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Copy Tower Defense Template
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Building = Container.expand(function (id, size) { var self = Container.call(this); self.id = id || 'default'; self.size = size || { w: 2, h: 2 }; var assetId = 'building_' + self.id; var baseGraphics = self.attachAsset(assetId, { anchorX: 0, anchorY: 0 }); baseGraphics.width = CELL_SIZE * self.size.w; baseGraphics.height = CELL_SIZE * self.size.h; baseGraphics.tint = 0xFFFFFF; // Wymuszenie domyślnego koloru (naprawia jasność) baseGraphics.alpha = 1; // Wymuszenie pełnej widoczności return self; }); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, towerProps) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.props = towerProps; // Przekazujemy właściwości wieży (obrażenia, prędkość, typ itp.) self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); if (self.props.bulletType === 'splash') { bulletGraphics.tint = 0xFF8C00; } if (self.props.bulletType === 'slow') { bulletGraphics.tint = 0xADD8E6; } if (self.props.bulletType === 'chain') { bulletGraphics.tint = 0xFFFF00; } self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent || self.targetEnemy.health <= 0) { 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.props.bulletSpeed) { // --- LOGIKA TRAFIENIA --- self.targetEnemy.health -= self.props.damage; self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; switch (self.props.bulletType) { case 'slow': self.targetEnemy.slowDuration = self.props.slowDuration; break; case 'splash': game.addChild(new EffectIndicator(self.x, self.y, 'splash')); enemies.forEach(function (enemy) { if (enemy !== self.targetEnemy) { var distToSplash = Math.sqrt(Math.pow(self.targetEnemy.x - enemy.x, 2) + Math.pow(self.targetEnemy.y - enemy.y, 2)); if (distToSplash < self.props.splashRadius) { enemy.health -= self.props.splashDamage; enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } } }); break; case 'chain': var chainedTargets = [self.targetEnemy]; var lastTarget = self.targetEnemy; var damage = self.props.damage; for (var i = 0; i < self.props.chainTargets; i++) { damage -= self.props.chainDamageFalloff; if (damage <= 0) { break; } var nextTarget = null; var minChainDist = Infinity; enemies.forEach(function (enemy) { if (!chainedTargets.includes(enemy)) { var distToChain = Math.sqrt(Math.pow(lastTarget.x - enemy.x, 2) + Math.pow(lastTarget.y - enemy.y, 2)); if (distToChain < self.props.range / 2 && distToChain < minChainDist) { minChainDist = distToChain; nextTarget = enemy; } } }); if (nextTarget) { nextTarget.health -= damage; nextTarget.healthBar.width = nextTarget.health / nextTarget.maxHealth * 70; chainedTargets.push(nextTarget); lastTarget = nextTarget; } else { break; } } break; } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.props.bulletSpeed; self.y += Math.sin(angle) * self.props.bulletSpeed; } }; 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.originalSpeed = self.speed; self.slowed = false; self.slowDuration = 0; 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; self.manaCategory = 'strong'; self.damage = 10; self.attackSpeed = 120; self.lastAttack = 0; self.range = 1.5 * CELL_SIZE; self.targetUnit = null; switch (self.type) { case 'fast': self.speed *= 2; self.maxHealth = 100; self.manaCategory = 'strong'; self.damage = 8; break; case 'immune': self.isImmune = true; self.maxHealth = 80; self.manaCategory = 'special'; self.damage = 12; break; case 'flying': self.isFlying = true; self.maxHealth = 80; self.manaCategory = 'special'; self.damage = 10; break; case 'swarm': self.maxHealth = 50; self.manaCategory = 'weak'; self.damage = 5; break; case 'normal': default: self.manaCategory = 'strong'; self.damage = 10; break; } self.originalSpeed = self.speed; if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; self.maxHealth *= 20; self.speed *= 0.7; self.originalSpeed = self.speed; self.manaCategory = 'boss'; self.damage *= 2.5; } self.health = self.maxHealth; var assetId = self.type === 'normal' ? 'enemy' : '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.findTarget = function () { if (self.isFlying) { return null; } var closestUnit = null; var minDistance = self.range * self.range; for (var i = 0; i < friendlyUnits.length; i++) { var unit = friendlyUnits[i]; var dx = unit.x - self.x; var dy = unit.y - self.y; var distanceSq = dx * dx + dy * dy; if (distanceSq < minDistance) { minDistance = distanceSq; closestUnit = unit; } } return closestUnit; }; self.attack = function () { if (self.targetUnit && self.targetUnit.health > 0) { self.targetUnit.health -= self.damage; self.targetUnit.healthBar.width = self.targetUnit.health / self.targetUnit.maxHealth * 70; } }; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } if (!self.isImmune) { if (self.slowDuration > 0) { self.slowDuration--; if (!self.slowed) { self.slowed = true; self.speed *= 1 - TOWER_DATA.mage['2W'].slowAmount; enemyGraphics.tint = 0x99CCFF; } } else if (self.slowed) { self.slowed = false; self.speed = self.originalSpeed; enemyGraphics.tint = 0xFFFFFF; } } self.targetUnit = self.findTarget(); if (self.targetUnit) { if (LK.ticks - self.lastAttack >= self.attackSpeed) { self.attack(); self.lastAttack = LK.ticks; } } else { if (grid.updateEnemy(self)) { return true; } 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); enemyGraphics.rotation = angle; } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; return false; }; return self; }); var FriendlyUnit = Container.expand(function (startX, startY) { var self = Container.call(this); self.x = startX; self.y = startY; self.speed = 0.008; self.maxHealth = 150; self.health = self.maxHealth; self.damage = 5; self.attackSpeed = 90; // Co 1.5 sekundy self.lastAttack = 0; self.range = 2 * CELL_SIZE; self.targetEnemy = null; var unitGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); unitGraphics.tint = 0x0096FF; // Niebieski kolor sojusznika 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 = -unitGraphics.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.findTarget = function () { var closestEnemy = null; var minDistance = self.range * self.range; 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 distanceSq = dx * dx + dy * dy; if (distanceSq < minDistance) { minDistance = distanceSq; closestEnemy = enemy; } } return closestEnemy; }; self.attack = function () { if (self.targetEnemy && self.targetEnemy.health > 0) { self.targetEnemy.health -= self.damage; self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; // Prosta animacja ataku - można rozbudować var attackIndicator = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); attackIndicator.scaleX = attackIndicator.scaleY = 0.5; game.addChild(attackIndicator); } }; self.die = function () { // Dodaj znacznik czasu do kolejki regeneracji peopleRegenQueue.push(LK.ticks); var unitIndex = friendlyUnits.indexOf(self); if (unitIndex !== -1) { friendlyUnits.splice(unitIndex, 1); } self.destroy(); }; self.update = function () { if (self.health <= 0) { self.die(); return; } self.healthBar.width = self.health / self.maxHealth * 70; self.targetEnemy = self.findTarget(); if (self.targetEnemy) { // Zatrzymaj się i atakuj if (LK.ticks - self.lastAttack >= self.attackSpeed) { self.attack(); self.lastAttack = LK.ticks; } } else { // Idź do przodu (w stronę góry mapy) self.y -= self.speed * CELL_SIZE; // Jeśli jednostka wyjdzie poza mapę, powinna zostać usunięta if (self.y < grid.y) { self.die(); } } }; 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: [], specialEffect: null }; } } for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; 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 = []; } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); self.goals = []; for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { if (self.cells[i][j].type === 4) { // Cel to teraz type 4 self.goals.push(self.cells[i][j]); } } } var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; toProcess[a].score = 0; } function processNode(node, targetValue, targetNode) { // Ta logika sprawdza, którędy może iść wróg if (node && (node.type === 0 || node.type === 3 || node.type === 4)) { 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 === 0 || node.up.type === 3) && (node.left.type === 0 || node.left.type === 3)) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && (node.up.type === 0 || node.up.type === 3) && (node.right.type === 0 || node.right.type === 3)) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && (node.down.type === 0 || node.down.type === 3) && (node.right.type === 0 || node.right.type === 3)) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && (node.down.type === 0 || node.down.type === 3) && (node.left.type === 0 || node.left.type === 3)) { 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); } } self.spawns = []; for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { if (self.cells[i][j].type === 3) { // ZMIANA: Szukamy spawnu type 3 self.spawns.push(self.cells[i][j]); } } } 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.