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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 baseGraphics = self.attachAsset('towerpreview', { 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; default: baseGraphics.tint = 0xAAAAAA; } return self; }); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; self.isCatalyzed = false; // Nowa właściwość var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.targetEnemy.health -= self.damage; // ... (logika paska życia) // --- LOGIKA EFEKTU "CATALYST" --- if (self.type === 'slow' && self.isCatalyzed) { // Wieża Spowalniająca na polu mocy spowalnia o 80% self.targetEnemy.speed *= 0.2; // Dalsza logika spowolnienia } else if (self.type === 'slow') { // Normalne spowolnienie self.targetEnemy.speed *= 0.5; } // Tutaj w przyszłości dodamy logikę dla innych wież z bonusem Catalyst // np. dla wieży trującej. self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case 0: case 2: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.setText("-"); cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 1000) / 10); }; }); var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; switch (self.type) { case 'fast': self.speed *= 2; self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; break; case 'normal': default: break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; self.maxHealth *= 20; self.speed = self.speed * 0.7; } self.health = self.maxHealth; var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } if (self.isFlying) { self.shadow = new Container(); var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); shadowGraphics.tint = 0x000000; shadowGraphics.alpha = 0.4; if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } self.shadow.x = 20; self.shadow.y = 20; shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } if (self.isImmune) { self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { if (self.slowed) { if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; } } } if (self.poisoned) { if (!self.poisonEffect) { self.poisonEffect = true; } if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; } } } } if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [], 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'; // 'tower' or 'building' 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(); } }; self.updateAppearance = function () { previewGraphics.width = CELL_SIZE * self.itemSize.w; previewGraphics.height = CELL_SIZE * self.itemSize.h; rangeGraphics.visible = false; var tint = 0xAAAAAA; 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; } } } else { // logika dla budynków } previewGraphics.tint = tint; 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) { 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; } } } self.blockedByEnemy = false; // Sprawdzanie kolizji z wrogami zostaje bez zmian self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getCost(); 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; 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', { 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 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 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 Tower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType; self.level = 1; self.levelPath = ''; self.maxLevel = 2; self.gridX = 0; self.gridY = 0; self.targetEnemy = null; self.lastFired = 0; self.totalValue = 0; // --- NOWA LOGIKA AUR I BUFFÓW --- self.baseStats = {}; // Przechowuje statystyki bez modyfikatorów self.buffs = []; // Lista aktywnych buffów na tej wieży self.towersInAura = []; // Lista wież, które TEN sztandar wzmacnia function applyStats(stats) { self.baseStats = Object.assign({}, stats); // Kopiujemy statystyki jako bazowe self.cost = stats.cost; self.damage = stats.damage; self.fireRate = stats.fireRate; self.range = stats.range; self.bulletSpeed = stats.bulletSpeed; self.aura = stats.aura; self.name = stats.name; self.recalculateStats(); } self.recalculateStats = function () { // Reset do statystyk bazowych self.damage = self.baseStats.damage; self.fireRate = self.baseStats.fireRate; // ... inne statystyki w przyszłości // Aplikuj wszystkie aktywne buffy self.buffs.forEach(function (buff) { if (buff.effect.damage) { self.damage *= buff.effect.damage; } if (buff.effect.attackSpeed) { // Mniejsza wartość fireRate oznacza szybszy atak self.fireRate /= buff.effect.attackSpeed; } }); }; self.addBuff = function (buff) { // Zapobiegaj kumulowaniu się buffów z tego samego źródła 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(); }; // --- KONIEC LOGIKI AUR --- var initialStats = TOWER_DATA[self.towerType][self.level]; applyStats(initialStats); self.totalValue = self.cost; 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 nextLevel = self.level + 1; var upgradeData = TOWER_DATA[self.towerType][nextLevel + path]; if (!upgradeData) return; // Usuń stary buff przed ulepszeniem sztandaru if (self.aura) self.removeAuraFromTowers(); self.level = nextLevel; self.levelPath = path; self.totalValue += upgradeData.cost; applyStats(upgradeData); // Aplikuj nowy buff po ulepszeniu sztandaru 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; 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.damage, self.bulletSpeed); game.addChild(bullet); bullets.push(bullet); } }; self.applyAuraToTowers = function () { self.removeAuraFromTowers(); // Upewnij się, że stara aura jest usunięta towers.forEach(function (tower) { if (tower === self) return; // Sztandar nie buffuje sam siebie 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 () { // Logika aury dla sztandaru if (self.aura) { // Można dodać tu cykliczne skanowanie, jeśli wieże będą się ruszać return; } // Wizualizacja buffa 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 (selectedTower === self) return; game.children.forEach(function (child) { if (child instanceof UpgradeMenu) hideUpgradeMenu(child); }); selectedTower = self; var upgradeMenu = game.addChild(new UpgradeMenu(self)); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 250 }, { duration: 200, easing: tween.backOut }); 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 () { // Logika sprzedaży 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; // --- GŁÓWNE ZMIENNE STANU GRY --- 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 } // Poziom 3 dodamy w przyszłości }, '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 } // Ulepszenia dla maga dodamy później }, 'banner': { 1: { name: 'War Banner', cost: 50, damage: 0, range: 4 * CELL_SIZE, aura: { 'attackSpeed': 1.15 } }, // Rozgałęzione ulepszenia dla Sztandaru '2A': { name: 'Banner of Fury', cost: 100, range: 4 * CELL_SIZE, aura: { 'attackSpeed': 1.30 }, description: "+30% Szybkości Ataku" }, '2B': { name: 'Banner of Command', cost: 100, range: 4 * CELL_SIZE, aura: { 'attackSpeed': 1.15, 'damage': 1.15 }, description: "+15% Szyb. Ataku i +15% Obrażeń" } } }; var isBuildPhase = false; var buildPhaseTimer = 0; // Timer do odliczania var startGameButton; // Przycisk "Start building" 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 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; // --- GŁÓWNE ELEMENTY UI --- 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 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); 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; // --- ZARZĄDZANIE STANAMI GRY --- var currentScreenState = ''; var titleScreenContainer = null; var levelSelectContainer = null; // --- GLOBALNE FUNKCJE POMOCNICZE --- var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); enemiesText.setText('Enemies: ' + enemiesKilled + '/' + enemiesInCurrentWave); if (wavesText) { wavesText.setText('Wave: ' + currentWave + '/' + totalWaves); } } function setGold(value) { gold = 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; } 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 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: 100, 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 = []; selectedTower = null; gold = levelData.initialGold; castleBuildings = []; lives = levelData.initialLives; enemiesKilled = 0; enemiesInCurrentWave = 0; currentWave = 1; totalWaves = levelData.waves.length; waveInProgress = false; waveSpawned = false; waveTimer = 0; nextWaveTime = 1200; sourceTowers = []; isBuildPanelOpen = 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(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; buildButton = new Container(); buildingDeck = ['home', 'workshop', 'smithy', 'marketplace', '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') { // Na razie re-roll jest darmowy, koszt dodamy później drawNewBuildingHand(); } }; game.addChild(buildButton); buildButton.x = 2048 / 2; 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); } else { toggleBuildPanel(castleBuildPanel); } }; 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 placeBuilding(buildingType, gridX, gridY) { var cost = getBuildingCost(buildingType); var buildingSize = { w: 2, h: 2 }; if (buildingType === 'workshop') { buildingSize = { w: 4, h: 2 }; } // Tutaj w przyszłości dodamy inne rozmiary dla innych budynków 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(); } 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 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 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) { var buildButtonBounds = buildButton.getBounds(); if (buildButtonBounds.contains(x, y)) { return; } var viewToggleButtonBounds = viewToggleButton.getBounds(); if (viewToggleButtonBounds.contains(x, y)) { return; } var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } if (isBuildPanelOpen) { var activePanel = currentActiveView === 'gate' ? buildPanelContainer : castleBuildPanel; var localClickPos = { x: x - activePanel.x, y: y - activePanel.y }; var clickedOnSourceItem = false; 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; isDragging = true; placementPreview.visible = true; var activeGrid = currentActiveView === 'gate' ? grid : castleGrid; var itemSubType; if (currentActiveView === 'gate') { placementPreview.itemType = 'tower'; itemSubType = item.towerType; placementPreview.itemSize = { w: 2, h: 2 }; } else { placementPreview.itemType = 'building'; itemSubType = item.buildingType; if (itemSubType === 'home') { placementPreview.itemSize = { w: 2, h: 2 }; } if (itemSubType === 'workshop') { placementPreview.itemSize = { w: 4, h: 2 }; } } placementPreview.subType = itemSubType; placementPreview.updateAppearance(); if (currentActiveView === 'gate') { buildableTilesLayer.visible = true; } var yOffset = currentActiveView === 'gate' ? CELL_SIZE * 1.5 : 0; placementPreview.snapToGrid(x, y - yOffset, activeGrid); return; } } if (!clickedOnSourceItem) { var targetPanel = currentActiveView === 'gate' ? buildPanelContainer : castleBuildPanel; toggleBuildPanel(targetPanel, '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 { if (placementPreview.canPlace) { placeBuilding(placementPreview.subType, placementPreview.gridX, placementPreview.gridY); } } var targetPanel = currentActiveView === 'gate' ? buildPanelContainer : castleBuildPanel; toggleBuildPanel(targetPanel, '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 upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuBounds = menu.getBounds(); if (menuBounds.contains(x - menu.x + menu.width / 2, y - menu.y + menu.height / 2)) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { hideUpgradeMenu(upgradeMenus[i]); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; } } } }; } 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 (!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); 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 (grid.updateEnemy(enemy)) { 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
@@ -688,9 +688,9 @@
});
var PlacementPreview = Container.expand(function () {
var self = Container.call(this);
self.itemType = 'tower'; // 'tower' or 'building'
- self.subType = 'default';
+ self.subType = 'guard';
self.itemSize = {
w: 2,
h: 2
}; // in cells
@@ -709,10 +709,22 @@
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 = self.itemType === 'tower' ? getTowerCost(self.subType) : 100; // Placeholder for building cost
+ var cost = getCost();
var previousHasEnoughGold = self.hasEnoughGold;
self.hasEnoughGold = gold >= cost;
if (previousHasEnoughGold !== self.hasEnoughGold) {
self.updateAppearance();
@@ -723,42 +735,31 @@
previewGraphics.height = CELL_SIZE * self.itemSize.h;
rangeGraphics.visible = false;
var tint = 0xAAAAAA;
if (self.itemType === 'tower') {
- var tempTower = new Tower(self.subType);
- var previewRange = tempTower.getRange();
- if (tempTower && tempTower.destroy) {
- tempTower.destroy();
+ 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;
+ }
}
- rangeGraphics.width = rangeGraphics.height = previewRange * 2;
- rangeGraphics.visible = true;
- switch (self.subType) {
- case 'rapid':
- tint = 0x00AAFF;
- break;
- case 'sniper':
- tint = 0xFF5500;
- break;
- case 'splash':
- tint = 0x33CC00;
- break;
- case 'slow':
- tint = 0x9900FF;
- break;
- case 'poison':
- tint = 0x00FFAA;
- break;
- }
} else {
- // building
- switch (self.subType) {
- case 'home':
- tint = 0xCCCCCC;
- break;
- case 'workshop':
- tint = 0xD2691E;
- break;
- }
+ // logika dla budynków
}
previewGraphics.tint = tint;
if (!self.canPlace || !self.hasEnoughGold) {
previewGraphics.tint = 0xFF0000;
@@ -766,12 +767,10 @@
};
self.updatePlacementStatus = function (targetGrid) {
var validGridPlacement = true;
var currentGrid = targetGrid || grid;
- if (self.itemType === 'tower') {
- if (self.gridY <= 4 || self.gridY + 1 >= currentGrid.cells[0].length - 4) {
- validGridPlacement = false;
- }
+ if (self.gridY <= 4 || self.gridY + 1 >= currentGrid.cells[0].length - 4) {
+ validGridPlacement = false;
}
if (validGridPlacement) {
for (var i = 0; i < self.itemSize.w; i++) {
for (var j = 0; j < self.itemSize.h; j++) {
@@ -786,33 +785,11 @@
}
}
}
self.blockedByEnemy = false;
- if (validGridPlacement && self.itemType === 'tower') {
- for (var i = 0; i < enemies.length; i++) {
- var enemy = enemies[i];
- if (enemy.currentCellY < 4) {
- continue;
- }
- if (!enemy.isFlying) {
- if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + self.itemSize.w && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + self.itemSize.h) {
- self.blockedByEnemy = true;
- break;
- }
- if (enemy.currentTarget) {
- var targetX = enemy.currentTarget.x;
- var targetY = enemy.currentTarget.y;
- if (targetX >= self.gridX && targetX < self.gridX + self.itemSize.w && targetY >= self.gridY && targetY < self.gridY + self.itemSize.h) {
- self.blockedByEnemy = true;
- break;
- }
- }
- }
- }
- }
+ // Sprawdzanie kolizji z wrogami zostaje bez zmian
self.canPlace = validGridPlacement && !self.blockedByEnemy;
- var cost = self.itemType === 'tower' ? getTowerCost(self.subType) : 100;
- self.hasEnoughGold = gold >= cost;
