA FANTASY TD", {
+ size: 120,
+ fill: 0xFFD700,
+ weight: 800,
+ align: 'center',
+ stroke: 0x000000,
+ strokeThickness: 8
+ });
+ gameTitle.anchor.set(0.5, 0.5);
+ gameTitle.x = 2048 / 2;
+ gameTitle.y = 2732 / 2 - 300;
+ titleScreenContainer.addChild(gameTitle);
+ var startButton = new Container();
+ startButton.x = 2048 / 2;
+ startButton.y = 2732 / 2 + 100;
+ titleScreenContainer.addChild(startButton);
+ var startButtonBg = startButton.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 400,
+ height: 150,
+ tint: 0x00AA00
+ });
+ var startButtonText = new Text2("START", {
+ size: 80,
+ fill: 0xFFFFFF,
+ weight: 'bold'
+ });
+ startButtonText.anchor.set(0.5, 0.5);
+ startButton.addChild(startButtonText);
+ startButton.interactive = true;
+ startButton.down = function () {
+ console.log("Przycisk START wciśnięty. Przechodzę do wyboru poziomu.");
+ if (titleScreenContainer) {
+ titleScreenContainer.destroy();
+ }
+ showLevelSelectScreen();
+ };
}
-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;
- }
+function showLevelSelectScreen() {
+ if (levelSelectContainer) {
+ levelSelectContainer.destroy();
+ }
+ levelSelectContainer = new Container();
+ game.addChild(levelSelectContainer);
+ currentScreenState = 'levelSelect';
+ // Poprawka: Ukrywamy górne UI w menu wyboru poziomu
+ if (LK.gui.top) {
+ LK.gui.top.visible = false;
+ }
+ // Nagłówek (placeholder)
+ var selectTitle = new Text2("WYBIERZ POZIOM", {
+ size: 100,
+ fill: 0xFFFFFF,
+ weight: 700
+ });
+ selectTitle.anchor.set(0.5, 0.5);
+ selectTitle.x = 2048 / 2;
+ selectTitle.y = 400;
+ levelSelectContainer.addChild(selectTitle);
+ // Przyciski poziomów (placeholdery)
+ var levelButton1 = new Container();
+ levelButton1.x = 2048 / 2;
+ levelButton1.y = 800;
+ levelSelectContainer.addChild(levelButton1);
+ var levelButton1Bg = levelButton1.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 600,
+ height: 200,
+ tint: 0x0088CC
+ });
+ var levelButton1Text = new Text2("Poziom 1: Mroczny Las", {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ levelButton1Text.anchor.set(0.5, 0.5);
+ levelButton1.addChild(levelButton1Text);
+ levelButton1.interactive = true;
+ levelButton1.down = function () {
+ console.log("Wybrano Poziom 1. Rozpoczynam grę...");
+ startGame(1);
+ };
+ // Przycisk "Powrót"
+ var backButton = new Container();
+ backButton.x = 2048 / 2;
+ backButton.y = 2732 - 300;
+ levelSelectContainer.addChild(backButton);
+ var backButtonBg = backButton.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 300,
+ height: 120,
+ tint: 0xAA0000
+ });
+ var backButtonText = new Text2("Powrót", {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ backButtonText.anchor.set(0.5, 0.5);
+ backButton.addChild(backButtonText);
+ backButton.interactive = true;
+ backButton.down = function () {
+ console.log("Powrót do menu głównego.");
+ if (levelSelectContainer) {
+ levelSelectContainer.destroy();
}
+ showTitleScreen();
+ };
+}
+function startGame(levelNumber) {
+ console.log("Rozpoczynam ładowanie poziomu: " + levelNumber);
+ if (titleScreenContainer) {
+ titleScreenContainer.destroy();
+ titleScreenContainer = null;
}
- var blocked = grid.pathFind();
- for (var i = 0; i < cells.length; i++) {
- cells[i].cell.type = cells[i].originalType;
+ if (levelSelectContainer) {
+ levelSelectContainer.destroy();
+ levelSelectContainer = null;
}
+ currentScreenState = 'gameplay';
+ if (LK.gui.top) {
+ LK.gui.top.visible = true;
+ }
+ 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;
+ // ZMIANA: usunęliśmy 'score', dodajemy liczniki wrogów
+ var enemiesKilled = 0;
+ var totalEnemiesInLevel = 50; // Placeholder dla poziomu 1
+ 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;
+ // ZMIANA: updateUI będzie teraz aktualizować nowy licznik
+ function updateUI() {
+ goldText.setText('Gold: ' + gold);
+ livesText.setText('Lives: ' + lives);
+ enemiesText.setText('Enemies: ' + enemiesKilled + '/' + totalEnemiesInLevel);
+ }
+ // Inicjalizujemy UI na starcie poziomu
+ updateUI();
+ function setGold(value) {
+ gold = value;
+ updateUI();
+ }
+ var debugLayer = new Container();
+ var towerLayer = new Container();
+ var enemyLayerBottom = new Container();
+ var enemyLayerMiddle = new Container();
+ var enemyLayerTop = new Container();
+ var enemyLayer = new Container();
+ 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();
- 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);
+ 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 true;
- } else {
- var notification = game.addChild(new Notification("Not enough gold!"));
- notification.x = 2048 / 2;
- notification.y = grid.height - 50;
- return false;
+ return blocked;
}
-}
-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;
+ 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;