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("Pathfinding complete in:", new Date().getTime() - before, "ms"); }; self.renderDebug = function () { // Ta funkcja może pozostać pusta lub zostać usunięta, // bo nie używamy już starego debugowania siatki }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.type == 4) { // ZMIANA: Sprawdzamy, czy wróg dotarł do celu (type 4) return true; // Zwracamy 'true', żeby gra wiedziała, że wróg skończył trasę } 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; } } // Logika startu wroga - idzie prosto w dół do pierwszej komórki ścieżki if (enemy.currentCellY < 5) { enemy.currentCellY += enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; if (enemy.currentCellY >= 5) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } if (enemy.isFlying) { if (!enemy.flyingTarget) { enemy.flyingTarget = self.goals[Math.floor(Math.random() * self.goals.length)]; } 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); 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; enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); return false; } if (!enemy.currentTarget) { if (cell) { enemy.currentTarget = cell.targets[Math.floor(Math.random() * cell.targets.length)]; } } if (enemy.currentTarget) { var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.currentCellX = enemy.currentTarget.x; enemy.currentCellY = enemy.currentTarget.y; 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 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 PlacementPreview = Container.expand(function () { var self = Container.call(this); self.itemType = 'tower'; self.subType = 'guard'; self.itemSize = { w: 2, h: 2 }; self.hasEnoughGold = true; self.canPlace = false; self.gridX = 0; self.gridY = 0; var rangeIndicator = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); var previewHolder = new Container(); self.addChild(previewHolder); self.updateAppearance = function () { while (previewHolder.children.length) { previewHolder.removeChildAt(0); } var previewGraphics; // Używamy niezawodnego kształtu 'cell' jako bazy dla podglądu previewGraphics = previewHolder.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); // Ustawiamy prawidłowy rozmiar i przezroczystość previewGraphics.width = CELL_SIZE * self.itemSize.w; previewGraphics.height = CELL_SIZE * self.itemSize.h; previewGraphics.alpha = 0.5; // Domyślny, niebieski kolor dla prawidłowego miejsca previewGraphics.tint = 0x00BFFF; rangeIndicator.visible = false; if (self.itemType === 'tower') { var stats = TOWER_DATA[self.subType] ? TOWER_DATA[self.subType][1] : null; if (stats && stats.range) { rangeIndicator.width = rangeIndicator.height = stats.range * 2; rangeIndicator.visible = true; } } // Jeśli miejsce jest nieprawidłowe, zmieniamy kolor na czerwony if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } }; self.updatePlacementStatus = function (targetGrid) { var validGridPlacement = true; var currentGrid = targetGrid || grid; if (self.gridY <= 4 && self.itemType === 'tower') { validGridPlacement = false; } if (self.gridY + self.itemSize.h > currentGrid.cells[0].length && self.itemType === 'building') { validGridPlacement = false; } if (validGridPlacement) { for (var i = 0; i < self.itemSize.w; i++) { for (var j = 0; j < self.itemSize.h; j++) { var cell = currentGrid.getCell(self.gridX + i, self.gridY + j); if (!cell || cell.type !== 1) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } var cost = 0; if (self.itemType === 'tower') { cost = getTowerCost(self.subType); } else { var buildingCost = getBuildingCost(self.subType); cost = buildingCost.gold; } self.hasEnoughGold = gold >= cost; self.canPlace = validGridPlacement; self.updateAppearance(); }; self.snapToGrid = function (x, y, targetGrid) { var currentGrid = targetGrid || grid; var gridPosX = x - currentGrid.x; var gridPosY = y - currentGrid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); var itemWidth = CELL_SIZE * self.itemSize.w; var itemHeight = CELL_SIZE * self.itemSize.h; self.x = currentGrid.x + self.gridX * CELL_SIZE + itemWidth / 2; self.y = currentGrid.y + self.gridY * CELL_SIZE + itemHeight / 2; self.updatePlacementStatus(currentGrid); }; return self; }); var SourceBuilding = Container.expand(function (buildingType) { var self = Container.call(this); self.buildingType = buildingType || 'default'; var assetId = 'building_' + self.buildingType; var baseGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); var initialCost = 100; var typeLabelShadow = new Text2(self.buildingType.charAt(0).toUpperCase() + self.buildingType.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.buildingType.charAt(0).toUpperCase() + self.buildingType.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(initialCost, { 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(initialCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { var currentCost = getBuildingCost(self.buildingType); if (costLabel.text !== currentCost.gold) { costLabel.setText(currentCost.gold); costLabelShadow.setText(currentCost.gold); } var canAfford = gold >= currentCost.gold; self.alpha = canAfford ? 1 : 0.5; }; return self; }); var SourceSpell = Container.expand(function (spellId) { var self = Container.call(this); self.spellId = spellId; var spellData = SPELL_DATA[self.spellId]; var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); switch (self.spellId) { case 'fire_wall': baseGraphics.tint = 0xFF4500; break; case 'healing_field': baseGraphics.tint = 0x32CD32; break; case 'lightning_stun': baseGraphics.tint = 0x1E90FF; break; case 'curse': baseGraphics.tint = 0x9400D3; break; } var nameLabelShadow = new Text2(spellData.name, { size: 40, fill: 0x000000, weight: 800, align: 'center' }); nameLabelShadow.anchor.set(0.5, 0.5); nameLabelShadow.x = 2; nameLabelShadow.y = -20 + 2; self.addChild(nameLabelShadow); var nameLabel = new Text2(spellData.name, { size: 40, fill: 0xFFFFFF, weight: 800, align: 'center' }); nameLabel.anchor.set(0.5, 0.5); nameLabel.y = -20; self.addChild(nameLabel); var costLabelShadow = new Text2(spellData.cost, { 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(spellData.cost, { size: 50, fill: 0x00BFFF, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { var canAfford = mana >= spellData.cost; self.alpha = canAfford ? 1 : 0.5; }; 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 }); // TODO: Zmienić assety w zależności od typu wieży, na razie tylko tint switch (self.towerType) { case 'guard': baseGraphics.tint = 0xCCCCCC; break; case 'crossbow': baseGraphics.tint = 0xD2691E; break; case 'mage': baseGraphics.tint = 0x0000FF; break; case 'banner': baseGraphics.tint = 0xFFFF00; break; default: baseGraphics.tint = 0xAAAAAA; break; } var stats = TOWER_DATA[self.towerType][1]; // Pobierz dane dla poziomu 1 var towerName = stats.name; var initialCost = stats.cost; var typeLabelShadow = new Text2(towerName, { size: 40, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 2; typeLabelShadow.y = -20 + 2; self.addChild(typeLabelShadow); var typeLabel = new Text2(towerName, { size: 40, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; self.addChild(typeLabel); var costLabelShadow = new Text2(initialCost, { 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(initialCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Ta funkcja będzie aktualizować koszt w przyszłości, gdy wprowadzimy dynamiczne zmiany var currentCost = TOWER_DATA[self.towerType][1].cost; if (!isBuildPhase && currentWave > 0) { currentCost = Math.floor(currentCost * 1.5); } if (costLabel.text !== currentCost) { costLabel.setText(currentCost); costLabelShadow.setText(currentCost); } var canAfford = gold >= currentCost; self.alpha = canAfford ? 1 : 0.5; }; return self; }); var SourceUnit = Container.expand(function (unitId) { var self = Container.call(this); self.unitId = unitId; var unitData = UNIT_DATA[self.unitId]; var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); baseGraphics.tint = 0x0096FF; var nameLabelShadow = new Text2(unitData.name, { size: 40, fill: 0x000000, weight: 800, align: 'center' }); nameLabelShadow.anchor.set(0.5, 0.5); nameLabelShadow.x = 2; nameLabelShadow.y = -20 + 2; self.addChild(nameLabelShadow); var nameLabel = new Text2(unitData.name, { size: 40, fill: 0xFFFFFF, weight: 800, align: 'center' }); nameLabel.anchor.set(0.5, 0.5); nameLabel.y = -20; self.addChild(nameLabel); var costLabelShadow = new Text2(unitData.cost, { 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(unitData.cost, { 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 >= unitData.cost && people > 0; self.alpha = canAfford ? 1 : 0.5; }; self.down = function () { if (gold >= unitData.cost && people > 0) { setGold(gold - unitData.cost); people--; updateUI(); var spawnX = 2048 / 2; var spawnY = grid.y + (grid.cells[0].length - 5) * CELL_SIZE; var newUnit = new FriendlyUnit(spawnX, spawnY); friendlyUnitLayer.addChild(newUnit); friendlyUnits.push(newUnit); } else { var message = gold < unitData.cost ? "Not enough gold!" : "Not enough people!"; var notification = game.addChild(new Notification(message)); notification.x = 2048 / 2; notification.y = grid.height - 50; } }; return self; }); var Tower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType; self.level = 1; self.levelPath = ''; self.maxLevel = 3; self.gridX = 0; self.gridY = 0; self.targetEnemy = null; self.lastFired = 0; self.totalValue = 0; self.baseStats = {}; self.buffs = []; self.towersInAura = []; function applyStats(stats) { self.baseStats = Object.assign({}, stats); // Kopiowanie wszystkich właściwości ze stats do self Object.assign(self, stats); self.recalculateStats(); } self.recalculateStats = function () { self.damage = self.baseStats.damage; self.fireRate = self.baseStats.fireRate; self.buffs.forEach(function (buff) { if (buff.effect.damage) { self.damage *= buff.effect.damage; } if (buff.effect.attackSpeed) { self.fireRate /= buff.effect.attackSpeed; } }); }; self.addBuff = function (buff) { if (!self.buffs.find(function (b) { return b.source === buff.source; })) { self.buffs.push(buff); self.recalculateStats(); } }; self.removeBuff = function (buffSource) { self.buffs = self.buffs.filter(function (b) { return b.source !