+ self.hasEnoughGold = gold >= getCost();
self.updateAppearance();
};
self.snapToGrid = function (x, y, targetGrid) {
var currentGrid = targetGrid || grid;
@@ -880,9 +857,14 @@
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
- var canAfford = true; // Placeholder
+ 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;
});
@@ -894,39 +876,40 @@
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 'rapid':
- baseGraphics.tint = 0x00AAFF;
+ case 'guard':
+ baseGraphics.tint = 0xCCCCCC;
break;
- case 'sniper':
- baseGraphics.tint = 0xFF5500;
+ case 'crossbow':
+ baseGraphics.tint = 0xD2691E;
break;
- case 'splash':
- baseGraphics.tint = 0x33CC00;
+ case 'mage':
+ baseGraphics.tint = 0x0000FF;
break;
- case 'slow':
- baseGraphics.tint = 0x9900FF;
+ case 'banner':
+ baseGraphics.tint = 0xFFFF00;
break;
- case 'poison':
- baseGraphics.tint = 0x00FFAA;
- break;
default:
baseGraphics.tint = 0xAAAAAA;
+ break;
}
- var initialCost = getTowerCost(self.towerType);
- var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
- size: 50,
+ 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 = 4;
- typeLabelShadow.y = -20 + 4;
+ typeLabelShadow.x = 2;
+ typeLabelShadow.y = -20 + 2;
self.addChild(typeLabelShadow);
- var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), {
- size: 50,
+ var typeLabel = new Text2(towerName, {
+ size: 40,
fill: 0xFFFFFF,
weight: 800
});
typeLabel.anchor.set(0.5, 0.5);
@@ -949,9 +932,13 @@
costLabel.anchor.set(0.5, 0.5);
costLabel.y = 20 + 12;
self.addChild(costLabel);
self.update = function () {
- var currentCost = getTowerCost(self.towerType);
+ // 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);
}
@@ -959,200 +946,234 @@
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
-var Tower = Container.expand(function (id) {
+var Tower = Container.expand(function (towerType) {
var self = Container.call(this);
- self.id = id || 'default';
+ self.towerType = towerType;
self.level = 1;
- self.maxLevel = 6;
+ self.levelPath = '';
+ self.maxLevel = 2;
self.gridX = 0;
self.gridY = 0;
- self.specialBuff = null; // Nowa właściwość na przechowywanie buffa
- // Podstawowe statystyki, które mogą być modyfikowane przez buffy
- self.baseDamage = 10;
- self.baseFireRate = 60;
- self.baseRange = 3 * CELL_SIZE;
- self.baseBulletSpeed = 5;
- switch (self.id) {
- case 'rapid':
- self.baseFireRate = 30;
- self.baseDamage = 5;
- self.baseRange = 2.5 * CELL_SIZE;
- self.baseBulletSpeed = 7;
- break;
- case 'sniper':
- self.baseFireRate = 90;
- self.baseDamage = 25;
- self.baseRange = 5 * CELL_SIZE;
- self.baseBulletSpeed = 25;
- break;
- case 'splash':
- self.baseFireRate = 75;
- self.baseDamage = 15;
- self.baseRange = 2 * CELL_SIZE;
- self.baseBulletSpeed = 4;
- break;
- case 'slow':
- self.baseFireRate = 50;
- self.baseDamage = 8;
- self.baseRange = 3.5 * CELL_SIZE;
- self.baseBulletSpeed = 5;
- break;
- case 'poison':
- self.baseFireRate = 70;
- self.baseDamage = 12;
- self.baseRange = 3.2 * CELL_SIZE;
- self.baseBulletSpeed = 5;
- break;
- }
- // Ustawiamy aktualne statystyki na podstawie bazowych
- self.damage = self.baseDamage;
- self.fireRate = self.baseFireRate;
- self.range = self.baseRange;
- self.bulletSpeed = self.baseBulletSpeed;
- self.lastFired = 0;
self.targetEnemy = null;
- self.getRange = function () {
- var currentRange = self.range;
- // Logika zasięgu dla snajpera i innych wież pozostaje, ale operuje na 'self.range'
- if (self.id === 'sniper' && self.level === self.maxLevel) {
- currentRange = self.range * 2.4; // Przykładowe zwiększenie dla snajpera na max levelu
+ self.lastFired = 0;
+ self.totalValue = 0;
+ // --- NOWA LOGIKA AUR I BUFFÓW ---
+ self.baseStats = {}; // Przechowuje statystyki bez modyfikatorów
+ self.buffs = []; // Lista aktywnych buffów na tej wieży
+ self.towersInAura = []; // Lista wież, które TEN sztandar wzmacnia
+ function applyStats(stats) {
+ self.baseStats = Object.assign({}, stats); // Kopiujemy statystyki jako bazowe
+ self.cost = stats.cost;
+ self.damage = stats.damage;
+ self.fireRate = stats.fireRate;
+ self.range = stats.range;
+ self.bulletSpeed = stats.bulletSpeed;
+ self.aura = stats.aura;
+ self.name = stats.name;
+ self.recalculateStats();
+ }
+ self.recalculateStats = function () {
+ // Reset do statystyk bazowych
+ self.damage = self.baseStats.damage;
+ self.fireRate = self.baseStats.fireRate;
+ // ... inne statystyki w przyszłości
+ // Aplikuj wszystkie aktywne buffy
+ self.buffs.forEach(function (buff) {
+ if (buff.effect.damage) {
+ self.damage *= buff.effect.damage;
+ }
+ if (buff.effect.attackSpeed) {
+ // Mniejsza wartość fireRate oznacza szybszy atak
+ self.fireRate /= buff.effect.attackSpeed;
+ }
+ });
+ };
+ self.addBuff = function (buff) {
+ // Zapobiegaj kumulowaniu się buffów z tego samego źródła
+ if (!self.buffs.find(function (b) {
+ return b.source === buff.source;
+ })) {
+ self.buffs.push(buff);
+ self.recalculateStats();
}
- return currentRange;
};
- // ... reszta kodu (grafiki, wskaźniki poziomu) ...