}
-};
-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);
+ function getTowerSellValue(totalValue) {
+ return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
-};
-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;
+ 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;
}
}
- 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;
+ 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();
+ towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5);
break;
}
}
- if (!clickedOnMenu) {
+ };
+ game.move = function (x, y, obj) {
+ if (isDragging) {
+ 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];
- hideUpgradeMenu(menu);
+ 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;
+ }
}
- for (var i = game.children.length - 1; i >= 0; i--) {
- if (game.children[i].isTowerRange) {
- game.removeChild(game.children[i]);
+ 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();
}
- 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!"));
+ 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;
}
- } 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();
+ 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;
+ 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);
}
-};
-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;
}
-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);
+ if (currentScreenState === 'gameplay') {
+ if (waveInProgress) {
+ if (!waveSpawned) {
+ waveSpawned = true;
+ var waveType = waveIndicator.getWaveType(currentWave);
+ var enemyCount = waveIndicator.getEnemyCount(currentWave);
+ var isBossWave = currentWave % 10 === 0 && currentWave > 0;
+ if (isBossWave && waveType !== 'swarm') {
+ enemyCount = 1;
+ var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️"));
+ notification.x = 2048 / 2;
+ notification.y = grid.height - 200;
}
- // 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;
+ for (var i = 0; i < enemyCount; i++) {
+ var enemy = new Enemy(waveType);
+ if (enemy.isFlying) {
+ enemyLayerTop.addChild(enemy);
+ if (enemy.shadow) {
+ enemyLayerMiddle.addChild(enemy.shadow);
}
+ } else {
+ enemyLayerBottom.addChild(enemy);
}
- if (!columnOccupied) {
- availableColumns.push(col);
+ var healthMultiplier = Math.pow(1.12, currentWave);
+ enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier);
+ enemy.health = enemy.maxHealth;
+ var gridWidth = 24;
+ var midPoint = Math.floor(gridWidth / 2);
+ var availableColumns = [];
+ for (var col = midPoint - 3; col < midPoint + 3; col++) {
+ var columnOccupied = false;
+ 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);
+ }
}
+ var spawnX;
+ if (availableColumns.length > 0) {
+ spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)];
+ } else {
+ spawnX = midPoint - 3 + Math.floor(Math.random() * 6);
+ }
+ var spawnY = -1 - Math.random() * 5;
+ enemy.cellX = spawnX;
+ enemy.cellY = 5;
+ enemy.currentCellX = spawnX;
+ enemy.currentCellY = spawnY;
+ enemy.waveNumber = currentWave;
+ enemies.push(enemy);
}
- // 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 currentWaveEnemiesRemaining = false;
+ for (var i = 0; i < enemies.length; i++) {
+ if (enemies[i].waveNumber === currentWave) {
+ currentWaveEnemiesRemaining = true;
+ break;
}
- 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;
}
}
- 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;
+ 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;
+ }
+ 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);
+ var scoreValue = enemy.isBoss ? 100 : 5;
+ score += scoreValue;
+ if (enemy.isBoss) {
+ var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!"));
+ notification.x = 2048 / 2;
+ notification.y = grid.height - 150;
+ }
+ updateUI();
+ if (enemy.isFlying && enemy.shadow) {
+ enemyLayerMiddle.removeChild(enemy.shadow);
+ enemy.shadow = null;
+ }
+ if (enemy.isFlying) {
+ enemyLayerTop.removeChild(enemy);
+ } else {
+ enemyLayerBottom.removeChild(enemy);
+ }
+ enemies.splice(a, 1);
+ continue;
}
- // 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;
+ if (grid.updateEnemy(enemy)) {
+ if (enemy.isFlying && enemy.shadow) {
+ enemyLayerMiddle.removeChild(enemy.shadow);
+ enemy.shadow = null;
+ }
+ 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();
+ }
}
- 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);
+ 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);
}
- bullets.splice(i, 1);
}
+ if (towerPreview.visible) {
+ towerPreview.checkPlacement();
+ }
+ if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
+ LK.showYouWin();
+ }
}
- if (towerPreview.visible) {
- towerPreview.checkPlacement();
- }
- if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
- LK.showYouWin();
- }
-};
\ No newline at end of file
+};
+showTitleScreen();
\ No newline at end of file