== buffSource; }); self.recalculateStats(); }; var initialStats = TOWER_DATA[self.towerType][self.level]; self.cost = initialStats.cost; self.totalValue = self.cost; applyStats(initialStats); var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.width = CELL_SIZE * 2; baseGraphics.height = CELL_SIZE * 2; switch (self.towerType) { case 'guard': baseGraphics.tint = 0xCCCCCC; break; case 'crossbow': baseGraphics.tint = 0xD2691E; break; case 'mage': baseGraphics.tint = 0x0000FF; break; case 'banner': baseGraphics.tint = 0xFFFF00; break; } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); if (self.towerType === 'banner') { gunContainer.visible = false; } self.getRange = function () { return self.range; }; self.getTotalValue = function () { return self.totalValue; }; self.upgrade = function (path) { path = path || ''; var nextLevelKey = self.level + 1 + path; var upgradeData = TOWER_DATA[self.towerType][nextLevelKey]; if (!upgradeData) { return; } if (self.aura) { self.removeAuraFromTowers(); } self.level++; self.levelPath = path; self.totalValue += upgradeData.cost; applyStats(upgradeData); if (self.aura) { self.applyAuraToTowers(); } }; self.destroyAura = function () { if (self.aura) { self.removeAuraFromTowers(); } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + (gridX + 1) * CELL_SIZE; self.y = grid.y + (gridY + 1) * CELL_SIZE; 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 = 5; } } } if (self.aura) { self.applyAuraToTowers(); } }; self.findTarget = function () { if (self.damage === 0) { return null; } if (self.bulletType === 'slow') { var potentialTargets = []; enemies.forEach(function (enemy) { if (!enemy.slowed) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; if (dx * dx + dy * dy < self.range * self.range) { potentialTargets.push(enemy); } } }); if (potentialTargets.length === 0) { // Jeśli wszyscy są spowolnieni, wybierz dowolnego enemies.forEach(function (enemy) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; if (dx * dx + dy * dy < self.range * self.range) { potentialTargets.push(enemy); } }); } if (potentialTargets.length > 0) { return potentialTargets[Math.floor(Math.random() * potentialTargets.length)]; } } var closestEnemy = null; var minDistance = self.range * self.range; 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 distanceSq = dx * dx + dy * dy; if (distanceSq < minDistance) { minDistance = distanceSq; closestEnemy = enemy; } } return closestEnemy; }; self.fire = function () { if (self.targetEnemy && self.targetEnemy.health > 0) { 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); game.addChild(bullet); bullets.push(bullet); } }; self.applyAuraToTowers = function () { self.removeAuraFromTowers(); towers.forEach(function (tower) { if (tower === self) { return; } var dx = tower.x - self.x; var dy = tower.y - self.y; if (dx * dx + dy * dy < self.range * self.range) { tower.addBuff({ source: self, effect: self.aura }); self.towersInAura.push(tower); } }); }; self.removeAuraFromTowers = function () { self.towersInAura.forEach(function (tower) { tower.removeBuff(self); }); self.towersInAura = []; }; self.update = function () { if (self.aura) { return; } if (self.buffs.length > 0) { gunGraphics.alpha = 0.7 + Math.sin(LK.ticks / 10) * 0.3; } else { gunGraphics.alpha = 1; } 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 (self.fireRate > 0 && LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { if (isMenuTransitioning) { return; } // Sprawdź blokadę na samym początku if (selectedTower === self) { closeActiveUpgradeMenu(); return; } closeActiveUpgradeMenu(); selectedTower = self; var upgradeMenu = game.addChild(new UpgradeMenu(self)); upgradeMenu.x = 2048 / 2; // Ustawiamy blokadę na czas animacji wysuwania isMenuTransitioning = true; tween(upgradeMenu, { y: 2732 - 250 }, { duration: 200, easing: tween.backOut, onFinish: function onFinish() { isMenuTransitioning = false; // Wyłącz blokadę po zakończeniu } }); var rangeCircle = new Container(); rangeCircle.isTowerRange = true; rangeCircle.tower = self; var graphics = rangeCircle.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); graphics.width = graphics.height = self.getRange() * 2; graphics.alpha = 0.2; graphics.tint = 0xFFFFFF; rangeCircle.x = self.x; rangeCircle.y = self.y; gateContainer.addChildAt(rangeCircle, gateContainer.children.indexOf(towerLayer)); }; 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.name, { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); function getTowerFireRate() { if (self.tower.fireRate > 0) { return (60 / self.tower.fireRate).toFixed(1) + '/s'; } return 'N/A'; } var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + getTowerFireRate(), { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var sellButton = new Container(); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, tint: 0xCC0000 }); var sellValue = getTowerSellValue(self.tower.getTotalValue()); var sellButtonText = new Text2('Sell: +' + sellValue, { size: 50, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); sellButton.x = 650; sellButton.y = 120; self.addChild(sellButton); sellButton.down = function () { // NOWA LINIA - usuwa aurę przed zniszczeniem wieży if (self.tower.aura) { self.tower.destroyAura(); } setGold(gold + getTowerSellValue(self.tower.getTotalValue())); 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 = 1; } } } grid.pathFind(); if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); hideUpgradeMenu(self); }; var closeButton = new Container(); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90, 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; self.addChild(closeButton); closeButton.down = function () { hideUpgradeMenu(self); }; function createUpgradeButton(upgradeKey, position, totalButtons) { var upgradeData = TOWER_DATA[self.tower.towerType][upgradeKey]; if (!upgradeData) { return; } var button = new Container(); var bg = button.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); bg.width = 450; bg.height = 180 / totalButtons + 60 / totalButtons; var buttonTextContent = 'Upgrade: ' + upgradeData.cost + 'g'; if (upgradeData.name) { buttonTextContent = upgradeData.name + '\n' + upgradeData.cost + 'g'; if (upgradeData.description) { buttonTextContent += '\n' + upgradeData.description; } } var text = new Text2(buttonTextContent, { size: 40, fill: 0xFFFFFF, weight: 800, align: 'center' }); text.anchor.set(0.5, 0.5); button.addChild(text); var canAfford = gold >= upgradeData.cost; bg.tint = canAfford ? 0x00AA00 : 0x888888; button.alpha = canAfford ? 1 : 0.7; button.down = function () { if (gold >= upgradeData.cost) { setGold(gold - upgradeData.cost); self.tower.upgrade(upgradeKey.replace((self.tower.level + 1).toString(), '')); // Przekaż ścieżkę 'A' lub 'B' hideUpgradeMenu(self); } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } }; button.x = position.x; button.y = position.y; self.addChild(button); } function populateUpgradeButtons() { if (self.tower.level >= self.tower.maxLevel) { var maxLevelText = new Text2('Max Level', { size: 80, fill: 0xFFD700, weight: 800 }); maxLevelText.anchor.set(0.5, 0.5); maxLevelText.x = 50; self.addChild(maxLevelText); return; } var nextLevel = self.tower.level + 1; var upgradeKeys = Object.keys(TOWER_DATA[self.tower.towerType]).filter(function (key) { return key.startsWith(nextLevel.toString()); }); if (upgradeKeys.length === 1) { createUpgradeButton(upgradeKeys[0], { x: 50, y: 0 }, 1); } else if (upgradeKeys.length > 1) { for (var i = 0; i < upgradeKeys.length; i++) { var yPos = -85 + i * 170; createUpgradeButton(upgradeKeys[i], { x: 50, y: yPos }, upgradeKeys.length); } } } populateUpgradeButtons(); self.update = function () { // Ta funkcja jest teraz pusta, cała logika dzieje się przy tworzeniu. // Można ją rozbudować o dynamiczne odświeżanie, jeśli będzie taka potrzeba. }; // Nadpisanie funkcji, aby poprawnie ukrywała też okrąg zasięgu var originalDestroy = self.destroy; self.destroy = function () { for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); } } if (selectedTower === self.tower) { selectedTower = null; } originalDestroy.call(self); }; return self; }); /**** * Initialize Game ****/ /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ /**** * Game Code ****/ var CELL_SIZE = 76; var TOWER_DATA = { 'guard': { 1: { name: 'Guard Tower', cost: 30, damage: 4, fireRate: 60, range: 4 * CELL_SIZE, bulletSpeed: 7 }, 2: { name: 'Veteran Guard', cost: 60, damage: 8, fireRate: 60, range: 4 * CELL_SIZE, bulletSpeed: 7 } }, 'crossbow': { 1: { name: 'Crossbow Tower', cost: 50, damage: 12, fireRate: 150, range: 7 * CELL_SIZE, bulletSpeed: 15 }, 2: { name: 'Heavy Crossbow', cost: 100, damage: 24, fireRate: 150, range: 7 * CELL_SIZE, bulletSpeed: 15 } }, 'mage': { 1: { name: 'Mage Tower', cost: 40, damage: 6, fireRate: 90, range: 4 * CELL_SIZE, bulletSpeed: 8, bulletType: 'normal' }, '2F': { name: 'Fire Mage', cost: 80, damage: 6, fireRate: 120, range: 5 * CELL_SIZE, bulletSpeed: 8, bulletType: 'splash', splashDamage: 3, splashRadius: 1 * CELL_SIZE }, '2W': { name: 'Water