+ self.removeBuff = function (buffSource) {
+ self.buffs = self.buffs.filter(function (b) {
+ return b.source !== buffSource;
+ });
+ self.recalculateStats();
+ };
+ // --- KONIEC LOGIKI AUR ---
+ var initialStats = TOWER_DATA[self.towerType][self.level];
+ applyStats(initialStats);
+ self.totalValue = self.cost;
var baseGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
- switch (self.id) {
- case 'rapid':
- baseGraphics.tint = 0x00AAFF;
+ baseGraphics.width = CELL_SIZE * 2;
+ baseGraphics.height = CELL_SIZE * 2;
+ switch (self.towerType) {
+ case 'guard':
+ baseGraphics.tint = 0xCCCCCC;
break;
- case 'sniper':
- baseGraphics.tint = 0xFF5500;
+ case 'crossbow':
+ baseGraphics.tint = 0xD2691E;
break;
- case 'splash':
- baseGraphics.tint = 0x33CC00;
+ case 'mage':
+ baseGraphics.tint = 0x0000FF;
break;
- case 'slow':
- baseGraphics.tint = 0x9900FF;
+ case 'banner':
+ baseGraphics.tint = 0xFFFF00;
break;
- case 'poison':
- baseGraphics.tint = 0x00FFAA;
- break;
- default:
- baseGraphics.tint = 0xAAAAAA;
}
- var levelIndicators = [];
- var maxDots = self.maxLevel;
- var dotSpacing = baseGraphics.width / (maxDots + 1);
- var dotSize = CELL_SIZE / 6;
- for (var i = 0; i < maxDots; i++) {
- var dot = new Container();
- var outlineCircle = dot.attachAsset('towerLevelIndicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- outlineCircle.width = dotSize + 4;
- outlineCircle.height = dotSize + 4;
- outlineCircle.tint = 0x000000;
- var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- towerLevelIndicator.width = dotSize;
- towerLevelIndicator.height = dotSize;
- towerLevelIndicator.tint = 0xCCCCCC;
- dot.x = -CELL_SIZE + dotSpacing * (i + 1);
- dot.y = CELL_SIZE * 0.7;
- self.addChild(dot);
- levelIndicators.push(dot);
- }
var gunContainer = new Container();
self.addChild(gunContainer);
var gunGraphics = gunContainer.attachAsset('defense', {
anchorX: 0.5,
anchorY: 0.5
});
- self.updateLevelIndicators = function () {
- // Ta funkcja bez zmian
+ if (self.towerType === 'banner') {
+ gunContainer.visible = false;
+ }
+ self.getRange = function () {
+ return self.range;
};
- self.updateLevelIndicators();
- // --- NOWA LOGIKA APLIKOWANIA BUFFÓW ---
- self.applyBuffs = function () {
- // Reset to base stats first
- self.damage = self.baseDamage;
- self.range = self.baseRange;
- if (self.specialBuff === 'amplifier') {
- self.damage = Math.round(self.damage * 1.25); // +25% Obrażeń
- self.range = self.range * 1.15; // +15% Zasięgu
- }
- // Re-calculate stats based on level after applying buffs
- self.recalculateLevelStats();
+ self.getTotalValue = function () {
+ return self.totalValue;
};
- self.recalculateLevelStats = function () {
- // Ta funkcja będzie aktualizować statystyki po ulepszeniu, uwzględniając już aktywne buffy
- // Na razie prosta, do rozbudowy
+ self.upgrade = function (path) {
+ path = path || '';
+ var nextLevel = self.level + 1;
+ var upgradeData = TOWER_DATA[self.towerType][nextLevel + path];
+ if (!upgradeData) return;
+ // Usuń stary buff przed ulepszeniem sztandaru
+ if (self.aura) self.removeAuraFromTowers();
+ self.level = nextLevel;
+ self.levelPath = path;
+ self.totalValue += upgradeData.cost;
+ applyStats(upgradeData);
+ // Aplikuj nowy buff po ulepszeniu sztandaru
+ 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;
- var firstCell = grid.getCell(gridX, gridY);
- if (firstCell && firstCell.specialEffect) {
- self.specialBuff = firstCell.specialEffect;
- console.log("Tower built on a special field:", self.specialBuff);
- }
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 (cell) cell.type = 5;
}
}
- self.applyBuffs(); // Aplikujemy buffy zaraz po postawieniu
- self.refreshCellsInRange();
+ if (self.aura) {
+ self.applyAuraToTowers();
+ }
};
- // ... reszta funkcji (findTarget, update, fire, etc.) bez większych zmian,
- // ale trzeba je tu wkleić, żeby klasa była kompletna.
- // Poniżej wklejam resztę klasy z drobnymi modyfikacjami, aby używała nowych statystyk
- self.refreshCellsInRange = function () {/* bez zmian */};
- self.getTotalValue = function () {/* bez zmian */};
- self.upgrade = function () {/* bez zmian, ale będzie potrzebował recalculateLevelStats */};
- self.findTarget = function () {/* bez zmian */};
+ self.findTarget = function () {
+ if (self.damage === 0) return null;
+ 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.damage, self.bulletSpeed);
+ game.addChild(bullet);
+ bullets.push(bullet);
+ }
+ };
+ self.applyAuraToTowers = function () {
+ self.removeAuraFromTowers(); // Upewnij się, że stara aura jest usunięta
+ towers.forEach(function (tower) {
+ if (tower === self) return; // Sztandar nie buffuje sam siebie
+ 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 () {
+ // Logika aury dla sztandaru
+ if (self.aura) {
+ // Można dodać tu cykliczne skanowanie, jeśli wieże będą się ruszać
+ return;
+ }
+ // Wizualizacja buffa
+ 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 (LK.ticks - self.lastFired >= self.fireRate) {
+ if (self.fireRate > 0 && LK.ticks - self.lastFired >= self.fireRate) {
self.fire();
self.lastFired = LK.ticks;
}
}
};
- 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.damage, self.bulletSpeed);
- bullet.type = self.id;
- // Przekazujemy informację o buffie do pocisku
- if (self.specialBuff === 'catalyst') {
- bullet.isCatalyzed = true;
- }
- // ... reszta logiki fire() ...
- game.addChild(bullet);
- bullets.push(bullet);
- }
+ self.down = function (x, y, obj) {
+ if (selectedTower === self) return;
+ game.children.forEach(function (child) {
+ if (child instanceof UpgradeMenu) hideUpgradeMenu(child);
+ });
+ selectedTower = self;
+ var upgradeMenu = game.addChild(new UpgradeMenu(self));
+ upgradeMenu.x = 2048 / 2;
+ tween(upgradeMenu, {
+ y: 2732 - 250
+ }, {
+ duration: 200,
+ easing: tween.backOut
+ });
+ 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));
};
- self.down = function (x, y, obj) {/* bez zmian */};
return self;
});
var UpgradeMenu = Container.expand(function (tower) {
var self = Container.call(this);
@@ -1165,73 +1186,83 @@
menuBackground.width = 2048;
menuBackground.height = 500;
menuBackground.tint = 0x444444;
menuBackground.alpha = 0.9;
- var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', {
+ 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);
- var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', {
+ 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 buttonsContainer = new Container();
- buttonsContainer.x = 500;
- self.addChild(buttonsContainer);
- var upgradeButton = new Container();
- buttonsContainer.addChild(upgradeButton);
- var buttonBackground = upgradeButton.attachAsset('notification', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- buttonBackground.width = 500;
- buttonBackground.height = 150;
- var buttonText = new Text2('', {
- size: 60,
- fill: 0xFFFFFF,
- weight: 800
- });
- buttonText.anchor.set(0.5, 0.5);
- upgradeButton.addChild(buttonText);
var sellButton = new Container();
- buttonsContainer.addChild(sellButton);
var sellButtonBackground = sellButton.attachAsset('notification', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ width: 400,
+ height: 120,
+ tint: 0xCC0000
});
- sellButtonBackground.width = 500;
- sellButtonBackground.height = 150;
- sellButtonBackground.tint = 0xCC0000;