Mage', cost: 80, damage: 4, fireRate: 120, range: 5 * CELL_SIZE, bulletSpeed: 8, bulletType: 'slow', slowAmount: 0.6, slowDuration: 120 }, '2L': { name: 'Lightning Mage', cost: 80, damage: 7, fireRate: 150, range: 6 * CELL_SIZE, bulletSpeed: 20, bulletType: 'chain', chainTargets: 2, chainDamageFalloff: 2 } }, 'banner': { 1: { name: 'War Banner', cost: 50, damage: 0, range: 4 * CELL_SIZE, aura: { 'attackSpeed': 1.15 } }, '2A': { name: 'Banner of Fury', cost: 100, range: 4 * CELL_SIZE, aura: { 'attackSpeed': 1.30 } }, '2B': { name: 'Banner of Command', cost: 100, range: 4 * CELL_SIZE, aura: { 'attackSpeed': 1.15, 'damage': 1.15 } } } }; var SPELL_DATA = { 'fire_wall': { id: 'fire_wall', name: 'Fire Wall', description: 'Damages enemies in an area.', cost: 40, damage: 50, radius: 2.5 * CELL_SIZE }, 'healing_field': { id: 'healing_field', name: 'Healing Field', description: 'Heals allied targets in an area.', cost: 35, heal: 25, radius: 3 * CELL_SIZE }, 'lightning_stun': { id: 'lightning_stun', name: 'Thunderstorm', description: 'Stuns enemies in an area.', cost: 25, stunDuration: 2 * 60, radius: 3 * CELL_SIZE }, 'curse': { id: 'curse', name: 'Curse', description: 'Cursed enemies take +20% damage.', cost: 30, damageMultiplier: 1.2, duration: 8 * 60, radius: 3.5 * CELL_SIZE } }; var UNIT_DATA = { 'swordsman': { id: 'swordsman', name: 'Swordsman', cost: 50 } }; var isBuildPhase = false; var buildPhaseTimer = 0; var startGameButton; var timerText; var pathId; var buildingDeck; var buildingHand; var castleBuildings; var castleBuildingsLayer; var maxScore; var enemies; var towers; var bullets; var selectedTower; var gold; var lives; var mana; var isManaUnlocked; var enemiesKilled; var enemiesInCurrentWave; var levelData; var currentWave; var totalWaves; var waveTimer; var waveInProgress; var waveSpawned; var nextWaveTime; var sourceTowers; var grid; var wavesText; var towerLayer; var enemyLayer; var debugLayer; var buildableTilesLayer; var specialTilesLayer; var enemyLayerBottom; var enemyLayerMiddle; var enemyLayerTop; var placementPreview; var buildPanelContainer; var buildButton; var isBuildPanelOpen; var currentActiveView; var gateContainer; var castleContainer; var viewToggleButton; var castleGrid; var castleBuildPanel; var magicButton; var magicPanelContainer; var isMagicPanelOpen; var armyButton; var armyPanelContainer; var isArmyPanelOpen; var isArmyUnlocked; var panelActionTaken; friendlyUnits = []; var friendlyUnitLayer; var peopleRegenQueue; 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); var enemiesText = new Text2('Enemies: 0/0', { size: 60, fill: 0xFF0000, weight: 800 }); enemiesText.anchor.set(0.5, 0.5); var timerText = new Text2('', { size: 50, fill: 0xFFFFFF, weight: 700 }); timerText.anchor.set(0.5, 0.5); timerText.visible = false; var manaText = new Text2('Mana: 0', { size: 60, fill: 0x00BFFF, weight: 800 }); manaText.anchor.set(0.5, 0.5); manaText.visible = false; 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); LK.gui.top.addChild(timerText); LK.gui.top.addChild(manaText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; enemiesText.x = spacing; enemiesText.y = topMargin; timerText.x = -spacing; timerText.y = topMargin + 70; manaText.x = -spacing * 2 - 100; manaText.y = topMargin; var currentScreenState = ''; var titleScreenContainer = null; var levelSelectContainer = null; var isHidingUpgradeMenu = false; var isMenuTransitioning = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; isMenuTransitioning = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; isMenuTransitioning = false; } }); } function closeActiveUpgradeMenu() { if (isMenuTransitioning) { return; } game.children.forEach(function (child) { if (child instanceof UpgradeMenu) { hideUpgradeMenu(child); } }); for (var i = gateContainer.children.length - 1; i >= 0; i--) { if (gateContainer.children[i].isTowerRange) { gateContainer.removeChild(gateContainer.children[i]); } } selectedTower = null; } function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); enemiesText.setText('Enemies: ' + enemiesKilled + '/' + enemiesInCurrentWave); peopleText.setText('People: ' + people + '/' + maxPeople); if (isManaUnlocked) { manaText.setText('Mana: ' + mana); } if (wavesText) { wavesText.setText('Wave: ' + currentWave + '/' + totalWaves); } } function setGold(value) { gold = value; updateUI(); } function setMana(value) { if (isManaUnlocked) { mana = value; updateUI(); } } function getTowerCost(towerType) { var cost = 0; if (TOWER_DATA[towerType] && TOWER_DATA[towerType][1]) { cost = TOWER_DATA[towerType][1].cost; } if (!isBuildPhase && currentWave > 0) { cost = Math.floor(cost * 1.5); } return cost; } function getTowerSellValue(totalValue) { return Math.floor(totalValue * 0.6); } function getBuildingCost(buildingType) { var count = 0; for (var i = 0; i < castleBuildings.length; i++) { if (castleBuildings[i].id === buildingType) { count++; } } var baseCost = { gold: 0, people: 0 }; switch (buildingType) { case 'home': baseCost.gold = 100; break; case 'workshop': baseCost.gold = 250; break; case 'magic_academy': baseCost.gold = 300; break; case 'barracks': baseCost.gold = 400; break; } var finalCost = { gold: Math.floor(baseCost.gold * Math.pow(1.2, count)), people: baseCost.people }; return finalCost; } // --- FUNKCJE EKRANÓW --- 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("OUR 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 () { if (titleScreenContainer) { titleScreenContainer.destroy(); } showLevelSelectScreen(); }; } function showLevelSelectScreen() { if (levelSelectContainer) { levelSelectContainer.destroy(); } levelSelectContainer = new Container(); game.addChild(levelSelectContainer); currentScreenState = 'levelSelect'; if (LK.gui.top) { LK.gui.top.visible = false; } var selectTitle = new Text2("SELECT LEVEL", { size: 100, fill: 0xFFFFFF, weight: 700 }); selectTitle.anchor.set(0.5, 0.5); selectTitle.x = 2048 / 2; selectTitle.y = 400; levelSelectContainer.addChild(selectTitle); 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("Level 1: Royal Road", { size: 60, fill: 0xFFFFFF }); levelButton1Text.anchor.set(0.5, 0.5); levelButton1.addChild(levelButton1Text); levelButton1.interactive = true; levelButton1.down = function () { startGame(1); }; 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("Back", { size: 60, fill: 0xFFFFFF }); backButtonText.anchor.set(0.5, 0.5); backButton.addChild(backButtonText); backButton.interactive = true; backButton.down = function () { if (levelSelectContainer) { levelSelectContainer.destroy(); } showTitleScreen(); }; } function toggleBuildPanel(panelOrState, stateOrPanel) { var panel, forceState; if (typeof panelOrState === 'string') { forceState = panelOrState; panel = stateOrPanel; } else { panel = panelOrState; forceState = stateOrPanel; } var targetY; var shouldBeOpen; if (!panel) { return; } if (forceState === 'open') { shouldBeOpen = true; } else if (forceState === 'close') { shouldBeOpen = false; } else { shouldBeOpen = !isBuildPanelOpen; } if (shouldBeOpen) { targetY = 2732 - 250; isBuildPanelOpen = true; } else { targetY = 2732 + 100; isBuildPanelOpen = false; } tween(panel, { y: targetY }, { duration: 300, easing: tween.backOut }); } function toggleMagicPanel(panel, forceState) { var targetY; var shouldBeOpen; if (!panel) { return; } if (forceState === 'open') { shouldBeOpen = true; } else if (forceState === 'close') { shouldBeOpen = false; } else { shouldBeOpen = !isMagicPanelOpen; } if (shouldBeOpen) { targetY = 2732 - 250; isMagicPanelOpen = true; } else { targetY = 2732 + 100; isMagicPanelOpen = false; } tween(panel, { y: targetY }, { duration: 300, easing: tween.backOut }); } function toggleArmyPanel(panel, forceState) { var targetY; var shouldBeOpen; if (!panel) { return; } if (forceState === 'open') { shouldBeOpen = true; } else if (forceState === 'close') { shouldBeOpen = false; } else { shouldBeOpen = !isArmyPanelOpen; } if (shouldBeOpen) { targetY = 2732 - 250; isArmyPanelOpen = true; } else { targetY = 2732 + 100; isArmyPanelOpen = false; } tween(panel, { y: targetY }, { duration: 300, easing: tween.backOut }); } 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; } gateContainer = new Container(); game.addChild(gateContainer); castleContainer = new Container(); castleBuildingsLayer = new Container(); castleContainer.addChild(castleBuildingsLayer); game.addChild(castleContainer); castleContainer.visible = false; currentActiveView = 'gate'; var castleMainBg = LK.getAsset('castle_bg_image', {}); castleContainer.addChildAt(castleMainBg, 0); castleMainBg.x = -100; gateContainer.addChild(LK.getAsset('map1', { scaleMode: 'nearest' })); var castleGridWidth = 16; var castleGridHeight = 15; var tempCastleLayout = []; for (var h = 0; h < castleGridHeight; h++) { tempCastleLayout.push("1".repeat(castleGridWidth)); } levelData = { levelName: "Level 1: Royal Road", initialGold: 2000, initialLives: 20, mapLayout: ["22222222110S011222222222", "22222222AA00011222222222", "222222221100011222222222", "222222221100011222222222", "2222222211000AA222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "22222222110E011222222222"], castleMapLayout: tempCastleLayout, waves: [{ wave: 1, type: 'normal', count: 10 }], specialTiles: [] }; pathId = 1; maxScore = 0; enemies = []; towers = []; bullets = []; friendlyUnitLayer = new Container(); peopleRegenQueue = []; selectedTower = null; gold = levelData.initialGold; castleBuildings = []; lives = levelData.initialLives; mana = 0; isManaUnlocked = false; isArmyUnlocked = false; enemiesKilled = 0; enemiesInCurrentWave = 0; currentWave = 1; totalWaves = levelData.waves.length; waveInProgress = false; waveSpawned = false; waveTimer = 0; nextWaveTime = 1200; sourceTowers = []; isBuildPanelOpen = false; isMagicPanelOpen = false; isArmyPanelOpen = false; people = 5; maxPeople = 5; wavesText = new Text2('Wave: 0/' + totalWaves, { size: 60, fill: 0x00FFFF, weight: 800 }); wavesText.anchor.set(0.5, 0.5); LK.gui.top.addChild(wavesText); wavesText.x = spacing; wavesText.y = topMargin + 80; peopleText = new Text2('People: 5/5', { size: 60, fill: 0xADD8E6, weight: 800 }); peopleText.anchor.set(0.5, 0.5); LK.gui.top.addChild(peopleText); peopleText.x = -spacing * 2; peopleText.y = topMargin; updateUI(); debugLayer = new Container(); specialTilesLayer = new Container(); towerLayer = new Container(); buildableTilesLayer = new Container(); enemyLayerBottom = new Container(); enemyLayerMiddle = new Container(); enemyLayerTop = new Container(); enemyLayer = new Container(); enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; gateContainer.addChild(buildableTilesLayer); buildableTilesLayer.visible = false; for (var y = 0; y < levelData.mapLayout.length; y++) { for (var x = 0; x < levelData.mapLayout[y].length; x++) { var tileChar = levelData.mapLayout[y][x]; var cell = grid.getCell(x, y + 5); if (cell) { cell.specialEffect = null; if (tileChar === '0') { cell.type = 0; } else if (tileChar === '1' || tileChar === 'A' || tileChar === 'C') { cell.type = 1; if (tileChar === 'A') { cell.specialEffect = 'amplifier'; } if (tileChar === 'C') { cell.specialEffect = 'catalyst'; } var tilePlaceholder = buildableTilesLayer.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); tilePlaceholder.alpha = 0.25; tilePlaceholder.x = grid.x + x * CELL_SIZE + CELL_SIZE / 2; tilePlaceholder.y = grid.y + (y + 5) * CELL_SIZE + CELL_SIZE / 2; } else if (tileChar === 'S') { cell.type = 3; } else if (tileChar === 'E') { cell.type = 4; } else { cell.type = 2; } } } } castleGrid = new Grid(castleGridWidth, castleGridHeight); castleGrid.x = (2048 - castleGridWidth * CELL_SIZE) / 2 - 122; castleGrid.y = (2732 - castleGridHeight * CELL_SIZE) / 2 + 170; var castleBuildableTilesLayer = new Container(); castleContainer.addChild(castleBuildableTilesLayer); for (var y = 0; y < levelData.castleMapLayout.length; y++) { for (var x = 0; x < levelData.castleMapLayout[y].length; x++) { var tileChar = levelData.castleMapLayout[y][x]; var cell = castleGrid.getCell(x, y); if (cell) { if (tileChar === '1') { cell.type = 1; var tilePlaceholder = castleBuildableTilesLayer.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); tilePlaceholder.alpha = 0.25; tilePlaceholder.x = castleGrid.x + x * CELL_SIZE + CELL_SIZE / 2; tilePlaceholder.y = castleGrid.y + y * CELL_SIZE + CELL_SIZE / 2; } else { cell.type = 2; } } } } levelData.specialTiles.forEach(function (tile) { var cell = grid.getCell(tile.x, tile.y); if (cell) { cell.specialEffect = tile.type; var tilePlaceholder = specialTilesLayer.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); tilePlaceholder.x = grid.x + tile.x * CELL_SIZE + CELL_SIZE / 2; tilePlaceholder.y = grid.y + tile.y * CELL_SIZE + CELL_SIZE / 2; tilePlaceholder.alpha = 0.5; if (tile.type === 'amplify') { tilePlaceholder.tint = 0xFFD700; } else if (tile.type === 'synergy') { tilePlaceholder.tint = 0x9932CC; } } }); grid.pathFind(); gateContainer.addChild(debugLayer); gateContainer.addChild(specialTilesLayer); gateContainer.addChild(towerLayer); gateContainer.addChild(friendlyUnitLayer); gateContainer.addChild(enemyLayer); var isDragging = false; startGameButton = new Container(); var startBuildingBg = startGameButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 600, height: 150, tint: 0xFFD700 }); var startBuildingText = new Text2("Start Building", { size: 70, fill: 0x000000, weight: 'bold' }); startBuildingText.anchor.set(0.5, 0.5); startGameButton.addChild(startBuildingText); startGameButton.x = 2048 / 2; startGameButton.y = 2732 / 2; gateContainer.addChild(startGameButton); startGameButton.down = function () { isBuildPhase = true; buildPhaseTimer = 60 * 10; timerText.visible = true; startGameButton.destroy(); }; buildPanelContainer = new Container(); gateContainer.addChild(buildPanelContainer); buildPanelContainer.x = 2048 / 2; buildPanelContainer.y = 2732 + 100; var panelBackground = buildPanelContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 1800, height: 400 }); panelBackground.tint = 0x222222; panelBackground.alpha = 0.9; var towerIconSpacing = 280; var towerTypes = ['guard', 'crossbow', 'mage', 'banner']; var towerIconSpacing = 280; var totalWidth = (towerTypes.length - 1) * towerIconSpacing; var towerStartX = -totalWidth / 2; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = towerStartX + i * towerIconSpacing; tower.y = 0; buildPanelContainer.addChild(tower); sourceTowers.push(tower); } castleBuildPanel = new Container(); castleContainer.addChild(castleBuildPanel); castleBuildPanel.x = 2048 / 2; castleBuildPanel.y = 2732 + 100; var castlePanelBackground = castleBuildPanel.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 1800, height: 400 }); castlePanelBackground.tint = 0x332211; castlePanelBackground.alpha = 0.9; magicPanelContainer = new Container(); gateContainer.addChild(magicPanelContainer); magicPanelContainer.x = 2048 / 2; magicPanelContainer.y = 2732 + 100; var magicPanelBackground = magicPanelContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 1800, height: 400 }); magicPanelBackground.tint = 0x1A237E; magicPanelBackground.alpha = 0.9; var spellTypes = Object.keys(SPELL_DATA); var spellIconSpacing = 280; var totalSpellsWidth = (spellTypes.length - 1) * spellIconSpacing; var spellStartX = -totalSpellsWidth / 2; for (var i = 0; i < spellTypes.length; i++) { var spell = new SourceSpell(spellTypes[i]); spell.x = spellStartX + i * spellIconSpacing; spell.y = 0; magicPanelContainer.addChild(spell); } armyPanelContainer = new Container(); gateContainer.addChild(armyPanelContainer); armyPanelContainer.x = 2048 / 2; armyPanelContainer.y = 2732 + 100; var armyPanelBackground = armyPanelContainer.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 1800, height: 400 }); armyPanelBackground.tint = 0x613218; armyPanelBackground.alpha = 0.9; var unitTypes = Object.keys(UNIT_DATA); var unitIconSpacing = 280; var totalUnitsWidth = (unitTypes.length - 1) * unitIconSpacing; var unitStartX = -totalUnitsWidth / 2; for (var i = 0; i < unitTypes.length; i++) { var unit = new SourceUnit(unitTypes[i]); unit.x = unitStartX + i * unitIconSpacing; unit.y = 0; armyPanelContainer.addChild(unit); } buildButton = new Container(); buildingDeck = ['home', 'workshop', 'barracks', 'magic_academy', 'tavern']; buildingHand = []; drawNewBuildingHand(); var rerollButton = new Container(); rerollButton.x = 2048 - 250; rerollButton.y = 2732 - 100; game.addChild(rerollButton); var rerollButtonBg = rerollButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 120, tint: 0xCC0000 }); var rerollButtonText = new Text2("Re-roll", { size: 60, fill: 0xFFFFFF, weight: 800 }); rerollButtonText.anchor.set(0.5, 0.5); rerollButton.addChild(rerollButtonText); rerollButton.down = function () { if (currentActiveView === 'castle') { drawNewBuildingHand(); } }; game.addChild(buildButton); buildButton.x = 2048 / 2 - 400; buildButton.y = 2732 - 100; var buildButtonBg = buildButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 120 }); buildButtonBg.tint = 0xFFD700; var buildButtonText = new Text2("Build", { size: 60, fill: 0x000000, weight: 800 }); buildButtonText.anchor.set(0.5, 0.5); buildButton.addChild(buildButtonText); buildButton.down = function () { if (currentActiveView === 'gate') { toggleBuildPanel(buildPanelContainer); toggleMagicPanel(magicPanelContainer, 'close'); toggleArmyPanel(armyPanelContainer, 'close'); } else { toggleBuildPanel(castleBuildPanel); } }; magicButton = new Container(); game.addChild(magicButton); magicButton.x = 2048 / 2; magicButton.y = 2732 - 100; magicButton.visible = false; var magicButtonBg = magicButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 120 }); magicButtonBg.tint = 0x00BFFF; var magicButtonText = new Text2("Magic", { size: 60, fill: 0x000000, weight: 800 }); magicButtonText.anchor.set(0.5, 0.5); magicButton.addChild(magicButtonText); magicButton.down = function () { if (currentActiveView === 'gate') { toggleMagicPanel(magicPanelContainer); toggleBuildPanel(buildPanelContainer, 'close'); toggleArmyPanel(armyPanelContainer, 'close'); } }; armyButton = new Container(); game.addChild(armyButton); armyButton.x = 2048 / 2 + 400; armyButton.y = 2732 - 100; armyButton.visible = false; var armyButtonBg = armyButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 120 }); armyButtonBg.tint = 0xFF8C00; var armyButtonText = new Text2("Army", { size: 60, fill: 0x000000, weight: 800 }); armyButtonText.anchor.set(0.5, 0.5); armyButton.addChild(armyButtonText); armyButton.down = function () { if (currentActiveView === 'gate') { toggleArmyPanel(armyPanelContainer); toggleBuildPanel(buildPanelContainer, 'close'); toggleMagicPanel(magicPanelContainer, 'close'); } }; viewToggleButton = new Container(); game.addChild(viewToggleButton); viewToggleButton.x = 250; viewToggleButton.y = 2732 - 100; var viewToggleButtonBg = viewToggleButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 120, tint: 0x4466AA }); var viewToggleButtonText = new Text2("Castle", { size: 60, fill: 0xFFFFFF, weight: 800 }); viewToggleButtonText.anchor.set(0.5, 0.5); viewToggleButton.addChild(viewToggleButtonText); viewToggleButton.down = function () { if (currentActiveView === 'gate') { currentActiveView = 'castle'; viewToggleButtonText.setText("Gate"); gateContainer.visible = false; castleContainer.visible = true; } else { currentActiveView = 'gate'; viewToggleButtonText.setText("Castle"); gateContainer.visible = true; castleContainer.visible = false; } }; placementPreview = new PlacementPreview(); game.addChild(placementPreview); placementPreview.visible = false; function drawNewBuildingHand() { while (castleBuildPanel.children.length > 1) { castleBuildPanel.removeChildAt(1); } buildingHand = []; var availableBuildings = buildingDeck.slice(); for (var i = 0; i < 3; i++) { if (availableBuildings.length === 0) { break; } var randomIndex = Math.floor(Math.random() * availableBuildings.length); var drawnBuilding = availableBuildings.splice(randomIndex, 1)[0]; buildingHand.push(drawnBuilding); } var buildingIconSpacing = 280; var totalBuildingWidth = (buildingHand.length - 1) * buildingIconSpacing; var buildingStartX = -totalBuildingWidth / 2; for (var i = 0; i < buildingHand.length; i++) { var building = new SourceBuilding(buildingHand[i]); building.x = buildingStartX + i * buildingIconSpacing; building.y = 0; castleBuildPanel.addChild(building); } } function placeBuilding(buildingType, gridX, gridY) { var cost = getBuildingCost(buildingType); var buildingSize = { w: 2, h: 2 }; if (buildingType === 'workshop') { buildingSize = { w: 4, h: 2 }; } if (buildingType === 'magic_academy' || buildingType === 'barracks') { buildingSize = { w: 5, h: 5 }; } if (gold >= cost.gold) { setGold(gold - cost.gold); var newBuilding = new Building(buildingType, buildingSize); newBuilding.x = castleGrid.x + gridX * CELL_SIZE; newBuilding.y = castleGrid.y + gridY * CELL_SIZE; castleBuildingsLayer.addChild(newBuilding); castleBuildings.push(newBuilding); for (var i = 0; i < buildingSize.w; i++) { for (var j = 0; j < buildingSize.h; j++) { var cell = castleGrid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 5; } } } if (buildingType === 'home') { maxPeople += 5; updateUI(); } if (buildingType === 'magic_academy' && !isManaUnlocked) { isManaUnlocked = true; manaText.visible = true; magicButton.visible = true; updateUI(); } if (buildingType === 'barracks' && !isArmyUnlocked) { isArmyUnlocked = true; armyButton.visible = true; } var handIndex = buildingHand.indexOf(buildingType); if (handIndex > -1) { buildingHand.splice(handIndex, 1); } for (var i = castleBuildPanel.children.length - 1; i >= 0; i--) { var child = castleBuildPanel.children[i]; if (child.buildingType === buildingType) { child.destroy(); break; } } if (buildingHand.length === 0) { drawNewBuildingHand(); } return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } 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(); 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) { // --- Sprawdzanie przycisków na dole ekranu --- var buildButtonBounds = buildButton.getBounds(); if (buildButtonBounds.contains(x, y)) { return; } var magicButtonBounds = magicButton.getBounds(); if (magicButton.visible && magicButtonBounds.contains(x, y)) { return; } var armyButtonBounds = armyButton.getBounds(); if (armyButton.visible && armyButtonBounds.contains(x, y)) { return; } var viewToggleButtonBounds = viewToggleButton.getBounds(); if (viewToggleButtonBounds.contains(x, y)) { return; } // --- Sprawdzanie otwartego menu ulepszeń --- var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } // --- Główna logika dla otwartych paneli --- var aPanelIsOpen = isBuildPanelOpen || isMagicPanelOpen || isArmyPanelOpen; if (aPanelIsOpen) { var activePanel; var sourceItems = []; var localClickPos; var clickedOnItemInPanel = false; // Określ, który panel i jakie ikony sprawdzamy if (isBuildPanelOpen) { activePanel = currentActiveView === 'gate' ? buildPanelContainer : castleBuildPanel; sourceItems = currentActiveView === 'gate' ? sourceTowers : castleBuildPanel.children.filter(function (c) { return c instanceof SourceBuilding; }); } else if (isMagicPanelOpen) { activePanel = magicPanelContainer; sourceItems = magicPanelContainer.children.filter(function (c) { return c instanceof SourceSpell; }); } else if (isArmyPanelOpen) { activePanel = armyPanelContainer; sourceItems = armyPanelContainer.children.filter(function (c) { return c instanceof SourceUnit; }); } localClickPos = { x: x - activePanel.x, y: y - activePanel.y }; // Sprawdź, czy kliknięto na którąkolwiek ikonę w aktywnym panelu for (var i = 0; i < sourceItems.length; i++) { var item = sourceItems[i]; var itemBounds = { left: item.x - item.width / 2, right: item.x + item.width / 2, top: item.y - item.height / 2, bottom: item.y + item.height / 2 }; if (localClickPos.x >= itemBounds.left && localClickPos.x <= itemBounds.right && localClickPos.y >= itemBounds.top && localClickPos.y <= itemBounds.bottom) { clickedOnItemInPanel = true; // Jeśli to panel budowy, rozpocznij przeciąganie if (isBuildPanelOpen) { isDragging = true; placementPreview.visible = true; var activeGrid = currentActiveView === 'gate' ? grid : castleGrid; var itemSubType = item.towerType || item.buildingType; placementPreview.itemType = item.towerType ? 'tower' : 'building'; placementPreview.subType = itemSubType; if (placementPreview.itemType === 'tower') { placementPreview.itemSize = { w: 2, h: 2 }; } else { if (itemSubType === 'home') { placementPreview.itemSize = { w: 2, h: 2 }; } if (itemSubType === 'workshop') { placementPreview.itemSize = { w: 4, h: 2 }; } if (itemSubType === 'magic_academy' || itemSubType === 'barracks') { placementPreview.itemSize = { w: 5, h: 5 }; } } placementPreview.updateAppearance(); if (currentActiveView === 'gate') { buildableTilesLayer.visible = true; } else { castleBuildableTilesLayer.visible = true; } placementPreview.snapToGrid(x, y, activeGrid); } break; } } // Jeśli kliknięto poza obszarem panelu, zamknij go if (!activePanel.getBounds().contains(x, y)) { if (isBuildPanelOpen) { toggleBuildPanel(activePanel, 'close'); } if (isMagicPanelOpen) { toggleMagicPanel(magicPanelContainer, 'close'); } if (isArmyPanelOpen) { toggleArmyPanel(armyPanelContainer, 'close'); } } } }; game.move = function (x, y, obj) { if (isDragging) { var activeGrid = currentActiveView === 'gate' ? grid : castleGrid; var yOffset = currentActiveView === 'gate' ? CELL_SIZE * 1.5 : 0; placementPreview.snapToGrid(x, y - yOffset, activeGrid); } }; game.up = function (x, y, obj) { if (isDragging) { isDragging = false; placementPreview.visible = false; if (currentActiveView === 'gate') { buildableTilesLayer.visible = false; if (placementPreview.canPlace) { placeTower(placementPreview.gridX, placementPreview.gridY, placementPreview.subType); } } else { castleBuildableTilesLayer.visible = false; if (placementPreview.canPlace) { placeBuilding(placementPreview.subType, placementPreview.gridX, placementPreview.gridY); } } if (isBuildPanelOpen) { var targetPanel = currentActiveView === 'gate' ? buildPanelContainer : castleBuildPanel; toggleBuildPanel(targetPanel, 'close'); } if (isMagicPanelOpen) { toggleMagicPanel(magicPanelContainer, 'close'); } if (isArmyPanelOpen) { toggleArmyPanel(armyPanelContainer, 'close'); } } else { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerBounds = tower.getBounds(); if (towerBounds.contains(x - tower.x + tower.width / 2, y - tower.y + tower.height / 2)) { clickedOnTower = true; break; } } var clickedOnMenu = false; var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuBounds = menu.getBounds(); if (menuBounds.contains(x, y)) { clickedOnMenu = true; break; } } } if (!clickedOnTower && !clickedOnMenu) { closeActiveUpgradeMenu(); } } }; } game.update = function () { if (currentScreenState !== 'gameplay') { return; } if (isBuildPhase) { if (buildPhaseTimer > 0) { buildPhaseTimer--; timerText.setText("Build Time: " + Math.ceil(buildPhaseTimer / 60)); } else { isBuildPhase = false; timerText.visible = false; waveInProgress = true; waveSpawned = false; } } else if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; enemiesKilled = 0; var waveData = levelData.waves[currentWave - 1]; if (waveData) { var enemyCount = waveData.count; var waveType = waveData.type; var isBoss = waveData.isBoss || false; enemiesInCurrentWave = enemyCount; updateUI(); for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); var spawnPoints = grid.spawns; var spawnX = spawnPoints && spawnPoints.length > 0 ? spawnPoints[Math.floor(Math.random() * spawnPoints.length)].x : Math.floor(grid.cells.length / 2); var spawnY = -1 - i * 2; enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.cellX = spawnX; enemy.cellY = 5; enemy.waveNumber = currentWave; if (isBoss) { enemy.isBoss = true; } var healthMultiplier = Math.pow(1.12, currentWave); enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; if (enemy.isFlying) { enemyLayerTop.addChild(enemy); if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { enemyLayerBottom.addChild(enemy); } enemies.push(enemy); } } } else if (enemies.length === 0) { waveInProgress = false; currentWave++; if (currentWave > totalWaves) { LK.showYouWin(); } else { isBuildPhase = true; buildPhaseTimer = 60 * 10; } } } if (friendlyUnits) { for (var i = 0; i < friendlyUnits.length; i++) { friendlyUnits[i].update(); } } if (peopleRegenQueue) { for (var i = peopleRegenQueue.length - 1; i >= 0; i--) { var regenTime = 10 * 60; // 10 sekund if (LK.ticks - peopleRegenQueue[i] >= regenTime) { if (people < maxPeople) { people++; updateUI(); } peopleRegenQueue.splice(i, 1); } } } if (!isBuildPhase) { for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { enemiesKilled++; updateUI(); var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); setGold(gold + goldEarned); if (isManaUnlocked) { var manaEarned = 0; switch (enemy.manaCategory) { case 'weak': manaEarned = 1; break; case 'strong': manaEarned = 2; break; case 'special': manaEarned = 5; break; case 'boss': manaEarned = 25; break; } setMana(mana + manaEarned); } game.addChild(new GoldIndicator(goldEarned, enemy.x, enemy.y)); for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { enemy.bulletsTargetingThis[i].targetEnemy = null; } if (enemy.parent) { enemy.parent.removeChild(enemy); } if (enemy.shadow && enemy.shadow.parent) { enemy.shadow.parent.removeChild(enemy.shadow); } enemies.splice(a, 1); continue; } if (enemy.update()) { if (enemy.parent) { enemy.parent.removeChild(enemy); } if (enemy.shadow && enemy.shadow.parent) { enemy.shadow.parent.removeChild(enemy.shadow); } 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 (placementPreview.visible) { var activeGrid = currentActiveView === 'gate' ? grid : castleGrid; placementPreview.updatePlacementStatus(activeGrid); } }; showTitleScreen();
===================================================================
--- original.js
+++ change.js
@@ -12,30 +12,17 @@
self.size = size || {
w: 2,
h: 2
};
- var baseGraphics = self.attachAsset('towerpreview', {
+ var assetId = 'building_' + self.id;
+ var baseGraphics = self.attachAsset(assetId, {
anchorX: 0,
anchorY: 0
});
baseGraphics.width = CELL_SIZE * self.size.w;
baseGraphics.height = CELL_SIZE * self.size.h;
- switch (self.id) {
- case 'home':
- baseGraphics.tint = 0xAAAAAA;
- break;
- case 'workshop':
- baseGraphics.tint = 0xD2691E;
- break;
- case 'magic_academy':
- baseGraphics.tint = 0x9400D3;
- break;
- case 'barracks':
- baseGraphics.tint = 0x8B4513;
- break;
- default:
- baseGraphics.tint = 0xAAAAAA;
- }
+ baseGraphics.tint = 0xFFFFFF; // Wymuszenie domyślnego koloru (naprawia jasność)
+ baseGraphics.alpha = 1; // Wymuszenie pełnej widoczności
return self;
});
/**** * Classes
****/
@@ -290,31 +277,41 @@
self.isFlying = false;
self.isImmune = false;
self.isBoss = false;
self.manaCategory = 'strong';
+ self.damage = 10;
+ self.attackSpeed = 120;
+ self.lastAttack = 0;
+ self.range = 1.5 * CELL_SIZE;
+ self.targetUnit = null;
switch (self.type) {
case 'fast':
self.speed *= 2;
self.maxHealth = 100;
self.manaCategory = 'strong';
+ self.damage = 8;
break;
case 'immune':
self.isImmune = true;
self.maxHealth = 80;
self.manaCategory = 'special';
+ self.damage = 12;
break;
case 'flying':
self.isFlying = true;
self.maxHealth = 80;
self.manaCategory = 'special';
+ self.damage = 10;
break;
case 'swarm':
self.maxHealth = 50;
self.manaCategory = 'weak';
+ self.damage = 5;
break;
case 'normal':
default:
self.manaCategory = 'strong';
+ self.damage = 10;
break;
}
self.originalSpeed = self.speed;
if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') {
@@ -322,8 +319,9 @@
self.maxHealth *= 20;
self.speed *= 0.7;
self.originalSpeed = self.speed;
self.manaCategory = 'boss';
+ self.damage *= 2.5;
}
self.health = self.maxHealth;
var assetId = self.type === 'normal' ? 'enemy' : 'enemy_' + self.type;
var enemyGraphics = self.attachAsset(assetId, {
@@ -367,8 +365,32 @@
healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5;
healthBar.tint = 0x00ff00;
healthBarBG.tint = 0xff0000;
self.healthBar = healthBar;
+ self.findTarget = function () {
+ if (self.isFlying) {
+ return null;
+ }
+ var closestUnit = null;
+ var minDistance = self.range * self.range;
+ for (var i = 0; i < friendlyUnits.length; i++) {
+ var unit = friendlyUnits[i];
+ var dx = unit.x - self.x;
+ var dy = unit.y - self.y;
+ var distanceSq = dx * dx + dy * dy;
+ if (distanceSq < minDistance) {
+ minDistance = distanceSq;
+ closestUnit = unit;
+ }
+ }
+ return closestUnit;
+ };
+ self.attack = function () {
+ if (self.targetUnit && self.targetUnit.health > 0) {
+ self.targetUnit.health -= self.damage;
+ self.targetUnit.healthBar.width = self.targetUnit.health / self.targetUnit.maxHealth * 70;
+ }
+ };
self.update = function () {
if (self.health <= 0) {
self.health = 0;
self.healthBar.width = 0;
@@ -386,17 +408,29 @@
self.speed = self.originalSpeed;
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);
- enemyGraphics.rotation = angle;
+ self.targetUnit = self.findTarget();
+ if (self.targetUnit) {
+ if (LK.ticks - self.lastAttack >= self.attackSpeed) {
+ self.attack();
+ self.lastAttack = LK.ticks;
}
+ } else {
+ if (grid.updateEnemy(self)) {
+ return true;
+ }
+ 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);
+ enemyGraphics.rotation = angle;
+ }
+ }
}
healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10;
+ return false;
};
return self;
});
var FriendlyUnit = Container.expand(function (startX, startY) {
@@ -774,91 +808,63 @@
return self;
});
var PlacementPreview = Container.expand(function () {
var self = Container.call(this);
- self.itemType = 'tower'; // 'tower' or 'building'
+ self.itemType = 'tower';
self.subType = 'guard';
self.itemSize = {
w: 2,
h: 2
- }; // in cells
+ };
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
- });
self.canPlace = false;
self.gridX = 0;
self.gridY = 0;
- self.blockedByEnemy = false;
- function getCost() {
- var cost = 0;
- if (self.itemType === 'tower' && TOWER_DATA[self.subType]) {
- cost = TOWER_DATA[self.subType][1].cost;
- if (!isBuildPhase && currentWave > 0) {
- cost = Math.floor(cost * 1.5);
- }
- } else if (self.itemType === 'building') {
- // Logika kosztu budynków
- }
- return cost;
- }
- self.update = function () {
- var cost = getCost();
- var previousHasEnoughGold = self.hasEnoughGold;
- self.hasEnoughGold = gold >= cost;
- if (previousHasEnoughGold !== self.hasEnoughGold) {
- self.updateAppearance();
- }
- };
+ var rangeIndicator = self.attachAsset('rangeCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.3
+ });
+ var previewHolder = new Container();
+ self.addChild(previewHolder);
self.updateAppearance = function () {
+ while (previewHolder.children.length) {
+ previewHolder.removeChildAt(0);
+ }
+ var previewGraphics;
+ // Używamy niezawodnego kształtu 'cell' jako bazy dla podglądu
+ previewGraphics = previewHolder.attachAsset('cell', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Ustawiamy prawidłowy rozmiar i przezroczystość
previewGraphics.width = CELL_SIZE * self.itemSize.w;
previewGraphics.height = CELL_SIZE * self.itemSize.h;
- rangeGraphics.visible = false;
- var tint = 0xAAAAAA;
+ previewGraphics.alpha = 0.5;
+ // Domyślny, niebieski kolor dla prawidłowego miejsca
+ previewGraphics.tint = 0x00BFFF;
+ rangeIndicator.visible = false;
if (self.itemType === 'tower') {
var stats = TOWER_DATA[self.subType] ? TOWER_DATA[self.subType][1] : null;
- if (stats) {
- var previewRange = stats.range;
- rangeGraphics.width = rangeGraphics.height = previewRange * 2;
- rangeGraphics.visible = true;
- // TODO: Zmienić assety w zależności od typu wieży, na razie tylko tint
- switch (self.subType) {
- case 'guard':
- tint = 0xCCCCCC;
- break;
- case 'crossbow':
- tint = 0xD2691E;
- break;
- case 'mage':
- tint = 0x0000FF;
- break;
- case 'banner':
- tint = 0xFFFF00;
- break;
- }
+ if (stats && stats.range) {
+ rangeIndicator.width = rangeIndicator.height = stats.range * 2;
+ rangeIndicator.visible = true;
}
- } else {
- // logika dla budynków
}
- previewGraphics.tint = tint;
+ // Jeśli miejsce jest nieprawidłowe, zmieniamy kolor na czerwony
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.tint = 0xFF0000;
}
};
self.updatePlacementStatus = function (targetGrid) {
var validGridPlacement = true;
var currentGrid = targetGrid || grid;
- if (self.gridY <= 4 || self.gridY + 1 >= currentGrid.cells[0].length - 4) {
+ if (self.gridY <= 4 && self.itemType === 'tower') {
validGridPlacement = false;
}
+ if (self.gridY + self.itemSize.h > currentGrid.cells[0].length && self.itemType === 'building') {
+ validGridPlacement = false;
+ }
if (validGridPlacement) {
for (var i = 0; i < self.itemSize.w; i++) {
for (var j = 0; j < self.itemSize.h; j++) {
var cell = currentGrid.getCell(self.gridX + i, self.gridY + j);
@@ -871,46 +877,44 @@
break;
}
}
}
- self.blockedByEnemy = false;
- // Sprawdzanie kolizji z wrogami zostaje bez zmian
- self.canPlace = validGridPlacement && !self.blockedByEnemy;
- self.hasEnoughGold = gold >= getCost();
+ var cost = 0;
+ if (self.itemType === 'tower') {
+ cost = getTowerCost(self.subType);
+ } else {
+ var buildingCost = getBuildingCost(self.subType);
+ cost = buildingCost.gold;
+ }
+ self.hasEnoughGold = gold >= cost;
+ self.canPlace = validGridPlacement;
self.updateAppearance();
};
self.snapToGrid = function (x, y, targetGrid) {
var currentGrid = targetGrid || grid;
var gridPosX = x - currentGrid.x;
var gridPosY = y - currentGrid.y;
self.gridX = Math.floor(gridPosX / CELL_SIZE);
self.gridY = Math.floor(gridPosY / CELL_SIZE);
- self.x = currentGrid.x + self.gridX * CELL_SIZE + previewGraphics.width / 2;
- self.y = currentGrid.y + self.gridY * CELL_SIZE + previewGraphics.height / 2;
+ var itemWidth = CELL_SIZE * self.itemSize.w;