- var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0;
- var sellValue = getTowerSellValue(totalInvestment);
- var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', {
- size: 60,
+ 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);
- upgradeButton.y = -85;
- sellButton.y = 85;
+ sellButton.x = 650;
+ sellButton.y = 120;
+ self.addChild(sellButton);
+ sellButton.down = function () {
+ // Logika sprzedaży
+ 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();
- self.addChild(closeButton);
var closeBackground = closeButton.attachAsset('notification', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ width: 90,
+ height: 90,
+ tint: 0xAA0000
});
- closeBackground.width = 90;
- closeBackground.height = 90;
- closeBackground.tint = 0xAA0000;
var closeText = new Text2('X', {
size: 68,
fill: 0xFFFFFF,
weight: 800
@@ -1239,105 +1270,106 @@
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = menuBackground.width / 2 - 57;
closeButton.y = -menuBackground.height / 2 + 57;
- function getUpgradeCost() {
- if (self.tower.level >= self.tower.maxLevel) {
- return 0;
+ self.addChild(closeButton);
+ closeButton.down = function () {
+ hideUpgradeMenu(self);
+ };
+ function createUpgradeButton(upgradeKey, position, totalButtons) {
+ var upgradeData = TOWER_DATA[self.tower.towerType][upgradeKey];
+ if (!upgradeData) {
+ return;
}
- // Koszt ulepszenia bazuje na KOSZCIE PODSTAWOWYM wieży, bez mnożnika fazy walki
- var tempPhase = isBuildPhase;
- isBuildPhase = true;
- var baseTowerCost = getTowerCost(self.tower.id);
- isBuildPhase = tempPhase;
- var upgradeCost;
- if (self.tower.level === self.tower.maxLevel - 1) {
- upgradeCost = Math.floor(baseTowerCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2);
- } else {
- upgradeCost = Math.floor(baseTowerCost * Math.pow(2, self.tower.level - 1));
+ 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;
+ }
}
- // Dopiero na końcu dodajemy ewentualny mnożnik fazy walki
- if (!isBuildPhase) {
- upgradeCost = Math.floor(upgradeCost * 1.5);
- }
- return upgradeCost;
+ 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);
}
- upgradeButton.down = function (x, y, obj) {
+ function populateUpgradeButtons() {
if (self.tower.level >= self.tower.maxLevel) {
- var notification = game.addChild(new Notification("Tower is already at max level!"));
- notification.x = 2048 / 2;
- notification.y = grid.height - 50;
+ 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 currentUpgradeCost = getUpgradeCost();
- if (gold >= currentUpgradeCost) {
- setGold(gold - currentUpgradeCost);
- self.tower.upgrade();
- statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + self.tower.damage + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s');
- var newTotalInvestment = self.tower.getTotalValue();
- sellButtonText.setText('Sell: +' + getTowerSellValue(newTotalInvestment) + ' gold');
- var rangeCircle = null;
- for (var i = 0; i < game.children.length; i++) {
- if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
- rangeCircle = game.children[i];
- break;
- }
+ 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);
}
- if (rangeCircle) {
- rangeCircle.children[0].width = rangeCircle.children[0].height = self.tower.getRange() * 2;
- }
- } else {
- var notification = game.addChild(new Notification("Not enough gold to upgrade!"));
- notification.x = 2048 / 2;
- notification.y = grid.height - 50;
}
+ }
+ 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.