+ var itemHeight = CELL_SIZE * self.itemSize.h;
+ self.x = currentGrid.x + self.gridX * CELL_SIZE + itemWidth / 2;
+ self.y = currentGrid.y + self.gridY * CELL_SIZE + itemHeight / 2;
self.updatePlacementStatus(currentGrid);
};
return self;
});
var SourceBuilding = Container.expand(function (buildingType) {
var self = Container.call(this);
self.buildingType = buildingType || 'default';
- var baseGraphics = self.attachAsset('tower', {
+ var assetId = 'building_' + self.buildingType;
+ var baseGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 1.3
});
- switch (self.buildingType) {
- case 'home':
- baseGraphics.tint = 0xAAAAAA;
- break;
- case 'workshop':
- baseGraphics.tint = 0xD2691E;
- break;
- default:
- baseGraphics.tint = 0xAAAAAA;
- }
- var initialCost = 100; // Placeholder
+ var initialCost = 100;
var typeLabelShadow = new Text2(self.buildingType.charAt(0).toUpperCase() + self.buildingType.slice(1), {
size: 50,
fill: 0x000000,
weight: 800
@@ -1099,8 +1103,78 @@
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
+var SourceUnit = Container.expand(function (unitId) {
+ var self = Container.call(this);
+ self.unitId = unitId;
+ var unitData = UNIT_DATA[self.unitId];
+ var baseGraphics = self.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.3,
+ scaleY: 1.3
+ });
+ baseGraphics.tint = 0x0096FF;
+ var nameLabelShadow = new Text2(unitData.name, {
+ size: 40,
+ fill: 0x000000,
+ weight: 800,
+ align: 'center'
+ });
+ nameLabelShadow.anchor.set(0.5, 0.5);
+ nameLabelShadow.x = 2;
+ nameLabelShadow.y = -20 + 2;
+ self.addChild(nameLabelShadow);
+ var nameLabel = new Text2(unitData.name, {
+ size: 40,
+ fill: 0xFFFFFF,
+ weight: 800,
+ align: 'center'
+ });
+ nameLabel.anchor.set(0.5, 0.5);
+ nameLabel.y = -20;
+ self.addChild(nameLabel);
+ var costLabelShadow = new Text2(unitData.cost, {
+ 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(unitData.cost, {
+ 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 >= unitData.cost && people > 0;
+ self.alpha = canAfford ? 1 : 0.5;
+ };
+ self.down = function () {
+ if (gold >= unitData.cost && people > 0) {
+ setGold(gold - unitData.cost);
+ people--;
+ updateUI();
+ var spawnX = 2048 / 2;
+ var spawnY = grid.y + (grid.cells[0].length - 5) * CELL_SIZE;
+ var newUnit = new FriendlyUnit(spawnX, spawnY);
+ friendlyUnitLayer.addChild(newUnit);
+ friendlyUnits.push(newUnit);
+ } else {
+ var message = gold < unitData.cost ? "Not enough gold!" : "Not enough people!";
+ var notification = game.addChild(new Notification(message));
+ notification.x = 2048 / 2;
+ notification.y = grid.height - 50;
+ }
+ };
+ return self;
+});
var Tower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType;
self.level = 1;
@@ -1781,9 +1855,10 @@
var armyButton;
var armyPanelContainer;
var isArmyPanelOpen;
var isArmyUnlocked;
-var friendlyUnits;
+var panelActionTaken;
+friendlyUnits = [];
var friendlyUnitLayer;
var peopleRegenQueue;
var goldText = new Text2('Gold: ' + 80, {
size: 60,
@@ -2178,9 +2253,9 @@
tempCastleLayout.push("1".repeat(castleGridWidth));
}
levelData = {
levelName: "Level 1: Royal Road",
- initialGold: 100,
+ initialGold: 2000,
initialLives: 20,
mapLayout: ["22222222110S011222222222", "22222222AA00011222222222", "222222221100011222222222", "222222221100011222222222", "2222222211000AA222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "222222221100011222222222", "22222222110E011222222222"],
castleMapLayout: tempCastleLayout,
waves: [{
@@ -2429,8 +2504,18 @@
height: 400
});
armyPanelBackground.tint = 0x613218;
armyPanelBackground.alpha = 0.9;
+ var unitTypes = Object.keys(UNIT_DATA);
+ var unitIconSpacing = 280;
+ var totalUnitsWidth = (unitTypes.length - 1) * unitIconSpacing;
+ var unitStartX = -totalUnitsWidth / 2;
+ for (var i = 0; i < unitTypes.length; i++) {
+ var unit = new SourceUnit(unitTypes[i]);
+ unit.x = unitStartX + i * unitIconSpacing;
+ unit.y = 0;
+ armyPanelContainer.addChild(unit);
+ }
buildButton = new Container();
buildingDeck = ['home', 'workshop', 'barracks', 'magic_academy', 'tavern'];
buildingHand = [];
drawNewBuildingHand();
@@ -2679,8 +2764,9 @@
return false;
}
}
game.down = function (x, y, obj) {
+ // --- Sprawdzanie przycisków na dole ekranu ---
var buildButtonBounds = buildButton.getBounds();
if (buildButtonBounds.contains(x, y)) {
return;
}
@@ -2695,56 +2781,68 @@
var viewToggleButtonBounds = viewToggleButton.getBounds();
if (viewToggleButtonBounds.contains(x, y)) {
return;
}
+ // --- Sprawdzanie otwartego menu ulepszeń ---
var upgradeMenuVisible = game.children.some(function (child) {
return child instanceof UpgradeMenu;
});
if (upgradeMenuVisible) {
return;
}
- if (isBuildPanelOpen || isMagicPanelOpen || isArmyPanelOpen) {
+ // --- Główna logika dla otwartych paneli ---
+ var aPanelIsOpen = isBuildPanelOpen || isMagicPanelOpen || isArmyPanelOpen;
+ if (aPanelIsOpen) {
var activePanel;
+ var sourceItems = [];
+ var localClickPos;
+ var clickedOnItemInPanel = false;
+ // Określ, który panel i jakie ikony sprawdzamy
if (isBuildPanelOpen) {
activePanel = currentActiveView === 'gate' ? buildPanelContainer : castleBuildPanel;
+ sourceItems = currentActiveView === 'gate' ? sourceTowers : castleBuildPanel.children.filter(function (c) {
+ return c instanceof SourceBuilding;
+ });
} else if (isMagicPanelOpen) {
activePanel = magicPanelContainer;
- } else {
+ sourceItems = magicPanelContainer.children.filter(function (c) {
+ return c instanceof SourceSpell;
+ });
+ } else if (isArmyPanelOpen) {
activePanel = armyPanelContainer;
+ sourceItems = armyPanelContainer.children.filter(function (c) {
+ return c instanceof SourceUnit;
+ });
}
- var localClickPos = {
+ localClickPos = {
x: x - activePanel.x,
y: y - activePanel.y
};
- var clickedOnSourceItem = false;
- if (isBuildPanelOpen) {
- var sourceItems = currentActiveView === 'gate' ? sourceTowers : castleBuildPanel.children.filter(function (c) {
- return c instanceof SourceBuilding;
- });
- for (var i = 0; i < sourceItems.length; i++) {
- var item = sourceItems[i];
- var itemBounds = {
- left: item.x - item.width / 2,
- right: item.x + item.width / 2,
- top: item.y - item.height / 2,
- bottom: item.y + item.height / 2
- };
- if (localClickPos.x >= itemBounds.left && localClickPos.x <= itemBounds.right && localClickPos.y >= itemBounds.top && localClickPos.y <= itemBounds.bottom) {
- clickedOnSourceItem = true;
+ // Sprawdź, czy kliknięto na którąkolwiek ikonę w aktywnym panelu
+ for (var i = 0; i < sourceItems.length; i++) {
+ var item = sourceItems[i];
+ var itemBounds = {
+ left: item.x - item.width / 2,
+ right: item.x + item.width / 2,
+ top: item.y - item.height / 2,
+ bottom: item.y + item.height / 2
+ };
+ if (localClickPos.x >= itemBounds.left && localClickPos.x <= itemBounds.right && localClickPos.y >= itemBounds.top && localClickPos.y <= itemBounds.bottom) {
+ clickedOnItemInPanel = true;
+ // Jeśli to panel budowy, rozpocznij przeciąganie
+ if (isBuildPanelOpen) {
isDragging = true;
placementPreview.visible = true;
var activeGrid = currentActiveView === 'gate' ? grid : castleGrid;
- var itemSubType;
- if (currentActiveView === 'gate') {
- placementPreview.itemType = 'tower';
- itemSubType = item.towerType;
+ var itemSubType = item.towerType || item.buildingType;
+ placementPreview.itemType = item.towerType ? 'tower' : 'building';
+ placementPreview.subType = itemSubType;
+ if (placementPreview.itemType === 'tower') {
placementPreview.itemSize = {
w: 2,
h: 2
};
} else {
- placementPreview.itemType = 'building';
- itemSubType = item.buildingType;
if (itemSubType === 'home') {
placementPreview.itemSize = {
w: 2,
h: 2
@@ -2762,35 +2860,30 @@
h: 5
};
}
}
- placementPreview.subType = itemSubType;
placementPreview.updateAppearance();
if (currentActiveView === 'gate') {
buildableTilesLayer.visible = true;
+ } else {
+ castleBuildableTilesLayer.visible = true;
}
- var yOffset = currentActiveView === 'gate' ? CELL_SIZE * 1.5 : 0;
- placementPreview.snapToGrid(x, y - yOffset, activeGrid);
- return;
+ placementPreview.snapToGrid(x, y, activeGrid);
}
+ break;
}
}
- if (isMagicPanelOpen) {}
- if (isArmyPanelOpen) {}
- if (!clickedOnSourceItem) {
- var panelBounds = activePanel.getBounds();
- if (!panelBounds.contains(x, y)) {
- if (isBuildPanelOpen) {
- var targetPanel = currentActiveView === 'gate' ? buildPanelContainer : castleBuildPanel;
- toggleBuildPanel(targetPanel, 'close');
- }
- if (isMagicPanelOpen) {
- toggleMagicPanel(magicPanelContainer, 'close');
- }
- if (isArmyPanelOpen) {
- toggleArmyPanel(armyPanelContainer, 'close');
- }
+ // Jeśli kliknięto poza obszarem panelu, zamknij go
+ if (!activePanel.getBounds().contains(x, y)) {
+ if (isBuildPanelOpen) {
+ toggleBuildPanel(activePanel, 'close');
}
+ if (isMagicPanelOpen) {
+ toggleMagicPanel(magicPanelContainer, 'close');
+ }
+ if (isArmyPanelOpen) {
+ toggleArmyPanel(armyPanelContainer, 'close');
+ }
}
}
};
game.move = function (x, y, obj) {
@@ -2809,8 +2902,9 @@
if (placementPreview.canPlace) {
placeTower(placementPreview.gridX, placementPreview.gridY, placementPreview.subType);
}
} else {
+ castleBuildableTilesLayer.visible = false;
if (placementPreview.canPlace) {
placeBuilding(placementPreview.subType, placementPreview.gridX, placementPreview.gridY);
}
}
@@ -2972,9 +3066,9 @@
}
enemies.splice(a, 1);
continue;
}
- if (grid.updateEnemy(enemy)) {
+ if (enemy.update()) {
if (enemy.parent) {
enemy.parent.removeChild(enemy);
}
if (enemy.shadow && enemy.shadow.parent) {