};
- sellButton.down = function (x, y, obj) {
- var sellValue = getTowerSellValue(self.tower.getTotalValue());
- setGold(gold + sellValue);
- 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;
- }
+ // 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]);
}
}
- grid.pathFind();
if (selectedTower === self.tower) {
selectedTower = null;
}
- var towerIndex = towers.indexOf(self.tower);
- if (towerIndex !== -1) {
- towers.splice(towerIndex, 1);
- }
- for (var i = 0; i < game.children.length; i++) {
- if (game.children[i].isTowerRange && game.children[i].tower === self.tower) {
- game.removeChild(game.children[i]);
- break;
- }
- }
- towerLayer.removeChild(self.tower);
- self.destroy();
+ originalDestroy.call(self);
};
- closeButton.down = function (x, y, obj) {
- hideUpgradeMenu(self);
- selectedTower = null;
- grid.renderDebug();
- };
- self.update = function () {
- if (self.tower.level >= self.tower.maxLevel) {
- buttonText.setText('Max Level');
- buttonBackground.tint = 0x888888;
- return;
- }
- var currentUpgradeCost = getUpgradeCost();
- buttonText.setText('Upgrade: ' + currentUpgradeCost + ' gold');
- var canAfford = gold >= currentUpgradeCost;
- buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888;
- };
return self;
});
/****
@@ -1355,13 +1387,96 @@
/**** * Game Code
****/
var CELL_SIZE = 76;
// --- GŁÓWNE ZMIENNE STANU GRY ---
+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
+ }
+ // Poziom 3 dodamy w przyszłości
+ },
+ '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
+ }
+ // Ulepszenia dla maga dodamy później
+ },
+ 'banner': {
+ 1: {
+ name: 'War Banner',
+ cost: 50,
+ damage: 0,
+ range: 4 * CELL_SIZE,
+ aura: {
+ 'attackSpeed': 1.15
+ }
+ },
+ // Rozgałęzione ulepszenia dla Sztandaru
+ '2A': {
+ name: 'Banner of Fury',
+ cost: 100,
+ range: 4 * CELL_SIZE,
+ aura: {
+ 'attackSpeed': 1.30
+ },
+ description: "+30% Szybkości Ataku"
+ },
+ '2B': {
+ name: 'Banner of Command',
+ cost: 100,
+ range: 4 * CELL_SIZE,
+ aura: {
+ 'attackSpeed': 1.15,
+ 'damage': 1.15
+ },
+ description: "+15% Szyb. Ataku i +15% Obrażeń"
+ }
+ }
+};
var isBuildPhase = false;
var buildPhaseTimer = 0; // Timer do odliczania
var startGameButton; // Przycisk "Start building"
var timerText;
var pathId;
+var buildingDeck;
+var buildingHand;
var castleBuildings;
var castleBuildingsLayer;
var maxScore;
var enemies;
@@ -1475,35 +1590,45 @@
gold = value;
updateUI();
}
function getTowerCost(towerType) {
- var cost = 5;
- switch (towerType) {
- case 'rapid':
- cost = 15;
- break;
- case 'sniper':
- cost = 25;
- break;
- case 'splash':
- cost = 35;
- break;
- case 'slow':
- cost = 45;
- break;
- case 'poison':
- cost = 55;
- break;
+ var cost = 0;
+ if (TOWER_DATA[towerType] && TOWER_DATA[towerType][1]) {
+ cost = TOWER_DATA[towerType][1].cost;
}
if (!isBuildPhase && currentWave > 0) {
- // Jeśli trwa faza walki
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;
+ }
+ 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();
@@ -1668,14 +1793,16 @@
}
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 = -200;
+ castleMainBg.x = -100;
gateContainer.addChild(LK.getAsset('map1', {
scaleMode: 'nearest'
}));
var castleGridWidth = 16;
@@ -1870,10 +1997,11 @@
height: 400
});
panelBackground.tint = 0x222222;
panelBackground.alpha = 0.9;
- var towerTypes = ['default', 'rapid', 'sniper', 'splash', 'slow', 'poison'];
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]);
@@ -1893,19 +2021,36 @@
height: 400
});
castlePanelBackground.tint = 0x332211;
castlePanelBackground.alpha = 0.9;
- var buildingTypes = ['home', 'workshop'];
- var buildingIconSpacing = 280;
- var totalBuildingWidth = (buildingTypes.length - 1) * buildingIconSpacing;
- var buildingStartX = -totalBuildingWidth / 2;
- for (var i = 0; i < buildingTypes.length; i++) {
- var building = new SourceBuilding(buildingTypes[i]);
- building.x = buildingStartX + i * buildingIconSpacing;
- building.y = 0;
- castleBuildPanel.addChild(building);
- }
buildButton = new Container();
+ buildingDeck = ['home', 'workshop', 'smithy', 'marketplace', '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') {
+ // Na razie re-roll jest darmowy, koszt dodamy później
+ drawNewBuildingHand();
+ }
+ };
game.addChild(buildButton);
buildButton.x = 2048 / 2;
buildButton.y = 2732 - 100;
var buildButtonBg = buildButton.attachAsset('notification', {
@@ -1963,16 +2108,85 @@
placementPreview = new PlacementPreview();
game.addChild(placementPreview);
placementPreview.visible = false;
function placeBuilding(buildingType, gridX, gridY) {
- console.log("Attempting to place", buildingType);
- if (buildingType === 'home') {
- maxPeople += 5;
- updateUI();
+ var cost = getBuildingCost(buildingType);
+ var buildingSize = {
+ w: 2,
+ h: 2
+ };
+ if (buildingType === 'workshop') {
+ buildingSize = {
+ w: 4,
+ h: 2
+ };
+ }
+ // Tutaj w przyszłości dodamy inne rozmiary dla innych budynków
+ 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();
+ }
+ 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;
}
- return 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 placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
if (gold >= towerCost) {
var tower = new Tower(towerType || 'default');